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rgr

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  1. Like
    rgr reacted to raymix in [1.4.1] Snap Building PRO   
    Download files, updates and Installation instructions on:
    Github
    HQ Screenshot of an in-game Tutorial dialog
    Ever wanted to run hardcore server with 3rd person cam disabled? Now's your chance.
     
    Credits and Contributors:
    Awol - player_build.sqf, Epoch and permission to modify script.
    Mudzereli - Commanding menus
    Rimblock - with modular build (github)
    PryMary - with Plot for Life
    KamikazeXeX - Support for
    striker - using snap pro as a base for
     
    Github contributors - mattispro, Mikeeeyy
     
     
    Legal:
    You can use/modify/redistribute this file as long as it complies with License. You can not use this script to promote donations or shops.
    This script is open source, you are allowed to add it to your @mods as long as appropriate credits and terms of license are met.
  2. Like
    rgr reacted to Axe Cop in [Release] Vehicle Service Point (Refuel, Repair, Rearm) [Script]   
    Just made a new script for proper vehicle service points where you are able to refuel, repair and rearm your vehicles! (I could not find a good one, so I did it myself)
    "Proper" meaning everything is done like it should be in Epoch and saved to the database, e.g. the script is really repairing all vehicle parts and not just setting the damage to 0, so it's the same as if you would repair every damaged part yourself.
     
    Main Features:
    dynamic service points where you are able to select the options (default at every fuel station, if you want it's easy to add the epoch fuel pumps so you can build a service point in your base, you can also add vehicles or units if you want, like a NPC trader) you can refuel and repair any vehicle by just sitting inside and get close to a service station (default 10m), then you get the actions menu attached to the vehicle, with rearm you have to be in the gunner seat because only that turret will be rearmed (for all cases the vehicle has to be local to your PC, so your have to be the driver/pilot or are alone in the vehicle) the services don't have to be for free, you can add a price to every option like the traders (e.g. refuel is free but repair would cost 2 gold and rearm 3 10oz gold) dynamic costs based on vehicle type you can also disable any option if you don't want or need it, like disabling the rearm option completely anything important is configurable in one place with config variables (there are comments in the config block, just take a look at the file service_point.sqf)  
    The Installation is pretty simple, it's just a client side script.
    Add this to your init.sqf in the "if (!isDedicated) then { PUT HERE SOMEWHERE (at the end is ok) }" block (so it will only be started on your client and not the server):
    if (!isDedicated) then { // ... some other stuff ... // add the next line somewhere in this block execVM "service_point\service_point.sqf"; }; Download all files from here into a folder "service_point" inside your mission folder: https://github.com/vos/dayz/tree/master/service_point
    If you want to change the path, there is one config variable in the file service_point.sqf called "_folder", you have to change that so it can access the other files needed for the script.
     
    Here a screenshot how it looks like (click on the preview to show a full screenshot with the UAZ DShKM):

     
    Feel free to add features and tell me your ideas. :)
  3. Like
    rgr reacted to williamjbrown in Re-Worked WAI 0.173 - Supported System   
    WAI - 0.173 - On-going support
    Support: William Brown
    Created By:Mark311
     
    VERSION: WAI - 0.173 - Updated 1/31/14
    GitHub: https://github.com/WilliamJBrown/Re-Worked-WAI-0.17.git
    Please use GitHub for the latest files
      CHANGE LOG:
     


     
    I would like to just introduce myself and my aim with what I want to achieve. We all know that the WAI thread is a bit all over the place and I love the work Mark has put into I just believe it was overwhelming or is just busy doing something else to provide on going support. I want to just collectively put all the advancements community wise into one place and offer a little support to the people. I run a small server and I love the help the community brings and I am by no means a coder of any kind. I just understand a few things and I'd hate to see this mission system go. The names William. I do have a job and life but will try my best to get a updated mission system every night. At the latest every other night.
     
    Now I give full credit to Mark and what he has done, I would like to thank him for the different approach in mission in his mission system. I take no credit what so ever. I just hate to see pages full of the a problem that was solved on page 3 that's all. If this is against the rules I understand and will be happy to remove the thread. 
     
