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rss_adm

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  1. Like
    rss_adm reacted to emwilsh in [Release] Arma & Overpoch Clothing 3.0 Updated.   
    You need Overwatch aswell as epoch for overwatch clothing
    if you have both add "goosuksf" to mission.sqm
     
    check changeclothes file for backpack - keep so carnt chang with BP for dupers/exploiers/loss of BP
     
    For added items.
    player_switchmodel.sqf
    Add 
    removeAllItems _newUnit;
    below
    _newUnit     setDir _dir;
  2. Like
    rss_adm got a reaction from SAYREX in Release Auction House (MMO Style)   
    In file player_sellitem.sqf:
    Over:
    [_unit,_item] call BIS_fnc_invRemove;Paste:
    _item = configFile >> "CfgMagazines" >> _item; 
    Should look like:
    _item = configFile >> "CfgMagazines" >> _item; [_unit,_item] call BIS_fnc_invRemove;  
     
    In you bank system Zupa in file trade_items.sqf (2 lines):
    Over:
    _removed = ([player,_name,1] call BIS_fnc_invRemove);Paste:
    _name = configFile >> "CfgMagazines" >> _name; 
    Should look like:
    _name = configFile >> "CfgMagazines" >> _name; _removed = ([player,_name,1] call BIS_fnc_invRemove); 
  3. Like
    rss_adm reacted to Donnovan in [Release] Heli Guard on DDOS   
    If this is not of your interest. Sorry. I believe you can ignore. Thankyou.
     
    DDOS HELI GUARD
     
    WHAT THIS DO
    Park your heli if all the crew is sudenly disconected.
     
    WHERE THE HELI IS PARKED?
    If the heli is above a open camp, it will be parked on this camp.
     
    AND IF THE HELI IS ABOVE A CITY OR FOREST?
    So the heli will be parked on the nearest open area.
     
    IF JUST THE PILOT LOST CONNECTION THE HELI WILL BE PARKED?
    No. 
     
    INSTALATION
    1 - Download the script on this link: https://www.dropbox.com/s/8tseh7u8ct6gy49/andre_ddos_heli_guard.sqf?dl=0
    2 - Put the script on the root of your mission folder.
    3 - Open the file init.sqf.
    4 - Put this line at the end of your init.sqf: execVM "andre_ddos_heli_guard.sqf";
     
    BE FILTERS
    On publicvariable.txt add this at the end of the line that begins with 5 "" (usually first or second line):
    !="donn_heli_monitor"
     
    MAKE A TEST 1 - Fly on a Heli as a pilot. 2 - Press Alt + F4 to close the Arma 2 OA client. 3 - Re-join the server. 4 - Look for your Heli. It will be parked.
  4. Like
    rss_adm reacted to Mikeeeyy in [Release v1.0.5] Precise Base Building - Persistent bases after restart! (Updated 22/09/15)   
    Use the new 'AN_fnc_formatWorldspace' in the OP.
  5. Like
    rss_adm reacted to Defent in Purchased Vehicles despawn after being purchased with Config based traders   
    Open server_updateObject and find this line: 
    if (_isNotOk) exitWith { deleteVehicle _object; diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",typeOf _object,_object_position select 0,_object_position select 1, _object_position select 2]); }; Then comment it out with // or delete it and it should work again.
  6. Like
    rss_adm reacted to Phail in [Release] Wicked AI 2.2.0   
    The only way I got rid of it completely was to combine the old WAI 0,17 with this new WAI. I had to remove all the references to friendly ai behavior, I also had to remove the find_suitable_ammo because if you give them a gun that calls to that it will error out also ("20Rnd_556x45_Stanag","30Rnd_556x45_G36","30Rnd_556x45_G36SD"). It will take someone smarter than me to fix this with all the functionality still in place.
    For now I run this version, no errors, always clears but they are not friendly to anything.
    http://www.mediafire.com/download/vrn246xfsqflsl6/Redone+WAI.zip
  7. Like
    rss_adm reacted to Cramps2 in Player Safe Reset Mission   
    Hi folks,
     
    I on my server and really liked it.  Here's the sql event I used:
    DROP EVENT IF EXISTS resetVaults; CREATE EVENT resetVaults ON SCHEDULE EVERY 1 DAY COMMENT 'Sets safe codes to 0000 if not accessed for 14 days' DO UPDATE `object_data` SET `CharacterID` = 0 WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 14 DAY) AND `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 14 DAY) AND `CharacterID` > 0 AND `Classname` IN ('VaultStorageLocked') AND `Inventory` <> '[]' AND `Inventory` IS NOT NULL I thought it would be nice to add a mission to reveal the location of abandoned safes so players can fight over them :D
     
    This script does that, just add abandonedvaults.sqf (code below) to your server pbo (dayz_server/modules).
    // Abandoned player safe mission by Cramps (zfclan.org/forum) // Needs an SQL event set up to turn abandoned vault codes to 0000 private ["_rndvault","_curvaultcode","_curvault","_vaultarray","_numvaults","_allvaults","_spawnChance", "_spawnMarker", "_spawnRadius", "_markerRadius", "_item", "_debug", "_start_time", "_loot", "_loot_amount", "_loot_box", "_wait_time", "_spawnRoll", "_position", "_event_marker"]; // First chack if there is a vault available, no point running if not diag_log ("Checking vaults..."); _allvaults = (allmissionobjects "VaultStorageLocked"); _numvaults = (count _allvaults); _vaultarray = []; for "_i" from 0 to _numvaults do { _curvault = _allvaults select _i; _curvaultcode = _curvault getVariable "CharacterID"; if (_curvaultcode == "0000" ) then { _vaultarray = _vaultarray + [_curvault]; }; }; _numvaults = (count _vaultarray); diag_log ("Total open vaults on server: " + str(_numvaults)); // Exit if no safes if (_numvaults == 0) exitWith {}; _rndvault = _vaultarray select (floor (random (count _vaultarray))); _position = getPos _rndvault; diag_log ("Location of randomly picked 0000 vault = " + str(_position)); // Main epoch mission stuff _spawnChance = 0.20; // Percentage chance of event happening _markerRadius = 150; // Radius the loot can spawn and used for the marker _wait_time = 900; _start_time = time; _debug = false; // Ignores the random chance and runs every time. if (isNil "EPOCH_EVENT_RUNNING") then { EPOCH_EVENT_RUNNING = false; }; // Check for another event running if (EPOCH_EVENT_RUNNING) exitWith { diag_log("Event already running"); }; // Random chance of event happening _spawnRoll = random 1; if (_spawnRoll > _spawnChance and !_debug) exitWith {}; // Draw markers & tell players _event_marker = createMarker [ format ["loot_event_marker_%1", _start_time], _position]; _event_marker setMarkerShape "ELLIPSE"; _event_marker setMarkerColor "ColorKhaki"; _event_marker setMarkerSize [(_markerRadius + 100), (_markerRadius + 100)]; _event_marker2 = createMarker [ format ["loot_event_marker_%2", _start_time], _position]; _event_marker2 setMarkerShape "ICON"; _event_marker2 setMarkerType "mil_dot"; _event_marker2 setMarkerColor "ColorBlack"; _event_marker2 setMarkerText "Abandoned Survivor Safe"; if (_debug) then { _debug_marker = createMarker [ format ["loot_event_debug_marker_%1", _start_time], _position]; _debug_marker setMarkerShape "ICON"; _debug_marker setMarkerType "mil_dot"; _debug_marker setMarkerColor "ColorBlack"; _debug_marker setMarkerAlpha 1; }; [nil,nil,"per",rTITLETEXT,"It's rumored there is a survivor safe lost with 0000 as it's code. Go find it!","PLAIN DOWN"] call RE; diag_log(format["Loot event setup, waiting for %1 seconds", _wait_time]); // Wait sleep _wait_time; // Clean up EPOCH_EVENT_RUNNING = false; deleteMarker _event_marker; deleteMarker _event_marker2; Just add it as a mission in the init.sqf the same as you would any other, here's an example:
     
