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kano5003

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Posts posted by kano5003

  1. well i do have a few suggestions. Maybe you messed up the Loot Array somewhere or it's being blocked by your antihack system..

     

    This is, how my config.sqf looks like:

     

    if(isServer) then {
    
    	/* GENERAL CONFIG */
    	
    		debug_mode				= false;		// enable debug
    		use_blacklist				= true;			// use blacklist
    		blacklist					= [
    			[[5533.00,8445.00],[6911.00,7063.00]],	// Stary
    			[[0,16000,0],[1000,-0,0]],				// Left
    			[[0,16000,0],[16000.0,14580.3,0]]		// Top
    		];
    
    	/* END GENERAL CONFIG */
    
    	/* AI CONFIG */
    
    		ai_clear_body 				= false;		// instantly clear bodies
    		ai_clean_dead 				= true;			// clear bodies after certain amount of time
    		ai_cleanup_time 			= 7200;			// time to clear bodies in seconds
    		ai_clean_roadkill			= false; 		// clean bodies that are roadkills
    		ai_roadkill_damageweapon	= 0;			// percentage of chance a roadkill will destroy weapon AI is carrying
    
    		ai_bandit_combatmode		= "YELLOW";		// combatmode of bandit AI
    		ai_bandit_behaviour			= "COMBAT";		// behaviour of bandit AI
    
    		ai_hero_combatmode			= "YELLOW";		// combatmode of hero AI
    		ai_hero_behaviour			= "COMBAT";		// behaviour of hero AI
    
    		ai_share_info				= true;		// AI share info on player position
    		ai_share_distance			= 5;			// Distance from killed AI for AI to share your rough position
    
    		ai_kills_gain				= true;			// add kill to bandit/human kill score
    		ai_humanity_gain			= true;			// gain humanity for killing AI
    		ai_add_humanity				= 50;			// amount of humanity gained for killing a bandit AI
    		ai_remove_humanity			= 0;			// amount of humanity lost for killing a hero AI
    		ai_special_humanity			= 150;			// amount of humanity gain or loss for killing a special AI dependant on player alignment
    		
    		ai_skill_extreme			= [["aimingAccuracy",1.00],["aimingShake",1.00],["aimingSpeed",1.00],["endurance",1.00],["spotDistance",1.00],["spotTime",1.00],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; 	// Extreme
    		ai_skill_hard				= [["aimingAccuracy",0.80],["aimingShake",0.80],["aimingSpeed",0.80],["endurance",1.00],["spotDistance",0.80],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; 	// Hard
    		ai_skill_medium				= [["aimingAccuracy",0.60],["aimingShake",0.60],["aimingSpeed",0.60],["endurance",1.00],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];	// Medium
    		ai_skill_easy				= [["aimingAccuracy",0.40],["aimingShake",0.50],["aimingSpeed",0.50],["endurance",1.00],["spotDistance",0.50],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];	// Easy
    		ai_skill_random				= [ai_skill_extreme,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_easy];
    
    		ai_static_useweapon			= true;	// Allows AI on static guns to have a loadout 	
    		ai_static_weapons			= ["KORD_high_TK_EP1","DSHKM_Ins","M2StaticMG"];	// static guns
    
    		ai_static_skills			= false;	// Allows you to set custom array for AI on static weapons. (true: On false: Off) 
    		ai_static_array				= [["aimingAccuracy",0.20],["aimingShake",0.70],["aimingSpeed",0.75],["endurance",1.00],["spotDistance",0.70],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];
    
    		ai_gear0					= [["ItemBandage","ItemBandage","ItemPainkiller"],["ItemKnife","NVGoggles","Itemmatchbox","ItemRadio"]];
    		ai_gear1					= [["ItemBandage","ItemBandage","ItemPainkiller"],["ItemKnife","ItemWatch","ItemGPS","ItemRadio"]];
    		ai_gear_random				= [ai_gear0,ai_gear1];	// Allows the possibility of random gear
    
    		ai_wep_assault				= [["M16A4_ACG","30Rnd_556x45_Stanag"],["Sa58V_RCO_EP1","30Rnd_762x39_AK47"],["SCAR_L_STD_Mk4CQT","30Rnd_556x45_Stanag"],["M8_sharpshooter","30Rnd_556x45_Stanag"],["M4A1_HWS_GL_camo","30Rnd_556x45_Stanag"],["SCAR_L_STD_HOLO","30Rnd_556x45_Stanag"],["M4A3_CCO_EP1","30Rnd_556x45_Stanag"],["M4A3_CCO_EP1","30Rnd_556x45_Stanag"],["M4A1_AIM_SD_camo","30Rnd_556x45_StanagSD"],["M16A4","30Rnd_556x45_Stanag"],["m8_carbine","30Rnd_556x45_Stanag"],["BAF_L85A2_RIS_Holo","30Rnd_556x45_Stanag"],["Sa58V_CCO_EP1","30Rnd_762x39_AK47"]];	// Assault
    		ai_wep_machine				= [["RPK_74","75Rnd_545x39_RPK"],["MK_48_DZ","100Rnd_762x51_M240"],["M249_EP1_DZ","200Rnd_556x45_M249"],["Pecheneg_DZ","100Rnd_762x54_PK"],["M240_DZ","100Rnd_762x51_M240"]];	// Light machine guns
    		ai_wep_sniper				= [["M14_EP1","20Rnd_762x51_DMR"],["SCAR_H_LNG_Sniper_SD","20Rnd_762x51_SB_SCAR"],["M110_NVG_EP1","20rnd_762x51_B_SCAR"],["SVD_CAMO","10Rnd_762x54_SVD"],["VSS_Vintorez","20Rnd_9x39_SP5_VSS"],["DMR","20Rnd_762x51_DMR"],["M40A3","5Rnd_762x51_M24"]];	// Sniper rifles
    		ai_wep_random				= [ai_wep_assault,ai_wep_assault,ai_wep_assault,ai_wep_sniper,ai_wep_machine];	// random weapon 60% chance assault rifle,20% light machine gun,20% sniper rifle
    		ai_wep_launchers_AT			= ["M136","RPG18","JAVELIN"];
    		ai_wep_launchers_AA			= ["Strela","Igla","STINGER"];
    		
