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BigCrazyCat

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  1. Like
    BigCrazyCat reacted to MrShix in [Release] Pick 10 Spawn system   
    Ok so its my first time posting so hey I guess.
     
    Soo here's the idea you give your players a choice of what they can spawn with. Now that being said its not like the normal select a class system. This way it gives players a chance to customize it a little bit without it getting to OP. 
     
    https://www.youtube.com/watch?v=muYPL-nUs00
     
    Anyway there's the basic functionality and everything.I have only been coding for a few weeks so there probably is allot better ways to do some of the things I have done.
     
    If you want to use it you can download it here :https://www.dropbox.com/s/9623i3f0bf0flyy/Pick10.zip?dl=0
     
    INSTALL
    (please note I use ESSv2 so my install notes are for people that are using that)
     
    1.move the "Pick10" folder in to your mission folder 
    2.in description.ext at the bottom add 
    #include "FolderLocation\Pick10\Shix_Defines.hpp" #include "FolderLocation\Pick10\ShixPick10.hpp"  then if you do use ESSv2 add:
    execVM "FolderLocation\Pick10\init.sqf";  at the bottom of startSpawn.sqf
     
    And please for the love of all that is holy change the "FolderLocation" to the path of where you put the Pick10 folder. So for example mine is 
    execVM "custom\Pick10\init.sqf"; And that's if you're done.
     
    If you use infistar add "8457" to _ALLOWED_Dialogs 
     
    at the top of the init.sqf there is some customization things you can mess around with and tweak to your liking 
     
    And like I said I'm fairly new at coding so if anyone wants point out some better ways to do things feel free.
  2. Like
    BigCrazyCat reacted to Donnovan in [Release] Casca Vehicles Convoy for any Map   
    CASCA ANDRE CONVOYS - TAKELONG V1a:
    V1a ON 01 of September of 2015
     
    NEW ON TAKELONG V1:
    New Skill Settings:
    _generalSkill = 0.6; //All skills, except ain skill, for all AI _driverManAin = 0.8; //Ain of the driver, from 0 to 1 _cargoMansAin = 0.5; //Ain of the cargo ocupants, from 0 to 1 _turretMansAin = 0.3; //Ain ot the turret operators, from 0 to 1 New Icon settings:
    _showMapIcons = true; //Show spawn, convoy and AI icons on map? _showMapIconsOnlyWhenNotInWar = true; //Hide convoy icons when they enter in war, so the fight is not spoted. _showCrewNumber = true; //Show crew number on the vehicle icon on map? (runner bombers don't count as vehicle crew)   Special reward in coins (Zupa coins) or gold (normal Epoch): _useCoinsReward = false; //Special kill (main char kill or combo kill) reward in gold or coins? Use false to gold / true to coins. _coinRewards = [650,4000,650]; //Special Reward Array: _xxxxxRewards = [kill reward,son of general kill reward,extra for each combo kill]; _goldRewards = [["ItemSilverBar",0],["ItemGoldBar10oz",1],["ItemGoldBar",1]]; //Special Reward Array: _xxxxxRewards = [kill reward,son of general kill reward,extra for each combo kill]; Combo kill is when you kill more 2 AI in the space of 15 seconds. The level of the combo increase if you keep killing in less than 15 seconds (Combo Level 1, Combo Level 2, Combo Leve 3, and so on). While the combo kill reward in coins goes direct to the player wallet, in gold, it goes in the AI dead body.   Humanity Gain Settings: donn_humanityGainForKill = 65; //How much humnity to gain for each AI kill?   //Bellow this value you is in the Bandit Way so donn_humanityGainForKill will subtract to your humanity //Above this value you is in the Hero Way so donn_humanityGainForKill will add to your humanity donn_humanityZeroScale = 2500;   Other Settings: _donn_delete_body_time = 2400; //Time in seconds to delete a dead AI body donn_aiCarVulnerable = false;  //false or 0 is INVUNERABLE true or 1 is VULNERABLE  
    NEW ON TAKELONG V1a:
    Bidirectional Humanity: Fixed bandit (or on the bandit way) players getting positive humanity from AI kill.
    NEW ON TAKELONG V1b:
    Coin rewards: Fixed coins rewards not happening due to a typo.
    Manual fix if you have V1a: Inside andre_convoy.sqf change the configuration setting from _coinsRewards = [650,4000,650]; to _coinRewards = [650,4000,650];
     
    If it works for you consider a donation. Thankyou.