    EpochEvents = [["any","any","any","any",30,"abandonedvault"],["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"],["any","any","any","any",22,"Military"],["any","any","any","any",37,"Treasure"],["any","any","any","any",7,"Supplyitems"],["any","any","any","any",52,"Construction"]];
     
    I just added  ["any","any","any","any",30,"abandonedvault"],  to the line, it gets called at half past the hour every hour.
     
    The script checks for empty vaults, if there are some and the percent chance test is passed, it will spawn a marker on the map revealing the location.
     
    Enjoy!
     
  8. Like
    rss_adm reacted to Zupa in [Release] Advanced Trading 2.1 !UPDATED!   
    Version 2.1 Released.
    Alternative selling/buying system. ( Run default & this one next to each other ).
    Supported:
    Config traders Single Currency & Default Currency Selling/Buying everything from and to Gear/Vehicle/Backpack Not supported
     No database traders (database traders make your server slow)  No ability to buy or sell vehicles. What was added to 2.0  Default Currency Supported Item Filter Info display of selected Item Buying to gear and backpack What was added to 2.1Fixed content display of vehicles and backpacks. Description
    Sell directly from backpack, gear or the vehicle ( close) where you were driver from. Decide which items you sell. Traders will only make it possible to trade the items they accept ( goes fully automatic, so only items they accept will be listed on the left).
    You push items to the right to sell, only the items on the right willl get sold.
    Safety measurements
    Double checks what was deleted from backpacks/vehicles so that people can not cheat. Can only sell from your backpack and the vehicle were u was the last driver from ( in 30m radius)  
    Update 1.0 - 2.0 instructions  Delete your old 'zupa' folder  Paste the new 'zupa' folder  Edit the config.sqf to match your server  Done https://github.com/DevZupa/AdvancedTrading/releases/tag/v2.1   Items only show for admins when using infiSTAR AH & Admintools ?! Update infiSTAR to latest version. edit config.sqf to reflect your server correctly.  
    Installation instructions
    Code:
    https://github.com/DevZupa/AdvancedTrading/releases/tag/v2.1
    Install Instructions
    0. Drop the zupa folder in your mission file   1. In your fn_selfactions.sqf
    Place:
    _buyV = player addAction ["<t color='#0059FF'>Advanced Trading</t>", "zupa\advancedTrading\init.sqf",(_traderMenu select 0), 999, true, false, "",""]; s_player_parts set [count s_player_parts,_buyV]; above
    // Database menu _buy = player addAction [localize "STR_EPOCH_PLAYER_289", "\z\addons\dayz_code\actions\show_dialog.sqf",(_traderMenu select 0), 999, true, false, "",""]; s_player_parts set [count s_player_parts,_buy]; 2. in description.ext, add the following on the bottom
    #include "zupa\advancedTrading\ZSCdefines.hpp" // if u don't have it from ZSC #include "zupa\advancedTrading\advancedTrading.hpp" 3. Add the following exceptions to your antihack if needed
    AdvancedTrading 711197 4. Edit the config.sqf to match your server.
     
    Screenshots:
     
     

     
  9. Like
    rss_adm reacted to Zupa in Advanced Alchemical Crafting v3.3   
    NIce, saves some work!.
     
    i'll share the build file when it's done.
     
    I ended up now rewriting the whole script xD taking out the gems and making Single Currency support for it (instead of gems).
     
    Also cleaning up some code. I prefer no while lusses  to check for any changes ^^. 
    And no big functions in compiles.sqf ^^
     
    I change it so u can get all menu's from right clicking toolbox and then a sub dialog to choose which category to go into ^^
     
    (No worries about it calling Z-Craft) Thats just for on my server. Credits are always given! And i keep names in re releases (for Single currency i mean).

