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raymix

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  1. Like
    raymix got a reaction from AWulle in [Video] Guide to server structure, variables, functions and Diffmerge   
    What is this guide for?
    Actually for everyone who ever wanted to learn about file structure of Arma 2 MP environment (Epoch in this case), from beginners to a bit more advanced users alike, including script makers and editors.
     
    What is this guide not for?
    If you ever created your own @mod, this guide is probably not for you.
     
    Damn 1 hour long video, is it worth watching it?
    No, create new topic and ask someone to help you with scripts if you came here to ask that question
     
    What are benefits from watching this video?
    If you actually follow along, you will be able to better troubleshoot problems with server and custom scripts. You will also be introduced to file structure of Epoch server, custom variables and compiles files as well as diffmerging files for script updates or compatibility issues.
     
    Are there any requirements to follow this guide?
    No, grab a coffee and chill. Don't try to replicate anything, instead just try to follow along, this is a theoretical guide rather than a tutorial.
     
    What's in the video?
    Introduction: I am explaining reason behind this video in full detail and talking about further contents, so skip ahead to what suits you best.
     
    Structure (03:00): We will be exploring file structure from first press of a button that lets client join the server. I will be explaining about different types of files used to run a server and how they chain load each other to make up a fully working server. Topics covered: Config files, mission config (ext) file, bin files, sqm and include files. I will be covering certain less essential parts like how RAM and HDD is used while loading scripts or PBO contents on demand.
     
    Variables (16:51): This section is for admins and script makers who brings over custom variables.sqf over to mission file. I will be explaining how variables are being defined to avoid RPT errors as well as introducing to common mistakes of redefining already defined variables that are present with many scripts and their guides and how to reduce mission file size by only reusing what is required. For all modders out there, please keep your own vars within your scripts, lets stop this madness.
     
    Functions (33:15): Precompiling functions is what actually makes our servers work. In this part of guide I will explain how they make up the server structure and how you are literary loading client and server files starting from init.sqf in your mission file. Yes you read that correct. I will be explaining common mistakes server admins commit by using custom compiles file server side and how majority of admins would blindly follow bad advices/guides and force loading their client and server files twice. We will be diving into more detail about compiles.sqf client side and server_functions.sqf files explaining how common mistakes are made when installing several addons that reuse same function and how to avoid future problems.
     
    Diffmerging (47:55): Last major part of this guide. I will be explaining how to work some magic with Diffmerge (or similar tools) to keep your addons up-to-date, as well as ironing out any incompatibilities between your custom scripts. We will be looking at how to diffmerge single file, whole folders and even merge two functions together to make them compatible. Experience gained here should allow you to merge any mod (or multiple mods) out there that uses same function making them compatible again.
     
    Final words (1:08:35): Conclusion and quick review of what we have learned within an hour of this guide.
     
     
     
     
     
  2. Like
    raymix reacted to RimBlock in [Video] Guide to server structure, variables, functions and Diffmerge   
    Nice info on the order of load.  Good to see you are using quality mods for the guide also  ;) .
     
    Man you are passionate on the variables and custom compiles.sqf files  :D .
     
    I do have a different view with bringing over the custom compiles or variables though if done correctly.  
     
    The guide mentions mod makers requiring a copy of the compiles / variables etc which are then amended and an extra line is added to load these amended files as well as the original files in the PBOs.   100% agree this is a bit silly for all the reasons you mention.  I was unaware that people were suggesting this but then I use very few mods  :) .
     
    ie.
    changing
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; to
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; call compile preprocessFileLineNumbers "customfiles\variables.sqf"; If any files are brought over from the base Epoch PBOs then the lines originally referencing those files in the PBOs should be changed to repoint them to the custom versions.  This avoids duplication of code being run at the sacrifice of a larger mission file size.
     
    ie.
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; to
    call compile preprocessFileLineNumbers "customfiles\variables.sqf"; I like pulling the files over as I know those have been amended, exactly what is being run and that each function / code block is only being defined once.  I also find it easier to explain to new server owners how to do this especially as there are numerous guides already out there.
     
