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insertcoins

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  1. Like
    insertcoins reacted to lwbuk in What kind of server do people like?   
    I had an ultra hard server, no traders, crazy ai, but a few world spawn tanks to at least give you chance.Only 3 people ever played it, but they loved it.
    Fact is, most people want easy.. easy loot, easy zombies, easy money.
    Most of the top servers are the ones that give you a ton of stuff when you start. They are popular because people dont want to work for anything these days.
  2. Like
    insertcoins got a reaction from oldmatechoc in Inventory deletes when changing skins   
    Always tell how you fixed it.
  3. Like
    insertcoins got a reaction from looter809 in {FIX} Players stuck at loading screen hearing sounds   
    The above is a temp fix till the next one gets trouble.
     
    the following fixes it for all players:
     

  4. Like
    insertcoins got a reaction from Chainsaw Squirrel in How should Admins... Admin ?.   
    This, 100000x this.
  5. Like
    insertcoins got a reaction from Gil-Galed in [Search] Convoy Script and Mission Script. 50 € PayPal or little bit higher!   
    holy shit 80 euro for a mission script.. I learned the wrong trade :p
  6. Like
    insertcoins got a reaction from tehtrk in Overpoch Lag   
    no lag that I know off, but the some of the cars (police mainly) lag the shit out of a server
  7. Like
    insertcoins got a reaction from Chainsaw Squirrel in FEMALE SKINS pretty please :D   
    Yogapants yes please

  8. Like
    insertcoins got a reaction from BeoVR6R in {FIX} Players stuck at loading screen hearing sounds   
    The above is a temp fix till the next one gets trouble.
     
    the following fixes it for all players:
     

  9. Like
    insertcoins got a reaction from Outlaw in AI island on Napf   
    which island are you talking about? I've got static spawns set up on the upper right one, the one with the army base.
     
    spawnmarkers:
    _this = createMarker ["dzaiAISPAWN", [4672.376, 16637.514, -6.1035156e-005]]; _this setMarkerShape "ELLIPSE"; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [200, 200]; _this setMarkerAlpha 0; _dzaiAISPAWN = _this; //_dzaicustomspawntest must be a unique name _this = createMarker ["dzaiAISPAWN2", [4618.2852, 16597.203, -6.1035156e-005]]; _this setMarkerShape "ELLIPSE"; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [200, 200]; _this setMarkerAlpha 0; _dzaiAISPAWN2 = _this; //_dzaicustomspawntest must be a unique name _this = createMarker ["dzaiAISPAWN3", [4650.2603, 16744.162, -6.1035156e-005]]; _this setMarkerShape "ELLIPSE"; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [200, 200]; _this setMarkerAlpha 0; _dzaiAISPAWN3 = _this; //_dzaicustomspawntest must be a unique name spawnpoints:
    [ "dzaiAISPAWN2", //This is the marker name to be used as the patrol and spawning area. 4, //This trigger will spawn a group of 2 AI units. 3, //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade) true //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148 ] call DZAI_spawn; [ "dzaiAISPAWN", //This is the marker name to be used as the patrol and spawning area. 2, //This trigger will spawn a group of 2 AI units. 2, //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade) true //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148 ] call DZAI_spawn; [ "dzaiAISPAWN3", //This is the marker name to be used as the patrol and spawning area. 4, //This trigger will spawn a group of 2 AI units. 3, //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade) true //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148 ] call DZAI_spawn; [ "dzaiAISPAWN2", //This is the marker name to be used as the patrol and spawning area. 3, //This trigger will spawn a group of 2 AI units. 2, //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade) true //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148 ] call DZAI_spawn; [ "dzaiAISPAWN", //This is the marker name to be used as the patrol and spawning area. 4, //This trigger will spawn a group of 2 AI units. 3, //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade) true //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148 ] call DZAI_spawn; [ "dzaiAISPAWN3", //This is the marker name to be used as the patrol and spawning area. 3, //This trigger will spawn a group of 2 AI units. 2, //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade) true //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148 ] call DZAI_spawn; [ "dzaiAISPAWN2", //This is the marker name to be used as the patrol and spawning area. 2, //This trigger will spawn a group of 2 AI units. 3, //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade) true //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148 ] call DZAI_spawn; [ "dzaiAISPAWN", //This is the marker name to be used as the patrol and spawning area. 4, //This trigger will spawn a group of 2 AI units. 2, //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade) true //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148 ] call DZAI_spawn; [ "dzaiAISPAWN3", //This is the marker name to be used as the patrol and spawning area. 6, //This trigger will spawn a group of 2 AI units. 1, //AI spawned by this trigger will have Weapon Grade level 1 (see below for explanation of Weapon Grade) true //(OPTIONAL) Respawn setting. True: AI spawned will respawn. False: AI will not respawn. See more here: http://opendayz.net/threads/release-dzai-lite-dynamic-ai-package.11116/page-28#post-79148 ] call DZAI_spawn;
  10. Like
    insertcoins got a reaction from Outlaw in Napf secrets ?   
    Wouldn't be a secret if everybody knew about it now would it?
  11. Like
    insertcoins got a reaction from Outlaw in Napf secrets ?   
    You mean you guys haven't found the underground base or the cavesystem?
  12. Like
    insertcoins got a reaction from Sandusky Husky in Church of The Fancy Chicken   
    there is but one god, and he touched me with his noodly appendage.
  13. Like
    insertcoins got a reaction from xBowBii in Groundfog! It has to be in the mod!!!   
    shit is flawd as fuck. If you fly a chopper or drive fast, the fog doesnt work.
     
