-
Posts
120 -
Joined
-
Last visited
Content Type
Profiles
Forums
Articles
Posts posted by Longshot03XX
-
-
Can anyone help please? My snapping isnt working for v2.35. When I select F to snap it just changes my rate of fire for my weapon.
-
when trying to take plot ownership i get kicked for public variable restriction #3... Anyone else have this problem before and know of a solution??? Also when in game my safes, doors and metal floors appear to be see through... not sure as to why this is happening.
-
On version 2.35 me and my players started noticing that when a player dies he does't have the ability to build anymore on the plot pole. Also with the snap build pro the F function has stopped working, I am not sure why these things are happening, I installed everything correctly, could there be any reason why these things are happening?
-
I removed the BOLD area from these 2 lines & it stopped them from showing in the scroll wheel menu.
s_player_maintain_area = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA"], "custom\maintain_area.sqf", "maintain", 5, false];
s_player_maintain_area_preview = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "custom\maintain_area.sqf", "preview", 5, false];
From the fnselfactions? or?
-
Has anyone been able to remove the standard maintain plot and maintain area functions that are in red. I have the originals still showing up after I installed it
-
- No buying of anything to backpack currently.
- No buying of Backs/weapons into your gear.
- No bying of any vehicles
Has anyone got these set up yet on their server?
-
my players are getting kicked for public variable restriction #3 when trying to take ownership, is there a fix for that?
-
Hey zupa is there any way to make it possible for all admins to be able to manage all plots like in doormanagement?
-
I'm having an issue with my players building a garage door sideways or sandbags sideways and then it automatically returns it back upright when they set it. Is there any fix for this?
-
63.143.45.118:2302 =BWB= | Coins/OverwatchSkins/Plot4Life/SnapPro/VectorBuild | DayZ Overpoch
It's been a few years since the last time I had a server, I am looking to populate my server with well rounded players. We have the following mods installed on this fresh server:
Zupa Single Coin Currency 3.0 ------------------------------------------------No global banking
Wicked AI 2.2.0 -----------------------------------------------------------------Because it wouldn't be fun without it
Deploy bike/mozzie ------------------------------------------------------------ Who hates walking?
Epoch events --------------------------------------------------------------------PVP reasons
Plot for life -----------------------------------------------------------------------Just because
Plot management --------------------------------------------------------------- Life is just simpler that way
Snap-pro w/ fast build ---------------------------------------------------------- If you build it they will come
Refuel/rearm/repair with coins ------------------------------------------------ Because single currency is just way easier
Tow/Lift -------------------------------------------------------------------------- Do I even have to say?
Self Bloodbag w/ restrictions -------------------------------------------------- Can't get spoon fed all the time now, come on
Door management -------------------------------------------------------------- Because America!!!!
Zupa's Overwatch clothing ----------------------------------------------------- Wouldn't be an overpoch server without it
Combokey changer ------------------------------------------------------------- Cause keeping notes sucks
Hero perks ----------------------------------------------------------------------- Too many bandits
Dayz Group Manager ----------------------------------------------------------- We encourage teamwork
Zupa's Advanced Trading ------------------------------------------------------ Hell, why not?
We are not only looking for players, but we are also recruiting staff members to be apart of our upcoming gaming community. Please feel free to join us at anytime. Thank you for your time!
S/F
SGT Cruz
1/23 WPNS CO 81s
Section Leader, Bravo
-
can't get the static ai to spawn on my cherno map, can anyone help? here are my files:
config.sqf
if(isServer) then {
/* GENERAL CONFIG */
debug_mode = false; // enable debug
use_blacklist = true; // use blacklist
blacklist = [
[[0,16000,0],[1000,-0,0]], // Left
[[0,16000,0],[16000.0,14580.3,0]] // Top
];
/* END GENERAL CONFIG */
/* AI CONFIG */
ai_clear_body = false; // instantly clear bodies
ai_clean_dead = true; // clear bodies after certain amount of time
ai_cleanup_time = 7200; // time to clear bodies in seconds
ai_clean_roadkill = false; // clean bodies that are roadkills
ai_roadkill_damageweapon = 0; // percentage of chance a roadkill will destroy weapon AI is carrying
ai_bandit_combatmode = "YELLOW"; // combatmode of bandit AI
ai_bandit_behaviour = "COMBAT"; // behaviour of bandit AI
ai_hero_combatmode = "YELLOW"; // combatmode of hero AI
ai_hero_behaviour = "COMBAT"; // behaviour of hero AI
ai_friendly_behaviour = false; // make ai friendly towards comrades
player_bandit = -5000; // this is the amount you declare someone to be a bandit on your server, bandit AI will not attack you if ai_friendly_behaviour is true
player_hero = 5000; // this is the amount you declare someone to be a hero on your server, hero AI will not attack you if ai_friendly_behaviour is true
ai_share_info = true; // AI share info on player position
ai_share_distance = 300; // distance from killed AI for AI to share your rough position
ai_kills_gain = true; // add kill to bandit/human kill score
ai_humanity_gain = true; // gain humanity for killing AI
ai_add_humanity = 50; // amount of humanity gained for killing a bandit AI
ai_remove_humanity = 50; // amount of humanity lost for killing a hero AI
ai_special_humanity = 150; // amount of humanity gain or loss for killing a special AI dependant on player alignment
ai_skill_extreme = [["aimingAccuracy",1.00],["aimingShake",1.00],["aimingSpeed",1.00],["endurance",1.00],["spotDistance",1.00],["spotTime",1.00],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Extreme
ai_skill_hard = [["aimingAccuracy",0.80],["aimingShake",0.80],["aimingSpeed",0.80],["endurance",1.00],["spotDistance",0.80],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Hard
ai_skill_medium = [["aimingAccuracy",0.60],["aimingShake",0.60],["aimingSpeed",0.60],["endurance",1.00],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Medium
ai_skill_easy = [["aimingAccuracy",0.40],["aimingShake",0.50],["aimingSpeed",0.50],["endurance",1.00],["spotDistance",0.50],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Easy
ai_skill_random = [ai_skill_extreme,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_easy];
ai_static_useweapon = true; // Allows AI on static guns to have a loadout
ai_static_weapons = ["KORD_high_TK_EP1","DSHKM_Ins","M2StaticMG"]; // static guns
ai_static_skills = false; // Allows you to set custom array for AI on static weapons. (true: On false: Off)
ai_static_array = [["aimingAccuracy",0.20],["aimingShake",0.70],["aimingSpeed",0.75],["endurance",1.00],["spotDistance",0.70],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];
ai_gear0 = [["ItemBandage","ItemBandage","ItemPainkiller"],["ItemKnife","ItemFlashlight"]];
ai_gear1 = [["ItemBandage","ItemBandage","ItemPainkiller"],["ItemKnife","ItemFlashlight"]];
ai_gear_random = [ai_gear0,ai_gear1]; // Allows the possibility of random gear
ai_wep_assault = ["FHQ_ACR_BLK_CCO","FHQ_ACR_BLK_CCO_F","FHQ_ACR_BLK_CCO_GL","FHQ_ACR_BLK_CCO_GL_F","FHQ_ACR_BLK_CCO_GL_SD","FHQ_ACR_BLK_CCO_GL_SD_F","FHQ_ACR_BLK_CCO_SD","FHQ_ACR_BLK_CCO_SD_F","FHQ_ACR_BLK_G33","FHQ_ACR_BLK_G33_F","FHQ_ACR_BLK_G33_GL","FHQ_ACR_BLK_G33_GL_F","FHQ_ACR_BLK_G33_GL_SD","FHQ_ACR_BLK_G33_GL_SD_F","FHQ_ACR_BLK_G33_SD","FHQ_ACR_BLK_G33_SD_F","FHQ_ACR_BLK_HAMR","FHQ_ACR_BLK_HAMR_F","FHQ_ACR_BLK_HAMR_GL","FHQ_ACR_BLK_HAMR_GL_F","FHQ_ACR_BLK_HAMR_GL_SD","FHQ_ACR_BLK_HAMR_GL_SD_F","FHQ_ACR_BLK_HAMR_SD","FHQ_ACR_BLK_HAMR_SD_F","FHQ_ACR_BLK_HWS","FHQ_ACR_BLK_HWS_F","FHQ_ACR_BLK_HWS_GL","FHQ_ACR_BLK_HWS_GL_F","FHQ_ACR_BLK_HWS_GL_SD","FHQ_ACR_BLK_HWS_GL_SD_F","FHQ_ACR_BLK_HWS_SD","FHQ_ACR_BLK_HWS_SD_F","FHQ_ACR_BLK_IRN","FHQ_ACR_BLK_IRN_F","FHQ_ACR_BLK_IRN_GL","FHQ_ACR_BLK_IRN_GL_F","FHQ_ACR_BLK_IRN_GL_SD","FHQ_ACR_BLK_IRN_GL_SD_F","FHQ_ACR_BLK_IRN_SD","FHQ_ACR_BLK_IRN_SD_F","FHQ_ACR_BLK_RCO","FHQ_ACR_BLK_RCO_F","FHQ_ACR_BLK_RCO_GL","FHQ_ACR_BLK_RCO_GL_F","FHQ_ACR_BLK_RCO_GL_SD","FHQ_ACR_BLK_RCO_GL_SD_F","FHQ_ACR_BLK_RCO_SD","FHQ_ACR_BLK_RCO_SD_F","FHQ_ACR_SNW_CCO","FHQ_ACR_SNW_CCO_F","FHQ_ACR_SNW_CCO_GL","FHQ_ACR_SNW_CCO_GL_F","FHQ_ACR_SNW_CCO_GL_SD","FHQ_ACR_SNW_CCO_GL_SD_F","FHQ_ACR_SNW_CCO_SD","FHQ_ACR_SNW_CCO_SD_F","FHQ_ACR_SNW_G33","FHQ_ACR_SNW_G33_F","FHQ_ACR_SNW_G33_GL","FHQ_ACR_SNW_G33_GL_F","FHQ_ACR_SNW_G33_GL_SD","FHQ_ACR_SNW_G33_GL_SD_F","FHQ_ACR_SNW_G33_SD","FHQ_ACR_SNW_G33_SD_F","FHQ_ACR_SNW_HAMR","FHQ_ACR_SNW_HAMR_F","FHQ_ACR_