Jump to content


  • Posts

  • Joined

  • Last visited

  • Days Won


Reputation Activity

  1. Like
    looter809 reacted to JasonTM in [Release]Custom infiSTAR tools   
    These are not admin tools, they are hacks obtained from a public hack menu and added as "admin tools."
  2. Like
    looter809 reacted to BigEgg in Disable Thermal vision   
    In your init.sqf, paste the following code:
    vehsRemoveThermal = []; In your server_monitor.sqf find:
    [_object,"damage"] call server_updateObject; Below it add:
    { if (_object isKindOf _x) then { _object disableTIEquipment true; }; } forEach vehsRemoveThermal; In dayz_server\compile\server_publishVehicle2.sqf, find:
    clearWeaponCargoGlobal _object; clearMagazineCargoGlobal _object; Below it add:
    { if (_object isKindOf _x) then { _object disableTIEquipment true; }; } forEach vehsRemoveThermal;  
    Done - any vehicle you enter into vehsRemoveThermal will not have thermal.
    vehsRemoveThermal = ["HMMWV_m998_crows_M2_DES_EP1"];  
  3. Like
    looter809 reacted to theduke in OverPoch 1.0.6   
    I've tried what you mentioned. But I remember you needed to move the dayz_code.pbo with its bisign over to the overwatch folder.
    Anyways i tried without first and i got a dayz_code gui error when loading in. Then i treid moving the dayz_code over and I got a error about something dependent on epoch_b.pbo
    I gave up for now lol... still trying to transfer some of the scripts to 106
  4. Like
    looter809 reacted to Casual_Jeff in [RELEASE] Custom GUI / Menu   
    I answer to my question :)
    To work with, you need to extract keyboard.sqf (no more dayz_space interrupt.sqf in in dayz_code\compile and put it in your mission file.
    Modify keyboard.sqf ass follow.
    //ESLK Menu _informenu = {if (isNull findDisplay 7777) then { execVM "custom\menu\menu_init.sqf"; }; _handled = true; }; before 
    _block = { _handled = true; }; and add:
    [[DIK_TAB], _informenu] call _addArray; At line 265 before:
    [[DIK_ESCAPE], _cancelBuild] call _addArray;  
    Enjoy :)
  5. Like
    looter809 reacted to Airwaves Man in OverPoch 1.0.6   
    1. Upload the overwatch client files from your steam folder to your server directory
    2. Put the overwatch bikey in the key folder on your server directory( their should be the epoch biskey as well)
    3. Load in your command line before @DayZ_Epoch;@DayZ_Epoch_Server;  your overwatch mod, like that: @DayzOverwatch;@DayZ_Epoch;@DayZ_Epoch_Server;  Make sure the folders with the mods have the same name like in the command line.
    4. Open your mission.sqm in your missionfile and add to the loaded addons:
    Thats all.
