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StiflersM0M

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  1. Like
    StiflersM0M got a reaction from hekut146 in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    ==================================Step by Step guide================================
    I have alot of custom scripts and files in my server, so i decided to look into the custom scripts from RimBlock and search what he has changed so i can make a step by step guide for guys who have the same problem like me. But ok lets start now.
     
    Required:
    -Time about an hour
    -Custom compiles.sqf
    -A general knowledge about scripting and formating
    -Brain.exe
     
    At first here is a file list compare it with your custom folder if some files are missing get them from the DayZ_Code.pbo.


    If you checked theese list and maked sure that you have every file, you can start with the compiles.sqf
    Remeber, i use my own file path´s, if you have another folder who is not named "Custom" you need to change the path´s to fit your folders.
    I also call the custom compiles.sqf twice, so first the original one then the custom one, so my compiles.sqf looks like this:



    So, now we came to the changes in every file:
    fn_damageActions.sqf


     Fn_sefactions.sqf


     player_packtent.sqf


    player_unlockvault.sqf


    remove.sqf


    player_updateGui.sqf


    tent_pitch.sqf


    vault_pitch.sqf


    player_build.sqf


    player_buildingDowngrade.sqf


    player_tagfriendly.sqf


    player_upgrade.sqf


    Server_monitor.sqf


    Now go to your init.sqf
    and find:
    _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf"; and replace it with your custom path pointing to your custom folder in my case it looks like this:
     
    _serverMonitor = [] execVM "custom\server_monitor.sqf"; For me everything is working, i dont test the script before, i doed exact the same like above and its working for me with vanilla epoch and with my normal MPmission where i have about 22 custom files from the dayz_code.pbo.
    #Edit: fixxed some synatx errors in my instruction
  2. Like
    StiflersM0M got a reaction from DjReactive in [HOW TO] Disable/Forbid Repair vehicle in safe zones   
    2 ways.
     
    1. you modify the action in fn_selfaction.sqf.
     
    2. you modify salvage_vehicle.sqf
     
    salvage_vehicle.sqf:
    if !(canBuild) exitwith {titleText [format["You are not allowed to salvage vehicles in safezones!"], "PLAIN DOWN"];}; add the code above under this:
    {dayz_myCursorTarget removeAction _x} count s_player_repairActions;s_player_repairActions = []; 1. Fn_selfaction.sqf:
     
