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Sandbird

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Posts posted by Sandbird

  1. Well if you have that, then its easy.
    You dont need the click overwriting.
    All you need to do is add the 2 extra clicks in your array, like:

    ["ItemZombieParts","Smear Guts on you","execVM 'custom\walkamongstthedead\smear_guts.sqf';","true"],
    ["ItemWaterbottle","Wash zombie guts","execVM 'custom\walkamongstthedead\usebottle.sqf';","true"],

    or something similar that you have.

    You probably have a config file or something that you add your right clicks on stuff...Check my above code and adapt it to your script.

  2. Your RscTitles is total chaos....You got classes embedded in other classes.

     

    Try this:

    #include "Scripts\Loot\CfgBuildingLoot.hpp"
    respawn = "BASE";
    respawndelay = 5;
    onLoadMission= "DayZ Epoch Chernarus";
    OnLoadIntro = "Welcome to DayZ Epoch Chernarus";
    OnLoadIntroTime = False;
    OnLoadMissionTime = False;
    disabledAI = true;
    disableChannels[]={0,2,6};
    enableItemsDropping = 0;
    
    briefing = 0;
    debriefing = 0;
    
    onPauseScript = "";
    loadScreen = "Scripts\Loadscreen\dayzloadinscreen.jpg";
    
    class Header
    {
     gameType = COOP;            //DM, Team, Coop, ...
     minPlayers = 1;             //min # of players the mission supports
     maxPlayers = 100;            //Max # of players the mission supports
    };
    
    aiKills = 1;
    diagRadio = 1;
    diagHit = 1;
    
    class RscText
    {
    	type = 0;
    	idc = -1;
    	x = 0;
    	y = 0;
    	h = 0.037;
    	w = 0.3;
    	style = 0x100; 
    	font = Zeppelin32;
    	SizeEx = 0.03921;
    	colorText[] = {1,1,1,1};
    	colorBackground[] = {0, 0, 0, 0};
    	linespacing = 1;
    };
    class RscPicture
    {
    	access=0;
    	type=0;
    	idc=-1;
    	style=48;
    	colorBackground[]={0,0,0,0};
    	colorText[]={1,1,1,1};
    	font="TahomaB";
    	sizeEx=0;
    	lineSpacing=0;
    	text="";
    };
    class CfgSounds
    {
        sounds[] = {siren,z_wzombie1,z_wzombie2};
    		class siren {
    			name = "siren";
    			sound[] = {Scripts\Vehicles\Siren\siren.ogg,0.5,1};
    			titles[] = {};
        };
    		class z_wzombie1 {
    			name = "";
    			sound[] = {"Scripts\walkamongstthedead\dayz_sfx\femalezombie_attack_04.ogg",0.3,1,40};
    			titles[] = {0, ""};	
    	};	
    		class z_wzombie2 : z_wzombie1 {
    			sound[] = {"Scripts\walkamongstthedead\dayz_sfx\femalezombie_spotted_01.ogg",0.3,1,40};
    	};
    };
    class RscLoadingText : RscText
    {
    	style = 2;
    	x = 0.323532;
    	y = 0.666672;
    	w = 0.352944;
    	h = 0.039216;
    	sizeEx = 0.03921;
    	colorText[] = {0.543,0.5742,0.4102,1.0};
    };
    class RscProgress
    {
    	x = 0.344;
    	y = 0.619;
    	w = 0.313726;
    	h = 0.0261438;
    	texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
    	colorFrame[] = {0,0,0,0};
    	colorBar[] = {1,1,1,1};
    };
    class RscProgressNotFreeze
    {
    	idc = -1;
    	type = 45;
    	style = 0;
    	x = 0.022059;
    	y = 0.911772;
    	w = 0.029412;
    	h = 0.039216;
    	texture = "#(argb,8,8,3)color(0,0,0,0)";
    };
    class DayZ_loadingScreen
    { 
    	idd = -1;
    	duration = 10e10;
    	fadein = 0;
    	fadeout = 0;
    	name = "loading screen";
    	class controlsBackground
    	{
    		class blackBG : RscText
    		{
    			x = safezoneX;
    			y = safezoneY;
    			w = safezoneW;
    			h = safezoneH;
    			text = "";
    			colorText[] = {0,0,0,0};
    			colorBackground[] = {0,0,0,1};
    		};
    		/*
    		class nicePic : RscPicture
    		{
    			style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO
    			x = safezoneX + safezoneW/2 - 0.25;
    			y = safezoneY + safezoneH/2 - 0.2;
    			w = 0.5;
    			h = 0.4;
    			text = "img\nicePic.paa";
    		};
    		*/
    	};
    	class controls
    	{
    		class Title1 : RscLoadingText
    		{
    			text = "$STR_LOADING"; // "Loading" text in the middle of the screen
    		};
    		class CA_Progress : RscProgress // progress bar, has to have idc 104
    		{
    			idc = 104;
    			type = 8; // CT_PROGRESS
    			style = 0; // ST_SINGLE
    			texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
    		};
    		class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse
    		{
    			idc = 103;
    		};
    		class Name2: RscText // the text on the top-left
    		{
    			idc = 101;
    			x = 0.05;
    			y = 0.029412;
    			w = 0.9;
    			h = 0.04902;
    			text = "";
    			sizeEx = 0.05;
    			colorText[] = {0.543,0.5742,0.4102,1.0};
    		};
    	};
    };
    class RscPictureGUI {
    	access=0;
    	type=0;
    	idc=-1;
    	colorBackground[]={0,0,0,0};
    	colorText[]={0.38,0.63,0.25999999,0.75};
    	font="TahomaB";
    	sizeEx=0;
    	lineSpacing=0;
    	text="";
    	style="0x30 + 0x100";
    	x=0;
    	y=0;
    	w=0.2;
    	h=0.15000001;
    };
    // DayZ Watermark
    class RscTitles {
    	
