emwilsh
-
Posts
137 -
Joined
-
Last visited
Reputation Activity
-
emwilsh got a reaction from rss_adm in [Release] Arma & Overpoch Clothing 3.0 Updated.
You need Overwatch aswell as epoch for overwatch clothing
if you have both add "goosuksf" to mission.sqm
check changeclothes file for backpack - keep so carnt chang with BP for dupers/exploiers/loss of BP
For added items.
player_switchmodel.sqf
Add
removeAllItems _newUnit;
below
_newUnit setDir _dir;
-
emwilsh got a reaction from Pinkyizthebrain in Poor shot with sniper rifles.
Epoch needs the addon VTS_weaponresting this allows resting of weapons on almost any object, even on the shoulders of your friend the same height as the gun. its a client side addon and worth taking a look at.
+1 for this addon to epoch
Heres a link
http://www.armaholic.com/page.php?id=20817
-
emwilsh reacted to vbawol in 0.2.5.2 (Build B) Server Only Hotfix Changelog For Arma 1.38+
0.2.5.2 Build "A"
http://epochmod.com/download_server.php Update: EpochServer.dll, @epochhive/Addons (both server pbos), battleye filters, and epochah.hpp. Remove old AiA TP keys and add the new ones. -
emwilsh got a reaction from Pinkyizthebrain in Any plans for Bicycles?
A folding mountain bike that can be folded into you inventory.. the sledge slot.. and can see on your back would be best but thats if it can be done officially
-
emwilsh got a reaction from patter2012 in Bike,Quad,Mosqito Crafting Script
Dll blocks serevr side why are you thinking its blocking?
haha player menu, what a way to wreck epoch
do you want an admin tool aswell?
this mod is alpha and bringing ways to make it easier on a player shouldnt be arising now as players would expect on every server once it makes it through
epoch is surival and should be made tougher not easier. lke old trader system shouldnt be baught over people should scavenge for their loot not buy their base
-
emwilsh 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
-
emwilsh reacted to LimpNoodle in New weapons addon
Honestly I think they should consider using other people's weapon packs if they allow it and it is good quality.
This weapon pack linked here has a bunch of the weapons it just about all people want to see and find. Using something like this will just give the Epoch team time to focus on other things in the mod while giving people what they want.
-
emwilsh reacted to vbawol in 0.2.5.2 Changelog
UPDATE: We had a pretty major performance issue pop up with the 100 player Chernarus server yesterday, A fix is in testing now, first signs show that we may have increased performance from the previous version.
-
emwilsh got a reaction from TNT in ArmA 2 Fix-up petition!
Military Shooter?? Isnt it a Military simulator.
What we are doing is modding to support a sandbox zombie surival. Epoch is built around arma 2 if they updated probly the Epoch team would have to do the same
the whole game needs be revamped for this as arma 3 has being released
Needed: all community mods weapon/vehicle/items/maps added to arma files as stock or 1 easy download in steam so better gaming for anyone who joins
-
emwilsh reacted to GZA in {Request} Vehicle Garage
@f3cuk Agree with you. This guy should get banned.
But good news for everyone who wants the virtual garage. I will release my source code so you have a base to enhance it and modify to your needs. (Approximately this weekend)
Short demonstration:
https://www.youtube.com/watch?v=teIyjZK0qhc&list=UUBL3yQOfqF66ijA8CP6jpCg
-
emwilsh reacted to f3cuk in {Request} Vehicle Garage
Wow you are a special breed of ignorant.. Releasing stuff takes a lot of time which coders usually rather spend on coding. Unlike you, Sandbird has done plenty of stuff to earn his community helper award. If you are truly the helper you claim to be, you would have (re)written it yourself and public release it then, not copy paste code that clearly isnt yours.
Any fool can log onto a server and take the mission file, but it takes an idiot to upload and post them publicly.
You suck.
+1 for voteban.
-
emwilsh got a reaction from Outlaw in Arma 2 Undead Mod
nice these zeds would be better on a2 epoch they look more like zeds otherthan them running at you haha
-
emwilsh reacted to calamity in Virtual garage
you mean like this one ???
