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Caveman

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Posts posted by Caveman

  1. Sorry that's my fault. I changed the zombie humanity points to 25...default is 5. Find this file local_eventKill.sqf..either in custom or scripts folder. You can see where 25 is...just change it to what you want

  2. Nice work. Looks interesting :) Maybe turn it into a mission which pops up randomly.

    That will be what's coming next. It would be much better as a mission for sure. I don't know what to do about using the teleport. The coords would have to be set to where ever the mission spawned. So it would be changing. I have a mission called Secret Bunker that is kind of like this Alien Landing.

    At the Secret Bunker a water well spawns in with some Ai guarding it. You kill the Ai and then scroll on the well and teleports you to a secret bunker. The tele is the only way inside...without glitching. The loot spawns in the secret bunker with the mission. What has stopped me from releasing these types of missions is how people can just glitch into the bunker and skip the Ai. The only workaround I have for that is "the teleport dome to hell", but still testing that atm.

  3. alientitle_zpsvjdutoic.jpg

     

    -BACKUP YOUR FILES BEFORE ADDING THIS MESS OF A SCRIPT.
    -YOU MUST HAVE YOUR OWN AI SYSTEM INSTALLED, AND A CUSTOM COMPILES FOR THE fn_selfActions.sqf
    -YOU MUST ALSO DISABLE ANTI-TELEPORT (MAYBE).

     

     

     

    WHAT IS ALIEN LANDING?

    It's a shitty little Ai base at NWAF with an alien theme.
    I'm sure there are better ways of doing this, but I am a cut and paste kind of guy. I don't know much about code stuff.

    An alien ship has crash landed at nwaf. They are trying to repare their ship while the local militia has set up a perimeter around the space ship with tanks (only props).

    alienbase4_zpsjy0e6qh1.jpg
     

     

     

     

    There is a teleport outside the ship that teleports you into the spaceship to get the loot.
    alienbase1b_zpsx7gbxzfa.jpg
     

     

     

     

     

     

    Don't get excited. Inside the ship is just a tiny room.
    If you want a bigger spaceship just use the arma map editor and get creative. Design a spaceship and change the coords in the alien_ship_in.sqf.

    alienbase3_zpsuphkaxk8.jpg
     

     

     

     

    There is also a radio inside the ship that you can scroll on to call air-strike, it will bomb the perimeter around the alien ship. I made sure a few bombs will hit some buildings....and that should be enough to distract any snipers.
    You can scroll on call air-strike numerous times to make more booms!. I'm not sure what will happen if you scroll 100 times in a roll.

    alienbase2_zps0xsfqwv1.jpg
    Now it's safe to teleport out of the ship. I made 4 options to teleport out of the ship. You can choose east, west, north, and south and it will bring you somewhere on the outside of the airfield in a safe(ish) place.
     

    alienbase1_zpsxgm0rxqm.jpg

     

    alienbase1a_zps3yhlklp6.jpg

     

     

    =======================================================
    Files to edit
    fn_selfActions.sqf
    mission.sqm
    mission.sqf (in server pbo...DayZ_Epoch_11.Chernarus <--this folder)


    =======================================================

     

    INSTRUCTIONS
    1. ADDING THE AI BASE BUILDINGS AND OBJECTS


    There's a more common and better way using server_functions.sqf to spawn buildings, but I just do it this way, I am set in my ways (lazy) and it works fine. I will add the how to for the more common way later today.

    A. Unpack your server PBO and grab the Chernarus mission.sqf
       from the missions/DayZ_Epoch_11.Chernarus/mission.sqf
        
    B.
    At the very bottom just above this

    processInitCommands;

     
    Add This


     

    /*---------------------------------------------------------------------------
    
                          Alien Landing
    
    ---------------------------------------------------------------------------*/  
     
    _vehicle_2 = objNull;
    if (true) then
    {
      _this = createVehicle ["Land_PBlighttower", [4549.3447, 10409.314, -36.865616], [], 0, "CAN_COLLIDE"];
      _vehicle_2 = _this;
      _this setDir -291.9137;
      _this setPos [4549.3447, 10409.314, -36.865616];
    };
    
    _vehicle_3 = objNull;
    if (true) then
    {
      _this = createVehicle ["Land_PBlighttower", [4552.772, 10410.908, -36.86549], [], 0, "CAN_COLLIDE"];
      _vehicle_3 = _this;
      _this setDir 247.71545;
      _this setPos [4552.772, 10410.908, -36.86549];
    };
    
    _vehicle_4 = objNull;
    if (true) then
    {
      _this = createVehicle ["Land_PBlighttower", [4550.397, 10411.939, -36.881943], [], 0, "CAN_COLLIDE"];
      _vehicle_4 = _this;
      _this setDir 158.62721;
      _this setPos [4550.397, 10411.939, -36.881943];
    };
    
    _vehicle_5 = objNull;
    if (true) then
    {
      _this = createVehicle ["Land_PBlighttower", [4551.8882, 10408.521, -36.871033], [], 0, "CAN_COLLIDE"];
      _vehicle_5 = _this;
      _this setDir -22.248091;
      _this setPos [4551.8882, 10408.521, -36.871033];
    };
    
    _vehicle_13 = objNull;
    if (true) then
    {
      _this = createVehicle ["MetalFloor_DZ", [4550.9521, 10410.418, 4.0974674], [], 0, "CAN_COLLIDE"];
      _vehicle_13 = _this;
      _this setDir -23.664604;
      _this setPos [4550.9521, 10410.418, 4.0974674];
    };
    
