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f3cuk

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  1. Like
    f3cuk got a reaction from cen in BI speaks out on p2w and donation shops!   
    Because it gives players that pay extra money an advantage over players that don't. ARMA 3 is expensive enough on it's own. Content wise they add little to nothing and if that was the thing that made them decide they should have gone open source alternatives that everyone can enjoy. I just don't get how they can be so against P2W, and then add P2W stuff in the mod. It just doesnt rhyme.
  2. Like
    f3cuk got a reaction from stonXer in BI speaks out on p2w and donation shops!   
    Question: Did BI pay (or in any way reward) you guys for putting the DLC crap in Epoch? I cannot comprehend that decision otherwise, tops the list of P2W imho. (why not use open source alternatives if it was a content wise decision)
  3. Like
    f3cuk got a reaction from ZENITHOVMAN in H1Z1   
    Ugh i can't get over the fact about how horrible it all looks. The ARMA engine has it flaws but even with all it's quirkyness I still feel like the Forgelight engine will never be capable of providing me with the graphics i need to get the immersion wanted for games like DayZ. I believe they are already pushing the limits on the engine graphic wise, simply compare it to the other games on that engine.
     
    Everquest

     
    Landmark

     
    Planetside 2

     
    H1Z1

     
    Imho it lacks the high res textures/landscaping and terrain that is needed to create an truly immersive game. It kinda has the same challenge that DayZ has, where the ARMA engine is a simulator that is not (yet) capable of handling the amount of entities needed to make it awesome. Forgelight has the problem that it can handle those, but is not (yet) capable of handling decent looking realistic graphics.
     

     
    That being said, for the sake of competition, I'm hopeful people will actually keep playing this and that it will become a great success. I'll keep my eye on it and will play it from time to time, but right now i don't think this game is for me :)
  4. Like
    f3cuk got a reaction from RiMMON in [Release] Wicked AI 2.2.0   
    THIS VERSION WILL NOT WORK WITH DAYZ EPOCH 1.0.6.1 PLEASE USE THIS VERSION: https://github.com/ebayShopper/WICKED-AI
     