    The idea of creating a custom compiles / variables or anything else with only the changes and additions has the advantage of a smaller mission size but anything already defined in the original PBO file that is changed is being defined twice (with the newer version taking precedence).  Not a big deal but not overly efficient.
     
    It is just down to the choice between defining the code once but having a larger mission file against a smaller mission file but possibly defining the same functions more than once on server / client startup.
     
    All told though, either of the last two ways work and are reasonably efficient. 
     
    TBH for common mod files like variables.txt and compiles.sqf I tend to put them in a custom/init folder to make them seem more mod neutral.  A lot of confusion with people wanting to put our mods on the same server was that they would create a custom compiles and link it in to the init.sqf and then chain the SBP compiles off the end (overriding the APfL overrides).  If the files from the init pbo folder were placed in a mod neutral init custom folder it may have been clearer although there is no standardisation between mods  ;) .
     
    Just one other thing on the variables and init.sqf and variables.  I usually explain the variable.txt as defining the base variable values and variables in init.sqf (or elsewhere) as overriding that initial definition, usually to turn features on or off.
     
    Anyway, great video.  Thanks for making it and it is always good to learn some new stuff.
  3. Like
    raymix got a reaction from Outlaw in [Video] Guide to server structure, variables, functions and Diffmerge   
    What is this guide for?
    Actually for everyone who ever wanted to learn about file structure of Arma 2 MP environment (Epoch in this case), from beginners to a bit more advanced users alike, including script makers and editors.
     
    What is this guide not for?
    If you ever created your own @mod, this guide is probably not for you.
     
    Damn 1 hour long video, is it worth watching it?
    No, create new topic and ask someone to help you with scripts if you came here to ask that question
     
    What are benefits from watching this video?
    If you actually follow along, you will be able to better troubleshoot problems with server and custom scripts. You will also be introduced to file structure of Epoch server, custom variables and compiles files as well as diffmerging files for script updates or compatibility issues.
     
    Are there any requirements to follow this guide?
    No, grab a coffee and chill. Don't try to replicate anything, instead just try to follow along, this is a theoretical guide rather than a tutorial.
     
    What's in the video?
    Introduction: I am explaining reason behind this video in full detail and talking about further contents, so skip ahead to what suits you best.
     
    Structure (03:00): We will be exploring file structure from first press of a button that lets client join the server. I will be explaining about different types of files used to run a server and how they chain load each other to make up a fully working server. Topics covered: Config files, mission config (ext) file, bin files, sqm and include files. I will be covering certain less essential parts like how RAM and HDD is used while loading scripts or PBO contents on demand.
     
    Variables (16:51): This section is for admins and script makers who brings over custom variables.sqf over to mission file. I will be explaining how variables are being defined to avoid RPT errors as well as introducing to common mistakes of redefining already defined variables that are present with many scripts and their guides and how to reduce mission file size by only reusing what is required. For all modders out there, please keep your own vars within your scripts, lets stop this madness.
     
    Functions (33:15): Precompiling functions is what actually makes our servers work. In this part of guide I will explain how they make up the server structure and how you are literary loading client and server files starting from init.sqf in your mission file. Yes you read that correct. I will be explaining common mistakes server admins commit by using custom compiles file server side and how majority of admins would blindly follow bad advices/guides and force loading their client and server files twice. We will be diving into more detail about compiles.sqf client side and server_functions.sqf files explaining how common mistakes are made when installing several addons that reuse same function and how to avoid future problems.
     
    Diffmerging (47:55): Last major part of this guide. I will be explaining how to work some magic with Diffmerge (or similar tools) to keep your addons up-to-date, as well as ironing out any incompatibilities between your custom scripts. We will be looking at how to diffmerge single file, whole folders and even merge two functions together to make them compatible. Experience gained here should allow you to merge any mod (or multiple mods) out there that uses same function making them compatible again.
     
    Final words (1:08:35): Conclusion and quick review of what we have learned within an hour of this guide.
     
     
     
     
     
  4. Like
    raymix got a reaction from Tricks in [Video] Guide to server structure, variables, functions and Diffmerge   
    What is this guide for?
    Actually for everyone who ever wanted to learn about file structure of Arma 2 MP environment (Epoch in this case), from beginners to a bit more advanced users alike, including script makers and editors.
     