  6. Like
    looter809 reacted to icomrade in [Release] Anti Combat Log   
    Updated version of this script: 
    In server_playerSync.sqf
    Find this block of code: https://github.com/EpochModTeam/DayZ-Epoch/blob/Release_1.0.6.2/SQF/dayz_server/compile/server_playerSync.sqf#L142-L149
    Replace with: 
    if (_this select 4) then { //combat logged _medical set [1, true]; //set unconcious to true _medical set [10, 150]; //combat timeout //_character setVariable ["NORRN_unconscious",true,true]; // Set status to unconscious //_character setVariable ["unconsciousTime",150,true]; // Set knock out timer to 2 minutes 30 seconds //_character setVariable ["USEC_injured",true]; // Set status to bleeding //_character setVariable ["USEC_BloodQty",3000]; // Set blood to 3000 //Begin anti combat log _weapons = _playerGear select 0; _weapons_backpack = _playerBackp select 1; _current_magazine = currentMagazine _playerObj; _magazines_backpack = _playerBackp select 2; _magazinesRemove = _magazines; if ((typeName (_magazinesRemove select 0)) == "ARRAY") then { if ((count _magazinesRemove > 1) && {((typeName (_magazinesRemove select 1)) == "STRING") && {((_magazinesRemove select 1) != "")}}) then { _weapons set [(count _weapons), (_magazinesRemove select 1)]; }; _magazinesRemove = _magazines select 0; }; _loot_box = "USBasicAmmunitionBox" createVehicle [0,0,0]; clearMagazineCargoGlobal _loot_box; clearWeaponCargoGlobal _loot_box; { _loot_box addWeaponCargoGlobal [_x,1]; } forEach _weapons; _magazinesRemove set [(count _magazinesRemove),_current_magazine]; { _loot_box addMagazineCargoGlobal [_x,1]; } forEach _magazinesRemove; if (typeOf _backpack != "") then { if ((typename _weapons_backpack) == "ARRAY") then { { _loot_box addWeaponCargoGlobal [_x,((_weapons_backpack select 1) select _forEachIndex)]; } forEach (_weapons_backpack select 0); }; if ((typename _magazines_backpack) == "ARRAY") then { { _loot_box addMagazineCargoGlobal [_x,((_magazines_backpack select 1) select _forEachIndex)]; } forEach (_magazines_backpack select 0); }; _loot_box addBackpackCargoGlobal[(typeOf _backpack),1]; }; _playerBackp = ["",[[],[]],[[],[]]]; _playerGear = [[],[]]; _currentAnim = ""; _currentWpn = ""; //End anti combat log };  
    Above this line: https://github.com/EpochModTeam/DayZ-Epoch/blob/Release_1.0.6.2/SQF/dayz_server/compile/server_playerSync.sqf#L180
    place this code: 
    if (!isNil "_loot_box") then { //anti combat-log _loot_box setPos _charPos; }; YOU MUST ADD "_loot_box" TO YOUR PRIVATE ARRAY AT THE TOP OF THE FILE!
  7. Like
    looter809 got a reaction from BigEgg in [RELEASE] Vehicle Godmode in Plotpoles & Safezones & Everywhere Locked 2.0   
    Anyone still looking for it? Here it is...
    Thanks BigEgg!
  8. Like
    looter809 reacted to Hooty in HOW TO: Vehicles indestructible within plot area   
    No need to test I'm sure.  @BigEgg knows his stuff.  You just made a lot of folks very happy.
  9. Like
    looter809 reacted to BigEgg in HOW TO: Vehicles indestructible within plot area   
    Vehicles indestructible within plot is part of Epoch now.
    Looked around and saw that some people were requesting this, it is actually quite simple:
    What it does:
    Makes vehicles indestructible within the plot area (default 30 meters) , but only if they are locked and no players are in them.
    Step 1:
    In your custom compiles.sqf add: (NOTE - CHANGE THE FILE PATH TO FIT YOUR NEEDS)
    fnc_veh_handleDam = compile preprocessFileLineNumbers "FILE\PATH\HERE\veh_handleDam.sqf"; below the if (!isDedicated) code block. Example:
    if (!isDedicated) then { /*************/ /* Code Here */ /*************/ }; fnc_veh_handleDam = compile preprocessFileLineNumbers "FILE\PATH\HERE\veh_handleDam.sqf";  
    Step 2:
    Copy veh_handleDam.sqf into your mission file from \z\addons\dayz_code\compile\veh_handleDam.sqf
    Step 3:
    In veh_handleDam.sqf find:
    _total = _this select 2; Below it add:
    if (locked _unit && {count (crew _unit) == 0} && {count (_unit nearEntities ["Plastic_Pole_EP1_DZ", DZE_PlotPole select 0]) > 0}) exitWith {0};  
    You can change the distance it applies to by changing the DZE_PlotPole variable:
    DZE_PlotPole = [30,90]; Or, you can set it independent of the variable by changing it to this:
    if (locked _unit && {count (crew _unit) == 0} && {count (_unit nearEntities ["Plastic_Pole_EP1_DZ", 40]) > 0}) exitWith {0}; and modifying the number (in this case it is 40) to whatever you would like. Keep in mind that the number represents the radius from the plot pole in meters.
