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psychosis

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  1. Like
    psychosis got a reaction from teamcrisiz in ADD THIS To Epoch!!   
    and this :
    http://www.armaholic.com/page.php?id=28025
    ^^
  2. Like
    psychosis got a reaction from bFe in FOB Skalisty   
    can u share the .bliedi?
  3. Like
    psychosis reacted to Zupa in [0.2 Release] Unofficial Epoch Redis Database Manager - Live Map   
    Unofficial Epoch Redis Database Manager
     
    BROKEN IN CURRENT EPOCH.
     
    To help out on the Dev team and server owners i present you my current project i'm working on. This will allow you to manage your redis databases with a nice friendly user-interface. This will be handmade on the Epoch data structure. It will require a php-capable invironment. 
     
    It will allow viewing, editing and deleting of all server data in redis in a admin-friendly interface.
     
    You can request features you want implemented in this topic.
     
     
    OPEN BETA PRE ALPHA UPDATE 2
     
    0.2 Release Data & MAP 
     
    Whats new in 0.2?
     
    [ADDED] More maps [ADDED] Own maps support [ADDED] More customisable settings [ADDED] Import/export server data ( for other admins forexample) [ADDED] Use own images [ADDED] View buildings, storages,players,vehicle details. [FIXED] Charnarus and altis are calibrated, other maps  that are default in are theoreticle correct but not tested. [FIXED] Working dashboard page.  
    Whats Gonna be new in 0.3 ( Rolling Changelogs)?
     
    [CHANGED] PHP laravel backend. [ADDED] Statistic Graphs at listdetail screens. [ADDED] Login System. [ADDED] User Rights on pages system. (Configurable by full admins). [ADDED] Inegrated ZupaStats for admin purposes. [FIXED] Some performance issues. [FIXED] Changing server on dashboard now also refreshes dashboard. [FIXED] Server name now correctly displays on title text. More to come  
     
    Download:
     
    On 24 feb 2015:
     

     
    http://www.mediafire.com/download/rd1c8wldmldgi2z/ZRDBM.rar
     
    This is not an optimised build. Keep the html and php on the same host for this release. TCP redis should work if configured corretly ( not tested, so I can be wrong). Server data is saved in localhost in your browser for time being. 
     
    Default included maps:
    Chernarus Altis Stratis Takistan Namalsk  
    Download Extra Maps
     
    These maps are not default in the download to make the file not too big for people that don't need them.
     
    To use these maps just place the folder in the "maps" folder and add the map to the settings.
     
    Credits to Scott AKA Uro to make these possible and easy for me.
     
    These images are ingame images and should not have an offset
     
    Bornholm
     
    http://www.mediafire.com/download/n7bbqkf8899hiex/bornholm.rar
     
    Mapsize : 22528 x 22528 : Needs testing!
     
    Image: http://i.imgur.com/jNXbfeC.jpg
     
    Lingor
     
    http://www.mediafire.com/download/1af9wb3zxlif2xc/lingor.rar
     
    Mapsize : 10240 x 10239 : Needs testing!
     
    Image: http://i.imgur.com/yeIAi8v.jpg
     
    Zargabad
     
    http://www.mediafire.com/download/0gjq7617zl3uc36/zargabad.rar
     
    Mapsize : 8191 x 8194: Needs testing!
     
    Image: http://i.imgur.com/CoJLIXL.jpg
     
    Panthera 3
     
    http://www.mediafire.com/download/gqumsm2s2niskl7/panthera.rar
     
    Mapsize : 10240 x 10239: Needs testing!
     
    Image: http://i.imgur.com/cf7fsqd.jpg
     
    Taviana 3
     
    http://www.mediafire.com/download/an38c1rbidxmdcr/taviana.rar
     
    Mapsize : 21333 x 21332: Needs testing!
     
    Image: http://i.imgur.com/jHZyDz5.jpg
     
    Alternative Altis
     
    http://www.mediafire.com/download/1dd962bff7wo4dr/altis2.rar
     
    Mapsize : 30700x 30700.
     
    Image: http://i.imgur.com/XNgVFMJ.jpg
     
    Alternative Chernarus
     
    http://www.mediafire.com/download/2qc9jri1ccj38ym/chernarus2.rar
     
    Mapsize : 15360 x 15360.
     
