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fireplace

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  1. Like
    fireplace got a reaction from dayzjarhead in A call for sanity   
    OMG yes to all of that! I hate going through the files everytime they get updated, to change the paths to the .sqf files
  2. Like
    fireplace reacted to General Zaroff in Expanded Building Loot Spawn Files   
    I've made substantial upgrades to the expanded files. I'm going to go ahead now and say that any buildings that have significant lootable interiors have been done, and that's the classic vanilla buildings, the buildings 3 category buildings, the mbg German buildings, and "African" buildings. The big apartment buildings... all the little sheds... the shanties... all done now. I've even gone through and added ground supermarket loot to things like the outdoor market stalls and the various lean-to style shades. And many of the non-interior buildings will generate zeds, now, too. Additionally, I've gone through and classed all the MAP buildings back to their Land_ roots, so that there's no longer any need to revise mission.sqf output from the editor when copying script into a construction file. Leave the MAP version; the expanded loot system will understand it. Oh, well... actually you would need to revise the MAP_toilet to the Land_toilet -- the MAP version is missing door animation, so if you use it you'll get an error message on startup. But everything else works.
     
    I've generated another new intermediate loot class that applies to the shanties, the big derelict apartments. It's heavy on trash, soda, handguns, and common medical supplies.
     
    Remember, this is intended as a resource for the advanced server developer.  I've changed things besides just the loot positions, so you may find your game balance changing if you use it as-is.
     
    The link is still:
     
    http://www.ericpeterson.info/dztools/ExpandedBuildingLoot.zip
     
    - ep
  3. Like
    fireplace reacted to hellraver in [RELEASE] Vehicle Key Changer - For making Masterkey - V 1.4 (Updated 06/15/2014)   
    [RELEASE] Vehicle Key Changer - For making Masterkey - V 1.5.3 (Updated 23/10/2014)

    Changes: Fixed "something went wrong" problem that sometimes have some Players, improvements & code optimization (tidy)

    Have Fun!

    Best regards

    hellraver

    Hint: This is a unofficial version and is not from Otternas3!!!
    VehicleKeyChanger_v1.5.3.zip
  4. Like
    fireplace reacted to OtterNas3 in [RELEASE] Vehicle Key Changer - For making Masterkey - V 1.4 (Updated 06/15/2014)   
    Just finished it and thought someone could like it...
    You have many, many (many, ...) Vehicles? You have many, many (many, ...) different Keys? Already need to attach a list with Key = Vehicle to your Monitor to keep track of em? Need 30 minutes to start driving because you dont have such a list? Frustrated? ALL OVER!
     
    This little script allows you and the Players on your Server to copy Vehicles, that you got the Key for, to another Key that's in your Inventory!
     
    Example:
    Car 1: Red Skoda - Red Key (1234)
    Car 2: Green Skoda - Green Key (4321)
     
    You need a Keymakers Kit!
    Put both keys in your Inventory, look at the Car 1 and select "Change Vehicle Key" from the action menu.
     
    You get a list with all Keys in your Inventory, to select from a menu. In this case the list would just be one: Green Key (4321)
    Not in the list is the Key for Car 1, so no Red Key (1234)
     
    Select the new Key you want to put the car on and: voila!
     
    You can throw away the unneeded Red Key (1234)
    The Old vehicle Key gets added to your Backpack
    Car 1 & Car 2 are both now on the Green Key (4321)
     
    You can allow players to "Claim" Vehicles that are dynamic spawned on the Map and does not yet need a Key.
    This is a option you can turn On/Off!
    You can set a price for claiming vehicles also.
     
    THIS DOES NOT HOWEVER INCLUDE MISSIONVEHICLES THAT ARE NOT SPAWNED CORRECTLY!
    IF YOU WANT TO BE ABLE TO CLAIM MISSIONVEHICLES, TELL THE MISSION DEVELOPER TO SETUP HIS SPAWNCODE FOR VEHICLES TO A CORRECT WAY!
     
    Changelog 1.4
    I changed some functions and implemented some small fixes mentioned by other users in this Thread.
    Specially for just bought vehicles and the "get not saved after driving" thing.
    This should also fix the duping for some of you, i never had it yet and cant reproduce. just made the call a bit different now.
     
     
    If it doesnt work as it should, gimme a shout.
     
    And for people that think this Mod is a total mess. Dont use it?
    It works on my Server for a loooooooooooooong time now without any errors!
     
     
     
    Demo Video
    http://www.youtube.com/watch?v=bEUmLrje_5o
     
     
    Like?
     
