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lucho

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Posts posted by lucho

  1. 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?

    Screenshot (1).png

  2. 23 hours ago, seelenapparat said:

    _abort = false;

    customsafezonepos = [array of arrays];

    yourcustomalloweddistance = 50;

    {

    if ((player distance _x) < yourcustomalloweddistance) then {

    _abort = true;

    };

    } foreach customsafezonepos;

    if (_abort) exithwith{...};

    something like this would be a way to achieve your goal.

    maybe something like this ?

    if (??????????????????) exitWith { titleText ["WTF? You cannot shit inside a safezone!","PLAIN"]; };
  3.  

    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"];
    
    };

     

  4. 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"];
    };

     

  5. 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;

     

  6.     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]
    ];

  7. 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];

     

  8. 18 hours ago, juandayz said:

    what do you need to do with this?

     
    
    cuz, u can use too from fn_selfaction... and call your script see:
    
    

    private["_playerPos","_neartrader"];

    _playerPos = getPosATL player;
    _neartrader = count nearestObjects [_playerPos, ["TK_CIV_Woman01_EP1"], 4] > 0;
     
    if (_neartrader) then {
            if (s_player_script1 < 0) then {
                s_player_script1 = player addaction[("<t color=""#F7D708"">" + ("MY ACTION NAME") +"</t>"),"custom\myscript.sqf"];
            };
        } else {
            player removeAction s_player_script1;
            s_player_script1 = -1;
        };

    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];


     

     

  9. 1 minute ago, juandayz said:

    _playerPos = getPosATL player; //position of player
    _neartrader = count nearestObjects [_playerPos, ["Soldier_TL_PMC_DZ"], 200] > 0;

    example

    _variable name = count nearestObjects [_playerPos, ["OBJET OR UNIT ID"], DISTANCE IN NUMBERS] > 0;

    so...

    private ["_ playerPos","_neartrader"];

    _playerPos = getPosATL player;
    _neartrader = count nearestObjects [_playerPos, ["TK_CIV_Woman01_EP1"], 200] > 0;
     

     


    if (_neartrader) then {

    your code

    }; //end of whole script

     

     

    thanks

     

     

  10. 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! 

     

  11.   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?

    Quote

    VEH>
      Error position: <Rangenveh > 0) then {
    Rangenveh = 0;
    VEH>
      Error Undefined variable in expression: rangenveh
    File mpmissions\__CUR_MP.Chernarus\c\player_death.sqf, line 67
    WARNING: Function 'name' - PC-Konto is dead
    WARNING: Function 'name' - PC-Konto is dead
    "DayZ Epoch: PRELOAD Functions\init [[L 1-1-A:1 REMOTE],any]"
    "DayZ Epoch: MPframework inited"
    No owner
    No owner
    "DEBUG: loadscreen guard started."
    "Res3tting B!S effects..."
    [58.448,"PVDZE_plr_Characters",B 1-1-A:1 (PC-Konto)]
    [58.503,"PVDZE_plr_CharactersRes",[[["115",1,[336,[11605.8,3369.8,0.0007458]],0,51,-5035,[0,0,0,0],49723,"Survivor2_DZ",0,0,16]],0.96]]
    [58.503,"createDialog RscDisplayCharacterSelect"]
    "CharacterSelectDisplay.onLoad"
    [59.524,"CharacterSelectDisplay selected",1]
    "PLAYER RESULT: true"
    Error in expression <_model = dayz_selectGender;>
      Error position: <dayz_selectGender;>
      Error Undefined variable in expression: dayz_selectgender
    Error in expression <
    };
    };

    dayz_playerName = name player;
    _model call player_switchModel;

    gear_do>
      Error position: <_model call player_switchModel;

    gear_do>
      Error Undefined variable in expression: _model
    "infiSTAR.de - randvar26 created (59.783)"
    "PLOGIN: Login loop completed!"
    "infiSTAR.de - randvar1 started (59.789)"
    "infiSTAR.de - randvar1 created randvar27a (59.797)"
    "infiSTAR.de - 16122014IAHAT339E - Successfully Loaded on Client ID509 (59.797)"
    "infiSTAR.de - randvar1 created randvar27 (59.797)"
    Error in expression < getVariable["actionSet", false];

    if (!_actionSet) then {
    s_player_holderPickup>
      Error position: <_actionSet) then {
    s_player_holderPickup>
      Error Undefined variable in expression: _actionset
    File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13
    Error in expression <= (getPlayerUID player);
    if (_vipUID in vipListClass) then {
    {if (_vipUID == _x)>
      Error position: <vipListClass) then {
    {if (_vipUID == _x)>
      Error Undefined variable in expression: viplistclass
    File mpmissions\__CUR_MP.Chernarus\spawn\classFill.sqf, line 8
    Error in expression <odel = classSelect select 1;};} forEach vipListClasses;

    if (_model != _myModel)>
      Error position: <vipListClasses;