    $USD
    $EURO

     
    INSTALATION: TAKELONG V1b

    Unzip this file into your mission folder: https://www.dropbox.com/s/wd4dyodm7prnu4d/arma2_epoch_andre_convoy_takelong_v1b.7z?dl=0
    Look at init(example).sqf to see how to run Andre Convoy, and reproduce it in your init.sqf.
    No BE filters tweak needed.
     
     
    INFISTAR USERS:
    If your infiStar have this option:
    /*  EXPERIMENTAL CU FIX   */ _CUF = true; /* true or false */ /* *experimental* - will transfer serverside units (including mission AI) to clientside */ You need to turn it off setting _CUF to false, or AI will not work.
  3. Like
    BigCrazyCat reacted to hambeast in [TUTORIAL] How to use Public Variables   
    FYI, this guide is for advanced arma coders.  This guide will assume you know how to pack/unpack PBO's, edit files, and are comrfortable with coding.  You must also have an understanding of locality as in client vs server side.
     
    A note on locality:  Your mpMissions folder is NOT only client side.  When I started coding I made this assumption and I was wrong.
     
     
    Lesson 1:  Event Handlers Basics
     
    Event handlers are the bread and butter of Arma2 MP coding.  They are little logic functions that the server sets aside until they are called by a public variable.  In my experience they have very low overhead so don't be afraid to make use of them.
     
    example 1: Change players skin
    Add this code to the bottom of your init.sqf (in your mpMission)
    // expects: [_playerUID,_CharacterID,_skinClassName] // this line says ONLY run on the ClientSide.  The server will see this and ignore it.  This means that when a client gets this command, they and only they will execute this. if (!isDedicated) then {   "PV_ChangePlayerSkin" addPublicVariableEventHandler {     // handle our packet.  _this select 0 returns the PV name, _this select 1 returns our input packet    _packet = _this select 1;  // should contain [_playerUID, _characterID, _skinClassName]    _playerUID = _packet select 0;    _characterID = _packet select 1;    _skinClassName = _packet select 2;       // set our player to the skin    [_playeruid,_characterID, _skinClassName] spawn player_humanityMorph;   }; }; Ok so now we got our event handler set up, if any client sends the PV "PV_ChangePlayerSkin" all clients connected will execute this event handler.  Here is how we send the command to all players.  This code can be called anywhere, on a client, or from the server itself.
     
    example:
      PV_ChangePlayerSkin = [_playerUID,_CharacterID,_skinClassName];   publicVariable "PV_ChangePlayerSkin"; But you may be asking, how do I set just a single player's skin instead of everyone on the server?   We do this with publicVariableClient.  I am unsure if you can call this command from clientside as I only use it serverside but here is how you do it regardless. // lets assume we want to set our cursorTarget's skin (the player we are looking at) _player = cursorTarget; _owner = owner _player; // owner command returns the client # we will need for the next step. _playerUID = getPlayerUID _player; _characterID = _player getVariable ["CharacterID","0"]; _skinClassName = "FR_GL"; // my personal skin PV_ChangePlayerSkin = [_playerUID, _characterID, _skinClassName]; _owner publicVariableClient "PV_ChangePlayerSkin"; // only send the PV to the specific client  
    Now when we send our public variable we only send it to the client we wish to.  There are a myriad of ways to get player objects loaded into memory but that will be covered later.
  4. Like
    BigCrazyCat reacted to Halvhjearne in Check if has backpack   
    you can do like this:
    //units bag _myBackpack = unitBackpack player; //units bag type _packtype = (typeOf _myBackpack); //check if there is a bag name if (_packtype !="") then { i belive if you dont need units backpack type, you can do this:
    //units bag _myBackpack = unitBackpack player; //check if units bag isnull if !(isnull _myBackpack) then {
  5. Like
    BigCrazyCat reacted to Zupa in [Alpha Release] Single Currency 3.0 & Storage DEFAULT HIVE ( No global banking).   
    I'll try to make some time to have a session how to code and fix "the bugs' for you guys ^^
  6. Like
    BigCrazyCat reacted to EPD in EPDs Mega Release Thread (Update 27.01 AI Sites + NWAF Trader)   
    NAPF: Buckten Trader City
    Top: 053 Side: 148


    One of three Trader Cities I have created for NAPF map, Buckten is placed in SW part of map. Blackmarket trader included


    Traders inside are fixed to standard Neutral traders in your server_traders.sqf from Napf mission file. (instance 17)


    Marker:

