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ZamboniBambino

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  1. Like
    ZamboniBambino reacted to PetuniaEpoch in ZFM Development - Help needed -Loot crates   
    Thanks :D
     
     
  2. Like
    ZamboniBambino got a reaction from Linux in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    ZFM is currently the first part of the FairServer project. ZFM provides a dynamic experience within DayZ like no other, and provides a set of easy-to-use functions for creating missions.
     

     
    Translations
     
    In development! For latest progress please see: http://www.bitbucket.org/bergstadeu/fairmission
     
    What is it?
    ZFM, or "Zambino Fair Mission", is an open-source, community-nurtured Mission System project developed by ZambinoBamboni and a community of wonderful people. It is dynamic, and provides an experience in DayZ with missions that is aimed to reduce the amount of boredom by making missions dynamic. By dynamic, we mean dynamic -- names, places, vehicles, titles, times, as much as possible. And more importantly, extendable -- you can code for ZFM in a snap.
     
    Help support hard work -- donate :)
     
    I have produced this software to make the game better, and to make your lives more enjoyable. It's free software, and it's developed out of love for you and for the game. However, if you feel that you've benefited a lot from my hard work and want to say thanks, a minor donation wouldn't go amiss. It's not essential, just a nice gesture :wub:  Either way, I hope you enjoy my software!
     

    DONATE - SUPPORT ZFM
     
     
    Installing and testing pre-release-candidate debug version of ZFM
    // Add to server_monitor.sqf // Under this line.. // (OR your existing [] ExecVM) allowConnection = true; // Add these lines: // Zambino FairMission [] ExecVM "\z\addons\dayz_server\ZFM\ZFM_Initialize.sqf"; Latest version is currently under development -- all older versions are not supported. Unpack your dayz_server.pbo Paste/extract in the ZFM folder into the main part of the PBO. (i.e. So that you have the folder ZFM next to "init", "missions", etc. in the folder list) Repack PBO.  
    Current features
     
    Modular
    Developed so that new types of missions, or additions to existing missions can be done easily. Well-documented so that those looking at the code can understand its functions quickly. Open source, so you can get stuck in immediately. Detailed
    AI have multiple sub-classes Commando Heavy Rifleman Sniper AI and missions have difficulty settings: Deadmeat (for newbies) Easy Medium Hard War Machine (for insane people) Missions are tracked more precisely  Track a mission bandit kill by bandit kill, and even show the players who killed them. Missions only end once all bandits have been killed. Dynamic
    Crashes are fully-animated, and can occur in any location, including towns, roads, hilltops, etc. Any vehicle (at present, aircraft) can be used as a crash, and will be animated, explode, then be replaced by a wreck if there is one for that vehicle class. Missions can be either defined by a user in an array, or the RANDOM misisons can be generated in which: Most aspects of missions have been randomised to increase their uniqueness. This includes vehicles, units, unit difficulties, unit bases, unit groups, unit equipment and my personal favourite, dynamic mission titles to keep you less bored. A CH-47 en-route to Balota went off the radar and is presumed destroyed. It is suspected that well-trained mercenaries have secured the site. Fragments of the mission titles can be added so you can effectively have even more variation in your titles. I've included some fun names but commented them out so that those who want different titles to "well-trained mercenaries" or "opportunistic locals" can go for gangs with titles like "Balota Bastards Crew." Loot is being revamped -- originally it was used as "probability" or "fixed", however, newer commits will feature variable loot. This will be basic at first, but will basically consist of guaranteed items but randomised, with the added chance of finding rare weapons in the loot.  (In progress) Grid-Based base generation - can be generated by 1 array in code, and be as large as you like. At present, this is only used to generate crash sites, however, it can be used to generate any level of layouts you want with great detail. (In Progress) And many more!
  3. Like
  4. Like
    ZamboniBambino got a reaction from PetuniaEpoch in ZFM - Vote for new missions, new content, new sexyness   
    Yeah, I have added it so the public can comment now, but I didn't realise you have to be added to the group. Goddamn it :lol:
     
    For now if you want to be added to suggest features, just let me know and I will add you. :)
  5. Like
    ZamboniBambino got a reaction from PetuniaEpoch in ZFM Development - Help needed -Loot crates   
    Haha, I don't know, maybe if I have some time I could put it into the beta. I think the problem is, that you're right, most people wouldn't like it, but I think it's fun. It's possible to attach explosives to items, even people; I was going to do something similar to this with a suicide bomb mission. I'll think about it, however, I can imagine that a lot of people would be pissed if this happened because:
     
    "Man, that war machine mission was hard! Finally, we get to our loot!"
     

     
     

  6. Like
    ZamboniBambino got a reaction from Darihon in ZFM Development - Help needed -Loot crates   
    Haha, I don't know, maybe if I have some time I could put it into the beta. I think the problem is, that you're right, most people wouldn't like it, but I think it's fun. It's possible to attach explosives to items, even people; I was going to do something similar to this with a suicide bomb mission. I'll think about it, however, I can imagine that a lot of people would be pissed if this happened because:
     
    "Man, that war machine mission was hard! Finally, we get to our loot!"
     

