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Posts posted by Smooth137
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oh and thanks a lot :)
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what do you mean by info?
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this script is easy until part 4... after that i do not understand...
i will pay $$$ if somebody help me install this
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i will pay you if you help me install this!
the only script in the server is this one (single currency)
mail me if you can help me and want to make money
thank you!
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this is the link
http://www.epochservers.com/viewtopic.php?f=14&t=13&sid=4d68d5283b8d5635f8323b5ed02979bf
but i think i have find something.. a guy have the same problem
Re: [Release] Add Right Click Options To Itemsby speaR » Sun Jun 15, 2014 7:03 pmI'm having some issues. You are talking about Compiles.sqf. Can i simply copy the one from my dayz_code.pbo\init? Same with ui_selectSlot.sqf if I want to use my own one and just replace the named links? Would be happy about some helping answers :-)and this guy replyRe: [Release] Add Right Click Options To Itemsby maxpayne25 » Mon Jun 16, 2014 2:07 pmExactly. Place new compiles whereever you want on mission side.Then just add custom compiles to your init.sqf with this code under old call.call compile preprocessFileLineNumbers "yourfolder\compiles.sqf";i think this could help me but im not sure to understand.. (english not first language..) -
Hi!i have a good questionfor adding maca's right click optionsit tell me to do :In compiles.sqf you need to override player_selectSlotCODE: SELECT ALLplayer_selectSlot = compile preprocessFileLineNumbers "dayz_code\compile\ui_selectSlot.sqf"but if i have a empty file with only a few line like you say.. i dont have this..its only in dayz_code.pbo..i dont know where to overide those linescan someone help me?
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Bump?
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Hi!
i input this in my config and its not working...
WeaponCursor = 0;
help me?
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When im close to it, truck stops.
It horns 3 times.
I go on the back of truck but CANT ENTER IT.
i dont have option to enter.
same thing for me! is it possible it go in conflict with WPD's menu?
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i'm sorry i have problems with spoilers..
i do like MGT said: like this [ spoiler ] content [ / spoiler ] without the spaces
i don't know why its doing this...
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Hi everybody i think i have found a huge problem in my server!i have this compile.sqf (actualcompile.sqf).. its almost emptyplayer_build = compile preprocessFileLineNumbers "custom\snap_pro\player_build.sqf";snap_build = compile preprocessFileLineNumbers "custom\snap_pro\snap_build.sqf";dayz_spaceInterrupt = compile preprocessFileLineNumbers "custom\snap_pro\dayz_spaceInterrupt.sqf";};player_updateGui = compile preprocessFileLineNumbers "dayz_code\compile\player_updateGui.sqf";zombie_generate = compile preprocessFileLineNumbers "zupa\walkers\zombie_generate.sqf";wild_spawnZombies = compile preprocessFileLineNumbers "zupa\walkers\wild_spawnZombies.sqf";and i saw that i have to copy it from day_code.pbo and not make a new blank filewith only the lines i needso now i have copy the compile from dayz_code.pbo and i have added my lines that i need formy scripts in the new compile (newcompiles.sqf) to work but it messed up everything..FUNCTION COMPILES*///Player onlyif (!isDedicated) then {"filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";zombie_generate = compile preprocessFileLineNumbers "zupa\walkers\zombie_generate.sqf";wild_spawnZombies = compile preprocessFileLineNumbers "zupa\walkers\wild_spawnZombies.sqf";player_updateGui = compile preprocessFileLineNumbers "dayz_code\compile\player_updateGui.sqf";player_build = compile preprocessFileLineNumbers "custom\snap_pro\player_build.sqf";snap_build = compile preprocessFileLineNumbers "custom\snap_pro\snap_build.sqf";dayz_spaceInterrupt = compile preprocessFileLineNumbers "custom\snap_pro\dayz_spaceInterrupt.sqf";BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombieplayer_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack themfnc_usec_damageActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageActions.sqf"; //Checks which actions for nearby casualtyfnc_inAngleSector = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf"; //Checks which actions for nearby casualtyfnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; //Checks which actions for selffnc_usec_unconscious = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf";player_temp_calculation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf"; //Temperatur