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gle353

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Posts posted by gle353

  1. On 7/17/2018 at 11:59 AM, SKS.Goliath said:

    you can also use this script for
    no zombies at the trader
    ???

    Just as Relentless say:

    Any Safezonescript can handle this. And if you have custom traderzones, you can normaly add them very easy.

    But if you want to do so, place a Plotpole in the traderzones via "Mission.SQM". So players cant destroy them (intend or not) and if the plotpole got run over, it is repaired after restart.

     

  2. Ever tired of zombies in your base glitching trouth the walls and hit you while building?
    Ever tried to stay safe for a short pipi-break at your base, come back and got eaten alive?

    Stop it now, Here is the solution!

    1. Open Init.sqf, serach for 

     

    if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};

    and post below:

     

    	[] execVM "custom\base_SafeArea.sqf";

    Save and close Init.sqf. Now create a folder called "custom" if you dont have one. Now create a new SQF-File called "base_SafeArea.sqf".
    Open it and insert following code in it:
     

    //---------------------------------------------------------------------
    // Epoch Base Safe Area
    // By MadMartyr
    // Modified from generic ZombieShield code by felixberndt and meat
    // http://opendayz.net/threads/prevent-zombie-spawning.8799/#post-32461
    //---------------------------------------------------------------------
    
    dayz_poleSafeArea = 40; //range of your plotpole safespace
    while {true} do {
      sleep 5;
    
    
      // No Zeds near Plot Poles
      _playerPos = getPos player;
      _nearPole = nearestObject [_playerPos, "Plastic_Pole_EP1_DZ"]; //You can replace the Plastic_Pole by any other item. Usefull for gemcrating
      if (!isNull _nearPole) then {
        _pos2 = getPos _nearPole;
        _zombies2 = _pos2 nearEntities ["zZombie_Base", dayz_poleSafeArea];
        _count2 = count _zombies2;
        for "_i" from 0 to (_count2 -1) do
        {
          _zombie2 = _zombies2 select _i;
          deleteVehicle _zombie2;
        };
      };
    };


    You can change the Range by edit the dayz_poleSafeArea.
    If you use Alchemical Crafting, you can change the "Plastic_Pole_EP1_DZ" in any other placeable.





    All creadits goes to @MadMartyr for posting his code and @ebayShopper for adding the deleteVehicle idea, instead of porting away.

    Original Post:
     

     

  3. Hello,

    there is a way to change the slots of a vehicle. So like a SUV with 500 instead of 400 Itemslots etc. I remember i had this in 2014 on 1.0.5.1
    Is there still a way to do this? I forgot how i did that. Someone can tell me, is it still possible and how to do it?

    Greets
    Gle353

  4. Well ....

    long story short ..... i am moron

    I was in the false folder. There was a file with the same name and folderstructure in the server.pbo.
    After i search for the original file, i find and replace the one in the mission file. My predecessor did create its own which get the items for the categorys from the database.  A little bit complicated.
    So i delete the shit he build and replace it with the simple one.

    Thanks for the help.

  5. Hello,

    well, i get a server for bugfixing, so its not my own server, and i did not install the scripts. But i should fix the bugs from my predecessor.

    So he installed the "CFG Traders" with this instructions.

     

    Spoiler

    MAKE CUSTOM TRADERS ITEMS/PRICES

    
     1-Open your server_Traders.sqf  located in Mpmissions\instance_chernarus_11\
    
    change your line by this:
    
    
    #include "custom\CfgServerTrader\chernarus11.sqf"
    
    2-Open your description.ext located in Mpmissions\instance_chernarus_11\
    
    find "CfgServerTrader.hpp"  and Change your line by this:
    
    
    #include "custom\CfgServerTrader\CfgServerTrader.hpp"
    
    3-Open \@DayZ_Epoch\addons\dayz_code\Configs\  
    
    and Drop "CfgServerTrader" folder into  Mpmissions\instance_chernarus_11\custom\
    
    4-Open \@DayZ_Epoch\addons\dayz_code\system\mission\server_traders\
    
    And Drop chernarus11.sqf into custom\CfgServerTrader\
    
    5-  into : \MPMissions\DayZ_Epoch_11.Chernarus\custom\CfgServerTrader\Category\ 
    
    you will see a lot of .hpp files.. modify from here your prices and items to sell and bought. 
    