  10. Like
    rss_adm reacted to hogscraper in Advanced Alchemical Crafting v3.3   
    Hello Epoch forums! I was working on a custom crafting system when I found Raymix's Emerald Interiors.  I really liked what he had in his system but saw that he was no longer working on it or updating it. My system had a menu but didn't have many items in it so I talked to him about using his item lists and bringing out an in depth crafting system with tons of items. Where my old system had 77 items, and his had 193, this new system has over 550! The name of this mod came from a couple users asking how in the world can you make a bed out of a Ruby and someone said Alchemy!   So what does this add that other systems do not? An easy to use interface that also includes a preview function so players can tell the difference between MAP_Misc_Well and Land_Misc_Well_C before they run out and scavenge materials to make them. I also tried to add realistic ingredient and tool lists to most items but for most of the misc or small items I went with just a gemstone and/or gold costs. The main reason I added the extra costs was to limit players from having hundreds of these items all over the map as they do save to the database like Epoch craftables. I wanted this to be something more for player's to work towards. On our server we have a rather large Sector B mission that unfolds in three stages and the rewards at the end include gemstones. While we have a gem trader to buy and sell the gems it seemed like a waste to have nothing else to do with the gemstones.   Demonstration Videos: Where I live is very loud with traffic and outside noise so they have music instead of me talking. If you don't care for heavy metal you may want to mute your speakers :) This video is of v1.3 so there are many more items included now but I kept the general categories for each gemstone the same.   Demo of the menu system itself: I re-purposed an old UAV script I had written a while back for vanilla Arma 2 for the preview function   Installation guide:   PLEASE DO NOT SKIP THE CONFLICTS SECTION!   Multiple people in this thread have run into issues with certain parts of my script causing problems for other scripts like Snap Pro and Deploy anything and the fixes are currently listed in the conflicts sections.  UPDATE! Added more conflict resolutions including one for Zupa's single currency.   Assumptions in this guide: You have a basic understanding of scripting for Arma2.  You are familiar with using custom files and overriding values via script. If you do not use any of the listed below files you will need to use Google to find out how to unpack your pbos and utilize these custom files.    STEP 1. Create a folder in your mission folder called custom if you do not already have one.  Download the attached file, (Buildables.zip). Unzip and place the Buildables folder into your custom folder. Buildables.zip   STEP 2. Changes you need to make to your files:
      Antihack edits: If you do not use BE filters you can skip STEP 2.d and if you do not use Infistar Antihack you can skip STEP 2.e. Step 2.d keeps players from being kicked when they attempt to create an item with box in it's name. Step 2.e will allow your admins to use Infistar's base delete tool to remove items crafted with this system as well as the Epoch items.   
      You are now ready to get crafting!    User guide:
      Item categories you can craft:
      Notes on possible conflicts with the included files:
    I also have redefined a custom dayz_spaceInterrupt in my Crafting_Compiles.sqf. That section of code is necessary as it not only allows players to spin the item in small increments using the 1 & 3 keys but it also captures any key presses that then trigger the Preview menu to close and return to the main crafting screen. Without that code, any player using the Preview will have to log out if they hit ESC or Backspace as it will simply close out the dialog buttons that allow them to Return and leave them staring at the item.    I do not use Plot for Life so I do not know what may or may not conflict with that addon while using this addon. My system does utilize a custom player_build and does check for plot poles so if you are using that plot pole addon you may need to edit the custom_builds.sqf. I have not tested the below code but it was submitted by StiflersM0m as a fix for plotforlife. I included it here as a quick ref for anyone reading this first before immediately downloading.  
        Thank you to stiflersM0M and emwilsh for the heads up on Snap Pro. Thank you also to Stranger for pointing out a couple typos that might have hemmed some of you up. If you are using Snap Pro system you can integrate my system with that one by opening my Crafting_Compiles.sqf and deleting the dayz_spaceinterrupt function from the bottom of that file. This function starts on line 256. Delete everything from line 256 to the end of the file. Then navigate to custom\Snap_Pro\dayz_spacensterrupt.sqf and open that file.   You will need to add    GlobalPreviewVariable = 1;   into the empty space on line 3.   And near the very bottom, you need to add   // num 1 or 3 above qwerty if (_dikCode == 0x02) then { AAC_1 = true; }; if (_dikCode == 0x04) then { AAC_3 = true; };   just BEFORE\ABOVE the line   _handled       I disabled the functionality of the 2 button for now as what I wanted it to do isn't working. Adding those two things to Raymix's dayz_spaceinterrupt.sqf will stop the conflicts between the two systems.   If you are using the Deploy Anything script, Epoch forums user Calamity has worked up a fix that will allow my script to work with it. Please see for the correct format.   If you would like to add the detach with F like in Snap Pro,The Hound posted this reply on page six: For anyone who has snap pros space interrupt and wants the F key function from it in this here is the custom_build http://pastebin.com/Sx3BK5TC.    Thank you to Zupa for making a combined defines.hpp that eliminates the conflict between his mods and this one.   Just delete my crafting_defines.hpp, remove #include "custom\Buildables\Crafting_Defines.hpp" from your description.ext and replace his defines.hpp with the one in the above link.     If you find any other addons that conflict with this one please let me know and I will add them to this section. I may not have the time to test out or work out a fix but I will include any issues and fixes that you guys come up with in this section.   Known Issues:
      NEW! HOW TO ADD NEW CATEGORIES!
    I spent a lot of time on the offsets for these items to ensure that the item was at a good distance from the player, but if you find something that could be better, please post the item and offset below. Many items that are grouped together have similar offsets and I did that to cut out a few thousand lines of code from the MT_Defines.hpp. In some cases this means an item may be a little closer or further than what would be perfect, but when you look at everything in the group it makes sense to that group. In some cases like the Topaz items, many items have their own definitions.   I have been running this on a Cherno server with just Epoch as well as an Origins Epoch server that just used the Origins map and vehicles without issues. If you do find you are having trouble with this on another map, just let me know and I will do what I can to help you out. It works with edited BE filters and Infistar and is working on both of the above servers with 1.0.5.1/125548. I also had this previously running under 1.0.4.2/112555 and 1.0.5.1/112555. Now that I've tested it out quite a bit I wanted to give v3.3 to the community and hope other people can get some use out it.   Thank you guys for any feedback you can give and if you find an issue or mistake in this guide, please let me know!    Thank you to: Maca for his Right Click script: http://epochservers.com/viewtopic.php?f=14&t=13   Raymix for Emerald Interiors that made me realize that I didn't have to settle on just 10 items in a menu list from maca's right click script   vbawol for all his awesome work on getting Epoch out there in the first place   [GOM] Simbo for helping me test this out and getting a lot of the earlier bugs out of the way.   [AFLA] Rick Grimes for helping me test this out on other maps and getting the delete sorted.   [OG] Kenshinz and everyone at Origins Gaming Server for helping to test this in a live environment. You can find my system currently running on his server at : 192.99.16.15:2372   EDITED!: Buildables_Experimental.zip If you have read through page 7 of this thread and are interested in the updated version here it is. Please follow my instructions above and do not download this file if you haven't read the post where I talk about it. This is an experimental build and has not been tested.
  11. Like
    rss_adm reacted to OtterNas3 in [RELEASE] VASP - Vehicle and Skin preview on Traders v1.2 (Updated 06/18/2014)   
    Hey folks,
     
    some time ago i pushed something to the public, but here is next!
     
     
    "Damn which Truck was the open Camouflage one?"
    "Bah cant remember which of the Vehicles holds the most amount of Magazines and Weapons..."
    "How many Players can Drive in XYZ Vehicle?"
    "How fast can that Vehicle go?"
     
    "What the hell a 'Donald' skin look like?"
    "'Rocker 1 2 3 whats the difference?"
     
    Ever had such questions?
     
     
    Here you go - VASP - Vehicle and Skin Preview
     
     
    This little Mod let you Preview any Vehicle or Skin in the TraderMenu.
    Vehicles will show additional Infos like:
    Max Speed Max Seats Max Cargo Weapons Max Cargo Magazines Max Cargo Backpacks Max Fuel Max Armor All stuff is totally client side spawned and will not be visible to any other Player on Server!
     
    The Player clicks in the Tradermenu on a Vehicle or a Skin and he will get a hint message to press F5 for a preview of it.
     
    While in preview, you can use these Hotkeys:
    Zoom in/out:       Arrowkeys up/down
    Rotate left/right: Arrowkeys left/right
    Close preview:   F5
     
    After preview the Tradermenu will open again on the same spot the Player left it for the preview.
    Just hit Buy and the last previewed item get bought.
     
    Easy as Pie.

