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Posts posted by lucho
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18 hours ago, oldmatechoc said:
Building_SpawnZombie.sqf
mission.sqm
i will test ty for information
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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] -
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"]; };
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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"]; };
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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"]; };
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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 hoursDZMSMajorArray = ["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; -
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]
]; -
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]; -
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];
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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
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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? -
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!
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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 7if ((_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?QuoteVEH>
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 -
When i killed bots sometime they running on one place after death
here is script
add_unit_server.sqfprivate["_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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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 { -
Just now, SideShowFreak said:
should eb able to add something like
if (player getVariable"humanity") < 5000) then {
blah blah exectute script
in your self actions where you would get the scroll option, so unless you have over 5k you wont get the option to scroll
thanks!
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its possible that poeples only with 5000 humanity can get in bunker?
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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
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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;
};
/////////////////////////////////////////////////////////////////////////// -
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"];
}; -
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
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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.
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if (typeOf player == "Survivor2_DZ") then {
DZE_Quarantine=false;
};i have add it to variables.sqf in table if(!isDedicated) then {
still losing blood...
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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?
Quoteclass 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
{
};
};
};
};
cpbo
in Server Install
Posted
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?