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Posts posted by Ree
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ya if its locked =)
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Cant wait to see this but i think u posted it in the wrong place this is Help area =x
and will this work for Helis trying to crash into other Cars and Helis?
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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; }; }; };
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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
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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
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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
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*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
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Lol funny, i'll just set it to 1 to log it and will just keep a eye on it =D
btw any word on why non admins don't get a msg when they fire there weapon in safezone?
Thanks Donnovan.
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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
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If you want me to write the code where it corrsponds with UID and give you unlock option give me a shout!
~Mochan
This is me giving u a shout would like to see this =)
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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"
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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
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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
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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 =) ")
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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.
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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 = )
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I will also start developing for DayZ Evolved to enchanche Epoch in a new coat to better performance and gameplay.
DayZ Evolved looks beast Zupa with your style going into i look forward too it
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I'm Running EMS and WAI would there be any problem there?
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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
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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
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
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BE hates me =x lol
scripts.log
#77 ""; sleep 1; }; player addEventHandler ["fired", {player SetDamage 0.9; playSound "finalShot";}]; player playmove "ActsPercMstp"
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Yep will do
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Works like a Charm for me had some uses try to abuse the hell out of it and it seems to be holding up =D
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Taser Only works on admins, - Players, Zeds and AI are not effected a player can shoot a admin and it will work aswell
Remove selling/buying animation
in Scripting
Posted
Its there all u had to do was search for it