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TheVampire

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  1. Like
    TheVampire got a reaction from WEB11 in [Release] DayZ Mission System   
    The new dynamic findSafePos radius isn't working correctly for most maps that aren't islands, so I reverted it.
     
    I also added optional RPGs to AI units. A RPG gets added to a single unit in a spawn group. For most missions this means there will be multiple AI with RPGs.
    Each unit who spawns with an RPG gets two shots. If you approach the mission in a vehicle they will switch weapons and fire on you.
    The RPG is removed from the AI as soon as they are killed, before they even hit the ground if the server isn't lagging.
     
    For people wanting to add RPGs without updating, here is the commit:
    https://github.com/SMVampire/DZMS-DayZMissionSystem/commit/598bba3234ed72f2fcbfc5010108aac5757ba387
  2. Like
    TheVampire reacted to Gregarious in [Release] Epoch Admin Tools V1.10.0   
    Update!
     
    "Sandbird" has just made a fantastic addition to our Admin Tools:
     

     
    A graphical vehicle spawn menu!
     
    The "Perm" button will spawn the vehicle AND place a key in your inventory. "Temp" will temporarily spawn the vehicle (it will disappear after a server restart).
     
    Thanks, Sandbird!
     
    Additional Install Instructions:
    Open your description.ext Paste the following at the bottom: #include "admintools\dialog.hpp"   Download Now
  3. Like
    TheVampire got a reaction from Brummelpuh in DZE_LootSpawnTimer   
    If you set it to 60 then the loot will sit there until the server cleans it up for a player not being nearby, or the player sits there an hour.
    At default it is set to 10minutes.
    Setting it lower will make loot respawn faster.
  4. Like
    TheVampire got a reaction from Sandbird in Moving buildings to dayz_server.pbo problem   
    If you aren't adding setVehicleInit to it, then you shouldn't need to use processInitCommands.
    If it still gives you problems after you convert it, pastebin it for me to have a look.
  5. Like
    TheVampire got a reaction from WEB11 in Packing mission PBO?   
    Packing your mission into a PBO I don't believe is faster, because it still has to be unpacked.
    Your server has to read it which means it has to unpack it to read it.
    The client does get the mission as a pbo, which it has to unpack either way to read.
     
    So tldr, I don't think there is an advantage to having it packed or not.
     
  6. Like
    TheVampire got a reaction from WEB11 in Packing mission PBO?   
    And another took the troll bait :rolleyes:
     
    Reading Comprehension: 1
    Troll: 2
  7. Like
    TheVampire reacted to adrianna in [Release] DayZ Mission System   
    EMS is using what u want, WAI, SARGE, DZAI and now DZMS. We all can read the extra large posts of Fuchs and his announcements.
    What happens? Changing the structure of code make the mission more interesting? The major fixes comes from community, not from fuchs, so i see him as wrong person from EMS (he also says: "i cant handle this alone")... what he do is more trial and error.
     
    But i dont want to hijack this thread.
     
    On the other side, you see something and wanna directly have the files. SO lets ask Epoch team if they can add selfbloodbag,towlift and many more scripts as base to epoch.
     
     
    Concentrate on Vampire and his work, thats why we are here.
  8. Like
    TheVampire reacted to adrianna in [Release] DayZ Mission System   
  9. Like
    TheVampire reacted to adrianna in [Release] DayZ Mission System   
    Yes i know its independet, what i mean that DZMS dont need such boring missions. You have enough coding skills, the guys behind EMS not (read history).
     
    Im a rookie in arma 2 coding, but as i wrote before,  my own mission are working. And they look by far better then every single EMS crap (sry).
     