  10. Like
    looter809 reacted to lwbuk in [Fixed] Reswpaning at dead body with full gear   
    I did get this, but cant recall exactly how I fixed it. I think I simply moved the call for ESSv3 in server_functions.sqf to be above the call for infistar.
    If you arent using ESS or infistar then obviously that wont help.
    Post your client and server rpt.
    Also this issue will possibly be related.
  11. Like
    looter809 got a reaction from juandayz in [1.6 Harvestable hemp, smoking weed, pot farms]   
    Go download those admin events, look at the rubble town mission, there are ai in there that you could use as an example to add ai to the hemp mission. If you can't figure it out from that, I can help you more, but it's pretty easy. Make sure you copy the private variables for the enemyai and each variable used for the ai. If you read through the rubble mission you should understand...
  12. Like
    looter809 reacted to salival in [Outdated] [release] 1.0.6 - Deploy Anything 2.8.2 - Now with Epoch building! | Customizable: DB saving | Plot | Vehicles/Buildings | Packing   
    https://github.com/oiad/DayZEpochDeployableBike is a link to the changes I have done to my version to get the plot checking working for 1.0.6, I also removed a lot of the bloat and fixed the issue of players getting onto the deployable before it's built (locking it is the best way)
    I also changed the order of the deployables array to match the config version since that made sense.
  13. Like
    looter809 reacted to lwbuk in Looking For Roaming Trader   
    It creates as many as you like new traders that change position each restart
  14. Like
    looter809 reacted to PillBox_ in 1.6 [ Remake of Hotwire Safes/Lockboxes]   
    I'll test it right now @looter809 doing what you described.
    NOTE: The bug you described, doesnt seem to be present.
  15. Like
    looter809 reacted to T.LEE in del   
  16. Like
    looter809 reacted to juandayz in 1.6 [ Remake of Hotwire Safes/Lockboxes]   
    1-You need a custom fn_selfactions.sqf
    2-In a custom variables.sqf
    3-Create forcevault.sqf (  drop into mpmissions\yourinstance\scripts\ )
    and its done. Remember you need have a itemhotwire in your inventory.
  17. Like
    looter809 reacted to juandayz in [1.6 Harvestable hemp, smoking weed, pot farms]   
    Before star... you should add this items into your traders menus.
    1.Create this path: mpmissions\your instance\scripts\drugs\
    2-Create the sqfs into the new path.
    3.Now you need extra_rc.hpp or deploy anything mod.
    4.Now we gonna create an epoch event to spawn weed fields.
    Now this is optional... since i do not use road blocks for anything... i just change it by weed plants.. so if u wanna do the same:
    1-Open spawn_roadblocks.sqf located in dayz_server\compile\
    then change this line:
    _spawnveh = DZE_isWreck call BIS_fnc_selectRandom; by:
    _spawnveh = "Fiberplant"; 2-open your init.sqf find this line to manage the amount of fiber plants spawned.
    MaxDynamicDebris = 20; // was changed by juandayz to spawn fiberplants  
    Optional too. Create a police Drugs check point. (if player cross that check point with drugs police gonna remove it)
    You will need create the map addon.. i just give you the code for remove drugs.
  18. Like
    looter809 reacted to juandayz in What kind of server do people like?   
    Yea i know everyone want stupid ai. Walking zeds or null zeds  High loot. And lowers prizes. The easy life
  19. Like
    looter809 reacted to _Lance_ in How healthy is Dayz/Epoch lately?   