     
    Demo Video
      http://youtu.be/KN8MAEpTC8I
     
    Download:
    https://www.dropbox.com/s/a2ziauc6rudqk97/VASP_v1.2.zip
     
    Install instructions:
    1. Download und unzip VASP_v1.2.zip
    2. unpbo MPMissions\YOURMISSIONNAME.pbo (If your hoster has just folders you can skip this obviously ^^)
    3. Copy the custom folder from unziped VASP_v1.2.zip to MPMissions\YOURMISSIONNAME\
    4. open MPMissions\YOURMISSIONNAME\init.sqf
     
    Find this block:
    if (!isDedicated) then { 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; }; And insert this line above the last closing bracket };
           _nil = [] execVM "custom\VASP\VASP_init.sqf"; If you dont have already a custom pulicEH.sqf continue on 5a) else continue on 5b)
     
    5a)
    Still in the init.sqf Find this line:
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; and replace with:
    call compile preprocessFileLineNumbers "custom\VASP\publicEH.sqf"; 5b)
    open your custom publicEH.sqf and find this line:

    "PVDZE_plr_SetDate" addPublicVariableEventHandler {setDate (_this select 1);}; and replace with:
    "PVDZE_plr_SetDate" addPublicVariableEventHandler {if (!(player getVariable["Preview",false])) then {setDate (_this select 1);};}; If you dont have already a custom compiles.sqf continue on 6a) else continue on 6b)
     
    6a)
    Still in the init.sqf Find this line:
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; and replace with:
    call compile preprocessFileLineNumbers "custom\VASP\compiles.sqf";                //Compile regular functions 6b)
    Open your custom compiles.sqf and find this block:

    // trader menu code if (DZE_ConfigTrader) then { call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuConfig.sqf"; }else{ call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuHive.sqf"; }; and replace with:
    // trader menu code if (DZE_ConfigTrader) then { call compile preprocessFileLineNumbers "custom\VASP\player_traderMenuConfig.sqf"; }else{ call compile preprocessFileLineNumbers "custom\VASP\player_traderMenuHive.sqf"; }; Find this line:
    fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; //Checks which actions for self and replace with:
    fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\VASP\fn_selfActions.sqf"; //Checks which actions for self If you already use a custom fn_selfActions.sqf open it and find this line:
    _buy = player addAction [localize "STR_EPOCH_PLAYER_289", "\z\addons\dayz_code\actions\show_dialog.sqf",(_traderMenu select 0), 999, true, false, "",""]; and add ABOVE:
    LastTraderMenu = (_traderMenu select 0); 7. repbo MPMissions\YOURMISSIONNAME\ - upload - restart server - enjoy!
     
     
    - Configuration -
    Open VASP_init.sqf and edit this block to your liking:
    /****************************/ /* Configuration */ /****************************/ /* Vehicle Preview on/off */ /* true = ON / false = OFF */ VASP_VehiclePreview = true; /****************************/ /* Skin Preview on/off */ /* true = ON / false = OFF */ VASP_SkinPreview = true; /****************************/ /* !!! DONT EDIT BELOW !!! */  
    - Additional Information -
     
    For those who have MORE then the standard Epoch Skins buyable at the Traders you would need to open MPMissions\YOURMISSIONNAME\custom\VASP\VASP_init.sqf
     
    and add them to this block:

        AllAllowedSkins = [         "Skin_Survivor2_DZ","Skin_SurvivorWcombat_DZ","Skin_SurvivorWdesert_DZ",         "Skin_SurvivorWurban_DZ","Skin_SurvivorWsequishaD_DZ","Skin_SurvivorWsequisha_DZ",         "Skin_SurvivorWpink_DZ","Skin_SurvivorW3_DZ","Skin_SurvivorW2_DZ",         "Skin_Bandit1_DZ","Skin_Bandit2_DZ","Skin_BanditW1_DZ",         "Skin_BanditW2_DZ","Skin_Soldier_Crew_PMC","Skin_Sniper1_DZ",         "Skin_Camo1_DZ","Skin_Soldier1_DZ","Skin_Rocket_DZ",         "Skin_Rocker1_DZ","Skin_Rocker2_DZ","Skin_Rocker3_DZ",         "Skin_Rocker4_DZ","Skin_Priest_DZ","Skin_Functionary1_EP1_DZ",         "Skin_GUE_Commander_DZ","Skin_Ins_Soldier_GL_DZ","Skin_Haris_Press_EP1_DZ",         "Skin_Pilot_EP1_DZ","Skin_RU_Policeman_DZ","Skin_Soldier_TL_PMC_DZ",         "Skin_Soldier_Sniper_PMC_DZ","Skin_Soldier_Bodyguard_AA12_PMC_DZ","Skin_Drake_Light_DZ",         "Skin_CZ_Special_Forces_GL_DES_EP1_DZ","Skin_TK_INS_Soldier_EP1_DZ","Skin_TK_INS_Warlord_EP1_DZ",         "Skin_FR_OHara_DZ","Skin_FR_Rodriguez_DZ","Skin_CZ_Soldier_Sniper_EP1_DZ",         "Skin_GUE_Soldier_MG_DZ","Skin_GUE_Soldier_Sniper_DZ","Skin_GUE_Soldier_Crew_DZ",         "Skin_GUE_Soldier_CO_DZ","Skin_GUE_Soldier_2_DZ","Skin_TK_Special_Forces_MG_EP1_DZ",         "Skin_TK_Soldier_Sniper_EP1_DZ","Skin_TK_Commander_EP1_DZ","Skin_RU_Soldier_Crew_DZ",         "Skin_INS_Lopotev_DZ","Skin_INS_Soldier_AR_DZ","Skin_INS_Soldier_CO_DZ",         "Skin_INS_Bardak_DZ","Skin_INS_Worker2_DZ"     ]; This is ONLY needed if you have custom Skins that are buyable on the Traders!
     

     
    ~ Have fun with it ~
     
    Questions - Bugs - Tell me!
     
