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f3cuk

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  1. Like
    f3cuk got a reaction from Markokil321 in How's 1.0.5.2 coming along?   
    @Epoch devs: Since it seems like you are really busy with A3 Epoch (which is fine), do you mind if some of us took over (or at least help out releasing 1.0.6.X) development of A2 Epoch? I guess we could do it with a decent team of scripters like Raymix, Rimblock, Zupa, ebaydayz, Axe Cop, Nox, etc.
  2. Like
    f3cuk got a reaction from fr1nk in How's 1.0.5.2 coming along?   
    @Epoch devs: Since it seems like you are really busy with A3 Epoch (which is fine), do you mind if some of us took over (or at least help out releasing 1.0.6.X) development of A2 Epoch? I guess we could do it with a decent team of scripters like Raymix, Rimblock, Zupa, ebaydayz, Axe Cop, Nox, etc.
  3. Like
    f3cuk got a reaction from Rocu in [Release] Mystery Briefcase   
    Awesome mod! Also very nicely coded, thumbs up!
     
    Edit: Even better then expected! Our players will definitely love this!
  4. Like
    f3cuk reacted to Rocu in [Release] Mystery Briefcase   
    Version 1.1 (Last update: 13.11.2014)
     
     
    What is this?
     
    Mystery Briefcase is a simple addon script that turns an otherwise completely useless item into a prize-giving briefcase. You obtain the briefcase, right click on it, select Open and you are rewarded with 6 randomly picked items ranging from beans to chainsaws. Similar to Battlefield 4's battlepacks. Perfect for giving away during events.
     
     
     
    Demo video
     
    Check this video below for a more clear explanation:
    https://www.youtube.com/watch?v=3NxaCW_28xU
     
     
     
    Requirements
    Epoch mod 1.0.5.1 or later Maca's Right Click Option script (can be done without if you know what you're doing)  
     
     
    Download
     
    Download available here: https://github.com/Rocu/Epoch_MysterBriefcase
     
     
     
    Installation
    Firstly, download & install Maca134's Right Click Option script if you haven't done it already
      Un-pack your mission's PBO (using PBO manager or a similar tool)
      Download Mystery Briefcase files from my GitHub page
    Copy the mbc folder into your mission's addons folder. If you don't have an addons folder in there then create it. (For example config.sqf path should now be: Your_mission_folder\addons\mbc\config.sqf)
      Open description.ext (from mission PBO)

    Find:
    class DayZ_loadingScreen Above it, add this:
    class CfgSounds { sounds[] = {Brief_Open_Sound}; class Brief_Open_Sound { name = "Brief_Open_Sound"; sound[] = {addons\mbc\brief_open.ogg,0.4,1}; titles[] = {}; }; }; Note that if you already have custom sounds in your description.ext then just add the Brief_Open_Sound class manually (using the example above)
    At the bottom of description.ext, add this:
    // Mystery Briefcase by Rocu #include "addons\mbc\dialogs.hpp" Save & close description.ext
     
     
    Open up your custom compiles.sqf file (if you don't have one, )

    At the very bottom, add this:

    // Mystery Briefcase by Rocu call compile preprocessFileLineNumbers "addons\mbc\config.sqf"; Save & close compiles.sqf
     
     
    Open extra_rc.hpp (if you installed Maca's script correctly you should have that file in \custom\ folder)

    Find:
    class ExtraRc { Below it, add:
    class ItemBriefcase_Base { class OpenSurpriseBrief { text = "Open Briefcase"; script = "execVM 'addons\mbc\open_brief.sqf'"; }; }; Save & close extra_rc.hpp
     
     
    Re-pack your mission's PBO and you're done!
     
    If you wish to further configure the script you can do so in the config.sqf file.
     
    For Infistar's Anti-Hack users you may want to add this as well:



     
     
     
     
    Additional info
     
    NOTE! When you first install the script you should know that the briefcase item itself doesn't spawn anywhere by default so you need to add it to the game manually. You can add it to the loot tables or traders using the following class name: ItemBriefcase_Base.
     
