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HisShadow

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  1. Like
    HisShadow reacted to Brockie in News about 1.0.5?   
    I feel for you friend, I just said that because BattlEye will not protect your version as of tomorrow.  And Gamespy + Commander likely wont work either.  The new steam version is actually not bad, had mine going for 3 days now.  It isn't much but once I got it going it has been stable and it's really nice!  New enterable buildings, new vehicles, lots of neat stuff.
  2. Like
    HisShadow reacted to BetterDeadThanZed in News about 1.0.5?   
    BattlEye will continue to work. The old global bans will still be in effect and working as usual as long as you are running your server on Arma 2 1.63.
  3. Like
    HisShadow got a reaction from Kenturrac in News about 1.0.5?   
    You sound like just the kinda guy il be re-banning now since it looks like i was right .... also im over 30 ... kid ... flame bait failure. Now try to stick to the actual topic here and less on other peoples simple questions based on facts, if you have no idea what your talking about. k thnx.
     
    So if i read correctly this basically resets everyone everything back tot the stone age of dayz , we all get new characters new ID's retain nothing from your old character, and every ban ever is reset.. sounds like a cluster-F if i ever saw one ... just like the messages from my host sound like its a cluster-F on their end too...as i wait for them to figure out when and how to do this forced one day update across their entire service, without any clear idea still how this is actually going to proceed. il say it for a forth time no rage just facts .. its a cluster-F. enjoy kids! lol
     
    ps , ive simply sat on 103718 and epoch 1.0.4.2 with no probs till now ....because clearly theres no clear idea of how this should go which is a real shame for something months in the making here.
  4. Like
    HisShadow reacted to LunchboxCharlie in [Release] Vehicle God mode in Safezones.   
    We have AGN safe zones, but I believe this will work with just vanilla Dayz Epoch since the 'canbuild' function is from Epoch. I got ideas on how to write this all over the forums, if you need or want credit, please let me know. I don't remember where portions of code came from. Works perfect on our server (Doubletapdayz: Lunchbox and HisShadow). 
     
    Tested with: 1.0.4.2a
     
    How it works: 
     
    Vehicle god mode on entrance of a safe zone. Once the player leaves the Safe Zone without the vehicle, god mode on it will turn off and be damageable once again. The player has to at least drive into the safe zone or enter the vehicle at least once to activate the god mode. Once the player and vehicle leaves your designated safe zone, it will deactivate and return to normal.
     
    Limitations: 
     
    Player must be logged in for the vehicle god mode to be active. 
    Player must have at least entered the vehicle once. 
    Player must remain in the safe zone for the vehicle to remain god moded. 
     
    Edited: Added a private entry for the variable theVehicle so it won't interrupt any other scripts. 
     
    safezonevehicle.sqf
     
     
    Place file in the scripts folder, if it doesn't exist in your missions file create a folder called scripts.
     
    Paste into the isdedicated portion of your init.sqf of your missions file: 
     
     
    Should be good to go. It really is that easy.  :)
     
    I'm a long time lurker and figured I should contribute. 
  5. Like
    HisShadow reacted to ZeroK00L in [TUTORIAL] Harvestable hemp, smoking weed, pot farms.   
    For a more "mellow" high. lol. Use this....
    /* by: ZeroK00L */ [] spawn { hint "You roll a fatty and smoke it! Damn! That shit is the chronic!"; player removeMagazine 'ItemKiloHemp'; Remove_Drug_effects = { { ppEffectDestroy _x; } forEach (_this select 0); ppEffectDestroy ppe2; ppEffectDestroy ppe3; setaperture 0; }; _time = time; _effects = []; player playMoveNow "ActsPercMstpSnonWpstDnon_sceneBardak01"; while {true} do { ppe2 = ppEffectCreate ["chromAberration", 1555]; _effects = _effects + [ppe2]; ppe2 ppEffectAdjust [random 0.25,random 0.25,true]; ppe2 ppEffectCommit 1; ppe2 ppEffectEnable true; ppe3 = ppEffectCreate ["radialBlur", 1555]; _effects = _effects + [ppe3]; ppe3 ppEffectEnable true; ppe3 ppEffectAdjust [random 0.02,random 0.02,0.15,0.15]; ppe3 ppEffectCommit 1; sleep random(1); if (_time + 60 < time) exitWith {[_effects] call Remove_Drug_effects;}; }; }; Plus using this, hopefully your players wont go into epileptic seizures like the posted smokeshit.sqf. lol. This is the one I use on my Altis Life Server. Enjoy!
     