    Image: http://i.imgur.com/88ilDD9.png
     
    Alternative Stratis
     
    http://www.mediafire.com/download/c29odtoquazjki6/stratis2.rar
     
    Mapsize : 8191 x 8192
     
    Image: http://i.imgur.com/x0xy0zR.jpg
     
    Instructions:
     
    Unzip the folder in your apache enviremont ( xampp htdocs) for example. ( More info about this later).
     
    Add extra maps to the map folder if necessary (Not all are included in default download. Otherwise the size will get too big).
     
    Go to the server/config.php and fill in your server data ( if you want multiple servers on different IP's , i recommend making a server2 folder with that config then).
    $myRedisPass = "redispass"; $myRedisPort = 6379; $myRedisHost = '127.0.0.1'; // If php and redis are on the same server, this suffices IF PHP and REDIS are on different servers ( you need to open the redis Port on that server AND bind your public ip in redis config !)
     
    EXAMPLE in redis.conf: ( Restart redis to activate this).
    bind 127.0.0.1 38.17.135.190 Now browse to your folder in a browser.  ( localhost or externally).
     
    The webapp automaticly lets u add a server, fill in the data correctly or import an exported server. 
     

     
     
    Screenschots:
     
     

     

     
     

     
     

     
     

     
     
     

     

     
    IN DEV More functions added later.
  4. Like
    psychosis reacted to nedfox in Spawn vehicle isssue   
    Delete vehicles from traders.
     
    Either buy them as admin and delete them, or delete them manually from the database.
  5. Like
    psychosis reacted to BetterDeadThanZed in [Idea] Hunt the admin script   
    I've been reading all the replies. Thanks for the input. I hope one of you coding gurus can come up with something. Just a comment about the random player being selected. I think that would be a bad idea to randomly select a player. It would be better to limit it to only admins, so they can prepare themselves with whatever gear they want the players to be able to steal from them. A random player could get rather irate if they have been working hard to loot, moving stealthily and suddenly their position is broadcast to everyone.
  6. Like
    psychosis reacted to maca134 in M3Editor - A3 3D Editor   
    More info goto http://maca134.co.uk/portfolio/m3editor-arma-3-map-editor/
     
    I will not be announcing updates on this forums anymore.
    a3_epoch_custom.zip
    @m3editor.zip
    convert.htm
  7. Like
    psychosis reacted to RC_Robio in How to optimize server-FPS and server performance   
    tbbmalloc  Drop into your dll folder in your server directory as stated above and add the parameters -malloc=tbbmalloc to your server.
     
    Also get it here. https://github.com/fred41/tbbmalloc_arma Click download zip on the right and the dll will be in the Binary folder.
    tbbmalloc.zip
  8. Like
    psychosis reacted to Sp4rkY in [PreRelease] Working AI-Mission System   
    Hi guys !
     
    I will finally present you a working AI-Mission System with working AI-Damage to every player which joins the first time.
    I´m not the creator of this system, its from my mate KiloSwiss ! All credits goes to KiloSwiss for his amazing power of working at this !!!
     
    Have fun to check this out and give response of any bugs ! :)
     
    And here it is:
    epoch_missions.zip
     
    Further instructions will come, i just want to give you this pretty christmas gift first ! :)
     
    cheers
     
  9. Like
    psychosis reacted to TheVampire in VEMF - Vampire's Epoch Mission Framework   
    Progress update (since I posted this thread originally last friday). The majority of the bulk code is done. All the location finding code is done for now. The next bulk code hurdle is the code that actually spawns the AI, keeps track of them, cleans them up, and caches them. VEMF will cache units that are not near players and respawn them in when players get near to save on server resources which should further minimize lag and allow for more AI on the field.
     
    After this stretch, there will only be small bugs to work out like keeping temporary vehicles from despawning, or being saved by the server if we don't want them to, and making sure the AI behave as they are supposed to. As announced on Github, the first release of VEMF will include Dynamic Town Invasion missions only, and will be expanded on from there (as that will require 80% of the core code to be done).
  10. Like
    psychosis reacted to TheVampire in VEMF - Vampire's Epoch Mission Framework   
    - What is VEMF? -
    VEMF is the Spiritual Successor to DZMS.
    VEMF Stands for Vampire's Epoch Mission Framework.
    VEMF is going to be a mission system designed specifically for Arma 3: Epoch.
     
