Jump to content

raymix

Developer
  • Posts

    1374
  • Joined

  • Last visited

  • Days Won

    30

Reputation Activity

  1. Like
    raymix got a reaction from Gargarello in [Suggestion/Prototype] Planting System   
    Noticed pull request on github, yeah. I think this is a nice idea, good luck on the project, hope it goes well.
  2. Like
    raymix reacted to Mikeeeyy in [1.4.1] Snap Building PRO   
    ["MAP_LHD_4", [14343.107, 6316.4893, -0.010839224], -90.421356] call fnc_spawnVeh; ["MAP_LHD_5", [14343.086, 6316.4102, -0.010040209], -90.517288] call fnc_spawnVeh; ["MAP_LHD_6", [14342.915, 6316.7324, -0.018253118], -90.313103] call fnc_spawnVeh; ["MAP_LHD_3", [14343.188, 6316.5039, -0.016263202], -90.407227] call fnc_spawnVeh; ["MAP_LHD_2", [14343.295, 6316.5449, -0.007177487], -90.46904] call fnc_spawnVeh; ["MAP_LHD_1", [14343.502, 6316.5488, 0.0027211159], -90.487305] call fnc_spawnVeh; ["MAP_LHD_house_2", [14343.116, 6316.6309, -0.01834774], -90.392303] call fnc_spawnVeh; ["MAP_LHD_house_1", [14343.191, 6316.6357, -0.010155231], -90.41671] call fnc_spawnVeh; fnc_spawnVeh = { _veh = createVehicle [_this select 0, _this select 1, [], 0, "CAN_COLLIDE"]; if (count _this > 2) then { _veh setDir (_this select 2); _veh setPos (_this select 1); _veh setVectorUp [0, 0, 1]; }; clearWeaponCargoGlobal _veh; clearMagazineCargoGlobal _veh; clearBackpackCargoGlobal _veh; _veh addEventHandler ["HandleDamage", {false}]; _veh enableSimulation false; _veh }; Put this in your mission.sqf in the dayz_server.pbo, it will spawn an aircraft carrier to the right of Solnichy, try snap building on there.
  3. Like
    raymix reacted to Mikeeeyy in [1.4.1] Snap Building PRO   
    Also raymix, it's not the database that restricts floats, it's the game! The engine only accepts floats of up to 6 digits.
    [] spawn { while {true} do { systemChat format ["%1", getPosATL player]; }; }; Still that in your init and move around the map, you are limited to 6 digits. That's why bases tend not to shift vertically because they are usually on the ground meaning there's going to be 4-5 decimals.
     
    I actually made a script to convert the worldspace into arrays, basically seperating the decimal from the int, then recombining them and storing the amount of leading zeros, it worked fine but then I realised that it's the database that's the problem.
  4. Like
    raymix reacted to L3G0 in [1.4.1] Snap Building PRO   
    How about simply taking the editor, place one large object like MAP_majak_podesta out of the sea, fly there by helicopter und start building? :)
     
     
    This would be possible but needs to rework the hive.dll and some internal script.
     
    Edit: DayZ would realy need an reworked Database, specialy in the Databaselayout... but that would take a lot of time.
  5. Like
    raymix got a reaction from Uro in What are your favorite weapons?   
    F35B carpetbombing with unlimited ammo and fast fire  :rolleyes:
     
    Also Mk48 Mod 0, ammo size and damage makes it my first choice for close-mid range fights. Most weapons are good in right hands, but this one is just ridiculous, lol.
    Don't really care much about overwatch weapons myself, tbh.
  6. Like
    raymix got a reaction from xBowBii in _this.   
    _this same as _x are so called "magic variables", they can not be used by normal means like a local var.
    xBowBii gives a good example on how _this variable can be used to access called arguments from external scripts in your function.
     
    Here's a little extra on how to create new variables using same functions (can be complex nested arrays, too).
    _weLikeDat = ["Damn", "Nice", "Booty"] call fnc_checkDatBooty; //create new variable created from args returned from function fnc_checkDatBooty = { //this is the function we just called, probably defined in some other files somewhere else. _booty = _this select 2; // select only variable we want _booty //return booty }; //_weLikeDat variable will now become a string with "booty" in it.
  7. 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.
  8. Like
    raymix reacted to f3cuk in [1.4.1] Snap Building PRO   
    Okay i hope i'm not misinforming here, but this is what i understand.
     
    --
     
    In layman terms. The position of objects that are not on ground level are sometimes saved to the database with rounded coordinates when they are longer then 6 digits total, meaning they'll get imprecise.

    For instance.

