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xtr3m3

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Posts posted by xtr3m3

  1. 9 hours ago, Donnovan said:

    Elderwind, Doggyman,

    Try that:

    Change in the line 216 "(position)" to "(position _fugitive)".

    I updated the POST with this fix. Also fixed some missing instructions. Hope this helps.

     

    Hi,

    same error with the fix!

    It is possible to create a box with the loot or with the rewards (Weapon, Healing stuff) instead of spawning near the body?

    RTP:

    23:57:14 "[MOSTWA] Ending! Fugitive perished."
    23:57:14 Error in expression <erText "Most Wanted Body...";
    _holder = createVehicle ["WeaponHolder",(position >
    23:57:14   Error position: <createVehicle ["WeaponHolder",(position >
    23:57:14   Error 0 elements provided, 3 expected
    23:57:14 File z\addons\dayz_server\andre_most_wanted.sqf, line 233

    This is my line 233+234 in the sqf

    _holder = createVehicle ["WeaponHolder",(position _fugitive) set [2,0],[],0,"CAN_COLLIDE"];
    _holder addMagazineCargoGlobal ["ItemBriefcase_Base",1];

    thx for help!

  2. Hi,

    first, thank you for this cool script!

    i have one problem. When there are the Time Rewards or End of the Hunt, in the most cases no loot spawns in.. In 10 Hunts, 9 times, the winner get no prize, because its not spawning.

    Is there the opportunity to spawn loot crates instead of spawning the item itself? or maybe a better way to spawn the stuff?

    For example, when the Fugitive wins the Hunt, the item (i have a mystery briefcase as prize) spawn in the player gear? When the Fugitive gets shot, it will create a loot crate, like at missions.

    I hope you can help!

     

    Thx!

  3. Hey, i think its related to the amount of vehicle you have on the server.

    The difference between the MaxVehicleLimit in your init.sqf / vehicle on the server and the dynamic_vehicle.sqf in your dayz_server/missions dir is too high.

     

    Try to add more vehicles in the dynamic_vehicle or delete vehicles on your server.

  4. I had been experiencing the same problem over the last few days with traders being really slow and sometimes vehicles wont appear until after a restart.

     

    after numerous attempts to repair, one of these 2 things fixed my problem, cant say which one it was as I did both at the same time

     

    1. Completely deleted the database, re-created and imported from last backup

     

    2. removed the new mission system i had installed and replaced with one i had working previously

     

    Noticed an immediate difference to trader performance after doing this.

     

    Hey, do you remove the new WAI 2.1.4?

    This mission system created so much lag/fps drops and the traders were slow as hell.

    i replaced it with the old WAI system, and now all is fine..

     

    i dont know why there are so much lags with it, it seems to work by most of the players :(

  5. Hey ReDBaroN,

     

    i have the following Mods:

     

    Infistar AH 335 (09092014IAHAT335)

    WAI (old one, not the new 2.1.4)

    Zabns Take Clothes

    R3F Tow and Lift

    DZMS

    Snap Build Pro

    Zupas Plotpole Management

    CKC Code Changer (only Doors)

    JAEM

    Welcome Credits / Suicide / Right Click Bike Deploy

    Identify / Locate Vehicle

     

    Maybe it helps,.. i think, i have 10-15 Players with the Issue, but i cant see similarities...

  6. Hello everyone,

     

    i have a quick question.

    i saw in one of the script threads the script snippet (from maca?) that puts the playername in the Usercreated marker on the map.

     

    i have a lot of trolling with the map markers on my server at the moment, so it would be great to see the name of the player, to punish him.

     

    i searched a lot in the forums and forums search, but i dont find the code.. i know someone posted the code in a thread.

    I think i use the wrong key words..

     

    i hope you can help me with that.

     

    thx

    xtr3m3

  7. Hello,

     

    first, thank you for the new Wicked AI System!

     

    I have two questions:

     

    1. Is it possible, that the Mission markers are blue for Hero Missions and only Red Markers for Bandit Missions? I have set one difficulty, so i dont need the 4 colours. Maybe you can help.

     

    Second question:

    I have the Mission Names in my Debug Monitor, so the Player always see, if a mission is active without clicking on map. There were no issues with the old WAI System. Now, the missions sometimes dont clear or there is no loot in the crates, when i add my Debug Monitor Code to the Mission Files. Without the Debug "Code", all the missions runs fine!