    		ai_packs					= ["DZ_Czech_Vest_Puch","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"];
    		ai_hero_skin				= ["FR_AC","FR_AR","FR_Corpsman","FR_GL","FR_Marksman","FR_R","FR_Sapper","FR_TL"];
    		ai_bandit_skin				= ["Ins_Soldier_GL_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ","GUE_Commander_DZ","GUE_Soldier_Sniper_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_2_DZ","GUE_Soldier_CO_DZ","BanditW1_DZ","BanditW2_DZ","Bandit1_DZ","Bandit2_DZ"];
    		ai_special_skin				= ["Functionary1_EP1_DZ"];
    		ai_all_skin					= [ai_hero_skin,ai_bandit_skin,ai_special_skin];
    
    		ai_add_skin					= true;			// adds unit skin to inventory on death
    		
    	/* END AI CONFIG */
    
    	/* WAI MISSIONS CONFIG */
    		wai_mission_system			= true;	// use built in mission system
    
    		wai_mission_markers			= ["DZMSMajMarker","DZMSMinMarker","DZMSBMajMarker","DZMSBMinMarker"];
    
    		wai_avoid_missions			= true;								// avoid spawning near other missions, these are defined in wai_mission_markers
    		wai_avoid_traders			= true;								// avoid spawning missions near traders
    		wai_mission_spread			= 750;								// make missions spawn this far apart from one another and other markers
    		wai_near_town				= 150;								// make missions check for towns around this radius
    		wai_near_road				= 50;								// make missions check for roads around this radius
    		wai_near_water				= 50;								// nearest water allowed near missions
    		
    		wai_mission_timer			= [300,900];						// time between missions 5-15 minutes
    		wai_mission_timeout			= [900,1800]; 						// time each missions takes to despawn if inactive 15-30 minutes
    		wai_timeout_distance		= 1000;								// if a player is this close to a mission then it won't time-out
    		
    		wai_clean_mission			= true;								// clean all mission buildings after a certain period
    		wai_clean_mission_time		= 1800;								// time after a mission is complete to clean mission buildings
    
    		wai_mission_fuel			= [40,80];							// fuel inside mission spawned vehicles [min%,max%]
    		wai_vehicle_damage			= [30,60];							// damages to spawn vehicles with [min%,max%]
    		wai_keep_vehicles			= false;							// save vehicles to database and keep them after restart
    
    		wai_crates_smoke			= true;								// pop smoke on crate when mission is finished during daytime
    		wai_crates_flares			= true;								// pop flare on crate when mission is finished during nighttime
    		
    		wai_players_online			= 1; 								// number of players online before mission starts
    		wai_server_fps				= 5; 								// missions only starts if server FPS is over wai_server_fps
    		
    		wai_kill_percent			= 90;								// percentage of AI players that must be killed at "crate" missions to be able to trigger completion
    
    		wai_high_value				= true;								// enable the possibility of finding a high value item (defined below crate_items_high_value) inside a crate
    		wai_high_value_chance		= 15;								// chance in percent you find above mentioned item
    
    		wai_enable_minefield		= false;							// enable minefields to better defend missions
    		wai_use_launchers			= true;								// add a rocket launcher to each spawned AI group
    		wai_remove_launcher			= true;								// remove rocket launcher from AI on death
    
    		// Missions
    		wai_hero_missions			= [ 								// ["mission filename",% chance of picking this mission],Make sure the chances add up to 100,or it will not be accurate percentages
    										["black_hawk_crash",12],
    										["armed_vehicle",13],
    										["bandit_base",8],
    										["captured_mv22",8],
    										["ikea_convoy",8],
    										["destroyed_ural",18],
    										["disabled_milchopper",10],
    										["mayors_mansion",10],
    										["weapon_cache",13]
    									];
    		wai_bandit_missions			= [
    										["armed_vehicle",12],
    										["black_hawk_crash",14],
    										["captured_mv22",6],
    										["broken_down_ural",14],
    										["hero_base",6],
    										["ikea_convoy",8],
    										["medi_camp",16],
    										["presidents_mansion",6],
    										["sniper_extraction",8],
    										["weapon_cache",10]
    									];
    		/*
    		wai_special_missions		= [
    										["bunny_ranch",100]
    									];
    		*/
    		
    		// Vehicle arrays
    		armed_vehicle 				= ["ArmoredSUV_PMC_DZE","GAZ_Vodnik_DZE","HMMWV_M1151_M2_CZ_DES_EP1_DZE","HMMWV_M998A2_SOV_DES_EP1_DZE","LandRover_MG_TK_EP1_DZE","LandRover_Special_CZ_EP1_DZE","Offroad_DSHKM_Gue_DZE","Pickup_PK_GUE_DZE","Pickup_PK_INS_DZE","Pickup_PK_TK_GUE_EP1_DZE","UAZ_MG_TK_EP1_DZE"];
    		armed_chopper 				= ["CH_47F_EP1_DZE","UH1H_DZE","Mi17_DZE","UH60M_EP1_DZE","UH1Y_DZE","MH60S_DZE"];
    		civil_chopper 				= ["AH6X_DZ","BAF_Merlin_DZE","MH6J_DZ","Mi17_Civilian_DZ"];
    		military_unarmed 			= ["GAZ_Vodnik_MedEvac","HMMWV_Ambulance","HMMWV_Ambulance_CZ_DES_EP1","HMMWV_DES_EP1","HMMWV_DZ","HMMWV_M1035_DES_EP1","LandRover_CZ_EP1","LandRover_TK_CIV_EP1","UAZ_CDF","UAZ_INS","UAZ_RU","UAZ_Unarmed_TK_CIV_EP1","UAZ_Unarmed_TK_EP1","UAZ_Unarmed_UN_EP1"];
    		cargo_trucks 				= ["Kamaz","MTVR_DES_EP1","Ural_CDF","Ural_TK_CIV_EP1","Ural_UN_EP1","V3S_Open_TK_CIV_EP1","V3S_Open_TK_EP1"];
    		refuel_trucks				= ["KamazRefuel_DZ","MtvrRefuel_DES_EP1_DZ","UralRefuel_TK_EP1_DZ","V3S_Refuel_TK_GUE_EP1_DZ"];
    		civil_vehicles 				= ["hilux1_civil_1_open","hilux1_civil_2_covered","hilux1_civil_3_open_EP1","SUV_Blue","SUV_Camo","SUV_Charcoal","SUV_Green","SUV_Orange","SUV_Pink","SUV_Red","SUV_Silver","SUV_TK_CIV_EP1","SUV_White","SUV_Yellow"];
    
