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SadBoy1981

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  1. Like
    SadBoy1981 got a reaction from Dew in Custom Dynamic Vehicle Spawn Points   
    On my server was problem when all server vehicles was somewhere in forest, broken and stay there a long time after database delete them as inactiv. 
    Also new players dont like when in the  cities dont have any car so i make my own dynamic vehicle spawn points.
    Maybe someone do this before, anyway want to share my one.
     
    1.Delete line on init.sqf 
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf"; 2. Same place after
    if (isServer) then { add  (in my case i have folder called "bases", but you can change it. )
    [] execVM "bases\server_vehicles.sqf"; 3. Now add code inside server_vehicles.sqf
     



    To make new spawn points you can  use  3d editor, save mission file, edit and copy inside server_vehicles.sqf
    After you save mission file from 3d editor only what you must to change is  _this to _object and add 4 lines for each vehicle.
    _object setVariable ["malsar",1,true]; _uniqueid = str(round(random 999999)); _object setVariable ["ObjectID", _uniqueid, true]; _object setVariable ["ObjectUID", _uniqueid, true]; Also if vehicles kill palyers and blow up u must open your compile/server_updateObject.sqf search for line 
    if (!_parachuteWest and !(locked _object)) then { and add above 
    if (_object getVariable "MalSar" == 1) exitWith {};  I have spawn points only in big cities like Cherno, Elektro so you can add your own spawn points and vehicles.
    ALL VEHICLES SPAWN BACK TO SPAWN POINTS AFTER RESTART.
     
    (sorry my bad english)
     

  2. Like
    SadBoy1981 got a reaction from Rythron in Christmas Tree in Stary Trader Zone   
    Edit:
     
     
    Now christmas tree around all map!
     
    All default Trader zones.
     
    Cherno, Elektro, zelenogorsk ...
     
     
    In init.sqf after 
    if (isServer) then { add
    [] execVM "christmas\init.sqf"; Download files and put in your mission folder. 
     
     CHRISTMAS TREE
     
     

     
     
     
     
     
     

     
     
     

     
     
     

     
     
     
    Enjoy =)
  3. Like
    SadBoy1981 got a reaction from calamity in [REQUEST] Debug Monitor and HUD   
    My old debug
     
    Works fine and closing with F8, first  click make it smaller, second one close it .
    In the end of  your init.sqf paste this one after 
    if (!isDedicated) then { add
    //HotKey(F8) waituntil {!IsNull (findDisplay 46)}; _SpecKeyDown = (findDisplay 46) displayAddEventHandler ["KeyDown", loadFile "hotkeys.sqf"]; //Debug Monitor [] execVM "custom_monitor.sqf"; Next make file custom_monitor.sqf same place where is init.sqf  and paste inside:
     
     



     
    Same place create file hotkeys.sqf and paste:
    if (_this select 1 == 66) then { hintSilent ""; custom_monitor_state = custom_monitor_state + 1; if (custom_monitor_state>2) then { custom_monitor_state = 0; }; }; Hope this helps
  4. Like
    SadBoy1981 got a reaction from Pinkyizthebrain in Vilayer scripting help   
    i can do it for you, IM me list of scripts and i will make mission file with all what u need
  5. Like
    SadBoy1981 got a reaction from Pinkyizthebrain in Vilayer scripting help   
    .
  6. Like
    SadBoy1981 got a reaction from Altexist in Vilayer scripting help   
    i can do it for you, IM me list of scripts and i will make mission file with all what u need
  7. Like
    SadBoy1981 got a reaction from Linux in [RELEASE] Christmas Tree on Chernarus Map!   
    You can find my post also in  A2: Custom Bases section, but now i want to share it here..
     
    Christmas tree must to be  not like just a custom base :) so here is my tree...
     
    All Trader zones and big cities on Chernarus..
     
     
    In init.sqf after
    if (isServer) then { add
    [] execVM "christmas\init.sqf"; Download files and put in your mission folder.
     
    Christmas
     
    Also mission file with mission.biedi 
     
    https://www.dropbox.com/s/jutbuapozbii90c/stary_sobor_1.rar?dl=0
     

     
     

     
     

     
     

     
     

     
     

  8. Like
    SadBoy1981 got a reaction from Dew in [RELEASE] Christmas Tree on Chernarus Map!   
    You can find my post also in  A2: Custom Bases section, but now i want to share it here..
     
    Christmas tree must to be  not like just a custom base :) so here is my tree...
     
    All Trader zones and big cities on Chernarus..
     
     
    In init.sqf after
    if (isServer) then { add
    [] execVM "christmas\init.sqf"; Download files and put in your mission folder.
     
