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lucho

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About lucho

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  1. lucho

    cpbo

    I have downloaded latest cpbo.exe or pbo Manager or ExtractPbo open it with cmd.exe both with Admin rights and got next Problem. after i do pbo pack Server dont start by this 3 Programms cpbo.exe or pbo Manager or ExtractPbo Can anybody help me?
  2. lucho

    Search for Scripter

    i will test ty for information
  3. lucho

    Search for Scripter

    i will make a new Server Epoch 1.0.6.2 with bloodsuckers who can do it and what is a Price? Skype: [email protected]
  4. lucho

    Jihad in safezone

    maybe something like this ? if (??????????????????) exitWith { titleText ["WTF? You cannot shit inside a safezone!","PLAIN"]; };
  5. lucho

    Jihad in safezone

    How i can make that players can not jihad in safzone? private ["_hasBomb","_count","_boom","_lock"]; closeDialog 0; if (DZE_ActionInProgress) exitWith {}; if (vehicle player != player) exitWith { titleText ["WTF? You cannot shit inside a vehicle!","PLAIN"]; }; _hasBomb = "Laserbatteries" in magazines player; _count = 10; if (_hasBomb) then { player removeMagazine "Laserbatteries"; titleText ["Suicide bomb activated! Countdown started!","PLAIN"]; uiSleep 4; while {(_count > 0)} do { titleText [format["72 virgins are yours in... %1",_count],"PLAIN"]; _count = _count -1; uiSleep 1; }; _pos = getPos (vehicle player); _boom = "Bo_GBU12_LGB" createVehicle [(_pos select 0),(_pos select 1)+1,1]; _boom = "Bo_GBU12_LGB" createVehicle [(_pos select 0),(_pos select 1)+2,1]; uiSleep 3; titleText ["","PLAIN"]; [format["%1 Used a SUICIDE BOMB at [%2]. TraderCheck: %3",name player,(mapGridPosition _pos),inTraderCity]] call my_scripts_logger; } else { titleText ["You need a Suicide Bomb(Laser Batteries) for this!","PLAIN DOWN"]; };
  6. lucho

    Suicide in safezone false

    How i can make that people can not suicide near safezone? suicide.sqf private ["_position","_done","_timeLeft","_exitWith","_warning","_display","_weapon"]; // initialize variables _weapon = _this; _exitWith = "nil"; _done = false; _position = position player; _timeLeft = DZE_SUICIDE_CANCEL_TIME; _warning = "You will commit suicide in %1 seconds. Move to cancel!"; removeAllWeapons player; removeAllItems player; removeBackpack player; // close the gear display when player starts to commit suicide disableSerialization; _display = findDisplay 106; if(!(isNull _display)) then { _display closeDisplay 0; }; // if we didn't get an exit reason back, time to die! if (_exitWith == "nil") then { _exitWith = "Goodbye!"; taskHint[_exitWith, DZE_COLOR_SUCCESS, "taskDone"]; hint _exitWith; cutText[_exitWith,"PLAIN DOWN"]; player selectWeapon _weapon; player switchMove ""; player playActionNow "stop"; player playMove (["ActsPercMstpSnonWpstDnon_suicide1B","ActsPercMstpSnonWpstDnon_suicide2B"] call BIS_fnc_selectRandom); sleep 7.5; player fire _weapon; sleep 1; player setDamage 1.5; } else { taskHint[_exitWith, DZE_COLOR_DANGER, "taskFailed"]; cutText[_exitWith,"PLAIN DOWN"]; };
  7. lucho

    DZMS 1.1

    How i can set that only 1 mission start per restart i have configurated it so i have 1 mission but i can only set min time and max time i need to set time between missions its possible? or something like this i will run only 1 mission in 4 hours DZMSMajorArray = ["SM1"]; ///////////////////////////////////////////////////////////////////////////////////////////// // The Minumum time in seconds before a major mission will run. // At least this much time will pass between major missions. Default = 650 (10.8 Minutes) DZMSMajorMin = 30; // Maximum time in seconds before a major mission will run. // A major mission will always run before this much time has passed. Default = 2000 (33.33 Minutes) DZMSMajorMax = 60;
  8. lucho

    [player,"Land_MBG_HeavyShelter"]

    if (nearestObject [player,"Land_MBG_HeavyShelter"] < 500) exitWith { systemChat 'You cannot suicide.'; }; i will only set when you near Land_MBG_HeavyShelter <500 you cannot suicide but still not work.... or maybe like this _blockedSuicidezones= [ [[1167.69,2516.06,0.0014472],250,false], [[6352.43,7789.2,0.00140381],150,false], [[1767.52,7797.28,0.00161743],250,false] ];
  9. When i do teleport i go back to position insitar blocks it how i can add this teleport to allowlist without to OFF this option /* Use Anti Teleport? */ _UAT = true; /* true or false */ /* recommended: true */ here is my tp script titleText ["Лагерь Героев;)", "PLAIN DOWN", 3]; titleFadeOut 4; player setPos [1168.58,2465.37,0.00143099];
  10. lucho

