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theduke

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  1. Like
    theduke got a reaction from salival in [Outdated] ZSC for Epoch 1.0.6.2 (And OverWatch 0.25)   
    Thx for your continued support @salival Great work on all  your updates!
  2. Like
    theduke reacted to Schalldampfer in [RELEASE] Advanced Alchemical Crafting v3.3 UPDATED for 1.0.6.1   
    now I made it to return items when you remove objects.
    put these lines in the bottom of custom\Buildables\variables.sqf
    This code adds all objects in AAC into DZE_modularConfig array.
    (maybe in this way, you can make it not to require writing everything into variables.sqf)
    --
    btw, I have forked and edited AAC for 1.0.6.2
    https://github.com/Schalldampfer/Advanced-Gem-crafting
  3. Like
    theduke reacted to Sandbird in [Release] Dayz.Epoch.1062.3d.Editor.Live.Mission.With.Database.Interaction   
    Dayz.Epoch.1.0.62 - 3d.Editor.Live.Mission with Database interaction


    -=Youtube Demo=-
     
    What is this
    A custom mission file for the purpose of testing/writing scripts for DayZ Epoch without the need of a server.
    It emulates the dayz_server and dayz_mission files, so you can write scripts using the 3d editor. No need to use a dayz_server for debugging anymore. We all know how time consuming that is.