    - How is VEMF different from DZMS? -
    VEMF is being designed to be a Mission Framework.
    VEMF will be more modular than DZMS allowing anyone to easily create an "Addon" for it.
    VEMF will not be a "fetch the box" mission system, it will be much much broader;
    A-B, Multiple Ending, Vehicle Convoys, Vehicle Capture, Manhunts, Investigation/Exploration, and more!
    VEMF will run entirely on the server side, in a server-side PBO.
     
    - When Will it be Done? -
    VEMF is still a work in progress.
     
    The current version is WIP.
     
    - Example Videos -
     
     
     
     
    - Github -
    https://github.com/SMVampire/VEMF
  11. Like
    psychosis reacted to striker in [Project / WIP] dayzChunks - Load Objects in a chunk style as opposed to all at once   
    This is an extremely ALPHA project and by no means is appropriate for production servers! ONLY FOR DEVELOPMENT SERVERS (when released)
     
    Hey guys,
    Intro
    Just want to share with you my latest project that I have been working on. One of the biggest issues I have seen with running a server is low fps do to the shear amount of objects in the server. I pondered on how I could solve this issue. One of the first games to pop into my head was Minecraft. Why is Minecraft significant? It's significant because the size the levels can be can practically be unlimited to the average person, and the way they achieve this is, well, level chunks. So I decided I would take this concept and apply it to the object spawning mechanism.
     
    The Mechanism
    The way dayz currently spawns in objects is it spawns everything in at once when the server starts. This creates lower FPS on the client side because the clients have to account for all of those vehicles. The way I have reworked the mechanism is to put all the objects into an array for later access. I get the chuck the players are in by using a function that divides their location by the chunk size. This in turn, creates a array location which can also get the objects within their chunk. You can also apply a chunk radius which will be added and subtracted from the current chunks location. This is done to prevent only one chunk to load at once.
     
    Benchmark
    Here is a few screen shots of the script in action and then without the script. This is on a public server with less than a thousand objects on the server. (FPS in upper right hand corner)
     
    With chunk script



     
    Without chunk script



    Result: As you can see from the pictures, rural areas on the map, FPS increase is close to +20, while on the city side of the spectrum, FPS increase is a mere +5 FPS.
     
    But that is not where the script is suppose to shine... What if I told you we could have 10,000 object on the server with a decent FPS? Lets try it at 2,000 vehicles first shall we  ;)
     
    With chunk script



     
    Without chunk script



     
    Result: Yep, chunks helped tremendously with the FPS of the client. It's FPS was a shear +38 fps more and there was 2,000 vehicles.
     
    The performance increase is great but there still is a long road(network lag) ahead of the script.
     
    Any thoughts? Should I continue with it? IS IT THE FUTURE?
     
    Ill share the script once I have it to an exceptionable point. However, if there is a massive influx of people who want to see it for themselves, I might release what I have now.
     
     
     
     
    Appreciate and support my work? 
  12. Like
    psychosis reacted to Axle in Hackers galore cheers devs   
    I thought you didn't get hacked using infistar though. You said it's the superior AH... 
     
    We had nothing to do with it and would never ask anyone to hack another communities server.
     
    If the person doing it could please stop, that would be nice. We aren't here to hit below the belt.
  13. Like
    psychosis reacted to vbawol in 0.2.5.1 (Build A) Server Only Hotfix Changelog   
    [Fixed] False ban when an admin from another server joins a server they are not an admin on.
     
     
    * Note: If upgrading from 0.2.5.1 release just update both server pbo's and the DLL.
  14. Like
    psychosis reacted to Goatboy in AI MISSIONS?   
    The wasteland missions can work with epoch with alot of tweeking but thy are buggy as fuck. I am working on some AI/side missions atm. I am about 90% done. Atm what thy do is spawn a crate filled with epoch stuff aka one has building shit another has food and what not. Ai will spawn with the crate just like wastelands missions but runs sweet will a high load on the server. Once i have got everything working i will put up a link to download them. 
    All of this runs server side so your mission files is stall small :P  If anyone wants to lend a hand pm me on here to fast track things as its the weekend and i might end up getting drunk after lunch lol.
  15. Like
    psychosis reacted to vbawol in Discussion: Official Server Files Release Date!   
    We had a long day testing/fixing some major issues that popped up this morning and I think at this point we have sorted most of them. Server files release should be later today.
  16. Like
    psychosis reacted to Axle in Patch 0.2.5 RC testing.   
    It's getting close and we need some large scale testing. Mells House server will be hosting the RC patch.
     
