Jump to content

Ree

Member
  • Posts

    155
  • Joined

  • Last visited

Posts posted by Ree

  1. I'm using a Detain Script and im trying something out to stop players from escorting another player into someones base then dropping them inside like push them throw the door then drop.

     

     

    So i looked around and found anti drag body wall fix that fix's it for dragging a unc player

     

     

    To stop player from dropping the player

    _wallTypes = nearestObjects [player, ["ModularItems","BuiltItems","Land_DZE_WoodDoor_Base","CinderWallDoor_DZ_Base","Land_DZE_WoodDoorLocked_Base","CinderWallDoorLocked_DZ_Base","Land_HBarrier1_DZ","Land_HBarrier3_DZ","Land_HBarrier5_DZ","MetalGate_DZ","Wooden_shed_DZ","WoodShack_DZ","StorageShed_DZ","MetalPanel_DZ","Fence_corrugated_DZ","Concrete_Wall_EP1","MAP_zed2_civil","Base_WarfareBBarrier10x","Land_HBarrier_large","Base_WarfareBBarrier10xTall","Land_Fort_Watchtower","Land_Fort_Watchtower_EP1","WarfareBDepot","Land_fortified_nest_big","Land_fort_rampart_EP1","Misc_cargo_cont_small_EP1","Ins_WarfareBConstructionSite","Misc_Cargo1Bo_military","Land_Misc_Cargo2B","Fence_Ind","Fence_Ind_long","Fence_corrugated_plate","Fort_RazorWire","Hhedgehog_concrete","Land_Ind_Garage01","Land_hut_old02","Land_HouseV_1I4","WoodLargeWall_DZ","WoodLargeWallDoor_DZ","WoodLargeWallWin_DZ","WoodSmallWall_DZ","WoodSmallWallWin_DZ","WoodSmallWallDoor_DZ","WoodSmallWallThird_DZ","CinderWallHalf_DZ","CinderWall_DZ","CinderWallDoorway_DZ","CinderWallSmallDoorway_DZ","CinderWallDoorSmall_DZ","CinderWallDoorSmallLocked_DZ","Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked"], 16];
    
    if (count _wallTypes > 0) then {
    		_wall = [_wallTypes, player] call BIS_fnc_nearestPosition;
    		if ((vehicle player) distance _wall < 10) then {
    				cutText [format[">>>Anti-Glitch script<<< (Admin notified) Cant drop a player near an epoch building."], "PLAIN DOWN"];
    				titleFadeOut 2;
    				diag_log format[">>>Anti-Glitch script<<< Player: %1 tried to drop Player: %2 near an epoch building", player, _dragee];
    				allowDropPlayer = false;
    				sleep 1;
    		};
    };
    

    Escort.sqf

    _newCiv = _this select 3;
    
    [objNull, _newCiv, rSwitchMove,""] call RE; // Just incase
    
    detach _newCiv; // Just incase
    
    _newCiv setVariable ["Escort",1,true];
    
    // standing arrested animation
    [objNull, _newCiv, rswitchmove ,"ActsPercMstpSnonWrflDnon_interrogate02_forgoten"] call RE;
    player forceWalk true;
    
    
    _newCiv attachto [player,[-0.2, 0.7, 0]];
    act4 = player addaction ['<t color="#00ff00">' + "Stop Escorting" + '</t>', "mods\arrest\stop_escort.sqf",_newCiv, 1, true, true, "", ""];
    while { (_newCiv getVariable "Escort" == 1) } do {
    	if (vehicle player != player) then {
    		detach _newCiv;
    		_newCiv setVariable ["Escort",0,true];
    		[objNull, _newCiv, rswitchmove ,"CivilSitting"] call RE;
    		player removeAction act4;
    	};
    };
    

    I have tried combining them a few ways each time it would still drop them even thought some of the things that happen where funny as hell

     

     

     

    anyways could someone make it so when Player A is Escorting PlayerB get 10m by _wallTypes the menu "Stop Escorting"  hides until player moves out of range of _wallTypes

     

    any help would be great ty guys =) 

     

     

     

    Something that looks like this "NOTE THIS DOES NOT WORK"

