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chi

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  1. Like
    chi reacted to juandayz in [RELEASE] EPOCH LIFE   
    VIDEO PREVIEW:
    Hi. This is not about spawn objet like a crazy, each objet have a relatioship whit the other.  SPECIALS THNKS FOR THEDUKE!!!!  HE RELEASE THE GUIDE MENU CUZ IM A PRIMATE :D
    This is about life in a base. For player who want to play faraway from cities, in forest or any other place.
    WHATS IN THERE?
    INSTALL IT:
    1-Download :http://www.mediafire.com/download/h01avwl1cgo1odm/EPOCHLIFE.zip
    2-Paste "Custom" folder in your MPMISSION/INSTANCE/
    **note: thers a extra_rc.hpp in this folder if u have one NO use it just copy the code bellow.
    3A-IF YOU HAVE extra_rc.hpp then paste it.   IF YOU DONT HAVE go to 3B
    3B- Go to your description.ext and paste at bottom:
    4-Go to your description.ext and paste at very bottom:
    *ItemShovel - ItemSledge - ItemBook3 are very important in this mod.  Maybe u needs add this in traders .  I have ItemBook3 in my customloadout.
    Ready.
    Note: This work fine whit battleye, but i dont have INFISTAR so dnt know if works on it. maybe anyone can test and make it works on infistar.
  2. Like
    chi reacted to juandayz in Kumyrna Functional Town.   
    ##################################Kumyrna Town allow you to live in community.###########################
    @many tnks to @Cherdenko for all help.
    Plant , fertilize and collect vegetables.
    Heal Sick AI.
    Help to fill water barrels.
    and others.

    Pics:
    1-A First create this path.   Mpmissions\instance_11.chernarus\custom\scripts\town\
    1-B Create all this sqf and paste into town folder.
    collect.sqf
    fertilize.sqf
    fill.sqf
    healia.sqf
    repair.sqf
    kumyrna_crates.sqf
    town.sqf
    2-Now at bottom of your custom fn_selfAction.sqf paste
    3-open your init.sqf  into if is Server section paste ONLY lines in red:
    4-again in your init.sqf but at very bottom paste.:
     
  3. Like
    chi reacted to juandayz in [[WORKING PLACES]] For Epoch.   
    Hi. Was working on this whit my friend ChukyN.
    Basically take the minning script and change some things to get  a new use for my server.
    Heres the original script. Credits for:
    Vindomire
    ***Whats new?***
    :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::INSTALL::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    0-Download: http://www.mediafire.com/download/8t9p8s9cbd1bsq2/work_click.zip
    And drop "work_click" into:yourServerRoot/MPMISSION/INSTANCE/custom/script/      
    !!!!!!!!!!!!!!!!!!!!!!!!!!!(IF U CHANGE THIS PATH YOU NEEDS Change paths IN EVERY FILES)!!!!!!!!!!!!!!!!
     
    1-Open your init.sqf find the if (!isDedicated) then {  section and paste at bottom:
    2-Again but at very bottom of init.sqf paste:
    3- now go to your custom variables.sqf  then into dayz_resetSelfActions = {       paste:
    **Notes:
    VIDEO PREVIEW: (dnt worry about spanish MSGS in video..I translated everything to upload here.)
      And nothing more.

  4. Like
    chi reacted to juandayz in [[RELEASE]] [[Traders in Move]]   
    don't worry  about a thing,'cause   every  little thing gonna be all right.   waste more time do it this letters than making the mod. :D
  5. Like
    chi reacted to juandayz in [[RELEASE]] [[Traders in Move]]   
    Hello, i was looking for more realism in my server then did it.. and i want to share here.
    Note: this is a very very primitive way to make a mod, i know.  but my brain is very very primitive :D so i use the only primitive resourses in my head to do it. If anyone can make it better, please do it.
    The result is a functional mod whit easy installation.
    *What Does Traders in Move?-
     