    WICKED AI 2.2.0
    Since I really like (read love) the Wicked AI missions and support for them has gone in the latest patches, I decided to dust off the old files and start making these 1.0.5+ compatible. Starting with a few minor bugfixes and some custom loadouts, but quickly turning into a proper redo with awesome help of the - very much alive - mod community!
    ---
    Error reporting
    Please use the form below for reporting errors. I will not reply on help requests that fail to do a proper problem report.
    [b][size=6](Problem title, e.g. Kill type missions sometimes fail to despawn)[/size][/b] [b]WAI Version[/b] (E.g. 2.1.4) [b]World:[/b] (E.g. Taviana 2.0) [b]Mods:[/b] (E.g. @Overpoch, @Origins, @Epoch1051,) [b]Installed add-ons[/b] (Especially the ones that spawn AI, E.g. DZMS, EMT, etc.) [b]Custom loot files[/b] Yes or No [b]Problem description[/b] Tell us your exact problem in as much details as possible [b]What i tried so far[/b] Tell us exactly what you have done to try and fix this problem [b]Config file[/b] [spoiler] -- paste config.sqf here --[/spoiler] [b]Server RPT[/b] [spoiler] -- paste arma2oaserver.RPT here --[/spoiler] ---
    Release 2.2.0
    Native Linux server support Multiple mission support Automatic ammo finder (no need to specify ammo in weaponarray - config.sqf) Option: Locked vehicles with keys randomly on AI Option: Friendly AI Added: Bandit Patrol mission And much more Version history
    06-06-2015 : Release 2.2.0 11-11-2014 : BETA release v3 (2.2.0) 11-11-2014 : BETA release v2 (2.2.0) 16-10-2014 : BETA release (2.2.0) 03-09-2014 : Minor bugfixes (2.1.4) 03-09-2014 : Minor bugfixes (2.1.3) 02-09-2014 : Minor bugfixes and improvements (2.1.2) 01-09-2014 : Minor bugfixes (2.1.1) 31-08-2014 : Release (2.1.0) 26-08-2014 : BETA release (2.1.0) 24-08-2014 : Minor bugfixes (2.0.5) 20-08-2014 : Minor bugfixes (2.0.4) 20-08-2014 : Minor bugfixes (2.0.3) 19-08-2014 : Minor bugfixes (2.0.2) 17-08-2014 : Minor bugfixes (2.0.1) 17-08-2014 : Major update to (2.0.0) 13-08-2014 : Added anti abuse options (1.9.3) 12-08-2014 : Normalization update (1.9.2) 12-08-2014 : Bugfix medi camp (1.9.1) 09-08-2014 : Major dynamic update (1.9.0) 03-08-2014 : Bugfix MV22 mission (1.8.2) 02-08-2014 : Restructured and code cleaned (1.8.1) Installation Instructions
    Download the latest release. Extract the downloaded folder to your desktop and open it Go to your server pbo and unpack it. Navigate to the new dayz_server folder and copy the WAI folder into this folder. Navigate to the system folder and open server_monitor.sqf Find this code at the bottom of the file: allowConnection = true; And past the following code above it: [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; Repack your server pbo. Optional Radio messages
    Note: These are on by default, change wai_radio_announce in config.sqf to false in order to disable them.
    Go to your mission pbo and unpack it. Open init.sqf Find:
    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; Add below: _nil = [] execVM "custom\remote\remote.sqf"; Copy the remote_message folder into your custom folder, if you do not have this one yet simply create it. If you want to be able to switch the radio on or off go to step 5 (note: right click by maca required), else go to step 6 and both remove switch_on_off.sqf and radio.ogg from the remote folder. Open extra_hc.hpp Find:
    class ExtraRc { Add below: class ItemRadio { class switchOnOff { text = "Switch ON/OFF"; script = "execVM 'custom\remote\switch_on_off.sqf'"; }; }; Open description.ext Find:
    class DayZ_loadingScreen Add above class CfgSounds { sounds[] = { Radio_Message_Sound }; class Radio_Message_Sound { name = "Radio_Message_Sound"; sound[] = {custom\remote\radio.ogg,0.4,1}; titles[] = {}; }; }; Repack your mission pbo. Versioning
    For transparency into our release cycle and in striving to maintain backward compatibility, bootstrap is maintained under the Semantic Versioning guidelines. Sometimes we screw up, but we'll adhere to those rules whenever possible.
    Dev team
    Developer f3cuk Developer Jossy Linux support BangL Helping hand nerdalertdk Download
    Wicked AI 2.2.0
  5. Like
    f3cuk got a reaction from oSoDirty in [AdminTool] (I'm back) Working on it!   
    I know Nox is planning a complete rewrite of EAT for 2.X which also includes moving it server side, why not join him instead? Almost seems like a waste of talent to see two talented scripters work on something that is practically the same.
     
    I for one would love to have all the EAT options in a GUI like the one you use.
  6. Like
    f3cuk got a reaction from unrealPANDA in [Release] Flyby   
    Just a little event to scare players. Doesn't do anything else but select a random player and create a formation of maximum 5 aircrafts that fly over that player and then fly out of the map.
     

    private["_model","_startpos","_endpos","_rand_player"]; _model            = ["MV22","F35B","Su25_CDF","A10","Mi24_D","AV8B","Su25_TK_EP1","L39_TK_EP1","C130J_US_EP1","MQ9PredatorB_US_EP1"] call BIS_fnc_selectRandom; _startpos        = [[1000.0,2.0],[3500.0,2.0],[5000.0,2.0],[7500.0,2.0],[9712.0,663.067],[12304.0,1175.07],[14736.0,2500.0],[16240.0,5000.0],[16240.0,7500.0],[16240.0,10000.0]] call BIS_fnc_selectRandom; _rand_player    = playableUnits call BIS_fnc_selectRandom; if((isPlayer _rand_player) && (alive _rand_player)) then {     _rand_num        = ceil(random 5);     _playerpos        = [_rand_player] call FNC_GetPos;     _number            = 0;     for "_i" from 1 to _rand_num do {              _number = (_number + 1);         [_number,_model,_startpos,_playerpos] spawn {             private["_aircraft","_aigroup","_pilot","_wp1","_wp2","_cor_y","_cor_x"];                          _number     = _this select 0;             _model         = _this select 1;             _startpos     = _this select 2;             _playerpos     = _this select 3;                         _endpos        = [0,16000,200];             call {                 if(_number == 1) exitWith {                     _cor_y = 0;                     _cor_x = 0;                 };                 if(_number == 2) exitWith {                     _cor_y = -60;                     _cor_x = -60;                 };                 if(_number == 3) exitWith {                     _cor_y = -60;                     _cor_x = 60;                 };                 if(_number == 4) exitWith {                     _cor_y = -120;                     _cor_x = -120;                 };                 if(_number == 5) exitWith {                     _cor_y = -120;                     _cor_x = 120;                 };             };             _aircraft     = createVehicle [_model,[((_startpos select 0) + _cor_y),((_startpos select 1) + _cor_x),200],[],0,"FLY"];             _aircraft     engineOn true;             _aircraft     flyInHeight 200;             _aigroup     = creategroup civilian;             _pilot         = _aigroup createUnit ["SurvivorW2_DZ",[_aircraft] call FNC_GetPos,[],0,"FORM"];             _pilot         setCombatMode "BLUE";             _pilot         moveindriver _aircraft;             _pilot         assignAsDriver _aircraft;             _wp1         = _aigroup addWaypoint [[((_playerpos select 0) + _cor_y),((_playerpos select 1) + _cor_x),200],0];             _wp1         setWaypointType "MOVE";             _wp1        setWaypointBehaviour "CARELESS";             _wp2         = _aigroup addWaypoint [[(_endpos select 0),(_endpos select 1),200],0];             _wp2         setWaypointType "MOVE";             _wp2         setWaypointBehaviour "CARELESS";             waitUntil { (_aircraft distance _endpos < 500) };             deleteVehicle _aircraft;             deleteGroup _aigroup;             deleteVehicle _pilot;         };     }; };
  7. Like
    f3cuk got a reaction from Zapata in [Suggestion] Handling vehicles   
    Key version (preferred method, more realistic)
     