    Christmas
     
    Also mission file with mission.biedi 
     
    https://www.dropbox.com/s/jutbuapozbii90c/stary_sobor_1.rar?dl=0
     

     
     

     
     

     
     

     
     

     
     

  9. Like
    SadBoy1981 got a reaction from GaspArt in Christmas Tree in Stary Trader Zone   
    Edit:
     
     
    Now christmas tree around all map!
     
    All default Trader zones.
     
    Cherno, Elektro, zelenogorsk ...
     
     
    In init.sqf after 
    if (isServer) then { add
    [] execVM "christmas\init.sqf"; Download files and put in your mission folder. 
     
     CHRISTMAS TREE
     
     

     
     
     
     
     
     

     
     
     

     
     
     

     
     
     
    Enjoy =)
  10. Like
    SadBoy1981 reacted to SadBoy1981 in Christmas Tree in Stary Trader Zone   
    Edit:
     
     
    Now christmas tree around all map!
     
    All default Trader zones.
     
    Cherno, Elektro, zelenogorsk ...
     
     
    In init.sqf after 
    if (isServer) then { add
    [] execVM "christmas\init.sqf"; Download files and put in your mission folder. 
     
     CHRISTMAS TREE
     
     

     
     
     
     
     
     

     
     
     

     
     
     

     
     
     
    Enjoy =)
  11. Like
    SadBoy1981 got a reaction from Sandbird in Christmas Tree in Stary Trader Zone   
    Edit:
     
     
    Now christmas tree around all map!
     
    All default Trader zones.
     
    Cherno, Elektro, zelenogorsk ...
     
     
    In init.sqf after 
    if (isServer) then { add
    [] execVM "christmas\init.sqf"; Download files and put in your mission folder. 
     
     CHRISTMAS TREE
     
     

     
     
     
     
     
     

     
     
     

     
     
     

     
     
     
    Enjoy =)
  12. Like
    SadBoy1981 got a reaction from pangea in [Release] Custom Action Menu v1.0.4   
    Maybe try this
    init.sqf  end of file 
    [] execVM "RULES\activate.sqf"; Make folder RULES and inside make file activate.sqf with code inside:
    im not sute is this work, need to test!
  13. Like
    SadBoy1981 got a reaction from xBowBii in Random ammo box spawning!   
    Thanks a lot, will try it!!!
  14. Like
    SadBoy1981 got a reaction from Kisvakond in [Release] KeepDocs Mod v0.1   
    After i add this, not only document stay, also craft items, gold etc...
     

  15. Like
    SadBoy1981 got a reaction from Spodermayt in [Release] Mortar Strike v1.1   
    After so much times trying i just need now working version lol )
  16. Like
    SadBoy1981 got a reaction from FragZ in Custom debug monitor   
    _pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture')); Before this line write:  _logo = "";
     
    Or you can make your own logo for monitor. Make picture with name logo.paa file must be in format PAA
    Drop file where is init.sqf and replase line into debug monitor with  _logo = "logo.paa";
  17. Like
    SadBoy1981 got a reaction from bFe in Private Land script   
    deleted
  18. Like
    SadBoy1981 got a reaction from Sandbird in [Release] Dayz.Epoch.3d.Editor.Live.Mission   
    How i must to change this line, i try but nothing works. Im not big Programmer so help me 
     
    if ((getPlayerUID player) in AdminList || (getPlayerUID player) in ModList) then {
     
    when i make it like this one
     
    if ((player getVariable ["playerUID", 0]) in AdminList || (player getVariable ["playerUID", 0]) in ModList) then {
     
    not working
     

  19. Like
    SadBoy1981 got a reaction from Sandbird in [Release] Walk Amongst The Dead - (Hide from zombies like "The Walking Dead")   
    Thanks a lot for helping, now everything works good!!!
     

  20. Like
    SadBoy1981 reacted to Axe Cop in [Release] Multiple Character Support (now compatible with Epoch 1.0.5.1)   
    My new mod may change the way you play DayZ, simply put this mod enables all players on the server to get the choice of using multiple characters (without having to buy multiple copies of ArmA2:CO  :P). I've set up a prototype on my test server with a 3 character selection dialog (see picture below), this may be improved but the base mechanics itself are working great so far.   So when you join a server after the loading screen you see a dialog like this: you have to chose one of 3 character slots every time you log into the server, each character slot is completely independent (different humanity and other stats, like different players). the slot count isn't static but I though 3 is a good start, admins can change the character selection dialog to a different number of slots, if you want you can have 100 slots for each player. :D   This mod can't be archived with a little script, but I've tried to made the installation as easy as possible. For an overview this is what I've done to get this mod working: Database schema: added one extra column "Slot" to the "character_data" table (the database stays fully compatible to the default HiveExt.dll) Custom HiveExt.dll to add a new method for loading all character data of a player (CHILD:100), also a small change to the current load player method to support multiple characters (CHILD:101). I could have made completely new methods for the login process, but this way only a very few modifications are necessary in the Hive code and the script files, but this also means my modified HiveExt.dll is not compatible with servers who don't have the "Slot" column in the "character_data" table one new script for the server and a small change in the server_playerLogin.sqf (to send the slot id to the hive) for the client files I've changed the player monitor to inject the character selection before the login process (see player_monitor.fsm changes below) To visualize the changes made to the login process, take a look at this state machine diagram of the player_monitor.fsm (changes are highlighted in green):

