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f3cuk

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  1. 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).


  2. Like
    f3cuk got a reaction from rss_adm in [Release] Wicked AI 2.2.0   
    (Part 2/2 - You have posted more than the allowed number of quoted blocks of text)
     

    The ARMA 2 engine only allows us to prevent missions spawning near the ocean. In-land lakes somehow do not count as water :S
     

    Right now you can only have 1 main hero mission and 1 main bandit mission. We will be adding the possibility to add side missions in a future release but we wont add support for more main missions.
     

    Rename _crate to something else like _customcrate. _crate gets emptied by the mission system to prevent it from being filled before the mission has finished.
     

    The server_spawnEvent has nothing to do with Wicked AI and this seems to be a infistar problem. Please contact them.
     

    Right now there is no possibility to do this, however we will add support for static number of loot items in the next version.
     

    Not with the current setup no. If this is something you really want please add a feature request on our github.
     

    Please check the config.cfg arrays for any weapons you might have removed from the loot table.
  3. 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




  4. Like
    f3cuk got a reaction from falconsan in Building a PC for Epoch.   
    Nope, like most applications ARMA does not utilize the benefits of HyperTreading. To be honest, all depends on budget but i'm pretty sure with a low budget you can put together a decent system which should push acceptable framerates at all times. People often get mislead by the Intel trick that makes you believe i7 > i5 > i3 > Pentium, but that's just marketing. The latest generation Haswell Pentium CPU's are much faster (on single core performance) then the 2nd and 3th generation i5 processors. Which basically means that you can build a pretty solid ARMA (Epoch) gaming machine with a $40 dollar CPU like the G3258.

    In fact that $40 CPU will possibly give you better performance then the i5 you currently have cause ARMA seems unable to really utilize more then 2 cores cause - afaik - it only uses 2 threads and that G3258 is about 50% faster on single core performance then the i5 2300.
     
    If you got money to spend and really want the best possible framerates i'd go for something like the 4690K, watercool that and OC it to 4.5Ghz+.
  5. Like
    f3cuk reacted to Zupa in Custom SQL Calls   
    just replace the dll file in @server_epoch.
     
    The 999 orinal hive doesnt support all 1.0.5.1 features, like maintaining.
     
    But i think u can use one of souls edited version of the 1.0.5.1 hive.
     
    Those are all build on the newest one.
     
     

     
     
    EDIT:
    I asked Soul to make the newest one with Only 999/998support on it. Cus those all use single currency, so custom 201 call. ( Char sync). Except for the full 999 hive, (but thats build on an older release)
  6. Like
    f3cuk got a reaction from mgm in Sometimes character stops updating after skin change   
    Zupa's fix addresses the out of sync issue (which is also patched in the files i supplied earlier), but i don't think it keeps the backpack from sometimes being emptied or the script from hanging, the only thing that seems to counter that is prevent the player from updating altogether whilst changing clothes. On top of that i did some code changes which seemingly are less error-prone.

    The clarify, Zupa's proposed fix was already in the files i posted earlier.

    I'll post a decent howto tonight.
  7. Like
    f3cuk reacted to CommanderRetra in How's 1.0.5.2 coming along?   
    I figure for Epoch the way to get the release date is...
     
    Get the date they said they'd release it. Add six. Square root it. Cube it. Times it by pie. Then find the square root again. Date + x = release date. Ta da! You found the release date.
  8. Like
    f3cuk got a reaction from RimBlock in [Petition] For custom SQLs   
    I guess he did, but i still think he made a bad decision when choosing not to include it in the final release.
     
    Imho it doesn't matter if it's insecure or not. Like you said if it's insecure, tell us why and tell us the possible pitfalls, don't restrict but teach. People are going to find other ways to do it, people have already found other ways to do it. Which has not resulted in making the situation any more secure, in fact, i think the situation is becoming less and less secure.
     
    Why? People want stuff like gold coins and they are just going to use that Hiveext.dll even if they have no clue of what's inside. The mere fact that you suggested it to me without having tested it or knowing what's inside supports that statement. Compiled C++ code cannot be decompiled, so there is no way of knowing what is inside those DLL files which automatically makes them a huge risk.
     
    The only thing not releasing 998/999 publicly has achieved is that we now have a lot of people working on essentially the same stuff and reinventing the wheel over and over again, whilst we could of had a lot of very talented people making mods based on those 998/999 calls and in the process getting better at making it secure as possible.
  9. Like
    f3cuk reacted to RimBlock in [Petition] For custom SQLs   
    Zupa made a hiveext.dll with 998/999 calls available in the single currency thread
     
    I am not using it and have not tested at all.
     
    VBAwol has flip / flopped on the subject a number of times on Github and I can see his point of... to an extent.  Unfortunately just citing the age old "Its insecure" does not in anyway help quieten down the baying masses who would like to leverage it.
     
    I have adked VBAwol and a few others who trot out the "Its insecure" line what is so insecure that cannot be managed with server side sqf and DB security / restrictions and have yet to hear any sort of answer from anyone on this.
     
    TBH I think the problem is that Epoch is pitched or has evolved in to an almost 'one click' install meaning lots of people out there without very much technical knowledge are able to run their own servers.  This has helped Epochs popularity greatly and I would imagine VBAwol and the other devs would like to keep this door open.  Supplying a Hiveext.dll with 998 / 999 calls with Epoch opens up large risks for server owners without any grounding in DB security and server side sqf coding if they implement it or mods using it.  This then causes massive knock-on effects support wise for the mod and is likely to damage its reputation. 
     
    The dev team are stretched thin at the moment with the A3 Epoch work, the Twitch streaming.  Pull requests and work on DayZ Epoch seems to have slowed down significantly (My A Plot for Life pull request is still sitting waiting for inclusion in the Epoch code ;)  ;) devs....).  Cant see anything official happening with the hive at all.
     