    When you buy a vehicle from a normal trader you will get the key for and you can lock, unlock, start and locate (if you have GPS) the vehicle. The vehicle state will get saved to the database meaning it does not auto lock / unlock after restart.

    Hotwire kits
    In order to prevent large amounts of vehicles in the database that no one uses there should be hotwire kits. They should be just as hard to get as in A2 Epoch but a nice addition would be a selfmade one. The selfmade one has a high chance of getting destroyed in the proces. Hotwire kits are used to START a vehicle, not to break into them.
     
    Gear inside vehicle
    Opening a locked vehicle should be as easy as taking out a window and breaking in. Gear inside vehicles should be more easy to access and vehicles should therefore not be 'misused' as a safe haven for gear. If you want to store gear use a safe or lockbox.
     
    Black market dealers
    After you have succesfully hotwired a vehicle you cannot sell it to a normal trader. Normal traders only accept vehicles that have keys on them. Instead you have to sell the vehicle to a black market dealer that only gives you a small percentage of the normal price for it. You can also buy vehicles at the black market trader but they cannot be locked, furthermore you need the hotwire kit to start vehicles bought at the black market trader.

    Make it so that the black market dealer only has a limited amount of coins to buy vehicles so it cannot be abused. Plus it is more realistic, you have to sell stuff before you can buy again. Original owners of the vehicle can buy their vehicles back at the black market dealer, their key should still work, giving them full ownership of the vehicle again.
     
    Keyless version
     
    Pretty much the same, but it uses your playerUID to binds vehicles instead of the keys.
  8. Like
    f3cuk got a reaction from Berreta in [Suggestion] Handling vehicles   
    Key version (preferred method, more realistic)
     
    When you buy a vehicle from a normal trader you will get the key for and you can lock, unlock, start and locate (if you have GPS) the vehicle. The vehicle state will get saved to the database meaning it does not auto lock / unlock after restart.

    Hotwire kits
    In order to prevent large amounts of vehicles in the database that no one uses there should be hotwire kits. They should be just as hard to get as in A2 Epoch but a nice addition would be a selfmade one. The selfmade one has a high chance of getting destroyed in the proces. Hotwire kits are used to START a vehicle, not to break into them.
     
    Gear inside vehicle
    Opening a locked vehicle should be as easy as taking out a window and breaking in. Gear inside vehicles should be more easy to access and vehicles should therefore not be 'misused' as a safe haven for gear. If you want to store gear use a safe or lockbox.
     
    Black market dealers
    After you have succesfully hotwired a vehicle you cannot sell it to a normal trader. Normal traders only accept vehicles that have keys on them. Instead you have to sell the vehicle to a black market dealer that only gives you a small percentage of the normal price for it. You can also buy vehicles at the black market trader but they cannot be locked, furthermore you need the hotwire kit to start vehicles bought at the black market trader.

    Make it so that the black market dealer only has a limited amount of coins to buy vehicles so it cannot be abused. Plus it is more realistic, you have to sell stuff before you can buy again. Original owners of the vehicle can buy their vehicles back at the black market dealer, their key should still work, giving them full ownership of the vehicle again.
     