    If anyone would like to collaborate and help out as it is not easy to provide ongoing support to a whole community an I will try my best. What I will be doing is releasing my current version of what I am running on my server. I will explain my additions changes and what you can change as we go on. 
     
    Firstly my contact details are as follows:
     
    Email: [email protected]
    TS: BambiRescueSquad.TypeFrag.Com
     
    To provide quick and easy support can I please ask for information around the problem. A simple this doesn't work will get me no where. Please include as much information as possible. Provide information on what you changed and for the love of god BACK UP and try again. Everyone on here learns through trial and error.
    WAI - 0.171.zip
    WAI - 0.172.zip
    WAI - 0.173.zip
  4. Like
    rgr reacted to nightmare in Web Based Tools ( PrivateHiveTools )   
    PrivateHiveTools  2.0
     
     
    - Manage Players /Objects / Vehicles
    - Livemap with Tracker ( Chernarus, ChernarusPlus, Lingor, Namalsk, Ovaron Panthera2, Utes, Altis, Stratis, Sauerland, Takistan, Zargabad, Napf )
    - Telport Players & Vehicles
    - Rcon, kick, ban, banlist edit, restart, lock, unlock
    - Trader Shop Editor
    and more...
     
     
     
    DEMO
     
    NORMAL DOWNLOAD  ( PHP files only)
     
    READY2GO DOWNLOAD ( with Apache2 WebServer from  xampp-portable-win32-1.8.3-4-VC11 build )
     
    **Special thanks to bFe, for Norwegian translation.
     
     
    !   Reality & Lite Hive schemas will not be Supported anymore for version 2.0  !
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    EpochPrices

    DEMO
    DOWNLOAD
     
    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    SurvivorStats 
     
    ( 30.3.2014 - UPDATED TO 0.0.3 )
     
    DEMO
    DOWNLOAD
     
     
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    WebMaps
     
    the map package contains following maps:
     
    Chernarus, ChernarusPlus, Lingor, Namalsk, Ovaron
    Panthera2, Utes, Altis, Stratis, Sauerland, Takistan
    Zargabad, Napf
     
    DEMO
    DOWNLOAD
     
     
    ************* SPECIAL THANKS ****************
     
    EPOCH - Community  & vbawol
    Open DayZ - Community
    Bohemia Interactive
    Rocket
     
     
    all tools powered by nightmare @
     

  5. Like
    rgr reacted to Fuchs in [Release] Chernarus PVP Killzone/Custom Airfield   
    INFO: The Version on the pics is a bit outdated ,sry ! But i think most of you will love it !
    Easter Eggs inside the building !
     
    LOCATION: near GORKA
     
    Features: Lights @ Night, Indestructible Walls where the boxes were, i would recommend if you add this on your server to build up a wall door with a combi-lock!
     
    Video:
     
     
     
    Download:
    https://www.dropbox.com/s/o9si104nbrnsayy/killzone.sqf
     
    Installation Serverside e.g. below
    [] execVM "\z\addons\dayz_server\bases\killzone.sqf";
  6. Like
    rgr reacted to TheVampire in [Release] DayZ Mission System   
    DZMS is a logic and useability rewrite of the DayZChernarus Mission System.
    DZMS should be considered as an "updated" DayZChernarus Mission System.

    Why Use DZMS instead of DayZChernarus MS?
    DZMS has a simple Configuration File, no more digging through code No more junk code! (Anyone who has read add_unit_server will understand) Simple Install! DZMS Requires a single line edit. No more server_cleanup confusion! No more messy mission code! DZMS uses functions for most code. DZMS is rewrote with all maps in mind, not just Chernarus. Hence the Generic Rename. DZMS is completely server sided! No marker files needed in the Mission PBO! No more "Novy Sobor Bug"! Plus, many features have been added!
    Option to save vehicles to the database! If Vehicle Saving is off, Users are warned when entering vehicles! Randomized Crate Loot! No more static crate loot! Adjustable Body Despawn Time! Optional: AI Ran Over have no gear! More!  
    The Current Version is v1.2

