0verHeaT
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Posts posted by 0verHeaT
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If I understood you right you want a variable server side which is either true or false. However, if this variable doesn't exist it should be false.
if (isNil "Variable") then {Variable = false;}; if ((typeName Variable) == "BOOL") then { //make sure the variable is a boolean if (Variable) then uisleep 25; _txt = "The variable is true!"; titleText [_txt, "PLAIN DOWN", 3]; systemChat _txt; } else { _txt = "This variable is false or doesnt exist!"; titleText [_txt, "PLAIN DOWN", 3]; systemChat _txt; }; };
In your server_monitor.sqf you can set
Variable = true; publicvariable "Variable";
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This 'error' mostly occurs if a player dies and gets disconnected.
You don't have to care about that.
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It does only show up if a player is killed by any other player.
Of course it is possible to let it show up for other deaths (e.g. suicide).
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You could create a public variable in your server_monitor.sqf where you store your PlayerUIDs
PV_admins =["0123456789","9876543210"]; publicVariable "PV_admins";
In your mission file you set all the IDs from you server_monitor.sqf to a new array.
e.g.
waitUntil {sleep 1; !isNil "PV_admins"}; admin_list = []; for "_i" from 0 to ((count PV_admins) - 1) do { private ["_plyrid"]; _plyrid = (PV_admins select _i); admin_list set [count admin_list,_plyrid]; };
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So is this a fully functional working script? Is the OP updated with all these "fixes" I see?
I've seen it work fine in 1.0.5.1. Haven't read the entire thread, not sure about the fixes.
I have tested it with the updated version. None if these errors occures if you use the most recent version.
Just make sure you follow my steps.
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Sorry I am struggling to get this to properly work. The issue is i can get to the stage where i pick the colour and I press paint and nothing happens no text, no colour change nothing. Any help with this I've now followed the install instructions 3 times and I have everything exactly the same as the instructions. thanks.
*EDIT*
I am using Single currency 1.0 is this the issue? because i notice when i press paint no money is taken from my character nor is the vehicle painted.
If you use SC v1.0 use this in your vehicleColourPaint.sqf
private ["_colour","_colour2","_playerWealth","_PUID"]; _PUID = (getPlayerUID player); _playerWealth = [player,ColourPrice] call SC_fnc_removeCoins; if (_playerWealth) then { _colour = ""+str((sliderPosition 5700) / 10)+","+str((sliderPosition 5701) / 10)+","+str((sliderPosition 5702) / 10)+",1"; _colour2 = ""+str((sliderPosition 6700) / 10)+","+str((sliderPosition 6701) / 10)+","+str((sliderPosition 6702) / 10)+",1"; PVDZE_veh_Colour = [VehicleToPaint,_colour,_colour2,_PUID,dayz_playerName]; publicVariableServer "PVDZE_veh_Colour"; titleText ["Vehicle has been repainted! Please wait a moment for the texture to update!","PLAIN DOWN"]; } else { titleText ["You do not have enough money to repaint your vehicle!","PLAIN DOWN"]; };
For SC v1.0 you also need the following
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If you get any errors like this
Error in expression < call BIS_fnc_selectRandom;
You should check if your fnc functions are loaded correctly.
I had this error recently on my dev server.
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I had to remove the script.
It kept crashing my servers on restart:
Error in expression <lrinit","_clrinit2"]; { _selection = _x select 0; _dam = _x select 1; if (_selec> 5:04:51 Error position: <select 0; _dam = _x select 1; if (_selec>
I suppose there is a painted vehicle that was bugged or something.
Your error refers to this part:
{ _selection = _x select 0; _dam = _x select 1; if (_selection in dayZ_explosiveParts and _dam > 0.8) then {_dam = 0.8}; [_object,_selection,_dam] call object_setFixServer; } forEach _hitpoints;
As you can see here, the server is getting the hitpoints for every vehicle from the database.
I do not think that your error has something to do with this script.
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Help please,
I have this installed and everything seems to be working great, I can paint and the colours stay after restart but the problem I have is it seems other players get the option but it closes within seconds of opening the option to paint. I am down as admin but I can not see in the script where that may affect others not being able to paint.
I know its not just the cars they are choosing as I went and painted one for a player who got the issue of the menu vanishing.
Any ideas?
Thanks in advance
Your infistar is closing the dialog for every non admin. Just add the paint dialog number to the allowed dialog array in your AHConfig.sqf
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its supposed to store the color code in the worldspace correct? cause if so then i see the new numbers..
[119,[6652.46,2616.87,2.365e-04],"0.208548,0,0,1","0,0,0,1"] im not sure what the last numbers on the back mean.
this is what it looked like after painting.. [119,[6652.49,2616.82,-1.764e-05],"0.165612,0,0,1","0,0,0,1"]
Yes, thats the way it has to look like.