    		// Dynamic box array
    		crates_large				= ["USVehicleBox","RUVehicleBox","TKVehicleBox_EP1"];
    		crates_medium				= ["USBasicWeaponsBox","RUBasicWeaponsBox","USSpecialWeaponsBox","USSpecialWeapons_EP1","RUSpecialWeaponsBox","SpecialWeaponsBox","TKSpecialWeapons_EP1","CZBasicWeapons_EP1","UNBasicWeapons_EP1"];
    		crates_small				= ["GuerillaCacheBox","RULaunchersBox","RUBasicAmmunitionBox","RUOrdnanceBox","USBasicAmmunitionBox","USLaunchersBox","USOrdnanceBox","USOrdnanceBox_EP1","USLaunchers_EP1","USBasicWeapons_EP1","USBasicAmmunitionBox_EP1","UNBasicAmmunitionBox_EP1","TKOrdnanceBox_EP1","TKLaunchers_EP1","TKBasicAmmunitionBox_EP1","GuerillaCacheBox_EP1","GERBasicWeapons_EP1"];
    
    		crate_weapons_buildables	= [["ChainSaw","ItemJerryMixed"],["ChainSawB","ItemJerryMixed"],["ChainSawG","ItemJerryMixed"],["ChainSawP","ItemJerryMixed"],["ChainSawR","ItemJerryMixed"]];
    		
    		crate_tools					= ["ItemKeyKit","Binocular","Binocular_Vector","ItemCompass","ItemCrowbar","ItemEtool","ItemFishingPole","ItemFlashlightRed","ItemGPS","ItemHatchet_DZE","ItemKnife","ItemMachete","ItemMatchbox_DZE","ItemToolbox","NVGoggles"];
    		crate_tools_buildable		= ["ItemToolbox","ItemEtool","ItemCrowbar","ItemKnife"];
    		crate_tools_sniper			= ["ItemCompass","Binocular","Binocular_Vector","NVGoggles","ItemGPS"];
    
    		crate_items					= ["FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemBandage","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemGoldBar","ItemGoldBar10oz","CinderBlocks","ItemCanvas","ItemComboLock","ItemLightBulb","ItemLockbox","ItemSandbag","ItemTankTrap","ItemWire","MortarBucket","PartEngine","PartFueltank","PartGeneric","PartGlass","PartPlankPack","PartVRotor","PartWheel","PartWoodPile"];
    		crate_items_high_value		= ["ItemBriefcase100oz","ItemVault","30m_plot_kit"];
    		crate_items_food			= ["ItemWaterbottle","FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked"];
    		crate_items_buildables		= ["forest_large_net_kit","cinder_garage_kit",["PartPlywoodPack",5],"ItemSandbagExLarge5X","park_bench_kit","ItemComboLock",["CinderBlocks",10],"ItemCanvas","ItemComboLock",["ItemLightBulb",5],"ItemLockbox",["ItemSandbag",10],["ItemTankTrap",10],["ItemWire",10],["MortarBucket",10],["PartPlankPack",5],"PartWoodPile"];
    		crate_items_vehicle_repair	= ["PartEngine","PartFueltank","PartGeneric","PartGlass","PartVRotor","PartWheel"];
    		crate_items_medical			= ["ItemWaterbottle","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemBandage","FoodCanFrankBeans","FoodCanPasta"];
    		crate_items_chainbullets	= ["2000Rnd_762x51_M134","200Rnd_762x51_M240","100Rnd_127x99_M2","150Rnd_127x107_DSHKM"];
    		crate_items_sniper			= [["ItemPainkiller",5],"Skin_Sniper1_DZ","Skin_CZ_Soldier_Sniper_EP1_DZ","Skin_GUE_Soldier_Sniper_DZ"];
    		crate_items_president		= ["ItemDocument","ItemGoldBar10oz"];
    
    		crate_backpacks_all			= ["DZ_Patrol_Pack_EP1","DZ_Assault_Pack_EP1","DZ_Czech_Vest_Puch","DZ_TerminalPack_EP1","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_CompactPack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"];
    		crate_backpacks_large		= ["DZ_GunBag_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1","DZ_CivilBackpack_EP1"];
    
    		crate_random				= [crate_items,crate_items_food,crate_items_buildables,crate_items_vehicle_repair,crate_items_medical,crate_items_chainbullets];
    
    	/* END WAI MISSIONS CONFIG */
    
    	/* STATIC MISSIONS CONFIG */
    
    		static_missions				= true;		// use static mission file
    		custom_per_world			= true;		// use a custom mission file per world
    
    	/* END STATIC MISSIONS CONFIG */
    
    	configloaded = true;
    
    };
    
    

    UKMartin, Can you please add me on skype - kano5003

    Thanks

    Kane

  2. well i do have a few suggestions. Maybe you messed up the Loot Array somewhere or it's being blocked by your antihack system..

     

    This is, how my config.sqf looks like:

     

    if(isServer) then {
    
    	/* GENERAL CONFIG */
    	
    		debug_mode				= false;		// enable debug
    		use_blacklist				= true;			// use blacklist
    		blacklist					= [
    			[[5533.00,8445.00],[6911.00,7063.00]],	// Stary
    			[[0,16000,0],[1000,-0,0]],				// Left
    			[[0,16000,0],[16000.0,14580.3,0]]		// Top
    		];
    
    	/* END GENERAL CONFIG */
    
    	/* AI CONFIG */
    
    		ai_clear_body 				= false;		// instantly clear bodies
    		ai_clean_dead 				= true;			// clear bodies after certain amount of time
    		ai_cleanup_time 			= 7200;			// time to clear bodies in seconds
    		ai_clean_roadkill			= false; 		// clean bodies that are roadkills
    		ai_roadkill_damageweapon	= 0;			// percentage of chance a roadkill will destroy weapon AI is carrying
    
    		ai_bandit_combatmode		= "YELLOW";		// combatmode of bandit AI
    		ai_bandit_behaviour			= "COMBAT";		// behaviour of bandit AI
    
    		ai_hero_combatmode			= "YELLOW";		// combatmode of hero AI
    		ai_hero_behaviour			= "COMBAT";		// behaviour of hero AI
    
    		ai_share_info				= true;		// AI share info on player position
    		ai_share_distance			= 5;			// Distance from killed AI for AI to share your rough position
    
    		ai_kills_gain				= true;			// add kill to bandit/human kill score
    		ai_humanity_gain			= true;			// gain humanity for killing AI
    		ai_add_humanity				= 50;			// amount of humanity gained for killing a bandit AI
    		ai_remove_humanity			= 0;			// amount of humanity lost for killing a hero AI
    		ai_special_humanity			= 150;			// amount of humanity gain or loss for killing a special AI dependant on player alignment
    		
