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Mikeeeyy got a reaction from Schalldampfer in [Release] Steerable Parachute (Vehicle Eject)
Steerable Parachute
What is it?
Ever felt like a sitting, or in this case flying, duck when you eject from a helicopter? This addition to your server will replace that parachute with a steerable one so you can influence your landing position.
Can I see a video?
Click here.
How do I install?
Grab yourself a copy of veh_resetEH.sqf (dayz_code\init\) and do the whole custom compiles.sqf, overwrite thing. If you already have a custom one, open it up. Look for: if (isServer) then { then look for the closing brace:
}; Replace the closing brace with: } else { 0 = _this addEventHandler ["GetOut", { _unit = _this select 2; if (_unit != player) exitWith {}; _parachute = vehicle _unit; if (!(_parachute isKindOf "ParachuteBase")) exitWith {}; deleteVehicle _parachute; [_unit] spawn BIS_fnc_halo; systemChat "<Steerable Parachute> This parachute is steerable!"; }]; }; Done! How do I thank you for the best script ever?
I kid but if you're feeling generous, click here.
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Mikeeeyy got a reaction from sGfU_tv in [Release v1.0.5] Precise Base Building - Persistent bases after restart! (Updated 22/09/15)
Precise Base Building
What is it?
Ever made a super neat base and then after a server restart it moves slightly creating gaps in your walls? This fixes that problem and keeps all buildables exactly where you placed them after a server restart. It also saves vehicle positions precisely which may or may not reduce the 'buginess' of vehicles on player placed floors.
What's new in version 1.0.5?
This version removes the quotation marks wrapping the direction and position values in the worldspace field. Installation is now also a lot easier.
Upgrading from v1.0.4 to 1.0.5
Tutorial to uninstall v1.0.4 is here: https://docs.google.com/document/d/1eQe0gf8VkKji_NRjLB_o1STTo1BnKlWkkEA6N29rvU4 (I refuse to use the text editor on this website... abysmal...)
Then simply follow the installation tutorial below.
You MUST execute this query on your database: http://pastebin.com/QZgLH6tw
Compatibility:
Works with Snap Building Pro.
Works with Plot for Life.
Works with Build Vectors.
Works with Private Hive Tools.
Objects already in the database won't be affected.
Credit:
KillzoneKid for the 'KK_fnc_floatToString' and 'KK_fnc_positionToString' functions which makes this possible.Installation:
Un-PBO your dayz_server.pbo. Open up 'server_publishObject.sqf' located in the compile folder (dayz_server\compile\server_publishObject.sqf).
Find this line:_key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace, [], [], 0,_uid];and replace it with:
_key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace call AN_fnc_formatWorldspace, [], [], 0,_uid]; Open up 'server_functions.sqf' located in the init folder (dayz_server\init\server_functions.sqf).
All these functions to the very bottom:KK_fnc_floatToString = { private "_arr"; if (abs (_this - _this % 1) == 0) exitWith { str _this }; _arr = toArray str abs (_this % 1); _arr set [0, 32]; toString (toArray str ( abs (_this - _this % 1) * _this / abs _this ) + _arr - [32]) }; KK_fnc_positionToString = { format [ "[%1,%2,%3]", _this select 0 call KK_fnc_floatToString, _this select 1 call KK_fnc_floatToString, _this select 2 call KK_fnc_floatToString ] }; AN_fnc_formatWorldspace = { private "_ws"; _ws = toArray str _this; format ["[%1,%2%3]", _this select 0 call KK_fnc_floatToString, _this select 1 call KK_fnc_positionToString, toString ([_ws, (_ws find 93) + 1, count _ws - 2] call BIS_fnc_subSelect)] }; Open up 'server_swapObject.sqf' located in the compile folder (dayz_server\compile\server_swapObject.sqf).
Find this line:_key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace, [], [], 0,_uid];and replace it with:
_key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _charID, _worldspace call AN_fnc_formatWorldspace, [], [], 0,_uid]; Open up 'server_updateObject.sqf' located in the compile folder (dayz_server\compile\server_updateObject.sqf).
