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Donnovan

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  1. Like
    Donnovan reacted to Donnovan in Server Side Custom Script - Check Players Position   
    Thank you a lot, raymix!
  2. Like
    Donnovan got a reaction from Sandbird in Donn Chocolat Tools   
    Chocolat Tools is a Self Action Option that you can turn on/off any moment.   Chocolat Tools Off: Game plays as normal. Chocolat Tools On:   1) Land vehicles *1000 m arround player have a chance of *50% to be show on map: - Turn on/off Chocolat Tools don't change the land vehicles that are show and not show. - New land vehicles have also a *50% chance to be show on map. - If the player enters a land vehicle that is not show on map, the land vehicle will be show on map. - Diferent players can see diferent land vehicles.   Extras: 2) Player icon on map: - Player position and direction is show on map. - If player enters in a land vehicles, the player icon turns in a blue land vehicle icon.   3) Player step marks: - With chocolat on, player steps are marked on map on a *250 m evolution. - Steps are marked with a arrow pointing in the direction of travel. - A message show on screen the total travel distance each *5 km. - Running on the same place does not generate steps on map. * configurable.   INSTALLATION! Chocolat consists in only two files: File 1) code that goes on fn_selfActions.sqf The Self Action code: place this code on the bottom of your custom fn_selfActions.sqf file. //CHOCOLAT TOOLS SELF ACTION VARIABLES if (isNil "s_don_nearveh_a" || isNil "s_don_nearveh_b" || isNil "s_don_nearveh_onoff") then {     s_don_nearveh_a = -1;     s_don_nearveh_b = -1;     s_don_nearveh_onoff = 0; }; //CHOCOLAT TOOLS ON if (s_don_nearveh_a < 0 && s_don_nearveh_onoff == 0) then {     s_don_nearveh_a = player addaction[("<t color=""#0044aa"">" + ("Turn On Chocolat Tools [ON]") +"</t>"),"custom\nearveh.sqf","",5,false,true,"", ""]; }; //CHOCOLAT TOOLS OFF if (s_don_nearveh_b < 0 && s_don_nearveh_onoff == 1) then {     s_don_nearveh_b = player addaction[("<t color=""#0044aa"">" + ("Turn Off Chocolat Tools [OFF]") +"</t>"),"custom\nearveh.sqf","",5,false,true,"", ""]; }; File 2) nearveh.sqf The Chocolat Script code (nearveh.sqf): put the file, on the link bellow, in YourMissionFolder\custom\nearveh.sqf. Create \custom\ if necessary. Download nearveh.sqf [release 2a]: http://s000.tinyupload.com/index.php?file_id=45508209614622178641     End - Any problem, opnion, idea, fell fre to ask or comment. The code is comented.   Old Stuff: nearveh.sqf old files - you don't need this anymore: [release 1] - http://s000.tinyupload.com/index.php?file_id=77760897432237511020 [release 2] - http://s000.tinyupload.com/index.php?file_id=30863918738811412986
  3. Like
    Donnovan got a reaction from Linux in Dramatic Suicide Script   
    I like to say thankyou to Grafzahl for the Suicide Script.
     
    I made is happens faster, and more dramatic.
     
    Aditional info:
     
    - Player scream sound is in-world and can be heard by other players and zombies.
    - The gun shot sound, for the player, is the normal gun *ploc* and a personal dramatic gun shot that is not heard in-world. The others just listem the abitual gun *ploc*.
     
    https://www.youtube.com/watch?v=PkoWgPlTDWg
  4. Like
    Donnovan got a reaction from Rythron in Dramatic Suicide Script   
    As i expected.
     
    But if you had any problem, i could do it for you.
  5. Like
    Donnovan reacted to Rythron in Dramatic Suicide Script   
    http://177.143.248.186:8090/DayZ/diescream.ogg
    http://177.143.248.186:8090/DayZ/finalshot.ogg
    http://177.143.248.186:8090/DayZ/madincoming.ogg
     
    right click on link and save  ;)
  6. Like
    Donnovan got a reaction from Rythron in Dramatic Suicide Script   
    This goes in your custom fn_selfActions.sqf:
    This is the avaliable options "Retire from Life" and "Confirm Retire from Life!" for the player self actions, that appears when you scrool the mouse wheel.