    Keyless version
     
    Pretty much the same, but it uses your playerUID to binds vehicles instead of the keys.
  9. Like
    f3cuk got a reaction from Luna in [Release] Anti Combat Log   
    Anti Combat Log
     
    Grew tired with the combat logging on our server and felt like I had to do something about it. What I came up with was actually pretty easy - and as such - has probably already been done loads of times before but since i couldn't find it -> here goes.

    What this does
     
    Whenever a player combat logs from the server ALL of his gear will be taken from his body and put in a crate right where he logged off. This way, when it was a malicious log, the other side has the possibility to get the (well deserved) gear. When it was an accident log, there is a good chance the box will still be there when the player logs back in and he can safely take his stuff back.
     
    Installation instructions
     
    1.) Unpack your dayz_server.pbo
     
    2.) Open compiles/server_onPlayerdisconnect.sqf
     
    Find

    private ["  
    Replace with

    private ["_removebackpack","_pos","_backpack","_weapons","_weapons_backpack","_magazines","_current_magazine","_magazines_backpack","_loot_box","  
    Find
    _playerPos = []; Add below
    _removebackpack = false;  
    Find
    _playerObj setVariable["NORRN_unconscious",true, true]; _playerObj setVariable["unconsciousTime",300,true]; diag_log format["COMBAT LOGGED: %1 (%2) at location %3", _playerName,_timeout,(getPosATL _playerObj)]; //diag_log format["SET UNCONCIOUSNESS: %1", _playerName]; // Message whole server when player combat logs _message = format["PLAYER COMBAT LOGGED: %1",_playerName]; [nil, nil, rTitleText, _message, "PLAIN"] call RE; Replace with
            _playerObj setVariable["NORRN_unconscious",true,true];         _playerObj setVariable["unconsciousTime",120,true];         _pos                 = getPosAtl _playerObj;         _backpack            = unitBackpack _playerObj;         _weapons            = weapons _playerObj;         _weapons_backpack     = getWeaponCargo _backpack;         _magazines            = magazines _playerObj;         _current_magazine    = currentMagazine _playerObj;         _magazines_backpack = getMagazineCargo _backpack;         _loot_box             = createVehicle ["USBasicAmmunitionBox",_pos,[],0,"CAN_COLLIDE"];         clearMagazineCargoGlobal _loot_box;         clearWeaponCargoGlobal _loot_box;         {             _loot_box addWeaponCargoGlobal [_x,1];         } count (_weapons);         _magazines set [(count _magazines),_current_magazine];         {             _loot_box addMagazineCargoGlobal [_x,1];         } count (_magazines);         if (typename _weapons_backpack == "ARRAY") then {             _i = 0;             {                 _loot_box addWeaponCargoGlobal [_x,((_weapons_backpack select 1) select _i)];                 _i = _i + 1;             } count (_weapons_backpack select 0);         };         if (typename _magazines_backpack == "ARRAY") then {             _i = 0;             {                 _loot_box addMagazineCargoGlobal [_x,((_magazines_backpack select 1) select _i)];                 _i = _i + 1;             } count (_magazines_backpack select 0);         };         if(typeOf _backpack != "") then {             _loot_box addBackpackCargoGlobal[(typeOf _backpack),1];         };              diag_log format["COMBAT LOGGED: %1 (%2) at location %3 - DEBUG: Weapons: (%4 - %5) / Magazines: (%6 - %7) / Backpack: (%8)",_playerName,_timeout,(getPosATL _playerObj),_weapons,_weapons_backpack,_magazines,_magazines_backpack,_backpack];         _message = format["PLAYER COMBAT LOGGED: %1",_playerName];         [nil, nil, rTitleText, _message, "PLAIN"] call RE;         _removebackpack = true;         {             _playerObj removeMagazine _x;         } count magazines _playerObj;         {             _playerObj removeWeapon _x;         } count _weapons; Find
    [_playerObj,_magazines,true,true,_isplayernearby] call server_playerSync; Replace with
    [_playerObj,_magazines,true,true,_isplayernearby,_removebackpack] call server_playerSync;  
    3.) Open compiles/server_playersync.sqf
    Find