    What is this guide not for?
    If you ever created your own @mod, this guide is probably not for you.
     
    Damn 1 hour long video, is it worth watching it?
    No, create new topic and ask someone to help you with scripts if you came here to ask that question
     
    What are benefits from watching this video?
    If you actually follow along, you will be able to better troubleshoot problems with server and custom scripts. You will also be introduced to file structure of Epoch server, custom variables and compiles files as well as diffmerging files for script updates or compatibility issues.
     
    Are there any requirements to follow this guide?
    No, grab a coffee and chill. Don't try to replicate anything, instead just try to follow along, this is a theoretical guide rather than a tutorial.
     
    What's in the video?
    Introduction: I am explaining reason behind this video in full detail and talking about further contents, so skip ahead to what suits you best.
     
    Structure (03:00): We will be exploring file structure from first press of a button that lets client join the server. I will be explaining about different types of files used to run a server and how they chain load each other to make up a fully working server. Topics covered: Config files, mission config (ext) file, bin files, sqm and include files. I will be covering certain less essential parts like how RAM and HDD is used while loading scripts or PBO contents on demand.
     
    Variables (16:51): This section is for admins and script makers who brings over custom variables.sqf over to mission file. I will be explaining how variables are being defined to avoid RPT errors as well as introducing to common mistakes of redefining already defined variables that are present with many scripts and their guides and how to reduce mission file size by only reusing what is required. For all modders out there, please keep your own vars within your scripts, lets stop this madness.
     
    Functions (33:15): Precompiling functions is what actually makes our servers work. In this part of guide I will explain how they make up the server structure and how you are literary loading client and server files starting from init.sqf in your mission file. Yes you read that correct. I will be explaining common mistakes server admins commit by using custom compiles file server side and how majority of admins would blindly follow bad advices/guides and force loading their client and server files twice. We will be diving into more detail about compiles.sqf client side and server_functions.sqf files explaining how common mistakes are made when installing several addons that reuse same function and how to avoid future problems.
     
    Diffmerging (47:55): Last major part of this guide. I will be explaining how to work some magic with Diffmerge (or similar tools) to keep your addons up-to-date, as well as ironing out any incompatibilities between your custom scripts. We will be looking at how to diffmerge single file, whole folders and even merge two functions together to make them compatible. Experience gained here should allow you to merge any mod (or multiple mods) out there that uses same function making them compatible again.
     
    Final words (1:08:35): Conclusion and quick review of what we have learned within an hour of this guide.
     
     
     
     
     
  5. Like
    raymix got a reaction from NastyBastrd in [Video] Guide to server structure, variables, functions and Diffmerge   
    What is this guide for?
    Actually for everyone who ever wanted to learn about file structure of Arma 2 MP environment (Epoch in this case), from beginners to a bit more advanced users alike, including script makers and editors.
     
    What is this guide not for?
    If you ever created your own @mod, this guide is probably not for you.
     
    Damn 1 hour long video, is it worth watching it?
    No, create new topic and ask someone to help you with scripts if you came here to ask that question
     
    What are benefits from watching this video?
    If you actually follow along, you will be able to better troubleshoot problems with server and custom scripts. You will also be introduced to file structure of Epoch server, custom variables and compiles files as well as diffmerging files for script updates or compatibility issues.
     
    Are there any requirements to follow this guide?
    No, grab a coffee and chill. Don't try to replicate anything, instead just try to follow along, this is a theoretical guide rather than a tutorial.
     
    What's in the video?
    Introduction: I am explaining reason behind this video in full detail and talking about further contents, so skip ahead to what suits you best.
     
    Structure (03:00): We will be exploring file structure from first press of a button that lets client join the server. I will be explaining about different types of files used to run a server and how they chain load each other to make up a fully working server. Topics covered: Config files, mission config (ext) file, bin files, sqm and include files. I will be covering certain less essential parts like how RAM and HDD is used while loading scripts or PBO contents on demand.
     
    Variables (16:51): This section is for admins and script makers who brings over custom variables.sqf over to mission file. I will be explaining how variables are being defined to avoid RPT errors as well as introducing to common mistakes of redefining already defined variables that are present with many scripts and their guides and how to reduce mission file size by only reusing what is required. For all modders out there, please keep your own vars within your scripts, lets stop this madness.
     