    if (_model != _myModel)>
      Error Undefined variable in expression: viplistclasses
    File mpmissions\__CUR_MP.Chernarus\spawn\class.sqf, line 17
    Error in expression <;
    if (isNull dayz_myBackpack) then {if (DefaultBackpack != "") then {player addB>
      Error position: <DefaultBackpack != "") then {player addB>
      Error Undefined variable in expression: defaultbackpack
    File mpmissions\__CUR_MP.Chernarus\spawn\class.sqf, line 50
    Error in expression <;
    {player addMagazine _x;_qty=1;} count DefaultMagazines;
    {player addWeapon _x;_>
      Error position: <DefaultMagazines;
    {player addWeapon _x;_>
      Error Undefined variable in expression: defaultmagazines
    File mpmissions\__CUR_MP.Chernarus\spawn\class.sqf, line 27
    Error loading control mpmissions\__CUR_MP.Chernarus\description.ext/RscConfigEditor_Main/Controls/MainBackground/
    Error loading control mpmissions\__CUR_MP.Chernarus\description.ext/RscConfigEditor_Main/Controls/MainCaption/
    Error loading control mpmissions\__CUR_MP.Chernarus\description.ext/RscConfigEditor_Main/Controls/PathLine/
    trigger - unknown animation source revolved
    trigger - unknown animation source revolved
    trigger - unknown animation source revolved
    Error in expression <aitUntil {!isNull findDisplay 49};
    call moMBD2;
    _posP = getpos player;
    player se>
      Error position: <moMBD2;
    _posP = getpos player;
    player se>
      Error Undefined variable in expression: mombd2
    File mpmissions\__CUR_MP.Chernarus\c\DupingFix.sqf, line 7
    Cannot create non-ai vehicle c_grasstall,
    Error in expression <aitUntil {!isNull findDisplay 49};
    call moMBD2;
    _posP = getpos player;
    player se>
      Error position: <moMBD2;
    _posP = getpos player;
    player se>
      Error Undefined variable in expression: mombd2
    File mpmissions\__CUR_MP.Chernarus\c\DupingFix.sqf, line 7
    "DayZ Epoch: PRELOAD Functions\init [[L 1-1-A:1 REMOTE],any]"
    "DayZ Epoch: MPframework inited"
    "DEBUG: loadscreen guard started."
    "Res3tting B!S effects..."
    No owner
    No owner
    [8.186,"PVDZE_plr_Characters",B 1-1-A:1 (PC-Konto)]
    [8.505,"PVDZE_plr_CharactersRes",[[["116",1,[58,[9657.3,1746.81,0.002]],1,52,-5035,[0,0,0,0],24612,"Bandit2_DZ",0,2,0]],0.96]]
    [8.505,"createDialog RscDisplayCharacterSelect"]
    "CharacterSelectDisplay.onLoad"
    [18.049,"CharacterSelectDisplay selected",1]
    "PLAYER RESULT: true"
    Suspending not allowed in this context
    Error in expression <gScreen 0.8;
    progressLoadingScreen 1.0;
    uiSleep 0.5;
    endLoadingScreen;

    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
    trigger - unknown animation source revolved
    "PLOGIN: Login loop completed!"
    "infiSTAR.de - randvar26 created (18.333)"
    "infiSTAR.de - randvar1 started (18.361)"
    "infiSTAR.de - randvar1 created randvar27a (18.374)"
    "infiSTAR.de - 16122014IAHAT339E - Successfully Loaded on Client ID509 (18.374)"
    "infiSTAR.de - randvar1 created randvar27 (18.374)"
    Error in expression <aitUntil {!isNull findDisplay 49};
    call moMBD2;
    _posP = getpos player;
    player se>
      Error position: <moMBD2;
    _posP = getpos player;
    player se>
      Error Undefined variable in expression: mombd2
    File mpmissions\__CUR_MP.Chernarus\c\DupingFix.sqf, line 7
    Error loading control mpmissions\__CUR_MP.Chernarus\description.ext/RscConfigEditor_Main/Controls/MainBackground/
    Error loading control mpmissions\__CUR_MP.Chernarus\description.ext/RscConfigEditor_Main/Controls/MainCaption/
    Error loading control mpmissions\__CUR_MP.Chernarus\description.ext/RscConfigEditor_Main/Controls/PathLine/
    Error loading control mpmissions\__CUR_MP.Chernarus\description.ext/RscConfigEditor_Main/Controls/MainBackground/
    Error loading control mpmissions\__CUR_MP.Chernarus\description.ext/RscConfigEditor_Main/Controls/MainCaption/
    Error loading control mpmissions\__CUR_MP.Chernarus\description.ext/RscConfigEditor_Main/Controls/PathLine/
    Cannot create non-ai vehicle c_grasstall,
    Error in expression <aitUntil {!isNull findDisplay 49};
    call moMBD2;
    _posP = getpos player;
    player se>
      Error position: <moMBD2;
    _posP = getpos player;
    player se>
      Error Undefined variable in expression: mombd2
    File mpmissions\__CUR_MP.Chernarus\c\DupingFix.sqf, line 7

     

     

  12. 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..