    Zero
  6. Like
    HisShadow reacted to FragZ in [TUTORIAL] Harvestable hemp, smoking weed, pot farms.   
    Hello guys! This is my first complete tutorial.

    Today I will show you how to install the Hemp farms scripts and the smoking script.

    First, you will need to install maca's right clickable system, which can be found here:   http://www.epochservers.com/viewtopic.php?f=14&t=13&sid=4d68d5283b8d5635f8323b5ed02979bf

    Then, open up extra_rc.hpp and copy this code in it:
     
    class ExtraRc { class ItemKnife { class farmhemp { text = "Harvest the weed"; script = "execVM 'scripts\hemp.sqf'"; }; }; class ItemKiloHemp { class smokeweed { text = "Smoke the shit"; script = "execVM 'scripts\smokeshit.sqf'"; }; }; }; Edit the text and paths to fit your needs.


    Now create a new text document and paste this in it:

     
    /* put together for DayZ Epoch Credits to Shogun338 from Insurrection gaming modified for separate "gather weed" script */ private ["_gearmenu","_playerPos","_nearWeed","_weed","_objectID","_objectUID"]; _playerPos = getPosATL player; _hempqty = {_x == "ItemKiloHemp"} count magazines player; _nearWeed = count nearestObjects [_playerPos, ["fiberplant"], 4] > 0; _weed = nearestObject [player, "fiberplant"]; if !(_nearWeed) exitWith { cutText [format["You need to be near the weed plants in order to gather."], "PLAIN DOWN"]; }; if (_hempqty > 2) exitWith { cutText [format["WARNING: %1, You have maximum amount of weed in your inventory! You could get arrested by the police ;)", name player], "PLAIN DOWN"]; }; if (dayz_combat == 1) then { cutText [format["You are in Combat and Cannot Gather the Weed."], "PLAIN DOWN"]; } else { disableSerialization; _gearmenu = FindDisplay 106; _gearmenu CloseDisplay 106; player playActionNow "Medic"; r_interrupt = false; sleep 6; _objectID = _weed getVariable["ObjectID","0"]; _objectUID = _weed getVariable["ObjectUID","0"]; deleteVehicle _weed; [_objectID,_objectUID] call server_deleteObj; _weed setDamage 1; player addMagazine "ItemKiloHemp"; sleep 2; cutText [format["You've Gathered Some Weed! Smoke that shit or sell it at Black market dealer!!"], "PLAIN DOWN"]; }; Save it as hemp.sqf and put it in your scritps folder in the mission pbo.


    Next up, create a new text document and paste this in it (NOTE ALL CREDITS TO INFISTAR FROM DAYZANTIHACK.COM):
     
