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Posts posted by theduke
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you can find deaths in the server RPT log
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Its not easy, this will give you an idea
- juandayz and harcosgoogle
- 2
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you can modify just about any vehicle by editing a few server files.
This is what i use. I have a PVE server, but i have the KA-52, the AH1Z and so on, without rockets. The vehicle spawns without ammo and using salivals rearm and refuel script, i disabled the rockets from being able to be purchased...
I've been able to add weapons to certain helis also... if you follow the help thread for that script. Many people have modified it for many different things
the ability to remove thermal on helis is in there also, might help you
EDIT: this is what my fnc_remWebSG.sqf looks like, to give you an idea
Spoiler//Remove Weapon SiothieGaming german Youtubechannel: http://www.youtube.com/user/SiothieGaming
//Lines underneath are just a small tutorial
// the Number in the Bracket is Important, -1 means Pilot seat
//Try getting up with these numbers when you want to remove from another seat (e.g. gunner, front gunner, rear gunner etc. pp)
// For every seat you have to do something like i did
//_object magazinesTurret [-1];
//_object removeMagazinesTurret ["14Rnd_FFAR",[-1]]; If you want to remove something from another seat at the same time you need to do something like this:
// _object magazinesTurret [1];
//_object removeMagazinesTurret ["14Rnd_FFAR",[1]]; I'm not completly sure now which number is which seat. I only know that -1 is pilot seat.
{//FIRST METHOD
//The method underneath is if you want to remove a specific Weapon or a specific amount of ammo
if (_object isKindof "AH1Z") then {
_mag = _object magazinesTurret [-1];
cpt = 0;
{
_object removeMagazinesTurret [_mag select cpt,[-1]];
cpt = cpt + 1;
} forEach _mag;
_mag = _object magazinesTurret [0];
cpt = 0;
{
_object removeMagazinesTurret [_mag select cpt,[0]];
cpt = cpt + 1;
} forEach _mag;
_object WeaponsTurret [-1];
_object removeWeapon "FFARLauncher";
_object WeaponsTurret [-1];
_object removeWeapon "HellfireLauncher";
_object WeaponsTurret [-1];
_object removeWeapon "SidewinderLaucher_AH1Z";
};
if (_object isKindof "AH6J_EP1") then {
_mag = _object magazinesTurret [-1];
cpt = 0;
{
_object removeMagazinesTurret [_mag select cpt,[-1]];
cpt = cpt + 1;
} forEach _mag;
_mag = _object magazinesTurret [0];
cpt = 0;
{
_object removeMagazinesTurret [_mag select cpt,[0]];
cpt = cpt + 1;
} forEach _mag;
_object WeaponsTurret [-1];
_object removeWeapon "FFARLauncher_14";
};
if (_object isKindof "AH64D") then {
_mag = _object magazinesTurret [-1];
cpt = 0;
{
_object removeMagazinesTurret [_mag select cpt,[-1]];
cpt = cpt + 1;
} forEach _mag;
_mag = _object magazinesTurret [0];
cpt = 0;
{
_object removeMagazinesTurret [_mag select cpt,[0]];
cpt = cpt + 1;
} forEach _mag;
_object magazinesTurret [-1];
_object removeMagazinesTurret ["14Rnd_FFAR",[-1]];
_object WeaponsTurret [-1];
_object removeWeapon "FFARLauncher";
_object WeaponsTurret [-1];
_object removeWeapon "HellfireLauncher";
_object WeaponsTurret [-1];
_object removeWeapon "SidewinderLaucher_AH64";
};
if (_object isKindof "Mi24_V") then {
_mag = _object magazinesTurret [-1];
cpt = 0;
{
_object removeMagazinesTurret [_mag select cpt,[-1]];
cpt = cpt + 1;
} forEach _mag;
_mag = _object magazinesTurret [0];
cpt = 0;
{
_object removeMagazinesTurret [_mag select cpt,[0]];
cpt = cpt + 1;
} forEach _mag;
_object magazinesTurret [-1];
_object removeMagazinesTurret ["M_AT6_AT",[-1]];
_object magazinesTurret [-1];
_object removeMagazinesTurret ["40Rnd_S8T",[-1]];
_object WeaponsTurret [-1];
_object removeWeapon "AT6Launcher";
_object WeaponsTurret [-1];
_object removeWeapon "S8Launcher";
};
if (_object isKindof "BAF_Apache_AH1_D") then {
_mag = _object magazinesTurret [-1];
cpt = 0;
{
_object removeMagazinesTurret [_mag select cpt,[-1]];
cpt = cpt + 1;
} forEach _mag;
_mag = _object magazinesTurret [0];
cpt = 0;
{
_object removeMagazinesTurret [_mag select cpt,[0]];
cpt = cpt + 1;
} forEach _mag;
_object magazinesTurret [-1];
_object removeMagazinesTurret ["14Rnd_FFAR",[-1]];
_object WeaponsTurret [-1];
_object removeWeapon "FFARLauncher";
_object WeaponsTurret [-1];
_object removeWeapon "HellfireLauncher";
_object WeaponsTurret [-1];
_object removeWeapon "SidewinderLaucher_AH64";