     
     

  7. Like
    ZamboniBambino reacted to VentZer0 in ZFM Development - Help needed -Loot crates   
    optional is good, dont leave out any weapon that is spawnable in epoch... some people dont like to be restricted
  8. Like
  9. Like
    ZamboniBambino got a reaction from PetuniaEpoch in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Keep your eyes peeled today and this week. I've got free time to develop today. ;)
  10. Like
    ZamboniBambino got a reaction from Darihon in ZFM Development - Help needed -Loot crates   
    Yeah, I have included that, too :) By the way, here is what I put as the loot for ZFM's difficulties, and some settings for that, too:
    ZFM_Loot_Crates =[ "TKSpecialWeapons_EP1", "UNBasicAmmunitionBox_EP1", "CZBasicWeapons_EP1", "TKVehicleBox_EP1", "USVehicleBox_EP1", "USBasicAmmunitionBox_EP1", "GERBasicWeapons_EP1", "GuerillaCacheBox_EP1", "TKOrdnanceBox_EP1", "USSpecialWeapons_EP1" ]; ZFM_LOOT_CONTENT_TYPE_SNIPERS = "Lx101010"; ZFM_LOOT_CONTENT_TYPE_MACHINEGUNS = "Lx101011"; ZFM_LOOT_CONTENT_TYPE_RIFLES = "Lx101012"; ZFM_LOOT_CONTENT_TYPE_PISTOLS = "Lx101013"; ZFM_LOOT_CONTENT_TYPE_TOOLS = "Lx101014"; ZFM_LOOT_CONTENT_TYPE_BUILDINGSUPPLIES = "Lx101015"; ZFM_LOOT_CONTENT_TYPE_BACKPACKS = "Lx101016"; ZFM_LOOT_CONTENT_TYPE_MEDICAL = "Lx101017"; ZFM_DIFFICULTY_TEXT_TYPES =[ "DEADEMEAT", "EASY", "MEDIUM", "HARD", "WAR_MACHINE" ]; ZFM_LOOT_CONTENT_TEXT_TYPES =[ "SNIPERS", "MACHINEGUNS", "RIFLES", "PISTOLS", "TOOLS", "BACKPACKS", "BUILDINGSUPPLIES", "MEDICAL" ]; ZFM_LOOT_CONTENT_TYPES =[ ZFM_LOOT_CONTENT_TYPE_SNIPERS, ZFM_LOOT_CONTENT_TYPE_MACHINEGUNS, ZFM_LOOT_CONTENT_TYPE_RIFLES, ZFM_LOOT_CONTENT_TYPE_PISTOLS, ZFM_LOOT_CONTENT_TYPE_TOOLS, ZFM_LOOT_CONTENT_TYPE_BUILDINGSUPPLIES , ZFM_LOOT_CONTENT_TYPE_BACKPACKS, ZFM_LOOT_CONTENT_TYPE_MEDICAL ]; ZFM_LOOT_SNIPERS_DEADMEAT = [ "SVD_CAMO", "SVD_des_EP1", "M24" ]; ZFM_LOOT_SNIPERS_EASY = [ "SVD_CAMO", "SVD_des_EP1", "M24" ]; ZFM_LOOT_SNIPERS_MEDIUM = [ "SVD_CAMO", "SVD_des_EP1", "M24" ]; ZFM_LOOT_SNIPERS_HARD = [ "A550", "SCAR_H_LNG_Sniper_SD", "SVD_CAMO", "SVD_des_EP1", "M24" ]; ZFM_LOOT_SNIPERS_WAR_MACHINE = [ "KSVK_DZE", "A550", "DMR_DZ", "SCAR_H_LNG_Sniper_SD", "SVD_CAMO", "SVD_des_EP1", "M24" ]; ZFM_LOOT_MACHINEGUNS_DEADMEAT = [ "M240_DZ", "M249_DZ" ]; ZFM_LOOT_MACHINEGUNS_EASY = [ "M240_DZ", "M249_DZ" ]; ZFM_LOOT_MACHINEGUNS_MEDIUM = [ "M240_DZ", "M249_DZ", "M636_camo" ]; ZFM_LOOT_MACHINEGUNS_HARD = [ "M240_DZ", "M249_DZ", "M636_camo", "Mk_48_DZ" ]; ZFM_LOOT_MACHINEGUNS_WAR_MACHINE = [ "M240_DZ", "M249_DZ", "M636_camo", "Mk_48_DZ", "PK" ]; ZFM_LOOT_RIFLES_DEADMEAT = [ "AK_47_M", "AK_74", "AKS_74_kobra", "AKS_74_U", "FN_FAL_ANPVS4", "FN_FAL", "G36A_camo", "M1014", "Sa58V_CCO_EP1", "Sa58V_EP1", "Sa58V_RCO_EP1" ]; ZFM_LOOT_RIFLES_EASY = [ "AK_47_M", "AK_74", "AKS_74_kobra", "AKS_74_U", "Remington870_lamp", "Sa58P_EP1", "Sa58V_CCO_EP1", "Sa58V_EP1", "Sa58V_RCO_EP1" ]; ZFM_LOOT_RIFLES_MEDIUM = [ "AK_47_M", "AK_74", "AKS_74_kobra", "AKS_74_U", "FN_FAL_ANPVS4", "FN_FAL", "G36A_camo", "M1014", "M16A2", "M4A1_Aim", "M4A1_HWS_GL_camo", "M4A1", "M4A3_CCO_EP1", "Remington870_lamp", "Sa58P_EP1", "Sa58V_CCO_EP1", "Sa58V_EP1", "Sa58V_RCO_EP1" ]; ZFM_LOOT_RIFLES_HARD = [ "AK_47_M", "AK_74", "AKS_74_kobra", "AKS_74_U", "BAF_L85A2_RIS_Holo", "bizon_silenced", "FN_FAL_ANPVS4", "FN_FAL", "G36A_camo", "G36C_camo", "G36C", "G36K_camo", "M1014", "M16A2", "M16A2GL", "M4A1_AIM_SD_camo", "M4A1_Aim", "M4A1_HWS_GL_camo", "M4A1", "M4A3_CCO_EP1", "Remington870_lamp", "Sa58P_EP1", "Sa58V_CCO_EP1", "Sa58V_EP1", "Sa58V_RCO_EP1" ]; ZFM_LOOT_RIFLES_WAR_MACHINE = [ "RPK_74", "AK_47_M", "AK_74", "AKS_74_kobra", "AKS_74_U", "BAF_L85A2_RIS_Holo", "bizon_silenced", "FN_FAL_ANPVS4", "FN_FAL", "G36A_camo", "G36C_camo", "G36C", "G36K_camo", "M1014", "M16A2", "M16A2GL", "M4A1_AIM_SD_camo", "M4A1_Aim", "M4A1_HWS_GL_camo", "M4A1", "M4A3_CCO_EP1", "Remington870_lamp", "Sa58P_EP1", "Sa58V_CCO_EP1", "Sa58V_EP1", "Sa58V_RCO_EP1" ]; ZFM_LOOT_PISTOLS_DEADMEAT = [ "glock17_EP1", "M9", "M9SD" ]; ZFM_LOOT_PISTOLS_EASY = [ "glock17_EP1", "M9", "M9SD" ]; ZFM_LOOT_PISTOLS_MEDIUM = [ "glock17_EP1", "M9", "M9SD" ]; ZFM_LOOT_PISTOLS_HARD = [ "Makarov", "MakarovSD", "glock17_EP1", "M9", "M9SD" ]; ZFM_LOOT_PISTOLS_WAR_MACHINE = [ "Colt1911", "revolver_EP1", "UZI_EP1", "Makarov", "MakarovSD", "glock17_EP1", "M9", "M9SD" ]; ZFM_LOOT_TOOLS_DEADMEAT = [ "ItemToolBox", "ItemKeyKit", "ItemCompass", "ItemEtool", "ItemFishingPole", "ItemMap", "ItemShovel", "ItemSledge", "ItemKnife", "ItemHatchet_DZE", "ItemMatchBox_DZE", "ItemSledge" ]; ZFM_LOOT_TOOLS_EASY = [ "ItemToolBox", "ItemKeyKit", "ItemCompass", "ItemEtool", "ItemFishingPole", "ItemMap", "ItemShovel", "ItemSledge", "ItemKnife", "ItemHatchet_DZE", "ItemMatchBox_DZE", "ItemSledge" ]; ZFM_LOOT_TOOLS_MEDIUM = [ "ItemToolBox", "ItemKeyKit", "ItemCompass", "ItemEtool", "ItemFishingPole", "ItemMap", "ItemShovel", "ItemSledge", "ItemKnife", "ItemHatchet_DZE", "ItemMatchBox_DZE", "ItemSledge" ]; ZFM_LOOT_TOOLS_HARD = [ "ItemToolBox", "ItemKeyKit", "ItemCompass", "ItemEtool", "ItemFishingPole", "ItemMap", "ItemShovel", "ItemSledge", "ItemKnife", "ItemHatchet_DZE", "ItemMatchBox_DZE", "ItemSledge" ]; ZFM_LOOT_TOOLS_WAR_MACHINE = [ "ItemToolBox", "ItemKeyKit", "ItemCompass", "ItemEtool", "ItemFishingPole", "ItemMap", "ItemShovel", "ItemSledge", "ItemKnife", "ItemHatchet_DZE", "ItemMatchBox_DZE", "ItemSledge" ]; ZFM_LOOT_BUILDINGSUPPLIES_DEADMEAT = [ "CinderBlocks", "MortarBucket", "ItemTankTrap", "ItemPole", "PartGeneric", "PartPlywoodPack", "PartPlankPack", "ItemTentOld", "ItemTentDomed", "ItemTentDomed2", "ItemSandbag", "ItemWire", "workbench_kit", "ItemGenerator" ]; ZFM_LOOT_BUILDINGSUPPLIES_EASY = [ "CinderBlocks", "MortarBucket", "ItemTankTrap", "ItemPole", "PartGeneric", "PartPlywoodPack", "PartPlankPack", "ItemTentOld", "ItemTentDomed", "ItemTentDomed2", "ItemSandbag", "ItemWire", "workbench_kit", "ItemGenerator" ]; ZFM_LOOT_BUILDINGSUPPLIES_MEDIUM = [ "CinderBlocks", "MortarBucket", "ItemTankTrap", "ItemPole", "PartGeneric", "PartPlywoodPack", "PartPlankPack", "ItemTentOld", "ItemTentDomed", "ItemTentDomed2", "ItemSandbag", "ItemWire", "workbench_kit", "ItemGenerator" ]; ZFM_LOOT_BUILDINGSUPPLIES_HARD = [ "CinderWallHalf_DZ", "CinderWall_DZ", "ItemWoodWallGarageDoorLocked", "ItemWoodFloorHalf", "ItemWoodWallDoorLg", "ItemWoodWallWithDoorLg", "ItemWoodWallWithDoorLgLocked", "ItemWoodWallLg" ]; ZFM_LOOT_BUILDINGSUPPLIES_WAR_MACHINE = [ "ItemWoodWallGarageDoor", "ItemWoodWallGarageDoorLocked", "ItemWoodFloorHalf", "ItemWoodWallDoorLg", "ItemWoodWallWithDoorLg", "ItemWoodWallWithDoorLgLocked", "ItemWoodWallLg", "ItemWoodWallDoorLg", "ItemWoodWallWindowLg", "ItemWoodFloorQuarter", "ItemWoodWallDoor", "ItemWoodWallWithDoorLocked", "ItemWoodWall", "ItemWoodWallDoor", "ItemWoodWallWithDoor", "ItemWoodWallWindow", "ItemWoodWallThird", "ItemWoodLadder", "ItemWoodFloor", "ItemWoodStairs", "ItemWoodStairsSupport", "CinderWallHalf_DZ", "CinderWall_DZ", "CinderWallDoorway_DZ", "cinder_door_kit", "metal_floor_kit" ]; ZFM_LOOT_MEDICAL_DEADMEAT = [ "ItemAntibiotic", "ItemBandage", "ItemBloodbag", "ItemEpinephrine", "ItemMorphine", "ItemPainkiller" ]; ZFM_LOOT_MEDICAL_EASY = [ "ItemAntibiotic", "ItemBandage", "ItemBloodbag", "ItemEpinephrine", "ItemMorphine", "ItemPainkiller" ]; ZFM_LOOT_MEDICAL_MEDIUM = [ "ItemAntibiotic", "ItemBandage", "ItemBloodbag", "ItemEpinephrine", "ItemMorphine", "ItemPainkiller" ]; ZFM_LOOT_MEDICAL_HARD = [ "ItemAntibiotic", "ItemBandage", "ItemBloodbag", "ItemEpinephrine", "ItemMorphine", "ItemPainkiller" ]; ZFM_LOOT_MEDICAL_WAR_MACHINE = [ "ItemAntibiotic", "ItemBandage", "ItemBloodbag", "ItemEpinephrine", "ItemMorphine", "ItemPainkiller" ]; // Failover arrays -- used to grab loot from if the minimum amount isn't reached. ZFM_ALL_LOOT_DEADMEAT = ZFM_LOOT_SNIPERS_DEADMEAT + ZFM_LOOT_MACHINEGUNS_DEADMEAT + ZFM_LOOT_RIFLES_DEADMEAT + ZFM_LOOT_PISTOLS_DEADMEAT + ZFM_LOOT_TOOLS_DEADMEAT + ZFM_LOOT_MEDICAL_DEADMEAT + ZFM_LOOT_BUILDINGSUPPLIES_DEADMEAT; ZFM_ALL_LOOT_EASY = ZFM_LOOT_SNIPERS_EASY + ZFM_LOOT_MACHINEGUNS_EASY + ZFM_LOOT_RIFLES_EASY + ZFM_LOOT_PISTOLS_EASY + ZFM_LOOT_TOOLS_EASY + ZFM_LOOT_MEDICAL_EASY + ZFM_LOOT_BUILDINGSUPPLIES_EASY; ZFM_ALL_LOOT_MEDIUM = ZFM_LOOT_SNIPERS_MEDIUM + ZFM_LOOT_MACHINEGUNS_MEDIUM + ZFM_LOOT_RIFLES_MEDIUM + ZFM_LOOT_PISTOLS_MEDIUM + ZFM_LOOT_TOOLS_MEDIUM + ZFM_LOOT_MEDICAL_MEDIUM + ZFM_LOOT_BUILDINGSUPPLIES_MEDIUM; ZFM_ALL_LOOT_HARD = ZFM_LOOT_SNIPERS_HARD + ZFM_LOOT_MACHINEGUNS_HARD + ZFM_LOOT_RIFLES_HARD + ZFM_LOOT_PISTOLS_HARD + ZFM_LOOT_TOOLS_HARD + ZFM_LOOT_MEDICAL_HARD + ZFM_LOOT_BUILDINGSUPPLIES_HARD; ZFM_ALL_LOOT_WAR_MACHINE = ZFM_LOOT_SNIPERS_WAR_MACHINE + ZFM_LOOT_MACHINEGUNS_WAR_MACHINE + ZFM_LOOT_RIFLES_WAR_MACHINE + ZFM_LOOT_PISTOLS_WAR_MACHINE + ZFM_LOOT_TOOLS_WAR_MACHINE + ZFM_LOOT_MEDICAL_WAR_MACHINE + ZFM_LOOT_BUILDINGSUPPLIES_WAR_MACHINE; // Minimum items per loot crates! ZFM_MINIMUM_ITEMS_PER_LOOT_CRATE_DEADMEAT = 30; ZFM_MINIMUM_ITEMS_PER_LOOT_CRATE_EASY = 35; ZFM_MINIMUM_ITEMS_PER_LOOT_CRATE_MEDIUM = 40; ZFM_MINIMUM_ITEMS_PER_LOOT_CRATE_HARD = 45; ZFM_MINIMUM_ITEMS_PER_LOOT_CRATE_WAR_MACHINE = 50; // Minimum magazines per weapon ZFM_MINIMUM_MAGAZINES_PER_LOOT_CRATE_WEAPON_DEADMEAT = 3; ZFM_MINIMUM_MAGAZINES_PER_LOOT_CRATE_WEAPON_EASY = 4; ZFM_MINIMUM_MAGAZINES_PER_LOOT_CRATE_WEAPON_MEDIUM = 5; ZFM_MINIMUM_MAGAZINES_PER_LOOT_CRATE_WEAPON_HARD = 6; ZFM_MINIMUM_MAGAZINES_PER_LOOT_CRATE_WEAPON_WAR_MACHINE = 7; Still need to add in backpacks :)
  11. Like
    ZamboniBambino got a reaction from Scaramanga in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Keep your eyes peeled today and this week. I've got free time to develop today. ;)
  12. Like
    ZamboniBambino got a reaction from Darihon in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Keep your eyes peeled today and this week. I've got free time to develop today. ;)
  13. Like
    ZamboniBambino got a reaction from Creep in ZFM Development Progress Thread   
    ZFM Loot System
     
