Dew
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Posts posted by Dew
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if (true) then
{
_this = createVehicle ["Land_Misc_Cargo2D", [6803.5986, 14118.661], [], 0, "CAN_COLLIDE"];
_blah_2195 = _this;
_this allowDamage false;
_this addEventHandler ["HandleDamage", {false}];
_this enableSimulation false;
_this setPos [6803.5986, 14118.661];
};you could add the red lines to your objects/vehicles
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you should define all vars _baserunover10-18 prob. more
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the event look realy nice but the arma logic kicks in when the plans fly..
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run it like 2sten8igall said befor bec is executing the shudown command.
add this in your restart.bat so it pause the batch process for a few sec
PING 127.0.0.1 -n 5 >NUL 2>&1
or just use the windows scheduler to run the batch so you dont need to deal with bec
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check your pm
sounds interessting could you post it here
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is it possible to carry to primary weapons like in overwatch and origins.
maybe someone knows how to get this working and what we have to change in epoch for A2
regards Dew
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http://www.armaholic.com/page.php?id=26624 maybe someone can port this to A2 :)
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rightclick. i m using the 2.8.1 from github https://github.com/mudzereli/DayZEpochDeployableBike#configuration
its working without CSA without any problems the menu shows up and all is good but i cannot firuge out how to put this addaction function behinde a s_player variable. i guess this is why the AH is removing the scrollmenu option to pack the object.
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is there a way to get this working together with infistars _CSA
i guess infistars CSA is blocking the addaction because its not loaded into a allowed variable (s_player_...)
bike\init.sqf line 105
if ((_forEachIndex call getActionId) < 0) then { [_forEachIndex,player addaction["<t color='#33b5e5'>" + format["Pack %1",(_forEachIndex call getDeployableDisplay)] + "</t>","addons\bike\pack.sqf",[_forEachIndex,_cursorTarget],0,false,true,"", ""]] call setActionId; };
someone knows a way how to fix this so the Pack Obj scrollmenu will be shown for the players.
regard dew
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hmm... got the update for 24012015IAHAT342 today still the same problem ...
and btw the post on this forum is locked...this AH blocks titletext and players will get a whitescreen and game stucks... :\
can someone explain how to fix this?
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thanks alot its working great ;)
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thank you very much Sir David! :)
great script -
when i'm using maintain area on plotmanagement it do not update the LastUpdate Field of the doors in the database, all other object do update..
anyone having same problem?
i'm using plot4life,doormangement,plotmanagment
Any help would be greatly appreciated
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Bump
in doorManagement.hpp
change this
class RscShortcutButton_7104: Zupa_RscButtonMenu
{
idc = 7104;
text = "Add";
x = 0.33 * safezoneW + safezoneX;
y = 0.70 * safezoneH + safezoneY;
w = 0.08 * safezoneW;
h = 0.06 * safezoneH;
onButtonClick = "[(lbCurSel 7101)] call DoorAddFriend;";
};
class RscShortcutButton_7105: Zupa_RscButtonMenu
{
idc = 7105;
text = "Delete";
x = 0.47 * safezoneW + safezoneX;
y = 0.70 * safezoneH + safezoneY;
w = 0.08 * safezoneW;
h = 0.06 * safezoneH;
onButtonClick = "[(lbCurSel 7102)] call DoorRemoveFriend;";
};
class RscShortcutButton_7106: Zupa_RscButtonMenu
{
idc = 7106;
text = "Close";
x = 0.40 * safezoneW + safezoneX;
y = 0.74 * safezoneH + safezoneY;
w = 0.08 * safezoneW;
h = 0.06 * safezoneH;
onButtonClick = "((ctrlParent (_this select 0)) closeDisplay 9000);";
};
to this
class RscShortcutButton_7104: Zupa_RscButtonMenu
{
idc = 7104;
text = "Add";
x = 0.33 * safezoneW + safezoneX;
y = 0.70 * safezoneH + safezoneY;
w = 0.08 * safezoneW;
h = 0.02 * safezoneH;
onButtonClick = "[(lbCurSel 7101)] call DoorAddFriend;";
};
class RscShortcutButton_7105: Zupa_RscButtonMenu
{
idc = 7105;
text = "Delete";
x = 0.47 * safezoneW + safezoneX;
y = 0.70 * safezoneH + safezoneY;
w = 0.08 * safezoneW;
h = 0.02 * safezoneH;
onButtonClick = "[(lbCurSel 7102)] call DoorRemoveFriend;";
};
class RscShortcutButton_7106: Zupa_RscButtonMenu
{
idc = 7106;
text = "Close";
x = 0.40 * safezoneW + safezoneX;
y = 0.74 * safezoneH + safezoneY;
w = 0.08 * safezoneW;
h = 0.02 * safezoneH;
onButtonClick = "((ctrlParent (_this select 0)) closeDisplay 9000);";
};
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i m using the SuvivorStats on my server and it is working great! thanks nightmare!
