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Darihon

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  1. Like
    Darihon got a reaction from JakeQue in [WIP/RELEASE] Bank Robbery V3.   
    First of all, I'm sorry for not updating this project. I've been very busy. Secondly, I'd like to know if there is still interest in this script. If there is, I'll redo the whole script and make it much more advanced. Please let me know.
  2. Like
    Darihon got a reaction from Snake72 in [WIP/RELEASE] Bank Robbery V3.   
    First of all, I'm sorry for not updating this project. I've been very busy. Secondly, I'd like to know if there is still interest in this script. If there is, I'll redo the whole script and make it much more advanced. Please let me know.
  3. Thanks
    Darihon reacted to DieTanx in [WIP/RELEASE] Bank Robbery V3.   
    I would love to see this up and running!
  4. Like
    Darihon got a reaction from Schalldampfer in [WIP/RELEASE] Bank Robbery V3.   
    First of all, I'm sorry for not updating this project. I've been very busy. Secondly, I'd like to know if there is still interest in this script. If there is, I'll redo the whole script and make it much more advanced. Please let me know.
  5. Thanks
    Darihon reacted to Hooty in [WIP/RELEASE] Bank Robbery V3.   
    I love the bank robbery script and have it running with 1.0.6.1 any update to it would be nice.
  6. Like
    Darihon got a reaction from Hooty in [WIP/RELEASE] Bank Robbery V3.   
    First of all, I'm sorry for not updating this project. I've been very busy. Secondly, I'd like to know if there is still interest in this script. If there is, I'll redo the whole script and make it much more advanced. Please let me know.
  7. Like
    Darihon reacted to Thug in Coins on AI   
    Thank you so much
  8. Like
    Darihon got a reaction from Linux in [WIP/RELEASE] Bank Robbery V3.   
    Current state: V3 [W.I.P]
     
    Hello,
     
    I've been working on this script for atleast a few days now and it's ready for it's release. It is still a work in progress and gets updated on people's feedback and/or problems. 
     
    The script works very easy:
    Whenever a player looks at a laptop an option shows up: "Rob Bank". Whenever they activate the script they have a 30% chance for it to go succesfully. If the bank robbery goes succesful, the script picks a random number and a random loot based on the random number. The script is only runable once per restart!
     
    Installation:
     
    Add to if(isServer) { in init.sqf:
    execVM "rob\bank_building.sqf"; Add in the 'fn_selfactions.sqf' file (around line 100): 
    // Bank Robbery _bankrobbery = cursorTarget isKindOf "Notebook";     if ((speed player <= 1) && _bankrobbery && (player distance cursorTarget < 5)) then {         if (s_player_bankrob < 0) then {             s_player_bankrob = player addAction ["Rob the bank","rob\robbank.sqf",cursorTarget, 0, false, true, "",""];         };     } else {         player removeAction s_player_bankrob;         s_player_bankrob = -1;     }; // Bank Robbery END Add the AI: Just add the "ai.sqf" inside of the "robbank.sqf" folder and the AI will spawn :)     Configuration options:
      Download: Version 2.5 [DROPBOX] Version 2.9 [DROPBOX] [not working correctly]     Feedback, problems: Everything is appreciated. Feedback can make this script better and improves the fun of it.    Thanks to: Halvhjearne Boyd Peipo118 Ebayn.0.0b
  9. Like
    Darihon got a reaction from Dew in [WIP/RELEASE] Bank Robbery V3.   
    Current state: V3 [W.I.P]
     
    Hello,
     
    I've been working on this script for atleast a few days now and it's ready for it's release. It is still a work in progress and gets updated on people's feedback and/or problems. 
     
    The script works very easy:
    Whenever a player looks at a laptop an option shows up: "Rob Bank". Whenever they activate the script they have a 30% chance for it to go succesfully. If the bank robbery goes succesful, the script picks a random number and a random loot based on the random number. The script is only runable once per restart!
     