    		ai_skill_extreme			= [["aimingAccuracy",1.00],["aimingShake",1.00],["aimingSpeed",1.00],["endurance",1.00],["spotDistance",1.00],["spotTime",1.00],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; 	// Extreme
    		ai_skill_hard				= [["aimingAccuracy",0.80],["aimingShake",0.80],["aimingSpeed",0.80],["endurance",1.00],["spotDistance",0.80],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; 	// Hard
    		ai_skill_medium				= [["aimingAccuracy",0.60],["aimingShake",0.60],["aimingSpeed",0.60],["endurance",1.00],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];	// Medium
    		ai_skill_easy				= [["aimingAccuracy",0.40],["aimingShake",0.50],["aimingSpeed",0.50],["endurance",1.00],["spotDistance",0.50],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];	// Easy
    		ai_skill_random				= [ai_skill_extreme,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_easy];
    
    		ai_static_useweapon			= true;	// Allows AI on static guns to have a loadout 	
    		ai_static_weapons			= ["KORD_high_TK_EP1","DSHKM_Ins","M2StaticMG"];	// static guns
    
    		ai_static_skills			= false;	// Allows you to set custom array for AI on static weapons. (true: On false: Off) 
    		ai_static_array				= [["aimingAccuracy",0.20],["aimingShake",0.70],["aimingSpeed",0.75],["endurance",1.00],["spotDistance",0.70],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];
    
    		ai_gear0					= [["ItemBandage","ItemBandage","ItemPainkiller"],["ItemKnife","NVGoggles","Itemmatchbox","ItemRadio"]];
    		ai_gear1					= [["ItemBandage","ItemBandage","ItemPainkiller"],["ItemKnife","ItemWatch","ItemGPS","ItemRadio"]];
    		ai_gear_random				= [ai_gear0,ai_gear1];	// Allows the possibility of random gear
    
    		ai_wep_assault				= [["M16A4_ACG","30Rnd_556x45_Stanag"],["Sa58V_RCO_EP1","30Rnd_762x39_AK47"],["SCAR_L_STD_Mk4CQT","30Rnd_556x45_Stanag"],["M8_sharpshooter","30Rnd_556x45_Stanag"],["M4A1_HWS_GL_camo","30Rnd_556x45_Stanag"],["SCAR_L_STD_HOLO","30Rnd_556x45_Stanag"],["M4A3_CCO_EP1","30Rnd_556x45_Stanag"],["M4A3_CCO_EP1","30Rnd_556x45_Stanag"],["M4A1_AIM_SD_camo","30Rnd_556x45_StanagSD"],["M16A4","30Rnd_556x45_Stanag"],["m8_carbine","30Rnd_556x45_Stanag"],["BAF_L85A2_RIS_Holo","30Rnd_556x45_Stanag"],["Sa58V_CCO_EP1","30Rnd_762x39_AK47"]];	// Assault
    		ai_wep_machine				= [["RPK_74","75Rnd_545x39_RPK"],["MK_48_DZ","100Rnd_762x51_M240"],["M249_EP1_DZ","200Rnd_556x45_M249"],["Pecheneg_DZ","100Rnd_762x54_PK"],["M240_DZ","100Rnd_762x51_M240"]];	// Light machine guns
    		ai_wep_sniper				= [["M14_EP1","20Rnd_762x51_DMR"],["SCAR_H_LNG_Sniper_SD","20Rnd_762x51_SB_SCAR"],["M110_NVG_EP1","20rnd_762x51_B_SCAR"],["SVD_CAMO","10Rnd_762x54_SVD"],["VSS_Vintorez","20Rnd_9x39_SP5_VSS"],["DMR","20Rnd_762x51_DMR"],["M40A3","5Rnd_762x51_M24"]];	// Sniper rifles
    		ai_wep_random				= [ai_wep_assault,ai_wep_assault,ai_wep_assault,ai_wep_sniper,ai_wep_machine];	// random weapon 60% chance assault rifle,20% light machine gun,20% sniper rifle
    		ai_wep_launchers_AT			= ["M136","RPG18","JAVELIN"];
    		ai_wep_launchers_AA			= ["Strela","Igla","STINGER"];
    		
    		ai_packs					= ["DZ_Czech_Vest_Puch","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"];
    		ai_hero_skin				= ["FR_AC","FR_AR","FR_Corpsman","FR_GL","FR_Marksman","FR_R","FR_Sapper","FR_TL"];
    		ai_bandit_skin				= ["Ins_Soldier_GL_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ","GUE_Commander_DZ","GUE_Soldier_Sniper_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_2_DZ","GUE_Soldier_CO_DZ","BanditW1_DZ","BanditW2_DZ","Bandit1_DZ","Bandit2_DZ"];
    		ai_special_skin				= ["Functionary1_EP1_DZ"];
    		ai_all_skin					= [ai_hero_skin,ai_bandit_skin,ai_special_skin];
    
    		ai_add_skin					= true;			// adds unit skin to inventory on death
    		
    	/* END AI CONFIG */
    
    	/* WAI MISSIONS CONFIG */
    		wai_mission_system			= true;	// use built in mission system
    
    		wai_mission_markers			= ["DZMSMajMarker","DZMSMinMarker","DZMSBMajMarker","DZMSBMinMarker"];
    
    		wai_avoid_missions			= true;								// avoid spawning near other missions, these are defined in wai_mission_markers
    		wai_avoid_traders			= true;								// avoid spawning missions near traders
    		wai_mission_spread			= 750;								// make missions spawn this far apart from one another and other markers
    		wai_near_town				= 150;								// make missions check for towns around this radius
    		wai_near_road				= 50;								// make missions check for roads around this radius
    		wai_near_water				= 50;								// nearest water allowed near missions
    		
    		wai_mission_timer			= [300,900];						// time between missions 5-15 minutes
    		wai_mission_timeout			= [900,1800]; 						// time each missions takes to despawn if inactive 15-30 minutes
    		wai_timeout_distance		= 1000;								// if a player is this close to a mission then it won't time-out
    		
    		wai_clean_mission			= true;								// clean all mission buildings after a certain period
    		wai_clean_mission_time		= 1800;								// time after a mission is complete to clean mission buildings
    
    		wai_mission_fuel			= [40,80];							// fuel inside mission spawned vehicles [min%,max%]
    		wai_vehicle_damage			= [30,60];							// damages to spawn vehicles with [min%,max%]
    		wai_keep_vehicles			= false;							// save vehicles to database and keep them after restart
    
    		wai_crates_smoke			= true;								// pop smoke on crate when mission is finished during daytime
    		wai_crates_flares			= true;								// pop flare on crate when mission is finished during nighttime
    		
    		wai_players_online			= 1; 								// number of players online before mission starts
    		wai_server_fps				= 5; 								// missions only starts if server FPS is over wai_server_fps
    		
    		wai_kill_percent			= 90;								// percentage of AI players that must be killed at "crate" missions to be able to trigger completion
    
    		wai_high_value				= true;								// enable the possibility of finding a high value item (defined below crate_items_high_value) inside a crate
    		wai_high_value_chance		= 15;								// chance in percent you find above mentioned item
    
    		wai_enable_minefield		= false;							// enable minefields to better defend missions
    		wai_use_launchers			= true;								// add a rocket launcher to each spawned AI group
    		wai_remove_launcher			= true;								// remove rocket launcher from AI on death
    