    - If you like it - Like it - So I can count Downloads - I like that
     
    #####################################
    #                      Support my work                      #
    #                                    &                                #
    #                                Donate                           #
    #####################################

  12. Like
    rss_adm reacted to F507DMT in [Release] Anti-Theft from locked vehicles by F507DMT [Working]   
    Anti-Theft from locked vehicles by F507DMT
     
     
    add in variables.sqf:
    GearStorags = ["WeaponHolder","WoodCrate_DZ","Wooden_shed_DZ","WoodShack_DZ","StorageShed_DZ","GunRack_DZ","VaultStorage","LockboxStorage"]; add in dayz_spaceInterrupt.sqf:
    //Esc if (_dikCode == 0x01) then { _nill = execvm "scripts\esc.sqf"; //if use Anti-Duping by F507DMT (http://epochmod.com/forum/index.php?/topic/32889-release-anti-duping-by-f507dmt-working/) DZE_cancelBuilding = true; call dayz_EjectPlayer; OpenGear = nil; }; //Anti-Theft from locked vehicles by F507DMT if ((_dikCode in actionKeys "Gear") && !(vehicle player != player)) then { if (isNil "OpenGear") then { (findDisplay 106) closeDisplay 1; if (!(cursorTarget isKindOf "Man") and (player distance cursorTarget <= 7) and ((typeOf cursorTarget in GearStorags) or (cursortarget isKindOf "AllVehicles"))) then { player action ["gear", cursortarget]; } else { createGearDialog [player, "RscDisplayGear"]; }; OpenGear = true; } else { (findDisplay 106) closeDisplay 1; OpenGear = nil; }; _handled = true; }; P.S.
    I recomend add "Open self Backpack" on button "H"
    add in  dayz_spaceInterrupt.sqf:
    //open backpack on H button if (_dikCode == 0x23) then { if (isNil "OpenGear") then { (findDisplay 106) closeDisplay 1; player action ["gear", unitBackpack player]; OpenGear = true; } else { (findDisplay 106) closeDisplay 1; OpenGear = nil; }; _handled = true; }; with: Losing connection, drop loot, Esc, exit yes and Esc + G, losing connection, drop loot, exit yes.
  13. Like
    rss_adm reacted to F507DMT in [Release] Anti-Duping by F507DMT [Working]   
    Anti-Duping by F507DMT
     
     
    This Anti-Duping system block duping with: Losing connection, drop loot, Esc, exit yes and Esc + G, losing connection, drop loot, exit yes.
    Works perfectly!
     
     
    Instructions:
     
    in description.ext 
    onPauseScript = "scripts\DupingFix.sqf"; in DupingFix.sqf
    private ["_escMenu","_lastTimesScanned","_currTimesScanned"]; disableSerialization; sleep 1; call dayz_forcesave; _escMenu = findDisplay 49; _lastTimesScanned = player getVariable ["ClearToLeave",0]; AD_AntiDupePlayer = player; publicVariable "AD_AntiDupePlayer"; sleep 5; _currTimesScanned = player getVariable ["ClearToLeave",0]; if (_currTimesScanned - _lastTimesScanned < 1) then { titleText ["<Anti-dupe>: Connection to the server is not found!", "PLAIN DOWN", 3]; systemchat "<Anti-dupe>: Connection to the server is not found!"; _escMenu closedisplay 0; }; in AH bottom:
    'AD_AntiDupePlayer' addPublicVariableEventHandler { [] spawn { waitUntil {!isNull AD_AntiDupePlayer}; _plyr = AD_AntiDupePlayer; _amnt = _plyr getVariable ['ClearToLeave',0]; _plyr setVariable ['ClearToLeave',_amnt+1,true]; }; }; in compiles.sqf change this:
    dayz_spaceInterrupt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\dayz_spaceInterrupt.sqf"; to:
    dayz_spaceInterrupt = compile preprocessFileLineNumbers "scripts\dayz_spaceInterrupt.sqf"; in dayz_spaceInterrupt.sqf add(_nill = execvm "scripts\esc.sqf";):
    //Esc if (_dikCode == 0x01) then {     _nill = execvm "scripts\esc.sqf";     DZE_cancelBuilding = true;     call dayz_EjectPlayer; }; in scripts\esc.sqf
    // F507DMT for "_x" from 3 to 1 step -1 do { (findDisplay 106) closeDisplay 1; uiSleep 1; if (isNil "EscBlock") then { systemchat "<Anti-dupe>: Gear is locked for 5 seconds."; EscBlock = true; }; }; EscBlock = nil; add in publicvariable.txt, in line 2, last:
    !="AD_AntiDupePlayer" --
     
     
     
    If you use endMission "SOME", like in nosidechat.sqf, chenge to:
    _nil = execVM "scripts\player_kick.sqf"; in player_kick.sqf:
    kickme = true; add buttom in scripts.txt:
    5 "kickme" When u have no connection BE can`t kick you. Dupe - fix.
     
     
    --

  14. Like
    rss_adm reacted to F507DMT in [Release][Fix Bugs] Unconscious and invisible for AI && humanity boost   
    Make unconscious then you invisible for AI
     
    When player play action "Die"(playActionNow "Die") or some animation like this, he broke world space synchronization!
     
    And to game(to server side), thinks: now player stay only this position, then player go on mission, AI don’t see him, kill all take loot. If player change animation(use bandage), world space change to new place, but synchronization still broken.
    When player log out and he log in last "unconscious place".
    Jast if u get in vihecle synchronization will be work ok.
     
     
    And if AI or same times player find your broken world space, whey easy kill you!
     
     
    This animatoin use in unconscious, its easy to fix:
    Chnge playActionNow "Die" to switchMove "AmovPpneMrunSnonWnonDfr"
    and use infistar unconscious.
     
    Need change in:
    setup_functions_med.sqf
    player_monitor.fsm
    AH.sqf
     
    Humanity boost (-20 000 use only 30 round)
     
    Your frend lay down, you take automatic rifle, and shoot full ammo in his had! 
    fn_damageHandler.sqf have bag, and give to you ~ -20K humanity! 
     
    Easy to fix:
    in fn_damageHandler.sqf chenge
    if (_unitIsPlayer) then {     if (_hit == "") then {         if ((_source != player) && _isPlayer) then {         //Enable aggressor Actions             if (_source isKindOf "CAManBase") then {                 _source setVariable["startcombattimer",1];             };             _canHitFree =     player getVariable ["freeTarget",false];             _isBandit = (player getVariable["humanity",0]) <= -5000;             _isPZombie = player isKindOf "PZombie_VB";             if (!_canHitFree && !_isBandit && !_isPZombie) then {                 //Process Morality Hit                 _myKills = 0 max (1 - (player getVariable ["humanKills",0]) / 5);                 _humanityHit = -100 * _myKills * _damage;                 /* PVS/PVC - Skaronator */                 if (_humanityHit != 0) then {                     [_source,_humanityHit] spawn {                         private ["_source","_humanityHit"];                         _source = _this select 0;                         _humanityHit = _this select 1;                         PVDZE_send = [_source,"Humanity",[_source,_humanityHit,30]];                         publicVariableServer "PVDZE_send";                     };                 };             };         };     }; }; to:
    if (_unitIsPlayer) then {     if (_hit == "") then {         if ((_source != player) && _isPlayer) then {         //Enable aggressor Actions             if (_source isKindOf "CAManBase") then {                 _source setVariable["startcombattimer",1];             };         };     }; }; change path for fn_damageHandler.sqf  in:
    compiles.sqf
    infistar_safe_zone.sqf - or some like
    AH.sqf
     
     
     
    I will be happy if I helped someone!
    Sorry for my bad english!  :P 
     
     

     with: Losing connection, drop loot, Esc, exit yes and Esc + G, losing connection, drop loot, exit yes.
  15. Like
    rss_adm reacted to rss_adm in Combat mode if AI or zombies nearby   
    Players reconnect to the server if nearby AI or zombies.

