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Saltzman

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  1. Like
    Saltzman reacted to Zupa in [Release] Advanced Trading 2.1 !UPDATED!   
    Ill make some time this evening.
  2. Like
    Saltzman reacted to BigEgg in [Release] BigEgg's Debug Monitor   
    This tutorial will guide you through how to install my custom debug monitor. With this install you will be able to press insert in game to have it come up.
     
    Step 1: 
     
    Open your dayz_spaceInterrupt and find this line:
     if (_dikCode == 210) then { Under that you will see a line that looks like this:
     _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf"; Replace that with this:
     _nill = execvm "custom\playerstats.sqf"; Step 2:
     
    Copy the code from this link: http://pastebin.com/10K7ginT
     
    Open a blank text document using Notepad++ or an editor of your choice
     
    Paste the code in it and save it as playerstats.sqf
     
    Move it to your custom folder.
     
    Make any changes you want to make :)
     
    Pictures:
     
    http://imgur.com/WmdPMMk
  3. Like
    Saltzman got a reaction from BigEgg in [Release] Restrict building near defined areas   
    Works fantastic, thanks again BigEgg!
     
    SUGGESTION: Add an area in the script for custom locations, like a blacklist.
  4. Like
    Saltzman reacted to BigEgg in [Release] Restrict building near defined areas   
    So you currently have a rule that states you can not build within a certain distance of Military barracks etc..... Although making it a rule is easy, making it impossible is almost easier. No deleting bases or having to constantly be on the look out.
     
    You will need:
    Notepad++ (or a software of your choice)
    init.sqf
    player_build.sqf (can be found in your snap build folder)
     
     
    Instructions:
     
    Step one: 
     
    Open up your init.sqf and add this to the very bottom:
     
    ServerIllegalRadius = 500;   ServerNoBuildList = [ "Land_Mil_ControlTower", "Land_SS_hangar", "Land_Mil_Barracks_i", "Land_Mil_Barracks", "Land_budova4_in", "HeliHEmpty" ]; Step two:
     
    At the top of player_build.sqf add these to the end of the Private line:
    "_posrad","_cntrad" Step three:
     
    Find this line in player_build.sqf:
    if(!canbuild) then { _cancel = true; _reason = "Cannot build in a city."; }; Under it add:
     
    _posrad = [player] call FNC_GetPos; _cntrad = count (nearestObjects [_posrad, ServerNoBuildList, ServerIllegalRadius]);   if (_cntrad > 0) then { _cancel = true; _reason = format["- Building is restricted %1m near Trader Cities and Millitary Loot Areas", ServerIllegalRadius]; };   Hope it helps :)
  5. Like
    Saltzman reacted to malau in How about an official statement?   
    I wish the Epoch team would allow another team to take over development of the Arma 2oa version. There's alot of mileage left in that version yet.
  6. Like
    Saltzman reacted to Zupa in [Release] Advanced Trading 2.1 !UPDATED!   
    Probably releasing a test build later this evening that you guys can try to break to find bugs.
  7. Like
    Saltzman got a reaction from HeroeZGaming in [Release] WPD's Action Menu (Deploy Vehicle/View Distance/Color Filters/Self Bloodbag/Suicide/Flip Vehicle)   
    Ok got it working. Somone whos good at forum posting should redo the instructions. They are quite fucked up.
  8. Like
    Saltzman reacted to Brockie in [HOW-TO] Reskin/Retexture Vehicles   
    This is How-to reskin/retexture vehicles.
     
       I do not take credit for any of the script.  I just made a how-to because a few people asked for it.
     
         For advanced user:  This was created after a lot of searching and at least 100 different ways of trial and error.  It's unbelievably simple and I'm sure someone has posted this before but I hope it helps. 
         Features:
    No noticeable server startup lag.  Easy to install. Works on the fly for purchased vehicles. Works for dynamic vehicles. Works on server restarts. Tested with 7 custom vehicle skins setup on traders and dynamic, worked flawlessly and tested restarts too.    Credits
    [VB]AWOL whose postethe proper way to do this. [VB]AWOL + Epoch Dev Team and EpochMod.com community for sharing awesome mods.    Requirements
    Custom texture files that are known to work. Ability to edit sqf files PBO Manager Notepad++    Installation
     
          Step 1.  Get some custom textures and put them in your mission folder somewhere.  Write down the folder structure for future use. For my example textures are in the custom folder in my mission file.
     
     
          Step 2.  Unpack your dayz_server pbo
     
     
          Step 3.  open these three files:  server_publishVehicle2.sqf, server_publishVehicle3.sqf, and server_monitor.sqf
     
     
          Step 4.  In your server_monitor.sqf find this:
    _lockable = 0; if(isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then {                     And ABOVE it put this
    if (_type == "SUV_TK_CIV_EP1") then {_object setVehicleInit 'this setObjectTexture [0, ''custom\SUV.jpg''];';};                  Change the Vehicle Classname and the texture pathing for your texture and vehicle.  Keep adding more lines like this for each texture that you need.
     