I believe this was sandbirds work... not sure if he ever released it or if it was only on his servers...
he also has a great keychain script
have not seen either released ;(
-
emwilsh got a reaction from PcKoPaT in [Release] Arma & Overpoch Clothing 3.0 Updated.
i have sussed this to work around other mods with a defines
i will pote the file what i changed to remove this error but it may be caused if you have removed the Rsc_classes in other mods with defines
i dont like deleting as it was put there for a reason even if you have already defined a defines
defines
Skingui
most mods now use a defines so most of the people who create these should rename these to stop errors being created just by adding their mod innicials to the end of each Rsc_classes
class RscText_9008: RscTextZS
-
emwilsh got a reaction from Umikron in DayZ second Loadscreen Picture???
try in desription.ext
change to
["loadScreen = "customscreen1.jpg"","loadScreen = "customscreen2.jpg"","loadScreen = "customscreen3.jpg""] call BIS_fnc_selectRandom; mabey this will work NOT TESTED Edited I found the thread i saw a while back didnt take much searching in google searched randomise the loading screen opendayz seems this way doesnt work http://opendayz.net/threads/multi-custom-load-screens.9504/ -
emwilsh got a reaction from fireplace in [Release] Arma & Overpoch Clothing 3.0 Updated.
i have sussed this to work around other mods with a defines
i will pote the file what i changed to remove this error but it may be caused if you have removed the Rsc_classes in other mods with defines
i dont like deleting as it was put there for a reason even if you have already defined a defines
defines
Skingui
most mods now use a defines so most of the people who create these should rename these to stop errors being created just by adding their mod innicials to the end of each Rsc_classes
class RscText_9008: RscTextZS
-
emwilsh got a reaction from Outlaw in [Solved]How would I merge defines.hpp files?
dont compair just add both files untouched and see what erros have gained and then start managing the .hpp files each class should be the same just add somthing like ZS at end of each Rsc_class as so RSC_classZS thatis just an example
here is zupa skins defines and skin gui i run both paint vehicle and skin3.0 i have kept paint vehicle untouched and changed zupas files like so even added his door management the Aicraftbuild and single currency this way saves messing around with them when an update comes out or revaming your files just keeps everything together
defines.hpp
skingui.hpp
Defines class text Skingui class text
class RscTextZS class RscText_9007: RscTextZS
defines match so makes no errors and will not conflict with other mods with a defines
every mod should be like this to minimize posts of defines errors this way is a little simplier and keeps everything together but add to mission files size
-
emwilsh got a reaction from xBowBii in script help needed
why would you buy a server to ask for help to run it is what i dont get ?? you wouldnt buy a car if you dont know how to drive its pointless, you pass your test and then buy a car. same as scriping know what your up againsed befor you jump ahead and buy one.
ive playeddayz and epoch for since it satrted years back and always read whats new what scripts are out how to add them and even how to host a lan server but already knew that before i read it. google is full of ancers and tutorials and sites like this with an amazing community to guide you along not to feed you with a spoon. if you follow these you have no problem, if you have other scripts this may conflict with x script so make sure you know what you added before it broke, dont chnge on the fly, write a list and do bugfixes, fix these and add new script mabey add a few extras when reading through files within the script.
you dont read you dont know what your adding. is all i can say ime no pro but can do the basic tasks of fixing whats broke as inside files may be a line you already have called elsewhere. even people syaing did you make this and you say yes and they donate that is wrong and you shouldnt be taking money off people which other people have built for you.
-
emwilsh reacted to nightmare in LOGISTIC - TOW / LIFT
Hi,
your are a bit unhappy with the "R3F_ARTY_LOG" from "madbull ~R3F~", because it is not made for DayZ/Epoch..?
No problem here is my reworked version of "madbull ~R3F~" script..
WHAT I DID?
- cleaned up, no more 100 of sqf files
- one config file
- the vehicle position is now saving to the db
- no glitch through buildings, when you drop a lifted vehicle
- only tow and lift
- and some little things
1.) Dowload
2.) unpack "logistic.zip" and copy the "logistic" folder to your "/MPMissions/DayZ_Epoch.Map" folder.
3.) open the "init.sqf" in your mission folder and add following on the top, after: call compile preprocessFileLineNumbers "server_traders.sqf";
( optional ) if you have a "custom" compiles.sqf, you can put it there instead.
call compile preprocessFileLineNumbers "logistic\init.sqf"; enjoy && have fun ;)
**** LOGISTIC - TOW / LIFT ****
by Nightmare @ n8m4re.de
Based on R3F_ARTY_LOG by "madbull ~R3F~" @ www.team-r3f.org
A SPECIAL THANKS GOES TO
*** SKARONATOR @ http://skaronator.com for helping me out with the hive write
*** Jeff @ http://casual.fr french translation
*** Blite - German Translation reworked
*** Anarior - Tow reworked
-
emwilsh reacted to Zupa in [Release] Arma & Overpoch Clothing 3.0 Updated.
