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raymix

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  1. Like
    raymix got a reaction from Nakama Mind in [Tutorial] Overpoch - Custom traders, all weapons/ammo/vehicles in menus   
    You are missing a bracket at the end of bandit trader
     
    ["Misc",803]],
     
    I'd strongly suggest getting Notepad++ with SQF syntax highlight addon from armaholic for these things
  2. Like
    raymix got a reaction from Mr. Snatchit in How should Admins... Admin ?.   
    I have admins and mods.
    Admins gets infistar menu and are not allowed to PVP or build bases (if they do, they have to delete it later and got to be away from players).
    Mods are generally regulars we trust, they are given only BEC admin with few commands like kick, warn and ban for 10 minutes. These guys can fully experience the game and take care of abusive community if admin is not present. Mods also gets reserved slot if server is full.
     
    We are also running badwords.txt on BEC that warns/kicks when people says "admin abuse" (or any other targeted bad language and racial slurs).
  3. Like
    raymix got a reaction from calamity in [Tutorial] Overpoch - Custom traders, all weapons/ammo/vehicles in menus   
    Double check your post and mine. Yours is missing quotation marks when defining menu items in array.
    I simply fixed it for you, should have mentioned that, I guess.
     
    For example this is what you got:
    ["Sniper Rifles,1002], but this is how it suppose to be like:
    ["Sniper Rifles",1002],
  4. Like
    raymix reacted to OtterNas3 in [RELEASE] VASP - Vehicle and Skin preview on Traders v1.2 (Updated 06/18/2014)   
    Hey folks,
     
    some time ago i pushed something to the public, but here is next!
     
     
    "Damn which Truck was the open Camouflage one?"
    "Bah cant remember which of the Vehicles holds the most amount of Magazines and Weapons..."
    "How many Players can Drive in XYZ Vehicle?"
    "How fast can that Vehicle go?"
     
    "What the hell a 'Donald' skin look like?"
    "'Rocker 1 2 3 whats the difference?"
     
    Ever had such questions?
     
     
    Here you go - VASP - Vehicle and Skin Preview
     
     
    This little Mod let you Preview any Vehicle or Skin in the TraderMenu.
    Vehicles will show additional Infos like:
    Max Speed Max Seats Max Cargo Weapons Max Cargo Magazines Max Cargo Backpacks Max Fuel Max Armor All stuff is totally client side spawned and will not be visible to any other Player on Server!
     
    The Player clicks in the Tradermenu on a Vehicle or a Skin and he will get a hint message to press F5 for a preview of it.
     
    While in preview, you can use these Hotkeys:
    Zoom in/out:       Arrowkeys up/down
    Rotate left/right: Arrowkeys left/right
    Close preview:   F5
     
    After preview the Tradermenu will open again on the same spot the Player left it for the preview.
    Just hit Buy and the last previewed item get bought.
     
    Easy as Pie.

     
    Demo Video
      http://youtu.be/KN8MAEpTC8I
     
    Download:
    https://www.dropbox.com/s/a2ziauc6rudqk97/VASP_v1.2.zip
     
    Install instructions:
    1. Download und unzip VASP_v1.2.zip
    2. unpbo MPMissions\YOURMISSIONNAME.pbo (If your hoster has just folders you can skip this obviously ^^)
    3. Copy the custom folder from unziped VASP_v1.2.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 last closing bracket };
           _nil = [] execVM "custom\VASP\VASP_init.sqf"; If you dont have already a custom pulicEH.sqf continue on 5a) else continue on 5b)
     
    5a)
    Still in the init.sqf Find this line:
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; and replace with:
    call compile preprocessFileLineNumbers "custom\VASP\publicEH.sqf"; 5b)
    open your custom publicEH.sqf and find this line:

    "PVDZE_plr_SetDate" addPublicVariableEventHandler {setDate (_this select 1);}; and replace with:
    "PVDZE_plr_SetDate" addPublicVariableEventHandler {if (!(player getVariable["Preview",false])) then {setDate (_this select 1);};}; If you dont have already a custom compiles.sqf continue on 6a) else continue on 6b)
     
    6a)
    Still in the init.sqf Find this line:
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; and replace with:
    call compile preprocessFileLineNumbers "custom\VASP\compiles.sqf";                //Compile regular functions 6b)
    Open your custom compiles.sqf and find this block:

    // trader menu code if (DZE_ConfigTrader) then { call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuConfig.sqf"; }else{ call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuHive.sqf"; }; and replace with:
    // trader menu code if (DZE_ConfigTrader) then { call compile preprocessFileLineNumbers "custom\VASP\player_traderMenuConfig.sqf"; }else{ call compile preprocessFileLineNumbers "custom\VASP\player_traderMenuHive.sqf"; }; Find this line:
    fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; //Checks which actions for self and replace with:
    fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\VASP\fn_selfActions.sqf"; //Checks which actions for self If you already use a custom fn_selfActions.sqf open it and find this line:
    _buy = player addAction [localize "STR_EPOCH_PLAYER_289", "\z\addons\dayz_code\actions\show_dialog.sqf",(_traderMenu select 0), 999, true, false, "",""]; and add ABOVE:
    LastTraderMenu = (_traderMenu select 0); 7. repbo MPMissions\YOURMISSIONNAME\ - upload - restart server - enjoy!
     
     
    - Configuration -
    Open VASP_init.sqf and edit this block to your liking:
    /****************************/ /* Configuration */ /****************************/ /* Vehicle Preview on/off */ /* true = ON / false = OFF */ VASP_VehiclePreview = true; /****************************/ /* Skin Preview on/off */ /* true = ON / false = OFF */ VASP_SkinPreview = true; /****************************/ /* !!! DONT EDIT BELOW !!! */  
    - Additional Information -
     
    For those who have MORE then the standard Epoch Skins buyable at the Traders you would need to open MPMissions\YOURMISSIONNAME\custom\VASP\VASP_init.sqf
     
    and add them to this block:

        AllAllowedSkins = [         "Skin_Survivor2_DZ","Skin_SurvivorWcombat_DZ","Skin_SurvivorWdesert_DZ",         "Skin_SurvivorWurban_DZ","Skin_SurvivorWsequishaD_DZ","Skin_SurvivorWsequisha_DZ",         "Skin_SurvivorWpink_DZ","Skin_SurvivorW3_DZ","Skin_SurvivorW2_DZ",         "Skin_Bandit1_DZ","Skin_Bandit2_DZ","Skin_BanditW1_DZ",         "Skin_BanditW2_DZ","Skin_Soldier_Crew_PMC","Skin_Sniper1_DZ",         "Skin_Camo1_DZ","Skin_Soldier1_DZ","Skin_Rocket_DZ",         "Skin_Rocker1_DZ","Skin_Rocker2_DZ","Skin_Rocker3_DZ",         "Skin_Rocker4_DZ","Skin_Priest_DZ","Skin_Functionary1_EP1_DZ",         "Skin_GUE_Commander_DZ","Skin_Ins_Soldier_GL_DZ","Skin_Haris_Press_EP1_DZ",         "Skin_Pilot_EP1_DZ","Skin_RU_Policeman_DZ","Skin_Soldier_TL_PMC_DZ",         "Skin_Soldier_Sniper_PMC_DZ","Skin_Soldier_Bodyguard_AA12_PMC_DZ","Skin_Drake_Light_DZ",         "Skin_CZ_Special_Forces_GL_DES_EP1_DZ","Skin_TK_INS_Soldier_EP1_DZ","Skin_TK_INS_Warlord_EP1_DZ",         "Skin_FR_OHara_DZ","Skin_FR_Rodriguez_DZ","Skin_CZ_Soldier_Sniper_EP1_DZ",         "Skin_GUE_Soldier_MG_DZ","Skin_GUE_Soldier_Sniper_DZ","Skin_GUE_Soldier_Crew_DZ",         "Skin_GUE_Soldier_CO_DZ","Skin_GUE_Soldier_2_DZ","Skin_TK_Special_Forces_MG_EP1_DZ",         "Skin_TK_Soldier_Sniper_EP1_DZ","Skin_TK_Commander_EP1_DZ","Skin_RU_Soldier_Crew_DZ",         "Skin_INS_Lopotev_DZ","Skin_INS_Soldier_AR_DZ","Skin_INS_Soldier_CO_DZ",         "Skin_INS_Bardak_DZ","Skin_INS_Worker2_DZ"     ]; This is ONLY needed if you have custom Skins that are buyable on the Traders!
     