        Download latest version for Epoch 1.0.5 and 1.0.5.1: http://dl.bintray.com/vos/dayz/multichar1.3.3.zip Older versions are available here (for other Epoch version since 1.0.3.1).   Installation instructions I've tried to make the installation as easy as possible and still do it the proper way and change the files like the Epoch devs would do it. Some steps could be changed and the code simply be put in the init.sqf instead of changing the Epoch files, if you have some experience with ArmA script you can do that but if you follow my instructions it is the best way to do it like this in my opinion.   Pre-requirements: a PBO manager and basic knowledge of ArmA script editing.   Note: I've added all changed files to the download package, so you can see how they should look like with the changes applied. If you didn't make any custom changes to those files you can also just use them instead of following my instructions to change the files below.   run the SQL query to add the "Slot" column to the "Character_DATA" table in your Epoch database:
    ALTER TABLE `Character_DATA` ADD COLUMN `Slot` TINYINT UNSIGNED NOT NULL DEFAULT 1 AFTER `PlayerUID`; copy the file HiveExt.dll to the @DayZ_Epoch_Server folder (overwrite the Epoch file) Note: the source code of the HiveExt with my changes can be found here. unpack your dayz_server.pbo and copy the file server_playerCharacters.sqf to the compile sub-folder open the file compile\server_playerLogin.sqf, around line 47 replace
    _key = format["CHILD:101:%1:%2:%3:",_playerID,dayZ_instance,_playerName]; with
    _key = format["CHILD:101:%1:%2:%3:%4:",_playerID,dayZ_instance,_playerName,_this select 2]; open the file init\server_functions.sqf and add the line
    server_playerCharacters = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerCharacters.sqf"; after the line 9
    BIS_Effects_Burn = {}; repack your dayz_server.pbo unpack your mission.pbo (e.g. DayZ_Epoch_11.Chernarus.pbo) if necessary and copy the file RscDisplayCharacterSelect.hpp into the mission folder, open the file description.ext and add this line at the very bottom:
    #include "RscDisplayCharacterSelect.hpp" unpack your dayz_code.pbo (on your PC @DayZ_Epoch\addons\dayz_code.pbo) and copy the files init\publicEH.sqf and system\player_monitor.sqf to a "custom" folder in your mission folder (if you don't already have custom versions of those files), change the references to those files in your init.sqf to something like "custom\publicEH.sqf" and "custom\player_monitor.sqf" copy my custom file player_monitor.fsm to your "custom" folder (the changes in this file are not easy to reproduce, so it may be best you use my custom file instead of adding the changes yourself) open the file publicEH.sqf and add this line above the line starting with "PVDZE_plr_Login" (around line 54):
    "PVDZE_plr_Characters" addPublicVariableEventHandler {_id = (_this select 1) spawn server_playerCharacters}; open the file player_monitor.sqf and change the path to my custom player_monitor.fsm so that the line looks something like this:
    _id = [] execFSM "custom\player_monitor.fsm"; repack your mission.pbo if necessary   That's it! Yeah I know not the easiest mod to install, but that is DayZ/Epoch.. I Hope I didn't forget anything, but I think that is all.  :P     Restrictions (since version 1.1) I've added two restrictions to minimize the possibilities for players to abuse quick character switching: character switch timeout - how often a player can switch to another living character (in minutes), the last used slot is always available and the player can also spawn fresh if he has a dead character or never used slot minimum distance to dead bodies of the same player - calculates the distance to previously died characters of the player (in meters), this will prevent the player from "stacking" two or more characters at the same place (like a base) and switch to another character if one dies There are global config variables for changing the default settings for the restrictions:
    DZE_CharacterSwitchTimeout = 30; // default 30 minutes timeout (0 to disable) DZE_CharacterMinDistance = 1000; // default 1000 meters min distance (0 to disable) You can add those variables to the config section in the init.sqf.
     
    Here a screenshot how it may look like with active restrictions:

    Disabled character slots are displayed with a red disabled button (cannot be pressed) with info text on the button.
    If one or more restrictions apply there is also be an info text displayed at the bottom of the screen.
     
    Note: at the moment there is no automatic timer or anything to count the timeout down, you have to manually press the refresh button to refresh the character data and last login time.
     
     
    Suggestions and ideas welcome. Also for the character selection dialog what do you like to see on there?
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