    You can download the test client here.
     
    http://epochmod.com/downloads/Epoch_0.2.5_RC1.zip.torrent
     
    Once the RC files are tested and we pack the live version, server files will follow.
  17. Like
    psychosis reacted to Achmed in [Release] Indestructible Items (For 1.0.5.1)   
    I started a new thread for this as the way it is done is different from ToejaM's ()
     
    I take no credit for this, all I have done is take information from both ToejaM's and Epoch's indestructible scripts and pull it together to give the ability to select what items are indestructible.
     
    I have it set to make only Cinder walls, Metal floors, ladders, ramps & stairs indestructible however its easy to add more to the list.
     
    All items set in the array take no damage when created, upgraded, downgraded or after server restart.
     
    Files are now on github here https://github.com/mathewjknott/Dayz-Epoch-Indestructible-Items
     
     
    Installation instructions - (last updated 08/07/14 @ 18:30)
     
     
    PART A (setting up mission file file structure)
     
    Step 1)
     
    Unpack your dayz_code.pbo in @DayZ_Epoch\addons\
     
     
    Step 2)
     
    Create a new folder in your missions files called "dayz_code"
    Create 3 new folders in the newly created "dayz_code" folder called "actions", "compile" & "init"
     
     
    Step 3)
     
    Copy variables.sqf from @DayZ_epoch\addons\dayz_code\init\ to dayz_code\init\
    Copy compiles.sqf from @DayZ_epoch\addons\dayz_code\init\ to dayz_code\init\
    Copy fn_selfActions.sqf  from @DayZ_epoch\addons\dayz_code\compile\ to dayz_code\compile\
    Copy player_build.sqf from @DayZ_epoch\addons\dayz_code\actions\ to dayz_code\actions\
    Copy player_upgrade.sqf from @DayZ_epoch\addons\dayz_code\actions\ to dayz_code\actions\
    Copy player_buildingDowngrade.sqf from @DayZ_epoch\addons\dayz_code\actions\ to dayz_code\actions\
     
     
    Step 4)
     
    Open mission files\init.sqf
     
    Replace
    "\z\addons\dayz_code\init\variables.sqf"; with
    "dayz_code\init\variables.sqf"; Replace
    "\z\addons\dayz_code\init\compiles.sqf"; with
    "dayz_code\init\compiles.sqf"; Step 5)
     
    Open mission files\dayz_code\compiles.sqf
     
    replace
    "\z\addons\dayz_code\compile\fn_selfActions.sqf"; with
    "dayz_code\compile\fn_selfActions.sqf"; replace
    "\z\addons\dayz_code\actions\player_build.sqf";  with
    "dayz_code\actions\player_build.sqf";  Step 6)
     
    Open mission files\day_code\compile\fn_selfActions.sqf
     
    replace
    "\z\addons\dayz_code\actions\player_upgrade.sqf" with
    "dayz_code\actions\player_upgrade.sqf" replace
    "\z\addons\dayz_code\actions\player_buildingDowngrade.sqf" with
    "dayz_code\actions\player_buildingDowngrade.sqf"  PART B (mission file Edits for mod)
     
     
    Step 1)
     
    Open mission files\dayz_code\init\variables.sqf
     
    find
    dayz_allowedObjects add below
    //#########################INDESTRUCTIBLE ITEMS######################### indestructible = ["CinderWallHalf_DZ","CinderWall_DZ","CinderWallSmallDoorway_DZ","CinderWallDoorSmall_DZ","CinderWallDoorSmallLocked_DZ","CinderWallDoorway_DZ","CinderWallDoor_DZ","CinderWallDoorLocked_DZ","MetalFloor_DZ","WoodLadder_DZ","WoodStairs_DZ","WoodStairsSans_DZ","WoodStairsRails_DZ","WoodRamp_DZ"]; //###################################################################### N.B - add/remove items to this list to have them indestructible.
     
     
    Step 2)
     
    open mission files\dayz_code\actions\player_build.sqf
     
    find
    // Start Build _tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; N.B - _tmpbuilt may be _object if you are using snap building.
     
    add after
    //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _tmpbuilt) in indestructible) then { _tmpbuilt addEventHandler ["HandleDamage", {false}]; _tmpbuilt enableSimulation false; }; //###################################################################### N.B - If _tmpbuilt is _object, change all _tmpbuilt in above code to _object.
     
