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VentZer0

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Posts posted by VentZer0

  1. The instruction on here are so hard to follow.

     

    You install it the way it says to, but when you the files for the default zupa coin script look nothing like what the instructions tell you, none of the files are linked to the location shown on the instruction.

     

    Then you got to update to the newer version to get the database stuff to work which tell you you must have Zupa coin installed first, then you go update to the next version the instruction on that part don't really tell you what part take out or leave in as well.

     

    I have used Beoynd Compare, and Diffmerge, but it never comes out right.

     

    If you have a lot of mods on your server (like Overpoch Origins with snap-pro, plotpole 4L,ESS Spawn, and anything more) be ready for the biggest headache ever.

     

    Someone needs to really come up with a better way to do this.

    Well the Single Currency 2.0 thingy works quite alright, still have certain kinks and bugs, people not being able to rejoin the server correctly and shit.

    But I fully agree there needs to be a better way the way SC2.0 installs is ONLY good if you run chernarus because there its just plug n play basically, but because they changed all the files in the server.pbo its a nightmare to compare, even files that they didnt really touch dont compare correctly because they deleted all comments in the code and stuff ... completely unnecessary imho.

    So far got it to work with Napf, P4L, SnapPro+Vector, PlotManagement and some other scripts ... but the kinks remain -_-

  2. Hey Zupa I got this problem:

    Got SC2.0v0.4 and Vector Build + Snap Pro installed (no P4L)
    Placed some buildables to test snap build .. all working, I get remove option (important) looking at the things.
    After I installed plot management on top of that I cant seem to be able to remove things anymore, I do not get any options for removal.

    Tried adding me to the plotpole, nothing, restarted server, nothing aswell.
    This is kinda weird, why isn't working, I dont want to have to use P4L, because with P4L for my earlier missionfile it worked always flawlessly.

  3. did you ever get that to work? I'm doing something similar and ran into a wall. All works until I die.

    yes I got it work basically you need to alter ALL the skin assigning parts in both files, player_setup.sqf and player_monitor.fsm, let it check for playerUID and according to that assign a specific model. messy but it works.

    its better to use the ESS system thats the enhanced spawn system, lets you choose your spawn location and class/loadout, which can all be modified pretty easily.

    http://opendayz.net/threads/release-ess-enhanced-spawn-selection.19998/

  4. Was this dropped for dayz epoch? I am asuming it was due to arma 3 epoch. Are the models and or rigging codeing different from arma 2 to arma 3? I had been waiting for these models since I first saw this post. Please of please push this out to us, it would be the last thing I ask for in dayz epoch.

    afaik, arma3 handles animation/skeletons and everything associated with it completely different than arma2 does. so no compability I guess.

  5. So I almost went on a long rant about the BS of people claiming ownership and rights to content created with BI tools, but I'll repress my anger toward stupidity and get to the point.

    I'm repeating myself here but the biggest complaint I've had from female players is about skins.

    Hopefully Epoch gets permission to use SchnapsdroSel's Female US Soldier pack. The pictures do it no justice. They are great female skins.

    http://www.armaholic.com/page.php?id=12248

    I know everyone wants to do things all PC, but if you've made sufficient request for permission with no response, I think you're safe to just use them.

    I find it highly unlikely SchnapsdroSel would protest if they can't even reply to a permission request. lol

    The content is technically BI property anyway.

    If SchnapsdroSel later requests it taken out it wouldn't be the first time it's happened to Epoch.

    We would at least get to enjoy the new skins for a while at least.

    The blame would be all on SchnapsdroSel and not Epoch for being stingy. lol

    Or at least SOMEONE, for the love of (insert diety here), finally does a proper tutorial on adding skins to an epoch server.

    Sure it's easy to just add that mod and add the classname to your model, but making it a Skin_ seems to be this closely guarded mystery.

    People cliam to have the knowledge but are intent on you mucked about in code for days reinventing the wheel.

    Just tell me how many goats, children, and/or virgins I have to sacrifice to be in the club and I'll do it myself lol

    btw just kidding about sacrificing the goats and virgins.. ;)

    As soon as I saw the thread I was thinking exactly about this female soldier skinpack, pretty awesome one.

    Awol should certainly - if not already done - ask the creator for persmission to use it.

     

  6. private["_selection","_state","_strH","_total","_unit"];
    //***Zupa Config ****//
    _godmodeVechilesEverywhere = false; // Godmode on all locked vehicles
    _onlyLockedVehicles = true; //Plotarea: Godmode for Only locked vehicles (true) or locked and unlocked(false)
    _onlyVehicleWithoutGear = true; // Only godmode on vehicles that hold no gear.
    _safeZoneGodVehicle = true; // Godmode vehicles in safezones. (or specific zone's)
    // donator plotpole only works with PLOT FOR LIFE, set FALSE if you dont have it.
    _donatorsPlots = false; // True = only godmode vehicles for donaters in the list, False = godmode for every guy.
    _plotDonators = ["76561198101253426","505"]; // PUID's of poeple who donated for plotpole
    // Chernarus safezone area's - change these to other coordinates for other maps. ( You can also add specific locations on the map.
    _safezones = [ 
        [[5070.75,9729.54],100,"Air"],
        [[1606.6443,7803.5156],100,"Bandit"],
        [[4063.4226,11664.19],100,"Bash"],
        [[12944.227,12766.889],100,"Hero"],
        [[11447.472,11364.504],100,"Klen"],
        [[6315.88,7791.3],100,"Stary"] // [[x,y],distance,"just name"]
    ];
    //***END Config ****//
    