SNW_HAMR_GL","FHQ_ACR_SNW_HAMR_GL_F","FHQ_ACR_SNW_HAMR_GL_SD","FHQ_ACR_SNW_HAMR_GL_SD_F","FHQ_ACR_SNW_HAMR_SD","FHQ_ACR_SNW_HAMR_SD_F","FHQ_ACR_SNW_HWS","FHQ_ACR_SNW_HWS_F","FHQ_ACR_SNW_HWS_GL","FHQ_ACR_SNW_HWS_GL_F","FHQ_ACR_SNW_HWS_GL_SD","FHQ_ACR_SNW_HWS_GL_SD_F","FHQ_ACR_SNW_HWS_SD","FHQ_ACR_SNW_HWS_SD_F","FHQ_ACR_SNW_IRN","FHQ_ACR_SNW_IRN_F","FHQ_ACR_SNW_IRN_GL","FHQ_ACR_SNW_IRN_GL_F","FHQ_ACR_SNW_IRN_GL_SD","FHQ_ACR_SNW_IRN_GL_SD_F","FHQ_ACR_SNW_IRN_SD","FHQ_ACR_SNW_IRN_SD_F","FHQ_ACR_SNW_RCO","FHQ_ACR_SNW_RCO_F","FHQ_ACR_SNW_RCO_GL","FHQ_ACR_SNW_RCO_GL_F","FHQ_ACR_SNW_RCO_GL_SD","FHQ_ACR_SNW_RCO_GL_SD_F","FHQ_ACR_SNW_RCO_SD","FHQ_ACR_SNW_RCO_SD_F","FHQ_ACR_TAN_CCO","FHQ_ACR_TAN_CCO_F","FHQ_ACR_TAN_CCO_GL","FHQ_ACR_TAN_CCO_GL_F","FHQ_ACR_TAN_CCO_GL_SD","FHQ_ACR_TAN_CCO_GL_SD_F","FHQ_ACR_TAN_CCO_SD","FHQ_ACR_TAN_CCO_SD_F","FHQ_ACR_TAN_G33","FHQ_ACR_TAN_G33_F","FHQ_ACR_TAN_G33_GL","FHQ_ACR_TAN_G33_GL_F","FHQ_ACR_TAN_G33_GL_SD","FHQ_ACR_TAN_G33_GL_SD_F","FHQ_ACR_TAN_G33_SD","FHQ_ACR_TAN_G33_SD_F","FHQ_ACR_TAN_HAMR","FHQ_ACR_TAN_HAMR_F","FHQ_ACR_TAN_HAMR_GL","FHQ_ACR_TAN_HAMR_GL_F","FHQ_ACR_TAN_HAMR_GL_SD","FHQ_ACR_TAN_HAMR_GL_SD_F","FHQ_ACR_TAN_HAMR_SD","FHQ_ACR_TAN_HAMR_SD_F","FHQ_ACR_TAN_HWS","FHQ_ACR_TAN_HWS_F","FHQ_ACR_TAN_HWS_GL","FHQ_ACR_TAN_HWS_GL_F","FHQ_ACR_TAN_HWS_GL_SD","FHQ_ACR_TAN_HWS_GL_SD_F","FHQ_ACR_TAN_HWS_SD","FHQ_ACR_TAN_HWS_SD_F","FHQ_ACR_TAN_IRN","FHQ_ACR_TAN_IRN_F","FHQ_ACR_TAN_IRN_GL","FHQ_ACR_TAN_IRN_GL_F","FHQ_ACR_TAN_IRN_GL_SD","FHQ_ACR_TAN_IRN_GL_SD_F","FHQ_ACR_TAN_IRN_SD","FHQ_ACR_TAN_IRN_SD_F","FHQ_ACR_TAN_RCO","FHQ_ACR_TAN_RCO_F","FHQ_ACR_TAN_RCO_GL","FHQ_ACR_TAN_RCO_GL_F","FHQ_ACR_TAN_RCO_GL_SD","FHQ_ACR_TAN_RCO_GL_SD_F","FHQ_ACR_TAN_RCO_SD","FHQ_ACR_TAN_RCO_SD_F","FHQ_ACR_WDL_CCO","FHQ_ACR_WDL_CCO_F","FHQ_ACR_WDL_CCO_GL","FHQ_ACR_WDL_CCO_GL_F","FHQ_ACR_WDL_CCO_GL_SD","FHQ_ACR_WDL_CCO_GL_SD_F","FHQ_ACR_WDL_CCO_SD","FHQ_ACR_WDL_CCO_SD_F","FHQ_ACR_WDL_G33","FHQ_ACR_WDL_G33_F","FHQ_ACR_WDL_G33_GL","FHQ_ACR_WDL_G33_GL_F","FHQ_ACR_WDL_G33_GL_SD","FHQ_ACR_WDL_G33_GL_SD_F","FHQ_ACR_WDL_G33_SD","FHQ_ACR_WDL_G33_SD_F","FHQ_ACR_WDL_HAMR","FHQ_ACR_WDL_HAMR_F","FHQ_ACR_WDL_HAMR_GL","FHQ_ACR_WDL_HAMR_GL_F","FHQ_ACR_WDL_HAMR_GL_SD","FHQ_ACR_WDL_HAMR_GL_SD_F","FHQ_ACR_WDL_HAMR_SD","FHQ_ACR_WDL_HAMR_SD_F","FHQ_ACR_WDL_HWS","FHQ_ACR_WDL_HWS_F","FHQ_ACR_WDL_HWS_GL","FHQ_ACR_WDL_HWS_GL_F","FHQ_ACR_WDL_HWS_GL_SD","FHQ_ACR_WDL_HWS_GL_SD_F","FHQ_ACR_WDL_HWS_SD","FHQ_ACR_WDL_HWS_SD_F","FHQ_ACR_WDL_IRN","FHQ_ACR_WDL_IRN_F","FHQ_ACR_WDL_IRN_GL","FHQ_ACR_WDL_IRN_GL_F","FHQ_ACR_WDL_IRN_GL_SD","FHQ_ACR_WDL_IRN_GL_SD_F","FHQ_ACR_WDL_IRN_SD","FHQ_ACR_WDL_IRN_SD_F","FHQ_ACR_WDL_RCO","FHQ_ACR_WDL_RCO_F","FHQ_ACR_WDL_RCO_GL","FHQ_ACR_WDL_RCO_GL_F","FHQ_ACR_WDL_RCO_GL_SD","FHQ_ACR_WDL_RCO_GL_SD_F","FHQ_ACR_WDL_RCO_SD","FHQ_ACR_WDL_RCO_SD_F","FN_FAL","FN_FAL_ANPVS4","G36A_camo","G36C","G36C_camo","G36K_camo","G36_C_SD_camo","gms_k98","vil_G36KSKdesES","M14_EP1","M16A2","M16A2GL","M16A4","M16A4_ACG","M4A1","M4A1_Aim","M4A1_AIM_SD_camo","M4A1_HWS_GL_camo","M4A1_HWS_GL_SD_Camo","M4A3_CCO_EP1","m8_carbine","m8_carbine","m8_compact","m8_holo_sd","M8_SAW","M8_sharpshooter","MP5A5","MP5SD","RH_ctar21","RH_ctar21glacog","RH_ctar21m","RH_ctar21mgl","RH_hk416","RH_hk416acog","RH_hk416aim","RH_hk416eotech","RH_hk416gl","RH_hk416glacog","RH_hk416glaim","RH_hk416gleotech","RH_hk416s","RH_hk416sacog","RH_hk416saim","RH_hk416sd","RH_hk416sdaim","RH_hk416sdeotech","RH_hk416sdgl","RH_hk416sdglaim","RH_hk416sdgleotech","RH_hk416seotech","RH_hk416sgl","RH_hk416sglaim","RH_hk417","RH_hk417acog","RH_hk417aim","RH_hk417eotech","RH_hk417sacog","RH_hk417saim","RH_hk417sd","RH_hk417sdacog","RH_hk417sdaim","RH_hk417sdeotech","RH_hk417seotech","RH_hk417sgl","RH_hk417sglacog","RH_hk417sglaim","RH_hk417sgleotech","RH_m14","RH_m14acog","RH_m14aim","RH_m14eot","RH_m1sacog","RH_m1saim","RH_m1seot","RH_m1stacog","RH_m1staim","RH_m1steot","RH_mas","RH_masacog","RH_masaim","RH_masb","RH_masbacog","RH_masbaim","RH_masbeotech","RH_masbsd","RH_masbsdacog","RH_masbsdaim","RH_masbsdeotech","RH_maseotech","RH_massd","RH_massdacog","RH_massdaim","RH_massdeotech","RH_sc2acog","RH_sc2aim","RH_sc2eot","RH_star21","Sa58P_EP1","Sa58V_CCO_EP1","Sa58V_CCO_EP1","Sa58V_EP1","Sa58V_RCO_EP1","Saiga12K","SCAR_H_CQC_CCO","SCAR_H_CQC_CCO_SD","SCAR_H_STD_EGLM_Spect","SCAR_L_CQC","SCAR_L_CQC_CCO_SD","SCAR_L_CQC_EGLM_Holo","SCAR_L_CQC_Holo","SCAR_L_STD_EGLM_RCO","SCAR_L_STD_HOLO","SCAR_L_STD_Mk4CQT","vil_9a91","vil_9a91_c","vil_9a91_csd","vil_Abakan","vil_Abakan_gp","vil_Abakan_P29","vil_AEK1","vil_AEK2","vil_AeK_23","vil_AeK_3","vil_AEK_GL","vil_AG3","vil_AG36","vil_AG36A2","vil_AG36KA4","vil_AG36KV","vil_AG3EOT","vil_ak12","vil_ak12_ap","vil_ak12_gp","vil_AKM","vil_AKMS","vil_AKMSB","vil_AKMS_GP25","vil_AKM_GL","vil_AKS_47","vil_AKS_74","vil_AKS_74p","vil_AKS_74p_45","vil_AKS_74p_gp","vil_AKS_74_gp","vil_AKs_74_u","vil_AKs_74_u45","Vil_AKS_74_UB","Vil_AKS_74_UN_kobra","vil_AK_101","vil_AK_103","vil_AK_105","Vil_AK_105_c","vil_AK_107","Vil_AK_107_c","vil_AK_47","vil_AK_47_49","vil_AK_47_m1","vil_AK_74","vil_AK_74m","vil_AK_74m_c","vil_AK_74m_EOT","vil_AK_74m_EOT_Alfa","vil_AK_74m_EOT_FSB","vil_AK_74m_EOT_FSB_45","vil_AK_74m_EOT_FSB_60","vil_AK_74m_gp","vil_AK_74m_gp_29","vil_AK_74m_k","vil_AK_74m_p29","vil_AK_74M_PSO","vil_AK_74P","vil_AK_74_N","vil_AK_nato_m1","vil_AK_nato_m80","vil_AMD","vil_AMD63","vil_ASH82","vil_G36a2","vil_G36CC","vil_G36E","vil_G36KA4","vil_G36KES","vil_G36KSK","vil_G36KSKdes","vil_G36KSKES","vil_G36KV3","vil_G36KV3Des","vil_G36KVA4","vil_G36KVZ","vil_G36VA4","vil_G36VA4Eot","vil_G3a2","vil_G3a3","vil_G3a4","vil_G3a4b","vil_G3an","vil_G3anb","vil_G3SG1","vil_G3sg1b","vil_G3TGS","vil_G3TGSb","vil_G3ZF","vil_G3zfb","vil_Galil","vil_Groza_GL","vil_Groza_HG","vil_Groza_SC","vil_Groza_SD","vil_M14G","vil_M64","vil_M70","vil_M70B","vil_MP5SD_EOTech","vil_MP5_EOTech","vil_MPi","vil_PMI","vil_PMI74S","vil_PMIS","vil_SKS","vil_type88_1","vil_VAL","vil_VAL_C","vil_Vikhr","vil_vsk94"]; // Assault
ai_wep_machine = ["RPK_74","MK_48_DZ","M249_EP1_DZ","Pecheneg_DZ","M240_DZ","m240_scoped_EP1_DZE","vil_zastava_m84","M249_m145_EP1_DZE","M60A4_EP1_DZE","MG36","skavil_M60","vil_Galil_arm","vil_M240_B","vil_M249_Para","vil_Mg3"]; // Light machine guns
ai_wep_sniper = ["M14_EP1","SCAR_H_LNG_Sniper_SD","M110_NVG_EP1","SVD_CAMO","VSS_Vintorez","DMR_DZ","M40A3","BAF_LRR_scoped","FHQ_MSR_DESERT","FHQ_MSR_NV_DESERT","FHQ_MSR_NV_SD_DESERT","FHQ_MSR_SD_DESERT","FHQ_RSASS_SD_TAN","vil_SV_98_69","vil_SV_98_SD","FHQ_RSASS_TAN","FHQ_XM2010_DESERT","FHQ_XM2010_NV_DESERT","FHQ_XM2010_NV_SD_DESERT","FHQ_XM2010_SD_DESERT","KSVK_DZE","M110_NVG_EP1","M4SPR","RH_hk417sdsp","RH_hk417sp","RH_hk417s","RH_m1s","RHm1sshd","RH_m1ssp","RH_m1st","RH_m1stshd","RH_m21","SCAR_H_LNG_Sniper","SCAR_H_LNG_Sniper_SD","USSR_cheytacM200","USSR_cheytacM200_sd","vil_HK417s","vil_M110","vil_M110sd","vil_M21G","vil_SR25","vil_SR25SD"]; // Sniper rifles
ai_wep_random = [ai_wep_assault,ai_wep_assault,ai_wep_assault,ai_wep_sniper,ai_wep_machine]; // random weapon 60% chance assault rifle,20% light machine gun,20% sniper rifle
ai_wep_launchers_AT = ["M136","RPG18","JAVELIN"];
ai_wep_launchers_AA = ["Strela","Igla","STINGER"];
ai_packs = ["DZ_Czech_Vest_Puch","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"];
ai_hero_skin = ["FR_AC","FR_AR","FR_Corpsman","FR_GL","FR_Marksman","FR_R","FR_Sapper","FR_TL"];
ai_bandit_skin = ["Ins_Soldier_GL_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ","GUE_Commander_DZ","GUE_Soldier_Sniper_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_2_DZ","GUE_Soldier_CO_DZ","BanditW1_DZ","BanditW2_DZ","Bandit1_DZ","Bandit2_DZ"];
ai_special_skin = ["Functionary1_EP1_DZ"];
ai_all_skin = [ai_hero_skin,ai_bandit_skin,ai_special_skin];
ai_add_skin = true; // adds unit skin to inventory on death
/* END AI CONFIG */
/* WAI MISSIONS CONFIG */
wai_mission_system = true; // use built in mission system
wai_mission_markers = ["DZMSMajMarker","DZMSMinMarker","DZMSBMajMarker","DZMSBMinMarker"];
wai_avoid_missions = 750; // avoid spawning missions this close to other missions, these are defined in wai_mission_markers
wai_avoid_traders = 750; // avoid spawning missions this close to traders
wai_avoid_town = 0; // avoid spawning missions this close to towns, *** doesn't function with infiSTAR enabled ***
wai_avoid_road = 0; // avoid spawning missions this close to roads
wai_avoid_water = 50; // avoid spawning missions this close to water
wai_mission_timer = [300,900]; // time between missions 5-15 minutes
wai_mission_timeout = [900,1800]; // time each missions takes to despawn if inactive 15-30 minutes
wai_timeout_distance = 1000; // if a player is this close to a mission then it won't time-out
wai_clean_mission = true; // clean all mission buildings after a certain period
wai_clean_mission_time = 1800; // time after a mission is complete to clean mission buildings
wai_mission_fuel = [5,60]; // fuel inside mission spawned vehicles [min%,max%]
wai_vehicle_damage = [20,70]; // damages to spawn vehicles with [min%,max%]
wai_keep_vehicles = true; // save vehicles to database and keep them after restart
