Jump to content

computermancer

Member
  • Posts

    255
  • Joined

  • Last visited

Reputation Activity

  1. Like
    computermancer reacted to Scoo in Earplugs for vehicles...   
    Heya, i got something working.
    First you have to create a new file in your mpmission root folder and name it initplayerlocal.sqf.
    while {true} do { waitUntil {alive vehicle player}; Sleep 8; [] execVM "custom\earplugs.sqf"; waitUntil {!alive player}; [] execVM "custom\earplugs.sqf"; }; then create earplugs.sqf in a custom folder or wherever you like:
    if(isNil "EarPlugsOn") then {EarPlugsOn = true;} else {EarPlugsOn = !EarPlugsOn}; ToggleEarPlugs = { if (soundVolume != 1) then { 1 fadeSound 1; cutText ['Ear plugs taken off', 'PLAIN']; } else { 1 fadeSound 0.2; cutText ['Ear plugs put on', 'PLAIN']; }; }; if(EarPlugsOn) then { Press_F3 = (findDisplay 46) displayAddEventHandler ["KeyDown","if ((_this select 1) == 61) then {call ToggleEarPlugs;};"]; }; if(!EarPlugsOn) then { (findDisplay 46) displayRemoveEventHandler ["KeyDown", Press_F3]; }; However there is a chance you have to set up battleye filters to get it to work.
  2. Like
    computermancer reacted to Liqu1dShadow in Earplugs for vehicles...   
    he is saying it should be quiet in the heli.
     
    I would like to see an upgrade where you can find material to sound deaden the inside of the heli so you are a) forced to farm for it, b) it takes up space and c) you have to fly inside the heli for the noise to drop.
  3. Like
    computermancer reacted to axeman in Read Me First   
    Hi, currently I am a bit tied up working on the updated launcher, to be released soon. I have an updated antagonist brain almost complete and am planning more work on the mission system in the New Year. We will be adding a treasure hunt type mission due to the popular demand for it, or at least the ability to 'craft' a mission like this. Also, can't wait to get working on the new antagonist, Kiory has been working his magic again.
  4. Like
    computermancer 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
  5. Like
    computermancer reacted to MisterT in Basic Redis Database Manager   
    This is a basic but usefull database manager made by redisdesktop.com
     
     

     
    Easy console commands
     

     
    Download the Manager at
     
    https://github.com/uglide/RedisDesktopManager

    I take no credit, but this will help anyone without a database editor\manager.
     
    Mister T
     
    AssholesofAmerica.com
     
     
  6. Like
    computermancer reacted to BlackPlague_81st in [WIP] Building custom bases   
    In game screenshots
     
    http://imgur.com/X3aNJaM,bPrLEEz,jvIT8m2,NfJuDAR,u45zw40,diEkNIX,4wM7Ql2,TDqFC2E
     
     
    *** This is only the beginning! If you're able to get your custom bases built, and implement them in game, please give credit! Took us a while to figure this out! :) ***
     
    *** This is only ALPHA version of this base. This base will be updated with a Marker, vehicles, and possibly some more infrastructure (buildings). So bare with us! ***
     
    Thanks to GZA on figuring out how to call the data from the PBO!
    Download:
    https://seafile.zombieapo.eu/f/50e38c2094/
     
    Mirror Link #2 - Richie
    https://www.dropbox.com/s/rmnpmoret2njkwg/a3_epoch_server_building.pbo?dl=0
     
    Almyra Base
    https://github.com/pumpkinpieman/A3EpochBase.git
    Install: Place the file into your @EpochHive/Addons folder.
     
     
    Bornholm Map update:
     
     
     
     
     
    12/12 - Updated the mainbase.sqf for more camo nets, and more loot spawns. - So update your mainbase.sqf
    Files: \buildings\ mainbase.sqf > Main file being called. \init\ fn_init.sqf > File calling the mainbase.sqf from the location. \root\ config.cpp > File that initializes SERVER pbo configurations. PboPrefix.txt Quality check to ensure that the files are being called. Thanks to Devs for making an awesome game!
     
    I'll update this base as soon as I can to include some more features!
     
     
    Update:
    Include the following in your BattlEye/scripts.txt on the VERY top of the list.
     
    5 !="execVM "\x\addons\a3_epoch_server\buildings\mainbase.sqf";"
  7. Like
    computermancer reacted to SurvivalServers.com in Survival Launcher - alternate Steam launcher for ARMA 2: OA and ARMA 3   
    Updated May 11, 2015: Version 1.0.0.5 released
     
    I've been working for the last few months on a launcher for both Arma 2:OA and Arma 3. The goal is simple: keep it free, keep it updated (same day mod / game updates), and keep it from negatively impacting player ease of joining game servers. It's also modular and I can build in new games fairly easily.
     
