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MG-Maximus

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Posts posted by MG-Maximus

  1. Thanks for the feedback guys. Wonder where this 1 million bug came from.. will have to do more tests. The godmodebase seems to work fine now just a small kink in that a warehouse that is built, the X part is still destructible but its probably something else.

    Rollingmessages still seem to cause issues for some though so i've put custom ones on our server to alleviate the issue for now with cuttext format which seems to help.

    Thanks

    Max

     

  2. 1 hour ago, salival said:
    
    DZE_GodModeBase = true;
    DZE_GodModeBaseExclude = DZE_DoorsLocked; //Array of object class names excluded from the god mode bases feature

    Works fine for me.

    dayz_rollingMessages works perfect, it's just doing a cuttext, same as any other mod would have done previous so nothing new there.

    Well Rollingmessages is nice but we've had a player with the 'bug' test it out for us and when we took out those messages their fps was stable, but when using them it halfs fps. Only happens for certain players.

    I was wondering it would be nice to have a DZE_GodModeBaseInclude setting for any extra buildables. Where are the objects for 

    DZE_GodModeBase defined i cant seem to find them in the default code?
  3. Thanks Ebay. I thought i was going mad XDD

    I altered the fill class to unlock them too if thats ok to post this edit?

        _puid = getPlayerUID player;

        _lock = 
        (_level == 1 && !(_puid in class_Level1)) or    
        (_level == 2 && !(_puid in class_Level2)) or    
        (_level == 3 && !(_puid in class_Level3)) or
        (_hlevel < 0 && _humanity >= _hlevel) or 
        (_hlevel > 0 && _humanity <= _hlevel);

  4. This Works:

    Add in Class pick sqf above _humanity = player getVariable ["humanity",0];

    Quote

    _level = _class select 8;
    _puid = getPlayerUID player;
    if ((_level == 1) && {!(_puid in class_Level1)}) exitWith {systemChat "This class is for Event Winner only.";_block=true;};
    if ((_level == 2) && {!(_puid in class_Level2)}) exitWith {systemChat "This class is for Event Winner only.";_block=true;};
    if ((_level == 3) && {!(_puid in class_Level3)}) exitWith {systemChat "This class is for Event Winner only.";_block=true;};

    Then the server config add:

    Quote

    class_level1 = [
    "0"
    ];
    class_level2 = [
    "0"
    ];
    class_level3 = [
    "0"
    ];
    publicVariable "class_level1";
    publicVariable "class_level2";
    publicVariable "class_level3";

    Not sure its the best way to do it but maybe ebay wouldnt mind cleaning up when he's free-

    also needs something to add the lock sign

  5. 1 hour ago, theduke said:

    dont think is the issue why they arnt showing, but you're sequence is broken it seems

    first line should have ,"" after ,5000..if im not mistaken. honestly not sure if it makes a difference lol

      ["VIP1",    "Sniper1_DZ","SurvivorW2_DZ",["100Rnd_556x45_BetaCMag",2],["M4SPR"],"DZ_LargeGunBag_EP1",[],[],1,0,5000], //"Crossbow_CCO_DZ"
        ["VIP2",    "Sniper1_DZ","SurvivorW2_DZ",["5Rnd_762x51_M24",4,"30Rnd_556x45_StanagSD",2],["M24_Gh_DZ"],"DZ_LargeGunBag_EP1",[],[],2,0,5000,"M4A1_CCO_SD_MFL_DZ"],
        ["VIP3",    "Sniper1_DZ","SurvivorW2_DZ",    ["20Rnd_762x51_DMR",2,"100Rnd_762x51_M240",2],["DMR_Gh_DZ"], "DZ_LargeGunBag_EP1",    [],[],3,0,5000,"Mk48_Holo_DZ"],

    like so

    ["VIP1",   "Sniper1_DZ","SurvivorW2_DZ",["100Rnd_556x45_BetaCMag",2],["M4SPR"],"DZ_LargeGunBag_EP1",[],[],1,0,5000,""], //"Crossbow_CCO_DZ"

    Thanks I'll try that

  6. 22 minutes ago, theduke said:

    you are in the mission file... you need to edit the server sided file. Ebay moved it to the server so uids and vips arnt shown mission sided.

     

    go in your server pbo and init folder. you should have a spawn_config.sqf there if you followed the instructions.

    Thats the file you need to edit for VIP or admin loadouts

    I have done that.. they work but are invisible to all but the person who's uid is in the list - we like them to visible to all players but locked to players not in the uid list.

  7. Quote

    class_selection = true; //Enable class selection dialog
    #define START_ITEMS "HandRoadFlare","ItemBandage",2,"ItemPainkiller","ItemWaterbottle","FoodPistachio"
    class_public = [ // These are visible to anyone on the server
        [(localize "str_playerstats_bandit")+" Lvl1","Bandit1_DZ","BanditW1_DZ",[START_ITEMS,"17Rnd_9x19_glock17",2],["G17_DZ"],"",[],[],0,-5000,0,""],
        [(localize "str_playerstats_bandit")+" Lvl2","Bandit1_DZ","BanditW1_DZ",[START_ITEMS,"17Rnd_9x19_glock17",3,"ItemMorphine"],["G17_DZ"],"DZ_Assault_Pack_EP1",[],[],0,-10000,0,""],
        [(localize "str_playerstats_bandit")+" Lvl3","Bandit1_DZ","BanditW1_DZ",[START_ITEMS,"17Rnd_9x19_glock17",4,"ItemMorphine"],["G17_DZ"],"DZ_TK_Assault_Pack_EP1",[],[],0,-15000,0,"MeleeHatchet"],
        