wai_lock_vehicles = true; // lock mission vehicles and add keys to random AI bodies (be careful with ai_clean_dead if this is true)
wai_crates_smoke = true; // pop smoke on crate when mission is finished during daytime
wai_crates_flares = true; // pop flare on crate when mission is finished during nighttime
wai_players_online = 1; // number of players online before mission starts
wai_server_fps = 5; // missions only starts if server FPS is over wai_server_fps
wai_kill_percent = 30; // percentage of AI players that must be killed at "crate" missions to be able to trigger completion
wai_high_value = true; // enable the possibility of finding a high value item (defined below crate_items_high_value) inside a crate
wai_high_value_chance = 1; // chance in percent you find above mentioned item
wai_enable_minefield = true; // enable minefields to better defend missions
wai_use_launchers = true; // add a rocket launcher to each spawned AI group
wai_remove_launcher = true; // remove rocket launcher from AI on death
// Missions
wai_radio_announce = false; // Setting this to true will announce the missions to those that hold a radio only
wai_hero_limit = 1; // define how many hero missions can run at once
wai_bandit_limit = 1; // define how many bandit missions can run at once
/* wai_special_limit = 1; // define how many special missions can run at once */
wai_hero_missions = [ // ["mission filename",% chance of picking this mission],Make sure the chances add up to 100,or it will not be accurate percentages
["black_hawk_crash",11],
["armed_vehicle",12],
["bandit_base",7],
["captured_mv22",6],
["ikea_convoy",7],
["destroyed_ural",16],
["disabled_milchopper",9],
["mayors_mansion",9],
["weapon_cache",12],
["bandit_patrol",11]
];
wai_bandit_missions = [
["armed_vehicle",12],
["black_hawk_crash",14],
["captured_mv22",6],
["broken_down_ural",14],
["hero_base",6],
["ikea_convoy",8],
["medi_camp",16],
["presidents_mansion",6],
["sniper_extraction",8],
["weapon_cache",10]
];
// Vehicle arrays
armed_vehicle = ["ArmoredSUV_PMC_DZE","GAZ_Vodnik_DZE","HMMWV_M1151_M2_CZ_DES_EP1_DZE","HMMWV_M998A2_SOV_DES_EP1_DZE","LandRover_MG_TK_EP1_DZE","LandRover_Special_CZ_EP1_DZE","Offroad_DSHKM_Gue_DZE","Pickup_PK_GUE_DZE","Pickup_PK_INS_DZE","Pickup_PK_TK_GUE_EP1_DZE","UAZ_MG_TK_EP1_DZE"];
armed_chopper = ["CH_47F_EP1_DZE","UH1H_DZE","Mi17_DZE","UH60M_EP1_DZE","UH1Y_DZE","MH60S_DZE"];
civil_chopper = ["AH6X_DZ","BAF_Merlin_DZE","MH6J_DZ","Mi17_Civilian_DZ"];
military_unarmed = ["GAZ_Vodnik_MedEvac","HMMWV_Ambulance","HMMWV_Ambulance_CZ_DES_EP1","HMMWV_DES_EP1","HMMWV_DZ","HMMWV_M1035_DES_EP1","LandRover_CZ_EP1","LandRover_TK_CIV_EP1","UAZ_CDF","UAZ_INS","UAZ_RU","UAZ_Unarmed_TK_CIV_EP1","UAZ_Unarmed_TK_EP1","UAZ_Unarmed_UN_EP1"];
cargo_trucks = ["Kamaz","MTVR_DES_EP1","Ural_CDF","Ural_TK_CIV_EP1","Ural_UN_EP1","V3S_Open_TK_CIV_EP1","V3S_Open_TK_EP1"];
refuel_trucks = ["KamazRefuel_DZ","MtvrRefuel_DES_EP1_DZ","UralRefuel_TK_EP1_DZ","V3S_Refuel_TK_GUE_EP1_DZ"];
civil_vehicles = ["hilux1_civil_1_open","hilux1_civil_2_covered","hilux1_civil_3_open_EP1","SUV_Blue","SUV_Camo","SUV_Charcoal","SUV_Green","SUV_Orange","SUV_Pink","SUV_Red","SUV_Silver","SUV_TK_CIV_EP1","SUV_White","SUV_Yellow"];
// Dynamic box array
crates_large = ["USVehicleBox","RUVehicleBox","TKVehicleBox_EP1"];
crates_medium = ["USBasicWeaponsBox","RUBasicWeaponsBox","USSpecialWeaponsBox","USSpecialWeapons_EP1","RUSpecialWeaponsBox","SpecialWeaponsBox","TKSpecialWeapons_EP1","CZBasicWeapons_EP1","UNBasicWeapons_EP1"];
crates_small = ["GuerillaCacheBox","RULaunchersBox","RUBasicAmmunitionBox","RUOrdnanceBox","USBasicAmmunitionBox","USLaunchersBox","USOrdnanceBox","USOrdnanceBox_EP1","USLaunchers_EP1","USBasicWeapons_EP1","USBasicAmmunitionBox_EP1","UNBasicAmmunitionBox_EP1","TKOrdnanceBox_EP1","TKLaunchers_EP1","TKBasicAmmunitionBox_EP1","GuerillaCacheBox_EP1","GERBasicWeapons_EP1"];
crate_weapons_buildables = ["ChainSaw","ChainSawB","ChainSawG","ChainSawP","ChainSawR"];
crate_tools = ["ItemKeyKit","Binocular","Binocular_Vector","ItemCompass","ItemCrowbar","ItemEtool","ItemFishingPole","ItemFlashlightRed","ItemGPS","ItemHatchet_DZE","ItemKnife","ItemMachete","ItemMatchbox_DZE","ItemToolbox","NVGoggles"];
crate_tools_buildable = ["ItemToolbox","ItemEtool","ItemCrowbar","ItemKnife"];
crate_tools_sniper = ["ItemCompass","Binocular","Binocular_Vector","NVGoggles","ItemGPS"];
crate_items = ["FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemBandage","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemGoldBar","ItemGoldBar10oz","CinderBlocks","ItemCanvas","ItemComboLock","ItemLightBulb","ItemLockbox","ItemSandbag","ItemTankTrap","ItemWire","MortarBucket","PartEngine","PartFueltank","PartGeneric","PartGlass","PartPlankPack","PartVRotor","PartWheel","PartWoodPile"];
crate_items_high_value = ["ItemBriefcase100oz","ItemVault","30m_plot_kit","ItemHotwireKit"];
crate_items_food = ["ItemWaterbottle","FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked"];
crate_items_buildables = ["forest_large_net_kit","cinder_garage_kit",["PartPlywoodPack",5],"ItemSandbagExLarge5X","park_bench_kit","ItemComboLock",["CinderBlocks",10],"ItemCanvas","ItemComboLock",["ItemLightBulb",5],"ItemLockbox",["ItemSandbag",10],["ItemTankTrap",10],["ItemWire",10],["MortarBucket",10],["PartPlankPack",5],"PartWoodPile"];
crate_items_vehicle_repair = ["PartEngine","PartFueltank","PartGeneric","PartGlass","PartVRotor","PartWheel"];
crate_items_medical = ["ItemWaterbottle","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemBandage","FoodCanFrankBeans","FoodCanPasta"];
crate_items_chainbullets = ["2000Rnd_762x51_M134","200Rnd_762x51_M240","100Rnd_127x99_M2","150Rnd_127x107_DSHKM"];
crate_items_sniper = [["ItemPainkiller",5],"Skin_Sniper1_DZ","Skin_CZ_Soldier_Sniper_EP1_DZ","Skin_GUE_Soldier_Sniper_DZ"];
crate_items_president = ["ItemDocument","ItemGoldBar10oz"];
crate_backpacks_all = ["DZ_Patrol_Pack_EP1","DZ_Assault_Pack_EP1","DZ_Czech_Vest_Puch","DZ_TerminalPack_EP1","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_CompactPack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"];
crate_backpacks_large = ["DZ_GunBag_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1","DZ_CivilBackpack_EP1"];
crate_random = [crate_items,crate_items_food,crate_items_buildables,crate_items_vehicle_repair,crate_items_medical,crate_items_chainbullets];
/* END WAI MISSIONS CONFIG */
/* STATIC MISSIONS CONFIG */
static_missions = true; // use static mission file
custom_per_world = true; // use a custom mission file per world
/* END STATIC MISSIONS CONFIG */
WAIconfigloaded = true;
};
static/chernarus.sqf
if(isServer) then {
//Custom Spawns file//
/*
Custom group spawns Eg.
[
[953.237,4486.48,0.001], // Position
4, // Number Of units
"Random", // Skill level of unit (easy, medium, hard, extreme, Random)
"Random", or ["Random","at"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
4, // Number of magazines
"Random", // Backpack classname, use "Random" or classname here
"Random", // Skin classname, use "Random" or classname here
"Random", // Gearset number. "Random" for random gear set
"Bandit" // AI Type, "Hero" or "Bandit".
] call spawn_group;
Place your custom group spawns below
*/
[
[9438.49,11491.1,0], // Position
2, // Number Of units
"Random", // Skill level of unit (easy, medium, hard, extreme, Random)
"Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
4, // Number of magazines
"Random", // Backpack classname, use "Random" or classname here
"TK_INS_Warlord_EP1_DZ", // Skin classname, use "Random" or classname here
"Random", // Gearset number. "Random" for random gear set
"Bandit" // AI Type, "Hero" or "Bandit".
] call spawn_group;
[
[9465.56,11539.2,0], // Position
2, // Number Of units
"Random", // Skill level of unit (easy, medium, hard, extreme, Random)
"Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
4, // Number of magazines
"Random", // Backpack classname, use "Random" or classname here
"TK_INS_Warlord_EP1_DZ", // Skin classname, use "Random" or classname here
"Random", // Gearset number. "Random" for random gear set
"Bandit" // AI Type, "Hero" or "Bandit".
] call spawn_group;
[
[9423.74,11534.7,0], // Position
2, // Number Of units
"Random", // Skill level of unit (easy, medium, hard, extreme, Random)
"Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
4, // Number of magazines
"Random", // Backpack classname, use "Random" or classname here
"TK_INS_Warlord_EP1_DZ", // Skin classname, use "Random" or classname here
"Random", // Gearset number. "Random" for random gear set
"Bandit" // AI Type, "Hero" or "Bandit".
] call spawn_group;
[
[9466.6,11485.5,0], // Position
2, // Number Of units
"Random", // Skill level of unit (easy, medium, hard, extreme, Random)
"Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
4, // Number of magazines
"Random", // Backpack classname, use "Random" or classname here
"TK_INS_Warlord_EP1_DZ", // Skin classname, use "Random" or classname here
"Random", // Gearset number. "Random" for random gear set
"Bandit" // AI Type, "Hero" or "Bandit".