    Example:
    If you dont finish this mission, a area of 500m gets completly destroyed, 750m all trees, 1km all vehicles,1.25km players.
    So if mission appears, its important that all players unite to finish this as fast as possible, or their bases can be blown away (random impact spot of missile) findsafepos..u know what i mean (surely with a check if some players are online, if not, mission will not start)

     
    and yes, i know my english sucks, but i can understand all or most ;)
  10. Like
    TheVampire reacted to Dismal in unlootable ai?   
    Forgot to come back and tell you thank you for all your help.
  11. Like
    TheVampire reacted to gopostal in [Release] DayZ Mission System   
    I messaged you GT. I don't mind to share any of my work. I've written game mod code for years in the Unreal engine scene and released everything I ever made.You and everyone else is welcome to all the missions once Vampire decides how he wants me to post them up. My work is all very Napf specific but I wouldn't mind to create a "fill-in-the-blank" mission file that will work on any server. In fact, I'm going to do that since it won't intrude on DZMS proper. Should make it easy for anyone to make their own basic missions wherever they want.
     
    On my server all the missions are tied together under the theme that "Legion" (a quasi-military faction) has control over Napf. All AI are Legion soldiers and as survivors it's your job to carve out a living while hiding from Legion patrols or deciding to fight back against them to steal their gear. It's made for a very fun server since the players very often team up to do missions. DZMS has made this really easy to do and make it look seamless and immersive.
     
    Vampire I play on my server as "Kelly" (my real name). I'm sorry I missed you earlier but I instructed my regulars to assist you in any way you need. If I can help with DZMS please don't hesitate to let me know. This sort of thing is what drew me to DayZ in the first place and you are on the vangard of creating fun.
  12. Like
    TheVampire reacted to gopostal in [Release] DayZ Mission System   
    Just wanted to thank you for this work Vampire. I've used it as a jumping-off point for creating a suite of customized missions on my PvE roleplaying server. So far I've built a tiered system of missions that go 'minor', 'major', 'epoch', and just created 'expert' last night, scripting the first CQB mission for it. It's going to be pretty tough and should eliminate any way of distance sniping to reach the objective. We are running Napf so I've created AI boat patrols and today I'm going to make some "take the island" missions that will also be in the 'expert' tier.
     
    Your contributions are greatly appreciated by the Epoch scene and my players specifically.
  13. Like
    TheVampire got a reaction from Mama41 in [Release] DayZ Mission System   
    DZMS is a logic and useability rewrite of the DayZChernarus Mission System.
    DZMS should be considered as an "updated" DayZChernarus Mission System.

    Why Use DZMS instead of DayZChernarus MS?
    DZMS has a simple Configuration File, no more digging through code No more junk code! (Anyone who has read add_unit_server will understand) Simple Install! DZMS Requires a single line edit. No more server_cleanup confusion! No more messy mission code! DZMS uses functions for most code. DZMS is rewrote with all maps in mind, not just Chernarus. Hence the Generic Rename. DZMS is completely server sided! No marker files needed in the Mission PBO! No more "Novy Sobor Bug"! Plus, many features have been added!
    Option to save vehicles to the database! If Vehicle Saving is off, Users are warned when entering vehicles! Randomized Crate Loot! No more static crate loot! Adjustable Body Despawn Time! Optional: AI Ran Over have no gear! More!  
    The Current Version is v1.2

    Download Instructions: https://github.com/SMVampire/DZMS-DayZMissionSystem
    Project Tracking: https://github.com/SMVampire/DZMS-DayZMissionSystem/projects
     
    (Note: I have given The Fuchs permission to use DZMS as the base for EMS.)
  14. Like
    TheVampire reacted to cen in [Release] DayZ Mission System   
    Working great!
  15. Like
    TheVampire reacted to Malory in [Release] Epoch Admin Tools V1.10.0   
    Maybe Bold Red Underlined Print that x won't work without it.
  16. Like
    TheVampire reacted to Axle in New member ranks.   
    Back to work Fresh Spawn!
  17. Like
    TheVampire reacted to OtterNas3 in [OLD] JAEM - Just another Evac-Chopper Mod v1.4 (Updated 06/14/2014) ** OUT OF DATE **   
    Hey Survivors,
     
    time for my next release!
     
    JAEM - Just another Evac-Chopper Mod!
     
     
    If you ever wanted to have your own Evac-Chopper you can place anywhere you want, that picks you up where and when you want.
    This is the Mod you would like to have!
     