    /* by: http://infiSTAR.de Credits to infistar for the actual script Edited by FragZ */ //Add this part after *while {true} do {* to add a smoke effect /*Flare = "SmokeShellGreen" createVehicle position player;         if (vehicle player != player) then { Flare attachTo [vehicle player,[0,0,0.]];}         else {Flare attachTo [player,[0,0,0.]];} */ [] spawn { hint "You took drugs YOLOLOLO"; player removeMagazine 'ItemKiloHemp'; Remove_Drug_effects = { { ppEffectDestroy _x; } forEach (_this select 0); ppEffectDestroy nonapsi_ef; ppEffectDestroy wetdist1; ppEffectDestroy ppe; ppEffectDestroy ppe2; ppEffectDestroy ppe3; setaperture 0; "dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 16; "colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 0.0]]; "colorCorrections" ppEffectCommit 0; }; _time = time; _effects = []; while {true} do { nonapsi_ef = ppEffectCreate ["colorCorrections", 1555]; _effects = _effects + [nonapsi_ef]; nonapsi_ef ppEffectEnable true; nonapsi_ef ppEffectAdjust [1.0, 1.0, -0.03, [0.0, 0.0, 0.0, 0.0], [3.0, 5.0, 9.0, 5.0],[0.4,0.0,0.0, 0.7]]; nonapsi_ef ppEffectCommit 1; sleep random(1); wetdist1 = ppEffectCreate ["wetDistortion", 2006]; _effects = _effects + [wetdist1]; wetdist1 ppEffectAdjust [0, 8, 0.8,8,8, 0.2, 1, 0, 0, 0.08, 0.08, 0, 0, 0, 0.77]; wetdist1 ppEffectEnable true; wetdist1 ppEffectCommit 0; ppe = ppEffectCreate ["colorCorrections", 1555]; _effects = _effects + [ppe]; ppe ppEffectAdjust [1, 1, 0, [1.5,6,2.5,0.5], [5,3.5,5,-0.5], [-3,5,-5,-0.5]]; ppe ppEffectCommit 1; ppe ppEffectEnable true; ppe2 = ppEffectCreate ["chromAberration", 1555]; _effects = _effects + [ppe2]; ppe2 ppEffectAdjust [0.01,0.01,true]; ppe2 ppEffectCommit 1; ppe2 ppEffectEnable true; ppe3 = ppEffectCreate ["radialBlur", 1555]; _effects = _effects + [ppe3]; ppe3 ppEffectEnable true; ppe3 ppEffectAdjust [0.02,0.02,0.15,0.15]; ppe3 ppEffectCommit 1; sleep random(1); wetdist1 = ppEffectCreate ["wetDistortion", 2006]; _effects = _effects + [wetdist1]; wetdist1 ppEffectAdjust [1, 1.16, 0.32, 2.56, 0.8, 0.64, 2.64, 0, 0, 1.08, 0.08, 0, 0, 0, 1.77]; wetdist1 ppEffectEnable true; wetdist1 ppEffectCommit 0; sleep random(1); nonapsi_ef = ppEffectCreate ["colorCorrections", 1555]; _effects = _effects + [nonapsi_ef]; nonapsi_ef ppEffectEnable true; nonapsi_ef ppEffectAdjust [1.0, 1.0, -0.02, [9.5, 1.5, 2.5, 0.2], [2.0, 7.0, 6.0, 2.0],[0.4,0.0,0.0, 0.7]]; nonapsi_ef ppEffectCommit 1; sleep random(1); if (_time + 60 < time) exitWith {[_effects] call Remove_Drug_effects;}; }; }; Save it as smokeshit.sqf and put it in the scripts folder of your mission.pbo
     
    NOTE: THIS SCRIPT LOOKS LIKE  A LSD TRIP. Go to the OPTIONAL part of the tutorial for a mellow version.
     
     
    Finally, open the arma 2 oa map editor and place down whatever buildings you want the weed to be into. Place any type of bushes or barrels or rocks in the editor where you want the weed to be (in my example I used "MAP_b_betulaHumilis". Save the mission.sqf and go to your DOCUMENTS/Arma 2 Other Profiles/Yourprofilename/mission.sqf and open it.



    Change every  MAP_b_betulaHumilis (or any object you placed)
    _vehicle_5 = objNull; if (true) then { _this = createVehicle ["MAP_b_betulaHumilis", [4048.9565, 7805.9746], [], 0, "CAN_COLLIDE"]; _vehicle_5 = _this; _this setPos [4048.9565, 7805.9746]; }; to
     
    _vehicle_5 = objNull; if (true) then { _this = createVehicle ["fiberplant", [4050.6616, 7809.3203], [], 0, "CAN_COLLIDE"]; _vehicle_5 = _this; _this setPos [4050.6616, 7809.3203]; }; Do the usual changes for a building file and save it as weedfarm.sqf  then go to your server.pbo and put it in buildings folder.
     
