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Darihon got a reaction from caesium137 in [WIP/RELEASE] Bank Robbery V3.
Haha nice. Same here. I'm a rookie too with 2/3 months experience. I appreciate your help. I'll give you a PM whenever I'm home from school ;)
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Darihon reacted to UKSS in [WIP/RELEASE] Bank Robbery V3.
Cool script, implementing it on a couple of our servers.
One idea from me is adding an alarm to go off at the scene :)
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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 -
Darihon reacted to caesium137 in [WIP/RELEASE] Bank Robbery V3.
You could also add a Marker if someone hack, makes it more dangerous.
_position = _this select 3; _Marker = createMarker ["_Marker", _position]; _Marker setMarkerColor "ColorRed"; _Marker setMarkerAlpha 0.75; _Marker setMarkerShape "ELLIPSE"; _Marker setMarkerBrush "Solid"; _Marker setMarkerSize [200,200]; Also a good idea is, that you need something in your inventory to hack/rob the Bank accounts.
if !(player hasWeapon "ItemGPS") exitWith { cutText [format["You need a GPS to hack the Bank!"], "PLAIN DOWN"]; }; And give out how much the robber/hacker stole.
if(_success) then { deleteMarker _Marker; _robmoney = round(random 1500) * 100; //max 150k _getcoins = player getVariable ["headShots",0]; _newmoney = _robmoney + _getcoins; player setVariable ["headShots",_newmoney,true]; systemchat format["Robbers stole %1 from Bank Accounts", _robmoney]; }; Another idea is, randomly remove money from different accounts, so other players try to protect the Bank better :D
And one more thing, robber cant use the same Laptop to deposit the money for a while :)
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Darihon reacted to MG-Maximus in [WIP/RELEASE] Bank Robbery V3.
nice caesium.
I'm trying to learn as much as possible with scripts but I wouldn't even know how to begin testing this.
What about running an animation like player playActionNow "PutDown"; (the one from trading) and put it in a loop until the police arrive and if you move it cancels the robbery?
A quick solution would be to have police arrive as soon as successful and just make them tougher to deal with.
Been playing about with this bank script but now my head hurts XD
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Darihon reacted to caesium137 in [WIP/RELEASE] Bank Robbery V3.
_radius = 5; _playerPresent = count nearestObjects[player,["Laptop_EP1"],_radius]; Maybe like this, needs to be in a while loop;
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Darihon reacted to ZamboniBambino in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed
With each day, we draw closer. I have fully integrated units within the Layout system now, and have beefed up the Layout engine a little bit. All that remains are 2 very small features, and then minor enhancements to the mission stack, and then, we will have a test release for ZFM!
Lots of work done today! :) I am particularly pleased with the layout compositor for creating layouts, loot and units all in one array. Yum!
The code:
// Remove ZFM_Layouts_Array =[ [ [ZFM_LAYOUT_OBJECT_LOOT,0,["EASY","TKSpecialWeapons_EP1",["MACHINEGUNS","SNIPERS"]]], [ZFM_LAYOUT_OBJECT_LOOT,0,["WAR_MACHINE","TKSpecialWeapons_EP1",["BUILDINGSUPPLIES","TOOLS"]]], [ZFM_LAYOUT_OBJECT_LOOT,0,["HARD","TKSpecialWeapons_EP1",["PISTOLS","SNIPERS"]]] ], [0,0,0], [0,[ZFM_LAYOUT_OBJECT_UNIT_GROUP,0,[["COMMANDER","SNIPER","HEAVY","HEAVY"],"EASY",ZFM_GROUP_EAST,1]],0] ]; [ZFM_Layouts_Array,[0,1],[4600,10160,0],20] call ZFM_Layout_Parse; The code above spawns 3 crates with whatever contents you like (oh, and as of today they are also Epoch or Overpoch... :lol:), and a group of 4 AI just down from that area (1 commander, 1 sniper, 2 heavies). I am actually looking forward to randomising this further so that the layouts are unique, too, and so that the units will spawn in different parts of the layout grid. But, sticking to Alpha's requirements for now.. :D
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Darihon got a reaction from MG-Maximus in [WIP/RELEASE] Bank Robbery V3.