_object WeaponsTurret [-1];
};
if (_object isKindof "AW159_Lynx_BAF") then {
_mag = _object magazinesTurret [-1];
cpt = 0;
{
_object removeMagazinesTurret [_mag select cpt,[-1]];
cpt = cpt + 1;
} forEach _mag;
_mag = _object magazinesTurret [0];
cpt = 0;
{
_object removeMagazinesTurret [_mag select cpt,[0]];
cpt = cpt + 1;
} forEach _mag;
_object magazinesTurret [-1];
_object removeMagazinesTurret ["14Rnd_FFAR",[-1]];
_object WeaponsTurret [-1];
_object removeWeapon "FFARLauncher";
_object WeaponsTurret [-1];
_object removeWeapon "HellfireLauncher";
_object WeaponsTurret [-1];
_object removeWeapon "SidewinderLaucher_AH64";
};
if (_object isKindof "Mi17_rockets_RU") then {
_mag = _object magazinesTurret [-1];
cpt = 0;
{
_object removeMagazinesTurret [_mag select cpt,[-1]];
cpt = cpt + 1;
} forEach _mag;
_mag = _object magazinesTurret [0];
cpt = 0;
{
_object removeMagazinesTurret [_mag select cpt,[0]];
cpt = cpt + 1;
} forEach _mag;
_object magazinesTurret [-1];
_object removeMagazinesTurret ["128Rnd_57mm",[-1]];
_object WeaponsTurret [-1];
_object removeWeapon "57mmLauncher";
};
if (_object isKindof "Ka52") then {
_mag = _object magazinesTurret [-1];
cpt = 0;
{
_object removeMagazinesTurret [_mag select cpt,[-1]];
cpt = cpt + 1;
} forEach _mag;
_mag = _object magazinesTurret [0];
cpt = 0;
{
_object removeMagazinesTurret [_mag select cpt,[0]];
cpt = cpt + 1;
} forEach _mag;
_object WeaponsTurret [-1];
_object removeWeapon "VikhrLauncher";
_object WeaponsTurret [-1];
_object removeWeapon "80mmLauncher";
};
if (_object isKindof "Ka52Black") then {
_mag = _object magazinesTurret [-1];
cpt = 0;
{
_object removeMagazinesTurret [_mag select cpt,[-1]];
cpt = cpt + 1;
} forEach _mag;
_mag = _object magazinesTurret [0];
cpt = 0;
{
_object removeMagazinesTurret [_mag select cpt,[0]];
cpt = cpt + 1;
} forEach _mag;
_object WeaponsTurret [-1];
_object removeWeapon "VikhrLauncher";
_object WeaponsTurret [-1];
_object removeWeapon "80mmLauncher";
};
//TESTING STUFF END
} forEach vehicles; //Not completly necessary, it just makes sure no vehicle is left out during the process (e.g. high server load) -
yep i have this also, works great!
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if they are not on a plot pole then yes the damage is being added to them and not being maintained.
What salival said should work. But i noticed i had to add some items to the maintain array in variables.sqf to get it working the way i needed it.
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11 hours ago, Robert261171 said:
Is there a new updated epoch 1.0.6.1 version of WAI yet?
this is it
EDIT: sorry i noticed after you said epoch and not overwatch...
this is the epoch one
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the only way to add this to your server is by having people download the mod also.
so if you have epoch and overwatch. players would need to download epoch, overwatch and this "new or custom" mod of yours to join...
I've done it, i made a custom mod pack that is 4.5gb. I found ALL KINDS of arma addons and create one big pack. I whitelisted the server and called it the special server..
Took me a year to build this...
but well worth it
- kingpapawawa, Corpulio_Hun, WLF and 1 other
- 4
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On 4/14/2017 at 8:17 PM, salival said:
Epoch has a built in global require plot check: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/dze_buildChecks.sqf#L8
Then it has a per item require plot check: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/dze_buildChecks.sqf#L12
Which gets evaluated here: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/dze_buildChecks.sqf#L66
So you could just do
if (_className in ["VaultStorageLocked","LockboxStorageLocked"]) then {_requirePlot = 1;};
After this code block: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/dze_buildChecks.sqf#L15 to force a plot pole being needed for safes/lockboxes.
I can confirm this works great! Many thanks salival!!
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6 hours ago, juandayz said:
@Cherdenko @theduke guys you think is possible show the marker only in the gps? i have the idea to add it to remote_key mod.
im honestly not sure... If i would start to look somewhere, it would be your script of the video on GPS lol
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Is there a way to prevent players from being able to place a safe without a plot pole?
