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looter809 reacted to 0verHeaT in [Release] Custom Kill Messages
Description
Get all kill notification nicely displayed in the left upper corner. This will include the picture of the gun and the shot distance.
The format will look like that:
[killer] ['image'] [victim] ['distance in meters']
To see how it will look like in game:
UPDATE
fixed bug where dead players spawn near their bodies with their old gear message will only appear when a player is shot by someone else if an attacker killed another player with a vehicle the message will show the picture of the vehicle instead of the gun
Download and installation
http://github.com/0verHeaT/kill_msg
Step by Step Guide (if you have already other mods)
(Has been removed! Please use my Github!)
Done.
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looter809 reacted to Turtle in Quick and Easy custom map markers
So I've seen a lot of people having trouble with the whole world space coordinates thing and so I found a really easy way to add them in without going through much trouble.
Steps:
- Open Arma 2 OA and press ctrl+E on your keyboard
- Select your map and hit continue.
- Click on Center at the top right, right click where you want your marker to be, hit new object, then hit ok.
REPEAT ^^^ FOR Group and then for Unit in the same spot.
- In the top right of the screen click on "Markers (F6)"
- Now find on the map where you want to put your marker and right click -> New Object
- The Name isn't necessary but you can put one if you want. The Text is what will show up on the map.
- Select your Shape (I personally leave it on icon so it isn't annoying on the map.) Type - waypoint, (again it isn't too big but you can choose a different one if you like.) And you don't need to mess with the fill and the Axis unless you know what you are doing.
- Now press save and save it as whatever you like.
- You can now exit out of Arma. Go to: your Documents\ArmA 2 Other Profiles\Your Profile Name\Missions\Whatever you save your markers as (save this folder for later)
- Go into your the directory of your server files and either create a new folder called custom, scripts, whatever you want or you can use one that you use for your other scripts. (in this case I am using "custom")
- Inside this folder, create a file called "Markers.sqf"
- Go back into your folder that we opened earlier and open up the mission.sqf file. you should see something like this around line 7:
_this = createMarker ["", [4698.5571, 6253.7573, -116.86721]]; _this setMarkerText "Test Marker"; _this setMarkerType "waypoint"; _this setMarkerColor "ColorBlue"; _this setMarkerBrush "Solid"; _marker_2 = _this; - Copy and paste these lines from YOUR file into the newly created "Markers.sqf"
- go back into your init.sqf and add this line at the very bottom
//Markers [] execVM "Custom\Markers.sqf"; After that do all the necessary steps to import your files back into your server and you should be good!
Any problems let me know.
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looter809 reacted to Zupa in [RELEASE] Vehicle Godmode in Plotpoles & Safezones & Everywhere Locked 2.0
Vehicle Godmode in Plotpoles & Safezones & Everywhere Locked 2.0 Fixed
This scripts adds a configurable file where u can set the following options:
Vechicles godmode in safezones Vechiles godmode in plotpole areas Locked or all vehicles godmoded Only donaters godmode vehicles in plotpole areas. As soon someone is in them, DESTROY THEM Added later: Locked Vechicles all over the map.