Find this: _worldspace = [ round (getDir _object), _position ];and replace it with: _worldspace = [getDir _object, _position] call AN_fnc_formatWorldspace; Save all the files you've edited, repack your 'dayz_server' folder into a PBO and you're done! -
Mikeeeyy got a reaction from DY357LX in [Release v1.0.5] Precise Base Building - Persistent bases after restart! (Updated 22/09/15)
Replace AN_fnc_formatWorldspace with this please:
AN_fnc_formatWorldspace = { diag_log _this; private "_ws"; _ws = toArray str _this; format ["[%1,%2%3]", _this select 0 call KK_fnc_floatToString, _this select 1 call KK_fnc_positionToString, toString ([_ws, (_ws find 93) + 1, count _ws - 2] call BIS_fnc_subSelect)] }; Then run your server and post your arma2oaserver.rpt file.
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Mikeeeyy got a reaction from Donnovan in How to know the itens inside a Backpack?
getWeaponCargo unitBackpack player getMagazineCargo unitBackpack player
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Mikeeeyy reacted to theduke in [RELEASE] Chernaurs Racetracks
So one of the admins on our community has been playing with the editor for a bit now. Hes gotten real good and his attention to detail is amazing.
He made this for our server, and it was so nice, i asked him if he would make a oval track around the racetrack. He kindly allowed me to share it here with everyone to use. The only condition we ask, is please leave the "Elite SLK" made of tires in the middle of the track :)
ALL CREDIT GOES TO OBDURATE, admin on Elite SLK gaming community.
Here are some pics
http://tinypic.com/r/x6dls3/9
http://tinypic.com/r/11gt9g6/9
There are some ambient sounds around the track, if you dont like it, search in the code for sounds and delete the block of code associated with it.
Also. We had custom billboards at the entrance of the racetrack. They are commented out in this script im posting (at the bottom of the script). You can make your own texture and uncomment them and change the paths
Here is the script
https://www.dropbox.com/s/nkm5x18paw4b25y/racetrack.rar?dl=0
In your server PBO, place the file in a folder called "objects". If you don't have one, create the folder.
In your server_functions.sqf add this line
Bellow this line
Re-Pack your server PBO and enjoy.
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Mikeeeyy got a reaction from pr0dukt in How to know the itens inside a Backpack?
getWeaponCargo unitBackpack player getMagazineCargo unitBackpack player
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Mikeeeyy got a reaction from Zoranth in How to know the itens inside a Backpack?
getWeaponCargo unitBackpack player getMagazineCargo unitBackpack player
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Mikeeeyy got a reaction from theduke in [Release v1.0.5] Precise Base Building - Persistent bases after restart! (Updated 22/09/15)
Thanks for your input :) I have fixed it.
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Mikeeeyy got a reaction from rss_adm in [Release v1.0.5] Precise Base Building - Persistent bases after restart! (Updated 22/09/15)
Use the new 'AN_fnc_formatWorldspace' in the OP.
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Mikeeeyy got a reaction from SmokeyBR in [Release v1.0.5] Precise Base Building - Persistent bases after restart! (Updated 22/09/15)
BUMP! Version 1.0.5
The installation of this addon just got a whole lot easier! Removing all incompatibilities and annoying quotes in the database.
If you previously ran this addon you will need to remove all the quotations from the direction and position part of the worldspace field or keep the part in the server_monitor.sqf.
If you don't use P4L or Build Vectors then feel free to reduce 'AN_fnc_formatWorldspace' to:
AN_fnc_formatWorldspace = { format ["[%1,%2]", _this select 0 call KK_fnc_floatToString, _this select 1 call KK_fnc_positionToString] }; -
Mikeeeyy got a reaction from SmokeyBR in [Release v1.0.5] Precise Base Building - Persistent bases after restart! (Updated 22/09/15)
Yup ;)
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Mikeeeyy got a reaction from SmokeyBR in [Release v1.0.5] Precise Base Building - Persistent bases after restart! (Updated 22/09/15)
Update to my previous post. I have now provided a MySQL query that you can run on your database to remove the quotations wrapped around the direction and position values in the worldspace field. http://pastebin.com/QZgLH6tw
I have also made a tutorial to uninstall PBB v1.0.4 so you can easily upgrade to v1.0.5: https://docs.google.com/document/d/1eQe0gf8VkKji_NRjLB_o1STTo1BnKlWkkEA6N29rvU4
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Mikeeeyy got a reaction from ElDubya in [Release v1.0.5] Precise Base Building - Persistent bases after restart! (Updated 22/09/15)
Yup ;)
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Mikeeeyy got a reaction from Donnovan in Bug on set Vehicle EH with Players inside?