    It does support Zupa's Single Currency (gives out cash as a reward). If you don't have Single Currency it will still work perfectly, just don't put coins in the reward list (it isn't there by default).
     
    If you're planning to sell the briefcase in traders I recommend not setting it's price lower than 200,000 (or 2 briefcases if you're not using Single Currency). I haven't really spent ages working on balancing the reward but 200k should be a decent price for this (considering how sometimes you won't even get 50k back but sometimes you quadruple your profits).
     
     
     
    Technical stuff
     
    For the more technical guys out there - as you can see I used the ItemBriefcase_Base class for this script as it has the model of a briefcase but no other properties. I understand it's being used as base item for other briefcases but AFAIK it doesn't affect any of the other briefcases. The script itself isn't really a game changer. Just generates 6 random items with a little UI and puts them in a box. It's completely independent and doesn't rely on other scripts which means if one were to reverse-engineer it you could attach it to virtually anywhere.
     
    If you're editing the config file the rarity field doesn't have to sum up to 100% anymore. The percentage of item's rarity depends on the sum of the rarity field. For example, let's say we have only 3 items in the loot table with 50 rarity for every item. This means that every item actually has 33,3% chance of being picked. But for the sake of the script's speed I recommend you keep the rarity number as low as possible. Having 3 items with 1 rarity is a lot better than having 3 items with 50 rarity even though in both versions they all have 33,3% chance of being picked.
     
     
     
    Credits
    Maca134 - For the right click option script
    Zipper - For Infistar's AH compatibility
    f3cuk - For contributing to the script
    +Many others who've been very helpful lately!
  5. Like
    f3cuk got a reaction from TNT in How's 1.0.5.2 coming along?   
    @Epoch devs: Since it seems like you are really busy with A3 Epoch (which is fine), do you mind if some of us took over (or at least help out releasing 1.0.6.X) development of A2 Epoch? I guess we could do it with a decent team of scripters like Raymix, Rimblock, Zupa, ebaydayz, Axe Cop, Nox, etc.
  6. Like
    f3cuk got a reaction from Tricks in [Release] Anti Combat Log   
    You're very welcome paddy :)
     
     
    The duped GPS might be you activating your admin tools (which usually gives you a GPS).
     
     
    Hmm that might be doable, actually something i have thought about a number of times already but that was before i got into scripting. No promises but I'll look into it :)
  7. 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!
  8. 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!
  9. Like
    f3cuk got a reaction from BigCrazyCat 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 freakystyle 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!
  11. Like
    f3cuk got a reaction from ComatoseBadger in [Fixed] Animated Crash Spawner 1051   
    Current release 1.3.2

    Fixed
    Issue where marker would only be set once; Issue where sometimes plane would instantly crash; MiscIntensified fire/smoke. ---
    Release 1.3.1

    Added
    Marker cleanup after the first person has secured the crashsite; Added a "Survivors have secured the crash site" message; Added vehicle start damage to planes (will cause them to smoke); Ability to hide or show marker; Ability to hide or show crahsname. FixedCorrected marker placement (it always spawned on pre-defined crash site, even if taken down or crashed somewhere else); Fixed issue where you would sometimes see the pilot bailing and getting deleted as soon as landed; Set the correct facing direction on the crash model; Crashing into sea stops loot from spawning at the bottom of the ocean, does not display a marker and show a message that the helicopter or plane has crashed into the ocean. MiscChanged the starting positions for Chernarus (with help of Richie); Lowered the speed of planes; Lowered the altitude of planes; Enhanced damage models; Enhanced loot tables per vehicle. How to installAdd a animated_crash_spawner.sqf to your dayz_server/modules folder Edit your EpochEvents array in init.sqf to include animated_crash_spawner E.g.
    EpochEvents = [ ["any","any","any","any",0,"animated_crash_spawner"], ["any","any","any","any",10,"crate_military"], ["any","any","any","any",20,"crate_supply_items"], ["any","any","any","any",30,"crash_spawner"], ["any","any","any","any",40,"crate_construction"], ["any","any","any","any",50,"supply_drop"] ];Download animated_crash_spawner.sqf
    version 1.3.2

     
     
     
    Can i safely add this to other maps then Chernarus?