    find 
    //Repairing Vehicles if ((dayz_myCursorTarget != _cursorTarget) && _isVehicle && !_isMan && _hasToolbox && (damage _cursorTarget < 1) && !_isDisallowRepair) then { if (s_player_repair_crtl < 0) then { dayz_myCursorTarget = _cursorTarget; _menu = dayz_myCursorTarget addAction [localize "STR_EPOCH_PLAYER_REPAIRV", "\z\addons\dayz_code\actions\repair_vehicle.sqf",_cursorTarget, 0, true, false, "",""]; _menu1 = dayz_myCursorTarget addAction [localize "STR_EPOCH_PLAYER_SALVAGEV", "\z\addons\dayz_code\actions\salvage_vehicle.sqf",_cursorTarget, 0, true, false, "",""]; s_player_repairActions set [count s_player_repairActions,_menu]; s_player_repairActions set [count s_player_repairActions,_menu1]; s_player_repair_crtl = 1; } else { {dayz_myCursorTarget removeAction _x} count s_player_repairActions;s_player_repairActions = []; s_player_repair_crtl = -1; }; }; replace it with:
    if ((dayz_myCursorTarget != _cursorTarget) && _isVehicle && !_isMan && _hasToolbox && (damage _cursorTarget < 1) && !_isDisallowRepair) then { if (s_player_repair_crtl < 0) then { dayz_myCursorTarget = _cursorTarget; _menu = dayz_myCursorTarget addAction [localize "STR_EPOCH_PLAYER_REPAIRV", "\z\addons\dayz_code\actions\repair_vehicle.sqf",_cursorTarget, 0, true, false, "",""]; if(canbuild) then { _menu1 = dayz_myCursorTarget addAction [localize "STR_EPOCH_PLAYER_SALVAGEV", "custom\salvage_vehicle.sqf",_cursorTarget, 0, true, false, "",""]; s_player_repairActions set [count s_player_repairActions,_menu1]; s_player_repair_crtl = 1; } else { {dayz_myCursorTarget removeAction _x} count s_player_repairActions;s_player_repairActions = []; s_player_repair_crtl = -1; }; s_player_repairActions set [count s_player_repairActions,_menu]; s_player_repair_crtl = 1; } else { {dayz_myCursorTarget removeAction _x} count s_player_repairActions;s_player_repairActions = []; s_player_repair_crtl = -1; }; };
  3. Like
    StiflersM0M got a reaction from calamity in help with this script whats wrong with this if statement   
    Dirty and fast:
    /*Written by StiflersM0M on the 08.11.2014*/ /*Variables, paste it under if (DZE_ActionInProgress) exitWith {}; // Do not allow if any script is running.*/ _cursorTarget = cursorTarget; _cttype = typeOf _cursorTarget; _ctdistance = player distance _cursorTarget; if(isnil "s_player_rearm_vehicle") then {s_player_rearm_vehicle = -1;}; /*Add Self action to rearm the armed littlebird maybe paste it under if (!DZE_ForceNameTagsOff) then { selfaction*/ if ((!isNull _cursorTarget) && (_cttype == "AH6J_EP1_DZE") && (_ctdistance < 5) && (!_inVehicle) && (_canDo)) then { s_player_rearm_vehicle = player addAction ["Rearm AH6J", "scripts\rearm.sqf", [_cursorTarget,_cttype]]; } else { player removeAction s_player_rearm_vehicle; s_player_rearm_vehicle = -1; }; /*rearm.sqf Code*/ _cursorTarget = _this select 0; _cttype = _this select 1; _2000rnd = {_x == "2000Rnd_762x51_M134"} count magazines player; if (_cttype == "AH6J_EP1_DZE") then { if ((_2000rnd >= 1) && (!DZE_ActionInProgress)) then { DZE_ActionInProgress = true; [player,"2000Rnd_762x51_M134"] call BIS_fnc_invRemove; cutText [format["1x 2000Rnd_762x51_M134 has been added to your %1!", _cttype], "PLAIN DOWN"]; _cursorTarget addMagazine "2000Rnd_762x51_M134"; DZE_ActionInProgress = false; } else { if (_2000rnd < 1) then { cutText [format["%1, you are missing 1x more of 2000Rnd_762x51_M134 ammo to rearm your %2", name player,_cttype], "PLAIN DOWN"]; DZE_ActionInProgress = false; }; if (!DZE_ActionInProgress) then { cutText [format["Action allready in progress!"], "PLAIN DOWN"]; DZE_ActionInProgress = false; }; }; } else { cutText [format["%1, cant be rearmed, only the AH6J_EP1_DZE",_cttype], "PLAIN DOWN"]; DZE_ActionInProgress = false; }; I dont tested it. if you got any bugs, tell me it.
  4. Like
    StiflersM0M got a reaction from Droge Worst in Spawning NPC's on modular buildings   
    replace "CAN_COLLIDE" with "NONE" .
  5. Like
    StiflersM0M got a reaction from FragZ in Assassination mission on players   
    pushBack only works in ArmA 3.
  6. Like
    StiflersM0M got a reaction from BigCrazyCat in F Snap Key doesnt work   
    seems you dont want to read, i cutted it out for you.
     
  7. Like
    StiflersM0M got a reaction from BigCrazyCat in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    ==================================Step by Step guide================================
    I have alot of custom scripts and files in my server, so i decided to look into the custom scripts from RimBlock and search what he has changed so i can make a step by step guide for guys who have the same problem like me. But ok lets start now.
     