    _Buckten = createMarker ["BucktenTrader", [5317.0972, 5650.1455, 0]]; _Buckten setMarkerText " Buckten Trader City"; _Buckten setMarkerType "mil_circle"; _Buckten setMarkerColor "ColorBlack"; _Buckten setMarkerBrush "Solid"; Buckten = _Buckten; BucktenTrader.NAPF.zip
  7. Like
    BigCrazyCat reacted to EPD in EPDs Mega Release Thread (Update 27.01 AI Sites + NWAF Trader)   
    NAPF: Chatzbach Trader City
    Top: 078 Side: 116


    One of three Trader Cities I have created for NAPF map, Chatzbach is same as Lopatino Trader but transfered to NAPF map to fill empty space in central part of map. Blackmarket trader included


    Traders inside are fixed to standard Neutral traders in your server_traders.sqf from Napf mission file. (instance 17)


    Marker:

    _Chatzbach = createMarker ["ChatzbachTrader", [7841.8633, 8851.4551, 0]]; _Chatzbach setMarkerText " Chatzbach Trader City"; _Chatzbach setMarkerType "mil_circle"; _Chatzbach setMarkerColor "ColorBlack"; _Chatzbach setMarkerBrush "Solid"; Chatzbach = _Chatzbach; ChatzbachTrader.NAPF.zip
  8. Like
    BigCrazyCat reacted to syco in Losing connection dupe bug - Please help to fix it!   
    Yes,
    In your server pbo. Add to the bottom of server_functions.sqf
    cad_pvar_shared_var = 0; cad_pvar_server_answer = 1; "cad_pvar_shared_var" addPublicVariableEventHandler { owner (_this select 1) publicVariableClient "cad_pvar_server_answer"; }; It will look something like this



    Now in your mission pbo
    Make a folder called Fixes. Then make a sqf file called DupingFix.sqf and place it inside the Fixes folder.
    Place this code inside DupingFix.sqf
    private ["_time_count"]; cad_pvar_shared_var = player; cad_pvar_server_answer = 0; _time_count = diag_tickTime; publicVariableServer "cad_pvar_shared_var"; while {diag_tickTime - _time_count < 8 && cad_pvar_server_answer == 0 } do {sleep 0.05;}; if (cad_pvar_server_answer == 0) exitWith { (findDisplay 49) closedisplay 0; }; Open description.ext and find
    onPauseScript = ""; Change to
    onPauseScript = "Fixes\DupingFix.sqf"; In your publicvariable.txt add this to the end of line 2
    !="cad_pvar_shared_var"  All done.
    Now when ever a player pull's there internet cord and hits ESC and try's to log out to the lobby, this script runs and if it detects connection lost it will close the ESC menu at 2 secs left and not let them log out to do the dupe. They will have two choices. 1) plug back in cord and continue playing. 2) alt F4 and re-connect. NO matter what choice they pick the dupe will not happen because it requires them to go to lobby then back in-game. The items they try to dupe will be on there character still or inside the storage container, never both.
  9. Like
    BigCrazyCat reacted to Rythron in [Release] PVE Prison punish after a kill   
    What does it do? Punishment for the PVE killers.  They will sent to prison and must stay there for 10 minutes. If they escape it will result in death ! After 10 minutes they will be released and put in front of the gate.     https://www.youtube.com/watch?v=cUAkJ5pOCY8   I Have the   So after a kill they loose 1 briefcase money after escape from prison and if they end up death they loose 2 briefcases.   If you don't have DZE Piggd Banking System remove the parts in "escapekill.sqf" that are highlighted in the files with //DZE Piggd Banking System  And adjust the messages like you want to have them.     Server side.     Place this  "Special thanks to Vampire & seelenapparat for this code!" if ((side _killer) == EAST) exitwith {     diag_log "Bots dont go to jail!"; }; if ((side _killer) == WEST) then {     sleep 8;    [_killer] execVM "custom\jail\start_punish.sqf" } else {    if (((count crew _killer) > 1) && ((side _killer) == WEST)) then {      if (((gunner _killer) in (crew _killer)) && ((side _killer) == WEST)) then {         sleep 8;        [(gunner _killer)] execVM "custom\jail\start_punish.sqf"      } else {         sleep 8;        [(driver _killer)] execVM "custom\jail\start_punish.sqf"      };    } else {         sleep 8;         [(driver _killer)] execVM "custom\jail\start_punish.sqf"    }; };    at the bottom in your server_playerDied.sqf     add the prison.sqf to your custom maps    and add this to your server_functions.sqf at the bottom call compile preProcessFileLineNumbers "\z\addons\dayz_server\CUSTOMMAPS\prison.sqf"; pack your server.pbo   Mission folder.   add these 2   class Item2 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={-143.93861,0.52647489,2319.5012}; id=50; side="LOGIC"; vehicle="FunctionsManager"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; }; }; }; class Vehicles { items=1; class Item0 // your follow up number { position[]={1348.44,339,4065.91}; azimut=182.39052; id=53; side="EMPTY"; vehicle="HeliHEmpty"; skill=0.60000002; text="jail_center_H"; description="the jail center point"; }; }; and   class Markers { items=1; //+1 class Item0 class Item0 // your follow up number { position[]={1348.44,339,4065.91}; name="Prison"; text="Prison"; type="o_mech_inf"; colorName="ColorRed"; }; }; in mission.sqm   UPLOAD the directory "jail" in your addons in your mission file.   if you want the messages you have to have "remote_messages" installed   if you don't then add remote_messages.sqf to your custom directory   and place this  _nil = [] execVM "custom\remote_messages.sqf";   in your init.sqf  in the (!isDedicated) like below if (!isDedicated) then { _nil = [] execVM "custom\remote_messages.sqf"; };   EXTRA POSSIBILITY  If you dont want them to abort in prison place the Pzone.sqf in your mission directory i have it in my safezone directory. Then add this in your init.sqf add the bottom. [] ExecVM "addons\Safezone\Pzone.sqf";         it is activated by the "canbuild" so you cannot abort in a trader city!   And add this part class Sensors    {         items=14; // add + 1         class Item13 // your follow up number            {             position[]={1348.44,339,4065.91};             a=100;             b=100;             activationBy="WEST";             repeating=1;             interruptable=0;             age="UNKNOWN";             name="Prison";             expCond="(player distance Prison) < 100;";             expActiv="inPZone = true;";             expDesactiv="canbuild = true;inPZone = false;";             class Effects                {             };         };     };  in your mission.sqm   If you have a suicide script you can add this  _prison = player distance jail_center_H > 100; if (_prison) then { below the following in your suicide script in your fn_selfActions.sqf private ["_handGun"]; _handGun = currentWeapon player; And dont forget to close it with a extra bracket };   Download Files
      Thats it.   Let's punish those PVE killers   Greetz  Rythron
  10. Like
    BigCrazyCat reacted to Zupa in [FIXED] Players Stuck at Loading Screen with Sound/Audio   
    in your compiles .sqf
     
