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js2k6

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  1. Like
    js2k6 got a reaction from mimmosan in Very simple earplugs script   
    Hi everyone,
    Made a very basic script for earplugs for A2 Epoch
    This method requires that you have dayz_spaceInterrupt.sqf in your mission.pbo
     
    I use snap pro in my server, so my space interrupt file is located at custom\snap_pro\dayz_spaceinterrupt.sqf
     
    look for the line that says
    // Disable ESC after death if (_dikCode == 0x01 && r_player_dead) then { _handled = true; }; then add this below
    if (_dikCode == 0x16) then     {         if (soundVolume == 1) then {             1 fadeSound 0.25;             hintSilent "Earplugs Inserted";         }             else         {             1 fadeSound 1;             hintSilent "Earplugs Removed";         };     }; 0x16 is the letter U,
     
    you can find a list of all other available keys at
    https://community.bistudio.com/wiki/DIK_KeyCodes
     
    You can let your players know about this feature in your servers welcome credits or by adding a system chat message in init.sqf
     
    Oh well, enjoy.
  2. Like
    js2k6 got a reaction from Donnovan in Very simple earplugs script   
    Hi everyone,
    Made a very basic script for earplugs for A2 Epoch
    This method requires that you have dayz_spaceInterrupt.sqf in your mission.pbo
     
    I use snap pro in my server, so my space interrupt file is located at custom\snap_pro\dayz_spaceinterrupt.sqf
     
    look for the line that says
    // Disable ESC after death if (_dikCode == 0x01 && r_player_dead) then { _handled = true; }; then add this below
    if (_dikCode == 0x16) then     {         if (soundVolume == 1) then {             1 fadeSound 0.25;             hintSilent "Earplugs Inserted";         }             else         {             1 fadeSound 1;             hintSilent "Earplugs Removed";         };     }; 0x16 is the letter U,
     
    you can find a list of all other available keys at
    https://community.bistudio.com/wiki/DIK_KeyCodes
     
    You can let your players know about this feature in your servers welcome credits or by adding a system chat message in init.sqf
     
    Oh well, enjoy.
  3. Like
    js2k6 got a reaction from malau in DayZ Overpoch Lingor - Trader Cities   
    Hi, Recently I created a Lingor 1.5 overpoch server
    And the first thing I noticed was that I really hated the layout of having the traders scattered around the place. 
    An individual trader here, another one over there. 
    A vehicle trader taking over the race track.
     
    So I created a trader city, and my clanmate Smooose created a seperate trader city
     
    these both use many of the existing traders, plus I have an additional overwatch weapons trader which has been added in.
     
    I will include a few files which will need to be placed in your server pbo
     
    here are some screenshots in the spoiler tag



     
    http://pastebin.com/gHXCa9wn  < -- calamarTrader.sqf
     
    http://pastebin.com/cABgLcX2 <-- corazonTrader.sqf
     
    to install these, add a folder called map to your server.pbo
     
    add the following to the bottom of your server_functions.sqf (located in the init folder of your server.pbo)
    call compile preProcessFileLineNumbers "\z\addons\dayz_server\map\calamarTrader.sqf"; // calamar trader city call compile preProcessFileLineNumbers "\z\addons\dayz_server\map\corazonTrader.sqf"; // corazon trader city http://pastebin.com/tLbVS3Le <-- edited mission.sqf 
     
    if you want to remove many of the existing traders from lingor and replace them with our trader cities,  copy the above mission.sqf
    and overwrite your existing mission.sqf (located in the server.pbo in the \missions\DayZ_Epoch_7.Lingor\ folder)
     
    /* EDIT 
    http://pastebin.com/V7s1sxU8 <-- edited mission.sqm (from mission.pbo) *edit - original file contained a marker for an unreleased overwatch trader - use this updated version instead*
    */
     
    the above file will update the map markers for the trader cities and adds sensors to say "you are now entering trader city corazon" etc
    this uses canbuild, so it will work with AGN safezones. *note my airfields are not protected by safezones* 
    also note, as my server is running overpoch. the addons section is full of overwatch parts. 
     
