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ZeroK00L

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Posts posted by ZeroK00L

  1. you know you can just place buildings on the map tool like vehicles ??

     

    click on the st map tool place custom vehicle and  type the building name and it spawns there every restart

    If you are hosting a DayZ.St server you will notice they had to disable the map tool becasue it was causing random server restarts. I pointed this out to them 3 months ago to comment out the Insta Actions line and they finally got around to posting it on their twitter. LMAO! So anyawys, no more map tool, which I didnt like anyways. Was sloppy. Plus I was wanting to build epic bases an cities which I am now doing. Got one thats pretty awesome I will post soon :)

  2. This looks amazing! Id like to add to our server! Where is this located exactly? I already have a base norht of devils castle and not sure if they will interfere. Quick question...Is there a way to flatten or level terrain? Been trying to find places to build an awesome city or base and everything is hilly and hard to build on.

     

    Zero

  3. I cannot get this to work for Part 1 Step 1 I cannot find them 2 lines that the Indestructible sit between. Can someone guide me?

    Looks like the server_monitor.sqf has changed, at least with Dayz.St it has not sure about others so Part 1 is no longer applicable for the Array. If you want Indestructible bases all you need to do is add...

     

    DZE_GodModeBase = true;

     

    into your init.sqf.

    Indestructible bases are now built into EPOCH. BUT, this is only after restart will they become indestructible.

  4. Ok I fixed it. Just like with other scripts,I moved both ExecVM into the IsDedicated section, like this:

     

     

    if (!isDedicated) then {[] execVM "Scripts\kh_actions.sqf";
        //Conduct map operations
        0 fadeSound 0;
        waitUntil {!isNil "dayz_loadScreenMsg"};
        dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
        
        //Stats Monitor
        [] execVM "Stats\j0k3r5_stats.sqf";
        
        //Run the player monitor
        _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
        _playerMonitor =     [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";    
        [] execVM "safezone.sqf";
        
        //Lights
        //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
        
        //Service Points
        execVM "service_point\service_point.sqf";    

        // Dead Walking //
        call compile preprocessFileLineNumbers "custom\walkamongstthedead\config.sqf";
        
        //Admin List
        [] execVM "admintools\AdminList.sqf";
        //Admin Tools
        [] execVM "admintools\Activate.sqf";
    };

     

    Works great now! I have to say man, this is by far, the coolest script I have on my server! Thank you for this contribution and your time in helping me resolve my issue! You da man!

     

    Zero

  5. Show me your init. Maybe something is not starting right.

     

    /*    

        For DayZ Epoch

        Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz

    */

    startLoadingScreen ["","RscDisplayLoadCustom"];

    cutText ["","BLACK OUT"];

    enableSaving [false, false];

    //REALLY IMPORTANT VALUES

    dayZ_instance =    1531;                    //The instance

    dayzHiveRequest = [];

    initialized = false;

    dayz_previousID = 0;

    //disable greeting menu

    player setVariable ["BIS_noCoreConversations", true];

    //disable radio messages to be heard and shown in the left lower corner of the screen

    //enableRadio false;

    // May prevent "how are you civillian?" messages from NPC

    enableSentences true;

    // DayZ Epoch config

    spawnShoremode = 1; // Default = 1 (on shore)

    spawnArea= 1500; // Default = 1500

    MaxVehicleLimit = 300; // Default = 50

    MaxDynamicDebris = 100; // Default = 100

    dayz_MapArea = 14000; // Default = 10000

    dayz_maxLocalZombies = 100; // Default = 30

    dayz_maxGlobalZombiesInit = 100;

    dayz_maxGlobalZombiesIncrease = 50;

    dayz_maxZeds = 500;

    dayz_zedsAttackVehicles = false;

    dayz_paraSpawn = false;

    dayz_minpos = -1;

    dayz_maxpos = 16000;

    dayz_sellDistance_vehicle = 10;

    dayz_sellDistance_boat = 30;

    dayz_sellDistance_air = 40;

    dayz_maxAnimals = 15; // Default: 8

    dayz_tameDogs = true;

    DynamicVehicleDamageLow = 0; // Default: 0

    DynamicVehicleDamageHigh = 100; // Default: 100

    DynamicVehicleDamageHigh = 85; // Default: 100

    DynamicVehicleFuelLow = 0;

    DynamicVehicleFuelHigh = 35;

    DZE_vehicleAmmo = 1; //Default = 0, deletes ammo from vehicles with machine guns every restart if set to 0.