    I came up with the following code, but I don't know what to do next. Help

    if (nearestObjects [player, AI_BanditTypes, 1200]) then {

    player setVariable['startcombattimer', 1, true];
    } else {
    player setVariable['startcombattimer', 0, true];
    };


    P.S. Sorry for my bad english :)
  16. Like
    rss_adm reacted to Markk311 in Wicked AI/Mission system   
    Would be easy.
    change this at the beginning of the missions you want to change
    _position = [getMarkerPos "center",0,5500,10,0,2000,0] call BIS_fnc_findSafePos; to
    _positionarray = [[0,0,0],[0,0,0]]; _position = _positionarray call BIS_fnc_selectRandom;
  17. Like
    rss_adm reacted to Donnovan in [Release] Casca Vehicles Convoy for any Map   
    CASCA ANDRE CONVOYS - TAKELONG V1a:
    V1a ON 01 of September of 2015
     
    NEW ON TAKELONG V1:
    New Skill Settings:
    _generalSkill = 0.6; //All skills, except ain skill, for all AI _driverManAin = 0.8; //Ain of the driver, from 0 to 1 _cargoMansAin = 0.5; //Ain of the cargo ocupants, from 0 to 1 _turretMansAin = 0.3; //Ain ot the turret operators, from 0 to 1 New Icon settings:
    _showMapIcons = true; //Show spawn, convoy and AI icons on map? _showMapIconsOnlyWhenNotInWar = true; //Hide convoy icons when they enter in war, so the fight is not spoted. _showCrewNumber = true; //Show crew number on the vehicle icon on map? (runner bombers don't count as vehicle crew)   Special reward in coins (Zupa coins) or gold (normal Epoch): _useCoinsReward = false; //Special kill (main char kill or combo kill) reward in gold or coins? Use false to gold / true to coins. _coinRewards = [650,4000,650]; //Special Reward Array: _xxxxxRewards = [kill reward,son of general kill reward,extra for each combo kill]; _goldRewards = [["ItemSilverBar",0],["ItemGoldBar10oz",1],["ItemGoldBar",1]]; //Special Reward Array: _xxxxxRewards = [kill reward,son of general kill reward,extra for each combo kill]; Combo kill is when you kill more 2 AI in the space of 15 seconds. The level of the combo increase if you keep killing in less than 15 seconds (Combo Level 1, Combo Level 2, Combo Leve 3, and so on). While the combo kill reward in coins goes direct to the player wallet, in gold, it goes in the AI dead body.   Humanity Gain Settings: donn_humanityGainForKill = 65; //How much humnity to gain for each AI kill?   //Bellow this value you is in the Bandit Way so donn_humanityGainForKill will subtract to your humanity //Above this value you is in the Hero Way so donn_humanityGainForKill will add to your humanity donn_humanityZeroScale = 2500;   Other Settings: _donn_delete_body_time = 2400; //Time in seconds to delete a dead AI body donn_aiCarVulnerable = false;  //false or 0 is INVUNERABLE true or 1 is VULNERABLE  
    NEW ON TAKELONG V1a:
    Bidirectional Humanity: Fixed bandit (or on the bandit way) players getting positive humanity from AI kill.
    NEW ON TAKELONG V1b:
    Coin rewards: Fixed coins rewards not happening due to a typo.
    Manual fix if you have V1a: Inside andre_convoy.sqf change the configuration setting from _coinsRewards = [650,4000,650]; to _coinRewards = [650,4000,650];
     
    If it works for you consider a donation. Thankyou.

    $USD
    $EURO

     
    INSTALATION: TAKELONG V1b

    Unzip this file into your mission folder: https://www.dropbox.com/s/wd4dyodm7prnu4d/arma2_epoch_andre_convoy_takelong_v1b.7z?dl=0
    Look at init(example).sqf to see how to run Andre Convoy, and reproduce it in your init.sqf.
    No BE filters tweak needed.
     
     
    INFISTAR USERS:
    If your infiStar have this option:
    /*  EXPERIMENTAL CU FIX   */ _CUF = true; /* true or false */ /* *experimental* - will transfer serverside units (including mission AI) to clientside */ You need to turn it off setting _CUF to false, or AI will not work.
  18. Like
    rss_adm reacted to Zupa in [Release] 3.0 Door Management - No More Codes   
    [RELEASE] Door Management - No More Codes
     



    First release ONLY for Plot 4 Life users. 
     
    Tired of giving in codes? Which code belongs to which door anyways? Geezus, some guy put a bot on my door to break the code. FUCK THAT
     
    Here comes Door Management. Throw away your codes and enjoy a simple eye scan. Add your friends to your list on the door an enjoy a stress free "door opening" experience. Door opening too fast? dont worry just put the opening time a bit longer. 
     
    Inspired by plotManagement but now for Doors!
     
     

     
     
     
    If you press the unlock action you will not see a code dialog anymore. My dialog overwrites this dialog with my personal one. Here you get to simple action to press  EYE SCAN. This will open the door after 2 seconds of scanning. Fails when you are not on the manage list ofcourse. Only people on the manage list can manage the door ofcourse. Owner will be alwyas highest authority and can never be erased. (Thanks P4L - Rimblock).
     
    [insert Image of the manage window here when i'm @ home, or anyone else provide it in the meantime]
     
    If you press manual code you get the old dialog back. You can disable this in the config section.
     
    This Scripts DOES not change anything gamebreaking or database related. The door code is still being used, but only codewise (back-end). You dont see anything in the front-end.
     
    Instructions
     
     
    0 - Download the files from github:
     
    https://github.com/DevZupa/DoorManagement
     
     
    1 - in your description.ext: ( Mission PBO ) 
     
