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Posts posted by meanbeandk
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stuck here :(
have 2 files to create music in stary trader
1. file music
// Trader City Stary _this = createTrigger ["EmptyDetector", [6325.6772, 7807.7412, 0]]; _this setTriggerArea [150, 150, 0, false]; _this setTriggerActivation ["NONE", "PRESENT", true]; _this setTriggerStatements ["(player distance trading_post1) < 100;", "music = true; canbuild = false;", "music = false; canbuild = true;"]; trading_post1 = _this; _trigger_0 = _this;
2. file musictrikker
if (isNil "music") then { music = false; }; while {true} do { waitUntil { music }; titleText [format["Welcome to my Disco "],"PLAIN DOWN"]; titleFadeOut 4; playsound "song"; sleep 60; };
in my description i have
class CfgSounds { sounds[] = {siren}; class siren { name = "siren"; sound[] = {Scripts\sirens\siren.ogg,0.5,1}; titles[] = {}; }; };
and shall add
class CfgSounds { sounds[] = { Song }; class Song { name="Song"; sound[]={Song.ogg,0.9,1}; titles[] = {}; }; };
but dont know how
in my init.sqf i have
[] execVM "music\musictri.sqf";
[] execVM "music\music.sqf"; -
Hi
Hope someone can help me
I wont a sound to be played when a player enters my base area
but have no idea where to begin :)
hope someone will help a newbee ;)
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help now my traders dont work ?
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i have played a little whit your script.
Put nothing spawns ?
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This is perfect !! Thanks :D
try it right away :)
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when i use this script nothing saves to the database ? my fault ;)
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Lol
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Can't get this to work Please help me
vehicle_256 = objNull; if (true) then { _this = createVehicle ["FlagCarrierGUE", [12731.5, 12275, 12.85], [], 0, "CAN_COLLIDE"]; _vehicle_256 = _this; _this setDir -56.676376; _this setPos [12731.5, 12275, 12.85]; _this setFlagTexture 'custom\dk.jpg'; };
Have picture in custom folder named dk.jpg 512x256
Get error can't load picture
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help please
My flag shows and the costum flag shows in the editor
but my costum flag dossent show on my server only the flagpole whith no flag
if (isServer) then { _vehicle_0 = objNull; if (true) then { _this = createVehicle ["FlagCarrierCDF_EP1", [12731.5, 12275, 12.85], [], 0, "CAN_COLLIDE"]; _vehicle_1000 = _this; _this setVehicleInit "this SetFlagTexture ""custom\dk.jpg"""; _this setPos [12731.5, 12275, 12.85]; }; };
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Hi i am trying to get this to save to the database
_crate = "FlagCarrierCDF_EP1" createVehicle (position player); _crate setVariable ["Mission",1,true]; _crate attachto [player, [0,3,3.5]]; sleep 10; detach _crate; player reveal _crate;
hope some one kan help me
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faund a solution :)
my dance.sqf now look like this
_danceMoves = ["ActsPercMstpSnonWnonDnon_DancingDuoStefan","ActsPercMstpSnonWnonDnon_DancingDuoIvan","ActsPercMstpSnonWnonDnon_DancingStefan"] call BIS_fnc_selectRandom; player playMove _danceMoves; _nul = [objNull, player, rSAY, "fox"] call RE; cutText ["What does the FOX SAY!","PLAIN DOWN"]; r_interrupt = false; _animState = animationState player; r_doLoop = true; _started = false; _finished = false; while {r_doLoop} do { _animState = animationState player; _isDancing = [_danceMoves,_animState] call fnc_inString; if (_isDancing) then { _started = true; }; if (_started and !_isDancing) then { r_doLoop = false; _finished = true; }; if (r_interrupt) then { r_doLoop = false; }; sleep 0.1; }; r_doLoop = false; if (_finished) then { cutText ["WTF are you doing mate ?","PLAIN DOWN"]; } else { r_interrupt = false; [objNull, player, rSwitchMove,""] call RE; player playActionNow "stop"; cutText ["Dance Canceled! ;(","PLAIN DOWN"]; };
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I have found some scripts on the net i've modified a bit
can get suicide to work but when i select dance nothing happens ??