    Functions (33:15): Precompiling functions is what actually makes our servers work. In this part of guide I will explain how they make up the server structure and how you are literary loading client and server files starting from init.sqf in your mission file. Yes you read that correct. I will be explaining common mistakes server admins commit by using custom compiles file server side and how majority of admins would blindly follow bad advices/guides and force loading their client and server files twice. We will be diving into more detail about compiles.sqf client side and server_functions.sqf files explaining how common mistakes are made when installing several addons that reuse same function and how to avoid future problems.
     
    Diffmerging (47:55): Last major part of this guide. I will be explaining how to work some magic with Diffmerge (or similar tools) to keep your addons up-to-date, as well as ironing out any incompatibilities between your custom scripts. We will be looking at how to diffmerge single file, whole folders and even merge two functions together to make them compatible. Experience gained here should allow you to merge any mod (or multiple mods) out there that uses same function making them compatible again.
     
    Final words (1:08:35): Conclusion and quick review of what we have learned within an hour of this guide.
     
     
     
     
     
  6. Like
    raymix got a reaction from DeanReid in [Video] Guide to server structure, variables, functions and Diffmerge   
    What is this guide for?
    Actually for everyone who ever wanted to learn about file structure of Arma 2 MP environment (Epoch in this case), from beginners to a bit more advanced users alike, including script makers and editors.
     
    What is this guide not for?
    If you ever created your own @mod, this guide is probably not for you.
     
    Damn 1 hour long video, is it worth watching it?
    No, create new topic and ask someone to help you with scripts if you came here to ask that question
     
    What are benefits from watching this video?
    If you actually follow along, you will be able to better troubleshoot problems with server and custom scripts. You will also be introduced to file structure of Epoch server, custom variables and compiles files as well as diffmerging files for script updates or compatibility issues.
     
    Are there any requirements to follow this guide?
    No, grab a coffee and chill. Don't try to replicate anything, instead just try to follow along, this is a theoretical guide rather than a tutorial.
     
    What's in the video?
    Introduction: I am explaining reason behind this video in full detail and talking about further contents, so skip ahead to what suits you best.
     
    Structure (03:00): We will be exploring file structure from first press of a button that lets client join the server. I will be explaining about different types of files used to run a server and how they chain load each other to make up a fully working server. Topics covered: Config files, mission config (ext) file, bin files, sqm and include files. I will be covering certain less essential parts like how RAM and HDD is used while loading scripts or PBO contents on demand.
     
    Variables (16:51): This section is for admins and script makers who brings over custom variables.sqf over to mission file. I will be explaining how variables are being defined to avoid RPT errors as well as introducing to common mistakes of redefining already defined variables that are present with many scripts and their guides and how to reduce mission file size by only reusing what is required. For all modders out there, please keep your own vars within your scripts, lets stop this madness.
     
    Functions (33:15): Precompiling functions is what actually makes our servers work. In this part of guide I will explain how they make up the server structure and how you are literary loading client and server files starting from init.sqf in your mission file. Yes you read that correct. I will be explaining common mistakes server admins commit by using custom compiles file server side and how majority of admins would blindly follow bad advices/guides and force loading their client and server files twice. We will be diving into more detail about compiles.sqf client side and server_functions.sqf files explaining how common mistakes are made when installing several addons that reuse same function and how to avoid future problems.
     
    Diffmerging (47:55): Last major part of this guide. I will be explaining how to work some magic with Diffmerge (or similar tools) to keep your addons up-to-date, as well as ironing out any incompatibilities between your custom scripts. We will be looking at how to diffmerge single file, whole folders and even merge two functions together to make them compatible. Experience gained here should allow you to merge any mod (or multiple mods) out there that uses same function making them compatible again.
     
    Final words (1:08:35): Conclusion and quick review of what we have learned within an hour of this guide.
     
