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Deathcall

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  1. Like
    Deathcall got a reaction from Nakama Mind in wild dogs ?   
    I had this working a looooong time ago on my Lingor Server... used to spawn them on youtubers...
     
    Let me check my old files...
     
    Ah yeah. I used CLAY'S DOGS as a base, then I removed everything I didn't need from the script. Then it was a matter of adding a new option to my admin menu calling a script to initiate CLAY's dogs around a certain object and watch people go: "oh! Dogs! How cu-OHMYGODGETIOFFF!!!"
  2. Like
    Deathcall reacted to Judge Bread in Static Vehicle Spawn Positions   
    Static Vehicle Spawn Positions
    Current version: 1.0
     
    Information:
     
    I have been developing a system to allow server admins to dictate where certain types of vehicles spawn at specific positions on the map. This is to cope with the spawning of vehicles in places that cause them to be unusable. An example of this is the C130J_US_EP1 spawning in the middle of a forest or on the side of a mountain where there isn't enough room to actually take off. This system does not replace the dynamic vehicle spawning system developed by the Epoch developers but simply adds a step in the process to check for a static spawn position as set up by the server admin before using the dynamic spawn system.
     
    This is my first such release and although I have tested it thoroughly, I do advise you to test it on your test systems before deploying it to live. The system was tested on Taviana and thus you will need to modify the spawn locations for your own map. The file to edit your spawn locations is FS_StaticVehicleSpawnLocations.sqf.
     
    Bugs and feedback to enhance the system is welcome but please make sure you clearly state them with reasoning.
     
    The attached zip file contains all the files required, information about the system and a set of the following detailed instructions.
     
     
     
    Installation:
     
    Server:
     
    - Open the server_monitor.sqf found in the system directory.
    - Find these lines (yours might look different depending on the epoch version you have).
    //  spawn_vehicles     _vehLimit = MaxVehicleLimit - _totalvehicles;     if(_vehLimit > 0) then {         diag_log ("HIVE: Spawning # of Vehicles: " + str(_vehLimit));         for "_x" from 1 to _vehLimit do {             [] spawn spawn_vehicles;         };     } else {         diag_log "HIVE: Vehicle Spawn limit reached!";     }; - Change to this
        //  spawn_vehicles     _vehLimit = MaxVehicleLimit - _totalvehicles;     if(_vehLimit > 0) then {         diag_log ("HIVE: Spawning # of Vehicles: " + str(_vehLimit));         if (DZE_FS_UseStaticVehicleSpawn) then {             [_vehLimit] spawn fs_spawnVehicles;         }         else {             for "_x" from 1 to _vehLimit do {                 [] spawn spawn_vehicles;             };         };     }     else {         diag_log "HIVE: Vehicle Spawn limit reached!";     };    
    - Extract the FS_SpawnVehiclesV1.zip archive in the root directory of your server. You should now have a folder called FS_SpawnVehicles in your root directory.

    - The files in this folder will manage the spawning of new vehicles for the server if 'DZE_FS_UseStaticVehicleSpawn' is true.
     
     
    Mission:
     
    - Global variable DZE_FS_UseStaticVehicleSpawn (true/false) can be used to state if static vehicle spawning should be used or not. (Default: false).
    Add this along with all other global variables
    DZE_FS_UseStaticVehicleSpawn = true; - In the mission's init.sqf file under this
        //Compile vehicle configs         call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_13.Tavi\dynamic_vehicle.sqf"; Add this
        if (true) then {         private "_handle";         _handle = [] execVM "\z\addons\dayz_server\FS_SpawnVehicles\FS_StaticVehicleSpawnCompiles.sqf";         waitUntil{scriptDone _handle};     }; Configuration:
     
    - Open the FS_SpawnVehicles folder.

    - Open FS_StaticVehicleSpawnLocations.sqf.
     
    - This file contains the configurations for the system.
     
    - You can configure it in two ways.
       1) Simply add to the existing configuration.
       2) Create your own configuration.
     
     
    1) Using existing configurations:
     
    - In FS_StaticVehicleSpawnLocations.sqf you will find the 3 pre-defined location arrays LandSpawnLocations, AirSpawnLocations and SeaSpawnLocations. DO NOT DELETE THESE.
     
