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Zoranth

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  1. Like
    Zoranth reacted to vbawol in Epoch 1.0 Release Changelog   
    Arma 3 Epoch 1.0 has been released!
    Client Files:
    http://epochmod.com/ - HTTP mirrors, Steam workshop, Play with Six, ModDB, Armaholic

    Server Files:
    https://github.com/EpochModTeam/Epoch/releases/tag/1.0.0.1070
    File Changes:
    https://github.com/EpochModTeam/Epoch/pull/948/files
    Notes: 
    https://epochmod.com/forum/topic/44467-epoch-10-release-changelog/
  2. Like
    Zoranth got a reaction from juandayz in [Release] Add Vehicle Weapons   
    Based on Hacked Vehicles release by @Bricktop and Additional code by @Hooty from here:
    This 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
    3.    Then paste
    #include "\z\addons\dayz_server\Vehicle_Weapons\Add_Vehicle_Weapons.sqf";  in dayz_server\compile\server_publishVehicle2.sqf under
    4.    Then paste
    #include "\z\addons\dayz_server\Vehicle_Weapons\Add_Vehicle_Weapons.sqf";   in dayz_server\compile\spawn_vehicles.sqf under
    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
    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.
    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
  3. Like
    Zoranth reacted to salival in [Request] Script for admins checking player coins/bank?   
    Hi,
    I used the search bar for this forum and typed "infistar bank" this was the first link that came up: 
     
  4. Like
    Zoranth got a reaction from juandayz in [WIP] Scrapper v1 [OUTDATED]   
    Roflmao, Yes, walk up to someones vehicle and put a canteen or 2 of water in their fuel tank
  5. Like
    Zoranth reacted to Relentless in [RELEASE] RLNT Update Panel (26.09.2017, v1.4)   
    I guess this is currently not compatible with my RLNT Weapon HUD. If you want to use this as nfcStyle you would have to make the changes yourself or wait until I update it, thanks. Studying is taking a ton of time :*
    LAST UPDATE: 26.09.2017 - go to the bottom for changelog
    Hey there Epoch-Community,
    in this topic, I want to release my Update Panel. This may need some longer explanation so if you are interested, read carefully. 

    Background-Story:
    So I was a bit annoyed by all the vanilla functions that are currently available in ArmA 2.
    Everytime you just see format texts or hint boxes, sometimes even dynamic texts but still not my taste. So I decided to create a Display that is spawned by a function.
    It's like a modern version of hint boxes. The cool thing is that you can adjust nearly everything of it by giving the function different arguments.
    Due to that fact, you could easily manage all your server messages and notifications through this function to have a universal system. It's a bit confusing and ugly
    when you are running multiple mission systems for example and one is using text at the top of the screen and the other one directly in the middle.

    What features does it have:
    Currently, there are 9 different arguments to adjust the Update Panel to your liking. Meanwhile I made ALL arguments optional so you can leave them out.
    Receiver aka the Side - defines whether the Update Panel is only shown to the Client it's running on or whether it should be shown to everyone like a global message Style - At the moment there are four styles, they are different in the box style and whether it contains an image or not Background Color - Ofcourse you can also adjust the Color of the Box Font Color - Aswell as the text color Header - This is the Headline of the Update-Panel, you could use something like your server tag Line 1 - The first textline of the panel that holds up to 40 characters Line 2 - The second textline that can also hold up to 40 characters and also a good option to display a single line update panel Duration - Also you can adjust the time how long the panel will be visible to the clients Image - The second style can hold an image, here you can define the path of an image that should be displayed in the panel If you are interested in how to use all the arguments and how to make them optional, read this: RLNT GITHUB
    So you should be able to see that you can adjust a lot of things. And you can suggest even more. If you want another style with a different position of the panel, no problem!
    Also the function contains a config where you are able to set default variables in case you don't want to write so many arguments each time. Let's say you want to display
    all messages of your server with this panel, then you can just set the Background Color you want to use for all your panels in the config and never write this color array again.
    Instead you just type nil as an argument. The function will automatically recognize this and replaces the nil with the variable from the config.