    I've been playing since Aug 2012, I just got into hosting a couple months ago, started with a hosted gtx overpoch server, learned where everything was, then made/modded and started hosting my own overpoch server from the san at my work - Now I've moved to epoch 1.0.6 and am in the process of getting all the mods I want working -  I run a pvp server but I keep missions running, I find I get a balance of heroes and bandits, pretty even. There's no shortage of players who prefer arma2/mods over arma3 so there's still life in epoch for sure - and now that 1.0.6 has dropped I think we're about to see a new renaissance of players and mod creators like we haven't seen in the last couple years.
    There's still a lot that can be done with the game and mod, as the word gets out that there's a new epoch version after two years - it's going to bring tons of players back to check out the new build - Lots of players log in and mention it's been "years" or "months" and they just had an itch to play - gonna see a lot more of that soon. Oh and hackers and dupers will always be around if there's a way to do it, not as many as we saw in 2013/2014, but bored kids find ways - so far they're having trouble with 1.0.6, where on I'd have about 3-5 hackers a week, Now zero, so I'm enjoying that while it lasts before someone starts making tools for 1.0.6.
    So TLDR - if you have the means to keep a server up - if you host it, they will come.
  20. Like
    looter809 reacted to Joshyy in Saving to a Character   
    You are correct profile namespace is what you should use,
    Here is an example from my 1.0.6 server
    Now, to change the variables i use the F6 key which is +100 viewdistance and F5 key which is -100 viewdistance.
    and F7/F8 for volume...
    Now to use this function you can simple do "-100 call mgg_changevd;" or "100 call mgg_changevd;"
    Hope this helps,
    for more info on profileNamespace check out the BIS WIKI:
  21. Like
    looter809 reacted to Joshyy in [Release] Trader Kill Notification - 1.0.6   
    If a player is killed within a defined range from a trader there will be a chat message notifying everyone so they can be punished.
    Step 1:
    Make a copy of player_death.sqf in your mission file and change the path in your compiles.sqf
    Step 2:
    Define your trader areas by making an array with the trader position, range, and trader name
    DZE_tradersarray = [
    // [[position],range,"tradername"],
    // [[position],range,"tradername"] -- Don't forget the last one doesn't have a , at the end!
    Put this in your init.sqf somewhere at the top or put it inside your configVariables.sqf
    Step 3: 
    Open your custom player_death.sqf
    and find
    Then add this below
    The whole block should look like
    Note: This is compatible with
    Comment if you have any problems!
  22. Like
    looter809 reacted to BAROD in [HOW TO] Watermark on the bottom left of screen   
    you can also implement a picture is very well  in the description you put this at the bottom 
    class RscTitles { class wm_disp { idd = -1; onLoad = "uiNamespace setVariable ['wm_disp', _this select 0]"; fadein = 0; fadeout = 0; duration = 10e10; controlsBackground[] = {}; objects[] = {}; class controls { class wm_text2 { idc = 1; x = safeZoneX+0.027;//safeZoneW*0.01; y = safeZoneY+safeZoneH-0.16; w = 0.151*safeZoneH; h = 0.057*safeZoneH; shadow = 2; class Attributes { font = "EtelkaNarrowMediumPro"; color = "#24FFFFFF"; align = "left"; valign = "middle"; shadow = 2; }; colorBackground[] = { 1, 0.3, 0, 0 }; font = "EtelkaNarrowMediumPro"; size = 0.06*safeZoneH; type = 13; style = 0; text=""; }; }; }; }; and this in our init at the bottom 
    _pic = "picture\example.paa"; [ '<img align=''left'' size=''1.0'' shadow=''1'' image='+(str(_pic))+' />', safeZoneX+0.027, safeZoneY+safeZoneH-0.1, 99999, 0, 0, 3090 ] spawn bis_fnc_dynamicText;
  23. Like
    looter809 reacted to juandayz in Guide To Install most common mods (   
    This is a Guide to install the most common mods. (Without Plot4life...but with persisten plot after player die using plotmanagement and a very usefull script to add you as owner the plot automatically).
    This is NOT a support for any mod just a guide that i use to install all this mods in a fresh server.. thers some "fixes" for mods when his steps become a lil confuse.
