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Brockie

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  1. Like
    Brockie got a reaction from Saltzman in [HOW-TO] Reskin/Retexture Vehicles   
    This is How-to reskin/retexture vehicles.
     
       I do not take credit for any of the script.  I just made a how-to because a few people asked for it.
     
         For advanced user:  This was created after a lot of searching and at least 100 different ways of trial and error.  It's unbelievably simple and I'm sure someone has posted this before but I hope it helps. 
         Features:
    No noticeable server startup lag.  Easy to install. Works on the fly for purchased vehicles. Works for dynamic vehicles. Works on server restarts. Tested with 7 custom vehicle skins setup on traders and dynamic, worked flawlessly and tested restarts too.    Credits
    [VB]AWOL whose postethe proper way to do this. [VB]AWOL + Epoch Dev Team and EpochMod.com community for sharing awesome mods.    Requirements
    Custom texture files that are known to work. Ability to edit sqf files PBO Manager Notepad++    Installation
     
          Step 1.  Get some custom textures and put them in your mission folder somewhere.  Write down the folder structure for future use. For my example textures are in the custom folder in my mission file.
     
     
          Step 2.  Unpack your dayz_server pbo
     
     
          Step 3.  open these three files:  server_publishVehicle2.sqf, server_publishVehicle3.sqf, and server_monitor.sqf
     
     
          Step 4.  In your server_monitor.sqf find this:
    _lockable = 0; if(isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then {                     And ABOVE it put this
    if (_type == "SUV_TK_CIV_EP1") then {_object setVehicleInit 'this setObjectTexture [0, ''custom\SUV.jpg''];';};                  Change the Vehicle Classname and the texture pathing for your texture and vehicle.  Keep adding more lines like this for each texture that you need.
     
     
          Step 5. Again in your server_monitor.sqf find this:
    // # END SPAWN OBJECTS #                    And below it put this:
    processInitCommands;        Step 6. In server_publishVehicle2.sqf find this:
    } else { _object = createVehicle [_class, _location, [], 0, "CAN_COLLIDE"]; };                   And BELOW it put this:
    if (_class == "SUV_TK_CIV_EP1") then {_object setVehicleInit 'this setObjectTexture [0, ''custom\SUV.jpg''];';};                  Notice the only difference is _class instead of _type.  Again  keep adding more lines like this for each texture that you need.
     
     
        Step 7.  This Step is for BOTH: server_publishVehicle2.sqf AND server_publishVehicle3.sqf find this:
    publicVariable "PVDZE_veh_Init";                 And BELOW it put this:
    processInitCommands;     Step 8.  Now in server_publishVehicle3.sqf find this:
    //Add weapons _objWpnTypes = _weapons select 0; _objWpnQty = _weapons select 1;                And ABOVE it put this:
    if (_class == "SUV_TK_CIV_EP1") then {_object setVehicleInit 'this setObjectTexture [0, ''custom\SUV.jpg''];';};                It's the same line from server_publishVehicle2.sqf  with _class instead of _type.  again repeat more lines exactly like this for more textures.
     
     
         Step 9.  Save Changes and Repack PBO
     
     
       Congrats your done!
     
    Note:  This could also be done by creating a function and then calling the function from each file, i think....  but I prefer to do it this way.
  2. Like
    Brockie reacted to hogscraper in Advanced Alchemical Crafting v3.3   
    Hello Epoch forums! I was working on a custom crafting system when I found Raymix's Emerald Interiors.  I really liked what he had in his system but saw that he was no longer working on it or updating it. My system had a menu but didn't have many items in it so I talked to him about using his item lists and bringing out an in depth crafting system with tons of items. Where my old system had 77 items, and his had 193, this new system has over 550! The name of this mod came from a couple users asking how in the world can you make a bed out of a Ruby and someone said Alchemy!   So what does this add that other systems do not? An easy to use interface that also includes a preview function so players can tell the difference between MAP_Misc_Well and Land_Misc_Well_C before they run out and scavenge materials to make them. I also tried to add realistic ingredient and tool lists to most items but for most of the misc or small items I went with just a gemstone and/or gold costs. The main reason I added the extra costs was to limit players from having hundreds of these items all over the map as they do save to the database like Epoch craftables. I wanted this to be something more for player's to work towards. On our server we have a rather large Sector B mission that unfolds in three stages and the rewards at the end include gemstones. While we have a gem trader to buy and sell the gems it seemed like a waste to have nothing else to do with the gemstones.   Demonstration Videos: Where I live is very loud with traffic and outside noise so they have music instead of me talking. If you don't care for heavy metal you may want to mute your speakers :) This video is of v1.3 so there are many more items included now but I kept the general categories for each gemstone the same.   Demo of the menu system itself: I re-purposed an old UAV script I had written a while back for vanilla Arma 2 for the preview function   Installation guide:   PLEASE DO NOT SKIP THE CONFLICTS SECTION!   Multiple people in this thread have run into issues with certain parts of my script causing problems for other scripts like Snap Pro and Deploy anything and the fixes are currently listed in the conflicts sections.  UPDATE! Added more conflict resolutions including one for Zupa's single currency.   Assumptions in this guide: You have a basic understanding of scripting for Arma2.  You are familiar with using custom files and overriding values via script. If you do not use any of the listed below files you will need to use Google to find out how to unpack your pbos and utilize these custom files.    STEP 1. Create a folder in your mission folder called custom if you do not already have one.  Download the attached file, (Buildables.zip). Unzip and place the Buildables folder into your custom folder. Buildables.zip   STEP 2. Changes you need to make to your files:
      Antihack edits: If you do not use BE filters you can skip STEP 2.d and if you do not use Infistar Antihack you can skip STEP 2.e. Step 2.d keeps players from being kicked when they attempt to create an item with box in it's name. Step 2.e will allow your admins to use Infistar's base delete tool to remove items crafted with this system as well as the Epoch items.   
      You are now ready to get crafting!    User guide:
      Item categories you can craft:
      Notes on possible conflicts with the included files:
    I also have redefined a custom dayz_spaceInterrupt in my Crafting_Compiles.sqf. That section of code is necessary as it not only allows players to spin the item in small increments using the 1 & 3 keys but it also captures any key presses that then trigger the Preview menu to close and return to the main crafting screen. Without that code, any player using the Preview will have to log out if they hit ESC or Backspace as it will simply close out the dialog buttons that allow them to Return and leave them staring at the item.    I do not use Plot for Life so I do not know what may or may not conflict with that addon while using this addon. My system does utilize a custom player_build and does check for plot poles so if you are using that plot pole addon you may need to edit the custom_builds.sqf. I have not tested the below code but it was submitted by StiflersM0m as a fix for plotforlife. I included it here as a quick ref for anyone reading this first before immediately downloading.  
        Thank you to stiflersM0M and emwilsh for the heads up on Snap Pro. Thank you also to Stranger for pointing out a couple typos that might have hemmed some of you up. If you are using Snap Pro system you can integrate my system with that one by opening my Crafting_Compiles.sqf and deleting the dayz_spaceinterrupt function from the bottom of that file. This function starts on line 256. Delete everything from line 256 to the end of the file. Then navigate to custom\Snap_Pro\dayz_spacensterrupt.sqf and open that file.   You will need to add    GlobalPreviewVariable = 1;   into the empty space on line 3.   And near the very bottom, you need to add   // num 1 or 3 above qwerty if (_dikCode == 0x02) then { AAC_1 = true; }; if (_dikCode == 0x04) then { AAC_3 = true; };   just BEFORE\ABOVE the line   _handled       I disabled the functionality of the 2 button for now as what I wanted it to do isn't working. Adding those two things to Raymix's dayz_spaceinterrupt.sqf will stop the conflicts between the two systems.   If you are using the Deploy Anything script, Epoch forums user Calamity has worked up a fix that will allow my script to work with it. Please see for the correct format.   If you would like to add the detach with F like in Snap Pro,The Hound posted this reply on page six: For anyone who has snap pros space interrupt and wants the F key function from it in this here is the custom_build http://pastebin.com/Sx3BK5TC.    Thank you to Zupa for making a combined defines.hpp that eliminates the conflict between his mods and this one.   Just delete my crafting_defines.hpp, remove #include "custom\Buildables\Crafting_Defines.hpp" from your description.ext and replace his defines.hpp with the one in the above link.     If you find any other addons that conflict with this one please let me know and I will add them to this section. I may not have the time to test out or work out a fix but I will include any issues and fixes that you guys come up with in this section.   Known Issues:
      NEW! HOW TO ADD NEW CATEGORIES!
    I spent a lot of time on the offsets for these items to ensure that the item was at a good distance from the player, but if you find something that could be better, please post the item and offset below. Many items that are grouped together have similar offsets and I did that to cut out a few thousand lines of code from the MT_Defines.hpp. In some cases this means an item may be a little closer or further than what would be perfect, but when you look at everything in the group it makes sense to that group. In some cases like the Topaz items, many items have their own definitions.   I have been running this on a Cherno server with just Epoch as well as an Origins Epoch server that just used the Origins map and vehicles without issues. If you do find you are having trouble with this on another map, just let me know and I will do what I can to help you out. It works with edited BE filters and Infistar and is working on both of the above servers with 1.0.5.1/125548. I also had this previously running under 1.0.4.2/112555 and 1.0.5.1/112555. Now that I've tested it out quite a bit I wanted to give v3.3 to the community and hope other people can get some use out it.   Thank you guys for any feedback you can give and if you find an issue or mistake in this guide, please let me know!    Thank you to: Maca for his Right Click script: http://epochservers.com/viewtopic.php?f=14&t=13   Raymix for Emerald Interiors that made me realize that I didn't have to settle on just 10 items in a menu list from maca's right click script   vbawol for all his awesome work on getting Epoch out there in the first place   [GOM] Simbo for helping me test this out and getting a lot of the earlier bugs out of the way.   [AFLA] Rick Grimes for helping me test this out on other maps and getting the delete sorted.   [OG] Kenshinz and everyone at Origins Gaming Server for helping to test this in a live environment. You can find my system currently running on his server at : 192.99.16.15:2372   EDITED!: Buildables_Experimental.zip If you have read through page 7 of this thread and are interested in the updated version here it is. Please follow my instructions above and do not download this file if you haven't read the post where I talk about it. This is an experimental build and has not been tested.
  3. Like
    Brockie reacted to unerground2 in [Release] Hollow's Nissan 350z's   
    Hollow i like your skinideas and they can actually be the future of a new type of contentcreation. 
     