    private ["  
    Replace with

    private ["_removebackpack","
    Find _playerwasNearby = false; Add below
    _removebackpack = false; Find
    if ((count _this) > 4) then {     _playerwasNearby = _this select 4; }; Add below
    if ((count _this) > 5) then {     _removebackpack = _this select 5; }; Find
        if (_isNewGear || _forceGear) then {         //diag_log ("gear..."); sleep 0.05;         _playerGear = [weapons _character,_magazines];         //diag_log ("playerGear: " +str(_playerGear));         _backpack = unitBackpack _character;         if(_playerwasNearby) then {             _empty = [[],[]];             _playerBackp = [typeOf _backpack,_empty,_empty];         } else {             _playerBackp = [typeOf _backpack,getWeaponCargo _backpack,getMagazineCargo _backpack];         };     }; Add below
        if(_removeBackpack) then {         _playerBackp = ["",[[],[]],[[],[]]];     };  
    3.) That's it, save, close, repack and you're all set!
  10. Like
    f3cuk got a reaction from Paulwallbaby in ARMA 3 DLC required to fly some choppers?   
    If i may ask. What were to pros and cons to this debate? I get the pro extra content and the con all the bullshit that comes with it, but what ultimately made you choose to include it?
     
    My two cents:
    The extra content is simply not good enough to justify the in game advertisements; I do not feel it is in the spirit of the open-source / no pay to win that Epoch seems to be all about (which i think is really cool) - players that have the heli dlc have a clear advantage over players that dont; Also feel like the racing crap is completely out of place and does not have an epoch feel to them (my interpretation, but still).
  11. Like
    f3cuk got a reaction from 31_D!4b10 in [Release] Wicked AI 2.2.0   
    THIS VERSION WILL NOT WORK WITH DAYZ EPOCH 1.0.6.1 PLEASE USE THIS VERSION: https://github.com/ebayShopper/WICKED-AI
     
    WICKED AI 2.2.0
    Since I really like (read love) the Wicked AI missions and support for them has gone in the latest patches, I decided to dust off the old files and start making these 1.0.5+ compatible. Starting with a few minor bugfixes and some custom loadouts, but quickly turning into a proper redo with awesome help of the - very much alive - mod community!
    ---
    Error reporting
    Please use the form below for reporting errors. I will not reply on help requests that fail to do a proper problem report.
    [b][size=6](Problem title, e.g. Kill type missions sometimes fail to despawn)[/size][/b] [b]WAI Version[/b] (E.g. 2.1.4) [b]World:[/b] (E.g. Taviana 2.0) [b]Mods:[/b] (E.g. @Overpoch, @Origins, @Epoch1051,) [b]Installed add-ons[/b] (Especially the ones that spawn AI, E.g. DZMS, EMT, etc.) [b]Custom loot files[/b] Yes or No [b]Problem description[/b] Tell us your exact problem in as much details as possible [b]What i tried so far[/b] Tell us exactly what you have done to try and fix this problem [b]Config file[/b] [spoiler] -- paste config.sqf here --[/spoiler] [b]Server RPT[/b] [spoiler] -- paste arma2oaserver.RPT here --[/spoiler] ---
    Release 2.2.0
    Native Linux server support Multiple mission support Automatic ammo finder (no need to specify ammo in weaponarray - config.sqf) Option: Locked vehicles with keys randomly on AI Option: Friendly AI Added: Bandit Patrol mission And much more Version history
    06-06-2015 : Release 2.2.0 11-11-2014 : BETA release v3 (2.2.0) 11-11-2014 : BETA release v2 (2.2.0) 16-10-2014 : BETA release (2.2.0) 03-09-2014 : Minor bugfixes (2.1.4) 03-09-2014 : Minor bugfixes (2.1.3) 02-09-2014 : Minor bugfixes and improvements (2.1.2) 01-09-2014 : Minor bugfixes (2.1.1) 31-08-2014 : Release (2.1.0) 26-08-2014 : BETA release (2.1.0) 24-08-2014 : Minor bugfixes (2.0.5) 20-08-2014 : Minor bugfixes (2.0.4) 20-08-2014 : Minor bugfixes (2.0.3) 19-08-2014 : Minor bugfixes (2.0.2) 17-08-2014 : Minor bugfixes (2.0.1) 17-08-2014 : Major update to (2.0.0) 13-08-2014 : Added anti abuse options (1.9.3) 12-08-2014 : Normalization update (1.9.2) 12-08-2014 : Bugfix medi camp (1.9.1) 09-08-2014 : Major dynamic update (1.9.0) 03-08-2014 : Bugfix MV22 mission (1.8.2) 02-08-2014 : Restructured and code cleaned (1.8.1) Installation Instructions
    Download the latest release. Extract the downloaded folder to your desktop and open it Go to your server pbo and unpack it. Navigate to the new dayz_server folder and copy the WAI folder into this folder. Navigate to the system folder and open server_monitor.sqf Find this code at the bottom of the file: allowConnection = true; And past the following code above it: [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; Repack your server pbo. Optional Radio messages
    Note: These are on by default, change wai_radio_announce in config.sqf to false in order to disable them.
    Go to your mission pbo and unpack it. Open init.sqf Find:
    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; Add below: _nil = [] execVM "custom\remote\remote.sqf"; Copy the remote_message folder into your custom folder, if you do not have this one yet simply create it. If you want to be able to switch the radio on or off go to step 5 (note: right click by maca required), else go to step 6 and both remove switch_on_off.sqf and radio.ogg from the remote folder. Open extra_hc.hpp Find:
    class ExtraRc { Add below: class ItemRadio { class switchOnOff { text = "Switch ON/OFF"; script = "execVM 'custom\remote\switch_on_off.sqf'"; }; }; Open description.ext Find:
    class DayZ_loadingScreen Add above class CfgSounds { sounds[] = { Radio_Message_Sound }; class Radio_Message_Sound { name = "Radio_Message_Sound"; sound[] = {custom\remote\radio.ogg,0.4,1}; titles[] = {}; }; }; Repack your mission pbo. Versioning
    For transparency into our release cycle and in striving to maintain backward compatibility, bootstrap is maintained under the Semantic Versioning guidelines. Sometimes we screw up, but we'll adhere to those rules whenever possible.
    Dev team
    Developer f3cuk Developer Jossy Linux support BangL Helping hand nerdalertdk Download
    Wicked AI 2.2.0
  12. Like
    f3cuk got a reaction from BangL in [Release] Anti Combat Log   
    Anti Combat Log
     