Chreers Dew
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i have mine set to broadcast a message that someone is entering the compound, it dispatches heli reinforcements, spawns in some crates, waits til the player has reached the center point where all the building loot is
then dispatches more reinforcements, spawns them near the exits. and adds another loot box with gems
(this trigger method also prevents players obtaining free loot without working for it)
would be nice if you could release it :)
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thanks for the update Ruco!
tested and it works great ... i removed the animation for the (sell) trade items aswell
trade_items.sqf
private ["_qty","_buy_o_sell","_playerCash","_needed","_abort","_removed","_tradeCounter","_traderID","_total_trades","_activatingPlayer","_finish_trade","_name","_textPart","_price","_emptySlots","_free_magazine_slots"];
if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_103") , "PLAIN DOWN"] }; // Trade already in progress
DZE_ActionInProgress = true;
_buy_o_sell = (_this select 3) select 4;
_activatingPlayer = player;
if(_buy_o_sell == "buy") then {
// BUYING
_finish_trade = {
{player removeAction _x} forEach s_player_parts;s_player_parts = [];
s_player_parts_crtl = -1;
DZE_ActionInProgress = false;
dayzTradeResult = nil;
};
_name = (_this select 3) select 0;
_textPart = (_this select 3) select 6;
_price = (_this select 3) select 3;
_traderID = (_this select 3) select 7;
_emptySlots = [player] call BIS_fnc_invSlotsEmpty;
_free_magazine_slots = _emptySlots select 4;
_tradeCounter = 0;
if(_free_magazine_slots < 1) exitWith {
cutText [(localize "STR_DAYZ_CODE_2"), "PLAIN DOWN"]; // You do not have enough room in your inventory
DZE_ActionInProgress = false;
};
_playerCash = player getVariable ["cashMoney",0];
_total_trades = floor(_playerCash / _price);
if (_total_trades < 1) exitWith {
_needed = _price - _playerCash;
cutText [format[(localize "str_epoch_player_184"),_needed,CurrencyName] , "PLAIN DOWN"];
call _finish_trade;
};
if (_total_trades > _free_magazine_slots) then {
_total_trades = _free_magazine_slots;
};
_abort = false;
// perform number of total trades
for "_x" from 1 to _total_trades do {
_tradeCounter = _tradeCounter + 1;
// cutText ["Starting trade, stand still to complete.", "PLAIN DOWN"];
if(_total_trades == 1) then {
cutText [(localize "STR_EPOCH_PLAYER_105"), "PLAIN DOWN"]; // Starting trade, stand still to complete trade.
} else {
cutText [format[(localize "STR_EPOCH_PLAYER_187"),_tradeCounter,_total_trades], "PLAIN DOWN"]; // Starting trade, stand still to complete trade %1 of %2.