Hi guys,
I decided to make my Overpoch Skin chaning public. ( Screenshots on bottom)
UPDATED to 3.0 ( CLEAN AND EFFECTIVE)
Uses my defines from all my mods now.
I release a version for Epoch and Overpoch.
The scripts let u right click a clothing and give u a dialog to choose serveral linked skins to that specific skin. It shows you every possible skin you can have with your current inventory. No more trader needed. Make it harder to find a skin!
You can change skin even when you are wearing a overwatch or arma skin!
It also allows you to pickup skins!
Screenshots:
Download files:
https://github.com/DevZupa/DayZEpochArmaOverpochClothing-
MY switchmodel supports the following dscripts/fixes
Correct Char Id after changing AI still shoot at you Coins transferred ( 2.0) Coins transferred (1.0)
Install Instructions
OVERPOCH:
1. Place the following under AllPlayers = ... in your custom "variables.sqf"
Clothing1 = ["FR_Ohara_DZ","FR_Miles","FR_Cooper","FR_Rodriguez_DZ","FR_Sykes","FR_AC","FR_AR","FR_Assault_GL","FR_Assault_R","FR_Commander"]; Clothing2 = ["Soldier1_DZ","USMC_Soldier","USMC_Soldier2","USMC_SoldierM_Marksman","USMC_SoldierS","USMC_SoldierS_Sniper","USMC_Soldier_AA","USMC_Soldier_Pilot"]; Clothing3 = ["Ins_Soldier_GL_DZ","CDF_Soldier","CDF_Commander","CDF_Soldier_AR","CDF_Soldier_Crew","CDF_Soldier_Light","CDF_Soldier_Pilot"]; Clothing4 = ["GUE_Soldier_Crew_DZ","RU_Soldier","RU_Soldier_Crew","RU_Soldier_Light","RU_Soldier_Pilot","RUS_Commander","RUS_Soldier1","MVD_Soldier_Sniper"]; Clothing5 = ["Graves_Light_DZ","Drake","Graves","Herrera","Pierce","US_Delta_Force_Assault_EP1","US_Soldier_AR_EP1","US_Soldier_AT_EP1","US_Soldier_MG_EP1","US_Pilot_Light_EP1","US_Soldier_SL_EP1"]; Clothing6 = ["CZ_Special_Forces_GL_DES_EP1_DZ","CZ_Soldier_AT_DES_EP1","CZ_Soldier_Light_DES_EP1","CZ_Special_Forces_DES_EP1","CZ_Special_Forces_TL_DES_EP1"]; Clothing7 = ["Bandit2_DZ","MVD_Soldier_Sniper","GER_Soldier_EP1","GER_Soldier_MG_EP1","GER_Soldier_TL_EP1"]; Clothing8 = ["Soldier_Bodyguard_AA12_PMC_DZ","CIV_Contractor2_BAF","BAF_crewman_DDPM","BAF_Soldier_FAC_DDPM","BAF_Soldier_N_DDPM","BAF_Soldier_Marksman_DDPM","BAF_Soldier_Officer_DDPM","BAF_Soldier_L_DDPM"]; Clothing9 = ["TK_INS_Soldier_EP1_DZ","TK_Commander_EP1","TK_Soldier_Crew_EP1","TK_Soldier_MG_EP1","TK_Special_Forces_MG_EP1","TK_INS_Bonesetter_EP1"]; Clothing10 = ["Survivor2_DZ"]; Clothing11 = ["FR_Rodriguez_DZ","FR_Corpsman","FR_GL","FR_Light","FR_Marksman","FR_R","FR_Sapper","FR_TL","Mercenary_Default20b","Mercenary_Default20c","Mercenary_Default20d"]; // Abit of Overpoch in here // Overwatch //Hero Clothing12 = ["Drake_Light_DZ","arma1_us_soldier_sabass","arma1_us_soldier_sabmark","arma1_us_soldier_sabot","frb_tl","frb_tl_mask","frb_gl","frb_gl_mask","frb_mg","frb_mg_mask","frb_mark","frb_mark_mask","frb_stealth_tl","frb_stealth_rifleman","frb_stealth_sabot","frb_stealth_mark"]; Clothing13 = ["Soldier_Sniper_PMC_DZ","SBH_Alpha_Soldier1","SBH_Alpha_Soldier2","SBH_Alpha_Soldier3","SBH_Alpha_Soldier4","SBH_Alpha_Soldier5","SBH_Alpha_Soldier6","SBH_Alpha_Soldier7","SBH_Alpha_Soldier8","SBH_Alpha_Soldier9","SBH_Alpha_Soldier10","SBH_Alpha_Soldier11","SBH_Alpha_Soldier12"]; Clothing14 = ["CZ_Soldier_Sniper_EP1_DZ"]; Clothing15 = ["Camo1_DZ","US_Delta_Force_TL_EP1","US_Delta_Force_EP1","US_Delta_Force_AR_EP1","US_Delta_Force_Medic_EP1","US_Delta_Force_Marksman_EP1","US_Delta_Force_Air_Controller_EP1"]; Clothing16 = ["Rocket_DZ","SFSG_des_tl","SFSG_des_op","SFSG_des_ar","SFSG_des_med","SFSG_des_demo","SFSG_des_mrk","SFSG_des_jtac","SFSG_mtp_tl","SFSG_mtp_op","SFSG_mtp_ar","SFSG_mtp_med","SFSG_mtp_demo","SFSG_mtp_mrk","SFSG_mtp_jtac","SFSG_wdl_tl","SFSG_wdl_op","SFSG_wdl_ar","SFSG_wdl_med","SFSG_wdl_demo","SFSG_wdl_mrk","SFSG_wdl_jtac","SFSG_mtpw_tl","SFSG_mtpw_op","SFSG_mtpw_ar","SFSG_mtpw_med","SFSG_mtpw_demo","SFSG_mtpw_mrk","SFSG_mtpw_jtac"]; Clothing17 = ["Sniper1_DZ","Navy_SEAL_TL","Navy_SEAL_GL","Navy_SEAL_MG","Navy_SEAL_AT","Navy_SEAL_Medic","Navy_SEAL_Marksman","Navy_SEAL_diver","Navy_SEAL_diver_medic","Navy_SEAL_diver_land","Navy_SEAL_AC","Navy_SEAL_ACa","Navy_SEAL_ACb","Navy_SEAL_Shotgun","Navy_SEAL_Sabot","Navy_SEAL_SD"]; Clothing18 = ["Soldier_TL_PMC_DZ","G_WDL_Mercenary_Default0","G_WDL_Mercenary_Default1","G_WDL_Mercenary_Default2","G_WDL_Mercenary_Default3","G_WDL_Mercenary_Default4","G_WDL_Mercenary_Default5","G_WDL_Mercenary_Default6","G_WDL_Mercenary_Default7","G_WDL_Mercenary_Default8","G_WDL_Mercenary_Default9","G_WDL_Mercenary_Default10","G_WDL_Mercenary_Default11","G_WDL_Mercenary_Default12","G_WDL_Mercenary_Default13","G_WDL_Mercenary_Default14","G_WDL_Mercenary_Default15","G_WDL_Mercenary_Default16"]; Clothing19 = ["GUE_Soldier_Sniper_DZ","UKSF_des_tl","UKSF_des_op","UKSF_des_ar","UKSF_des_med","UKSF_des_demo","UKSF_des_mrk","UKSF_des_jtac","UKSF_wdl_tl","UKSF_wdl_op","UKSF_wdl_ar","UKSF_wdl_med","UKSF_wdl_demo","UKSF_wdl_mrk","UKSF_wdl_jtac","UKSF_des_tl_l","UKSF_des_op_l","UKSF_des_ar_l","UKSF_des_med_l","UKSF_des_demo_l","UKSF_des_mrk_l","UKSF_des_jtac_l","UKSF_wdl_tl_l","UKSF_wdl_op_l","UKSF_wdl_ar_l","UKSF_wdl_med_l","UKSF_wdl_demo_l","UKSF_wdl_mrk_l","UKSF_wdl_jtac_l"]; Clothing20 = ["TK_INS_Warlord_EP1_DZ","gsc_military_helmet_wdl","gsc_military_helmet_wdl_AT","gsc_military_helmet_grey_AT","gsc_military_helmet_wdlSNP","gsc_military_helmet_greySNP","gsc_military_helmet_grey","gsc_military_head_grey","gsc_military_head_greySNP","gsc_military_head_wdlSNP","gsc_military_head_wdl","gsc_military_head_wdl_AT","gsc_military_head_grey_AT","gsc_scientist1","gsc_scientist1_head","gsc_scientist2","gsc_scientist2_head","gsc_eco_stalker_mask_fred","gsc_eco_stalker_head_fred","gsc_eco_stalker_mask_camo","gsc_eco_stalker_head_camo1","gsc_cloth_loner_head","gsc_eco_stalker_mask_duty","gsc_eco_stalker_head_duty","gsc_eco_stalker_mask_neutral","gsc_eco_stalker_head_neutral","nof_fsk_tl","nof_fsk_marksman","nof_fsk_grenadier","nof_fsk_heavy","nof_fsk_corpsman","MVD_Soldier"]; //Bandit