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chi

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  1. Like
    chi got a reaction from juandayz in Anti campers around traders cities   
    @juandayz If you need a server to test on, let me know. You can use one of mine or we can set one up on your PC.
  2. Like
    chi reacted to Shawn in 2 Servers 1 Database   
    It's quite easy to do actually, here's a tutorial made by Gr8:
     
  3. Like
    chi reacted to Shawn in [Release] Autorun   
    By pressing 0, it lets the player run without the need to hold W. It automatically exits the script if the player walks into water, has a broken leg, or becomes either unconscious or dead.
    1. Create a file called AutoRun.sqf
    2. Open it, and paste the following:
    if (player != vehicle player) exitWith {}; if (surfaceIsWater (getPosASL player)) exitWith {systemChat('Autorun currently unavailable.');}; if (r_fracture_legs or r_player_unconscious or deathHandled) exitWith {}; if (autoRunActive == 0) then { autoRunActive = 1; systemChat('Autorun Activated'); systemChat('Check for missions or obstacles you may run into'); autoRunThread = [] spawn { while {autoRunActive == 1} do { if ((player != vehicle player) or (surfaceIsWater (getPosASL player)) or r_fracture_legs or r_player_unconscious or deathHandled) exitWith {call autoRunOff; systemChat('Autorun Deactivated');}; player playAction "FastF"; uiSleep 0.5; }; }; } else { call autoRunOff; systemChat('Autorun Deactivated'); }; _handled = true; 3. Open up compiles.sqf and find:
    dze_surrender_off = { player setVariable ["DZE_Surrendered", false, true]; DZE_Surrender = false; }; 4. Paste the following directly below it:
    autoRunOff = { autoRunActive = 0; terminate autoRunThread; player playActionNow "Stop"; }; 5. Open up variables.sqf and find:
    DZE_SaveTime = 30; 6. Paste this line underneath:
    autoRunActive = 0; 7. Finally open up dayz_spaceInterrupt.sqf and find:
    // Disable ESC after death if (_dikCode == 0x01 && r_player_dead) then { _handled = true; }; 8. Insert directly below:
    if (_dikCode == 0x0B) then { []execVM "Path\To\AutoRun.sqf"; }; Remember, it does not have to be 0 to activate the script. You can change 0 by replacing 0x0B in the dayz_spaceInterrupt.sqf edit you made. Here is a link for other DIK KeyCodes:
    https://community.bistudio.com/wiki/DIK_KeyCodes
  4. Like
    chi reacted to scet27 in ai driving boats   
    I did this with Wicked AI in the custom vehicle patrol like so
    in this section -
    Custom Vehicle patrol spawns Eg. (Watch out they are stupid)
      [[563.343,588.667,13.1238],[191.676,94.0312,30.996],500,5,"Rhib","hard","Random","Bandit"] spawn vehicle_patrol;
    Turned out sort of ok, sometimes they were just floating along, not sure if they ran out of fuel or they were just being stupid.
    With DZAI it might be as simple as creating custom vehicle spawns?
    Create marker-
        _this = createMarker ["weedveh1", [9420.84,11479.1,0.00144958]];
        _this setMarkerShape "ELLIPSE";
        _this setMarkerType "Empty";
        _this setMarkerBrush "Solid";
        _this setMarkerSize [100, 100];
        _this setMarkerAlpha 0;
        _weedveh1 = _this;
    Create vehicle type-
    ["weedveh1","GAZ_Vodnik_DZE",[3,1],2,false,1800] call DZAI_spawn_vehicle;
    Obviously this way with DZAI the vehicle will only spawn once the marker area has been entered by a player.
    Hope that is some help.
     
     
     
     
  5. Like
    chi reacted to juandayz in Anti campers around traders cities   
    hey i was working on  anti camper script but i lost my server so cant test , and cant keep working on it  if anyone want to test or keep this work i give the codes where i left.
    first create this path:  mpmissions\instance 11...\nokill\
    nokillarea.sqf
    punish.sqf
    *Now in mission.sqm needs create a new class sensor this is only for test 600mts around Stary
     
  6. Like
    chi reacted to Sandbird in [Release] Walk Amongst The Dead - (Hide from zombies like "The Walking Dead")   
    I already defined _isInVehicle inside function 'sand_cleancheck'. There are private declarations there.