    look for the following:
    if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!";}; replace that with the following
    if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!"; endLoadingScreen; }; That fixes your problems.
     
    Its when somehow the load screen doesnt get ended. So if login loop completed, force the load to end.
     
    Tip: Follow your topic with the follow topic on the right top ^^, u will get a mail as soon as you get a response!
  11. Like
    BigCrazyCat reacted to MG-Maximus in [Release] Skin Trader 0.6 (Buy any arma skin)   
    Found a possible fix for the actual trader not appearing!
     
    If you have a custom safezone (such as I use infistar's safezone) then you need to have the AI remover set to false or it will delete the trader!
     
    Thanks for a lovely script!
    Max
  12. Like
    BigCrazyCat reacted to StiflersM0M in F Snap Key doesnt work   
    seems you dont want to read, i cutted it out for you.
     
  13. Like
    BigCrazyCat reacted to StiflersM0M in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    ==================================Step by Step guide================================
    I have alot of custom scripts and files in my server, so i decided to look into the custom scripts from RimBlock and search what he has changed so i can make a step by step guide for guys who have the same problem like me. But ok lets start now.
     
    Required:
    -Time about an hour
    -Custom compiles.sqf
    -A general knowledge about scripting and formating
    -Brain.exe
     
    At first here is a file list compare it with your custom folder if some files are missing get them from the DayZ_Code.pbo.