    _wallTypes = nearestObjects [player, ["ModularItems","BuiltItems","Land_DZE_WoodDoor_Base","CinderWallDoor_DZ_Base","Land_DZE_WoodDoorLocked_Base","CinderWallDoorLocked_DZ_Base","Land_HBarrier1_DZ","Land_HBarrier3_DZ","Land_HBarrier5_DZ","MetalGate_DZ","Wooden_shed_DZ","WoodShack_DZ","StorageShed_DZ","MetalPanel_DZ","Fence_corrugated_DZ","Concrete_Wall_EP1","MAP_zed2_civil","Base_WarfareBBarrier10x","Land_HBarrier_large","Base_WarfareBBarrier10xTall","Land_Fort_Watchtower","Land_Fort_Watchtower_EP1","WarfareBDepot","Land_fortified_nest_big","Land_fort_rampart_EP1","Misc_cargo_cont_small_EP1","Ins_WarfareBConstructionSite","Misc_Cargo1Bo_military","Land_Misc_Cargo2B","Fence_Ind","Fence_Ind_long","Fence_corrugated_plate","Fort_RazorWire","Hhedgehog_concrete","Land_Ind_Garage01","Land_hut_old02","Land_HouseV_1I4","WoodLargeWall_DZ","WoodLargeWallDoor_DZ","WoodLargeWallWin_DZ","WoodSmallWall_DZ","WoodSmallWallWin_DZ","WoodSmallWallDoor_DZ","WoodSmallWallThird_DZ","CinderWallHalf_DZ","CinderWall_DZ","CinderWallDoorway_DZ","CinderWallSmallDoorway_DZ","CinderWallDoorSmall_DZ","CinderWallDoorSmallLocked_DZ","Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked"], 16];
    
    if (count _wallTypes > 0) then {
    
    _newCiv = _this select 3;
    
    [objNull, _newCiv, rSwitchMove,""] call RE; // Just incase
    
    detach _newCiv; // Just incase
    
    _newCiv setVariable ["Escort",1,true];
    
    // standing arrested animation
    [objNull, _newCiv, rswitchmove ,"ActsPercMstpSnonWrflDnon_interrogate02_forgoten"] call RE;
    player forceWalk true;
    
    
    	_newCiv attachto [player,[-0.2, 0.7, 0]];
    		act4 = player addaction ['<t color="#00ff00">' + "Stop Escorting" + '</t>', "mods\arrest\stop_escort.sqf",_newCiv, 1, true, true, "", ""];
    		while { (_newCiv getVariable "Escort" == 1) } do {
    	if (vehicle player != player) then {
    		detach _newCiv;
    	_newCiv setVariable ["Escort",0,true];
    		[objNull, _newCiv, rswitchmove ,"CivilSitting"] call RE;
    		player removeAction act4;
    	};
    
    } else {
    
    	_wall = [_wallTypes, player] call BIS_fnc_nearestPosition;
    	if ((vehicle player) distance _wall < 10) then {
    				cutText [format[">>>Anti-Glitch script<<< (Admin notified) Cant drop a player near an epoch building."], "PLAIN DOWN"];
    				titleFadeOut 2;
    				diag_log format[">>>Anti-Glitch script<<< Player: %1 tried to drop Player: %2 near an epoch building", player, _dragee];
    				sleep 1;
    		};
        };
    };
    
  2. Hey Donnovan, i like how you have it setup to spawn more mission my players love the idea for more to do but we are using EMS and that is Based off DZMS it has 13 mission files each and does more for us but we like more to spawn any steps that can be done.

     

    http://www.filedropper.com/ems our ems folder to give u a idea what he has any info on how we can convert ours to spawn more mission would be great

     

     

    Thanks

    Re

  3. Hey Zupa, So i'll get to the point  :P

     

    Everything works Counter,Dome, now the maintenance part im running this SQL Event

    UPDATE `object_data`
    SET `Damage` = IF( `Damage` = 0.0, 0.1, `Damage` + 0.1 )
    WHERE `LastUpdated` <= DATE_SUB(NOW(), INTERVAL 1 DAY)
    AND `Classname` REGEXP 'wall|floor|door|ladder|stair'

    And it damages my objects like intended so when i go and do maintenance all objects are restored to 100% health ingame but it updates nothing in the database even on reset

    No change in time or damage

     

    Im using SC & Maintain Version of your script

     

    maintain_area.sqf SC

    private ["_newWealth","_missing","_missingQty","_proceed","_itemIn","_countIn","_target","_objectClasses","_range","_objects","_requirements","_count","_cost","_option"];
    disableSerialization;
    
    if (DZE_ActionInProgress) exitWith { cutText [(localize "STR_EPOCH_ACTIONS_2") , "PLAIN DOWN"]; };
    DZE_ActionInProgress = true;
    
    player removeAction s_player_maintain_area;
    s_player_maintain_area = 1;
    player removeAction s_player_maintain_area_preview;
    s_player_maintain_area_preview = 1;
    
    _target = cursorTarget;
    