Hello,
I have published the current version of the new script on my PasteBIN. It is still WIP, but the basic is done.
Included in version 3:
* New (config) options;
* New features
* Removed the 30% chance.
(* Single Currency version).
Tips / feedback are welcome. Features or/and options are appreciated, since I'm broken. Thanks.
Current state: http://pastebin.com/crXQpWbE . [NOT READY FOR SERVER USE]
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Darihon reacted to Gamers Crowd in New Trader Ammo triggering Error
yeah I noticed it after i posted.
About to test now. thanks!
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Darihon reacted to Gamers Crowd in New Trader Ammo triggering Error
It worked! Thank you so much :-)
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Darihon reacted to Axle in A little known secret about Epoch.
AWOL, the creator of Epoch mod started with DayZ A.M.P (Any Map Project). That is what sparked Epoch into existence.
Nearly 2 year old now and one of the best communities IMO. It's nice to see something grow from what it was to what it is today.
https://github.com/eltexonline/DayZ-A.M.P
I'd like to thank everyone big and small for all your support!
Ken.
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Darihon got a reaction from cen in Overpock problems
Install the overwatch.bikey in the keys folder :)
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Darihon got a reaction from 11Hotel in Overpock problems
Install the overwatch.bikey in the keys folder :)
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Darihon reacted to f3cuk in [Release] Wicked AI 2.2.0
THIS VERSION WILL NOT WORK WITH DAYZ EPOCH 1.0.6.1 PLEASE USE THIS VERSION: https://github.com/ebayShopper/WICKED-AI
WICKED AI 2.2.0
Since I really like (read love) the Wicked AI missions and support for them has gone in the latest patches, I decided to dust off the old files and start making these 1.0.5+ compatible. Starting with a few minor bugfixes and some custom loadouts, but quickly turning into a proper redo with awesome help of the - very much alive - mod community!
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Error reporting
Please use the form below for reporting errors. I will not reply on help requests that fail to do a proper problem report.
[b][size=6](Problem title, e.g. Kill type missions sometimes fail to despawn)[/size][/b] [b]WAI Version[/b] (E.g. 2.1.4) [b]World:[/b] (E.g. Taviana 2.0) [b]Mods:[/b] (E.g. @Overpoch, @Origins, @Epoch1051,) [b]Installed add-ons[/b] (Especially the ones that spawn AI, E.g. DZMS, EMT, etc.) [b]Custom loot files[/b] Yes or No [b]Problem description[/b] Tell us your exact problem in as much details as possible [b]What i tried so far[/b] Tell us exactly what you have done to try and fix this problem [b]Config file[/b] [spoiler] -- paste config.sqf here --[/spoiler] [b]Server RPT[/b] [spoiler] -- paste arma2oaserver.RPT here --[/spoiler] ---
Release 2.2.0
Native Linux server support Multiple mission support Automatic ammo finder (no need to specify ammo in weaponarray - config.sqf) Option: Locked vehicles with keys randomly on AI Option: Friendly AI Added: Bandit Patrol mission And much more Version history
06-06-2015 : Release 2.2.0 11-11-2014 : BETA release v3 (2.2.0) 11-11-2014 : BETA release v2 (2.2.0) 16-10-2014 : BETA release (2.2.0) 03-09-2014 : Minor bugfixes (2.1.4) 03-09-2014 : Minor bugfixes (2.1.3) 02-09-2014 : Minor bugfixes and improvements (2.1.2) 01-09-2014 : Minor bugfixes (2.1.1) 31-08-2014 : Release (2.1.0) 26-08-2014 : BETA release (2.1.0) 24-08-2014 : Minor bugfixes (2.0.5) 20-08-2014 : Minor bugfixes (2.0.4) 20-08-2014 : Minor bugfixes (2.0.3) 19-08-2014 : Minor bugfixes (2.0.2) 17-08-2014 : Minor bugfixes (2.0.1) 17-08-2014 : Major update to (2.0.0) 13-08-2014 : Added anti abuse options (1.9.3) 12-08-2014 : Normalization update (1.9.2) 12-08-2014 : Bugfix medi camp (1.9.1) 09-08-2014 : Major dynamic update (1.9.0) 03-08-2014 : Bugfix MV22 mission (1.8.2) 02-08-2014 : Restructured and code cleaned (1.8.1) Installation Instructions
Download the latest release. Extract the downloaded folder to your desktop and open it Go to your server pbo and unpack it. Navigate to the new dayz_server folder and copy the WAI folder into this folder. Navigate to the system folder and open server_monitor.sqf Find this code at the bottom of the file: allowConnection = true; And past the following code above it: [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; Repack your server pbo. Optional Radio messages
Note: These are on by default, change wai_radio_announce in config.sqf to false in order to disable them.
