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Slimdickens

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  1. Like
    Slimdickens reacted to PredatoRX91 in Preview: Ghost of Chernarus Epoch-Specific Map Pack   
    Hey, i had downloaded your files a while ago, and i still have it, so here it is! Sorry that you lost the files, but atleast you have this back :)
    I haven`t changed anything, cheers!
    https://www.dropbox.com/s/5vu0iyycmie9l0l/GOC.rar?dl=0
  2. Like
    Slimdickens reacted to Charlatan in Preview: Ghost of Chernarus Epoch-Specific Map Pack   
    Ghost of Chernarus
    A map pack specifically made for Epoch
     
     
     
    Hello guys and girls.
    I'd like to preview the Chernarus Overhaul I am working on - a collection of map packs focusing on Epoch's Core zones.
     
     
    Features:
    Better protection at Trader Cities Immersive, some pretty eccentric structures Fully modular - each spot is a seperate sqf Hours of optimization work to reduce file size and increase performance Two projects of Fortresses ready for NPCs - one small, one excessively large (approx. 2x2 kilometers of platforms in the ocean) Alternative versions of the maps coming in the future to offer options and variants: No fuelpump in Klen / No Zombies / Less Objects / More entrances   etc. More alternative versions tailored to your personal wishes, just post em here =)  
    Current Progress:
     
    - Traders -
    Trader City Klen Enhancement:    -    100%     (+Optimization ! )     (+Alternative Versions ! )
    Trader City Stary Enhancement:    -    100%     (+Optimization ! )    (+Alternative Versions ! )
    Trader City Bash Enhancement:    -    100%     (+Optimization ! )    (+Alternative Versions ! )
    Northeast Aircraft Dealer Overhaul "The Boneyard"    -    100%     (+Optimization ! )     (+Alternative Versions ! )
    Bandit Trader Overhaul "Cutthroat's Corner"    -    100%     (+Optimization ! )
    Hero Trader Overhaul "Last Home"    -    100%
     
    - Landmarks -
    Willow Lake Castle Ruin: 100%     (+Optimization ! )
    "The Unburied" Battlefield Remnants: 100%     (+Optimization ! )     (+Alternative Versions ! )
     
     
    - Structure Improvements -
    Zelenogorsk - Rehabilitation Center & Warehouses: 100%
    Grishino - Construction Sites : 100%
     
     
     
    Files:
     
    Preliminary Release Work-In-Progress: http://www.charlatan.at/DayZ/GOC.rar
     
    PDF Readme / Screenshots / Map Locations: http://www.charlatan.at/DayZ/GOC.pdf
     
     
    FAQ:
     
     
    OMG I get an Error Message about "missing content" for "aif1_buildings" or "pook_h13"
    Don't worry, that didn't do any harm. Standard Epoch includes these two files, but they are not used on Chernarus so the Mod does not find them.
    The Readme file included in the download has instructions on page 2 how to remove the error message  !
    You can play without any problems despite getting the error message, btw.
      How do I install this?
    I suggest using the server.pbo, the Readme file has installation instructions !
      Do I need to change/add the traders manually?
    No, the traders and their market stalls all remain unchanged.
      Does the Castle in Klen disappear?
    No, it will all be normal ingame. The Castle is simply not visible in the editor, thus missing on my screenshots.  
    Permissions/Credits:
     
    As long as players enjoy them, feel free to edit / modify my maps however you like. Just don't claim them as your own work ;)
    Without the Epoch Mod, I wouldn't have worked on these map upgrades for Chernarus, so most credit goes to the Epoch Team!
  3. Like
    Slimdickens got a reaction from mgm in [REQUEST] Smelting feature   
    Instruction fix:
     
    Next open up fn_damageActions.sqf should be fn_selfActions.sqf.
     
    And the code works great, thank you for doing this.
  4. Like
    Slimdickens got a reaction from Caveman1 in [Release] 2.1 Plot Management - UPDATED Object Counter   
    Was able to fix the issue.  I was right, it was that file being called by the other mod.  Not sure if your instructions say anything about that but Snap Pro mod calls the file so people like me that are still new to coding might have a hard time remembering that.  I also did not see in your instructions to add that file link to anything so you may want to add that.  You smarter guys would know right away but us new guys to coding struggle with this type of thing.  But thank you for anyone that was looking into it.
  5. Like
    Slimdickens reacted to Soul in Custom HiveExt.dll Release   
    SHORTCODE LEGEND:
    These shortcodes are used in the repo titles, this indicates what the specific repo is for.
    SC     >>> SingleCurrency
    MC     >>> MultiChar
    999    >>> 998/999 custom query supported
     
     
     