    _vehicle_19 = objNull;
    if (true) then
    {
      _this = createVehicle ["PowGen_Big", [4571.937, 10373.292, -0.1036785], [], 0, "CAN_COLLIDE"];
      _vehicle_19 = _this;
      _this setDir -122.42665;
      _this setPos [4571.937, 10373.292, -0.1036785];
    };
    
    _vehicle_21 = objNull;
    if (true) then
    {
      _this = createVehicle ["Laptop_EP1", [4567.2544, 10376.707, 0.81344289], [], 0, "CAN_COLLIDE"];
      _vehicle_21 = _this;
      _this setDir -18.977768;
      _this setPos [4567.2544, 10376.707, 0.81344289];
    };
    
    _vehicle_23 = objNull;
    if (true) then
    {
      _this = createVehicle ["FoldChair", [4568.2334, 10376.316], [], 0, "CAN_COLLIDE"];
      _vehicle_23 = _this;
      _this setDir -250.07596;
      _this setPos [4568.2334, 10376.316];
    };
    
    _vehicle_24 = objNull;
    if (true) then
    {
      _this = createVehicle ["FoldTable", [4567.2939, 10376.962, -0.00015258789], [], 0, "CAN_COLLIDE"];
      _vehicle_24 = _this;
      _this setDir -30.98801;
      _this setPos [4567.2939, 10376.962, -0.00015258789];
    };
    
    _vehicle_38 = objNull;
    if (true) then
    {
      _this = createVehicle ["MAP_T34", [4543.7573, 10383.316, 0.00012207031], [], 0, "CAN_COLLIDE"];
      _vehicle_38 = _this;
      _this setDir -171.30859;
      _this setPos [4543.7573, 10383.316, 0.00012207031];
    };
    
    _vehicle_40 = objNull;
    if (true) then
    {
      _this = createVehicle ["MAP_T34", [4529.5195, 10401.101, -0.00021362305], [], 0, "CAN_COLLIDE"];
      _vehicle_40 = _this;
      _this setDir -118.18489;
      _this setPos [4529.5195, 10401.101, -0.00021362305];
    };
    
    _vehicle_41 = objNull;
    if (true) then
    {
      _this = createVehicle ["MAP_T34", [4571.8389, 10404.791, -6.1035156e-005], [], 0, "CAN_COLLIDE"];
      _vehicle_41 = _this;
      _this setDir 91.10627;
      _this setPos [4571.8389, 10404.791, -6.1035156e-005];
    };
    
    _vehicle_42 = objNull;
    if (true) then
    {
      _this = createVehicle ["MAP_T34", [4556.5063, 10431.761], [], 0, "CAN_COLLIDE"];
      _vehicle_42 = _this;
      _this setDir 9.7865677;
      _this setPos [4556.5063, 10431.761];
    };
    
    _vehicle_43 = objNull;
    if (true) then
    {
      _this = createVehicle ["MAP_T34", [4532.0635, 10423.829, -9.1552734e-005], [], 0, "CAN_COLLIDE"];
      _vehicle_43 = _this;
      _this setDir -59.140305;
      _this setPos [4532.0635, 10423.829, -9.1552734e-005];
    };
    
    _vehicle_49 = objNull;
    if (true) then
    {
      _this = createVehicle ["Sign_sphere100cm_EP1", [4564.0591, 10382.554], [], 0, "CAN_COLLIDE"];
      _vehicle_49 = _this;
      _this setDir -47.503284;
      _this setPos [4564.0591, 10382.554];
    };
    
    _vehicle_50 = objNull;
    if (true) then
    {
      _this = createVehicle ["ClutterCutter_EP1", [4564.2114, 10379.049], [], 0, "CAN_COLLIDE"];
      _vehicle_50 = _this;
      _this setDir 9.057723;
      _this setPos [4564.2114, 10379.049];
    };
    
    _vehicle_51 = objNull;
    if (true) then
    {
      _this = createVehicle ["ClutterCutter_EP1", [4552.0234, 10408.359, 9.1552734e-005], [], 0, "CAN_COLLIDE"];
      _vehicle_51 = _this;
      _this setPos [4552.0234, 10408.359, 9.1552734e-005];
    };
    
    _vehicle_52 = objNull;
    if (true) then
    {
      _this = createVehicle ["Sign_sphere100cm_EP1", [4550.9414, 10410.178, -3.0517578e-005], [], 0, "CAN_COLLIDE"];
      _vehicle_52 = _this;
      _this setPos [4550.9414, 10410.178, -3.0517578e-005];
    };
    
    _vehicle_53 = objNull;
    if (true) then
    {
      _this = createVehicle ["Land_Misc_Coil_EP1", [4564.0254, 10382.468, -1.713264], [], 0, "CAN_COLLIDE"];
      _vehicle_53 = _this;
      _this setDir 9.057723;
      _this setPos [4564.0254, 10382.468, -1.713264];
    };
    
    _vehicle_72 = objNull;
    if (true) then
    {
      _this = createVehicle ["SkeetDisk", [4549.9473, 10410.43, 0.064010985], [], 0, "CAN_COLLIDE"];
      _vehicle_72 = _this;
      _this setPos [4549.9473, 10410.43, 0.064010985];
    };
    
    _vehicle_73 = objNull;
    if (true) then
    {
      _this = createVehicle ["Sign_arrow_down_EP1", [4549.9497, 10410.44, 0.11356405], [], 0, "CAN_COLLIDE"];
      _vehicle_73 = _this;
      _this setPos [4549.9497, 10410.44, 0.11356405];
    };
    
    _vehicle_75 = objNull;
    if (true) then
    {
      _this = createVehicle ["GraveDZE", [4551.855, 10409.664, 0], [], 0, "CAN_COLLIDE"];
      _vehicle_75 = _this;
      _this setPos [4551.855, 10409.664, 0];
    };
    