    Required:
    -Time about an hour
    -Custom compiles.sqf
    -A general knowledge about scripting and formating
    -Brain.exe
     
    At first here is a file list compare it with your custom folder if some files are missing get them from the DayZ_Code.pbo.


    If you checked theese list and maked sure that you have every file, you can start with the compiles.sqf
    Remeber, i use my own file path´s, if you have another folder who is not named "Custom" you need to change the path´s to fit your folders.
    I also call the custom compiles.sqf twice, so first the original one then the custom one, so my compiles.sqf looks like this:



    So, now we came to the changes in every file:
    fn_damageActions.sqf


     Fn_sefactions.sqf


     player_packtent.sqf


    player_unlockvault.sqf


    remove.sqf


    player_updateGui.sqf


    tent_pitch.sqf


    vault_pitch.sqf


    player_build.sqf


    player_buildingDowngrade.sqf


    player_tagfriendly.sqf


    player_upgrade.sqf


    Server_monitor.sqf


    Now go to your init.sqf
    and find:
    _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf"; and replace it with your custom path pointing to your custom folder in my case it looks like this:
     
    _serverMonitor = [] execVM "custom\server_monitor.sqf"; For me everything is working, i dont test the script before, i doed exact the same like above and its working for me with vanilla epoch and with my normal MPmission where i have about 22 custom files from the dayz_code.pbo.
    #Edit: fixxed some synatx errors in my instruction
  8. Like
    StiflersM0M got a reaction from oSoDirty in Checking if in a sensor-locking vehicles   
    Oh now i understand what you mean ^^ also pretty pretty simple.
     
    in fn_selfaction.sqf search for: 
    if(_hasKey || _oldOwner) then { _lock = player addAction [format[localize "STR_EPOCH_ACTIONS_LOCK",_text], "\z\addons\dayz_code\actions\lock_veh.sqf",_cursorTarget, 1, true, true, "", ""]; s_player_lockunlock set [count s_player_lockunlock,_lock]; s_player_lockUnlock_crtl = 1; }; replace it with:
    if((_hasKey || _oldOwner) && canbuild) then { _lock = player addAction [format[localize "STR_EPOCH_ACTIONS_LOCK",_text], "\z\addons\dayz_code\actions\lock_veh.sqf",_cursorTarget, 1, true, true, "", ""]; s_player_lockunlock set [count s_player_lockunlock,_lock]; s_player_lockUnlock_crtl = 1; };
  9. Like
    StiflersM0M got a reaction from MatthewK in [Problem] OverPoch and Stalker Skins (for example).   
    The config of theese skins got this items defined, so everytime you switch your skin or log back in, arma will add the items to the player.
     
    Its not possible to stop it without doind a own mod.
  10. Like
    StiflersM0M got a reaction from Markokil321 in [Help] With getting custom mod pack working on Overpoch Panthera (Vilayer)   
    malloc is the memory allocator for arma, if villayer got a own memory allocator for it i would suggest you to you this one.
  11. Like
    StiflersM0M got a reaction from Switch in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Hey guys, anyone know why i get a new worldspace formating ?
    like this: ["107.351166","[6466.973633,14342.574219,-0.0192871]","76561198147360011"]
    instead of the normal one like theese:
    [1.098,[5047.35,6290.32,30.5],"76561198017309230"]
    Thats cause my server to stuck in "waiting for server to start authentifiaction"...... I dont know what i am doing wrong o.O a small hint where i have to look for a error would be enough.... but i dont know where i have to search for it.
  12. Like
    StiflersM0M got a reaction from Tanita-Corp in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    ==================================Step by Step guide================================
    I have alot of custom scripts and files in my server, so i decided to look into the custom scripts from RimBlock and search what he has changed so i can make a step by step guide for guys who have the same problem like me. But ok lets start now.
     
    Required:
    -Time about an hour
    -Custom compiles.sqf
    -A general knowledge about scripting and formating
    -Brain.exe
     
    At first here is a file list compare it with your custom folder if some files are missing get them from the DayZ_Code.pbo.