    Object A -> Coordinate X = 10005.25 will be saved as 10005.3
    Object B -> Coordinate X = 10005.24 will be saved as 10005.2

    When placing they can only be a millimeter apart, after saving the space inbetween the object can easily be 10x bigger.
    The reason it does this only when saving object that are not on ground level is because it needs to add height in the coordinate column aswell and the ARMA 2 engine somehow cannot handle strings being that long. Reason being the arma engine can only save 6 digits total.
     
    A fix might be that height always gets added in a separate query which seems be doable.
  9. Like
    raymix reacted to MGT in Lol @ Origins   
    He'll trade you your DMR for his Vaseline
  10. 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
  11. Like
    raymix reacted to f3cuk in [WIP] DZEi - Epoch interior (updated 4/07/04)   
    Hmm that is not even half bad. You could actually control how much spawns making the items real gems for players and actually something they could start trading in themselves. Something like this might work. Think you'd be able to simply add this to the modules folder as an event.
     
    private ["_num_items", "_spawn_locations", "_location", "_loot"]; _num_items = (4 round(random 16); // number of items to spawn _spawn_locations = [[COORD X, COORD Y, COORD Z, 250]] // array with coords + area of locations to spawn these items _items = [] // array of item classnames to spawn { _location = _spawn_locations BIS_fnc_SelectRandom; _location = [[_location select 0, _location select 1, _location select 2],5,_location select 2,1,0,2,0] BIS_fnc_findSafePos; // Or if you know a way to get the actual loot coordinates? _item = _items BIS_fnc_SelectRandom; _loot = createVehicle [_item,_location,[], 0, "CAN_COLLIDE"]; } count _num_items; Then you still need to add some kind of handler that makes the objects spawned loottable, but seeing as they should all have decent classnames that should be doable.
  12. Like
    raymix reacted to Axle in Pics from the Devs.   
    The furniture are objects that can be searched for loot :D
  13. Like
    raymix got a reaction from Jossy in [1.4.1] Snap Building PRO   
    Update: v1.3
     
    This update fixes all of RPT errors posted few pages ago as well as increases ranges slightly. You can now however adjust your own ranges!
     
    Negative value will reduce range check (good for servers with large bases), simply add this to your init.sqf:
    DZE_snapExtraRange = 0; Upgrade: No additional files were added, simply copy/paste modified files from snap_pro folder.
    Modders: No major changes were made to player_build, just variable defines on top (and one inbetween controls) so I don't have to use variables.sqf. Simple merge, not even important, just removes RPT errors.
  14. Like
    raymix got a reaction from PryMary in [1.4.1] Snap Building PRO   
    Update: v1.3
     
    This update fixes all of RPT errors posted few pages ago as well as increases ranges slightly. You can now however adjust your own ranges!
     
    Negative value will reduce range check (good for servers with large bases), simply add this to your init.sqf:
    DZE_snapExtraRange = 0; Upgrade: No additional files were added, simply copy/paste modified files from snap_pro folder.
    Modders: No major changes were made to player_build, just variable defines on top (and one inbetween controls) so I don't have to use variables.sqf. Simple merge, not even important, just removes RPT errors.
  15. 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.
  16. Like
    raymix got a reaction from GaspArt in [1.4.1] Snap Building PRO   
    Q & A
     
    Q: Is there a tutorial video showing how to install the addon?
    A: Yes, a youtuber Dayz Playground have uploaded a nice and clean video showing how to install this addon, it is aimed towards GTX gaming servers, but the installation is actually the same everywhere.

     
    Q: Can I add my own snap points or change some of yours and how do I do that?
    A: Yes! Yes you can and here's how:

     
    Q: Will this work with #n version?
    A: I don't know, tested with 1.62.103718 / 1.5.0.1 only. (Help me update this one).
    flakvest: "I can confirm this is working on 1.63 Overpoch"
    Kixbike: "works perfectly on Epoch 1.0.5.1 , 1.63.112555 "
    Anarior: "We're running Overpoch on 1.63.125548 and no issues at all."
    Logan: "Working perfect Overpoch 1.0.5.1 112555"
     
    Q: Will this work with Overpoch?
    A: Yes, it was designed in Epoch and video was shot in Overpoch.
     
    Q: Wait you removed commanding menus? I liked them!
    A: Not entirely. To reduce compatibility issues I had to separate addon into 2 different repos. If you still prefer commanding menus, please use SnapProCMD repo.
     
    Q: Anyone else notices fps drop or desync?
    A: Please refer to
     
    Q: My action menus are dissapearing / My select action menus are being deleted / My infistar AH is broken!!
    A: Make sure to follow AH part very carefully on Installation page, it is important that you understand the changes you make there, don't blindly follow the guide. Variables goes on top, array goes on bottom part. A single typo will break the whole antihack!
     