    DZE_BackpackGuard = false; //Default = True, deletes backpack contents if logging out or losing connection beside another player if set to true.

    DZE_BuildingLimit = 1500; //Default = 150, decides how many objects can be built on the server before allowing any others to be built. Change value for more buildings.

    DZE_TRADER_SPAWNMODE = false; //Vehicles bought with traders will parachute in instead of just spawning on the ground.

    DZE_BuildOnRoads = true; // Default: False

    MaxAmmoBoxes = 50;

    MaxMineVeins = 300;

    DefaultMagazines = ["15Rnd_9x19_M9SD","ItemBandage","ItemBandage","FoodCanPasta","ItemSodaPepsi","ItemPainkiller","ItemMorphine","ItemGoldBar"];

    DefaultWeapons = ["ItemCrowbar","ItemToolbox","ItemEtool","ItemGPS","ItemMap","ItemKnife","MeleeHatchet_DZE","ItemMatchbox","ItemCompass","M9SD"];

    DefaultBackpack = "DZ_Assault_Pack_EP1";

    DefaultBackpackWeapon = "";

    EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];

    dayz_fullMoonNights = true;

    //Load in compiled functions

    call compile preprocessFileLineNumbers "fixes\variables.sqf";                //Initialize the Variables (IMPORTANT: Must happen very early)

    progressLoadingScreen 0.1;

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";                    //Initialize the publicVariable event handlers

    progressLoadingScreen 0.2;

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";    //Functions used by CLIENT for medical

    progressLoadingScreen 0.4;

    call compile preprocessFileLineNumbers "fixes\compiles.sqf";                                    //Compile regular functions

    progressLoadingScreen 0.5;

    call compile preprocessFileLineNumbers "server_traders.sqf";                                    //Compile trader configs

    call compile preprocessFileLineNumbers "Scripts\compiles.sqf";                                     //Compile custom compiles

    progressLoadingScreen 1.0;

    "filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";

    // atv

    //non-JIP player, someone who's went through role selection and briefing

    if (!(isNull player)) then

            {

            // =============================================================

            // GeneralCarver Vehicle Flip Script v2 Init Scripting

     

            gc_veh_flip_script_script_action_manager = execVM "gc_veh_flip\action_manager.sqf";

     

            //

            // =============================================================

            };

     

    //JIP player, role selection then right into mission.

    if (!isServer && isNull player) then

            {

            waitUntil {!isNull player};

     

            // =============================================================

            // GeneralCarver Vehicle Flip Script v2 Init Scripting

     

            gc_veh_flip_script_script_action_manager = execVM "gc_veh_flip\action_manager.sqf";

     

            //

            // =============================================================

            };

    if (isServer) then {

        call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf";

        //Compile vehicle configs

        

        // Add trader citys

        _nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf";

        _serverMonitor =     [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";

    };

    if (!isDedicated) then {[] execVM "Scripts\kh_actions.sqf";

        //Conduct map operations

        0 fadeSound 0;

        waitUntil {!isNil "dayz_loadScreenMsg"};

        dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");

        

        //Stats Monitor

        [] execVM "Stats\j0k3r5_stats.sqf";

        

        //Run the player monitor

        _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];

        _playerMonitor =     [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";    

        [] execVM "safezone.sqf";

        

        //Lights

        //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";

        

        //Service Points

        execVM "service_point\service_point.sqf";    

        // Dead Walking //

        call compile preprocessFileLineNumbers "custom\walkamongstthedead\config.sqf";    

    };

    call compile preprocessFileLineNumbers "addons\UPSMON\scripts\Init_UPSMON.sqf";            //Sarge AI

    call compile preprocessFileLineNumbers "addons\SHK_pos\shk_pos_init.sqf";

    [] execVM "addons\SARGE\SAR_AI_init.sqf";

    //Start Dynamic Weather

    execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";

    //R3F Towing and Heli Lifting

    execVM "R3F_ARTY_AND_LOG\init.sqf"

    #include "\z\addons\dayz_code\system\BIS_Effects\init.sqf";            

    // Mission System Markers

    [] execVM "debug\addmarkers.sqf";

    [] execVM "debug\addmarkers75.sqf";

    //Admin List

    [] execVM "admintools\AdminList.sqf";

    //Admin Tools

    [] execVM "admintools\Activate.sqf";

  6. First undo all your antihack changes. Put the exec adminlist line above the exec activate at the bottom of the init. See if you can teleport. If you can, then they removed the antihack entirely. If you can not, then there is an antihack somewhere.