    If you checked theese list and maked sure that you have every file, you can start with the compiles.sqf
    Remeber, i use my own file path´s, if you have another folder who is not named "Custom" you need to change the path´s to fit your folders.
    I also call the custom compiles.sqf twice, so first the original one then the custom one, so my compiles.sqf looks like this:



    So, now we came to the changes in every file:
    fn_damageActions.sqf


     Fn_sefactions.sqf


     player_packtent.sqf


    player_unlockvault.sqf


    remove.sqf


    player_updateGui.sqf


    tent_pitch.sqf


    vault_pitch.sqf


    player_build.sqf


    player_buildingDowngrade.sqf


    player_tagfriendly.sqf


    player_upgrade.sqf


    Server_monitor.sqf


    Now go to your init.sqf
    and find:
    _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf"; and replace it with your custom path pointing to your custom folder in my case it looks like this:
     
    _serverMonitor = [] execVM "custom\server_monitor.sqf"; For me everything is working, i dont test the script before, i doed exact the same like above and its working for me with vanilla epoch and with my normal MPmission where i have about 22 custom files from the dayz_code.pbo.
    #Edit: fixxed some synatx errors in my instruction
  13. Like
    StiflersM0M got a reaction from jay8454 in [Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)   
    get the following error:
     
    8:50:00 Error in expression <tdir _dir;   if(_vecExists)then{ _object setVectorDirAndUp _vector; };   _object s> 18:50:00   Error position: <setVectorDirAndUp _vector; };   _object s> 18:50:00   Error setvectordirandup: Type string, expected Array 18:50:00 File z\addons\dayz_server\system\server_monitor.sqf, line 172   Due to the error my server will stuck in waiting for server to start authentification
  14. Like
    StiflersM0M got a reaction from jay8454 in [Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)   
    for everyone who need it,
     
    s_player_setVectorsReset s_player_setVectorsForward s_player_setVectorsBack s_player_setVectorsLeft s_player_setVectorsRight s_player_setVectors1 s_player_setVectors5 s_player_setVectors45 s_player_setVectors90   are the action names for maybe antihack like infi.
  15. Like
    StiflersM0M got a reaction from Slimdickens in [Release] Indestructible Items (For 1.0.5.1)   
    As far as i know they now using modular base building where you maybe need to add the stuff for player_build too in player_build_publish.
  16. Like
    StiflersM0M got a reaction from MasterHaxor in [Release] 2.1 Plot Management - UPDATED Object Counter   
    #EDIT 1
    NVM, but as a information, you cant add players to the list who have not ASCII characters in his name, database cant execute it then.
    #EDIT 2
    For everyone who want too use it with the latest plot for life version (2.33) you need to do the step from player_build.sqf also in the player_build_plotcheck.sqf
    greetz
  17. Like
    StiflersM0M reacted to frito in [OLD] JAEM - Just another Evac-Chopper Mod v1.4 (Updated 06/14/2014) ** OUT OF DATE **   
    Thanks hellraver!!
    This worked perfectly (once I had a briefcase of gold in my inventory instead of a briefcase of silver <shaking my head at myself>)
    To re-state it in the simplest terms. There is only the one change needed.
     
    In the file "EvacChopper_init.sqf"
    change this line:
    _number_string = getPlayerUID _playertemp;
     
    To this line:
    _number_string = getPlayerUIDOld _playertemp;
     
    I'm running DayZEpoch 1.0.5.1 Chernarus map and the EvacField now persists through restart.
  18. Like
    StiflersM0M reacted to Rocu in [PHP] Live kill feed   
    A while ago I asked Defent's permission to make a completely new version of his PHP killfeed script. He gave me the permission. I almost completed it but other important things got in the way and I haven't been able to come back to the script ever since. It is working perfectly as it should but it's lacking some features I was planning to make. So anyway, I'm releasing it pre-maturely in this topic instead of making it a new release (since it's not as complete as I would like it to be).
     