    you know in overpoch there are some Ford CV police cars there is one Texture that everyone would love to see. 
     
    Walking Dead: Rick Grimes Police Car
     

  4. Like
    Brockie reacted to Axe Cop in [Release] Multiple Character Support (now compatible with Epoch 1.0.5.1)   
    My new mod may change the way you play DayZ, simply put this mod enables all players on the server to get the choice of using multiple characters (without having to buy multiple copies of ArmA2:CO  :P). I've set up a prototype on my test server with a 3 character selection dialog (see picture below), this may be improved but the base mechanics itself are working great so far.   So when you join a server after the loading screen you see a dialog like this: you have to chose one of 3 character slots every time you log into the server, each character slot is completely independent (different humanity and other stats, like different players). the slot count isn't static but I though 3 is a good start, admins can change the character selection dialog to a different number of slots, if you want you can have 100 slots for each player. :D   This mod can't be archived with a little script, but I've tried to made the installation as easy as possible. For an overview this is what I've done to get this mod working: Database schema: added one extra column "Slot" to the "character_data" table (the database stays fully compatible to the default HiveExt.dll) Custom HiveExt.dll to add a new method for loading all character data of a player (CHILD:100), also a small change to the current load player method to support multiple characters (CHILD:101). I could have made completely new methods for the login process, but this way only a very few modifications are necessary in the Hive code and the script files, but this also means my modified HiveExt.dll is not compatible with servers who don't have the "Slot" column in the "character_data" table one new script for the server and a small change in the server_playerLogin.sqf (to send the slot id to the hive) for the client files I've changed the player monitor to inject the character selection before the login process (see player_monitor.fsm changes below) To visualize the changes made to the login process, take a look at this state machine diagram of the player_monitor.fsm (changes are highlighted in green):

        Download latest version for Epoch 1.0.5 and 1.0.5.1: http://dl.bintray.com/vos/dayz/multichar1.3.3.zip Older versions are available here (for other Epoch version since 1.0.3.1).   Installation instructions I've tried to make the installation as easy as possible and still do it the proper way and change the files like the Epoch devs would do it. Some steps could be changed and the code simply be put in the init.sqf instead of changing the Epoch files, if you have some experience with ArmA script you can do that but if you follow my instructions it is the best way to do it like this in my opinion.   Pre-requirements: a PBO manager and basic knowledge of ArmA script editing.   Note: I've added all changed files to the download package, so you can see how they should look like with the changes applied. If you didn't make any custom changes to those files you can also just use them instead of following my instructions to change the files below.   run the SQL query to add the "Slot" column to the "Character_DATA" table in your Epoch database:
    ALTER TABLE `Character_DATA` ADD COLUMN `Slot` TINYINT UNSIGNED NOT NULL DEFAULT 1 AFTER `PlayerUID`; copy the file HiveExt.dll to the @DayZ_Epoch_Server folder (overwrite the Epoch file) Note: the source code of the HiveExt with my changes can be found here. unpack your dayz_server.pbo and copy the file server_playerCharacters.sqf to the compile sub-folder open the file compile\server_playerLogin.sqf, around line 47 replace
    _key = format["CHILD:101:%1:%2:%3:",_playerID,dayZ_instance,_playerName]; with
    _key = format["CHILD:101:%1:%2:%3:%4:",_playerID,dayZ_instance,_playerName,_this select 2]; open the file init\server_functions.sqf and add the line
    server_playerCharacters = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerCharacters.sqf"; after the line 9
    BIS_Effects_Burn = {}; repack your dayz_server.pbo unpack your mission.pbo (e.g. DayZ_Epoch_11.Chernarus.pbo) if necessary and copy the file RscDisplayCharacterSelect.hpp into the mission folder, open the file description.ext and add this line at the very bottom:
    #include "RscDisplayCharacterSelect.hpp" unpack your dayz_code.pbo (on your PC @DayZ_Epoch\addons\dayz_code.pbo) and copy the files init\publicEH.sqf and system\player_monitor.sqf to a "custom" folder in your mission folder (if you don't already have custom versions of those files), change the references to those files in your init.sqf to something like "custom\publicEH.sqf" and "custom\player_monitor.sqf" copy my custom file player_monitor.fsm to your "custom" folder (the changes in this file are not easy to reproduce, so it may be best you use my custom file instead of adding the changes yourself) open the file publicEH.sqf and add this line above the line starting with "PVDZE_plr_Login" (around line 54):
    "PVDZE_plr_Characters" addPublicVariableEventHandler {_id = (_this select 1) spawn server_playerCharacters}; open the file player_monitor.sqf and change the path to my custom player_monitor.fsm so that the line looks something like this:
    _id = [] execFSM "custom\player_monitor.fsm"; repack your mission.pbo if necessary   That's it! Yeah I know not the easiest mod to install, but that is DayZ/Epoch.. I Hope I didn't forget anything, but I think that is all.  :P     Restrictions (since version 1.1) I've added two restrictions to minimize the possibilities for players to abuse quick character switching: character switch timeout - how often a player can switch to another living character (in minutes), the last used slot is always available and the player can also spawn fresh if he has a dead character or never used slot minimum distance to dead bodies of the same player - calculates the distance to previously died characters of the player (in meters), this will prevent the player from "stacking" two or more characters at the same place (like a base) and switch to another character if one dies There are global config variables for changing the default settings for the restrictions:
    DZE_CharacterSwitchTimeout = 30; // default 30 minutes timeout (0 to disable) DZE_CharacterMinDistance = 1000; // default 1000 meters min distance (0 to disable) You can add those variables to the config section in the init.sqf.
     
