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Tricks

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  1. Like
    Tricks reacted to LunatikCH in Backpack/Skin Dupers   
    I use that, i have not made this fix, credits go to whoever it made!
     
     
    Create a file called "player_wearClothes.sqf" in a folder called "fixed" and insert that code:
    /* _item spawn player_wearClothes; Added Female skin changes - DayZ Epoch - vbawol */ private ["_item","_onLadder","_hasclothesitem","_config","_text","_myModel","_itemNew","_currentSex","_newSex","_model","_playerNear"]; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_83") , "PLAIN DOWN"] }; DZE_ActionInProgress = true; _item = _this; call gear_ui_init; _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1; if (_onLadder) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_player_21") , "PLAIN DOWN"]}; _hasclothesitem = _this in magazines player; _config = configFile >> "CfgMagazines"; _text = getText (_config >> _item >> "displayName"); if (!_hasclothesitem) exitWith { DZE_ActionInProgress = false; cutText [format[(localize "str_player_31"),_text,"wear"] , "PLAIN DOWN"]}; if (vehicle player != player) exitWith { DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_85"), "PLAIN DOWN"]}; if (!isNull (unitBackpack player)) exitWith { DZE_ActionInProgress = false; cutText [("<Anti-Dupe> Drop backpack to change clothes"), "PLAIN DOWN"] }; if ("CSGAS" in (magazines player)) exitWith { DZE_ActionInProgress = false; cutText [(localize "STR_EPOCH_ACTIONS_10"), "PLAIN DOWN"] }; _myModel = (typeOf player); _itemNew = "Skin_" + _myModel; //diag_log ("Debug Clothes: model In: " + str(_itemNew) + " Out: " + str(_item)); if ( (isClass(_config >> _itemNew)) ) then { if ( (isClass(_config >> _item)) ) then { // Current sex of player skin _currentSex = getText (configFile >> "CfgSurvival" >> "Skins" >> _itemNew >> "sex"); // Sex of new skin _newSex = getText (configFile >> "CfgSurvival" >> "Skins" >> _item >> "sex"); //diag_log ("Debug Clothes: sex In: " + str(_currentSex) + " Out: " + str(_newSex)); if(_currentSex == _newSex) then { // Get model name from config _model = getText (configFile >> "CfgSurvival" >> "Skins" >> _item >> "playerModel"); if (_model != _myModel) then { if(([player,_item] call BIS_fnc_invRemove) == 1) then { player addMagazine _itemNew; [dayz_playerUID,dayz_characterID,_model] spawn player_humanityMorph; }; }; } else { cutText [(localize "str_epoch_player_86"), "PLAIN DOWN"]; }; }; }; DZE_ActionInProgress = false; after that in your custom compiles add this line:
     
    Important: add it in the !isDedicated should look like this:
    if (!isDedicated) then { <- *Your line goes here* }; player_wearClothes = compile preprocessFileLineNumbers "fixes\player_wearClothes.sqf";
  2. Like
    Tricks reacted to RimBlock in [WIP] - Better refueling (Accurate fuel capacity, multiple fuel sources, choose vehicle to refuel, GUI).   
    Really ???  Who said that ?.
     
     
    What mods have you produced free for the community ?.
     