Are you talking about it not firing when players are in the vehicle? That's probably because the locality of the vehicle has changed once a player enters the driver's seat. The HandleDamage EH only fires where the object is local. See here: https://community.bistudio.com/wiki/ArmA_2:_Event_Handlers#HandleDamage
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Mikeeeyy reacted to ilikepizza in [Release] Radio Communication Script v1.3.1
I created a script to mark friendly players positions on the Map/GPS and 3D.
Description
You need to have a radio in your toolbelt and tag an other player as friendly to let him see you on the map/gps. This simulates position updates by radio contact. Also the names of the players shown on the map, are shown in a seperate GUI in the left part of the screen. I have a better description here.
If the players have both respectivly tag themselves as friendly, they can both see each other. Every player can deactivate this feature by removing the radio from their toolbelt. On death players normally loose their friendships and they don't send out their position anymore until adding other players as friendly again.
3 Main features are currently available by this script:
2D player positions on map/GPS Names of players currently in radio contact with 3D player positions
Technical Details
New players which just fulfilled the 2 requirements (radio + friendly) are added as markers every 2 seconds (adjustable by "RC_addInterval"). Also at this intervall their markers are removed, if the conditions are not met anymore. Also the markers blink once at this time what makes them easier to spot on the map. The marker positions are updated every 0.5 seconds (adjustable by "RC_updateInterval").
Several other variables can be configured in the config.sqf to adjust the visual properties to your liking or disable features. Also the script directory path can be adjusted in the init.sqf. This should make moving the script much easier in your mission file. Don't forget to also change the path to the desc_in.h in your description.ext.
The radio item is 'ItemRadio'. This item does not spawn normally in DayZ Epoch. You have to add it somehow into your server. E.g.: Use the MissionLootTable feature explained adjust the item spawn configuration. Or add as gear to your AI missions or to the loot crates of the missions. Or change the starting gear to contain one.
Since this script uses friendship variables, which are DayZ Epoch only, this script only supports that mod. But it is easy to remove that requirement.
Installation
I will not discuss here how to get the mission file or how to handel PBO-files. If you have access to such files, you should know by now.
The project can be also found on github.
Perform the following steps:
Extract the attached ZIP-file (RCv1.3.1.zip), there should now be a directory "RC". Copy that into the mission directory. Add the following line at the end of your "init.sqf" in the mission file
execVM "RC\init.sqf"; Change the configuration of the script in "RC\config.sqf". If GUI is enabled (enabled by default), add
#include "RC\desc_inc.h" in your description.ext, in the RscTitles class
class RscTitles { //here }; so that it looks like in the "description.ext" file in the ZIP. There may already be definitions in there, then add the line at the beginning or the end of the class RscTitles, but between the brackets. If you cand find this class, you may create it. Check the AntiHack part of this thread and apply if necessary. Finished. AntiHack
Battleye
This script works with the default DayZ Epoch 1.0.4.2 Battleye directory.
infiSTAR
This script does not work correctly with infiSTAR antihack. The map/GPS markers will only work for admins, if configured correctly.
Map/GPS markers for admins
You have to enable the local marker functions in your "AHconfig.sqf". Beware, this allows cheaters/hackers to use several different functions as well. This means they will be able to create markers as they like to visualize other players/vehicles/bases on the map, spawn items and more. It means you are deactivating a securitx feature of infiSTAR. Apply at own risk.
To enable the local marker functions search for the following line/variable in the "server_functions/init/AHconfig.sqf":
/* Break Functions ? */ BHF = true; And set it to:
/* Break Functions ? */ BHF = false; If you can't find this variable, you need to update your infiSTAR to the latest version (supported since 16/04/2014/AH0328C).