    Here a screenshot how it may look like with active restrictions:

    Disabled character slots are displayed with a red disabled button (cannot be pressed) with info text on the button.
    If one or more restrictions apply there is also be an info text displayed at the bottom of the screen.
     
    Note: at the moment there is no automatic timer or anything to count the timeout down, you have to manually press the refresh button to refresh the character data and last login time.
     
     
    Suggestions and ideas welcome. Also for the character selection dialog what do you like to see on there?
  5. Like
    Brockie reacted to Barra81 in [Release] ComboKeyChanger_cKc [Updated 1.2]   
    Do you ever want to change your door or safe key, here is the solution,
    just open your safe or door and click "Set new key".
    It will open the Epoch-ComboLock or KeypadUI, show you your old Key and after setting the new one, the actual key.
     
    Install is pretty easy, 
     
    In yourmissionfile.pbo, open "description.ext"
     
    add
    #include "ckc\ckc_defines.hpp" #include "ckc\ckc_ui.hpp" #include "ckc\ckc_SafeUI.hpp" at the very bottom of the "description.ext".
     
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    In yourmissionfile.pbo, open "compiles.sqf"
     
    add
    ckc_button = compile preprocessFileLineNumbers "ckc\ckc_button.sqf"; ckc_upddoor = compile preprocessFileLineNumbers "ckc\ckc_upddoor.sqf"; ckc_updSafe = compile preprocessFileLineNumbers "ckc\ckc_updSafe.sqf"; below
    player_unlockDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockDoor.sqf"; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
     
     
    In yourmissionfile.pbo, open "fn_selActions.sqf"
     
    add
    //Allow owner to change Door code if((_isDestructable || _cursorTarget isKindOf "Land_DZE_WoodDoorLocked_Base" || _cursorTarget isKindOf "CinderWallDoorLocked_DZ_Base") && (DZE_Lock_Door == _ownerID)) then { if ((s_player_lastTarget select 1) != _cursorTarget) then { if (s_player_ckc > 0) then { player removeAction s_player_ckc; s_player_ckc = -1; }; }; if (s_player_ckc < 0) then { s_player_lastTarget set [1,_cursorTarget]; s_player_ckc = player addaction["Set new Code", "ckc\ckc_startUI.sqf","",0,false,true,"", ""]; }; } else { player removeAction s_player_ckc; s_player_ckc = -1; }; //Allow owner to change vault code _unlockedVault = ["VaultStorage"]; if(typeOf(cursortarget) in _unlockedVault && _ownerID != "0" && (player distance _cursorTarget < 2)) then { if (s_player_Safe_ckc < 0) then { if ((typeOf(cursortarget) == "VaultStorage") &&(_ownerID == dayz_combination || _ownerID == dayz_playerUID) ) then { s_player_Safe_ckc = player addaction["Set new Code", "ckc\ckc_startSafeUI.sqf","",1,false,true,"", ""]; }; }; } else { player removeAction s_player_Safe_ckc; s_player_Safe_ckc = -1; }; ABOVE
    //Allow owner to pack vault Again in the "fn_selfActions.sqf"
     
    add
    player removeAction s_player_ckc; s_player_ckc = -1; player removeAction s_player_Safe_ckc; s_player_Safe_ckc = -1; just below
     
      player removeAction s_player_upgrade_build; s_player_upgrade_build = -1; player removeAction s_player_maint_build; s_player_maint_build = -1; player removeAction s_player_downgrade_build; s_player_downgrade_build = -1; finally copy the "ckc" Folder in the download file, to yourmissionfile.pbo main directory.
     
    Youre done ;)
     
    Tested with Epoch Vers. 1.0.5.1, but should work with older versions too.
     
     
      UPDATE since post #39 :
     
    - Fixed missing   ";" bug
     
    - "Set new Key" option no longer appears at the Lockbox
     
    - Safe updates to Database directly after setting a new Key
     
     
     
     
    UPDATE since post #55
     
    - fixed bug occuring when player want to "Set new Code" two times in a row at doors.   Thanks to Jossy for pointing it out ;)
     
    - fixed save to DB bug for Safes (randomly the inventory of the safes was not updated to the DB) ...safes are really save now :)
     
     
     
    For people who wanna just update from the old Version:
     
    DELETE the old "cKc" folder and replace it with the new one.
     
    Please replace the entrys in the "fn_selfactions.sqf" with the new ones, posted in the code spoiler above.
     
     
     
     
     
     
     
     
    Im sorry for any inconvenience... 
     
     
     
     
     
    ComboKeyChanger_CKC.zip
  6. Like
    Brockie reacted to OtterNas3 in [RELEASE] Vehicle Key Changer - For making Masterkey - V 1.4 (Updated 06/15/2014)   
    Just finished it and thought someone could like it...
    You have many, many (many, ...) Vehicles? You have many, many (many, ...) different Keys? Already need to attach a list with Key = Vehicle to your Monitor to keep track of em? Need 30 minutes to start driving because you dont have such a list? Frustrated? ALL OVER!
     
    This little script allows you and the Players on your Server to copy Vehicles, that you got the Key for, to another Key that's in your Inventory!
     
    Example:
    Car 1: Red Skoda - Red Key (1234)
    Car 2: Green Skoda - Green Key (4321)
     
    You need a Keymakers Kit!
    Put both keys in your Inventory, look at the Car 1 and select "Change Vehicle Key" from the action menu.
     