        ["VIP1",    "Sniper1_DZ","SurvivorW2_DZ",["100Rnd_556x45_BetaCMag",2],["M4SPR"],"DZ_LargeGunBag_EP1",[],[],1,0,5000], //"Crossbow_CCO_DZ"
        ["VIP2",    "Sniper1_DZ","SurvivorW2_DZ",["5Rnd_762x51_M24",4,"30Rnd_556x45_StanagSD",2],["M24_Gh_DZ"],"DZ_LargeGunBag_EP1",[],[],2,0,5000,"M4A1_CCO_SD_MFL_DZ"],
        ["VIP3",    "Sniper1_DZ","SurvivorW2_DZ",    ["20Rnd_762x51_DMR",2,"100Rnd_762x51_M240",2],["DMR_Gh_DZ"], "DZ_LargeGunBag_EP1",    [],[],3,0,5000,"Mk48_Holo_DZ"],
        
        [(localize "str_playerstats_hero")+" Lvl1",if (class_epoch) then {"Soldier_Sniper_PMC_DZ"} else {"Survivor3_DZ"},"SurvivorW2_DZ",[START_ITEMS,"6Rnd_45ACP",2],["Revolver_DZ"],"",[],[],0,5000,0,""],
        [(localize "str_playerstats_hero")+" Lvl2",if (class_epoch) then {"Soldier_Sniper_PMC_DZ"} else {"Survivor3_DZ"},"SurvivorW2_DZ",[START_ITEMS,"6Rnd_45ACP",3,"ItemMorphine"],["Revolver_DZ"],"DZ_Assault_Pack_EP1",[],[],0,10000,0,""],
        [(localize "str_playerstats_hero")+" Lvl3",if (class_epoch) then {"Soldier_Sniper_PMC_DZ"} else {"Survivor3_DZ"},"SurvivorW2_DZ",[START_ITEMS,"6Rnd_45ACP",4,"ItemMorphine"],["Revolver_DZ"],"DZ_TK_Assault_Pack_EP1",[],[],0,15000,0,"MeleeHatchet"],
        [localize "str_playerstats_survivor","Survivor2_DZ","SurvivorW2_DZ",[START_ITEMS,"8Rnd_9x18_Makarov",2],["Makarov_DZ"],"",[],[],0,0,0]
    ];

    They dont seem to work correctly like your previous builds. I've tested stock with above code and uid in class_level1 (tested server sided and client sided) and they show in the list but are not blocked. Maybe it has something to do with the block list? Tried adding code but it didnt work :S

     

    Quote

    _block = switch true do {
        case (_hlevel < 0 && _humanity >= _hlevel): {systemChat format[localize "STR_ESS_HUMANITY_TOO_HIGH",_hlevel]; true};
        case (_hlevel > 0 && _humanity <= _hlevel): {systemChat format[localize "STR_ESS_HUMANITY_TOO_LOW",_hlevel]; true};
        case ((_level == 1) && {!(_puid in _classLevel1)}): {systemChat format ["You need reward level %1 for this class",_level]; true};
        case ((_level == 2) && {!(_puid in _classLevel2)}): {systemChat format ["You need reward level %1 for this class",_level]; true};
        case ((_level == 3) && {!(_puid in _classLevel3)}): {systemChat format ["You need reward level %1 for this class",_level]; true};

        default {false};
    };

     

  8. That'll be a battleye restriction. Find the restriction (ie-script restriction #5 change view or whatever) and add it to the exceptions in scripts.txt (eg - Line 5/6 !=change view or whatever).

    For the set terrain grid, infistar will block the change so you need to set _FTG to false or to 50 if you want infistar to handle the grass.

    No grass gives our serves a 10 fps increase so it is worth it.

  9. Ah nice. Few things to make it work better (the scroll menu kept flashing so fixed):

     

    Key_Maker = ["USMC_SoldierS_SniperH"]; //skin of choice - to variables.sqf

     

    In fn_selfactions.sqf add this as alternative to the add action you have:

     

    //Keymaker Addaction.

    if(_typeOfCursorTarget in Key_Maker) then {
        if (s_maker_dialog < 0) then {
    s_maker_dialog = player addAction ["<img image=custom\keymaker\key.paa' shadow='0'/><t color='#0066FF'> KeyMaker</t>","custom\KeyMaker\Key_Dialog.sqf",_cursorTarget, 5, true, true, "","];
    };
    }else{
    player removeaction s_maker_dialog;
    s_maker_dialog = -1;
    };

    *define s_maker_dialog = -1; at the bottom of fn_self actions and in the variables.sqf

     

    Also, your close option comes up with error missing ; fixed by going to KeyMaker.hpp go to exit button and change to:

    onbuttonclick = "((ctrlParent (_this select 0)) closeDisplay 7459);";

     

    Hope this helped

    Max

  10. I believe i have a possible fix for this, if using souls single currency mainly.

    Basically just remove the banker bot line from fn_selfactions and open variables.sqf. At the top you should see something similar to this:

     

    Bank_Object = ["BANKOBJECT"]; // Object to get option to bank

     

    just change the BANKOBJECT to your banker class name ie Functionary2 and have all your bankers the same skin and no more spam.

     

    Hope this helped.

    Max

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