    Download files here!
     
    Installation is quite simple. Open up killfeed.php and at the top of the file there are configuration variables that you need to change. After you're done, save the file and place all files anywhere on your web server and access killfeed.php from your browser. Note! There is only 1 difficulty with this though. The PHP files and the RPT log file must be in the same server. So for people with rented hosting this might be difficult. 
     
    You can see the script running here: http://dayz.kriba.ee/ (scroll down, under shoutbox)
    For this particular example I have Overpoch and the PHP files running on the same server but the website (dayz.kriba.ee) is on a different server. So I installed WAMP on my Overpoch server and made killfeed.php publicly available via http. Then I added a simple iframe script on my website's server like so: 
    <iframe src="http://your_servers_ip/killfeed.php" style="border: 0px" width="940px" height="150"></iframe> So what is this script? It's just more-complex and much more easy to customize. It has more features and is more bulletproof. With Defent's original version I found that if you have a killfeed message like so:
     
    [time] Player1 killed Player2 with weapon DMR from distance 100 meters.
     
    And if, for example, Player2 would change his name to something like "with weapon DMR" all sorts of crap would go down. This is fixed now as long as the server doesn't allow quotation marks in player's name.
    Some other features include:
    Fully customizable killfeed string: [%time] <b>%victim</b> was killed by <b>%killer</b> with weapon <b>%weapon</b> from distance <b>%distance</b> meters. Limit the number of lines displayed Hide/show suicides Round up the distance number, so you don't get 100.3423432 meters Switch time between AM/PM and 24-hour format You can remove "seconds" from time And last but not least - replaces all class names with real names (e.g Mk_48_DZ = Mk 48 mod 0) and yes, it does include Overwatch weapons  
    One thing I should note though. The class name list doesn't have ALL weapons. There are probably some still missing. Some might not be 100% accurate as well. For example "M240_Scoped_DZ" might actually not be "M240 Scoped", instead just "M240". I grabbed as many weapons class name lists from the interwebs as I could.
     
    Adding new class names for replacement is very simple. Open up killfeed_weapon_classnames.php and killfeed_weapon_cleannames.php and just add a new variable at the bottom of the file (before PHP's closing brackets ?> of course). But make sure the line numbers match up from class names file and clean names file. Otherwise it replaces the weapon's name with something else. Also remember not to add any quotation marks (") in the clean names.
     

     
    (Line numbers must match)
     
     
    Originally I had lots of plans for this script like replacing the gun names with actual images, showing how many bullets it took to kill the victim, generating statistics on who kills who the most, etc etc. I also wanted to include theballin7's DLL for this script instead of using the RPT log file but he never responed to my letters so I went with the log file.
     
     
    Edit// For all of you code-wizards out there who just want to see the code, here's the main file killfeed.php:



  19. Like
    StiflersM0M reacted to Zupa in [WIP] Extended Clothing Concept - Who would want this?   
    player_switchModel
  20. Like
    StiflersM0M got a reaction from F507DMT in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    ==================================Step by Step guide================================
    I have alot of custom scripts and files in my server, so i decided to look into the custom scripts from RimBlock and search what he has changed so i can make a step by step guide for guys who have the same problem like me. But ok lets start now.
     
    Required:
    -Time about an hour
    -Custom compiles.sqf
    -A general knowledge about scripting and formating
    -Brain.exe
     
    At first here is a file list compare it with your custom folder if some files are missing get them from the DayZ_Code.pbo.