    _unit = _this select 0;
    _selection = _this select 1;
    _total = _this select 2;
    _state = true;
    _HPBefore = -1;
    
    if (_selection != "") then {
    	_strH = "hit_" + _selection;
    	_HPBefore = [_unit,_strH] call object_getHit; 
    } else {
    	_strH = "totalDmg";
    	_HPBefore = getDammage _unit;
    };
    
    if (_total > _HPBefore) then {
    
    	if ((locked _unit && _godmodeVechilesEverywhere  && (count (crew _unit)) < 1))then{_state = false;};
    
    	if (_state) then {
    		if (_safeZoneGodVehicle ) then {
    			{
    				if ((_unit distance (_x select 0)) < (_x select 1)) then {_state = false;};
    			} forEach _safezones;
    		};
    	};
    	
    	if (_state) then {
    		_gearCount = 0;
    		
    		if (_onlyVehicleWithoutGear) then {
    			//_weaps = count(getWeaponCargo _unit);
    			//_mags = count(getMagazineCargo _unit);
    			//_backs = count(getBackpackCargo _unit);
    			//_gearCount = _gearCount + _weaps + _mags + _backs;
    		};
    		
    		_plots = nearestObjects [_unit, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0];	
    		
    		if ((count(_plots) > 0)) then {
    			_thePlot = _plots select 0;
    			_plotOwner = _thePlot getVariable ["ownerPUID",0];
    			if ((_gearCount == 0) &&(locked _unit || !(_onlyLockedVehicles)) && (count (crew _unit)) < 1 && (!(_donatorsPlots) || (_plotOwner in _plotDonators))) then {_state = false;};
    		};
    	};
    	
    	if (_state) then {
    		if (_total >= 0.98) then {_total = 1.0;};
    	
    		if (local _unit) then {
    			if (_total > 0) then {
    				_unit setVariable [_strH, _total, true];
    				_unit setHit [_selection, _total];
    				if (isServer) then {
    					[_unit, "damage"] call server_updateObject;
    				} else {
    					PVDZE_veh_Update = [_unit,"damage"];
    					publicVariableServer "PVDZE_veh_Update";
    				};
    			};
    		} else {
    			// vehicle is not local to this client, ask the client which vehicle is local to set damage
    			/* PVS/PVC - Skaronator */
    			PVDZE_send = [_unit,"VehHandleDam",_this];
    			publicVariableServer "PVDZE_send";
    		};
    	} else {
    		_total = _HPBefore;
    	};
    // all "HandleDamage event" functions should return the effective damage that the engine will record for that part
    _total
    
    

     

    I am curious if that is intentional or not but I was looking at your code and was formatting it and I saw that

    if (_total > _HPBefore) then {
    

    this if loop has no closing part };

    thats kinda weirdm shouldnt this create some errors down the road?

  7. Sorry I misunderstood. I thought you were talking about the AI not being cleaned up.

     

    Do you get the message to say that the mission is complete? Which mission(s) its it exactly? Anything in your logs?

    No message that it is cleared, nothing in the RPT logs. I think the trigger condition or so is just broken

    Ural Attack, Destroyed Ural, Medical Camp, and some others aswell I think.

    Tried the fixes for those mission that are proposed in the thread, at least the ones I could find.

  8. Ill be doing another clean up some point this week or next few days if i got the time

    disregard, i accidently extracted the new version into my old folder which I thought I had deleted earlier. lol

    only thing I would love to see is the if you could put the server.pbo in as a uncompiled version too. I cant unpbo it with pbo View ... and alway have to crawl around in dos prompt to use cpbo.

  9. This two files is when you go over 1 million it doesn't go all weird, If you want to move these files they are called from the top of the compiles.sqf 

    So do they only apply for the hud so that it shows correctly, or for the amount of coins stored ingame correctly too?

    I'm using my own custom HUD (gonna release that soon aswell)  it uses a different approach than the HUD in your release here.

  10. It could do with somewhere with info on making custom/static missions. For bugs, suggestions, etc github is best.

     

    Are you completing the mission then leaving the area for the cleanup time then returning to check? I think that is how it works.

    Missions are vanilla nothing has been changed on those, people do the mission, killing all AI/implaced weapons, they go to the crate and nothing happens. I looked for stray AI with admin tools but there are none.

     

  11. 2014/09/25, 21:09:48 Error in expression <		_primary select 1;
    _stats =		_primary select 2;
    _state =		_primary select 3;
    _>
    2014/09/25, 21:09:48   Error position: <select 2;
    _state =		_primary select 3;
    _>
    2014/09/25, 21:09:48   Error Zero divisor
    2014/09/25, 21:09:48 File z\addons\dayz_server\compile\server_playerSetup.sqf, line 63
    

    I get this error for some reason, dont know what is causing it or why this is making any problems.

    Using Souls 2.0

    This error only popped up when the DLLs were placed in their respective locations

    Without them you can log in just fine.

     

     

    Iam dumb I forgot the to put the SQL query in, but this shouldnt get me this error, should it ?

    solved.

  12. I am aware that I can access it, it is just a large file that I would like to keep out of my growing mission folder if possible. But I guess to implement this I will have to bring it over to the mission side.

    I know that feel, my missionfile is already at about 2mb ... 20-30kb more will not really make much of a difference.

    Tho it would be nice to know if that works without having to get the compiles into the mission folder.

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