     

    Example:

     

    In the Server_Functions.sqf i added at the bottom:

     

    MissionWAIHero = 0;
    MissionWAIHero = "";
    publicVariable "MissionWAIHero";

    if(isServer) then {
    
    	private 		["_complete","_crate","_mission","_static_gun","_crate_type","_rndnum","_playerPresent","_vehname","_vehicle","_position","_vehclass"];
    
    	//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];
    	//Mission debug
    	MissionWAIHero = "Armed Vehicle";
    	publicVariable "MissionWAIHero";
    	
    	//Setup the crate
    	_crate_type 	= crates_small call BIS_fnc_selectRandom;
    	_crate 			= createVehicle [_crate_type,[(_position select 0),(_position select 1) + 5,0], [], 0, "CAN_COLLIDE"];
    	
    	//Troops
    	_rndnum = (2 + round (random 4));
    	[[_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;
    	[[_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] call custom_publish;
    	
    	if(debug_mode) then {
    		diag_log format["WAI: [Bandit] armed_vehicle spawned a %1",_vehname];
    	};
    	
    	//Condition
    	_complete = [
    		[_mission,_crate],	// 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 {
    		[_crate,0,0,[25,crate_items_chainbullets],2] call dynamic_crate;
    	};
    
    	diag_log format["WAI: [Mission:[Bandit] Armed Vehicle]: Ended at %1",_position];
    	
    	//Mission debug
    	MissionWAIHero = "";
    	publicVariable "MissionWAIHero";
    	
    	b_missionrunning = false;
    };
    

    In my custom_monitor i can add the Variable. With the old System it works like a charm, but now no clearing of the mission or sometimes no loot in the crate.

    No Errors in the RPT...

    Can you tell me the right place for the Code, so it does not break the Mission? :D. Would be great. Maybe you have a better Idea to do this.

     

    Thanks

    xtr3m3

  8. Hello everyone,

     

    i have a question. How can i add minus or plus humanity to the suicide script.

     

    I am using the suicide script from the Custom Action Menu ->

     

    I tried it with this code:

    if (_humanity > 1) then {
    dayzHumanity = [player,-1000];
    _id = dayzHumanity spawn player_humanityChange;
    };
    

    The Code itself works, but the problem is, that the new Humanity dont save after the player logs in after suicide. The Player has the old Humanity like before the suicide.

    My Scripting skills are very low, but i dont know what to do with _id or player_humanityChange;

     

    Full Suicide Script:

    private ["_Secondary"];
    _Secondary = currentWeapon player;
    _humanity = player getVariable "humanity";
    _onLadder =    (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
    _canDo = (!r_drag_sqf && !r_player_unconscious && !_onLadder);
    
        
    suicide_answer=nil;
    if(_canDo) then {
        DamiSpawn =
        [
            ["Suicide Confirmation",true],
            ["Are you sure?", [-1], "", -5, [["expression", ""]], "1", "0"],
            ["", [-1], "", -5,         [["expression", ""]], "1", "0"],
            ["No", [2], "", -5,     [["expression", "suicide_answer=false;"]], "1", "1"],
            ["Yes", [3], "", -5,     [["expression", "suicide_answer=true;"]], "1", "1"],
            ["", [-1], "", -5,         [["expression", ""]], "1", "0"],
            ["Exit", [-1], "", -3,     [["expression", "suicide_answer=false;"]], "1", "1"]
        ];
        showCommandingMenu "#USER:DamiSpawn";
        waitUntil {((!isNil 'suicide_answer')||(commandingMenu == ""))};
        if (isNil 'suicide_answer') then {suicide_answer=false;};
        
    
        
        if (suicide_answer) then
        {
        
        if (_humanity > 1)  then {
    dayzHumanity = [player,-1000];
    _id = dayzHumanity spawn player_humanityChange;
    };
    if (_humanity < -1) then {
    dayzHumanity = [player,+1000];
    _id = dayzHumanity spawn player_humanityChange;
    };
    
            cutText["Really? Suicide? Be a Man and Run!","PLAIN DOWN"];
            player playmove "ActsPercMstpSnonWpstDnon_suicide1B";
            sleep 8.4;
            player fire _Secondary;
            _selection = "body";
            player setHit["body",1];
            
        };
    } else {
        cutText ["You are already performing an action","PLAIN DOWN"];
    };
    

    Thx for help!

     

    greets

    xtr3m3

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