    		// Missions
    		wai_hero_missions			= [ 								// ["mission filename",% chance of picking this mission],Make sure the chances add up to 100,or it will not be accurate percentages
    										["black_hawk_crash",12],
    										["armed_vehicle",13],
    										["bandit_base",8],
    										["captured_mv22",8],
    										["ikea_convoy",8],
    										["destroyed_ural",18],
    										["disabled_milchopper",10],
    										["mayors_mansion",10],
    										["weapon_cache",13]
    									];
    		wai_bandit_missions			= [
    										["armed_vehicle",12],
    										["black_hawk_crash",14],
    										["captured_mv22",6],
    										["broken_down_ural",14],
    										["hero_base",6],
    										["ikea_convoy",8],
    										["medi_camp",16],
    										["presidents_mansion",6],
    										["sniper_extraction",8],
    										["weapon_cache",10]
    									];
    		/*
    		wai_special_missions		= [
    										["bunny_ranch",100]
    									];
    		*/
    		
    		// Vehicle arrays
    		armed_vehicle 				= ["ArmoredSUV_PMC_DZE","GAZ_Vodnik_DZE","HMMWV_M1151_M2_CZ_DES_EP1_DZE","HMMWV_M998A2_SOV_DES_EP1_DZE","LandRover_MG_TK_EP1_DZE","LandRover_Special_CZ_EP1_DZE","Offroad_DSHKM_Gue_DZE","Pickup_PK_GUE_DZE","Pickup_PK_INS_DZE","Pickup_PK_TK_GUE_EP1_DZE","UAZ_MG_TK_EP1_DZE"];
    		armed_chopper 				= ["CH_47F_EP1_DZE","UH1H_DZE","Mi17_DZE","UH60M_EP1_DZE","UH1Y_DZE","MH60S_DZE"];
    		civil_chopper 				= ["AH6X_DZ","BAF_Merlin_DZE","MH6J_DZ","Mi17_Civilian_DZ"];
    		military_unarmed 			= ["GAZ_Vodnik_MedEvac","HMMWV_Ambulance","HMMWV_Ambulance_CZ_DES_EP1","HMMWV_DES_EP1","HMMWV_DZ","HMMWV_M1035_DES_EP1","LandRover_CZ_EP1","LandRover_TK_CIV_EP1","UAZ_CDF","UAZ_INS","UAZ_RU","UAZ_Unarmed_TK_CIV_EP1","UAZ_Unarmed_TK_EP1","UAZ_Unarmed_UN_EP1"];
    		cargo_trucks 				= ["Kamaz","MTVR_DES_EP1","Ural_CDF","Ural_TK_CIV_EP1","Ural_UN_EP1","V3S_Open_TK_CIV_EP1","V3S_Open_TK_EP1"];
    		refuel_trucks				= ["KamazRefuel_DZ","MtvrRefuel_DES_EP1_DZ","UralRefuel_TK_EP1_DZ","V3S_Refuel_TK_GUE_EP1_DZ"];
    		civil_vehicles 				= ["hilux1_civil_1_open","hilux1_civil_2_covered","hilux1_civil_3_open_EP1","SUV_Blue","SUV_Camo","SUV_Charcoal","SUV_Green","SUV_Orange","SUV_Pink","SUV_Red","SUV_Silver","SUV_TK_CIV_EP1","SUV_White","SUV_Yellow"];
    
    		// Dynamic box array
    		crates_large				= ["USVehicleBox","RUVehicleBox","TKVehicleBox_EP1"];
    		crates_medium				= ["USBasicWeaponsBox","RUBasicWeaponsBox","USSpecialWeaponsBox","USSpecialWeapons_EP1","RUSpecialWeaponsBox","SpecialWeaponsBox","TKSpecialWeapons_EP1","CZBasicWeapons_EP1","UNBasicWeapons_EP1"];
    		crates_small				= ["GuerillaCacheBox","RULaunchersBox","RUBasicAmmunitionBox","RUOrdnanceBox","USBasicAmmunitionBox","USLaunchersBox","USOrdnanceBox","USOrdnanceBox_EP1","USLaunchers_EP1","USBasicWeapons_EP1","USBasicAmmunitionBox_EP1","UNBasicAmmunitionBox_EP1","TKOrdnanceBox_EP1","TKLaunchers_EP1","TKBasicAmmunitionBox_EP1","GuerillaCacheBox_EP1","GERBasicWeapons_EP1"];
    
    		crate_weapons_buildables	= [["ChainSaw","ItemJerryMixed"],["ChainSawB","ItemJerryMixed"],["ChainSawG","ItemJerryMixed"],["ChainSawP","ItemJerryMixed"],["ChainSawR","ItemJerryMixed"]];
    		
    		crate_tools					= ["ItemKeyKit","Binocular","Binocular_Vector","ItemCompass","ItemCrowbar","ItemEtool","ItemFishingPole","ItemFlashlightRed","ItemGPS","ItemHatchet_DZE","ItemKnife","ItemMachete","ItemMatchbox_DZE","ItemToolbox","NVGoggles"];
    		crate_tools_buildable		= ["ItemToolbox","ItemEtool","ItemCrowbar","ItemKnife"];
    		crate_tools_sniper			= ["ItemCompass","Binocular","Binocular_Vector","NVGoggles","ItemGPS"];
    