    Features
    Full Database integration (yes thats right... [:)] I would suggest to have a maximum of 100 objects in your object_data table for faster results.
    Took 5 min to load 10000 objs from my real database, so also make sure you dont go crazy with the MaxVehicleLimit, MaxDynamicDebris values in the init.sqf Fully working GUI, zombies, hit registration, addactions, everything! Write code and execute it on the fly. No need to start a server and join with a client to test things. 100% of your scripts will work! (dynamic weather, default loadouts, custom scripts etc) 2 setups. A default 3d editor player with a default loadout or a Real database character based on your UID Includes most of BIS_fnc functions, so actions like BIS_fn_invAdd will work (i've added most common ones...more included though...check details bellow.) Everything works...when i say everything i mean EVERYTHING !. (Spawning objects on mission start, traders (buy/sell), maintenance, character update, events, stats...etc) New Features!
    All .FSM files have been converted to .SQF meaning the mission acts as a full fledged server / client merge. New character creation has been ignored though, so the server expects that the client that is about to connect exists in the database. The server will start, wait for a 'fake client connection to happen' (you pressing the Preview button), and then it will load your character from the database, spawn Hive objects and create new based on your MaxVehicleLimit values etc, then initialize the events and finally spawn the character to his worldspace location. Use AdminTools to spawn any Perm, Temp vehicle you want, including buildings, crates etc. Building objects is working as expected with a little AddAction trick. Unfortunately the primary display (eg: findDisplay 46) isnt working inside the editor. That means that building stuff or placing objects is very hard to do since we can't 'capture' keystrokes.
    Further details below after the Installation instructions. Arma2Net is not allowed by Battleye anymore, so i am using extDB3 now. Requirements:
    A mysql server on the same machine as your Arma2 editor. Well...a remote PC would work as well...just make sure YOU ARE NOT using your original database. Make a copy of it!. This mission will interact with your database !
    If you don't have a mysql server on your pc...i suggest you get WampServer. It's the easiest php/mysql server out there.
    Installation
    Head over to the GitHub where the project is. Click Download on the right sidebar, and extract the rar file. Copy the 3d.live1062.DayzEpochTemplate.Chernarus mission file in your \My Documents\ArmA 2\missions\ folder If your active Arma profile is not the default one, then you probably should extract it in the \My Documents\ArmA 2 Other Profiles 2\missions\ folder, otherwise you won't be able to find the mission inside the editor. Copy everything inside "Arma2OA root folder" in your root Arma2OA folder (the same folder where @DayZ_Epoch_Server, MPMissions are). The real_date.dll...(Thanks to killzonekid) is used to get your machine's date/time to be used for live day/night cycles inside the game (...you can set a fixed day if you want...details bellow). The tbbmalloc - tbbmalloc_x64.dll files are provided by extDB3. They shouldnt interfere with your normal game, but they are needed for the mission to be able to connect to your MySQL server. (Make a backup of your original ones if you want, just be safe.) EATbaseExporter is used by the AdminTools, and allows you to export bases to an .sqf format so you can import them afterwards to your server. Now edit -=START HIVE MISSION=-.bat which was placed in your Arma2 folder, and fix the paths to their proper values. If you are using DZLauncher then the @Dayz_Epoch folder is probably where i placed it myself.  Battleye needs to be disabled inside the editor otherwise the extDB3 addon will not work. The .bat is taking care of that. It will disable Battleye after 7 seconds. Depending on your machine, if you see that the time isn't sufficient, raise that value a little bit. A sample Database has been provided with me as a character and a basic loadout. You can of course use your own database, just remember to delete most of your Object_Data table vehicles. The more vehicles you have there, the longer it will take for the dayz_server to spawn them. If you just want to write a script independent of cars etc...why wait 5 minutes for the server to spawn 10000 vehicles :) Open "ArmaOA\@extDB\extdb3-conf.ini" and add your test database data there. I named the test SQL DB dayz_cherno [dayz_cherno] IP = localhost Port = 3306 Username = dayz Password = mypass123 Database = dayz_cherno # dayz_cherno is the name of the database (change it in both values) # localhost is your mysql server (could be an IP value as well) # 3306 your mysql port # dayz is your database username # mypass123 is your database password  
    When the game launches, press Alt+E, select Chernarus, then Load mission 3d.live1062.DayzEpochTemplate.Chernarus
    Open \My Documents\ArmA 2\missions\3d.live1062.DayzEpochTemplate.Chernarus\init.sqf
    Go to line 61 and start editing the values there. DB_NAME is the name of your database (same as the extdb3 config file).
    Add your PlayerUID value (same as the DB one) in line 72. (That the player you want to load from the database)
    Depending which map you want to use, you have to change the dayZ_instance variable and also the MarkerP values (line 62) based on your mission.sqm file. Its for the Hive to spawn random vehicles, roadblocks and mines at proper locations based on the map. Just read the comments there for how to get the values. Its really simple. Just copy paste stuff from your mission.sqm file.
    Default setup vs Database setup
    There are 2 ways of initializing your player.
    A live database player based on his UID in the character_data table (coordinates, medical states, inventory etc) A default 3d editor player with a basic loadout. (Ignores Hive Loadouts and initial vehicle spawns) Default setup (extDB3)
    [DefaultTruePreMadeFalse = true;] This option is now the default one, because it's so much easier to set up, plus a lot of things have changed in the 1062 Epoch version. I couldn't totally separate the server files from the client files, so in the end a Database is necessary for the Mission files to work properly. To setup your character with this method, leave DefaultTruePreMadeFalse to true;  Everything is database based..so no need to do anything else. The mission will start with all your stats, inventory, conditions and spawn you where your world coordinates are. Premade Character Setup
    [DefaultTruePreMadeFalse = false;] This setup DOES NOT initialize the character based on a database entry, or does any HIVE related queries on mission start. (like load objects etc). Instead it uses some premade stats that you set, and only uses the Database on updates (buy vehicles etc) The loadout of the player is set in the init.sqf in line 77  
    player setVariable ["CharacterID", "1", true]; // Set here the characterID of the player. It can be anything...just leave it 1 if you want. player setVariable ["playerUID", "111111", true]; // Set here the playerUID of the player you want to have. player setVariable["Z_globalVariable", 100000]; player setVariable["Z_BankVariable", 100000]; player setVariable["Z_MoneyVariable", 100000]; player setVariable["humanity", 11000]; player setVariable["humanKills", 10]; player setVariable["banditKills", 20]; player setVariable["zombieKills", 30]; player setVariable ["friendlies", ["222222","333333"], true]; //Both DZE_Friends and this must be set for friendlies to work properly DZE_Friends = ["222222","333333"]; Everything else should work fine with the database....like traders, salvaging, etc...Unfortunately since the 1062 ver had many differences from the 1051 one, i couldn't really make this Profile option a standalone one, without any Database interaction. So in order for you to minimize any errors in the log file, i would suggest you load my sample db file provided, and also change those CharacterID and PlayerUID values in PLAYER_Data and CHARACTER_Data tables to the ones you set up here, just in case.... The Premade character setup is for people that want to fast debug a script they are making and don't want to wait for the Hive to load all map objects and authenticate the player first. Further Details to change (in both Profile Cases)