Added later: Option to allow damage on vehicles with gear in them even when locked at plotpoles
In your compiles.sqf ABOVE:
initialized = true; place
fnc_usec_damageVehicle = compile preprocessFileLineNumbers "zupa\fn_damageHandlerVehicle.sqf"; //Event handler run on damage vehicle_handleDamage = compile preprocessFileLineNumbers "zupa\vehicle_handleDamage.sqf"; and make a file in "zupa" folder called "vehicle_handleDamage.sqf" with inside:
FIXED CODE
private["_selection","_state","_strH","_total","_unit"]; //***Zupa Config ****// _godmodeVechilesEverywhere = false; // Godmode on all locked vehicles _onlyLockedVehicles = true; //Plotarea: Godmode for Only locked vehicles (true) or locked and unlocked(false) _onlyVehicleWithoutGear = true; // Only godmode on vehicles that hold no gear. _safeZoneGodVehicle = true; // Godmode vehicles in safezones. (or specific zone's) // donator plotpole only works with PLOT FOR LIFE, set FALSE if you dont have it. _donatorsPlots = false; // True = only godmode vehicles for donaters in the list, False = godmode for every guy. _plotDonators = ["76561198101253426","505"]; // PUID's of poeple who donated for plotpole // Chernarus safezone area's - change these to other coordinates for other maps. ( You can also add specific locations on the map. _safezones = [ [[5070.75,9729.54],100,"Air"], [[1606.6443,7803.5156],100,"Bandit"], [[4063.4226,11664.19],100,"Bash"], [[12944.227,12766.889],100,"Hero"], [[11447.472,11364.504],100,"Klen"], [[6315.88,7791.3],100,"Stary"] // [[x,y],distance,"just name"] ]; //***END Config ****// _unit = _this select 0; _selection = _this select 1; _total = _this select 2; _state = true; _HPBefore = -1; if (_selection != "") then { _strH = "hit_" + _selection; _HPBefore = [_unit,_strH] call object_getHit; } else { _strH = "totalDmg"; _HPBefore = getDammage _unit; }; if(_total > _HPBefore)then{ if((locked _unit && _godmodeVechilesEverywhere && (count (crew _unit)) < 1))then{_state = false; }; if(_state)then{ if(_safeZoneGodVehicle )then{ {if ((_unit distance (_x select 0)) < (_x select 1)) then {_state = false; };} forEach _safezones; }; }; if(_state)then{ _gearCount = 0; if(_onlyVehicleWithoutGear)then{ //_weaps = count(getWeaponCargo _unit); //_mags = count(getMagazineCargo _unit); //_backs = count(getBackpackCargo _unit); //_gearCount = _gearCount + _weaps + _mags + _backs; }; _plots = nearestObjects [_unit, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0]; if((count(_plots) > 0))then{ _thePlot = _plots select 0; _plotOwner = _thePlot getVariable ["ownerPUID",0]; if ( (_gearCount == 0) &&(locked _unit || !(_onlyLockedVehicles) ) && (count (crew _unit)) < 1 && ( !(_donatorsPlots) || (_plotOwner in _plotDonators))) then {_state = false; }; }; }; }; //fix if(_state)then{ if (_total >= 0.98) then { _total = 1.0; }; if (local _unit) then { if (_total > 0) then { _unit setVariable [_strH, _total, true]; _unit setHit [_selection, _total]; if (isServer) then { [_unit, "damage"] call server_updateObject; } else { PVDZE_veh_Update = [_unit,"damage"]; publicVariableServer "PVDZE_veh_Update"; }; }; } else { // vehicle is not local to this client, ask the client which vehicle is local to set damage /* PVS/PVC - Skaronator */ PVDZE_send = [_unit,"VehHandleDam",_this]; publicVariableServer "PVDZE_send"; }; }else{ _total = _HPBefore; }; // all "HandleDamage event" functions should return the effective damage that the engine will record for that part _total AND in "zupa" folder: fn_damageHandlerVehicle.sqf