    _vehicle_76 = objNull;
    if (true) then
    {
      _this = createVehicle ["Land_Dirthump01", [4555.3481, 10407.941, -1.6090729], [], 0, "CAN_COLLIDE"];
      _vehicle_76 = _this;
      _this setDir -48.668404;
      _this setPos [4555.3481, 10407.941, -1.6090729];
    };
    
    _vehicle_77 = objNull;
    if (true) then
    {
      _this = createVehicle ["Land_Dirthump01", [4550.2959, 10405.927, -1.9070672], [], 0, "CAN_COLLIDE"];
      _vehicle_77 = _this;
      _this setDir 12.221138;
      _this setPos [4550.2959, 10405.927, -1.9070672];
    };
    
    _vehicle_78 = objNull;
    if (true) then
    {
      _this = createVehicle ["Land_Dirthump01", [4546.9751, 10410.575, -1.9504795], [], 0, "CAN_COLLIDE"];
      _vehicle_78 = _this;
      _this setDir -83.165779;
      _this setPos [4546.9751, 10410.575, -1.9504795];
    };
    
    _vehicle_79 = objNull;
    if (true) then
    {
      _this = createVehicle ["Land_Dirthump01", [4551.2017, 10414.42, -1.9471591], [], 0, "CAN_COLLIDE"];
      _vehicle_79 = _this;
      _this setDir 0.53227282;
      _this setPos [4551.2017, 10414.42, -1.9471591];
    };
    
    _vehicle_80 = objNull;
    if (true) then
    {
      _this = createVehicle ["Land_Dirthump01", [4555.1245, 10412.585, -1.7456796], [], 0, "CAN_COLLIDE"];
      _vehicle_80 = _this;
      _this setDir 66.702637;
      _this setPos [4555.1245, 10412.585, -1.7456796];
    };
    
    _vehicle_81 = objNull;
    if (true) then
    {
      _this = createVehicle ["Land_Campfire_burning", [4552.6802, 10415.104, -0.37742519], [], 0, "CAN_COLLIDE"];
      _vehicle_81 = _this;
      _this setPos [4552.6802, 10415.104, -0.37742519];
    };
    
    _vehicle_82 = objNull;
    if (true) then
    {
      _this = createVehicle ["Land_Campfire_burning", [4547.3257, 10409.085, -0.46282309], [], 0, "CAN_COLLIDE"];
      _vehicle_82 = _this;
      _this setPos [4547.3257, 10409.085, -0.46282309];
    };
    
    _vehicle_83 = objNull;
    if (true) then
    {
      _this = createVehicle ["Land_Campfire_burning", [4554.5386, 10406.685, -0.29560274], [], 0, "CAN_COLLIDE"];
      _vehicle_83 = _this;
      _this setPos [4554.5386, 10406.685, -0.29560274];
    };
    
    _vehicle_87 = objNull;
    if (true) then
    {
      _this = createVehicle ["LAND_ASC_runway_Yellowlight", [4553.0386, 10413.252, 0.041924924], [], 0, "CAN_COLLIDE"];
      _vehicle_87 = _this;
      _this setPos [4553.0386, 10413.252, 0.041924924];
    };
    
    _vehicle_88 = objNull;
    if (true) then
    {
      _this = createVehicle ["LAND_ASC_runway_Yellowlight", [4555.9629, 10408.618, -0.17977437], [], 0, "CAN_COLLIDE"];
      _vehicle_88 = _this;
      _this setPos [4555.9629, 10408.618, -0.17977437];
    };
    
    _vehicle_89 = objNull;
    if (true) then
    {
      _this = createVehicle ["LAND_ASC_runway_Bluelight", [4552.1895, 10406.16, -0.10696773], [], 0, "CAN_COLLIDE"];
      _vehicle_89 = _this;
      _this setPos [4552.1895, 10406.16, -0.10696773];
    };
    
    _vehicle_99 = objNull;
    if (true) then
    {
      _this = createVehicle ["Land_Campfire_burning", [4547.8613, 10405.729, -0.37706974], [], 0, "CAN_COLLIDE"];
      _vehicle_99 = _this;
      _this setPos [4547.8613, 10405.729, -0.37706974];
    };
    
    _vehicle_100 = objNull;
    if (true) then
    {
      _this = createVehicle ["Land_Campfire_burning", [4549.3545, 10406.58, -0.42677665], [], 0, "CAN_COLLIDE"];
      _vehicle_100 = _this;
      _this setPos [4549.3545, 10406.58, -0.42677665];
    };
    
    _vehicle_101 = objNull;
    if (true) then
    {
      _this = createVehicle ["Sign_arrow_down_large_EP1", [4563.8862, 10382.543, 1.1084784], [], 0, "CAN_COLLIDE"];
      _vehicle_101 = _this;
      _this setPos [4563.8862, 10382.543, 1.1084784];
    };
    
    _vehicle_104 = objNull;
    if (true) then
    {
      _this = createVehicle ["Radio", [4551.502, 10411.187, 0.018154439], [], 0, "CAN_COLLIDE"];
      _vehicle_104 = _this;
      _this setDir -130.20686;
      _this setPos [4551.502, 10411.187, 0.018154439];
    };
    
    _vehicle_105 = objNull;
    if (true) then
    {
      _this = createVehicle ["Sign_arrow_down_EP1", [4551.5029, 10411.083, 0.36005321], [], 0, "CAN_COLLIDE"];
      _vehicle_105 = _this;
      _this setDir -17.015327;
      _this setPos [4551.5029, 10411.083, 0.36005321];
    };