    What it does
    Alpha - Provides loot based upon ZFM difficulties (Deadmeat, easy, medium, hard, war machine)
    Beta - FairShare system
     
    Where is it available?
    ZFM devel builds ZFM Alpha release Intended for use by
    ZFM Mission developers
     
    How to use it
    I will expand upon this as the feature is redone. This system will be more robust than the previous and have minimum guarantee for loot, as well as probability-based weapons, which are designated "rare" and will have probabilities attached to them. Previous pre-alpha code used a purely probabilistic approach, however, sometimes this would lead to empty crates, or crates where only one thing spawned in them. This approach will have guaranteed loot, which in Alpha will be fixed in quantity based on difficulty.
  14. Like
    ZamboniBambino reacted to redcloud78 in Anyone got a fix for rotating Skalisty Bridge?   
    Thats exactly what was happening to mine was trying all kinds of bridge codes all day even killzone kids im running Overpoch 1.0.5.1 steam patch 125548
     
    until finally i found this version of code excellsior and it all smoothed out since
    // Excelsior Bridge // The land_nav_pier_m_2 is the double fenced bridge floor. These can be changed to land_nav_pier_m_1 and spun 180 if you wanted only 1 fence. // Installation // Make sure to make a folder inside the mission file called "buildings" and save this file in there as "excbridge.sqf" // Then add the following line as the VERY LAST line in in the "init.sqf" file. // [] execVM "buildings\excbridge.sqf"; // Props to Rossymond for pointing out the new install method. // Excelsior // Server: Death DealerZ - DayzChernarus if (isServer) then { _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13225.278, 3431.5159, -6.0489159], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13225.278, 3431.5159, -6.0489159]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13247.008, 3398.5906, -6.1535072], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13247.008, 3398.5906, -6.1535072]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_1", [13203.401, 3464.7751, -6.2994447], [], 0, "CAN_COLLIDE"]; _bldObj setDir 236.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13203.401, 3464.7751, -6.2994447]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13181.671, 3497.7451, -6.1785541], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13181.671, 3497.7451, -6.1785541]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13159.978, 3530.6299, -6.3031154], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13159.978, 3530.6299, -6.3031154]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13138.261, 3563.5496, -5.9914126], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13138.261, 3563.5496, -5.9914126]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13116.587, 3596.4583, -6.1611514], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13116.587, 3596.4583, -6.1611514]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13094.851, 3629.364, -6.0637994], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13094.851, 3629.364, -6.0637994]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_1", [13073.158, 3662.2742, -6.1899328], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13073.158, 3662.2742, -6.1899328]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13051.535, 3695.0833, -6.376471], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13051.535, 3695.0833, -6.376471]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13029.813, 3728.052, -6.1521502], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13029.813, 3728.052, -6.1521502]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; // Control Tower near land (non-lootable) (blinking light). Zombies and loot will not spawn over water. _bldObj = objNull; if (true) then { _bldObj = createVehicle ["Land_Mil_ControlTower_EP1", [13067.721, 3647.5923, 4.2818656], [], 0, "CAN_COLLIDE"]; _bldObj setDir -303.12695; _bldObj setPos [13067.721, 3647.5923, 4.2818656]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.8]; }; // Cement block under Control Tower near coast _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_c", [13061.675, 3654.853, 0.13833603], [], 0, "CAN_COLLIDE"]; _bldObj setDir -33.287552; _bldObj setPos [13061.675, 3654.853, 0.13833603]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; // Grocery on land (lootable) _bldObj = objNull; if (true) then { _bldObj = createVehicle ["Land_A_GeneralStore_01", [13062.828, 3825.6414, 0.34161228], [], 0, "CAN_COLLIDE"]; _bldObj setDir -32.551853; _bldObj setPos [13062.828, 3825.6414, 0.34161228]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13260.079, 3378.8081, -3.0727394], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13260.079, 3378.8081, -3.0727394]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; // Industrial Hangar on land _bldObj = objNull; if (true) then { _bldObj = createVehicle ["Land_Hangar_2", [13013.877, 3793.1804, 3.8146973e-006], [], 0, "CAN_COLLIDE"]; _bldObj setDir -33.153507; _bldObj setPos [13013.877, 3793.1804, 3.8146973e-006]; }; // Control Tower near Island (non-lootable) (blinking light at night). Zombies and loot will not spawn over water. _bldObj = objNull; if (true) then { _bldObj = createVehicle ["Land_Mil_ControlTower_EP1", [13209.424, 3478.5696, 2.103996], [], 0, "CAN_COLLIDE"]; _bldObj setDir -484.14117; _bldObj setPos [13209.424, 3478.5696, 2.103996]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.8]; }; // Cement block under Control Tower near Island _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_c", [13214.373, 3472.0823, -3.8479133], [], 0, "CAN_COLLIDE"]; _bldObj setDir -213.288; _bldObj setPos [13214.373, 3472.0823, -3.8479133]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; // Spinning Radar on coast _bldObj = objNull; if (true) then { _bldObj = createVehicle ["TK_GUE_WarfareBAntiAirRadar_Base_EP1", [13293.171, 3955.2397, 0.016692447], [], 0, "CAN_COLLIDE"]; _bldObj setDir -323.84015; _bldObj setPos [13293.171, 3955.2397, 0.016692447]; }; // Pallet of boards on bridge (mid way protection) _bldObj = objNull; if (true) then { _bldObj = createVehicle ["Land_Ind_BoardsPack1", [13158.683, 3537.4517, 3.5], [], 0, "CAN_COLLIDE"]; _bldObj setDir -35.139294; _bldObj setPos [13158.683, 3537.4517, 3.5]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.5]; }; // Pallet of boards on bridge (mid way protection) _bldObj = objNull; if (true) then { _bldObj = createVehicle ["Land_Ind_BoardsPack1", [13111.459, 3599.3118, 3.5], [], 0, "CAN_COLLIDE"]; _bldObj setDir -215.18845; _bldObj setPos [13111.459, 3599.3118, 3.5]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.5]; }; }; called like this execVM "\z\addons\dayz_server\maps\skalb.sqf";       edit to your path and file name
  15. Like
    ZamboniBambino got a reaction from Darihon in [Aan de gang] ZFM - EerlijkeMissie - Nederlands <3   
    ZFM is op het moment het eerste deel van het FairServer project. ZFM biedt een dynamische ervaring binnen DayZ als geen ander, en biedt een set van eenvoudig te gebruiken functies voor het maken van nieuwe missies.
     