    So since the last update;
    Config changes for realistic fuel values (air and sea vehicles).
    Pushed realistic fuel values to the Epoch config files for air and sea vehicles which were merged by the Epoch dev team. Gamespy -> Steam fiasco resulting in;
    A complete rewrite of A Plot for Life. Push for A Plot for Life to be added to the Epoch core build
    An extensive rewrite of A Plot for Life to align it with Epoch 1.0.5.2 and to enable it to be an option to save people having to go through the hassle of merging files. Due to delays with Epoch 1.0.5.2 coming out and the Dev teams concentration on A3Epoch, convert to allow use as a standalone mod for 1.0.5.1.
    A medium rewrite to allow people to use it with 1.0.5.1 as a mod. General discussions on the build functions.
    Working with Raymix on the modular building framework for Epoch 1.0.5.2. Due to issues of merging various mods.
    Built a merged version of A Plot for Life incorporating Snap Build pro and the Modular Building Framework (with Raymix s agreement), both optionised so they can be turned on or off. People having issues with historic bases having to be rebuilt if using A Plot for Life.
    Built a Take ownership option and added it to A Plot for Life allowing base owners to realign their bases to the new system for recording base ownership. Plot pole markers having limited control.
    Added the option to turn plot markers and turn them off again and changed them to lit road cones to help night building (sort of fun addition for a change).  
    On top of that has been the code management (learning the basics of Github releases / branches etc), daily support for A Plot for Life releases including issues with merging other mods.  That is, of course, excluding normal work and family life.  Essentially the last 3 months have been pretty busy with a large proportion of my spare time being spent working on stuff for the Epoch community.
     
    A Plot for Life is finally fairly stable and is unlikely to be added too going forwards (just bug fixes).  I have some time to get back to this now.  
     
    Epoch 1.0.5.2 RC build (now changed to 1.0.6) being delayed time and time again means I cannot use the updated config files.  Although I can code around their need, I would then need to re-code again when they are released for better efficiency.
     
    Your post and attitude makes me a lot less likely to spend any more of my own free time on this.  It also makes me a lot less likely to help you in one of your scripting help posts if I happen to come across any.
     
    You could have just PM'd me for an update (like Hellwalker did) or asked me to update the thread via PM as I don't always catch individual thread updates, but no... you thought making that comment was by far the most intelligent and funny thing to do.
     
    Good job moe.
     
    I will take a look today to see if I can get the small rounding issues with the refueling from the fuel truck fixed and if so will release that part shortly.
  3. Like
    Tricks got a reaction from Outlaw in How do I fix esc menu???   
    Ha that's a cool trick, force players to stay! LOL
  4. Like
    Tricks reacted to Markokil321 in Skin change duping fix?   
    We personally have made it so people have to drop their backpacks again if they want to change skins, with a big ass warning saying PLACE YOUR BACKPACK INTO AN OBJECT OR VEHICLE AND NOT ON THE FUCKING GROUND, OR YOU RISK NOT BEING ABLE TO PICK IT UP AGAIN!
     
    A little bit of hassle, but it prevents the duping and the warning stops idiots from falling victim to the age old problem of not being able to pick up their bags again. Also not to mention you would be dropping any bags you had on you before changing clothes irl as-well.  ;)
  5. Like
    Tricks reacted to zkirby in Vert Hosting   
    Just wanted to throw shout out for Vert Hosting.
     
    I cannot say enough good about these guys.  I've used a lot of companies in the past, some good some bad.  Most recently I attempted to run 2 servers "Overpoch" on Survival Servers..... Yeah I know, should have listened to all of you.   In short they are terrible, they are thief's, and their customer service is non existent.  I'm currently in the middle of a PayPal dispute with them as the 2nd server took 3 days to be created, and after a week it never worked i.e. it was hard down.  I kindly asked for a refund and was told they do not give refunds lol.
     
    Anyways, I switched to Vert and couldn't be happier.  James answers almost every ticket or email within minutes which is amazing.  Survival would take 2-3 days and usually the reply was that they will get to the ticket soon.
     
    SurvivalServers.com = thieves.  Do not host with them.  Learn from my mistakes lol.
     
    zkirby
    Ruthless Toothless Gaming
    ruthlesstoothless.enjin.com
     
     
  6. Like
    Tricks reacted to Razorman in Which Server Host to Pick?   
    Vert!  Rented a new server to test out the service, £15 a month for 40 slots, so far been excellent support & performance 5.135.138.65:2302
     