    And i am initializing it bellow. No need to add it in the fn_selfactions.
    fn_self_actions, is mostly for 'mouseover' actions.

    I am 99% sure if i ran this in the 3d live editor i would be able to solve it in 5 min...but without the game installed anymore i cant test it :/
    But you guys are really close. Dont forget @chi this trick has to be done wherever there is a dayz_inside check...Those 2 go together. All the checks are done properly for when 'the player is inside a building' so the calls for 'when he is inside a car' should also go there.
     
  7. Like
    chi reacted to juandayz in [Release] Walk Amongst The Dead - (Hide from zombies like "The Walking Dead")   
    @chi and @Sandbird youre the desingner of this mod,, know more than me about it you try define _inVehicle variable as in fn_selfactions.sqf?
    _vehicle = vehicle player;
    _inVehicle = (_vehicle != player);
    (remember add this two variables in private section at top of function)
    so once you define it... to say player is driver use:
    if (_inVehicle && (driver _vehicle == player)) then {
    };
    or
    if (_inVehicle && (driver _vehicle == player)) exitWhit {
    };
    *And if u need define some kinds of vehicle who clean the camo example open vehicles as bikes... then
    _iswashvehicle = typeOf _vehicle in ["put bike id","put motorcyle id","put atv id"];
    if (_inVehicle && _iswashvehicle && (driver _vehicle == player)) then {
     
    so you can try it:
    or it:
     
  8. Like
    chi reacted to Gr8 in [TUTORIAL] Make Your Own Server Hive - Use 1 Database for multiple servers   
    You can add as many servers to a database as you want, make however many tables you want.
     
    If you want to hive 4 servers together, have these 4 Tables in your database with appropriate columns
    Object_DATA_1 Object_DATA_2 Object_DATA_3 Object_DATA_4 and have all four Worldspace rows in your character_data. If you run 2 server with the same map then you dont have to make different wordspace rows for them if you want to.
  9. Like
    chi reacted to Gr8 in [TUTORIAL] Make Your Own Server Hive - Use 1 Database for multiple servers   
    Make Your Own Server Hive
    Make all your servers run on one database. Sync Character(gear, location) and banks(if using SC) across all servers. Even with different maps
     
    Requirements:
    Working Epoch Server Database Access to your Database and HiveExt.cfg Database Manager (HiediSQL) Common Sense Time  
    In this tutorial we will be combining only 2 servers together, you may add any more server if you like. We will be working with
    Server 1 - Chernarus
    and
    Server 2 - Taviana
     
    Configuring your Database
     
    Please backup your database prior to applying any of the changes below
     
    Using hiediSQL or a similar program to execute these Statements to your database you will be working with
    -- adding new tables to your Database ~ [GG] Gr8 CREATE TABLE IF NOT EXISTS `object_data_1` (     `ObjectID` INT(11) UNSIGNED NOT NULL AUTO_INCREMENT,     `ObjectUID` BIGINT(24) NOT NULL DEFAULT '0',     `Instance` INT(11) UNSIGNED NOT NULL,     `Classname` VARCHAR(50) NULL DEFAULT NULL,     `Datestamp` DATETIME NOT NULL,     `LastUpdated` TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP ON UPDATE CURRENT_TIMESTAMP,     `CharacterID` INT(11) UNSIGNED NOT NULL DEFAULT '0',     `Worldspace` VARCHAR(128) NOT NULL DEFAULT '[]',     `Inventory` LONGTEXT NULL,     `Hitpoints` VARCHAR(512) NOT NULL DEFAULT '[]',     `Fuel` DOUBLE(13,5) NOT NULL DEFAULT '1.00000',     `Damage` DOUBLE(13,5) NOT NULL DEFAULT '0.00000',     PRIMARY KEY (`ObjectID`),     INDEX `ObjectUID` (`ObjectUID`) USING BTREE,     INDEX `Instance` (`Instance`) USING BTREE ) COLLATE='latin1_swedish_ci' ENGINE=InnoDB AUTO_INCREMENT=74383; CREATE TABLE IF NOT EXISTS `object_data_2` (     `ObjectID` INT(11) UNSIGNED NOT NULL AUTO_INCREMENT,     `ObjectUID` BIGINT(24) NOT NULL DEFAULT '0',     `Instance` INT(11) UNSIGNED NOT NULL,     `Classname` VARCHAR(50) NULL DEFAULT NULL,     `Datestamp` DATETIME NOT NULL,     `LastUpdated` TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP ON UPDATE CURRENT_TIMESTAMP,     `CharacterID` INT(11) UNSIGNED NOT NULL DEFAULT '0',     `Worldspace` VARCHAR(128) NOT NULL DEFAULT '[]',     `Inventory` LONGTEXT NULL,     `Hitpoints` VARCHAR(512) NOT NULL DEFAULT '[]',     `Fuel` DOUBLE(13,5) NOT NULL DEFAULT '1.00000',     `Damage` DOUBLE(13,5) NOT NULL DEFAULT '0.00000',     PRIMARY KEY (`ObjectID`),     INDEX `ObjectUID` (`ObjectUID`) USING BTREE,     INDEX `Instance` (`Instance`) USING BTREE ) COLLATE='latin1_swedish_ci' ENGINE=InnoDB AUTO_INCREMENT=74383; This will add 2 Extra tables to your database named object_data_1 & object_data_2. These will be used to the 2 servers the objects (bases and vehicles) will read and write from. We want to keep the objects independent for each server to prevent conflicts.
     