    C. Repack your server PBO




    2. ADDING SCROLL OPTIONS TO OBJECTS


    A. Open up fn_selfActions.sqf

    B. Find this line
    _allowedDistance = 4;

    C. add this above that line

    // Alien Landing
    
    _alienland = cursorTarget isKindOf "SkeetDisk";
    
        if ((speed player <= 1) && _alienland && (player distance cursorTarget < 5)) then {
    
            if (s_player_alienland < 0) then {
    
                s_player_alienland = player addAction [("<t color=""#c3c300"">" + ("Exit East NWAF") +"</t>"),"Scripts\alien_ship_exit_east.sqf",cursorTarget, 0, false, true, "",""];
    
            };
    
        } else {
    
            player removeAction s_player_alienland;
    
            s_player_alienland = -1;
    
        };
    
    // Alien Landing END
    
    // Alien Landing west
    
    _alienlandwest = cursorTarget isKindOf "SkeetDisk";
    
        if ((speed player <= 1) && _alienlandwest && (player distance cursorTarget < 5)) then {
    
            if (s_player_alienlandwest < 0) then {
    
                s_player_alienlandwest = player addAction [("<t color=""#c3c300"">" + ("Exit West NWAF") +"</t>"),"Scripts\alien_ship_exit_west.sqf",cursorTarget, 0, false, true, "",""];
    
            };
    
        } else {
    
            player removeAction s_player_alienlandwest;
    
            s_player_alienlandwest = -1;
    
        };
    
    // Alien Landing west END
    
    // Alien Landing south
    
    _alienlandsouth = cursorTarget isKindOf "SkeetDisk";
    
        if ((speed player <= 1) && _alienlandsouth && (player distance cursorTarget < 5)) then {
    
            if (s_player_alienlandsouth < 0) then {
    
                s_player_alienlandsouth = player addAction [("<t color=""#c3c300"">" + ("Exit South NWAF") +"</t>"),"Scripts\alien_ship_exit_south.sqf",cursorTarget, 0, false, true, "",""];
    
            };
    
        } else {
    
            player removeAction s_player_alienlandsouth;
    
            s_player_alienlandsouth = -1;
    
        };
    
    // Alien Landing north END
    
    _alienlandnorth = cursorTarget isKindOf "SkeetDisk";
    
        if ((speed player <= 1) && _alienlandnorth && (player distance cursorTarget < 5)) then {
    
            if (s_player_alienlandnorth < 0) then {
    
                s_player_alienlandnorth = player addAction [("<t color=""#c3c300"">" + ("Exit north NWAF") +"</t>"),"Scripts\alien_ship_exit_north.sqf",cursorTarget, 0, false, true, "",""];
    
            };
    
        } else {
    
            player removeAction s_player_alienlandnorth;
    
            s_player_alienlandnorth = -1;
    
        };
    
    // Alien Landing north END
    
    // Alien Landing2
    
    _alienland2 = cursorTarget isKindOf "Laptop_EP1";
    
        if ((speed player <= 1) && _alienland2 && (player distance cursorTarget < 5)) then {
    
            if (s_player_alienland2 < 0) then {
    
                s_player_alienland2 = player addAction [("<t color=""#c3c300"">" + ("Board the ship") +"</t>"),"Scripts\alien_ship_in.sqf",cursorTarget, 0, false, true, "",""];
    
            };
    
        } else {
    
            player removeAction s_player_alienland2;
    
            s_player_alienland2 = -1;
    
        };
    
    // Alien Landing2 END
    
    // Alien Perimeter
    
    _alienperimeter = cursorTarget isKindOf "Radio";
    
        if ((speed player <= 1) && _alienperimeter && (player distance cursorTarget < 5)) then {
    
            if (s_player_alienperimeter < 0) then {
    
                s_player_alienperimeter = player addAction [("<t color=""#c3c300"">" + ("Call Air-strike") +"</t>"),"Scripts\alien_perimeter_bomb.sqf",cursorTarget, 0, false, true, "",""];
    
            };
    
        } else {
    
            player removeAction s_player_alienperimeter;
    
            s_player_alienperimeter = -1;
    
        };
    
    // Alien Perimeter END

     

    3. ADDING THE MAP MARKER


    A. Open up mission.sqm in DayZ_Epoch_11.Chernarus Mission Folder
     
    B. Find this
        class Markers
        {
            items=17;

    C. Change the 17 into an 18       
    (if its a different number just increase it by 1, because we are adding only one marker class)
            
    D. At the bottom of the marker class, below class 16 add this

            };
            class Item17
            {
                position[]={4550.9414,0,10410.178};
                name="alienlanding1";
                text="Alien Landing (Ai Base)";     
                type="mil_dot";                   
                colorName="ColorGreen";       

    E. EDIT THE MAP MARKERS (Optional)

    Change the map marker to what you want  https://community.bistudio.com/wiki/cfgMarkers

    Change the color if you want

    ColorRed

    ColorBlue

    ColorYellow

    ColorGreen

    ColorBlack   

    ColorWhite

    ColorPink

    ColorOrange

               
     


                
    4. ADDING THE SENSORS


    A. Find
    class Sensors
        {
            items=5;  
    

    B. (Same as class Markers) Change the item=5 to a 6

    (increase by 1, because we are only adding one sensor. This sensor will trigger the script that teleports you into the shitty alien ship.)    