    _objectClasses = DZE_maintainClasses;
    _range = DZE_PlotPole select 0;
    _objects = nearestObjects [_target, _objectClasses, _range];
    
    _objects_filtered = [];
    {
        if (damage _x >= DZE_DamageBeforeMaint) then {
            _objects_filtered set [count _objects_filtered, _x];
       };
    } count _objects;
    _objects = _objects_filtered;
    
    _count = count _objects;
    
    if (_count == 0) exitWith {
    			_ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012);
    			_result =  format["Objects to maintain: %1" , _count];
    			_ctrl ctrlSetText   _result;
    		
    			_ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013);
    			_result =  format["Price to maintain: %1 %2" , 0, CurrencyName];
    			
    			_ctrl ctrlSetText   _result;	
    	DZE_ActionInProgress = false;
    	s_player_maintain_area = -1;
    	s_player_maintain_area_preview = -1;
    };
    
    _theCost = _count * 1;
    _requirements = [[CurrencyName,_theCost]];
    
    
    _option = _this select 0;
    switch _option do {
    	case "maintain": {
    		
    		_wealth = player getVariable["headShots",0];
    		_missing = "";
    		_missingQty = 0;
    		_proceed = true;
    		{
    			_itemIn = _x select 0;
    			_countIn = _x select 1;
    			if (_wealth < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _wealth); _proceed = false; };
    		} count _requirements;
    
    		if (_proceed) then {
    			_newWealth = (_wealth - _countIn);
    			player playActionNow "Medic";
    			[player,_range,true,(getPosATL player)] spawn player_alertZombies;
    
    			player setVariable["headShots",_newWealth,true];
    
    			PVDZE_plr_Save = [player,(magazines player),true,true];
    			publicVariableServer "PVDZE_plr_Save";
    			
    			PVDZE_maintainArea = [player,1,_target];
    			publicVariableServer "PVDZE_maintainArea";
    			
    			
    			cutText [format[(localize "STR_EPOCH_ACTIONS_4"), _count], "PLAIN DOWN", 5];			
    			
    			_ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012);
    			_result =  format["SUCCESS : Objects maintained: %1" , _count];
    			_ctrl ctrlSetText   _result;
    		
    			_ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013);
    			_result =  format["SUCCESS : Price maintained: %1 %2" , _theCost, CurrencyName];
    			_ctrl ctrlSetText   _result;	
    				
    		} else {
    			_ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012);
    			_result =  format["FAILED: Objects to maintain: %1" , _count];
    			_ctrl ctrlSetText   _result;
    		
    			_ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013);
    			_result =  format["FAILED: Price to maintain: %1 %2" , _theCost, CurrencyName];
    			_ctrl ctrlSetText   _result;	
    			
    			cutText [format[(localize "STR_EPOCH_ACTIONS_6"), _missingQty, CurrencyName], "PLAIN DOWN"];
    		};
    	};
    	case "preview": {
    		_cost = "";
    		{
    			_itemIn = _x select 0;
    			_countIn = _x select 1;
    			if (_cost != "") then {
    				_cost = _cost + " and ";
    			};
    			_cost = _cost + (str(_countIn) + " " + CurrencyName);
    		} count _requirements;
    			
    		cutText [format[(localize "STR_EPOCH_ACTIONS_7"), _count, _cost], "PLAIN DOWN"];
    			
    		_ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7012);
    		_result =  format["Objects to maintain: %1" , _count];
    		_ctrl ctrlSetText   _result;
    		
    		_ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7013);
    	    _result =  format["Price to maintain: %1 %2" , _theCost, CurrencyName];
    		_ctrl ctrlSetText   _result;								
    	};
    };
    
    DZE_ActionInProgress = false;
    s_player_maintain_area = -1;
    s_player_maintain_area_preview = -1;
    

    Any Help would be great

     

    Thanks,

    Re

  4. server_monitor.sqf

     

    And place the following after it:

    _object setVariable ["lastInventory", _intentory];

    mine

    --LINE 323-->   if (_object isKindOf "AllVehicles") then { _object setVariable ["lastInventory", _intentory];
                    {
                    _selection = _x select 0;
                    _dam = _x select 1;
                    if (_selection in dayZ_explosiveParts && _dam > 0.8) then {_dam = 0.8};
                    [_object,_selection,_dam] call object_setFixServer;
                    } count _hitpoints;
    
    
                    _object setFuel _fuel;

    Also tried

    if (_object isKindOf "AllVehicles") then {
    {
    _object setVariable ["lastInventory", _intentory];
    _selection = _x select 0;
    _dam = _x select 1;
    if (_selection in dayZ_explosiveParts && _dam > 0.8) then {_dam = 0.8};
    [_object,_selection,_dam] call object_setFixServer;
    } count _hitpoints;
    