[119,[6652.49,2616.82,-1.764e-05],"0.165612,0,0,1","0,0,0,1]
first colour
second colour
If the colour is still disapearing after server restart, you have to check your server_monitor.sqf
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great script works awesome.. However one issue I am having.. The pain doesnt stay after reset.. is this normal? or is my database not publishing them correctly?
Check if your database stores the colour codes correctly.
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Still get players respawning at there bodies, does the code in playerdied go in before the closing bracket or out?
Just after
_loc_message = format["PKILL: %1 was killed by %2 with weapon %3 from %4m", _victimName, _killerName, _weapon, _distance];
Check your fnc_plyrHit.sqf if you get the respawn bug.
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Did you added your trader 'gsc_scientist1' to the serverTraders Array in your server_traders.sqf ?
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How would I go about adding this in so you have to use a trader? I got a make shift garage type area and I want people using that rather then being able to do it on the fly
You can use something like this in your fn_selfActions
if (_isMan and !_isPZombie and (_typeOfCursorTarget == "RU_Citizen2") and _canDo) then { // <-- Change the trader guy here. if (s_player_paint < 0) then { s_player_paint = player addAction ["Paint", "Paint\player_paint_init.sqf", _cursorTarget, 5, false]; }; } else { player removeAction s_player_paint; s_player_paint = -1; };
replace your payer_paint.sqf with
private ["_txt","_coins","_vehicle","_nearvehicles"]; _nearvehicles = nearestObjects [(getPosATL player), ["ColourVehicles"], 15]; if ((count _nearvehicles) < 1) exitWith {cutText ["Did not find any vehicle!", "PLAIN DOWN"];} VehicleToPaint = _nearvehicles select 0; ColourPrice = 7500; _coins = '...\dollars.paa'; _vehicle = getText(configFile >> "cfgVehicles" >> (typeOf VehicleToPaint) >> "displayName"); createdialog "VehicleColourDialog"; _txt = format ["<t>It will cost %1 <img image='%2'/><br/>to repaint your %3.</t>",[ColourPrice] call BIS_fnc_numberText,_coins,_vehicle]; ((uiNamespace getVariable "VehicleColourDialog") displayCtrl 5703) ctrlSetStructuredText parseText _txt;
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How about back to the default?
A very simple solution is just to set these:
_obj setVariable["Colour","0",true]; _obj setVariable["Colour2","0",true];
to the selected vehicle.
However, this will only unpaint the vehicle on server restart.
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I was able to fix most of the issues but player duping is the one i cant fix
Still getting players spawning back at there bodies aswell as alot of picture nilm not found sent to all clients on most deaths
Remember to use the updated instruction to install this script.
All bugs are already fixed.
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Just replace this
_kill_txt = format ["<t align='left' size='0.9'>%1 </t>",_killerName,_pic,_victimName,(ceil _distance)]; _kill_txt = _kill_txt + format ["<img size='1.0' align='left' image='%2'/>",_killerName,_pic,_victimName,(ceil _distance)]; _kill_txt = _kill_txt + format ["<t align='left' size='0.9'> %3 </t>",_killerName,_pic,_victimName,(ceil _distance)]; _kill_txt = _kill_txt + format ["<t align='left' size='0.9'>[%4m]</t>",_killerName,_pic,_victimName,(ceil _distance)];
with
_kill_txt = format ["<t align='left' size='0.9'>%1 </t>",_killerName,_pic,_victimName]; _kill_txt = _kill_txt + format ["<img size='1.0' align='left' image='%2'/>",_killerName,_pic,_victimName]; _kill_txt = _kill_txt + format ["<t align='left' size='0.9'> %3</t>",_killerName,_pic,_victimName];
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maybe you are using 1.1 and his is for 2.0
he didnt use my DEV functions to check and remove money :)
If you are reading this Overheat:
Did not considered that point cause it's working well with 2.0
Anyway, thanks for the hint. I'm gonna update the instructions.
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This won't make any influence on your FPS.
Just make sure to execute such building addons server side.
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Is the download link updated? I installed the new one and the instructions differ from the gitub
You are right. I must have forgot this.
It has been changed to the correct code now.
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I have a little problem, the script works but when i use pain in the scroll menu come this: Resource VehicleColour Dialog not found
but the .hpp is in the Paint file. Anyone a idea?
sounds like you didn't inlcude these in your description.ext
#include "Paint\defines.hpp" #include "Paint\vehiclecolour.hpp"
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Why do still players spawn at their bodys after get killed? I tought it was fixed?
It has been fixed. Make sure to follow the updated instructions.
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[Release] Custom Kill Messages
in A2: Epoch Mods (1.0.5.1)
Posted
If you look at these lines
Just the kills where the picture of the gun is assigned and the ones where the weapon is not a 'throw' item (e.g. Grenades) are displayed ingame.
However, any of such kills are displayed in the .RPT.