    EXAMPLE


     

    class Sensors
        {
            items=6;
    





    C. Scroll down and below class Item4 add this
     

            };    
            class Item5
            {
                position[]={4564.06,0,10382.5};
                activationBy="WEST";
                repeating=1;
                interruptable=1;
                age="UNKNOWN";
                name="alienlanding2";
                expCond="(player distance alienlanding2) < 4;";
                expActiv="TitleText[""Take me to your leader"",""PLAIN DOWN""]; execVM ""alien_ship_in.sqf"";";
                expDesactiv="TitleText[""."",""PLAIN DOWN""];";
                class Effects
                {
                };    

     

    5. ADDING THE TELEPORT AND THE PERIMETER BOMB


    A. DOWNLOAD THESE Files

    B. Create a Scripts folder if you don't already have one, add the files to from the download to it
     

    6. ADDING THE AI

    Which ever static Ai system you are using here are the coords and skin classnames


       
    COORDS

    4564,10400,0

    NO COORDS AVAILABLE FOR

    mounted guns, or vehicles, but I will add an option for that later today along with more coords for the Ai on foot.

    SKINSIf your using Overpoch or overwatch this skin looks pretty good for an alien

    gsc_scientist2


    if your using epoch ( maybe use a soldier skin instead )

    Soldier1_DZ
    Camo1_DZ


     


    7. ADDING THE CUSTOM LOOT CRATE

    (This isn't mine, I don't know who to give credit to)

     

    CUSTOM CRATE

    //* Breaks Server If To Much Is Added To The Crate   *\\
    //*    Anything More Can Cause Server To Crash       *\\
    //* Max Weapons = 100 * Max Mags = 520 * Max Bag = 1 *\\
    //****************************************************\\
    if (isServer) then {
    
    //Alien Loot
    _vehicle_123 = objNull;
    if (true) then
    {
      _box = createVehicle ["LocalBasicAmmunitionBox", [4551.855,10409.664,0], [], 0, "CAN_COLLIDE"];
      _vehicle_123 = _box;
      _box setDir 0;
      _vehicle_123 setVariable ["ObjectID","1",true];
      _vehicle_123 setVariable ["permaLoot",true];
      //Clear Cargo
      clearweaponcargoGlobal _box;
      clearmagazinecargoGlobal _box;
    
    
    //Weapons (Replace the ????? with the classname you want and the amount)     
    _box addWeaponCargoGlobal ["?????", 1];  
    _box addWeaponCargoGlobal ["?????", 1];
    _box addWeaponCargoGlobal ["?????", 1];
    _box addWeaponCargoGlobal ["?????", 1];
    
    
    //Ammo   
    _box addMagazineCargoGlobal ["?????", 1];
    _box addMagazineCargoGlobal ["?????", 1];
    _box addMagazineCargoGlobal ["?????", 1];
    _box addMagazineCargoGlobal ["?????", 1];
    
    //Tools  
    _box addWeaponCargoGlobal ["?????", 1];  
    _box addWeaponCargoGlobal ["?????", 1];  
    _box addWeaponCargoGlobal ["?????", 1];  
    _box addWeaponCargoGlobal ["?????", 1];    
    
    //Meds  
    _box addMagazineCargoGlobal ["?????", 1];
    _box addMagazineCargoGlobal ["?????", 1];
    _box addMagazineCargoGlobal ["?????", 1];
    _box addMagazineCargoGlobal ["?????", 1];
    
    //Items (food, drink..etc)   
    _box addMagazineCargoGlobal ["?????", 1];
    _box addMagazineCargoGlobal ["?????", 1];
    _box addMagazineCargoGlobal ["?????", 1];
    _box addMagazineCargoGlobal ["?????", 1];
    
      _box setPos [4551.855,10409.664,0];
    };
    };
    



    B. Unpack your server PBO

    C. Open up server_functions.sqf inside your server PBO

    dayz_server/init/server_functions.sqf

    D. At the very bottom paste this

    execVM "\z\addons\dayz_server\crates\crates.sqf";
     

     

     

    8. DOWNLOAD LINK

    A. Download this https://www.dropbox.com/s/j5pgvoux7w41t0z/ALIEN%20LANDING.rar?dl=0

     

    B. Edit the crates.sqf file and add the loot you want

     

    C. Copy the Crates folder to the root of your server PBO and put the Scripts folder in the root of your mpmission.

     

    C. Put the alien_ship_in.sqf into the root of your mpmission (beside description.ext, init.sqf, mission.sqf....etc)

     

     

    9. EDITING BE FILTERS

    I don't remember what I did....uhhh ummmm....we will figure it out
    
    The teleport should be the only issue.

    208.115.199.212:2302  <----TEST IT OUT HERE IF YOU LIKE

    Launch Parameter=  -mod=@DayZOverwatch;@DayZ_Epoch

    If you want to see how this works before you add it, you can come check it out on my server. There is also another Ai base that is 10 times bigger than this one with a nuke. With switches that activate secret stairs or drop bombs to destroy walls or barriers. I also put a TP dome around the main Ai base so you can't glitch into it what so ever. if you try to pass through the dome and the three levels of warning messages you get TP'd to hell...which is a long corridor like cave that once you are TP'd into it triggers bombs that drop one by one in a line towards you until you die...oh the suspense...and the slow drop of the bombs is plenty of time for you to figure out wtf just happened, I also put a custom sign that explains your gonna die and there's nothing you can do.

    There is one part is the Ai base where you have to hurry your ass up and complete 3 steps and TP to the next base before a nuke goes off. I'd like to make a tutorial on all of this, but I'd rather smash my face into a wall. Just come talk to Caveman or McBain in game and we can show you how we did it and help you build your own base. All we ask for is an invitation to check out the Ai base you made on your server.



    THESE ARE NOT MY SCRIPTS ITS A MIXTURE OTHER PEOPLES WORK AND FORUM TOPICS. ALL I DID WAS PUT THEM TOGETHER TO MAKE THIS AI BASE.