    Now Execute this script
    ALTER TABLE character_data ADD Worldspace1 VARCHAR(128) NOT NULL DEFAULT '[]' AFTER Inventory; ALTER TABLE character_data ADD Worldspace2 VARCHAR(128) NOT NULL DEFAULT '[]' AFTER Worldspace1; This will make 2 different worldspace fields for our 2 servers, since they are different maps, we want to keep the positions seperate from other server. But the overall character and gear will Sync on both servers.
     
     
    Configuring your HiveExt.cfg
     
    Now to the easy part. Grab your HiveExt.cfg from both of the servers and open them.
     
    Find:
    ;Enables you to run multiple different maps (different instances) off the same character table ;WSField = Worldspace ;If using OFFICIAL hive, the settings in this section have no effect, as it will clean up by itself [Objects] ;Which table should the objects be stored and fetched from ? ;Table = Object_DATA For Server 1
    Replace to:
    ;Enables you to run multiple different maps (different instances) off the same character table WSField = Worldspace1 ;If using OFFICIAL hive, the settings in this section have no effect, as it will clean up by itself [Objects] ;Which table should the objects be stored and fetched from ? Table = Object_DATA_1 For Server 2
    Replace to:
    ;Enables you to run multiple different maps (different instances) off the same character table WSField = Worldspace2 ;If using OFFICIAL hive, the settings in this section have no effect, as it will clean up by itself [Objects] ;Which table should the objects be stored and fetched from ? Table = Object_DATA_2 Make sure both servers are running on same database.
     
    Thats it, for a basic 2 server Hive.
     
     
  10. Like
    chi reacted to Sandbird in [Release] Walk Amongst The Dead - (Hide from zombies like "The Walking Dead")   
    I think everywhere i used the _isInVehicle variable has to be an 'or'  infront instead of an 'and' now that i think of it. Try changing all those and's to or's and give it a try. Only the ones in front of the _isInVehicle.
    Unfortunately i dont have Arma2 installed at all anymore. Its not only the server part.

    I wrote this ' Dayz.Epoch.3d.Editor.Live.Mission with Database Interaction ' thingy that you see in my signature...Its the fastest way to write/test/ scripts before you adding them to the server. I was using that to write my scripts, and if you manage to make it work for the latest epoch version it will save you hours.
    Hopefully someone can pick this project up in the future where i left it and fix this damn vehicle bug....I am really 'rusty' nowdays with arma coding....although i am 99% sure if you change those 'and' to 'or's it will be fixed :P
  11. Like
    chi reacted to Sandbird in [Release] Walk Amongst The Dead - (Hide from zombies like "The Walking Dead")   
    Yeah, you are setting a condition to variable _isInVehicle.If you see here: https://community.bistudio.com/wiki/vehicle  
    You'll see : if (vehicle player != player) then {hint "Player is in a vehicle"};     When a player enters a vehicle his entity becomes from 'player' to 'vehicle player'. The exclamation mark means 'the opposite', in this case NOT. So as an algorithm this translates to: If vehicle player IS NOT player then show a hint box that says Player is in a vehicle. Because when the players enters a vehicle the 'player' variable became 'vehicle player' this line there is not going to be FALSE. so _isInVehicle will be TRUE when he enters a vehicle.
    In our code we check if (!dayz_inside and !_isInVehicle) then {   which means if the player is NOT inside a building (dayz_inside is another global conditional variable that checks if a player is inside a building or not) and is NOT inside a vehicle then do the following code....
    Thats why i used the _isInVehicle variable at the same place where dayz_inside is...We wanna condition the script executing when the player is inside a vehicle or/and inside a building.
    I think the solution is a simple....it could be a simple AND or OR confusion of mine, since i was out of the game for a while...Probably something like this: "if (!dayz_inside or !_isInVehicle) then {"  but i cant test things since i dont have the game/server installed anymore :/
     