    Download Instructions: https://github.com/SMVampire/DZMS-DayZMissionSystem
    Project Tracking: https://github.com/SMVampire/DZMS-DayZMissionSystem/projects
     
    (Note: I have given The Fuchs permission to use DZMS as the base for EMS.)
  7. Like
    rgr reacted to FoamysWorld in FMission   
    First off I want to say this project is a result of my own personal preferences on what I wanted in a mission system. I am not trying to re-invent the wheel, steal anyone's thunder or create confusion by bringing forth a new mission system. I made this for me, and since I took the time to make it I might as well share it.
     
    What is FMission?
    FMission is the result of my need for complete control over mission creation. I wanted the ability to create challenging missions that had cool mechanics to them and the existing systems out there felt confined. It would have taken more work than I wanted to put into them to get them to do what I wanted so... enter FMission.
     
    FMission is a Mission system that runs off the built in Epoch Events Scheduler. It's a modular design that is easy to use and customize which means it allows users to design robust missions much easier. Advanced developers will enjoy the flexibility of the tool scripts that make up FMission and novice users will love the ease of their use. 
     
    Development of future tools are independent of the system thus can be added at anytime without the need to re-do anything previously created, unless you want to add the new tool (script mechanic) to an older script, but in most cases that will be as easy as adding a single line of code due to the modular design.
     
    The design of FMission allows for developers to create their own folders of missions which the user can simply drop into their main FMission folder and update one file to include that developers missions in the mission rotation. Users can ultimately pick and choose their favorite mission scripts from their favorite developers and create "playlists" so to speak. 
     
    I will be updating my GitHub with all the needed files and documentation over the next few days. Since it's in the infant stages I only have one older test mission so far, but that will change after I finish putting it on GitHub. Then I can concentrate on doing missions.
     
    I invite other developers to create missions as well. If we got all of the missions makers creating missions we could have a pretty sweet library of missions to choose from. 
     
    Current things you can do with the mission system:
    1. Create individual custom units that:
                   Have custom load outs (Bandit, Medic and Sniper) New loadouts can be easily created.
                   Random Skill Selection (Noob, Skilled and Elite) More skill levels can be added easily.
                   Can patrol if wanted. (Can easily adjust # of WP's)
                   
    2. Create Vehicle (3 Vehicles to choose from currently, chosen at random) and Heli Patrols
    3. Create random Minefields around mission sites.
    4. Adjustable Timeouts that clear the current mission so the next mission can cycle if you choose
    5. Refreshing Markers (For JIP's and Death)
    6. Unlimited random mission selection
    7: Random mission spawn chance if you choose, adds randomness to "when" a mission will spawn.
    8. Loot boxes that spawn only after an objective is completed, if you choose.
    9. Loot boxes designed specifically for the Mission rather than pulling from a set of global mission load outs resulting in rewards that don't make sense for the mission.
     
    There is more to come, I have more tools in mind, but this is enough to get it rolling. It runs smooth, super flexible and missions can be made with a little AI or the whole kitchen sink. I did a test mission with patrolling AI, internal stationary AI, a base fortification, vehicle patrols, heli patrols and a minefield... let's just say it's not your father's Oldsmobile.
     
    EDIT: (3/18/2014)
    Should work on any map, just adjust the spawn radius to the correct size for your map when creating missions. 
     
    EDIT: (3/21/2014)
    FMission 1.1 has been released. 
     
    EDIT: (9/1/2014)
    FMission is compatible with Epoch AND Overpoch.
     
    EDIT: (12/7/2014)
    FMission is still working perfectly despite being written a while ago. It's design should keep it working for a very long time with no code base updates.
     
    EDIT: (4/27/2015) ********************************************************************************************************************************
    FMission is STILL working despite not being worked on for a year... With that said I must announce...
     
