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Donnovan

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  1. Like
    Donnovan reacted to Zupa in How to set object texture back to default   
    Well, maybe you gotta look harder ^^
     
    You should not look in your client code anyways:
     
    The following github has every file uncompiled, easy to go trough ^^
     
    https://github.com/vbawol/DayZ-Epoch/tree/master/SQF/dayz_code
     
    The following code you find in this file:
     
    https://github.com/vbawol/DayZ-Epoch/blob/master/SQF/dayz_code/Configs/CfgVehicles/LAND/Ural.hpp
    class Ural_Base; class UralCivil_DZE : Ural_Base { scope = 2; side = 3; faction = "CIV"; displayName = "Ural (Civil)"; vehicleClass = "Car"; crew = ""; typicalCargo[] = {}; class TransportMagazines{}; class TransportWeapons{}; model = "\ca\wheeled\ural"; picture = "\Ca\wheeled\data\ico\ural_civil1_CA.paa"; rarityUrban = 0.3; accuracy = 0.22; hiddenSelectionsTextures[] = { "\ca\wheeled\data\ural_kabina_civ1_co.paa", "\ca\wheeled\data\ural_plachta_civ1_co.paa" }; }; more in pacticular
    hiddenSelectionsTextures[] = { "\ca\wheeled\data\ural_kabina_civ1_co.paa", "\ca\wheeled\data\ural_plachta_civ1_co.paa" }; Now how would u call this data?
    _vehicleName = "UralCivil_DZE"; _textureArray = getArray(configFile >> "CfgVehicles" >> _vehicleName >> "hiddenSelectionsTextures[])"; // could also be hiddenSelectionsTextures without the [] _counter = 0; { _vehicle setObjectTexture [_counter , _x]; _counter = _counter + 1 ; }forEach _textureArray ; Not tested, just giving you the way to go.
  2. Like
    Donnovan reacted to lordgeorge in Diffrerence of the 2 Chernarus Versions   
    Hey dude, only the mission SQF.
    Different traders and props from what i can see :)
  3. Like
    Donnovan reacted to Gr8 in [TUTORIAL] Remove/Change Trading Animations (for faster trading)   
    i am glad i could help
  4. Like
    Donnovan reacted to Gr8 in [TUTORIAL] Remove/Change Trading Animations (for faster trading)   
    This Tutorial will teach you how to alter/change or remove trader animations for faster trading
     
    Requirements:
    * Basic knowledge of unpacking pbo's
    * Custom compiles
     
    * Common sense
    * Text Editor (notepad++)
     

    Installation
     
    (If you already have a compiles file, Skip to #4 please)
     
    1) Open your dayz_mission.pbo and open init.sqf

     
    Find:
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions Replace it with:
    call compile preprocessFileLineNumbers "fixes\compiles.sqf"; //Compile regular functions 2) Now make a folder called fixes
     
    3) copy this file into the fixes folder
    ..\Steam\SteamApps\common\Arma 2 Operation Arrowhead\@DayZ_Epoch\addonsdayz_code.pbo\init\compiles.sqf (if you already have a custom compiles.sqf, start here)
     
    4) Open fixes/compiles.sqf
     
    Find:

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuHive.sqf"; Replace it with:
    call compile preprocessFileLineNumbers "fixes\player_traderMenuHive.sqf"; 5) Copy this file into your fixes folder
    ..\Steam\SteamApps\common\Arma 2 Operation Arrowhead\@DayZ_Epoch\addonsdayz_code.pbo\compile\player_traderMenuHive.sqf 6)  Open fixes/player_traderMenuHive.sqf 
     
    Find: 
    _File = "\z\addons\dayz_code\actions\" + _afile + ".sqf"; Replace it with:
    _File = "fixes\trade\" + _afile + ".sqf"; 7) Make a folder called trade inside the fixes folder
     
    8) Download the appropriate file for your server and extract them inside the traders folder
    Epoch
    Epoch With Zupa 1.1 Single Currency
    Epoch With Soul's Edit
    9) Repack and you're done :)
     
     
    Configuration
     
    If you leave the way you installed it, it will be ready to go on the server. On my version of code, instead of the medic animation, it will do a pickup or lean animation which is way quicker than the medic animation.
     
    however if you want to modify it to your likings, you may do so very easily.
     
    To Change the animation of trading
     
    Open every file inside the fixes/trade folder
     
    Find:
    player playActionNow "PutDown"; and replace "PutDown" with any other animation you like. Check this link for almost all the arma animation
     
     
     
    To Remove the animation of trading
     
    Open every file inside the fixes/trade folder
     
    Find:
    player playActionNow "PutDown"; Remove the line whole line, to simple get rid of the animation.
     
     
     
     
     
    Credits:
    Zupa
    PeterBeer
  5. Like
    Donnovan reacted to Proximus in Multi Mission DZMS - n Major and m Minor Missions   
    Will give it another try. I only adjusted weapons, ai coins etc.
    Will let you know if it worked out!
  6. Like
    Donnovan reacted to Affraid in (Updated 7/24/14) Qdoba City with Ai's using WAI   
    +++++UPDATED 7-24-14+++++
     
    ++Fix'd Entrance to no one can barrel through front entrance with vehicle.
    ++End Maze updated
     
    Here is another city I build for my server. Players really like this one. Included in Zip is the Cords for the AI / weapon crates  using WAI script. And sqf file to custom crates added to city. 
     