System //TeeChangeplayer_weaponFiredNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponFiredNear.sqf";player_animalCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_animalCheck.sqf";player_spawnCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf";player_dumpBackpack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_dumpBackpack.sqf";building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf";building_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf";dayz_spaceInterrupt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\dayz_spaceInterrupt.sqf";player_fired = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf"; //Runs when player fires. Alerts nearby Zeds depending on calibre && audial ratingplayer_harvest = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_harvest.sqf";player_packTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf";player_packVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packVault.sqf";player_unlockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockVault.sqf";player_removeObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\remove.sqf";player_removeNearby = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeNearby.sqf";player_removeTankTrap = {//Object Array, Range, Error Message (@Skaronator)[["Hedgehog_DZ"], 1,"STR_EPOCH_ACTIONS_14"] call player_removeNearby;};player_removeNet = {[["DesertLargeCamoNet","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ"], 5,"str_epoch_player_8"] call player_removeNearby;};player_login = {private ["_unit","_detail"];_unit = _this select 0;_detail = _this select 1;if(_unit == getPlayerUID player) then {player setVariable["publish",_detail];};};player_unlockDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockDoor.sqf";player_changeCombo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_changeCombo.sqf";player_lockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_lockVault.sqf";player_updateGui = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGui.sqf";player_crossbowBolt = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_crossbowBolt.sqf";player_music = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_music.sqf"; //Used to generate ambient musicplayer_death = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_death.sqf";player_switchModel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf";player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf";world_sunRise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_sunRise.sqf";world_surfaceNoise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_surfaceNoise.sqf";player_humanityMorph = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf";player_throwObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_throwObject.sqf";player_alertZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_alertZombies.sqf";player_fireMonitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf";fn_gearMenuChecks = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_gearMenuChecks.sqf";//Objectsobject_roadFlare = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_roadFlare.sqf";object_setpitchbank = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_setpitchbank.sqf";object_monitorGear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_monitorGear.sqf";local_roadDebris = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_roadDebris.sqf";//Zombieszombie_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_findTargetAgent.sqf";zombie_loiter = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_loiter.sqf"; //Server compile, used for loiter behaviourzombie_generate = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf"; //Server compile, used for loiter behaviourwild_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\wild_spawnZombies.sqf"; //Server compile, used for loiter behaviourpz_attack = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pzombie\pz_attack.sqf";dog_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dog_findTargetAgent.sqf";//actionsplayer_countmagazines = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_countmagazines.sqf";player_addToolbelt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addToolbelt.sqf";player_copyKey = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_copyKey.sqf";player_reloadMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_reloadMags.sqf";player_loadCrate = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_loadCrate.sqf";player_craftItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf";player_tentPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\tent_pitch.sqf";player_vaultPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\vault_pitch.sqf";player_drink = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_drink.sqf";player_eat = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_eat.sqf";player_useMeds = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useMeds.sqf";player_fillWater = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\water_fill.sqf";player_makeFire = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_makefire.sqf";player_harvestPlant = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_harvestPlant.sqf";player_goFishing = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_goFishing.sqf";player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";player_wearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";object_pickup = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_pickup.sqf";player_flipvehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_flipvehicle.sqf";player_sleep = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sleep.sqf";player_antiWall = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_antiWall.sqf";player_deathBoard = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\list_playerDeathsAlt.sqf";player_plotPreview = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_showPlotRadius.sqf";player_upgradeVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_upgradeVehicle.sqf";//uiplayer_selectSlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf";player_gearSync = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSync.sqf";player_gearSet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSet.sqf";ui_changeDisplay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_changeDisplay.sqf";ui_gear_sound = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_gear_sound.sqf";//Systemplayer_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_monitor.sqf";player_spawn_1 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_1.sqf";player_spawn_2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_2.sqf";onPreloadStarted "dayz_preloadFinished = false;";onPreloadFinished "dayz_preloadFinished = true;";// helper functionsplayer_hasTools = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_hasTools.sqf";player_checkItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_checkItems.sqf";player_removeItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_removeItems.sqf";//Trader ["Trader City Name",false,"enter"] - Trader City Name | Show Message | "enter" || "leave"player_traderCity = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderCity.sqf";// combination of check && remove itemsplayer_checkAndRemoveItems = {private ["_items","_b"];_items = _this;_b = _items call player_checkItems;if (_b) then {_b = _items call player_removeItems;};_b};dayz_HungerThirst = {dayz_hunger = dayz_hunger + (_this select 0);dayz_thirst = dayz_thirst + (_this select 1);};epoch_totalCurrency = {// total currency_total_currency = 0;{_part = (configFile >> "CfgMagazines" >> _x);_worth = (_part >> "worth");if isNumber (_worth) then {_total_currency = _total_currency + getNumber(_worth);};} count (magazines player);_total_currency};epoch_itemCost = {_trade_total = 0;{_part_in_configClass = configFile >> "CfgMagazines" >> (_x select 0);if (isClass (_part_in_configClass)) then {_part_inWorth = (_part_in_configClass >> "worth");if isNumber (_part_inWorth) then {_trade_total = _trade_total + (getNumber(_part_inWorth) * (_x select 1));};};} count _this;//diag_log format["DEBUG TRADER ITEMCOST: %1", _this];_trade_total};epoch_returnChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_returnChange.sqf";// usage [["partinclassname",4]] call epoch_returnChange;dayz_losChance = {private["_agent","_maxDis","_dis","_val","_maxExp","_myExp"];_agent = _this select 0;_dis = _this select 1;_maxDis = _this select 2;// diag_log ("VAL: " + str(_this));_val = (_maxDis - _dis) max 0;_maxExp = ((exp 2) * _maxDis);_myExp = ((exp 2) * (_val)) / _maxExp;_myExp = _myExp * 0.7;_myExp};ui_initDisplay = {private["_control","_ctrlBleed","_display","_ctrlFracture","_ctrlDogFood","_ctrlDogWater","_ctrlDogWaterBorder", "_ctrlDogFoodBorder"];disableSerialization;_display = uiNamespace getVariable 'DAYZ_GUI_display';_control = _display displayCtrl 1204;_control ctrlShow false;if (!r_player_injured) then {_ctrlBleed = _display displayCtrl 1303;_ctrlBleed ctrlShow false;};if (!r_fracture_legs && !r_fracture_arms) then {_ctrlFracture = _display displayCtrl 1203;_ctrlFracture ctrlShow false;};_ctrlDogFoodBorder = _display displayCtrl 1501;_ctrlDogFoodBorder ctrlShow false;_ctrlDogFood = _display displayCtrl 1701;_ctrlDogFood ctrlShow false;_ctrlDogWaterBorder = _display displayCtrl 1502;_ctrlDogWaterBorder ctrlShow false;_ctrlDogWater = _display displayCtrl 1702;_ctrlDogWater ctrlShow false};dayz_losCheck = {private["_target","_agent","_cantSee"];_target = _this select 0; // PUT THE PLAYER IN FIRST ARGUMENT!!!!_agent = _this select 1;_cantSee = true;if (!isNull _target) then {_tPos = visiblePositionASL _target;_zPos = visiblePositionASL _agent;_tPos set [2,(_tPos select 2)+1];_zPos set [2,(_zPos select 2)+1];if ((count _tPos > 0) && (count _zPos > 0)) then {_cantSee = terrainIntersectASL [_tPos, _zPos];if (!