    I am officially stopping Development on FMission Version 1. I will be creating a new FMission system (FMission2) for Arma 3 to be used in new projects I am working on. I have posted a link to the Git containing FMission 1 files so if you would like to Fork them and work on it for yourself I have no issue with that as long as the original files are kept intact and my author credits remain in those files and ALL files derived from my work.
     
    The first NEW Arma 3 project that will Release will be "Close Quarters" a 25 vs 25 Team DeathMatch game mode with levels, XP, killstreaks, perks, stats tracking, persistent stats etc etc.
     
    Follow me on Twitter at: @FoamyTRG to keep up on Development, find out how to sign up for Beta and see teaser stuffs!
     
    Thank you for your support!
     
    **********************************************************************************************************************************************************
     
    Here is the link to FMission 1.1
    http://foamysworld.github.io/FWorldSite/
     
    Link to Video Tutorial on How to create a mission with FMission:
    https://www.youtube.com/watch?v=4DdkPgFpt-A
  8. Like
    rgr reacted to OtterNas3 in [OLD] JAEM - Just another Evac-Chopper Mod v1.4 (Updated 06/14/2014) ** OUT OF DATE **   
    Hey Survivors,
     
    time for my next release!
     
    JAEM - Just another Evac-Chopper Mod!
     
     
    If you ever wanted to have your own Evac-Chopper you can place anywhere you want, that picks you up where and when you want.
    This is the Mod you would like to have!
     
    This Mod allows you to make a Evac-Chopper Field next to your Base or another place you like and use it with any Chopper on it as a Evac-Chopper.
    If you start fresh all you need is a Chopper with a Key, which you should have in your Inventory, and for the Evac-Field marking a full Briefcase as payment.
     
    This will make a Evac-Chopper field under your Chopper.
    If this Chopper gets destroyed or stolen or just lost, no problem just place any other Chopper you like on it and it will act as your Evac-Chopper!
     
    The "Call Evac-Chopper" action menu entry is just shown if you have a Evac-Chopper field, it checks on activation for:
    Chopper is on the field Enough fuel Damage status The Evac-Chopper locks itself on start so no passenger can hop in.
    It will stay locked when reaching the Evac-Zone until the player who called it gets close to the Evac-Chopper.
    This way no thief could get it before the player is in it.
     
    If the player dies, before or after the Evac-Chopper has reached the Evac-Zone, the Evac-Chopper will be reset to Evac-Field!
     
    JAEM 1.4 changelog:
     
    "evac_AllowedChoppers = ["x","y","z"]"
    A new configuration entry is in the EvacChopper_init.sqf
    With that configuration entry you can decide which Choppers are allowed as Evac-Choppers!
    With many thanks to ebayn0.0b for the Chopper-List in his post, the default config should now implement all available Choppers from Arma2 and Epoch.
    I'm really not sure and never tested it if you can use the MV-22 aka Osprey as a Evac-Chopper i just leaved it in the list.
     
    "BE Filters"
    Again thanks to ebayn0.0b for solving that, never got very familiar with these BE filters anyway ^^
    Changed the files as you suggested!
     
    "Join lag"
    The lag was due to the fact that every player had to search for all Evac-Chopper-Fields on Server themself.
    To support all kinda Maps, also the hughe ones like Sauerland, i had to put in a very high number to the "nearestObjects" call, that caused the join lag
     
    I decided to put the Evac-Chopper-Fields in a Array now.
    A function in the scripts send a PublicVariableServer call to the server to add/rem a field from that array and send that array again via publicVariable to all players.
     
    On Serverstart the Array gets filled with all available Evac-Chopper-Fields on Server and is then send via publicVariable to connecting players.
    This should remove the join lag!
     
     
    "PlayerUID with Characters"
    A new check is implemented for these Players with the Arma2 anniversary edition.
    Like RimBlock wrote me in a PM these Players have characters in their PlayerUID and cause the Database entry just hold numeric it doesnt worked good for them.
     
