CartoonrBOY
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Posts posted by CartoonrBOY
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These look very good Caveman - well done. Downloading now - many beans! :)
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Why does the picture have to be so big? Scared the life outta me...lol.
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It will not work as the new CfgMagazines will conflict will the default file.
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Awesome script SchwEde. My server spends 12 hours per day in the dark so this will prove very useful. Many beans my friend.
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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?
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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...
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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.
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This code works. Excellent work my friend. Many beans!
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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?
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.
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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.
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Will do...always poking the code with a stick. I'll let y'all know if I find a solution first. Thanks again m8 :)
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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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Has there been a release for bloodsuckers? I can get them to spawn and attack but they will not decloak. I have attempted picking apart the dayz code to no avail. Any help would be a huge benefit to the community...
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Thank you so much - trying that out. I think perhaps it's the init command I was missing. You can see I already have the code but despite several variations it refused to ignite. I still don't understand why the vehicles weren't spawning at all...
The code already exists within the isDedicated section of the compiles file though?
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Pray...that will surely help as it does in life.
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I have been trying got get fire spawning on the server when it starts but to no avail. I have tried spawning the fire objects (cars) within the server files and the mission file as map additions. Does anyone have an idea why this isn't working?
waitUntil {!isNil "dayz_animalCheck"}; sleep 60; if (isServer) then { _vehicle_69 = objNull; if (true) then { _this = createVehicle ["SKODAWreck", [6665.3789, 2531.5535,0], [], 0, "CAN_COLLIDE"]; _vehicle_69 = _this; _this setDir 150.43945; _this setPos [6665.3789, 2531.5535,0]; PVDZE_obj_Fire = [_this,3,time,false,false]; publicVariable "PVDZE_obj_Fire"; }; };
It will not even spawn the vehicles and I have no clue why. Can anyone help? Thanks in advance...
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DayZmod is not dead. Yesterday the FINALdayZ sever enjoyed players throughout a full 24 hour period. More join every week. Perhaps making DayZ too easy (traders, map markers, uber loot, lockable vehicles, temperate weather, abundant food) has sullied the experience too much making it comparable to an FPS rather than a survival game.
I had advertised the server on this forum for six months and very few people expressed any interest. The moment I advertised it upon the DayZ forum it gained traction. DayZ is about hardcore survival, not pink guns and shopping...
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Great script. I've used it to play morse code messages when within range of a receiver. It is working brilliantly except I cannot get it to work with more than one object type. How would I add multiple object types?
I have tried:
_classnameProtected = "Object1", "Object2";
_classnameProtected = ["Object1", "Object2"];
_classnameProtected = ("Object1", "Object2");
_classnameProtected = ("Object1" or "Object2");
None of these variations have worked so far. Any advice?
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Fixed:
if (!isDedicated) then { cutText ["","BLACK OUT"]; sleep 1; if ((player getVariable"humanity") < 0) exitWith { player setPosATL [8952.6816, 10508.317, 0.1]; cutText ["","BLACK IN"]; }; if ((player getVariable"humanity") > 9000) exitWith { player setPosATL [5472.9067, 10611.989, 0.1]; cutText ["","BLACK IN"]; }; if ((player getVariable"humanity") > 1) then { if ((player getVariable"humanity") < 8999) exitWith { player setPosATL [7045.17, 11901.4, 0.1]; cutText ["","BLACK IN"]; }; }; };
Use with: Custom spawn locations based on UID.
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This script works for players with positive humanity, but I cannot get it to work with heroes or bandits, when uncommented the script leaves all players blacked out. Does anyone have an idea why?
if (!isDedicated) then { cutText ["","BLACK OUT"]; sleep 1; /* if ((player getVariable"humanity") < 0) then { player setPosATL [8952.6816, 10508.317, 0.1]; cutText ["","BLACK IN"]; };*/ if ((player getVariable"humanity") > 1) then { // if ((player getVariable"humanity") < 8999) then { player setPosATL [7045.17, 11901.4, 0.1]; cutText ["","BLACK IN"]; }; /* }; if ((player getVariable"humanity") > 9000) then { player setPosATL [5472.9067, 10611.989, 0.1]; cutText ["","BLACK IN"]; }:*/ };
Thanks in advance...
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My zombies will no longer run during daytime; as they were set. No RPT errors, but I too am stumped. I figure we're gonna need a genius? Any takers?
Epoch 1.0.5.1.
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Take out the; addOns[]=, section; "ns_dayz".
You will need to ignore my previous statement, although it does allow the server to load.
If you have access to a custom command line then you'll need to add '@NC' to the end of the mod list. Then in your server files create a folder in the root called '@NC' and into this place the 'ns_dayz.pbo.' this can be downloaded from Armaholic. Be sure to copy only the 'ns_dayz.pbo' as the whole file is quite large. Or it can be dropped in from your '@namalsk' folder in your ArmaII game folder. Make sure you still have 'ns_dayz' in both the Addons and AutoAddons lists in your 'mission.sqm.'
Let me know if you need any further help with this.
[Release] *NEW* missions for WAI 2.2.0
in A2: Epoch Mods (1.0.5.1)
Posted
Thanks for converting these missions Caveman. Much'o appreciated...more beans!