    If you checked theese list and maked sure that you have every file, you can start with the compiles.sqf
    Remeber, i use my own file path´s, if you have another folder who is not named "Custom" you need to change the path´s to fit your folders.
    I also call the custom compiles.sqf twice, so first the original one then the custom one, so my compiles.sqf looks like this:



    So, now we came to the changes in every file:
    fn_damageActions.sqf


     Fn_sefactions.sqf


     player_packtent.sqf


    player_unlockvault.sqf


    remove.sqf


    player_updateGui.sqf


    tent_pitch.sqf


    vault_pitch.sqf


    player_build.sqf


    player_buildingDowngrade.sqf


    player_tagfriendly.sqf


    player_upgrade.sqf


    Server_monitor.sqf


    Now go to your init.sqf
    and find:
    _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf"; and replace it with your custom path pointing to your custom folder in my case it looks like this:
     
    _serverMonitor = [] execVM "custom\server_monitor.sqf"; For me everything is working, i dont test the script before, i doed exact the same like above and its working for me with vanilla epoch and with my normal MPmission where i have about 22 custom files from the dayz_code.pbo.
    #Edit: fixxed some synatx errors in my instruction
  14. Like
    BigCrazyCat reacted to 0verHeaT in [Release] Custom Kill Messages   
    Description
     
    Get all kill notification nicely displayed in the left upper corner. This will include the picture of the gun and the shot distance.
     
    The format will look like that:
     
    [killer] ['image'] [victim] ['distance in meters']
     
    To see how it will look like in game:



     
    UPDATE
    fixed bug where dead players spawn near their bodies with their old gear message will only appear when a player is shot by someone else if an attacker killed another player with a vehicle the message will show the picture of the vehicle instead of the gun  
    Download and installation
     
    http://github.com/0verHeaT/kill_msg
     
     
    Step by Step Guide (if you have already other mods)
     
    (Has been removed! Please use my Github!)
     
    Done.
  15. Like
    BigCrazyCat reacted to f3cuk 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!
  16. Like
    BigCrazyCat reacted to Nemaconz in Public Variables Errors   
    PVR #0 is basically the catch all, doesn't really mean shit, it usually means their battleye is not responding. The quick work around for dealing with PVR's is to delete the offending PVR out of the script. Now by doing that you open the door for a possible hacker, but most hackers don't bother with old hacks, if you want to stay ahead of infistar and battleye you have to constantly update your stuff, so most hackers who know what they are doing are not going to bother trying to use old exploits on a server running infistar or battleye, what I am saying is if you delete a single variable you're probably going to be ok.
     
    If people are getting the waiting for creating character screen and then are booted off I would advise you to go back over any recent updates you have done and figure out what you may have done wrong. Take the update out and see if people are still getting the issue, so if you installed a mod or script, take it out and see if your problem persists, if it doesn't you know that you have done something wrong with that script. From there you have to play detective. This is why it is advisable to have a test server if you can afford it, it saves you from hassles like this. Best of luck.
  17. Like
    BigCrazyCat reacted to Gr8 in [TUTORIAL] Make Your Own Server Hive - Use 1 Database for multiple servers   
    You can add as many servers to a database as you want, make however many tables you want.
     
    If you want to hive 4 servers together, have these 4 Tables in your database with appropriate columns
    Object_DATA_1 Object_DATA_2 Object_DATA_3 Object_DATA_4 and have all four Worldspace rows in your character_data. If you run 2 server with the same map then you dont have to make different wordspace rows for them if you want to.
  18. Like
    BigCrazyCat reacted to Gr8 in [TUTORIAL] Make Your Own Server Hive - Use 1 Database for multiple servers   
    Make Your Own Server Hive
    Make all your servers run on one database. Sync Character(gear, location) and banks(if using SC) across all servers. Even with different maps
     
    Requirements:
    Working Epoch Server Database Access to your Database and HiveExt.cfg Database Manager (HiediSQL) Common Sense Time  
    In this tutorial we will be combining only 2 servers together, you may add any more server if you like. We will be working with
    Server 1 - Chernarus
    and
    Server 2 - Taviana
     