     
    extras 
    if you want to use my overwatch trader 
    you will need to make a few edits
     
    the following edits go into server_traders.sqf in your mission.pbo
     
    copy this section of code, and overwrite your existing section
    serverTraders = ["RU_Worker1","Dr_Annie_Baker_EP1","CIV_EuroWoman01_EP1","Citizen2_EP1","ibr_lingorman2s","Worker2","TK_CIV_Woman03_EP1","ibr_lingorman3s","ibr_lingorman5s","ibr_lingorman4","ibr_lingorman2","Worker1","RU_Madam3","Pilot","CIV_EuroMan02_EP1","CIV_EuroMan01_EP1","ibr_lingorman7s","Damsel3","Rocker4","Worker4","ibr_lingorman7","ibr_lingorman5","Citizen3_EP1","ibr_lingorman6","ibr_lingorman6s","TK_CIV_Woman02_EP1","Pilot_EP1","TK_CIV_Worker01_EP1","RU_Doctor","Functionary1","TK_CIV_Takistani04_EP1","UN_CDF_Soldier_Guard_EP1"]; next, add this to the bottom of your file
    // overwatch trader menu_UN_CDF_Soldier_Guard_EP1 = [ [["Pistols",1000],["ACRs",1100],["H&K Assault Rifles", 1101],["Magpul ACRs",1102],["Tarvors",1103],["Opfor Assault Rifles",1104],["Marksman Rifles",1002],["SMGs",1003],["Heavy Machine Guns",1004],["Assorted Ammunition",1005]], [], "neutral" ]; finally, if you need some SQL inserts so you can use my trader tid's, 
     
    http://pastebin.com/raw.php?i=Cbb6yHAN
    copy and paste that, and run that sql insert. 
     
    of course, please back up your database before running this, because if anything goes wrong, I wont take responsibility for any damage that can occur to your hive.
     
    enjoy :)
  4. Like
    js2k6 reacted to Darth_Rogue in Has everyone really gone to exile?   
    Well as a server owner/developer having experience with both mods, I can say that at the dev level the Exile folks have gone a long way to make it very easy for people to create, run and develop their server.  Pretty much everything is open-ended and editable, allowing people to add their own flavor and flair to their servers, which is something that Epoch was, unit recently, sorely lacking.  Exile's server performance is top notch as well.  Hopefully Epoch can match all that on the 0.4 release.  Oh and btw, Exile runs on MySQL, which is just a Godsend if you ask me.  It's nice to be able to run the server and not have to worry about database crashes negating all player progress.  ;)  
     
    From a player standpoint, I tend to agree that Exile is the "flavor of the month".  It's new and people want to check it out.  How long they stay is dependent on how the next update goes, as far as new mod features, added stability to account for the recent Arma patch, and how quickly said update is released.  I'd say it will keep a dedicated following on whatever servers can manage to keep things interesting, but after a while you will have some players who prefer Epoch and others who prefer Exile.
     
    And let's not forget, there are still other mods coming soon, like 2017.  And DayZ SA will be releasing server files sometime this winter (supposedly).  So as others have said, the traffic will come and go as the mods and other games are released.  
  5. Like
    js2k6 reacted to BabyJesus in [Release] Advanced Trading 2.1 !UPDATED!   
    Yea Im still having the problem Admins Can use the traders just fine while players without Admin cannot, I added the exception in the Allowed Dialogs. 
     
    The Player can open the menu but when they select buy they cannot see any of the guns in the shop while admins can also the trader will say the line "I will accept.... from your gear" and it shows the numers on the top of things he will buy but as far as the actual items they wont show up and the entire system works fine for admins but not for players.
     