    All currently available styles:
    Style 1        Style 2    
    Style 3       Style 4    


    Codeexamples:

    Credits:
    @Sp4rkY - teached me the most in sqf @iben - got the wonderful github formatting from him @He-Man - made me familiar with eventHandlers and communication between client and server @DirtySanchez - helps me to improve my scripts (performance and structur) @LordGolias - made an awesome sqf-linter for the Atom-Editor @Epoch-Discord - especially @salival @BigEgg @DirtySanchez @scuba_steve - always helpful and very patient  
    Download and Installation: RLNT GITHUB   Bugs, Issues and Suggestions:
    RLNT GITHUB   Changelog:
    Click here for the Changelog with actual links if you are interested in the commits: Changelog
  6. Like
    Zoranth got a reaction from Relentless in [WIP] Scrapper v1 [OUTDATED]   
    @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 ;)
  7. Like
    Zoranth reacted to salival in [Release] Virtual Garage [Updated for 1.0.7]   
    It will only ever give you the option to store 1 at a time since I have it checking if you were the last person in the drivers seat. It helps stop people from duping vehicles by both trying to store the same vehicle
  8. Like
    Zoranth reacted to salival in [Release] Virtual Garage [Updated for 1.0.7]   
    @Yarpii™ and everyone else, here's the commit that adds support for removing thermal: https://github.com/oiad/virtualGarage/commit/ecebc332d5a3e11443a1d05b7876a976ff77e39f
     
  9. Like
    Zoranth reacted to _Jack in [Release]Custom infiSTAR tools   
    Hey guys releasing another script I made(or rather a compilation of scripts). I created this to make my admins lifes(lives?) easier in the game, hope someone finds it useful! :)
    I created this for overpoch so some functions may not work on other mods(e.g. delete all nissans)
     
    Tools Included:
    Quarantine Target(teleports the selected player to debug island, could come in handy for misbehaving players)
    Explode Target(Explodes the selected player)
    Edit Bank(Opens a dialog that allows you to edit the selected players bank if you use zsc. If you dont use zsc everything else should still work)
    Temporarily Delete all the Bikes on the map
    Temporarily Delete all the nissan 350z's on the map
    OTF Script Writer(thanks DuMa for the help with this)
    Explosive Bullets(makes big bang bang)
     
    How to install:
    In your a2_infiSTAR folder create a folder called "custom".
    In this folder create a file called "category.sqf" and another file called "functions.sqf"(without the quotation marks, obviously)
    In category.sqf put this code:
    In functions.sqf put this code:
    Now, open your AT.sqf
    In the code find this section: 

    Add the highlighted line:
    adminadd = adminadd + [" +View Jacks Tools","jackEdits","0","0","1","0",[0,0.6,1,1]]; Now find this section:

    And add the highlighted line:
    case 'jackEdits':{call admin_fillJackCustom}; Then find(around line 46/47):

    And add the highlighted line:
    #include "\a2_infistar\custom\category.sqf" Then find this section of code(around line 530-535):

    And add in the highlighted line.
    For the edit bank feature to work you need to add this dialog somewhere in your mission file(ensure that is included in description.ext, could just add this to an already existing .hpp file as long as it is included in description.ext file):
    Hope you find this post useful(and thanks to infistar for creating his tool, its pretty good)
  10. Like
    Zoranth reacted to salival in [RELEASE] Locate Vehicle (VKC Support) [Updated for 1.0.7]   
    Added here: https://github.com/oiad/locateVehicle/commit/e9b54f523b4276000f5b2fed7cc99b01faf1fa69
    I added a time out, a toggle would be a bit more work and more overhead
  11. Like
    Zoranth reacted to Ford in [Release]Locate Ore Veins Script   
    @Zoranth
    Yeah, you are right. I just edited script and used other function to get real direction to object.
    Code:
     
  12. Like
    Zoranth reacted to salival in [Release] Safe Zone Relocate   
    I have updated the script to reflect the changes wanted regarding a custom vehicle dump / junk yard.
    I have tested this with: land vehicles, air and boats and it works as intended, you will need to fiddle with the _customRadius and _maxDist variables to get things optimized if you are going to use a custom position, though. I found it makes a big difference in where the vehicles are spawned.
    https://github.com/oiad/safeZoneRelocate/commit/2b7c5a9c03c0646de544e166debba0d195d92ce9
    https://github.com/oiad/safeZoneRelocate
     
  13. Like
    Zoranth reacted to salival in [Release] Safe Zone Relocate   
    Hi,
    Here's a simple safe zone relocation script for vehicles. 
    Simple relocate only safe zone script.
    Extremely quick and low overhead since we're only scanning the safe zone array instead of every vehicle.
    Uses the Epoch DZE_SafeZonePosArray for convenience.
    Install instructions and download link: https://github.com/oiad/safeZoneRelocate
  14. Like
    Zoranth reacted to salival in [RELEASE] Locate Vehicle (VKC Support) [Updated for 1.0.7]   
    Locate Vehicle is part of Epoch 1.0.7.1 now.
     