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

  5. Like
    raymix reacted to STENCHOVDETH in [WIP] DZEi - Epoch interior (updated 4/07/04)   
    WOW raymix! just watched preview#2  :)
    this should be well worth the wait,keep up the good work.
    STENCH
  6. Like
    raymix got a reaction from hogscraper in [WIP] DZEi - Epoch interior (updated 4/07/04)   
    Download Snap: GitHub
     
    Quick Update 2 (July 4th) - Full support for water, code optimization, all known bugs fixed, menus and snapping fully functional as intended.
    Quick Update (July 4th) - Support for water added.
     
    Quick Update (July 2nd) - Download the code from GitHub, Safe to use snap building on live servers. Any suggestions, bug reports or fixes are welcome. I couldn't come up with better name for mod, so yeah, there's that.
    A small tutorial tip will pop up first time client builds something, it is disabled afterwards, so runs only once per log in, however if you still want to disable it, add this somewhere in your init.sqf:
     
    Update #3 (July 1st) - Snap Build and code walk-trough 
     
    Here's snap building in action.

     
    Probably unusual video, but damn I wish someone else did something like this when I started on coding, would have saved me days of headache!
    Code is now changed quite a bit, however video still explains bits and peaces of how and why it works.

     
    Update #2 (June 17) - Extended build



     
    Update #1 (June 02) - Object export (all broken LODs in video are fixed now)



  7. Like
    raymix reacted to RimBlock in Preventing sky bases   
    Thanks for the info guys.
     
    Seems ARMA 3 has a diablecollisionwith command which would probably work for the A3 Epoch when it comes out (vehicle to vehicle so player to buildable should be ok).
  8. Like
    raymix got a reaction from Nekuan in Overpoch for Vert Hosting   
    Running overpoch on vert no problems
     
    Simply download overwatch trough mod manager
     
    Then head to cmd manager (as vert automatically changes launch parameters to overwatch after installation)
     
    game services > commandline manager > custom commandlines: Enable mods
    @DayZOverwatch;@DayZ_Epoch;@DayZ_Epoch_Server; Press Select and you are done.
     
    That's all there is to it.
    https://www.dropbox.com/s/a9tcdsdz5d4c22f/shot_140614_022538.png
     
    If you are still having problems joining the game, try using:
    -mod=@Overwatch;@Dayz_Epoch
    on your dayz commander. Some people gets away with only -mod=@overwatch, some don't.
  9. Like
    raymix got a reaction from Defent in Slow loading traders & desync at 50.   
    I would also suggest disabling boats in dynamic spawns and deleting some from DB that hasn't been touched and aren't owned, but that's a personal preference. I had lots of them in middle of ocean just clogging up resources for no reason.
  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 got a reaction from cheech in [Tutorial] Overpoch - Custom traders, all weapons/ammo/vehicles in menus   
    For those of you using DZMS or EMS
     



     
    For those using WAI missions:
     



     
    Config traders:
    server_traders.sqf
    //UPDATE ARRAY ON TOP! serverTraders = ["Winter_SOF_DA1b", //Overpoch menu_Winter_SOF_DA1b = [ [["Pistols",900],["RH",901],["FHQ",902],["Vil",903],["Misc",904],["Ammo",905],["Vehicles",906]], [], "neutral" ]; Dayz_Epoch_11.Chernarus\mission.sqf (dayz_server.pbo): (animated badass looking traders)
    _unit_670 = objNull; if (true) then { _this = createAgent ["Winter_SOF_DA1b", [6296.33,7803.79,0], [], 0, "CAN_COLLIDE"]; _unit_670 = _this; _this setDir 310; _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;"; _this setUnitAbility 0.60000002; _this allowDammage false; _this disableAI 'FSM'; /*_this disableAI 'MOVE';*/ _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;/*_this enableSimulation false;*/}; _unit_671 = objNull; if (true) then { _this = createAgent ["Winter_SOF_DA1b", [11449.9,11349.8,0], [], 0, "CAN_COLLIDE"]; _unit_671 = _this; _this setDir 120; _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;"; _this setUnitAbility 0.60000002; _this allowDammage false; _this disableAI 'FSM'; /*_this disableAI 'MOVE';*/ _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;/*_this enableSimulation false;*/}; _unit_672 = objNull; if (true) then { _this = createAgent ["Winter_SOF_DA1b", [4030.66,11678.5,0], [], 0, "CAN_COLLIDE"]; _unit_672 = _this; _this setDir 140; _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;"; _this setUnitAbility 0.60000002; _this allowDammage false; _this disableAI 'FSM'; /*_this disableAI 'MOVE';*/ _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;/*_this enableSimulation false;*/}; Overpoch.hpp:
    http://pastebin.com/nfp5sbAL
     
