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S4M got a reaction from gamefail in NEW Custom NEAF
For the epoch community!!!
HI mates, this time I bring the airport northeast.
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1. create folder "custom_maps" and put in your server. // You can put the name that you want.
2. put into the custom folder "NEAF_S4M.sqf" // You can put the name that you want.
3. in your server_functions.sqf
Files Here!!!
P.D: I'm still working on this, I'll update it again...And sorry for my english.
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S4M got a reaction from Hooty in New Custom Trader
For the epoch community!!!
Hi mates, This is a simple and light trader that I use on my server.
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1. create folder "custom_maps" and put in your server. // You can put the name that you want.
2. put into the custom folder "Shero_S4M.sqf" // You can put the name that you want.
3. in your server_functions.sqf
Files Here!!!
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S4M got a reaction from chi in NEW Custom NEAF
For the epoch community!!!
HI mates, this time I bring the airport northeast.
Imagen.1
imagen.2
imagen.3
1. create folder "custom_maps" and put in your server. // You can put the name that you want.
2. put into the custom folder "NEAF_S4M.sqf" // You can put the name that you want.
3. in your server_functions.sqf
Files Here!!!
P.D: I'm still working on this, I'll update it again...And sorry for my english.
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S4M reacted to juandayz in No one left back!
Do not worry mate i just start to writing it as separate mod,With a merge of my way and oldmatecho.. i have 90% writed. And gonna add some plus. So maybe tomorrow gonna finish it. Tnks for share youre code also gonna take something from yours
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S4M reacted to theduke in [RELEASE] Sanford and Son Salvage (new trader)
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Created by: Theduke™ Payden and Spider from Elite SLK Gaming
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Welcome to Sanford and Son Trader.
Sadly this trader does not accept gold, only coins
"Hero or not, we buy just about everything
you can bring us. Certainly at a discounted price.
We will pay you 75% of what the other guys
give you. But I can guarantee you’ll never
unload everything all at once if you visit them!"
Video
https://www.youtube.com/watch?v=5qIS9V0lLHw
The Idea was to create a trader where you could sell EVERYTHING...well, just about everything ;)
New players sometimes arn't able to sell hero items, or maybe you have a vehicle full of junk
you might not want anymore and why not make a bit of cash from it, right?
This trader will NOT be a install and go type of mod.
You will need to take YOUR server items from the trader files, and change the price at the discount you choose.
(you can leave your prices the same if you want, completely up to you)
This is because every server most likely has different prices on items.
Going through each file and changing each price manually just isnt feasible.
How to do this will be explained later in the post. (its not as scary as it sounds)
Many thanks to @Payden for creating the run.bat file and doing the leg work for creating the sanfordandson.hpp file and instructions.
Many thanks to Spider for creating the trader buildings.
DOWNLOAD
https://github.com/theduke77/Sanford-and-Son-Salvage-Trader
Tools you will need.
Notepad++
PBO Manager
Excel
...Maybe a sandwich and a drink lol
FOR NOW WE WILL ONLY USE CHERNARUS - WE HAVE LINGOR WORKING ALSO
Lets start with the easy part, server sided
1. Open your dayz_server\traders\chernarus11.sqf
Anywhere in the middle, add this
//Sandford and son Salvage ["Gangsta_merc7", [9910.58,5432.17,0.00143433],106.201],
2. Still in the dayz_server folder, put the sanford.sqf from the download in the objects folder. If you don't have the objects folder create one.
So the sanford.sqf should be in a folder path like this. dayz_server\objects\sanford.sqf
3. Open the init folder, then server_functions.sqf
Look for this
spawn_vehicles = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_vehicles.sqf"; Add this bellow
execVM "\z\addons\dayz_server\objects\sanford.sqf"; Thats it for the server sided
Now for the mission
1. Open your server_traders.sqf
At the top you will see a list of traders,
add this, but make sure if its your last entry, there shouldn't be a comma at the end
"Gangsta_merc7", 2. still in server_traders.sqf
Add this at the bottom
//Sanford and Son Trader menu_Gangsta_merc7 = [ [["Sanford And Son Salvage",666]], [], "neutral" ]; Save and close the file.
4. Put the sanford folder from the download in your custom folder in your mission. If you dont have a custom folder create one.
