Jump to content

chi

Member
  • Posts

    213
  • Joined

  • Last visited

  • Days Won

    3

Reputation Activity

  1. Like
    chi got a reaction from juandayz in electrify fence   
    Would you be able to make the script look for a plot pole within a certain distance of the fence in order for the script to run?
     
    Something like       if is fence  &&  < 50 from plot?
     
    just thinking out loud, feel free to slap me away from this conversation.
  2. Like
    chi reacted to juandayz in [INFOSERVER]   
    This is a small addon to get some info about server or something to your player by a scroll menu option.
    not credits for me, its just a mixture of varius scripts.

    INSTALL:
    at bottom of your init.sqf
    *create this path MPmissions\instance you use \custom\info\
    *Paste all this sqf´s into the info folder
    *create a sqf called :
    info_activate.sqf
    info_execute.sqf
    info_main.sqf  (blue lines for text you want) (red lines for name of scripts)
    1.sqf  (this is only one example, you will need create 8 sqf.  1,2,3,4,5,6,7 and 8.sqf) paste into "info" folder
    *Also if u want, you can execute scripts.. for example if u wanna give players ability of count survived days... then create
    2.sqf
     
  3. Like
    chi reacted to juandayz in Filling ammo box with array   
    _loot_build = ["MortarBucket","MortarBucket","ItemCorrugated","ItemCorrugated","ItemCorrugatedLg","CinderBlocks","jerrycan_epoch","VehicleRepairLg","VehicleRepair","CircuitParts","ItemScraps","ItemScraps","KitShelf","KitWoodFloor","KitWoodStairs"]; _this addMagazineCargoGlobal [(_loot_build call BIS_fnc_selectRandom),(10 + floor(random 2))]; try it.
  4. Like
    chi reacted to juandayz in Filling ammo box with array   
    here thers an example:
     
  5. Like
    chi reacted to juandayz in Filling ammo box with array   
    @chi   yeah its possible, its more easy see:
    clearWeaponCargoGlobal _crate1;
      clearMagazineCargoGlobal _crate1; 
    _crate1 addmagazinecargoglobal ["CinderBlocks",10];
    _crate1 addmagazinecargoglobal [" mortarbucket ",1];
  6. Like
    chi reacted to Zupa in Advanced Alchemical Crafting v3.3   
    NIce, saves some work!.
     
    i'll share the build file when it's done.
     
    I ended up now rewriting the whole script xD taking out the gems and making Single Currency support for it (instead of gems).
     
    Also cleaning up some code. I prefer no while lusses  to check for any changes ^^. 
    And no big functions in compiles.sqf ^^
     
    I change it so u can get all menu's from right clicking toolbox and then a sub dialog to choose which category to go into ^^
     
    (No worries about it calling Z-Craft) Thats just for on my server. Credits are always given! And i keep names in re releases (for Single currency i mean).

  7. Like
    chi got a reaction from juandayz in Advanced Alchemal Crafting   
    Good idea. I think i'll try to divide the list among those tools.
    Thanks again! You are a big help man. Keep it up!!
  8. Like
    chi got a reaction from juandayz in Advanced Alchemal Crafting   
    Thanks. I wanted it to seem realistic, so i took all of the build lists from the gems and wanted to add them to the toolbox instead. But yea, 46 is a lot.
    Thanks for you answer juan!!
  9. Like
    chi reacted to juandayz in Advanced Alchemal Crafting   
    no probleml, if u want to keep the realism with toolbox.. maybe u can add a  requiere toolbox item to build in each script..
    . or other solution is divide into ItemShovel , Sledge , Etool and toolbox  all scripts to execute by right click..  46/5 = 9.2  now ure reducing the amount.
    im using my own with this see.
     