    Will not be renewing Vilayer after 2 years at end of this month as the 1 week i've used Vert has been so good. 
  7. Like
    Tricks reacted to BetterDeadThanZed in Which Server Host to Pick?   
    I've been with many different Dayz hosts and Vert Hosting is hands down the best. Any time I've asked them about a mod they didn't have on their control panel, they set it up. They respond fast to tickets and are just awesome!
  8. Like
    Tricks reacted to cen in [Release] 3.0 Door Management - No More Codes   
    Looking forward to the version with ability to "eye scan" or "enter code"!
  9. Like
    Tricks reacted to cen in [Release] 2.1 Plot Management - UPDATED Object Counter   
    you guys need to set up local test servers :D
  10. Like
    Tricks reacted to Zupa in Renaming Plot Pole   
    Well i guess tthat can be doable. But we gotta keep the max 12 mags in total.
     
    But first redesign, then features ^^
  11. Like
    Tricks reacted to Zupa in Renaming Plot Pole   
    I'm working on a custom gear dialog btw ( FYI) ^^.
     
    For public releases.
     
    I can work a config in where it checks which item it is and it says for example 30m plotpole that you can change the name ^^. Or that thing automaticly changes to 
    format["1%m PlotPole",DZE_PlotPole select 0]; Ah man, great ideas!
     
    This is gonna be big. I'm probably going for 1 release with the dayz 1.8 gear window. And one with Dayz SA/Arma3 desingish.
  12. Like
    Tricks reacted to RimBlock in Renaming Plot Pole   
    Have a look at compile / ui_selectSlot.sqf.  That seems to control what is displayed in the gear gui when an item is selected and the option(s) available for that item.
     
    Have fun ;) .
  13. Like
    Tricks got a reaction from Corper in Larger plot poles?   
    Yes I do thank you, but a lot of the answers are from over a year ago and a lot has changed since then in the code and the way it runs. I posted in "Scripting Help" in a forum designed to help owners. I am always polite and thankful, I routinely give credit for new scripts on my server to their creators. I don't see the problem with refreshing a question for all the new server owners out there....  <_< 
     
  14. Like
    Tricks reacted to striker in [Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)   
    Hello everyone!
     
    I would like to announce that Build Vectors supports Snap Building 1.4.1 now!  :)  :)  :)
     
    Two different downloads are available, the basic SBP 1.4.1 and SBP 1.4.1 with Admin Build and P4L.  :)
     
    Also, ghost preview works like it is suppose to (Thanks Jossy!)  :)  :)
     
    striker
  15. Like
    Tricks reacted to raymix in Im 3D Modeler and i would like to help the team   
    Sure thing bud
     
    configs:
    http://forums.bistudio.com/showthread.php?130062-The-Configs-amp-Scripting-Info-Thread-%28WIP%29
     
    multimaterials
    https://community.bistudio.com/wiki/Mondkalb's_MultiMaterial_Tutorial
     
    some basics using OFP
    http://ofp.gamepark.cz/_hosted/brsseb/tutorials.htm
     
    rvmat
    https://community.bistudio.com/wiki?title=RVMAT_basics&redirect=no
     
    basics on normals and speculars
    http://www.armaholic.com/datas/users/3-ls_normal_specular_mapping_tutorial.pdf
     
    addon structure (a must read for modellers)
    https://community.bistudio.com/wiki/Mondkalb's_Addon_Tutorial
     
    pretty much requirement for starters:
    http://www.armaholic.com/page.php?id=19784
  16. Like
    Tricks reacted to kat in Difference in code?   
    [] ExecVM and execVM are the same, The brackets are there to define arguments or strings passed to the file being executed.
     
    [true] ExecVM "path";
  17. Like
    Tricks reacted to Face in Difference in code?   
    Every time you use the execVM, spawn, or call commands, whatever value is immediately before the command is passed onto the execVM'ed/spawned/called code as the magic variable _this.
     