    	class zCamoStatusGUI {
    	idd = -1;
    	fadeout=0;
    	fadein=0;
    		onLoad = "uiNamespace setVariable ['zCamo_GUI_display', _this select 0]";
    		duration = 10e10;
    		name= "zCamoGui";
    		controlsBackground[] = {};
    		objects[] = {};
    		class controls {
    			class zCamoIcon:RscPictureGUI {
    			idc = 1;
    			text="custom\walkamongstthedead\zombie.paa";
    			x="0.958313 * safezoneW + safezoneX";
    			y="0.43 * safezoneH + safezoneY";
    			w=0.059999999;
    			h=0.079999998;
    			colorText[]={1,1,1,1};
    			};
    		};
    	};
    	
    	class wm_disp {
    		idd = -1;
    		onLoad = "uiNamespace setVariable ['wm_disp', _this select 0]";
    		fadein = 0;
    		fadeout = 0;
    		duration = 10e10;
    		controlsBackground[] = {};
    		objects[] = {};
    		class controls {
    			class wm_text2 {
    				idc = 1;
    				x = safeZoneX+0.027;//safeZoneW*0.01;
    				y = safeZoneY+safeZoneH-0.16;
    				w = 1.151*safeZoneH;
    				h = 0.057*safeZoneH;
    				shadow = 2;
    				class Attributes
    				{
    					font = "EtelkaNarrowMediumPro";
    					color = "#24FFFFFF";
    					align = "left"; // put "center" here if you want some background
    					valign = "middle";
    					shadow = 2;
    				};
    				colorBackground[] = { 1, 0.3, 0, 0 };  // uncomment and increase 4th number to have a background
    				font = "EtelkaNarrowMediumPro";
    				size = 0.06*safeZoneH;
    				type = 13;
    				style = 0;
    				text="";
    			};
    		};
    	};
    };
    
    #include "Scripts\snap_pro\snappoints.hpp"
    #include "Scripts\doorManagement\defines.hpp"
    #include "Scripts\doorManagement\doorUnlock.hpp"
    #include "Scripts\doorManagement\doorManagement.hpp"
    #include "Scripts\plotManagement\plotManagement.hpp"
    #include "Scripts\doorManagement\ComboLockUI.hpp"
    #include "Functions\extra_rc.hpp"
    #include "Traders\cfgServerTrader.hpp"
    