_cantSee) then {_cantSee = lineIntersects [_tPos, _zPos, _agent, vehicle _target];};};};_cantSee};dayz_equipCheck = {private ["_empty", "_needed","_diff","_success"];_config = _this;_empty = [player] call BIS_fnc_invSlotsEmpty;_needed = [_config] call BIS_fnc_invSlotType;_diff = [_empty,_needed] call BIS_fnc_vectorDiff;_success = true;{if (_x > 0) then {_success = false};} count _diff;hint format["Config: %5\nEmpty: %1\nNeeded: %2\nDiff: %3\nSuccess: %4",_empty,_needed,_diff,_success,_config];_success};vehicle_gear_count = {private["_counter"];_counter = 0;{_counter = _counter + _x;} count _this;_counter};player_tagFriendlyMsg = {if(player == (_this select 0)) then {cutText[(localize "str_epoch_player_2"),"PLAIN DOWN"];};};player_serverModelChange = {private["_object","_model"];_object = _this select 0;_model = _this select 1;if (_object == player) then {_model call player_switchModel;};};player_guiControlFlash = {private["_control"];_control = _this;if (ctrlShown _control) then {_control ctrlShow false;} else {_control ctrlShow true;};};gearDialog_create = {private ["_i","_dialog"];if (!isNull (findDisplay 106)) then {(findDisplay 106) closeDisplay 0;};openMap false;closeDialog 0;if (gear_done) then {sleep 0.001;};player action ["Gear", player];if (gear_done) then {sleep 0.001;};_dialog = findDisplay 106;_i = 0;while {isNull _dialog} do {//DO NOT CHANGE TO A FOR LOOP!_i = _i + 1;_dialog = findDisplay 106;if (gear_done) then {sleep 0.001;};if (_i in [100,200,299]) then {closeDialog 0;player action ["Gear", player];};if (_i > 300) exitWith {};};if (gear_done) then {sleep 0.001;};_dialog = findDisplay 106;if ((parseNumber(_this select 0)) != 0) then {ctrlActivate (_dialog displayCtrl 157);if (gear_done) then {waitUntil {ctrlShown (_dialog displayCtrl 159)};sleep 0.001;};};_dialog};gear_ui_offMenu = {private["_control","_parent","_menu"];disableSerialization;_control = _this select 0;_parent = findDisplay 106;if (!(_this select 3)) then {for "_i" from 0 to 9 do {_menu = _parent displayCtrl (1600 + _i);_menu ctrlShow false;};_grpPos = ctrlPosition _control;_grpPos set [3,0];_control ctrlSetPosition _grpPos;_control ctrlShow false;_control ctrlCommit 0;};};dze_surrender_off = {player setVariable ["DZE_Surrendered", false, true];DZE_Surrender = false;};gear_ui_init = {private["_control","_parent","_menu","_dspl","_grpPos"];disableSerialization;_parent = findDisplay 106;_control = _parent displayCtrl 6902;for "_i" from 0 to 9 do {_menu = _parent displayCtrl (1600 + _i);_menu ctrlShow false;};_grpPos = ctrlPosition _control;_grpPos set [3,0];_control ctrlSetPosition _grpPos;_control ctrlShow false;_control ctrlCommit 0;};dayz_eyeDir = {private["_vval","_vdir"];_vval = (eyeDirection _this);_vdir = (_vval select 0) atan2 (_vval select 1);if (_vdir < 0) then {_vdir = 360 + _vdir};_vdir};DZE_getModelName = {_objInfo = toArray(str(_this));_lenInfo = count _objInfo - 1;_objName = [];_i = 0;// determine where the object name starts{if (58 == _objInfo select _i) exitWith {};_i = _i + 1;} count _objInfo;_i = _i + 2; // skip the ": " partfor "_k" from _i to _lenInfo do {_objName set [(count _objName), (_objInfo select _k)];};_objName = toLower(toString(_objName));_objName};dze_isnearest_player = {private ["_notClosest","_playerDistance","_nearPlayers","_obj","_playerNear"];if(!isNull _this) then {_nearPlayers = _this nearEntities ["CAManBase", 12];_playerNear = ({isPlayer _x} count _nearPlayers) > 1;_notClosest = false;if (_playerNear) then {// check if another player is closer_playerDistance = player distance _this;{if (_playerDistance > (_x distance _this)) exitWith { _notClosest = true; };} count _nearPlayers;};} else {_notClosest = false;};_notClosest};// trader menu codeif (DZE_ConfigTrader) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuConfig.sqf";}else{call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuHive.sqf";};// recent murders menu codecall compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_murderMenu.sqf";//This is still needed but the fsm should terminate if any errors pop up.[] spawn {private["_timeOut","_display","_control1","_control2"];disableSerialization;_timeOut = 0;dayz_loadScreenMsg = "";diag_log "DEBUG: loadscreen guard started.";_display = uiNameSpace getVariable "BIS_loadingScreen";if (!isNil "_display") then {_control1 = _display displayctrl 8400;_control2 = _display displayctrl 102;};if (!isNil "dayz_DisplayGenderSelect") then {waitUntil {!dayz_DisplayGenderSelect};};// 120 sec timeout (12000 * 0.01)while { _timeOut < 12000 } do {if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!"; };if (!isNil "_display") then {if ( isNull _display ) then {waitUntil { !dialog; };startLoadingScreen ["","RscDisplayLoadCustom"];_display = uiNameSpace getVariable "BIS_loadingScreen";_control1 = _display displayctrl 8400;_control2 = _display displayctrl 102;};if ( dayz_loadScreenMsg != "" ) then {_control1 ctrlSetText dayz_loadScreenMsg;dayz_loadScreenMsg = "";};_control2 ctrlSetText format["%1",round(_timeOut*0.01)];};_timeOut = _timeOut + 1;if (_timeOut >= 12000) then {1 cutText [localize "str_player_login_timeout", "PLAIN DOWN"];sleep 10;endLoadingScreen;endMission "END1";};sleep 0.01;};};dayz_meleeMagazineCheck = {private["_meleeNum","_magType"];_magType = ([] + getArray (configFile >> "CfgWeapons" >> _wpnType >> "magazines")) select 0;_meleeNum = ({_x == _magType} count magazines player);if (_meleeNum < 1) then {player addMagazine _magType;};};dayz_originalPlayer = player;progressLoadingScreen 0.8;};//BothBIS_fnc_selectRandom = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf";BIS_fnc_vectorAdd = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_vectorAdd.sqf";BIS_fnc_halo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_halo.sqf";BIS_fnc_findNestedElement = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_findNestedElement.sqf";BIS_fnc_param = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_param.sqf";fnc_buildWeightedArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf"; //Checks which actions for nearby casualtyfnc_usec_damageVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerVehicle.sqf"; //Event handler run on damage// object_vehicleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_vehicleKilled.sqf"; //Event handler run on damageobject_setHitServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHitServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)object_setFixServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setFixServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)object_getHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_getHit.sqf"; //gets the hit value for a HitPoint (i.e. HitLegs) against the selection (i.e. "legs"), returns the valueobject_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)object_processHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf"; //process the hit in the REVO damage system (records && sets hit)object_delLocal = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_delLocal.sqf";// object_cargoCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf"; //Run by the player || server to monitor changes in cargo contentsfnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damagefnc_veh_ResetEH = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\veh_ResetEH.sqf"; //Initialize vehicle// Vehicle damage fixvehicle_handleDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf";vehicle_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleKilled.sqf";//fnc_vehicleEventHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\vehicle_init.sqf"; //Initialize vehiclefnc_inString = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inString.sqf";fnc_isInsideBuilding = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding;fnc_isInsideBuilding2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding2.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding2;fnc_isInsideBuilding3 = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding3.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding3;dayz_zombieSpeak = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_speak.sqf"; //Used to generate random speech for a unitvehicle_getHitpoints = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getHitpoints.sqf";local_gutObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf"; //Generated on the server (|| local to unit) when gutting an objectlocal_lockUnlock = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehiclelocal_gutObjectZ = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObjectZ.sqf"; //Generated on the server (|| local to unit) when gutting an objectlocal_zombieDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf"; //Generated by the client who created a zombie to track damagelocal_eventKill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf"; //Generated when something is killed//player_weaponCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponCheck.sqf"; //Run by the player || server to monitor whether they have picked up a new weaponcurTimeStr = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_curTimeStr.sqf";player_medBandage = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf";player_medInject = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medInject.sqf";player_medEpi = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medEpi.sqf";player_medTransfuse = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medTransfuse.sqf";player_medMorphine = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medMorphine.sqf";player_breaklegs = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBreakLegs.sqf";player_medPainkiller = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medPainkiller.sqf";world_isDay = {if ((daytime < (24 - dayz_sunRise)) && (daytime > dayz_sunRise)) then {true} else {false}};player_humanityChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityChange.sqf";spawn_loot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot.sqf";spawn_loot_small = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot_small.sqf";// player_projectileNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_projectileNear.sqf";FNC_GetSetPos = { //DO NOT USE IF YOU NEED ANGLE COMPENSATION!!!!private "_pos";_thingy = _this select 0;_pos = getPosASL _thingy;if (surfaceIsWater _pos) then {_thingy setPosASL _pos;} else {_thingy setPosATL (ASLToATL _pos);};};FNC_GetPos = {private "_pos";if (isNil {_this select 0}) exitWith {[0,0,0]};_thingy = _this select 0;_pos = getPosASL _thingy;if !