    
    _object setFuel _fuel;

    Server RPT

    2:03:56 Error in expression <{ _object setVariable ["lastInventory", _intentory];
    {
    _selection = _x select 0;>
     2:03:56   Error position: <_intentory];
    {
    _selection = _x select 0;>
     2:03:56   Error Undefined variable in expression: _intentory
     2:03:56 File z\addons\dayz_server\system\server_monitor.sqf, line 323

    server_updateObject.sqf

     

    Find the following line in server_updateObject.sqf:

    _object setVariable["lastInventory",_inventory];

    And replace it with:

        if(alive _object) then{
            _object setVariable["lastInventory",_inventory];
        };

    Mine

                   _previous = str(_object getVariable["lastInventory",[]]);
    --LINE 92-->   if (str(_inventory) != _previous) then {
                   if(alive _object) then{
                   _object setVariable["lastInventory",_inventory];
                   };
                   if (_objectID == "0") then {
                   _key = format["CHILD:309:%1:%2:",_uid,_inventory];
                   } else {
                   _key = format["CHILD:303:%1:%2:",_objectID,_inventory];
                   }; 
                   //diag_log ("HIVE: WRITE: "+ str(_key));
                   _key call server_hiveWrite;
                   };
                   };

    Server RPT

    2:04:32 Error in expression <Inventory",[]]);
    if (str(_inventory) != _previous) then {
    
    
    if(alive _object) the>
     2:04:32   Error position: <_previous) then {
    
    
    if(alive _object) the>
     2:04:32   Error Undefined variable in expression: _previous
     2:04:32 File z\addons\dayz_server\compile\server_updateObject.sqf, line 92

    server_crashLoot.sqf

    --LINE 30-->    if(((count _gear) > 0) && _cont) then{

    Server RPT

     2:05:17 Error in expression <
    };
    }else{
    _cont = true;
    };
    
    
    if(((count _gear) > 0) && _cont) then{
    
    
    
    
    sleep 1;
    _>
     2:05:17   Error position: <_gear) > 0) && _cont) then{
    
    
    
    
    sleep 1;
    _>
     2:05:17   Error Undefined variable in expression: _gear
     2:05:17 File z\addons\dayz_server\compile\server_crashLoot.sqf, line 30

    I use a player buys a car and puts loot into it I think due to the Car going into Car God in the safezone its bugging it out but cars are shooting out loot all over the place just duping items over and over as u park or drive the car even out of the safezone.  

     

     

     

    WIll test it more when its patched up

    Thanks 

    Re.

     

     

     

     

     

     

    It may be the lack of sleep but as i was posting this i noticed u use _intentory and not _inventory in your server_monitor.sqf i'll change that in mine and see if it fix's the first error

  5. *Droolz* I needed this but let me get this right because config details feel little light

     

    /*
    select 0 = Prevent gear from spawning on locked vehicles (boolean)
    select 1 = Guaranteed loot piles (int)
    select 2 = Max additional loot piles on top of guaranteed (int)
    select 3 = Radius around crash site to spawn loot (double or int)
    select 4 = Chance of gear being destroyed (Between 0-1, Ex: 0 = Never lost, 0.5 = Half lost, 1 = All lost)
    Default: DZE_crashLootConfig = [true,2,5,5,0];
    */

     

    select 0 =  Locked vehicles Will not drop Loot ("Default: True") 

    select 1 = The Amount of Loot Piles around destroyed vehicles ("Default: 2") out of Max amount ___?  "Max Safe Amount" 

    select 2 =  Max additional loot piles On top of select 1 loot Piles  ("Default: 5")  out of Max amount ___?  "Max Safe Amount" 

    select 3 =  Radius around crash site to drop loot ("Default: 5")m out of Max amount ___?  "Max Safe Amount" 

    select 4 = Chance of gear being destroyed (Between 0-1, Ex: 0 = Never lost, 0.5 = Half lost, 1 = All lost)

     

    So if i do 

     

    DZE_crashLootConfig = [false,10,5,10,0];

     

    [false,       Items Will drop even if Vehicle is locked

    10,           the amount of loot piles around destroyed vehicles is 10 that's if Vehicle has that much loot

    5,             is the amount of piles on top of the default loot piles "Does this number need to be greater then select 1?