     
    Step 3)
     
    open mission files\dayz_code\actions\player_upgrade.sqf
     
    find
    // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; add after
    //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _object) in indestructible) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; }; //###################################################################### Step 4)
     
    open mission files\dayz_code\actions\player_buildingDowngrade.sqf
     
    find
    // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; add after
    //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _object) in indestructible) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; }; //###################################################################### PART C (Server file Edits for mod)
     
     
    Step 1)
     
    Open dayz_server\system\server_monitor.sqf
     
    find
    if (DZE_GodModeBase) then { _object addEventHandler ["HandleDamage", {false}]; } else { _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; }; replace with
    //#########################REMOVED FOR INDESTRUCTIBLE ITEMS######################### // if (DZE_GodModeBase) then { // _object addEventHandler ["HandleDamage", {false}]; // } else { // _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; // }; //################################################################################## Find
    _object setDamage _damage; add after
    //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _object) in indestructible) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; } else { _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; }; //###################################################################### For those of you that want to use "Plot for life (2.2.6)", "Snap build Pro(1.4)" and this script, i have created a set of files that for a vanilla server could just be uploaded. The mission files are for NAPF but it would not take much to use them on another map.
     
    Download from here
  18. Like
    psychosis reacted to Spodermayt in [Release] Simple IED Script   
    IED's
    Might be handy when you cant find anything good.
     
    Installation:
    You need maca's right click system: HERE.
     
    Download this: and place it to your custom folder in mission.pbo: HERE.
     
    And place this to your extra_rc.hpp:
    class ExtraRc { class HandGrenade_West { class ied1 { text = "Craft a tiny IED"; script = "execVM 'custom\IEDs\tiny_IED.sqf';"; }; }; class BAF_ied_v1 { class ied2 { text = "Craft a small IED"; script = "execVM 'custom\IEDs\small_IED.sqf';"; }; }; class BAF_ied_v2 { class ied3 { text = "Craft a normal IED"; script = "execVM 'custom\IEDs\normal_IED.sqf';"; }; }; class BAF_ied_v3 { class ied4 { text = "Craft a large IED"; script = "execVM 'custom\IEDs\large_IED.sqf';"; }; }; };  Done
  19. Like
    psychosis reacted to Zupa in [Release] Better Load Messages (WIP)   
    Better Load Messages
     
    Only recommended for more advanced server owners/scripters.
     
    FIRST TEST THIS ON A TEST SERVER. 
     
    If you dont like my name in there, look for "Zupa Info" in compiles.sqf And change that to whatever you want ( Server Info for example)
     
    Bored of the loading messages which are simple plain "Authenticating" and " Character data". Now i made some simmple additions which allows servers ( defenatly handy for when the server is starting up) to have more messages showing, to actually show you whats going on with the server. 
     
    It will also disable to timeout until the person actually starts pinging to login. 
     
    Messages coming from server:
    Getting Objects from Hive Spawning 5683 objects and vehicles Spawned 250 of 5683 objects Loading trader data Spawning 25 new vehicles Finishing up the server Server running These messages will be completed with "& " + whatever the normal messages are ( Mostly "Authenticated user").
     
    Players will know if they login takes longer because of server of because of himself.
     
    I'm planning to even make this better in the future.
     
     
     
    Instructions
     
    In your compiles.sqf ( The client is ging to catch the publicVariable from the server, and after that he is going to show you the message)
    THIS ALSO FIXES YOUR SERVER HANING ON BLACK SCREEN BUT HEARING SOUND.
     
