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ToshioSM

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Posts posted by ToshioSM

  1. Why you are fucking liar? 

     

     

     

    (I'm a beginer with coding in arma and don't know how to make a check if the vehicle is occupied).

    Oh yeah? You are awesome liar. I know these variables in deploy_gun.sqf.

    You stole scripts from www.grof.gr server and you think you are fucking fine guy? They changed all variables because so noobs as you steal their files from mission.pbo on your servers.


    Special for you, entered on grof.gr server, downloaded mission.pbo, unpacked, found deploy_gun.sqf and made screenshot as proof on your lies:
    jJpBelC.png

  2. So, you can try turn off this maccas fix and lock server on password for 1 hour to tests. Then try dupe safe when u turned off this maccas fix. If you won't be able to do it, then maccas fix has any error which give duping safes.

  3. You edit playerstats.sqf right? If yes, then copy it and put to mission.pbo in folder fixes.

    Edit your compiles.sqf for change directions playerstats.sqf on this playerstats.sqf in Fixes folder from Mission.pbo.

    I noticed files with new content in the form new code/loops is ignored in dayz_code.pbo

  4. RPT is often in folder with example name: dayz.11.epoch.chernarus or dayz.1.epoch.chernarus.

    Inside folder are BattlEye folder, Users folder, hive.ini, basic.cfg, server_config.cfg and arma2oaserver.rpt

    Name RPT can be different.

  5. If that was everyones attitude the forum would be empty.

     

     

    ToshioSM - while I am quoting you, please know that this post is directed to anyone out there posting in this help forum.... 

     

    I know the feeling of being bran new to adding stuff to a server - we all were brand new and trying to get help at one point. 

    The poster is in the correct forum, there is no need to curse at him for posting a help with scripts... if you think he is lazy, offer to help show him a good way of learning to add it instead.

     

    I am not going to engage in flame wars with posters over their feelings... just think it's getting more and more tiresome seeing one line comments from people cursing of pouring out hate over people wanting help. Even if they post offers to pay for someone doing it for them, there is nothing hindering you or any other from posting replies only geared towards helping the poster reach the desired result on their own. 

    Teach before Cursing people out, please.   :)

    Yep guys, you're right and sorry for this nervous post. But on the forum is many tutorials. I understand if someone has problem which doesn't exist in tutorials then no problem i can help if i can.

  6. Darryl, as understood you have this script in mission.pbo right? If yes then you need set variable on up document.

    Example:

    private ["_checkinghumanity"];
    _checkinghumanity=""; 
    
    if (condition) then{
    _checkinghumanity="Hero"; 
    } else {
    _checkinghumanity="Bandit"; 
    };
    
    
  7. Add new objects "fiberplant" to sqf and  [] execVM "weed.sqf"; in init.sqf.

    In editor you don't find "fiberplant", so you have to place barrels on ground, save mission, then in mission.sqf you change all name barrel to "fiberplant".


     

  8. 1. Unpack files to editor again.
    2. Check mission.sqf for writing what is LAST NUMBER VEHICLE. 
    Example:

    _vehicle_8 = objNull;

    3. Open not edited mission Epoch Traders (fresh unpacked).

    4. Add any buildings, objects.
    5. Save it.
    6. In mission.sqf all under _vehicle_8(is example) you have to copy to new file .sqf.
     

  9. You mean traders from: Klen, Bash and Stary? If yes then tell me do you did edit mission.sqm from mission.pbo? There are default positions your default traders. 

    If you wanted edit your trader cities for better look, then i've one advice for you. Check these files before edit them. Write number last Vehicle item in SQF. 

    Then if you will edit map, you know where will new objects in mission.SQF After editing you delete all from last vehicle to up. Then you have just these objects which you added.

  10. Title says it all. How can I get it? I know of a lot of servers that have it and I would really like to get it on my server.

    It's in dayz_code.pbo -> Actions/player_harvestPlant.sqf

     

    _trees = ["pumpkin.p3d","p_helianthus.p3d","p_fiberplant_ep1.p3d"];
    _treesOutput = ["FoodPumpkin","FoodSunFlowerSeed","ItemKiloHemp"];
    

    So, you have to add fiberplants to map and you can harvest it.