     
          Step 5. Again in your server_monitor.sqf find this:
    // # END SPAWN OBJECTS #                    And below it put this:
    processInitCommands;        Step 6. In server_publishVehicle2.sqf find this:
    } else { _object = createVehicle [_class, _location, [], 0, "CAN_COLLIDE"]; };                   And BELOW it put this:
    if (_class == "SUV_TK_CIV_EP1") then {_object setVehicleInit 'this setObjectTexture [0, ''custom\SUV.jpg''];';};                  Notice the only difference is _class instead of _type.  Again  keep adding more lines like this for each texture that you need.
     
     
        Step 7.  This Step is for BOTH: server_publishVehicle2.sqf AND server_publishVehicle3.sqf find this:
    publicVariable "PVDZE_veh_Init";                 And BELOW it put this:
    processInitCommands;     Step 8.  Now in server_publishVehicle3.sqf find this:
    //Add weapons _objWpnTypes = _weapons select 0; _objWpnQty = _weapons select 1;                And ABOVE it put this:
    if (_class == "SUV_TK_CIV_EP1") then {_object setVehicleInit 'this setObjectTexture [0, ''custom\SUV.jpg''];';};                It's the same line from server_publishVehicle2.sqf  with _class instead of _type.  again repeat more lines exactly like this for more textures.
     
     
         Step 9.  Save Changes and Repack PBO
     
     
       Congrats your done!
     
    Note:  This could also be done by creating a function and then calling the function from each file, i think....  but I prefer to do it this way.
  9. Like
    Saltzman reacted to Zupa in [Release] Advanced Trading 2.1 !UPDATED!   
    Progress update:
     
    I finished the main logic. Now i will debug the code and test it to see if all works and probably make small adjustments.
     
    Work tracker below:
     
    https://github.com/DevZupa/AdvancedTrading/commits/F-003-Backpack
     
    I think i doubled the amount of code lines for all these extra features.
  10. Like
    Saltzman reacted to Zupa in [Release] Advanced Trading 2.1 !UPDATED!   
    Ok,
     
    Filter = Done
    Item Info = DOne
    Currency in development (not done)
     
    Test build:
     
    https://github.com/DevZupa/AdvancedTrading/tree/F-AT-001-FilterList
     
    Just replace the files u curently have and edit the config to your likings (Single currency only atm).
     
     
    If people can play arround with it so it's definetly bug free that would be nice
     

  11. Like
    Saltzman reacted to Zupa in [Release] Advanced Trading 2.1 !UPDATED!   
    Nothing is released yet.
    All new changes will be released in 1 release when it's done.
     
    Tutorial will be updated ( but there won't be much to change tbh just replacing files and setting a config on true/false)
  12. Like
    Saltzman got a reaction from LunatikCH in How about an official statement?   
    Do not add coins. Leave it a choice to server owners as we have now.
  13. Like
    Saltzman reacted to LunatikCH in How about an official statement?   
    ^This
  14. Like
    Saltzman reacted to cen in How about an official statement?   
    Do NOT add coins to official epoch.
  15. Like
    Saltzman reacted to Zupa in [Release] Advanced Trading 2.1 !UPDATED!   
    Small update on development, Finished filtering today, started with currency support. Also item info will be displayed.
     
     

  16. Like
    Saltzman reacted to Caveman in [Release] *NEW* missions for WAI 2.2.0   
    Thank you very much. I will continue to do my best to make these missions better and fix any boo boos asap.
  17. Like
    Saltzman reacted to Shizweak in Custom vehicles - removing ammo same as new patch.   
    OK, had a chance to test it, it appears the above solution does work - removes all ammo from all guns on a vehicle.
     
    EDIT: Oops, as someone gracefully reminded me - we also need to strip ammo from dynamically spawned vehicles:
     
     
    Firstly, in your mission file, lets create an array of vehicles we want to strip ammo from - this way we can always just edit the mission file if we decide to add new armed vehicles. Inside init.sqf, simply add a new variable called "DZE_StripAmmo" near the others at the top of the file, e.g. here is what I have (not the full file, just the custom variables):
    dayz_fullMoonNights = true; DZE_BuildingLimit = 500; DZE_StripAmmo = ["BAF_Jackal2_L2A1_D", "HMMWV_MK19", "HMMWV_Armored", "HMMWV_M2", "BRDM2_HQ_Gue", "BTR40_MG_TK_INS_EP1"]; You may add any armed vehicle to this array, to have it's weapons stripped of ammo.
     
     
     
    Secondly, you want to edit the dayz_server code (extract the pbo), and jump into dayz_server/init/server_functions.sqf, and around line 260 we have the following:
    _veh = createVehicle [_vehicle, _position, [], 0, "CAN_COLLIDE"]; Update this, to include the ammo removal:
    _veh = createVehicle [_vehicle, _position, [], 0, "CAN_COLLIDE"]; if(_vehicle in DZE_StripAmmo) then { _veh setVehicleAmmo 0 };  Done, save the file.    
     
    And finally, you want to edit the server monitor which is in dayz_server/system/server_monitor.sqf - open up the file and jump down to around line 130, we have:
    _object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"]; Update this to also include the ammo removal:
    _object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"]; if(_type in DZE_StripAmmo) then { _object setVehicleAmmo 0 }; Save the file, repack your server pbo, and your mission file if you choose to pack it - and give it a run!
     