  12. Like
    chi reacted to juandayz in GAs that Damages Zombies and AI   
    for zeds maybe something llike this ?
    while {true} do { sleep 1; gas_area = 26; _playerPos = getPos player; _nearGas = nearestObject [_playerPos, "SmokeShellRed"]; if (!isNull _nearGas) then { _pos2 = getPos _nearGas; _findZeds = _pos2 nearEntities ["zZombie_Base", gas_area]; _contar = count _findZeds; for "_i" from 0 to (_contar -1) do { _zeds = _findZeds select _i; _zeds setDamage 1; sleep 4; deletevehicle _zeds; }; }; };  
  13. Like
    chi reacted to Sandbird in [Release] Walk Amongst The Dead - (Hide from zombies like "The Walking Dead")   
    Hmmm, What exactly happens ? You put the camo on, then get in the car and the "Its raining. Your zombie camo is getting washed away" text is coming out ? Or does it immediately wash away ?

    Since i cant test it you have to be my live log file :P
  14. Like
    chi reacted to juandayz in [Release] New Custom Gui   
    Hello! i want to share my Gui icons.    (at the end you can do your owns)                                                                                          
     
    1-First Download the folder whit the .paa graphics.  DOWNLOAD HERE: http://www.mediafire.com/download/gq1t1cwme5zf5b3/gui.rar
    2-Paste in "yourserverroot"\MPMissions\DayZ_Epoch_11.Chernarus\  (if u change the path here, u will to change the paths in the Steap 4 of the guide)
     
    3-find your "player_updateGui.sqf" and open whit Note++
    ------------------------------------------------------------------------------------------------------------------------------------
    ***If u dont have "playerupdateGui.sqf" do this, if u have go to step 4.
    *First you'll need player_updateGui.sqf which you can get from here:
    @DayZ_Epoch\addons\dayz_code\compile\player_updateGui.sqf
    Copy&Paste it into your MPMissions/DayZ_Epoch_11.Chernarus\custom\
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    ***IF U HAVE CUSTOM compiles.sqf:
    Go into your compiles.sqf and add this line under the default one and comment the original out like soo:
    //    player_updateGui =              compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGui.sqf";
                player_updateGui =              compile preprocessFileLineNumbers "custom\player_updateGui.sqf";
                
    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    IF U DONT HAVE  CUSTOM compiles.sqf :
    Go into your @DayZ_Epoch\addons\dayz_code\init\compiles.sqf
    Copy&Paste it into your MPMissions/DayZ_Epoch_11.Chernarus\custom\
    Open up init.sqf and add this:
    call compile preprocessFileLineNumbers "custom\compiles.sqf";
    Right under this:
    call compile preprocessFileLineNumbers "server_traders.sqf";
    -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    4- In "player_updateGui.sqf" :
    A-(new blood) Find This line:
    if (_bloodLvl <= 0) then {
        _blood = "\z\addons\dayz_code\gui\status_blood_inside_1_ca.paa";
        } else {
        _blood = "\z\addons\dayz_code\gui\status_blood_inside_" + str(_bloodLvl) + "_ca.paa";
        };
    Replace whit that:
    if (_bloodLvl <= 0) then {
        _blood = "gui\Bloodgui\status_blood_inside_1_ca.paa";
        } else {
        _blood = "gui\Bloodgui\status_blood_inside_" + str(_bloodLvl) + "_ca.paa";
        };
    B-(new drink and food) Find:
    if (_thirstLvl < 0) then { _thirstLvl = 0 };
    _thirst = "\z\addons\dayz_code\gui\status_thirst_inside_" + str(_thirstLvl) + "_ca.paa";
    if (_foodLvl < 0) then { _foodLvl = 0 };
    _food = "\z\addons\dayz_code\gui\status_food_inside_" + str(_foodLvl) + "_ca.paa";
    Change:
    if (_thirstLvl < 0) then { _thirstLvl = 0 };
    _thirst = "gui\bebida\status_thirst_inside_" + str(_thirstLvl) + "_ca.paa";
    if (_foodLvl < 0) then { _foodLvl = 0 };
    _food = "gui\comida\status_food_inside_" + str(_foodLvl) + "_ca.paa";
    C-(new temp)Find:
    _temp = "\z\addons\dayz_code\gui\status_temp_" + str(_tempImg) + "_ca.paa";
    Change:
    _temp = "gui\temp\status_temp_" + str(_tempImg) + "_ca.paa";
     
