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Posts posted by Zoranth
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@ViktorReznov, Great Work
Another thing to think about is if it is an armed vehicle and it has ammo already in a weapon that it might be able to put the ammo in the box. For example, an ArmoredSUV_PMC and it has 2x magazines in the gun already which have no way of being reclaimed. Make it so when scrapping that there is a chance of getting those magazines back.
Just a thought ;)
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Yupper, They are going at the end Line #2 in Notepad++
Spoiler5 !(^DZ_|^z_|^pz_|^WeaponHolder|Box|dog|PZombie_VB|^Smoke|^Chem|^._40mm|_DZ$|^Trap) !=(SeaGull|SmallSecondary|HelicopterExplo(Small|Big)|DesertTentStorage|Stash(Small|Medium)(|[1-4])|(|Dome)TentStorage(|[0-4])) !=(CZ_VestPouch_EP1|R_M136_AT|R_MEEWS_HEAT|Wire_cat1) !=(JackDaniels|(Tin|Soda)Can|RoadFlare|WoodenArrowF|zZombie_Base|Parachute(West|C)|Grenade(_|HandTimed)(West|East)) !=(CMflareAmmo|Pipebomb) !=(WildBoar|Rabbit|Sheep|Sheep(01_EP1|02_EP1)|Goat|Goat(01_EP1|02_EP1)|Hen|Cow0[1234]|Cow01_EP1|Cock) !=Blood_Trail_DZ !^(Wooden|Metal)Fence !^WoodenGate_ !=(ShantyHouse(|Stage[2-7])|SurvivorWorkshop(|Stage2|[ABC]Stage[345])|WorkBench) < CUT > !"LAV25" !="LAV25"
< CUT > represents other exceptions I have on that line. Just removed them for this example
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When trying to add a couple vehicles to one of the gems. Why would I get kicked for createvehicle restriction #0 on an LAV25 and not on an LAV25_DZ.
I do get a createvehicle.log entry as well for the LAV25_DZ. but it is a createvehicle restriction #9. Which is covered because it ends in _DZ.
What I am trying to figure out is how would I add the LAV25 itself. I have tried all manor of exceptions on Line 2 to no avail. For example:
!(LAV25) !=(LAV25) !("LAV25") !=("LAV25") !"LAV25" !="LAV25"
Here is the createvehicle.log Entry:
<DATE> <TIME>: <Player Name> (<IP:PORT>) <GUID> - #0 "LAV25" 3:12 [14304,7224,173]
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Thank you for the quick reply @salival.
I did install it, Btw, Excellent Instructions.
It does work very well with VKC but it only sees one vehicle at a time. So, store one, get in/out of drivers seat for next vehicle and store it, etc. If you set it to not take keys then it is not an issue for a master key
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Does this support Vehicle Key Changer (VKC) or does it only store the last vehicle applied to the key?
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Ok, got this working but I have a couple of issues.
- This can be run on multiple vehicles from the same player at the same time. For example, if someone wanted to be malicious, they could buy a bunch of cheap vehicles, go to the opposite side of the map and call each car one right after the other.
- This can be run multiple times on the same vehicle which create a bunch of instances of it running that can bog down a server.
What do we have to do to limit these actions.
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Ok, This is really weird.
I think I somewhat solved the mystery and brought up a new mystery.
If I have this line in "...\spawn\config.sqf":
halo_type = "AN2_DZ"; // Type of plane. Tested with C130J_US_EP1_DZ, AN2_DZ, MV22_DZ. Use "" to disable the plane and use regular HALO.
I could not manually open my chute. But, If I change it to:
halo_type = "C130J_US_EP1_DZ"; // Type of plane. Tested with C130J_US_EP1_DZ, AN2_DZ, MV22_DZ. Use "" to disable the plane and use regular HALO.
Then it works fine.
I tried the same thing with the MV22_DZ and it does NOT work either. Only the C130J class of planes work. This was tested with my admin and NON admin account with the same results.
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For the life of me I could not find anything wrong causing this issue on the server above.
So, I just started putting together a brand new server, Only thing installed is InfiSTAR and ESSv3. Still not getting the option to open the chute as soon as It kicks me out of the plane.
No errors in either RPT
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@Anyone,
What would cause the option to "Open Chute" to disappear from the scroll menu 1-2 seconds after leaving the plane on Halo Spawn in ESS (other than already hitting the ground in a puddle of goo)?
Nothing is shown in either RPT's
Installed as directed, Checked, double checked, triple checked.