scriptName "Functions\misc\fn_damageHandler.sqf"; /*********************************************************** PROCESS DAMAGE TO A UNIT - Function - [unit, selectionName, damage, source, projectile] call fnc_usec_damageHandler; ************************************************************/ private ["_unit","_hit","_damage","_total"]; _unit = _this select 0; _hit = _this select 1; _damage = _this select 2; //_source = _this select 3; //_ammo = _this select 4; _total = _damage; _state = true; //***Zupa Config ****// _godmodeVechilesEverywhere = false; // Godmode on all locked vehicles _onlyLockedVehicles = true; //Plotarea: Godmode for Only locked vehicles (true) or locked and unlocked(false) _onlyVehicleWithoutGear = true; // Only godmode on vehicles that hold no gear. _safeZoneGodVehicle = true; // Godmode vehicles in safezones. (or specific zone's) // donator plotpole only works with PLOT FOR LIFE, set FALSE if you dont have it. _donatorsPlots = false; // True = only godmode vehicles for donaters in the list, False = godmode for every guy. _plotDonators = ["76561198101253426","505"]; // PUID's of poeple who donated for plotpole // Chernarus safezone area's - change these to other coordinates for other maps. ( You can also add specific locations on the map. _safezones = [ [[5070.75,9729.54],100,"Air"], [[1606.6443,7803.5156],100,"Bandit"], [[4063.4226,11664.19],100,"Bash"], [[12944.227,12766.889],100,"Hero"], [[11447.472,11364.504],100,"Klen"], [[6315.88,7791.3],100,"Stary"] // [[x,y],distance,"just name"] ]; //***END Config ****// systemChat "checks"; if((locked _unit && _godmodeVechilesEverywhere && (count (crew _unit)) < 1))then{_state = false; }; if(_state)then{ if(_safeZoneGodVehicle )then{ {if ((_unit distance (_x select 0)) < (_x select 1)) then {_state = false; };} forEach _safezones; }; }; if(_state)then{ _gearCount = 0; if(_onlyVehicleWithoutGear)then{ //_weaps = count(getWeaponCargo _unit); //_mags = count(getMagazineCargo _unit); //_backs = count(getBackpackCargo _unit); //_gearCount = _gearCount + _weaps + _mags + _backs; }; _plots = nearestObjects [_unit, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0]; if((count(_plots) > 0))then{ _thePlot = _plots select 0; _plotOwner = _thePlot getVariable ["ownerPUID",0]; if ( (_gearCount == 0) &&(locked _unit || !(_onlyLockedVehicles) ) && (count (crew _unit)) < 1 && ( !(_donatorsPlots) || (_plotOwner in _plotDonators))) then {_state = false; }; }; }; //diag_log ("DAMAGE VEH: " + typeof(_unit) + " / " + str(_hit) + " / " + str(_damage) + " / " + str(getDammage _unit)); if (local _unit && _state) then { _total = [_unit,_hit,_damage] call object_setHitServer; }; _total -
looter809 reacted to Jossy in [Release] Lock/Unlock Vehicles from Inside. Key and Non-Key versions
This is just a quick script to a follow up request, no ongoing support really, though it shouldn't need much..
Setup Instructions
You will need custom fn_selfActions.sqf and variables.sqf files for this, if you don't already have these then you will need to look up how to setup a custom compiles.sqf.
1. Save this code into a new file under your mission folder, preferably custom\vehicle_lockUnlock.sqf. (if you save it to a different folder be sure to rename the paths in step 4.)
private ["_action","_vehicle","_lock","_keyName"]; _action = _this select 3; _vehicle = _action select 0; _lock = _action select 1; if (count _action > 2) then { _keyName = _action select 2; }; {_vehicle removeAction _x} forEach s_player_incarlockunlock;s_player_incarlockunlock = []; s_player_inCarlockUnlock_crtl = -1; if (_lock) then { _vehicle setVehicleLock "LOCKED"; PVDZE_veh_Lock = [_vehicle,true]; publicVariable "PVDZE_veh_Lock"; if (_keyName != "") then { cutText [ format ["%1 key used to lock vehicle", _keyName], "PLAIN DOWN"]; } else { cutText [ format ["You locked the vehicle", _keyName], "PLAIN DOWN"]; }; } else { _vehicle setVehicleLock "UNLOCKED"; PVDZE_veh_Lock = [_vehicle,false]; publicVariable "PVDZE_veh_Lock"; if (_keyName != "") then { cutText [ format ["%1 key used to unlock vehicle", _keyName], "PLAIN DOWN"]; } else { cutText [ format ["You unlocked the vehicle"], "PLAIN DOWN"]; }; }; s_player_inCarlockUnlock_crtl = -1; 2. Paste this in the dayz_resetSelfActions section of your custom variables.sqf file at roughly line 254.
s_player_inCarlockUnlock_crtl = -1; s_player_incarlockunlock = []; 3. Also paste this in your custom variables.sqf file at roughly line 757
dayz_myLockedVehicle = objNull; 4a. This part is for Locking/Unlocking vehicles with no key requirement, paste this code into your fn_selfActions.sqf file at roughly line 14.
