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S4M

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  1. Like
    S4M reacted to Airwaves Man in Epoch 1.0.7.1 Release   
    This is the official Epoch 1.0.7.1 Release. Thanks to everbody who took part on this especially helion4, Victor the Cleaner and iben.
    Changelog: https://github.com/EpochModTeam/DayZ-Epoch/blob/Release_1.0.7.1/CHANGE LOG 1.0.7.1.txt
    Client Files: https://drive.google.com/file/d/19iCJevU008g311vsxJNR0PjYmkSv36YK/view
    Server Files: https://drive.google.com/file/d/1jDn86sfTwcRae4NZgHK76k_CaY1jOUP2/view
    Password Server Files: 123456
  2. Like
    S4M reacted to oldmatechoc in [Outdated] [Release] Trader Catalogue / Previews   
    https://github.com/ch0c/trader-catalogue
  3. Like
    S4M got a reaction from gamefail 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.
  4. Like
    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.
     
    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 "Shero_S4M.sqf"  // You can put the name that you want.
    3. in your server_functions.sqf
     
    Files Here!!!
  5. Like
    S4M reacted to juandayz in Goodbye   
    @iben
    I had stopped posting in public. but in this case I wanted to set aside certain things because it is really sad to read your post.
    In my opinion you are the best one here. Not only for the way you write, its the humanity you have, patience, humility, good manners.
    Generally great writers like you, do not have these qualities that you squander.
    so friend I hope "goodbye" means "see you soon".
  6. Sad
    S4M reacted to iben in Goodbye   
    Hello guys,
    I've decided to leave this community. And that's why I'd like to say two things:
    Thank you guys for all your work for community. It was honor to be here! I wish you the best in your life... All my repos from Github are available. If you feel you would like to take ownership and take care of them, just let me know.
    I'll be happy to do it. All repos stays public for couple weeks, after that they will be removed. (Edit: Now available at @DAmNRelentless Github account)
    We are talking about: Paint vehicles IWAC: Autoclaim addon for WAI extDB: extDB3 : distribution pack for DayzEpoch modder (in shared mode) Enjoy game, stay cool!
    Cheers...
    iben
  7. Like
    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.
  8. Like
    S4M got a reaction from Expherion in City_AI Chernarus (AI not included)   
    Hi all, I know it's not a great creation but I wanted to share with the community, I hope you like it.
    put the buildings folder in your server.pbo and add the following line to the very bottom of your server_functions.sqf in the init folder of your server.pbo.
     
    Download: City_AI.sqf
     
    Imagen.1
    imagen.2
    imagen.3
    imagen.4
    imagen.5
     
  9. Like
    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.
  10. Like
    S4M got a reaction from Hooty in Dayz Epoch Stary sobor Custom trader   
    @JakeQue Follow the same steps...
     
  11. Like
    S4M reacted to theduke in [RELEASE] Dynamic traders updated for 1061 from MACA   
    This is MACA's Dynamic Traders.
    All I did was change 2 variables to get it working with 1061. ALL CREDIT goes to MACA.
    The instruction are in the readme in the download
    https://www.dropbox.com/s/kcpkzl7q91xnm1i/DynamicTraders.zip?dl=0
     
  12. Like
    S4M reacted to juandayz in [EPOCH-DEATHMATCH MOD]   
    Well this is the result of my best enemy "what if?". I just start it as a simple mod.. but with the running of the days the "what if" appear more and more, ending in a mod who uses all epoch files.
    Many tnks to @iben  @oldmatechoc @Hooty   @Th3-Hunter333    for all support and tests.
    *What is DEATHMATCH: Is a mixture of Wasteland and Epoch with a system of Ranks Exclusive only for UTES map. You can choise between play a clasic DeathMatch or Epoch-DeathMatch
    *Mission Cache Size: Less than 500kb.
    *Install: The install is pretty simple, you just need 10 minutes for create a fresh server files, create a database, overwrite all with DeathMatch files and edit some paths.
    *What´s inside?:
    *What´s was writed exclusive for DEATHMATCH?
     