    
  3. I got it all working except for the icon, keeps saying the GUI ins't defined or something. Here is my description.txt:

     

    #include "Scripts\Loot\CfgBuildingLoot.hpp"
    respawn = "BASE";
    respawndelay = 5;
    onLoadMission= "DayZ Epoch Chernarus";
    OnLoadIntro = "Welcome to DayZ Epoch Chernarus";
    OnLoadIntroTime = False;
    OnLoadMissionTime = False;
    disabledAI = true;
    disableChannels[]={0,2,6};
    enableItemsDropping = 0;
    
    briefing = 0;
    debriefing = 0;
    
    onPauseScript = "";
    loadScreen = "Scripts\Loadscreen\dayzloadinscreen.jpg";
    
    class Header
    {
     gameType = COOP;            //DM, Team, Coop, ...
     minPlayers = 1;             //min # of players the mission supports
     maxPlayers = 100;            //Max # of players the mission supports
    };
    
    aiKills = 1;
    diagRadio = 1;
    diagHit = 1;
    
    class RscText
    {
    	type = 0;
    	idc = -1;
    	x = 0;
    	y = 0;
    	h = 0.037;
    	w = 0.3;
    	style = 0x100; 
    	font = Zeppelin32;
    	SizeEx = 0.03921;
    	colorText[] = {1,1,1,1};
    	colorBackground[] = {0, 0, 0, 0};
    	linespacing = 1;
    };
    class RscPicture
    {
    	access=0;
    	type=0;
    	idc=-1;
    	style=48;
    	colorBackground[]={0,0,0,0};
    	colorText[]={1,1,1,1};
    	font="TahomaB";
    	sizeEx=0;
    	lineSpacing=0;
    	text="";
    };
    class CfgSounds
    {
        sounds[] = {siren,z_wzombie1,z_wzombie2};
    		class siren {
    			name = "siren";
    			sound[] = {Scripts\Vehicles\Siren\siren.ogg,0.5,1};
    			titles[] = {};
        };
    		class z_wzombie1 {
    			name = "";
    			sound[] = {"Scripts\walkamongstthedead\dayz_sfx\femalezombie_attack_04.ogg",0.3,1,40};
    			titles[] = {0, ""};	
    	};	
    		class z_wzombie2 : z_wzombie1 {
    			sound[] = {"Scripts\walkamongstthedead\dayz_sfx\femalezombie_spotted_01.ogg",0.3,1,40};
    	};
    };
    class RscLoadingText : RscText
    {
    	style = 2;
    	x = 0.323532;
    	y = 0.666672;
    	w = 0.352944;
    	h = 0.039216;
    	sizeEx = 0.03921;
    	colorText[] = {0.543,0.5742,0.4102,1.0};
    };
    class RscProgress
    {
    	x = 0.344;
    	y = 0.619;
    	w = 0.313726;
    	h = 0.0261438;
    	texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
    	colorFrame[] = {0,0,0,0};
    	colorBar[] = {1,1,1,1};
    };
    class RscProgressNotFreeze
    {
    	idc = -1;
    	type = 45;
    	style = 0;
    	x = 0.022059;
    	y = 0.911772;
    	w = 0.029412;
    	h = 0.039216;
    	texture = "#(argb,8,8,3)color(0,0,0,0)";
    };
    class DayZ_loadingScreen
    { 
    	idd = -1;
    	duration = 10e10;
    	fadein = 0;
    	fadeout = 0;
    	name = "loading screen";
    	class controlsBackground
    	{
    		class blackBG : RscText
    		{
    			x = safezoneX;
    			y = safezoneY;
    			w = safezoneW;
    			h = safezoneH;
    			text = "";
    			colorText[] = {0,0,0,0};
    			colorBackground[] = {0,0,0,1};
    		};
    		/*
    		class nicePic : RscPicture
    		{
    			style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO
    			x = safezoneX + safezoneW/2 - 0.25;
    			y = safezoneY + safezoneH/2 - 0.2;
    			w = 0.5;
    			h = 0.4;
    			text = "img\nicePic.paa";
    		};
    		*/
    	};
    	class controls
    	{
    		class Title1 : RscLoadingText
    		{
    			text = "$STR_LOADING"; // "Loading" text in the middle of the screen
    		};
    		class CA_Progress : RscProgress // progress bar, has to have idc 104
    		{
    			idc = 104;
    			type = 8; // CT_PROGRESS
    			style = 0; // ST_SINGLE
    			texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
    		};
    		class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse
    		{
    			idc = 103;
    		};
    		class Name2: RscText // the text on the top-left
    		{
    			idc = 101;
    			x = 0.05;
    			y = 0.029412;
    			w = 0.9;
    			h = 0.04902;
    			text = "";
    			sizeEx = 0.05;
    			colorText[] = {0.543,0.5742,0.4102,1.0};
    		};
    	};
    };
    class RscPictureGUI {
    	access=0;
    	type=0;
    	idc=-1;
    	colorBackground[]={0,0,0,0};
    	colorText[]={0.38,0.63,0.25999999,0.75};
    	font="TahomaB";
    	sizeEx=0;
    	lineSpacing=0;
    	text="";
    	style="0x30 + 0x100";
    	x=0;
    	y=0;
    	w=0.2;
    	h=0.15000001;
    };
    