    Wat is het?
    ZFM, of "Zambino Fair Mission", is een open-source, community gevoed misie systeem project ontwikkeld door ZambinoBamboni en een gemeenschap van prachtige mensen. Het is dynamisch en biedt een ervaring in DayZ met missies die gericht om verveling te verminderen door het maken van dynamische missies. Door dynamische bedoelen we dynamische - namen, plaatsen, voertuigen, titels, soms zoveel mogelijk. En nog belangrijker, uitbreidbaar - u kunt coderen voor ZFM in een handomdraai.
    Waarom het gebruiken / waarom ons ondersteunen?
    ZFM is meer dynamisch en veelzijdig dan andere missie systemen - crashes zijn dynamisch en gedetailleerd, en meer dan alleen crashes zijn gepland als missies. Het heeft een meer uitgebreide functionaliteit gepland voor de release, en momenteel uitgebreider dan andere missie systemen. De code is goed gedocumenteerd, modulair, en bedoeld om eenvoudig te kunnen worden aangepast door anderen, zodat nieuwe soorten missies, nieuwe AI sub-klassen en nieuwe functionaliteit gemakkelijk toegevoegd kunnen worden. Voor de volledige specificatie lijst, blijf scrollen ...;) GitHub
    Lees hieronder voor een goed begrip van de releases van ZFM. Voor de beste gameplay-ervaring, is het raadzaam te wachten tot een Alpha versie.
    Als u releases wilt testen, ga dan direct naar:
    https://github.com/zambino/fairserver

    De huidige meest up-to-date versies van FairServer zijn verkrijgbaar bij het ​​testen repository.

    Stem en suggereer nieuwe functies
    Wij houden van suggesties. Voeg ze HIER toe.

    Ontwikkelaars
    ZamboniBambino - Lead Developer, oprichter en inzender van 99,97% van de huidige bestaande code (Nu ruig rond de 3000+ regels code).
    Darihon - Junior developer & feature support.
    Vertalers
    Creep - Duitse vertaler
    freakystyle - Duitse vertaler
    Crckdns - Russische vertaler
    Darihon - Nederlandse vertaler

    Vooruitgang van de ontwikkeling
    Er zijn een heleboel functies die zijn toegevoegd, en zijn gepland voor ZFM. ZFM zit tussen de 75 - 85% voor de Alpha fase en ZFM is dus technisch in de pre-alpha fase. ZFM heeft alle functies van de andere missie systemen al, het is meer dynamischer en het zal meer hebben wanneer de Alpha versie uit is waar wij super hard aan werken. Wij ontwikkelen op zijn minst een paar keer per week en updates worden in een forum post geplaatst om je nieuwe, coole functies te laten zien die in ZFM zitten.
    ZFM heeft een pagina op GitHub en bestaat uit 3 categorieën:
                    Master - Bevat grote releases van ZFM. Genoemde releases (bijv. ZFM Alpha, Beta ZFM etc.)
                    Testing - Bevat test releases voor de ZFM testers om bugs te vinden voor de release. Niet          aanbevolen voor live-servers, maar u kunt veel plezier hebben op uw test server met deze          releases.
                    Devel  - Bevat nog niet afgeronde stukjes code. Niet aanbevolen voor een live                              systeem.             Niet aanbevolen voor andere dan ontwikkelaars of mensen die                         bekend zijn met SQF.
    Het proces van ontwikkeling zal verhuizen van Alpha naar Beta, van Beta naar Release Candidate, vervolgens van Release Candidate (1,2,3) naar Release.
    Na de release:
                    ZFM Community Versie: Dit zal de openbaar toegankelijke versie van ZFM waar belangrijke kenmerken overeengekomen voor releases zullen worden opgenomen. Dit zal worden ondersteund op lange termijn en we hopen dat er codeurs aan boord komen om ons te helpen.
                    ZFM Premium Versie: Dit zal alle content van ZFM (dus zoals Capcom Day-One DLC doet .. ;)) niet achterhouden. Het is niet "koop me zodat ik achtergelaten functies krijg die express uit ZFM zijn gelaten". Het is een versie dat premium toevoegingen bevat voor een zeer redelijke prijs en de volgende functies bevat:
    SQL oplag van missies zodat real-time informatie beschikbaar kan worden gesteld. Instrumenten voor het integreren van missie informatie op uw websites / forums / etc. Online bedieningspanelen voor het regelen en de wijziging van missies, het toevoegen van aangepaste missies via webinterface. Help mee met hard werken - doneren :)