    private ["_handGun"]; _handGun = currentWeapon player; if ((_handGun in ["glock17_EP1","M9","M9SD","Makarov","MakarovSD","revolver_EP1","UZI_EP1","Sa61_EP1","Colt1911"]) && (player ammo _handGun > 0) && canStand player && (speed player <= 1) && _canDo) then { if ((is_confirmation == 0) && (s_player_suicide < 0)) then { name_on_menu = "<t color=""#303030"">Retire from Life</t>"; s_player_suicide = player addaction[(name_on_menu),"custom\suicide.sqf",_handGun,0,false,true,"", ""]; }; if ((is_confirmation == 1) && (s_player_suicide_confirm < 0)) then { name_on_menu = "<t color=""#d00020"">Confirm Retire from Life!</t>"; s_player_suicide_confirm = player addaction[(name_on_menu),"custom\suicide.sqf",_handGun,0,false,true,"", ""]; }; } else { if (is_confirmation == 0) then { player removeAction s_player_suicide; }; if (is_confirmation == 1) then { player removeAction s_player_suicide_confirm; }; s_player_suicide = -1; s_player_suicide_confirm = -1; is_confirmation = 0; }; This goes in a new file with the name suicide.sqf in the folder YourMissionFolder/custom/suicide.sqf:This is the file that plays the suicide animation and sounds.

    if (is_confirmation == 0) then { player removeAction s_player_suicide; is_confirmation = 1; cutText [format["Please, confirm Retire."], "PLAIN DOWN"]; } else { is_confirmation = 0; _state = (getText (configFile >> "CfgMovesMaleSdr" >> "States" >> animationState player >> "actions")); if (_state in ["RifleProneActions","PistolProneActions","CivilProneActions"]) then { player playAction "PlayerStand"; sleep 2; }; if (_state in ["RifleKneelActions","PistolKneelActions","CivilKneelActions"]) then { player playAction "PlayerStand"; sleep 1; }; player addEventHandler ["fired", {player SetDamage 0.9; playSound "finalShot";}]; player playmove "ActsPercMstpSnonWpstDnon_suicide1B"; _sfx="madIncoming"; _nul = [objNull, player, rSAY, _sfx] call RE; sleep 6.8; _dis=35; _sfx="dieScream"; _nul = [objNull, player, rSAY, _sfx] call RE; [player,_dis,true,(getPosATL player)] spawn player_alertZombies; sleep 1.6; player fire currentWeapon player; sleep 0.5; player SetDamage 1.0; }; This goes in the file description.ext in the folder YourMissionFolder/description.ext:Those are the 3 sounds declaration, and if you already have declared sounds in description.ext, you need to add those 3 sound along with the ones you already have there.

    class CfgSounds { sounds[] = {dieScream, finalShot, madIncoming}; class dieScream { name="dieScream"; sound[]={diescream.ogg,0.8,1}; titles[] = {}; }; class madIncoming { name="madIncoming"; sound[]={madincoming.ogg,0.8,1}; titles[] = {}; }; class finalShot { name="finalShot"; sound[]={finalshot.ogg,0.8,1}; titles[] = {}; }; }; The 3 ogg sounds files in the link bellow must be put in the folder YourMissionFolder: 
    Get the 3 sounds here: Sounds on Tinyupload.com
     
    They are diescream.ogg, madincoming.ogg and finalshot.ogg.
  7. Like
    Donnovan got a reaction from bFe in Dramatic Suicide Script   
    This goes in your custom fn_selfActions.sqf:
    This is the avaliable options "Retire from Life" and "Confirm Retire from Life!" for the player self actions, that appears when you scrool the mouse wheel.

    private ["_handGun"]; _handGun = currentWeapon player; if ((_handGun in ["glock17_EP1","M9","M9SD","Makarov","MakarovSD","revolver_EP1","UZI_EP1","Sa61_EP1","Colt1911"]) && (player ammo _handGun > 0) && canStand player && (speed player <= 1) && _canDo) then { if ((is_confirmation == 0) && (s_player_suicide < 0)) then { name_on_menu = "<t color=""#303030"">Retire from Life</t>"; s_player_suicide = player addaction[(name_on_menu),"custom\suicide.sqf",_handGun,0,false,true,"", ""]; }; if ((is_confirmation == 1) && (s_player_suicide_confirm < 0)) then { name_on_menu = "<t color=""#d00020"">Confirm Retire from Life!</t>"; s_player_suicide_confirm = player addaction[(name_on_menu),"custom\suicide.sqf",_handGun,0,false,true,"", ""]; }; } else { if (is_confirmation == 0) then { player removeAction s_player_suicide; }; if (is_confirmation == 1) then { player removeAction s_player_suicide_confirm; }; s_player_suicide = -1; s_player_suicide_confirm = -1; is_confirmation = 0; }; This goes in a new file with the name suicide.sqf in the folder YourMissionFolder/custom/suicide.sqf:This is the file that plays the suicide animation and sounds.