     
     
     
     
  7. Like
    raymix got a reaction from paddy1223 in [1.4.1] Snap Building PRO   
    No, 1.4 had major update that replaces a lot of code to allow for water bases. I'll look into the issue as soon as I have time to do so. Currently started a full time internship in IT, so might be a while.
  8. Like
    raymix reacted to itsatrap in [1.4.1] Snap Building PRO   
    Hi

    I'm only running build pro, just re updatede the files from github, only change i have made is blacklisting some buildings i don't want players to build around..
     
     
     
    Well the process is easy.
     
    Step one:
    Build one cinder_kit
     
    Step two:
    Try building a new cinder_kit snap to the first, but got no snap points,
     
    Step tree:
    Server restart now I can snap to the cinder_kit i build in step one.
     
     
    have only tested with cinder, since i'm not at my gaming PC right now, you are well come to test on my server, i have this problem on TAVI.
  9. Like
    raymix reacted to cen in [1.4.1] Snap Building PRO   
    build snap 1.4 and plot pole for life player_build.sqf:
     



  10. Like
    raymix got a reaction from Airwaves Man 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.
  11. Like
    raymix got a reaction from Creep in Dayz Epoch Server   
    Still looking around ofc, but these are closest to reality (same price as a single server), well capable of running 2 servers with own headless client on each.
    http://www.online.net/en/dedicated-server/dedibox-xc
    http://www.kimsufi.com/en/
    http://www.soyoustart.com/ie/game-servers/
  12. Like
    raymix reacted to Face in Create Vehicle Restriction 0   
    To clear up a few misconceptions, zombies and animals do not take up groups. They are spawned as "agents", not "units" as players and AI are. Agents are basically dummy units with no built-in AI behaviors and only do what their controlling scripts tell them to do. Agents are all independent units and can't be part of groups - they can't even be joined to groups using the Join or JoinSilent scripting commands.
     
    What's correct is that the pigeon issue is caused by the group limit being reached. In Arma2, there is a hardcoded maximum of 144 groups per "side": west (player side), east and resistance. East and Resistance are typically used by AI scripts but won't cause the pigeon problem. This is why AI script authors should always avoid using the West side for AI groups, you can't always expect the server cleanup to remove empty West groups to keep under the limit.
     
    All DayZ mods have a server-side cleanup procedure that regularly cleans up empty groups to avoid the 144 limit being reached. The problem is that high server loads could slow down this cleanup loop to a near-halt, so I would suggest you tone down the amount of AI created on your server if you are using any AI addons (AI take up huge amounts of server resources) and try uninstalling any unneeded script addons, I've seen many scripts liberally using publicVariable commands which drive up server desync and lag as they are priority network commands.
     
    I don't have very many suggestions on how to actually reduce your server load since I've never run an actual server myself, so maybe some other people here experienced with running their own servers can give some suggestions.
  13. Like
    raymix got a reaction from xBowBii in [Tutorial] Instant Build For Admins   
    Press edit post > Use full editor button > rename on top
  14. Like
    raymix got a reaction from bFe in [Tutorial] Instant Build For Admins   
    Press edit post > Use full editor button > rename on top
  15. Like
    raymix reacted to f3cuk in [Release] Wicked AI 2.2.0   
    THIS VERSION WILL NOT WORK WITH DAYZ EPOCH 1.0.6.1 PLEASE USE THIS VERSION: https://github.com/ebayShopper/WICKED-AI
     