    Configuring your Database
     
    Please backup your database prior to applying any of the changes below
     
    Using hiediSQL or a similar program to execute these Statements to your database you will be working with
    -- adding new tables to your Database ~ [GG] Gr8 CREATE TABLE IF NOT EXISTS `object_data_1` (     `ObjectID` INT(11) UNSIGNED NOT NULL AUTO_INCREMENT,     `ObjectUID` BIGINT(24) NOT NULL DEFAULT '0',     `Instance` INT(11) UNSIGNED NOT NULL,     `Classname` VARCHAR(50) NULL DEFAULT NULL,     `Datestamp` DATETIME NOT NULL,     `LastUpdated` TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP ON UPDATE CURRENT_TIMESTAMP,     `CharacterID` INT(11) UNSIGNED NOT NULL DEFAULT '0',     `Worldspace` VARCHAR(128) NOT NULL DEFAULT '[]',     `Inventory` LONGTEXT NULL,     `Hitpoints` VARCHAR(512) NOT NULL DEFAULT '[]',     `Fuel` DOUBLE(13,5) NOT NULL DEFAULT '1.00000',     `Damage` DOUBLE(13,5) NOT NULL DEFAULT '0.00000',     PRIMARY KEY (`ObjectID`),     INDEX `ObjectUID` (`ObjectUID`) USING BTREE,     INDEX `Instance` (`Instance`) USING BTREE ) COLLATE='latin1_swedish_ci' ENGINE=InnoDB AUTO_INCREMENT=74383; CREATE TABLE IF NOT EXISTS `object_data_2` (     `ObjectID` INT(11) UNSIGNED NOT NULL AUTO_INCREMENT,     `ObjectUID` BIGINT(24) NOT NULL DEFAULT '0',     `Instance` INT(11) UNSIGNED NOT NULL,     `Classname` VARCHAR(50) NULL DEFAULT NULL,     `Datestamp` DATETIME NOT NULL,     `LastUpdated` TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP ON UPDATE CURRENT_TIMESTAMP,     `CharacterID` INT(11) UNSIGNED NOT NULL DEFAULT '0',     `Worldspace` VARCHAR(128) NOT NULL DEFAULT '[]',     `Inventory` LONGTEXT NULL,     `Hitpoints` VARCHAR(512) NOT NULL DEFAULT '[]',     `Fuel` DOUBLE(13,5) NOT NULL DEFAULT '1.00000',     `Damage` DOUBLE(13,5) NOT NULL DEFAULT '0.00000',     PRIMARY KEY (`ObjectID`),     INDEX `ObjectUID` (`ObjectUID`) USING BTREE,     INDEX `Instance` (`Instance`) USING BTREE ) COLLATE='latin1_swedish_ci' ENGINE=InnoDB AUTO_INCREMENT=74383; This will add 2 Extra tables to your database named object_data_1 & object_data_2. These will be used to the 2 servers the objects (bases and vehicles) will read and write from. We want to keep the objects independent for each server to prevent conflicts.
     
    Now Execute this script
    ALTER TABLE character_data ADD Worldspace1 VARCHAR(128) NOT NULL DEFAULT '[]' AFTER Inventory; ALTER TABLE character_data ADD Worldspace2 VARCHAR(128) NOT NULL DEFAULT '[]' AFTER Worldspace1; This will make 2 different worldspace fields for our 2 servers, since they are different maps, we want to keep the positions seperate from other server. But the overall character and gear will Sync on both servers.
     
     
    Configuring your HiveExt.cfg
     
    Now to the easy part. Grab your HiveExt.cfg from both of the servers and open them.
     
    Find:
    ;Enables you to run multiple different maps (different instances) off the same character table ;WSField = Worldspace ;If using OFFICIAL hive, the settings in this section have no effect, as it will clean up by itself [Objects] ;Which table should the objects be stored and fetched from ? ;Table = Object_DATA For Server 1
    Replace to:
    ;Enables you to run multiple different maps (different instances) off the same character table WSField = Worldspace1 ;If using OFFICIAL hive, the settings in this section have no effect, as it will clean up by itself [Objects] ;Which table should the objects be stored and fetched from ? Table = Object_DATA_1 For Server 2
    Replace to:
    ;Enables you to run multiple different maps (different instances) off the same character table WSField = Worldspace2 ;If using OFFICIAL hive, the settings in this section have no effect, as it will clean up by itself [Objects] ;Which table should the objects be stored and fetched from ? Table = Object_DATA_2 Make sure both servers are running on same database.
     
    Thats it, for a basic 2 server Hive.
     
     
  19. Like
    BigCrazyCat reacted to striker in [Release] crashLoot - Scatter loot/gear from destroyed player vehicles on ground (Version 1.1)   
    https://www.youtube.com/watch?v=nNbjP3EgBDI
     
    Description
         The purpose of this script is to scatter gear from player vehicles on the ground when they are destroyed. This script allows you to set many different settings to suit your needs. It runs mostly on the server side other than the config variable so you don't have to repack your PBO every time you want to make a change. You can enable or disable the script from spawning gear on the ground depending on if the vehicle is locked or not. This is a important one as it will prevent many people from going around and blowing up every vehicle they see  ;) You can also state the min and max loot piles that you want to spawn around the vehicle. You can also set the radius that the loot piles will spawn in creating a nice random look (don't judge the video). The file controllable element at your disposal is the ability to set the chance the gear will be destroyed. More detail will be given when we implement the config variable in the init.sqf. Without further ado, let the installation begin! :lol:
     
    WARNING: Only use vehicles spawned by the server to test to see if the script is working. Infistar spawned vehicles will not work (However, HIVE spawned might).
     