     

    -I gotta go through all of this and figure out where each piece of script came from so I can give proper credit.

     

    CREDITS

    Pieces of scripts I used for this

    Event - Bomb Perimeter

    ???? - Custom Crate

    Bexs - Bexs Bunker Trader

     

    I learned a lot from these scripts and they deserve mentioning

    Darihon -Rob Bank script (a huge help)

    Freaking Fred - Anti-Zombie Emitter (adding sound fx)

    Donnovan - Time Control (cause this looks better at night and its an awsome script)

    FragZ - Smoke weed (maybe someday add smoke weed effect for a few seconds during the tele)

    TayTaytheKiller - Nuke Script (This should be used at all Ai bases. Just edit the ash and dust storm and its not laggy at all)

  4. Hero ArmyBase doesnt complete :/

     

    Maybe you teleported to it? missions sometimes wont clear if you TP to them

     

     

    I fixed the skins and the dirt pile at junkyard. uploaded the fixes just now.

     

    Also the alien mission/event/base will be released later today. There are a few variations that's why I call it a mission/event/base.

     

    -a shitty mission

    -or a spawnable admin event

    -or a mini Ai base at nwaf with a  teleport machine that moves you into a tiny room inside the shitty alien ship where the loot box is located. When you scroll on the exit it will TP you to 1 out of 5 random locations around nwaf (because you damn well know people are gonna camp that shit,, :ph34r:

     

    -There's also a scroll option to bomb the shit out of the Ai base via airdrop.

    -you can take it further by adding that nuke script. I have a less laggy version without the ash and dust storm.... just pm me and ask for it. if you want to add this to the mission/event/base

  5. TK_GUE_Soldier_Warlord_EP1  <---- this skin causes errors. I don't know why.

     

     

    Try these ones. They're jst standard epoch wearable cloths.

     

    GUE_Soldier_Crew_DZ

     

    GUE_Soldier_Sniper_DZ

     

    GUE_Soldier_2_DZ

     

     

    ...etc

     

    Here's the link

    http://epochmod.gamepedia.com/A2Epoch:More_Wearable_Clothing

     

    I have new missions coming so I'll upload the latest minor fixes with the new missions

     

    latest minor fixes = junkyard dirt pile is too high & Ai skins

    new missions = secret bunker, meteor, UFO landing, and Where's Waldo.

  6. I'm not sure if this is working for me. How do I know if it's working?  I don't think I installed this correctly. I really want to though, because it looks awesome.

     

    I put execVM "andre_convoy\andre_convoy.sqf"; in my init.sqf file.

     

    like this?

    if (!isDedicated) then {
        //Conduct map operations
        0 fadeSound 0;
        waitUntil {!isNil "dayz_loadScreenMsg"};
        dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
        
        //Run the player monitor
        _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
        _playerMonitor =     [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";  

     

    execVM "andre_convoy\andre_convoy.sqf";

     

    And put andre_convoy folder into the root of my mission folder?

     

    I also set _CUF = false;

  7. Maybe it's the skin class name on the Ai.

    I changed the skins on hero CDF_Soldier_Light and bandit TK_GUE_Soldier_Warlord_EP1 missions back to default Hero and Bandit skins.

     

    I updated the files, but I'm not confident this is fixed.

    You can remove [bandit] Junk Yard and adjust the missions list in WAI config file and also adjust the numbers to add up to 100.

  8. Hi Caveman thanks for releasing these new missions, Have not yet placed them on my server as i am running a PVE only one so need to alter then slightly. I did notice a couple of syntax errors on 3 missions

    they are as follows if you want to update them:

     

    1. "_baserunover6"        Radio Shack mission  Line 3 in  Bandit mission missing "

     

    2-3. in both Hero and Bandit mission - _baserunover23 = createVehicle ["MAP_garbage_paleta,"   Line 43  - missing in  junkyard missions

     

    MegaZ

    THANK YOU!!! You just made these missions solid. This was a huge help.I will update the files right now.

     

     

     

    [FIXED]

  9. So basically I installed the AI missions mod and it works great as in spawning missions and all but for some reason when I kill them with a weapon all of their gear disappears and when I go to the middle the mission does not complete. Any help? Thanks

     

    You should reinstall all the new missions again as of (July 7th 2015). Lots of fixes, updates and new missions added.

  10. (( Labyrinth ))

    LABYRINTH2_zpsqhcfozjk.jpg

     

    What is the Labyrinth Event?

    It's a maze event meant to encourage close combat. A loot box spawns in a random location inside the maze. The random location is chosen from an array of 11 coordinates. The loot in the box has a chance of being 66% shit or 33% kick ass. There are 5 doors to the maze marked with red arrows. No Ai...yet

     

    66.6% shit loot = 40oz gold

    33.3% kickass loot = 3 gems and 40oz gold

     

    This event has a rare chance to spawn in 19%. You can adjust it easily

     

    Example:

    _spawnChance =  0.19;

     

     

     

    INSTRUCTIONS

    1. Copy the code below and save it as labyrinth.sqf inside your modules folder

    private ["_spawnChance", "_spawnMarker", "_spawnRadius", "_markerRadius", "_positionarray", "_item", "_debug", "_start_time", "_loot", "_loot_amount", "_loot_box", "_wait_time", "_spawnRoll", "_position", "_event_marker", "_loot_pos", "_debug_marker","_loot_box", "_hint", "_baserunover", "_baserunover1", "_baserunover2", "_baserunover3","_baserunover4","_baserunover5","_baserunover6","_baserunover7","_baserunover8","_baserunover9","_baserunover10","_baserunover11","_baserunover12","_baserunover13","_baserunover14","_baserunover15","_baserunover16","_baserunover17","_baserunover18","_baserunover19","_baserunover20"];
    