      INSTALL: 1-download here: http://www.mediafire.com/download/u474ddj3k54smu3/traders_in_move.zip   2-drop "traders_in_move" folder into YourServerRoot/MPMISSION/Chernarus_11/custom/   3-Open your init.sqf and paste this at very bottom: For COINS SYSTEM: ( for gold system open your "server_traders.sqf" and change categories )
    4-Open your "server_traders_cherno_11.sqf" and paste lines in blue.
    5-again in "server_traders_cherno_11.sqf" paste this at very bottom. **note this is an example u can use other items categories.
    ***Thers an error in rpt about CYCLE *this is when merchants start again the route* but works well.
    its done.
    notes:
     
  6. Like
    chi reacted to theduke in [RELEASE]^[SHOWER IN RIVERS]   
    You might have a issue with the relogging thing, because even epoch devs had the same issue with the bloodbags and such.  Bloodbags in the early dayz stages didnt fill you up to 12000 blood.  So you needed to take more than one most of the time. there was a time restriction between them also, if you relogged, restriction was gone.
    Like Chi said, the only way to do this will be to add something in the database when the shower is taken.
    Then also a script to check for this "new item" if someone tries to take a shower more than once.
    and you would need a cleanup script removing that new item added on each restart so on the next restart players can shower again.
    This is how i think it could work. but im far from a being a scripter lol
     
  7. Like
    chi reacted to JohnnyBravo666 in [RELEASE]^[SHOWER IN RIVERS]   
    Try the following. Right now, that might make it work only once per restart as I have looked at how the bank robbery script went as I knew they had a restriction coded in for once a restart. But I pulled a piece of that code out so this might work. Give this a try, otherwise you'll have to try a workaround on this.
     
     
  8. Like
    chi got a reaction from juandayz in [RELEASE]^[SHOWER IN RIVERS]   
    So is there a way that you can think of @juandayz?
     
    Wouldn't there have to be some kind of database interaction to keep track of when each player last showered?
  9. Like
    chi reacted to juandayz in [RELEASE]^[SHOWER IN RIVERS]   
    @chi
    the only thing that i can thing at this moment to prevent this it  is add a watterbottle unfilled requiered to shower. and removee it once the player take a shower.  Also modify the humanity change +400 by +100
    so in your showerON.sqf
    at bottom of your selfactions.sqf
    again in your selfactions.sqf
     
  10. Like
    chi got a reaction from juandayz in [RELEASE][WORKSHOP][1.0.5.1]   
    Wow!  This is awesome. I'll be adding this to my server this weekend and customizing it! Thanks!
  11. Like
    chi reacted to juandayz in [RELEASE]^[SHOWER IN RIVERS]   
    ALLOW PLAYERS TO SHOWER IN RIVER.
    When players are near of Lakes they can use Scroll Menu to "Take a Shower in Rivers"
    *Add Humanity+450/infection chance/time restriction.
    ***you will need a custom fn_selfActions.sqf***
    1-Create a sqf called showerON.sqf  and put it into MPMISSIONS\YOURINSTANCE\fixes\
    paste:
    2-Now got at bottom of your fn_selfAction.sqf and paste
    3- in fn_selfactions.sqf :
    find:
    player removeAction s_player_studybody;
    s_player_studybody = -1;
    add bellow:
    player removeAction s_player_shower;
    s_player_shower = -1;
  12. Like
    chi got a reaction from Cherdenko in [RELEASE][WORKSHOP][1.0.5.1]   
    Wow, this has to be the best thing for Epoch Mod in a long time!! Glad to see people are still making stuff for it!!
  13. Like
    chi got a reaction from juandayz in [RELEASE][WORKSHOP][1.0.5.1]   
    Wow, this has to be the best thing for Epoch Mod in a long time!! Glad to see people are still making stuff for it!!
  14. Like
    chi reacted to juandayz in [RELEASE][WORKSHOP][1.0.5.1]   
    hey if u want  a tv and wacht tv:
    first make a new sqf, called  uptv.sqf (paste into  custom\scripts\workshop\sqfs\)
    create another sqf, and paste in same location as above
    gps.sqf
     
    now open your whorkshopmenu.hpp
    and find this lines:
    replace by:
    now go at bottom of your fn_selfactions
    paste:
    Now you need change watertank info by tv info:
    open infoupgrades.sqf
    find and replace lines in red by your owns
    and now open downgradewater.sqf
    change this lines in red
     