    And its done!.
    *Note: u can do your own icons, just edit whit photoshop and TextView2 and change the .paa files whit your own. measures are 64x64 for all .paa files
     
  15. Like
    chi reacted to Hoplox in New GUI - Designed by myself.   
    Hey, would just like to ask everyone on their opinions on a custom GUI i designed by myself for my server!
    Bottom Left.
    The crosshair represents combat status and flashes when in combat.
    Blood and broken leg are off screen for now. :/
    Let me know of your opinions! Feel free to like!
  16. Like
    chi got a reaction from Sandbird in [Release] Walk Amongst The Dead - (Hide from zombies like "The Walking Dead")   
    Thanks for the reply @Sandbird. Hate to see someone with the skills you have stop developing... :-(
    Im gonna try this when i get off work tonight. Thanks again.
  17. Like
    chi reacted to Sandbird in [Release] Walk Amongst The Dead - (Hide from zombies like "The Walking Dead")   
    It is possible....but i stopped playing Arma :/ I dont even have the game installed anymore to test it.
    Basically you check if the player is inside a vehicle...and if he is, you exit from the main rain check loop. But i cant be sure to blindly write code for it.
    The check for 'if player is inside vehicle' is :
    if (vehicle player == player) then {}; Try changing the whole function sand_cleanCheck in walkamongstthedead.sqf to this:
     