    Yes you can, Richie and BetterDeadThanZed have been so kind to make a set of starting coordinates for all of the below mentioned maps. Simply replace the _heliStart line with one of the following. Your map not included? Ask (nicely) and you'll probably get served.

    Taviana (Origins)

    _heliStart = [[7637.1768, 4182.0859],[2154.2883, 17062.283],[8839.4092, 10396.975],[8821.5313, 19403.178],[15097.905, 15839.728],[17291.035, 7203.6821],[18815.258, 2757.0435],[13402.826, 12238.75],[12001.367, 15047.333],[5200.9824, 8429.251],[9564.2949, 5238.4321]] call BIS_fnc_selectRandom;Taviana 2.0
    _heliStart = [[11558.516, -56.829834],[7787.207, 3972.2046],[2279.2651, 6822.7891],[5548.9434, 8449.1914],[9465.4697, 7223.2925],[17441.467, 5454.5791],[13474.444, 11853.039],[8848.6611, 18823.994],[16224.908, 13310.733],[15171.845, 7629.0879]] call BIS_fnc_selectRandom;Napf
    _heliStart = [[3458.7625, 2924.917],[11147.994, 1516.9348],[14464.443, 2533.0981],[18155.545, 1416.5674],[16951.584, 5436.3516],[16140.807, 12714.08],[14576.426, 14440.467],[8341.2383, 15756.525],[2070.4771, 8910.4111],[16316.533, 17309.357]] call BIS_fnc_selectRandom;Sauerland
    _heliStart = [[3143.7053, 519.72656],[14047.064, 736.25336],[19551.301, 1638.9634],[22871.928, 3194.9937],[3216.1506, 8066.9844],[15430.821, 7462.8496],[22722.418, 8578.207],[3399.9622, 13945.776],[16220.508, 14363.767],[10220.176, 18679.586]] call BIS_fnc_selectRandom;Panthera
    _heliStart = [[2354.8118, 2898.7732],[6441.2544, 604.39148],[5837.6265, 3852.1699],[3434.9966, 7324.9521],[1250.1727, 8301.4199],[6353.0869, 5563.6592],[3011.1584, 4440.96],[4967.9551, 6376.479],[8340.8125, 4563.1436],[4582.7534, 2080.5737]] call BIS_fnc_selectRandom;Namalsk
    _heliStart = [[5046.9678, 5943.2656],[6360.792, 6582.0723],[3544.4153, 6451.7793],[7504.9102, 5786.3271],[7752.436, 7067.6895],[3920.3354, 7530.4941],[6448.9805, 8406.374],[6098.7876, 10094.43],[4745.8853, 10273.457],[8271.7441, 10356.828]] call BIS_fnc_selectRandom;Takistan
    _heliStart = [[2877.6855, 703.94592],[7118.8374, 10659.661],[7281.5488, 690.51361],[9251.5283, 2722.7166],[3742.7253, 3439.4333],[1300.1748, 3303.4463],[6000.7114, 5670.394],[9339.2139, 6650.0625],[11687.854, 9396.415],[3025.9387, 9983.293]] call BIS_fnc_selectRandom;Lingor
    _heliStart = [[862.89911, 816.75781],[2884.9204, 1093.1793],[3923.7927, 1078.5016],[6571.9326, 1575.0684],[3046.9241, 2413.4119],[5652.1348, 2944.7871],[1866.0063, 4954.5566],[3748.3994, 5456.0498],[6348.8232, 4448.1694],[8368.7148, 7673.5293]] call BIS_fnc_selectRandom;
  12. Like
    f3cuk got a reaction from Meowzors in [Release] Advanced Trading 2.1 !UPDATED!   
    Meh not necessarily. Config traders are often faster cause server admins don't fail to properly setup their database server. Also disagree on the second part, i do not feel it is much easier to edit sqf files and repack your PBO then to simply chance a value in the database and wait for restart, also a database is much more suited to easily find and sort stuff which is actually quite handy.