};
private["_finished","_oldPosition"];
if(isNil "_oldPosition") then { _oldPosition = position player;};
_finished = false;
sleep 2;
if (player distance _oldPosition <= 1) then {
_finished = true;
};
if (!_finished) exitWith {
DZE_ActionInProgress = false;
r_autoTrade = false;
cutText [(localize "str_epoch_player_106") , "PLAIN DOWN"];
};
if (_finished) then {
if (_playerCash >= _price) then {
_playerCash = player getVariable ["cashMoney",0];
player setVariable["cashMoney",(_playerCash - _price),true];
player addMagazine _name;
_abort = false;
cutText [format["Traded %1 %2 for %3",_price,CurrencyName,_textPart], "PLAIN DOWN"];
PVDZE_plr_Save = [player,(magazines player),true,true] ;
publicVariableServer "PVDZE_plr_Save";
// Logging
if (isNil "_name") then { _name = "Unknown Item"; };
if (isNil "inTraderCity") then {
inTraderCity = "Unknown Trader";
} else {
if (inTraderCity == "Any") then {
inTraderCity = "Unknown Trader";
};
};
PVDZE_obj_Trade = [_activatingPlayer,_traderID,0,_name,inTraderCity,CurrencyName,_price];
publicVariableServer "PVDZE_obj_Trade";
} else {
_needed = _price - _playerCash;
cutText [format[(localize "str_epoch_player_184"),_needed,CurrencyName] , "PLAIN DOWN"];
_abort = true;
};
};
sleep 1;
if(_abort) exitWith {};
};
DZE_ActionInProgress = false;
} else {
// SELLING
_finish_trade = {
{player removeAction _x} forEach s_player_parts;s_player_parts = [];
s_player_parts_crtl = -1;
DZE_ActionInProgress = false;
dayzTradeResult = nil;
};
_name = (_this select 3) select 1;
_textPart = (_this select 3) select 5;
_price = (_this select 3) select 2;
_traderID = (_this select 3) select 7;
_qty = {_x == _name} count magazines player;
_removed = 0;
_tradeCounter = 0;
_total_trades = _qty;
if (_total_trades < 1) exitWith {
cutText [format["You do not have a %1", _textPart], "PLAIN DOWN"];
call _finish_trade;
};
_abort = false;
// perform number of total trades
for "_x" from 1 to _total_trades do {
_tradeCounter = _tradeCounter + 1;
// cutText ["Starting trade, stand still to complete.", "PLAIN DOWN"];
if(_total_trades == 1) then {
cutText [(localize "STR_EPOCH_PLAYER_105"), "PLAIN DOWN"]; // Starting trade, stand still to complete trade.
} else {
cutText [format[(localize "STR_EPOCH_PLAYER_187"),_tradeCounter,_total_trades], "PLAIN DOWN"]; // Starting trade, stand still to complete trade %1 of %2.
};
private["_finished","_oldPosition"];
if(isNil "_oldPosition") then { _oldPosition = position player;};
_finished = false;
sleep 2;
if (player distance _oldPosition <= 1) then {
_finished = true;
};
if (!_finished) exitWith {
DZE_ActionInProgress = false;
r_autoTrade = false;
cutText [(localize "str_epoch_player_106") , "PLAIN DOWN"];
};
if (_finished) then {
_removed = ([player,_name,1] call BIS_fnc_invRemove);
if (_removed > 0) then {
_playerCash = player getVariable ["cashMoney",0];
player setVariable["cashMoney",(_playerCash + _price),true];
cutText [format[("Traded %1 for %2 %3"),_textPart,_price,CurrencyName], "PLAIN DOWN"];
PVDZE_plr_Save = [player,(magazines player),true,true] ;
publicVariableServer "PVDZE_plr_Save";
// Logging
if (isNil "_name") then { _name = "Unknown Item"; };
if (isNil "inTraderCity") then {
inTraderCity = "Unknown Trader City";
} else {
if (inTraderCity == "Any") then {
inTraderCity = "Unknown Trader";
};
};
PVDZE_obj_Trade = [_activatingPlayer,_traderID,1,_name,inTraderCity,CurrencyName,_price];
publicVariableServer "PVDZE_obj_Trade";
} else {
cutText [format["Something went wrong. Could not remove %1 from inventory", _name], "PLAIN DOWN"];
_abort = true;
};
};
sleep 1;
if(_abort) exitWith {};
};
DZE_ActionInProgress = false;
};
DZE_ActionInProgress = false; -
a fast trading version would be perfect :)
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i get this error when someone buy/sell items at the traders.