    The description.ext, mission.sqf, mission.biedi files have your character's name in them. Just search for the word Sandbird in all of them and change it according to the PlayerName value you have in your Player_DATA table for your PlayerUID value.
    Example taken from description.ext. DONT change the actual My_Player text. The mission file needs that string to read what you typed in the name field.
    class My_Player { name="Sandbird"; face="Face20"; glasses="None"; speaker="Male01EN"; pitch=1.1; };  
    Important info
    Init.sqf values
    DefaultTruePreMadeFalse = true; // True: Read player's data from the database (based on UID), False: the normal player the editor has StaticDayOrDynamic = true; // A static date is set at the bottom of \dayz_server\init\server_function.sqf. Set this to false if you want real time/date inside the mission. DZEdebug = false; // Set to true if you want a more detailed log file Enable Keyboard actions (menu option) // (findDisplay 46) wont work inside the editor. That means that building stuff or placing objects is very hard to do since we cant 'capture' keystrokes. I kinda fixed this with a trick. In order to build something first you have to initiate the building action (holding the object in your hands) and then scroll with your mouse wheel and select Enable Keyboard actions. This will create a layer on your screen capturing your keystrokes thus allowing you to change orientations etc. Pressing ESC twice after and it will close the fake display and return to normal play mode. You will have to do this every time you want to build something. Related to coding
    Since the Editor has some limitations because its not a real server some things will never work. For example:
    _playerUID = getPlayerUID player; will never work in the editor. To get the _playerUID you have to do this:
    _playerUID = player getVariable ["playerUID", 0];
    This is the most important thing to remember. Lots of scripts use getPlayerUID. You have to remember to change it every time you want to use it.  Of course the player value is just an example here. If you were inside a loop and it had (getPlayerUID _x) then you have to rewrite it like this: (_x getVariable["PlayerUID",0]) findDisplay 46 does not work in the editor. If you are using/making a script that uses Display 46 try using my Enable Keyboard action. It might work in your case. publicvariableServercommands don't exist in the editor. There is no server to accept the command. If you want to use addpublicvariableeventhandler you can do it with call/spawn commands. You can find the handlers usually in the PublicEH.sqf.
    Example: PVDZE_plr_Save = [player,dayz_Magazines,false,true]; publicVariable "PVDZE_plr_Save"; can be written like:
    PVDZE_plr_Save = [player,dayz_Magazines,false,true]; publicVariableServer "PVDZE_plr_Save"; // keeping this so when you move the code to the real server you remember to add it. [player,dayz_Magazines,false,true] spawn server_playerSync; // what to call is usually inside publicEH.sqf. In this case search for PVDZE_plr_Save in the PublicEH file and check the call it makes in the end. You could also change the publicVariableServer to publicVariable. That should work inside the editor. But keep in mind these changes wont work on the live server, since one command broadcasts something to the server while the other just to the client running it. I would suggest you keep the original value and do the PublicEH call instead, marking it down with some debug comments next to it, so when you are done and want to transfer the files to your live server you just remove the call and everything should work as expected.
    Don't forget to change the paths when you are adding addons to test/modify them. For example, notice the differences here:  player_switchModel = compile preprocessFileLineNumbers "dayz_code\compile\player_switchModel.sqf"; player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf"; The first line will look up for player_switchModel.sqf inside the editor mission files, while the 2nd one will go to the @Dayz_Epoch map file and get the .sqf file. Same thing applies for the dayz_server files (server_functions.sqf). Once you are done with your script and you have added new compile lines, you need to fix them back to their proper values before you upload them to your live server.
      If you are missing any BIS_fnc functions then check the folder dayz_code\system\functions and see if it's available there to include it in the compiles.sqf. Set DZEdebug = true;  in the init.sqf. And ALWAYS check your RPT log file for debugging. Its located at : %AppData%\Local\ArmA 2 OA folder. Related to mission file included
    You'll notice when you start the mission there are 2 bots standing there. If you double click the soldier you'll see that he initiates this script scripts\BotInit.sqf. I left that in purpose in case you want to do some scripting that requires 'another player', and you want to initialize the fake player like that. The other bot can be deleted. I just left it there because i was testing a Tag Friendly script, and needed a 3rd 'player' that has me as a friend. I've included a simple Fireworks script i made a while back only this time i used some better effects taken from aliascartoons work. Just add a 'SMAW_HEDP' into your inventory and right click on it to test it out. Here is how the old script used to look like Fireworks. Also you'll find a little 'hat script' in the files, just right click a 'IRStrobe' item to add a hat to your player. Both script were written inside the editor using the mission file above...just a small example to show you how easy it is to write code there. The @extDB folder contains a folder called debug_files. These .dlls (when replaced the ones provided) activate a more detailed log file (found under arma 2 operation arrowhead\logs folder). It will show ALL MySQL queries going in/out of the database. Very useful if you are running any custom SQL queries and the RTP log file isn't enough.
    Final Notes
    These are heavily modified files...Dont overwrite them with your own files. Add to them instead of replacing them.
    If you are writing scripts that dont require the server to restart, then you can just go to 2D editor and press Preview again after you make the changes. No need to hit Restart. As long as you are doing changes that doesnt affect the Hive loading you can basically run things on the fly. For example in the init.sqf at the bottom i added a Add BankMonkey example. That command just loads the custom\money.sqf and shows a simple extDB3 example on how to select/update a DB table. Since this command doesnt require the server to restart, you can just hit Preview, test things out, and if you want to make changes, go back to 2D Editor, edit your changes in the money.sqf file and hit Preview again. No need to hit Restart and wait for the dayz_server functions to do their thing again.
    The whole purpose of this project was to not waste any more time trying to code on this god forsaken Arma engine.
    And a personal note....You will NEVER find an easier way to code stuff for Dayz....period. This is the fastest way to write code and see it in action.