    I tooked the function from RimBlock his "A Plot for life v1.1" and implemented it in the JAEM scripts so that should not be a problem anymore
    As i took this function from RimBlock his scripts i gave Credits to him here! Dont know who wrote it first if it not was RimBlock himself!
    "Cant call after Die / Call is always available even if no Evac-Field / and other cal/set/clear related errors"
    Clear Evac-Chopper so Field gets delted - CHECK
    Set new Evac-Chopper so old field gets deleted - CHECK
    Call-Evac-Chopper on login - CHECK
    Call-Evac-Chopper on relog - CHECK
    Call-Evac-Chopper after die - CHECK
     
    Sorry that the update took such a long time now but this mod was now completely running on my Headless-Client and the port to a working Missionfile system was not that easy!
     
    JAEM 1.4 changelog END
     
     
     
    Demo Video:
    http://www.youtube.com/watch?v=ui5lm70ii8I
     
    Download:
    https://www.dropbox.com/s/k19pqd6k77rp4d7/JAEM_v1.4.zip
     
    Install instructions:
     
    1. Download JAEM_v1.4.zip and extract it
    2. unpbo MPMissions\YOURMISSIONNAME.pbo
    3. copy the custom folder from the extracted JAEM_v1.4.zip to MPMissions\YOURMISSIONNAME\
    4. Edit MPMissions\YOURMISSIONNAME\init.sqf
     
    Find this block:
    if (!isDedicated) then { 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; }; And insert this line above the closing bracket };
    _nil = [] execVM "custom\JAEM\EvacChopper_init.sqf"; If you dont have already a custom variables.sqf do step 4a) else do step 4b)
     
    4a)
    Find this line:
    call compile preprocessFileLineNumbers "z\addons\dayz_code\init\variables.sqf"; and ADD BELOW
    call compile preprocessFileLineNumbers "custom\JAEM\variables.sqf"; 4b)
    Copy this line to the very bottom of your custom variables.sqf
     
    dayz_allowedObjects = dayz_allowedObjects + ["HeliHRescue"]; Whoever says that this line not works, i do it like this for almost a year now on my Server!
     
    5.
    Copy these 3 files from the downloaded JAEM_v1.4 to your Servers BattlEye filters folder:
    If you already have edited ones you need to compare my changes!
    remoteexec.txt
    waypointcondition.txt
    waypointstatement.txt
     