    Tested as working on a blank Epoch 1.0.7
    This adds support for multiple vehicles per key (https://github.com/oiad/vkc)
    Designed to be light weight and optimized.
    REPORTING ERRORS/PROBLEMS
    Please, if you report issues can you please attach (on pastebin or similar) your CLIENT rpt log file as this helps find out the errors very quickly. To find this logfile:
    C:\users\<YOUR WINDOWS USERNAME>\AppData\Local\Arma 2 OA\ArmA2OA.RPT Install:
    This uses Click Actions by Mudzereli as a dependancy: https://github.com/mudzereli/DayZEpochDeployableBike/tree/master/overwrites/click_actions LocateVehicle GitHub Repo
    >> Download <<
     
     
    **** For Epoch 1.0.6.2 only **** >> Download <<
    Visit this link: https://github.com/oiad/locateVehicle/tree/locateVehicle-Epoch-1.0.6.2
  15. Thanks
    Zoranth got a reaction from Thug in [Release] Add Vehicle Weapons   
    Based on Hacked Vehicles release by @Bricktop and Additional code by @Hooty from here:
    This 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
    3.    Then paste
    #include "\z\addons\dayz_server\Vehicle_Weapons\Add_Vehicle_Weapons.sqf";  in dayz_server\compile\server_publishVehicle2.sqf under
    4.    Then paste
    #include "\z\addons\dayz_server\Vehicle_Weapons\Add_Vehicle_Weapons.sqf";   in dayz_server\compile\spawn_vehicles.sqf under
    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
    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.
    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
  16. Like
    Zoranth reacted to Ford in [Release]Locate Ore Veins Script   
    I modified the script a bit. Now it shows nearest iron, silver and gold ore vines, distance to it and direction too.
    E.g.

    Code:
     
  17. Like
    Zoranth got a reaction from juandayz in [Release]Locate Ore Veins Script   
    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;  
  18. Like
    Zoranth reacted to Ford in [Release]Locate Ore Veins Script   
    Thank you for the script. Also, its more clearly to use:
    - getPosATL instead of position player (getPos), that slower in 1.67 times.
    - local variables instead of global.
    My variant:
    //Range that it will scan for veins _scanRange = 1500; //Get number of each vein within defined range _pos = getPosATL player; _ironVeins = count (_pos nearObjects ["Iron_Vein_DZE",_scanRange]); _silverVeins = count (_pos nearObjects ["Silver_Vein_DZE",_scanRange]); _goldVeins = count (_pos nearObjects ["Gold_Vein_DZE",_scanRange]); //Get total veins _total = _ironVeins + _silverVeins + _goldVeins; //Display results to player systemChat format["Within %1m there are %2 ore veins: %3 Iron, %4 Silver and %5 Gold.", _scanRange,_total,_ironVeins,_silverVeins,_goldVeins]; If you are using "Deploy Anything" script, its so simple to add script handler on right click on, e.g. map.
    DZE_CLICK_ACTIONS = DZE_CLICK_ACTIONS + ["ItemMap","Find Ore Veins","execVM 'scripts\findOreVeins.sqf';","true"];  
  19. Like
    Zoranth reacted to NightRain in [Outdated] [release] 1.0.6 - Deploy Anything 2.8.2 - Now with Epoch building! | Customizable: DB saving | Plot | Vehicles/Buildings | Packing   
    Cheers. I was trying to figure out a way on how to save both buildings and static weapons to the database, have you managed to crack that yet?
     
    I was thinking of a solution to add a extra variable to the list. In short it'd be a true and false. If it is a building then it'd be true and if a static gun then false. In this I tried to find a way to call a section separately in Player_deploy.sqf namely this:
     
    If this script is like this, then it will save buildings, if it is like this however:
     
    Then it will save static weapons. You said that PVDZE_veh_Publish2 had a wrong syntax so I was curious if you had this one solved, it'd be much appriciated if it was and I would finally solve all the issues relating to Deploy anything script and I could focus on other issues relating to it :)
     
