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Posts posted by kingpapawawa

  1. somehow there is a dupe going on with this version of VG.. when I sort out how it is being done I will post.   Similar to old dupes where they disconnect storing gear/vehicles 
    logs show a player buy 1 ruby, store vehicle, d/c reconnect get vehicle, rinse and repeat a few times then sell 200 ItemRuby from vehicle

    Salival I know you arent coding much anymore so ill try and determine exactly how it is happening.. 

  2. On 3/2/2018 at 8:19 AM, Tricks said:

    Thank you, how could I add a check to make sure they have a toolkit and required parts?

    thats a built in function to deploy anything.. If you use a menu and this function then you call Deploy Bike like this..  This is how its done in Chox's menu..

    	class choxMenuButtonDeploy1: ch0x_RscButton	{
    		idc = 1610;
    		text = "Deploy Bike";
    		x = 0.591145 * safezoneW + safezoneX;
    		y = 0.363887 * safezoneH + safezoneY;
    		w = 0.102708 * safezoneW;
    		h = 0.0272222 * safezoneH;
    		onButtonClick = "closeDialog 0; call compile (['ch0xMenu','Deploy Bike'] call IBEN_fnc_findDACAIndex);";

    Then in deploy anything you do.. somewhere there is a post about this part...



  3. Check your DZAI config for this.. try false;
    //True: Dynamically generate AI weapon list from CfgBuildingLoot (DayZ loot tables). False: Use preset weapon tables located near the end of this file. (Default: true).
    //Highly recommended to enable DZAI_verifyTables if this option is set to false. 
    DZAI_dynamicWeaponList = true;

  4. 6 minutes ago, Vladick said:

    Hey there,

    This mod pack is working great on my server but I am having a problem with the plot polls. They never show that they need to be maintained but after a few weeks your base starts deteriorating. You can force maintain the plot poll but it would be nice to know when you actually NEED to do it. Does anyone know what I can change to make the plot poll convey when it should be maintained?

    Thanks for your help!

    run the sql add_recommended_mysql_events.sql from the DayZ_Epoch_Server_1.0.6.2_Release

  5. DZE_ZombieSpeed = [0,0]; //Default agro speed is 6 per zombie config, set array elements 0 and 1 the same for non-variable speed, set to 0 to disable. array format = [min, max];  Ex: [2, 6]; results in a range of speed between 2 and 6 (2 is the old DZE_slowZombies hard-coded speed)

  6. On 4/17/2017 at 4:13 PM, neverwinter80 said:

    Hello Epoch Community

    i have installed AxeCops fantastic elevator mod and it works great with some tweaking on, what my issue is if i keep using MetalFloor_Preview_DZ as the stop class they disappear.

    My question is has the name of this item changed in the update, or is there a setting that disallows this item to remain persistent?

    i have not seen anything in InfiStar that is blocking it either.

    you may need to add this to other allowed objects...

    DZE_AllowedObjects   =    ["MetalFloor_Preview_DZ"];

  7. for '_i' from 0 to 360 step (600 / _radius)*2 do
    if _radius is 100 or 150 even... 

    600/100 = 6*2 = 12
    so original == 270/100 = 2.7*2 = 5.4

    Not sure why the math is necessary here at all. the following works. And I assume 20 is every 20 degrees in the 0-360 circle..
    for '_i' from 0 to 360 step 20 do

  8. 20 hours ago, chi said:

    Does this work with And if not, could anyone update it to do so? PM me if you can make it happen please.


    Does not work as-is but its close..
    I managed to sell items and collect money for them after some edits. can buy items and it now takes the money.. does not give the gear

    Error in expression <then {

    PVDZE_buyitem = [player, (_item select 0)]; 
    publicVariableServer "PVDZE>
      Error position: <select 0)]; 
    publicVariableServer "PVDZE>
      Error select: Type String, expected Array,Config entry
    File mpmissions\__CUR_MP.Chernarus\custom\scripts\auctionhouse\player_buyitem.sqf, line 54

    line53; PVDZE_buyitem = [player, (_item select 0)]; // _item select 0 = id
    line54; publicVariableServer "PVDZE_buyitem";


  9. some files you will see duplicates of all the time. variables.sqf compiles.sqf and fn_selfactions.sqf come to mind..
    Notepad++ is nice but I prefer diffmerge personally.  You still need to pay attention as these things are not automatic. generally speaking the information in the new script is to be added to the existing file and not overwrite it, its a matter of adding it in the right location.

    If you get lost you can always use the modpack created by @salival found here.  This is a really nice base for further custimization.


  10. Why not just change it in the init where the devs have so conveniently placed it?

    // Uncomment the lines below to change the default loadout
    DefaultMagazines = ["ItemBandage","ItemBandage","ItemBandage","ItemBandage","ItemPainkiller","ItemMorphine","ItemBloodbag","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9"];
    DefaultWeapons = ["ItemMap","ItemFlashlight","ItemCompass","ItemWatch","ItemToolbox","ItemRadio","ItemHatchet","M9_DZ"];
    DefaultBackpack = "DZ_ALICE_Pack_EP1";
    DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];


  11. 1 hour ago, C0nfig84 said:

    How to disable claiming vehicles?


    Thanks in advance

    fn_selfactions remove this..


    if (_isVehicle && {_characterID == "0"} && {_hasKeyKit} && {!_isMan} && {_isAlive}) then {
            if (s_player_claimVehicle < 0) then {
                _totalKeys = call epoch_tempKeys;
                if (count (_totalKeys select 0) > 0) then {
                    s_player_claimVehicle = player addAction [format ["<t color=""#0096FF"">Claim %1</t>",_text],"scripts\vkc\vehicleKeyChanger.sqf",[_cursorTarget,_characterID,"claim"],5,false,true];
        } else {
            player removeAction s_player_claimVehicle;
            s_player_claimVehicle = -1;


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