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meanbeandk

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Posts posted by meanbeandk

  1. Got it to work

     

    in my init.sqf i have addet

    [] execVM "music\config.sqf";
    

    My music\config.sqf

    [] execVM "music\musictri.sqf";
    [] execVM "music\music.sqf";
    

    And my music\musictri.sqf

    _this = createTrigger ["EmptyDetector", [12733.6,12360.7,1]]; // cords for the trikker
    _this setTriggerArea [15, 15, 0, false];
    _this setTriggerActivation ["NONE", "PRESENT", true];
    _this setTriggerStatements ["(player distance trading_post1) < 15;", "music = true; canbuild = false;", "music = false; canbuild = true;"];
    trading_post1 = _this;
    _trigger_0 = _this;
    

    and my music\music.sqf

    if (isNil "music") then {
    music = false;
    };
    
    while {true} do {
    waitUntil { music };
    titleText [format["Text massage"],"PLAIN DOWN"]; titleFadeOut 4;
    playsound "song";
    sleep 20;
     
    }; 
    

    in my description.sqf

    class CfgSounds
    {
        sounds[] = 
    	{
    		siren, song
    	};
        
    	class siren
        {
    	name = "siren";
    	sound[] = {Scripts\sirens\siren.ogg,0.5,1};
    	titles[] = {};
        };
    	
    	class Song
        {
        name="Song";
        sound[]={Song.ogg,0.9,1};
        titles[] = {};
        };
    	
    	};
    

    if only music. If you don't have added sirens for the cop cars

    class CfgSounds
    {
        sounds[] =
        {
        Song
        };
        class Song
        {
        name="Song";
        sound[]={Song.ogg,0.9,1};
        titles[] = {};
        };
    };
    

    Hope i can help someone else whith this
    :) :) :)

  2. 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";

  3. 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];
    };
    
    };
    
  4. 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

  5. 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"];
    };
    
  6. 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 :)

     

  7. 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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