    You get a list with all Keys in your Inventory, to select from a menu. In this case the list would just be one: Green Key (4321)
    Not in the list is the Key for Car 1, so no Red Key (1234)
     
    Select the new Key you want to put the car on and: voila!
     
    You can throw away the unneeded Red Key (1234)
    The Old vehicle Key gets added to your Backpack
    Car 1 & Car 2 are both now on the Green Key (4321)
     
    You can allow players to "Claim" Vehicles that are dynamic spawned on the Map and does not yet need a Key.
    This is a option you can turn On/Off!
    You can set a price for claiming vehicles also.
     
    THIS DOES NOT HOWEVER INCLUDE MISSIONVEHICLES THAT ARE NOT SPAWNED CORRECTLY!
    IF YOU WANT TO BE ABLE TO CLAIM MISSIONVEHICLES, TELL THE MISSION DEVELOPER TO SETUP HIS SPAWNCODE FOR VEHICLES TO A CORRECT WAY!
     
    Changelog 1.4
    I changed some functions and implemented some small fixes mentioned by other users in this Thread.
    Specially for just bought vehicles and the "get not saved after driving" thing.
    This should also fix the duping for some of you, i never had it yet and cant reproduce. just made the call a bit different now.
     
     
    If it doesnt work as it should, gimme a shout.
     
    And for people that think this Mod is a total mess. Dont use it?
    It works on my Server for a loooooooooooooong time now without any errors!
     
     
     
    Demo Video
    http://www.youtube.com/watch?v=bEUmLrje_5o
     
     
    Like?
     
    DOWNLOAD:
    https://www.dropbox.com/s/mq0dvpzawtwmam8/VehicleKeyChanger_v1.4.zip
     
     Install Instructions:
    1. Download and unzip VehicleKeyChanger_v1.4.zip
    2. unpbo MPMissions\YOURMISSIONNAME.pbo
    3. copy the custom folder from the unziped VehicleKeyChanger_v1.4.zip to MPMissions\YOURMISSIONNAME\
    4. open MPMissions\YOURMISSIONNAME\init.sqf
     
    Find this block:
    if (!isDedicated) then { 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; }; And insert this line above the closing bracket };
    _nil = [] execVM "custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf"; 5.
    Configuration:
    Edit custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf
     
    Edit this block to your likings!

    ///////////////////////////////////////////////// ///////////////////////////////////////////////// // Edit these settings to fit your needs/likes // ///////////////////////////////////////////////// ///////////////////////////////////////////////// /// Claim Vehicles that does not yet need Key /// ///////// 0 = Not allowed | 1 = Allowed ///////// vkc_claiming = 0; ///////////////////////////////////////////////// //////// Claim Vehicles costs this Item ///////// /// Any Item can be used here, some examples: /// //// ItemTinBar, ItemSilverBar, ItemGoldBar, //// ////// ItemSilverBar10oz, ItemGoldBar10oz, ////// ///// ItemBriefcase20oz, ItemBriefcase100oz ///// //////// set to "0" to disable the costs //////// vkc_claimingPrice = "ItemGoldBar10oz"; ///////////////////////////////////////////////// ////////// Change Key costs this Item /////////// ////////////// see above examples /////////////// //////// set to "0" to disable the costs //////// vkc_Price = "ItemSilverBar"; ///////////////////////////////////////////////// /////// Need KeyKit to use this function //////// ////////// 0 = Not needed | 1 = Needed ////////// vkc_needKeykit = 1; ///////////////////////////////////////////////// ///////////////////////////////////////////////// /////////////// DONT EDIT BELOW ! /////////////// ///////////////////////////////////////////////// 5. repbo MPMissions\YOURMISSIONNAME\
    - upload it to your server -
     
    6. unpbo @DayZ_Epoch_Server\addons\dayz_server.pbo
     
    7 copy server_updateObject.sqf from your unziped VehicleKeyChanger_v1.4.zip to @DayZ_Epoch_Server\addons\dayz_server\compile\  and overwrite the existing one. (This just adds a function for this mod nothing else changed)
    If you already have a custom server_updateObjects.sqf you need to compare my file with yours and make the changes yourself!
     
    8. repbo @DayZ_Epoch_Server\addons\dayz_server\
    - upload it to your server -
     
    9 copy this file to your Servers BattlEye filters folder:
    publicvariableval.txt
     
    FYI: INFISTAR AdminCheat, ummm sorry meant AntiCheat, users!
    Cause he uses his own BE filter files should not copy paste this file over your existing one, else you will get kicked for all the cool nice admin functions that comes with your Infistar! You need to do the change yourself if you get kicked for anything regarding this script.
    I dont had and will not have a look at Infistar's BE files to sort things out!
     
    10. Restart your server
    11. Enjoy it and cleanup your vaults!
     
    12. DONT LOOSE YOUR MASTERKEY! :rolleyes:
     
     
    -- Additional Information ---
     
    For InfiStar AdminCheat (ummm sorry meant AntiCheat...) users:

     
     
    Have fun with it!
     
    - If you like it - Like it - So I can count Downloads - I like that
     
    #####################################
    #                      Support my work                      #
    #                                    &                                #
    #                                Donate                           #
    #####################################

  7. Like
    Brockie reacted to Cinjun in [RELEASE] Vehicle Key Changer - For making Masterkey - V 1.4 (Updated 06/15/2014)   
    There is no need for a fn_SelfAction, you will only get the scroll option when scrolling on the vehicle itself, it's not an action on the key. Also you have to have all required items in your inventory:
    Two keys (the key to the vehicle you're wanting to change too and the key to the vehicle your changing). A keymasters kit, if you have that enabled in the config. And the exact monetary item (e.g. ItemGoldBar10oz); this does not support the new return change feature so the exact classname it what it is looking for (unless you have it disabled in the config obviously). If these items are not in your inventory/toolbelt you will not get the scroll option on the vehicle.
     
    Also are you seeing any errors in your RPT?
  8. Like
    Brockie got a reaction from ispan55 in [HOW-TO] New Steam-Only Arma Update   
    Guys you really need to update your arma version this weekend.  June 30 is final gamespy shutdown,  and Battleye will not protect older versions after june 30th.   You are urged to upgrade to the new steam version (125548).
     
    This guide is designed for private server hosting with access to all files, epoch 1.0.5.1 installed, with the steam version of Arma 2 + Arma 2 OA.
     
    To do so: 
     
    step 1:  go to your operation arrowhead folder
     
    step 2:  delete the all the exe files (ArmA2OA, arma2oaserver, ArmA2OA_BE)  if you don't have ArmA2OA_BE skip it.
     
    step 3: go into your Expansion\ folder
     
    step 4: delete the beta\ folder and all it's contents.  If you don't have a beta folder, skip it.
     
    step 5:  go to steam library -> operation arrowhead -> right click -> properties -> beta -> Choose your version.  Opt-out (stable) Opt-In (beta)  1.62- (older version)
     
    step 6: wait for game to switch to versions
     
    step 7:  go to steam library -> operation arrowhead -> right click -> properties -> local files -> verify integrity of the game.
     
    step 8: wait for game to verify and then launch arma 2 oa from steam library.  check to see if you have the new version in the bottom right corner.
     