    This Mod allows you to make a Evac-Chopper Field next to your Base or another place you like and use it with any Chopper on it as a Evac-Chopper.
    If you start fresh all you need is a Chopper with a Key, which you should have in your Inventory, and for the Evac-Field marking a full Briefcase as payment.
     
    This will make a Evac-Chopper field under your Chopper.
    If this Chopper gets destroyed or stolen or just lost, no problem just place any other Chopper you like on it and it will act as your Evac-Chopper!
     
    The "Call Evac-Chopper" action menu entry is just shown if you have a Evac-Chopper field, it checks on activation for:
    Chopper is on the field Enough fuel Damage status The Evac-Chopper locks itself on start so no passenger can hop in.
    It will stay locked when reaching the Evac-Zone until the player who called it gets close to the Evac-Chopper.
    This way no thief could get it before the player is in it.
     
    If the player dies, before or after the Evac-Chopper has reached the Evac-Zone, the Evac-Chopper will be reset to Evac-Field!
     
    JAEM 1.4 changelog:
     
    "evac_AllowedChoppers = ["x","y","z"]"
    A new configuration entry is in the EvacChopper_init.sqf
    With that configuration entry you can decide which Choppers are allowed as Evac-Choppers!
    With many thanks to ebayn0.0b for the Chopper-List in his post, the default config should now implement all available Choppers from Arma2 and Epoch.
    I'm really not sure and never tested it if you can use the MV-22 aka Osprey as a Evac-Chopper i just leaved it in the list.
     
    "BE Filters"
    Again thanks to ebayn0.0b for solving that, never got very familiar with these BE filters anyway ^^
    Changed the files as you suggested!
     
    "Join lag"
    The lag was due to the fact that every player had to search for all Evac-Chopper-Fields on Server themself.
    To support all kinda Maps, also the hughe ones like Sauerland, i had to put in a very high number to the "nearestObjects" call, that caused the join lag
     
    I decided to put the Evac-Chopper-Fields in a Array now.
    A function in the scripts send a PublicVariableServer call to the server to add/rem a field from that array and send that array again via publicVariable to all players.
     
    On Serverstart the Array gets filled with all available Evac-Chopper-Fields on Server and is then send via publicVariable to connecting players.
    This should remove the join lag!
     
     
    "PlayerUID with Characters"
    A new check is implemented for these Players with the Arma2 anniversary edition.
    Like RimBlock wrote me in a PM these Players have characters in their PlayerUID and cause the Database entry just hold numeric it doesnt worked good for them.
     
    I tooked the function from RimBlock his "A Plot for life v1.1" and implemented it in the JAEM scripts so that should not be a problem anymore
    As i took this function from RimBlock his scripts i gave Credits to him here! Dont know who wrote it first if it not was RimBlock himself!
    "Cant call after Die / Call is always available even if no Evac-Field / and other cal/set/clear related errors"
    Clear Evac-Chopper so Field gets delted - CHECK
    Set new Evac-Chopper so old field gets deleted - CHECK
    Call-Evac-Chopper on login - CHECK
    Call-Evac-Chopper on relog - CHECK
    Call-Evac-Chopper after die - CHECK
     
    Sorry that the update took such a long time now but this mod was now completely running on my Headless-Client and the port to a working Missionfile system was not that easy!
     
    JAEM 1.4 changelog END
     
     
     
    Demo Video:
    http://www.youtube.com/watch?v=ui5lm70ii8I
     
    Download:
    https://www.dropbox.com/s/k19pqd6k77rp4d7/JAEM_v1.4.zip
     
    Install instructions:
     
    1. Download JAEM_v1.4.zip and extract it
    2. unpbo MPMissions\YOURMISSIONNAME.pbo
    3. copy the custom folder from the extracted JAEM_v1.4.zip to MPMissions\YOURMISSIONNAME\
    4. Edit 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\JAEM\EvacChopper_init.sqf"; If you dont have already a custom variables.sqf do step 4a) else do step 4b)
     
    4a)
    Find this line:
    call compile preprocessFileLineNumbers "z\addons\dayz_code\init\variables.sqf"; and ADD BELOW
    call compile preprocessFileLineNumbers "custom\JAEM\variables.sqf"; 4b)
    Copy this line to the very bottom of your custom variables.sqf
     
    dayz_allowedObjects = dayz_allowedObjects + ["HeliHRescue"]; Whoever says that this line not works, i do it like this for almost a year now on my Server!
     