  11. Hi Epoch Community!

    I've problem with working this code:
     

    if (("TrashTinCan" in magazines player) && ("TrashJackDaniels" in magazines player) && ("PartEngine" in magazines player) && ("ItemJerrycan" in magazines player) && ("ItemToolbox" in items player)) then {
        hasShield = true;
    } else {
        hasShield = false;
    };
    if (hasShield) then {
        if (zombieShield < 0) then {
    
    _NearestEmitter = nearestObject [player, "SkeetMachine"];
    
    	if ((( player distance _NearestEmitter) > 1000) or !_NearestEmitter) then {
    			zombieShield = player addAction [("<t color=""#00c362"">" + ("Anti-Zombie Freq Emitter") +"</t>"),"custom\zombie_shield\zombieshield.sqf","",5,false,true,"",""];
    	} else {
    			zombieShield = player addAction [format["<t color='#ff0000'>%1</t>","You can't build if exists emitter in radius 1000m!"], "",[], 0, false, true, "",""];
    		
    	};
    } else {
        player removeAction zombieShield;
        zombieShield = -1;
    };
    };
    

    I wanted set limit build on distance 1000 meters from player. If is somewhere built "SkeetMachine" then if player is in distance less than 1000m he can't build next "SkeetMachine"

    Any ideas?

  12. Hi Epoch Community!

    I've problem with making time delay for building next Anti-Zombie Emitter when player built already one. I wanted give 10 minuts delay.


    Tried with loop in script zombieshield.sqf but it no makes sense. Why? Because it doesn't save variables after using script... So player by selected again script reset variables on default. 

    It's any way for time delay?

    Zombie shield code:

    private ["_mypos", "_dir", "_createShield", "_sounddist", "_timeplay", "_shield", "_shieldUp", "_timer", "_zombies", "_count", "_zombie", "_soundList];

    player playActionNow "Medic";
    sleep 1;
    titleText ["You are building an Anti-Zombie Frequency Emitter.","PLAIN DOWN"]; titleFadeOut 5;

    _mypos = getposATL player;
    _dir = getdir player;
    _mypos = [(_mypos select 0)+2*sin(_dir),(_mypos select 1)+2*cos(_dir), (_mypos select 2)];
    _createShield = createVehicle ["SkeetMachine", _mypos, [], 0, "CAN_COLLIDE];
    _createShield setDir _dir;
    _createShield setposATL _mypos;
    sleep 1;

    player removeMagazine "TrashJackDaniels";
    player removeMagazine "TrashTinCan";
    player removeMagazine "PartEngine";
    player removeMagazine "ItemJerrycan";
    sleep 0.01;
    player addMagazine "ItemJerrycanEmpty";

    titleText ["Device activated.","PLAIN DOWN"]; titleFadeOut 5;

    _sounddist = 50;
    _timeplay = 18;
    while {_timeplay > 1} do {
        _shield = nearestObject [player, "SkeetMachine];
        [nil,_shield,rSAY,["engine_12s", _sounddist]] call RE;
       
        _shieldUp = (alive _shield);
        _timer = time;
        while {_shieldUp} do {
            _zombies = (getPosATL _shield) nearEntities ["zZombie_Base",20];
            _count = count _zombies;
           
            for "_i" from 0 to (_count -1) do {
                _zombie = _zombies select _i;
                _zombie setdamage 1;
                sleep 0.01;
            };
            if ((time - _timer) > 10) exitwith {};
        };
        _soundList = ["PMC_ElectricBlast1","PMC_ElectricBlast2] call BIS_fnc_selectRandom;
        [nil,_shield,rSAY,[_soundList, _sounddist]] call RE;
        _timeplay = _timeplay - 1;
    };

    sleep 1;
    deleteVehicle _createShield;


    titleText ["Device deactivated.","PLAIN DOWN"]; titleFadeOut 5;



    fn_selfActions:
     

    // ZOMBIE SHIELD START
    if (("TrashTinCan" in magazines player) && ("TrashJackDaniels" in magazines player) && ("PartEngine" in magazines player) && ("ItemJerrycan" in magazines player) && ("ItemToolbox" in items player)) then {
        hasShield = true;
    } else {
        hasShield = false;
    };
    if (hasShield) then {
        if (zombieShield < 0) then {
        zombieShield = player addAction [("<t color=""#00c362"">" + ("Anti-Zombie Freq Emitter") +"</t>"),"scripts\zombieshield.sqf","",5,false,true,"",""];
        };
    } else {
        player removeAction zombieShield;
        zombieShield = -1;
    };
    // ZOMBIE SHIELD END
    
  13. Wtf?! What u mean by using disks? You bought used game from another player who sold it you? I know Arma 2 + OA is just by BI Store as NON-Steam or Steam. So it's downloadable install from their page if you mean non-steam version. 