     
    edit: Ooooh, A3. never mind my comment!
  14. Like
    insertcoins got a reaction from Zupa in Hancuff script help   
    over 9791268123681268412794 scripts, none work but that's just a minor detail ;)
     
    ps. 900mb rtp 1 hour restart, that's how I roll.
  15. Like
    insertcoins got a reaction from Uro in Battleye: Client not responding   
    Also, make sure he isn't  a necromancer.
  16. Like
    insertcoins reacted to Nemaconz in [TUTORIAL] So you want to put bloodsuckers on your server...   
    Ok so I've already been hit up by serveral people asking how to add bloodsuckers to their server so instead or replying to each PM I'll just release it here for everyone to see. This took me several days to figure out and I would not have been able to do it if it wasn't for other people on these forums posting all the clues I needed to get it done. I take no credit for creating any of these scripts, I simply modified them to make them work on other maps.

    First thing that you have to know is that you're going to HAVE to have Namalsk Crisis installed on your server, there is no other way around this without extensive work for you and the client. Now that being said you do not have to run the Namalsk map, I am running a Chernarus map on my server (feel free to go to my main server to check everything out for yourself). Basically I installed epoch on my server, then added overwatch to make it an Overpoch server then added Namalsk Crisis. It really isn't anything more fancy than adding the Namalsk Crisis files to your server in the same directory where your Epoch and Overwatch pbo's are. The only extra step is making sure you have the Namalsk bikey in the key folder.  You will know that the files are working properly as soon as you log into your server and you open up your infistar menu and see all the new extra skins such as the ns_bloodsucker and the namalsk zombies.
     
     
     
    Now to get down to business, once you have Namalsk Crisis installed all you need to modify is the Init.sqf, mission.sqm (which are both in your mission pbo), add a custom building_spawnZombies.sqf and make sure your custom compiles.sqf is pointed at the custom building_spawnZombies.sqf.

    In your init.sqf simply add:





    The more you increase the value of the dzn_ns_bloodsucker_den, the more they will spawn, when you set it at 400 they'll be spawning like crazy!! As you can see it is listed right above my Epoch events with my EVR blowout, like this:
     




    Next is the mission.sqm, now this is going to be where you place the leader of the bloodsuckers, you have to have a leader or they will not spawn. It is best to place him in an out of the way location not likely to be discoverd by players. I placed mine on Hacker Island in the Chernarus map, and the coordinates listed below will place the leader there if you are using a chernarus map. You will be adding this to the end of the Class Groups section of the mission.sqm. MAKE SURE YOU INCREASE THE ITEM NUMBER OF THE CLASS GROUP BY 1, so right under where it says Class Groups it will say items=3; (or more if you have previously added more groups to this section) change it to items=4;. At the bottom of the Class Groups you will add this:




     
    The last }; is carried over from the previous class group to end the command, so make sure that your class item 2 only has 3 }; at the end of it and that class item 3 has 4 }; at the end of it. I set the side of the class group to West, even though players are considered West side the bloodsuckers will still attack, the reason why I did not set the bloodsuckers to east is because if you do it will cause problems with the AI, for some reason the AI in the DZMS will no longer attack you if you have bloodsuckers set to east side, I have no idea why. The problem with having bloodsuckers set to West side is that when you shoot them you're going to get a Cease Fire, Check your fire message, they'll still work perfectly, but I have not as of yet been able to figure out how to remove that message when shooting them.