    5.
    Copy these 3 files from the downloaded JAEM_v1.4 to your Servers BattlEye filters folder:
    If you already have edited ones you need to compare my changes!
    remoteexec.txt
    waypointcondition.txt
    waypointstatement.txt
     
    6.
    Configuration:
    Edit custom\JAEM\EvacChopper_init.sqf
     
    Edit this block to your likings!
    ///////////////////////////////////////////////// ///////////////////////////////////////////////// // Edit these settings to fit your needs/likes // ///////////////////////////////////////////////// ///////////////////////////////////////////////// /// Amount of Briefcases a Evac-Chopper costs /// /////////// Any amount between 1-12 ///////////// evac_chopperPrice = 3; ///////////////////////////////////////////////// ////// Need a Radio to call Evac-Chopper? /////// ////// 1 = Need Radio | 0 = No need Radio /////// evac_needRadio = 0; ///////////////////////////////////////////////// // Evac-Zone marker type Smoke or Landingpad? /// ////////// 0 = Landingpad | 1 = Smoke /////////// evac_zoneMarker = 0; ///////////////////////////////////////////////// /// Minimum Distance to call for Evac-Chopper /// ///////// Dont set this lower then 500! ///////// evac_minDistance = 500; ///////////////////////////////////////////////// ///  Allowed Choppers to use as Evac-Chopper  /// evac_AllowedChoppers = [     "AH1Z","AH64D_EP1","AH64D","AH64D_Sidewinders","AH6X_DZ",     "AH6X_EP1","AH6J_EP1","AW159_Lynx_BAF","BAF_Apache_AH1_D","BAF_Merlin_HC3_D",     "CH_47F_BAF","CH_47F_EP1","CH_47F_EP1_DZ","CH_47F_EP1_DZE","CSJ_GyroC",     "CSJ_GyroCover","CSJ_GyroP","Ka137_MG_PMC","Ka137_PMC","Ka52",     "Ka52Black","Ka60_GL_PMC","Ka60_PMC","Mi17_CDF","Mi17_Civilian",     "Mi17_Civilian_DZ","Mi17_DZ","Mi17_Ins","Mi17_medevac_CDF","Mi17_medevac_INS",     "Mi17_medevac_RU","Mi17_rockets_RU","Mi17_TK_EP1","Mi17_UN_CDF_EP1","Mi171Sh_CZ_EP1",     "Mi171Sh_rockets_CZ_EP1","Mi24_D","Mi24_D_TK_EP1","Mi24_P","Mi24_V",     "MH60S","MH6J_DZ","MH6J_EP1","MV22","MV22_DZ",     "pook_H13_medevac","pook_H13_medevac_CDF","pook_H13_medevac_TAK","pook_H13_medevac_INS","pook_H13_medevac_UNO",     "pook_H13_medevac_PMC","pook_H13_medevac_GUE","pook_H13_medevac_CIV","pook_H13_medevac_CIV_RU","pook_H13_gunship",     "pook_H13_gunship_CDF","pook_H13_gunship_UNO","pook_H13_gunship_PMC","pook_H13_gunship_GUE","pook_H13_gunship_TAK",     "pook_H13_gunship_INS","pook_H13_transport","pook_H13_transport_CDF","pook_H13_transport_UNO","pook_H13_transport_PMC",     "pook_H13_transport_GUE","pook_H13_transport_TAK","pook_H13_transport_INS","pook_H13_civ","pook_H13_civ_white",     "pook_H13_civ_slate","pook_H13_civ_black","pook_H13_civ_yellow","pook_H13_civ_ru","pook_H13_civ_ru_white",     "pook_H13_civ_ru_slate","pook_H13_civ_ru_black","pook_H13_civ_ru_yellow","UH1H_DZ","UH1H_DZE",     "UH1H_TK_EP1","UH1H_TK_GUE_EP1","UH1Y_DZ","UH1Y_DZE","UH60M_EP1",     "UH60M_EP1_DZ","UH60M_EP1_DZE","UH60M_MEV_EP1" ]; ///////////////////////////////////////////////// /////////////// DONT EDIT BELOW ! /////////////// ///////////////////////////////////////////////// - Config notes -
    If you set evac_needRadio to 1 and you dont have Radios in your respawn loadout, this breaks the call Evac-Chopper for respawners!
    If you set evac_zoneMarker to 1 the Smoke in the evac-zone will not last until the Chopper arrives if the distance is very far!
    In "evac_AllowedChoppers" the LAST entry in the list DOES NOT HAVE A COMMA ON THE END!
     