    Instructions:
    Create new overpoch.hpp file near rest of configs and update your cfgServerTrader.hpp file like so (just add that single line):
    #include "Category\NeutralWholesale.hpp" #include "Category\Overpoch.hpp" }; note: I feel obligated to remind you to use your own folder structure in these lines. In my example I have all my trader .hpp files inside "Category" folder that is found in root of mission file.
  12. Like
    raymix reacted to Kiory in Who do I have to beg?   
    That's an awesome idea Vamp, I'll push the idea forward, Sequisha and I are guitar players ourselves, so it could be a nice addition.

    Watching the video you posted (good work btw), it does a lot of atmosphere that's missing in these type of games.
     
    Can't promise anything but I personally think it's a good idea. ;)
  13. Like
    raymix got a reaction from MasterHiggins 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
  14. Like
    raymix got a reaction from WarHammer(DayZ) in [Tutorial] Overpoch - Custom traders, all weapons/ammo/vehicles in menus   
    For those of you using DZMS or EMS
     



     
    For those using WAI missions:
     



     
    Config traders:
    server_traders.sqf
    //UPDATE ARRAY ON TOP! serverTraders = ["Winter_SOF_DA1b", //Overpoch menu_Winter_SOF_DA1b = [ [["Pistols",900],["RH",901],["FHQ",902],["Vil",903],["Misc",904],["Ammo",905],["Vehicles",906]], [], "neutral" ]; Dayz_Epoch_11.Chernarus\mission.sqf (dayz_server.pbo): (animated badass looking traders)
    _unit_670 = objNull; if (true) then { _this = createAgent ["Winter_SOF_DA1b", [6296.33,7803.79,0], [], 0, "CAN_COLLIDE"]; _unit_670 = _this; _this setDir 310; _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;"; _this setUnitAbility 0.60000002; _this allowDammage false; _this disableAI 'FSM'; /*_this disableAI 'MOVE';*/ _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;/*_this enableSimulation false;*/}; _unit_671 = objNull; if (true) then { _this = createAgent ["Winter_SOF_DA1b", [11449.9,11349.8,0], [], 0, "CAN_COLLIDE"]; _unit_671 = _this; _this setDir 120; _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;"; _this setUnitAbility 0.60000002; _this allowDammage false; _this disableAI 'FSM'; /*_this disableAI 'MOVE';*/ _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;/*_this enableSimulation false;*/}; _unit_672 = objNull; if (true) then { _this = createAgent ["Winter_SOF_DA1b", [4030.66,11678.5,0], [], 0, "CAN_COLLIDE"]; _unit_672 = _this; _this setDir 140; _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;"; _this setUnitAbility 0.60000002; _this allowDammage false; _this disableAI 'FSM'; /*_this disableAI 'MOVE';*/ _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;/*_this enableSimulation false;*/}; Overpoch.hpp:
    http://pastebin.com/nfp5sbAL
     
    Instructions:
    Create new overpoch.hpp file near rest of configs and update your cfgServerTrader.hpp file like so (just add that single line):
    #include "Category\NeutralWholesale.hpp" #include "Category\Overpoch.hpp" }; note: I feel obligated to remind you to use your own folder structure in these lines. In my example I have all my trader .hpp files inside "Category" folder that is found in root of mission file.
  15. Like
    raymix got a reaction from BreizhFury in lets gather ideas and hope to inspire the developers   
    was reading that standalone is changing engine that will use DX11 (finally) named "Infusion" and noticed an interesting suggestion: 
    All houses are open in Dayz, which is kind of unrealistic and to be honest, adding some doors shouldn't be hard. Afaik 1.0.5 will bring us more open houses and a code from CFG modular building could be reused to add doors to them dynamically at random (some locked, some not) spawned upon server start. The only way to open them could be shooting a lock (named selection on firegeo LOD?) or with crowbar (more quiet).
  16. Like
    raymix reacted to TheVampire in Who do I have to beg?   
    Cigar Box Guitar anyone?
     