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Nevermind
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23 hours ago, salival said:
I accidentally goofed a };
I thought I made that mistake myself Lol. Thank you
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Thank you for the fix and update ;)
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Thank You, This works Great. and again, Thank You @jack for the original work
For anyone that wants to use actual Compass Directions in Degree's instead of Points of the Compass (otherwise known as a Compass Rose) you can change the following:
Spoiler_degree = round ([player, _nearest] call BIS_fnc_dirTo);
if (_degree < 0 ) then { _degree = 360 + _degree };
_distance = floor (player distance _nearest);
// Remove or Comment out everything from this line_direction = call { if ((_degree >= 0 && _degree < 45) || _degree == 360) exitWith { 'North' }; if (_degree >= 45 && _degree < 90) exitWith { 'NorthEast' }; if (_degree >= 90 && _degree < 135) exitWith { 'East' }; if (_degree >= 135 && _degree < 180) exitWith { 'SouthEast' }; if (_degree >= 180 && _degree < 225) exitWith { 'South' }; if (_degree >= 225 && _degree < 270) exitWith { 'SouthWest' }; if (_degree >= 270 && _degree < 315) exitWith { 'West' }; if (_degree >= 315 && _degree < 360) exitWith { 'NorthWest' }; "unknown" };
// To this line
// Change this line:
systemChat format["Nearest %1 Ore Vein in %2m on the %3.", _name, _distance, _direction];
// To this:
systemChat format["Nearest %1 Ore Vein in %2m on heading %3.", _name, _distance, _degree];
If you want to change the output from being displayed in System Chat to Rolling Messages that are in the middle of your screen. Do the following:
SpoilerChange the following line"
systemChat format["Nearest %1 Ore Vein in %2m on the %3.", _name, _distance, _direction];
// To this:
format["Nearest %1 Ore Vein in %2m on the %3.", _name, _distance, _direction]; call dayz_rollingMessages;
You could even have two separate files. One that is activated off of the Map that gives the Points of the Compass (General Direction such as NW, W, SE) to the ore vein. Then have the second file that is activated off of the GPS that gives the actual relative direction from you to the ore vein.
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EIther time out or a toggle. Personally I would prefer a toggle
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@salival are the Vehicle Markers supposed to disappear after a while? Mine are always on after I activate it. I tried activating again thinking it might be a toggle but they are still there. I don't have any errors in either RPT, BE Filters are same as the install directions and I am using InfiSTAR.
Any ideas?
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I just tried this and it is showing the direction to the ore vein based on the direction you are facing. For example:
If I am facing true north and the _nearest ore vein is to the east, it will display the ore vein is to the east. However, if I am facing east and the _nearest is to the east, it will display that the ore vein is to the north.
In other words, it is displaying the relative direction based on the direction I am facing instead of true north.
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Thank You, This is what I was looking for. I will test it and let you know how it goes.
Kind of makes it a possible treasure hunt for our players
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Thank you Ford for the variation. I will give it a try.
I have already added this to my clickactions off of the Compass
Also, what is your take on providing a direction to an ore vein type from player position? Any Ideas?
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Thank you Jack, I will mess around with that and see if I can get it to work
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Thank you for this. Would you happen to have an idea on how to add a General direction such as N,NE,E,SE,S,SW,W,NW or if not then a direction in Degrees Relative?
Such as 1 Silver Vein 140, 1 Iron Vein 224
I am pretty sure it would need to use the following but I really do not know how to implement it.
_dir = [player, object] call BIS_fnc_relativeDirTo;
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Based on Hacked Vehicles release by @Bricktop and Additional code by @Hooty from here:
SpoilerThis is my first release
This mod and code is not all my original work.
Credits to:
@Bricktop for the "Hacked Vehicles" https://epochmod.com/forum/topic/43750-hacked-vehicles-1061/
@Hooty for his input in Bricktop's release on how to install it differently and to add support for Virtual Garage.What I did is took their information and made it modular and easier to install / customize. This way, you just need to #include which weapon systems you want to add into each vehicle that you want to modify.