] call spawn_group;
/*
Custom static weapon spawns Eg. (with mutiple positions)
[
[ // Position(s) (can be multiple)
[911.21,4532.76,2.62],
[921.21,4542.76,2.62]
],
"M2StaticMG", // Classname of turret
"easy", // Skill level of unit (easy, medium, hard, extreme, Random)
"Bandit2_DZ", // Skin classname, use "Random" or classname here
"Bandit", // AI Type, "Hero" or "Bandit".
"Random", // Primary gun set number. "Random" for random weapon set
2, // Number of magazines
"Random", // Backpack classname, use "Random" or classname here
"Random" // Gearset classname, use "Random" or classname here
] call spawn_static;
Place your custom static weapon spawns below
*/
/*
Custom Chopper Patrol spawn Eg.
[
[725.391,4526.06,0], // Position to patrol
[0,0,0], // Position to spawn chopper at
2000, // Radius of patrol
10, // Number of waypoints to give
"UH1H_DZ", // Classname of vehicle (make sure it has driver and two gunners)
"Random", // Skill level of units (easy, medium, hard, extreme, Random)
"Random", // Skin classname, use "Random" or classname here
"Bandit" // AI Type, "Hero" or "Bandit".
] spawn heli_patrol;
Place your heli patrols below
*/
/*
Custom Vehicle patrol spawns Eg. (Watch out they are stupid)
[
[725.391,4526.06,0], // Position to patrol
[725.391,4526.06,0], // Position to spawn at
200, // Radius of patrol
10, // Number of waypoints to give
"HMMWV_Armored", // Classname of vehicle (make sure it has driver and gunner)
"Random", // Skill level of units (easy, medium, hard, extreme, Random)
"Random", // Skin classname, use "Random" or classname here
"Bandit" // AI Type, "Hero" or "Bandit".
] spawn vehicle_patrol;
Place your vehicle patrols below this line
*/
[
[9453.46,11564.7,0], // Position to patrol
[9461.57,11456.3,0], // Position to spawn at
100, // Radius of patrol
5, // Number of waypoints to give
"Offroad_DSHKM_Gue_DZE", // Classname of vehicle (make sure it has driver and gunner)
"Random", // Skill level of units (easy, medium, hard, extreme, Random)
"Random", // Skin classname, use "Random" or classname here
"Bandit" // AI Type, "Hero" or "Bandit".
] spawn vehicle_patrol;
/*
Paradropped unit custom spawn Eg.
[
[911.21545,4532.7612,2.6292224], // Position that units will be dropped by
[0,0,0], // Starting position of the heli
400, // Radius from drop position a player has to be to spawn chopper
"UH1H_DZ", // Classname of chopper (Make sure it has 2 gunner seats!)
5, // Number of units to be para dropped
"Random", // Skill level of units (easy, medium, hard, extreme, Random)
"Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
4, // Number of magazines
"Random", // Backpack classname, use "Random" or classname here
"Bandit2_DZ", // Skin classname, use "Random" or classname here
"Random", // Gearset number. "Random" for random gear set.
"Bandit", // AI Type, "Hero" or "Bandit".
true // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire.
] spawn heli_para;
Place your paradrop spawns under this line
*/
diag_log format["WAI: Static mission for %1 loaded", missionName];
};
nvm got it working, just needed to restart a few times.
-
Okay so the work around for using these right click options with the deploy anything 2.8.0 is here https://github.com/mudzereli/DayZEpochClickActions#custom-actions
IMO I actually find it better than using maca's right click options
-
Okay so the work around for using these right click options with the deploy anything 2.8.0 is here https://github.com/mudzereli/DayZEpochClickActions#custom-actions
-
can't get the static ai to spawn on my cherno map, can anyone help? here are my files:
config.sqf
if(isServer) then {
/* GENERAL CONFIG */
debug_mode = false; // enable debug
use_blacklist = true; // use blacklist
blacklist = [
[[0,16000,0],[1000,-0,0]], // Left
[[0,16000,0],[16000.0,14580.3,0]] // Top
];
/* END GENERAL CONFIG */
/* AI CONFIG */
ai_clear_body = false; // instantly clear bodies
ai_clean_dead = true; // clear bodies after certain amount of time
ai_cleanup_time = 7200; // time to clear bodies in seconds
ai_clean_roadkill = false; // clean bodies that are roadkills
ai_roadkill_damageweapon = 0; // percentage of chance a roadkill will destroy weapon AI is carrying
ai_bandit_combatmode = "YELLOW"; // combatmode of bandit AI
ai_bandit_behaviour = "COMBAT"; // behaviour of bandit AI
ai_hero_combatmode = "YELLOW"; // combatmode of hero AI
ai_hero_behaviour = "COMBAT"; // behaviour of hero AI
ai_friendly_behaviour = false; // make ai friendly towards comrades
player_bandit = -5000; // this is the amount you declare someone to be a bandit on your server, bandit AI will not attack you if ai_friendly_behaviour is true
player_hero = 5000; // this is the amount you declare someone to be a hero on your server, hero AI will not attack you if ai_friendly_behaviour is true
ai_share_info = true; // AI share info on player position
ai_share_distance = 300; // distance from killed AI for AI to share your rough position
ai_kills_gain = true; // add kill to bandit/human kill score
ai_humanity_gain = true; // gain humanity for killing AI
ai_add_humanity = 50; // amount of humanity gained for killing a bandit AI
ai_remove_humanity = 50; // amount of humanity lost for killing a hero AI
ai_special_humanity = 150; // amount of humanity gain or loss for killing a special AI dependant on player alignment
ai_skill_extreme = [["aimingAccuracy",1.00],["aimingShake",1.00],["aimingSpeed",1.00],["endurance",1.00],["spotDistance",1.00],["spotTime",1.00],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Extreme
ai_skill_hard = [["aimingAccuracy",0.80],["aimingShake",0.80],["aimingSpeed",0.80],["endurance",1.00],["spotDistance",0.80],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Hard
ai_skill_medium = [["aimingAccuracy",0.60],["aimingShake",0.60],["aimingSpeed",0.60],["endurance",1.00],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Medium
ai_skill_easy = [["aimingAccuracy",0.40],["aimingShake",0.50],["aimingSpeed",0.50],["endurance",1.00],["spotDistance",0.50],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Easy
ai_skill_random = [ai_skill_extreme,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_easy];
ai_static_useweapon = true; // Allows AI on static guns to have a loadout
ai_static_weapons = ["KORD_high_TK_EP1","DSHKM_Ins","M2StaticMG"]; // static guns
ai_static_skills = false; // Allows you to set custom array for AI on static weapons. (true: On false: Off)
ai_static_array = [["aimingAccuracy",0.20],["aimingShake",0.70],["aimingSpeed",0.75],["endurance",1.00],["spotDistance",0.70],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];
ai_gear0 = [["ItemBandage","ItemBandage","ItemPainkiller"],["ItemKnife","ItemFlashlight"]];
ai_gear1 = [["ItemBandage","ItemBandage","ItemPainkiller"],["ItemKnife","ItemFlashlight"]];
ai_gear_random = [ai_gear0,ai_gear1]; // Allows the possibility of random gear
ai_wep_assault = ["FHQ_ACR_BLK_CCO","FHQ_ACR_BLK_CCO_F","FHQ_ACR_BLK_CCO_GL","FHQ_ACR_BLK_CCO_GL_F","FHQ_ACR_BLK_CCO_GL_SD","FHQ_ACR_BLK_CCO_GL_SD_F","FHQ_ACR_BLK_CCO_SD","FHQ_ACR_BLK_CCO_SD_F","FHQ_ACR_BLK_G33","FHQ_ACR_BLK_G33_F","FHQ_ACR_BLK_G33_GL","FHQ_ACR_BLK_G33_GL_F","FHQ_ACR_BLK_G33_GL_SD","FHQ_ACR_BLK_G33_GL_SD_F","FHQ_ACR_BLK_G33_SD","FHQ_ACR_BLK_G33_SD_F","FHQ_ACR_BLK_HAMR","FHQ_ACR_BLK_HAMR_F","FHQ_ACR_BLK_HAMR_GL","FHQ_ACR_BLK_HAMR_GL_F","FHQ_ACR_BLK_HAMR_GL_SD","FHQ_ACR_BLK_HAMR_GL_SD_F","FHQ_ACR_BLK_HAMR_SD","FHQ_ACR_BLK_HAMR_SD_F","FHQ_ACR_BLK_HWS","FHQ_ACR_BLK_HWS_F","FHQ_ACR_BLK_HWS_GL","FHQ_ACR_BLK_HWS_GL_F","FHQ_ACR_BLK_HWS_GL_SD","FHQ_ACR_BLK_HWS_GL_SD_F","FHQ_ACR_BLK_HWS_SD","FHQ_ACR_BLK_HWS_SD_F","FHQ_ACR_BLK_IRN","FHQ_ACR_BLK_IRN_F","FHQ_ACR_BLK_IRN_GL","FHQ_ACR_BLK_IRN_GL_F","FHQ_ACR_BLK_IRN_GL_SD","FHQ_ACR_BLK_IRN_GL_SD_F","FHQ_ACR_BLK_IRN_SD","FHQ_ACR_BLK_IRN_SD_F","FHQ_ACR_BLK_RCO","FHQ_ACR_BLK_RCO_F","FHQ_ACR_BLK_RCO_GL","FHQ_ACR_BLK_RCO_GL_F","FHQ_ACR_BLK_RCO_GL_SD","FHQ_ACR_BLK_RCO_GL_SD_F","FHQ_ACR_BLK_RCO_SD","FHQ_ACR_BLK_RCO_SD_F","FHQ_ACR_SNW_CCO","FHQ_ACR_SNW_CCO_F","FHQ_ACR_SNW_CCO_GL","FHQ_ACR_SNW_CCO_GL_F","FHQ_ACR_SNW_CCO_GL_SD","FHQ_ACR_SNW_CCO_GL_SD_F","FHQ_ACR_SNW_CCO_SD","FHQ_ACR_SNW_CCO_SD_F","FHQ_ACR_SNW_G33","FHQ_ACR_SNW_G33_F","FHQ_ACR_SNW_G33_GL","FHQ_ACR_SNW_G33_GL_F","FHQ_ACR_SNW_G33_GL_SD","FHQ_ACR_SNW_G33_GL_SD_F","FHQ_ACR_SNW_G33_SD","FHQ_ACR_SNW_G33_SD_F","FHQ_ACR_SNW_HAMR","FHQ_ACR_SNW_HAMR_F","FHQ_ACR_SNW_HAMR_GL","FHQ_ACR_SNW_HAMR_GL_F","FHQ_ACR_SNW_HAMR_GL_SD","FHQ_ACR_SNW_HAMR_GL_SD_F","FHQ_ACR_SNW_HAMR_SD","FHQ_ACR_SNW_HAMR_SD_F","FHQ_ACR_SNW_HWS","FHQ_ACR_SNW_HWS_F","FHQ_ACR_SNW_HWS_GL","FHQ_ACR_SNW_HWS_GL_F","FHQ_ACR_SNW_HWS_GL_SD","FHQ_ACR_SNW_HWS_GL_SD_F","FHQ_ACR_SNW_HWS_SD","FHQ_ACR_SNW_HWS_SD_F","FHQ_ACR_SNW_IRN","FHQ_ACR_SNW_IRN_F","FHQ_ACR_SNW_IRN_GL","FHQ_ACR_SNW_IRN_GL_F","FHQ_ACR_SNW_IRN_GL_SD","FHQ_ACR_SNW_IRN_GL_SD_F","FHQ_ACR_SNW_IRN_SD","FHQ_ACR_SNW_IRN_SD_F","FHQ_ACR_SNW_RCO","FHQ_ACR_SNW_RCO_F","FHQ_ACR_SNW_RCO_GL","FHQ_ACR_SNW_RCO_GL_F","FHQ_ACR_SNW_RCO_GL_SD","FHQ_ACR_SNW_RCO_GL_SD_F","FHQ_ACR_SNW_RCO_SD","FHQ_ACR_SNW_RCO_SD_F","FHQ_ACR_TAN_CCO","FHQ_ACR_TAN_CCO_F","FHQ_ACR_TAN_CCO_GL","FHQ_ACR_TAN_CCO_GL_F","FHQ_ACR_TAN_CCO_GL_SD","FHQ_ACR_TAN_CCO_GL_SD_F","FHQ_ACR_TAN_CCO_SD","FHQ_ACR_TAN_CCO_SD_F","FHQ_ACR_TAN_G33","FHQ_ACR_TAN_G33_F","FHQ_ACR_TAN_G33_GL","FHQ_ACR_TAN_G33_GL_F","FHQ_ACR_TAN_G33_GL_SD","FHQ_ACR_TAN_G33_GL_SD_F","FHQ_ACR_TAN_G33_SD","FHQ_ACR_TAN_G33_SD_F","FHQ_ACR_TAN_HAMR","FHQ_ACR_TAN_HAMR_F","FHQ_ACR_TAN_HAMR_GL","FHQ_ACR_TAN_HAMR_GL_F","FHQ_ACR_TAN_HAMR_GL_SD","FHQ_ACR_TAN_HAMR_GL_SD_F","FHQ_ACR_TAN_HAMR_SD","FHQ_ACR_TAN_HAMR_SD_F","FHQ_ACR_TAN_HWS","FHQ_ACR_TAN_HWS_F","FHQ_ACR_TAN_HWS_GL","FHQ_ACR_TAN_HWS_GL_F","FHQ_ACR_TAN_HWS_GL_SD","FHQ_ACR_TAN_HWS_GL_SD_F","FHQ_ACR_TAN_HWS_SD","FHQ_ACR_TAN_HWS_SD_F","FHQ_ACR_TAN_IRN","FHQ_ACR_TAN_IRN_F","FHQ_ACR_TAN_IRN_GL","FHQ_ACR_TAN_IRN_GL_F","FHQ_ACR_TAN_IRN_GL_SD","FHQ_ACR_TAN_IRN_GL_SD_F","FHQ_ACR_TAN_IRN_SD","FHQ_ACR_TAN_IRN_SD_F","FHQ_ACR_TAN_RCO","FHQ_ACR_TAN_RCO_F","FHQ_ACR_TAN_RCO_GL","FHQ_ACR_TAN_RCO_GL_F","FHQ_ACR_TAN_RCO_GL_SD","FHQ_ACR_TAN_RCO_GL_SD_F","FHQ_ACR_TAN_RCO_SD","FHQ_ACR_TAN_RCO_SD_F","FHQ_ACR_WDL_CCO","FHQ_ACR_WDL_CCO_F","FHQ_ACR_WDL_CCO_GL","FHQ_ACR_WDL_CCO_GL_F","FHQ_ACR_WDL_CCO_GL_SD","FHQ_ACR_WDL_CCO_GL_SD_F","FHQ_ACR_WDL_CCO_SD","FHQ_ACR_WDL_CCO_SD_F","FHQ_ACR_WDL_G33","FHQ_ACR_WDL_G33_F","FHQ_ACR_WDL_G33_GL","FHQ_ACR_WDL_G33_GL_F","FHQ_ACR_WDL_G33_GL_SD","FHQ_ACR_WDL_G33_GL_SD_F","FHQ_ACR_WDL_G33_SD","FHQ_ACR_WDL_G33_SD_F","FHQ_ACR_WDL_HAMR","FHQ_ACR_WDL_HAMR_F","FHQ_ACR_WDL_HAMR_GL","FHQ_ACR_WDL_HAMR_GL_F","FHQ_ACR_WDL_HAMR_GL_SD","FHQ_ACR_WDL_HAMR_GL_SD_F","FHQ_ACR_WDL_HAMR_SD","FHQ_ACR_WDL_HAMR_SD_F","FHQ_ACR_WDL_HWS","FHQ_ACR_WDL_HWS_F","FHQ_ACR_WDL_HWS_GL","FHQ_ACR_WDL_HWS_GL_F","FHQ_ACR_WDL_HWS_GL_SD","FHQ_ACR_WDL_HWS_GL_SD_F","FHQ_ACR_WDL_HWS_SD","FHQ_ACR_WDL_HWS_SD_F","FHQ_ACR_WDL_IRN","FHQ_ACR_WDL_IRN_F","FHQ_ACR_WDL_IRN_GL","FHQ_ACR_WDL_IRN_GL_F","FHQ_ACR_WDL_IRN_GL_SD","FHQ_ACR_WDL_IRN_GL_SD_F","FHQ_ACR_WDL_IRN_SD","FHQ_ACR_WDL_IRN_SD_F","FHQ_ACR_WDL_RCO","FHQ_ACR_WDL_RCO_F","FHQ_ACR_WDL_RCO_GL","FHQ_ACR_WDL_RCO_GL_F","FHQ_ACR_WDL_RCO_GL_SD","FHQ_ACR_WDL_RCO_GL_SD_F","FHQ_ACR_WDL_RCO_SD","FHQ_ACR_WDL_RCO_SD_F","FN_FAL","FN_FAL_ANPVS4","G36A_camo","G36C","G36C_camo","G36K_camo","G36_C_SD_camo","gms_k98","vil_G36KSKdesES","M14_EP1","M16A2","M16A2GL","M16A4","M16A4_ACG","M4A1","M4A1_Aim","M4A1_AIM_SD_camo","M4A1_HWS_GL_camo","M4A1_HWS_GL_SD_Camo","M4A3_CCO_EP1","m8_carbine","m8_carbine","m8_compact","m8_holo_sd","M8_SAW","M8_sharpshooter","MP5A5","MP5SD","RH_ctar21","RH_ctar21glacog","RH_ctar21m","RH_ctar21mgl","RH_hk416","RH_hk416acog","RH_hk416aim","RH_hk416eotech","RH_hk416gl","RH_hk416glacog","RH_hk416glaim","RH_hk416gleotech","RH_hk416s","RH_hk416sacog","RH_hk416saim","RH_hk416sd","RH_hk416sdaim","RH_hk416sdeotech","RH_hk416sdgl","RH_hk416sdglaim","RH_hk416sdgleotech","RH_hk416seotech","RH_hk416sgl","RH_hk416sglaim","RH_hk417","RH_hk417acog","RH_hk417aim","RH_hk417eotech","RH_hk417sacog","RH_hk417saim","RH_hk417sd","RH_hk417sdacog","RH_hk417sdaim","RH_hk417sdeotech","RH_hk417seotech","RH_hk417sgl","RH_hk417sglacog","RH_hk417sglaim","RH_hk417sgleotech","RH_m14","RH_m14acog","RH_m14aim","RH_m14eot","RH_m1sacog","RH_m1saim","RH_m1seot","RH_m1stacog","RH_m1staim","RH_m1steot","RH_mas","RH_masacog","RH_masaim","RH_masb","RH_masbacog","RH_masbaim","RH_masbeotech","RH_masbsd","RH_masbsdacog","RH_masbsdaim","RH_masbsdeotech","RH_maseotech","RH_massd","RH_massdacog","RH_massdaim","RH_massdeotech","RH_sc2acog","RH_sc2aim","RH_sc2eot","RH_star21","Sa58P_EP1","Sa58V_CCO_EP1","Sa58V_CCO_EP1","Sa58V_EP1","Sa58V_RCO_EP1","Saiga12K","SCAR_H_CQC_CCO","SCAR_H_CQC_CCO_SD","SCAR_H_STD_EGLM_Spect","SCAR_L_CQC","SCAR_L_CQC_CCO_SD","SCAR_L_CQC_EGLM_Holo","SCAR_L_CQC_Holo","SCAR_L_STD_EGLM_RCO","SCAR_L_STD_HOLO","SCAR_L_STD_Mk4CQT","vil_9a91","vil_9a91_c","vil_9a91_csd","vil_Abakan","vil_Abakan_gp","vil_Abakan_P29","vil_AEK1","vil_AEK2","vil_AeK_23","vil_AeK_3","vil_AEK_GL","vil_AG3","vil_AG36","vil_AG36A2","vil_AG36KA4","vil_AG36KV","vil_AG3EOT","vil_ak12","vil_ak12_ap","vil_ak12_gp","vil_AKM","vil_AKMS","vil_AKMSB","vil_AKMS_GP25","vil_AKM_GL","vil_AKS_47","vil_AKS_74","vil_AKS_74p","vil_AKS_74p_45","vil_AKS_74p_gp","vil_AKS_74_gp","vil_AKs_74_u","vil_AKs_74_u45","Vil_AKS_74_UB","Vil_AKS_74_UN_kobra","vil_AK_101","vil_AK_103","vil_AK_105","Vil_AK_105_c","vil_AK_107","Vil_AK_107_c","vil_AK_47","vil_AK_47_49","vil_AK_47_m1","vil_AK_74","vil_AK_74m","vil_AK_74m_c","vil_AK_74m_EOT","vil_AK_74m_EOT_Alfa","vil_AK_74m_EOT_FSB","vil_AK_74m_EOT_FSB_45","vil_AK_74m_EOT_FSB_60","vil_AK_74m_gp","vil_AK_74m_gp_29","vil_AK_74m_k","vil_AK_74m_p29","vil_AK_74M_PSO","vil_AK_74P","vil_AK_74_N","vil_AK_nato_m1","vil_AK_nato_m80","vil_AMD","vil_AMD63","vil_ASH82","vil_G36a2","vil_G36CC","vil_G36E","vil_G36KA4","vil_G36KES","vil_G36KSK","vil_G36KSKdes","vil_G36KSKES","vil_G36KV3","vil_G36KV3Des","vil_G36KVA4","vil_G36KVZ","vil_G36VA4","vil_G36VA4Eot","vil_G3a2","vil_G3a3","vil_G3a4","vil_G3a4b","vil_G3an","vil_G3anb","vil_G3SG1","vil_G3sg1b","vil_G3TGS","vil_G3TGSb","vil_G3ZF","vil_G3zfb","vil_Galil","vil_Groza_GL","vil_Groza_HG","vil_Groza_SC","vil_Groza_SD","vil_M14G","vil_M64","vil_M70","vil_M70B","vil_MP5SD_EOTech","vil_MP5_EOTech","vil_MPi","vil_PMI","vil_PMI74S","vil_PMIS","vil_SKS","vil_type88_1","vil_VAL","vil_VAL_C","vil_Vikhr","vil_vsk94"]; // Assault
ai_wep_machine = ["RPK_74","MK_48_DZ","M249_EP1_DZ","Pecheneg_DZ","M240_DZ","m240_scoped_EP1_DZE","vil_zastava_m84","M249_m145_EP1_DZE","M60A4_EP1_DZE","MG36","skavil_M60","vil_Galil_arm","vil_M240_B","vil_M249_Para","vil_Mg3"]; // Light machine guns
ai_wep_sniper = ["M14_EP1","SCAR_H_LNG_Sniper_SD","M110_NVG_EP1","SVD_CAMO","VSS_Vintorez","DMR_DZ","M40A3","BAF_LRR_scoped","FHQ_MSR_DESERT","FHQ_MSR_NV_DESERT","FHQ_MSR_NV_SD_DESERT","FHQ_MSR_SD_DESERT","FHQ_RSASS_SD_TAN","vil_SV_98_69","vil_SV_98_SD","FHQ_RSASS_TAN","FHQ_XM2010_DESERT","FHQ_XM2010_NV_DESERT","FHQ_XM2010_NV_SD_DESERT","FHQ_XM2010_SD_DESERT","KSVK_DZE","M110_NVG_EP1","M4SPR","RH_hk417sdsp","RH_hk417sp","RH_hk417s","RH_m1s","RHm1sshd","RH_m1ssp","RH_m1st","RH_m1stshd","RH_m21","SCAR_H_LNG_Sniper","SCAR_H_LNG_Sniper_SD","USSR_cheytacM200","USSR_cheytacM200_sd","vil_HK417s","vil_M110","vil_M110sd","vil_M21G","vil_SR25","vil_SR25SD"]; // Sniper rifles
ai_wep_random = [ai_wep_assault,ai_wep_assault,ai_wep_assault,ai_wep_sniper,ai_wep_machine]; // random weapon 60% chance assault rifle,20% light machine gun,20% sniper rifle
ai_wep_launchers_AT = ["M136","RPG18","JAVELIN"];
ai_wep_launchers_AA = ["Strela","Igla","STINGER"];
ai_packs = ["DZ_Czech_Vest_Puch","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"];
ai_hero_skin = ["FR_AC","FR_AR","FR_Corpsman","FR_GL","FR_Marksman","FR_R","FR_Sapper","FR_TL"];
ai_bandit_skin = ["Ins_Soldier_GL_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ","GUE_Commander_DZ","GUE_Soldier_Sniper_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_2_DZ","GUE_Soldier_CO_DZ","BanditW1_DZ","BanditW2_DZ","Bandit1_DZ","Bandit2_DZ"];
ai_special_skin = ["Functionary1_EP1_DZ"];
ai_all_skin = [ai_hero_skin,ai_bandit_skin,ai_special_skin];
ai_add_skin = true; // adds unit skin to inventory on death
/* END AI CONFIG */
/* WAI MISSIONS CONFIG */
wai_mission_system = true; // use built in mission system
wai_mission_markers = ["DZMSMajMarker","DZMSMinMarker","DZMSBMajMarker","DZMSBMinMarker"];
wai_avoid_missions = 750; // avoid spawning missions this close to other missions, these are defined in wai_mission_markers
wai_avoid_traders = 750; // avoid spawning missions this close to traders
wai_avoid_town = 0; // avoid spawning missions this close to towns, *** doesn't function with infiSTAR enabled ***
wai_avoid_road = 0; // avoid spawning missions this close to roads
wai_avoid_water = 50; // avoid spawning missions this close to water
wai_mission_timer = [300,900]; // time between missions 5-15 minutes
wai_mission_timeout = [900,1800]; // time each missions takes to despawn if inactive 15-30 minutes
wai_timeout_distance = 1000; // if a player is this close to a mission then it won't time-out
wai_clean_mission = true; // clean all mission buildings after a certain period
wai_clean_mission_time = 1800; // time after a mission is complete to clean mission buildings
wai_mission_fuel = [5,60]; // fuel inside mission spawned vehicles [min%,max%]
wai_vehicle_damage = [20,70]; // damages to spawn vehicles with [min%,max%]
wai_keep_vehicles = true; // save vehicles to database and keep them after restart
wai_lock_vehicles = true; // lock mission vehicles and add keys to random AI bodies (be careful with ai_clean_dead if this is true)
wai_crates_smoke = true; // pop smoke on crate when mission is finished during daytime