  17. Like
    raymix got a reaction from Container in [Tutorial] Overpoch - Custom traders, all weapons/ammo/vehicles in menus   
    For those of you using DZMS or EMS
     



     
    For those using WAI missions:
     



     
    Config traders:
    server_traders.sqf
    //UPDATE ARRAY ON TOP! serverTraders = ["Winter_SOF_DA1b", //Overpoch menu_Winter_SOF_DA1b = [ [["Pistols",900],["RH",901],["FHQ",902],["Vil",903],["Misc",904],["Ammo",905],["Vehicles",906]], [], "neutral" ]; Dayz_Epoch_11.Chernarus\mission.sqf (dayz_server.pbo): (animated badass looking traders)
    _unit_670 = objNull; if (true) then { _this = createAgent ["Winter_SOF_DA1b", [6296.33,7803.79,0], [], 0, "CAN_COLLIDE"]; _unit_670 = _this; _this setDir 310; _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;"; _this setUnitAbility 0.60000002; _this allowDammage false; _this disableAI 'FSM'; /*_this disableAI 'MOVE';*/ _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;/*_this enableSimulation false;*/}; _unit_671 = objNull; if (true) then { _this = createAgent ["Winter_SOF_DA1b", [11449.9,11349.8,0], [], 0, "CAN_COLLIDE"]; _unit_671 = _this; _this setDir 120; _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;"; _this setUnitAbility 0.60000002; _this allowDammage false; _this disableAI 'FSM'; /*_this disableAI 'MOVE';*/ _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;/*_this enableSimulation false;*/}; _unit_672 = objNull; if (true) then { _this = createAgent ["Winter_SOF_DA1b", [4030.66,11678.5,0], [], 0, "CAN_COLLIDE"]; _unit_672 = _this; _this setDir 140; _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;"; _this setUnitAbility 0.60000002; _this allowDammage false; _this disableAI 'FSM'; /*_this disableAI 'MOVE';*/ _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;/*_this enableSimulation false;*/}; Overpoch.hpp:
    http://pastebin.com/nfp5sbAL
     
    Instructions:
    Create new overpoch.hpp file near rest of configs and update your cfgServerTrader.hpp file like so (just add that single line):
    #include "Category\NeutralWholesale.hpp" #include "Category\Overpoch.hpp" }; note: I feel obligated to remind you to use your own folder structure in these lines. In my example I have all my trader .hpp files inside "Category" folder that is found in root of mission file.
  18. Like
    raymix got a reaction from insertcoins in lets gather ideas and hope to inspire the developers   
    From 3AM to 4AM hide yo kids, hide yo wife!
    I'd love to see global event happening at certain point in game time, maybe hordes of mutants attacking or indeed specific super monsters raising up. The only way to escape death would be locking inside your base, in some central militarized safe zone (no god mode) or camouflaging yourself, sit down, keep quiet... 
    if you are still out there, better get your ass in a car and push that throttle pedal as hard as you can
     
    Totally loved the idea of taking a pill in stalker that knocks your brain out so you can survive the storm if still roaming outside
  19. Like
    raymix got a reaction from Creep in [WIP] DZEi - Epoch interior (updated 4/07/04)   
    Small update to keep this forum alive, i guess. Generating some snap points otherwise building these without it would be a nightmare, lol. Problem is - few hours after taking this picture, I only now realize how limited current snap building is - you can only snap objects to themselves or similar structured ones, pretty much forced to redesign it to fit this style of building.
    Huge thanks to Awol for this awesome tool provided with source, although I ended up tweaking it a bit to work with MP, hope he won't mind (just the addaction part)  :ph34r:
     