5. Open your description.ext
Look for
class CfgSounds { add this before the closing bracket
class sanford { name = "sanford"; sound[] = {custom\sanford\sanford.ogg,1.0,1}; titles[] = {}; }; 6.Open your mission.sqm
look for
class Sensors
add this block of code, before the class sensors closing bracket.
Pay attention to the class item6. They need to be incremental and you will need to adjust the items6 to items 7 right bellow class sensors also.
class Item6 { position[]={9910.58,0,5432.17}; a=15; b=15; activationBy="WEST"; repeating=1; interruptable=1; age="UNKNOWN"; name="zonesanford"; expCond="(player distance zonesanford) < 25;"; expActiv="sanford = [] execVM ""custom\sanford\music.sqf"";"; expDesactiv="terminate sanford; titleText [""Thanks For visiting us! Come Again"", ""PLAIN DOWN"", 3];"; class Effects { }; }; 7. Still in the mission.sqm
look for
class Markers { add this before the closing bracket of class markers
class Item20 { position[]={9910.58,5432.17}; name="SanfordSonSalvage"; text="Sanford & Son Salvage"; type="mil_circle"; colorName="ColorBlack"; }; ALWAYS MAKE SURE your class item is incremental in number and make sure the Items right bellow class markers you increase it by 1. so if you have items18, it'll be items19.
Alright the easy part is done lol
Now is the time to configure your prices for the trader.
Optional/Disclaimer
This part Payden will take over the instructions
I decided to make a video based on what Payden explained to me
Video can be found bellow
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Building the Scrap Trader File:
1. Put all trader files (YOUR MISSION\dayz_code\configs\Category) in a single directory. Rename any Hero or Epic Hero files to resolve duplicate names
2. Put the run.bat file from the download in that folder also.
Run the bat file, it will compile all your files into one and should create a file called "output.txt"
Now the fun part begins.
3. In order to import into excel and properly change the prices. You need to change the format of the files.
Open output.txt with notepad++.
In notepad++, click on view>Show Symbol>Show All Characters
This will show all spaces, tabs, line breaks...everything.
when done, it should look like this
class G36C_DZ {type=“trade_weapons";buy[]={ 60000 ,”worth”};sell[]={ 20000 ,”worth”};};
and not this
class G36C_DZ {
type=“trade_weapons";
buy[]={ 60000,”worth”};
sell[]={20000,”worth”};
};
- All whitespace is TAB characters. Tabs between "class" and classname, between classname and {type=..., before and after buy price, before and after sell price.
4. Import the plain text file into Excel. You should end up with everything separated by columns:
1. class and ClassName (e.g., M4A1_HWS_GL_camo)
2. All before the buy price (e.g., {type=“trade_any_vehicle";buy[]={)
3. Buy price
4. All between buy price and sell price (e.g., ,”worth”};sell[]={)
5. Sell price
6. All after sell price (e.g., ,”worth”};};)
If you're like me, you'll need to repeat this process several times to get everything correct. Filters will help you find the oddball entries in each row.
5. Use Excel's conditional formatting to highlight duplicate classnames. Compare prices, pick the one you will use, delete the other entry
6. Set all buy prices to -1
7. Decide on your discount (our scrap trader pays 75% of standard trader prices) and calculate/replace the original sell prices using excel formulas
8. Use Excel's filters to either hide or delete rows containing only classnames or filenames. Also remove extra "};" where needed to make these lines a single class
8. Use Excel to save/export the file to Formatted Text (Space delimited). You'll need to widen the Excel columns to ensure nothing is truncated.
9. If you're like me, you'll need to repeat this step also to ensure your class is correct and no data fields were truncated.
10. Change the filename extension from PRN to HPP if you haven't already.
VIDEO:
**************************
11. Now you need to navigate to your trader files, and drop the sanfordandson.hpp you just created with the rest of your trader files.
The path should be dayz_code\configs\category
12. Open your cfgServerTrader.hpp. Located in dayz_code\configs
add this in the middle anywhere
#include "category\SanfordAndSon.hpp" Thats it you're done.
Hope you enjoy Sanford and Son Salvage Trader
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S4M reacted to theduke in NEW Custom NEAF
Thanks for sharing. Nice Work. Will wait for the finish and install this!
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S4M got a reaction from Ghostis in NEW Custom NEAF
For the epoch community!!!
HI mates, this time I bring the airport northeast.