    Important!: this not was writed thinking in infistar. You can use it with infi but you will need entry a lot of filters.
    VIDEO:
     
     
    heres the rpt: https://pastebin.com/mtV4Ppk1
     
    Install:
    dowload latest version from here: http://www.mediafire.com/file/yhls7avnhatq7b8/UTES+DEATHMATCH+v2.rar
    OUT OF DATE DO NOT USE IT: http://www.mediafire.com/file/jekbn6o45wxm1g6/UTES+DEATHMATCH.rar
     
    DETAILED CONFIGS by @Cherdenko
    https://mega.nz/#!yMADTRwb!l9OUVYDXwQFtbBBhtKhsZE8Xmwr5ndk4A-hgUXEr_xw
  13. Like
    S4M reacted to juandayz in 1.6.2 [Remote Lock/Unlock Veh] USING KEYBOARD.sqf   
    NP TEst it with real players and regards for youre players in spain from argentina saludos a los jugadores de españa desde argentina.
  14. Like
    S4M reacted to juandayz in 1.6.2 [Remote Lock/Unlock Veh] USING KEYBOARD.sqf   
    @JohnnyBravo666 @Hooty @ViktorReznov@WLF @gernika @Cherdenko @S4M @kingpapawawa  Here you got guys the last remake.. just use one single file, and not need right click actions.. just keyboard. The engine start and shutdown alone.. If vehicle locked then unlock and start engine... if is unlocked and engine is working.. then shutdown the engine and lock the veh automatically.
    VIDEO:
    1-In your CUSTOM!!! keyboard.sqf at bottom but before the last "_handled" paste:
     
    2-Create remote_key.sqf  (mpmissions\your instance\scripts\ )
     
