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Proximus reacted to jahangir13 in [Release] Call your Car v0.1 (for use w/, w/o Masterkey Script)
This is nothing essential, it's a fun script.
Script calls a specific car to the player location via key.
If a watch (as in Knight Rider) and the key is in the players inventory, car starts to drive if fuel check was positive.
F7 toggles Cam mode (F8 toggles NV in Cam mode) during the drive.
Small debug monitor shows some information (distance, time, speed, fuel, damage).
Zombies and junk on the way will be killed/deleted in a specific radius (need to play with the radius values a bit. maybe classnames still missing)
Car will be locked during the ride and after arrival.
If car is within the destination radius, the driver died or left the car or the car cannot move anymore, the scripts stops with a message.
Configurable.
https://www.youtube.com/watch?v=Xfp3XERlUMQ
Script CallCar.sqf v0.1:
ui_selectSlot.sqf:
Copy that below the for loop or any right click options.
If Vehicle Pointer is also used this can be combined:
Battleye:
This needs be entered in these 3 files: waypointstatement.txt, remoteexec.txt, waypointcondition.txt
Pathfinding is not very clever in Arma2 but works. I did not test how calling the car over the whole map works. I wanted to have a way to park at some loot area, walk around, go to another 2 or 3 houses and from there call the car to not need to go back ,)
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Script for use with Masterkey Script (CallCar_mk.sqf):
Use this only if you are using the Masterkey script/mod where several cars can have the same key.
Dialog file used with Masterkey script version (CallCar_mk.hpp):
ui_selectSlot.sqf and Battleye settings stay the same for both versions.
For the Masterkey script version you need to include the dialog file (wherever you store that) at the end of your description.ext:
// CallCar #include "custom\jtools\CallCar_mk.hpp" -
Proximus got a reaction from matt6950 in This may be a stupid question. What's the class name.
Then it is not possible to put coins in lootboxes.
For your other question:
round(random 20) this chooses a number between 0 and 20 and that number is being multiplied by 1000.
So if you want the amount between 0 and 1000 you adjust the 20 to 10 and the *1000 to *100
Would look as the following:
_cash = round(random 10) * 100 Hope this helps!
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Proximus got a reaction from Donnovan in Multi Mission DZMS - n Major and m Minor Missions
Will give it another try. I only adjusted weapons, ai coins etc.
Will let you know if it worked out!
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Proximus reacted to TheVampire in [Release] DayZ Mission System
Just committed a few updates to github.
A check was added to prevent missions from spawning within 500m of a player.
I fixed the timer loop exits that @ekroamer mentioned before.
I also added a fix for the actionSet Undefined error for people who have RPG's and DZMSRunGear both on.
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Proximus reacted to Zupa in [Alpha Release] Single Currency 3.0 & Storage DEFAULT HIVE ( No global banking).
Im going out this eve, so that wil prob being tested tomorrow
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Proximus reacted to Zupa in [Release] Single Currency (3.0) & Storage - DEFAULT HIVE
Im creating a database script to convert the database back the default database and copy the bank + money to 1 ammount and put it on the players new money ( then then have to store it in objects themselves).
But it's not ready yet ( that script).
For code wise, i would follow the code and just delete the rest that isn't used anymore.
Because this is a independent relaese, not an upgrade
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Proximus reacted to Zupa in zupa coin and bank system with Multiple Character
The pack is not designed for multyChats btw, so u would need to do manual changes normally
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Proximus 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
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Proximus reacted to Sandbird in Key stays on player after selling
are you using custom trader files ?
if yes, check your trade_any_vehicle.sqf especially where it says:
[_activatingPlayer,_x] call BIS_fnc_invRemove; maybe you added something in that file.....Compare it with the original one...and see if there is any difference.
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Proximus reacted to SmokeyBR in [Release] 3.0 Door Management - No More Codes
lol so stupid
i tested yesterday a bunch of times just reading your comments now i realized i was upgrading doors and combo locks with admin rights which uses default files.
its all working good, thx guys.
allthough zupa i did search for player_upgrade.sqf and didnt find the file player_upgrade.sqf being called anywhere, at least not as a .sqf file
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Proximus got a reaction from SmokeyBR in [Release] 3.0 Door Management - No More Codes
That was the only thing preventing me from managing the door.
I think you have something else messed up.
Build a door, place a combo-lock on it and check your client RPT for errors.
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Proximus reacted to PeterBeer in [Release] Single currency (Souls 2.0) With Fixes All In One And More (v0.5)
This is for people who start a new server without scripts then they add on to this pack as i have already stated
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Proximus got a reaction from Bob_the_K in [Release] Custom Action Menu v1.0.4
Use somthing like if(speed player <= 1) then {
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Proximus 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
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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 :)
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Proximus got a reaction from snafu0185 in [Release] 3.0 Door Management - No More Codes
EDIT: Nvm, mine looks the same :P
Here is mine:
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Proximus reacted to snafu0185 in [Release] 3.0 Door Management - No More Codes
lol i figured ive screwed up somewhere
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Proximus reacted to GaspArt in [RELEASE] Check bank account by radio
Oooh, I'm so glad you liked it :3
thank you very much) -
Proximus reacted to PeterBeer in [RELEASE] Check bank account by radio
No worries, You catched me on a good morning
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Proximus reacted to carl101 in Put coins on AI?
//Add weapon, ammunition, and backpack _magazine = getArray (configFile >> "CfgWeapons" >> _weapon >> "magazines") select 0; _unit addMagazine _magazine; _unit addWeapon _weapon; _unit selectWeapon _weapon; _unit addBackpack _backpack; _cash = round(random 20) * 300; // number between 0 and 20 000 // Soul Hive _unit setVariable["CashMoney",_cash ,true]; -
Proximus reacted to Zupa in [Release] Single currency (Souls 2.0) With Fixes All In One And More (v0.5)
Meh, it's actually not doing anything bad for you, but to fix that
put
s_givemoney_dialog = -1; in variables.sqf in the list of
dayz_resetSelfActions = { -
Proximus reacted to hellraver in [RELEASE] Vehicle Key Changer - For making Masterkey - V 1.4 (Updated 06/15/2014)
Use this Code:
vkc_AllowedClaimVehicle = [ "SUV_Blue", "SUV_Camo", "SUV_Charcoal", "SUV_DZ", "SUV_Green", "SUV_Orange", "SUV_Pink" ]; if (!isNull cursorTarget && (typeOf cursorTarget) in vkc_AllowedClaimVehicle && (player distance cursorTarget <= 10) && (!isEngineOn cursorTarget)) then { -
Proximus reacted to PeterBeer in [REQUEST] Peterbeer's Bank mission/biedi
Busy ... ? haha i wish im sitting on my arse 24/7 :P
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Proximus reacted to PeterBeer in [REQUEST] Peterbeer's Bank mission/biedi
Why didn't you just ask me here you go :)
Download
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Proximus reacted to Rocu in Put coins on AI?
Yes. Not hard at all.
Take your script that adds coins, and add this around it:
_coinsRandom = random 1; if (_coinsRandom <= 0.5) then { [your code here] }; So this has a 50% chance of adding coins to your AI. If you want to change it just change "0.5" to something else.