     
    ************************************************************************************************************************************************************************************************************************
    For a point of reference... when I launch my arma OA.. at the main menu I see:
     
    - 3 pictures in the bottom-left corner: first one is Dayz Epoch, next one is Arma 2, next one is Arma Arrowhead.
    - In the bottom-right corner it says version 1.63.125548 and beneath that it says 1.0.5.1
    - In the top-right corner, under the dayz epoch picture it says Dayz Epoch 1.0.5.1.
     
    If you got all that it should work on newly updated servers, like mine.  If you are missing any of that try clicking the expansion button and activate them.
    ************************************************************************************************************************************************************************************************************************
     
    SERVER OWNERS EXTRA STEPS:  
     
    Step 9: Copy the entire contents of your Arma 2 & Arma 2 OA folder into your server folder.  This should update your server to new version. 
     
    STEAM VERSION EXTRA STEPS:
     
    Step 10:  Change your launchers .exe paths: Expansion\beta\arma2OAserver.exe (delete the red part.  steam version uses exe in the main folder, not the expansion\beta folder.)   
     
    Step 11:  In your config.cfg add two lines at the very top:
    steamport = 2300;
    steamqueryport = 2301;
     
    Step 12:  add port forwarding to these ports.
     
    Step 13:  In your config.cfg update your requiredBuild = 125548;
     
    Step 14:  In your config.cfg.. right below your requiredBuild add this line:
    requiredSecureId = 2;
     
     
    Notes:
     
    - Keep the old gamespyreportingIP= in the configs.
    - Keep your old port forwarding.
    - Keep the -port=2302 in the launchers.
     
    If you have any problems feel free to pm me.
     
    WARNING A LOT OF EPOCH CUSTOM SCRIPTING DOES NOT WORK PROPERLY ON NEW VERSION. RECOMMENDED: FRESH SERVER INSTALL AND ADD SCRIPTS 1 BY 1.
     
    With steam,  it has new steamID.  I'm not 100% sure but it looks like I have a new GUID also.  When players connect to the database it will create a whole new player to the database with the new steamID.  In the database it will keep the old entries with playerUID and create all new entires with steamIDs.  This may, or may not cause DB issues/loading issues.  Not sure.  All players will start with a new, fresh character... kills reset, humanity reset, plot poles will need not recognize you as owner, etc...  I'm guessing all the player bans need to be updated, and I doubt that is even possible, so server admins need to find there own ways to deal with these problems.  So we need to be extra vigilant against hackers.  My information tells me that Dayz commander will not work after the gamespy shutdown unless we are very lucky, so I am recommending this update to all server admins.
  9. Like
    Brockie got a reaction from 11Hotel in [HOW-TO] New Steam-Only Arma Update   
    Hey guys.  I don't understand why you would want to use commander at all?
     
    To be honest, I haven't tried to connect to my server from commander... because I gave up using it a long time ago due to various issues... slow updates, and causes too much confusion...  people should learn to start using the ingame  multiplayer button, it makes things so much easier for everyone.  Why?
     
    Well lets say I have a dedicated server on my internal LAN network, which I do... sometimes commander will say my server ping is 10,000 even tho it's running, not really sure why but I think it's because the server is on my internal LAN network and messes up search function?  The point is that if commander does this to me, it will not recognize it as an epoch server at all and when I try to join it will not add the proper launch parameters and thus I will not be able to join.
     
    Now rather if you start your game through steam library and activate the epoch mod from the main menu, it will relaunch the game with the epochmod and you can now go to multiplayer, add your IP address and join your server easy, like it should be.
     
    Another thing.  Commander delayed this update far too long and has proven to me to be unreliable.  Using steam for arma auto-updates and epochmod.com for epoch updates would be much better practice for you and your players.
     
    And one last thing, when I looked at commander yesterday, yes I saw my server on the list right away but as mentioned above the port shows up as 2301 and that just doesn't seem right to me at all... I didn't bother trying to join with commander... I probably should have but I'm just not fond of it anymore, I tell all my players to use ingame search function and everyone seems fine with it!
  10. Like
    Brockie got a reaction from 11Hotel in [HOW-TO] New Steam-Only Arma Update   
    Guys you really need to update your arma version this weekend.  June 30 is final gamespy shutdown,  and Battleye will not protect older versions after june 30th.   You are urged to upgrade to the new steam version (125548).
     
    This guide is designed for private server hosting with access to all files, epoch 1.0.5.1 installed, with the steam version of Arma 2 + Arma 2 OA.
     
    To do so: 
     
    step 1:  go to your operation arrowhead folder
     
    step 2:  delete the all the exe files (ArmA2OA, arma2oaserver, ArmA2OA_BE)  if you don't have ArmA2OA_BE skip it.
     
    step 3: go into your Expansion\ folder
     
    step 4: delete the beta\ folder and all it's contents.  If you don't have a beta folder, skip it.
     
    step 5:  go to steam library -> operation arrowhead -> right click -> properties -> beta -> Choose your version.  Opt-out (stable) Opt-In (beta)  1.62- (older version)
     
    step 6: wait for game to switch to versions
     
    step 7:  go to steam library -> operation arrowhead -> right click -> properties -> local files -> verify integrity of the game.
     
    step 8: wait for game to verify and then launch arma 2 oa from steam library.  check to see if you have the new version in the bottom right corner.
     
     
    ************************************************************************************************************************************************************************************************************************
    For a point of reference... when I launch my arma OA.. at the main menu I see:
     
    - 3 pictures in the bottom-left corner: first one is Dayz Epoch, next one is Arma 2, next one is Arma Arrowhead.
    - In the bottom-right corner it says version 1.63.125548 and beneath that it says 1.0.5.1
    - In the top-right corner, under the dayz epoch picture it says Dayz Epoch 1.0.5.1.
     
    If you got all that it should work on newly updated servers, like mine.  If you are missing any of that try clicking the expansion button and activate them.
    ************************************************************************************************************************************************************************************************************************
     
    SERVER OWNERS EXTRA STEPS:  
     
    Step 9: Copy the entire contents of your Arma 2 & Arma 2 OA folder into your server folder.  This should update your server to new version. 
     
    STEAM VERSION EXTRA STEPS:
     
    Step 10:  Change your launchers .exe paths: Expansion\beta\arma2OAserver.exe (delete the red part.  steam version uses exe in the main folder, not the expansion\beta folder.)   
     
    Step 11:  In your config.cfg add two lines at the very top:
    steamport = 2300;
    steamqueryport = 2301;
     
    Step 12:  add port forwarding to these ports.
     
    Step 13:  In your config.cfg update your requiredBuild = 125548;
     
    Step 14:  In your config.cfg.. right below your requiredBuild add this line:
    requiredSecureId = 2;
     
     
    Notes:
     
    - Keep the old gamespyreportingIP= in the configs.
    - Keep your old port forwarding.
    - Keep the -port=2302 in the launchers.
     
    If you have any problems feel free to pm me.
     
    WARNING A LOT OF EPOCH CUSTOM SCRIPTING DOES NOT WORK PROPERLY ON NEW VERSION. RECOMMENDED: FRESH SERVER INSTALL AND ADD SCRIPTS 1 BY 1.
     