    There is a maze at end point where there is a nice Lottery Crate . Not easy to get through maze , so payoff is nice.
     
    QDOBA AI CITY 
     
     
    Picture 1 http://flic.kr/p/kNmqxH
    pic 2 http://flic.kr/p/kNmrh8
    pic3 http://flic.kr/p/kNnNYU
    pic4 http://flic.kr/p/kNnPb7
     
    Download Link https://www.dropbox.com/s/3uk7132x94i532g/Qdoba%20Ai%20city.rar
     
     
    Have Fun 
  7. Like
    Donnovan got a reaction from Rythron in Trucka - AI Coast Transport   
    Rythron,

    on init_bus.sqf find this code:

    donnBus_mark12 = []; donnBus_mark12Ignore = [];And move it above:
    //BUS AI Embark DisembarkAt the end, you will have that:
    }; }; }]; donnBus_mark12 = []; //MOVED donnBus_mark12Ignore = []; //MOVED //BUS AI Embark Disembark [_axeBus] spawn { donnBus_veh = _this select 0; donnBus_mark100 = []; donnBus_mark100New = []; while {true} do { sleep 3; {
  8. Like
    Donnovan got a reaction from Rythron in Trucka - AI Coast Transport   
    TRUCKA: AI COAST TRANSPORT



    This is based in axeman bus routes!

    RESUME:
    - A truck that goes from Kamemka to Berezino and then from Berezino to Kamenka.
    - Junk removed from the coast road.
    - Truck driver humam behavior.
    - Horn comunication.
    - Smart Driver, no abuse from players.
    - The truck is show on map as a red arrow, for everyone.

    Example of driver humam behavior:

    Inside the truck, if you ask too much to the driver stop the truck or ask for stop and don't leave the truck, the driver will ignore next asks from you.

    If the truck stoped to get a player, and you ask, right after that, for the truck to stop, the driver will not stop.

    If you take long to embark, the truck will leave you at the street.

    If there is shot activity on the area, the truck will not stop for players on the street or for players in the truck that ask for stop.

    HOW TO USE:

    If you is on the street, go in the direction of the truck and it will know you want to go in, the driver will sign the horn tree times.
    If you is on the truck, press space bar to ask for the driver to stop, the driver will sign the horn two times.

    BADIES: infiSTAR remove vehicles custom binds even if you set Remove Custom Binds to false, some work arround is needed.

    INSTALLATION:

    1) Unpack this file inside your mission folder: http://s000.tinyupload.com/index.php?file_id=37025560196997886183

    2) Add those lines at the end of your init.sqf:

    if (isServer) then { [true] execVM "trucka\init_bus.sqf"; }; if (!isDedicated) then { [] execVM "trucka\player_axeBus.sqf"; };3) You also need one custom sound, the horn:
    Add this code to your description.ext file. If you already have a class CfgSounds, add just the class donnBus_horn to your class CfgSounds:

    class CfgSounds { class donnBus_horn { name="donnBus_horn"; sound[]={trucka\horn.ogg,1,1}; titles[] = {}; }; }; 4) Remove junk on the coast street:
    Some code need to be changed on the server file server_functions.sqf:

    Find that:

    _position = RoadList call BIS_fnc_selectRandom; _position = _position modelToWorld [0,0,0]; waitUntil{!isNil "BIS_fnc_findSafePos"}; _position = [_position,0,10,5,0,2000,0] call BIS_fnc_findSafePos; And change it to that:
    //DONN - AX BUS while {true} do { _position = RoadList call BIS_fnc_selectRandom; _position = _position modelToWorld [0,0,0]; waitUntil{!isNil "BIS_fnc_findSafePos"}; _position = [_position,0,10,5,0,2000,0] call BIS_fnc_findSafePos; if ((ATLToASL [_position select 0, _position select 1, 0]) select 2 > 10) exitWith {}; diag_log format ["[DONN JUNK] Position %1 not OK!", ATLToASL [_position select 0, _position select 1, 0]]; }; //DONN - AX BUSThis will avoid spawn of junk (if you have then set to > 0) on the coast.
  9. Like
    Donnovan got a reaction from bFe in Trucka - AI Coast Transport   
    TRUCKA: AI COAST TRANSPORT



    This is based in axeman bus routes!

    RESUME:
    - A truck that goes from Kamemka to Berezino and then from Berezino to Kamenka.
    - Junk removed from the coast road.
    - Truck driver humam behavior.
    - Horn comunication.
    - Smart Driver, no abuse from players.
    - The truck is show on map as a red arrow, for everyone.

    Example of driver humam behavior:

    Inside the truck, if you ask too much to the driver stop the truck or ask for stop and don't leave the truck, the driver will ignore next asks from you.

    If the truck stoped to get a player, and you ask, right after that, for the truck to stop, the driver will not stop.

    If you take long to embark, the truck will leave you at the street.

    If there is shot activity on the area, the truck will not stop for players on the street or for players in the truck that ask for stop.