    // DayZ Watermark
    		class zCamoStatusGUI {
    			idd = -1;
    			fadeout=0;
    			fadein=0;
    			onLoad = "uiNamespace setVariable ['zCamo_GUI_display', _this select 0]";
    			duration = 10e10;
    			name= "zCamoGui";
    			controlsBackground[] = {};
    			objects[] = {};
    			class controls {
    			class zCamoIcon:RscPictureGUI {
    			idc = 1;
    			text="Scripts\walkamongstthedead\zombie.paa";
    			x="0.958313 * safezoneW + safezoneX";
    			y="0.43 * safezoneH + safezoneY";
    			w=0.059999999;
    			h=0.079999998;
    			colorText[]={1,1,1,1};
    						};
    					};
    				};	
    class RscTitles {
    		class wm_disp {
    			idd = -1;
    			onLoad = "uiNamespace setVariable ['wm_disp', _this select 0]";
    			fadein = 0;
    			fadeout = 0;
    			duration = 10e10;
    			controlsBackground[] = {};
    			objects[] = {};
    			class controls {
    			class wm_text2 {
    			idc = 1;
    			x = safeZoneX+0.027;//safeZoneW*0.01;
    			y = safeZoneY+safeZoneH-0.16;
    			w = 1.151*safeZoneH;
    			h = 0.057*safeZoneH;
    			shadow = 2;
    		class Attributes {
    			font = "EtelkaNarrowMediumPro";
    			color = "#24FFFFFF";
    			align = "left"; // put "center" here if you want some background
    			valign = "middle";
    			shadow = 2;
    			};
    			colorBackground[] = { 1, 0.3, 0, 0 };  // uncomment and increase 4th number to have a background
    			font = "EtelkaNarrowMediumPro";
    			size = 0.06*safeZoneH;
    			type = 13;
    			style = 0;
    			text="";
    			};
            };
        };
    };
    
    #include "Scripts\snap_pro\snappoints.hpp"
    #include "Scripts\doorManagement\defines.hpp"
    #include "Scripts\doorManagement\doorUnlock.hpp"
    #include "Scripts\doorManagement\doorManagement.hpp"
    #include "Scripts\plotManagement\plotManagement.hpp"
    #include "Scripts\doorManagement\ComboLockUI.hpp"
    #include "Functions\extra_rc.hpp"
    #include "Traders\cfgServerTrader.hpp"
    
    

     

    Thank you

     

     

    You didnt do step 5.