    If you checked theese list and maked sure that you have every file, you can start with the compiles.sqf
    Remeber, i use my own file path´s, if you have another folder who is not named "Custom" you need to change the path´s to fit your folders.
    I also call the custom compiles.sqf twice, so first the original one then the custom one, so my compiles.sqf looks like this:



    So, now we came to the changes in every file:
    fn_damageActions.sqf


     Fn_sefactions.sqf


     player_packtent.sqf


    player_unlockvault.sqf


    remove.sqf


    player_updateGui.sqf


    tent_pitch.sqf


    vault_pitch.sqf


    player_build.sqf


    player_buildingDowngrade.sqf


    player_tagfriendly.sqf


    player_upgrade.sqf


    Server_monitor.sqf


    Now go to your init.sqf
    and find:
    _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf"; and replace it with your custom path pointing to your custom folder in my case it looks like this:
     
    _serverMonitor = [] execVM "custom\server_monitor.sqf"; For me everything is working, i dont test the script before, i doed exact the same like above and its working for me with vanilla epoch and with my normal MPmission where i have about 22 custom files from the dayz_code.pbo.
    #Edit: fixxed some synatx errors in my instruction
  21. Like
    StiflersM0M got a reaction from m1cr0man in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    ==================================Step by Step guide================================
    I have alot of custom scripts and files in my server, so i decided to look into the custom scripts from RimBlock and search what he has changed so i can make a step by step guide for guys who have the same problem like me. But ok lets start now.
     
    Required:
    -Time about an hour
    -Custom compiles.sqf
    -A general knowledge about scripting and formating
    -Brain.exe
     
    At first here is a file list compare it with your custom folder if some files are missing get them from the DayZ_Code.pbo.


    If you checked theese list and maked sure that you have every file, you can start with the compiles.sqf
    Remeber, i use my own file path´s, if you have another folder who is not named "Custom" you need to change the path´s to fit your folders.
    I also call the custom compiles.sqf twice, so first the original one then the custom one, so my compiles.sqf looks like this:



    So, now we came to the changes in every file:
    fn_damageActions.sqf


     Fn_sefactions.sqf


     player_packtent.sqf


    player_unlockvault.sqf


    remove.sqf


    player_updateGui.sqf


    tent_pitch.sqf


    vault_pitch.sqf


    player_build.sqf


    player_buildingDowngrade.sqf


    player_tagfriendly.sqf


    player_upgrade.sqf


    Server_monitor.sqf


    Now go to your init.sqf
    and find:
    _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf"; and replace it with your custom path pointing to your custom folder in my case it looks like this:
     