    Installation:
     
    Add to if(isServer) { in init.sqf:
    execVM "rob\bank_building.sqf"; Add in the 'fn_selfactions.sqf' file (around line 100): 
    // Bank Robbery _bankrobbery = cursorTarget isKindOf "Notebook";     if ((speed player <= 1) && _bankrobbery && (player distance cursorTarget < 5)) then {         if (s_player_bankrob < 0) then {             s_player_bankrob = player addAction ["Rob the bank","rob\robbank.sqf",cursorTarget, 0, false, true, "",""];         };     } else {         player removeAction s_player_bankrob;         s_player_bankrob = -1;     }; // Bank Robbery END Add the AI: Just add the "ai.sqf" inside of the "robbank.sqf" folder and the AI will spawn :)     Configuration options:
      Download: Version 2.5 [DROPBOX] Version 2.9 [DROPBOX] [not working correctly]     Feedback, problems: Everything is appreciated. Feedback can make this script better and improves the fun of it.    Thanks to: Halvhjearne Boyd Peipo118 Ebayn.0.0b
  10. Like
    Darihon reacted to Spodermayt in [WIP/RELEASE] Bank Robbery V3.   
    Hi guys :D I'm here this morning with a release of 2.9!
     
    DOWNLOAD LINK HERE
     
    Basically all i did was, FINALLY get the SUV to spawn and the AI to get into it.
     
    I do have a heli spawning too, didn't implement it yet, because its buggy.
     
    Hope you enjoy! And leave suggestions!
     
    Edit: IF INSTALLING THIS:
    This will be the "official" version when darihon edits the post.
    Installation is simple, unzip the zip and place the rob folder into your mission.pbo root. Now follow the original tutorial.
    And ignore the "Add the AI:" Part! Its already included in the selfactions. hf!
  11. Like
    Darihon got a reaction from elsingaa93 in [WIP/RELEASE] Bank Robbery V3.   
    Yes, you are right. We have made an error somewhere. We are looking into it right now :)
  12. Like
    Darihon reacted to calamity in search all files for a word (maybe a simple answer) I hope   
    thankz for that....
    just trying to find out of dzms,dzai and WAI  whats spawning roaming AI that roam around and kill my whiny ass playerz
    I personally like the constant fear. but I feel it may be scaring away alot of my playerz....
    unfortunately only found in dzai to disable them
    DZAI_dynAISpawns = false;
     
    nothing in wai or dzms to disable them
     
    and I always need to find certain words in  folders soo this will help.. thanz for the help.......
    now I dont have to open every file to find certain words 
  13. Like
    Darihon got a reaction from calamity in search all files for a word (maybe a simple answer) I hope   
    CTRL + F --> Search in files --> Search for: "YOUR SEARCH", Replace with: "Keep blank", Filters: "Keep blank",Folder: The folder where you want to search (DZMS folder).
  14. Like
    Darihon reacted to Spodermayt in [Release] Case Unboxing   
    Case Unboxing
    You know you want to.
     
    Installation:
    You need to goto the MAP EDITOR and place items yourself! Rename them to "Notebook"!!!
    Create a new file called case_unboxing.sqf
    Place it into Mission.pbo -> custom (Create a custom folder if you don't have it.)
     
    Place this into the created file:



    Here's a SC version if someone wants it:



    And add this to your selfActions (around line 100)
    _unboxing = cursorTarget isKindOf "Notebook"; if ((speed player <= 1) && _unboxing && (player distance cursorTarget < 5)) then { if (s_player_unbox < 0) then { s_player_unbox = player addAction ["Open a Case","custom\case_unboxing.sqf",cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_unbox; s_player_unbox = -1; };
  15. Like
    Darihon reacted to Spodermayt in [WIP/RELEASE] Bank Robbery V3.   
    I have no idea if this works, but ill test tomorrow. So i worked on this about ~30 mins, and got to go now. (Will def be adding atleast 30 ai's)
    Still had to test it :3, Robbing bank fails if player leaves the area. (50m from the laptop)
     
    *Setting up a pastebin link or something for the new scripts with more crap*
  16. Like
    Darihon reacted to Spodermayt in [WIP/RELEASE] Bank Robbery V3.   
    My thoughts: make a global variable, ex. DZE_BANKROBBERY Exec it on serverside with like a value of 1, then from the mission file make it go - 1 to 0. Thats how it could be done. For the robbery continuing, just a simple sensor to make the robbery fail might do the trick.
  17. Like
    Darihon reacted to Spodermayt in [WIP/RELEASE] Bank Robbery V3.   
    I got some pretty epic things i could add, i love the idea but the ai is just so easy... ill add a vid tomorrow to show you what i get done :)
  18. Like
    Darihon reacted to Sukkaed in script helper needed   
    _scripts = http://epochmod.com/forum/index.php?/forum/34-server-mods-corner/; { ctrl + c; ctrl + v; } forEach _scripts;
  19. Like
    Darihon reacted to SATurn in Clockers ARE so Creepy its awsome   
    https://www.youtube.com/watch?v=_KAwHndaqMU
     