    6.
    Configuration:
    Edit custom\JAEM\EvacChopper_init.sqf
     
    Edit this block to your likings!
    ///////////////////////////////////////////////// ///////////////////////////////////////////////// // Edit these settings to fit your needs/likes // ///////////////////////////////////////////////// ///////////////////////////////////////////////// /// Amount of Briefcases a Evac-Chopper costs /// /////////// Any amount between 1-12 ///////////// evac_chopperPrice = 3; ///////////////////////////////////////////////// ////// Need a Radio to call Evac-Chopper? /////// ////// 1 = Need Radio | 0 = No need Radio /////// evac_needRadio = 0; ///////////////////////////////////////////////// // Evac-Zone marker type Smoke or Landingpad? /// ////////// 0 = Landingpad | 1 = Smoke /////////// evac_zoneMarker = 0; ///////////////////////////////////////////////// /// Minimum Distance to call for Evac-Chopper /// ///////// Dont set this lower then 500! ///////// evac_minDistance = 500; ///////////////////////////////////////////////// ///  Allowed Choppers to use as Evac-Chopper  /// evac_AllowedChoppers = [     "AH1Z","AH64D_EP1","AH64D","AH64D_Sidewinders","AH6X_DZ",     "AH6X_EP1","AH6J_EP1","AW159_Lynx_BAF","BAF_Apache_AH1_D","BAF_Merlin_HC3_D",     "CH_47F_BAF","CH_47F_EP1","CH_47F_EP1_DZ","CH_47F_EP1_DZE","CSJ_GyroC",     "CSJ_GyroCover","CSJ_GyroP","Ka137_MG_PMC","Ka137_PMC","Ka52",     "Ka52Black","Ka60_GL_PMC","Ka60_PMC","Mi17_CDF","Mi17_Civilian",     "Mi17_Civilian_DZ","Mi17_DZ","Mi17_Ins","Mi17_medevac_CDF","Mi17_medevac_INS",     "Mi17_medevac_RU","Mi17_rockets_RU","Mi17_TK_EP1","Mi17_UN_CDF_EP1","Mi171Sh_CZ_EP1",     "Mi171Sh_rockets_CZ_EP1","Mi24_D","Mi24_D_TK_EP1","Mi24_P","Mi24_V",     "MH60S","MH6J_DZ","MH6J_EP1","MV22","MV22_DZ",     "pook_H13_medevac","pook_H13_medevac_CDF","pook_H13_medevac_TAK","pook_H13_medevac_INS","pook_H13_medevac_UNO",     "pook_H13_medevac_PMC","pook_H13_medevac_GUE","pook_H13_medevac_CIV","pook_H13_medevac_CIV_RU","pook_H13_gunship",     "pook_H13_gunship_CDF","pook_H13_gunship_UNO","pook_H13_gunship_PMC","pook_H13_gunship_GUE","pook_H13_gunship_TAK",     "pook_H13_gunship_INS","pook_H13_transport","pook_H13_transport_CDF","pook_H13_transport_UNO","pook_H13_transport_PMC",     "pook_H13_transport_GUE","pook_H13_transport_TAK","pook_H13_transport_INS","pook_H13_civ","pook_H13_civ_white",     "pook_H13_civ_slate","pook_H13_civ_black","pook_H13_civ_yellow","pook_H13_civ_ru","pook_H13_civ_ru_white",     "pook_H13_civ_ru_slate","pook_H13_civ_ru_black","pook_H13_civ_ru_yellow","UH1H_DZ","UH1H_DZE",     "UH1H_TK_EP1","UH1H_TK_GUE_EP1","UH1Y_DZ","UH1Y_DZE","UH60M_EP1",     "UH60M_EP1_DZ","UH60M_EP1_DZE","UH60M_MEV_EP1" ]; ///////////////////////////////////////////////// /////////////// DONT EDIT BELOW ! /////////////// ///////////////////////////////////////////////// - Config notes -
    If you set evac_needRadio to 1 and you dont have Radios in your respawn loadout, this breaks the call Evac-Chopper for respawners!
    If you set evac_zoneMarker to 1 the Smoke in the evac-zone will not last until the Chopper arrives if the distance is very far!
    In "evac_AllowedChoppers" the LAST entry in the list DOES NOT HAVE A COMMA ON THE END!
     
    7. repbo MPMissions\YOURMISSIONNAME - upload -
    8. unpbo @DayZ_Epoch_Server\addons\dayz_server.pbo
     
    9. Edit @DayZ_Epoch_server\addons\dayz_server\system\server_monitor.sqf
    Find this line:
     
    _totalvehicles = 0; and ADD BELOW:
    PVDZE_EvacChopperFields = []; Find this line:
    if ((typeOf _object) in dayz_allowedObjects) then { and ADD ABOVE:
    if ((typeOf _object) == "HeliHRescue") then { PVDZE_EvacChopperFields set [count PVDZE_EvacChopperFields, _object]; }; Copy this to the VERY BOTTOM of the file
    if (isServer && (isNil "EvacServerPreload")) then {     publicVariable "PVDZE_EvacChopperFields";          ON_fnc_evacChopperFieldsUpdate = {         private ["_action","_targetField"];         _action = _this select 0;         _targetField = _this select 1;                  if (_action == "add") then {             PVDZE_EvacChopperFields = PVDZE_EvacChopperFields + [_targetField];         };                  if (_action == "rem") then {             PVDZE_EvacChopperFields = PVDZE_EvacChopperFields - [_targetField];         };                  publicVariable "PVDZE_EvacChopperFields";     };     "PVDZE_EvacChopperFieldsUpdate" addPublicVariableEventHandler {(_this select 1) spawn ON_fnc_evacChopperFieldsUpdate};     EvacServerPreload = true; }; 10. repbo @DayZ_Epoch_Server\addons\dayz_server - upload - restart - smile -
     