    You can find the class names for vehicles from A2 AND A2:OA here:
    http://community.bistudio.com/wiki/ArmA_2:_Vehicles
    http://community.bistudio.com/wiki/ArmA_2_OA:_Vehicles
  18. Like
    Saltzman reacted to Zupa in [Release] Advanced Trading 2.1 !UPDATED!   
    Working on it atm,
     
    also adding a filter to search items
     
    redesinging abit to because opacity is 90's webdesign
     

  19. Like
    Saltzman reacted to Angrygargamel in Rcon / DB/ Launcher Code   
    if you want to make YOUR OWN tools..start from scratch...
    if you want to use code from other tools then use these tools...
  20. Like
    Saltzman reacted to F507DMT in [Release] Anti-Duping by F507DMT [Working]   
    Anti-Duping by F507DMT
     
     
    This Anti-Duping system block duping with: Losing connection, drop loot, Esc, exit yes and Esc + G, losing connection, drop loot, exit yes.
    Works perfectly!
     
     
    Instructions:
     
    in description.ext 
    onPauseScript = "scripts\DupingFix.sqf"; in DupingFix.sqf
    private ["_escMenu","_lastTimesScanned","_currTimesScanned"]; disableSerialization; sleep 1; call dayz_forcesave; _escMenu = findDisplay 49; _lastTimesScanned = player getVariable ["ClearToLeave",0]; AD_AntiDupePlayer = player; publicVariable "AD_AntiDupePlayer"; sleep 5; _currTimesScanned = player getVariable ["ClearToLeave",0]; if (_currTimesScanned - _lastTimesScanned < 1) then { titleText ["<Anti-dupe>: Connection to the server is not found!", "PLAIN DOWN", 3]; systemchat "<Anti-dupe>: Connection to the server is not found!"; _escMenu closedisplay 0; }; in AH bottom:
    'AD_AntiDupePlayer' addPublicVariableEventHandler { [] spawn { waitUntil {!isNull AD_AntiDupePlayer}; _plyr = AD_AntiDupePlayer; _amnt = _plyr getVariable ['ClearToLeave',0]; _plyr setVariable ['ClearToLeave',_amnt+1,true]; }; }; in compiles.sqf change this:
    dayz_spaceInterrupt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\dayz_spaceInterrupt.sqf"; to:
    dayz_spaceInterrupt = compile preprocessFileLineNumbers "scripts\dayz_spaceInterrupt.sqf"; in dayz_spaceInterrupt.sqf add(_nill = execvm "scripts\esc.sqf";):
    //Esc if (_dikCode == 0x01) then {     _nill = execvm "scripts\esc.sqf";     DZE_cancelBuilding = true;     call dayz_EjectPlayer; }; in scripts\esc.sqf
    // F507DMT for "_x" from 3 to 1 step -1 do { (findDisplay 106) closeDisplay 1; uiSleep 1; if (isNil "EscBlock") then { systemchat "<Anti-dupe>: Gear is locked for 5 seconds."; EscBlock = true; }; }; EscBlock = nil; add in publicvariable.txt, in line 2, last:
    !="AD_AntiDupePlayer" --
     
     
     
    If you use endMission "SOME", like in nosidechat.sqf, chenge to:
    _nil = execVM "scripts\player_kick.sqf"; in player_kick.sqf:
    kickme = true; add buttom in scripts.txt:
    5 "kickme" When u have no connection BE can`t kick you. Dupe - fix.
     
     
    --

  21. Like
    Saltzman reacted to (AOW)Recon in [Release] Anti-Duping by F507DMT [Working]   
    That's Good
     
    :)
  22. Like
    Saltzman reacted to KPABATOK in Exile or Epoch   
    Apart from obvious similarities, Exile has some interesting features (or tweaks) which I hope will be implemented in Epoch at some point. Now can't remember what in particular I liked, but it would make Epoch a much better mod. Either way, Exile to me looks too much like wasteland and has not enough freedoms compared to Epoch (you can do in Epoch practically whatever you want). Will I play Exile? No. But I will monitor its progress notheless. My heart is at Epoch :)
  23. Like
    Saltzman reacted to axeman in Signature and Post keep getting deleted   
    You have donator perks on your server. Yes, most likely, that's why the sig was deleted. 
     
    Really, you sell our assets against our licencing then complain here...?
  24. Like
    Saltzman reacted to Chainsaw Squirrel in Alarm! Cheaters! Help!   
    What crap that is .. hacker log only good, if infistar catches .. thats the whole point its missing most.. not to mention every new release breaks stuff.. between the issues with infistar and the hackers .. its a never ending battle for what ?? people just bitch and whine.. I just got the screw it attitude.. whine and your kicked.. lazy ass players .I dont even play anymore .. just spend my time fixing crap ..
  25. Like
    Saltzman reacted to MGT in kicked off by BattlEye: PublicVariable Value Restriction #85   
    Get the player to change their in game name, that will fix it.
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