    Agree with RimBlock, would be a shame if this mod would only be for config traders.
  13. 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
  14. Like
    f3cuk got a reaction from MasterHiggins in [Howto] Refresh dynamic vehicles on restart   
    What this does
     
    Remove all server spawned - or force unlocked - vehicles that have no gear in them and haven't been updated in the last hour on restart.
     
    Why you might want this
     
    It makes room for fresh vehicles to spawn so there are actually new vehicles on the coast each restart. Plus it helps cleanup vehicles that are never found / used.
     
    Why the no gear and update exclusion

    You can take them out if you want. But its mainly to ensure people dont get fucked over. You don't want your precious gear to get deleted on restart and neither do you want your vehicle you were just driving before restart to dissapear on you, leaving you all alone in the wilderness :P.
     
    ---
     
    First things first
     
    BACKUP YOUR DATABASE BEFORE DOING ANY CHANGES TO THEM
     
    1.) Okay you gonna wanna start by running this query to check if it selects the right objects for you.
    SELECT    * FROM     `object_data` WHERE     `LastUpdated` < DATE_SUB(NOW(), INTERVAL 1 HOUR) AND     `CharacterID` = 0 AND (     `Inventory` = '[]'     OR     `Inventory` = '[[[],[]],[[],[]],[[],[]]]'  ) This query will not transform anything but just check to see if it finds any matches. Depending on your settings it should find quite a few vehicles, our server is pretty new. We got maxvehicles @ 350 and it finds about ~250 vehicles. After running this query you will have to go through the results and see if it didnt select any vehicles you don't want to get deleted.
     
    2.) If all goes well and you are satisfied with the selected vehicles, it's safe to assume the query is working for you and we can go ahead by implementing it. (There's is probably al lot ways to do this, i chose to do it in my restart.bat file, just after backing up the database.)

    My restart.bat
    @echo off cd C:\path\to\zombieland echo Stopping server start /wait zombieland_stop.bat echo Backing up database start /wait zombieland_backup.bat echo Refresh vehicles start /wait refresh_vehicles.bat echo Starting BEC cd C:\path\to\bec start Bec.exe -f Config.cfg echo Starting server cd C:\path\to\zombieland start "arma2" /min /affinity 3 "arma2oaserver.exe" -port=2302 "-config=instance_11_Chernarus\config.cfg" "-cfg=instance_11_Chernarus\basic.cfg" "-profiles=instance_11_Chernarus" -name=instance_11_Chernarus "-mod=@DayZ_Epoch;@hive;" -maxMem=2047 ping 127.0.0.1 -n 5 >NUL Notice the "start /wait zombieland_refresh.bat", that's where the magic happens. The /wait ensures it waits to finish.
     
    3.) Create a file called refresh_vehicles.sql and save it in your server folder. Add below code
     
    Replace
    {database_name} with the name of your database. USE {database_name}; DELETE FROM     `object_data` WHERE     `LastUpdated` < DATE_SUB(NOW(), INTERVAL 1 HOUR) AND     `CharacterID` = 0 AND (     `Inventory` = '[]'     OR     `Inventory` = '[[[],[]],[[],[]],[[],[]]]'  ) 4.) Create a file called refresh_vehicles.bat and add below code
     
    Replace
    {username} with you database username {password} with your database password {path_to_mysql_bin_folder} with the path to your mysql bin folder (e.g. C:\xampp\mysql\bin) {path_to_refresh_vehicles} with the path to your refresh_vehicles.sql (e.g. C:\servername\ @echo off cd {path_to_mysql_bin_folder} mysql.exe -u {username} -p{password} < {path_to_refresh_vehicles}refresh_vehicles.sql exit 5.) You are now done and set for restart!
     