    7. repbo MPMissions\YOURMISSIONNAME - upload -
    8. unpbo @DayZ_Epoch_Server\addons\dayz_server.pbo
     
    9. Edit @DayZ_Epoch_server\addons\dayz_server\system\server_monitor.sqf
    Find this line:
     
    _totalvehicles = 0; and ADD BELOW:
    PVDZE_EvacChopperFields = []; Find this line:
    if ((typeOf _object) in dayz_allowedObjects) then { and ADD ABOVE:
    if ((typeOf _object) == "HeliHRescue") then { PVDZE_EvacChopperFields set [count PVDZE_EvacChopperFields, _object]; }; Copy this to the VERY BOTTOM of the file
    if (isServer && (isNil "EvacServerPreload")) then {     publicVariable "PVDZE_EvacChopperFields";          ON_fnc_evacChopperFieldsUpdate = {         private ["_action","_targetField"];         _action = _this select 0;         _targetField = _this select 1;                  if (_action == "add") then {             PVDZE_EvacChopperFields = PVDZE_EvacChopperFields + [_targetField];         };                  if (_action == "rem") then {             PVDZE_EvacChopperFields = PVDZE_EvacChopperFields - [_targetField];         };                  publicVariable "PVDZE_EvacChopperFields";     };     "PVDZE_EvacChopperFieldsUpdate" addPublicVariableEventHandler {(_this select 1) spawn ON_fnc_evacChopperFieldsUpdate};     EvacServerPreload = true; }; 10. repbo @DayZ_Epoch_Server\addons\dayz_server - upload - restart - smile -
     
    11. EVAC ME RIGHT NOW!
     
     
    - Addition Information for all Infistar users:
    in publicvariable.txt:
    5 "PVDZE_" !"PVDZE_player" !"PVDZE_send" !="PVDZE_veh_Update" !="PVDZE_plr_GutBody" !="PVDZE_plr_GutBodyZ" !="PVDZE_veh_Lock" !="PVDZE_plr_DeathB" !="PVDZE_maintainArea" !="PVDZE_obj_Publish" !="PVDZE_obj_Swap" !="PVDZE_plr_Save" !="PVDZE_obj_Delete" !="PVDZE_obj_Trade" !="PVDZE_veh_Publish2" !="PVDZE_zed_Spawn" !="PVDZE_plr_Died" !="PVDZE_obj_setlocalVars" !="PVDZE_plr_TradeMenu" !="PVDZE_obj_getlocalVars" !="PVDZE_veh_Upgrade" !="PVDZE_atp" !="PVDZE_plr_Login" !="PVDZE_plr_Login2" !="PVDZE_plr_LoginRecord" !="PVDZE_plr_DeathBResult" !="PVDZE_veh_SFix" !="PVDZE_plr_Hit" !="PVDZE_plr_HitV" !="PVDZE_veh_SFuel" !="PVDZE_plr_HideBody" !="PVDZE_plr_Morph" !="PVDZE_veh_Publish" !="PVDZE_plr_Characters" !="PVDZE_lockVault" replace with: 5 "PVDZE_" !"PVDZE_player" !"PVDZE_send" !="PVDZE_veh_Update" !="PVDZE_plr_GutBody" !="PVDZE_plr_GutBodyZ" !="PVDZE_veh_Lock" !="PVDZE_plr_DeathB" !="PVDZE_maintainArea" !="PVDZE_obj_Publish" !="PVDZE_obj_Swap" !="PVDZE_plr_Save" !="PVDZE_obj_Delete" !="PVDZE_obj_Trade" !="PVDZE_veh_Publish2" !="PVDZE_zed_Spawn" !="PVDZE_plr_Died" !="PVDZE_obj_setlocalVars" !="PVDZE_plr_TradeMenu" !="PVDZE_obj_getlocalVars" !="PVDZE_veh_Upgrade" !="PVDZE_atp" !="PVDZE_plr_Login" !="PVDZE_plr_Login2" !="PVDZE_plr_LoginRecord" !="PVDZE_plr_DeathBResult" !="PVDZE_veh_SFix" !="PVDZE_plr_Hit" !="PVDZE_plr_HitV" !="PVDZE_veh_SFuel" !="PVDZE_plr_HideBody" !="PVDZE_plr_Morph" !="PVDZE_veh_Publish" !="PVDZE_plr_Characters" !="PVDZE_lockVault" !="PVDZE_EvacChopperFieldsUpdate"  
    Have fun with it!
     