    Here are a few screenshots:
     

     

     

     

     
    I decided to release a bit early due to the Arma 3 Epoch update and because the core features are stable. I have a sleugh of features in the works like favorites, friends, notifications, and statistics & reports. Coming soon, of course =)
     
    Go download it at http://www.SurvivalLauncher.com
     
    As feedback is crucial to this project, I ask that you let me know of any bugs or feature requests in the forum.
     
    Cheers!
     
    Ryan Pennington
  8. Like
    computermancer reacted to PetuniaEpoch in AI guards for bases...   
    Hey,
     
    So there is a lot of discussion about bases being perma or not...
     
    The argument for perma bases (which I am for, by the way!), is that it's not fair that someone can spend weeks building a base, only to have it removed in one evening when they are not online. 
     
    The argument against perma bases seem to be that its more realistic, I see the point here too - IRL, people WOULD be able to raid & destroy your bases, although not as easily as when someone leaves the game IRL for work/sleep etc!
     
    That's the point here then, right? In Real Life, you'd ALWAYS have someone at the base - hell, you'd likely sleep there and have someone posted on guard to wake everyone to defend it if needed, right? Trouble is, we can't do that on DayZ, as we ALL need sleep, some go to school/college/work etc...
     
    So how about being able to 'buy' from the traders (hire?) a small group of AI guards (a set number, like 1 sniper, 2 gunner, 1 scout and a medic?) that are only friendly to your GUID or PlayerUID (database)?
     
    Obviously this would mean trouble for your clan mates, but then again, there could be a warning with 60 seconds to enter the right PIN code for the guard. The AI guards, when purchased, would appear at your base (plot pole? - so you'd have to have a placed pole to be able to purchase).
     
    This way, players bases are guarded while they sleep or work IRL, but they are not perma, as if bandits are good, they will be able to wipe out all the guards then destroy/raid the base.
     
    Prob quite a bit of coding, but I'd love to see this, and I'd even be happier using Epochs non-perma base building if I knew it was guarded so that one lonely sad geek couldn't wander up with a few tools and take it all apart unhindered!!!
  9. Like
    computermancer reacted to OtterNas3 in [RELEASE] Build Snapping - Extended v1.6 (Updated 02/20/2014)   
    Hey Survivors,
     
    i started this new Thread for the Mod so it's easier for players to find it and for me to support it!
    This will also stop the confusion with the mod when you use Maca's or mine and have problems with it.
     
    I got Maca's permission to do it and ALL credits for the idea and the first coding goes to Maca!
    Thanks again Maca for this amazing idea/script!
     
    Ok here we go...
     
    This Mod adds a "Toggle Snapping" function to these Epoch Buildable objects:
    MetalFloor_DZ WoodFloor_DZ CinderWall_DZ CinderWallDoorway_DZ CinderWallDoorLocked_DZ CinderWallDoor_DZ CinderWallSmallDoorway_DZ CinderWallDoorSmallLocked_DZ CinderWallHalf_DZ CinderWallDoorSmall_DZ WoodLargeWall_DZ Land_DZE_LargeWoodDoor WoodLargeWallWin_DZ WoodLargeWallDoor_DZ Land_DZE_GarageWoodDoor Land_DZE_GarageWoodDoorLocked Land_DZE_LargeWoodDoorLocked WoodSmallWallThird_DZ WoodSmallWallDoor_DZ WoodSmallWall_DZ WoodSmallWallWin_DZ Land_DZE_WoodDoor Land_DZE_WoodDoorLocked Sandbag1_DZ MetalPanel_DZ Fence_corrugated_DZ StickFence_DZ Land_HBarrier1_DZ Land_HBarrier3_DZ Land_HBarrier5_DZ Fort_RazorWire Objects can be snapped to another object of the same type like:
    Metal_Floor_DZ <-> Metal_Floor_DZ
    Sandbag1_DZ <-> Sandbag1_DZ
     
    or any Wall combination if its the same Material like:
    WoodSmallWall_DZ <-> WoodSmallWall_DZ
    WoodSmallWall_DZ <-> WoodSmallWallWin_DZ
    CinderWallHalf_DZ <-> CinderWallHalf_DZ
    CinderWallHalf_DZ <-> CinderWallDoorway_DZ
     
    When you start building a new object you will get a "Toggle Snapping" option if the object is supported.
    Hit it to activate the snapping.
     