     

  13. 2 minutes ago, SideShowFreak said:

    peeked at the example in the bunker file for self actions

    This should do the trick for ya

     

    if ( cursorTarget isKindOf "Infostand_1_EP1" && (player distance cursorTarget) < 2 && (player getVariable"humanity") < 5000) then {
        if (s_player_bunker < 0) then {
            s_player_bunker = player addaction[("<t color=""#0000ff"">" + ("In den Bunker") +"</t>"),"fixes\actions\bunkerin.sqf","",5,false,true,"", ""];
        };
    } else {
        player removeAction s_player_bunker;
        s_player_bunker = -1;
    };

    allready works fine

     

    PlayerHumanity = (player getVariable"humanity");
    building1 = ( cursorTarget isKindOf "Land_MBG_HeavyShelter" && (player distance cursorTarget) < 10 );
    if  ((PlayerHumanity > 7499) && building1)  then {

  14. 26 minutes ago, creativv said:

    ((player getVariable"humanity") >= 5000)

    if  ((player getVariable"humanity") >= 5000)  && ( cursorTarget isKindOf "Infostand_1_EP1" && (player distance cursorTarget) < 2 ) then {

     

    thnaks

    so is okey?

    tested its not work

  15.  

    How i can make that only hero with =>5000 humanity can get in?

    ///////////////////////////////////////////////////////////////////////////
    if ( cursorTarget isKindOf "Infostand_1_EP1" && (player distance cursorTarget) < 2 ) then {
        if (s_player_bunker < 0) then {
            s_player_bunker = player addaction[("<t color=""#0000ff"">" + ("In den Bunker") +"</t>"),"fixes\actions\bunkerin.sqf","",5,false,true,"", ""];
        };
    } else {
        player removeAction s_player_bunker;
        s_player_bunker = -1;
    };

     

    if ( cursorTarget isKindOf "Infostand_2_EP1" && (player distance cursorTarget) < 2 ) then {
        if (s_player_bunkero < 0) then {
            s_player_bunkero = player addaction[("<t color=""#0000ff"">" + ("Lass mich raus!!!") +"</t>"),"fixes\actions\bunkerout.sqf","",5,false,true,"", ""];
        };
    } else {
        player removeAction s_player_bunkero;
        s_player_bunkero = -1;
    };
    ///////////////////////////////////////////////////////////////////////////

  16.  

    How i can add that when you use it for every use you will lose 1 ruby item like this  _unit removeMagazine "ItemRuby";

     

    if (soundVolume == 1) then {
                1 fadeSound 0.25;
                cutText [format[" Earplug - 25%"], "PLAIN DOWN"];        }
                else
            {
                1 fadeSound 1;
                cutText [format["Earplug+ 25%"], "PLAIN DOWN"];
            };

     

     

  17. Maybe its easier to add Item which you can off radiation?

    like this

    extra_rc.hpp

            class RadiationItem{
                text = "Radiation Shield";
                script = "DZE_Quarantine=false";
            
            };

     YEAH ITS WORKS !!!!!! TESTED when you join radiation zone and press at item radiation is OFF.

     

    my first idea that works :D

     

  18. 28 minutes ago, raymix said:

    You can't compare string from typeOf to an array using ==

    You can check if string exists inside an array using in

    
    fruits = ["apple","banana","oranges"];
    notAFruit = if ("oranges" in fruits) then {true} else {false};

    Also, lucho, did you actually add skin names

    
    1. TEST 
    
    if (typeOf player == "Survivor2_DZ") then {
            DZE_Quarantine=false;
        }; 
    
    
    &&AND&&
    
    
    2. TEST
    
    specialskins = ["Survivor2_DZ"];
    
    if (typeOf player == specialskins) then {
            DZE_Quarantine=false;
        }; 

    added Survivor2_DZ and have tested it but when i join radiation zone still losing blood.

     

  19. 23 minutes ago, raymix said:

    It's not a skin, it's a radiation code itself that can be adjusted. You simply attach code for extra check - if player has certain skin applied then simply reduce damage given.

     

    Here is my code can you help me with this pls?

     

     

     

    Quote

        class Sensors
        {
            items=1;
            class Item0
            {
       position[]={12505.5,0.00120354,14290.2};
        a=100;
        b=100;
        activationBy="WEST";
        repeating=1;
        interruptable=1;
        age="UNKNOWN";
        name="radzone";
        expCond="(player distance radzone) < 400;";
        expActiv="TitleText[""Your Geiger counter starts making noise..."",""PLAIN DOWN""]; DZE_Quarantine = true;";
        expDesactiv="TitleText[""Your Geiger counter is now silent."",""PLAIN DOWN""]; DZE_Quarantine = false;";
        class Effects
        {
        };
    };
        };
    };

     

     

     

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