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2 hours ago, heroesandbandits said:
Is it the compiles.sqf that is located in dayz_code.pbo?
yes, bring that over in the mission file, and open the init.sqf and change the path to your compiles.sqf
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2 hours ago, Thug said:
@theduke Need a little help. Can someone show me their server_monitor.sqf for 1.0.6.1
so I can see where to put this.
Step 5. Again in your server_monitor.sqf find this:
// # END SPAWN OBJECTS #
And below it put this:
processInitCommands;
My server_monitor does not have // #END SPAWN OBJECTS #
I have it above
if (dayz_townGenerator) then {
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Thanks for checking into this ebay. Ill install a test server with fresh epoch files and test it out again.
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lol ok, just double checking
Try to launch with the batch file i provided...
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2 minutes ago, Anhor said:
Answers in the box
Well first you cant have the server on the same port. If napf is using 2400 as a port, sahrani needs to be different.
use this as your client launch instead of arma or launcher
create a file and save this as client.bat
Spoiler@echo off
echo ===============================
echo Server Join Batch
echo -------------------------------
echo ===============================
echo JOINING SERVER IN .....
timeout 3::===============================================================================================================================================
::Configuration| Edit these to the proper file paths ==============================================================================================================================================
::---> ===============================================================================================================================================
:: YOUR Arma 2 Operation Arrowhead Directory
set STEAMPATH=C:\Program Files (x86)\Steam
:: YOUR Arma 2 Directory
set arma2path=N:\SteamLibrary\SteamApps\common\Arma 2
:: Server IP
set IP=81.19.216.121
:: Server Port
set PORT=2400
:: Server Mods
set MODS=@DayZ_Epoch
::---> ===============================================================================================================================================
::===============================================================================================================================================
:: DO NOT EDIT ANYTHING BELLOW THIS LINE OR YOU WILL BREAK THIS FILE ==============================================================================================================================================
::===============================================================================================================================================start "" "%STEAMPATH%\steam.exe" -applaunch 33930 "-mod=%ARMA2PATH%;EXPANSION;ca;%MODS%" -connect=%IP% -port=%PORT% -password=%PASSWORD% -nosplash -noPause -skipIntro
@exit
make sure you change your path to steam to suit your pc and the path to ARMA 2, not ARMA 2 OA.
once you edited the paths, save it and double click it, it should launch you straight into your NAPF server... because NAPF has the port of 2400 and is currently running.
if you want to launch sahrani under the same port, you will need to shut down the NAPF server....
this is what i have for my server launch parameters
Spoiler@echo off
start "arma2" /min arma2oaserver.exe -port=2302 "-config=instance_11_Chernarus\config.cfg" "-cfg=instance_11_Chernarus\basic.cfg" "-profiles=instance_11_Chernarus" -name=instance_11_Chernarus "-mod=@Dayz_Overwatch;@DayZ_Epoch1061;@extDB;@DayZ_Epoch_Server;"
this is localhost aslo...
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Just now, Anhor said:
It is a running dedi server.
can you post your server launch parameters
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wouldnt surprise me also if the issue you are getting is because of the way you are launching the client....I had that issue in the beginning also...
Tell us more about what you are doing....
Is this on your local pc, dedi, GSP?
Have you started with fresh epoch files?
How are you connecting to the server (client)?
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im also a little confused by your server launch parameters... If you are using a dedicated box or dedicated test server, you shouldnt have an IP in there, it should be localhost
If your test server is not on your pc, then your CLIENT needs the IP, thats it
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no the server key wont be in extended keys for the server if sahrani has been updated. That key will not work if its been updated.
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15 minutes ago, Anhor said:
The question is, WHERE can I download the 1.5.0 SERVER files?
there are no "server" files for different maps... what needs to be done is you add the sahrani mod in the root of your server
and you also need sahrani client sided... it needs to be the same version of sahrani.
So the easiest way to do this is download the latest sahrani from launcher. In launcher, double check the location it is saving your mods (top left click on settings, then click on "open mod folder")
Copy the @sahrani folder and drop it into your server root.
you might need to download it from the armaholic website to obtain the server key also if you dont already have it
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So i've had a couple complaints about adding gear in storage items.
The issue is, when you open the shed, or safe or any storage ogject, if you DONT see how many slots are available for weapons items and backpacks on the top left and you place items in it, they go into oblivion lol
Im just wondering if other people are having this issue also?
Thanks
Duke
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yes i have a lingor server on 1061.
How to install Sector C/Z Overpoch Napf server?
in Scripting
Posted
this is very old... I just used skalitzky island AIs that Thug made for cherno, and name that sector C.
this uses WAI to sapwn