    Distance between the two objects has to be lower then 1.5m.
    So move your object to almost same height and next to one side, near the top or near the bottom of the object you want to snap it to.
    SNAP!
    This allows you to build a Floor or a Wall on the same height in a perfect line.
     
    It is also possible to make perfect 90° angles with it, for this you also have to bring the object almost in the desired angle to the other object and it will snap to it.
     
    So What makes this version "Extended"?
     
    Well...
    Snapping will work on more then one  Floor Snapping will work while building over Water Snapping a object on Top/Bottom of eachother Snapping with set rotation (for set Door open directions) More objects supported Code for finding snap points redone Demo Video:
    http://youtu.be/j5SXctN8WHA
     
    Download (install instructions included):
    https://www.dropbox.com/s/e1x7mcfuvy7mwyj/Snapping_v1.6.zip
     
    Installation instructions:
     
    1.
    Download and extract Snapping_v1.6.zip
     
    2.
    unpbo MPMissions\YOURMISSIONNAME.pbo
     
    3.
    Copy custom folder from the extracted Snapping_v1.6 to MPMissions\YOURMISSIONNAME\
     
    4.
    Open MPMissions\YOURMISSIONNAME\init.sqf
    Find this line:

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; and add this line RIGHT BELOW it:
    call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf"; so it will look like:
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf"; 5.
    Open MPMissions\YOURMISSIONNAME\description.ext
    Add this line to the VERY BOTTOM of it! (Yeah this means AFTER the last closing bracket!)
    It has to be the VERY LAST LINE of the File!

    #include "custom\snap_build\points.hpp" 6.
    repbo MPMissions\YOURMISSIONNAME\ - upaload - reload - snap - smile!
     
     
    I hope i could clarify the !IMPORTANCE! that you copy the lines i mentioned to the VERY BOTTOM!
    Else:
    No Snap - No Smile - unneded questions
     
     
     
    Have fun with it,
    Otter
    aka Bob der Baumeister
     
     
    - If you like it - Like it - So I can count Downloads - I like that
     

    #####################################
    #                      Support my work                      #
    #                                    &                                #
    #                                Donate                           #
    #####################################

  10. Like
    computermancer reacted to Gregarious in [Tutorial] Clickable self-bloodbag with configurable limitations (Updated 02/21/2014)   
    This is one beautiful tutorial. Color-coordinated, well-formatted, clear, and concise. I wish more people doing releases used your example.
  11. Like
    computermancer reacted to Kind-Sir in [Tutorial] Clickable self-bloodbag with configurable limitations (Updated 02/21/2014)   
    I used Maca134's code and just added the classname in the .hpp
    http://epochmod.com/forum/index.php?/topic/4834-add-right-click-options-to-items/

    It makes for a lot less code to loom around in the mission.pbo, which, in turn, makes your mission a lot more pleasing.
  12. Like
    computermancer reacted to adg in [Tutorial] Clickable self-bloodbag with configurable limitations (Updated 02/21/2014)   
    This is my first tutorial, so please bear with me. Any changes, improvements and comments are welcome.
     
    After this tutorital you can click bloodbag to give it to yourself.
     
    You can configure limitations like:
    being able to use it in a vehicle time between 2 uses infection chance only able to use near hospital/medical vehicles blood amount etc. Giving bloodbag to other players will be unchanged!
     
    Requirements:
    * Basic knowledge of unpacking pbo's
    * Custom compiles
    * Common sense
     
    Edit:// Follow this for epoch 1.0.5:
     
    1) Copy this file from dayz_code.pbo to your MPMissions\...Your Mission Folder...\custom folder:
     
    dayz_code\compile\ui_selectSlot.sqf
     
    2) Open your custom compiles.sqf and change this line from:
    player_selectSlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf"; to
    player_selectSlot = compile preprocessFileLineNumbers "custom\ui_selectSlot.sqf"; 3) Create a new file in your custom folder called extra_rc.hpp and paste this code into it OR download the file from attachment and unzip:
    (NB if you already have followed maca134 tutorial http://epochmod.com/forum/index.php?/topic/4834-add-right-click-options-to-items/ then you need to edit your current files)
    class ExtraRc {     class ItemBloodbag {         class Use {             text = "Use Bloodbag";             script = "execVM 'custom\SelfBB.sqf'";         };     }; }; 4) Open your description.ext (in your MPMissions folder).
    To the end add:
    #include "custom\extra_rc.hpp" 5) Open custom\ui_selectSlot.sqf
     