    Installation 
    Sever Side Script:


    Mission Side Script:

     
     
    Version 1 - initial release
    Version 1.1 (Complete) - change code to use the _object_killed funciton(overlooked that one <_<)
     
    Appreciate and support my work? 
  20. Like
    BigCrazyCat reacted to raymix in F Snap Key doesnt work   
    F key is "defined" inside dayz_spaceinterrupt.sqf file, something in your compiles is overwriting this or you are using other addon that uses this file.
     
    easiest workaround would be simply to add this line somewhere in your compiles.sqf:
    F_KEY = (findDisplay 46) displayAddEventHandler ["KeyDown","if ((_this select 1) == 33) then { DZE_F = true; }"]; (Thanks, Evocation)
  21. Like
    BigCrazyCat reacted to DeanReid in [Resources] Scripts | Tools | AIO   
    Hello, I'm doing this because I have a spare hour to fill up. I'll try keep this up to date as much as possible and if I've missed any feel free to moan, also if I have details wrong on difficulty of your addon then please inform so I can update  ;)  
     
    Last Updated: 10/12/2014 | 7:40 GMT
     
    INDEX
    =============
     -
    -
    -
    -
     -
    -
     -
     -
    -
     
    Installation Codes (Difficulty) *Based on Steps to Take*
    =============
    - RED = HARD *Mission Edits, Server Edits & Database Edits*
    - ORANGE = Moderate *Mission Edits & Server Edits*
    - BLUE = Easy *Mission Edits Only*
  22. Like
    BigCrazyCat reacted to Remix in Private Server Trader Tool   
    Requires Microsoft .NET Framework 4 http://www.microsoft.com/en-gb/download/details.aspx?id=17718
     
    Trader Editor alpha

     
    Trader editor currently
    Lists traders from server_traders table then matches the class names to entry's found in server_traders.sqf(unsure if this is the right way its done but works for me for now)
    enables u to edit/add/delete items in the traders category's
     
     
    setup
    DayZEpoch Tools alpha 0.2.zip
    Download Remix DayZEpoch Tools alpha 0.1.zip (Old version)
    Extract the files to your hard drive then edit "config.ini"
    [CONFIG] Username=dayz Password=dayz DatabaseName=dayzepoch Server=localhost Port=3306 Instance=11 TraderSQF=server_traders.sqf [TABLENAMES] serverTraders=server_traders traderItems=trader_items TradertIDs=trader_tids TradersData=traders_data
  23. Like
    BigCrazyCat reacted to boyd in [Release] Skin Trader 0.6 (Buy any arma skin)   
    I have finally made a release able version of my skin trader, it is far from being done but it works great.
     
    The skin trader has all skins from Arma but if your on Overpoch or any other Addons on your server, you can easily add the skins to the list of either men or woman clothing.
    Before you buy a new skin you have to make sure your not wearing a backpack, once you bought a skin you can no longer use the epoch skins to change into any other skin you need to buy the skin on top of the list to do this again.
     
    As this is not a final release any bugs or problems are all welcome and i will try to solve them.
     
    Video



     
    Q&A



     
     
    Installation:
     
    Download link here.
     