  10. Like
    chi 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.
     
    Video
    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)
    Installation:
    How to create new pages
     
    OPTIONAL
    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
     
  11. Like
    chi reacted to juandayz in Advanced Alchemal Crafting   
    do you wanna put 46 scripts into toolbox right click?  i dont know how is the maxiium but i think 46 is a lot :D----  maybe u can use something else like scroll menu options or hpp file menu to execute all this scripts.
    Really i dont have idea how to create hpp menu, @theduke its an expert to do it, maybe he can  help you if u decide take this way.
    But..
    if u want. u can try it.. adding a scroll menu option for those scripts.
    open your init.sqf at bottom paste
    create this sqf´s and paste
    into mpmissions\your instance\custom\toolb\
    toolb_activate.sqf
    toolb_exectute.sqf
    toolb_main.sqf  (in blue put your own  text // in red name of scripts to execute) add more menus if u need
    now paste all script you want to execute into toolb folder.
  12. Like
    chi reacted to hogscraper in Advanced Alchemical Crafting v3.3   
    Hello Epoch forums! I was working on a custom crafting system when I found Raymix's Emerald Interiors.  I really liked what he had in his system but saw that he was no longer working on it or updating it. My system had a menu but didn't have many items in it so I talked to him about using his item lists and bringing out an in depth crafting system with tons of items. Where my old system had 77 items, and his had 193, this new system has over 550! The name of this mod came from a couple users asking how in the world can you make a bed out of a Ruby and someone said Alchemy!   So what does this add that other systems do not? An easy to use interface that also includes a preview function so players can tell the difference between MAP_Misc_Well and Land_Misc_Well_C before they run out and scavenge materials to make them. I also tried to add realistic ingredient and tool lists to most items but for most of the misc or small items I went with just a gemstone and/or gold costs. The main reason I added the extra costs was to limit players from having hundreds of these items all over the map as they do save to the database like Epoch craftables. I wanted this to be something more for player's to work towards. On our server we have a rather large Sector B mission that unfolds in three stages and the rewards at the end include gemstones. While we have a gem trader to buy and sell the gems it seemed like a waste to have nothing else to do with the gemstones.   Demonstration Videos: Where I live is very loud with traffic and outside noise so they have music instead of me talking. If you don't care for heavy metal you may want to mute your speakers :) This video is of v1.3 so there are many more items included now but I kept the general categories for each gemstone the same.   Demo of the menu system itself: I re-purposed an old UAV script I had written a while back for vanilla Arma 2 for the preview function   Installation guide:   PLEASE DO NOT SKIP THE CONFLICTS SECTION!   Multiple people in this thread have run into issues with certain parts of my script causing problems for other scripts like Snap Pro and Deploy anything and the fixes are currently listed in the conflicts sections.  UPDATE! Added more conflict resolutions including one for Zupa's single currency.   Assumptions in this guide: You have a basic understanding of scripting for Arma2.  You are familiar with using custom files and overriding values via script. If you do not use any of the listed below files you will need to use Google to find out how to unpack your pbos and utilize these custom files.    STEP 1. Create a folder in your mission folder called custom if you do not already have one.  Download the attached file, (Buildables.zip). Unzip and place the Buildables folder into your custom folder. Buildables.zip   STEP 2. Changes you need to make to your files:
      Antihack edits: If you do not use BE filters you can skip STEP 2.d and if you do not use Infistar Antihack you can skip STEP 2.e. Step 2.d keeps players from being kicked when they attempt to create an item with box in it's name. Step 2.e will allow your admins to use Infistar's base delete tool to remove items crafted with this system as well as the Epoch items.   
      You are now ready to get crafting!    User guide:
      Item categories you can craft:
      Notes on possible conflicts with the included files:
    I also have redefined a custom dayz_spaceInterrupt in my Crafting_Compiles.sqf. That section of code is necessary as it not only allows players to spin the item in small increments using the 1 & 3 keys but it also captures any key presses that then trigger the Preview menu to close and return to the main crafting screen. Without that code, any player using the Preview will have to log out if they hit ESC or Backspace as it will simply close out the dialog buttons that allow them to Return and leave them staring at the item.    I do not use Plot for Life so I do not know what may or may not conflict with that addon while using this addon. My system does utilize a custom player_build and does check for plot poles so if you are using that plot pole addon you may need to edit the custom_builds.sqf. I have not tested the below code but it was submitted by StiflersM0m as a fix for plotforlife. I included it here as a quick ref for anyone reading this first before immediately downloading.  
        Thank you to stiflersM0M and emwilsh for the heads up on Snap Pro. Thank you also to Stranger for pointing out a couple typos that might have hemmed some of you up. If you are using Snap Pro system you can integrate my system with that one by opening my Crafting_Compiles.sqf and deleting the dayz_spaceinterrupt function from the bottom of that file. This function starts on line 256. Delete everything from line 256 to the end of the file. Then navigate to custom\Snap_Pro\dayz_spacensterrupt.sqf and open that file.   You will need to add    GlobalPreviewVariable = 1;   into the empty space on line 3.   And near the very bottom, you need to add   // num 1 or 3 above qwerty if (_dikCode == 0x02) then { AAC_1 = true; }; if (_dikCode == 0x04) then { AAC_3 = true; };   just BEFORE\ABOVE the line   _handled       I disabled the functionality of the 2 button for now as what I wanted it to do isn't working. Adding those two things to Raymix's dayz_spaceinterrupt.sqf will stop the conflicts between the two systems.   If you are using the Deploy Anything script, Epoch forums user Calamity has worked up a fix that will allow my script to work with it. Please see for the correct format.   If you would like to add the detach with F like in Snap Pro,The Hound posted this reply on page six: For anyone who has snap pros space interrupt and wants the F key function from it in this here is the custom_build http://pastebin.com/Sx3BK5TC.    Thank you to Zupa for making a combined defines.hpp that eliminates the conflict between his mods and this one.   Just delete my crafting_defines.hpp, remove #include "custom\Buildables\Crafting_Defines.hpp" from your description.ext and replace his defines.hpp with the one in the above link.     If you find any other addons that conflict with this one please let me know and I will add them to this section. I may not have the time to test out or work out a fix but I will include any issues and fixes that you guys come up with in this section.   Known Issues:
      NEW! HOW TO ADD NEW CATEGORIES!
    I spent a lot of time on the offsets for these items to ensure that the item was at a good distance from the player, but if you find something that could be better, please post the item and offset below. Many items that are grouped together have similar offsets and I did that to cut out a few thousand lines of code from the MT_Defines.hpp. In some cases this means an item may be a little closer or further than what would be perfect, but when you look at everything in the group it makes sense to that group. In some cases like the Topaz items, many items have their own definitions.   I have been running this on a Cherno server with just Epoch as well as an Origins Epoch server that just used the Origins map and vehicles without issues. If you do find you are having trouble with this on another map, just let me know and I will do what I can to help you out. It works with edited BE filters and Infistar and is working on both of the above servers with 1.0.5.1/125548. I also had this previously running under 1.0.4.2/112555 and 1.0.5.1/112555. Now that I've tested it out quite a bit I wanted to give v3.3 to the community and hope other people can get some use out it.   Thank you guys for any feedback you can give and if you find an issue or mistake in this guide, please let me know!    Thank you to: Maca for his Right Click script: http://epochservers.com/viewtopic.php?f=14&t=13   Raymix for Emerald Interiors that made me realize that I didn't have to settle on just 10 items in a menu list from maca's right click script   vbawol for all his awesome work on getting Epoch out there in the first place   [GOM] Simbo for helping me test this out and getting a lot of the earlier bugs out of the way.   [AFLA] Rick Grimes for helping me test this out on other maps and getting the delete sorted.   [OG] Kenshinz and everyone at Origins Gaming Server for helping to test this in a live environment. You can find my system currently running on his server at : 192.99.16.15:2372   EDITED!: Buildables_Experimental.zip If you have read through page 7 of this thread and are interested in the updated version here it is. Please follow my instructions above and do not download this file if you haven't read the post where I talk about it. This is an experimental build and has not been tested.
  13. Like
    chi got a reaction from juandayz in Empty ammo box; create array   
    i will check that out now.
     