    --
     
    6.) Optionally lower the MaxVehicleDamage in your init.sqf to ensure less broken vehicles.
  15. Like
    f3cuk got a reaction from oSoDirty in [Release] Wicked AI 2.2.0   
    Should be as easy as replacing the _crate variable with the _vehicle you want to put the stuff in.
     
    Try this
    if(isServer) then {     private         ["_complete","_crate","_mission","_static_gun","_crate_type","_rndnum","_playerPresent","_vehname","_vehicle","_position","_vehclass"];     // Get mission number, important we do this early     _mission         = count wai_mission_data -1;          //Armed Land Vehicle     _vehclass         = armed_vehicle call BIS_fnc_selectRandom;     _vehname         = getText (configFile >> "CfgVehicles" >> _vehclass >> "displayName");     _position        = [30] call find_position;     [_mission,_position,"Medium",format["Disabled %1",_vehname],"MainBandit",true] call mission_init;          diag_log         format["WAI: [Mission:[Bandit] Armed Vehicle]: Starting... %1",_position];     //Troops     _rndnum = (2 + round (random 4));     [[_position select 0,_position select 1,0],_rndnum,"Medium",["Random","AT"],3,"Random","Hero","Random","Hero",_mission] call spawn_group;     [[_position select 0,_position select 1,0],_rndnum,"Medium","Random",3,"Random","Hero","Random","Hero",_mission] call spawn_group;     [[_position select 0,_position select 1,0],_rndnum,"Medium","Random",3,"Random","Hero","Random","Hero",_mission] call spawn_group;     //Static Guns     _static_gun = ai_static_weapons call BIS_fnc_selectRandom;     [[         [(_position select 0),(_position select 1) + 10, 0]     ],_static_gun,"Medium","Hero","Hero",0,2,"Random","Random",_mission] call spawn_static;     //Spawn vehicles     _vehicle        = [_vehclass,_position,_mission] call custom_publish;          if(debug_mode) then {         diag_log format["WAI: [Bandit] armed_vehicle spawned a %1",_vehname];     };          //Condition     _complete = [         [_mission,_vehicle],    // mission number and crate         ["crate"],                 // ["crate"], or ["kill"], or ["assassinate", _unitGroup],         [_vehicle],             // cleanup objects         "Heroes have taken an armed vehicle from the bandits! Check your map for the location!",    // mission announcement         "Bandits have secured the armed vehicle!",                                                    // mission success         "Bandits did not secure the armed vehicle in time"                                        // mission fail     ] call mission_winorfail;     if(_complete) then {         [_vehicle,0,0,[25,crate_items_chainbullets],2] call dynamic_crate;     };     diag_log format["WAI: [Mission:[Bandit] Armed Vehicle]: Ended at %1",_position];          b_missionsrunning = b_missionsrunning - 1; };
  16. Like
    f3cuk got a reaction from jackal40 in [Release] Wicked AI 2.2.0   
    Should be as easy as replacing the _crate variable with the _vehicle you want to put the stuff in.
     