my script to get the menu
pathtoscripts = "ActionMenu\tools\"; pathtocolors = "actionmenu\sky\"; pathtofog = "actionmenu\fog\"; pathtodonations = "actionmenu\donations\"; pathtobuilding = "actionmenu\building\"; EXECscript1 = 'player execVM "'+pathtoscripts+'%1"'; EXECscript2 = 'player execVM "'+pathtocolors+'%1"'; EXECscript4 = 'player execVM "'+pathtofog+'%1"'; EXECscript5 = 'player execVM "'+pathtodonations+'%1"'; EXECscript6 = 'player execVM "'+pathtobuilding+'%1"'; if ((getPlayerUID player) in ["00000000","00000000","00000000","00000000"]) then { Actionmenu = [ ["",true], ["Action Menu", [2], "#USER:ActionMenua", -5, [["expression", ""]], "1", "1"], ["Deploy Menu", [3], "#USER:DeployMenu", -5, [["expression", ""]], "1", "1"], ["Color Filters", [4], "#USER:SkyMenu", -5, [["expression", ""]], "1", "1"], ["View Distance (Better FPS)", [5], "#USER:FogMenu", -5, [["expression", ""]], "1", "1"], ["Donations", [6], "#USER:DonatorMenu", -5, [["expression", ""]], "1", "1"], ["Advanced Building", [7], "#USER:BuildingMenu", -5, [["expression", ""]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ];} else { ActionMenu = [ ["",true], ["Dance", [2], "", -5, [["expression", format[EXECscript1 ,"dance.sqf"]]], "1", "1"], ["Commit Suicide", [3], "", -5, [["expression", format[EXECscript1,"suicide.sqf"]]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; }; showCommandingMenu "#USER:ActionMenu";
and my dance.sqf
private["_ent"]; _ent = _this select 3; player removeAction s_player_dance; s_player_dance = -1; _danceMoves = ["ActsPercMstpSnonWnonDnon_DancingDuoStefan","ActsPercMstpSnonWnonDnon_DancingDuoIvan","ActsPercMstpSnonWnonDnon_DancingStefan"] call BIS_fnc_selectRandom; player playMove _danceMoves; _nul = [objNull, player, rSAY, "fox"] call RE; cutText ["What does the FOX SAY!","PLAIN DOWN"]; r_interrupt = false; _animState = animationState player; r_doLoop = true; _started = false; _finished = false; while {r_doLoop} do { _animState = animationState player; _isDancing = [_danceMoves,_animState] call fnc_inString; if (_isDancing) then { _started = true; }; if (_started and !_isDancing) then { r_doLoop = false; _finished = true; }; if (r_interrupt) then { r_doLoop = false; }; sleep 0.1; }; r_doLoop = false; if (_finished) then { cutText ["WTF are you doing mate ?","PLAIN DOWN"]; } else { r_interrupt = false; [objNull, player, rSwitchMove,""] call RE; player playActionNow "stop"; cutText ["Dance Canceled! ;(","PLAIN DOWN"]; };
hope someone can help me :)
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My arma 2 is the new steam version 125548 and my epoch is 1.0.5.1
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my server says
Warning Message: No challenge value was received from the master server.
GameSpy QR2 error: 5, No challenge value was received from the master server.please help me :(
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then i get an error when i join the server
Include file z\addons\dayz_code\system\BIS_Effects\init.sqf not found
But the file is on the server in my dayz_code :huh:
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it¨s a linux server
can't find files for that enny were :( -
hi!
I cant join my private server enny more it is running 1.63.112255 but my computer is running 1.63.125548 after dzc has fuck it up.
can i somme how get to join my server again ?
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the easiest way would be to spawn some default ai by each field, within the script i wrote.
But how do i do that?