    WICKED AI 2.2.0
    Since I really like (read love) the Wicked AI missions and support for them has gone in the latest patches, I decided to dust off the old files and start making these 1.0.5+ compatible. Starting with a few minor bugfixes and some custom loadouts, but quickly turning into a proper redo with awesome help of the - very much alive - mod community!
    ---
    Error reporting
    Please use the form below for reporting errors. I will not reply on help requests that fail to do a proper problem report.
    [b][size=6](Problem title, e.g. Kill type missions sometimes fail to despawn)[/size][/b] [b]WAI Version[/b] (E.g. 2.1.4) [b]World:[/b] (E.g. Taviana 2.0) [b]Mods:[/b] (E.g. @Overpoch, @Origins, @Epoch1051,) [b]Installed add-ons[/b] (Especially the ones that spawn AI, E.g. DZMS, EMT, etc.) [b]Custom loot files[/b] Yes or No [b]Problem description[/b] Tell us your exact problem in as much details as possible [b]What i tried so far[/b] Tell us exactly what you have done to try and fix this problem [b]Config file[/b] [spoiler] -- paste config.sqf here --[/spoiler] [b]Server RPT[/b] [spoiler] -- paste arma2oaserver.RPT here --[/spoiler] ---
    Release 2.2.0
    Native Linux server support Multiple mission support Automatic ammo finder (no need to specify ammo in weaponarray - config.sqf) Option: Locked vehicles with keys randomly on AI Option: Friendly AI Added: Bandit Patrol mission And much more Version history
    06-06-2015 : Release 2.2.0 11-11-2014 : BETA release v3 (2.2.0) 11-11-2014 : BETA release v2 (2.2.0) 16-10-2014 : BETA release (2.2.0) 03-09-2014 : Minor bugfixes (2.1.4) 03-09-2014 : Minor bugfixes (2.1.3) 02-09-2014 : Minor bugfixes and improvements (2.1.2) 01-09-2014 : Minor bugfixes (2.1.1) 31-08-2014 : Release (2.1.0) 26-08-2014 : BETA release (2.1.0) 24-08-2014 : Minor bugfixes (2.0.5) 20-08-2014 : Minor bugfixes (2.0.4) 20-08-2014 : Minor bugfixes (2.0.3) 19-08-2014 : Minor bugfixes (2.0.2) 17-08-2014 : Minor bugfixes (2.0.1) 17-08-2014 : Major update to (2.0.0) 13-08-2014 : Added anti abuse options (1.9.3) 12-08-2014 : Normalization update (1.9.2) 12-08-2014 : Bugfix medi camp (1.9.1) 09-08-2014 : Major dynamic update (1.9.0) 03-08-2014 : Bugfix MV22 mission (1.8.2) 02-08-2014 : Restructured and code cleaned (1.8.1) Installation Instructions
    Download the latest release. Extract the downloaded folder to your desktop and open it Go to your server pbo and unpack it. Navigate to the new dayz_server folder and copy the WAI folder into this folder. Navigate to the system folder and open server_monitor.sqf Find this code at the bottom of the file: allowConnection = true; And past the following code above it: [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; Repack your server pbo. Optional Radio messages
    Note: These are on by default, change wai_radio_announce in config.sqf to false in order to disable them.
    Go to your mission pbo and unpack it. Open init.sqf Find:
    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; Add below: _nil = [] execVM "custom\remote\remote.sqf"; Copy the remote_message folder into your custom folder, if you do not have this one yet simply create it. If you want to be able to switch the radio on or off go to step 5 (note: right click by maca required), else go to step 6 and both remove switch_on_off.sqf and radio.ogg from the remote folder. Open extra_hc.hpp Find:
    class ExtraRc { Add below: class ItemRadio { class switchOnOff { text = "Switch ON/OFF"; script = "execVM 'custom\remote\switch_on_off.sqf'"; }; }; Open description.ext Find:
    class DayZ_loadingScreen Add above class CfgSounds { sounds[] = { Radio_Message_Sound }; class Radio_Message_Sound { name = "Radio_Message_Sound"; sound[] = {custom\remote\radio.ogg,0.4,1}; titles[] = {}; }; }; Repack your mission pbo. Versioning
    For transparency into our release cycle and in striving to maintain backward compatibility, bootstrap is maintained under the Semantic Versioning guidelines. Sometimes we screw up, but we'll adhere to those rules whenever possible.
    Dev team
    Developer f3cuk Developer Jossy Linux support BangL Helping hand nerdalertdk Download
    Wicked AI 2.2.0
  16. Like
    raymix got a reaction from 31_D!4b10 in [Tutorial] Overpoch - Custom traders, all weapons/ammo/vehicles in menus   
    This Video Tutorial covers:
    Add custom Traders anywhere on map
    Find positions on map (also covering safezones/sensors a little bit)
    Add your own custom Menus to traders
    Add all Overwatch weapons, ammo and vehicles to your menus
    Use notepad++ to convert Loot CFG (or literary ANY) file into SQL query that you can to insert items faster into database.
     