    1. Open description.ext at very bottom add this:
    //Skin Trader #include "Skin_Trader\dialog\common.hpp" #include "Skin_Trader\dialog\SkinGui.hpp" 2. Open your custom variables and change this:
    //Model Variables Bandit1_DZ = "Bandit1_DZ"; Bandit2_DZ = "Bandit2_DZ"; BanditW1_DZ = "BanditW1_DZ"; BanditW2_DZ = "BanditW2_DZ"; Survivor1_DZ = "Survivor2_DZ"; Survivor2_DZ = "Survivor2_DZ"; SurvivorW2_DZ = "SurvivorW2_DZ"; SurvivorW3_DZ = "SurvivorW2_DZ"; Sniper1_DZ = "Sniper1_DZ"; Camo1_DZ = "Camo1_DZ"; Soldier1_DZ = "Soldier1_DZ"; Rocket_DZ = "Rocket_DZ"; AllPlayers = ["Survivor2_DZ","SurvivorWcombat_DZ","SurvivorWdesert_DZ","SurvivorWurban_DZ","SurvivorWsequishaD_DZ","SurvivorWsequisha_DZ","SurvivorWpink_DZ","SurvivorW3_DZ","SurvivorW2_DZ","Bandit1_DZ","Bandit2_DZ","BanditW1_DZ","BanditW2_DZ","Soldier_Crew_PMC","Sniper1_DZ","Camo1_DZ","Soldier1_DZ","Rocket_DZ","Rocker1_DZ","Rocker2_DZ","Rocker3_DZ","Rocker4_DZ","Priest_DZ","Functionary1_EP1_DZ","GUE_Commander_DZ","Ins_Soldier_GL_DZ","Haris_Press_EP1_DZ","Pilot_EP1_DZ","RU_Policeman_DZ","pz_policeman","pz_suit1","pz_suit2","pz_worker1","pz_worker2","pz_worker3","pz_doctor","pz_teacher","pz_hunter","pz_villager1","pz_villager2","pz_villager3","pz_priest","Soldier_TL_PMC_DZ","Soldier_Sniper_PMC_DZ","Soldier_Bodyguard_AA12_PMC_DZ","Drake_Light_DZ","CZ_Special_Forces_GL_DES_EP1_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ","FR_OHara_DZ","FR_Rodriguez_DZ","CZ_Soldier_Sniper_EP1_DZ","Graves_Light_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_Sniper_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_CO_DZ","GUE_Soldier_2_DZ","TK_Special_Forces_MG_EP1_DZ","TK_Soldier_Sniper_EP1_DZ","TK_Commander_EP1_DZ","RU_Soldier_Crew_DZ","INS_Lopotev_DZ","INS_Soldier_AR_DZ","INS_Soldier_CO_DZ","INS_Bardak_DZ","INS_Worker2_DZ"]; To this:
    AllPlayers set [count AllPlayers, "Bandit1_DZ", "Bandit2_DZ", "BanditW1_DZ", "BanditW2_DZ", "Survivor2_DZ", "SurvivorW2_DZ", "Sniper1_DZ", "Camo1_DZ", "Soldier1_DZ", "Rocket_DZ"]; 3. Now look for this in your Mission.sqm
        class Groups     {         items=2; Change it to:
    class Groups { items=3; Now look for this at around line 1155:
    class Item1 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={8810.7705,138.52499,11751.518}; id=50; side="LOGIC"; vehicle="FunctionsManager"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; }; }; After the "};" add this:
    class Item2 { side="GUER"; class Vehicles { items=1; class Item0 { position[]={6303.8,0.001,7795.03};//Trader City Stary azimut=138.222; special="NONE"; id=101; side="GUER"; vehicle="UN_CDF_Soldier_SL_EP1"; leader=1; skill=0.60000002; init="this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;this enableSimulation false;this setcaptive true;this addAction [""Men Clothing"",""Skin_Trader\open_dialog.sqf""];this addAction [""Women Clothing"",""Skin_Trader\open_dialog2.sqf""]"; }; }; }; 4. Now copy the Skin_Trader to your MPMissions folder.
     
     
    Infistart FIX
     
    Open AHconfig.sqf and find this:
    /*  ALLOWED Dialogs       */ _ALLOWED_Dialogs = [-1,106,2200,6900,6901,6902,6903,420420,41144]; Change it to this:
    /*  ALLOWED Dialogs       */ _ALLOWED_Dialogs = [-1,106,2200,6900,6901,6902,6903,420420,41144,20001,20002,20003,20004,20005,20006]; Future Plans:
     
    The ability to preview the skin with a better camera view.
     
    Change log:
     
    0.6
    Removed all the clothing from men and woman that are being used by traders from any map.
    Removed all woman clothing that din't work, only civilian left now.
     
    Credits:
     
    Original script: http://www.armaholic.com/page.php?id=12113
  24. Like
    BigCrazyCat reacted to Dwarfer in [EMS] 0.3.1 Defents Edit   
    Hi,
     
    Check the following files and change the following
     
    DZMSMajTimer.sqf  lines 37
    if (isNil("DZMSMajDone")) then { DZMSMajDone = false; }; waitUntil {DZMSMajDone}; // DZMSMajDone = nil; DZMSMajDone = false; DZMSMinTimer.sqf lines 37 if (isNil("DZMSMinDone")) then { DZMSMinDone = false; }; waitUntil {DZMSMinDone}; // DZMSMinDone = nil; DZMSMinDone = false;
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