    With steam,  it has new steamID.  I'm not 100% sure but it looks like I have a new GUID also.  When players connect to the database it will create a whole new player to the database with the new steamID.  In the database it will keep the old entries with playerUID and create all new entires with steamIDs.  This may, or may not cause DB issues/loading issues.  Not sure.  All players will start with a new, fresh character... kills reset, humanity reset, plot poles will need not recognize you as owner, etc...  I'm guessing all the player bans need to be updated, and I doubt that is even possible, so server admins need to find there own ways to deal with these problems.  So we need to be extra vigilant against hackers.  My information tells me that Dayz commander will not work after the gamespy shutdown unless we are very lucky, so I am recommending this update to all server admins.
  11. Like
    Brockie reacted to vbawol in [Release] Hollow's Nissan 350z's   
    Sniped link per report, BTW, This is not anything new I just helped someone on our Teamspeak the other day with the same exact functions.

    https://community.bistudio.com/wiki/setObjectTexture
    combined with:
    https://community.bistudio.com/wiki/setVehicleInit
    and 
    https://community.bistudio.com/wiki/processInitCommands
     
    Will give you JIP compatible texture replacements if the vehicle is setup for it.
     
    Add this on line https://github.com/vbawol/DayZ-Epoch/blob/master/SQF/dayz_server/system/server_monitor.sqf#L126 change the ANYCLASS to your vehicle class and the texture path to that of a paa file in your mission pbo.
    if (_type == "ANYCLASS") then {_object setVehicleInit "this setObjectTexture [0, "\pboname\texture.paa"];"}; Also add 
    processInitCommands; here: https://github.com/vbawol/DayZ-Epoch/blob/master/SQF/dayz_server/system/server_monitor.sqf#L261
  12. Like
    Brockie reacted to raymix in Adding an image to a billboard?   
    you can only assign textures to objects that has named hidden selections. For example SignM_FARP_Winchester_EP1 has one.
     
    also this code can be used to change texture on runtime if spawning signs using script:
    _myLocation = player modelToWorld [0,2,0]; // 2 meters in front of player _mySign = createVehicle ['SignM_FARP_Winchester_EP1', _myLocation, [], 0, 'CAN_COLLIDE']; _mySign setDir ((getDir player)-180); //not sure about syntax, just woke up _mySign setVehicleInit 'this setObjectTexture [0, ''custom\mysign.paa''];'; Another example - using fnSelfActions on cursorTarget to setVehicleInit would change it's texture, too.
    You can even generate random colors for SUV (or many other vehicles that has named selection (usually "camo" or "camo1")) like that, lol.
  13. Like
    Brockie reacted to PryMary in Fn_selfaction.sqf clientside .rpt error any help :) ?   
    //Sirens _isCopcar = typeOf _vehicle in ["SUV_TK_CIV_EP1","SUV_TK_CIV_EP1_DZE1","SUV_TK_CIV_EP1_DZE2","SUV_TK_CIV_EP1_DZE3","SUV_TK_CIV_EP1_DZE4","LadaLM","LadaLM_DZE1","LadaLM_DZE2","LadaLM_DZE3","LadaLM_DZE4","policecar"]; if (_inVehicle and (driver _vehicle == player)) then {         dayz_addsirens = _vehicle; if (_isCopcar) then {     if (s_player_sirens_on < 0) then {         s_player_sirens_on = dayz_addsirens addAction ["Sirens on","Scripts\sirens\sirens_on.sqf",dayz_addsirens,2,false,true,"",""];         s_player_sirens_off = dayz_addsirens addAction ["Sirens off","Scripts\sirens\sirens_off.sqf",dayz_addsirens,2,false,true,"",""]; };     } else {         dayz_addsirens removeAction s_player_sirens_on;         dayz_addsirens removeAction s_player_sirens_off;         s_player_sirens_on = -1;         s_player_sirens_off = -1;     }; }; Don't know why it copied like that but not hard to work out what to do, just needed to press enter after: //Sirens
     
    Now try!
     
    Pry
  14. Like
    Brockie reacted to raymix in [Discontinued] Emerald Interior Designer   
    Project has been discontinued 
    If you still want this mod, it will (and should) work with any beta or Epoch release, however I highly suggest using
     
     


     
    Very simple script that lets you right click ItemEmerald and spawn various interior items, using Epoch building system.
    I will assume you know your way around with scripts and have custom extra_rc, fn_selfActions.sqf and variables.sqf in your mission file, if not, ask below.
     
    Credits:
    Rocket
    DayZ Epoch Team for player_build.sqf
    Maca for extra_rc
    PetuniaEpoch for modified
    Rythron FIX for playerID tied to plotpole script, replace your http://epochmod.com/forum/index.php?/topic/10665-release-emerald-interior-designer/?p=77638 with his.
     
    UPDATE LOG v1.1.1:
    *Increased distance of objects to prevent people  from dying, please refer to _offset in spawn.sqf
    *Fixed issue with object height distance while using ALT+PgUP/PgDown
     
    UPDATE LOG v1.1:
    *Added huge list of external objects
    *Added Toggle-able plotpole requirement for spawn
    *Added Ability to remove items
    *Can't spawn or remove items if not owner or tagged friendly of nearby plotpole
     
     
    Download files:
    https://dl.dropboxusercontent.com/u/14423790/interiorV1.1.1.rar
     
    Or add yourself:
     
    custom\extra_rc.hpp (Updated V1.1):



     
    custom\variables.sqf (Updated V1.1): Find 
    dayz_allowedObjects = ["TentStorage"........  Change to: 



     
    description.ext:
    #include "interior\defines.hpp" #include "interior\dialogs.hpp" interior\defines.hpp:



     
    interior\dialogs.hpp (Do not use with newest Infistar AH):



     
    interior\dialogs.hpp (Only for people with newest Infistar Antihack):



     
    interior\items.sqf (Updated V1.1):



     
    interior\spawn.sqf (Updated v1.1.1):
    _plotReq = true; // can't build without nearby plotpole
    _plotReq = false; //can build without plotpole or near owned plotpole only
    _offset = [0,3.5,0]; //This is distance of object from player XYZ.. increase Y if you want an object to spawn further away from player



     
    interior\remove.sqf (NEW):



     
    custom\fn_selfActions.sqf (Updated V1.1.1)
    Add to the very bottom of the file:



  15. Like
    Brockie reacted to mudzereli in [release] 1.0.5.1 - Weapon Attachment Mod 1.1.0 - Remove/Add attachments to weapons   
    Hey guys,
     
    I've been working on a script that allows players to take off weapon attachments from one weapon and put them on another.
     
    Hopefully some other people also enjoy it or find it useful.
     
    Weapon Attachment Mod 1.1.0
    all of this information is available in an easier-to-read format on github pages >>
    note: This addon has been thoroughly tested but only on a low population server. if you have any issues on a high population server, let me know and I will try to address them.
     