    DOWNLOAD:
    https://www.dropbox.com/s/mq0dvpzawtwmam8/VehicleKeyChanger_v1.4.zip
     
     Install Instructions:
    1. Download and unzip VehicleKeyChanger_v1.4.zip
    2. unpbo MPMissions\YOURMISSIONNAME.pbo
    3. copy the custom folder from the unziped VehicleKeyChanger_v1.4.zip to MPMissions\YOURMISSIONNAME\
    4. open MPMissions\YOURMISSIONNAME\init.sqf
     
    Find this block:
    if (!isDedicated) then { 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; }; And insert this line above the closing bracket };
    _nil = [] execVM "custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf"; 5.
    Configuration:
    Edit custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf
     
    Edit this block to your likings!

    ///////////////////////////////////////////////// ///////////////////////////////////////////////// // Edit these settings to fit your needs/likes // ///////////////////////////////////////////////// ///////////////////////////////////////////////// /// Claim Vehicles that does not yet need Key /// ///////// 0 = Not allowed | 1 = Allowed ///////// vkc_claiming = 0; ///////////////////////////////////////////////// //////// Claim Vehicles costs this Item ///////// /// Any Item can be used here, some examples: /// //// ItemTinBar, ItemSilverBar, ItemGoldBar, //// ////// ItemSilverBar10oz, ItemGoldBar10oz, ////// ///// ItemBriefcase20oz, ItemBriefcase100oz ///// //////// set to "0" to disable the costs //////// vkc_claimingPrice = "ItemGoldBar10oz"; ///////////////////////////////////////////////// ////////// Change Key costs this Item /////////// ////////////// see above examples /////////////// //////// set to "0" to disable the costs //////// vkc_Price = "ItemSilverBar"; ///////////////////////////////////////////////// /////// Need KeyKit to use this function //////// ////////// 0 = Not needed | 1 = Needed ////////// vkc_needKeykit = 1; ///////////////////////////////////////////////// ///////////////////////////////////////////////// /////////////// DONT EDIT BELOW ! /////////////// ///////////////////////////////////////////////// 5. repbo MPMissions\YOURMISSIONNAME\
    - upload it to your server -
     
    6. unpbo @DayZ_Epoch_Server\addons\dayz_server.pbo
     
    7 copy server_updateObject.sqf from your unziped VehicleKeyChanger_v1.4.zip to @DayZ_Epoch_Server\addons\dayz_server\compile\  and overwrite the existing one. (This just adds a function for this mod nothing else changed)
    If you already have a custom server_updateObjects.sqf you need to compare my file with yours and make the changes yourself!
     
    8. repbo @DayZ_Epoch_Server\addons\dayz_server\
    - upload it to your server -
     
    9 copy this file to your Servers BattlEye filters folder:
    publicvariableval.txt
     
    FYI: INFISTAR AdminCheat, ummm sorry meant AntiCheat, users!
    Cause he uses his own BE filter files should not copy paste this file over your existing one, else you will get kicked for all the cool nice admin functions that comes with your Infistar! You need to do the change yourself if you get kicked for anything regarding this script.
    I dont had and will not have a look at Infistar's BE files to sort things out!
     
    10. Restart your server
    11. Enjoy it and cleanup your vaults!
     
    12. DONT LOOSE YOUR MASTERKEY! :rolleyes:
     
     
    -- Additional Information ---
     
    For InfiStar AdminCheat (ummm sorry meant AntiCheat...) users:

     
     
    Have fun with it!
     
    - If you like it - Like it - So I can count Downloads - I like that
     
    #####################################
    #                      Support my work                      #
    #                                    &                                #
    #                                Donate                           #
    #####################################

  5. Like
    fireplace reacted to itsatrap in [FIX] Knockout Glitch / Action Using   
    Updated version
     
    Add _isUnconscious to PRIVATE[];
    at the top
    private ["_cTarget","_isOk","_display","_inVehicle","_isUnconscious"];   
    _isUnconscious = player getVariable ["NORRN_unconscious",false]; if (_isUnconscious) exitWith { if (alive player) then { if (isPlayer player && _isUnconscious) then { _display closeDisplay 1; //Let Zeds know [player,25,true,(getPosATL player)] spawn player_alertZombies; systemChat ( "You are unconscious." ); // combattimeout player setVariable["combattimeout", time + 10, true]; player setVariable["startcombattimer", 0]; dayz_combat = 1; }; }; };
  6. Like
    fireplace reacted to emwilsh 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
  7. Like
    fireplace reacted to General Zaroff in Expanded Building Loot Spawn Files   
    I found a number of requests for these when I was looking for them, but couldn't find them, so I decided to generate them myself.
     