Imagen.1
imagen.2
imagen.3
1. create folder "custom_maps" and put in your server. // You can put the name that you want.
2. put into the custom folder "NEAF_S4M.sqf" // You can put the name that you want.
3. in your server_functions.sqf
Files Here!!!
P.D: I'm still working on this, I'll update it again...And sorry for my english.
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S4M got a reaction from iben in NEW Custom NEAF
For the epoch community!!!
HI mates, this time I bring the airport northeast.
Imagen.1
imagen.2
imagen.3
1. create folder "custom_maps" and put in your server. // You can put the name that you want.
2. put into the custom folder "NEAF_S4M.sqf" // You can put the name that you want.
3. in your server_functions.sqf
Files Here!!!
P.D: I'm still working on this, I'll update it again...And sorry for my english.
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S4M got a reaction from oldmatechoc in NEW Custom NEAF
For the epoch community!!!
HI mates, this time I bring the airport northeast.
Imagen.1
imagen.2
imagen.3
1. create folder "custom_maps" and put in your server. // You can put the name that you want.
2. put into the custom folder "NEAF_S4M.sqf" // You can put the name that you want.
3. in your server_functions.sqf
Files Here!!!
P.D: I'm still working on this, I'll update it again...And sorry for my english.
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S4M reacted to iben in [RE-RELEASE, v1.5.1] Paint Vehicles script using single currency (updated to 1.0.6.2)
Tell me about this... :)))
Last couple days I spent hours to help guys organize their files.... and that's exactly why I decided to give install instruction as they look like... :))
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S4M reacted to iben in [RE-RELEASE, v1.5.1] Paint Vehicles script using single currency (updated to 1.0.6.2)
Hello guys,
do you remember old "Paint vehicles" script? Let's look back to idea fathers:
===
CREDITS:
All credits goes to its original authors:
DayZ Epoch developers, collaborators and contributors (thank you guys for your excellent work!) (visit them on github)
Maca134 for orginal color vehicle script.
@Zupa for the idea of painting vehicles in two different colors.
@0verHeaT for script public release - this version we are updating for 1.0.6.1+ (see original thread)
@raymix for list of paintable vehicles for this script (see original thread)
---
Special Thank you goes to @DAmNRelentless for taking care of Github repo.
===
This script was updated for Epoch 1.0.6.2 and upgraded.
===
FEATURES:
Vehicles can be painted in two different colors Only vehicles which you own can be painted (vehicles with key) Only vehicles in ColourVehicles array can be painted Script is designed to be used along with Single currency. Player will pay for painting vehicles. UPDATED: Color values are saved in the worldspace field in database NEW: Vehicles can be unpainted to default state (default textures are loaded) UPDATED: Vehicles can be painted using GUI with visual enhancements. Use PaintVehicles defines.hpp for defining custom GUI color scheme UPDATED: Script is now fully compatible with Virtual Garage and Vehicle Key Changer (VKC) script thanks to @salival (2017-08-22).
All scripts by @salival and this one prior update date should be upgraded to get much better player experience! UPDATED: for Epoch 1.0.6.2 ===
Changelog:
[2017-05-22], v1.0 | Initial release [2017-05-25], v1.1 | Optimized compiles: 5 files reduced to 1. See changes: [commit ae29c13] [2017-08-20], v1.2 | Regular code maintenance. See changes: [commit 682f99a] and [commit 7cd8fce] [2017-10-23], v1.3 | Roll back to full version of player_forceSave (uniCoins fix: Issue not related to script itself). [2017-12-04], v1.4 | Safer manipulation with data sending to server. Basic defines fix - from sqf to hpp. See changes: [commit 2735dea] [2017-29-04], v1.5 | Update for Epoch 1.0.6.2 [2017-29-04], v1.5.1 | FIX: fn_selfAction path (thx @hooty): [commit 38fe105] ===
How it looks like:
=== database screenshot
===
MiniShowcase
===
How to install:
We are not using common way how is script included to current folder structure (like grab whole folder and put it to the root of mission folder) -
that's why read carefully, use repo folder structure (or similar) and compare tool like diffmerge! If you have troubles, just ask here or send me PM.
Source files are available at Github repo. You can download them from here.