  20. Like
    Zoranth reacted to salival in [Outdated] [release] 1.0.6 - Deploy Anything 2.8.2 - Now with Epoch building! | Customizable: DB saving | Plot | Vehicles/Buildings | Packing   
    I'm at work at the moment but I stopped using publish_vehicle2 or whatever it is and just used obj publish, there's other stuff to be done to fix it but that's the general thing.
    I may look at releasing my fork at some point (there's lots of changes not on my repo 9of my fork) that fixes a lot more things and is designed for static guns/building deployables.s.
  21. Like
    Zoranth reacted to _Jack in [Release]Locate Ore Veins Script   
    Hey guys, here is a simple script I made that allows players to scan for ore veins. I no longer run arma 2 servers so I decided to release some of the scripts I used!
    Hope you find it useful! :)
    //Range that it will scan for veins ScanRange = 1500; //Get number of each vein within defined range VeinsCountIron = count ((position player) nearObjects ["Iron_Vein_DZE",ScanRange]); VeinsCountSilver = count ((position player) nearObjects ["Silver_Vein_DZE",ScanRange]); VeinsCountGold = count ((position player) nearObjects ["Gold_Vein_DZE",ScanRange]); //Get total veins VeinsCountTotal = VeinsCountGold+VeinsCountSilver+VeinsCountIron; //Display results to player systemChat format["[IG]Within %1M there are %2 ore veins: %3 Iron, %4 Silver and %5 Gold.",ScanRange,VeinsCountTotal,VeinsCountIron,VeinsCountSilver,VeinsCountGold]; format["[IG]Within %1M there are %2 ore veins: %3 Iron, %4 Silver and %5 Gold.",ScanRange,VeinsCountTotal,VeinsCountIron,VeinsCountSilver,VeinsCountGold] call dayz_rollingMessages;  
  22. Like
    Zoranth reacted to Bricktop in Hacked Vehicles 1.0.6.1   
    !! I claim no credit for this and have no idea who thought of it first !!
    It's just some code added to the server_monitor.sqf  to create vehicles with custom weapons. 
    ===========================
    To install:
    Open path: dayz_server.pbo\system\server_monitor.sqf
    Find this block of code:
    Below it place this:
    Done!
    ===========================
    Important:
    (This code should be customized to fit your server - I have a militarized server)
    1) These vehicles do NOT spawn with custom weapons when you buy them. 
    2) You must wait for the server to restart before they become armed.
    3) You wont see the weapons after restart - Just get in press F and shoot!
    ===========================
    Here's a small video preview: 
    Here's the list of vehicles included in the code:
    =====

    Armed Little Bird with - yakb + 2a70 + flarelauncher
    ---

    Armed An2 with - m3p + ffarlauncher + flarelauncher
    ---

    Armed tractor with - twinm134 + d30
    ---

    Armed mv22 with - M197 + 80mmLauncher
    ---

    Armed Bus with - GSh301
    ---

    Armed pook amphib with - GSh302 + m119 + flarelauncher
    ---

    Armed KORD with - M168
    ---

    Armed ATV with - twinm134
    ---

    Armed SUV with - m230
    ---

    Armed C130J with - mlrs + m168
     
    ===========================
     
    Happy Hunting :)
     
  23. Thanks
    Zoranth reacted to juandayz in [UPDATE 1.6.+] Walk Amongst The Dead   
    my respects BIG LEGEND! your old post was added in main post.
  24. Thanks
    Zoranth reacted to Sandbird in [UPDATE 1.6.+] Walk Amongst The Dead   
    Awesome! You got it working in 1.6 ! :)
    ahaha nice. Enjoy guys :) I'll add a link to the original thread that the mod is continued here.
    Thanks juandayz for creds and continuing this addon :)
  25. Like
    Zoranth reacted to Tang0 in Andre Aerial Patrol - [Coconut Release] - Any Map   
    i changed the code slightly so the heli formation is picked at random from the list of formations, the lines with // are the original lines
     
        for "_cs" from 1 to (count _heliFormation) do {
            diag_log ("[UN HELI CONVOY] Initialized Spawn! " + str _cs);
            _rs = (round (random (count _heliFormation)));
            _heli_group = createGroup EAST;
            donn_heliGrps = donn_heliGrps + [_heli_group];
    //        _convoy = _heliFormation select (_cs-1);
            _convoy = _heliFormation select (_rs-1);
    //        _convoyH = _heliAltitude select (_cs-1);
            _convoyH = _heliAltitude select (_rs-1);
    //        _convoyS = _heliSpeed select (_cs-1);
            _convoyS = _heliSpeed select (_rs-1);
            _qtd = count _convoy;
            _helis = [];
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