Go to your mission pbo and unpack it. Open init.sqf Find:
//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; Add below: _nil = [] execVM "custom\remote\remote.sqf"; Copy the remote_message folder into your custom folder, if you do not have this one yet simply create it. If you want to be able to switch the radio on or off go to step 5 (note: right click by maca required), else go to step 6 and both remove switch_on_off.sqf and radio.ogg from the remote folder. Open extra_hc.hpp Find:
class ExtraRc { Add below: class ItemRadio { class switchOnOff { text = "Switch ON/OFF"; script = "execVM 'custom\remote\switch_on_off.sqf'"; }; }; Open description.ext Find:
class DayZ_loadingScreen Add above class CfgSounds { sounds[] = { Radio_Message_Sound }; class Radio_Message_Sound { name = "Radio_Message_Sound"; sound[] = {custom\remote\radio.ogg,0.4,1}; titles[] = {}; }; }; Repack your mission pbo. Versioning
For transparency into our release cycle and in striving to maintain backward compatibility, bootstrap is maintained under the Semantic Versioning guidelines. Sometimes we screw up, but we'll adhere to those rules whenever possible.
Dev team
Developer f3cuk Developer Jossy Linux support BangL Helping hand nerdalertdk Download
Wicked AI 2.2.0
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Darihon reacted to CodeBis in How to join Overpoch Servers
How to join Overpoch:
In Step 1-2 you may change the version you download as you wish, but most Servers run these!
Step 6 is also optional and only recommended, it is the easiest way to test if it works!
1. Go into your DayZ Commander under [install/update]
2. Download Epoch 1.0.5.1 and Overwatch 0.2.5
3. Go into your DayZ Commander under [settings]
4. Go to [Additional Launch Parameters]
5. Below it, insert one of the below (use only one, and if it doesn't work replace it with the next):
1. -mod=@DayzOverwatch;@Dayz_Epoch
2. -mod=@DayzOverwatch;@DayZEpoch
3. -mod=@DayzOverwatch
6. Connect to: 217.23.15.16:2502 and magic happens!
For any further help send me a PM and I will give you my TS.
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Darihon reacted to ZamboniBambino in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed
Okay, I'm back developing today -- it's been a busy weekend for other stuff. So, there was an annoying bug with layouts not correctly laying out loot crates. Now that's fixed. Now to implement units in layouts.
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Darihon reacted to (TLS) in Infistar Updates
Well unless id already been to infistars site and seen that quote im not to know, and iv'e never checked his site, never had to. Besides when getting infistar to begin with.
Apologies for my slight "Backwardness" moment. :D
Quotes belong inside these " " :D
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Darihon got a reaction from (TLS) in Infistar Updates
He made a quote of the message that is shown on InfiSTAR's website. Follow the instructions given by InfiSTAR on his site :).
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Darihon reacted to js2k6 in DayZ Overpoch Lingor - Trader Cities
Hi, Recently I created a Lingor 1.5 overpoch server
And the first thing I noticed was that I really hated the layout of having the traders scattered around the place.