    10,           the loot will be dropped with in 10m of the destroyed vehicle or is it 1 to 10m letting it pick from random from 1 thru 10

    0,             all drops

     

    Sorry for the question i tryed it out on default and loved it but i just want to know if those setting i have there will make it look more spread out like stuff got flung around. Anymore details would be great =)

     

    Thank you 

    Re

  6. Sup Zupa, Im looking forward to some Evo man looks promising anyways i'll let to the point and hope you get a free min to look at it

     

    So i have ESS installed and ZuSkin (This Script) im using OverWatch clothing in the Spawn Select and everything works fine other then 

    the DefaultMagazines are not added to the player or they are wiped im not sure.

     

    ESS worked fine before i installed the script but the Skins didnt save when a player relogged that was fixed with i added ZuSkins (This Script)

     

    if this problem has already been addressed im sorry i did look but searching

     

    but Arma & Overpoch Clothing  with ESS or ESS with Arma & Overpoch Clothing 3.0 came up with alot of off topic things >.> 

     

     

     

    UPDATE: Fixed Ebay give me info

    	if (_model != _myModel) then {
    		[dayz_playerUID,dayz_characterID,_model] spawn player_humanityMorph;
    		waitUntil {typeOf player != _myModel};
    		uiSleep 3;
    	};
    

    by adding sleep in ebays class.sqf

  7. Ree, have you did step 5 of the installation process?

    5) BATTLEYE FILTERS

    On the BE filter publicvariable.txt, search for the line that starts with 5 "". At the end of this line add a space and after the space add !"cad_pvar_s".

     

    Yep i did and this just happen after a reset anything to do with publicvariableval.txt

     

    publicvariable.txt

    //new
    5 "" !"PVDZE_" !"norrn" !"usec" !="remExField" !="remExFP" !="drn_AskServerDynamicWeatherEventArgs" !="norrinRAlie" !="BIS_effects_gepv" !="dayzPlayerLogin" !="dayzPlayerLogin2" !"PVAHR_" !="PVAH_AdminReq" !="PVAH_WriteLogReq" !="currentInvites" !"cad_pvar_s" !="PVOZ_adminSkin"
    5 "norrn" !="norrnRACarUp" !="norrnRAPicUp" !="norrnRaDrag" !="norrnR180" !="norrnRalie" !="norrnRLact" !="norrnRALW" !="norrnRDead"
    5 "usec" !="usecMorphine" !="usecBandage" !="usecBleed"
    5 "PVDZE_" !"PVDZE_player" !="PVDZE_send" !="PVDZE_log_lockUnlock" !="PVDZE_Server_Simulation" !="PVDZE_veh_Update" !="PVDZE_plr_GutBody" !="PVDZE_plr_GutBodyZ" !="PVDZE_veh_Lock" !="PVDZE_plr_DeathB" !="PVDZE_maintainArea" !="PVDZE_obj_Publish" !="PVDZE_obj_Swap" !="PVDZE_plr_Save" !="PVDZE_obj_Delete" !="PVDZE_obj_Trade" !="PVDZE_veh_Publish2" !="PVDZE_zed_Spawn" !="PVDZE_plr_Died" !="PVDZE_plr_TradeMenu" !="PVDZE_veh_Upgrade" !="PVDZE_atp" !="PVDZE_plr_Login" !="PVDZE_plr_Login2" !="PVDZE_plr_LoginRecord" !="PVDZE_plr_DeathBResult" !="PVDZE_veh_SFix" !="PVDZE_plr_Hit" !="PVDZE_plr_HitV" !="PVDZE_veh_SFuel" !="PVDZE_plr_HideBody" !="PVDZE_plr_Morph" !="PVDZE_veh_Publish" !="PVDZE_plr_Characters" !="PVDZE_lockVault" !="PVDZE_obj_setlocalVars" !="PVDZE_obj_getlocalVars" !="PVDZE_bank_Save" !="PVDZE_plr_Save" !="PVDZE_account_Doublecheck"
    5 "PVAHR_" !"PVAHR_0_"
    1 "PVAH"
    5 "remExFP" !="\"remExFP\" = \[,,\"per\",\"execVM\",\"ca\\Modules\\Functions\\init.sqf\"\]" !"\[,,\"per\",\"execVM\",\"ca\\Modules\\Functions\\init.sqf\"\]"
    5="player"
    5="server"
    5 "fnc_plyrHit"
    5 "AntiHack"
    1 "Delete"

     