    Hope this code will help you write code faster and easier !
    ### Credits
    This mission file would not be possible without the help of these addons/people

    DayzEpochTeam | http://epochmod.com
    killzonekid | http://killzonekid.com
    extDB3 | https://bitbucket.org/torndeco/extdb3/wiki/Home
    ebayShopper | https://github.com/ebayShopper/TestKit
    JasonTM (for the latest beta AdminTools)| https://epochmod.com/forum/topic/44863-release-epoch-admin-tools-v-1107-test-branch/
  4. Like
    theduke got a reaction from spitfirez404 in Looking for simple teleport script!   
    I have a mission similar to what you have in mind.
    The mission itself, players look at an object and are teleported to a special trader
    same thing to get back.
    teleport _to.sqf
    _pos = [[3436.75,14440.4,2.09933],[3439.35,14441.7,1.74573],[3439.79,14449.9,0.741669],[3434.78,14451.2,0.979614]] call bis_fnc_selectrandom; cutText ["Hold Tight","BLACK OUT"]; sleep 1; cutText ["","WHITE IN"]; player setVariable ["oldPosition",(position player),true]; player setPos _pos; obviously, change your _pos to your positions,
    Now to get back, you need this
    teleport_back.sqf
    player setPos (player getVariable ["oldPosition",[0,0,0]]); you'll also need to edit your fn-selfactions.sqf, like @Mig mentioned in his first post so you get the action on your scroll wheel
    you also posted in the wrong section, this is for script/mod releases.
  5. Like
    theduke reacted to Mig in [RELEASE] Custom GUI / Menu UPDATED for 1061   
    tested and functional.
    menu_init.sqf :
     