  14. Yo, so i tried to add the welcome credits but nothing shows up, whats wrong?

    if (!isDedicated) then {
    [] execVM "compile\Server_WelcomeCredits.sqf";
      //Conduct map operations
    };
    };
    

    That is at the bottom of my init.sqf it that matters

    Here is one unnecessary "};" because you've just 1x loop IF. 

    Correct is:

     

    if (!isDedicated) then {
    [] execVM "compile\Server_WelcomeCredits.sqf";
      //Conduct map operations
    };
    

    If still doesn't work then check do location to .sqf file is correct. Or check your init do you didn't forget of ";" or "};" above this code.

  15. @UP 
    If you mean keybindings then you can new keybindings in folder keybindings :)

    But attention!
     

    F3_KEY = (findDisplay 46) displayAddEventHandler ["KeyDown","if ((_this select 1) == 61) then {[] execVM ""admintools\tools\Teleport\TpToPlayer.sqf"";};"];
    // F4 is reserved for AdminMode.sqf and modMode.sqf
    // F5 is reserved for spectate.sqf
    

    F1,F2,F3,F4,F5 are reserved for admin tool. You can else reserve F6, F7, F8, F9, F10, F11, F12.

    So for example we can make keybind Healing on F6 key.

    F6_KEY = (findDisplay 46) displayAddEventHandler ["KeyDown","if ((_this select 1) == 64) then {[] execVM ""admintools\tools\healp.sqf"";};"];
    
    
    

    @Topic

    I've problem with spawned military vehicles. When i try use rockets in _GRAD or other vehicles, then BE kicks me.

    It's createvehicle.txt:

    5 "Mine"
    5 "ARTY_"
    5 "SADARM_"
    5 "LASER_"
    5 "WP_"
    5 "_MLRS"
    5 "_81"
    5 "_82"
    5 "_105"
    5 "_120"
    5 "_122"
    5 "_227"
    1 "Bo_"
    5 "_AA" !"Soldier_Bodyguard_AA12_PMC_DZ"
    5 "_AT" !="R_M136_AT"
    1 "R_M136_AT" //keep monitoring to catch obvious abuse
    5 "_AP"
    5 "_80"
    5 "_57"
    5 "_85"
    5 "_100"
    5 "_125"
    5 "_30"
    5 "_ied"
    5 "_CRV7"
    5 "_SMAW"
    5 "_GRAD"
    5 "_SABOT"
    5 "_SH" !="Wooden_shed_DZ"
    5 "KORD"
    5 "DSHKM"
    5 "MK19"
    5 "AGS"
    5 "Nest_" !="M240Nest_DZ" !="SandNest_DZ" !="Land_fortified_nest_smallPreview"
    5 "R_PG"
    5 "R_OG"
    5 "B_"
    5 "_YakB"
    1 "_ball" 
    1 "_mk"
    1 "_HE" !="z_soldier_heavy" //!="G_40mm_HE" //keep monitoring to catch obvious abuse
    1 "HE_" //keep monitoring to catch obvious abuse
    1 "M_" !="G_40mm_HE" //!="40mm_" //keep monitoring to catch obvious abuse
    5 "Parachute" !="ParachuteWest" !="ParachuteC" //under monitoring
    1 "dog" //until released not welcome
    5 "Land_" !="Land_Fire_DZ" !="Land_HBarrier1_DZ" !="Land_HBarrier1Preview" !="Land_HBarrier3_DZ" !="Land_HBarrier3ePreview" !="Land_HBarrier5_DZ" !="Land_HBarrier5Preview" !="Land_fortified_nest_smallPreview" !="Land_DZE_WoodDoor" !="Land_DZE_LargeWoodDoor" !="Land_DZE_GarageWoodDoor" !="Land_DZE_WoodDoorLocked" !="Land_DZE_LargeWoodDoorLocked" !="Land_DZE_GarageWoodDoorLocked"
    5 "BBarracks"
    1 "_ep1" !="DZ_Patrol_Pack_EP1" !="DZ_CivilBackpack_EP1" !="CZ_VestPouch_EP1" !="DZ_ALICE_Pack_EP1" !="DZ_Backpack_EP1" !="DZ_Assault_Pack_EP1" !="DZ_TK_Assault_Pack_EP1"
    1 "_baf"
    1 "_pmc"
    1 "cz_" !="CZ_VestPouch_EP1"
    5 "_LHD_
    5 "_acr"
    5 "MASH_"
    5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview"
    5 "BasicWeapons"
    5 "SpecialWeapons"
    5 "_uav"
    
    

    How add exceptions for 5 _GRAD and other?  I don't want disable kicking because then cheaters can cheat on server.

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