     

    publicvariableval.txt

    //new
    5 "fnc_plyrHit"
    5 "<NULL - team member>"
    5 "preprocessFile"
    5 "preprocessFileLineNumbers"
    5 "setVehicleInit"
    5 "processInitCommands"
    5 "HangenderRE"
    5 "vilegaming"
    5 "v\.i\.l\.e"
    5 "Lystic"
    5 "Rustler"
    5 "BattleFieldClearance"
    5 "BIS_MPF_logic"
    5 "BIS_MPF_dummygroup"
    5 "compile"
    5 "loadFile"
    1 "call"
    5 "mission"
    1 "spawn"
    5 "format"
    5 "parse"
    5 "terminate"
    5 "eventhandler"
    5 "hintC"
    5 "hintS"
    5 "loading"
    5 "\"call\""
    5 "call compile"
    5 "toString"
    5 "toArray"
    5 "ctrlset"
    5 "rsay"
    5 "rland"
    5 "rsetDir"
    5 "_YakB"
    5 "local_sefFuel"
    5 "getVariable"
    5 "hiveupdateresu"
    5 "isServer"
    5 "isDedicated"
    5 "cutText"
    5 "publicVariable"
    5 "code"
    5 "onPlayer"
    5 "select"
    5 "while"
    5 "count"
    5 "markerText"
    5 "BIS_fnc"
    5 "_bis"
    5 "markerType"
    5 "teamtype"
    5 "composeText"
    5 "teamName"
    5 "execVM"
    5 "fn_swapVars\.sqf"
    5 "processInitCommands"
    5 "promptRName\.sqf"
    5 "rpcCodeVarName"
    5 "rpcDirectCall"
    5 "broadcastRpcCallAll"
    5 "broadcastRpcCallIfLocal"
    5 "norrnRACarUp"
    5 "norrnRAPicUp"
    5 "markerBrush"
    5 "hideObject"
    5 "deleteCollection"
    5 "forceEnd"
    5 "createAgent"
    5 "deleteVehicle"
    5 "deleteTeam"
    5 "getPlayerUID"
    5 "getVariable"
    5 "addAction"
    5 "AddM"
    5 "AddP"
    5 "AddS"
    5 "AddV"
    5 "AddW"
    5 "setAcc"
    5 "setAtt"
    5 "setC"
    5 "setD"
    5 "setF" !="SetFuel"
    5 "setG"
    5 "setH"
    5 "setM"
    5 "setObj"
    5 "setOver"
    5 "setP"
    5 "setR"
    5 "setS"
    5 "setT"
    5 "setUnit"
    5 "setV"
    5 "setW"
    5 "execFSM"
    5 "clearM"
    5 "clearV"
    5 "clearW"
    5 "createD"
    5 "createG"
    5 "createM"
    5 "createS"
    5 "createT"
    5 "createU"
    5 "createV"
    5 "debugLog"
    5 "debugFSM"
    5 "deleteM"
    5 "kbTell"
    5 "kbReact"
    5 "fadeSound"
    5 "fadeMusic"
    5 "showC"
    5 "skipTime"
    5 "taskHint"
    5 "titleCut"
    5 "titleText" !",\"titleText\","
    5 "getM"
    5 "getFSMvariable"
    5 "getG"
    5 "moveIn"
    5 "synchronizeO"
    5 "synchronizeT"
    5 "synchronizeW"
    5 "triggerA"
    5 "triggerS"
    5 "triggerT"
    5 "MarkerColor"
    5 "MarkerDir"
    5 "MarkerPos"
    5 "MarkerSize"
    5 "onEachFrame"
    5 "hasInterface"
    5 "onMapS"
    5 "OnGroup"
    5 "onDouble"
    5 "onPreload"
    5 "onTeamS"
    5 "onShowNew"
    5 "setUnconscious"
    5 " exec "
    5 " set "
    5 " str "
    5 "exec\("
    5 "set\("
    5 "str\("
    5 "exec\["
    5 "set\["
    5 "str\["
    5 "exec\{"
    5 "set\{"
    5 "str\{"
    5 "exec'"
    5 "set'"
    5 "str'"
    5 "exec\""
    5 "set\""
    5 "str\""
    5 "\)exec"
    5 "\)set"
    5 "\)str"
    5 "\]exec"
    5 "\]set"
    5 "\]str"
    5 "\}exec"
    5 "\}set"
    5 "\}str"
    5 "'exec"
    5 "'set"
    5 "'str"
    5 "str "
    5 " \nstr"
    5 "\nstr"
    5 "str\n"
    5 "str\n "
    5 ",str"
    5 "str,"
    5 "str "
    5 "set "
    5 " \nset"
    5 "\nset"
    5 "set\n"
    5 "set\n "
    5 ",set"  //<-187--------Space----------
    5 "set,"  //<-198----------0------------
    5 "set "  //<-189----------1------------
    5 "exec "
    5 "exec\n"
    5 "exec\n "
    5 ",exec"
    5 "exec,"
    5 "exec "
    5 "isNil"
    5 "object_setFixServer"