    Next you need to have a custom building_spawnZombies.sqf. You can pull it out of your DayZ_Code pbo or simply copy and paste mine:





    Here is what you need to know about spawning bloodsuckers, they will spawn on buildings only, however they will not spawn on all building types, only certain ones for reasons I do not know. The listed buildings above all work just fine. I also added a small chance for a mutant heart to be dropped, if a player has a mutant heart in their inventory the bloodsuckers will not attack them. REMEMBER THIS for when you are testing them on your server, I spent half a day trying to figure out why the bloodsuckers would attack me on my test server but not on my main server only to realise I had a mutant heart in my inventory on my main server, as soon as I removed it they came at me with a vengeance.

    Place the building_spawnZombies.sqf in a directory below the init.sqf, for instance mine is in a custom folder. Last thing you need to do is point your custom compiles at the building_spawnZombies.sqf. So go into your compiles.sqf and change your building_spawnZombies to this:

    building_spawnZombies =   compile preprocessFileLineNumbers "custom\building_spawnZombies.sqf";

    That's it, pack it all up and you're good to go. This concept would apply to ANY map, not just Namalsk or Chernarus. Again for proof of concept you can join my main server and see for yourself, go hang around the fire station and church in Elecktro, won't be long before you hear the classic growls of a bloodsucker coming for you.

    One last thing, make sure you are using the latest version of infistar on your server or the bloodsuckers will not decloak. You will need to have your launch parameters changed, for instance mine are:

    @DayZ_Namalsk;@DayzOverwatch

    In the expansions tab of your Dayz Main Menu make sure that Namalsk Crisis is listed above Overwatch, and that Overwatch is listed above Epoch.
     
    Here is the download link for Namalsk Crisis:

    http://www.armaholic...ge.php?id=14194

    Choose the second FTP download link at the very bottom.
    Good luck!
     
  17. Like
    insertcoins reacted to Donnovan in Joelma's Time Control   
    If you like my work, please consider a donation:

    $USD

    $EURO

    *** UPDATED THE FILE TIME_CONTROL.SQF IN 2014-10-09 13:00 ***
    *** TIME_CONTROL.SQF WAS CHANGED, THE CHANGED PARTE HAVE ***
    *** THE COMMENT "//LAST CHANGE WAS IN THIS SPAWN" ***

    JOELMA'S TIME CONTROL SYSTEMA

    Default configuration: A day of 2 hours.
    - 60 minutes completely day time (08:00 - 16:00)
    - 36 minutes of sunrise and sunfall (04:00 - 08:00, 16:00 - 20:00)
    - 24 minutes of night (00:00 - 04:00, 20:00 - 24:00)

    CLIENT SIDE: TIME_CONTROL.SQF
    In your mission folder, create the folder custom if it does not exist.
    Create inside the custom folder a txt file called time_control.sqf.
    Put inside time_control.sqf the content bellow:


    donn_sleep = 0.2; donn_multi = 2; drn_fnc_DynamicWeather_SetWeatherLocal = {}; 0 setOvercast 0; 0 setFog 0.05; if (!isDedicated) then { "cad_pvar_server_date" addPublicVariableEventHandler {(_this select 1) call donn_setdate;}; donn_setdate = { private ["_dateSer","_dateCli","_date_diff"]; donn_speed = _this select 1; 0 setOvercast 0; _dateSer = dateToNumber (_this select 0); _dateCli = dateToNumber date; _date_diff = (_dateSer-_dateCli)*12*31*24; if (abs _date_diff > 5/60) then {setDate (_this select 0);}; }; }; [] spawn { //LAST CHANGE WAS IN THIS SPAWN private ["_tm","_tmLen"]; _tm = diag_tickTime; waitUntil {!isNil "donn_speed"}; while {true} do { sleep donn_sleep; _tmLen = diag_TickTime - _tm; _tm = _tm + _tmLen; skipTime ((_tmLen*(donn_speed*donn_multi-1))/3600); }; }; if (!isDedicated) then { [] spawn { for "_x" from 1 to 10 do { "infiSTAR_SetDate" addPublicVariableEventHandler {}; "PVDZE_plr_SetDate" addPublicVariableEventHandler {}; cad_pvar_send_owner = player; publicVariableServer "cad_pvar_send_owner"; sleep 0.5; }; }; }; CLIENT SIDE: INIT.SQF
    Step 1
    On your mission folder, open the file init.sqf.