    Heres with Admin: http://steamcommunity.com/sharedfiles/filedetails/?id=488391933
    And Heres without Admin: http://puu.sh/jdj9g/a6f7d26055.jpg
  6. Like
    js2k6 reacted to DirtySanchez in Looking forward to 0.4 Milestone and suggestions   
    Cinder is only indestructible if the server sets it bro
  7. Like
    js2k6 reacted to cen in Exile or Epoch   
    WE GOT AN INSIDER BOYS!
     
    MOM GET THE CAMERA.
  8. Like
    js2k6 got a reaction from ElDubya in Very simple earplugs script   
    Hi everyone,
    Made a very basic script for earplugs for A2 Epoch
    This method requires that you have dayz_spaceInterrupt.sqf in your mission.pbo
     
    I use snap pro in my server, so my space interrupt file is located at custom\snap_pro\dayz_spaceinterrupt.sqf
     
    look for the line that says
    // Disable ESC after death if (_dikCode == 0x01 && r_player_dead) then { _handled = true; }; then add this below
    if (_dikCode == 0x16) then     {         if (soundVolume == 1) then {             1 fadeSound 0.25;             hintSilent "Earplugs Inserted";         }             else         {             1 fadeSound 1;             hintSilent "Earplugs Removed";         };     }; 0x16 is the letter U,
     
    you can find a list of all other available keys at
    https://community.bistudio.com/wiki/DIK_KeyCodes
     
    You can let your players know about this feature in your servers welcome credits or by adding a system chat message in init.sqf
     
    Oh well, enjoy.
  9. Like
    js2k6 reacted to vbawol in Epoch Server 0.3.0.3 Build 9 Changelog   
    0.3.0.3 Build 9
    [Fixed] Temp fix for crashing since 1.46 (spawn loot at the players feet
    instead of inside config animated loot containers)

    Updated: a3_epoch_server.pbo
  10. Like
    js2k6 got a reaction from Richie in Exile or Epoch   
    There's a place for both.
    Mods can contain similar features, yet be so different from one another and draw in entirely different kinds of players
     
    Compare Vanilla DayZ mod to DayZ Epoch for instance.
     
    They both have Z's.... one's even based upon the other, yet they are completely different.
    I'd even say that they're played by different kinds of people
     
    I'm not trying both to compare stability. I'm trying both because I see a potential demand for both,
    As said above, exile seems to have a more of a 'wasteland' type feel to it, and having been an avid A2 wasteland player, sinking in countless hours on au steak n beer server, that appeals to me.
     
    I also seen from experimenting
    with arma 2, that a lot of players enjoy antagonists. i removed the zombies from one of my servers, people wanted them back. i was shocked. i just felt they were a nuisance.
     
    each mod will appeal in ways to some people that the other does not.
     
    On the topic of performance, I think though, comparing 1.44 to 1.46 in terms of server side FPS, we have more to worry about from BIS and their future updates. than either mod.
    massive serverside fps boost with this latest update,  almost as much performance gained back, as what i lost since 1.40
  11. Like
    js2k6 reacted to ElDubya in A3 Launcher Bugs & Maca's Minions   
  12. Like
    js2k6 got a reaction from ElDubya in A3 Launcher Bugs & Maca's Minions   
    clicked the donate button, and now i've got herpes.
    10/10 would donate again.
  13. Like
    js2k6 got a reaction from LunatikCH in Very simple earplugs script   
    Hi everyone,
    Made a very basic script for earplugs for A2 Epoch
    This method requires that you have dayz_spaceInterrupt.sqf in your mission.pbo
     
    I use snap pro in my server, so my space interrupt file is located at custom\snap_pro\dayz_spaceinterrupt.sqf
     
    look for the line that says
    // Disable ESC after death if (_dikCode == 0x01 && r_player_dead) then { _handled = true; }; then add this below
    if (_dikCode == 0x16) then     {         if (soundVolume == 1) then {             1 fadeSound 0.25;             hintSilent "Earplugs Inserted";         }             else         {             1 fadeSound 1;             hintSilent "Earplugs Removed";         };     }; 0x16 is the letter U,
     
    you can find a list of all other available keys at
    https://community.bistudio.com/wiki/DIK_KeyCodes
     