An individual trader here, another one over there.
A vehicle trader taking over the race track.
So I created a trader city, and my clanmate Smooose created a seperate trader city
these both use many of the existing traders, plus I have an additional overwatch weapons trader which has been added in.
I will include a few files which will need to be placed in your server pbo
here are some screenshots in the spoiler tag
http://pastebin.com/gHXCa9wn < -- calamarTrader.sqf
http://pastebin.com/cABgLcX2 <-- corazonTrader.sqf
to install these, add a folder called map to your server.pbo
add the following to the bottom of your server_functions.sqf (located in the init folder of your server.pbo)
call compile preProcessFileLineNumbers "\z\addons\dayz_server\map\calamarTrader.sqf"; // calamar trader city call compile preProcessFileLineNumbers "\z\addons\dayz_server\map\corazonTrader.sqf"; // corazon trader city http://pastebin.com/tLbVS3Le <-- edited mission.sqf
if you want to remove many of the existing traders from lingor and replace them with our trader cities, copy the above mission.sqf
and overwrite your existing mission.sqf (located in the server.pbo in the \missions\DayZ_Epoch_7.Lingor\ folder)
/* EDIT
http://pastebin.com/V7s1sxU8 <-- edited mission.sqm (from mission.pbo) *edit - original file contained a marker for an unreleased overwatch trader - use this updated version instead*
*/
the above file will update the map markers for the trader cities and adds sensors to say "you are now entering trader city corazon" etc
this uses canbuild, so it will work with AGN safezones. *note my airfields are not protected by safezones*
also note, as my server is running overpoch. the addons section is full of overwatch parts.
extras
if you want to use my overwatch trader
you will need to make a few edits
the following edits go into server_traders.sqf in your mission.pbo
copy this section of code, and overwrite your existing section
serverTraders = ["RU_Worker1","Dr_Annie_Baker_EP1","CIV_EuroWoman01_EP1","Citizen2_EP1","ibr_lingorman2s","Worker2","TK_CIV_Woman03_EP1","ibr_lingorman3s","ibr_lingorman5s","ibr_lingorman4","ibr_lingorman2","Worker1","RU_Madam3","Pilot","CIV_EuroMan02_EP1","CIV_EuroMan01_EP1","ibr_lingorman7s","Damsel3","Rocker4","Worker4","ibr_lingorman7","ibr_lingorman5","Citizen3_EP1","ibr_lingorman6","ibr_lingorman6s","TK_CIV_Woman02_EP1","Pilot_EP1","TK_CIV_Worker01_EP1","RU_Doctor","Functionary1","TK_CIV_Takistani04_EP1","UN_CDF_Soldier_Guard_EP1"]; next, add this to the bottom of your file
// overwatch trader menu_UN_CDF_Soldier_Guard_EP1 = [ [["Pistols",1000],["ACRs",1100],["H&K Assault Rifles", 1101],["Magpul ACRs",1102],["Tarvors",1103],["Opfor Assault Rifles",1104],["Marksman Rifles",1002],["SMGs",1003],["Heavy Machine Guns",1004],["Assorted Ammunition",1005]], [], "neutral" ]; finally, if you need some SQL inserts so you can use my trader tid's,
http://pastebin.com/raw.php?i=Cbb6yHAN
copy and paste that, and run that sql insert.
of course, please back up your database before running this, because if anything goes wrong, I wont take responsibility for any damage that can occur to your hive.
enjoy :)
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Darihon got a reaction from Logan in Infistar Updates
He made a quote of the message that is shown on InfiSTAR's website. Follow the instructions given by InfiSTAR on his site :).
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Darihon reacted to Baseborn in omg that mod
A while back my friend and I took a break from DayZ and in that time the standalone was released. We've been playing the standalone since. We decided to give the Epoch mod updates a go... It was pretty amazing... Wishing the standalone was further along now... So much has changed in the past year and it is incredible. We're going to be playing a lot more of this mod.