    Q: Will this work with "X" script?
    A: If it uses custom player_build then no, but you can merge differences of my code with yours to get it to work, as I did not do much editing on original player_build.sqf file intentionally. It should be easy to port.
    Watch this video, it explains in detail how code works (snap_build code part is a bit outdated, but it does cover full basics and shows How's and Why's, it also covers how player_build works)
     
    Q: Can you fix my "Y" script? Can you make it work with "Z" script?
    A: Probably no, as I've things to do, please stay on topic, if it's help on code you are seeking, post it away, but don't raise expectations, maybe  I will help, maybe someone else will, as I've much work to do with other bigger sorry.
     
    Q:  I can turn snap on but when I hit "F" nothing happens despite 2 matching green dots.
    A: Something is overwriting your dayz_spaceinterrupt.sqf file, check all your custom compiles and read
     
    Q: Will this work with ""?
    A: Maybe, check out for a code. EDIT: RimBlock is ?p=101271 of the issue, expect an update soon.
     
    Q: Will this work with Admin Fast Build?
    A: Yes. KamikazeXeX released guide how to make it compatible:
     
    Q: It says object limit reached (or something along these lines), but I can still build without snap enabled?
    A: You will need to either increase object limit inside of your init.sqf file OR you can exclude spheres from nearestObjects check in player_build.sqf
     
    Q: I am getting BE: Script restriction #17 kicks
    A: You are using latest BE filters by Infistar, remove line #19 (double check readme file on github)
     
    Q: Have you encountered a problem when placing plotpole it spawns, and seems to put the entire radius of the plotpole where the plotpole is placed, MASS desync then ensues
    A: Yes, it was related to Infistar AH, Chris is aware of an issue, see if new update fixes it and report back please.
     
    Q: players on my server build very large bases with hundreds of objects. They reported me about massive fps-drops while using the snap function. So some players can't use it because of older hardware etc.  Any Idea how to reduce the amount of objects or improve the performance
    A: Yeah, download the version 1.3 (or up). It lets you adjust ranges, negative values will reduce detection range effectively reducing snap point amount and giving more performance, add/adjust this to your init.sqf:
    DZE_snapExtraRange = 0; Q:  I had issues with not being able to return to the players lobby by pressing ESC after installing Snap Pro.
    A: You are probably running 1.0.4.2, comment out
     
    Positive/Negative Feedback from live servers:
    STENCHOVDETH: "I've had this working on all my servers for about a week now and the players just go nuts for it."
    Tricks: "This is very true, have it on my server and my players love it!"
    Anarior: "Other than a few issues with people finding it quite complex to start with, the feedback has been overwhelmingly positive from users."
    MatthewK: "Had this on my server for the past 24 hours and my players are spending so much time building stuff, they aren't even bothering to kill each other any more."
    |Changelog----------------------------------|Date---------------|Version----| |Rare bug fix  -----------------------------|30/08/2014---------|1.4.1------| |ASL based player/snap_build, fixes, extras |21/08/2014---------|1.4--------| |Full support for water bases --------------|09/08/2014---------|1.3.1------| |Fixed defines, adjustable snap ranges -----|09/08/2014---------|1.3--------| |Anti-grief temporarily removed ------------|23/07/2014---------|1.2.1------| |CMD menus removed and pushed to a new repo-|21/07/2014---------|1.2.0------| |Snap point radius is now config based------|18/07/2014---------|1.1.6------| |Build range and anti-grief fix-------------|16/07/2014---------|1.1.5------| |Missing stairs with support in config------|14/07/2014---------|1.1.4------| |Code optimization, vault points added------|12/07/2014---------|1.1.3------| |Ghost fix for metal floor (GenCamoUGL)-----|10/07/2014---------|1.1.2------| |CMD/Action menu toggle---------------------|09/07/2014---------|1.1.1------| |CMD menu added (mudzerelli)----------------|09/07/2014---------|1.1.0------| |Missing objects added----------------------|07/07/2014---------|1.0.1------| |SBP release--------------------------------|06/07/2014---------|1.0.0------|
  17. Like
    raymix reacted to meshcarver in Nova ZONA map.   
    Hi guys,
     
    very quick update and post here as I'm pushed for time again..!
     
    Thank you very much for all your comments- appreciated..!
     
    And don't worry about the constant bad weather- I have mentioned in the BI Forum thread that the sun will be making an appearance every now and then in NOVA ZONA lol..! It'll have the full range of weather situations, but will be biased towards dark and stormy around the 65% mark.
     