    HOW TO USE:

    If you is on the street, go in the direction of the truck and it will know you want to go in, the driver will sign the horn tree times.
    If you is on the truck, press space bar to ask for the driver to stop, the driver will sign the horn two times.

    BADIES: infiSTAR remove vehicles custom binds even if you set Remove Custom Binds to false, some work arround is needed.

    INSTALLATION:

    1) Unpack this file inside your mission folder: http://s000.tinyupload.com/index.php?file_id=37025560196997886183

    2) Add those lines at the end of your init.sqf:

    if (isServer) then { [true] execVM "trucka\init_bus.sqf"; }; if (!isDedicated) then { [] execVM "trucka\player_axeBus.sqf"; };3) You also need one custom sound, the horn:
    Add this code to your description.ext file. If you already have a class CfgSounds, add just the class donnBus_horn to your class CfgSounds:

    class CfgSounds { class donnBus_horn { name="donnBus_horn"; sound[]={trucka\horn.ogg,1,1}; titles[] = {}; }; }; 4) Remove junk on the coast street:
    Some code need to be changed on the server file server_functions.sqf:

    Find that:

    _position = RoadList call BIS_fnc_selectRandom; _position = _position modelToWorld [0,0,0]; waitUntil{!isNil "BIS_fnc_findSafePos"}; _position = [_position,0,10,5,0,2000,0] call BIS_fnc_findSafePos; And change it to that:
    //DONN - AX BUS while {true} do { _position = RoadList call BIS_fnc_selectRandom; _position = _position modelToWorld [0,0,0]; waitUntil{!isNil "BIS_fnc_findSafePos"}; _position = [_position,0,10,5,0,2000,0] call BIS_fnc_findSafePos; if ((ATLToASL [_position select 0, _position select 1, 0]) select 2 > 10) exitWith {}; diag_log format ["[DONN JUNK] Position %1 not OK!", ATLToASL [_position select 0, _position select 1, 0]]; }; //DONN - AX BUSThis will avoid spawn of junk (if you have then set to > 0) on the coast.
  10. Like
    Donnovan got a reaction from truongdatnhan in Gelid Nitro - In Car Option   
    Gr8Boi,

    InfiSTAR still remove custom binds on vehicles if you set _RCK to false. There is something special about custom keys on vehicles that make infiSTAR still remove then.
  11. Like
    Donnovan reacted to Cubitron in [OLD] JAEM - Just another Evac-Chopper Mod v1.4 (Updated 06/14/2014) ** OUT OF DATE **   
    im using version 1.4 on 3 server and works fine, the pad stay after restart
  12. Like
    Donnovan reacted to Raoul in Gelid Nitro - In Car Option   
    Works great!
    Thanks!
  13. Like
    Donnovan reacted to Gr8 in Gelid Nitro - In Car Option   
    How can i add a Fuel Drain when nitro activated?
     
    Nvm Found it:
     
    Change this value in your file to suit your needs
    theCar setFuel ((fuel _theCar) - 0.00035);
  14. Like
    Donnovan got a reaction from Dew in zombie_agent.fsm client rpt error.   
    Lordgeorge,

    I was about to open a topic about that and found yours :)

    The "correct" way to see a FSM file is using FSM editor that comes with BI Tools, but i believe you can add two lines using any txt editor to fix the RPT error:

    name = "Chase"; init = /*%FSM<STATEINIT""">*/"_timeN = time;" \n "_isAlive = alive _agent;" \n "if (time - _entityTime > 20) then {" \n " _isSomeone = ({(isPlayer _x) and (alive _x) and (_agent distance _x < 200)} count playableUnits) > 0;" \n " _entityTime = time;" \n "};" \n "" \n "if (speed _agent < 0.1) then {_countr = _countr + 1} else {_countr = 0};" \n "" \n "if !(isNil ""_target"") then {;" \n " _targetPos = getPosATL _target;" \n "" \n "//Move to target" \n " _agent moveTo _targetPos;" \n " _agent forceSpeed _runSpeed;" \n "" \n " if (isPlayer _target) then {" \n " if (_losCheck == 5) then {" \n " _losCheck = 0;" \n " _cantSee = [_agent,_target] call dayz_losCheck;" \n " };" \n " } else {" \n " if (_agent distance _target < 3) then {" \n " _cantSee = true;" \n " };" \n " };" \n "};" \n ""/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; The new lines are:1) before " _targetPos = getPosATL _target;" \n:

    "if !(isNil ""_target"") then {;" \n2) before ""/*%FSM</STATEINIT""">*/;:
    "};" \nSince you sayd this happens when zombie hits the player, _target is suposed to be not null, i believe. But i not investigated this.
    Then you need a custom compile\wild_spawnZombies.sqf and compile\zombie_generate.sqf and change the FSM call on it to your modified FSM file.

