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Brockie

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  1. Like
    Brockie got a reaction from MartynFitz in Adding More Things To Base Build   
    yes its possible, but not exactly easy and will probably require a lot of custom scripting.
     
    Option 1:  and completely modify it to create buildings instead of vehicles.
     
    Option 2:  is basically the same but starting from scratch
     
    Start with finding Maca's Extra Right Click options and install that.
     
    Install Emerald Interior Designer... this is totally optional.  If you install it, you will probably get an idea of how Maca's Right Click works with Emerald Script... incase you are unfamiliar with Maca's Extra_RC.  If you already use Maca's script, then you could choose an item to use as material for building with.  There is not too many extra items to play with but you could use gems, bronze, whatever you want.
     
    create a file that does all the checking, building, etc and link it to Maca's right click option.
     
    At this point you can try and see if it works...  if it works then good for you.  If the buildings disappear when you build them you probably need to edit variables.sqf.
     
    make a new array in variables.sqf: -above dayz_allowedObjects = [
    CustomBuildingsArray = ["STRUCTURE_CODE1","STRUCTURE_CODE2"]; now at the end of dayz_allowedObjects = [ where you see the closing bracket ]; add   +  CustomBuildingsArray in between the closing backet ] and the semi-colon;
    ] + CustomBuildingsArray; Add all the buildings you want to allow to be built into your CustomBuildingsArray.  Obviously, remove or change STRUCTURE_CODES, that's just for example.  This should stop the buildings from disappearing when you build them.
  2. Like
    Brockie got a reaction from Glenn in Deploy Bike Script Problem   
    Updating battleye filters is really not hard to do when you get the hang of it.  I will try to explain.
     
    Step 1:
    When you get your mod installed/working get on the server and try it!  Deploy your bike and if you get kicked by battleye simply write down the code it gives you.  Example 1: "Kicked by BattlEye Script Restriction #0.  Example 2: Kicked by BattlEye SetPos Restriction #1.
     
    The important Bits are what kind of kick (SetPos/Script/PublicVariable/etc)  and the # number.
     
    Step2:  open battleye folder.  find the corresponding Log file and open it up.  (example:  Scripts.Log, SetPos.Log).  Also open the Corresponding Text File (example: Scripts.txt, SetPos.txt)
     
    In the log you should see something like this:
    05.06.2014 19:49:08: Brockie (192.168.1.200:2316) ggg8b8014611e8af66620926b333dp69 - #0 "; _dummy = [_this,"players"] execVM "\ca\ui\scripts\dedicatedServerInterface.sqf";" You can see the date, time, player name, IP, guid, and the script #number and then beside all that in quotations the part of the script that battleye didn't like.  In my example I was kicked by battleye for trying to access the ingame Server Control Panel Interface.  Copy from your log the script in quotations that is giving you problems for the next step.
     
    Step 3:
     
    In the corresponding .txt file you will be adding an exception to the filters.  This is where the #number is handy.  The number should tell you approximately at what line you need to add your new code. So if it says #0 it would mean you need to add the code to the first line in the .txt file.  Remember to skip the Line that says //New.
     
    To add the code go to the end of the line and put one space followed by != followed by pasting the code from step 2 WITH QUOTATIONS
    Example:
    //new 5 "dedicatedServerInterface" !="; _dummy = [_this,"players"] execVM "\ca\ui\scripts\dedicatedServerInterface.sqf";" the number 5 means to log and kick a player if it sees this line happen.  Our != means to allow a specific action.
     
    So if you get kicked for making a bike, it will look a little different but hopefully you get the idea.
     
    Sometimes it might be a little more difficult to find the line that you need to add your code but as you can see from my example, it should usually be pretty obvious.
  3. Like
    Brockie reacted to Glenn in RPT Log error (Server_functions)   
    Find this line in teh fn_bases.sqf:
    if ((0 == count (nearestObjects [_basePos, [], _lootMaxRadius])) AND {(0 == { ((_x select 0) distance _basePos) < _placeMinDistance } count _campList)}) then { _campList set [count _campList, [_basePos,_amount,_radius]]; diag_log(format["%1 found a nice spot at %2 (%3)", __FILE__, _basePos call fa_coor2str,_x select 1]); And comment out line 148 so it looks like this:
    if ((0 == count (nearestObjects [_basePos, [], _lootMaxRadius])) AND {(0 == { ((_x select 0) distance _basePos) < _placeMinDistance } count _campList)}) then { _campList set [count _campList, [_basePos,_amount,_radius]]; //diag_log(format["%1 found a nice spot at %2 (%3)", __FILE__, _basePos call fa_coor2str,_x select 1]); That should not break anything except the reporting the position to the log...
  4. Like
    Brockie got a reaction from MGT in RPT Log error (Server_functions)   
    As to the admin list, not sure, I do not recognize the number.  I do use infiSTAR.  I will have a double check through my files and see what I can come up with. 
     
    The fn_bases.sqf:
     



     
    Init.sqf:



     
     
    Very Funny :P
  5. Like
    Brockie got a reaction from Glenn in Add items to traders.   
    When it comes to databases I admit I am a noob.
     
    So make sure you have a safe backup and beware that if you try this it is at your own risk.
     
    If you imported all the SQL files from the epoch server files you should have an event called updateStockDaily.  at a quick glance it looks like this
    UPDATE `Traders_DATA` SET qty=10 WHERE qty=0 AND afile<>'trade_any_vehicle' AND afile<>'trade_any_boat' if you modify it to look like this it MIGHT WORK... and I Stress MIGHT as it is untested.
    UPDATE `Traders_DATA` SET qty=1000 WHERE qty<100 AND afile<>'trade_any_vehicle' AND afile<>'trade_any_boat' I would think this should update stock to 1000 if it is less then 100 daily, but I highly recommend Backup before you try this.
  6. Like
    Brockie got a reaction from Charlatan in Preview: Ghost of Chernarus Epoch-Specific Map Pack   
    I really like your work btw, I use it on my server too.
  7. Like
    Brockie got a reaction from FoRcE72 in [Release] Radio Communication Script v1.3.1   
    From my testing you need to slow down the checking and updating. 
     
    There is two files you need to edit the config file and the checkconfig file.
     
    Change the check update thingy that is at 0.5 seconds change it to 5 seconds
     
    and same in the config file change the spots that are 0.5 to 5 and that will slow down accuracy of the markers but fix your messages from dissappearing too fast!  hope that helps
  8. Like
    Brockie reacted to Friendly in Disable ON/OFF Nameplates   
    Put this in your init.sqf DZE_ForceNameTags = false; DZE_ForceNameTagsOff = true;
  9. Like
    Brockie reacted to cen in Disable ON/OFF Nameplates   
    open up fn_selfActions.sqf and comment out the code:
    /* if (!DZE_ForceNameTagsOff) then { if (s_player_showname < 0 and !_isPZombie) then { if (DZE_ForceNameTags) then { s_player_showname = 1; player setVariable["DZE_display_name",true,true]; } else { s_player_showname = player addAction [localize "STR_EPOCH_ACTIONS_NAMEYES", "\z\addons\dayz_code\actions\display_name.sqf",true, 0, true, false, "",""]; s_player_showname1 = player addAction [localize "STR_EPOCH_ACTIONS_NAMENO", "\z\addons\dayz_code\actions\display_name.sqf",false, 0, true, false, "",""]; }; }; }; */
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