For client side we need these folders in the root of your 'MPMissions\Dayz_Epoch_11.Chernarus' folder:
actions: we will store file with scroll action menu command Paint vehicle here compile: we will store core script client files here Configs: we will store defines && dialog config files for script GUI here gui: we will store your "Money" or "Coins" picture here (Change path inside: `dayz_code\compile\player_paintVehicle.sqf`) init: we will load all compiles and variables from here ... and finaly files:
description.ext: we will load your defines and dialogs from here via master.hpp init.sqf: we will load your custom compiles and variables from here For server side (dayz_server) we need to touch these files:
compiles\paintVehicles (copy whole folder to compiles) compiles\server_updateObject.sqf system\server_monitor.sqf init\server_functions.sqf (compile init.sqf) ===
Battleye
// Add an exception to publicvariable.txt !="PVDZE_veh_Color" ===
infiSTAR
// Add an exception to allowed dialogs 571113 ===
...that's all, Have Fun!!
Cheers...
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S4M reacted to oldmatechoc in Enbling day/night cycles on 1.0.6.1
@S4M @ballen
If you use infistar's vote system I think some edits will need to maded in here...
https://github.com/EpochModTeam/DayZ-Epoch/blob/Release_1.0.6.1/SQF/dayz_server/system/scheduler/sched_init.sqf eg.
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S4M reacted to Anhor in Enbling day/night cycles on 1.0.6.1
Right. And this was the first thing I disable. You know, my money, my server, my rules.
@ballen
This is a setting for a 4 hour restart day/night cyrcle
[Time] ;Possible values: Local, Custom, Static ;You cannot use Static on OFFICIAL Hive, it will just revert to Local Type = Static ;If using Custom type, offset from UTC in hours (can be negative as well) ;Offset = -8 ;If using Static type (Hour value always the same on every server start), the value (0-24) to set the Hour to Hour = 17 // maybe play arround with starttime (16 or 18)
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S4M reacted to salival in [Release] Safe Zone Relocate
Hi,
Here's a simple safe zone relocation script for vehicles.
Simple relocate only safe zone script.
Extremely quick and low overhead since we're only scanning the safe zone array instead of every vehicle.
Uses the Epoch DZE_SafeZonePosArray for convenience.
Install instructions and download link: https://github.com/oiad/safeZoneRelocate
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S4M reacted to iben in [Release] Cen's Custom GUI for Epoch/Overpoch
And BTW... it wasn't me, it was Epoch devs. I've just follow original folder structure that was made and show you in my files :)
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S4M got a reaction from iben in [Release] Cen's Custom GUI for Epoch/Overpoch
Already but I did not know it, and it has served me a lot
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S4M got a reaction from iben in [Release] Cen's Custom GUI for Epoch/Overpoch
If it works perfectly and also the config folder is our friend !!. The truth that you have changed the way I sort my files @iben
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S4M reacted to iben in [Release] Cen's Custom GUI for Epoch/Overpoch
@Dzhabrailov,
in your specific case (I don't want to quote your post here, because you didn't use spoiler) follow these instructions:
I created special branch which includes weaponHUD and other your specific files from your description.ext.
See this link to branch and merge with your files. Just remember:
In description.ext remove all from:
aiKills = 1; diagRadio = 1; diagHit = 1; //... starting with class cfgSounds If you merge then your description.ext with the one in the repo, you will get all what you need.
All neccesary files are unified in dayz_code\Configs (loaded via master.hpp).
Because of that, you can safely remove them from your files (to prevent duplicite files).
Before you start removing, just copy all your content in rscTitles.hpp into the same file in dayz_code\Configs.
if you follow these and repo instructions, you're good (ask @S4M :))
Good luck,
Cheers
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S4M reacted to Relentless in [Release] Cen's Custom GUI for Epoch/Overpoch
Damn, that color filter though. But i like this weapon HUD!
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S4M reacted to oldmatechoc in [Release] Cen's Custom GUI for Epoch/Overpoch
I have this in 1061 if anyone is interested. i think it might need some work though
Screenshot (1.0.6.1)
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S4M got a reaction from iben in [Release] Cen's Custom GUI for Epoch/Overpoch
I want to put the helmets over the ear...hahaha, I do not know if I explain myself
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S4M reacted to iben in [Release] Cen's Custom GUI for Epoch/Overpoch
So you've nail it !!! great work bro :)
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S4M got a reaction from iben in [Release] Cen's Custom GUI for Epoch/Overpoch
@ibenThanks a lot bro,With the earplugs.
See the result