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DarkHorse

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Posts posted by DarkHorse

  1. Yes it does.

     

    So upload your @mas folder, and run this as your custom load:

    @Epoch;@EpochHive;@AllInArmaTerrainPack;@mas

    Thank you very much. Unfortunately I am a complete idiot when it comes to this coding, sorry.

     

    I will have to find a walkthrough to add the @mas folder to my Vert hosted server and then this.

     

    I modified my mission .pbo before but got kicked for public variable restriction #20.

  2. Cannot join Vert_01 or 02 today.

     

    Can join other servers, such as Mell's House etc.

     

    Get the following:

     

    "Loading Player Body.......Please Wait!"

     

    "Problem Setting Up Player"

     

    "Kicked Off Game (BattleEye: Public Variable Restriction #0)"

     

    Obviously no need to download the @Epoch folder again, as it works for other servers. Very strange.

  3. Was hoping it would be sorted overnight. Oh well. Spoke with Axel in TS, he mentioned that he was going to pass on to vbawol.

     

    Because the of the Oz server roll back the white list was as well and has not updated with keys given out a few days ago.

     

    I have another key, but do not want to "waste" it just so I can play. Would rather give it to someone so they can play. Especially after trying so long to get the first and giving myself a stroke in the process.

  4. Sandbird, thank you. Amazing. I looked and looked and could not see it. Please PM me your paypal details so I can send you some $$$$ for your time and as a token of appreciation.

     

    I will look for what each of the characters mean:

     

    // nulls it out, that I know, lol.

     

    Not sure on the others though.

     

    Cheers

  5. Sandbird,

     

    I checked the server log, I connect as a player ok and no messages after that????

     

    I even copied the folders you sent me yesterday (with blood bag in custom folder) over to the test server again AND used the original init file. I have a bloodbag from a hospital I found in the main inventory, player blood is 10,400 and when I scroll, I cannot get the menu to come up for bloodbag???

     

    Here is the init file again:

     

    /*
    For DayZ Epoch
    Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
    */
    startLoadingScreen ["","RscDisplayLoadCustom"];
    cutText ["","BLACK OUT"];
    enableSaving [false, false];
     
    //REALLY IMPORTANT VALUES
    dayZ_instance = 11; //The instance
    dayzHiveRequest = [];
    initialized = false;
    dayz_previousID = 0;
     
    //disable greeting menu 
    player setVariable ["BIS_noCoreConversations", true];
    //disable radio messages to be heard and shown in the left lower corner of the screen
    enableRadio false;
    // May prevent "how are you civillian?" messages from NPC
    enableSentences false;
     
    // DayZ Epoch config
    spawnShoremode = 1; // Default = 1 (on shore)
    spawnArea= 1500; // Default = 1500
     
    MaxVehicleLimit = 500; // Default = 50
    MaxDynamicDebris = 100; // Default = 100
    dayz_MapArea = 14000; // Default = 10000
    dayz_maxLocalZombies = 30; // Default = 30 
     
    DefaultMagazines = ["ItemBandage","ItemBandage","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemMorphine","ItemPainkiller","ItemWaterbottleBoiled","ItemBloodbag","FoodSteakCooked"];
    DefaultWeapons = ["M9SD","ItemToolbox","ItemMap","ItemCompass"];
    DefaultBackpack = "DZ_TerminalPack_EP1";
    DefaultBackpackWeapon = "";
     
    dayz_paraSpawn = false;
     
    dayz_sellDistance_vehicle = 10;
    dayz_sellDistance_boat = 30;
    dayz_sellDistance_air = 40;
     
    dayz_maxAnimals = 5; // Default: 8
    dayz_tameDogs = true;
    DynamicVehicleDamageLow = 0; // Default: 0
    DynamicVehicleDamageHigh = 100; // Default: 100
     
    //death messages
    DZE_DeathMsgGlobal = true;
    DZE_DeathMsgSide = true;
    DZE_DeathMsgTitleText = true;
     
    DZE_BuildOnRoads = false; // Default: False
     
    EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
    dayz_fullMoonNights = true;
     
    //Load in compiled functions
    call compile preprocessFileLineNumbers "dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early)
    progressLoadingScreen 0.1;
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlers
    progressLoadingScreen 0.2;
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical
    progressLoadingScreen 0.4;
    call compile preprocessFileLineNumbers "dayz_code\init\compiles.sqf"; //Compile regular functions
    progressLoadingScreen 0.5;
    call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs
    progressLoadingScreen 1.0;
     
    "filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
     
    if (isServer) then {
    //Compile vehicle configs
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf";
    // Add trader citys
    _nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf";
     
    _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
    };
     
    if (!isDedicated) then {
    //Conduct map operations
    0 fadeSound 0;
    waitUntil {!isNil "dayz_loadScreenMsg"};
    dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
     