wai_crates_flares = true; // pop flare on crate when mission is finished during nighttime
wai_players_online = 1; // number of players online before mission starts
wai_server_fps = 5; // missions only starts if server FPS is over wai_server_fps
wai_kill_percent = 30; // percentage of AI players that must be killed at "crate" missions to be able to trigger completion
wai_high_value = true; // enable the possibility of finding a high value item (defined below crate_items_high_value) inside a crate
wai_high_value_chance = 1; // chance in percent you find above mentioned item
wai_enable_minefield = true; // enable minefields to better defend missions
wai_use_launchers = true; // add a rocket launcher to each spawned AI group
wai_remove_launcher = true; // remove rocket launcher from AI on death
// Missions
wai_radio_announce = false; // Setting this to true will announce the missions to those that hold a radio only
wai_hero_limit = 1; // define how many hero missions can run at once
wai_bandit_limit = 1; // define how many bandit missions can run at once
/* wai_special_limit = 1; // define how many special missions can run at once */
wai_hero_missions = [ // ["mission filename",% chance of picking this mission],Make sure the chances add up to 100,or it will not be accurate percentages
["black_hawk_crash",11],
["armed_vehicle",12],
["bandit_base",7],
["captured_mv22",6],
["ikea_convoy",7],
["destroyed_ural",16],
["disabled_milchopper",9],
["mayors_mansion",9],
["weapon_cache",12],
["bandit_patrol",11]
];
wai_bandit_missions = [
["armed_vehicle",12],
["black_hawk_crash",14],
["captured_mv22",6],
["broken_down_ural",14],
["hero_base",6],
["ikea_convoy",8],
["medi_camp",16],
["presidents_mansion",6],
["sniper_extraction",8],
["weapon_cache",10]
];
// Vehicle arrays
armed_vehicle = ["ArmoredSUV_PMC_DZE","GAZ_Vodnik_DZE","HMMWV_M1151_M2_CZ_DES_EP1_DZE","HMMWV_M998A2_SOV_DES_EP1_DZE","LandRover_MG_TK_EP1_DZE","LandRover_Special_CZ_EP1_DZE","Offroad_DSHKM_Gue_DZE","Pickup_PK_GUE_DZE","Pickup_PK_INS_DZE","Pickup_PK_TK_GUE_EP1_DZE","UAZ_MG_TK_EP1_DZE"];
armed_chopper = ["CH_47F_EP1_DZE","UH1H_DZE","Mi17_DZE","UH60M_EP1_DZE","UH1Y_DZE","MH60S_DZE"];
civil_chopper = ["AH6X_DZ","BAF_Merlin_DZE","MH6J_DZ","Mi17_Civilian_DZ"];
military_unarmed = ["GAZ_Vodnik_MedEvac","HMMWV_Ambulance","HMMWV_Ambulance_CZ_DES_EP1","HMMWV_DES_EP1","HMMWV_DZ","HMMWV_M1035_DES_EP1","LandRover_CZ_EP1","LandRover_TK_CIV_EP1","UAZ_CDF","UAZ_INS","UAZ_RU","UAZ_Unarmed_TK_CIV_EP1","UAZ_Unarmed_TK_EP1","UAZ_Unarmed_UN_EP1"];
cargo_trucks = ["Kamaz","MTVR_DES_EP1","Ural_CDF","Ural_TK_CIV_EP1","Ural_UN_EP1","V3S_Open_TK_CIV_EP1","V3S_Open_TK_EP1"];
refuel_trucks = ["KamazRefuel_DZ","MtvrRefuel_DES_EP1_DZ","UralRefuel_TK_EP1_DZ","V3S_Refuel_TK_GUE_EP1_DZ"];
civil_vehicles = ["hilux1_civil_1_open","hilux1_civil_2_covered","hilux1_civil_3_open_EP1","SUV_Blue","SUV_Camo","SUV_Charcoal","SUV_Green","SUV_Orange","SUV_Pink","SUV_Red","SUV_Silver","SUV_TK_CIV_EP1","SUV_White","SUV_Yellow"];
// Dynamic box array
crates_large = ["USVehicleBox","RUVehicleBox","TKVehicleBox_EP1"];
crates_medium = ["USBasicWeaponsBox","RUBasicWeaponsBox","USSpecialWeaponsBox","USSpecialWeapons_EP1","RUSpecialWeaponsBox","SpecialWeaponsBox","TKSpecialWeapons_EP1","CZBasicWeapons_EP1","UNBasicWeapons_EP1"];
crates_small = ["GuerillaCacheBox","RULaunchersBox","RUBasicAmmunitionBox","RUOrdnanceBox","USBasicAmmunitionBox","USLaunchersBox","USOrdnanceBox","USOrdnanceBox_EP1","USLaunchers_EP1","USBasicWeapons_EP1","USBasicAmmunitionBox_EP1","UNBasicAmmunitionBox_EP1","TKOrdnanceBox_EP1","TKLaunchers_EP1","TKBasicAmmunitionBox_EP1","GuerillaCacheBox_EP1","GERBasicWeapons_EP1"];
crate_weapons_buildables = ["ChainSaw","ChainSawB","ChainSawG","ChainSawP","ChainSawR"];
crate_tools = ["ItemKeyKit","Binocular","Binocular_Vector","ItemCompass","ItemCrowbar","ItemEtool","ItemFishingPole","ItemFlashlightRed","ItemGPS","ItemHatchet_DZE","ItemKnife","ItemMachete","ItemMatchbox_DZE","ItemToolbox","NVGoggles"];
crate_tools_buildable = ["ItemToolbox","ItemEtool","ItemCrowbar","ItemKnife"];
crate_tools_sniper = ["ItemCompass","Binocular","Binocular_Vector","NVGoggles","ItemGPS"];
crate_items = ["FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemBandage","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemGoldBar","ItemGoldBar10oz","CinderBlocks","ItemCanvas","ItemComboLock","ItemLightBulb","ItemLockbox","ItemSandbag","ItemTankTrap","ItemWire","MortarBucket","PartEngine","PartFueltank","PartGeneric","PartGlass","PartPlankPack","PartVRotor","PartWheel","PartWoodPile"];
crate_items_high_value = ["ItemBriefcase100oz","ItemVault","30m_plot_kit","ItemHotwireKit"];
crate_items_food = ["ItemWaterbottle","FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked"];
crate_items_buildables = ["forest_large_net_kit","cinder_garage_kit",["PartPlywoodPack",5],"ItemSandbagExLarge5X","park_bench_kit","ItemComboLock",["CinderBlocks",10],"ItemCanvas","ItemComboLock",["ItemLightBulb",5],"ItemLockbox",["ItemSandbag",10],["ItemTankTrap",10],["ItemWire",10],["MortarBucket",10],["PartPlankPack",5],"PartWoodPile"];
crate_items_vehicle_repair = ["PartEngine","PartFueltank","PartGeneric","PartGlass","PartVRotor","PartWheel"];
crate_items_medical = ["ItemWaterbottle","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemBandage","FoodCanFrankBeans","FoodCanPasta"];
crate_items_chainbullets = ["2000Rnd_762x51_M134","200Rnd_762x51_M240","100Rnd_127x99_M2","150Rnd_127x107_DSHKM"];
crate_items_sniper = [["ItemPainkiller",5],"Skin_Sniper1_DZ","Skin_CZ_Soldier_Sniper_EP1_DZ","Skin_GUE_Soldier_Sniper_DZ"];
crate_items_president = ["ItemDocument","ItemGoldBar10oz"];
crate_backpacks_all = ["DZ_Patrol_Pack_EP1","DZ_Assault_Pack_EP1","DZ_Czech_Vest_Puch","DZ_TerminalPack_EP1","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_CompactPack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"];
crate_backpacks_large = ["DZ_GunBag_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1","DZ_CivilBackpack_EP1"];
crate_random = [crate_items,crate_items_food,crate_items_buildables,crate_items_vehicle_repair,crate_items_medical,crate_items_chainbullets];
/* END WAI MISSIONS CONFIG */
/* STATIC MISSIONS CONFIG */
static_missions = true; // use static mission file
custom_per_world = true; // use a custom mission file per world
/* END STATIC MISSIONS CONFIG */
WAIconfigloaded = true;
};static/chernarus.sqf
if(isServer) then {
//Custom Spawns file//
/*
Custom group spawns Eg.
[
[953.237,4486.48,0.001], // Position
4, // Number Of units
"Random", // Skill level of unit (easy, medium, hard, extreme, Random)
"Random", or ["Random","at"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
4, // Number of magazines
"Random", // Backpack classname, use "Random" or classname here
"Random", // Skin classname, use "Random" or classname here
"Random", // Gearset number. "Random" for random gear set
"Bandit" // AI Type, "Hero" or "Bandit".
] call spawn_group;
Place your custom group spawns below
*/
[
[9438.49,11491.1,0], // Position
2, // Number Of units
"Random", // Skill level of unit (easy, medium, hard, extreme, Random)
"Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
4, // Number of magazines
"Random", // Backpack classname, use "Random" or classname here
"TK_INS_Warlord_EP1_DZ", // Skin classname, use "Random" or classname here
"Random", // Gearset number. "Random" for random gear set
"Bandit" // AI Type, "Hero" or "Bandit".
] call spawn_group;
[
[9465.56,11539.2,0], // Position
2, // Number Of units
"Random", // Skill level of unit (easy, medium, hard, extreme, Random)
"Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
4, // Number of magazines
"Random", // Backpack classname, use "Random" or classname here
"TK_INS_Warlord_EP1_DZ", // Skin classname, use "Random" or classname here
"Random", // Gearset number. "Random" for random gear set
"Bandit" // AI Type, "Hero" or "Bandit".
] call spawn_group;
[
[9423.74,11534.7,0], // Position
2, // Number Of units
"Random", // Skill level of unit (easy, medium, hard, extreme, Random)
"Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
4, // Number of magazines
"Random", // Backpack classname, use "Random" or classname here
"TK_INS_Warlord_EP1_DZ", // Skin classname, use "Random" or classname here
"Random", // Gearset number. "Random" for random gear set
"Bandit" // AI Type, "Hero" or "Bandit".
] call spawn_group;
[
[9466.6,11485.5,0], // Position
2, // Number Of units
"Random", // Skill level of unit (easy, medium, hard, extreme, Random)
"Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
4, // Number of magazines
"Random", // Backpack classname, use "Random" or classname here
"TK_INS_Warlord_EP1_DZ", // Skin classname, use "Random" or classname here
"Random", // Gearset number. "Random" for random gear set
"Bandit" // AI Type, "Hero" or "Bandit".