    Notepad++ tricks:
    I will show you some cool tricks how to clean out junk data from files, filter out only stuff you need and convert it into a different code that can be used elsewhere.
    In this video I will be using Macros, TextFX and Find&Replace options to show you awesome stuff you can do with notepad++ to affect thousands of lines automatically!
    You will need TextFX plugin.
     
    SQL:
    I am using Heidi SQL to edit my databases. Any other tool is very well capable of doing the same job well. I just love filtering on heidi. It's also free.
    This is by no means targeted towards advanced users, beginners only. If you are advanced user and dislike the method, please share your method instead for all of us to learn from.
    I am not sharing actual SQL code because database names differs for different hosts, also I think notepad++ tricks are awesome thing to know, might be handy in future.
    In fact If database structure ever changes, you can reuse tricks learned here instead to update it quickly.
     
    Overwatch vehicles used in video:



    Alternative list of all Overwatch weapons/ammo/vehicles (Test out your new Notepad++ skill and convert it into SQL!)
    PROTIP: if using alternative list - to filter out ammo from weapons Write Ammo Type: in search, leave search window open. Then create macro:
    [Home] > [F3] > [shift]+[END] > [DEL] > [Down] > [Home]
    This will delete last part on all rows that says ammo and leave weapons only. Apply similar method to delete weapons instead.
     
    Credits and [How to] Install server: infiSTAR for awesome AH/Admin tool
     

     
    00:00 - 20:00 Adding traders 20:00 - 35:05 Notepad++ filtering out the junk 35:05 - 36:40 Notepad++ TextFX deleting duplicate rows 36:40 - 41:55 Notepad++ Seperating ammo from weapons using macros 41:55 - 57:42 Converting classnames into SQL query (adding stuff to traders in database) 57:42 - Final in-game test
  17. Like
    raymix got a reaction from bFe in Awol, Axles, Kiory and Sequisha streaming Arma 3 Epoch   
    4 devs today!
    http://kadgar.net/live/kiory123/sequisha/vbawol/axles
  18. Like
    raymix got a reaction from Uro in Awol, Axles, Kiory and Sequisha streaming Arma 3 Epoch   
    Dude, we need a guitar...for playing songs... or something to bash your friends with.
  19. Like
    raymix reacted to Uro in Awol, Axles, Kiory and Sequisha streaming Arma 3 Epoch   
    awol went to have his dinner after sending 3 of us out to get corrugated sheets, we returned only to find nobody there, so that left the 3 of us shooting animals checking the accuracy of our guns ;)
     
    and yes, we found some corrugated sheets :D
  20. Like
    raymix got a reaction from stonXer in Awol, Axles, Kiory and Sequisha streaming Arma 3 Epoch   
    4 devs today!
    http://kadgar.net/live/kiory123/sequisha/vbawol/axles
  21. Like
    raymix got a reaction from Namindu in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    oh look a server running with signatures on 0 :D



    :ph34r:  :ph34r:  :ph34r:  :ph34r:  :ph34r:
  22. Like
    raymix reacted to Mikeeeyy in [1.4.1] Snap Building PRO   
    I fixed the problem raymix and made a pull request on the GitHub, it's a small 1 liner.
  23. Like
    raymix got a reaction from Mikeeeyy in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    oh look a server running with signatures on 0 :D



    :ph34r:  :ph34r:  :ph34r:  :ph34r:  :ph34r:
  24. Like
    raymix reacted to Mikeeeyy in [Release v1.0.5] Precise Base Building - Persistent bases after restart! (Updated 22/09/15)   
    Version 1.0.2
    Fixed the previous fix. (If you updated to v1.0.1 then this is a crucial update! If by a rare chance that the object's angle is 0, the code in server_monitor will fail and your server will fail to load! Sorry for the inconvenience.)
    Replace old 'KK_fnc_floatToString' with the one below. KK_fnc_floatToString = { private "_arr"; if (abs (_this - _this % 1) == 0) exitWith { str _this }; _arr = toArray str abs (_this % 1); _arr set [0, 32]; toString (toArray str ( abs (_this - _this % 1) * _this / abs _this ) + _arr - [32]) };
  25. Like
    raymix got a reaction from unrealPANDA 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.
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