(surfaceIsWater _pos) then {_pos = ASLToATL _pos;};_pos};local_setFuel = {private["_qty","_vehicle"];_vehicle = _this select 0;_qty = _this select 1;_vehicle setFuel _qty;};zombie_initialize = {private ["_unit","_position"];_unit = _this select 0;if (isServer) then {_unit addEventHandler ["local", {_this call zombie_findOwner}];};_id = _unit addeventhandler["HandleDamage", { _this call local_zombieDamage }];_id = _unit addeventhandler["Killed", { [_this, "zombieKills"] call local_eventKill }];};dayz_EjectPlayer = {// check if player in vehicleprivate ["_noDriver","_vehicle","_inVehicle"];_vehicle = vehicle player;_inVehicle = (_vehicle != player);if(_inVehicle) then {_noDriver = ((_vehicle emptyPositions "driver") > 0);if (_noDriver && (speed _vehicle) != 0) then {player action [ "eject", _vehicle];};};};player_sumMedical = {private["_character","_wounds","_legs","_arms","_medical"];_character = _this;_wounds = [];if (_character getVariable["USEC_injured",false]) then {{if (_character getVariable[_x,false]) then {_wounds set [count _wounds,_x];};} count USEC_typeOfWounds;};_legs = _character getVariable ["hit_legs",0];_arms = _character getVariable ["hit_arms",0];_medical = [_character getVariable["USEC_isDead",false],_character getVariable["NORRN_unconscious", false],_character getVariable["USEC_infected",false],_character getVariable["USEC_injured",false],_character getVariable["USEC_inPain",false],_character getVariable["USEC_isCardiac",false],_character getVariable["USEC_lowBlood",false],_character getVariable["USEC_BloodQty",12000],_wounds,[_legs,_arms],_character getVariable["unconsciousTime",0],_character getVariable["messing",[0,0]]];_medical};//Server Onlyif (isServer) then {call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf";} else {eh_localCleanup = {};};initialized = true;the server do start but its not loading my scripts correctly and wholesaler still not working...(sorry for bad english.. not my first language..)Thanks!
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Hi!
i need some help with this one.
in github they tell me to change those lines :
Search for
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";Replace with
call compile preprocessFileLineNumbers "Custom\A_Plot_for_Life\init\variables.sqf";but i have this in my init. bcz of other mods.. ?call compile preprocessFileLineNumbers "init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early)call compile preprocessFileLineNumbers "custom\Buildables\variables.sqf";i'm not sure what to do? -
maybe it sound a little bit noob but..
do i have to insert them in Cfgloot.hpp ?
EDIT : it was in Cfgloot.hpp ...
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Thanks guys you are awsome!
this is really appreciated
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Hi everybody!
First post here..
i would like to know if its possible to input those items in the loot table?
- (Soda) Dr. Wasteland (Dr. wasteland)- (Soda) Mikhail Made Lemonade (-=PA=-Mikhail)- (Soda) LVG Root Beer (LVG)- (Soda) Mountain Green- (Soda) mZLY yZLY (mZLY)- (Soda) R4Z0R soda (R4Z0R)- (Soda) Smasht (Smasht)- (Beer) Rabbitman (Rabbitman)- (Can) Bad Guy's Ubiquitous Peaches (UbiquitousBadGuy)- (Can) Chef Boneboy Ravioli (Boneboys)- (Can) Curgon's Chicken Noodle Soup (Curgon)- (Can) Demon Groves Green Beans (DemonGroover)- (Can) FraggleOs (Fraggle)- (Can) Griff Black Beans (Griff)- (Can) Herpy Dooves Canned Muffins (DerpyHooves)- (Can) Orlok Mixed Fruit (orlok)- (Can) Powell's New England Clam Chowder (Powell)- (Can) Unlabeled Can- (Can) Tyler's Kidney Beans- (Can) Conrad's Whole Kernel Corni think its from 1.7.6...i have them in my all item box in Infistar, but they are not in the loot tableand i dont find the classnames?i hope somebody is gonna be able to help me.Thank you! -
Where can we find the link for Antichrist custom base? bcz they are really nice!
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can somebody please make a new tutorial for this one!
i try everything correctly and still not working...
thank you and sorry for my bad english
$$$ FOR HELP! can someone help me?
in Scripting
Posted
Everything is ok Now Thanks for the help the post is done