    I believe it's that, and i'm not sure if it worth.
  15. Like
    Donnovan reacted to lordgeorge in zombie_agent.fsm client rpt error.   
    Hey guys i posted a few days back regarding the error found on the client side rpt.
    The error only pops up once the player handles damage from a zed.
    I rooted the issue down to the zombie_agent.fsm
     
    RPT
    Error in expression <hen { _losCheck = 0; _cantSee = [_agent,_target] call dayz_losCheck; }; > Error position: <_target] call dayz_losCheck; }; > Error Undefined variable in expression: _target Error in expression < = alive _agent; _targetPos = getPosATL _target; _agent moveTo _targetPos; _a> Error position: <_target; _agent moveTo _targetPos; _a> Error Undefined variable in expression: _target Error in expression <hen { _losCheck = 0; _cantSee = [_agent,_target] call dayz_losCheck; }; > Error position: <_target] call dayz_losCheck; }; > Error Undefined variable in expression: _target Error in expression < = alive _agent; _targetPos = getPosATL _target; _agent moveTo _targetPos; _a> Error position: <_target; _agent moveTo _targetPos; _a> Error Undefined variable in expression: _target Error in expression < = alive _agent; _targetPos = getPosATL _target; _agent moveTo _targetPos; _a> Error position: <_target; _agent moveTo _targetPos; _a> Error Undefined variable in expression: _target The following is the zombie agent.fsm that is not modified or on the mission file. from line 495 on zombie_agent.fsm
    name = "Chase"; init = /*%FSM<STATEINIT""">*/"_timeN = time;" \n "_isAlive = alive _agent;" \n "if (time - _entityTime > 20) then {" \n " _isSomeone = ({(isPlayer _x) and (alive _x) and (_agent distance _x < 200)} count playableUnits) > 0;" \n " _entityTime = time;" \n "};" \n "" \n "if (speed _agent < 0.1) then {_countr = _countr + 1} else {_countr = 0};" \n "" \n "_targetPos = getPosATL _target;" \n "" \n "//Move to target" \n "_agent moveTo _targetPos;" \n "_agent forceSpeed _runSpeed;" \n "" \n "if (isPlayer _target) then {" \n " if (_losCheck == 5) then {" \n " _losCheck = 0;" \n " _cantSee = [_agent,_target] call dayz_losCheck;" \n " };" \n "} else {" \n " if (_agent distance _target < 3) then {" \n " _cantSee = true;" \n " };" \n "};" \n ""/*%FSM</STATEINIT""">*/; precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/; Any help would be great, this isnt causing any major issues but the rpt does get spammed.
     
    Cheers
  16. Like
    Donnovan reacted to raymix in Minimal server files   
    Donnovan, you might wanna look into symbolic links. It lets you keep any file you want on a different drive/folder on your PC, but link it back as if it was never moved. I used this trick few years ago when running dayz and OS on 60GB SSD. This let me keep all of the game files on HDD, then I checked resource monitor to find out all PBO files that game was using and symlinked them to an SSD instead (was around 8GB required for Dayz Mod for cherno map in total).
    I used Link Shell Extension to create Hard symbolic links easily, it integrates into windows shell
     
    Think of this as being able to split your arma server onto different hard drives, but PC will think they are still in same folder/drive (also good solution for multiple servers that reuse same files)
  17. Like
    Donnovan reacted to raymix in [Extras] Full list of paintable vehicles for Paint Vehicles script   
    First of all huge thanks to script (and everyone else credited), amazing work.
    Another credit goes to Chris for making Infistar AH, it's an invaluable tool and time saver when developing scripts. 
    And finally credit also goes to Gaia for releasing Debug Console
     
    To install debug console, simply copy/paste PBO into your Arma2OA\expansion\addons folder
    Launch your game in SP or in MP (set verifySignatures to 0 in your config)
    Press ESC > Enter ... to open console.. as simple as that
     
    AIR:



     
    LAND:



    SHIP



     
    Full saved broadcast (1 hour, until deleted soon): http://www.twitch.tv/raymich/b/575312724
     
    Highlight (15min): Also yes, you can paint uniforms, too :)

  18. Like
    Donnovan reacted to f3cuk in [Fixed] Animated Crash Spawner 1051   
    Current release 1.3.2

    Fixed
    Issue where marker would only be set once; Issue where sometimes plane would instantly crash; MiscIntensified fire/smoke. ---
    Release 1.3.1

    Added
    Marker cleanup after the first person has secured the crashsite; Added a "Survivors have secured the crash site" message; Added vehicle start damage to planes (will cause them to smoke); Ability to hide or show marker; Ability to hide or show crahsname. FixedCorrected marker placement (it always spawned on pre-defined crash site, even if taken down or crashed somewhere else); Fixed issue where you would sometimes see the pilot bailing and getting deleted as soon as landed; Set the correct facing direction on the crash model; Crashing into sea stops loot from spawning at the bottom of the ocean, does not display a marker and show a message that the helicopter or plane has crashed into the ocean. MiscChanged the starting positions for Chernarus (with help of Richie); Lowered the speed of planes; Lowered the altitude of planes; Enhanced damage models; Enhanced loot tables per vehicle. How to installAdd a animated_crash_spawner.sqf to your dayz_server/modules folder Edit your EpochEvents array in init.sqf to include animated_crash_spawner E.g.
    EpochEvents = [ ["any","any","any","any",0,"animated_crash_spawner"], ["any","any","any","any",10,"crate_military"], ["any","any","any","any",20,"crate_supply_items"], ["any","any","any","any",30,"crash_spawner"], ["any","any","any","any",40,"crate_construction"], ["any","any","any","any",50,"supply_drop"] ];Download animated_crash_spawner.sqf
    version 1.3.2

     
     
     
    Can i safely add this to other maps then Chernarus?