     
  15. Like
    S4M reacted to iben in NEW Custom NEAF   
    Oh mate, I just love your work! Well done buddy...!
  16. Like
    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.
  17. Like
    S4M reacted to iben in [RELEASE,v1.1] 'fnc_IBEN_uniSTime' function for server restart (Restart time + Uptime)   
    Hello guys,
    currently I'm working on couple addons for my server and from time to time,
    when coding, some answers to your questions pops up in my head.
    Couple days ago I was asked about server restart time and uptime. Well,
    why not to share it - BUT... nothing bad about current solution you're probably using!
    In fact, the code for this is everywhere - that's right. I did it my way not because
    I couldn't use common code - but just because I'm still learning a lot - and because I needed
    restart time/uptime solution for my files.
    So here is it... if you want to try, test it and let me know. The true is, I haven't time to test
    it properly. So I'm gonna be happy to hear your thoughts...
    ===
    Big thanks always goes to:
    DayZ Epoch developers, collaborators and contributors (thank you guys for your excellent work!) ===
    Changelog:
    [2017-06-04], v1.0 | Initial release ===
    Read "Goodbye". Wish you the best guys!
    ===
    How it looks like:
    // =========================================================================== // FUNCTIONS LIBRARY >> Universal server timer function // =========================================================================== // @Function name: fnc_IBEN_uniSTime // =========================================================================== // @Remarks: // - Can be called 2 ways: // * Restart/Uptime with label // * Restart/Uptime without label // @Parameters: // - Time for restart cycle in seconds | number // - Time mode (values: "restart"/"uptime") | string // - Label (example: "Restart in") | string // @Related files: // - none // @Example: // - For server time we are using global var: SERV_RESTART = 10800; (3h) // - restart time with no label // * [SERV_RESTART,"restart"] call fnc_IBEN_uniSTime; // - restart time with label // * [SERV_RESTART,["restart","Restart in"]] call fnc_IBEN_uniSTime; // - uptime with no label // * [SERV_RESTART,"uptime"] call fnc_IBEN_uniSTime; // - uptime with label // * [SERV_RESTART,["uptime","Time from start"]] call fnc_IBEN_uniSTime; // @Returns: // - time string in format: "h:mm", or "Restart in: h:mm" // =========================================================================== private ["_serverCycle","_timerParams","_timerType","_label","_useLabel","_minArr", "_srvTime","_goTime","_leftTime","_opTime","_hours","_y","_minutes","_key","_sub", "_notLabel","_useLabel"]; _label = ""; // label reset _useLabel = false; _serverCycle = _this select 0; _timerParams = _this select 1; if (typeName _timerParams != "ARRAY") then { _timerType = _timerParams; _useLabel = false; } else { _timerType = _timerParams select 0; _label = _timerParams select 1; _useLabel = true; }; _minArr = [1,2,3,4,5,6,7,8,9,0]; _srvTime = "0h 00min"; // @info: default time _goTime = 0; _goTime = serverTime; _leftTime = (round (_serverCycle - _goTime)); _opTime = [_goTime,_leftTime] select (_timerType == "restart"); if (_leftTime > 0) then { _hours = (floor ((_opTime / 60) / 60)); _minutes = (floor ((_opTime / 60) - (_hours * 60))); _key = _minutes; { _sub = _minArr select _x; if (_sub == _key) exitWith { _minutes = _sub; }; } count _minArr; _minutes = [_minutes,format["0%1",_minutes]] select (_minutes < 10); _notLabel = format ["%1h %2m",_hours,_minutes]; _incLabel = format ["%1: %2h %3m",_label,_hours,_minutes]; _srvTime = [_notLabel,_incLabel] select (_useLabel); } else { _srvTime }; _srvTime // === :: fnc_IBEN_uniSTime END ===
    Check source code (Github)
    ===
    FEATURES:
    Not big deal, just small piece of code as output from my work to make things easier... Function is able to output Restart time or Uptime with single line code (see bellow) and can be easily integrated into your code. If you restart system fails (or you with settings :) and time is over, time stays formatted as: '0h:00min' Usage examples: debug monitor, log time (diag_log) etc. It's a function - you can easily maintain your "time" code... ===
    How to install:
    It's actually very easy: practical example is the best way to explain, what needs to be done. See repo structure and files.
    Source files are available at Github repo. You can download them from here.
    ===
    How to use it:
    = General usage:
    // @Parameters: // - Time for restart cycle in seconds | number // - Time mode (values: "restart"/"uptime") | string // - Label (example: "Restart in") | string // ========================================================== // @Scenario: // - First, we store our server restart time into global variable // so we can easily use it anywhere and change it at once later, // if we want to change time: if (isNil SERV_RESTART) then { SERV_RESTART = 10800; }; // @example 01: Restart time with no label [SERV_RESTART,"restart"] call fnc_IBEN_uniSTime; // @example 02: Restart time with label [SERV_RESTART,["restart","Restart in"]] call fnc_IBEN_uniSTime; // @example 03: Uptime with label [SERV_RESTART,["uptime","Time from start"]] call fnc_IBEN_uniSTime; // @Returns: // - Time string in format: "h:mm", or "Restart in: h:mm" ===
    ...easy enough, isn't it?
    ===
    = Specific usage:
    // === Scenario 01: // It's very easy to add it to your debug monitor code. In fact, we're not gonna to cover // this specific scenario - just look around forum, there are plenty of releases. // But... many time I heard question like: "How can I add restart time/uptime to the right // bottom screen corner the way how watermark is?". // Well, this is our first scenario: // === What to do: // It's actually pretty easy: just grab your files from my repo - how to implement you will // easily find out from prepared files - just follow repo structure. // Done? OK - so you integrated 'fnc_IBEN_uniSTime' into your compiled files and you can // use it now. // Everyone has some kind of debug monitor, right? So just add this piece of code: while {1 == 1} do { private ["_Tinfo","_Tval",...some local vars]; // ... your debug monitor code // ======================================================================= // GUI: RESTART TIMEOUT (see picture bellow) // (but you can add uptime with/withou label - look for examples above) // ======================================================================= _Tval = [SERV_RESTART,["restart","Restart in"]] call fnc_IBEN_uniSTime; _Tinfo = format ["<t size='.35' align='right' font='TahomaB'>%1</t>", _Tval]; [ _Tinfo ,safezoneX * -1 ,0.98 * safezoneH + safezoneY ,9999 ,0 ,0 ,50009 ] spawn BIS_fnc_dynamicText; // your code for parsing text bellow uiSleep 2; }; // === Scenario 02: // Let's implement formatted time info into your debug output (logs). // === What to do: // Just add: diga_log format ["=== [DEBUG] Player %1 (%2) just found your secret item. [%3]", (name player), getPlayerUID player, [SERV_RESTART,["uptime","Uptime"]] call fnc_IBEN_uniSTime)]]; // RPT output: "=== [DEBUG] Player iben (8542514521...) just found your secret item. [Uptime: 1h:30min]" // === Done! ===
    Screen right bottom time watermark (showcase):

    ===
    ...that's all... Have Fun!!!
    Cheers...
    ===
  18. Like
    S4M reacted to juandayz in Custom map additions, not spawning in.   
    @EditedSnowHD 
    i think first you need change the way you call it.
     server_function.sqf is fine but i think is better use callcompile in this file like @S4M did.
    if u gonna use execVM  try calling the addons from server_monitor.sqf
    this is the bottom of my server_monitor.sqf
    execVM "\z\addons\dayz_server\mapaddons\utessafezone.sqf"; now.. what do you have inside your map addons sqf?
    something like this?
    can you use pastebin.com to paste one of your map addons?
     