    Add the class zCamoStatusGUI under your class RscTitles

  4. I am already broken :L

    I hate arma, i hate arma bugs and i hate this gameeeee.........back to coding....

     

    ps i just realized something, (totally irrelevant to this).

    In system_monitor.sqf  the check that checks if its a vehicle or a building is wrong.

    Not all buildings that players build are ModularItems.

     

    To be sure, change that line to this:

    if ((_hiveResponse select 2) isKindOf "ModularItems" || ((_hiveResponse select 2) in dayz_allowedObjects)) then {

    (if you have added all the objects player can build in that values in variables.sqf :P)

  5. I am grabbing some data from a table row and bring the results to a value called GIMMELIST.

    Then i do.

    _list = GIMMELIST;
    diag_log format [">>>>>> _list is: %1",_list];     //  ["[["012345","123454","123312"]]"]
    _list = _list select 0;
    if(!(isNil "_list") && {_list != "[[]]"}) then {
      _list = call compile _list;
      _newlist = [_list,2] call array_reduceSizeReverse;
    };
    .....
    
    But i am getting

    Error count: Type String, expected Array,Config entry

    this error is for line _newlist = [_list,2] call array_reduceSizeReverse;

    WTF? I am making it in an array...Why is it complaining thats its not ?

  6. hmm ok, lets try something different....

    Because from what i see dayz_objectUID3 depends on the _wordspace, i changed the function a bit....

     

    Delete my fix first of all and

     

    put this:

    //Safe spawning of veh, not on top of eachother
    _position = _location findEmptyPosition [0,60,_class];  //60m radius
    if (count _position != 0) then {
        _safelocation = _position;
    }else{
        //default spawner
        diag_log format["###### TRADER BUY VEH: NO SPACE, spawning dead center ######"];
        _safelocation = _location;
    };
    _worldspace = format["[%1,%2]", _dir,_safelocation];
    _worldspace = call compile _worldspace;

    ABOVE line:

    _uid = _worldspace call dayz_objectUID3;
  7. It's good but, people should just move the vehicles xD (:

     

    Yeah but sometimes they dont...usually people tow the newly spawned vehicle to their base, forget to get in to update its location and then on restart...bam...the vehicle is in the helipad...blocking everything else.

    Btw i have to fix this as well....so you dont have to get in vehicle to update the location...also surprised this bug has been going on for ages now :P

  8. Maybe it makes sence if a new position (a bit further away) is needed, that the player gets an appropriate message.

     

    I thought about that as well, but I didnt want to get into server->client message stuff cause i dont know what type of overwrites each person does.

    For example i am overwriting my trade_any_vehicle.sqf type of files, so i can do it...but maybe people use the default ones...or they dont know how to do it.

    This way its up to 'you' to do as you please.

     

    For example for my case i'll be changing the red arrow to something else...so it can be seen from where the player is...even if the 'supposed arrow' is behind a fence, but that's too technical for some people.

  9. Yeah, it really depends on the map and how small is the trade area.

    I guess you could also send that value from the trade_any_vehicle.sqf file...so it depends on the trader.

    If its a big trader city,set it up to 40 or something, and if its a small one, to something less.

    This 'safe area' starts dead center in the helipad and expands to 60 right now...so plenty of space around it.

    I set it up high cause maybe you'll spawn 2-3 Chinooks...and they need space :P

  10. I am surprised noone else is bothered by this. It really bothered me that vehicles would spawn on top of each other when you buy a vehicle and another one is there.

     

    What does the fix do ?
    It will check if there is a safe location in a 60m radius to spawn the vehicle. If there is one, it will select it...otherwise worst case scenario, it reverts to the old location..