// Lock car doors with no key if (_inVehicle && driver _vehicle == player) then { if (s_player_inCarlockUnlock_crtl < 0) then { dayz_myLockedVehicle = _vehicle; _text = getText (configFile >> "CfgVehicles" >> typeOf(dayz_myLockedVehicle) >> "displayName"); cutText [ format ["vehicle: %1", _text], "PLAIN DOWN"]; if(locked dayz_myLockedVehicle) then { _Unlock = dayz_myLockedVehicle addAction [format[localize "STR_EPOCH_ACTIONS_UNLOCK",_text], "custom\vehicle_lockUnlock.sqf", [dayz_myLockedVehicle, false], 2, true, true, "", ""]; s_player_incarlockunlock set [count s_player_incarlockunlock,_Unlock]; s_player_inCarlockUnlock_crtl = 1; } else { _lock = dayz_myLockedVehicle addAction [format[localize "STR_EPOCH_ACTIONS_LOCK",_text], "custom\vehicle_lockUnlock.sqf", [dayz_myLockedVehicle, true], 1, false, true, "", ""]; s_player_incarlockunlock set [count s_player_incarlockunlock,_lock]; s_player_inCarlockUnlock_crtl = 1; }; }; } else { {dayz_myLockedVehicle removeAction _x} count s_player_incarlockunlock;s_player_incarlockunlock = []; s_player_inCarlockUnlock_crtl = -1; }; 4b. This option is for having a matching key requirement and is slightly different, paste this section into your fn_selfActions.sqf anywhere after _inVehicle = (_vehicle != player); roughly line 14.
// Lock car doors with key private ["_carID","_hasKeyinCar"]; if (_inVehicle && driver _vehicle == player) then { _itemsPlayer = items player; _temp_keys = []; _temp_keys_names = []; // find available keys _key_colors = ["ItemKeyYellow","ItemKeyBlue","ItemKeyRed","ItemKeyGreen","ItemKeyBlack"]; { if (configName(inheritsFrom(configFile >> "CfgWeapons" >> _x)) in _key_colors) then { _ownerKeyId = getNumber(configFile >> "CfgWeapons" >> _x >> "keyid"); _ownerKeyName = getText(configFile >> "CfgWeapons" >> _x >> "displayName"); _temp_keys_names set [_ownerKeyId,_ownerKeyName]; _temp_keys set [count _temp_keys,str(_ownerKeyId)]; }; } count _itemsPlayer; _carID = _vehicle getVariable ["CharacterID", "0"]; _hasKeyinCar = _carID in _temp_keys; if (s_player_inCarlockUnlock_crtl < 0 && _hasKeyinCar) then { dayz_myLockedVehicle = _vehicle; _text = getText (configFile >> "CfgVehicles" >> typeOf(dayz_myLockedVehicle) >> "displayName"); if(locked dayz_myLockedVehicle) then { _Unlock = dayz_myLockedVehicle addAction [format[localize "STR_EPOCH_ACTIONS_UNLOCK",_text], "custom\vehicle_lockUnlock.sqf",[dayz_myLockedVehicle, false, (_temp_keys_names select (parseNumber _carID))], 2, true, true, "", ""]; s_player_incarlockunlock set [count s_player_incarlockunlock,_Unlock]; s_player_inCarlockUnlock_crtl = 1; } else { _lock = dayz_myLockedVehicle addAction [format[localize "STR_EPOCH_ACTIONS_LOCK",_text], "custom\vehicle_lockUnlock.sqf",[dayz_myLockedVehicle, true, (_temp_keys_names select (parseNumber _carID))], 1, false, true, "", ""]; s_player_incarlockunlock set [count s_player_incarlockunlock,_lock]; s_player_inCarlockUnlock_crtl = 1; }; }; } else { {dayz_myLockedVehicle removeAction _x} count s_player_incarlockunlock;s_player_incarlockunlock = []; s_player_inCarlockUnlock_crtl = -1; }; -
looter809 reacted to Zupa in [Release] Advanced Trading 2.1 !UPDATED!