    11. EVAC ME RIGHT NOW!
     
     
    - Addition Information for all Infistar users:
    in publicvariable.txt:
    5 "PVDZE_" !"PVDZE_player" !"PVDZE_send" !="PVDZE_veh_Update" !="PVDZE_plr_GutBody" !="PVDZE_plr_GutBodyZ" !="PVDZE_veh_Lock" !="PVDZE_plr_DeathB" !="PVDZE_maintainArea" !="PVDZE_obj_Publish" !="PVDZE_obj_Swap" !="PVDZE_plr_Save" !="PVDZE_obj_Delete" !="PVDZE_obj_Trade" !="PVDZE_veh_Publish2" !="PVDZE_zed_Spawn" !="PVDZE_plr_Died" !="PVDZE_obj_setlocalVars" !="PVDZE_plr_TradeMenu" !="PVDZE_obj_getlocalVars" !="PVDZE_veh_Upgrade" !="PVDZE_atp" !="PVDZE_plr_Login" !="PVDZE_plr_Login2" !="PVDZE_plr_LoginRecord" !="PVDZE_plr_DeathBResult" !="PVDZE_veh_SFix" !="PVDZE_plr_Hit" !="PVDZE_plr_HitV" !="PVDZE_veh_SFuel" !="PVDZE_plr_HideBody" !="PVDZE_plr_Morph" !="PVDZE_veh_Publish" !="PVDZE_plr_Characters" !="PVDZE_lockVault" replace with: 5 "PVDZE_" !"PVDZE_player" !"PVDZE_send" !="PVDZE_veh_Update" !="PVDZE_plr_GutBody" !="PVDZE_plr_GutBodyZ" !="PVDZE_veh_Lock" !="PVDZE_plr_DeathB" !="PVDZE_maintainArea" !="PVDZE_obj_Publish" !="PVDZE_obj_Swap" !="PVDZE_plr_Save" !="PVDZE_obj_Delete" !="PVDZE_obj_Trade" !="PVDZE_veh_Publish2" !="PVDZE_zed_Spawn" !="PVDZE_plr_Died" !="PVDZE_obj_setlocalVars" !="PVDZE_plr_TradeMenu" !="PVDZE_obj_getlocalVars" !="PVDZE_veh_Upgrade" !="PVDZE_atp" !="PVDZE_plr_Login" !="PVDZE_plr_Login2" !="PVDZE_plr_LoginRecord" !="PVDZE_plr_DeathBResult" !="PVDZE_veh_SFix" !="PVDZE_plr_Hit" !="PVDZE_plr_HitV" !="PVDZE_veh_SFuel" !="PVDZE_plr_HideBody" !="PVDZE_plr_Morph" !="PVDZE_veh_Publish" !="PVDZE_plr_Characters" !="PVDZE_lockVault" !="PVDZE_EvacChopperFieldsUpdate"  
    Have fun with it!
     
    - If you like it - Like it - So I can count Downloads - I like that
     
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  9. Like
    rgr reacted to N340 in Zombie Shield Generator   
    This idea was taken from Base Building. I wanted to get a working zombie shield to work that I could build without using the whole Base Building GUI. 
     
    I got it working fully today very easily but it did require some decent modifications so I thought I would post it for others to use. I personally made it so that others had to build parts to the shield and combine them to make it. This is just a script for you to use as you wish that makes it so that an item (default: CDF_WarfareBUAVterminal) will have scroll options to turn on and off the zombie shield. Configurable in he variables settings. 
     
    If you want any help making it work in a different way, just ask. I am happy to help.
     