    5 "allowConnection"
    5 "check_publishobject"
    5 "dayz_disco"
    5 "dayz_hiveVersionNo"
    5 "dayz_objectUID"
    5 "dayz_objectUID2"
    5 "dayz_players"
    5 "dayz_serverObjectMonitor"
    5 "dayz_versionNo"
    5 "dayz_zombifiedTowns"
    5 "dayzPlayerLogin"
    5 "dayzPlayerLogin2"
    5 "isSinglePlayer"
    5 "needUpdate_objects"
    5 "server_characterSync"
    5 "server_getDiff"
    5 "server_getDiff2"
    5 "server_hiveReadWrite"
    5 "server_hiveWrite"
    5 "server_onPlayerDisconnect"
    5 "server_spawnCrashSite"
    5 "server_updateNearbyObjects"
    5 "vehicle_handleInteract"
    5 "vehicle_handleServerKilled"
    5 "allunits"
    5 "preprocess"
    5 "runinitscript"
    5 "createdialog"
    5 "modify"
    5 "BIS_Alice_fnc_CivilianHit"
    5 "BIS_Alice_mainscope"
    5 "BIS_fnc_getFactions"
    5 "allowConnection"
    5 "check_publishobject"
    5 "dayz_disco"
    5 "dayz_hiveVersionNo"
    5 "dayz_objectUID"
    5 "dayz_objectUID2"
    5 "dayz_players"
    5 "dayz_serverObjectMonitor"
    5 "dayz_versionNo"
    5 "dayz_zombifiedTowns"
    5 "dayzPlayerLogin"
    5 "dayzPlayerLogin2"
    5 "isSinglePlayer"
    5 "needUpdate_objects"
    5 "server_characterSync"
    5 "server_getDiff"
    5 "server_getDiff2"
    5 "server_hiveReadWrite"
    5 "server_hiveWrite"
    5 "server_onPlayerDisconnect"
    5 "server_spawnCrashSite"
    5 "server_updateNearbyObjects"
    5 "vehicle_handleInteract"
    5 "vehicle_handleServerKilled"
    5 "allunits"
    5 "preprocess"
    5 "runinitscript"
    5 "createdialog"
    5 "actionmonitor"
    5 "bis_"
    5 "building_spawnloot"
    5 "building_spawnzombies"
    5 "camp_spawnzombies"
    1 "dog_"
    5 "drn_"
    5 "eh_localcleanup"
    5 "fnc_"
    5 "fn_nicespot"
    5 "gear_ui_init"
    5 "horde_epeen_determine_humanity_fnc"
    5 "horde_epeen_fnc_fill_page"
    5 "infectedcamps"
    5 "local_eventkill"
    5 "local_gutobject"
    5 "local_setfuel"
    5 "local_zombiedamage"
    5 "object_"
    5 "player_alertzombies"
    5 "player_animalcheck"
    5 "player_checkstealth"
    5 "player_combatroll"
    5 "player_countmagazines"
    5 "player_crossbowbolt"
    5 "player_death"
    5 "player_fired"
    5 "player_firemonitor"
    5 "player_gearset"
    5 "player_gearsync"
    5 "player_guicontrolflash"
    5 "player_humanitychange"
    5 "player_humanitymorph"
    5 "player_medbandage"
    5 "player_medepi"
    5 "player_medmorphine"
    5 "player_medpainkiller"
    5 "player_medtransfuse"
    5 "player_music"
    5 "player_packtent"
    5 "player_projectilenear"
    5 "player_spawn_1"
    5 "player_spawn_2"
    5 "player_spawncheck"
    5 "player_summedical"
    5 "player_switchmodel"
    5 "player_temp_calculation"
    5 "player_throwobject"
    5 "player_updategui"
    5 "player_weaponfirednear"
    5 "player_zombieattack"
    5 "player_zombiecheck"
    5 "r_player_removeactions2"
    5 "PVDZ_"
    5 "PVAH_"
    5 "PVAHR_"
    5 "PV_"
    5 "remExField"
    5 "remExFP"
    5 "drn_AskServerDynamicWeatherEventArgs"
    5 "BIS_effects_gepv"
    5 "server_"
    5 "stream_locationcheck"
    5 "stream_locationdel"
    5 "stream_locationfill"
    5 "ui_changedisplay"
    5 "ui_initdisplay"
    5 "vehicle_gethitpoints"
    5 "world_isday"
    5 "world_sunrise"
    5 "world_surfacenoise"
    5 "zombie_"
    5 "createUnit"
    5 "createGroup"
    5 "BattleFieldClearance"
    5 "HighCommandSubordinate"
    5 "FirstAidSystem"
    5 "AlternativeInjurySimulation"
    5 "FORM"