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i have weedfarms working perfectly on my server but i want some ai´s going around them to protect my weedfars
hope someone can help me with that
*
Script by HALV
Create Weed fields (or other objects) in random locations, amount and "random preset" amount of objects,
objects are placed "Labyrinth Style" around the middle object
*/
_useLocalMarkers = false;
if (isServer)then{
private["_blacklistedAreas"];
diag_log "[Random_Weed_Farm]: waiting for BIS_fnc_findSafePos";
waitUntil {(!isNil "BIS_fnc_findSafePos")};
if(isNil "dayz_MapArea")then{dayz_MapArea = 7000};
_WorldName = toLower format ["%1", worldName];
//settings
//how many will spawn farms, note that farms can spawn "on top" of eachother (min 1, default 6)
_farms = 6;
//min farms (min 1, default 2)
_farmsmin = 2;
//how many plants per farm (min 1, default 9)
_plants = 9;
//min plants (min 1, default 4)
_plantsmin = 4;
//min dist (in meters) from roads to build farms (default 200m)
_mindist2roads = 200;
//the object to spawn, default "Fiberplant"
_fiberplant = "Fiberplant";
_spawnarea = (dayz_MapArea/2);
switch(_WorldName)do{
case "napf":{
_blacklistedAreas = [
[[8246.3184,15485.867,0], 500],
[[15506.952,13229.368,0], 500],
[[12399.751,5074.5273,0], 500],
[[10398.626,8279.4619,0], 500],
[[5149.9814,4864.1191,0], 500],
[[6633.1538,7254.916,0], 500],
[[13288.313,19590.338,0], 800]
];
};
case "chernarus":{
_blacklistedAreas = [
[[23999.742,2.4571743,0], 500],
[[6325.6772,7807.7412,0], 500],
[[4063.4226,11664.19,0], 500],
[[11447.472,11364.504,0], 500],
[[1606.6443,7803.5156,0], 500],
[[12944.227,12766.889,0], 500],
[[8122.35,13464.5,0], 500] // <-- no comma for last entry
];
};
default{
_blacklistedAreas = [
[[0,0,0], 0]
];
};
};
//function to find x amount of positions around a position (on ground, z axis not included) in a size you define - "labyrinth style"
//[start position, amount of positions to return (ex start pos), distance between positions,include startposition (optional, default true)] call _fnc_positions_array
_fnc_positions_array = {
private ["_posi"];
_pos = _this select 0;
_amnt = _this select 1;
_adjust = _this select 2;
_include = if(count _this > 3)then{_this select 3}else{true};
_positions = [];
_buildDir = 0;
_buildRow = 0;
_Row = 0;
_build = 0;
if(_include)then{_positions set [count _positions,[_pos select 0,_pos select 1,0]];_amnt = _amnt - 1;};
for "_i" from 0 to (_amnt-1) do {
if(_Row > 1)then{_buildRow = _buildRow + 1;_Row = 0;};
if(_buildDir > 3)then{_buildDir = 0;};
for "_i" from 0 to _buildRow do {
switch (_buildDir) do{
case 0:{
_posi = [(_pos select 0),(_pos select 1) + _adjust]; //up
_positions set [count _positions,[_posi select 0,_posi select 1,0]];
};
case 1:{
_posi = [(_pos select 0) + _adjust,(_pos select 1)]; //left
_positions set [count _positions,[_posi select 0,_posi select 1,0]];
};
case 2:{
_posi = [(_pos select 0),(_pos select 1) - _adjust]; //down
_positions set [count _positions,[_posi select 0,_posi select 1,0]];
};
case 3:{
_posi = [(_pos select 0) - _adjust,(_pos select 1)]; //right
_positions set [count _positions,[_posi select 0,_posi select 1,0]];
};
};
_pos = _posi;
_build = _build + 1;
if(_build >= _amnt)exitWith{};
};
_buildDir = _buildDir + 1;
_Row = _Row + 1;
if(_build >= _amnt)exitWith{};
};
// diag_log format["[Random_Weed_Farm]: Debug - _build: '%1' _amnt: '%2' _positions: '%3' %4",_build,_amnt,(count _positions),_positions];
_positions
};
