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CartoonrBOY

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About CartoonrBOY

  • Rank
    Hardened
  • Birthday 08/20/1975

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    http://finaldayzsurvivor.blogspot.co.uk/
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    CartoonrBOY

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  • Gender
    Male
  • Location
    Lincoln, UK
  • Interests
    Art, Computing, Literature, Films, Cosmology/Astronomy, Science/Technology, Health/Fitness.

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  1. Thanks for converting these missions Caveman. Much'o appreciated...more beans!
  2. Why does the picture have to be so big? Scared the life outta me...lol.
  3. I think I've resolved it. The reason they were not de-cloaking was because their textures were being banned. Find in the init.sqf: #include "\z\addons\dayz_code\system\REsec.sqf" Comment this out and they should spawn.
  4. It will not work as the new CfgMagazines will conflict will the default file.
  5. Awesome script SchwEde. My server spends 12 hours per day in the dark so this will prove very useful. Many beans my friend.
  6. Thanks SchwEde. My problem is that any new fn_selfActions I add remain unresponsive, despite fires, locks etc remaining responsive. I have noticed this in the variables file: //Player self-action handles dayz_resetSelfActions = { s_player_fire = -1; s_player_knockout = -1; //knockout s_player_cook = -1; s_player_boil = -1; s_player_fireout = -1; s_player_butcher = -1; s_player_packtent = -1; s_player_packvault = -1; s_player_lockvault = -1; s_player_unlockvault = -1; s_player_fillwater = -1; s_player_fillwater2 = -1; s_player_fillfuel = -1; s_player_grabflare = -1; s_player_callzombies = -1; s_player_showname = -1; s_player_debuglootpos = -1; s_player_pzombiesattack = -1; s_player_pzombiesvision = -1; s_player_pzombiesfeed = -1; s_player_removeflare = -1; s_player_painkiller = -1; s_player_studybody = -1; s_player_tamedog = -1; s_player_madsci_crtl = -1; s_player_parts_crtl = -1; s_build_Sandbag1_DZ = -1; s_build_Hedgehog_DZ = -1; s_build_Wire_cat1 = -1; s_player_deleteBuild = -1; s_player_forceSave = -1; s_player_checkGear = -1; s_player_flipveh = -1; s_player_stats = -1; s_player_sleep = -1; s_player_movedog = -1; s_player_speeddog = -1; s_player_calldog = -1; s_player_feeddog = -1; s_player_waterdog = -1; s_player_staydog = -1; s_player_trackdog = -1; s_player_barkdog = -1; s_player_warndog = -1; s_player_followdog = -1; s_player_repair_crtl = -1; s_player_information = -1; s_player_fuelauto = -1; s_player_fuelauto2 = -1; s_player_fillgen = -1; s_player_upgrade_build = -1; s_player_maint_build = -1; s_player_downgrade_build = -1; s_player_towing = -1; s_halo_action = -1; s_player_SurrenderedGear = -1; s_player_maintain_area = -1; s_player_maintain_area_preview = -1; s_player_heli_lift = -1; s_player_heli_detach = -1; s_player_lockUnlock_crtl = -1; mv22_fold = -1; mv22_unfold = -1; mv22_open = -1; mv22_close = -1; suv_close = -1; suv_open = -1; s_player_drinkWater = -1; //drink_Water.sqf }; call dayz_resetSelfActions; Could entering the handles improve the performance of modified fn_selfActions?
  7. Try that: http://opendayz.net/threads/epoch-buildable-health.19861/
  8. Many of us may be aware of the loss of responsiveness from the fn_selfActions.sqf file when adding scripts into it. if(_hasHotwireKit) then { _Unlock = player addAction [format[localize "STR_EPOCH_ACTIONS_HOTWIRE",_text], "\z\addons\dayz_code\actions\hotwire_veh.sqf",_cursorTarget, 2, true, true, "", ""]; I'm guessing that the ,2, after _cursorTarget indicates how important the instruction to show the menu is? The ,true, true, have something to do with whether the menu remains visible when not looking at it? Is there a way to make all scripts as responsive as the door open/close or fire command as, despite adding more scripts these menus remain responsive. I'm assuming that more admins may have similar problems and I'm hoping this query can resolve many sluggish fn_selfActions.sqf files...
  9. Enter into your player_wearClothes.sqf the following: if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_83") , "PLAIN DOWN"] }; //prevent change with bp fix dayz_myBackpack = unitBackpack player; _newBackpackType = (typeOf dayz_myBackpack); if(_newBackpackType != "") exitWith {cutText [format["You need to remove your backpack"], "PLAIN DOWN"];}; DZE_ActionInProgress = true; This prevents a player changing clothes whilst wearing a backpack.
  10. This code works. Excellent work my friend. Many beans!
  11. Hey. I am using this script to have a loyal dog and it works great but I have had to delete the animal cleanup to have it work. This is not ideal. Does anyone know how to disable animal cleanup just for the spawned dogs? Dog mod This is the code which needs editing rather than switching off: server_spawnCleanAnimals = { private ["_pos","_delQtyAnimal","_qty","_missonAnimals","_nearby"]; _missonAnimals = entities "CAAnimalBase"; _delQtyAnimal = 0; { if (local _x) then { _x call dayz_perform_purge; sleep 0.05; _delQtyAnimal = _delQtyAnimal + 1; } else { if (!alive _x) then { _pos = getPosATL _x; if (count _pos > 0) then { _nearby = {(isPlayer _x) && (alive _x)} count (_pos nearEntities [["CAManBase","AllVehicles"], 130]); if (_nearby==0) then { _x call dayz_perform_purge; sleep 0.05; _delQtyAnimal = _delQtyAnimal + 1; }; }; }; }; sleep 0.001; } count _missonAnimals; if (_delQtyAnimal > 0) then { _qty = count _missonAnimals; diag_log (format["CLEANUP: Deleted %1 Animals out of %2",_delQtyAnimal,_qty]); }; }; Thanks in advance.
  12. Yes m8. This line "One last thing, make sure you are using the latest version of infistar on your server or the bloodsuckers will not decloak." I find this strange but I guess I will have to buy infistar anti-hack to get this working. Thanks for all your help SchwEde. Very much appreciated.
  13. Will do...always poking the code with a stick. I'll let y'all know if I find a solution first. Thanks again m8 :)
  14. I am not using infistar. I did read that this was perhaps required. Thanks for the reply, but can you confirm that this is the case? Thanks again SchwEde...
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