    This addon lets players remove weapon mods from their weapons and apply them to other weapons.
    For example, you can take an ACOG scope off of an M4A1 and put it on a SA58, or add Gold Paint to a revolver, etc.
    It only works with existing weapon combos (you can't put a silencer on a DMR or anything like that)
    For an example, check out this imgur gallery or this video on twitch.tv:
     
    Features:
    configurable so you set your own combinations easy to use, just right click and remove or add the part admin list for adding modifications without the item note: Due to the way saving data works, unattached weapon modifications do not save across server restarts, so the player must attach the part to a weapon again before it will save. Players are notified of this whenever they remove a modification from a weapon or whenever they have their weapon mod inventory open.
     
    Installation
    download the files extract the addons and overwrites folder from the downloaded zip file into your mission file root add this line to the end of your mission file init.sqf. call compile preprocessFileLineNumbers "addons\wmod\init.sqf"; edit addons\wmod\config.sqf if you want to configure some options such as what guns it works with etc. Configuration
    note: Configuration instructions are easier to read on github.
    To edit the configuration options, open addons\wmod\conifg.sqf
    Some of the more complex configuration options are shown below (others are in the config.sqf)
     
    DZE_WEAPON_MODS array format
    DZE_WEAPON_MODS = [ [_attachment,_base,_upgrade], [_attachment,_base,_upgrade], [... more info here ...] ]; DZE_WEAPON_MODS array arguments
     parameter    | description                                                         |  type  | example --------------|---------------------------------------------------------------------|--------|-------- _attachment   | the name of the weapon attachment                                   | string | "GP25 GL" _base         | the classname that the attachment is put on to                      | string | "AK_74" _upgrade      | the classname the item becomes after the attachment is put on       | string | "AK_74_GL" DZE_WEAPON_MOD_COMBINE array format
    DZE_WEAPON_MOD_COMBINE = [     [_combined,_attachments],     [_combined,_attachments],     [... more info here ...] ]; DZE_WEAPON_MOD_COMBINE arguments
     parameter    | description                                                         |  type  | example --------------|---------------------------------------------------------------------|--------|-------- _combined     | the name of the attachment to combine the other attachments into    | string | "CCO Sight" _attachments  | array of attachments to combine into the combined attachment        | array  | ["Kobra Sight"] Issues/FAQ
     
    Users get kicked for publicvariable restriction #0
    find your battleye filter directory open publicvariable.txt the first line should say 5 "" (... other stuff ...) change it to 5 "" !"DZE_WMOD_INVENTORY" (... other stuff ...)  
    Change Log
    version|change -------|------- 1.1.0 | unused mods now persist after logout (but not server restart) | better inventory management system | more configurable options 1.0.1 | bug fix for removing attachments 1.0.0  | first release
  16. Like
    Brockie reacted to Gilleyman in How to join new Steam Updated servers!!   
    If your having issues joining some servers that are on the new steam system, Please watch the video below to help you!  Alot of servers that havent yet updated to the newest version of arma 2 for steam still work..But gamespy is on borrowed time and they will all crash very badly once it happends


  17. Like
    Brockie reacted to macdog in Server Hardware and OS setups - Everything under the app level.   
    Hey,
     
    There is probably not that much discussion on this as there isn't a massive amount you can do hardware-wise, so really most optimizations are software based (and by that I mean SQF optimizations rather than system software).  Of course, you need to start with decent hardware, but you very quickly hit a wall.
     
    IMO the main things to focus on are CPU and network, and even then once you hit a point (quite early on), there is little you can do.
     
    CPU: The arma2 engine is known to be largely single threaded.  Yes, it "can" use multiple CPUs, but in reality the amount it can effectively do in parallel is low, so you really end up with a 2 CPU/Core situation.  And the second thread is really just IO offload (handling network connections etc..).  What that means is that you want to get CPU with the highest clock speed possible, not the most cores.  In practical terms that usually means a quad-core processor and in fact the desktop range of CPU (such as intel i7) can be a good bet here (some more on that later).  If you really want max performance, make sure hyper-threading is off also (only makes sense if you want to run multiple servers on the same hardware at a profit, as opposed to running a serve at max performance).
     
    Network.  You don't need much bandwidth, even for a high pop server, but consistently is important (both bandwidth and latency).  If you are renting from a hosting provider then you will likely to be subject to what they provide.  The lowest you usually see a dedicated hardware server rental come with is 100mbps guranteed.  This is more than enough, the issue is the quality, and in reality, you are unlikely to know until you try it, although you can do some research to get an indication (check their peering etc.. but I wont go into that here).
     
    Really, not much else is likely to make a difference hardware wise.
     
    Memory. Arma2 server is 32bit, so theoretical max usage is 4GB.  From memory I don't think it has been compiled to use large address spaces (wrong term, but cba to look it up know) so in fact I believe actually caps out at 2GB.  Even so, a 50 player epoch server with ~5k DB objects still comes in comfortably below that level.  Memory speed however will make a marginal difference.  ECC ram (the type you get in proper servers) will be slower but includes more error checking.  Its a game server, not a banking system, so you dont need ECC, so best to go for performance.  That again usually means looking at the desktop range of technology as opposed to server tech (ie, the i7 mentioned above).  So, for a windows instance running 1 game server, anything above 4GB (even with mysql running on the same box) is wasted.
     
    Storage: Maybe I am missing something, but from all testing/measuring I have done, this makes almost zero difference to performance.  The arma2 server process should be running entirely in RAM and unless you have badly underspecced the server (see above) then nothing should be getting swapped out to disk.  The epoch DB is so small (even with ~5k objects), that I'm pretty sure will be entirely cached by mysql.  Even so, I haven't checked but I assume DB writes are asych (ie, lazy) so shouldn't really impact performance anyway.  Most reads happen when the game server starts up.  In this case the only difference I would expect an SSD to make is faster server restarts (of the order of maybe 30 secs vs 1min).  Again, keen to hear if I have this one wrong, as I see lots of people bragging about SSDs, but honestly dont think it gives them anything.
     
    Everything else comes down to how reliable do you want it to be.  I have mentioned desktop class tech a couple of times.  There are providers that do this, but you may not get things like redundant power supplies.  All hardware goes pop at some point, so this means you could be left off-line for a few hours to maybe a day or 2.
     
    Personally, this is what I use: http://www.online.net/en/dedicated-server/dedibox-lt2k14  Not quite following all my own advice, but it close enough to ideal, reliable (enough) and cheap!  This currently hosts 1 epoch server that can cope with 50 players, but only has half the resources assigned, so should cope with 2 maxed out servers.  Thats even with 2 AI mission systems running, so if I get around to sorting out headless clients, things should get better.
     
    What disappointing me the most is from the little I have read into Arma3 servers, most of the same limitations apply.  Not done much reading, so honestly hope I am wrong here and someone can correct me :)
  18. Like
    Brockie got a reaction from RubberTire in Trader Menu Suddenly Disappear After A Second   
    My guess is: it's a server-side issue.
     