    - If you like it - Like it - So I can count Downloads - I like that
     
    #####################################
    #                      Support my work                      #
    #                                    &                                #
    #                                Donate                           #
    #####################################

     
  18. Like
    TheVampire got a reaction from RipSaw in [Release] DayZ Mission System   
    Its been too long since I've played vanilla seriously then :P
     
    I'll do an update now to remove it.
  19. Like
    TheVampire got a reaction from Halvhjearne in Reliable Epoch Server Hosts?   
    I guess my thought will have to count.
  20. Like
    TheVampire got a reaction from Sukkaed in [Release] DayZ Mission System   
    I was trying to spice it up for vanilla, but I guess it is a bad idea. I'll remove it in later tonight.
  21. Like
    TheVampire reacted to NoxSicarius in [Release] Epoch Admin Tools V1.10.0   
    NOTICE For those who want to use this in 1.0.6
    Instead of using this one, I suggest visiting the following thread for game version 1.0.6 and up
     
    The tools are partially updated for the new release. Most features are working so far and it can be downloaded from here (follow the readme for install): https://github.com/noxsicarius/Epoch-Admin-Tools/tree/TestBranch

     
     
    IMPORTANT:
    Under NO circumstances should you download this tool from a different source. I have been notified of numerous virus downloads listed as my work (usually second page of google and farther). I have petitioned to have all of the ones I know of blacklisted and have sent virus profiles to all major antivirus companies. If you find a .exe in any work claiming to be mine, it is a virus and should be shredded. 
    Please only download from MY github link or the links in this post.
    My github repo will NEVER be removed and if I leave the project and someone wishes to take over, they will be given rights to the repo.
     
    Features:
     
    For help with Administration:
    Multiple Admin levels Spectate players "Display code" for locked vaults/doors "Create key" for vehicles with lost keys Force lock and unlock vehicles without keys Base Destruction - Destroy all buildables/vehicles within a customizable radius Spawnable crates with weapons, items, and supplies Spawn locked or temporary vehicles via the menu or a custom-made graphical vehicle menu (screenshot) Other features:
    Godmode Teleport self (or others to you) Flying Invisibility Delete and repair/refuel vehicle on crosshairs ESP - display players, zombies, safes, tents, vehicles, and AI on the map ...and more! Installation, changes, additional information, FAQ, credits, issues and everything else can be found at the project page on Github:

    Epoch Admin Tools on GitHub
    Click here for an install tutorial video for the tool
    I have been informed that some places block GitHub, so here are direct links hosted by me:
    Newest full release: https://www.dropbox.com/s/pjvj07u5yemo7we/Epoch-Admin-Tools-master.zip?dl=0
    Beta build: https://www.dropbox.com/s/xm6t1k3gvp3t8ex/Epoch-Admin-Tools-TestBranch.zip?dl=0


    If you have an improvement you would like to add, make a pull request and make these tools even better!