    Thanks to Collaborator for this
    

    So, the problem is now, i dont know where to set the trader categorys. At Epoch 1.0.5.1 there was a file with all traders, locations, behavior, categorys and tid's. Now there is only a reference for the traderclasses and where they spawn. 

    Spoiler


    Servertraders SQF:
    #include "\z\addons\dayz_code\system\mission\server_traders\napf.sqf"

    Napf.SQF

    [
        ["Soldier_MG_PKM_PMC",[8264.54,15495.9,3.55006],56.1028],
        ["GUE_Woodlander3",[8266.67,15482.2,0.123269],218.236],
        ["GUE_Woodlander2",[8254.95,15509.6,0.250067],189.353],
        ["GUE_Worker2",[8262.31,15499.4,3.55006],55.1128],
        ["Damsel3",[8262.27,15499.9,0.250063],228.636],
        ["Soldier_GL_PMC",[8243.29,15505.4,0.250062],134.795],
        ["GUE_Villager3",[12421.7,5051.93,0.220291],6.03454],
        ["Dr_Annie_Baker_EP1",[12401.6,5045.47,0.894516],324.168],
        ["CIV_EuroWoman01_EP1",[12392.7,5053.99,0.520996],172.955],
        ["US_Delta_Force_AR_EP1",[12427.5,5058.27,3.47403],281.345],
        ["Graves",[12425.6,5054.96,3.49786],321.034],
        ["GUE_Commander",[12421.8,5058.99,0.225952],24.8034],
        ["Ins_Soldier_AR",[15507.7,13226.1,0],28.4826],
        ["Ins_Lopotev",[15503.2,13227.2,0],9.45836],
        ["Ins_Woodlander3",[15518.8,13226.5,0],339.319],
        ["Ins_Worker2",[15473.2,13187.7,0],34.3503],
        ["Dr_Hladik_EP1",[15520,13250.7,0.294226],328.894],
        ["Tanny_PMC",[5154.02,4855.44,0],266.032],
        ["Ins_Woodlander2",[16864.951,5273.5635,1.3620883],180],
        ["TK_Special_Forces_EP1",[6773.4,16950.3,1.79731],328.118],
        ["RUS_Commander",[5372.98,16095.3,0],246.024],
        ["TK_Special_Forces_MG_EP1",[2128.3,7807.78,6.99081],260.566],
        ["RUS_Soldier2",[10395.6,8270.34,0],214.982],
        ["Drake_Light",[15128.7,16420.9,0.0772419],134.335],
        ["Damsel5",[15536.5,13224.5,0],0],
        ["pook_Doc_Bell47",[8269.49,15490.6,0.250063],255.248],
        ["Soldier_GL_PMC",[12424.4,5053.17,3.50717],340.471]
    ] call server_spawnTraders;

    Another reference...

    Spoiler

    private "_trader";
    {
        _trader = createAgent [_x select 0,_x select 1,[],0,"CAN_COLLIDE"]; 
        {_trader removeMagazine _x;} count magazines _trader;
        removeAllItems _trader;
        removeAllWeapons _trader;
        removeBackpack _trader;
        _trader switchMove "";
        _trader setDir (_x select 2);
        _trader setVehicleInit "this disableAI 'AUTOTARGET'; this disableAI 'MOVE'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; this allowDamage false;";
        _trader setUnitAbility 0.6;
        _trader disableAI "AUTOTARGET";
        _trader disableAI "MOVE";
        _trader disableAI "TARGET";
        _trader setBehaviour "CARELESS";
        _trader forceSpeed 0;
        _trader allowDamage false;
        _trader enableSimulation false;
    } count _this;

    processInitCommands;


    ....... that is all.... But where is the place for the TID's? How can i set the categorys for the traders?