    //Run the player monitor
    _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
     
     
    //anti Hack
    [] execVM "\z\addons\dayz_code\system\antihack.sqf";
     
    //Lights
    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
    };
    #include "\z\addons\dayz_code\system\REsec.sqf"
    //Start Dynamic Weather
    //execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";
     
    setviewdistance 2100;   //View Distance limit
    0 setovercast 0;
    0 setrain 0;
    //0 setfog 0;
    0 setfog bis_fog;
     
    ] spawn {
        _delay = 3;
        sleep 0.01;
        while {true} do {
            _delay  setovercast 0;
            _delay  setrain 0;
            _delay  setfog bis_fog;
            sleep _delay ;
        };
    };
     
    #include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"
     
     
    //Bloodbag Script
    call compile preprocessFileLineNumbers "custom\bloodbag\init.sqf";
  6. That loading time is normal.

     

    I think for the fade away, you do have to enable this:

    if (_dikCode in actionKeys "User20" and (diag_tickTime - dayz_lastCheckBit > 5)) then {
    	dayz_lastCheckBit = diag_tickTime;
    	_nill = execvm "dayz_code\actions\debug.sqf";
    };
    

    and change the path to where your debug.sqf is

    Will try that and see how it goes. (EDIT it does NOT work, hmmmm, once insert is pressed the debug shows and then remains).

     

    Now that I have the debug "working" for some reason self blood bag is NOT working. Have not changed anything with it, gaaah :(

     

    I am so sorry for the lack of ability.

  7. Sandbird,

     

    That was the error, "/Default Loadout", instead of "//Default Loadout", thank you so much.

     

    Loads now through to game, but when loading the mission file, I get a 10 second pause when it reaches 36kb, then after that it finishes downloading the rest.

     

    eg. 1-36kb (10 second pause) 37-173kb

     

    Not sure why.

     

    Now when I press the "insert" button the custom debug comes up, but stays there. Cannot get it to fade or toggle with the insert button. Would prefer it to fade.........

     

    Thank you so much again. I appreciate your patience  B)

  8. Here is the script for my debug (playerstats):

     

    fnc_debug = {
            private ["_kills","_killsH","_killsB","_humanity","_headShots","_vehname","_crew","_crew2","_crew3","_crew4","_crew5","_crew6","_crew7","_crew8","_crew9"];
        debugMonitor = true;
        while {debugMonitor} do
        {
            _kills =        player getVariable["zombieKills",0];
            _killsH =       player getVariable["humanKills",0];
            _killsB =       player getVariable["banditKills",0];
            _humanity =     player getVariable["humanity",0];
            _headShots =    player getVariable["headShots",0];
     
    _pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture'));
            if (player == vehicle player) then
            {
                _pic = (gettext (configFile >> 'cfgWeapons' >> (currentWeapon player) >> 'picture'));
            }
                else
            {
                _pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture'));
            };
    hintSilent parseText format ["
    <t size='1,2' font='Bitstream' align='center' color='#31C300'>The Fallen</t>
    <img size='4' image='%10'/><br/>
            <t size='1' font='Bitstream' align='left'>Zombies Killed: </t><t color='#31C300' size='1' font='Bitstream' align='right'>%2</t><br/>
            <t color='#ffffff' size='1' font='Bitstream' align='left'>Survivors Killed: </t><t color='#31C300' size='1' font='Bitstream' align='right'>%4</t><br/>
            <t color='#ffffff' size='1' font='Bitstream' align='left'>Bandits Killed: </t><t color='#31C300' size='1' font='Bitstream' align='right'>%5</t><br/>
            <t color='#ffffff' size='1' font='Bitstream' align='left'>FPS: </t><t color='#31C300' size='1' font='Bitstream' align='right'>%8</t><br/>
            <t color='#ffffff' size='1' font='Bitstream' align='left'>Humanity: </t><t color='#31C300' size='1' font='Bitstream' align='right'>%7</t><br/>
            <t color='#ffffff' size='1' font='Bitstream' align='left'>Blood: </t><t color='#31C300' size='1' font='Bitstream' align='right'>%6</t><br/>
            <t color='#ffffff' size='1' font='Bitstream' align='left'>Restart: </t><t color='#31C300' size='1' font='Bitstream' align='right'>%9 Min</t><br/>
    <t size='1' font='Bitstream' align='center' color='#31C300'>Press INSERT to toggle</t>
    ",
            (name player),
            (player getVariable['zombieKills', 0]),
            (player getVariable['headShots', 0]),
            (player getVariable['humanKills', 0]),
            (player getVariable['banditKills', 0]),
            (player getVariable['USEC_BloodQty', r_player_blood]),
            (player getVariable['humanity', 0]),
            (round diag_fps),
            (239-(round(serverTime/60))),
            _pic];
    sleep 1;
    };
    };
     
    [] spawn fnc_debug;
  9. Holy hell!