Clothing21 = ["Bandit1_DZ","Winter_SOF_Sabot","Winter_SOF_MG","Winter_SOF_TL","Winter_SOF_Medic","Winter_SOF_Marksman","Winter_SOF_GL","Winter_SOF_AT","Winter_SOF_AC","Winter_SOF_DA1","Winter_SOF_DA1a","Winter_SOF_DA1b","Winter_SOF_DA1c","Winter_OPFOR1","Winter_OPFOR2","Winter_OPFOR3","Winter_OPFOR4","Winter_OPFOR5","Winter_OPFOR6","Winter_OPFOR7","Winter_OPFOR8","Winter_OPFOR9","Winter_OPFOR10","EWinter_OPFOR1","EWinter_OPFOR2","EWinter_OPFOR3","EWinter_OPFOR4","EWinter_OPFOR5","EWinter_OPFOR6","EWinter_OPFOR7","EWinter_OPFOR8","EWinter_OPFOR9","EWinter_OPFOR10"]; Clothing22 = ["Bandit2_DZ","Gangsta_merc1","Gangsta_merc2","Gangsta_merc3","Gangsta_merc4","Gangsta_merc5","Gangsta_merc6","Gangsta_merc7","Gangsta_merc8","Gangsta_merc9","Gangsta_merc10","EGangsta_merc1","EGangsta_merc2","EGangsta_merc3","EGangsta_merc4","EGangsta_merc5","EGangsta_merc6","EGangsta_merc7","EGangsta_merc8","EGangsta_merc9","EGangsta_merc10","Taliban1","Taliban2","Taliban3","Taliban4","Taliban5","Taliban6","Taliban7","Taliban8","Taliban9","Taliban10","Taliban11","Taliban12","ETaliban1","ETaliban2","ETaliban3","ETaliban4","ETaliban5","ETaliban6","ETaliban7","ETaliban8","ETaliban9","ETaliban10","ETaliban11","ETaliban12","Terrorist1","Terrorist2","Terrorist3","Terrorist4","Terrorist5","Terrorist6","Terrorist7","Terrorist8","Terrorist9","Terrorist10","Terrorist11","Terrorist12","ETerrorist1","ETerrorist2","ETerrorist3","ETerrorist4","ETerrorist5","ETerrorist6","ETerrorist7","ETerrorist8","ETerrorist9","ETerrorist10","ETerrorist11","ETerrorist12"]; Clothing23 = ["BanditW1_DZ"]; // DIrty Women Clothing24 = ["BanditW2_DZ"]; // DIrty Women Clothing25 = ["GUE_Commander_DZ","US_Army_Soldier_Light","US_Army_Soldier_GL","US_Army_Soldier2","US_Army_Soldier_Officer","US_Army_Soldier_SL","US_Army_Soldier_TL","US_Army_Soldier_LAT","US_Army_Soldier_AT","US_Army_Soldier_HAT","US_Army_Soldier_AA","US_Army_Soldier_Medic","US_Army_Soldier_AR","US_Army_Soldier_MG","US_Army_SoldierS_SniperH","US_Army_SoldierM_Marksman","US_Army_SoldierS"]; Clothing26 = ["GUE_Soldier_2_DZ","Desert_SOF_TL","Desert_SOF_GL","Desert_SOF_MG","Desert_SOF_AT","Desert_SOF_Medic","Desert_SOF_Marksman","Desert_SOF_AC","Desert_SOF_Shotgun","Desert_SOF_Sabot","Desert_SOF_DA1","Desert_SOF_DA1a","Desert_SOF_DA1b","Desert_SOF_DA2","WDL_Mercenary_Default0","WDL_Mercenary_Default1","WDL_Mercenary_Default2","WDL_Mercenary_Default3","WDL_Mercenary_Default4","WDL_Mercenary_Default5","WDL_Mercenary_Default5a","G_WDL_Mercenary_Default5a","WDL_Mercenary_Default6","WDL_Mercenary_Default7","WDL_Mercenary_Default8","WDL_Mercenary_Default9","WDL_Mercenary_Default10","WDL_Mercenary_Default11","WDL_Mercenary_Default12","WDL_Mercenary_Default13","WDL_Mercenary_Default14","WDL_Mercenary_Default15","WDL_Mercenary_Default16"]; Clothing27 = ["GUE_Soldier_CO_DZ","G_Mercenary_Default9a","G_Mercenary_Default9b","Mercenary_Default10","Mercenary_Default11","Mercenary_Default12","Mercenary_Default13","Mercenary_Default14","Mercenary_Default15","Mercenary_Default16","Mercenary_Default17","Mercenary_Default18","Mercenary_Default19","Mercenary_Default19a","G_Mercenary_Default19a","Mercenary_Default20","Mercenary_Default22","Mercenary_Default23","Mercenary_Default24","Mercenary_Default25","Mercenary_Default26","Mercenary_Default27","Mercenary_Default28","G_Mercenary_Default0","G_Mercenary_Default1","G_Mercenary_Default2","G_Mercenary_Default3","G_Mercenary_Default4","G_Mercenary_Default5","G_Mercenary_Default6","G_Mercenary_Default7","G_Mercenary_Default8","G_Mercenary_Default9","G_Mercenary_Default10","G_Mercenary_Default11","G_Mercenary_Default12","G_Mercenary_Default13","G_Mercenary_Default14","G_Mercenary_Default15","G_Mercenary_Default16","G_Mercenary_Default17","G_Mercenary_Default18","G_Mercenary_Default19","G_Mercenary_Default20","G_Mercenary_Default20b","G_Mercenary_Default21","G_Mercenary_Default22","G_Mercenary_Default23","G_Mercenary_Default24","G_Mercenary_Default25","G_Mercenary_Default26","G_Mercenary_Default27","G_Mercenary_Default28"]; AllPlayers = AllPlayers + Clothing1 + Clothing2 + Clothing3 + Clothing4 + Clothing5 + Clothing6 + Clothing7 + Clothing8 + Clothing9 + Clothing10 + Clothing11 + Clothing12 + Clothing13 + Clothing14 + Clothing15 + Clothing16 + Clothing17 + Clothing18 + Clothing19 + Clothing20 + Clothing21+ Clothing22+ Clothing23+ Clothing24+ Clothing25+ Clothing26+ Clothing27 ; 2. Put the following on the bottom of your "description.sqf
ONLY ADD THIS DEFINES IF YOU DO NOT USE A DEFINES FROM my other mods ( = the same)
#include "zupa\skins\defines.hpp" #include "zupa\skins\SkinGui.hpp" 3. In your compiles.sqf place after
if (!isDedicated) then { The following
FillSkinList = compile preprocessFileLineNumbers "zupa\skins\getList.sqf"; ApplySkinList = compile preprocessFileLineNumbers "zupa\skins\changeClothes.sqf"; player_wearClothes = compile preprocessFileLineNumbers "zupa\skins\player_wearClothes.sqf"; player_switchModel = compile preprocessFileLineNumbers "zupa\skins\player_switchModel.sqf"; And comment out the normal player_wearclothes and player_switchModel
// player_wearClothes = .. // player_switchModel = .. 4. Look for the following fn_selfactions.sqf
// logic vars _player_cook = false; _player_boil = false; Add the following right above the previous lines
//Remove CLOTHES if (_isMan and !_isAlive and !_isZombie and !_isAnimal) then { if (s_clothes < 0) then { s_clothes = player addAction [("" + ("Take Clothes") + ""), "zupa\skins\removeclothes.sqf",cursorTarget, 1, false, true, "",""]; }; } else { player removeAction s_clothes; s_clothes = -1; }; Now look in your selfactions for the following lines on the bottom:
player removeAction s_player_fillfuel; s_player_fillfuel = -1; player removeAction s_player_studybody; s_player_studybody = -1; And add the following under those lines
//remove clothes player removeAction s_clothes; s_clothes = -1; 5. Now drop the files from the zip files in your missions pbo.