    Try this
    if(isServer) then {     private         ["_complete","_crate","_mission","_static_gun","_crate_type","_rndnum","_playerPresent","_vehname","_vehicle","_position","_vehclass"];     // Get mission number, important we do this early     _mission         = count wai_mission_data -1;          //Armed Land Vehicle     _vehclass         = armed_vehicle call BIS_fnc_selectRandom;     _vehname         = getText (configFile >> "CfgVehicles" >> _vehclass >> "displayName");     _position        = [30] call find_position;     [_mission,_position,"Medium",format["Disabled %1",_vehname],"MainBandit",true] call mission_init;          diag_log         format["WAI: [Mission:[Bandit] Armed Vehicle]: Starting... %1",_position];     //Troops     _rndnum = (2 + round (random 4));     [[_position select 0,_position select 1,0],_rndnum,"Medium",["Random","AT"],3,"Random","Hero","Random","Hero",_mission] call spawn_group;     [[_position select 0,_position select 1,0],_rndnum,"Medium","Random",3,"Random","Hero","Random","Hero",_mission] call spawn_group;     [[_position select 0,_position select 1,0],_rndnum,"Medium","Random",3,"Random","Hero","Random","Hero",_mission] call spawn_group;     //Static Guns     _static_gun = ai_static_weapons call BIS_fnc_selectRandom;     [[         [(_position select 0),(_position select 1) + 10, 0]     ],_static_gun,"Medium","Hero","Hero",0,2,"Random","Random",_mission] call spawn_static;     //Spawn vehicles     _vehicle        = [_vehclass,_position,_mission] call custom_publish;          if(debug_mode) then {         diag_log format["WAI: [Bandit] armed_vehicle spawned a %1",_vehname];     };          //Condition     _complete = [         [_mission,_vehicle],    // mission number and crate         ["crate"],                 // ["crate"], or ["kill"], or ["assassinate", _unitGroup],         [_vehicle],             // cleanup objects         "Heroes have taken an armed vehicle from the bandits! Check your map for the location!",    // mission announcement         "Bandits have secured the armed vehicle!",                                                    // mission success         "Bandits did not secure the armed vehicle in time"                                        // mission fail     ] call mission_winorfail;     if(_complete) then {         [_vehicle,0,0,[25,crate_items_chainbullets],2] call dynamic_crate;     };     diag_log format["WAI: [Mission:[Bandit] Armed Vehicle]: Ended at %1",_position];          b_missionsrunning = b_missionsrunning - 1; };
  17. Like
    f3cuk got a reaction from jackal40 in [Release] Wicked AI 2.2.0   
    Just add a file called customsettings.sqf to your main WAI folder and add all the settings that you are changing. e.g.
            wai_mission_timeout = [400,1200];         wai_avoid_town = 50;         wai_avoid_road = 30;         wai_server_fps = 15; etc.
  18. Like
    f3cuk got a reaction from SmokeyBR in [Release] Cen's Custom GUI for Epoch/Overpoch   
    You might want to read into these, helped me a lot. Also I could provide you with an updated version of this including a customization to display coins (but since i don't have a bank on my server you need to add that yourself if you want it).


  19. 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..
  20. Like
    f3cuk got a reaction from ReDBaroN in Sometimes character stops updating after skin change   
    Sorry mate, kinda got sidetracked tonight by a friend tonight. Really tired right now so I'll do a quick writeup which should fix the issues. (@ebaydayz: Like you i feel this is a workaround, but it is a decent working one and debugging the backpack drove me crazy).
     
    --
     
    1.) In your server pbo open server_playersync.sqf
     
    Find
    if (_characterID == "0") exitWith {     diag_log ("ERROR: Cannot Sync Character " + (_name) + " as no characterID"); }; Add below
    if (_inTransit) exitWith { diag_log ("NOTICE: Cannot update " + (_name) + ", player is in transit"); }; Find
    _humanity             = 0; Add below
    _inTransit             = _character getVariable ["inTransit",false]; 2.) Get player_wearClothes.sqf, player_switchModel.sqf and player_humanityMorph.sqf to your custom compiles and link them inside (if they are not already there)

     
    3.) In player_wearClothes.sqf

    Find
    [dayz_playerUID,dayz_characterID,_model] spawn player_humanityMorph; Replace with
    [dayz_playerUID,dayz_characterID,_model] call player_humanityMorph; 4.) In player_switchModel.sqf