    Here are loot spawn configuration files that equate most of the MAP_EU building class IDs to existing class IDs. They also add some root, mid-level, and high-level building classes like "construction", "MilitaryOffice", and "Biotech" to the existing classes that can be re-used by developers. 
     
    The German residences... the big supermarkets... the alternate control tower and military offices ...  all the training facility "killhouses"  -- they're all worked out here. The one killhouse that had been spawned out has further been redefined as military instead of residential, as it should be. Useful and interesting buildings like the big bio-tech facility, the additional factories, the various homes, residences -- all included. Some of the big, more interesting burned out and ruined residential blocks that present interesting combat opportunities across floors and catwalks are also spawned out.
     
    Only the large supermarket models have items distributed through the shelves, display cases, and various tables. I've made no attempt to populate tables and shelves in other models.
     
    Some of the older vanilla Chernarus industrial area models that have catwalks and walkways have had spawn points added along the walkways and landings.
     
    I've not used any of the "African" buildings yet, and so none are included. There's also a series of new rowhouses that I haven't yet tackled.
     
    Most of the small no-entry homes and barns have been included with roaming zed specs. A few that have large porches have spawn points on their porches.
     
    This is syntactically correct, and a great number of them have been tested and verified, but I won't guarantee them to be perfect.
     
     
     
    http://www.ericpeterson.info/dztools/ExpandedBuildingLoot.zip
     
     
  8. Like
    fireplace reacted to DaVIdoSS in [Release] Wicked AI 2.2.0   
    Found typo in config.sqf line 91 and 95
     
     
     "ItemEpinephrin" should be "ItemEpinephrine"
  9. Like
    fireplace reacted to f3cuk in [Release] Wicked AI 2.2.0   
    I'm very interested to see any working solution. Not yet started on coding for 2.1.0 and only have a general idea of how to do it.
     
     
    See above. I'd like to see any code that has already achieved hero and bandit missions. I've not decided if hero and bandit missions are going in the same files or they need seperating. Although it looks like it can be done without limiting functionality.
     
     
    Sorry, I realise there is no proper documentation yet. I wanna focus on 2.1.0 first and try and get some decent Howto and explenation together after that.

    Blacklisting works with rectangle area's where the first coord is top-left and the second one is bottom right.
     
     
    No there is NO check if a file for that map exists (but this is actually a valid suggestion which i'll look at in next release). Right now if you have set custom_per_world to true it will try and load a file for that world and probably generate an error if it's not present. If set to false it will fallback on the default.sqf file.
  10. Like
    fireplace reacted to Darihon in I dont understand the scenery coords for custom mission   
    Pretty easy.
     
    _coords has been declared somewhere in the file (I thought using this piece of code: _coords = .... call DZMSFindSafePos?). 
    So for example it generates coordinates: [0,1,2]. 
     
    So, what that piece of code does is the following:
    [(_coords select 0) + 4.062, (_coords select 1) + 4.7216,0] _coords select 0, means that it selects the first 'entry' in the coordinates array, so the 0.
    The + 4.062 means that it will add 4.062 to the 0 --> becomes so the 0 becomes 4.062
    The _coords select 1 means that it will select the 2nd entry from the array, which is 1 in our case. 
    The same story, the + 4.7... adds that value to the current value (1) and it will become 8,7..
     
    Ask me if you have more questions or if this story is a bit unclear :)
     
    Edit: Select (Bohemia Interactive Wiki)
  11. Like
    fireplace reacted to f3cuk in [Fixed] Animated Crash Spawner 1051   
    Nope all that does is set the crash model to the pre-defined location instead of the location where the helicopter actually went down..

    --

    Release 1.3.1
     
    Added
    Marker cleanup after the first person has secured the crashsite; Added a "Survivors have secured the crash site" message; Added vehicle start damage to planes (will cause them to smoke); Ability to hide or show marker; Ability to hide or show crahsname. FixedCorrected marker placement (it always spawned on pre-defined crash site, even if taken down or crashed somewhere else); Fixed issue where you would sometimes see the pilot bailing and getting deleted as soon as landed; Set the correct facing direction on the crash model; Crashing into sea stops loot from spawning at the bottom of the ocean, does not display a marker and show a message that the helicopter or plane has crashed into the ocean. MiscChanged the starting positions for Chernarus (with help of Richie); Lowered the speed of planes; Lowered the altitude of planes; Enhanced damage models; Enhanced loot tables per vehicle.
    --