    There are also other options out there as well as using Zupas Hiveext.dll with the 998/999 calls.  ARMA2Net is one which Sanbird has extensive knowledge of.
     
    For the people saying "Just go and make your own version.".  The hiveext is built in c++ which is a whole new kettle of wax ( ;)) to scripting in sqf.  A lot of people dont have the skill set and the majority dont have the time to learn it (myself included) and so we have to rely on others who do.
  10. 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
  11. Like
    f3cuk reacted to Brazu4e in Dedicated Server Owners, MySQL My.ini Settings?   
    with f3cuk one it doesn't even start the sql. I need to solve this issue im loosing player 
  12. Like
    f3cuk got a reaction from cring0 in Building a PC for Epoch.   
    Nope, like most applications ARMA does not utilize the benefits of HyperTreading. To be honest, all depends on budget but i'm pretty sure with a low budget you can put together a decent system which should push acceptable framerates at all times. People often get mislead by the Intel trick that makes you believe i7 > i5 > i3 > Pentium, but that's just marketing. The latest generation Haswell Pentium CPU's are much faster (on single core performance) then the 2nd and 3th generation i5 processors. Which basically means that you can build a pretty solid ARMA (Epoch) gaming machine with a $40 dollar CPU like the G3258.

    In fact that $40 CPU will possibly give you better performance then the i5 you currently have cause ARMA seems unable to really utilize more then 2 cores cause - afaik - it only uses 2 threads and that G3258 is about 50% faster on single core performance then the i5 2300.
     
    If you got money to spend and really want the best possible framerates i'd go for something like the 4690K, watercool that and OC it to 4.5Ghz+.
  13. Like
    f3cuk got a reaction from Havoc302 in [Release] Wicked AI 2.2.0   
    Right now you can only define one type per objectype. In the next version we'll make it possible to define multiple types probably like this
     

    if(_complete) then { [_crate,[16,ai_wep_random],[8,crate_tools_sniper],[[8,crate_items],[1,crate_items_high_value]],[2,crate_backpacks_large]] call dynamic_crate; };
    Note the extra [ and ].
  14. Like
    f3cuk reacted to fayt in Building a PC for Epoch.   
    If your going as cheap as possible you could go with the G3258. Thats the unlocked dual core Pentium. Its only 70$ and with a solid 20-40$ cpu cooler you can reach 4.5 overclock NP. You can get a B85 or even H81 motherboard that are 40-90$ to overclock it. (not all boards can overclock) I would go with a solid z97 that way you can upgrade a year later to the unlocked broadwell cpu's that are 14nm. 
  15. Like
    f3cuk got a reaction from Axe Cop in [Release] Multiple Character Support (now compatible with Epoch 1.0.5.1)   
    @darthmard: Soul made one for supporting this mod. You may want to use that instead.
  16. Like
    f3cuk got a reaction from Creep in Building a PC for Epoch.   
    I think the FX-6300 are good value (sell for ~€ 85 euro). If you have a decent board and some proper cooling you should be able to OC to 4Ghz+ :)
  17. 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
  18. Like
    f3cuk got a reaction from DayZimKopf.de 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
  19. Like
    f3cuk got a reaction from rss_adm in [Release] Wicked AI 2.2.0   
    @rss_adm: See above + you don't need to set random positions like that. The spawn_group does that by default now.
     
    --

    @ATRealMaster: Please post your server or client RPT
  20. Like
    f3cuk reacted to Jossy in [Release] Wicked AI 2.2.0   
    Aah nightshift, wish I was still doing those :P
     
    I'd say check the static files they might be missing some skin options we added a few updates back to allow for hero/bandits
     
    Just had a quick look, // Suhrenfeld heli patrol is missing the skin variable, go through and add those in the same order they are in the example
  21. Like
    f3cuk reacted to Jossy in [Release] Wicked AI 2.2.0   
    yes...
    // Humvee Patrol Example // Parameters: 0: Patrol position // 1: Starting position // 2: Patrol radius // 3: Number of Waypoints // 4: Vehicle classname // 5: Unit Skill ("easy","medium","hard","extreme" or "random") // 6: Skin ("Hero","bandit","random","special" or "classname") // 7: AI Type ("bandit","Hero" or "special") ***Used to determine humanity gain or loss*** // 8: Mission variable from line 9 (_mission) [[(_position select 0) + 100, _position select 1, 0],[(_position select 0) + 100, _position select 1, 0],50,2,"HMMWV_Armored","random","bandit","bandit",_mission] call vehicle_patrol;
  22. Like
    f3cuk reacted to Jossy in [Release] Wicked AI 2.2.0   
    This is incorrect, where did you see it like this? After you double check this can you please edit the post so other's don't get confused ;)
     
    I think we need to make the example easier to understand somehow..
     
    Very unlikely
     
    No idea what this is from, I doubt it's WAI
     
    in find_position.sqf 
    _safepos = [getMarkerPos "center",0,7500,(_this select 0),0,.5,0,blacklist];
    the .5 is maximum terrain gradient (average altitude difference in meters - Number), change it to 50 or so and it should work
     
    I have not come across this problem sorry
  23. Like
    f3cuk got a reaction from Friendly in New SUV Skins/Textures!   
    This thread is underrated. These look so cool! Much appreciated FriendlyPA and xMistdemon420x! Love them, if you got any others please consider sharing :)
  24. Like
    f3cuk reacted to xMistdemon420x in New SUV Skins/Textures!   
    heres some digi camos :D
     
    http://www.dropbox.com/s/edr5f56mm25p6bj/camosuvs.rar
  25. Like
    f3cuk reacted to Friendly in New SUV Skins/Textures!   
    The png is only for people to make there own overlays easily!
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