    Grew tired with the combat logging on our server and felt like I had to do something about it. What I came up with was actually pretty easy - and as such - has probably already been done loads of times before but since i couldn't find it -> here goes.

    What this does
     
    Whenever a player combat logs from the server ALL of his gear will be taken from his body and put in a crate right where he logged off. This way, when it was a malicious log, the other side has the possibility to get the (well deserved) gear. When it was an accident log, there is a good chance the box will still be there when the player logs back in and he can safely take his stuff back.
     
    Installation instructions
     
    1.) Unpack your dayz_server.pbo
     
    2.) Open compiles/server_onPlayerdisconnect.sqf
     
    Find

    private ["  
    Replace with

    private ["_removebackpack","_pos","_backpack","_weapons","_weapons_backpack","_magazines","_current_magazine","_magazines_backpack","_loot_box","  
    Find
    _playerPos = []; Add below
    _removebackpack = false;  
    Find
    _playerObj setVariable["NORRN_unconscious",true, true]; _playerObj setVariable["unconsciousTime",300,true]; diag_log format["COMBAT LOGGED: %1 (%2) at location %3", _playerName,_timeout,(getPosATL _playerObj)]; //diag_log format["SET UNCONCIOUSNESS: %1", _playerName]; // Message whole server when player combat logs _message = format["PLAYER COMBAT LOGGED: %1",_playerName]; [nil, nil, rTitleText, _message, "PLAIN"] call RE; Replace with
            _playerObj setVariable["NORRN_unconscious",true,true];         _playerObj setVariable["unconsciousTime",120,true];         _pos                 = getPosAtl _playerObj;         _backpack            = unitBackpack _playerObj;         _weapons            = weapons _playerObj;         _weapons_backpack     = getWeaponCargo _backpack;         _magazines            = magazines _playerObj;         _current_magazine    = currentMagazine _playerObj;         _magazines_backpack = getMagazineCargo _backpack;         _loot_box             = createVehicle ["USBasicAmmunitionBox",_pos,[],0,"CAN_COLLIDE"];         clearMagazineCargoGlobal _loot_box;         clearWeaponCargoGlobal _loot_box;         {             _loot_box addWeaponCargoGlobal [_x,1];         } count (_weapons);         _magazines set [(count _magazines),_current_magazine];         {             _loot_box addMagazineCargoGlobal [_x,1];         } count (_magazines);         if (typename _weapons_backpack == "ARRAY") then {             _i = 0;             {                 _loot_box addWeaponCargoGlobal [_x,((_weapons_backpack select 1) select _i)];                 _i = _i + 1;             } count (_weapons_backpack select 0);         };         if (typename _magazines_backpack == "ARRAY") then {             _i = 0;             {                 _loot_box addMagazineCargoGlobal [_x,((_magazines_backpack select 1) select _i)];                 _i = _i + 1;             } count (_magazines_backpack select 0);         };         if(typeOf _backpack != "") then {             _loot_box addBackpackCargoGlobal[(typeOf _backpack),1];         };              diag_log format["COMBAT LOGGED: %1 (%2) at location %3 - DEBUG: Weapons: (%4 - %5) / Magazines: (%6 - %7) / Backpack: (%8)",_playerName,_timeout,(getPosATL _playerObj),_weapons,_weapons_backpack,_magazines,_magazines_backpack,_backpack];         _message = format["PLAYER COMBAT LOGGED: %1",_playerName];         [nil, nil, rTitleText, _message, "PLAIN"] call RE;         _removebackpack = true;         {             _playerObj removeMagazine _x;         } count magazines _playerObj;         {             _playerObj removeWeapon _x;         } count _weapons; Find
    [_playerObj,_magazines,true,true,_isplayernearby] call server_playerSync; Replace with
    [_playerObj,_magazines,true,true,_isplayernearby,_removebackpack] call server_playerSync;  
    3.) Open compiles/server_playersync.sqf
    Find