    Yes you can, Richie and BetterDeadThanZed have been so kind to make a set of starting coordinates for all of the below mentioned maps. Simply replace the _heliStart line with one of the following. Your map not included? Ask (nicely) and you'll probably get served.

    Taviana (Origins)

    _heliStart = [[7637.1768, 4182.0859],[2154.2883, 17062.283],[8839.4092, 10396.975],[8821.5313, 19403.178],[15097.905, 15839.728],[17291.035, 7203.6821],[18815.258, 2757.0435],[13402.826, 12238.75],[12001.367, 15047.333],[5200.9824, 8429.251],[9564.2949, 5238.4321]] call BIS_fnc_selectRandom;Taviana 2.0
    _heliStart = [[11558.516, -56.829834],[7787.207, 3972.2046],[2279.2651, 6822.7891],[5548.9434, 8449.1914],[9465.4697, 7223.2925],[17441.467, 5454.5791],[13474.444, 11853.039],[8848.6611, 18823.994],[16224.908, 13310.733],[15171.845, 7629.0879]] call BIS_fnc_selectRandom;Napf
    _heliStart = [[3458.7625, 2924.917],[11147.994, 1516.9348],[14464.443, 2533.0981],[18155.545, 1416.5674],[16951.584, 5436.3516],[16140.807, 12714.08],[14576.426, 14440.467],[8341.2383, 15756.525],[2070.4771, 8910.4111],[16316.533, 17309.357]] call BIS_fnc_selectRandom;Sauerland
    _heliStart = [[3143.7053, 519.72656],[14047.064, 736.25336],[19551.301, 1638.9634],[22871.928, 3194.9937],[3216.1506, 8066.9844],[15430.821, 7462.8496],[22722.418, 8578.207],[3399.9622, 13945.776],[16220.508, 14363.767],[10220.176, 18679.586]] call BIS_fnc_selectRandom;Panthera
    _heliStart = [[2354.8118, 2898.7732],[6441.2544, 604.39148],[5837.6265, 3852.1699],[3434.9966, 7324.9521],[1250.1727, 8301.4199],[6353.0869, 5563.6592],[3011.1584, 4440.96],[4967.9551, 6376.479],[8340.8125, 4563.1436],[4582.7534, 2080.5737]] call BIS_fnc_selectRandom;Namalsk
    _heliStart = [[5046.9678, 5943.2656],[6360.792, 6582.0723],[3544.4153, 6451.7793],[7504.9102, 5786.3271],[7752.436, 7067.6895],[3920.3354, 7530.4941],[6448.9805, 8406.374],[6098.7876, 10094.43],[4745.8853, 10273.457],[8271.7441, 10356.828]] call BIS_fnc_selectRandom;Takistan
    _heliStart = [[2877.6855, 703.94592],[7118.8374, 10659.661],[7281.5488, 690.51361],[9251.5283, 2722.7166],[3742.7253, 3439.4333],[1300.1748, 3303.4463],[6000.7114, 5670.394],[9339.2139, 6650.0625],[11687.854, 9396.415],[3025.9387, 9983.293]] call BIS_fnc_selectRandom;Lingor
    _heliStart = [[862.89911, 816.75781],[2884.9204, 1093.1793],[3923.7927, 1078.5016],[6571.9326, 1575.0684],[3046.9241, 2413.4119],[5652.1348, 2944.7871],[1866.0063, 4954.5566],[3748.3994, 5456.0498],[6348.8232, 4448.1694],[8368.7148, 7673.5293]] call BIS_fnc_selectRandom;
  19. Like
    Donnovan reacted to CodeBis in Minimal server files   
    To keep storage low:
     
    - Adjust all sripts not not reinvent the wheel! Some scripts use the same idea behind it so you might be able to "overlap" them as in using 1 function for 2.
    - Get rid of all major memory scripts (Load in sounds, own models, own map addons etc.)
    - put your server on a mod using less files (Normal DayZ for example) not Overpoch or other major addon mods!
    - Create a SQL event(s) to cleanup your database (objects,players,joined players)
     
     
    This and more is possible, just the question on how far you wish to go with it. Everything is possible but not everything should be done :)
     
     
    Best regards,
    Blite
  20. Like
    Donnovan reacted to Godie in Minimal server files   
    On a windows server I'm pretty sure this wont happen.
     
    You can try removing some of the stuff you don't want from add/remove programs but even after that, you still need to account for database & logs.
  21. Like
    Donnovan reacted to nightmare in LOGISTIC - TOW / LIFT   
    Hi,
     
    your are a bit unhappy with the  "R3F_ARTY_LOG"  from  "madbull ~R3F~",  because it is not made for DayZ/Epoch..?
     
    No problem here is my reworked version of  "madbull ~R3F~" script..
     
    WHAT I DID?
     
    - cleaned up,  no more 100 of sqf files 
    - one config file
    - the vehicle position is now saving to the db
    - no glitch through buildings, when you drop a lifted vehicle
    - only tow and lift
    - and some little things
     
     
     
    1.)   Dowload
     
     
     
    2.)  unpack  "logistic.zip" and copy the "logistic" folder to your "/MPMissions/DayZ_Epoch.Map" folder.
     