    Need more Informations? Just Ask ;D Greets

    Gle353

  6. Helo Zupa

     

    first, sorry for my bad english :D

     

    I have found a bug. That but is really bad .... if y player storage coins in his vault, then sometimes he lost everything on coins that was in the vault. So if he put 30000 in here and then nother 40000. he lost all 70000. 

    If you want, i can send you my serverfiles or grant you acces to the server to look yourself. the server running with following scripts:

     

    Your finish Zupa PBO

    Advanced Trading ()

    EMS Mission ()

    WAI Mission ()

    DZAI (https://github.com/dayzai/DZAI)

    JAEM Evac Chopper ()

    AGN safezones (http://opendayz.net/threads/epoch-safe-zone-commander-god-anti-backpack-stealing-no-shooting-no-vehicle-weapons.14877/)

    Masterkey ()

    Elevator ()

    Tow and Lift ()

    Advanced loot Table (http://opendayz.net/threads/release-custom-loot-for-epoch-updated-1-0-5-1.18628/)

    Advanced Buildables ()

    DZGM Groupmanagement (http://opendayz.net/threads/release-dzgm-dayz-group-management.20293/)

    ESS Spawn selection (http://opendayz.net/threads/release-ess-enhanced-spawn-selection.19998/)

    and this Debugmonitor line at Infit SQF: [] execVM "custom_monitor.sqf";

     

     

    I hope you can find this bug (if its a bug) and can fix it or you can find a mistake by me :D

  7. Hiho

     

     

    i dont get it to working. If i die, i lose the permission of the plot pole. I have installed it with the tutorial of the A Plot for Life v2.33 (Epoch 1.0.5.1). I use Plot for Life v2.33 and Snap_Build_Pro. Then i have use the tutorial from:

    and it dont work. I get the Show and Unshow plot range and Maintenain options. But the mainfunction with building after death doesnt work. Can someone help me?

  8. ertatu, on 06 Aug 2014 - 10:16 PM, said:snapback.png

    Hello, any question please.

     

    Is possible work with static loot in box similar that version 0.2.6 ?

     

    Thank you

    Help me please people.

     

     

    Is not possible. I have read the complete forum for static spawns (like M2 Station, ZU23 station etc). But i have found something that can help you:

    //tent creation

    _tent = createVehicle ["TentStorage", _coords,[], 0, "NONE"];
    [_tent] call DZMSProtectObj;
     
    //insert here the loot " ["Yourloot", Type];
    //_tent addWeaponCargoGlobal   ["ItemCompass", 2];
    _tent addWeaponCargoGlobal   ["ItemGPS", 3];
    _tent addWeaponCargoGlobal   ["NVGoggles", 1];
    //_tent addWeaponCargoGlobal   ["ItemKnife", 2];
    _tent addWeaponCargoGlobal   ["ItemToolbox", 2];
    //_tent addWeaponCargoGlobal   ["ItemMatchbox", 2];
    _tent addWeaponCargoGlobal   ["MP5A5", 2];
    _tent addWeaponCargoGlobal   ["glock17_EP1", 2];
    _tent addMagazineCargoGlobal ["FoodCanBakedBeans", 4];
    _tent addMagazineCargoGlobal ["ItemBandage", 4];
    _tent addMagazineCargoGlobal ["ItemMorphine", 4];
    _tent addMagazineCargoGlobal ["ItemPainkiller", 4];
    _tent addMagazineCargoGlobal ["ItemAntibiotic", 2];
    _tent addMagazineCargoGlobal ["ItemBloodbag", 2];
    _tent addMagazineCargoGlobal ["ItemJerryCan", 2];
    _tent addMagazineCargoGlobal ["30Rnd_9x19_MP5", 5];
    _tent addMagazineCargoGlobal ["17Rnd_9x19_glock17", 4];
    _tent addMagazineCargoGlobal ["ItemBriefcase100oz", 2];
     
    This will create a tent and insert all in this tent what you define.
     
     
     
    My problem ;D
     
    Is there a way to create a static spawn like a M2 Station or a vehicle like HMMWV that the AI drives??
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