] call spawn_group;
/*
Custom static weapon spawns Eg. (with mutiple positions)
[
[ // Position(s) (can be multiple)
[911.21,4532.76,2.62],
[921.21,4542.76,2.62]
],
"M2StaticMG", // Classname of turret
"easy", // Skill level of unit (easy, medium, hard, extreme, Random)
"Bandit2_DZ", // Skin classname, use "Random" or classname here
"Bandit", // AI Type, "Hero" or "Bandit".
"Random", // Primary gun set number. "Random" for random weapon set
2, // Number of magazines
"Random", // Backpack classname, use "Random" or classname here
"Random" // Gearset classname, use "Random" or classname here
] call spawn_static;
Place your custom static weapon spawns below
*/
/*
Custom Chopper Patrol spawn Eg.
[
[725.391,4526.06,0], // Position to patrol
[0,0,0], // Position to spawn chopper at
2000, // Radius of patrol
10, // Number of waypoints to give
"UH1H_DZ", // Classname of vehicle (make sure it has driver and two gunners)
"Random", // Skill level of units (easy, medium, hard, extreme, Random)
"Random", // Skin classname, use "Random" or classname here
"Bandit" // AI Type, "Hero" or "Bandit".
] spawn heli_patrol;
Place your heli patrols below
*/
/*
Custom Vehicle patrol spawns Eg. (Watch out they are stupid)
[
[725.391,4526.06,0], // Position to patrol
[725.391,4526.06,0], // Position to spawn at
200, // Radius of patrol
10, // Number of waypoints to give
"HMMWV_Armored", // Classname of vehicle (make sure it has driver and gunner)
"Random", // Skill level of units (easy, medium, hard, extreme, Random)
"Random", // Skin classname, use "Random" or classname here
"Bandit" // AI Type, "Hero" or "Bandit".
] spawn vehicle_patrol;
Place your vehicle patrols below this line
*/
[
[9453.46,11564.7,0], // Position to patrol
[9461.57,11456.3,0], // Position to spawn at
100, // Radius of patrol
5, // Number of waypoints to give
"Offroad_DSHKM_Gue_DZE", // Classname of vehicle (make sure it has driver and gunner)
"Random", // Skill level of units (easy, medium, hard, extreme, Random)
"Random", // Skin classname, use "Random" or classname here
"Bandit" // AI Type, "Hero" or "Bandit".
] spawn vehicle_patrol;
/*
Paradropped unit custom spawn Eg.
[
[911.21545,4532.7612,2.6292224], // Position that units will be dropped by
[0,0,0], // Starting position of the heli
400, // Radius from drop position a player has to be to spawn chopper
"UH1H_DZ", // Classname of chopper (Make sure it has 2 gunner seats!)
5, // Number of units to be para dropped
"Random", // Skill level of units (easy, medium, hard, extreme, Random)
"Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
4, // Number of magazines
"Random", // Backpack classname, use "Random" or classname here
"Bandit2_DZ", // Skin classname, use "Random" or classname here
"Random", // Gearset number. "Random" for random gear set.
"Bandit", // AI Type, "Hero" or "Bandit".
true // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire.
] spawn heli_para;
Place your paradrop spawns under this line
*/
diag_log format["WAI: Static mission for %1 loaded", missionName];
}; -
I figured out the problem... It was because I had the deploy anything 2.8 script, it broke maca's right click options when I had it installed, I found the work around to getting it all to work.
-
nvm I figured it out, just wanted the easy way out
-
nvm still didnt work. :blink: No right click option and no harvesting of hemp/fiberplant, If anyone can help I would really appreciate it. I run a Overpoch server with: BuildVectors, PlotManagement, SnapbuildPro, ServicePointSC, zupa overwatch skins, zupa coin 3.0, doorManagement, comokey changer, logistics, basejump, deploy anything, hero perks, & WAI 2.2.0.
my description.ext
#include "ZSC\config\cfgServerTrader.hpp"
#include "Custom\customloot\CfgBuildingLoot.hpp"
respawn = "BASE";
respawndelay = 5;
onLoadMission= "DayZ Epoch Chernarus";
OnLoadIntro = "Welcome to DayZ Epoch Chernarus";
OnLoadIntroTime = False;
OnLoadMissionTime = False;
disabledAI = true;
disableChannels[]={0,2,6};
enableItemsDropping = 0;
briefing = 0;
debriefing = 0;
onPauseScript = "";
loadScreen = "\z\addons\dayz_code\gui\dayz_logo_ca.paa";
class Header
{
gameType = COOP; //DM, Team, Coop, ...
minPlayers = 1; //min # of players the mission supports
maxPlayers = 100; //Max # of players the mission supports
};
aiKills = 1;
diagRadio = 1;
diagHit = 1;
class RscText
{
type = 0;
idc = -1;
x = 0;
y = 0;
h = 0.037;
w = 0.3;
style = 0x100;
font = Zeppelin32;
SizeEx = 0.03921;
colorText[] = {1,1,1,1};
colorBackground[] = {0, 0, 0, 0};
linespacing = 1;
};
class RscPicture
{
access=0;
type=0;
idc=-1;
style=48;
colorBackground[]={0,0,0,0};
colorText[]={1,1,1,1};
font="TahomaB";
sizeEx=0;
lineSpacing=0;
text="";
};
class RscLoadingText : RscText
{
style = 2;
x = 0.323532;
y = 0.666672;
w = 0.352944;
h = 0.039216;
sizeEx = 0.03921;
colorText[] = {0.543,0.5742,0.4102,1.0};
};
class RscProgress
{
x = 0.344;
y = 0.619;
w = 0.313726;
h = 0.0261438;
texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
colorFrame[] = {0,0,0,0};
colorBar[] = {1,1,1,1};
};
class RscProgressNotFreeze
{
idc = -1;
type = 45;
style = 0;
x = 0.022059;
y = 0.911772;
w = 0.029412;
h = 0.039216;
texture = "#(argb,8,8,3)color(0,0,0,0)";
};
//
// the loading screen itself
//
class DayZ_loadingScreen
{
idd = -1;
duration = 10e10;
fadein = 0;
fadeout = 0;
name = "loading screen";
class controlsBackground
{
class blackBG : RscText
{
x = safezoneX;
y = safezoneY;
w = safezoneW;
h = safezoneH;
text = "";
colorText[] = {0,0,0,0};
colorBackground[] = {0,0,0,1};
};
/*
class nicePic : RscPicture
{
style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO
x = safezoneX + safezoneW/2 - 0.25;
y = safezoneY + safezoneH/2 - 0.2;
w = 0.5;
h = 0.4;
text = "img\nicePic.paa";
};
*/
};
class controls
{
class Title1 : RscLoadingText
{
text = "$STR_LOADING"; // "Loading" text in the middle of the screen
};
class CA_Progress : RscProgress // progress bar, has to have idc 104
{
idc = 104;
type = 8; // CT_PROGRESS
style = 0; // ST_SINGLE
texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
};
class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse
{
idc = 103;
};
class Name2: RscText // the text on the top-left
{
idc = 101;
x = 0.05;
y = 0.029412;
w = 0.9;
h = 0.04902;
text = "";
sizeEx = 0.05;
colorText[] = {0.543,0.5742,0.4102,1.0};
};
};
};
class RscPictureGUI
{
access = 0;
type = 0;
idc = -1;
colorBackground[] = {0,0,0,0};
colorText[] = {0.38,0.63,0.26,0.75};
font = "TahomaB";
sizeEx = 0;
lineSpacing = 0;
text = "";
style = "0x30 + 0x100";
x = 0;
y = 0;
w = 0.2;
h = 0.15;
};
class RscTextGUIK {
type = 0;
idc = -1;
style = 0x02;
colorBackground[] = {0,0,0,0};
colorText[] = {1, 1, 1, 0.5};
//color[] = {1, 1, 1, 0.5};
font = "TahomaB";
size = 0.03;
sizeEx = 0.03;
x = 0;
y = 0;
w = 0.1;
h = 0.2;
};
class RscTitles
{
#include "ZSC\config\ZSChud.hpp"
};
#include "doorManagement\defines.hpp"
#include "doorManagement\doorUnlock.hpp"
#include "doorManagement\doorManagement.hpp"
#include "doorManagement\ComboLockUI.hpp"
#include "ZSC\config\ZSCdefines.hpp"
#include "ZSC\config\ZSCdialogs.hpp"
#include "zupa\skins\SkinGui.hpp"
#include "zupa\advancedTrading\advancedTrading.hpp"
#include "custom\snap_pro\snappoints.hpp"
#include "plotManagement\plotManagement.hpp"
#include "ckc\ckc_defines.hpp"
#include "ckc\ckc_ui.hpp"
#include "ckc\ckc_SafeUI.hpp"
#include "Custom\extra_rc.hpp"my ui_selectSlot.sqf
private ["_control","_button","_parent","_group","_pos","_item","_conf","_name","_cfgActions","_numActions","_height","_menu","_config","_type","_script","_outputOriented","_compile","_array","_outputClass","_outputType","_erc_cfgActions","_erc_numActions"];
disableSerialization;
_control = _this select 0;
_button = _this select 1;
_parent = findDisplay 106;
//if ((time - dayzClickTime) < 1) exitWith {};
if (!DZE_SelfTransfuse && ((gearSlotData _control) == "ItemBloodBag")) exitWith {};
if (_button == 1) then {
//dayzClickTime = time;
_group = _parent displayCtrl 6902;
_pos = ctrlPosition _group;
_pos set [0,((_this select 2) + 0.48)];
_pos set [1,((_this select 3) + 0.07)];
_item = gearSlotData _control;
_conf = configFile >> "cfgMagazines" >> _item;
if (!isClass _conf) then {
_conf = configFile >> "cfgWeapons" >> _item;
};
_name = getText(_conf >> "displayName");
_cfgActions = _conf >> "ItemActions";
_numActions = (count _cfgActions);
_height = 0;
//Populate Menu
for "_i" from 0 to (_numActions - 1) do
{
_menu = _parent displayCtrl (1600 + _i);
_menu ctrlShow true;
_config = (_cfgActions select _i);
_type = getText (_config >> "text");
_script = getText (_config >> "script");
_outputOriented = getNumber (_config >> "outputOriented") == 1;
_height = _height + (0.025 * safezoneH);
_compile = format["_id = '%2' %1;",_script,_item];
uiNamespace setVariable ['uiControl', _control];
if (_outputOriented) then {
/*
This flag means that the action is output oriented
the output class will then be transferred to the script
&& the type used for the name
*/
_array = getArray (_config >> "output");
_outputClass = _array select 0;
_outputType = _array select 1;
_name = getText (configFile >> _outputType >> _outputClass >> "displayName");
_compile = format["_id = ['%2',%3] %1;",_script,_item,_array];
};
_menu ctrlSetText format[_type,_name];
_menu ctrlSetEventHandler ["ButtonClick",_compile];
};
// 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];
};
};
_pos set [3,_height];
//hint format["Obj: %1 \nHeight: %2\nPos: %3",_item,_height,_grpPos];
_group ctrlShow true;
ctrlSetFocus _group;
_group ctrlSetPosition _pos;
_group ctrlCommit 0;
};and my extra_rc.hpp
class ExtraRc {
class ItemKnife {
class farmhemp {
text = "Harvest the weed";
script = "execVM 'addons\hemp.sqf'";
};
};
class ItemKiloHemp {
class smokeweed {
text = "Smoke the shit";
script = "execVM 'addons\smokeshit.sqf'";
};
};
}; -
I think I found the solution! gonna try and add this to the top
private [----------------------------------------somewhere at the end-------->,"_erc_cfgActions","_erc_numActions"];
Realized that I have been missing this part in my ui_selectSlot.sqf
-
-
okay mine look
Sure here you go.