    Sandbird, you're awesome! 

     

    Any server that has you as admin is privileged.

    Very Very True. An absolute scholar and gentleman  :)

     

    I am still having trouble with it. The "server" is now locking up on the black "epoch" screen.

     

    I had it showing the whole time as I referenced it at the bottom of the init file like this:

     

     

    //Debug Script
    call compile preprocessFileLineNumbers "dayz_code\actions\debug.sqf";
     
    I removed that from the init file.
     
    Here is my init file:
     
    /*
    For DayZ Epoch
    Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
    */
    startLoadingScreen ["","RscDisplayLoadCustom"];
    cutText ["","BLACK OUT"];
    enableSaving [false, false];
     
    //REALLY IMPORTANT VALUES
    dayZ_instance = 11; //The instance
    dayzHiveRequest = [];
    initialized = false;
    dayz_previousID = 0;
     
    //disable greeting menu 
    player setVariable ["BIS_noCoreConversations", true];
    //disable radio messages to be heard and shown in the left lower corner of the screen
    enableRadio false;
    // May prevent "how are you civillian?" messages from NPC
    enableSentences false;
     
    // DayZ Epoch config
    spawnShoremode = 1; // Default = 1 (on shore)
    spawnArea= 1500; // Default = 1500
     
    MaxVehicleLimit = 500; // Default = 50
    MaxDynamicDebris = 100; // Default = 100
    dayz_MapArea = 14000; // Default = 10000
    dayz_maxLocalZombies = 30; // Default = 30 
     
    dayz_paraSpawn = false;
     
    dayz_sellDistance_vehicle = 10;
    dayz_sellDistance_boat = 30;
    dayz_sellDistance_air = 40;
     
    dayz_maxAnimals = 5; // Default: 8
    dayz_tameDogs = true;
    DynamicVehicleDamageLow = 0; // Default: 0
    DynamicVehicleDamageHigh = 100; // Default: 100
     
    //death messages
    DZE_DeathMsgGlobal = true;
    DZE_DeathMsgSide = true;
    DZE_DeathMsgTitleText = true;
     
    DZE_BuildOnRoads = false; // Default: False
     
    /Default Loadout
    DefaultMagazines = ["ItemBandage","ItemBandage","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemMorphine","ItemPainkiller","ItemWaterbottleBoiled","ItemBloodbag","FoodSteakCooked"];
    DefaultWeapons = ["M9SD","ItemToolbox","ItemMap","ItemCompass"];
    DefaultBackpack = "DZ_TerminalPack_EP1";
    DefaultBackpackWeapon = "";
     
    EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
    dayz_fullMoonNights = true;
     
    //Load in compiled functions
    call compile preprocessFileLineNumbers "dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early)
    progressLoadingScreen 0.1;
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlers
    progressLoadingScreen 0.2;
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical
    progressLoadingScreen 0.4;
    call compile preprocessFileLineNumbers "dayz_code\init\compiles.sqf"; //Compile regular functions
    progressLoadingScreen 0.5;
    call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs
    progressLoadingScreen 1.0;
     
    "filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
     
    if (isServer) then {
    //Compile vehicle configs
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf";
    // Add trader citys
    _nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf";
     
    _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
    };
     
    if (!isDedicated) then {
    //Conduct map operations
    0 fadeSound 0;
    waitUntil {!isNil "dayz_loadScreenMsg"};
    dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
     
    //Run the player monitor
    _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
     
     
    //anti Hack
    [] execVM "\z\addons\dayz_code\system\antihack.sqf";
     
    //Lights
    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
    };
    #include "\z\addons\dayz_code\system\REsec.sqf"
    //Start Dynamic Weather
    //execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";
     
    setviewdistance 2300;   //View Distance limit
    0 setovercast 0;
    0 setrain 0;
    //0 setfog 0;
    0 setfog bis_fog;
     
    ] spawn {
        _delay = 3;
        sleep 0.01;
        while {true} do {
            _delay  setovercast 0;
            _delay  setrain 0;
            _delay  setfog bis_fog;
            sleep _delay ;
        };
    };
     
    #include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"
     
    //Bloodbag Script
    call compile preprocessFileLineNumbers "custom\bloodbag\init.sqf";
     
     
     
    ____________________________________________________________________________________________________________________________________________
     
     
    Here is my the line out of my compiles file:
     
    dayz_spaceInterrupt = compile preprocessFileLineNumbers "dayz_code\actions\dayz_spaceInterrupt.sqf";
     
     
    _____________________________________________________________________________________________________________________________________________
     
     
    Here is the line(s) out of my dayz_spaceInterrupt:
     
    if (_dikCode == 210) then {
    _nill = execvm "dayz_code\actions\debug.sqf";
     
     
    _______________________________________________________________________________________________________________________________________________
     
    Does this line have to be active (un-nulled) in the dayz_spaceInterrupt?:
     
    //if (_dikCode in actionKeys "User20" and (diag_tickTime - dayz_lastCheckBit > 5)) then {
    // dayz_lastCheckBit = diag_tickTime;
    // nill = execvm "dayz_code\actions\playerstats.sqf"; //EDITS _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf";
    //};
     
     
    Again sorry for all the questions and problems. I appreciate your time and help greatly.
     