    sand_cleanCheck = { private ["_isRain","_RefillTime","_countdown","_RainAmt","_startRefillTime","_onLadder","_canDo","_playerPos","_isWater","_canClean","_isPond","_isWell","_pondPos","_objectsWell","_objectsPond","_pondNear","_wellNear","_isInVehicle"]; while {true} do { if(hasGutsOnHim and (!sand_washed)) then { scopeName "rainloop"; _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1; _canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder); _playerPos = getPosATL player; _isWater = dayz_isSwimming; //(surfaceIsWater _playerPos) or _isInVehicle = vehicle player != player; _canClean = count nearestObjects [_playerPos, DZ_waterSources, 4] > 0; _isPond = false; _isWell = false; _pondNear = false; _wellNear = false; _pondPos = []; _objectsWell = []; _isRain = false; if ((!hasGutsOnHim) and sand_washed) then {breakOut "rainloop";}; if (_isWater) exitwith { cutText [format["You have successfully washed away the zombie parts from your body."], "PLAIN DOWN"]; call sand_endScript;}; if ((time - DZ_ZCAMO_STARTTIME) > DZ_ZCAMO_USE_TIME and (DZ_ZCAMO_USE_TIME > 0)) exitwith { cutText [format["The zombie camo has faded away."], "PLAIN DOWN"]; call sand_endScript; breakOut "rainloop";}; // Gather global weather (rain) variable; ranges from 0 to 1 (none to very, very hard rain) _RainAmt = drn_var_DynamicWeather_Rain; // referenced from \z\addons\dayz_code\system\DynamicWeatherEffects.sqf // If global rain amount is higher than 0, then set flag isRain to true if (_RainAmt > 0) then { _isRain = true; }; _objectsPond = nearestObjects [_playerPos, [], 20]; { //Check for pond _isPond = ["pond",str(_x),false] call fnc_inString; if (_isPond) then { _pondPos = (_x worldToModel _playerPos) select 2; if (_pondPos < 0) then { _pondNear = true; }; }; } forEach _objectsPond; _objectsWell = nearestObjects [_playerPos, [], 4]; { //Check for Well _isWell = ["_well",str(_x),false] call fnc_inString; if (_isWell) then {_wellNear = true}; } forEach _objectsWell; if(!isNull player) then { if((speed player <= 1) && (_canClean || _pondNear || _wellNear) && _canDo) then { if (s_player_cleanguts < 0) then { s_player_cleanguts = player addaction["<t color=""#ff4444"">" + "Clean Guts" + "</t>","custom\walkamongstthedead\usewatersupply.sqf","",5,false,true,"",""]; }; } else { player removeAction s_player_cleanguts; s_player_cleanguts = -1; }; }; // It's raining! Remove the zombie parts if (!dayz_inside and _isRain and hasGutsOnHim and !_isInVehicle) then { // Set initial loop variables _startRefillTime = time; r_interrupt = false; r_doLoop = true; // Set refill time depending upon degree of rain (heavy, medium, or light) _RefillTime = DZ_ZCAMO_LightRainLoseCamo; // set as default if (_RainAmt > 0.53) then { // heavy rain _RefillTime = DZ_ZCAMO_HeavyRainLoseCamo; }; if (_RainAmt > 0.25) then { // medium rain _RefillTime = DZ_ZCAMO_MediumRainLoseCamo; }; if (_RainAmt < 0.25) then { // light rain _RefillTime = DZ_ZCAMO_LightRainLoseCamo; }; _countdown = _RefillTime; // Loop thru required time to fill and check for interruptions while {r_doLoop} do { if (!dayz_inside) then { _countdown = (_countdown - 1); // Inform the player how long it will take till camo wears off if ((time - _startRefillTime) <= _RefillTime) then { cutText [format["Its raining. Your zombie camo is getting washed away in %1 seconds.\nQuickly! Get inside a building.",str(_countdown)], "PLAIN DOWN"]; } else { cutText [format["Your zombie camo got washed away by the rain."], "PLAIN DOWN"]; sand_washed = true; hasGutsOnHim = false; r_doLoop = false; }; _RainAmt = drn_var_DynamicWeather_Rain; // Check for rain stopping if (_RainAmt < 0.025) exitWith { cutText [format["The rain has stopped. Your zombie camo didnt wash off."], "PLAIN DOWN"]; r_doLoop = false; }; }; if (dayz_inside) exitWith { cutText [format["Good, your zombie camo is safe now."], "PLAIN DOWN"]; r_doLoop = false; }; sleep 1; }; // end (timed) while loop }; }else{ if (dayz_combat != 1) then {hasGutsOnHim = true; player removeAction s_player_cleanguts; s_player_cleanguts = -1;}; if (sand_washed) then {call sand_endScript;}; }; sleep 1; }; };  
    This should check if the player is inside a vehicle and if he is, it wont wash the camo away.
    The motorcycle/atv etc is far more difficult to do it blindly...I am not even sure if this would work to tell you the truth :/
     
     
  18. Like
    chi reacted to Nexy in Cannibalism​   
    Bumping with the code i fetched off opendayz that wont work for me.
    //Gut fools if (!_isAlive and !_isZombie and !_isAnimal and !_isHarvested and _isMan and _hasKnife and _canDo) then { if (s_player_butcher_human < 0) then { s_player_butcher_human = player addAction [format["Gut Human"], "scripts\gather_meat_human.sqf",cursorTarget, 3, false, true, "", ""]; }; } else { player removeAction s_player_butcher_human; s_player_butcher_human = -1; }; ******************************EDIT****************************
    Solved my problem
    For all the future googler's that will come across this
  19. Like
    chi reacted to juandayz in HomeMade Bomb   
    Lets clean this post a little. XD
    Path to every bombs sqfs: custom\bomb\
    bombtimer.sqf: (used for all bombs).
    in descriptions.ext (into class sounds). (ONLY PASTE LINES IN BLUE! THE OTHERS LINES ARE FOR REFERENCE)
    DOWNLOAD BOMB SOUND : http://www.mediafire.com/download/7yjzis8htqfb952/bomb.ogg
    /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    *THERS 4 KIND OF BOMBS (Choose one , two or all of them... works togheter.) :
     
    SIMPLE BOMB// SIMPLE STICKY BOMB// STICKY BOMB WITH DEFUSE OPTION// VEHICLE BOMB
     
    /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
     
    SIMPLE BOMB: (WITHOUT STICKY-WITHOUT DEFUSE).
    SIMPLE STICKY BOMB: (WITH OUT DEFUSE OPTION).
     