    private ["  
    Replace with

    private ["_removebackpack","
    Find _playerwasNearby = false; Add below
    _removebackpack = false; Find
    if ((count _this) > 4) then {     _playerwasNearby = _this select 4; }; Add below
    if ((count _this) > 5) then {     _removebackpack = _this select 5; }; Find
        if (_isNewGear || _forceGear) then {         //diag_log ("gear..."); sleep 0.05;         _playerGear = [weapons _character,_magazines];         //diag_log ("playerGear: " +str(_playerGear));         _backpack = unitBackpack _character;         if(_playerwasNearby) then {             _empty = [[],[]];             _playerBackp = [typeOf _backpack,_empty,_empty];         } else {             _playerBackp = [typeOf _backpack,getWeaponCargo _backpack,getMagazineCargo _backpack];         };     }; Add below
        if(_removeBackpack) then {         _playerBackp = ["",[[],[]],[[],[]]];     };  
    3.) That's it, save, close, repack and you're all set!
  13. Like
    f3cuk got a reaction from SolarGod in [Release] Flyby   
    Just a little event to scare players. Doesn't do anything else but select a random player and create a formation of maximum 5 aircrafts that fly over that player and then fly out of the map.
     

    private["_model","_startpos","_endpos","_rand_player"]; _model            = ["MV22","F35B","Su25_CDF","A10","Mi24_D","AV8B","Su25_TK_EP1","L39_TK_EP1","C130J_US_EP1","MQ9PredatorB_US_EP1"] call BIS_fnc_selectRandom; _startpos        = [[1000.0,2.0],[3500.0,2.0],[5000.0,2.0],[7500.0,2.0],[9712.0,663.067],[12304.0,1175.07],[14736.0,2500.0],[16240.0,5000.0],[16240.0,7500.0],[16240.0,10000.0]] call BIS_fnc_selectRandom; _rand_player    = playableUnits call BIS_fnc_selectRandom; if((isPlayer _rand_player) && (alive _rand_player)) then {     _rand_num        = ceil(random 5);     _playerpos        = [_rand_player] call FNC_GetPos;     _number            = 0;     for "_i" from 1 to _rand_num do {              _number = (_number + 1);         [_number,_model,_startpos,_playerpos] spawn {             private["_aircraft","_aigroup","_pilot","_wp1","_wp2","_cor_y","_cor_x"];                          _number     = _this select 0;             _model         = _this select 1;             _startpos     = _this select 2;             _playerpos     = _this select 3;                         _endpos        = [0,16000,200];             call {                 if(_number == 1) exitWith {                     _cor_y = 0;                     _cor_x = 0;                 };                 if(_number == 2) exitWith {                     _cor_y = -60;                     _cor_x = -60;                 };                 if(_number == 3) exitWith {                     _cor_y = -60;                     _cor_x = 60;                 };                 if(_number == 4) exitWith {                     _cor_y = -120;                     _cor_x = -120;                 };                 if(_number == 5) exitWith {                     _cor_y = -120;                     _cor_x = 120;                 };             };             _aircraft     = createVehicle [_model,[((_startpos select 0) + _cor_y),((_startpos select 1) + _cor_x),200],[],0,"FLY"];             _aircraft     engineOn true;             _aircraft     flyInHeight 200;             _aigroup     = creategroup civilian;             _pilot         = _aigroup createUnit ["SurvivorW2_DZ",[_aircraft] call FNC_GetPos,[],0,"FORM"];             _pilot         setCombatMode "BLUE";             _pilot         moveindriver _aircraft;             _pilot         assignAsDriver _aircraft;             _wp1         = _aigroup addWaypoint [[((_playerpos select 0) + _cor_y),((_playerpos select 1) + _cor_x),200],0];             _wp1         setWaypointType "MOVE";             _wp1        setWaypointBehaviour "CARELESS";             _wp2         = _aigroup addWaypoint [[(_endpos select 0),(_endpos select 1),200],0];             _wp2         setWaypointType "MOVE";             _wp2         setWaypointBehaviour "CARELESS";             waitUntil { (_aircraft distance _endpos < 500) };             deleteVehicle _aircraft;             deleteGroup _aigroup;             deleteVehicle _pilot;         };     }; };
  14. Like
    f3cuk got a reaction from Sukkaed in ArmA 2 Fix-up petition!   
    Made it a top story on our website. Would be cool if other server admins would also try and make their community aware of this problem. I think we need them to get the numbers needed to make BI question their attitude.
     