    The most likely thing is that the server is running custom antihack that is not properly configured.
  19. Like
    Brockie reacted to Goober in Working Dayz Epoch Headless Client for Zed Spawn and FSM   
    What this is:
    1)  Customization at the mission folder level (e.g. \MPMissions\Dayz_Epoch_<number>.<mapname>).  It is changes and additions to mission files that are loaded at server startup and when each client connects.
    2)  It is a method of dynamically tracking connected Headless Clients and maintaining a list of available ones on the server.
    3)  It is changes to the way the player client runs the player_spawnCheck->building_spawnCheck->zombie_generate->zombie_agent.fsm/zombie_loiter chain to make zombies spawn and behave the same  INDEPENDENTLY (no reliance on the variable "player") of which client spawned them.
    4)  It is a way (in theory) of reducing zombie location lag by having all zeds controlled by low latency clients.
    5)  It furthers experimentation in using targetted publicVariableServer and publicVariableClient message semaphores.
    6)  It is TLDR ... (if you got this far .. good for you).
    7)  HC keeps zeds from disappearing just because a player disconnects (doesn't affect 25m radius on player connect)..
     
    What this isn't:
    A)  Well tested.  My test bed is an 8 core computer on which I developed the scripts without BE operational so that I could run my player client and headless client off the same key without Arma throwing a fit.
    B )  This scripting doesn't address the occasional problem of headless clients joining the server and landing in the wrong slot.  This is usually a problem when the HC joins before the server processes mission.sqm.
    C)  This is not hooked into animal spawning so it doesn't offload animal spawning.
    D)  The code does not have the "hint" and "diag_log" lines commented out that I used for development.
    E)  This is not a step by step set of instructions in how to make it work on your server.  I authored it and got it to work on mine using vanilla Dayz-Epoch 1.0.3.1 on the 1.5 Lingor map (the larger one).  If you do not understand function overloading and what instruction to change to make it work with another mod, then this is not for you.
     
    edit 2: (the file attachment is not working, so use this external link instead)
    http://www.mediafire.com/download/zyrzrs05x1um0mn/HC.zip
     
    my server startup options:
    "Expansion\beta\arma2oaserver.exe" -port=2325 -cpuCount=4 "-config=instance_7_Lingor\config.cfg" "-cfg=instance_7_Lingor\basic.cfg" "-profiles=instance_7_Lingor" -name=instance_7_Lingor "-mod=%_ARMA2PATH%;Expansion;ca;Expansion\beta;Expansion\beta\Expansion;@lingor;@DayZ_Epoch;@DayZ_Epoch_Server;"
     
    excerpt from config.cfg:
    requiredBuild = 103718; localclient[]={"127.0.0.1"};   headless client startup:  (sorry, still some steam path stuff here ... but you should get the idea) "%_ARMA2OAPATH%\Expansion\beta\ARMA2OA.exe" -skipIntro -nosplash -showScriptErrors -noPause -client -connect=127.0.0.1 -port=2325 -nosound "-mod=%_ARMA2PATH%;EXPANSION;ca" "-mod=Expansion\beta;Expansion\beta\Expansion" "-mod=@lingor;@dayz_epoch" -cpuCount=2 -name=HeadlessClient -profiles=HeadlessClient   ---------------------------------------------------- least painful way to try to assure the HC goes into the CIV slot 1) start server 2) start player client - connect to lobby of server 3) start headless client --------------------------------------------------- HOW it does it:   1) Server listens (via publicVariableEventHandler) for heartbeats from headless clients and updates and administers list of currently connected HCs. 2) Headless Clients send publlcVariableServer message once every 3 seconds as a heartbeat signal. 3) Player's player_spawnCheck function sends a publicVariableServer to request a zed and loot spawn cycle 4a) Server checks for presence of active HCs... if available, it sends publicVariableClient message to do zed and loot spawn to a random HC. 4b) If no HC in Server's list, then Server sends publicVariableClient message back to player client to do its own zed and loot spawn.   PROPS: Some parts (HCsignals.sqf) inspired by (but not copied from) Unit Caching and Distribution Script by Dylan Plecki (Naught). Of course a lot of the code I mangled is the Dayz-Epoch and by extension all the Dayz code that went before it, but all the changes I wrote myself (not bragging ... this forum category requires original code only)   edit1: p.s. Forgot to mention I also have a pet peeve fixed in the "fixes\player_spawn_2.sqf" file.  It corrects the speed and weight carried effect on hunger.  Without this fix, your hunger would seem to go nuts based on travel speed while in a vehicle.  This makes sure that when you are doing 200kph in a Mi17, you are not starving at the end of your 2 minute heli ride across the map.  The _thirst calculation corrects for vehicle travel so I thought the _hunger calculation needed it also. _hunger = +((((r_player_bloodTotal - r_player_blood) / r_player_bloodTotal) * 5)) * 3; if (!_inVehicle) then { _hunger = _hunger + (_speed + dayz_myLoad) *3; };  
    edit 3:  if you see a file attachment below, it doesn't seem to be working.  Use the link above in the middle of the post.
  20. Like
    Brockie reacted to 3steN8igall in [Release] ComboKeyChanger_cKc [Updated 1.2]   
    i found a bug
     
    if you set a new vault code its update the new code to database, but not the inventory!!!
    you must open and lock the vault again after the code change, only then he updates the inventory to database.
  21. Like
    Brockie reacted to raymix in [1.4.1] Snap Building PRO   
    Download files, updates and Installation instructions on:
    Github
    HQ Screenshot of an in-game Tutorial dialog
    Ever wanted to run hardcore server with 3rd person cam disabled? Now's your chance.
     
    Credits and Contributors:
    Awol - player_build.sqf, Epoch and permission to modify script.
    Mudzereli - Commanding menus
    Rimblock - with modular build (github)
    PryMary - with Plot for Life
    KamikazeXeX - Support for
    striker - using snap pro as a base for
     
    Github contributors - mattispro, Mikeeeyy
     
     
    Legal:
    You can use/modify/redistribute this file as long as it complies with License. You can not use this script to promote donations or shops.
    This script is open source, you are allowed to add it to your @mods as long as appropriate credits and terms of license are met.
  22. Like
    Brockie reacted to RimBlock in [HOW-TO] New Steam-Only Arma Update   
    Plot for Life v1.1 - Does not work with the SteamID.
    Plot for Life v2 - Works with the SteamID - Released 2nd July 2014 :D.
  23. Like
    Brockie got a reaction from RamAthorn in [HOW-TO] Rollback Arma 2 Beta Patch   
    This is not my fix, I'm just posting it here for people as there seems to be a lot of bad information out there.  This fix requires the steam version of arma 2.
     
    1. First go into your Arma 2 OA folder and delete all the exe files (ArmA2OA, arma2oaserver, Arma2OA_BE)
     
    2. Open the Expansion folder and inside delete the folder called 'beta'.  If you are running a newer version you might not have a beta folder and you can skip this step.
     
    3. Now go into your steam library and right click on Arma 2 OA -> properties.  Select the beta tab and pick 1.62 - older version of the game.
     
    4. Again in properties choose local files tab and verify integrity of game.  This will bring you back to 1.62.95248
     
    5. Now you can open DayZ Commander and install any patch you want, no more error about 1.63 being newer then 1.62.
     
    Hope that helps.
  24. Like
    Brockie got a reaction from bFe in [HOW-TO] New Steam-Only Arma Update   
    Glad you got it sorted quickly.
     
    Copying the files is a necessary step :D
  25. Like
    Brockie reacted to Gr8 in [HOW-TO] EVD Mounted Weapons   
    Replace s_player_packvehicle to s_player_packstatic in fn_selfactions and static_pack. That should fix it
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