    Inside it change this:


    //Start Dynamic Weather execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf"; To this:
    //Start Dynamic Weather //execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf"; Step 2At the end of your init.sqf file, add this line:


    call compile preprocessFileLineNumbers "custom\time_control.sqf"; SERVER SIDE: SERVER_FUNCTIONS.SQF
    Now we need to modify files inside dayz_server.pbo.

    At the end of the file init\server_functions.sqf add this code:



    initialSend = false; donn_server_timeSync = server_timeSync; server_timeSync = {if (!initialSend) then {[] call donn_server_timeSync;}; initialSend = true;}; [] spawn { waitUntil {initialSend}; while {true} do { _dayTime = dayTime; //========================TIME FUNCTION============================ if (_dayTime >= 8 && _dayTime <= 16) then {donn_speed = 4.000;}; if (_dayTime > 4 && _dayTime < 8) then {donn_speed = 6.666;}; if (_dayTime > 16 && _dayTime < 20) then {donn_speed = 6.666;}; if (_dayTime <= 4 || _dayTime >= 20) then {donn_speed = 10.000;}; //================================================================= cad_pvar_server_date = [date, donn_speed]; publicVariable "cad_pvar_server_date"; sleep 30; }; }; "cad_pvar_send_owner" addPublicVariableEventHandler { cad_pvar_server_date = [date, donn_speed]; owner (_this select 1) publicVariableClient "cad_pvar_server_date"; }; BATTLEYE FILTER:
    On the BattlEye filter publicvariable.txt search for the line that start with 5 "" and add at the end of it an empty space and than !"cad_pvar_s".
     
    My line is like that after the adition:


    EXTRA:
    To have a 3 hours day, change the line "donn_multi = 2;" in time_control.sqf:


    donn_multi = 1; -> 4 hours day donn_multi = 4/3; -> 3 hours day donn_multi = 2; -> 2 hours day
  18. Like
    insertcoins got a reaction from Gamers Crowd in All Overwatch skins Fix in Overpoch   
    Welcome to arma, where variables are made up and sides dont matter ;)
  19. Like
    insertcoins got a reaction from Nakama Mind in overwatch vehicles   
    Welcome to the internet, where every post is a repost of a repost ;)
  20. Like
  21. Like
    insertcoins got a reaction from ZamboniBambino in ZFM Development - Help Needed - Translations   
    /* ZFSS - Zambino's FairServer System v0.5 Een Dayz Epoch server oplossing die een dynamisch missie systeem brengt alsmede plezier, interessantere missies en eerlijkere manieren om deze missies te volbrengen. Er wordt niet gekut met het held en bandiet systeem, om ergernissen te voorkomen Copyright (C) 2014 Jordan Ashley Craw   Dit programma is vrije software; Je kunt het verspreiden en/of aanpassen onder het GNU General Public License zoals gepubliceerd door de Free Software Foundation; elk van de twee versies, zowel huidige als toekomstige */ ZFM_INFORMATION_STRINGS = [   // Join-In-Progress "Creeren van de Join-In-Progress markers - voertuigtype [%1],positie [%2],moeilijkheid[%3].",   // Debug "Debug parameters voor _this zijn %1.", "Debug null-waarde check voor %1", "DZMS of EMS is geinstalled. Verwijder, herbouw PBO, voel je goed.", "De Ai scripts zijn niet getest voor ZFM Alpha. Gebruik onder supervisie van een ouder of verzorger, landrot. Y'arr.",     // Troepen "Troepen – Creeren van troepen groep voor missie ID %1", "Troepen – Creeren van individuele soldaat %1 of %2 [Type: %3]", "Troepen – Bewapenen van de soldaat met Primair [%1], Magazijn [%2], Rugzak [%3],Soldaat [%4] en Magazine [%5]",   // Missies "Die bandiet %1! Is gedood door %2 [%3 / %4].", // gebruiker mededeling "Alle eenheden zijn gedood! [%1 / %2]", // User message "Missie Debug [Purpose %1] %2", "Missie KrijgMissieIDDoor Debug %1 and %2", "Missie %1 - MissieArray type %2", "Missie %1 – Alle troepen zijn gedood, missie afronden.", "Missie %1 – Afronden opgeroepen door MissieArray %2.", "Missie %1 – Missie objecten verwijderd door %2.", "Missie %1 - Missie markeer object %2 verwijderd.", "Missie %1 - Missie toegevoegd.", "Missie %1 - Missie verwijderd.", "Missie Handelaar - Gestart", "Missie Handelaar – Opstart check voltooid – Maximum aan missies niet bereikt.", "Missie Handelaar – Hoofd lus gestart", "Missie Handelaar – Huidige speelbare troepen %1", "Missie Handelaar - Start Type %1, Willekeurig type %2", "Missie Handelaar – Kan ik een nieuwe missie toevoegen? %1", "Missie Handelaar – Wachten, nog %1 seconden tot de volgende lus.", "Missie Genereren – Gestart via methode %1", "Missie Genereren – Buit modus [%1], Type [%2], Variabelen [%3], Troepen [%4]",   // Ongeluk missies "Verongelukt %1", "%1 [Moeilijkheid: %2]", "MissieType ONGELUK - Ongeluk Missie Start.", "MissieType ONGELUK - Ongeluk locatie gevonden.", "MissieType ONGELUK – Verongelukt model heeft een vervangende versie. Het model wordt vervangen met een die niet brandt.", "MissieType ONGELUK – Ongelukmarker is gecreerd door %1",   // Dynamisch ongeluk spul "A %1 %2 %3 %4. %5", ];   ZFM_ERROR_STRINGS =[ // Fatale fouten (ex language ones) "Fatale fout! Er is geem type missie gedefineerd of toepasbaar! Verhelp dit middels een controle om te zien dat ZFM_MISSION_TYPES_ENABLED of ZFM_MISSION_TYPES_SUPPORTED de juiste inhoud heeft",   // Troepen "Onbekend type soldaat aangeleverd. Stoppen met soldaat creeren.", "Verkeerde formaat van EquipArray voor de soldaat. Je zult ZFM moeten terug brengen naar standaard instellingen or maken wat je kapot hebt gemaakt.",   // Missies "Het maximale aantal missies is 0. Je wilt wel missies, toch?", "Er kan maar een missie handelaar draaien per keer. Missie lus afsluiten.", "Er is niemand in de server en ZFM_MISSIONS_START_WHILE_SERVER_EMPTY staat op FALSE. Wachten tot er spelers zich in de server bevinden.", ];   // Module-specifieke taal strings   ZFM_CRASH_MISSION_OTWT =[   ];   ZFM_CRASH_MISSION_OTWT_PLACE =[   ];   ZFM_CRASH_MISSION_OTWT_ACTION =[   ]; ZFM_CRASH_MISSION_OTWT_CONSEQUENCE =[ "Het lijkt er op dat", "Blijkbaar", "Helaas Pindakaas,", "Jammer genoeg,", "KUT! Het lijkt er op dat”, "O kut,", "Jeetje mineetje,", "Mijn god,", ];   // Double formatting to replace a wildcard replaced by a wildcard.. ;-) ZFM_CRASH_MISSION_OTWT_CONSEQUENCE_CONCLUSION =[ "%1 heeft controle genomen over het gebied.", "%1 verschuilen zich in het gebied.", "%1 patrouilleren dichtbij.", "%1 hebben een orgie in de nabije omgeving.", "%1 hebben scherschutterposities ingenomen in de omgeving.", "%1 verstoppen zich in de omgeving", "%1 hebben defensieve plekken ingenomen.", "%1 zijn in controle.", "%1 zijn de baas.", "%1 zijn nu de ekte ekte bazen in de stad jwz." ];     ZFM_CRASH_MISSION_OTWT_BG_NAMES_HERO =[ "Mijn heldengroep naam", ]; ZFM_CRASH_MISSION_OTWT_BG_NAMES_BANDIT =[ "Mijn bandietengroep naam" ];
  22. Like
    insertcoins reacted to Razorman in Too many scripts?   
    Lol, players love bank robbery, thanks for the feedback, guess we'll keep the scripts as they are, server now starting to creep back up the rankings!
  23. Like
    insertcoins reacted to StiflersM0M in Show server fps ?   
    omg too stupid it was really the wrong password -.- i am sry ^^ but thank you anyway ! can be closed.
  24. Like
    insertcoins reacted to ZamboniBambino in [Update #4] Automatic server installation script script for 1.0.5.1/126652 - please try it out!   
    That's fine, in the spirit of sticking to the intent of the forum, and co-operation, I have happily removed it. With regard to expressing political opinions, every place is appropriate, and equally protected; I expressed it freely and removed it in the same spirit. :)
  25. Like
    insertcoins got a reaction from xBowBii in Looking for help with Single currency&Banking   
    Follow a tutorial?! ARE YOU INSANE!?
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