  6. Like
    theduke reacted to salival in Create a PvP zone in a PvE server   
    @JasonTMis on the money here, use this in your mission.sqm:
            class Item6         {         position[]={6656.21,0,2620.96};                       //TRGDEF                     name="zonepvp";                     expCond="(player distance zonepvp) < 200;";                     expActiv="inPVPZone = true; systemChat (format [""You are entering PVP zone.""]);";                     expDesactiv="inPVPZone = false; systemChat (format [""You are leaving PVP zone.""]);";                     init="this enableSimulation false;this allowDamage true;this enableAI 'FSM';this enableAI 'ANIM';this enableAI 'MOVE';";                             }; Then add the line he also suggested to your custom fn_damageHandler.sqf:
    Replace this line: 
    if (_isPlayer && !_falling) exitWith {}; With this line:
    if (_isPlayer && {!_falling} && {!inPVPZone}) exitWith {};  
  7. Like
    theduke reacted to salival in Juandayz's Mods?   
    Hello,
    Juan threw his trainset when I called him out for having an alt account to prop up his main account with likes. He deleted all his content as a result.
     
  8. Like
    theduke reacted to kingpapawawa in Linking 1 mod to another?   
    thats a built in function to deploy anything.. If you use a menu and this function then you call Deploy Bike like this..  This is how its done in Chox's menu..
    class choxMenuButtonDeploy1: ch0x_RscButton { idc = 1610; text = "Deploy Bike"; x = 0.591145 * safezoneW + safezoneX; y = 0.363887 * safezoneH + safezoneY; w = 0.102708 * safezoneW; h = 0.0272222 * safezoneH; onButtonClick = "closeDialog 0; call compile (['ch0xMenu','Deploy Bike'] call IBEN_fnc_findDACAIndex);"; Then in deploy anything you do.. somewhere there is a post about this part...
    DZE_DEPLOYABLE_NAME_MAP = [ ["MMT_Civ","Bike"], ["ATV_US_EP1","ATV"], ["CSJ_GyroC","Mozzie"] ];  
  9. Like
    theduke got a reaction from SmokeyBR in Preparing Missions scenario   
    i managed to modify macas base manager to get this work... it actually works great. the only thing i havnt figured out yet is how to get the output to only show the directions in their own array... it can be done manually no problem.
    I did have a hard time with positive and negative positions, but mr Salival came to the rescue and fixed that :)
  10. Like
    theduke got a reaction from salival in Preparing Missions scenario   
    i managed to modify macas base manager to get this work... it actually works great. the only thing i havnt figured out yet is how to get the output to only show the directions in their own array... it can be done manually no problem.
    I did have a hard time with positive and negative positions, but mr Salival came to the rescue and fixed that :)
  11. Like
    theduke got a reaction from salival in How to make this script work   
    no what you did there broke the crate spawn.
    Basically this is what it means...
    //Weapons, tools, items, pistols, backpacks
    [_crate,10,10,[100,crate_items_president],10,10] call dynamic_crate;
    if its just a number, it randomly takes from the "weapons array" here:
    https://github.com/f3cuk/WICKED-AI/blob/master/WAI/config.sqf#L100
     
    or like you did, you specified 100 items of the array presidents crate here
    https://github.com/f3cuk/WICKED-AI/blob/master/WAI/config.sqf#L269
     
    what ever you do, keep the array the way it is, if you move stuff around like this
    [_crate,[100,crate_items_president],10,10,10,10] call dynamic_crate
    ^^^^ it wont work
     
     
  12. Like
    theduke got a reaction from Warburgg in How to make this script work   
    no what you did there broke the crate spawn.
    Basically this is what it means...
    //Weapons, tools, items, pistols, backpacks
    [_crate,10,10,[100,crate_items_president],10,10] call dynamic_crate;
    if its just a number, it randomly takes from the "weapons array" here:
    https://github.com/f3cuk/WICKED-AI/blob/master/WAI/config.sqf#L100
     
    or like you did, you specified 100 items of the array presidents crate here
    https://github.com/f3cuk/WICKED-AI/blob/master/WAI/config.sqf#L269
     
    what ever you do, keep the array the way it is, if you move stuff around like this
    [_crate,[100,crate_items_president],10,10,10,10] call dynamic_crate
    ^^^^ it wont work
     