    https://www.youtube.com/watch?v=331B7xxS9SY
     
    https://www.youtube.com/watch?v=icYvcIk4s3s
  20. Like
    Darihon reacted to vbawol in Epoch 0.1.0.1 Hotfix Changelog   
    [Added] Test adding mineral spawns at a 30% chance to earthquakes epicenters. [Added] Added spawning of semi-secure lockbox storage (shared with your group) (only owner can pack). [Added] Loot added to Sapper and Cultist (press "T" to loot dead body). [Fixed] Incorrect path for snake corpse model. [Fixed] Fixed double chickens. [Fixed] Frequency jammer (Plot pole) now works for both owner and group members. [Fixed] Group invite system. [Fixed] Missing alert sound added to Sapper. [Fixed] fixed description for .22 ruger. [Fixed] Check for invalid player data and revert to default (fixes some bugged players issues with joining servers). [Fixed] fixed AI cleanup on player disconnect. [Changed] Reduced multi gun ammo count to 10 from 99. [Changed] Increased crafting requirements on many base items (it was kept low for testing). [Changed] Lower chances to spawn Dogs and lowered animal spawn limit from 6 to 3. [Changed] Shipping containers now have more loot and (building mats & backpacks). [Changed] Removed ammo and weapons from Fridge and stove. [Changed] Increased cultist and sapper armor levels. [Changed] Try to find a better place to spawn purchased vehicles. [Changed] Player must be local (last driver) to sell a vehicle. [Changed] Increased range for buying and selling vehicles. [Changed] Lowered volume on Dog and Chicken sounds. [Changed] Server side tax rate on NPC trader purchases (currently 10%). [Changed] Manipulating base objects now have varying energy consumption. [Optimize] Disable simulation on any ThingX props at trader cities.    
    Report bugs via Github: https://github.com/EpochModTeam/Epoch/issues
  21. Like
    Darihon reacted to MG-Maximus in [Release] Wicked AI 2.2.0   
    Wicked! xD
  22. Like
    Darihon reacted to DaddelGoggi in [WIP/RELEASE] Bank Robbery V3.   
    Sure....there is all included...
     
    Lg Jürgen
     
    Download
  23. Like
    Darihon got a reaction from calamity in How to sell items in bulk?   
    No.
     
    Go into your server_traders.sqf. 
    Search the trader that you want to edit, so in example the Hero Trader.
    This is the piece of code of the hero trader:
    menu_RU_Functionary1 = [ // Classname [["Ammunition",478],["Clothes",476],["Helicopter Armed",493],["Military Armed",562],["Trucks Armed",479],["Weapons",477]], // Trader TID's [], // This is the thing they are talking about. Add it into here. "hero" ]; You see that [],? That's where you add it. So it should look like this:

    menu_RU_Functionary1 = [ [["Ammunition",478],["Clothes",476],["Helicopter Armed",493],["Military Armed",562],["Trucks Armed",479],["Weapons",477]], [ ["CinderBlocks","ItemBriefcase100oz",20,1,"buy","Briefcase 100oz","Cinder Blocks",101] // Add a comma on the end if you have more entries (array) ], "hero" ];
  24. Like
    Darihon reacted to MG-Maximus in [WIP/RELEASE] Bank Robbery V3.   
    Other relevant scripts that could be useful for this would be DZMS, WAI, Handcuff scripts and prison buildings. My idea would be that if say u don't get away in time, the police will arrest u and put u in a prison (handcuffed) and a teammate must break u out of jail. Also, it would probably be possible to have police car chases and roaming helis.. like I said.. lots of potential.
    On the other hand, one of my admins stated 'this isn't payday 2' xD
     
    max
  25. Like
    Darihon reacted to MG-Maximus in [WIP/RELEASE] Bank Robbery V3.   
    well I've been tweaking this again and see a lot of potential and its quite easy to customise. Not sure if I'm doing it right but to get the item positions I just a new editor map, add in the bank, and add npcs around the bank area and have put 2 police cars in. Then saved the file and copied the coordinates from the mission.sqf into the ai.sqf.
     
    Here is an example of the way I've added a police car:
    _object = createVehicle ["policecar", [6978.8037, 7655.5488, -0.043676388], [], 0, "CAN_COLLIDE"];
    _object setvariable ["objectID, "1", true];
    _object setvariable ["objectUID", "1", true];
    _object setDir -4.3177242;
     
    this will spawn the police car and sets its direction, adds id to database so that it doesn't disappear straight away (it will despawn on restart). Had to also add policecar to custom variables.sqf.
     
    max
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