    Or made a quick test.  I had this from my old 1.0.5.1   create this sqf into
    ....\addons\dayz_server\buildings\ test.sqf
    at bottom of your server_monitor.sqf paste:
    execVM "\z\addons\dayz_server\buildings\test.sqf"; repack your dayz_server.pbo
    now go to your init.sqf  at bottom paste:
    [] execVM "test_marker.sqf"; now into mpmissions\your instance\
    create test_marker.sqf
    go in game.. and see if u get the ai and object spawned in the marker place
  19. Like
    S4M reacted to iben in Lottery   
    Hi guys,
    code bellow is adjusted to be used with fnc_SC_uniCoins function + some optimization for speed:
    private ["_moneyTarget","_Reward","_cost","_rand","_cardtext"]; _moneyTarget = "cache"; _Reward = 1000; _cost = 100; // Exit the game if player is low on money if !([player,_cost,"remove",_moneyTarget] call fnc_SC_uniCoins) exitWith { cutText[format["You need %1 coins to play this game!",_cost], "PLAIN DOWN"]; }; titleText [format["you pay %1 coins goodluck",_cost] , "PLAIN DOWN", 1]; _rand = floor(random 100); // Exit immedieatelly when first condition is true call { if (_rand <= 70) exitWith { _cardtext = ["24","22","23","25","19"] call BIS_fnc_selectRandom; titleText [format["You took %1 ...looser",_cardtext], "PLAIN DOWN",2]; }; if (_rand <= 100 && _rand > 71) exitWith { [player,_Reward,"add",_moneyTarget] call fnc_SC_uniCoins; [format["<t size='1.2' color='#D01000'>WOW 21!!!!%1</t><br/><t size='0.9'>WIN %2!!!!.</t>",(name player),_Reward],0,0,2,2] spawn BIS_fnc_dynamicText; }; }; Cheers gamblers... :)))
  20. Like
    S4M reacted to Relentless in Custom map additions, not spawning in.   
    https://community.bistudio.com/wiki/diag_log
    Report file -> ArmaServer.RPT
  21. Like
    S4M got a reaction from EditedSnowHD in Custom map additions, not spawning in.   
    @EditedSnowHD  this is my server_functions.sqf, And everything works !
     