    I just got the boxes to empty. Had to put
                    ClearWeaponCargoGlobal _SupplyBox;
                    ClearMagazineCargoGlobal _SupplyBox;
    on lines 113 and 114 where the boxes were created on the ground. Thanks for helping me with the global thing though. That was my whole problem.
     
    Now im gonna try to get these flares working. Thanks again!!!!
  14. Like
    chi reacted to juandayz in Empty ammo box; create array   
    here u have a part block of wai missions. for flares and smoke....try to identify wheres is defined  sunOrMoon
     
  15. Like
    chi got a reaction from juandayz in Empty ammo box; create array   
    dang, i was close.... lol. I know nothing about coding really, so thanks again for your help. Thats two problems solved in one day!!!!!
     
    Everything you help me with does help me to learn a little more than i do know. So thanks for that.
     
    Im looking up some stuff on the night time flares now.
     
  16. Like
    chi reacted to juandayz in Empty ammo box; create array   
    :D
    89 and 90  must be  clearWeaponCargoGlobal
     clearWeaponCargoGlobal _FlyingSupplyBox;
     clearMagazineCargoGlobal _FlyingSupplyBox;
     
  17. Like
    chi reacted to juandayz in Dead Player Journal on dead zombies   
    try it: remove all about study_body2
    find in your selfactions:
     // Study body
    add Bellow :
    and add:
    player removeAction s_player_studybody_2;
    s_player_studybody_2 = -1;
     
    bellow:
    player removeAction s_player_fillfuel;
        s_player_fillfuel = -1;
        player removeAction s_player_studybody;
        s_player_studybody = -1;
    *So its looks:
     
  18. Like
    chi reacted to MattL in Teargas smoke   
    Yeah so a few lines with removeWeapons removeMagazines and removeItems or some such should be sufficient enough to clear it out. I'm on my phone so I can't really do much to help other than help research and answer questions. And yeah man, I love it so far. I'm a corpsman up at MCB Quantico, it's a load of fun.
  19. Like
    chi reacted to MattL in Teargas smoke   
    I was in pasquotank county earlier today. After you spawn the box you should be able to use like clearvehiclecargo or something like that. I havnt actually sat down and looked at code since I joined the navy so it would take me a hot minute to get the right variables and commands but what you want can be done 
  20. Like
    chi reacted to Tech_Support in Dead Player Journal on dead zombies   
    Change This Line.      
    //Study body
            if ((_isMan || _isZombie) && !_isAnimal) then {
     
    To This
     if(_isMan && !_isZombie && !_isAnimal) then {
  21. Like
    chi reacted to juandayz in Dead Player Journal on dead zombies   
    see.. here youre defined studybody as true:
    thats means... if is player  and is zombie.. and is NOT animal... then player studybody is true...  here is ure issue as @Tech_Support say you...
    must be If is player and is NOT zombie and is NOT animall then,,,
    so
     
    but also close studybody before studybody_2
     
    also you need add
    player removeAction s_player_studybody_2;
    s_player_studybody_2 = -1;
     
    bellow:
    player removeAction s_player_fillfuel;
        s_player_fillfuel = -1;
        player removeAction s_player_studybody;
        s_player_studybody = -1;
  22. Like
    chi got a reaction from Zupa in [Alpha Release] Single Currency 3.0 & Storage DEFAULT HIVE ( No global banking).   
    Thanks for the reply!!
     
    i have it showing up, but the potion just keeps adding to the scroll wheel. It won't go away. This is what I have.
     
    if (_player_studybody) then { if (s_player_studybody < 0) then { s_player_studybody = player addAction [("<t color="#FF0000"">"+("Check Wallet") + "</t>"), "custom\zsc\actions\check_wallet.sqf",_cursorTarget, 0, false, true, "","]; s_player_studybody_2 = player addAction [("<t color="#FF0000"">"+("Search") + "</t>"), "custom\DeadBodyJournal\DeadBodyJournal.sqf",_cursorTarget, 0, false, true, "","];   };   } else { player removeAction s_player_studybody; s_player_studybody = -1; player removeAction s_player_studybody_2; s_player_studybody_2 = -1; };   I got it. Forgot to add the remove action at the bottom of selfactions. Thanks Zupa!!!
  23. Like
    chi reacted to Zupa in [Alpha Release] Single Currency 3.0 & Storage DEFAULT HIVE ( No global banking).   
    Then add right before or after that line ->
    s_player_studybody_2 = player addAction [("<t color=""#FF0000"">"+("Study body") + "</t>"), "whatever was here before",_cursorTarget, 0, false, true, "",""]; then whereever it's done for the normal one do the following to:
    s_player_studybody_2 = -1
  24. Like
    chi got a reaction from cen in [Request] Trader option to post "Bounties" on players   
    Just saying. Its out there. Not to be rude, but whats the date have to do with anything? BTW, liking ur HUD ;-)
  25. Like
    chi reacted to nathan9117 in [Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)   
    For anyone having this problem I have managed to fix it thanks to chi for sending me some files to compare. Simply check your player_build.sqf for this like  _object setDir (getDir _object); if you have it remove it and it will fix the issue above :)
×
×
  • Create New...