    Cheers
  10. Sandbird,

     

    Sorry to ask, but with the custom debug, I want it to work with the insert key instead of being always "on" or being displayed.

     

    I assume I have to modify the compiles.sqf in the dayZ_code folder/init/compiles to reference the location of my debug.sqf file??

    Cheers

  11. No worries. I was not too sure if it was referencing the Instance 11 as the master file and inside the master file in the config the reference to Epoch_17 thus overwriting what was written in the MPMission init.

     

    You have been a fantastic help. I find it easier to learn by it being demonstrated to me than just reading it, by uploading the "folder" I am able to understand the file structures and scripting so much easier.

     

    Cheers

  12. Sandbird that has already helped A LOT!

     

    Making more sense now.

     

    I do have a question. I downloaded the "add_then_in_root_arma_folder". It has Instance_11_Chernarus/config/Class mission1/template = "DayZ_Epoch_17.Chernarus";

     

    Then in the folder MPMissions it has: DayZ_Epoch_17.Chernarus

     

    Inside that is the "init".sqf

     

    In the init file it references this at line(s) 73-77

     

    if (isServer) then {
    //Compile vehicle configs
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf";
    // Add trader citys
    _nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf";
     
    How come it references Epoch_11.Chernarus and NOT Epoch_17.Chernarus :blink:
     
    Thank you.
     
    Cheers
  13. Everyone once in a while you come "across" someone that is willing to give up there time to help others, by choice  :D

     

    To guide and explain something that some find easy, others like me difficult and continue to assist is a blessing. I cannot thank you enough.

     

    I really appreciate it Sandbird. Thank you.

     

    May your safes always be full of gold and your bullets find their target first.

     

    Cheers

  14. Sandbird, it should be pinned, absolutely awesome! Thank you so much. I hope I can repay the help one day.

     

    I really appreciate it. I have notepad++, PBO manager, Navicat lite etc.

     

    I have to go back to the beginning, sorry.

     

    File structure:

     

    At the moment I have a folder called MPMissions/DayZ_Epoch_11.Chernarus/

     

    Inside that I have:

     

    file called compiles.sqf (only has code for custom debug at the moment)

     

    file called init.sqf (added code compiles.sqf)

     

    file called server_traders.sqf

     

    file called mission.sqm

     

    file called description.ext

     

    A FOLDER called dayz_code with the extracted files from the PBO.

     

    Obviously I need to get the file/folder structure right first. My limited understanding is that I code the init.sqf to reference the other files/folders to action items such as self BB, bike etc.

     

     

    Cheers

  15. Sandbird,

     

    THANK YOU VERY MUCH. Awesome. I appreciate you taking the time and effort. It is daunting with no background of "coding" or mods etc.

     

    Sorry in regards to Cherno map, basically meant the base map with different enterable buildings scattered around etc.

     

    Will now go through all you have posted and try to digest it.

     

    Regards,

  16. Hi Guys,

     

    Will be setting up a new Epoch server, dedicated hardware.

     

    I have set up a test server on my home system, which is working well and working on the basics. Baby steps.

     

    Any video tutorials on adding the various "addons" such as deployable bike, self bloodbag, spawn location etc?

     

    I am trying to get my head around the primary file locations and actions:

     

    MP Missions folder, Init etc and how they interact with each other.

     

    Also any tutorials on importing a modified map, does anyone offer their Cherno maps to use please?

     

    Normally I would pay someone to set it up for me, but would like to try and do it myself, although I am time poor.

     

    Ideally I want the server to be:

     

    Modified Chernarus map with traders

     

    Spawn selection including parachute spawn and options, Cherno, Balota, Elektro etc.

     

    Custom load out (done)

     

    Custom Debug Monitor (done, but when pressing the ins key the default shows as well).

     

    Self Bloodbag

     

    Scroll toolbox deploy and pack bike

     

    Safe Zones at Traders

     

    AI missions with custom loot

     

    Building with snapping available

     

     

    That is all I can think of at the moment. I am slowly going through the search function and numerous posts, not easy. Then again nothing in life usually is.

     

    Any help and or guidance would be greatly appreciated.

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