Others
A list of used functions can be found in the github project. This could help you adding exceptions to your cheat protection software.
Testing
I have my own dedicated server with this script active (and others) and you are welcome to have fun there. The server is called "International Steel Company" and runs on the IP 178.63.4.168:2302. I also have a blog for the server, where I keep writing about updates and have more information about the server and its freatures.
Debug Version
If you encounter problems with the script and it isn't working correctly, you can install the debug version (RCv1.2Debug.zip) which executes some tests and reports the results into the Arma 2 OA error file. This file can be very important in finding the problem, why it doesn't work properly. I am talking about the arma2OA.rpt file. If you don't know where it is located read here. You can reduce the file to some important lines. These are located between
"Checking RC Script ..." and
"... finished checking RC Script." Example:
"DAYZ: CLIENT IS RUNNING DAYZ_CODE "1.0.4.2"" "RC Debug initialized." "RC Script is Running." "Waiting ..." Fresnel k must be >0, given n=0.8,k=0 "PLAYER RESULT: true" "Checking RC Script ..." " RC Debug:dbg_hadEverFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallIsFriend assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitMarker assert failed. Expected true, but was false" " RC Debug:dbg_fncCallAddUnitCommunication assert failed. Expected true, but was false" "... finished checking RC Script." "PLOGIN: Login loop completed!" The informations from the tests don't really help you in finding the problem, but can help me, if you send me the results.
Thanks for reading
I hope you enjoy that feature.
Changelog
v1.3.1, May 3
added realtime updating for 3D names added range limit for 3D names implemented missing 3d options v1.3, April 30
added 3D player positions fixed GUI interferences with DayZ added script path variable to init.sqf April 22
added 1.2 Debug Version for problem checking v1.2, April 21
fixed direction of players in vehicles added marker for players in vehicles (square around player) added options for the vehicle marker added GUI with player names currnetly visible by radio fixed markers of dead players, they are not shown anymore April 16
infiSTAR configuration help was added to this thread. v1.1, April 12
added more config options (color, icon type, transparency) showing of player name next to marker icon v1.0, April 11
inital realese
RCv1.3.1.zip
RCv1.3.zip
RCv1.2.zip
RCv1.1.zip
RCv1.2Debug.zip -
Mikeeeyy got a reaction from pr0dukt in [Release] Heli Guard on DDOS
Nice idea, would be cool to spawn an agent and let him take control and land it.
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Mikeeeyy got a reaction from SchwEde in Mission swapping
GOML!
execVM ("\z\addons\dayz_server\" + (["WAI\init","DZMS\DZMSInit"] call BIS_fnc_selectRandom) + ".sqf"); -
Mikeeeyy reacted to Donnovan in [Release] Steerable Parachute (Vehicle Eject)
Nice script. Come across it while installing Precise Base Building.
PS: Look there, a brain that can't read and a angry dog sayng "you was rude". How interesting.
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Mikeeeyy reacted to Redbeard Actual in [Release] Steerable Parachute (Vehicle Eject)
I just wanted to drop you a thanks for this simple yet satisfying script. It has met with overwhelming approval from my testers.
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Mikeeeyy got a reaction from Donnovan in [Release] Steerable Parachute (Vehicle Eject)
Is there really any need for the attitude? Lol? Is it really that funny? Yes I DO realise that such variable will allow players to halo jump from aircraft. Unless you're unable to read, I'd take another glance at the thread title. Nowhere does it say anything about halo jumping. It is simply a script that replaces the parachute from the normal ejection system, with a steerable one.
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Mikeeeyy got a reaction from SchwEde in [SOLVED] Adding an image to a Flag
Actually both the server and client download and run the mission file. https://community.bistudio.com/wiki/6thSense.eu:EG#Order_of_Initialization
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Mikeeeyy got a reaction from js2k6 in [Release] Steerable Parachute (Vehicle Eject)
Thank you very much for that man, it's very generous of you and gives a warm feeling that you like and support my work. Thanks again :)
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Mikeeeyy got a reaction from FreakingFred in [Release] Steerable Parachute (Vehicle Eject)
Sorry bud, didn't mean to come across that way :-) It doesn't help when you throw ellipses left, right and center and end it with a question like that.