Version 2.1 Released.
Alternative selling/buying system. ( Run default & this one next to each other ).
Supported:
Config traders Single Currency & Default Currency Selling/Buying everything from and to Gear/Vehicle/Backpack Not supported
No database traders (database traders make your server slow) No ability to buy or sell vehicles. What was added to 2.0 Default Currency Supported Item Filter Info display of selected Item Buying to gear and backpack What was added to 2.1Fixed content display of vehicles and backpacks. Description
Sell directly from backpack, gear or the vehicle ( close) where you were driver from. Decide which items you sell. Traders will only make it possible to trade the items they accept ( goes fully automatic, so only items they accept will be listed on the left).
You push items to the right to sell, only the items on the right willl get sold.
Safety measurements
Double checks what was deleted from backpacks/vehicles so that people can not cheat. Can only sell from your backpack and the vehicle were u was the last driver from ( in 30m radius)
Update 1.0 - 2.0 instructions Delete your old 'zupa' folder Paste the new 'zupa' folder Edit the config.sqf to match your server Done https://github.com/DevZupa/AdvancedTrading/releases/tag/v2.1 Items only show for admins when using infiSTAR AH & Admintools ?! Update infiSTAR to latest version. edit config.sqf to reflect your server correctly.
Installation instructions
Code:
https://github.com/DevZupa/AdvancedTrading/releases/tag/v2.1
Install Instructions
0. Drop the zupa folder in your mission file 1. In your fn_selfactions.sqf
Place:
_buyV = player addAction ["<t color='#0059FF'>Advanced Trading</t>", "zupa\advancedTrading\init.sqf",(_traderMenu select 0), 999, true, false, "",""]; s_player_parts set [count s_player_parts,_buyV]; above
// Database menu _buy = player addAction [localize "STR_EPOCH_PLAYER_289", "\z\addons\dayz_code\actions\show_dialog.sqf",(_traderMenu select 0), 999, true, false, "",""]; s_player_parts set [count s_player_parts,_buy]; 2. in description.ext, add the following on the bottom
#include "zupa\advancedTrading\ZSCdefines.hpp" // if u don't have it from ZSC #include "zupa\advancedTrading\advancedTrading.hpp" 3. Add the following exceptions to your antihack if needed
AdvancedTrading 711197 4. Edit the config.sqf to match your server.
Screenshots:
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looter809 reacted to Zupa in [Release] Walkers Zombies / Disable running on zeds
This little edit will change the run speed of zombies chasing poeple.
Change in your compiles.sqf ( You need an own compiles.sqf ofcourse). If you do not, get it from the epoch pbo's: dayz_code\init\compiles.sqf and change the path in init.sqf)
zombie_generate = .... wild_spawnZombies = ... to
zombie_generate = compile preprocessFileLineNumbers "zupa\walkers\zombie_generate.sqf"; wild_spawnZombies = compile preprocessFileLineNumbers "zupa\walkers\wild_spawnZombies.sqf"; and place the following files in your missions pbo
https://github.com/DevZupa/Walkers
What did i edit?
I simple edited the zombie monitor, it force speed to 2 instead of 10 on chasing zombies.