    You can also use this script made by HALV to spawn random fields each restart.
    http://pastebin.com/juMsuJ1r


    Finally, call it in the init/system_functions.sqf at the bottom just like so:
     
    execVM "\z\addons\dayz_server\buildings\weedfarm.sqf"; OPTIONNAL:

    -If you want people to be able to sell it you can add ItemKiloHemp in the traders DATA from your sql table so you can make them be sold.
    Don't forgot to add it to Traders items as well
    - Add this right above while {true} do in smokeshit.sqf  :)
    player playMoveNow "ActsPercMstpSnonWpstDnon_sceneBardak01"; This will add an animation to the player.
    -For a little bit less exagerated smokeshit.sqf script, use this one made by ZeroK00L:
     
    /* by: ZeroK00L */ [] spawn { hint "You roll a fatty and smoke it! Damn! That shit is the chronic!"; player removeMagazine 'ItemKiloHemp'; Remove_Drug_effects = { { ppEffectDestroy _x; } forEach (_this select 0); ppEffectDestroy ppe2; ppEffectDestroy ppe3; setaperture 0; }; _time = time; _effects = []; player playMoveNow "ActsPercMstpSnonWpstDnon_sceneBardak01"; while {true} do { ppe2 = ppEffectCreate ["chromAberration", 1555]; _effects = _effects + [ppe2]; ppe2 ppEffectAdjust [random 0.25,random 0.25,true]; ppe2 ppEffectCommit 1; ppe2 ppEffectEnable true; ppe3 = ppEffectCreate ["radialBlur", 1555]; _effects = _effects + [ppe3]; ppe3 ppEffectEnable true; ppe3 ppEffectAdjust [random 0.02,random 0.02,0.15,0.15]; ppe3 ppEffectCommit 1; sleep random(1); if (_time + 60 < time) exitWith {[_effects] call Remove_Drug_effects;}; }; }; If you have any questions you can ask me.

    I DO NOT TAKE CREDITS FOR THE HARVESTING SCRIPT. Credits to original authors.
  7. Like
    HisShadow reacted to gunnar in denmark Pack (new towns)   
    After some private messages to reupp Skalisty, here is it. For Medvedskoye and Skalisty i spent a lot of time to create, so a thx will not hurt. Dont ask for biedi file, i will not release it.
     
     
     
    Medvedskoye
    description: a 3,5km long road from Pobeda Dam leads to the new Town
    screenshot: http://imgur.com/a/hkyi#0
     
    Skalisty Island
    description: huge improvement, nearly whole island is now a city
    screenshot: http://imgur.com/a/7Tvv#0
     
    North-East-Airfield
    description: more interesting because of new barracks and hangars
    screenshot: http://imgur.com/a/YD5g#0
     
    Cherno Blocks
    description: added some apartment Blocks to the north of Cherno
    screenshot: http://imgur.com/a/dwUD#0
     
    Cherno Base
    description: a base east of Cherno on the small Hill
    screenshot: https://imgur.com/a/qAbX#0
     
     
    NEW added 5.June 2014
     
     
    Gvozdno-Petrovka Road + Village
    description: a road directly connects these both villages, in the middle some houses added
    screenshot: http://imgur.com/a/FqGN#10
     
    Solnichniy Factory Addon
    description: larger Factory now + some more Objects in Solnichniy
    screenshot: http://imgur.com/a/2E6L#0
     
    North-West-Airfield
    description: added much more Foliage to the Field but dont destroys the Layout of this Airfield
    screenshot: no Screenshots, sorry
  8. Like
    HisShadow reacted to Charlatan in Ghost of Chernarus Map Pack finally finished !   
    Heya,
     
    I just wanted to announce here that my map-pack project "Ghost of Chernarus" is no longer WIP., the planned maps are finally finished.
    There is still another part that will be made, a large A.I. Stronghold to be exact, but its not directly part of that Map Pack.
     