    now: u need to make an .ogv video format (call it gps.ogv) and paste into custom\scripts\whorkshop\gps.sqf    Then go to MANAGE WORKSHOP  pick Craft Tv,  then  use your mouse whell on tv and choose Wach TV
    here you have one of my old scripts with a ogv video, use it  ogv file to test if u want
    http://www.mediafire.com/download/6fiknw6aassaxpw/erotic.zip
  15. Like
    chi reacted to theduke in [RELEASE][WORKSHOP][1.0.5.1]   
    Once you update it with the latest dialog numbers ill add the infistar part
  16. Like
    chi reacted to Cherdenko in [RELEASE][WORKSHOP][1.0.5.1]   
    was faster then you @theduke
    ok i fixed the infistar thing :D
    took me a while but now i finally did it!
     
  17. Like
    chi reacted to juandayz in [RELEASE][WORKSHOP][1.0.5.1]   
    UPDATE V2. for 1.5.0.1
    tnks @theduke & @Cherdenko for all the help.
    NEW WORKSHOP OPTIONS:
     
     
    VIDEO PREVIEW OF NEW OPTIONS:
     
     
     
    INSTALLING:
    ***You will need a  custom: fn_selfactions.sqf//compiles.sqf//variables.sqf
    DOWNLOAD HERE:http://www.mediafire.com/download/pyewpbmawt0k1d1/workshopV2.rar
     
    1-IN INIT.SQF
     
    2-IN DESCRIPTION.EXT
    A-
     
    B-Again in description.ext but at very bottom paste:
     
     
    4-NOW IN CUSTOM FN_SELFACTIONS.SQF
    A-
    B-
    C-Again but now bellow of :    if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then {
     
    D-Bellow it u will find:
    So steps B,C,D looks:
     
    E-
     
    5-IN CUSTOM COMPILES.SQF
    A-
    6-IN CUSTOM VARIABLES.SQF
    A-
    B-
    C-
    D-
     
    ***SO STEPS A,B,C,D looks: (see lines in blue)***
    F:
     
    7-NOW YOU NEED GO TO YOUR dayz_server.pbo UNPACK IT.
    A-open server_functions.sqf find:
    B-OPEN THIS 3 FILES AND MAKE THE SAME CHANGES FOR EACH ONE.
    server_monitor.sqf // server_publishVehicle2.sqf // server_publishVehicle3.sqf
    C-Now take the "fnc_wra.sqf" located in download folder and drop it into  ....\@DayZ_Epoch_Server\addons\dayz_server\compile\
    Done. You can repack your dayz_server.pbo.
    8-CREATE THE PATH AND PLACE DOWNLOAD FOLDER
    create: ......\MPMissions\DayZ_Epoch_11.Chernarus\custom\scripts\
    and drop "workshop" folder inside.
    9-ONLY INFISTAR USERS
    tell infistar to notblock the dialogs, so go to your AHconfig.sqf ( tnks @Cherdenko)
    in there we have to add these two dialofg numbers under:
    AND ITS DONE.
     
     
     
     
     
  18. Like
    chi reacted to theduke in cfgBuildingLoot Variables   
    I was looking for the same thing lol
    I found this
     
  19. Like
    chi reacted to juandayz in Filling ammo box with array   
    :D here u have another example, i use it in my server, its a little adapt of rubble town event.
    this spawn a crate like an event, do you remember heli crash? well
    call it chi_crate.sqf  paste into ....\@DayZ_Epoch_Server\addons\dayz_server\modules\
    chi_crate.sqf 
     
    open your init.sqf paste lines in red
     
  20. Like
    chi reacted to juandayz in Filling ammo box with array   
    also u can make a lil function with this and leave server alone to spawn crates each X time. see:
     
    example_crate.sqf   (paste into MPMISSIONS/Your instance)
    now go to your init.sqf--  into if is server  section paste:
    if (isServer) then {
        call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf";
        _nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf";

        _serverMonitor =     [] execVM "\z\addons\dayz_server\system\server_monitor.sqf";