    And if u respect the order to install each mods can be most easy and quick.
     Mods to install:
    Follow this guide to get a epoch fresh server.
    few tips before start:
    1-Single Currency 3.0.
    2-Before proceed... we need  make some changes:
    3-Now is time to make some customs files (fn_selfactions.sqf/compiles.sqf/variables.sqf).
    4-Making the calls for this 3 new files: (fn_selfactions.sqf/compiles.sqf/variables.sqf).
    5-We already have SingleCurrency installed.. its time to
    Install Advanced Trading:
    6-ADMIN TOOLS (skip if u gonna use infistar or other adm mod).
    TIME TO TEST ALL THIS NEW MODS: go with traders, try to buy and sell using advanced trading menu, test money storage , restart your server
    and see if the money still are into the storages.
    9-Time to make some configs:
    This is for prevent players stuck on loading screen:
    10-INSTALL deploy anything 2.8.1
    12:INSTALL ESSV2 (Spawn slection)
    15-MAKE A SAFEZONE.sqf
    18-Restrict Buildings Near Defined Areas ( i forgot this great complement..remember this when BiggEgg give the "like" sory! ).
    Others Servers Packages: (already installed).
    Tnks to:
    and hope you make all of this work :)
    Here you got some others greats mods that you can use and try to install using the originals guides.
  24. Like
    looter809 reacted to theduke in [RELEASE] Custom GUI / Menu   
    Hi Epoch community,
    Have you ever wanted a way for players to be able to see your server rules while in-game?
    Are you tired of repeating yourself with simple answers to simple questions?
    Looking for a different way to deploy items or call certain scripts?
    Our community uses mostly scripts from this awesome epoch community. Its our time to give back :)
    I've decided to make a release version of my GUI for everyone to use.
    Download UPDATED FOR 1061: https://github.com/theduke77/Custom-Menu
    Or follow this link
    https://epochmod.com/forum/topic/43462-release-custom-gui-menu-updated-for-1061/In the video, i have my community colors in the GUI, the release version I tried to match the zupa colors.
    I've received tremendous help from SHIX. Most of the credit goes to him for explaining to me how to do this.
    also, I've used the code he provided as a template and built this from that.
    He kindly allowed me to share with all of you
    Ok, now for the fun part.
    This is NOT for someone new to the world of epoch server management. (probly because of my instructions lol)
    This is NOT a plug-n-play addon. You must configure all the files and customize the menu
    I would strongly suggest you have a test server to be able to test it as you create new pages.
    Try one page to make sure it looks good, then go from there.
    If you want to change the colors of stuff, check out the options section before creating pages.
    I will do my best to explain to the best of my knowledge.
    I'm far from being a coder lol
    Tools required
    Notepad ++
    PBO Tool
    patience...with my instructions ;)
    TextView (optional)
    How to create new pages
    Known issues
    Many thanks to SHIX. Without him explaining this GUI stuff to me I wouldn't of made it lol
    Thanks to Kill Zone kids blogs, they are amazing to learn from.
    Hope you guys enjoy it.
    I will support this to the best of my knowledge :)
    16/02/2017 UPDATE
    Thank you to @Casual_Jeff for this 1.0.6 FIX
  25. Like
    looter809 got a reaction from juandayz in 1.6.2 NEW RUBBLETOWN   
    [ ["M4SPR","M14_DZ","M24_des_EP1"], ["5Rnd_17HMR","5Rnd_17HMR","5Rnd_762x51_M24","5Rnd_762x51_M24","20Rnd_762x51_DMR","20Rnd_762x51_DMR","10Rnd_762x54_SVD","10Rnd_762x54_SVD","10Rnd_762x54_SVD"] ], has SVD ammo and HMR (I believe that's lee enfield ammo) and not M4SPR ammo (Stanag ammo)
    ["L110A1_DZ"], doesn't have ammo (I think requires m249 ammo? but i'm not sure)
  • Create New...