    Quick demonstration:
    //Scenario 1: [0,1,2] execVM "script.sqf"; //If _this is used inside script.sqf, it would be equal to [0,1,2]. Useful if you want to pass multiple values to a script. //Inside script.sqf: diag_log str(_this); //This would produce output of "[0,1,2]" in your RPT log. //Scenario 2: 1 execVM "script.sqf"; //If _this is used inside script.sqf, it would be equal to 1. Do this if you only want to pass a single value to a script. //Inside script.sqf: diag_log str(_this); //This would produce output of "1" in your RPT log. If you use execVM with nothing before it, the value passed would be a nil (undefined) value for _this. If you missed a semicolon on the previous line, you'll be passing the result of previous line into the execVM statement, so be careful. Personally I would always put something before every execVM/spawn/call command. If I have no value to pass on, I'd just put a 0 or [] before it. This can be especially important when using the call command, so that you can avoid passing the _this value of the calling script to the _this value of the called script.
  18. Like
    Tricks reacted to cen in [Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)   
    striker don't leave us hangingggggg
  19. Like
    Tricks reacted to Logi in [Release] Vehicle locator and key identifier   
    This is a script which enables users to identify which vehicles their keys belong to. It also enables users to locate their vehicles on the map through the use of local map markers.
     
    The reason why I created this script was because I kept receiving requests from my server users to locate their lost vehicles because they could not remember where they parked them.
    Also it can be very annoying having many vehicle keys and not remembering which vehicle they belong to.
    I searched to see if a script already existed, but I could not find a script that done what I wanted.
    I did stumble across Csus's Simple Vehicle Finder tool, which enables admin to teleport to vehicles, so I decided to modify his code to suit my needs.
    Therefore I must thank Csus for saving me a little time and effort. An I must credit him for his contribution.
     
    This is not a live tracking system, the map markers do not automatically update when a vehicle moves, the script must be run again after a vehicle has moved in order for the map marker to update. If a vehicle is being driven, the map marker will not be able to update. The map marker will only be able to update when the player gets out of the vehicle and the location is updated in the database. In order to remove the map markers, place the key/keys in your bag and run the script again.   This script can be used without the local map markers, if you just want your users to be able to identify their vehicle keys without the map markers being created.  

     
    Download: https://drive.google.com/folderview?id=0B95EyIoSuUF0bTQ5Zm9qZzVsclU&usp=sharing
    Installation instructions are in the README.txt file.    
  20. Like
    Tricks reacted to RimBlock in Refresh ALL buildables   
    update object_data set lastupdated = now(),      datestamp = now() etc .....   Also works well.
  21. Like
    Tricks reacted to Zupa in Refresh ALL buildables   
    UPDATE `object_data` SET `Datestamp`= '2014-09-08 01:01:01.000000' , `LastUpdated`= '2014-09-08 01:01:01.000000'
  22. Like
    Tricks reacted to PeterBeer in Refresh ALL buildables   
    UPDATE `Object_DATA` SET `Datestamp`=CURRENT_TIMESTAMP WHERE `ObjectUID` <> 0 AND `CharacterID` <> 0 AND ( (`Inventory` IS NULL) OR (`Inventory` = '[]') ) Will update all stuff
  23. Like
    Tricks got a reaction from MGT in Database Issues   
    I can't believe we are all having this issue..... MGT your server is ranked 7th and players to flock to your awesome server. I guess I will just have to explain to my players that this is an Epoch issue, not a server issue.

    Is it still worth putting config traders in, what see the benefits?
  24. Like
    Tricks reacted to striker in [Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)   
    Hey everyone!

    My GPU is installed! I'm devoting today to the vector script with SBP 1.4.1. Ghost preview should be working (Will not die from building).

    striker
  25. Like
    Tricks reacted to LunatikCH in Database too slow?   
    same here, bevore update to 1051 and installing plot4life every thing was super fast, like opening doors/trading tow/lift with 50+players. Now after installing plot4life and 1051 every thing went bad, traders loading years in 90% tow isnt working cause no one stands there for like 2mins to get the option. Also a huge desync issue, sometimes the chains come with 35+ players sometimes with 50 players and sometimes with 3 players but they come like every 5min and then cars start to fly or driving in a circle...
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