     
    3.)  open the "init.sqf" in your mission folder and add following on the top, after:   call compile preprocessFileLineNumbers "server_traders.sqf";
     
    ( optional ) if you have a "custom" compiles.sqf, you can put it there instead.
    call compile preprocessFileLineNumbers "logistic\init.sqf"; enjoy  &&  have fun ;)
     
    **** LOGISTIC - TOW / LIFT ****
     
     
    by Nightmare @ n8m4re.de
    Based on  R3F_ARTY_LOG by  "madbull ~R3F~" @ www.team-r3f.org
     
     
     
    A SPECIAL THANKS GOES TO
     
     *** SKARONATOR @ http://skaronator.com   for helping me out with the hive write
     *** Jeff @ http://casual.fr   french translation
     *** Blite - German Translation reworked
     *** Anarior - Tow reworked   

     
  22. Like
    Donnovan reacted to ProtossMaster in Minimal server files   
    I haven't tested this stuff since im on lunch.
     
    Well you can delete directx, it is about .1-.2 gb?
    You also then have the expansion folder that has the beta addons (it is a few gb, maybe 5?). . so that means you can essentially delete the addons on the game side that the beta would use instead, freeing up space.
     
    Then you can look into the epoch mod folder and remove unnecessary .pbos, like saucerland.pbo. Saucerland.pbo should be a half a gb.
     
    so all in all, you can shave 5-6gb off your server files. How much space do you have to shave??
  23. Like
    Donnovan reacted to paddy1223 in Headless Client AI w/Epoch [WIP]   
    :( im sad lol :P Was patiently waiting for your brilliance lol
  24. Like
    Donnovan got a reaction from 31_D!4b10 in [Release] Gebriel Safe Zones Maybe   
    If you like my work, please consider a donation:

    $USD

    $EURO

    *** UPDATED WITH A MAJOR BUG FIX IN THE DATE 2014-10-06 1:10 PM
    *** This update will fix the Repair Vehicle working always in all cases
    *** without the need of vehicle parts, wheell, glass, motor or tools
    *** for vehicles that entered the safezone.

    *** The only file that change is the file safezone.sqf.

    Rai!

    Gebriel


    We, from Clodovil BR Server, are proud to present you, the Gebriel Safe Zones. (safe as heaven).

    SAFEZONES?
    Safezones are excluding areas where peace must be maintained or, sadly, forced.

    WHAT MOST SAFE PREVENTS
    Cant kill other players
    Cant destroy vehicles
    Cant access any gear for any player/vehicle

    WHAT GEBRIEL PREVENTS
    Cant kill other players
    Cant destroy vehicles
    Can't mess with any player gear
    Can't mess with vehicles you does not have ownerity
    Can't mess with gear of vehicles you does not have ownerity

    VEHICLE OWNERITY?
    Is when you have acess to a vehicle inside a safe zone, you have access to the vehicle and to the vehicle gear.

    HOW TO HAVE VEHICLE OWNERITY IN THE SAFE ZONE?
    You must enter the safe zone inside the vehicle.
    If a group of 10 people is on a truck and this truck enters the safe zone, those 10 players will have access to the truck and to the truck gear. No more players will have access to it.

    HOW TO REMOVE VEHICLE OWNERITY?
    You must try to invade the vehicle you does not have ownerity. After the first invasion try, a 8 minutes counter will start, and when the counter reachs zero the vehicle will loose it ownerity and will be avaliable to all players, until someone enters again in the safe with it.

    HOW TO STOP THE 8 MINUTOS COUNTER?
    One or more of the vehicle owners need to re-enters in the safe with the vehicle.

    WHAT ABOUT VEHICLES THAT ON SERVER START ARE IN THE SAFE ZONES?
    They don't have ownerity and don't have god mode. But if a player re-enters with it in the safe zone, he will gain ownerity over it.

    NOTE
    Vehicle ownerity is something that only exists inside safe zones.

    {[THE CODE]} {[THE CODE]} {[THE CODE]}

    1) INIT.SQF
    At the end of your init.sqf file, add this code:


    if (!isServer) then { //Gebriel Safe [] execVM "custom\safezone.sqf"; }; 2) [MISSION FOLDER]\CUSTOM\SAFEZONE.SQFThis bellow is the main script, it's called from the init.sqf file.
    Create a new text file, put this code bellow in it, rename the text file to safezone.sqf and put it in your [mission folder]\custom\ folder (create this folder if necessary).
    Thanks for Maca134 for the Custom Remote Messages Script:


    //Gebriel Safezones //By Donnovan from Brazil don_incar = 0; don_firedEH_1 = nil; don_godon_1 = 0; inSafeZone = false; [] spawn { private ["_runOneTime","_canbuild","_don_passengers","_don_veh_crew","_don_player_veh","_don_veh_driver"]; waitUntil {!(isNil "canbuild")}; _runOneTime = false; _canbuild = canbuild; while {true} do { waitUntil {!((_canbuild && canbuild) || (!_canbuild && !canbuild)) || !_runOneTime}; _canbuild = canbuild; if (!canbuild) then { player_zombieCheck = {}; fnc_usec_damageHandler = {}; fnc_usec_unconscious = {}; player allowDamage false; player removeAllEventHandlers "handleDamage"; don_godon_1 = 1; inSafeZone = true; sleep 0.025; [] spawn { private ["_myHdEh"]; while {!canbuild} do { _myHdEh = player addEventHandler ["handleDamage", {0}]; sleep 0.02; player removeEventHandler ["handleDamage",_myHdEh]; }; }; if (isNil "don_firedEH_1") then { don_firedEH_1 = 0; sleep 0.025; don_firedEH_1 = player addEventHandler ["Fired",{ cutText ["Can't fire with godon.","PLAIN DOWN", 2]; deleteVehicle (_this select 6); }]; }; }; if (canbuild && _runOneTime) then { [] spawn { for "_x" from 1 to 30 do { if (_x >= 6) then {cutText [format ["%1 seconds to godoff and shoton.", 31-_x], "PLAIN DOWN"];}; sleep 1; if (!canbuild) exitWith {}; if (_x == 30) then { cutText ["Godoff and Shoton!", "PLAIN DOWN"]; player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; fnc_usec_unconscious = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf"; player allowDamage true; player removeAllEventHandlers "handleDamage"; player addEventHandler ["handleDamage", {_this call fnc_usec_damageHandler;}]; player removeEventHandler ["Fired", don_firedEH_1]; don_firedEH_1 = nil; don_godon_1 = 0; inSafeZone = false; }; }; }; }; if (!canbuild && don_incar == 1) then { _don_player_veh = don_player_veh; don_veh_crew = crew _don_player_veh; _don_veh_driver = driver _don_player_veh; _don_player_veh allowDamage false; _don_player_veh removeAllEventHandlers "handleDamage"; _don_player_veh addEventHandler ["handleDamage", {0}]; _don_player_veh removeAllEventHandlers "Fired"; _don_player_veh addEventHandler ["Fired",{deleteVehicle (_this select 6);}]; //PASSENGERS NAMES _don_passengers = ""; {if (Alive _x) then {_don_passengers = _don_passengers + format [" %1",name _x];};} forEach don_veh_crew; _don_veh_crew = []; {if (Alive _x) then {_don_veh_crew = _don_veh_crew + [getPlayerUID _x];};} forEach don_veh_crew; //ASSING OWNERS if (player == _don_veh_driver) then { _don_player_veh setVariable ["don_ownerity_code", format ["%1_%2", getPlayerUID player, round diag_tickTime], true]; _don_player_veh setVariable ["don_crew", _don_veh_crew, true]; //CHANGE _don_player_veh setVariable ["don_passengers", _don_passengers, true]; }; }; if (canbuild && don_incar == 1) then { _don_player_veh = don_player_veh; _don_veh_driver = driver _don_player_veh; [_don_player_veh] spawn { for "_x" from 1 to 15 do { sleep 1; if (!canbuild) exitWith {}; if (_x == 15) then { (_this select 0) allowDamage true; (_this select 0) removeAllEventHandlers "handleDamage"; (_this select 0) addEventHandler ["handleDamage", {_this call vehicle_handleDamage;}]; (_this select 0) removeAllEventHandlers "Fired"; }; }; }; //DISASSING OWNERS if (player == _don_veh_driver) then { _don_player_veh setVariable ["don_ownerity_code", nil, true]; _don_player_veh setVariable ["don_crew", nil, true]; _don_player_veh setVariable ["don_passengers", nil, true]; }; }; _runOneTime = true; }; }; [] spawn { private ["_don_veh_crew","_wait_time","_last_mark","_max_time"]; while {true} do { _max_time = 480; waitUntil {sleep 0.0625; vehicle player != player}; don_player_veh = vehicle player; don_incar = 1; if (!canbuild) then { //VEHICLE OWNERITY CHECK _don_veh_crew = don_player_veh getVariable ["don_crew", nil]; if (isNil "_don_veh_crew") then {_don_veh_crew = [getPlayerUID player];}; if !(getPlayerUID player in _don_veh_crew) then { call compile format ['if (isNil "don_%1") then {don_%1 = diag_tickTime;}; _last_mark = don_%1;', don_player_veh getVariable ["don_ownerity_code", 0]]; _wait_time = diag_tickTime - _last_mark; if (_wait_time < _max_time) then { player action ["getOut", don_player_veh]; [objNull, player, rSAY, "error1"] call RE; cuttext [format ["Owners:%1. %2 seconds to liberate.", don_player_veh getVariable ["don_passengers","Owners not found"], round (_max_time - _wait_time)], "PLAIN DOWN"]; cad_pvar_smessage = [format ["%1 is messing with your vehicle! %2 seconds to liberate!", name player, round (_max_time - _wait_time)], _don_veh_crew]; publicVariable "cad_pvar_smessage"; } else { call compile format ['don_%1 = nil;', don_player_veh getVariable ["don_ownerity_code", 0]]; //DISASSING OWNERS don_player_veh setVariable ["don_ownerity_code", nil, true]; don_player_veh setVariable ["don_crew", nil, true]; don_player_veh setVariable ["don_passengers", nil, true]; cuttext [format ["Vehicle is now free for all!"], "PLAIN DOWN"]; cad_pvar_smessage = [format ["One of your safe vehicle is now free and player %1 is in it!", name player], _don_veh_crew]; publicVariable "cad_pvar_smessage"; }; }; don_player_veh allowDamage false; don_player_veh removeAllEventHandlers "handleDamage"; don_player_veh addEventHandler ["handleDamage", {0}]; don_player_veh removeAllEventHandlers "Fired"; don_player_veh addEventHandler ["Fired",{deleteVehicle (_this select 6);}]; }; if (canbuild) then { don_player_veh allowDamage true; don_player_veh removeAllEventHandlers "handleDamage"; don_player_veh addEventHandler ["handleDamage", {_this call vehicle_handleDamage;}]; don_player_veh removeAllEventHandlers "Fired"; //DISASSING OWNERS if (player == driver don_player_veh) then { don_player_veh setVariable ["don_ownerity_code", nil, true]; don_player_veh setVariable ["don_crew", nil, true]; don_player_veh setVariable ["don_passengers", nil, true]; }; }; waitUntil {sleep 0.0625; vehicle player == player}; don_incar = 0; don_player_veh = nil; }; }; //Thanks Maca for the Remote Message idea "cad_pvar_smessage" addPublicVariableEventHandler { private ["_message", "_receivers"]; _message = (_this select 1) select 0; _receivers = (_this select 1) select 1; if (getPlayerUID player in _receivers) then {cutText [_message, "PLAIN DOWN"];}; }; 3) [MISSION FOLDER]\DAYZ_CODE\COMPILE\FN_GEARMENUCHECKS.SQFThis code bellow goes at the end of your custom dayz_code\compile\fn_gearMenuChecks.sqf.
    Thanks for Maca134 for the no-player-gear-acess-in-safe script.