    STICKYBOMB WITH DEFUSE
    VEHICLE BOMB
     
  20. Like
    chi reacted to juandayz in HomeMade Bomb   
    This is a small script to make home made bombs.
    Thers a Time Delay to select, a countdown and "Bip,Bip" sound :D
     
    VIDEO:
     
     
    1-Path to every bombs sqfs: custom\bomb\
     
    2-Create:   bombtimer.sqf: (used for all bombs).
    3-in descriptions.ext (into class sounds). (ONLY PASTE LINES IN BLUE! THE OTHERS LINES ARE FOR REFERENCE)
    4-DOWNLOAD BOMB SOUND : http://www.mediafire.com/download/7yjzis8htqfb952/bomb.ogg
    /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
     
     
     
    *THERS 4 KIND OF BOMBS (Choose one , two or all of them... works togheter.) :
     
    SIMPLE BOMB// SIMPLE STICKY BOMB// STICKY BOMB WITH DEFUSE OPTION// VEHICLE BOMB
     
    /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    SIMPLE BOMB: (WITHOUT STICKY-WITHOUT DEFUSE). Dedicated to @chi who put "like" in all my post. TNKS chi!
     
     
     
    SIMPLE STICKY BOMB: (WITH OUT DEFUSE OPTION). Dedicated to @theduke he wanna broke some tanks :D
    VID:
     
     
    STICKYBOMB WITH DEFUSE  Dedicated to @Cherdenko 
     
     
    VEHICLE BOMB
    INFISTAR USERS:
    TNKS TO @theduke for it
     
     
  21. Like
    chi reacted to juandayz in HomeMade Bomb   
    @Cherdenko
    i was using it to other kind of bombs. With this you can Open a scroll menu and let you choose a wire to cut. (i need test it cuz must be in a second sqf. and i guess need make changes in primary sqf to give all players the option to defuse) gonna work in it.
     
  22. Like
    chi reacted to juandayz in HomeMade Bomb   
    @theduke  this is for sticky bombs as you want :)
    stickybomb.sqf   (goes into: custom\stickybomb\)
    bottom of your fn_selfactions.sqf
    into class sounds  (descriptions.ext)
    bomb timer sound: http://www.mediafire.com/download/7yjzis8htqfb952/bomb.ogg
     
  23. Like
    chi reacted to Momo in Map description   
    Since the next epoch patch will use my map, here are some short words about it:
     
    Napf Island is a terrain based on a region Switzerland, however, it is highly fictioinalized.The map is 20.4km*20.4km big and is using a terrain cell size of 10 metres. Satellite and Mask image have a resolutiuon of one pixel per Meter. The north is rather flat and is the home of two big cities, while the south is dominated by high mountains and a lot of areas there are only accessible by dirt roads or even on foot.
     
    The current state of the map is the result of 2.5 years of work and will be almost finished (or maybe finished if I invest a night) for the Epoch patch. So if you tried the version on the BI-Forum, it is highly outdated at this point.
     
    Some screens to give you an idea of how it looks (note the view distance in the screens is much higher than in any DayzMod):
     
    Capital City of Luzern: http://imageshack.com/a/img834/4333/hvx5.jpg
    The rather flat agriculture fields in the north: http://imageshack.com/a/img826/9056/f9nd.jpg
    The Dam: http://imageshack.com/a/img197/7646/9t4e.jpg
    A small farm somewhere far off of any civilization: http://imageshack.com/a/img202/7431/wwij.jpg
     
     
    Credits:
    - My Clanmate Flattermann who becomes more and more a Co-Author
    - Hotzenplotz from URR-Clan for his help with Visitor and Photoshop
    - AngryInsects-Team for Pre-Beta-Testing and moral support (visit www.angryinsects.de)
    - Bushlurker and others for many helpful posts in the Editing-Section of the bi-Forums
    - shezan74 for WorldTools
    - Mondkalb for his buildings
    - Marseille77 for the GermanWaysigns Addon.
    - BIS for making Arma2
     
    Known Bugs:
    - Ability to drive and or walk through some of the bigger ponds
    - Small part of Airstrip on the northern Airfield is out of place
    - Bridges don't like some OperationArrowhead Vehicles
    - Steel Bridges are looking destroyed from distance
    - Some buildings are standing too high/ too deep in the ground
  24. Like
    chi got a reaction from juandayz in HomeMade Bomb   
    You never disappoint me!!! Awesome explosions!!
  25. Like
    chi 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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