    Change the following code block:
    //This is still needed but the fsm should terminate if any errors pop up. [] spawn { private["_timeOut","_display","_control1","_control2"]; disableSerialization; _timeOut = 0; dayz_loadScreenMsg = ""; diag_log "DEBUG: loadscreen guard started."; _display = uiNameSpace getVariable "BIS_loadingScreen"; if (!isNil "_display") then { _control1 = _display displayctrl 8400; _control2 = _display displayctrl 102; }; if (!isNil "dayz_DisplayGenderSelect") then { waitUntil {!dayz_DisplayGenderSelect}; }; // 120 sec timeout (12000 * 0.01) while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!"; }; if (!isNil "_display") then { if ( isNull _display ) then { waitUntil { !dialog; }; startLoadingScreen ["","RscDisplayLoadCustom"]; _display = uiNameSpace getVariable "BIS_loadingScreen"; _control1 = _display displayctrl 8400; _control2 = _display displayctrl 102; }; if ( dayz_loadScreenMsg != "" ) then { _control1 ctrlSetText dayz_loadScreenMsg; dayz_loadScreenMsg = ""; }; _control2 ctrlSetText format["%1",round(_timeOut*0.01)]; }; _timeOut = _timeOut + 1; if (_timeOut >= 12000) then { 1 cutText [localize "str_player_login_timeout", "PLAIN DOWN"]; sleep 10; endLoadingScreen; endMission "END1"; }; sleep 0.01; }; }; Into:
    Zupa_LoadingMessage = ["Loading up server."]; // innitial message before the server ever sends a message to the client. "PVDZE_Z_LoadMessage" addPublicVariableEventHandler {Zupa_LoadingMessage = _this select 1;}; //This is still needed but the fsm should terminate if any errors pop up. [] spawn { private["_timeOut","_display","_control1","_control2"]; disableSerialization; _timeOut = 0; dayz_loadScreenMsg = ""; diag_log "DEBUG: loadscreen guard started."; _display = uiNameSpace getVariable "BIS_loadingScreen"; if (!isNil "_display") then { _control1 = _display displayctrl 8400; _control2 = _display displayctrl 102; }; if (!isNil "dayz_DisplayGenderSelect") then { waitUntil {!dayz_DisplayGenderSelect}; }; // 120 sec timeout (12000 * 0.01) while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!"; endLoadingScreen; }; if (!isNil "_display") then { if ( isNull _display ) then { waitUntil { !dialog; }; startLoadingScreen ["","RscDisplayLoadCustom"]; _display = uiNameSpace getVariable "BIS_loadingScreen"; _control1 = _display displayctrl 8400; _control2 = _display displayctrl 102; }; _control1 ctrlSetText format["Zupa Info: %1 & %2.",Zupa_LoadingMessage select 0 ,dayz_loadScreenMsg]; _control2 ctrlSetText format["%1",round(_timeOut*0.01)]; }; if( Zupa_LoadingMessage select 0 != "Server running")then{ _timeOut = 0; }else{ _timeOut = _timeOut + 1; }; if (_timeOut >= 12000) then { 1 cutText [localize "str_player_login_timeout", "PLAIN DOWN"]; sleep 10; endLoadingScreen; endMission "END1"; }; sleep 0.01; }; }; Now we going to the server_monitor.sqf ( server sided)
     
    1)
    Add
    PVDZE_Z_LoadMessage = ["Getting Objects from Hive"]; publicVariable "PVDZE_Z_LoadMessage"; Above
    serverVehicleCounter = []; _hiveResponse = []; 2)
     
    add
    _ammountOfObject = count (_BuildingQueue + _objectQueue); _theMessage = format ["Spawning %1 objects and vehicles", _ammountOfObject]; PVDZE_Z_LoadMessage = [_theMessage]; publicVariable "PVDZE_Z_LoadMessage"; _currentCount = 0;      _newMileStone = 50; above
    _totalvehicles = 0; { _idKey = _x select 1; _type = _x select 2; _ownerID = _x select 3; 3) 
    add
    if( _currentCount == _newMileStone)then{ // to reduce bandwith _newMileStone = _newMileStone + 50; // every 50 items loaded refresh message _theMessage = format ["Spawned %1 of %2 objects",_currentCount, _ammountOfObject]; PVDZE_Z_LoadMessage = [_theMessage]; publicVariable "PVDZE_Z_LoadMessage"; }; _currentCount = _currentCount + 1;  above 
    } count (_BuildingQueue + _objectQueue); // # END SPAWN OBJECTS # 4)
    add
    _theMessage = "Loading trader data"; PVDZE_Z_LoadMessage = [_theMessage]; publicVariable "PVDZE_Z_LoadMessage"; AFTER
    if !(DZE_ConfigTrader) then { 5) 
     
    add 
    _theMessage = format["Spawning %1 new vehicles", _vehLimit]; PVDZE_Z_LoadMessage = [_theMessage]; publicVariable "PVDZE_Z_LoadMessage";  AFTER
    // spawn_vehicles _vehLimit = MaxVehicleLimit - _totalvehicles; 6) 
     