  8. Didn't see this before so i thought i ask user to fire there gun to test the msg that pops up saying you cant Fire.

     

    Admins get a msg but Non Admins do not.

     

    also got this when entering someone car from BE

    04.12.2014 21:58:44: Re (XX.XXX.XX.XXX:XXXX) XXXXXXXXXXXXXXXXXXXXXXX- Value Restriction #187 "cad_pvar_smessage" = ["Re is messing with your vehicle! 480 seconds to reset your Vehicle Protection.!",["XXXXXXXXXXXXXXXXXXXX"]]
    

    i do have cad_pvar_s in my BE publicvariable file

  9. For some reason I have both the original gui dispays and the new ones....I am using coins/door/plot ect.  not sure why i have both displaying...so i have 2 complete sets of the gun, therm, water, blood and food icons one on top of the other...any ideas?

     

     

    by chance did u comment out 

     

    compiles.sqf

    //    player_updateGui =            compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGui.sqf";
        player_updateGui =            compile preprocessFileLineNumbers "fixes\player_updateGui.sqf";
    

    OP Skips some steps so there a link to the other stuff

  10. Sweet Deal thank you =)

     

    I will have to add this in the morning =D

     

    question any chance for a Toggle key like "Tab" ("0x0F")  https://community.bistudio.com/wiki/DIK_KeyCodes

    "Tab" Brings up Menu

    "Tab" Closes Menu

    "Move" Closes Menu

     

     

    I have special players... had to change Scroll Suicide to a right click action lol

     

     

    p.s. you left your .git folders in the zip =) (" in case someone is wondering what they should do with them just remove them =) ")
     

  11. This Idea is not new and with how scripts are coming out alot of new idea's are being Brought to life in Epoch. The some parts of the idea came from these links 

     

     

     

     

    So here the Idea:

     

     - Player A Buys a Vehicle from trader Player A UID is assigned to CharacterID if CharacterID can support being changed to BIGINT to hold UID this Lets the Owner Lock and Unlock the Vehicle.

     

     - Player A walks up to Vehicle and Scrolls giving him the Option to Manage Access this lets you add your friends to the Vehicle there UID would be placed into the WorldSpace letting them Lock and Unlock the Vehicle "This idea from Zupa Door and Plot Management"

     

     - Player A is driving gets out and is killed by Player B hiding behind that Tree, Player B runs up to Vehicle and get the Option to "Claim Vehicle" This has a 10% Chance to work with a 10min Cool-down, If Player B is Successful in Claiming Vehicle His player UID is changes in DB and Player A and Friends are removed from the list so a Refresh of the Vehicle. 

     

     - Player A is parking his New Vehicle at his base, Player B comes up to Vehicle and tries to Claim but is unable to because its in a PlotPole area or a Safezone.

     

     

    Anyways this is just a Idea im throwing out there i don't need it just thought it be cool i would throw the idea at Zupa because most of the idea's came from his scripts but hes a busy man so thought i throw it out there.

  12. Glad to hear, that's awesome :D . As for the MBT_NAME. Very strange. When you say it doesn't work you mean it doesn't change the name of your item in texts like "You have opened x"? Or if you mean that it doesn't change the name in traders then it's not supposed to. I have it in the video yes, but I ultimately decided not to include it in the installation to make the instructions as noob-friendly as possible. If you want it, you can see this post here: 

     

    Ah ok ya i seen it in your video and was like OOO but if that is the case then everything is working switched over to Zupa Trading system so no need to change the name no more but i did like the thought of being able to change names = )

  13. Got it working i did remove

    	_sfx="madIncoming";
    	_nul = [objNull, player, rSAY, _sfx] call RE;
    

    The madIncoming sound just didnt make it feel right  - May add the code back later but with one of our Steamers doing a Dialog for us

     

    Love the Script alot better then those ones with words flashing on ur screen 

  14. Nice Work ! Is there a way to add Car God mode ?

     

    When they enter the area they should already be in GodMode we toke RPG and Shot the hell out of them and they didnt blow or damage

     

     

     

    WHAT MOST SAFE PREVENTS

    Cant kill other players

    Cant destroy vehicles

    Cant access any gear for any player/vehicle

    WHAT GEBRIEL PREVENTS

    Cant kill other players

    Cant destroy vehicles

    Can't mess with any player gear

    Can't mess with vehicles you does not have ownerity

    Can't mess with gear of vehicles you does not have ownerity

×
×
  • Create New...