    Position add

    i have quest. to Teleport i have infistart but i dont wanna to off teleport defense like this to false /* Use Anti Teleport? */ _UAT = true; /* true or false */ /* recommended: true */ How i can add my tp to filter like allowtp here is my teleport file titleText ["Bunker;)", "PLAIN DOWN", 3]; titleFadeOut 4; player setPos [1168.58,2465.37,0.00143099];
  11. lucho

    Position add

  12. lucho

    Position add

    How i can add position check if you near position [4412.34,9875.33,0.00146484] <200 than can trade can any body help me?
  13. lucho

    Help pls AI patrol

    What i write in patrolpos? nul=[grphunter, patrolpos, areasize, multi, targetside, typeofhunter, typeoftarget, flarecount] - grphunter is the name of the patroling group - patrolpos is the centre of the patrol, just place a empty H and give it a name - areasize is the size of the area around the patrolpos in which the group will patrol - multi is the multiplicator (of areasize) for the distance around the groupleader in which informations will be shared and received among the patrols. This also is the max. engagement range of the group ! - targetside is the side (west, east, resistance) of the possible targets of the patroling group - typeofhunter is the type (take a look at CfgVehicles) of the patroling units (SoldierEB for all east units for example, can be different for some addons) - typeoftarget is the type (take a look at CfgVehicles) of the possible targets (SoldierWB for all west units for example, can be different for some addons) - flarecount is the number of flares the patroling group has, they will use them if a enemy is close enough (100m). Just give them 0 if you dont want that they use them. Flares will be spawned, no need for special weapons!
  14. lucho

    RPT Errors

    Error Undefined variable in expression: viplistclass File mpmissions\__CUR_MP.Chernarus\spawn\classFill.sqf, line 8 Error Undefined variable in expression: viplistclasses File mpmissions\__CUR_MP.Chernarus\spawn\class.sqf, line 17 Error Undefined variable in expression: _actionset File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13 Error Undefined variable in expression: defaultmagazines File mpmissions\__CUR_MP.Chernarus\spawn\class.sqf, line 27 Error Undefined variable in expression: mombd2 File mpmissions\__CUR_MP.Chernarus\c\DupingFix.sqf, line 7 if ((_pl> Error position: <uiSleep 0.5; endLoadingScreen; if ((_pl> Error Generic error in expression File mpmissions\__CUR_MP.Chernarus\c\player_switchModel.sqf, line 19 how can i fix this?
  15. lucho

    Dead Bots running

    When i killed bots sometime they running on one place after death here is script add_unit_server.sqf private["_aiunit","_xpos","_ypos","_unitpos","_aiGroup","_wppos","_wpradius","_wpnum","_numunits","_rndLOut","_ailoadout","_aiwep","_aiammo","_wp","_aispawnpos"]; _aiunit = objNull; _aiGroup = createGroup resistance; _aispawnpos =_this select 0; _numunits = _this select 3; _xpos = _aispawnpos select 0; _ypos = _aispawnpos select 1; for [{ x=1 },{ x < _numunits+1 },{ x = x + 1; }] do { _unitpos = [_xpos+x,_ypos+x,0]; _rndLOut=floor(random 3); _ailoadout= switch (_rndLOut) do { case 0: {["ItemCopperBar"]}; case 1: {["ItemGoldBar"]}; case 2: {["ItemTinBar"]}; }; "Sniper_DZ" createUnit [_unitpos, _aiGroup, "_aiunit=this;",0.6,"Private"]; _aiunit enableAI "TARGET"; _aiunit enableAI "AUTOTARGET"; _aiunit enableAI "MOVE"; _aiunit enableAI "ANIM"; _aiunit enableAI "FSM"; _aiunit allowDammage true; _aiunit setCombatMode "RED"; _aiunit setBehaviour "COMBAT"; //clear default weapons / ammo removeAllWeapons _aiunit; //add random selection _aiammo = _ailoadout select 0; _aiunit addMagazine _aiammo; //set skills _aiunit setSkill ["aimingAccuracy",1]; _aiunit setSkill ["aimingShake",1]; _aiunit setSkill ["aimingSpeed",1]; _aiunit setSkill ["endurance",1]; _aiunit setSkill ["spotDistance",1]; _aiunit setSkill ["spotTime",1]; _aiunit setSkill ["courage",1]; _aiunit setSkill ["reloadSpeed",1]; _aiunit setSkill ["commanding",1]; _aiunit setSkill ["general",1]; } ; DayzFaction.sqf createCenter east; createCenter resistance; //Survivors WEST setFriend [RESISTANCE,0]; WEST setFriend [EAST,0]; //Bandits EAST setFriend [RESISTANCE,0]; EAST setFriend [WEST,0]; //AI Units RESISTANCE setFriend [WEST,0]; RESISTANCE setFriend [EAST,0]; RESISTANCE setFriend [CIVILIAN,0];//AI Units attack zeds //CIVILIAN setFriend [RESISTANCE,0];//Testing Zeds attack AI units, doesn't seem to help..
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