    add
    _theMessage = "Finishing up the server"; PVDZE_Z_LoadMessage = [_theMessage]; publicVariable "PVDZE_Z_LoadMessage"; BEFORE
    // spawn_roadblocks diag_log ("HIVE: Spawning # of Debris: " + str(MaxDynamicDebris)); for "_x" from 1 to MaxDynamicDebris do { [] spawn spawn_roadblocks; }; 7 LAST)
     
    add
    _theMessage = format["Server running", _vehLimit]; PVDZE_Z_LoadMessage = [_theMessage]; publicVariable "PVDZE_Z_LoadMessage"; AFTER
    diag_log format["Total Number of spawn locations %1", actualSpawnMarkerCount];
  20. Like
    psychosis reacted to Zupa in [Tutorial] Custom Debug / Stats   
    Insulting. And you def didn start that ?

    What do i get for the work i did ? Right nothing. You will take it and prob tell your server. Hey i made some new scripts. Enjoy.

    Then you come here and insult my work. I wouldnt even had to release it.

    Now dont think i cant handl crtisism. I love making the script better based on experience and bugs reported by FRIENDLY people. Which gives me joy yo help those poeple for FREE. Now why wwould i help someone that just insults me.

    Im a working man with a social life. When i get home. Most of my sparz time goes into coding dayz servers and helping the eppch comunity.
  21. Like
    psychosis reacted to Zupa in [FIXED] Players Stuck at Loading Screen with Sound/Audio   
    in your compiles .sqf
     
    look for the following:
    if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!";}; replace that with the following
    if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!"; endLoadingScreen; }; That fixes your problems.
     
    Its when somehow the load screen doesnt get ended. So if login loop completed, force the load to end.
     
    Tip: Follow your topic with the follow topic on the right top ^^, u will get a mail as soon as you get a response!
  22. Like
    psychosis reacted to ispan55 in [HOW-TO] Reskin/Retexture Vehicles   
    Here are my texture / download 
    enjoy :D 
     


     


  23. Like
    psychosis got a reaction from gunnar in denmark Pack (new towns)   
    really cool
  24. Like
    psychosis reacted to ZENITHOVMAN in Chernarus Oil Rig   
    Hello All,
    [As Per Request]
    Please be aware that this was my very first Edit and it was done a long time ago.
    Hopefully you get an Idea of the LOC by this screenshot.
     
    Ahhhh the memories of this Rig come flooding back! B) Many a cold night freezing my ass off repelling all would be Base Invaders from stealing my home.
    This Rig was my Base for about 6 months before I got forced off of it by a bandit group of about 12 players.  :ph34r:
    Obviously it was a hell of a lot more fortified than the image below which is V1.0.
     
    StenchRig V1.0
     
    This Drilling Rig is made up of several platforms that could be accessed from one platform to the next in most cases.
    Living Quarters are on the Mess Platform where there are 2 medical tents which spawn loot.2 ladders lead down to the submerged jetty from here.
    You may notice the U.S Ordinance crate in front of the Med Units this crate is full of construction equipment and completely up to your server project leader to remain or be deleted.
      There are many ladders and secret ways  :rolleyes: to move from platform to platform.There is also a partially submerged jetty for your RHIB/Zodiac's to be housed on.
    There are also platforms that you cannot access but you can build ramps/elevators to make these area's function.(I actually had a rape dungeon on one of said platforms).
    Heli Pads/Shipping Containers and Fuel Cells also added for refueling Heli's and RHIBS/Zodiacs. 
     
    If you really wanted to you could adjust some of the platform height values so that they were perfect but they work as they are so....
    Please post any additional edits that you make to this.
    I had many many hours of fun with this edit so I hope you enjoy it as much as I did.
     
    Enjoy!
    STENCHOVDETH
     
     P.S
    Disclaimer:
    ArmA2 Editor over water is never easy and never stable.
    Tidal elements effect water ladders and the jetty.
     

  25. Like
    psychosis reacted to ZENITHOVMAN in Chernarus Oil Rig   
    [As Requested]
    Hello All,
    Here is my old Oil Rig it's a bit rough but still functions well.
    There is also a few easter eggs in the code as well.
    As with A2 Edits over water can be very risky/glitchy.The fire Barrels never seem to sit still, but you can just delete them.
    You'll need to keep your heatpacks on you though :P
     
    I used this with Axecops Elevators and it was just EPIC!  :D
     
    Feel free to customize it any way you feel suits your needs.
    Repost any adjustments you make.
     
    http://pastebin.com/5AsZsaW2
     
    Enjoy
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