    You can let your players know about this feature in your servers welcome credits or by adding a system chat message in init.sqf
     
    Oh well, enjoy.
  14. Like
    js2k6 reacted to ZENITHOVMAN in Ark survivor evolved.   
    Sometimes the incorrect entry point causes "a shit ride"  ;)
  15. Like
    js2k6 reacted to Darth_Rogue in [Suggestion] Detach BattlEye Filters from the main package   
    Great idea! I see no reason why all the server files couldn't be put on a public Git. Then we can see which files have changed and only update the necessary stuff. Or if there's a major release you can download the whole server pack as a zip.
  16. Like
    js2k6 reacted to Mikeeeyy in [Release] Steerable Parachute (Vehicle Eject)   
    Thank you very much for that man, it's very generous of you and gives a warm feeling that you like and support my work. Thanks again :)
  17. Like
    js2k6 reacted to ElDubya in [Release] Steerable Parachute (Vehicle Eject)   
    Hi Mikeeeyy, I installed this, thanks a lot. As I also use your precise base building and see it as a MUST HAVE script, I slipped you a small donation to buy you a few ales. Enjoy :)
  18. Like
    js2k6 reacted to Brian Soanes in A3 Launcher Bugs & Maca's Minions   
    Donate 1$ to see my response
     
    Donate here



  19. Like
    js2k6 reacted to Halvhjearne in Easy Kill feed/messages w/study & bury body function (Beta)   
    np
     
     
    some of this is on the client, so currently no.
     
     
    lol, dude ... you do realize that anyone that comes by this forum can get this now, right?
     
    would be more work to unpack your pbo to get it then ...
  20. Like
    js2k6 got a reaction from second_coming in Detect if in range of your own jammer   
    ahhh perfect,
     
     
    excellent, 
    thanks for sharing. 
     
    currently have a couple of scripts that could utilise this
    first script is passive energy gain from proximity to frequency jammers
     
    and the second is an exitwith condition for igiload, to stop people from glitching through walls with go karts. 
     
    it'd be better if players could still load/unload near their own base,
    and better still if you only gained energy from your own jammer.
  21. Like
    js2k6 reacted to Richie in ANTI DDOS   
    or a data center that can handle a DDOS attack
  22. Like
    js2k6 reacted to Brez in Stolen vechicle   
    I wrote some code for you....
     
     
    IF playing on Arma3 engine
     
     THEN  Expected_Glitch_time = FOREVER 
     
    EndIF
  23. Like
    js2k6 reacted to knights†emplar in Stolen vechicle   
    If i was the server admin i would ban you for parking in safe zone in first place :D
     
    on a serious note, i think you are posting in the wrong forum, go to the admin of that server and explain, but seriously i would ban you for parking in safe zone :D
  24. Like
    js2k6 reacted to Buliwyf in Detect if in range of your own jammer   
    { if ( (_x getVariable ["BUILD_OWNER", "-1"]) in [getPlayerUID player, Epoch_my_GroupUID] ) then {player groupChat format ["Distance to jammer: %1m", player distance _x];} else {player groupChat "No jammer in range!";}; } forEach nearestObjects [player, ["PlotPole_EPOCH"], 150]; Untested code.. but i hope i made no big mistakes.. :)
     
    The code checks all jammers in range of 150 meters and if there is one which ownes you or your group it gives you the range. But i have no idea if some of the scripting commands are blocked by Epoch, Battleye or something like that.
  25. Like
    js2k6 reacted to Brez in Exploding Choppers   
    Reminds me of my rage post when it happened to me first time.
     
     
    You should go on the BI forum and rage on them.. It's an Arma3 issue and not an Epoch one.
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