        _example_crate = [] execVM "example_crates.sqf";
        
    };
  21. Like
    chi reacted to juandayz in Filling ammo box with array   
    example crate
    if u need delete the crate after x time add at bottom after END OF CRATE
    sleep 180; //tiime in seconds 180/60 = 3 minutes  this gonna  sleep 3 minutes and then run the code bellow
    deleteVehicle _crate1; 
    Also you can delete it by player vs distance of this box
    //define another vriable
    _distance = 50; //mts
    waitUntil {(player distance _crate1) > _distance};
    deleteVehicle _crate1;
    Or using server time:
    waituntil {(round(time)) > 300};
    if (time > 300) then {
    deleteVehicle _crate1;
       [nil,nil,rTitleText,"_crate1 was removed", "PLAIN",10] call RE; //text format for all players
       //titleText [" _crate1 was removed ", "PLAIN DOWN"];titleFadeOut 5;// Text format only for player who spawn the box
    //[format["<t align='center' size='0.75' color='#ff5200'>%1 _crate1 was removed.</t>",(name player)],0,0,2,2]spawn
    BIS_fnc_dynamicText; //text format only for who spawn the box but more beauty :D with colors and sizes
    };
     
     
     
  22. Like
    chi reacted to juandayz in Help Getting My Server Going   
    open your arma2oa   in main menu press alt + E   (this open arma2oa 3d editor)
    Create a Center   (blufor) (dsnt matters where u put it)
    Create a Group. (dsnt matters where u put it)
    Create an unit. (any kind of unit)
    Choose "Vehicles"
    put 1 , 2 10 buildings... whatever do you want.
    Save it ass  "example"
    Go to your OS  and find C:\Users\Usuario\Documents\ArmA 2 Other Profiles\your player name\missions\example\mission.sqf
    open it.
    at very top add:
    if (isServer) then {
    now delete all about center, group and units at very top
    at very bottom delete it:
    processInitCommands;
    runInitScript;
    finishMissionInit;
    and add another
    };
    example;
    now if u wants buildings with loot.  id names for buildings into this file must be for example
    Land_tent
    without loot  Map_tent
    save as example.sqf into  yourServerRoot/Mpmissions/Yur instance can be instance_11.chernarus\ custom\maps\
    open your init.sqf paste at very bottom:
    [] execVM "custom\maps\example.sqf";
     
     
  23. Like
    chi reacted to FreakingFred in [FIX] Automatically Eject Players From Blown Up Vehicles   
    We have ran into the following two issues regarding blown up vehicles on our server:
    Players get stuck in blown up vehicles, and are actually unable to eject. Players refuse to eject from a blown up vehicle, as a way to avoid combat. These are the steps I took to fix this issue:
    Navigate to dayz_server\compile. Open server_updateObject.sqf with your text editor of choice. CTRL+F and search for the following: _object_killed = { private["_hitpoints","_array","_hit","_selection","_key","_damage"];  
    Under that, copy and paste the following: if((count crew _object) > 0) then{ { moveOut _x } forEach crew _object; };  
    Save and done.  
    This has been tested a decent amount over the past few restarts on my server, and has been reported to be working by the players.  The only small issue we have found, is that when it gets close to a server restart, and there are 60-70 players online, it can sometimes take up to 20-30 seconds to eject the player(s).  If anyone has any suggestions on how to do this better, then please feel free to share.  Hopefully, this helps a few people.  Enjoy!
  24. Like
    chi reacted to juandayz in electrify fence   
    mm yep can do it.. but when the script recognize a plot pole in the player area then gonna execute the electrify in all objets called MAP_plot_green_draty  again.
    this is my issue, i guess need recognize MAP_plot_green_draty  with db ID one per one.
    any wa for the moment im running the script from init.sqf so when players put the fence its spawns electrified... its not the idea  but while i found a solution :D its ok
  25. Like
    chi got a reaction from juandayz in Filling ammo box with array   
    I was wondering if there was a simpler way to add a certain number of items to this array by actually using a number, and not having to repeat the item so many times.
     
    Thanks to whoever can help me out here.
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