    To have a custom dayz_code\compile\fn_gearMenuChecks.sqf file you will need a custom dayz_code\init\compiles.sqf, since the first is called in game by the second, so you need a custom compiles.sqf that calls your custom fn_gearMenuChecks.sqf file, and since compiles.sqf is now custom, you need to change the call in init.sqf to it, since compiles.sqf is called in-game by init.sqf.

    More on that later! Sorry for now! If you have any doubt, please ask!


    //Prevents players opening others backpacks MACA123 if (isNil "inSafeZone") then {inSafeZone = false;}; if ((!canbuild || inSafeZone) and _cTarget isKindOf "Man" and alive _cTarget and (((vehicle player) distance _cTarget) < 12)) then { cutText ["Cannot access other players gear in the safezone." , "PLAIN DOWN"]; _display closeDisplay 1; }; //Gebriel Safezones //by Donnovan from Brazil if (!canbuild) then { private ["_don_iscar","_don_ismycar","_don_crew"]; _don_iscar = false; _don_ismycar = false; if (_cTarget isKindOf "LandVehicle" || _cTarget isKindOf "Air" || _cTarget isKindOf "Ship" ) then { _don_crew = _cTarget getVariable ["don_crew", nil]; if (isNil "_don_crew") then {_don_crew = [getPlayerUID player];}; _don_iscar = true; if ((getPlayerUID player) in _don_crew) then {_don_ismycar = true;}; }; if (_don_iscar && !_don_ismycar) then { [objNull, player, rSAY, "error1"] call RE; cutText ["You can't access this vehicle gear!" , "PLAIN DOWN"]; _display closeDisplay 1; }; }; 4) ERROR1.OGGThe scipt have a sound file, download it on this link and put the file at the root of your mission folder: http://s000.tinyupload.com/index.php?file_id=69305942403778252911

    Add the sound declaration in description.ext. Here is my description.ext:



    //DONN sounds class CfgSounds { sounds[] = {error1}; class error1 { name="error1"; sound[]={error1.ogg,1,1}; titles[] = {}; }; };You could have more custom sounds on class CfgSounds, if so you need to acomodate then together.
    This bellow is a example where the Gebriel Safezones error1.ogg sound coexists with another 2 custom sounds (diescream.ogg and caloideploy.ogg):

    //DONN sounds class CfgSounds { sounds[] = {dieScream,caloideploy,error1}; class dieScream { name="dieScream"; sound[]={diescream.ogg,1,1}; titles[] = {}; }; class caloideploy { name="caloideploy"; sound[]={deploys\bike\caloi_deploy.ogg,1,1}; titles[] = {}; }; class error1 { name="error1"; sound[]={error1.ogg,1,1}; titles[] = {}; }; }; 5) BATTLEYE FILTERSOn the BE filter publicvariable.txt, search for the line that starts with 5 "". At the end of this line add a space and after the space add !"cad_pvar_s".
  25. Like
    Donnovan reacted to Defent in Any good way to optimize a large server?   
    It caused red chains to appear abit more often but less desync overall and faster respond times on doors opening and such. Setting it above 0.07 also caused the create vehicle 0 restrictions AKA seagulls to happen more frequently.

    My current one is 
    MinErrorToSendNear=0.039999992; MinErrorToSend=0.0029999993; and its been pretty smooth with that.
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