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Anarior

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About Anarior

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  1. This feature already exists and works without issue . Maybe you should check the config.sqf file, it is enabled by default.
  2. I'm using the latest versions of Plot and Door management but I'm having occasional issues with the door friends list being wiped on maintenance even with Zupa's maintain_area script. Has anyone else had issues with this?
  3. You can find all the biedi files for each map here: https://github.com/vbawol/DayZ-Epoch/tree/master/TraderCitySources They can be then loaded into the map editor and modified.
  4. Same thing happened to us, server has been down for 8 hours now. Got a message from Vilayer saying the had issues with the database system and it had been fixed, but it still won't connect to SQL server.
  5. Just to clarify the counter works exactly the same as the one used to determine whether there too many objects nearby when you try to build. Changing the counter for plot management to count only certain objects would make it pointless.
  6. Unfortunately that wouldn't work. Also it would mean the counter wouldn't accurately reflect the object count that the building scripts use to determine if you can build or not.
  7. To get the object count working properly use the following for your plotObjects.sqf private ["_newWealth","_missing","_missingQty","_proceed","_itemIn","_countIn","_target","_range","_objectClasses","_requirements","_count","_cost","_option"]; disableSerialization; _range = DZE_PlotPole select 0; _count = count ((getPosATL player) nearObjects ["All",_range]); _colour = "#ffffff"; if(_count / DZE_BuildingLimit * 100 < 40)then{ _colour = "#00ff00"; }; if(_count / DZE_BuildingLimit * 100 > 75)then{ _colour = "#ff0000"; }; _ctrl = ((uiNamespace getVariable "PlotManagement") displayCtrl 7014); _result = format["<t color='%3'>%1 / %2</t>" , _count, DZE_BuildingLimit,_colour]; _ctrl ctrlSetStructuredText parseText _result; It counts all objects within the plot radius which is how Epoch also works out the build limit. It will count all the green dots from the plot dome but I suspect the same is true when the the actual check is run to see if you can build.
  8. No it isn't. It was just said that installing it fixed the problem, it seems to decrease the problem bit not totally fix it.
  9. Humanity still doubling with the latest version of Zupa's skin script. It seems to be much rarer than before and only to people with very high or very low humanity levels to start with.
  10. I made a spawn selector for Napf but I don't use it anymore. However I have all the files for it. I'll get them together and release them this week sometime.
  11. This looks really good! I would love to see something like this for the SW airfield on Napf.
  12. if (!isDedicated) then { 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); [] execVM "scripts\loadout.sqf"; _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; Yeah this is what I have. Like I said it works much more reliably this way, but still fails on occasion.
  13. Well I'm calling the script in the isDedicated section of the init.sqf file. That should handle it should it not?
  14. We're now using this, having the check has reduced the problem significantly. waitUntil {(getPlayerUID player) != ""}; _loadList = [ "xx" ]; _lpID = getPlayerUID player; /* Admin Loadout */ if ((_lpID in ["xx"]) && (_lpID in _loadList)) then { DefaultMagazines = ["ItemBandage","ItemBandage","ItemBandage","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemMorphine","ItemPainkiller","ItemBloodbag","ItemSodaCoke","FoodCanBakedBeans","ItemGoldBar2oz","Skin_Soldier1_DZ"]; DefaultWeapons = ["M9SD","Binocular_Vector","NVGoggles","ItemMap","ItemCompass","ItemGPS","ItemWatch","ItemKnife","Itemtoolbox","ItemCrowbar","Itemetool","ItemHatchet_DZE","ItemRadio"]; DefaultBackpack = "DZ_Backpack_EP1"; DefaultBackpackItems = ["PartGeneric","PartGeneric","PartEngine","PartFueltank"]; DZE_defaultSkin = [["Skin_Soldier1_DZ"],["Skin_SurvivorWdesert_DZ"]]; }; Previously it just looked like if (getPlayerUID player in ["xx"]) then { DefaultMagazines = ["ItemBandage","ItemBandage","ItemBandage","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemMorphine","ItemPainkiller","ItemBloodbag","ItemSodaCoke","FoodCanBakedBeans","ItemGoldBar2oz","Skin_Soldier1_DZ"]; DefaultWeapons = ["M9SD","Binocular_Vector","NVGoggles","ItemMap","ItemCompass","ItemGPS","ItemWatch","ItemKnife","Itemtoolbox","ItemCrowbar","Itemetool","ItemHatchet_DZE","ItemRadio"]; DefaultBackpack = "DZ_Backpack_EP1"; DefaultBackpackItems = ["PartGeneric","PartGeneric","PartEngine","PartFueltank"]; DZE_defaultSkin = [["Skin_Soldier1_DZ"],["Skin_SurvivorWdesert_DZ"]]; };
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