6. You might have some Antihack troubles, more updates on that later.
add "s_clothes" to your AHconfig 7. Add the follwoing to AH CMenu list:
"MenClothing" and as number
20001 Epoch
Only the first is different:
1. Place the following under AllPlayers = ... in your custom "variables.sqf"
// Arma 2 Clothing1 = ["FR_Ohara_DZ","FR_Miles","FR_Cooper","FR_Rodriguez_DZ","FR_Sykes","FR_AC","FR_AR","FR_Assault_GL","FR_Assault_R","FR_Commander"]; Clothing2 = ["Soldier1_DZ","USMC_Soldier","USMC_Soldier2","USMC_SoldierM_Marksman","USMC_SoldierS","USMC_SoldierS_Sniper","USMC_Soldier_AA","USMC_Soldier_Pilot"]; Clothing3 = ["Ins_Soldier_GL_DZ","CDF_Soldier","CDF_Commander","CDF_Soldier_AR","CDF_Soldier_Crew","CDF_Soldier_Light","CDF_Soldier_Pilot"]; Clothing4 = ["GUE_Soldier_Crew_DZ","RU_Soldier","RU_Soldier_Crew","RU_Soldier_Light","RU_Soldier_Pilot","RUS_Commander","RUS_Soldier1","MVD_Soldier_Sniper"]; Clothing5 = ["Graves_Light_DZ","Drake","Graves","Herrera","Pierce","US_Delta_Force_Assault_EP1","US_Soldier_AR_EP1","US_Soldier_AT_EP1","US_Soldier_MG_EP1","US_Pilot_Light_EP1","US_Soldier_SL_EP1"]; Clothing6 = ["CZ_Special_Forces_GL_DES_EP1_DZ","CZ_Soldier_AT_DES_EP1","CZ_Soldier_Light_DES_EP1","CZ_Special_Forces_DES_EP1","CZ_Special_Forces_TL_DES_EP1"]; Clothing7 = ["Bandit2_DZ","MVD_Soldier_Sniper","GER_Soldier_EP1","GER_Soldier_MG_EP1","ER_Soldier_TL_EP1"]; Clothing8 = ["Soldier_Bodyguard_AA12_PMC_DZ","CIV_Contractor2_BAF","BAF_crewman_DDPM","BAF_Soldier_FAC_DDPM","BAF_Soldier_N_DDPM","BAF_Soldier_Marksman_DDPM","BAF_Soldier_Officer_DDPM","BAF_Soldier_L_DDPM"]; Clothing9 = ["TK_INS_Soldier_EP1_DZ","TK_Commander_EP1","TK_Soldier_Crew_EP1","TK_Soldier_MG_EP1","TK_Special_Forces_MG_EP1","TK_INS_Bonesetter_EP1"]; Clothing10 = ["Survivor2_DZ"]; Clothing11 = ["FR_Rodriguez_DZ","FR_Corpsman","FR_GL","FR_Light","FR_Marksman","FR_R","FR_Sapper","FR_TL"]; // Overwatch //Hero Clothing12 = ["Drake_Light_DZ"]; Clothing13 = ["Soldier_Sniper_PMC_DZ"]; Clothing14 = ["CZ_Soldier_Sniper_EP1_DZ"]; Clothing15 = ["Camo1_DZ"]; Clothing16 = ["Rocket_DZ"]; Clothing17 = ["Sniper1_DZ"]; Clothing18 = ["Soldier_TL_PMC_DZ"]; Clothing19 = ["GUE_Soldier_Sniper_DZ"]; Clothing20 = ["TK_INS_Warlord_EP1_DZ"]; //Bandit Clothing21 = ["Bandit1_DZ"]; Clothing22 = ["Bandit2_DZ"]; Clothing23 = ["BanditW1_DZ"]; Clothing24 = ["BanditW2_DZ"]; Clothing25 = ["GUE_Commander_DZ"]; Clothing26 = ["GUE_Soldier_2_DZ"]; Clothing27 = ["GUE_Soldier_CO_DZ"]; AllPlayers = AllPlayers + Clothing1 + Clothing2 + Clothing3 + Clothing4 + Clothing5 + Clothing6 + Clothing7 + Clothing8 + Clothing9 + Clothing10 + Clothing11 + Clothing12 + Clothing13 + Clothing14 + Clothing15 + Clothing16 + Clothing17 + Clothing18 + Clothing19 + Clothing20 + Clothing21+ Clothing22+ Clothing23+ Clothing24+ Clothing25+ Clothing26+ Clothing27 ; Follow Overpoch 2 and so on
Zupa.