     

    The fix is very easy. All you have to do is open \dayz_server\compile\server_publishVehicle2.sqf

     

    Find 

    _uid = _worldspace call dayz_objectUID3;

    ABOVE it put :

    //Safe spawning of veh, not on top of eachother
    _position = _location findEmptyPosition [0,60,_class];  //60m radius
    if (count _position != 0) then {
        _safelocation = _position;
    }else{
        //default spawner
        diag_log format["###### TRADER BUY VEH: NO SPACE, spawning dead center ######"];
        _safelocation = _location;
    };
    _worldspace = format["[%1,%2]", _dir,_safelocation];
    _worldspace = call compile _worldspace;

    Find bellow:

    [_object,_uid,_characterID,_class,_dir,_location,_donotusekey,_activatingPlayer] spawn {

    In this array change _location to _safelocation. So it should look like:

    [_object,_uid,_characterID,_class,_dir, _safelocation,_donotusekey,_activatingPlayer] spawn {

    Dont forget to add

    "_position","_safelocation"

    at the top in the private array.

     

     

    What we did here:

    1. Insert the vehicle in the database with the new location
    2. Use the new location to spawn a vehicle
    3. If there is no available position withing 60m, then it will revert back to the old (on top of vehicles) position
  11. Sorry i don't rmember exactly but CTRL + F your loot tables for raven i think that was what i did. 

     

    You see why this was annoying me at the time :D

     

    Yeah i found the class MAV_RAVEN_BACKPACK. but i dont have it in my loot tables...probably some hacker spawns it to crash the server

    How did you fix your problem ?

  12. Bump i am having the same problem, 3 times today....

    Anyone knows the classname of this raven backpack ? I wanna check the files if its in the loot tables.

    I tried this:

    mpeventhandler.txt

    //new
    !"\raven\scripts\init_staticRavenDamaged.sqf" !"Null = _this execVM \"\raven\scripts\init_staticRavenDamaged.sqf\";"
    5 !="this enableSimulation false;this allowDammage false;this disableAI 'FSM';this disableAI 'ANIM';this disableAI 'MOVE';" !="_this spawn fnc_plyrHit;"
    5 "init" !"\raven\scripts\init_staticRavenDamaged.sqf" !"Null = _this execVM \"\raven\scripts\init_staticRavenDamaged.sqf\";"
    5 "exec" !"\raven\scripts\init_staticRavenDamaged.sqf" !"Null = _this execVM \"\raven\scripts\init_staticRavenDamaged.sqf\";"

    No luck

  13. If epoch is coming to the end of its life, and the developers allow others to continue, it will be 10 times better than anything seen before.

    Epoch should be 'Opensource' type of thing, driven by a whole bunch of developers, player suggestions, polls and diversity. (which is not right now....people have been begging for customsqls since forever)

    Custom SQLs could lift this thing in an unprecedented popularity. A3 would be stealing stuff from A2 epoch :P

    But....the devs dont see things like this..They are obviously focused in A3 for $$$ reasons, trying to win the contest. I dont blame them.

  14. I had quit arma for a bit. I am back now..eventually i'll continue with this...but a fair warning. This requires custom SQLs, like Arma2Net..(maybe other custom dlls also if they allow writing to any table in any db).

    Also an apache server on the same machine, so it can send emails.

    And finally (well since you'll be able to add custom .dll to your root folder), another .dll file to handle the POST requests (getting info from ingame and use php to send that info in an email)

  15. I ended up using the real_date.dll by KK, and changed my server_timeSync to this:

    // Day till 21:00 then fullmoon nights
    
    server_timeSync = {
        //Send request
        private ["_hour","_minute","_date"];
        
            //Get real server time
            _date = call compile ("real_date" callExtension "");
            _hour = _date select 3;
            _minute = _date select 4;
        
            if (_hour >= 0 and _hour < 10) then {     //Fullmoon
                _date = [2013,8,3,_hour,_minute];
            };
            
            if (_hour >= 10 and _hour < 21) then {   //Day till 21:00
                _date = [2013,8,3,10,_minute];
            };
            
            if (_hour >= 21 and _hour <= 23) then {  //Night starts at 21:00
                _date = [2013,8,3,15,_minute];
            };
                
            setDate _date;
            PVDZE_plr_SetDate = _date;
            publicVariable "PVDZE_plr_SetDate";
            diag_log ("TIME SYNC: Local Time set to " + str(_date));    
    };
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