    
    _spawnChance =  0.19; // Percentage chance of event happening
    _markerRadius = 350; // Radius the loot can spawn and used for the marker
    _debug = true; // Puts a marker exactly were the loot spawns
    
    
    _loot_box = "GuerillaCacheBox";
    _loot_lists = [
    [
    [],
    ["ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz"]
    ],
    [
    [],
    ["ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz"]
    ],
    [
    [],
    ["ItemEmerald","ItemRuby","ItemSapphire","ItemGoldBar10oz","ItemGoldBar10oz"]
    ]
    ];
    _loot = _loot_lists call BIS_fnc_selectRandom;
    
    
    _loot_amount = 75;
    _wait_time = 900; 
    
    
    // Dont mess with theses unless u know what yours doing
    _start_time = time;
    _spawnRadius = 5000;
    _spawnMarker = 'center';
    
    
    if (isNil "EPOCH_EVENT_RUNNING") then {
    EPOCH_EVENT_RUNNING = false;
    };
    
    
    // Check for another event running
    if (EPOCH_EVENT_RUNNING) exitWith {
    diag_log("Event already running");
    };
    
    
    // Random chance of event happening
    _spawnRoll = random 1;
    if (_spawnRoll > _spawnChance and !_debug) exitWith {};
    
    
    // Random location
    _position = [getMarkerPos "center",0,5500,10,0,2000,0] call BIS_fnc_findSafePos;
    
    
    diag_log(format["Spawning loot event at %1", _position]);
    
    
    _event_marker = createMarker [ format ["loot_event_marker_%1", _start_time], _position];
    _event_marker setMarkerShape "ELLIPSE";
    _event_marker setMarkerColor "ColorYellow";
    _event_marker setMarkerAlpha 0.5;
    _event_marker setMarkerSize [(_markerRadius + 50), (_markerRadius + 50)];
    
    
    _positionarray = [
    [(_position select 0) + 9, (_position select 1) + 2.3,-0.012],
    [(_position select 0) - 18.6, (_position select 1) + 15.6,-0.012],
    [(_position select 0) - 8.5, (_position select 1) - 21,-0.012],
    [(_position select 0) - 33, (_position select 1) - 6,-0.012],
    [(_position select 0) + 5, (_position select 1) - 44,-0.012],
    [(_position select 0) - 23, (_position select 1) - 20,-0.012],
    [(_position select 0) + 13, (_position select 1) - 23,-0.012],
    [(_position select 0) + 7, (_position select 1) - 6,-0.012],
    [(_position select 0) - 5, (_position select 1) + 1,-0.012],
    [(_position select 0) - 42, (_position select 1) - 6,-0.012],
    [(_position select 0) - 4.3, (_position select 1) - 39,-0.012]
    ];
    _loot_pos = _positionarray call BIS_fnc_selectRandom;
    
    if (_debug) then {
    _debug_marker = createMarker [ format ["loot_event_debug_marker_%1", _start_time], _loot_pos];
    _debug_marker setMarkerShape "ICON";
    _debug_marker setMarkerType "mil_dot";
    _debug_marker setMarkerColor "ColorBlack";
    _debug_marker setMarkerAlpha 1;
    };
    
    
    diag_log(format["Creating ammo box at %1", _loot_pos]);
    
    
    // Create ammo box
    _loot_box = createVehicle [_loot_box,_loot_pos,[], 0, "NONE"];
    clearMagazineCargoGlobal _loot_box;
    clearWeaponCargoGlobal _loot_box;
    
    
    // Cut the grass around the loot position
    _clutter = createVehicle ["ClutterCutter_small_2_EP1", _loot_pos, [], 0, "CAN_COLLIDE"];
    _clutter setPos _loot_pos;
    // cut the grass    end
    