16:41:18 Error in expression <urrency = _this select 5; _qty = _this select 6; _clientID = owner _player; _p> 16:41:18 Error position: <select 6; _clientID = owner _player; _p> 16:41:18 Error Zero divisor 16:41:18 File z\addons\dayz_server\compile\server_tradeObject.sqf, line 9
my server_traderObject.sqf
private ["_player","_name","_traderid","_buyorsell","_data","_result","_key","_outcome","_clientID"]; _player = _this select 0; _traderID = _this select 1; _buyorsell = _this select 2; //0 > Buy // 1 > Sell _classname = _this select 3; _traderCity = _this select 4; _currency = _this select 5; _qty = _this select 6; _clientID = owner _player; _price = format ["%2x %1",_currency,_qty]; _name = if (alive _player) then { name _player; } else { "Dead Player"; }; if (_buyorsell == 0) then { //Buy diag_log format["EPOCH SERVERTRADE: Player: %1 (%2) bought a %3 in/at %4 for %5", _name, (getPlayerUID _player), _classname, _traderCity, _price]; } else { //SELL diag_log format["EPOCH SERVERTRADE: Player: %1 (%2) sold a %3 in/at %4 for %5",_name, (getPlayerUID _player), _classname, _traderCity, _price]; }; if (DZE_ConfigTrader) then { _outcome = "PASS"; } else { //Send request _key = format["CHILD:398:%1:%2:",_traderID,_buyorsell]; _data = "HiveEXT" callExtension _key; _result = call compile format ["%1",_data]; // diag_log ("TRADE: RES: "+ str(_result)); _outcome = _result select 0; }; dayzTradeResult = _outcome; if(!isNull _player) then { _clientID publicVariableClient "dayzTradeResult"; };
all trades are working just this error spams my rpt.
if someone could help it would be very appreciated.
regards dew
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it there a way to fix this issue that some Skins are invisible for AI.
(tested with shb_soldier skins and stalker skins on wicked ai 1.6, 1.7 and 2.1.4)
thanks for the script
regards
Dew
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Wrong
the 1.1 999 hive does not support maintaining.
Update to 2.0 with Souls hive to support maintaining
thanks alot
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is there is an issue with the included hiveext.dll and maintain_area.sqf? Im using the 1.1 and im using the included dlls on my server
i saw the following lines in my hiveext.log right after maintaining a base.
hiveext.log when executing maintain_area.sqf 2014-09-03 20:33:47 HiveExt: [Error] Invalid method id: 396 2014-09-03 20:33:47 HiveExt: [Error] Invalid method id: 396 2014-09-03 20:33:47 HiveExt: [Error] Invalid method id: 396 2014-09-03 20:33:47 HiveExt: [Error] Invalid method id: 396 2014-09-03 20:33:47 HiveExt: [Error] Invalid method id: 396 2014-09-03 20:33:47 HiveExt: [Error] Invalid method id: 396 2014-09-03 20:33:47 HiveExt: [Error] Invalid method id: 396
befor maintaining a cinderwall objid 17247 (sorry for the format i just exported the row in my clipboard with heidisql)INSERT INTO `object_data` (`ObjectID`, `ObjectUID`, `Instance`, `Classname`, `Datestamp`, `LastUpdated`, `CharacterID`, `Worldspace`, `Inventory`, `Hitpoints`, `Fuel`, `Damage`) VALUES (17247, 52028831593824, 11, 'CinderWall_DZ', '2014-08-13 17:08:36', '2014-09-02 01:15:00', 7186, '[24.013,[5202.82,8315.87,-0.383]]', '[]', '[]', 0.00000, 0.10000);
after maintaining a cinderwall objid 17247 (sorry for the format i just exported the row in my clipboard with heidisql)INSERT INTO `object_data` (`ObjectID`, `ObjectUID`, `Instance`, `Classname`, `Datestamp`, `LastUpdated`, `CharacterID`, `Worldspace`, `Inventory`, `Hitpoints`, `Fuel`, `Damage`) VALUES (17247, 52028831593824, 11, 'CinderWall_DZ', '2014-08-13 17:08:36', '2014-09-02 01:15:00', 7186, '[24.013,[5202.82,8315.87,-0.383]]', '[]', '[]', 0.00000, 0.10000);
as you can see no changes to the Datestamp and at the same time the hiveext.log error. The Call 396 i think is for updating the datetamp to the objects.
Any Help would be greatly appreciated and thanks for that great mod!
regards
Dew
MOSTWA - Andre most Wanted Script
in A2: Epoch Mods (1.0.5.1)
Posted · Edited by Dew
was working on a similar script but i never finished it. thanks for the release Donnovan. donation inc..