    Ik heb deze software geproduceerd om het spel beter te maken, en om uw leven aangenamer te maken. Het is gratis, en het is ontwikkeld uit liefde voor u en voor het spel. Echter, als je het gevoel dat je veel hebt geprofiteerd van mijn harde werk en mij willen bedanken, dan zou een kleine donatie geen kwaad kunnen. Het is niet noodzakelijk, maar een aardig gebaar: wub: Hoe dan ook, ik hoop dat je geniet van mijn software!
     
     
     
     
     
    Installeren en testen van pre-release debug versie van ZFM
    // Voeg toe aan je server_monitor.sqf
     
    // Onder deze regel
    // (Of je bestaande [] ExecVM)
    allowConnection = true;  
     
    // Voeg deze regels toe:
     
        // Zambino FairMission
        [] ExecVM "\z\addons\dayz_server\ZFM\ZFM_Initialize.sqf";

     
    1. Download de laatste versie van:  https://github.com/zambino/fairserver/archive/master.zip
    2. Pak je dayz_server.pbo uit
    3. Plak / extract de ZFM folder in de hoofd folder van de .pbo.
    4. Pak je PBO weer in.
    Huidige Functies

    Modulair
    Ontwikkeld zo dat nieuwe soort missies of addities aan bestaande missies makkelijk gedaan kunnen worden. Goed gedocumenteerd, zodat mensen die naar de code kijken makkelijk de functies begrijpen. Open source, zodat je gelijk kan beginnen.  
     
     
     
    Gedetailleerd
    AI hebben meerdere sub-klassen Commando Zwaar Geweerschutter Sniper  
     
     
    AI en missies hebben moeilijkheidsgraden:                 Deadmeat (voor beginners)
                    Makkelijk
                    Medium
                    Hard
                    War Machine (voor gekken)
    Missies zijn nauwkeuriger bijgehouden
                    Houd elke bandiet kill bij en zelfs de gebruiker die de bandiet vermoord.
                    Missies eindigen alleen wanneer iedere bandiet is vermoord. Dynamisch
    Crashes zijn volledig geanimeerd en kunnen overal gebeuren, inclusief steden, wegen, bergen etc. Elk voertuig kan worden gebruikt als een crash en word geanimeerd, explodeert en word vervangen wanneer er een wrak van het huidige voertuig aanwezig is. Missies kunnen worden gedefinieerd bij de gebruiker in een array of een random missie kan worden gegenereerd:

    De meeste aspecten van de missies zijn gerandomiseerd om hun eigenheid te verhogen.
    Dit geldt ook voor voertuigen, eenheden, moeilijkheden,basissen, unitgroepen, unit apparatuur en mijn persoonlijke favoriet, dynamische missie titels.

                    A CH-47 en-route to Balota went off the radar and is presumed destroyed. It is                 suspected that well-trained mercenaries have secured the site.

                    Fragmenten van de missie titels kunnen worden toegevoegd, zodat u effectief nog        meer variatie in uw titels kunt creëren.

                    Ik heb een aantal leuke namen ingevoegd, maar ik heb ze als aantekening genoteerd    voor mensen die andere titels willen, dan kunnen gaan voor bijvoorbeeld 'Balota                Bastards Crew'. Loot wordt vernieuwd - oorspronkelijk werd het gebruikt als '' of '', echter, nieuwere commits zullen voorzien worden van goede loot. Dit zal basis zijn op het begin, maar zal bestaan uit gerandomiseerde voorwerpen, met de extra kans op zeldzame wapens. (aan de gang) Grid-gebaseerde basis generatie - deze kunnen worden gegenereerd door 1 array in de code en het is zo groot als u wilt. Op het moment word het alleen gebruikt om de crash te genereren, maar het kan worden gebruikt om een niveau van layouts met detail te genereren. En veel meer!