#include "Scripts\Trader_Items\cfgServerTrader.hpp" respawn = "BASE"; respawndelay = 5; onLoadMission= "DayZ Epoch Chernarus"; OnLoadIntro = "Welcome to DayZ Epoch Chernarus"; OnLoadIntroTime = False; OnLoadMissionTime = False; disabledAI = true; disableChannels[]={0,2,6}; enableItemsDropping = 0; #include "custom\cfgBuildingLoot.hpp" briefing = 0; debriefing = 0; onPauseScript = "custom\DupingFix.sqf"; loadScreen = "WICKEDSPLASH.jpg"; class Header { gameType = COOP; minPlayers = 1; maxPlayers = 100; }; aiKills = 1; diagRadio = 1; diagHit = 1; #include "Scripts\Player_Hud\commonhud.hpp" #include "Scripts\Defines\hw.hpp" class RscText { type = 0; idc = -1; x = 0; y = 0; h = 0.037; w = 0.3; style = 0x100; font = Zeppelin32; SizeEx = 0.03921; colorText[] = {1,1,1,1}; colorBackground[] = {0, 0, 0, 0}; linespacing = 1; }; class RscPicture { access=0; type=0; idc=-1; style=48; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="TahomaB"; sizeEx=0; lineSpacing=0; text=""; }; class RscLoadingText : RscText { style = 2; x = 0.323532; y = 0.666672; w = 0.352944; h = 0.039216; sizeEx = 0.03921; colorText[] = {0.543,0.5742,0.4102,1.0}; }; class RscProgress { x = 0.344; y = 0.619; w = 0.313726; h = 0.0261438; texture = "\ca\ui\data\loadscreen_progressbar_ca.paa"; colorFrame[] = {0,0,0,0}; colorBar[] = {1,1,1,1}; }; class RscProgressNotFreeze { idc = -1; type = 45; style = 0; x = 0.022059; y = 0.911772; w = 0.029412; h = 0.039216; texture = "#(argb,8,8,3)color(0,0,0,0)"; }; class DayZ_loadingScreen { idd = -1; duration = 10e10; fadein = 0; fadeout = 0; name = "loading screen"; class controlsBackground { class blackBG : RscText { x = safezoneX; y = safezoneY; w = safezoneW; h = safezoneH; text = ""; colorText[] = {0,0,0,0}; colorBackground[] = {0,0,0,1}; }; }; class controls { class Title1 : RscLoadingText { text = "$STR_LOADING"; }; class CA_Progress : RscProgress { idc = 104; type = 8; style = 0; texture = "\ca\ui\data\loadscreen_progressbar_ca.paa"; }; class CA_Progress2 : RscProgressNotFreeze { idc = 103; }; class Name2: RscText { idc = 101; x = 0.05; y = 0.029412; w = 0.9; h = 0.04902; text = ""; sizeEx = 0.05; colorText[] = {0.543,0.5742,0.4102,1.0}; }; }; }; class RscTitles { #include "Scripts\Player_Hud\hud.hpp" }; #include "Scripts\Defines\defines.hpp" #include "Scripts\Defines\common.hpp" #include "Scripts\Gold_Coin_system\Bank_Dialog\bank_dialog.hpp" #include "Scripts\Gold_Coin_system\Give_Money\give_player_dialog.hpp" #include "custom\snap_pro\snappoints.hpp" #include "custom\extra_rc.hpp"
make sure you dont have an extra closing bracket somewhere.
Okay that looked similar to mine, but still not getting any right click options on the items. And the plant won't let me harvest it.
-
Has anyone got the static AI to spawn? I added some units (8) and all I got was a AI (1) in a buisiness suit with no weapon. I'm trying to add AI to my Hemp Farm on cherno map
-
Is the weedfarms.sqf necessary to run this?
Im just trying to get the smokeshit.sqf and hemp.sqf to work in my extra_rc.hpp and it breaks the server. No error in my RPT. I already have deploy bike working via the extra_rc.hpp so Im just adding the SmokeWeed folder with the 2 scripts to my custom folder and the extra_rc.hpp looks like this.
class ExtraRc { class ItemToolbox { class Bike { text = "Deploy Bike"; script = "execVM 'custom\deploy\bike.sqf'"; }; }; class ItemKnife { class farmhemp { text = "Harvest the weed"; script = "execVM 'custom\SmokeWeed\hemp.sqf'"; }; }; class ItemKiloHemp { class smokeweed { text = "Smoke the shit"; script = "execVM 'custom\SmokeWeed\smokeshit.sqf'"; }; }; };
This looks right to me so idk...
smokeshit.sqf
/*
by: ZeroK00L
*/
[] spawn {
hint "You roll a fatty and smoke it! Damn! That shit is the chronic!";
player removeMagazine 'ItemKiloHemp';
Remove_Drug_effects =
{
{
ppEffectDestroy _x;
} forEach (_this select 0);
ppEffectDestroy ppe2;
ppEffectDestroy ppe3;
setaperture 0;
};
_time = time;
_effects = [];
player playMoveNow "ActsPercMstpSnonWpstDnon_sceneBardak01";
while {true} do
{
ppe2 = ppEffectCreate ["chromAberration", 1555];
_effects = _effects + [ppe2];
ppe2 ppEffectAdjust [random 0.25,random 0.25,true];
ppe2 ppEffectCommit 1;
ppe2 ppEffectEnable true;
ppe3 = ppEffectCreate ["radialBlur", 1555];
_effects = _effects + [ppe3];
ppe3 ppEffectEnable true;
ppe3 ppEffectAdjust [random 0.02,random 0.02,0.15,0.15];
ppe3 ppEffectCommit 1;
sleep random(1);
r_player_blood = r_player_bloodTotal; //set their blood to the maximum allowed
r_player_lowblood = false; //set lowblood setting to false
10 fadeSound 1; //slowly fade their volume back to maximum
"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5; //disable post processing blur effect
"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5; //give them their colour back
r_player_lowblood = false; //just double checking their blood isnt low
player setVariable["USEC_BloodQty",r_player_bloodTotal,true]; //set their blood back up to maximum again
if (_time + 60 < time) exitWith {[_effects] call Remove_Drug_effects;};
};
};
hemp.sqf
/*
put together for DayZ Epoch
Credits to Shogun338 from Insurrection gaming
modified for separate "gather weed" script
*/
private ["_gearmenu","_playerPos","_nearWeed","_weed","_objectID","_objectUID"];
_playerPos = getPosATL player;
_hempqty = {_x == "ItemKiloHemp"} count magazines player;
_nearWeed = count nearestObjects [_playerPos, ["fiberplant"], 4] > 0;
_weed = nearestObject [player, "fiberplant"];
if !(_nearWeed) exitWith {
cutText [format["You need to be near the weed plants in order to gather."], "PLAIN DOWN"];
};
if (_hempqty > 2) exitWith {
cutText [format["WARNING: %1, You have maximum amount of weed in your inventory! You could get arrested by the police ;)", name player], "PLAIN DOWN"];
};
if (dayz_combat == 1) then {
cutText [format["You are in Combat and Cannot Gather the Weed."], "PLAIN DOWN"];
} else {
disableSerialization;
_gearmenu = FindDisplay 106;
_gearmenu CloseDisplay 106;
player playActionNow "Medic";
r_interrupt = false;
sleep 6;
_objectID = _weed getVariable["ObjectID","0"];
_objectUID = _weed getVariable["ObjectUID","0"];
deleteVehicle _weed;
[_objectID,_objectUID] call server_deleteObj;
_weed setDamage 1;
player addMagazine "ItemKiloHemp";
sleep 2;
cutText [format["You've Gathered Some Weed! Smoke that shit or sell it at Black market dealer!!"], "PLAIN DOWN"];
};
EDIT- Nevermind it works... no idea what was going wrong. just restarted the server a couple of times and it was good to go.
do you mind posting your description.ext? everytime i try to add functions to my extra_rc.hpp nothing works, I followed macas right click option to the T and nothing shows up only the plot pole test 1 & 2 work, but when i call a script nothing happens
-
-
How would we accomplish adding this script if we were to have ZSC 3.0, zupa arma & overwatch skins, plotmanagement, and plot for life installed? as far as the defines.hpp because I keep getting issues when I try to add this mod.
Here is my description.ext
#include "ZSC\config\cfgServerTrader.hpp"
#include "Custom\customloot\CfgBuildingLoot.hpp"
respawn = "BASE";
respawndelay = 5;
onLoadMission= "DayZ Epoch Chernarus";
OnLoadIntro = "Welcome to DayZ Epoch Chernarus";
OnLoadIntroTime = False;
OnLoadMissionTime = False;
disabledAI = true;
disableChannels[]={0,2,6};
enableItemsDropping = 0;
briefing = 0;
debriefing = 0;
onPauseScript = "";
loadScreen = "\z\addons\dayz_code\gui\dayz_logo_ca.paa";
class Header
{
gameType = COOP; //DM, Team, Coop, ...
minPlayers = 1; //min # of players the mission supports
maxPlayers = 100; //Max # of players the mission supports
};
aiKills = 1;
diagRadio = 1;
diagHit = 1;
class RscText
{
type = 0;
idc = -1;
x = 0;
y = 0;
h = 0.037;
w = 0.3;
style = 0x100;
font = Zeppelin32;
SizeEx = 0.03921;
colorText[] = {1,1,1,1};
colorBackground[] = {0, 0, 0, 0};
linespacing = 1;
};
class RscPicture
{
access=0;
type=0;
idc=-1;
style=48;
colorBackground[]={0,0,0,0};
colorText[]={1,1,1,1};
font="TahomaB";
sizeEx=0;
lineSpacing=0;
text="";
};
class RscLoadingText : RscText
{
style = 2;
x = 0.323532;
y = 0.666672;
w = 0.352944;
h = 0.039216;
sizeEx = 0.03921;
colorText[] = {0.543,0.5742,0.4102,1.0};
};
class RscProgress
{
x = 0.344;
y = 0.619;
w = 0.313726;
h = 0.0261438;
texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
colorFrame[] = {0,0,0,0};
colorBar[] = {1,1,1,1};
};
class RscProgressNotFreeze
{
idc = -1;
type = 45;
style = 0;
x = 0.022059;
y = 0.911772;
w = 0.029412;
h = 0.039216;
texture = "#(argb,8,8,3)color(0,0,0,0)";
};
//
// the loading screen itself
//
class DayZ_loadingScreen
{
idd = -1;
duration = 10e10;
fadein = 0;
fadeout = 0;
name = "loading screen";
class controlsBackground
{
class blackBG : RscText
{
x = safezoneX;
y = safezoneY;
w = safezoneW;
h = safezoneH;
text = "";
colorText[] = {0,0,0,0};
colorBackground[] = {0,0,0,1};
};
/*
class nicePic : RscPicture
{
style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO
x = safezoneX + safezoneW/2 - 0.25;
y = safezoneY + safezoneH/2 - 0.2;
w = 0.5;
h = 0.4;
text = "img\nicePic.paa";
};
*/
};
class controls
{
class Title1 : RscLoadingText
{
text = "$STR_LOADING"; // "Loading" text in the middle of the screen
};
class CA_Progress : RscProgress // progress bar, has to have idc 104
{
idc = 104;
type = 8; // CT_PROGRESS
style = 0; // ST_SINGLE
texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
};
class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse
{
idc = 103;
};
class Name2: RscText // the text on the top-left
{
idc = 101;
x = 0.05;
y = 0.029412;
w = 0.9;
h = 0.04902;
text = "";
sizeEx = 0.05;
colorText[] = {0.543,0.5742,0.4102,1.0};
};
};
};
class RscPictureGUI
{
access = 0;
type = 0;
idc = -1;
colorBackground[] = {0,0,0,0};
colorText[] = {0.38,0.63,0.26,0.75};
font = "TahomaB";
sizeEx = 0;
lineSpacing = 0;
text = "";
style = "0x30 + 0x100";
x = 0;
y = 0;
w = 0.2;
h = 0.15;
};
class RscTextGUIK {
type = 0;
idc = -1;
style = 0x02;
colorBackground[] = {0,0,0,0};
colorText[] = {1, 1, 1, 0.5};
//color[] = {1, 1, 1, 0.5};
font = "TahomaB";
size = 0.03;
sizeEx = 0.03;
x = 0;
y = 0;
w = 0.1;
h = 0.2;
};
class RscTitles
{
#include "ZSC\config\ZSChud.hpp"
};
#include "doorManagement\defines.hpp"
#include "doorManagement\doorUnlock.hpp"
#include "doorManagement\doorManagement.hpp"
#include "doorManagement\ComboLockUI.hpp"
#include "ZSC\config\ZSCdefines.hpp"
#include "ZSC\config\ZSCdialogs.hpp"
#include "custom\snap_pro\snappoints.hpp"
#include "Custom\plotManagement\plotManagement.hpp"
#include "zupa\skins\SkinGui.hpp"
#include "Custom\extra_rc.hpp"
[Release] 2.1 Plot Management - UPDATED Object Counter
in A2: Epoch Mods (1.0.5.1)
Posted
that worked, thanks!
I'm having another issue, but im not sure you can help or not. For some reason I cannot snap my items that im building together, when I click the F function it only changes the function of fire.