-
emwilsh reacted to striker in [Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)
https://www.youtube.com/watch?v=gsa44JO02VQ&amp;feature=youtu.be
Credit Is Due Where Due
Special Thanks to Raymix and his Script!
Special Thanks to RimBlock and his
Special Thanks to Jossy and the future improvements I hope to see from him! Check out his work
Special Thanks to KamikazeXeX for his changes to the AdminBuild for Snap Building Pro and his help!
Notice
These files have been tested and work on the maps Chernarus and Taviana.
Installation
Warning: This script is fairly untested and could cause unforeseen problems. USE AT YOUR OWN RISK!
Please backup your database before you implement this encase something goes wrong!
Newest Build Vectors Installation (version 4)
Snap Build Pro Only
Files & Install guide
http://bitly.com/BuildVectorsSBPv4
Plot 4 Life & Snap Build Pro
Files:
http://bitly.com/BuildVectorsV4
Install Guide:
https://github.com/strikerforce/DayzBuildVectors
Legacy Installation (version 3)
Road Map
Keep menus up when clicked for better user experience Known Issues
None Change Log
Version 1:
Released
Version 1.1:
Updated server_monitor.sqf to make sure the vector is the correct format.
Version 2:
Updated files for the snap building pro update v1.3.
Added files for Adminbuild and Right Clickables.
Version 3:
Updated files for snap building pro v1.4.1
Ghost preview supported (Thanks Jossy!)
Version 4:
Cleaned up some of the HORRENDOUS code :P
Fixed issue with objects not snapping correctly to objects of a certain degree after restart. ;)
Appreciate and support my work?
-
emwilsh reacted to PeterBeer in [Release] Single currency (Souls 2.0) With Fixes All In One And More (v0.5)
Let me point out what this pack / mission file has got and why you should use it
Includes all the fixes that has been posted on this section and more from me No Errors in the logs (RPT) File structure has completely changed for easier navigating though files in future Instant trading Can be turned on and off though the variables.sqf Files been cleaned up for a smaller mission file Banks changed to large Ammo crate and doesn't take damage or move Includes my Custom Debug Monitor
Can be found in the download called ReadMe.txt
-------------------------------------------------------
v0.1 :
Includes all the fixes that has been posted on the forums and more from me No Errors in the logs (RPT) File structure has completely changed for easier navigating though files in future Instant trading Can be turned on and off though the variables.sqf (InstantTrading = false; // True = No Animation / False = Animation) Files been cleaned up for a smaller mission file Banks changed to large Ammo crate and doesn't take damage or move Includes my Custom Debug -------------------------------------------------------
v0.2 :
File Stricture Has been redone (Folders named to what they do) dayz_server.pbo has been cleaned up Duplicated marker removed on one of the banks Changed the prices of most items in traders / added some more guns etc. -------------------------------------------------------
v0.3 : Mission file had some unused files been removed Included Battleye filters (For security and logging) Instant trading option redone should work better now Fixed the message "need scalar more any" Changed more prices on the traders Removed "£" because not everyone is British -------------------------------------------------------
v0.4 :
• Fixed the slow saving time to database -------------------------------------------------------
v0.5 :
• Fixed the storing over 999,999 duplicating -------------------------------------------------------
Can be found here : Scripts\Variables\Variables.sqf
//----------------------------------- Configs Start ---------------------------------// CurrencyName = "Coins"; // name of your currency Bank_Object = ["BAF_VehicleBox"]; // Object to get option to bank LimitOnBank = false; // false = no limits, true = banks are limited on the value below MaxBankMoney = 500000; // limit on bank for normal players DonatorBank = [""]; // Bigger banks, Players ID MaxDonatorBankMoney = 1000000; // Bank size for donators InstantTrading = false; // (True = No Animation / False = Animation) //----------------------------------- Configs End -----------------------------------// If you like it, Like it, Nice to know if people are using this :)