  20. Like
    raymix got a reaction from Incar in Gender Check?   
    I am not sure if this is whole script you posted, but from the looks of it, you haven't told engine what _model variable is actually, since it's defined as private here.
    If you look at humanityMorph script, you will see that _model is defined as passed variable from player_humanityMorph:
    _model = _this select 2; // selects the third variable passed (0,1,2), which will be pink skin in your case and because of underscore in front, this variable can't be seen from your script as it's private, so you need to define it again.
    So lets say we want to check against female skins, then we create an array and compare it to current player skin:
    _model = ["BanditW1_DZ","BanditW2_DZ","SurvivorW2_DZ","SurvivorW3_DZ","SurvivorWcombat_DZ","SurvivorWdesert_DZ","SurvivorWurban_DZ"]; //create an array of female skins if (typeOF player in _model) then { //check our new array against what player is currently wearing [dayz_playerUID,dayz_characterID,'SurvivorWpink_DZ'] spawn player_humanityMorph; // pass 3 variables and morph };
  21. Like
    raymix reacted to axeman in How to spawn zombies ?   
    This should suffice (Not tested but based off my zombie horde code):
    /* For DayZ Epoch Single Zed spawn by axeman */ private ["_zedTypes","_zedType","_zedPos","_agent","_zedTarget"]; _zedTypes = ["pz_policeman","pz_suit1","pz_suit2","pz_worker1","pz_worker2","pz_worker3","pz_doctor","pz_teacher","pz_hunter","pz_villager1","pz_villager2","pz_villager3","pz_priest"]; _zedPos = [6642.4,2439.6,0];//Position to spawn the Zed - Chernogorsk Central Garden _zedTarget = [5956,7960,0];//Give the poor zed somewhere to walk to - Somewhere near Stary Sobor _zedType = _zedTypes call BIS_fnc_selectRandom; _agent = createAgent [_zedType, _zedPos, [], 40, "NONE"]; _agent disableAI "FSM"; _agent disableAI "AUTOTARGET"; _agent setBehaviour "COMBAT"; _agent setCombatMode "GREEN"; _agent setSkill 0; _agent setUnitPos "UP"; _agent moveTo _zedTarget; _agent forceSpeed 2; [_zedPos,_agent,_zedTarget] execFSM "\z\addons\dayz_code\system\zombie_agent.fsm";//Set the normal Zed behaviour
  22. Like
    raymix reacted to Matijs in [TUTORIAL] How to install an overpoch server & custom loot tables   
    Thanks for posting this, and thank you for giving me credit!
  23. Like
    raymix got a reaction from Glenn in Need help with infiSTAR   
    Concept is simple - the # in kick message represents a line inside publicvariable.txt or any other filters.
    Lets look at how filters work:
     
    1 = Log to .log file only
    2 = Log to console/RCON only
    3 = Log to both
    4 = Silent kick
    5 = Kick and log to .log file
    6 = Kick and log to console
    7 = Kick and log to both
     
    First example will not kick anyone, but will log anyone that uses public variables:
    //new 1 "" In second example, this will kick anyone that uses any public variable instantly:
    //new 5 "" Get it? No? ok look at next example then.
    In third example we will kick anyone that uses any variable, EXCEPT variables that start with PVDZE_:
    //new 5 "" !"PVDZE_" In second and third examples players will get kicked with #0 Publicvariable restriction, because our filters, even if they are in second line in file, inside engine its a line 0
     
    Lets take another example that would have different digit instead. Bandaging uses "usec" prefix for public variable, lets kick anyone that uses bandage on server, but let them use morphine:
    //new 5 "" !"PVDZE_" 5 "usec" !="usecMorphine" As you can see, we only whitelisted morphine (is usec and is NOT usecMorphine), so anyone using public variable "usedBandage" will get kicked with PublicVariable restriction #1, since it's a second line. Get it?
     
    For final example lets take createVehicle filter (most popular). We will log some lootpiles (weapon holders) and kick anyone that spawns a foodbox. Hackers loves spawning boxes of weapons, right? Lets kick them.
    //new 1 "" !"WeaponHolder" 5 "box" !="ItemMatchbox" !="ItemToolbox" In this final example we will be logging all loot spawned on server and dropped by players using line #0 (second line). So inside createVehicle.log we will see hundreds of lines reporting loot back to you.
    In third line or line #1 we will kick and log anyone that creates (spawns) a box, except matchbox and toolbox.
     
    Hope this helps you actually understand how basics of filters works and give you ability to fix any future problems with filters, as well as whitelist your own custom code.
    Best of luck
  24. Like
    raymix got a reaction from Garett1169 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
  25. Like
    raymix reacted to Axle in When you see it.   
    http://i.imgur.com/jXbOdin.png
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