    Ok. Did as you said. Error is gone now from the RPT. Logged in, still no scroll wheel Admin Menu. Thats how it works right? Or do you open the admin menu another way?

     

    EDIT: Im such a dork.Just noticed there are FunctionKey Bindings. Going to try the F Keys.

     

    EDIT2: Tried all the Fkeys. Nothing. Not sure what I am doing wrong. There are no errors in my RPT so it should be working. Tried popping out to the lobby and back to. Loged in as an admin in Server Control. Not sure what else to try. lol

  7. Do you know if you can find where the antihack for your sever is called? Or has dayzst removed the antihack entirely? You don't want to be running two antihack. Show me your adminlist file so I can make sure that is set correctly.

    Looking through both my Server PBO and Mission using a search function there is no antihack.sqf. So I think they may have removed it completely. Here is my adminlist file.

     

     

    // Epoch Admin Tools

    //Replace 111111111 with your ID.

    AdminList = [

    "238949062", // ZeroK00L

    "238319622" // Xtian

    ];

    ModList = [

    "145583942", // Renton

    "239123014" // SdkMcqueen

    ];

    tempList = []; //DO NOT MODIFY THIS VARIABLE

     

    Thank you so much for your help! I appreciate it!

     

    EDIT: But I did add the antihack.sqf back in. If they removed it and I dont need it I can take it back out?

  8. Hello Nox,

     

     I am wondering if you can help me out? I have tried to add this script to my Dayz.St Epoch Chernarus server without success. Here is the error I get in my .RPT

     

    Error in expression <t.sqf";
    if ( !((getPlayerUID player) in AdminList) && !((getPlayerUID player) in>
      Error position: <AdminList) && !((getPlayerUID player) in>
      Error Undefined variable in expression: adminlist

     

    Searching through this thread, I found several people have posted this errorand you have stated it is an issue with the antihack exception. The thing that is weird is that my default mission.pbo that Dayz.St supplies doesnt have an antihack exception. So what i did was pulled the antihack.sqf out of the dyaz_code PBO. Added it to my fixes folder and changed the ExecVM to direct to that new file. Here is the snippet from my init.sqf.

    if (!isDedicated) then {[] execVM "Scripts\kh_actions.sqf";
    	//Conduct map operations
    	0 fadeSound 0;
    	waitUntil {!isNil "dayz_loadScreenMsg"};
    	dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
    	
    	//Stats Monitor
    	[] execVM "Stats\j0k3r5_stats.sqf";
    	
    	//Run the player monitor
    	_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    	_playerMonitor = 	[] execVM "\z\addons\dayz_code\system\player_monitor.sqf";	
    	[] execVM "safezone.sqf";
    	
    	//Lights
    	//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
    	
    	// Epoch Admin Tools
    	[] execVM "admintools\AdminList.sqf";
    	if ( !((getPlayerUID player) in AdminList) && !((getPlayerUID player) in ModList) && !((getPlayerUID player) in tempList)) then 
    	{
    		[] execVM "fixes\antihack.sqf";
    	};
    	
    	//Service Points
    	execVM "service_point\service_point.sqf";	
    
           // Zombie Camo //
          call compile preprocessFileLineNumbers "custom\walkamongstthedead\config.sqf";	
    };
    

    Still get te error, and no scroll wheel option. Can you provide any advice to get this working? So far, it seems Dayz.St is a pain in the ass for most scripts and I am thinking I might just not be able to run this script.

     

    Thanks for your time!

     

    Zero

  9. Nice :) , sorry for the delay, i just woke up :P

    (i still think dayz.st is evil, lol, even if its not their fault this time :P)

     

    Oh dude, no need to apologize at all! I appreciate you even responding the first time :)

     

    Yah, I have had alot of issues with Dayz/St. Going to set up my own dedicated server now that I am familair with the PBO's and scripts needed to run a server. Now If I can only get some sort of admin tools working I will be stoked! lol

     

    EDIT: It is their fault actualy! lol. The default init.sqf that comes with their default mission PBO is poorly setup. Your install says to put the call at the bottom, which is what most scripts do and work fine. With Dayz.St its always something retarded that gets in the way, and its usually their sloppy init.sqf.

  10. Yeah its v3. just forgot to fix the filename..fixed it now.

    If you get the option on the guts then the hard part is done.

    When you select it after open this file : C:\Users\ZeroK00L\AppData\Local\ArmA 2 OA\arma2oa.RPT  and check the error at the bottom..