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looter809 reacted to juandayz in [Release] Shovel Actions
A very little actions using the old deploy bike, petuniaepoch and Harvestable hemp scripts. whit RightClick Actions.*****Tnks "seelenapparat" for your help*****
Video:
Content:
INSTALL:
If you dont have DayZ Custom Right Click Actions :
1-Download my folder here:http://www.mediafire.com/download/yijrmlk0ou0y6hu/CLICKACTIONS.zip and drop "custom" folder into your MPMISSION/yourinstance/
2-If you have extra_rc open it and add:
2-If u dont have extra_rc.hpp use my. Open your Description.ext and add at very bottom:
3-Add Shovel and KiloHemp to your traders. //"ItemKiloHemp" to Neutralbuildingsupplies.hpp//-------//"ItemShovel" to NeutralToolBeltitems.hpp//.
DONE!
OPTIONAL!!!!! WARNING ONLY FOR ADULTS!!!!!!!
preview:
Download and drop into your custom\script\ http://www.mediafire.com/download/6fiknw6aassaxpw/erotic.zip
*Go to your extra_rc.hpp and add:
***reference posts:***
***note: i dont have Infistar so dont know if works on it.
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looter809 reacted to insertcoins in {FIX} Players stuck at loading screen hearing sounds
The above is a temp fix till the next one gets trouble.
the following fixes it for all players:
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looter809 reacted to Indiculous in [HOW TO] Watermark on the bottom left of screen
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
NOTICE: I do not take credit for these scripts im simply just sharing them with a tutorial!
1) Watermark :
In your Mission file open your init.sqf and add this at the very bottom
//DayZ Watermark if (!isNil "server_name") then { [] spawn { waitUntil {(!isNull Player) and (alive Player) and (player == player)}; waituntil {!(isNull (findDisplay 46))}; 5 cutRsc ["wm_disp","PLAIN"]; ((uiNamespace getVariable "wm_disp") displayCtrl 1) ctrlSetText server_name; }; }; Next open your description.ext and add this to the very bottom // DayZ Watermark 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 = 1.151*safeZoneH; h = 0.057*safeZoneH; shadow = 2; class Attributes { font = "EtelkaNarrowMediumPro"; color = "#24FFFFFF"; align = "left"; // put "center" here if you want some background valign = "middle"; shadow = 2; }; colorBackground[] = { 1, 0.3, 0, 0 }; // uncomment and increase 4th number to have a background font = "EtelkaNarrowMediumPro"; size = 0.06*safeZoneH; type = 13; style = 0; text=""; }; }; }; }; Then open you init again and Find This Line dayz_previousID = 0; Directly under that add server_name = "Servername"; So it should look like this dayz_previousID = 0; server_name = "Servername"; Your done now go in game and at the bottom left you will see your watermark! ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -
looter809 reacted to Sukkaed in Police Sirens
Simple togglable police sirens and blinking head lights to Black SUV, Police Car and Police Lada :)
Add to description.ext right above "class RscLoadingText : RscText"
class CfgSounds { sounds[] = {siren}; class siren { name = "siren"; sound[] = {Scripts\sirens\siren.ogg,0.5,1}; titles[] = {}; }; }; Add to fn_selfActions.sqf right above "//Grab Flare"
//Sirens _isCopcar = typeOf _vehicle in ["SUV_TK_CIV_EP1","SUV_TK_CIV_EP1_DZE1","SUV_TK_CIV_EP1_DZE2","SUV_TK_CIV_EP1_DZE3","SUV_TK_CIV_EP1_DZE4","LadaLM","LadaLM_DZE1","LadaLM_DZE2","LadaLM_DZE3","LadaLM_DZE4","policecar"]; if (_inVehicle and _isCopcar and (driver _vehicle == player)) then { dayz_addsirens = _vehicle; if (s_player_sirens_on < 0) then { s_player_sirens_on = dayz_addsirens addAction ["Sirens on","Scripts\sirens\sirens_on.sqf",dayz_addsirens,2,false,true,"",""]; s_player_sirens_off = dayz_addsirens addAction ["Sirens off","Scripts\sirens\sirens_off.sqf",dayz_addsirens,2,false,true,"",""]; }; } else { dayz_addsirens removeAction s_player_sirens_on; dayz_addsirens removeAction s_player_sirens_off; s_player_sirens_on = -1; s_player_sirens_off = -1; }; Make "Scripts" folder to your mission file root if you don't have it yet and place "sirens" folder inside.