    - Simply, add position (x,y) or positionATL (x,y,z) arrays (e.g. [x,y,z]) to the relevant location array you want to modify. Only x and y coordinates are used in the spawn process.
     
     
    2) Creating custom configurations:
     
    - Create a new Location Array with a unique name. I have used 'C130JSpawnLocations' as an example.
    Note: following example is already present in the file therefore do not replicate it instead make your own.
    e.g. C130JSpawnLocations = [     [16590,11435.5,0.001],     [7540.4,7783.1,0.001],     [10416.6,17588.1,0.002],     [10060.83,18570.948,0] ]; - To configure a vehicle to use the newly created location array, it must be added to the StaticVehicleSpawnConfig.
     
    - The StaticVehicleSpawnConfig is a simple array and works like a look up table. It itself consists of arrays that have two strings that make up the configuration.

    - The first element/string of the configuration is the vehicle class that will make use of the newly created location array.

    - The second is the exact name of the newly created location array.
     
    - The first and second element should be added like this: ["VehicleClass","LocationArrayName"]

    - Add the location array name exactly as created (copy-paste it to make sure it is exact). Add all new configurations above the LandVehicle, Air and Sea configurations. This will ensure it gets checked and used before getting picked up by the Land/Air/Ship configurations.
     
    e.g. StaticVehicleSpawnConfig = [     ["C130J_US_EP1","C130JSpawnLocations"],    // C130J_US_EP1 Static Spawn Config <-- NEWLY ADDED CONFIGURATION     ["LandVehicle","LandSpawnLocations"],      // All Land Vehicles (Do not remove)     ["Air","AirSpawnLocations"],               // All Air Vehicles (Do not remove)     ["Ship","SeaSpawnLocations"]               // All Sea Vehicles (Do not remove) ]; - The example shows that the "C130JSpawnLocations" array will be used for the "C130J_US_EP1" vehicle class.
     
     
    Now when the server starts it will attempt to use the above locations and configuration to find a suitable position for the vehicle. If it is unable to then it will fall back to using the dynamic spawn system.
     

     
     
    EDIT (15/06/2014) => DOWNLOAD LINK FIXED. LAST TESTED WITH VERSION 1.0.4
    FS_SpawnVehicles.zip
  3. Like
    Deathcall reacted to ilikepizza in [Release] Radio Communication Script v1.3.1   
    I created a script to mark friendly players positions on the Map/GPS and 3D.
     
    Description
     
    You need to have a radio in your toolbelt and tag an other player as friendly to let him see you on the map/gps. This simulates position updates by radio contact. Also the names of the players shown on the map, are shown in a seperate GUI in the left part of the screen. I have a better description here.
     

     
    If the players have both respectivly tag themselves as friendly, they can both see each other. Every player can deactivate this feature by removing the radio from their toolbelt. On death players normally loose their friendships and they don't send out their position anymore until adding other players as friendly again.
     

     
    3 Main features are currently available by this script:
    2D player positions on map/GPS Names of players currently in radio contact with 3D player positions  
    Technical Details
     
    New players which just fulfilled the 2 requirements (radio + friendly) are added as markers every 2 seconds (adjustable by "RC_addInterval"). Also at this intervall their markers are removed, if the conditions are not met anymore. Also the markers blink once at this time what makes them easier to spot on the map. The marker positions are updated every 0.5 seconds (adjustable by "RC_updateInterval").
     
    Several other variables can be configured in the config.sqf to adjust the visual properties to your liking or disable features. Also the script directory path can be adjusted in the init.sqf. This should make moving the script much easier in your mission file. Don't forget to also change the path to the desc_in.h in your description.ext.
     
    The radio item is 'ItemRadio'. This item does not spawn normally in DayZ Epoch. You have to add it somehow into your server. E.g.: Use the MissionLootTable feature explained adjust the item spawn configuration. Or add as gear to your AI missions or to the loot crates of the missions. Or change the starting gear to contain one.
     