    		crate_items					= ["FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemBandage","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemGoldBar","ItemGoldBar10oz","CinderBlocks","ItemCanvas","ItemComboLock","ItemLightBulb","ItemLockbox","ItemSandbag","ItemTankTrap","ItemWire","MortarBucket","PartEngine","PartFueltank","PartGeneric","PartGlass","PartPlankPack","PartVRotor","PartWheel","PartWoodPile"];
    		crate_items_high_value		= ["ItemBriefcase100oz","ItemVault","30m_plot_kit"];
    		crate_items_food			= ["ItemWaterbottle","FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked"];
    		crate_items_buildables		= ["forest_large_net_kit","cinder_garage_kit",["PartPlywoodPack",5],"ItemSandbagExLarge5X","park_bench_kit","ItemComboLock",["CinderBlocks",10],"ItemCanvas","ItemComboLock",["ItemLightBulb",5],"ItemLockbox",["ItemSandbag",10],["ItemTankTrap",10],["ItemWire",10],["MortarBucket",10],["PartPlankPack",5],"PartWoodPile"];
    		crate_items_vehicle_repair	= ["PartEngine","PartFueltank","PartGeneric","PartGlass","PartVRotor","PartWheel"];
    		crate_items_medical			= ["ItemWaterbottle","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemBandage","FoodCanFrankBeans","FoodCanPasta"];
    		crate_items_chainbullets	= ["2000Rnd_762x51_M134","200Rnd_762x51_M240","100Rnd_127x99_M2","150Rnd_127x107_DSHKM"];
    		crate_items_sniper			= [["ItemPainkiller",5],"Skin_Sniper1_DZ","Skin_CZ_Soldier_Sniper_EP1_DZ","Skin_GUE_Soldier_Sniper_DZ"];
    		crate_items_president		= ["ItemDocument","ItemGoldBar10oz"];
    
    		crate_backpacks_all			= ["DZ_Patrol_Pack_EP1","DZ_Assault_Pack_EP1","DZ_Czech_Vest_Puch","DZ_TerminalPack_EP1","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_CompactPack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"];
    		crate_backpacks_large		= ["DZ_GunBag_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1","DZ_CivilBackpack_EP1"];
    
    		crate_random				= [crate_items,crate_items_food,crate_items_buildables,crate_items_vehicle_repair,crate_items_medical,crate_items_chainbullets];
    
    	/* END WAI MISSIONS CONFIG */
    
    	/* STATIC MISSIONS CONFIG */
    
    		static_missions				= true;		// use static mission file
    		custom_per_world			= true;		// use a custom mission file per world
    
    	/* END STATIC MISSIONS CONFIG */
    
    	configloaded = true;
    
    };
    
    

    Thanks mate, Ill give this a go and report back. Thanks

    Kane

  3. H

     

    Hey mate. This goes in scripting help i guess.

    Anyway: are you sure that wai itself is broken or maybe did some ai unit run in to the debug zone?

    There is an option for how many ai you have to kill i think, just set that to 60 or 70 % and then walk up to the mission very close, as the trigger area is pretty smal.

    Post, if it helped or not.

    Hey Mate, Yes I did try these but unfortunately I still have the same problem. I have completed the mission and taken out the AI even got in the vehicle, It just doesnt want to seem to complete the mission and the guns dont appear on the body's even the keys only bags. Any other things that it could be? Its running on a stock overpoch server from GTXGaming. Thanks


    KaNo5003.

  4. Hey Guys, Have not needed to post on these forums in a while as my server was running smooth. But I decided to move hosting to GTXgaming. Now I installed Dayz Overpoch Chernarus and i installed DZMS and WAI. I disabled DZMS but enabled WAI and the missions spawn etc but when I shoot all the AI and go to the vehicle, the mission doesn't end and stays pinned on the map? Also none of the AI bodies have guns on them only bags. I have double checked the config.sqf and it specifies the bodies will have loot after they are killed. Im running Dayz Overpoch 1.0.5.1 and I have tried both 2.1.4 and 2.2.0 v3 beta (with the locked vehicles etc). Any help would be muchly appreciated. Thanks in advance.






    KaNo5003.

  5. Hey Guys, Have not needed to post on these forums in a while as my server was running smooth. But I decided to move hosting to GTXgaming. Now I installed Dayz Overpoch Chernarus and i installed DZMS and WAI. I disabled DZMS but enabled WAI and the missions spawn etc but when I shoot all the AI and go to the vehicle, the mission doesn't end and stays pinned on the map? Also none of the AI bodies have guns on them only bags. I have double checked the config.sqf and it specifies the bodies will have loot after they are killed. Im running Dayz Overpoch 1.0.5.1 and I have tried both 2.1.4 and 2.2.0 v3 beta (with the locked vehicles etc). Any help would be muchly appreciated. Thanks in advance.






    KaNo5003.

  6. Hey,

    All of these files can be found in the @Dayz_Epoch\dayz_code.pbo. Skins on our server have always worked. They just seem to create issues while (live) switching. I've seen some servers requiring relog to counter this.

     

    --

     

    I've been working some more on this issue though. I'll update on progress.

     

     

    Sorry again to pester do I put these sqf files in the folder compiles? Or just in the main directory as you specified? Thanks again for all your help

    KaNo55003.

     

  7. Hmm very interesting, i wonder if that is the thing that breaks this. If so, you just made fixing it that much easier.

     

    I've been working on this issue tonight trying to get it sorted.

     

    ===

     

    Okay so i did not test these properly (only had myself as a tester), but try these.

     

    player_wearClothes.sqf

    /*
        _item spawn player_wearClothes;
        Added Female skin changes - DayZ Epoch - vbawol
    */
    
    private ["_item","_onLadder","_hasclothesitem","_config","_text","_myModel","_itemNew","_currentSex","_newSex","_model","_playerNear"];
    
    if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_83") , "PLAIN DOWN"] };
    
    DZE_ActionInProgress = true;
    
    _item             = _this;
    call gear_ui_init;
    
    _onLadder =    (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
    if (_onLadder) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_player_21") , "PLAIN DOWN"]};
    
    _hasclothesitem     = _this in magazines player;
    _config             = configFile >> "CfgMagazines";
    _text                 = getText (_config >> _item >> "displayName");
    
    if (!_hasclothesitem) exitWith { DZE_ActionInProgress = false; cutText [format[(localize "str_player_31"),_text,"wear"] , "PLAIN DOWN"]};
    
    if (vehicle player != player) exitWith { DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_85"), "PLAIN DOWN"]};
    
    if ("CSGAS" in (magazines player)) exitWith { DZE_ActionInProgress = false; cutText [(localize "STR_EPOCH_ACTIONS_10"), "PLAIN DOWN"] };
    
    _myModel             = (typeOf player);
    _itemNew             = "Skin_" + _myModel;
    
    diag_log ("Debug Clothes: Model In: " + str(_itemNew) + " Out: " + str(_item));
    
    if ( (isClass(_config >> _itemNew)) ) then {
        if ( (isClass(_config >> _item)) ) then {
            