    Search for the loop in spoilers:



     
    right after the loops closing bracket and semicolon add this code:
    // Add extra context menus _erc_cfgActions = (missionConfigFile >> "ExtraRc" >> _item); _erc_numActions = (count _erc_cfgActions); if (isClass _erc_cfgActions) then { for "_j" from 0 to (_erc_numActions - 1) do { _menu = _parent displayCtrl (1600 + _j + _numActions); _menu ctrlShow true; _config = (_erc_cfgActions select _j); _text = getText (_config >> "text"); _script = getText (_config >> "script"); _height = _height + (0.025 * safezoneH); uiNamespace setVariable ['uiControl', _control]; _menu ctrlSetText _text;         _menu ctrlSetEventHandler ["ButtonClick",_script]; }; }; 6) Create a new file in your custom folder called SelfBB.sqf and paste this code into it OR download the file from attachment and unzip:
    //------------------------------------------\\ // Clickable self bloodbag by adg \\ // Version: 2.0 \\ // \\ //------------------------------------------\\ private ["_started","_finished","_animState","_isMedic","_num_removed","_lastUsed","_infectionChance","_disallowinVehicle","_bloodAmount","_useTime","_giveHumanity","_humanityAmount","_hospitalDistance","_ambulanceDistance","_hospitalEnable","_ambulanceEnable","_anywhereEnable"]; disableserialization; //------------------------------------------------------------------------------------------------------------------------------------------------------------------\\ // CONFIG START \\ //------------------------------------------------------------------------------------------------------------------------------------------------------------------\\ _useTime = 180; //Time in seconds before being able to use again. _bloodAmount = 4000; //Amount of blood the bloodbag gives to player (gets multiplied in hosp/ambulance, so 4000 = 8000 in hospital and 6000 near ambulance) _infectionChance = 30; //Chance of getting infected while using the bloodbag (0 = disabled, 40 = 40%, 100 = 100% etc) _disallowinVehicle = true; //Do not allow usage in a vehicle. true = cannot use, false = can use in vehicle _giveHumanity = false; //Give players humanity for self bloodbag. true = give humanity, false = do not give _humanityAmount = 50; //Amount of humanity to give, if _giveHumanity = true _hospitalDistance = 21; //Max distance within Hospital _ambulanceDistance = 5; // Max. distance from ambulance (medical hmmwv, medical vodnik or medic van) _hospitalEnable = 1; // 1 enables SelfBloodbag in hospitals (leave as 1 if you have _anywhereEnable = 1; and want to get bonuses near hospital) _ambulanceEnable = 1; // 1 enables SelfBloodbag near ambulances (leave as 1 if you have _anywhereEnable = 1; and want to get bonuses near med vehicles) _anywhereEnable = 0; // 1 enables SelfBloodBag anywhere (turns automatically on if _hospitalEnable = 0 and _ambulanceEnable = 0;) //------------------------------------------------------------------------------------------------------------------------------------------------------------------\\ // CONFIG END \\ // Do not change below unless you know what you are doing!!! \\ //------------------------------------------------------------------------------------------------------------------------------------------------------------------\\ if (dayz_combat == 1) exitwith { cutText [format["You are in combat and cannot perform that action!"], "PLAIN DOWN"]}; if (_disallowinVehicle && vehicle player != player) exitWith {cutText [format["You cannot use the bloodbag in a vehicle!"], "PLAIN DOWN"]}; if (r_player_blood == r_player_bloodTotal) exitwith {cutText ["You are not injured!","PLAIN DOWN"]}; private ["_nearHospital","_bloodMultiplier","_infectionMultiplier","_decke","_hospitalFound","_ambulanceFound","_display"]; _nearHospital = false; _bloodMultiplier = 1; // Blood amount multiplier (Anywhere 1, Hospital 2, Ambulance 1.5, The Multiplier for Ambulance and Hospital get set later) _infectionMultiplier = 1; // Multiplier for infectionchance. Anywhere 1, Hospital 0.5, Ambulance 0.75 (the formula is _infenctionChance * _infectionMultiplier so lower multiplier = lower chance) if (_hospitalEnable == 0 && _ambulanceEnable == 0) then { // Check if _hospitalEnable & _ambulanceEnable disabled _anywhereEnable = 1; }; if (_anywhereEnable == 1) then { _nearHospital = true; }; if (_hospitalEnable == 1) then { // if Hospital enabled _playerASL1 = getPosASL player; _playerASLx = _playerASL1 select 0; _playerASLy = _playerASL1 select 1; _playerASLz = _playerASL1 select 2; _playerASLz2 = _playerASLz + 40; _playerASL2 = [_playerASLx,_playerASLy,_playerASLz2]; _decke = lineIntersects[_playerASL1,_playerASL2]; _hospitalFound = count nearestObjects[player,["Land_A_Hospital"],_hospitalDistance]; //can add desired buildings here if (_hospitalFound > 0 && _decke) then { _nearHospital = true; _bloodMultiplier = 2; // multiplier to Bloodamount _infectionMultiplier = 0.5; //multiplier to Infectionchance }; }; if (_ambulanceEnable == 1) then { _ambulanceFound = count nearestObjects[player,["GAZ_Vodnik_MedEvac","HMMWV_Ambulance","S1203_ambulance_EP1"],_ambulanceDistance]; //can add desired vehicles here if (_ambulanceFound > 0 ) then { _nearHospital = true; _bloodMultiplier = 1.5; // multiplier to Bloodamount _infectionMultiplier = 0.75; //multiplier to Infectionchance }; }; _bloodAmount = _bloodAmount * _bloodMultiplier; // Calculate bloodamount & Infectionchance with the multiplier _infectionChance = _infectionChance * _infectionMultiplier; if(!_nearHospital) exitWith { // Abort messegas if Conditions not met if (_hospitalEnable == 1 && _ambulanceEnable == 0) then { cutText [format["You need to be inside a hospital to do this!"], "PLAIN DOWN"]; }; if (_hospitalEnable == 0 && _ambulanceEnable == 1) then { cutText [format["You need to be near a medical vehicle to do this!"], "PLAIN DOWN"]; }; if (_hospitalEnable == 1 && _ambulanceEnable == 1) then { cutText [format["You need to be inside a hospital or near a medical vehicle to do this!"], "PLAIN DOWN"]; }; }; if (isNil 'lastUsed') then {lastUsed = time}; if (time - lastUsed < _useTime && time - lastUsed != 0) exitwith {cutText [format["Not so fast! You can use bloodbag again in %1 seconds",(ceil(_useTime - (time - lastUsed)))],"PLAIN DOWN"]}; call fnc_usec_medic_removeActions; r_action = false; [1,1] call dayz_HungerThirst; if (vehicle player == player) then { //not in a vehicle player playActionNow "Medic"; }; r_interrupt = false; _animState = animationState player; r_doLoop = true; _started = false; _finished = false; while {r_doLoop} do { _animState = animationState player; _isMedic = ["medic",_animState] call fnc_inString; if (_isMedic) then { _started = true; }; if (_started and !_isMedic) then { r_doLoop = false; _finished = true; }; if (r_interrupt) then { r_doLoop = false; }; if (vehicle player != player) then { sleep 3; r_doLoop = false; _finished = true; }; sleep 0.1; }; r_doLoop = false; if (_finished) then { _num_removed = ([player,"ItemBloodbag"] call BIS_fnc_invRemove); if(_num_removed == 1) then { lastUsed = time; if (vehicle player != player) then { _display = findDisplay 106; _display closeDisplay 0; }; r_player_lowblood = false; r_player_blood = r_player_blood + _bloodAmount; //set players LOCAL blood to a certain ammount if(r_player_blood > r_player_bloodTotal) then { r_player_blood = r_player_bloodTotal; // If players blood is greater then max amount allowed set it to max allowed (this check keeps an error at bay) }; player setVariable["USEC_BloodQty",r_player_blood,true]; //save this blood ammount to the database //Restore player sound + vision 10 fadeSound 1; "dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5; "colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5; if (floor(random(100)+1) <= _infectionChance) then { //Infection chance r_player_infected = true; //set client to show infection player setVariable["USEC_infected",true,true]; //tell server that player is infected cutText [format["You gave yourself blood, but got infected in the process!"], "PLAIN DOWN"]; //display text at bottom center of screen if infected } else { cutText [format["You successfully gave yourself some blood!"], "PLAIN DOWN"]; }; if(_giveHumanity) then { //humanity check [player,_humanityAmount] call player_humanityChange; }; }; } else { r_interrupt = false; player switchMove ""; player playActionNow "stop"; cutText [format["Giving yourself blood was interrupted!"], "PLAIN DOWN"]; }; 7) Edit the config part in SelfBB.sqf to your liking!
     
    Start your server and enjoy :P
     
    Credits:
    Krixes - inspiration and some code
    maca134 - right click tutorial
    Panadur & Fuchs - hospital restriction
     
    Attachments don't work so direct links:
    extra_rc.zip
    SelfBB.zip
×
×
  • Create New...