    Add to the bottom: ( THE DEFINES IS UPDATED, overwrite any other defines i gave u at other mods of mine!)
    If you get any duplicates of classes, just delete them from the defines.hpp, problem solved.
    #include "doorManagement\defines.hpp" #include "doorManagement\doorUnlock.hpp" #include "doorManagement\doorManagement.hpp" #include "doorManagement\ComboLockUI.hpp" 2 - In your compiles.sqf:  ( Mission PBO )  Add the following lines  
    /*DoorManagement Zupa*/ DoorGetFriends = compile preprocessFileLineNumbers "doorManagement\doorGetFriends.sqf"; DoorNearbyHumans = compile preprocessFileLineNumbers "doorManagement\doorNearbyHumans.sqf"; DoorAddFriend = compile preprocessFileLineNumbers "doorManagement\doorAddFriend.sqf"; DoorRemoveFriend = compile preprocessFileLineNumbers "doorManagement\doorRemoveFriend.sqf"; player_unlockDoor       = compile preprocessFileLineNumbers "doorManagement\player_unlockDoor.sqf"; player_unlockDoorCode = compile preprocessFileLineNumbers "doorManagement\player_unlockDoorCode.sqf"; player_manageDoor       = compile preprocessFileLineNumbers "doorManagement\initDoorManagement.sqf"; player_enterCode       = compile preprocessFileLineNumbers "doorManagement\player_enterCode.sqf"; player_changeCombo = compile preprocessFileLineNumbers "doorManagement\player_changeCombo.sqf";  /*DoorManagement End*/   Above
    BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; AND place "//" infront of the normal  player_actions so it looks like this:
    // player_unlockDoor   = compile preprocessFileLineNumbers "defaultfile.sqf";   //player_changeCombo = compile preprocessFileLineNumbers "defaultfike.sqf";  3 - Variables.sqf: Add somewhere at the top: NOT FIRST LINE:
    /**DoorManagement Config**/ DoorAdminList = ["-2","-3"]; // List of Player Id's of admins that can manage all doors AllowManualCode = true;// 2 reason| 1: Allows breaking codes (if 2nd config = false and code = 3 digits) | 2: Friends can access access not owned doors until owner gets on. HarderPenalty = true;// Cen's Penalty: Flashes screen white. And kicks player to lobby if failed more then (random number between 4 and 14) times. // AllowUncrackableCode = false; // in next release: if set to true, player can change code to more then 4 digits, The manualCode will always fail when he does. THIS is for AntiCodeCrack servers that allow Manual Code for people that like that system. // in next release. AllowManualCode will allow players to change the code in the DoorManagement Menu. /**DoorManagement Config END**/ DZE_DoorsLocked = ["Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","Land_DZE_WoodDoorLocked","CinderWallDoorLocked_DZ","CinderWallDoorSmallLocked_DZ"];            4 -  FN_SELFACTIONS.SQF:
     
    a - Add the following
    player removeAction s_player_manageDoor; s_player_manageDoor = -1; // u might also want to add this to variables reset in your variables.sqf Under
    player removeAction s_player_barkdog; s_player_barkdog = -1; player removeAction s_player_warndog; s_player_warndog = -1; player removeAction s_player_followdog; s_player_followdog = -1; b - Place the following:
    //Allow manage door if((_typeOfCursorTarget in DZE_DoorsLocked)) then { if (s_player_manageDoor < 0) then { s_player_manageDoor = player addAction ["<t color='#0059FF'>Manage Door</t>", "doorManagement\initDoorManagement.sqf", _cursorTarget, 5, false]; }; } else { player removeAction s_player_manageDoor; s_player_manageDoor = -1; }; above
    //Allow owner to unlock vault Now in the Server.pbo
     



    5 -  server_monitor.sqf ( Mostly found in dayz_server/system/ if you are not using any modded one).
     
    a) place
    if (typeOf (_object) in DZE_DoorsLocked) then { _object setVariable ["doorfriends", _intentory, true]; }; under
    _object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"];  
    B - Find  ( IF NOT USING PLOTMANAGEMENT )



    if (count _intentory > 0) then { Replace that with
    if ((count _intentory > 0) && !(typeOf( _object) in DZE_DoorsLocked)) then { B - IF USING PLOT MANAGEMENT, 
     
    REplace:
    if ((count _intentory > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ")) then { With
    if ((count _intentory > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ") && !(typeOf( _object) in DZE_DoorsLocked)) then { 6 -  server_UpdateObject.sqf ( Mostly found in dayz_server/compile/ if you are not using any modded one).
     
    Change 
    _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; into ( IF NOT using PLotManagement)
     
    _isNormal = true; if (typeOf (_object)in DZE_DoorsLocked) then{ _isNormal = false; _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item }; if(_isNormal)then { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; }; IF USING PLOT MANAGEMENT
     
    Change
    if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{ _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item } else { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; };  Into
    _isNormal = true; if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{ _isNormal = false; _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item }; if (typeOf (_object)in DZE_DoorsLocked) then{ _isNormal = false; _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item }; if(_isNormal)then { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; }; Infistar Antihack
    If you're running Infistar Antihack, add this to the dialogs array;



    711195, 41144 And this to the '_cMenu =' section
    "DoorManagement","Entercode" IMPORTANT FOR NON PLOT 4 LIFE USERS
     
  19. Like
    rss_adm reacted to Halvhjearne in [Release] 2.1 Plot Management - UPDATED Object Counter   
    actually my players also started complaining about not being able to remove stuff also, so i went through the code in fn_selfactions and edited a bit for non-plot for life users.
    this requires my previous fix for removing owners from the plot to work proper.
     
    after adding the other fix replace the code for removal in fn_selfactions with this:
    ///Allow owners to delete modulars if(_isModular || _isModularDoor || _typeOfCursorTarget in dayz_allowedObjects) then { if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { _friendsallowedremove = false; // allow friendlies added to the pole to remove _adminList = ["0123456789","0123456789"]; // Add admins here _findNearestPoles = nearestObjects[player, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 1]; _IsNearPlot = count (_findNearestPoles); _fuid = []; _allowed = []; if(_IsNearPlot > 0)then{ _thePlot = _findNearestPoles select 0; _friends = _thePlot getVariable ["plotfriends", []]; if(_friendsallowedremove)then{ { _friendUID = _x select 0; _fuid = _fuid + [_friendUID]; } count _friends; }else{ _fuid = [(_friends select 0)select 0]; }; if(dayz_characterID == _ownerID || (getPlayerUID player) in (_adminList + _fuid))then{ // // If u want that the object also belongs to someone on the plotpole. _player_deleteBuild = true; }; }else{ if(dayz_characterID == _ownerID || (getPlayerUID player) in _adminList)then{ _player_deleteBuild = true; }; }; }; }; i added so players can remove anything from dayz_allowedObjects, if you have something in there thats not a building you might want to change that.
     