    Since this script uses friendship variables, which are DayZ Epoch only, this script only supports that mod. But it is easy to remove that requirement.
     
    Installation
     
    I will not discuss here how to get the mission file or how to handel PBO-files. If you have access to such files, you should know by now.
     
    The project can be also found on github.
    Perform the following steps:
    Extract the attached ZIP-file (RCv1.3.1.zip), there should now be a directory "RC". Copy that into the mission directory. Add the following line at the end of your "init.sqf" in the mission file
    execVM "RC\init.sqf"; Change the configuration of the script in "RC\config.sqf". If GUI is enabled (enabled by default), add
    #include "RC\desc_inc.h" in your description.ext, in the RscTitles class
    class RscTitles { //here }; so that it looks like in the "description.ext" file in the ZIP. There may already be definitions in there, then add the line at the beginning or the end of the class RscTitles, but between the brackets. If you cand find this class, you may create it. Check the AntiHack part of this thread and apply if necessary. Finished. AntiHack
     
    Battleye
    This script works with the default DayZ Epoch 1.0.4.2 Battleye directory.
     
    infiSTAR
        This script does not work correctly with infiSTAR antihack. The map/GPS markers will only work for admins, if configured correctly.
     
    Map/GPS markers for admins
    You have to enable the local marker functions in your "AHconfig.sqf". Beware, this allows cheaters/hackers to use several different functions as well. This means they will  be able to create markers as they like to visualize other players/vehicles/bases on the map, spawn items and more. It means you are deactivating a securitx feature of infiSTAR. Apply at own risk.

        To enable the local marker functions search for the following line/variable in the "server_functions/init/AHconfig.sqf":
    /*  Break Functions ?     */  BHF =  true;     And set it to:
    /*  Break Functions ?     */  BHF =  false; If you can't find this variable, you need to update your infiSTAR to the latest version (supported since 16/04/2014/AH0328C).
     
    Others
    A list of used functions can be found in the github project. This could help you adding exceptions to your cheat protection software.
     
    Testing
     
    I have my own dedicated server with this script active (and others) and you are welcome to have fun there. The server is called "International Steel Company" and runs on the IP 178.63.4.168:2302. I also have a blog for the server, where I keep writing about updates and have more information about the server and its freatures.
     
    Debug Version
    If you encounter problems with the script and it isn't working correctly, you can install the debug version (RCv1.2Debug.zip) which executes some tests and reports the results into the Arma 2 OA error file. This file can be very important in finding the problem, why it doesn't work properly. I am talking about the arma2OA.rpt file. If you don't know where it is located read here. You can reduce the file to some important lines. These are located between
    "Checking RC Script ..." and
    "... finished checking RC Script." Example:
    "DAYZ: CLIENT IS RUNNING DAYZ_CODE "1.0.4.2"" "RC Debug initialized." "RC Script is Running." "Waiting ..." Fresnel k must be >0, given n=0.8,k=0 "PLAYER RESULT: true" "Checking RC Script ..." " RC Debug:dbg_hadEverFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallIsFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitMarker assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitCommunication assert failed. Expected true, but was false" "... finished checking RC Script." "PLOGIN: Login loop completed!" The informations from the tests don't really help you in finding the problem, but can help me, if you send me the results.
     
    Thanks for reading
     
    I hope you enjoy that feature.
     
    Changelog
    v1.3.1, May 3
    added realtime updating for 3D names added range limit for 3D names implemented missing 3d options v1.3, April 30
    added 3D player positions fixed GUI interferences with DayZ added script path variable to init.sqf April 22
    added 1.2 Debug Version for problem checking v1.2, April 21
    fixed direction of players in vehicles added marker for players in vehicles (square around player) added options for the vehicle marker added GUI with player names currnetly visible by radio fixed markers of dead players, they are not shown anymore April 16
    infiSTAR configuration help was added to this thread. v1.1, April 12
    added more config options (color, icon type, transparency) showing of player name next to marker icon v1.0, April 11
    inital realese  

    RCv1.3.1.zip
    RCv1.3.zip
    RCv1.2.zip
    RCv1.1.zip


    RCv1.2Debug.zip
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