    _serverMonitor = [] execVM "custom\server_monitor.sqf"; For me everything is working, i dont test the script before, i doed exact the same like above and its working for me with vanilla epoch and with my normal MPmission where i have about 22 custom files from the dayz_code.pbo.
    #Edit: fixxed some synatx errors in my instruction
  22. Like
    StiflersM0M got a reaction from insertcoins in Show server fps ?   
    omg too stupid it was really the wrong password -.- i am sry ^^ but thank you anyway ! can be closed.
  23. Like
    StiflersM0M reacted to Mikeeeyy in [Release v1.0.5] Precise Base Building - Persistent bases after restart! (Updated 22/09/15)   
    Precise Base Building
    What is it?
    Ever made a super neat base and then after a server restart it moves slightly creating gaps in your walls? This fixes that problem and keeps all buildables exactly where you placed them after a server restart. It also saves vehicle positions precisely which may or may not reduce the 'buginess' of vehicles on player placed floors.
    What's new in version 1.0.5?
    This version removes the quotation marks wrapping the direction and position values in the worldspace field. Installation is now also a lot easier.
    Upgrading from v1.0.4 to 1.0.5
    Tutorial to uninstall v1.0.4 is here: https://docs.google.com/document/d/1eQe0gf8VkKji_NRjLB_o1STTo1BnKlWkkEA6N29rvU4 (I refuse to use the text editor on this website... abysmal...)
    Then simply follow the installation tutorial below.
    You MUST execute this query on your database: http://pastebin.com/QZgLH6tw
    Compatibility:
    Works with Snap Building Pro.
    Works with Plot for Life.
    Works with Build Vectors.
    Works with Private Hive Tools.
    Objects already in the database won't be affected.
    Credit:
    KillzoneKid for the 'KK_fnc_floatToString' and 'KK_fnc_positionToString' functions which makes this possible.Installation:
    Un-PBO your dayz_server.pbo. Open up 'server_publishObject.sqf' located in the compile folder (dayz_server\compile\server_publishObject.sqf).
    Find this line:_key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace, [], [], 0,_uid];and replace it with:
    _key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace call AN_fnc_formatWorldspace, [], [], 0,_uid]; Open up 'server_functions.sqf' located in the init folder (dayz_server\init\server_functions.sqf).
    All these functions to the very bottom:KK_fnc_floatToString = { private "_arr"; if (abs (_this - _this % 1) == 0) exitWith { str _this }; _arr = toArray str abs (_this % 1); _arr set [0, 32]; toString (toArray str ( abs (_this - _this % 1) * _this / abs _this ) + _arr - [32]) }; KK_fnc_positionToString = { format [ "[%1,%2,%3]", _this select 0 call KK_fnc_floatToString, _this select 1 call KK_fnc_floatToString, _this select 2 call KK_fnc_floatToString ] }; AN_fnc_formatWorldspace = { private "_ws"; _ws = toArray str _this; format ["[%1,%2%3]", _this select 0 call KK_fnc_floatToString, _this select 1 call KK_fnc_positionToString, toString ([_ws, (_ws find 93) + 1, count _ws - 2] call BIS_fnc_subSelect)] }; Open up 'server_swapObject.sqf' located in the compile folder (dayz_server\compile\server_swapObject.sqf).
    Find this line:_key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace, [], [], 0,_uid];and replace it with:
    _key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace call AN_fnc_formatWorldspace, [], [], 0,_uid]; Open up 'server_updateObject.sqf' located in the compile folder (dayz_server\compile\server_updateObject.sqf).
    Find this: _worldspace = [ round (getDir _object), _position ];and replace it with: _worldspace = [getDir _object, _position] call AN_fnc_formatWorldspace; Save all the files you've edited, repack your 'dayz_server' folder into a PBO and you're done!
  24. Like
    StiflersM0M got a reaction from (TLS) in Low server wide FPS fixes?   
    just delete dead bodys, destoryed vehicles and old loot piles.
  25. Like
    StiflersM0M got a reaction from Tricks in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    ==================================Step by Step guide================================
    I have alot of custom scripts and files in my server, so i decided to look into the custom scripts from RimBlock and search what he has changed so i can make a step by step guide for guys who have the same problem like me. But ok lets start now.
     
    Required:
    -Time about an hour
    -Custom compiles.sqf
    -A general knowledge about scripting and formating
    -Brain.exe
     
    At first here is a file list compare it with your custom folder if some files are missing get them from the DayZ_Code.pbo.


    If you checked theese list and maked sure that you have every file, you can start with the compiles.sqf
    Remeber, i use my own file path´s, if you have another folder who is not named "Custom" you need to change the path´s to fit your folders.
    I also call the custom compiles.sqf twice, so first the original one then the custom one, so my compiles.sqf looks like this:



    So, now we came to the changes in every file:
    fn_damageActions.sqf


     Fn_sefactions.sqf


     player_packtent.sqf


    player_unlockvault.sqf


    remove.sqf


    player_updateGui.sqf


    tent_pitch.sqf


    vault_pitch.sqf


    player_build.sqf


    player_buildingDowngrade.sqf


    player_tagfriendly.sqf


    player_upgrade.sqf


    Server_monitor.sqf


    Now go to your init.sqf
    and find:
    _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf"; and replace it with your custom path pointing to your custom folder in my case it looks like this:
     
    _serverMonitor = [] execVM "custom\server_monitor.sqf"; For me everything is working, i dont test the script before, i doed exact the same like above and its working for me with vanilla epoch and with my normal MPmission where i have about 22 custom files from the dayz_code.pbo.
    #Edit: fixxed some synatx errors in my instruction
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