DOWNLOAD
Optional:
Add police car to traders
INSERT INTO `traders_data` (`id`, `item`, `qty`, `buy`, `sell`, `order`, `tid`, `afile`) VALUES (0, '["policecar",2]', 50, '[1,"ItemGoldBar10oz",1]', '[5,"ItemGoldBar",1]', 0, 565, 'trade_any_vehicle'), (0, '["policecar",2]', 50, '[1,"ItemGoldBar10oz",1]', '[5,"ItemGoldBar",1]', 0, 568, 'trade_any_vehicle'), (0, '["policecar",2]', 50, '[1,"ItemGoldBar10oz",1]', '[5,"ItemGoldBar",1]', 0, 591, 'trade_any_vehicle'), (0, '["policecar",2]', 50, '[1,"ItemGoldBar10oz",1]', '[5,"ItemGoldBar",1]', 0, 661, 'trade_any_vehicle'); -
looter809 reacted to Scenic in How To | Disable Rain & Fog | Multiple setups available
Explanation:
Ever had the problem of low fps due rain on your server? Or you have a low visibility due to fog? In this thread I will explain how to correctly edit & implement a custom dynamicweathereffects.sqf Please read carefully!
Difficulty and time taken:
Approximately 10 minutes taken Relatively easy installation
Premade setups:
Skip to your choice by using CTRL + F and searching for the corresponding number!
No Rain & Fog Slight Fog, No Rain Low Rain, Slight Fog Extreme rain & fog
1. (No rain or fog)
http://pastebin.com/7AenujW7
2. (slight fog, no rain)
http://pastebin.com/0E2H2Tgh
3. (Low Rain, Slight Fog)
http://pastebin.com/Cts4qWZh
4. (Extreme rain & fog)
http://pastebin.com/MYaeWPJf
How to install your choice of weather:
Create a new .sqf named: DynamicWeatherEffects.sqf Paste the pastebin of your choice into the .sqf Copy the contents of this pastebin: http://pastebin.com/bAcfmWC9 into another .sqf and name it: Compiles.sqf Place both DynamicWeatherEffects & Compiles in your mission.pbo Open your Init.sqf and find:
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; Replace it with:
call compile preprocessFileLineNumbers "compiles.sqf"; Re .pbo your mission.pbo and upload it to your server, and it should be good to go!
Note: (I'm not 100% sure but I think if you already have a custom compiles.sqf you can add this line)
//Start Dynamic Weather execVM "DynamicWeatherEffects.sqf"; -
looter809 reacted to MatthewK in [HOW TO] Watermark on the bottom left of screen
It won't work if they already have a RscTitles class defined, you can't define the same class twice.. So maybe you simply didn't have one defined to begin with, yet the other guy did. The op needs to change the instructions to include different steps for people who may already have a RscTitles class .. I'm surprised the op doesn't already know this!
So for those who are still stuck... If you already have a RscTitles class in your description file, then simply cut and paste the following code right after your existing 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 = 1.151*safeZoneH; h = 0.057*safeZoneH; shadow = 2; class Attributes { font = "EtelkaNarrowMediumPro"; color = "#24FFFFFF"; align = "left"; // put "center" here if you want some background valign = "middle"; shadow = 2; }; colorBackground[] = { 1, 0.3, 0, 0 }; // uncomment and increase 4th number to have a background font = "EtelkaNarrowMediumPro"; size = 0.06*safeZoneH; type = 13; style = 0; text=""; }; }; }; I hope that is a bit more helpful than some of the comments on here :)