     
  13. Haha
    theduke reacted to lwbuk in setting up infistar AH help me   
    I think he probably figured that out after 4 years. 
  14. Like
    theduke reacted to JasonTM in [Release] Wicked AI 2.2.3 [1.0.6+]   
    Update
    I have combined the Epoch and Overpoch versions of this mod to make it easier to update. Download link in the first post adjusted.
    New feature - You can use a single position for a mission that is spawned dynamically. I have put the code you need to use in the mission example.
    The single position feature uses a new function called wai_validSpotCheck added to position_functions.sqf that includes the mission marker check as well as Salival's player near check.
    I also added an enableFlies check in aimonitor.sqf so that the server does not broadcast to all clients when flies are disabled. Flies are disabled in Epoch by default.
    I made a new array of 205 static spawn points for Chernarus if you want to use that feature.
  15. Haha
    theduke reacted to xDUKEx in 1.6 Safezone   
    I was scratching my head thinking ... "man, it seems like they got closer together ..."    Thanks for the help!
  16. Like
    theduke reacted to salival in 1.6 Safezone   
    I tested that change on my test server, @thedukeis correct, I had mine up at about 800+ before I really noticed a difference.
  17. Like
    theduke reacted to xDUKEx in Help with "Safe Zones 1.6" by - Juandayz   
    That fixed it!  Thanks for the help, and sorry for the wrong forum post.
  18. Like
    theduke got a reaction from Schalldampfer in Help with "Safe Zones 1.6" by - Juandayz   
    you beat me to it lol i was writing a reply
  19. Like
    theduke reacted to Schalldampfer in Help with "Safe Zones 1.6" by - Juandayz   
    how did you call the script itself (maybe in init.sqf)?
    if it's in  if (!isDedicated) then  {~~~~~}; , the script will not work on server.
    show us your server *.rpt file if you want more help.
     
    BTW, Q&A section is not here. 
    Let's go here next time
    https://epochmod.com/forum/forum/35-scripting/
    Or, Reply to the exact thread of script you used.
     
  20. Like
    theduke reacted to totis in [Release] Virtual Garage [Updated for 1.0.7]   
    It was salivals updated garage i had duke, the version before the ammo checks so those comments must be there as it says.
    Without making a new garage table it was not working.
    Anw i just did a new one, my players removed their vehis and really was a good chance to clean that up a bit :)
     
  21. Like
    theduke reacted to salival in [Release] Vehicle Service Point (Refuel, Repair, Rearm) [Updated for 1.0.7]   
    Hi guys,
    Just pushed some updates for this mod:
    Fix localizations not working correctly: here Add ammo to existing magazines, dont clear: here Add localization support: here Translators will be good, see https://github.com/oiad/communityLocalizations
  22. Like
    theduke reacted to JasonTM in [RELEASE] Epoch Admin Tools V-1.10.7 "Test Branch"   
    Thanks. I didn't realize it till later but there is actually a GUI version of the tools. I might try to get that working later.
    https://github.com/noxsicarius/Epoch-Admin-Tools/tree/experimentalGUI
  23. Like
    theduke reacted to JasonTM in [RELEASE] Epoch Admin Tools V-1.10.7 "Test Branch"   
    I have a pull request in with @NoxSicarius. I am waiting for him to merge my updates.
    This version of Epoch Admin Tools is still considered "test branch" until Nox says otherwise. I spent a great deal of time fixing and updating files. Everything works with a few minor exceptions. Those are listed below.
    Complete install instructions and changlog provided in my github repo. Download Here.
    Once Noxsicarius merges my updates, I will change the github link.
    New Features
    Admin tools can be activated with hotkeys rather than with the traditional self-action loop. Hotkey activation is turned on by default. Server-side AI spawner. You can choose hero/bandit ai, select the spot on the map where they spawn, and receive humanity gain/loss and bandit/human kills. Server-side crate spawning to avoid Battleye kicks from the new BEserver.cfg settings. Nox's debug monitor integrated - toggled with Ins key. Dynamic text messages added as an option to safezone script. Toggle grass on/off added as an option to player action menu Set view distance added as an option to player action menu. Players can adjust view distance from 1000-5000 meters in 500 meter increments. Base manager fixed and updated with new dialogs. Still does not work with vectors though. That is a tough update. The graphical vehicle spawn menu has been upgraded so you can choose between all vehicles and Epoch only vehicles. Mods can only spawn Epoch vehicles. The old vehicle system has been removed. Keybinds
     