    1. First Download the following: https://www.dropbox.com/s/9b0mwstlfz0g7k0/Zedshield.rar
     
    2. Put the shield folder in your mission pbo root folder
     
    3. Open your custom fn_selfactions.sqf and find:
    if(_player_deleteBuild) then { if (s_player_deleteBuild < 0) then { s_player_deleteBuild = player addAction [format[localize "str_actions_delete",_text], "\z\addons\dayz_code\actions\remove.sqf",_cursorTarget, 1, true, true, "", ""]; }; } else { player removeAction s_player_deleteBuild; s_player_deleteBuild = -1; }; Then past this under it:
    _lever = cursorTarget; //Zombie Shield if (_cursorTarget isKindof TypeOfZShield) then { if (EnableZShield == 1) then { if (s_player_ZombieShield_on < 0) then { s_player_ZombieShield_on = player addAction [format[("<t color=""#FFF700"">" + ("Zombie Shield On") +"</t>"),_adminText], "shield\ZombieShield.sqf", [_lever, true], 6, true, true, "", ""]; }; if (s_player_ZombieShield_off < 0) then { s_player_ZombieShield_off = player addAction [format[("<t color=""#FFF700"">" + ("Zombie Shield Off") +"</t>"),_adminText], "shield\ZombieShield.sqf", [_lever, false], 6, false, true, "", ""]; }; } else { if (s_player_ZombieShield_on < 0) then { s_player_ZombieShield_on = player addAction [format[("<t color=""#FFF700"">" + ("Zombie Shields are disabled on this server") +"</t>"),_adminText], "", [], 6, false, true, "", ""]; }; player removeAction s_player_ZombieShield_off; s_player_ZombieShield_off = -1; }; } else { player removeAction s_player_ZombieShield_on; s_player_ZombieShield_on = -1; player removeAction s_player_ZombieShield_off; s_player_ZombieShield_off = -1; }; //End Shield 4. Then find this line in fn_selfactions.sqf
    if(DZE_AllowForceSave) then { //Allow player to force save if((_isVehicle or _isTent) and !_isMan) then { if (s_player_forceSave < 0) then { s_player_forceSave = player addAction [format[localize "str_actions_save",_text], "\z\addons\dayz_code\actions\forcesave.sqf",_cursorTarget, 1, true, true, "", ""]; }; } else { ***************Replace STUFF IN HERE }; }; Where I put *******************Replace STUFF IN HERE, delete everything there and add this in its place:
    s_player_ZombieShield_on = -1; player removeAction s_player_ZombieShield_off; s_player_ZombieShield_off = -1; player removeAction s_player_forceSave; s_player_forceSave = -1; 5. Open your custom variable.sqf and paste this at the bottom, this is also where you can customize all your settings.
    /**************************************************** Zombie Shield Generator Settings ****************************************************/ EnableZShield = 1; //Enable toggleable zombie shield generator/ 1 = Enabled // 0 = Disabled (If disabled, players can still build shield generators, they just wont do anything) TypeOfZShield = "CDF_WarfareBUAVterminal"; //Type of object used for Zombie Shield, included this only in case some maps have this object banned AllZShieldTypes = ["CDF_WarfareBUAVterminal"]; //DO NOT REMOVE ITEMS FROM THIS ARRAY, you can ADD an object class if you want a different building to be used as a Zombie Shield Generator! MaxZShields = 1; //Maximum number of zombie shield generators a player can be added to, default is 1 ZShieldRadius = 50; //Radius for zombie shield generator, default is 50 ZShieldClean = 0; //Delete Zombies when they enter active shield radius/ 1 = Enabled // 0 = Disabled (If disabled, zombies will be killed but not deleted, could lead to zombie loot farming) Close up, repack and done. Then any object CDF_WarfareBUAVterminal or anything you replace it with will then have a scroll option to turn a shield on and off. 
     
    I have tested this on my servers and works fine. If you have any complications please let me know and ill be happy to help.
     
    Here is a pre compiled Cherno mission PBO with a working zombie shield and the extra_RC.hpp included. You can build it with an Engine and 2 poles like you would any other object
    https://www.dropbox.com/s/gmibobakfec80za/ZHIELD.pbo
     
    Credit for the original code goes to the guys from original BB 1.2.
  10. Like
    rgr got a reaction from N340 in Zombie Shield Generator   
    Thanks a lot sir!
     
    Got it working already, good stuff thanks again.
  11. Like
    rgr got a reaction from Garett1169 in Zombie Shield Generator   
    Can we get a new link please :)
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