    Anyway, here's a few more (dark!) screenies for you to check out before I'm away from my PC for 5/6 weeks:
     
     
    ++ EMPTY REFUGE ++
     
    ++ BRICK HILL ++
     
    ++ SISTERS ++
     
     
     
     
  18. Like
    raymix reacted to striker in [Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)   
    Hey,
     
    Updated the post to now include support for both regular
     
    BuildVectors with Snap Building Pro
     
    and
     
    BuildVectors with RimBlock's P4L and Snap Building Pro
     
    Thanks,
    striker
  19. Like
    raymix reacted to L3G0 in [Suggestion/Prototype] Planting System   
    Following my Plans, sure why not? One has to build walls to protect the plants :D
     
    Edit: How about Plants vs. Zombies 2.0? :blink:
  20. Like
    raymix got a reaction from Tricks in [Discontinued] Emerald Interior Designer   
    it works yep and will work with future updates, because it uses it's own code. Just that it is no longer supported by me anymore and there are other people who carried on with better version of this. Check out hogscraper's script:

  21. Like
    raymix 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.
  22. Like
    raymix reacted to Jossy in [Removed] Vector3D Snap Building Addon   
    Removed, see striker's  a similar addon, like most of you guys said, no point having 2 mods that do the same thing...
  23. Like
    raymix reacted to meshcarver in Nova ZONA map.   
    Hi guys,
     
    quickie update here as I'm pushed for time but I thought I'd link in all of my recent stuff for your perusal..! ;)
     
    http://www.meshcarver.com/screenshots/INGAME_13.png
     
    http://www.meshcarver.com/screenshots/INGAME_14.png
     
    http://www.meshcarver.com/screenshots/INGAME_15.png
     
    http://www.meshcarver.com/screenshots/INGAME_16.png
     
    http://www.meshcarver.com/screenshots/INGAME_17.png
     
    http://www.meshcarver.com/screenshots/INGAME_18.png
     
    http://www.youtube.com/watch?v=AIs60w_jc-c
     
    http://www.youtube.com/watch?v=iUCir17eGt8
     
    Sorry to just thrown all these at you, but if you want some more details/background to them, please feel free to check out my thread in the BI FORUMS:
     
    http://forums.bistudio.com/showthread.php?142308-Large-S-T-A-L-K-E-R-inspired-Island
     
     
    Ok, hope you like how this is shaping up guys, but I'm having a REALLY hard time just finding time lately so it's a slow burn sadly...
     
    Take it easy,
     
    Marc
     
  24. Like
    raymix reacted to hambeast in Epoch Inventory Auditing Tool   
    STATUS:  Released
     
    Description:
    This is a tool I wrote in my spare time to help with analysis of the inventory in the DayZ Epoch Database.  As many of you know, the inventory colunn of the dayz_objects table is quite hard to read.  When we have objects such as safes, or vehicles with large cargo capacity, it is almost impossible to get a clear view of what and how much is contained within said object.  This tool will allow you to do analyze the contents of the inventory to help prevent duping or to get an overview of how much of item X is on your server, and who has what.
     
    Features:
    Log Generation - CSV and XML format. Red Flagging - Mark item classnames and maximum allowed qty to be logged for future analysis.  Want to know who has 200 briefcases? or who has 20 of an item you've only handed two out? Easy with red flagging. Total Inventory Counts - Get the total count of each inventory item in an easy to read format.  Want to know how much of each item is in a safe?  Easy! Graphing - Generate beautiful(*) graphs of the top inventory items on your server! Open Source - My code is released under GPLv3 which means in short, you are free to edit, share, decompile my code without fear of DCMA takedown notices.  If you choose to edit or use my code in another project, you MUST ensure that the project is open source! Planned Features:
    Historical Analysis - Compare XML or CSV log files run over a period of time and generate graphs/logs to show historical item growth Auto-Lock-Flagged-Safes - Automatically set a safe to a random or predetermined combination (5 digit or more) if it is flagged.  This can be used by admins to help prevent duping in the event they suspect something is wrong.  
    Screenshot of CSV red flag output:

     
    Screenshot of a beautiful(*) graph:

     
     
     
    Download here: https://github.com/deadfred666/dze_inventory_parser_public
     
    * beauty is in the eye of the beholder...
  25. Like
    raymix got a reaction from Mikeeeyy in [Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)   
    I am hoping Striker's addition and Rimblock's PfL will make their way into official epoch as toggleable options from init.sqf for an "ultimate compatibility" between these mods if I may, lol. I mean.. lets keep them mission file sizes low, right?  :ph34r:
×
×
  • Create New...