    F2 - Activate admin tools (if enabled by setting variable EAT_AdminMenuHotkey to true) F4 - Admin mode/mod mode options - when toggled on F6 - Cancel spectate 4 - Admin teleport 5 - Teleport player to admin 6 - Teleport to player 7 - Enhanced ESP options - when toggled on U - Unlock vehicle/safe/lockbox/door L - Lock vehicle/safe/lockbox/door J - Display object information in systemchat Del - Delete object Ins - Toggle Debug Tab - Activate action menu (if enabled by setting variable EAT_ActionMenuHotkey to true) Shift+w - Fastwalk or vehicle boost - when enabled q,w,a,s,d, and space bar are used if flying is toggled on Additional Information and Issues
    I have updated pretty much all of the files in this mod. As far as I can tell they run completely error free. There are a couple of issues though.
    The Base Manager does not work with vectors. I tried to get it to work, but the fix eluded me. It will take someone with more knowledge of the vector system to fix it.
    The GUI based building spawner is a bit wonky. Sometimes the buildings will spawn too far away from the player and the 20 meter build range deletes the building. This system should probably have its own build function. The building selection also needs improvement.
    In order to use the GUI based building spawner you will have to disable a couple of lines in createvehicle.txt. I did not add all of the buildings as exceptions to this file.
    The Battleye filters have been updated for DayZ Epoch 1.0.6.2. Please report any kicks that you get while using the admin tools in this topic. If you are using other mods, then you will have to updates these files or merge them.
    You can adjust the humanity and delete times of the ai in EAT_serverAiSpawn.sqf with these two variables: EAT_HumanityGainLoss and EAT_aiDeleteTimer.
    Note on the base manager: This line in BEserver.cfg will kick you if you try to make too large of a dome with the copy function. MaxCreateVehiclePerInterval 150 1 You either need to increase the value or avoid making large domes with the copy function.
    There are far too many updates and fixes to list here. It would be a mile long. A fairly complete list is in my change log on github.
     
    If you notice any problems post them here.
     
    Credits
    @NoxSicarius - lead developer - Nox's credits are in the github readme.
    @ViktorReznov - code for the getobjectinfo function that is activated with the J key.
    @BigEgg help in Discord with medical public variables - used in heal players function.
    @ebayShopper solution for deleting handgun - used in admin weapon spawning function. Mod detection method.
    If I forgot anyone, I'm sorry. I'm tired while posting this.
     
     
  24. Like
  25. Like
    theduke reacted to JasonTM in [Release] Wicked AI 2.2.3 [1.0.6+]   
    Whatever changes you made have broken WAI. This error should be dealt with first.
    10:07:56 Error in expression <m = [ai_wep_g36,ai_wep_m16,ai_wep_m4,ai_wep_scar,ai_wep_sa58,ai_wep_l85,ai_we> 10:07:56 Error position: <ai_wep_scar,ai_wep_sa58,ai_wep_l85,ai_we> 10:07:56 Error Undefined variable in expression: ai_wep_scar Both Overwatch and Epoch have the SCAR weapons. I commented out the Epoch one and used the Overwatch one. ai_wep_random should have ai_wep_owscar  not ai_wep_scar  in the array. Looking at the other errors, if you fix that it should fix the other errors.
    Make sure you are using the latest files.
     
    I added these to the Overpoch version of WAI, and added this line to the blacklist. I might combine the Epoch and Overpoch versions just to make this easier to manage.
    if (toLower worldName == " sauerland ") exitWith {blacklist = [];}; Thanks @theduke
    https://github.com/worldwidesorrow/Wicked-Ai-Overpoch/blob/master/WAI/configs/spawnpoints.sqf#L12
    https://github.com/worldwidesorrow/Wicked-Ai-Overpoch/blob/master/WAI/configs/blacklist.sqf#L13
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