_amnt = round(random _farms);
if(_amnt < _farmsmin)then{_amnt = _farmsmin};
if(_amnt < 1)then{_amnt = 1};
diag_log format["[Random_Weed_Farm]: Function loaded ... Server Building %1 Weed Farm(s)",_amnt];
_locations = [];
for "_i" from 0 to (_amnt-1) do {
private ["_coords"];
while{true}do{
scopeName "posiscope";
_coords = [getMarkerPos 'Center',0,_spawnarea,25,0,2000,0] call BIS_fnc_findSafePos;
_roadlist = _coords nearRoads _mindist2roads;
_IsBlacklisted = false;
{if(_coords distance (_x select 0) < (_x select 1))exitWith{_IsBlacklisted = true};}forEach _blacklistedAreas;
if((count _roadlist < 1) and !_IsBlacklisted)then{breakOut "posiscope"};
};
_locations set [count _locations,[_coords select 0,_coords select 1,0]];
_amnt = round(random _plants);
if(_amnt < _plantsmin)then{_amnt = _plantsmin};
if(_amnt < 1)then{_amnt = 1};
diag_log format["[Random_Weed_Farm]: Found Location for a farm (%1) %2 with %3 plants",mapGridPosition _coords,_coords,_amnt];
//aparently sizeOf has problems sometimes, so we iput this manually - else perhaps use [position, amount, sizeOf "object"]
_plantpositions = [[(_coords select 0),(_coords select 1),0],_amnt,5] call _fnc_positions_array;
{
_plant = createVehicle [_fiberplant, _x, [], 0, "CAN_COLLIDE"];
_plant setPos _x;
_uID = str(round(random 999999));
_plant setVariable ["ObjectID", _uID, true];
_plant setVariable ["ObjectUID", _uID, true];
_plant setVariable ["lastUpdate",time,true];
}forEach _plantpositions;
};
diag_log "[Random_Weed_Farm]: Weed Farm(s) Done ... Broadcasting locations for clients";
PV_HALV_Broadcast_weedlocations = _locations;
publicVariable "PV_HALV_Broadcast_weedlocations";
};
//comment out for no markers
if(!isDedicated)then{
diag_log "[Random_Weed_Farm]: Client awaiting markers ...";
waitUntil{(!isNil "PV_HALV_Broadcast_weedlocations")};
//create markers
_nr = 1;
for "_i" from 0 to ((count PV_HALV_Broadcast_weedlocations)-1) do {
_markername = format["WeedFarm_%1",_nr];
_markertext = format["Weed Farm %1",_nr];
if(_useLocalMarkers)then{
_marker = createMarkerLocal [_markername, (PV_HALV_Broadcast_weedlocations select _i)];
_marker setMarkerTypeLocal "Warning";
_marker setMarkerTextLocal _markertext;
_marker setMarkerColorLocal "ColorGreen";
}else{
if (getMarkerColor _markername == "") then {
_marker = createMarker [_markername, (PV_HALV_Broadcast_weedlocations select _i)];
_marker setMarkerType "Warning";
_marker setMarkerText _markertext;
_marker setMarkerColor "ColorGreen";
};
};
diag_log format["[Random_Weed_Farm]: Client created marker %1 ...",_nr];
_nr = _nr + 1;
};
PV_HALV_Broadcast_weedlocations = nil;
}; -
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There is a lot of 1.63 servers on my dayZ commander :huh:
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Changed a the name a few times now on the server.
Nothing in dayz commander :(
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Reinstalld Bateleye now it works :) :D
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yes i have set config.php with my local ip, port and the pass (same as is in extension/battleye/beserver file) :-)
its the same if i change my pass in config.php :huh:
Got Socket!
Attempting LoginThen nothing.
sound trigger ?
in Scripting
Posted
Got it to work
in my init.sqf i have addet
My music\config.sqf
And my music\musictri.sqf
and my music\music.sqf
in my description.sqf
if only music. If you don't have added sirens for the cop cars
Hope i can help someone else whith this
:) :) :)