    
    // Buildings and Objects
    _baserunover = createVehicle ["Land_MBG_Shoothouse_1",[(_position select 0) - 35, (_position select 1) - 6.5,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover setDir 0;
    _baserunover setVectorUp surfaceNormal position _baserunover;
    _baserunover1 = createVehicle ["Land_MBG_Shoothouse_1", [(_position select 0) - 12, (_position select 1) + 9,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover1 setDir 0;
    _baserunover1 setVectorUp surfaceNormal position _baserunover1;
    _baserunover2 = createVehicle ["Land_MBG_Shoothouse_1", [(_position select 0) - 16, (_position select 1) - 19.3,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover2 setDir 0;
    _baserunover2 setVectorUp surfaceNormal position _baserunover2;
    _baserunover3 = createVehicle ["Land_MBG_Shoothouse_1", [(_position select 0) + 7, (_position select 1) - 15,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover3 setDir 0;
    _baserunover3 setVectorUp surfaceNormal position _baserunover3;
    _baserunover4 = createVehicle ["Land_MBG_Shoothouse_1",[(_position select 0) + 3, (_position select 1) - 39.5,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover4 setDir 0;
    _baserunover4 setVectorUp surfaceNormal position _baserunover4;
    _baserunover5 = createVehicle ["Land_A_Castle_Bergfrit", [(_position select 0) + 9.5, (_position select 1) + 3,-10.52],[], 0, "CAN_COLLIDE"];
    _baserunover5 setDir 0;
    _baserunover5 setVectorUp surfaceNormal position _baserunover5;
    _baserunover6 = createVehicle ["Land_A_Castle_Donjon_dam", [(_position select 0) + 4, (_position select 1) + 17,-1.93],[], 0, "CAN_COLLIDE"];
    _baserunover6 setDir 0;
    _baserunover6 setVectorUp surfaceNormal position _baserunover6;
    _baserunover7 = createVehicle ["Land_A_Castle_Wall1_20", [(_position select 0) - 11.6, (_position select 1) + 21.7,-7.28],[], 0, "CAN_COLLIDE"];
    _baserunover7 setDir 0;
    _baserunover7 setVectorUp surfaceNormal position _baserunover7;
    _baserunover8 = createVehicle ["Land_A_Castle_Wall1_20", [(_position select 0) - 35.4, (_position select 1) + 6.4,-7.28],[], 0, "CAN_COLLIDE"];
    _baserunover8 setDir 0;
    _baserunover8 setVectorUp surfaceNormal position _baserunover8;
    _baserunover9 = createVehicle ["Land_A_Castle_Donjon", [(_position select 0) + 16, (_position select 1) - 10.3,-1.93],[], 0, "CAN_COLLIDE"];
    _baserunover9 setDir 0;
    _baserunover9 setVectorUp surfaceNormal position _baserunover9;
    _baserunover10 = createVehicle ["Sign_arrow_down_large_EP1", [(_position select 0) + 15, (_position select 1) - 35,+0.52],[], 0, "CAN_COLLIDE"];
    _baserunover10 setDir 0;
    _baserunover10 setVectorUp surfaceNormal position _baserunover10;
    _baserunover11 = createVehicle ["Sign_arrow_down_large_EP1", [(_position select 0) - 8.6, (_position select 1) - 51,+0.52],[], 0, "CAN_COLLIDE"];
    _baserunover11 setDir 0;
    _baserunover11 setVectorUp surfaceNormal position _baserunover11;
    _baserunover12 = createVehicle ["Sign_arrow_down_large_EP1", [(_position select 0) - 27., (_position select 1) - 30.5,+0.52],[], 0, "CAN_COLLIDE"];
    _baserunover12 setDir 0;
    _baserunover12 setVectorUp surfaceNormal position _baserunover12;
    _baserunover13 = createVehicle ["Sign_arrow_down_large_EP1",[(_position select 0) - 46, (_position select 1) - 17.4,+0.52],[], 0, "CAN_COLLIDE"];
    _baserunover13 setDir 0;
    _baserunover13 setVectorUp surfaceNormal position _baserunover13;
    _baserunover14 = createVehicle ["Sign_arrow_down_large_EP1", [(_position select 0) - 22.7, (_position select 1) + 7.7,+0.52],[], 0, "CAN_COLLIDE"];
    _baserunover14 setDir 0;
    _baserunover14 setVectorUp surfaceNormal position _baserunover14;
    _baserunover15 = createVehicle ["MAP_t_acer2s", [(_position select 0) - 8, (_position select 1) - 31,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover15 setDir 0;
    _baserunover15 setVectorUp surfaceNormal position _baserunover15;
    _baserunover16 = createVehicle ["MAP_t_acer2s", [(_position select 0) - 46.5, (_position select 1) - 15,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover16 setDir 91.4;
    _baserunover16 setVectorUp surfaceNormal position _baserunover16;
    _baserunover17 = createVehicle ["MAP_t_acer2s", [(_position select 0) - 23, (_position select 1) + 10,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover17 setDir 89.09;
    _baserunover17 setVectorUp surfaceNormal position _baserunover17;
    _baserunover18 = createVehicle ["MAP_t_acer2s", [(_position select 0) - 27.3, (_position select 1) - 28,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover18 setDir 90.6;
    _baserunover18 setVectorUp surfaceNormal position _baserunover18;
    _baserunover19 = createVehicle ["MAP_t_acer2s", [(_position select 0) + 14, (_position select 1) - 32,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover19 setDir -88.1;
    _baserunover19 setVectorUp surfaceNormal position _baserunover19;
    _baserunover20 = createVehicle ["MAP_t_acer2s", [(_position select 0) - 8.5, (_position select 1) - 48,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover20 setDir 86.08;
    _baserunover20 setVectorUp surfaceNormal position _baserunover20;
    
    
    // Add loot
    {
    _loot_box addWeaponCargoGlobal [_x,1];
    } forEach (_loot select 0);
    {
    _loot_box addMagazineCargoGlobal [_x,1];
    } forEach (_loot select 1);
    
    
    // Send Top Right message to users , requires Remote message script
    _hint = parseText format["<t align='center' color='#FF0000' shadow='2' size='1.75'>LABYRINTH</t><br/><t align='center' color='#ffffff'>A special forces unit lost a precious cargo, Check your Map for the Location!</t>"];
    customRemoteMessage = ['hint', _hint];
    publicVariable "customRemoteMessage";
    
    
    // Send center message to users 
    [nil,nil,rTitleText,"David Bowie put a loot crate inside a Labyrinth.]", "PLAIN",10] call RE;
    
    
    diag_log(format["Loot event setup, waiting for %1 seconds", _wait_time]);
    
    
    // Wait
    sleep _wait_time;
    
    
    // Clean up
    EPOCH_EVENT_RUNNING = false;
    deleteVehicle _loot_box;
    deleteMarker _event_marker;
    if (_debug) then {
    deleteMarker _debug_marker;
    };

     

    2. Add this event to the events list inside init.sqf

    ["any","any","any","any",33,"labyrinth"]

    3Make a sandwich (optional)

     

     

    +++++++++++++++++++

    +++++++++++++++++++

    +++++++++++++++++++

     UPDATED CODE

    (July 10th 2015)

    Removed this:

    _vehclass = cargo_trucks call BIS_fnc_selectRandom;

    It wasn't suppose to be in there at all...booops!

    +++++++++++++++++++

    +++++++++++++++++++

    +++++++++++++++++++

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