    Find
    private ["_weapons","_backpackWpn","_backpackMag","_currentWpn","_isWeapon","_backpackWpnTypes","_backpackWpnQtys","_countr","_class","_position","_dir","_currentAnim","_tagSetting","_playerUID","_countMags","_magazines","_primweapon","_secweapon","_newBackpackType","_muzzles","_oldUnit","_group","_newUnit","_playerObjName","_wpnType","_ismelee"]; Replace with
    private ["_charID","_weapons","_backpackWpn","_backpackMag","_currentWpn","_isWeapon","_backpackWpnTypes","_backpackWpnQtys","_countr","_class","_position","_dir","_currentAnim","_tagSetting","_playerUID","_countMags","_magazines","_primweapon","_secweapon","_newBackpackType","_muzzles","_oldUnit","_group","_newUnit","_playerObjName","_wpnType","_ismelee"]; Find
    _oldUnit = player; Add below
    _charID = player getVariable["CharacterID",0]; Find
    _newUnit = _group createUnit [_class,dayz_spawnPos,[],0,"NONE"]; Add below
    _newUnit setVariable["CharacterID",_charID,true]; 5.) Open player_humanityMorph.sqf
     
    Find
    _old = player; Add above
    player setVariable["inTransit",true,true]; Find
    player setVariable["tagList",_tagList,true]; Add below
    player setVariable["inTransit",false,true]; 6.) Done, although additionally you may want to take out the _charID stuff inside player_humanityMorph.sqf which has kinda been rendered useless now.

    ---

    Our solution is a bit different then the one above but that mainly because I'm neurotic when it comes to cleaning up code. For anyone interested. vv




  21. Like
    f3cuk got a reaction from jackal40 in [Release] Wicked AI 2.2.0   
    Not tested, but this should do the trick.




  22. Like
    f3cuk reacted to gunnar in denmark Pack (new towns)   
    After some private messages to reupp Skalisty, here is it. For Medvedskoye and Skalisty i spent a lot of time to create, so a thx will not hurt. Dont ask for biedi file, i will not release it.
     
     
     
    Medvedskoye
    description: a 3,5km long road from Pobeda Dam leads to the new Town
    screenshot: http://imgur.com/a/hkyi#0
     
    Skalisty Island
    description: huge improvement, nearly whole island is now a city
    screenshot: http://imgur.com/a/7Tvv#0
     
    North-East-Airfield
    description: more interesting because of new barracks and hangars
    screenshot: http://imgur.com/a/YD5g#0
     
    Cherno Blocks
    description: added some apartment Blocks to the north of Cherno
    screenshot: http://imgur.com/a/dwUD#0
     
    Cherno Base
    description: a base east of Cherno on the small Hill
    screenshot: https://imgur.com/a/qAbX#0
     
     
    NEW added 5.June 2014
     
     
    Gvozdno-Petrovka Road + Village
    description: a road directly connects these both villages, in the middle some houses added
    screenshot: http://imgur.com/a/FqGN#10
     
    Solnichniy Factory Addon
    description: larger Factory now + some more Objects in Solnichniy
    screenshot: http://imgur.com/a/2E6L#0
     
    North-West-Airfield
    description: added much more Foliage to the Field but dont destroys the Layout of this Airfield
    screenshot: no Screenshots, sorry
  23. Like
    f3cuk reacted to raymix in [1.4.1] Snap Building PRO   
    Download files, updates and Installation instructions on:
    Github
    HQ Screenshot of an in-game Tutorial dialog
    Ever wanted to run hardcore server with 3rd person cam disabled? Now's your chance.
     
    Credits and Contributors:
    Awol - player_build.sqf, Epoch and permission to modify script.
    Mudzereli - Commanding menus
    Rimblock - with modular build (github)
    PryMary - with Plot for Life
    KamikazeXeX - Support for
    striker - using snap pro as a base for
     
    Github contributors - mattispro, Mikeeeyy
     
     
    Legal:
    You can use/modify/redistribute this file as long as it complies with License. You can not use this script to promote donations or shops.
    This script is open source, you are allowed to add it to your @mods as long as appropriate credits and terms of license are met.
  24. 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
  25. Like
    f3cuk got a reaction from Anarior in Sometimes character stops updating after skin change   
    Ugh, sorry guys! Missed a step :(
     
    In server_playerSync.sqf

    Find
    _humanity             = 0; Add below
    _inTransit             = _character getVariable ["inTransit",false];
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