            _currentSex = getText (configFile >> "CfgSurvival" >> "Skins" >> _itemNew >> "sex");
            _newSex = getText (configFile >> "CfgSurvival" >> "Skins" >> _item >> "sex");
    
            if(_currentSex == _newSex) then {
                // Get model name from config
                _model = getText (configFile >> "CfgSurvival" >> "Skins" >> _item >> "playerModel");
                if (_model != _myModel) then {
                    if(([player,_item] call BIS_fnc_invRemove) == 1) then {
                        player addMagazine _itemNew;
                        [dayz_playerUID,dayz_characterID,_model] call player_humanityMorph;
                    };
                };
                
            } else {
                cutText [(localize "str_epoch_player_86"), "PLAIN DOWN"];
            };
        };
    };
    
    DZE_ActionInProgress = false;

     

    player_humanityMorph.sqf

    private ["_updates","_playerUID","_charID","_humanity","_worldspace","_model","_friendlies","_fractures","_old","_medical","_zombieKills","_headShots","_humanKills","_banditKills","_tagList"];
    
    _playerUID     = _this select 0;
    _charID     = _this select 1;
    _model         = _this select 2;
    
    if (typeof player == _model) exitWith {
        [nil,nil,rTitleText,format["You already wear the %1 skin",_model], "PLAIN",10] call RE;
    };
    
    _old = player;
    player allowDamage false;
    
    player removeEventHandler ["FiredNear",eh_player_killed];
    player removeEventHandler ["HandleDamage",mydamage_eh1];
    player removeEventHandler ["Killed",mydamage_eh3];
    player removeEventHandler ["Fired",mydamage_eh2];
    
    _updates = player getVariable["updatePlayer",[false,false,false,false,false]];
    _updates set [0,true];
    
    player setVariable["updatePlayer",_updates,true];
    dayz_unsaved = true;
    
    //Logout
    _humanity        = player getVariable["humanity",0];
    _medical         = player call player_sumMedical;
    _worldspace     = [round(direction player),getPosATL player];
    _zombieKills     = player getVariable ["zombieKills",0];
    _headShots         = player getVariable ["headShots",0];
    _humanKills     = player getVariable ["humanKills",0];
    _banditKills     = player getVariable ["banditKills",0];
    _friendlies        = player getVariable ["friendlies",[]];
    _tagList        = player getVariable ["tagList",[]];
    
    //Switch
        [_model] call player_switchModel;
    
    //set medical values
    if (count _medical > 0) then {
        player setVariable["USEC_isDead",(_medical select 0),true];
        player setVariable["NORRN_unconscious", (_medical select 1), true];
        player setVariable["USEC_infected",(_medical select 2),true];
        player setVariable["USEC_injured",(_medical select 3),true];
        player setVariable["USEC_inPain",(_medical select 4),true];
        player setVariable["USEC_isCardiac",(_medical select 5),true];
        player setVariable["USEC_lowBlood",(_medical select 6),true];
        player setVariable["USEC_BloodQty",(_medical select 7),true];
        player setVariable["unconsciousTime",(_medical select 10),true];
        
        //Add Wounds
        {
            player setVariable[_x,true,true];
            usecBleed = [player,_x,0];
            publicVariable "usecBleed";
        } count (_medical select 8);
        
        //Add fractures
        _fractures = (_medical select 9);
        [player,"legs", (_fractures select 0)] call object_setHit;
        [player,"hands", (_fractures select 1)] call object_setHit;
    } else {
        //Reset Fractures
        player setVariable ["hit_legs",0,true];
        player setVariable ["hit_hands",0,true];
        player setVariable ["USEC_injured",false,true];
        player setVariable ["USEC_inPain",false,true];    
    };
    
    
    //General Stats
    player setVariable["humanity",_humanity,true];
    player setVariable["zombieKills",_zombieKills,true];
    player setVariable["headShots",_headShots,true];
    player setVariable["humanKills",_humanKills,true];
    player setVariable["banditKills",_banditKills,true];
    player setVariable["CharacterID",_charID,true];
    player setVariable["worldspace",_worldspace,true];
    player setVariable["friendlies",_friendlies,true];
    player setVariable["tagList",_tagList,true];
    
    call dayz_resetSelfActions;
    
    eh_player_killed = player addeventhandler ["FiredNear",{_this call player_weaponFiredNear;} ];
    
    [player] call fnc_usec_damageHandle;
    player allowDamage true;
    
    player addWeapon "Loot";
    player addWeapon "Flare";
    
    _wpnType = primaryWeapon player;
    _ismelee = (gettext (configFile >> "CfgWeapons" >> _wpnType >> "melee"));
    
    if (_ismelee == "true") then {
            call dayz_meleeMagazineCheck;
    };
    
    PVDZE_plr_Save = [player,[],true,true];
    publicVariableServer "PVDZE_plr_Save";
    
    sleep 0.1;
    
    if (!isNull _old) then {
        // this should not be needed as player is deleted in player_switchModel?
        diag_log(format["DEBUG: Something went wrong, humanitymorph removed old model %1",_old]);
        deleteVehicle _old;
    };

     

    player_switchModel.sqf

    private ["_weapons","_backpackWpn","_backpackMag","_currentWpn","_isWeapon","_backpackWpnTypes","_backpackWpnQtys","_countr","_class","_position","_dir","_currentAnim","_tagSetting","_playerUID","_countMags","_magazines","_primweapon","_secweapon","_newBackpackType","_muzzles","_oldUnit","_group","_newUnit","_wpnType","_ismelee"];
    
    if (gear_done) then {disableUserInput true;};
    
    _class                  = _this;
    _position               = getPosATL player;
    _dir                    = getDir player;
    _currentAnim            = animationState player;
    _tagSetting             = player getVariable["DZE_display_name",false];
    _playerUID                 = getPlayerUID player;
    _weapons                = weapons player;
    _countMags                 = call player_countMagazines;
    _magazines                 = _countMags select 0;
     
    if ((_playerUID == dayz_playerUID) && (count _magazines == 0) && (count (magazines player) > 0 )) exitWith {cutText [(localize "str_epoch_player_17"), "PLAIN DOWN"]};
     
    _primweapon             = primaryWeapon player;
    _secweapon              = secondaryWeapon player;
     
    if(!(_primweapon in _weapons) && _primweapon != "") then {
        _weapons set [(count _weapons), _primweapon];
    };
     
    if(!(_secweapon in _weapons) && _secweapon != "") then {
        _weapons set [(count _weapons), _secweapon];
    };
     
    //BackUp Backpack
    dayz_myBackpack = unitBackpack player;
    _newBackpackType = (typeOf dayz_myBackpack);
    if(_newBackpackType != "") then {
        _backpackWpn = getWeaponCargo unitBackpack player;
        _backpackMag = _countMags select 1;
    };
     