    Error Reporting:
     
    BEFORE posting an issue on Github or on this forum:
    If you think you might have installed it incorrectly, follow the YouTube Video Install Tutorial Try reinstalling the tool. You more than likely missed something important. Do a quick search on this forum for a fix to your problem. Check your server's RPT log for errors. This will identify 99% of problems with the menu. Be ready to copy/paste the RPT log into Pastebin or Gist in an issue or in the discussion forum for help with troubleshooting. If your problem persists after doing the above:
    Open your arma2oaserver.rpt file in a text editor and copy/paste the RPT log into Pastebin and post your issue in this forum with the rpt log. If you post something like "It doesn't work" I will not acknowledge you. Not giving all possible details in the first post simply makes it take longer to resolve and will waste everyone's time. I am hard pressed for time these days so if you won't take the initiative to provide information, I won't ask for it either. I am not trying to be mean, but I am quite tired of getting 5 or less word posts that provide no information other than this person has some kind of problem somewhere on their server that may or may not be related to this mod. If the problem you are posting is a bug and not a general install problem then post it to this forum AND to the github issues page.  
    I have been asked by someone if they can donate to the project so I am adding the link here.
     
     
    I have invested a good deal of time into this so if you find it useful please give a little donation.
    (DONATE)
    I also accept Crypto Currency: 
    Bitcoin: 1GkzMzwnVwVpnUCVFaAyLDsgD9cqSfigdm
    Litecoin: LbUrUxXzA557VeTWXM8jP7hNf3uZHEqW5b
     
    A sincere thanks to those who made a monetary contribution to this project: calamity, CRHASH, BMovieQueen, zixxel, 8BitSigdom, Anarior, f3cuk, Caveman1, Nathan, [member=WootyWoop], [member=Terrance Smith]
    A huge thanks to those who make the community a better place by answering questions on this project: @juandayz, @EditedSnowHD
    Please leave your name in a note if you donate so that I can list you above.
  22. Like
    TheVampire reacted to cen in Adding vehicles to the map that players can't use   
    This is how Vampire does it for the mission vehicle:
    //And lets keep people out _wreck setHit ["motor", 1]; _wreck setVariable ["R3F_LOG_disabled",true,true]; _wreck setVariable ["BTC_Cannot_Lift",true,true]; _wreck removeAllEventHandlers "Killed"; _wreck removeAllEventHandlers "HandleDamage"; _wreck setVehicleLock "LOCKED"; _wreck removeAllEventHandlers "GetIn"; _wreck addEventHandler ["GetIn",{ if (isPlayer (_this select 2)) then { (_this select 2) action ["getOut",(_this select 0)]; (_this select 0) setVehicleLock "LOCKED"; (_this select 0) removeAllEventHandlers "GetIn"; }; }];
  23. Like
    TheVampire got a reaction from gopostal in [Release] DayZ Mission System   
    Major Mission Revamps are now live. All the Major Missions have now been changed to versions built in the editor.
     
    The first In-Depth Mission has been added which is an AN2 Supply Drop. The mission will spawn AI waiting for the AN2 to fly in from 0,0. If the pilot makes it there safely it will drop the cargo there. If the pilot doesn't make it, it will drop nearby instead. The mission is completed by securing the cargo drop.
    - There may be issues with this if the package drifts away from the mission and lands over water.
     
    The first prototype Epoch Specific Mission has been added. This one has supply crates at it. It is the C130 mission redone to use an actual C130 with code added to make its ramp open. The C130 is untowable or liftable by R3F and BTK, and will lock players out if they get in it. It also does not save to the database.
     
    If there are any mission issues, let me know.
     
    Get out there and enjoy the new missions!
  24. Like
    TheVampire got a reaction from RipSaw in [Release] DayZ Mission System   
    DZMS should now support using static coords defined in the DZMSConfig.sqf.
    The Config and Functions files were updated to do this.
  25. Like
    TheVampire got a reaction from RipSaw in Heli Scouting for Vehicles/Aircraft: Tips?   
    They bounce around like they are possessed. So are those cessnas. I've lost a vehicle for every cessna I've ever sold!
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