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Posts posted by Gr8
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Thats a huge ban list. Where did you find these?
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What is this related to:
PVDZE_plr_Died = [dayz_characterID,0,_body,_playerID,_infected, dayz_playerName];
publicVariableServer "PVDZE_plr_Died";
Is this for death messages or is it calling a function to set alive to 0 in the database?
That sets the db alive to 0
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Update : Everything working fine now.
But there is one problem, After respawning, in the DB you still are Dead. So when you log in, you have to respawn again.
Any ideas on that one?
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might as well remove gyros from your server. thats the only option
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I highly doubt that, ive seen atleast one other sever that has done it
You can either Remove all explosions or get all explosions.
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You cannot...
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alright, i went ahead and tested it.
It seems to work the first time i tried.
Then After I spawn in. player death seems to not execute at all.
Any idea?
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Eh, I hate death character tables.
anyways, This is what i got. and i feel like i am missing something
private ["_display","_body","_playerID","_array","_source","_method","_canHitFree","_isBandit","_punishment","_humanityHit","_myKills","_humanity","_kills","_killsV","_myGroup"]; disableUserInput true; disableSerialization; if (deathHandled) exitWith {}; deathHandled = true; _body = player; _playerID = getPlayerUID player; _debug = getMarkerPos "respawn_west"; if ((alive player) && {isNil {dayz_playerName}}) then { dayz_playerName = name player; }; if (alive _body) then { _body setDamage 1; }; //Prevent client freezes _display = findDisplay 49; if(!isNull _display) then {_display closeDisplay 0;}; if (dialog) then {closeDialog 0;}; if (visibleMap) then {openMap false;}; _infected = 0; if (r_player_infected && DZE_PlayerZed) then { _infected = 1; }; _body removeAllEventHandlers "FiredNear"; _body removeAllEventHandlers "HandleDamage"; _body removeAllEventHandlers "Killed"; _body removeAllEventHandlers "Fired"; _body removeAllEventHandlers "GetOut"; _body removeAllEventHandlers "GetIn"; _body removeAllEventHandlers "Local"; clearVehicleInit _body; sleep 0.05; PVDZE_plr_Died = [dayz_characterID,0,_body,_playerID,_infected, dayz_playerName]; publicVariableServer "PVDZE_plr_Died"; _id = [player,100,true,getPosATL player] call player_alertZombies; sleep 0.5; dayz_originalPlayer removeAllEventHandlers "FiredNear"; dayz_originalPlayer removeAllEventHandlers "HandleDamage"; dayz_originalPlayer removeAllEventHandlers "Killed"; dayz_originalPlayer removeAllEventHandlers "Fired"; dayz_originalPlayer removeAllEventHandlers "GetOut"; dayz_originalPlayer removeAllEventHandlers "GetIn"; dayz_originalPlayer removeAllEventHandlers "Local"; dayz_originalPlayer removeAllEventHandlers "Respawn"; dayz_originalPlayer setDamage 0; dayz_originalPlayer allowDamage false; dayz_originalPlayer enableSimulation true; addSwitchableUnit dayz_originalPlayer; setPlayable dayz_originalPlayer; selectPlayer dayz_originalPlayer; dayz_originalPlayer setDamage 0; dayz_originalPlayer allowDamage false; dayz_originalPlayer setPos _debug; player setVariable ["NORRN_unconscious", false, true]; player setVariable ["unconsciousTime", 0, true]; player setVariable ["USEC_isCardiac",false,true]; player setVariable ["medForceUpdate",true,true]; player setVariable ["startcombattimer", 0]; r_player_unconscious = false; r_player_cardiac = false; _array = _this; if (count _array > 0) then { _source = _array select 0; _method = _array select 1; if (!isNull _source) then { if (_source != player) then { // Killed ctc_HumanityChange = [_body,_source]; publicVariableServer "ctc_HumanityChange"; //Send needed values to server. ctc_HumanityChange = []; //Clean up global variable. } else { // Suicide }; }; _body setVariable ["deathType",_method,true]; }; disableUserInput false; // Wait 10 Seconds for "_x" from 1 to 10 do { if (_x >= 2) then {cutText [format ["RE-SPAWNING in %1s", 11-_x], "PLAIN DOWN"];}; uiSleep 1; }; // Execute Spawn Script execVM "GG\spawn\start.sqf";
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These logs are normal. They are from the mods you use
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If your using infistar and his ai fix (moves ai to clients) you will have issues with ai dissappearing and reappearing and/or staying invis and killing players with this
Do you have a fix for that?
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I will try that out
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I personally have no problem donating for a service/script/Mod that I actually use and enjoy.
No Signature Allowed
I dont think you get to have access to any of his creations.
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I suppose really it's just a case of undefining variables, clearing event handlers etc... and re-running the player_monitor.fsm.
I didn't think about that.
How does this look ?
dayz_originalPlayer removeAllEventHandlers "FiredNear"; dayz_originalPlayer removeAllEventHandlers "HandleDamage"; dayz_originalPlayer removeAllEventHandlers "Killed"; dayz_originalPlayer removeAllEventHandlers "Fired"; dayz_originalPlayer removeAllEventHandlers "GetOut"; dayz_originalPlayer removeAllEventHandlers "GetIn"; dayz_originalPlayer removeAllEventHandlers "Local"; dayz_originalPlayer removeAllEventHandlers "Respawn";
or am i missing something?
So running player moniter will just go through the loading screen and do the authentication process again?, why would that be necessary ?
We can just TP the player to the debug and execute the Spawn selector. what would be a better way ?
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Did they really? Hand Down Steam you are unpredictable.
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I get what you mean, but to remove gear, update blood etc, you will need the player to not be in debug zone, because it could happen, he spawns in and his legs are still broke because you healed him while he was in debug but the server did not recognize that. You understand my point? It don't mean any harm..
Ya, I know, Syncing is not an issue, because once you will select a spawn, and go outside the debug, it should save your current state.
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Will it still happen, if you set it to true ?
I will try that, and let ya know
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TPing to debug is the main point to make sure they dont sync with the server, and if they log out there, they will be forced to choose a spawn via ESSv2
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Not really. Are you have you got unassign waypoints to true or false?
False
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Im not cheap you know :P
Nice avatar, you are behind exile mod too :)
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You need to use the BE filters that are provided with infistar. seems like you are the default ones
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Hello there,
I am working on a little thing that will allow players to respawn after death without going back to the loading screen. Just like A3 Epoch.
But i need your help.
Steps :
- Death
- Black Out
- New Character TP to debug
- Count Down to Respawn
- Respawn or execute spawn selector
Features :
- No new character data field
- Reset Life stats
- Bring Blood back to 1200 after respawn
- No respawn by logging back from the lobby
That's all i can think of as of now. I am no coder. But I know what it should be a function that we need to code in player_death.sqf
Shoot me ideas and i will test em. Should be pretty simple, might have to change some stuff in server compiles
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Any one having problems with this addition where AIs are disappearing and appearing else where when a player is at a mission, also shooting the player while invisible ?
nightvision on full screen??
in Scripting
Posted
It is possible with ppEffect.
Look it up