    edit:
    it is advised to increase plot pole area size so other players can not move in on other players base and remove it, i also added my plotpole as indestructable object to make sure other players cant just destroy that and place their own next restart.
  20. Like
    rss_adm reacted to Sukkaed in Plot poles placed inside a wall   
    I got this working fairly well with nearestObjects.
    In player_build.sqf place right after "_location2 = getPosATL player;"
    _objectNear = count (nearestObjects[_location2,["TentStorage","TentStorageDomed","TentStorageDomed2", "VaultStorageLocked", "Hedgehog_DZ", "Sandbag1_DZ","BagFenceRound_DZ","TrapBear","Fort_RazorWire","WoodGate_DZ","Land_HBarrier1_DZ","Land_HBarrier3_DZ","Land_HBarrier5_DZ","Fence_corrugated_DZ","M240Nest_DZ","CanvasHut_DZ","ParkBench_DZ","MetalGate_DZ","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","StorageShed_DZ","Generator_DZ","StickFence_DZ","LightPole_DZ","FuelPump_DZ","DesertCamoNet_DZ","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ","SandNest_DZ","DeerStand_DZ","MetalPanel_DZ","WorkBench_DZ","WoodFloor_DZ","WoodLargeWall_DZ","WoodLargeWallDoor_DZ","WoodLargeWallWin_DZ","WoodSmallWall_DZ","WoodSmallWallWin_DZ","WoodSmallWallDoor_DZ","LockboxStorageLocked","WoodFloorHalf_DZ","WoodFloorQuarter_DZ","WoodStairs_DZ","WoodStairsSans_DZ","WoodStairsRails_DZ","WoodSmallWallThird_DZ","WoodLadder_DZ","Land_DZE_GarageWoodDoor","Land_DZE_LargeWoodDoor","Land_DZE_WoodDoor","Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","Land_DZE_WoodDoorLocked","CinderWallHalf_DZ","CinderWall_DZ","CinderWallDoorway_DZ","CinderWallDoor_DZ","CinderWallDoorLocked_DZ","CinderWallSmallDoorway_DZ","CinderWallDoorSmall_DZ","CinderWallDoorSmallLocked_DZ","MetalFloor_DZ","WoodRamp_DZ","GunRack_DZ","FireBarrel_DZ","WoodCrate_DZ","Scaffolding_DZ","VaultStorage","LockboxStorage"],5]);                  _poleNear = count (nearestObjects[_location2,["Plastic_Pole_EP1_DZ"],5]); if(_classname == "Plastic_Pole_EP1_DZ") then { if(_objectNear > 0) exitWith { _isOk = false; _cancel = true; _reason = "\nYou can't place plot pole within 5 meters from another object"; detach _object; }; } else { if(_poleNear > 0) exitWith { _isOk = false; _cancel = true; _reason = "\nYou can't build within 5 meters from plot pole"; detach _object; }; }; Not sure if 5 meters is too much for second floor but under 5 meters you can reach the plot pole with corner of a wall.
  21. Like
    rss_adm reacted to Mikeeeyy in [Release] Steerable Parachute (Vehicle Eject)   
    Steerable Parachute
    What is it?
    Ever felt like a sitting, or in this case flying, duck when you eject from a helicopter? This addition to your server will replace that parachute with a steerable one so you can influence your landing position.
     
    Can I see a video?
    Click here.
     
    How do I install?
    ​Grab yourself a copy of veh_resetEH.sqf (dayz_code\init\) and do the whole custom compiles.sqf, overwrite thing. If you already have a custom one, open it up. Look for: if (isServer) then { then look for the closing brace:
    }; Replace the closing brace with: } else { 0 = _this addEventHandler ["GetOut", { _unit = _this select 2; if (_unit != player) exitWith {}; _parachute = vehicle _unit; if (!(_parachute isKindOf "ParachuteBase")) exitWith {}; deleteVehicle _parachute; [_unit] spawn BIS_fnc_halo; systemChat "<Steerable Parachute> This parachute is steerable!"; }]; }; Done! How do I thank you for the best script ever?
    I kid but if you're feeling generous, click here.
  22. Like
    rss_adm reacted to striker in [Release] crashLoot - Scatter loot/gear from destroyed player vehicles on ground (Version 1.1)   
    https://www.youtube.com/watch?v=nNbjP3EgBDI
     
    Description
         The purpose of this script is to scatter gear from player vehicles on the ground when they are destroyed. This script allows you to set many different settings to suit your needs. It runs mostly on the server side other than the config variable so you don't have to repack your PBO every time you want to make a change. You can enable or disable the script from spawning gear on the ground depending on if the vehicle is locked or not. This is a important one as it will prevent many people from going around and blowing up every vehicle they see  ;) You can also state the min and max loot piles that you want to spawn around the vehicle. You can also set the radius that the loot piles will spawn in creating a nice random look (don't judge the video). The file controllable element at your disposal is the ability to set the chance the gear will be destroyed. More detail will be given when we implement the config variable in the init.sqf. Without further ado, let the installation begin! :lol:
     
    WARNING: Only use vehicles spawned by the server to test to see if the script is working. Infistar spawned vehicles will not work (However, HIVE spawned might).
     
    Installation 
    Sever Side Script:


    Mission Side Script:

     
     
    Version 1 - initial release
    Version 1.1 (Complete) - change code to use the _object_killed funciton(overlooked that one <_<)
     
    Appreciate and support my work? 
  23. Like
    rss_adm reacted to ITr1ckst3rI in Gem Rarity?   
    necro bump.
     
    Trying to do this, not working D:
    if (_isMine) then { if((random 10) <= 10) then { _gems = ["ItemTopaz","ItemObsidian"]; _gem = _gems select (floor(random (count _gems))); _selectedRemoveOutput set [(count _selectedRemoveOutput),[_gem,1]]; }; }; Still dropping other gems. 
     
    init.sqf
    //Load in compiled functions call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) progressLoadingScreen 0.1; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlers progressLoadingScreen 0.2; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical progressLoadingScreen 0.4; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions progressLoadingScreen 0.5; call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compiles progressLoadingScreen 1.0; custom/compiles.sqf
    fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\fn_selfActions.sqf"; // fnc_usec_selfActions - adds custom actions to dayz code player_removeObject = compile preprocessFileLineNumbers "dayz_code\actions\player_removeObject.sqf"; if (!isDedicated) then { player_build = compile preprocessFileLineNumbers "custom\snap_build\player_build.sqf"; player_buildControls = compile preprocessFileLineNumbers "custom\snap_build\player_buildControls.sqf"; snap_object = compile preprocessFileLineNumbers "custom\snap_build\snap_object.sqf"; };
  24. Like
    rss_adm reacted to f3cuk in [Release] Wicked AI 2.2.0   
    (Part 2/2 - You have posted more than the allowed number of quoted blocks of text)
     

    The ARMA 2 engine only allows us to prevent missions spawning near the ocean. In-land lakes somehow do not count as water :S
     

    Right now you can only have 1 main hero mission and 1 main bandit mission. We will be adding the possibility to add side missions in a future release but we wont add support for more main missions.
     

    Rename _crate to something else like _customcrate. _crate gets emptied by the mission system to prevent it from being filled before the mission has finished.
     

    The server_spawnEvent has nothing to do with Wicked AI and this seems to be a infistar problem. Please contact them.
     

    Right now there is no possibility to do this, however we will add support for static number of loot items in the next version.
     

    Not with the current setup no. If this is something you really want please add a feature request on our github.
     

    Please check the config.cfg arrays for any weapons you might have removed from the loot table.
  25. Like
    rss_adm reacted to UKCPirate in [Release] Wicked AI 2.2.0   
    Try This
     



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