    @Richie: How far are you with the coordinates for the other maps?
  12. Like
    fireplace reacted to Axe Cop in [Release] Vehicle Service Point (Refuel, Repair, Rearm) [Script]   
    with the current config options you can't do that, you can only set different costs for different vehicle (types), but if you onyl want air vehicles to use the refuel option at all you can change the script a little
    in line 144 change
    if (SP_refuel_action < 0 && _refuel_enable) then { to
    if ((_vehicle isKindOf "Air") && SP_refuel_action < 0 && _refuel_enable) then { that should add a check so the menu will only appear for air" vehicles.
     
    and yes you can just delete the other script files if you don't use repair and ream, not that they are very large :)
  13. Like
    fireplace got a reaction from Markokil321 in Trader_items needed   
    trader_items is not used, at the moment I think
  14. Like
    fireplace reacted to MassAsster in Sarge AI and epoch 1.0.4.2   
    http://es-gamers.com/1042bserverfiles.zip
     
    Take it apart and locate what you need
  15. Like
    fireplace got a reaction from Deepsniper in [Release] Epoch Admin Tools V1.10.0   
    Yeah mine seems to lag when using that, so I switched it out for the old bluephoenix one, same with God Mode
  16. Like
    fireplace got a reaction from Richie in Disable Infected player spawn   
    Can't you just use 
     
    DZE_PlayerZed = false;
     
    in your init?
     
    https://raw.github.com/vbawol/DayZ-Epoch/master/Documents/CHANGE%20LOG%201.0.4.txt
  17. Like
    fireplace got a reaction from Kraz in R3F "View Content"   
    Its used for when you load in cars etc, it works fine on mine :-/
     
    anyway to remove edit.
    R3F_ARTY_AND_LOG/R3F_LOG\config.sqf
     
    look for /****** LOAD IN VEHICLE ******/
     
    and just edit out the classnames if you want rid of it. If you want to be able to use it, add vehicles under "List of class names of transportables objects". Like this
    R3F_LOG_CFG_transporteurs = [ ["CH_47F_EP1_DZ", 150], //the number is how much it can hold, see below. ["CH_47F_EP1", 150], ["CH_47F_BAF", 150], ["BAF_Merlin_HC3_D", 100], ["MV22_DZ", 200], ["MV22", 200] ]; /** * List of class names of transportables objects. */ R3F_LOG_CFG_objets_transportables = [ ["ArmoredSUV_PMC", 100], // so the merlin can hold 1 car, as its max weight is 100, but the MV22 // can hold 2 as it's max is 200. You can change it to whatever you want // this is just how I do mine. ["BAF_ATV_D",50], ["BAF_Offroad_D",100], ["BAF_Offroad_W",100],
  18. Like
    fireplace 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                           #
    #####################################

  19. Like
    fireplace reacted to vbawol in Epoch Mod for Arma 3   
    Arma 3 Epoch Mod will be a total conversion mod coded from the ground up, and no longer based on DayZ. Many of the key ideas from DayZ Epoch will play a major role in Epoch Mod however everything else will change!
     
    More will be announced early this year.
  20. Like
    fireplace got a reaction from nickt629 in Discussion about coming 1.0.2.4 update   
    Will it be easy to edit out the no ammo for vehicles? If not, I'm guessing we could just add ammo using "_object addMagazine "ammo_classname";" in server_monitor.sqf? Or maybe setup some SUV's which respawn with ammo every restart.
     
    I run a server with very hard A.I, so need to find a workaround otherwise my players are just gonna be moaning lol
  21. Like
    fireplace got a reaction from DanucasB in Trader Range Increase?   
    Put in init.sqf
     
    dayz_sellDistance = 30;
     
    I have mine at 30, so set yours to whatever you want
     
     
    http://dayzepoch.com/wiki/index.php/Init.sqf#dayz_sellDistance
  22. Like
    fireplace got a reaction from Rayden in Trader Range Increase?   
    Put in init.sqf
     
    dayz_sellDistance = 30;
     
    I have mine at 30, so set yours to whatever you want
     
     
    http://dayzepoch.com/wiki/index.php/Init.sqf#dayz_sellDistance
  23. Like
    fireplace got a reaction from boxman80 in Base objects disappering   
    It's 6 days. You can change it in the hiveExt.ini
    ;Negative values will disable this feature ;0 means that ALL empty placed items will be deleted every server restart ;A positive number is how old (in days) a placed empty item must be, in order for it to be deleted CleanupPlacedAfterDays = 14 If it's not in yours just add it in
     
    http://dayzepoch.com/wiki/index.php/Server_Configuration_Instructions#Automatic_Cleanup_of_placed_items:
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