    if (is_confirmation == 0) then { player removeAction s_player_suicide; is_confirmation = 1; cutText [format["Please, confirm Retire."], "PLAIN DOWN"]; } else { is_confirmation = 0; _state = (getText (configFile >> "CfgMovesMaleSdr" >> "States" >> animationState player >> "actions")); if (_state in ["RifleProneActions","PistolProneActions","CivilProneActions"]) then { player playAction "PlayerStand"; sleep 2; }; if (_state in ["RifleKneelActions","PistolKneelActions","CivilKneelActions"]) then { player playAction "PlayerStand"; sleep 1; }; player addEventHandler ["fired", {player SetDamage 0.9; playSound "finalShot";}]; player playmove "ActsPercMstpSnonWpstDnon_suicide1B"; _sfx="madIncoming"; _nul = [objNull, player, rSAY, _sfx] call RE; sleep 6.8; _dis=35; _sfx="dieScream"; _nul = [objNull, player, rSAY, _sfx] call RE; [player,_dis,true,(getPosATL player)] spawn player_alertZombies; sleep 1.6; player fire currentWeapon player; sleep 0.5; player SetDamage 1.0; }; This goes in the file description.ext in the folder YourMissionFolder/description.ext:Those are the 3 sounds declaration, and if you already have declared sounds in description.ext, you need to add those 3 sound along with the ones you already have there.

    class CfgSounds { sounds[] = {dieScream, finalShot, madIncoming}; class dieScream { name="dieScream"; sound[]={diescream.ogg,0.8,1}; titles[] = {}; }; class madIncoming { name="madIncoming"; sound[]={madincoming.ogg,0.8,1}; titles[] = {}; }; class finalShot { name="finalShot"; sound[]={finalshot.ogg,0.8,1}; titles[] = {}; }; }; The 3 ogg sounds files in the link bellow must be put in the folder YourMissionFolder: 
    Get the 3 sounds here: Sounds on Tinyupload.com
     
    They are diescream.ogg, madincoming.ogg and finalshot.ogg.
  8. Like
    Donnovan got a reaction from bFe in Dramatic Suicide Script   
    I fixed the problems.
     
    Tomorow i will release it. Here a Dramatic video for the Dramatic Suicide Script:
     
    http://youtu.be/OOP2IXNaIN0
  9. Like
    Donnovan reacted to lmapper in Custom Suicide script 5/1/14   
    *google translater* <3
     
    I think this action is necessary to show only if a player has broken leg, or a little blood.
    In other cases, it is very much in the way and you can accidentally press.
  10. Like
    Donnovan got a reaction from Rythron in Dramatic Suicide Script   
    I fixed the problems.
     
    Tomorow i will release it. Here a Dramatic video for the Dramatic Suicide Script:
     
    http://youtu.be/OOP2IXNaIN0
  11. Like
    Donnovan reacted to Judge Bread in Vehicles spawning too much?   
    The server_monitor.sqf file manages the spawning of vehicles for the server.
        //  spawn_vehicles     _vehLimit = MaxVehicleLimit - _totalvehicles;     if(_vehLimit > 0) then {         diag_log ("HIVE: Spawning # of Vehicles: " + str(_vehLimit));         for "_x" from 1 to _vehLimit do {             [] spawn spawn_vehicles;         };     } else {         diag_log "HIVE: Vehicle Spawn limit reached!";     }; As you can see it should be setting the value based on the vehicles on the server as well as the MaxVehicleLimit.
     
    If you still think its broken add this after it so you can check the logs for info.
    diag_log (format["Total Vehicles: %1", _totalvehicles]); diag_log (format["Max Vehicles: %1", MaxVehicleLimit]); diag_log (format["Vehicles to Spawn: %1", _vehLimit]); Then check your server's rpt file after the restart and see the values it spits out.
  12. Like
    Donnovan got a reaction from -Dutchy- in Dramatic Suicide Script   
    I like to say thankyou to Grafzahl for the Suicide Script.
     
    I made is happens faster, and more dramatic.
     
    Aditional info:
     
    - Player scream sound is in-world and can be heard by other players and zombies.
    - The gun shot sound, for the player, is the normal gun *ploc* and a personal dramatic gun shot that is not heard in-world. The others just listem the abitual gun *ploc*.
     
    https://www.youtube.com/watch?v=PkoWgPlTDWg
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