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seelenapparat last won the day on June 2 2018

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  1. you can use extdb to achieve your goal. no need for a custom hiveext.dll. (tho it would be nice to have one; multichar support etc.) :)
  2. not possible via missionfile or serverfile editing. you would need to change that in the correct cfgmagazines configfile. which then means you would need to make a custom addon pbo file, which everyone needs to download in order to play on your server.
  3. thats correct. delay issue: if I remember correctly. the serverside script has a built in sleep. so it might be that it only checks each xx seconds.
  4. the number means minutes. 5 = 5 minutes after serverstart. 35 = 35 minutes after serverstart. and so on. these events will be executed each hour.
  5. check the classnames of the items and weapons. if there is a wrong classname the game adds a nonworking item to the body. when the player opens the gear the game checks the configs and produces an error. the game crashes.
  6. hint: check the variables.sqf for dayz_gearedobjects. all ori houses must be in there in order for them to be updated by the server.
  7. check your spawnvehiclepatrol.sqf. in there you will find something like this: _vehicle setVehicleLock "LOCKED"; replace it with this: //_vehicle setVehicleLock "LOCKED";
  8. even easier would be something like this: take the player_spawnCheck.sqf to the missionfile and edit it. somewhere where it says: if (getNumber(_config >> "zombieChance") > 0) then { above add: if (player distance [youcoordsarray) < 1000) exitwith {}; 1000 is roughly the islandsize from the middle of it (radius). or do I have a mistake in my thinking there?
  9. in your variables.sqf find: DZE_safeVehicle and add: ,"Old_bike_TK_CIV_EP1" to the array.
  10. as we speak I came to the same conclusion. and no, I did of course not add the 2 new variables to the private array... I guess, Im getting old. :D €: it worked! thx @A Man. hours of debugging, just for this lol.
  11. I must ask now. I'm usually not that stupid when it comes to arma scripting, but I ran out of ideas on my problem. I debugged it as far as I could and what I found out is, that when I open a safe to access the band dialog it does not transfer the coins from the locked safe to the unlocked one. my debug lines tell me this: 0 coins in safe: 14:13:01 "TLR_DEBUG: zsc_server_handeSafeGear: Z_singleCurrency = true, Z_MoneyVariable = cashMoney" 14:13:01 "TLR_DEBUG: zsc_server_handeSafeGear: unlock: VaultStorageLocked coins = 0" 14:13:01 "TLR_DEBUG: zsc_server_handeSafeGear: unlock: VaultStorage coins = any" tested with added 501 coins to safe via database: 14:27:18 "TLR_DEBUG: zsc_server_handeSafeGear: Z_singleCurrency = true, Z_MoneyVariable = cashMoney" 14:27:18 "TLR_DEBUG: zsc_server_handeSafeGear: unlock: VaultStorageLocked coins = 501" 14:27:18 "TLR_DEBUG: zsc_server_handeSafeGear: unlock: VaultStorage coins = any" locking the safe throws me this: 14:13:27 "TLR_DEBUG: zsc_server_handeSafeGear: Z_singleCurrency = true, Z_MoneyVariable = cashMoney" 14:13:27 "TLR_DEBUG: zsc_server_handeSafeGear: lock: VaultStorage coins = any" 14:13:27 "TLR_DEBUG: zsc_server_handeSafeGear: lock: VaultStorageLocked coins = any" this is the debug code: switch (_status) do { case 0: { //Unlocking _unlockedClass = getText (configFile >> "CfgVehicles" >> _type >> "unlockedClass"); _weapons = _obj getVariable ["WeaponCargo",[]]; _magazines = _obj getVariable ["MagazineCargo",[]]; _backpacks = _obj getVariable ["BackpackCargo",[]]; if (Z_singleCurrency) then {_coins = _obj getVariable [Z_MoneyVariable,0];}; diag_log format ["TLR_DEBUG: zsc_server_handeSafeGear: Z_singleCurrency = %1, Z_MoneyVariable = %2", Z_singleCurrency, Z_MoneyVariable]; diag_log format ["TLR_DEBUG: zsc_server_handeSafeGear: unlock: %1 coins = %2", typeof _obj, _obj getVariable [Z_MoneyVariable,0]]; // Create new unlocked safe, then delete old locked safe //_holder = createVehicle [_unlockedClass,_pos,[],0,"CAN_COLLIDE"]; _holder = _unlockedClass createVehicle [0,0,0]; _holder setDir _dir; _holder setVariable ["memDir",_dir,true]; _holder setVectorDirAndUp _vector; _holder setPosATL _pos; _holder setVariable ["CharacterID",_charID,true]; _holder setVariable ["ObjectID",_objectID,true]; _holder setVariable ["ObjectUID",_objectUID,true]; _holder setVariable ["OEMPos",_pos,true]; if (DZE_permanentPlot) then {_holder setVariable ["ownerPUID",_ownerID,true];}; if (Z_singleCurrency) then {_holder setVariable [Z_MoneyVariable,_coins,true];}; diag_log format ["TLR_DEBUG: zsc_server_handeSafeGear: unlock: %1 coins = %2", typeof _holder, _holder getVariable [Z_MoneyVariable,0]]; deleteVehicle _obj; [_weapons,_magazines,_backpacks,_holder] call fn_addCargo; }; does anyone have a clue what I could have missed? it seems like setvar throws an error when setting it on the unlocked safe. Im using the latest zsc version. server_handleSafeGear is 100% like the provided .sqf file.
  12. generally speaking: yes. but it might need some revision scriptwise to work with 1062.
  13. check the classnames of the units. there might be a misspelling or typo in there. the error gives you a clue already. the skins of the crewmembers might not be correct.
  14. init.sqf: in lowest if (!isDedicated) then { part add: [] execVM "yourfoldername\breath.sqf"; breath.sqf: waituntil {player == player}; breathfx = { private ["_pos", "_ps"]; sleep random 2; _pos = _this selectionPosition "neck"; _pos = _this selectionPosition "neck"; _ps = "#ParticleSource" createVehicleLocal getPos _this; _ps setParticleparams [["\Ca\data\particleEffects\universal\universal.p3d", 16, 12, 13, 0], "", "Billboard", 0.5, 0.5, [_pos select 0, (_pos select 1) + 0.15, _pos select 2], [0, 0.2, -0.2], 1, 1.275, 1, 0.2, [0, 0.2, 0], [[1, 1, 1, 0.01], [1, 1, 1, 0.01], [1, 1, 1, 0]], [1000], 1, 0.04, "", "", _this]; _ps setParticlerandom [2, [0, 0, 0], [0.25, 0.25, 0.25], 0, 0.5, [0, 0, 0, 0.1], 0, 0, 10]; _ps setDropinterval 0.001; _this setVariable ["runningBreath",(floor time + 5)]; sleep 0.5; deleteVehicle _ps; }; [] spawn { while {true} do { _near = nearestObjects [player, ["Man"], 500]; { if ((alive _x) && (vehicle _x == _x) && !(_x isKindOf "zZombie_base") && (_x getVariable ["runningBreath", -1] < time)) then { _x setVariable ["runningBreath",(floor time + 5)]; _x spawn breathfx; }; } forEach _near; sleep 5; }; }; to modify the weather, check configVariables.sqf in there, you need to search for: DZE_WeatherVariables. also you dont need to add this fn_temperatur.sqf , as its already part of epoch. check the dayz_code.pbo for it.
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