    You probably have some path error...if you make a 'custom' folder in your mission root and add the folder inside then it will work.

    Check your folder paths :)

    SandBird,

     

    Ok, I found out what was going on! I had to move the, call compile preprocessFileLineNumbers "custom\walkamongstthedead\config.sqf"; into the Dedicated section of my init.sqf! Works like a charm now! Awesome script! Everyone on my server is loving it! Thanks for this contribution to the community! You rock man!

     

    Zero

  11. Yeah its v3. just forgot to fix the filename..fixed it now.

    If you get the option on the guts then the hard part is done.

    When you select it after open this file : C:\Users\ZeroK00L\AppData\Local\ArmA 2 OA\arma2oa.RPT  and check the error at the bottom..

    You probably have some path error...if you make a 'custom' folder in your mission root and add the folder inside then it will work.

    Check your folder paths :)

     

    Thanks for the reply SandBird, I appreciate it!

     

    Yah I have checked my .RPT and it is clean. I've been messing with scripts for awhile now and have at least 10-15 scripts running on our server. It is rare that I get one I can't figure out but I am totally stumped on this one. lol

     

    I know I'm missing something. The option shows up. If I am in combat, I get the message that I need to hide. Once out of combat I click the option to smear guts and nothing happens. I tried an older version of this script, I am assuming it was V1. There was no config file. That one sort of worked. It would smear the guts but zombies would still attack/detect the player. I've got a custom folder also that the sript is in.

     

    I have a feeling my problem is my host. Dayz.St. Almost every script I come across has to be tweaked in order to work with this host it seems. Sick of their services. Going to set up a dedicated server as soon possible.

     

    Anything else I should look into? Any other scripts that may be interferring? I can list them all if you like. Thanks for your time!

  12. Update

     

    V3 Changes

    - Changed config.sqf (removed wells from the DZ_waterSources array...now all wells are recognized from the walkamongstthedead.sqf)

    - Changed walkamongstthedead.sqf (added all wells and ponds detection. Look at any well or a pond and use scroll to get the option to remove camo)

    - Touching water wont remove camo now, only swimming.

     

    Thanks Rythron for the suggestion :)

     

    Does the download link point to V3? The filenamesays V2, just curious if the link points to the right one.

     

    Can't seem to get this to work. The Cover in guts option shows up when I right click zombie parts but nothing happens. Going to try again. Thanks for this amazing script! So Cool!

     

    Zero

  13. Keaster,

     

     Would you mind sharing how you got it to work? I am with Dayz.St and I have tried several different methods that I have found around the internet and none seem to work, which I am finding is typical for Dayz.St. If you would please share, I would appreciate it :) Thanks!

     

    P.s. I will trade my Hemp Harvesting script :)

  14. I agree, Indestructible bases does spoil it slightly however its only installed as we have huge in-game built features on our servers eg. a giant pirate ship which is made up of almost 400 buildables, and we want these features to last forever on the server. (or at least till I get done building it in the editor and call it though a script, Then I can simply just use this allowDamage false; and remove the indestructible bases addon. Unfortunately its a rather big job to do in the editor as the 3d editor is extremely temperamental and unfinished and will take a while, which is why I'm looking for a way to allow the chainsaw to brake down the current indestructible wooden doors.

     I totally get that, not wanting something that you spent so long building to get spoiled. Heres an idea, and this is just me thinking out loud. Let's use your pirate ship for example. Once you are done with it and load into the game, would it work if you went into the database and found those 400 items and removed the line that gives them hitpoints? Then you can turn destruction back on and those particular structure pieces would be undamagable?

  15. Ok. So far I have been able to spawn in the actual Hemp that gets harvested. Its actually kinda cool you can make canvas out of it. I have tried to spawn in the plant using "p_fiberplant_ep1.p3d" but I get a message when the mission loads that that object no longer exists. Did they remove this from the game? And why? Testing continues...

  16. Ahh I c. That might be your problem right there. Is that fiberplant used in Arma 2? Is it normally harvestable? I don't see anywhere in the code where you would get an item in your inventory once harvested? Sorry for all the questions but I'd really like to have this on my server too and sell for gold. Would be happy to help implement if I know a little more info. Also where is the trees array or where does the server handle other harvestable plants?

  17. From what I understand, you don't want the server to spawn up to your limit anyways. If it is at MAX and players buy a vehicle, the server will delete it. I also believe all of the vehicle spawns are static and pre-built in but I could be wrong. If you want to place more vehicles, use your database.

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