    //Get Muzzle
    _currentWpn = currentWeapon player;
    _muzzles = getArray(configFile >> "cfgWeapons" >> _currentWpn >> "muzzles");
    if (count _muzzles > 1) then {
        _currentWpn = currentMuzzle player;
    };
     
    //Secure Player for Transformation
    player setPosATL dayz_spawnPos;
     
    //BackUp Player Object
    _oldUnit = player;
     
    /**********************************/
    //DONT USE player AFTER THIS POINT//
    /**********************************/
     
    //Create New Character
    _group          = createGroup west;
    _newUnit        = _group createUnit [_class,dayz_spawnPos,[],0,"NONE"];
     
    _newUnit        setPosATL _position;
    _newUnit        setDir _dir;
     
    //Clear New Character
    {
        _newUnit removeMagazine _x;
    } count  magazines _newUnit;
    
    removeAllWeapons _newUnit;
     
    //Equip New Charactar
    {
            if (typeName _x == "ARRAY") then {
            
                if ((count _x) > 0) then {
                    _newUnit addMagazine [(_x select 0), (_x select 1)];
                };
                
            } else {
                _newUnit addMagazine _x;
            };
            
    } foreach _magazines;
     
    {
            _newUnit addWeapon _x;
    } foreach _weapons;
     
    //Check && Compare it
    if(str(_weapons) != str(weapons _newUnit)) then {
        //Get Differecnce
        {
            _weapons = _weapons - [_x];
        } foreach (weapons _newUnit);
       
        //Add the Missing
        {
            _newUnit addWeapon _x;
        } foreach _weapons;
    };
     
    if(_primweapon !=  (primaryWeapon _newUnit)) then {
            _newUnit addWeapon _primweapon;        
    };
    if (_primweapon == "MeleeCrowbar") then {
            _newUnit addMagazine 'crowbar_swing';
    };
    if (_primweapon == "MeleeSledge") then {
            _newUnit addMagazine 'sledge_swing';
    };
    if (_primweapon == "MeleeHatchet_DZE") then {
            _newUnit addMagazine 'Hatchet_Swing';
    };
    if (_primweapon == "MeleeMachete") then {
            _newUnit addMagazine 'Machete_swing';
    };
    if (_primweapon == "MeleeFishingPole") then {
            _newUnit addMagazine 'Fishing_Swing';
    };
    if(_secweapon != (secondaryWeapon _newUnit) && _secweapon != "") then {
            _newUnit addWeapon _secweapon;         
    };
    
    _switchUnit = {
        addSwitchableUnit _newUnit;
        setPlayable _newUnit;
        selectPlayer _newUnit;
        removeAllWeapons _oldUnit;
        {
            _oldUnit removeMagazine _x;
        } foreach magazines _oldUnit;
        
        deleteVehicle _oldUnit;
        
        if(_currentWpn != "") then {
            _newUnit selectWeapon _currentWpn;
        };
    };
    
    //Add && Fill BackPack
    if (!isNil "_newBackpackType") then {
        if (_newBackpackType != "") then {
    
            _newUnit addBackpack _newBackpackType;
            dayz_myBackpack = unitBackpack _newUnit;
            
            //Weapons
            _backpackWpnTypes = [];
            _backpackWpnQtys = [];
            
            if (count _backpackWpn > 0) then {
                _backpackWpnTypes = _backpackWpn select 0;
                _backpackWpnQtys = _backpackWpn select 1;
            };
                    
            [] call _switchUnit;
                    
            if (gear_done) then {sleep 0.001;};
            ["1"] call gearDialog_create;
            if (gear_done) then {sleep 0.001;};
            
            //magazines
            _countr = 0;
            {
                if ((typeName _x) != "STRING") then {
                    _isWeapon = (isClass(configFile >> "CfgWeapons" >> (_x select 0)));
                } else {
                    _isWeapon = (isClass(configFile >> "CfgWeapons" >> _x));
                };
                
                if (!_isWeapon) then {
                    _countr = (1 + _countr);
                    if ((typeName _x) != "STRING") then {
                        (unitBackpack player) addMagazineCargoGlobal [(_x select 0), 1];
                        _idc = (4999 + _countr);
                        _idc setIDCAmmoCount (_x select 1);
                    } else {
                        (unitBackpack player) addMagazineCargoGlobal [_x, 1];
                    };
                };
            } foreach _backpackMag;
            
            (findDisplay 106) closeDisplay 0;
            
            if (gear_done) then {
                sleep 0.001;
                disableUserInput false;
            };
            
            _countr = 0;
            {
                (unitBackpack player) addWeaponCargoGlobal [_x,(_backpackWpnQtys select _countr)];
                _countr = (1 + _countr);
            } foreach _backpackWpnTypes;
            
        } else {
            [] call _switchUnit;
        };
    } else {
        [] call _switchUnit;
    };
    
    [objNull, player, rSwitchMove,_currentAnim] call RE;
    
    player disableConversation true;
    
    if (_tagSetting) then {
        DZE_ForceNameTags = true;
    };
    
    _wpnType = primaryWeapon player;
    _ismelee = (gettext (configFile >> "CfgWeapons" >> _wpnType >> "melee"));
    
    if (_ismelee == "true") then {
        call dayz_meleeMagazineCheck;
    };
     
    {player reveal _x} count (nearestObjects [getPosATL player, dayz_reveal, 50]);

    Thanks for this F3cuk, ill have a look at this tonight! Did you have any luck with your skins working? Thanks just dying to know haha.

    KaNo5003.

  8. Hey Guys, Obviously skins have been very glitchy on the epoch Linux side of things. has anyone managed to find how to fix it? Basically for the people abit curious someone will wear a gille suit its fine, the next person will go to put a gille suit on and get a no character ID and need to be killed as nothing gets saved to the hive. If anyone has any info on this it would be greatly appreciated. Thanks



    KaNo5003.

  9. Hey Guys, I run Epoch 1.0.5.1 and im trying to install a deploy bike mod. My server keeps checkinghacker and killing people on the bike. I have added the old bike to the DZEsafevehicles list but its still killing them. Is their a better way of going about this?

    My bike that spawns is a Old_bike_TK_INS_EP1 and I added it to my init.sqf but I still die? I run epoch on linux so I dont use a variables.sqf. My line in init.sqf looks like this - 

    DZE_safeVehicle = ["M2HD_mini_TriPod","M2StaticMG","Old_bike_TK_INS_EP1","ParachuteWest","ParachuteC"];

     

    Thanks

     

    KaNo5003.

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