>> DOWNLOAD HERE << CURRENTLY ON HOLD DUE TO UNFORESEEN ERROR
Install Directions:
1. Copy the Vehicle_Weapons directory into the root of your dayz_server directory
2. Next paste
#include "\z\addons\dayz_server\Vehicle_Weapons\Add_Vehicle_Weapons.sqf";
in dayz_server\system\sever_monitor.sqf under
Spoiler//Dont add inventory for traps.
if (!_isDZ_Buildable && !_isTrapItem) then {
clearWeaponCargoGlobal _object;
clearMagazineCargoGlobal _object;
clearBackpackCargoGlobal _object;3. Then paste
#include "\z\addons\dayz_server\Vehicle_Weapons\Add_Vehicle_Weapons.sqf";
in dayz_server\compile\server_publishVehicle2.sqf under
SpoilerclearWeaponCargoGlobal _object;
clearMagazineCargoGlobal _object;4. Then paste
#include "\z\addons\dayz_server\Vehicle_Weapons\Add_Vehicle_Weapons.sqf";
in dayz_server\compile\spawn_vehicles.sqf under
SpoilerclearWeaponCargoGlobal _veh;
clearMagazineCargoGlobal _veh;Installation with Virtual Garage:
If you have @salival's Virtual Garage installed then add :#include "\z\addons\dayz_server\Vehicle_Weapons\Add_Vehicle_Weapons.sqf";
to dayz_server\compile\garage\server_spawnVehicles.sqf under
SpoilerclearWeaponCargoGlobal _object;
clearMagazineCargoGlobal _object;How To Customize:
If you would like to create your very own weapons pack for a vehicle, use the following instructions:
1. Make a copy of "\z\addons\dayz_server\Vehicle_Weapons\vehicles\Generic_Add_Weapon.sqf" rename it like "<vehicle_classname>_Add_Weapons.sqf". Replace the <vehicle_classname> with the actual classname of the vehicle you want to add weapons to.
2. Comment out or Delete the Weapon_Systems that you do not want to use on your new vehicle.
3. Make a new #include "\z\addons\dayz_server\Vehicle_Weapons\vehicles\<Class_Name>_Add_Weapons.sqf"; line with your new vehicle file and add it to "\z\addons\dayz_server\Vehicle_Weapons\Add_Vehicle_Weapons.sqf";
4. In the new vehicle file you just made. Rearrange the Weapon_Systems in an order that makes sense to you. For example, list all guns, then all missiles so they are grouped together in your scroll menu for easier selection.
Adding / Restricting an Ammo Type
For Weapon_Systems that have multiple ammo types, You can go into that specific file and comment out an ammo type or make an extra file with just the ammo you want if you want to restrict it from your server. Example:
In the file: "\z\addons\dayz_server\Vehicle_Weapons\Vehicles\Weapon_Systems\D81_125mm_Cannon.sqf". You could comment out an Ammo Type as shown Below.
Spoiler/* 125mm Cannon Used on the T72 Tank*/
_object addWeapon "D81";
// _object addMagazine "22Rnd_125mmHE_T72";
// _object addMagazine "22Rnd_125mmHE_T72";
_object addMagazine "23Rnd_125mmSABOT_T72";
_object addMagazine "23Rnd_125mmSABOT_T72";If you do this, you will want to save that as a new file such as : "D81_125mm_Cannon_SABOT_ONLY.sqf.
List of Vehicle Weapons and Ammo:
WARNING: Not all Weapon Systems work with all vehicles. For example, You obviously do not want to put a "GBU12_Bomb_Launcher" on an "ArmoredSUV_PMC", or "MLRS Rocket System" on the "ArmoredSUV_PMC".
These weapons spawn on the vehicle when purchased and remain after restart. This does not work with admin spawned vehicles nor does it work (for now) with the Deploy Anything Mod. I do not have Virtual Garage installed on my test server,so I am unable to test that but it should work.
Have Fun
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salival,
Question/Request for you that is half on topic and half off topic. On topic is that it involves locking and unlocking vehicles and is somewhat like a master key.
My question/request is this:
Is it at all possible to use the same system for locking/unlocking vaults/lock boxes and doors that assigns your ID to that vehicle so that keys are no longer needed at all? So if the vehicle belongs to you, it will automatically give you the option to lock/unlock.
A possible second option to this is the ability to assign ownership of a vehicle to another using something like what is used in plot management. Also the ability to add players to a group that can use the vehicle and also that players added to the vehicle can be removed if needed.
Lemme know what you think.
Zor
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4 hours ago, salival said:
Hi,
The repo version of Deploy Anything is broken and needs updating regarding saving items to the database, the syntax for PVDZE_veh_Publish2 is definitely wrong.
And here I thought it was something that I did that broke my Deploy Anything. I have been fighting with it for 3 days now Lol in a new server I am putting together
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Chris just posted a new update for InfiSTAR Arma2. The current version is now
Arma2 AntiHack - v1430
[WIP] Scrapper v1 [OUTDATED]
in A2: Epoch Mods
Posted
Roflmao, Yes, walk up to someones vehicle and put a canteen or 2 of water in their fuel tank