    Functie roadmap
    Pre-alpha debug release
    Al uitgegeven aan de community. Zie Alpha.  
    Alpha Release (in ontwikkeling)
    Meerdere map support voor missie titels (aan de gang) Missie tracking systeem - ZFM volgt de missies die op dat moment aan de gang zijn en volgt dingen per missie voor de volgende functies (toegevoegd aan de code, testing aan de gang 02/06/2014) JIP tracking voor de missie markers etc. (toegevoegd op 09/06/2014) Bandit Kill tracking van de missies - Check hoeveel bandieten er nog zijn en hoeveel er zijn vermoord. (toegevoegd op 08/06/2014) Gebruik kill statistieken - Zie wie wat vermoorde (toegevoegd op 26/05/2014) Humanity (toegevoegd op 26/05/2014) Toegevoegd per AI kill (toegevoegd op 26/05/2014) Object tracking en opruiming - Alle objecten zijn opgeslagen in de 'missie array' voor een missie. Wanneer een missie voltooid is dan worden ze verwijderd om server fouten te voorkomen. (toegevoegd op 09/06/2014) Einde van missie objectieven Alle bandieten door (normaal) - Missie eindigt wanneer alle bandieten dood zijn (toegevoegd op 08/06/2014) Gebruiker komt bij de loot - met opzet niet inbegrepen. Samenvatting Lijst van kills per persoon en andere informatie wanneer de missie eindigt (verplaatst naar Beta, vereist client-side en UI). Loot verdelingsmechanisme (verplaatst naar Beta). Verwijder missie marker (toegevoegd op 09/06/2014). CRASH missies Beperking van crash locaties (aan de gang) Uitgesloten gebieden van de kaart Handmatige lijst  -- niet nodig Matrix-gebaseerde basis generatie rond een crash. (toegevoegd op 05/06/2014). Support voor voertuigen dicht bij de crash (aan de gang) Support voor loot op de grond (aan de gang) Loot Minimumgarantie van loot gebaseerd op realisme. (aan de gang). Meerdere loot krat ondersteuning (aan de gang). Support voor loot in voertuigen (toegevoegd op 07/07/2014) Parachute drops (toegevoegd op 01/07/2014) FairShare systeem (niet voor niets FAIRserver genoemd!) - (verplaatst naar de Beta) Lokalisatie systeem (aan de gang) Russische taal ondersteuning (nog niet compleet, aangeboden door crckdns) - (nog niet toegevoegd) Duitse taal ondersteuning (vrijwel compleet, veel dank aan freakystyle) - (nog niet toegevoegd, afgemaakt door freakystyle) Nederlandse taal ondersteuning (vrijwel compleet, veel dank aan Darihon) - (toegevoegd op 07/06/2014)  
    Ondersteuning voor andere batshit-gek maar leuke projecten (aan de gang) Ondersteuning voor Overpoch wapens (aan de gang) Beta release
    Soorten missies ZFM_MISSION_TYPE_LONE_SNIPER - Eenzame sluipschutter neemt een heuveltop of een dak en gaat voor een killing spree. ZFM_MISSION_TYPE_AMBUSH - Bandieten hebben een val op een hoofdweg ergens op de map gelegd. Eenheid types Grenadier - spawned met RPG's en andere explosieven voor het leggen van vallen voor de hinderlaag. AI AI patrouilles Er komt nog veel meer.. 
  16. Like
    ZamboniBambino reacted to BetterDeadThanZed in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Sorry I haven't been testing lately. I've been very busy with my server. Hopefully we'll have a nice release to test out soon.
  17. Like
    ZamboniBambino got a reaction from Simbo in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Just add the feature requests and bugs to the GitHub page :) Pretty simple gig -- minor changes like changes to the logic of the mission system go into Alpha, new missions and similar go into Beta, and then anything more complex goes into Release Candidate :D
  18. Like
  19. Like
  20. Like
    ZamboniBambino got a reaction from freakystyle in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Quick update -- have had a busy few days, but even with an hour or so spare, still working on ZFM. ZFM is my bedtime reading ;)
     
    Sorry for frivolous updates, but it's important you're aware I'm still working hard to get this release out :ph34r:
  21. Like
    ZamboniBambino reacted to Glenn in Low server FPS / Player laggs when base builded   
    Also might need to review the following: 

     
    15:01:33 File mpmissions\DayZ_Epoch_11.Chernarus\ckc\ckc_defines.hpp, line 2: '/RscButton_ckc.access': Missing ';' at the end of line 15:01:33 File mpmissions\DayZ_Epoch_11.Chernarus\ckc\ckc_defines.hpp, line 35: '/RscButton_ckcS.access': Missing ';' at the end of line You also need to remove the call to REsec.sqf, from your missions init.sqf if you are running infiStar AH, as we can see the following: 
    "\z\addons\dayz_code\system\REsec.sqf:Monitoring Remote Exe..." I would also sugegst to remove all cop cars from your traders and active vehicles on the map, as most of the Overpoch cop cars will spam errors: 
     
    15:02:26 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r1' for 'door_r1' 15:02:26 car_American_Law_Enforcement: Invalid parent bone 'osa_door_r2' for 'door_r2' 15:02:26 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l1' for 'door_l1' 15:02:26 car_American_Law_Enforcement: Invalid parent bone 'osa_door_l2' for 'door_l2' 15:02:26 car_American_Law_Enforcement: Invalid parent bone 'osa_kapota' for 'kapota' 15:02:26 car_American_Law_Enforcement: Invalid parent bone 'osa_kufr' for 'kufr' And to finish off, you are running an old Beta patch version..  I sugegst to look into upgrading to the Steam Beta 125548 for your Overpoch server: 
     
    Exe timestamp: 2014/05/21 00:00:49 Current time: 2014/07/08 15:00:40 Version 1.62.108074
  22. Like
    ZamboniBambino reacted to Darihon in Low server FPS / Player laggs when base builded   
    Alright, thanks! Works fine now. Count = 2129.
  23. Like
    ZamboniBambino got a reaction from MatthewK in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    Yeah, I can see a lot of people are using the master build :) The most recent testing builds do have mission completion and removal of markers, etc. The rest is done, but I'm working on getting the other features completed first, then they will be tied together and made into the Alpha release.
     
    Good things take time :)
  24. Like
    ZamboniBambino got a reaction from Creep in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    And thus, development resumes ;) Keep your eyes peeled for updates today.
  25. Like
    ZamboniBambino got a reaction from Darihon in [WIP] ZFM-FairMission System-Dynamic,Modular & Balanced (Alpha release 90% complete, Test builds frequently available) - Actively developed   
    A little bit of love for all those forum lurkers there, desperate for updates.. :wub:
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