    http://dayzepoch.nl/
  15. Like
    f3cuk got a reaction from oSoDirty in ArmA 2 Fix-up petition!   
    Made it a top story on our website. Would be cool if other server admins would also try and make their community aware of this problem. I think we need them to get the numbers needed to make BI question their attitude.
     
    http://dayzepoch.nl/
  16. Like
    f3cuk got a reaction from Markokil321 in ArmA 2 Fix-up petition!   
    Made it a top story on our website. Would be cool if other server admins would also try and make their community aware of this problem. I think we need them to get the numbers needed to make BI question their attitude.
     
    http://dayzepoch.nl/
  17. Like
    f3cuk got a reaction from jackal40 in [Release] Wicked AI 2.2.0   
    Ugh that attitude. Go play somewhere else please..
  18. Like
    f3cuk reacted to oSoDirty in [Release] Wicked AI 2.2.0   
    It's what i had to offer. I'll remember not to attempt to help you in your condescending posts. 
  19. Like
    f3cuk got a reaction from cen in [Release] Wicked AI 2.2.0   
    Ugh that attitude. Go play somewhere else please..
  20. Like
    f3cuk got a reaction from ElDubya in [Release] Wicked AI 2.2.0   
    Read this line again.
     

    "Random", or ["Random","at"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
  21. Like
    f3cuk got a reaction from ElDubya in [Release] Wicked AI 2.2.0   
    ... Don't want to repeat something explained before + I think you've been here long enough to figure out the search function..
  22. Like
    f3cuk got a reaction from NetShark in [Release] Wicked AI 2.2.0   
    @Netshark: You are using an old template for static spawns, try this.
     



     
    --
     
    @KleinerOpa: That is your client RPT file, please post your server RPT file.
     
    --
     
    @Mig: Use _DZE classnames instead
     
    --
     
    @jackal40: What oSoDirty suggested is the proper solution. They are useless without them though.
  23. Like
    f3cuk got a reaction from cen in This is a disgrace.   
    Ugh what a drama topic. Stop worrying so much with what other people do. How is this any different then a webdesign company that charges their customers for installing open source software like Wordpress etc.

    I really don't get the witch hunt going on lately and feel like everyone should back-off a little. If the guy has customers then clearly people are willing to pay for his services and if you think he is overcharging I'm sure there's plenty of alternatives.
  24. Like
    f3cuk got a reaction from vonstorm in This is a disgrace.   
    Ugh what a drama topic. Stop worrying so much with what other people do. How is this any different then a webdesign company that charges their customers for installing open source software like Wordpress etc.

    I really don't get the witch hunt going on lately and feel like everyone should back-off a little. If the guy has customers then clearly people are willing to pay for his services and if you think he is overcharging I'm sure there's plenty of alternatives.
  25. Like
    f3cuk got a reaction from martuk66 in This is a disgrace.   
    Ugh what a drama topic. Stop worrying so much with what other people do. How is this any different then a webdesign company that charges their customers for installing open source software like Wordpress etc.

    I really don't get the witch hunt going on lately and feel like everyone should back-off a little. If the guy has customers then clearly people are willing to pay for his services and if you think he is overcharging I'm sure there's plenty of alternatives.
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