  22. Like
    S4M reacted to EditedSnowHD in NEW Custom NEAF   
    Thank you for sharing this awesome piece of work!
  23. Like
    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.
  24. Like
    S4M reacted to iben in [RE-RELEASE, v1.2] 'fn_SC_uniCoins' dev function for Single Currency (rewritten and updated for Epoch 1.0.6.1+)   
    Hello guys,
    because I was couple times asked for updated and unified dev function for single currency (originally posted in ZSC thread),
    I've decided release it here so you can have all info in one place.
    So here it is with specific example (with detailed comments) you can try for fun...
    ===
    First thing first - let's start with giving credits for these great guys:
    DayZ Epoch developers, collaborators and contributors (thank you guys for your excellent work!) (visit them on github) @Zupa : original SC concept creator and author of Universal Dev functions for 1.0.5 version. (see original thread) @salival : for adapting @Zupa's concept to 1.0.6+ version and great community support. (see original thread) All great guys from Epoch comunity participating on SC and banking concept (see original thread) ===
    This function was reworked and updated for Epoch 1.0.6.1+
    ===
    Changelog:
    [2017-05-08], v1.0 | Initial release, published at Epoch forum [2017-05-28], v1.1 | Added: debug (parameters check, exec time to analyze code performace in game) [2017-05-31], v1.2 | Improved: removed unnecessary checks during player sync ===
    Read "Goodbye". Wish you the best guys!
    ===
    How it looks like:
    Check source code (Github)
    ===
    FEATURES:
    Function is able to manage money processing with single line code (see bellow) and can be easily integrated into your code You can use debug option to check your fnc parameters + exec time (code performance) showed on screen (global chat):
    just uncoment line: '#define: __ DEBUG__' is src code; It's pretty fast but remember: use it only if you're developing some addon or you know exactly what to do.
    Otherwise, you can stil use common methods used by addons authors - mostly it's even faster their way, because of scoped approach; It's a function - you can easily maintain your "money" code... ===
    How to install:
    It's actually very easy: practical example is the best way to explain, what needs to be done - see repo structure and files.
    Source files are available at Github repo (specific usage example included!). You can download them from here.
    ===
    How to use it:
    = General usage:
    // [_player,_amount,_action,_target] call fnc_SC_uniCoins; // '_player' : object : player, _killer...etc // '_amount' : number : 1000 // '_action' : string : 'add' / 'remove' // '_target' : string : 'cache' / 'bank' // ========================================================== // @example 01: Remove 5.000 Coins from player's wallet: [player,5000,'remove','cache'] call fnc_SC_uniCoins; // @example 02: Add 1.000 Coins to player's wallet: [player,1000,'add','cache'] call fnc_SC_uniCoins; // @example 03: Remove 7.000 Coins from player's bank account: [player,7000,'remove','bank'] call fnc_SC_uniCoins; // @example 04: Add 15.000 Coins to player's bank account: [player,15000,'add','bank'] call fnc_SC_uniCoins; ===
    ...easy enough, isn't it?
    ===
    = Specific usage (with detailed description):
    // === Scenario: // Award player for killing local zombies. // If player kills zombie, he will receive random amount of money from 0 to 250 Coins for kill. // Let's make it interesting - player receive money only in case he used the gun defined by you: // === What to do: // Save file "local_eventKill.sqf" to your custom compiles folder, load it in your custom compiles file // outside (!isDedicated) and (isServer) - we need this file for both client and server. // (it's in 'dayz_code' folder: you can download file from: // https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/local_eventKill.sqf) // Open your custom variables file (or add bellow code to your init.sqf file) and add: playerZedKillAward = true; // ... so you can quickly turn ON/OFF your script // Now, let's create some code in 'local_eventKill.sqf' file: if (local _zed) then { private["_killer","_fnc_uniCoinsTest","_allowedWps"]; // code // ...find last line of code: _killer setVariable["humanity",_humanity,true]; // Bellow we define local function "_fnc_killZedsAward" so we can call it easily: // === _fnc_killZedsAward = { private ["_action","_target","_money","_curWep"]; _action = _this select 0; // @info: we take parameter from call in main code bellow this fnc and assign value to local var _target = _this select 1; // @info: we take parameter from call in main code bellow this fnc and assign value to local var _money = (round(random 5) * 50); // @info: now from 0 to 250 Coins, define to your liking _curWep = getText (configFile >> 'CfgWeapons' >> currentWeapon _killer >> 'displayName'); // @info: What's the name of player current weapon? We need this for info in hint or dayz_rollingMessages call { // Player has 20% chance to get 0 coins from random (if you will use round(random 5) - meaning staying with 5, scale from 0 to 4) // So let's check it first and prevent display msg on screen in such a case if (_money == 0) exitWith { //@info: You can pick 'dayz_rollingMessages' and comment 'hintSilent' if your hint layer is occupied by your debug monitor ["Sorry, our bank is low on money!"] call dayz_rollingMessages; hintSilent "Sorry, our bank is low on money!"; }; // If random money are above zero, let's call dev fnc_SC_uniCoins. // First parameter '_killer' is defined by original code; _money param was defined above, // _action and _target parameters we defined in main code bellow... if ([_killer,_money,_action,_target] call fnc_SC_uniCoins) exitWith { //@info: You can pick 'dayz_rollingMessages' and comment 'hintSilent' if your hint layer is occupied by your debug monitor hintSilent format ["Zed kill award!\nweapon: [%1]\nReceived: [%2 %3]",_curWep,_money,CurrencyName]; [format["Zed kill award! Weapon: [%1] Received: [%2 %3]",_curWep,_money,CurrencyName]] call dayz_rollingMessages; }; // Do not put any default code for call here - if you do, you will trigger code action in cases, // like zombie is killed close to you by some accident (from experience) }; }; // Now let's create main procedure: if (playerZedKillAward) then { // @info: define your custom array of weapons here: _allowedWps = [ 'M110_NVG_EP1', 'M9_SD_DZ','DMR_DZ', 'M9_DZ' ]; if ((currentWeapon _killer) in _allowedWps) exitWith { // @info: if player used allowed weapon, tell '_fnc_killZedsAward', what to do with money. // You can be creative here :)) ["add","cache"] call _fnc_killZedsAward; }; }; }; // === Done! ===
    ...that's all, you can use it wherever money are... Have Fun!!
    Cheers...
    ===
  25. Like
    S4M reacted to Airwaves Man in NEW Custom NEAF   
    Very good addition. Looks amazing. Nice to see we get more different addons for the chernaus map.
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