    Since I am only mapping here, I'm searching people well-versed in the setup of custom AI guards and/or database-compatible vehicles.
     
     
    Here's the links:
     
    Map-Pack Overview and Screenshots: http://www.charlatan.at/DayZ/GOC.pdf
     
    The Map-Pack: http://www.charlatan.at/DayZ/GOC.rar
     
    The old WIP Topic:
     
     
    Feel free to send me a P.M. if you are interested and can:
     
    => Set up proper NPC enemies both stationary and patrolling
     
    or
     
    => Know how to add editor-placed vehicles to the database so they don't explode
  9. Like
    HisShadow reacted to raymix in [Discontinued] Emerald Interior Designer   
    Project has been discontinued 
    If you still want this mod, it will (and should) work with any beta or Epoch release, however I highly suggest using
     
     


     
    Very simple script that lets you right click ItemEmerald and spawn various interior items, using Epoch building system.
    I will assume you know your way around with scripts and have custom extra_rc, fn_selfActions.sqf and variables.sqf in your mission file, if not, ask below.
     
    Credits:
    Rocket
    DayZ Epoch Team for player_build.sqf
    Maca for extra_rc
    PetuniaEpoch for modified
    Rythron FIX for playerID tied to plotpole script, replace your http://epochmod.com/forum/index.php?/topic/10665-release-emerald-interior-designer/?p=77638 with his.
     
    UPDATE LOG v1.1.1:
    *Increased distance of objects to prevent people  from dying, please refer to _offset in spawn.sqf
    *Fixed issue with object height distance while using ALT+PgUP/PgDown
     
    UPDATE LOG v1.1:
    *Added huge list of external objects
    *Added Toggle-able plotpole requirement for spawn
    *Added Ability to remove items
    *Can't spawn or remove items if not owner or tagged friendly of nearby plotpole
     
     
    Download files:
    https://dl.dropboxusercontent.com/u/14423790/interiorV1.1.1.rar
     
    Or add yourself:
     
    custom\extra_rc.hpp (Updated V1.1):



     
    custom\variables.sqf (Updated V1.1): Find 
    dayz_allowedObjects = ["TentStorage"........  Change to: 



     
    description.ext:
    #include "interior\defines.hpp" #include "interior\dialogs.hpp" interior\defines.hpp:



     
    interior\dialogs.hpp (Do not use with newest Infistar AH):



     
    interior\dialogs.hpp (Only for people with newest Infistar Antihack):



     
    interior\items.sqf (Updated V1.1):



     
    interior\spawn.sqf (Updated v1.1.1):
    _plotReq = true; // can't build without nearby plotpole
    _plotReq = false; //can build without plotpole or near owned plotpole only
    _offset = [0,3.5,0]; //This is distance of object from player XYZ.. increase Y if you want an object to spawn further away from player



     
    interior\remove.sqf (NEW):



     
    custom\fn_selfActions.sqf (Updated V1.1.1)
    Add to the very bottom of the file:



  10. Like
    HisShadow reacted to insertcoins in How do you change zombie skins?   
    Got it to this point, using a modified version of DZAI. Still facing problems, as the zeds will not stop respawning on the trigger set up by DZAI resulting in 40fps drop in 20-30 minutes and actual zombie hordes with 60 zeds shambling to the nearest player (even 1km away players) which is a really.. REALLY cool sight but not viable preformence wise.
  11. Like
    HisShadow reacted to insertcoins in re-working zombies with no need to download aditional @mod   
    got an idea. How about a mission where zeds spawn the moment somebody is within 30 meters of the loot. Like, 60 zeds or so (regular ones, as to not bump serverload too much).
    I'll see if I can write something up added to dzms or somethign
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