    Custom HiveExt.dll and needed sqf files + sql query file available on:
     
     
    Variant 1:DayZ-Epoch_SCHiveExt



    Variant 2: Dayz-Epoch_SCMCHiveExt



    Variant 3: DayZ_epoch_SCMC999HiveExt



    Variant 4: DayZ_epoch_SC999HiveExt



     
    All 4 variants have the following in common.
    - New CHILD:298 >>> fetching player bank data, used while player joins server
    - New CHILD:299 >>> updates player bank data, used when banking.
    - New CHILD:104 >>> gets all adminuids + their adminlevel from the admin_data table. (can be used to restrict access to admin tools aswell as infiSTAR AH)
    - Updated CHILD: 101 >>> checks if player exists in banking_data table and adds ifnot or updates playername if change detected
    - Updated CHILD:102 >>> added selection of cashMoney field during retrieving survivor data on login.
    - Updated CHILD:201 >>> added element to handle players cashmoney during updates to database.
     
    What is in variant 1?
    Everything stated above.
     
    What is in variant 2?
    Added support for AxeCop's multi char mod. and everything that you have in variant 1.
     
    What is in variant 3?
    Added support for 999 database calls so you can do custom database queries and
    everything found in variant 1 & 2. Only use this variant is you really want to use 998/999
    calls despite of the security risks attached to them.
     
    What is in variant 4?
    Added support for 999 database calls so you can do custom database queries and
    everything found in variant 1. Only use this variant is you really want to use 998/999
    calls despite of the security risks attached to them.
     
    What else can i find on the github repo's?
    SCDBQuery.sql:
    Run this file on your database by dragging and dropping
    It will add the field "CashMoney" to the character_data table and
    it will create a new table called "banking_data" with fields "PlayerUID,"PlayerName","BankSaldo"
     
    SCDBQuery_TransferGoldCoins.sql:
    Only run this file if you had Zupa's first release installed and you have players that have goldcoins stored in the headshots field.
    It will grab the value from "HeadShots" and put it in "CashMoney" for each row in your "character_data" table.
     
    SCDBQuery_TransferGoldCoins2.sql:
    Only run this file if you had Zupa's first release installed and you have players that have goldcoins stored in the "morality" field?
    It will make db entries for all players in "player_data" in the "banking_data" table and add the corresponding values from the "morality" field
    into the "banksaldo" field.
     
    admin_data.sql:
    This file will add a table called "admin_data", this can be used in combination with infiSTAR AH or any other tool you need restricted access
    to. Intended for advanced users.
     
    Server folder:
    Contains all files that where modified from Zupa's v1.1 version
    Take care and use a diffmerge tool like BeyondCompare, better safe then sorry.
     
    Mission folder:
    Contains all files that where modified from Zupa's v1.1 version.
    Take care and use a  diffmerge tool like BeyondCompare, better safe then sorry.
     
    BE filters:
    This needs to be added in the first line with !="" values inside the publicvarible.txt if using BE filters.
    Add it after the last !="" value. If using BE filters and you skip this step your players will get kicked for trying to send this PV to the server.
    !="PVDZE_bank_Save" Before installing:
    Always make backups of everything!
     
    Q&A:
    Q: Will support for AxeCops multi char mod be added in this hive?
    A: There is a 2nd version of the custom hiveext.dll that has support added for this mod.
     
    Q: Will there be 999 call support in this custom hiveext.dll
    A: There is a 3rd version of the custom hiveext.dll that has support for everything in version 1 & 2 and added support for 999 calls.
     
    Q: Does this hive have support vanilla epoch base maintenance?
    A: Yes it has the required funtionality as this hive was build of the last version released by VB[Awol]
     
    Q: Why are there 4 different variants of this custom hive?
    A: More flavours to choose from really. It enables you to either use or stay away from the unsafe 999 calls and still use this custom hive for single currency.
     
    Got any more question? Leave a post and i'll add them to the main post's Q&A section.
    Cheers Soul!
  6. Like
    Slimdickens reacted to raymix in [Issue] Banking_data not saving for new players? (FIXED)   
    For some reason none of fixes actually worked for me on dedi, but did work on local test machine by default. Weird..
     
     
    Anyway, since I am not running as root, I changed definer. Also AFTER UPDATE ON didn't work, since fields are not updated, just created when a new player joins (right?)... it's a fresh server
    However making a trigger for AFTER INSERT ON works. 
    CREATE DEFINER=`dayz`@`localhost` TRIGGER `banking` AFTER INSERT ON `player_data` FOR EACH ROW INSERT INTO banking_data ( PlayerUID, PlayerName, BankSaldo, LastUpdated) VALUES (NEW.PlayerUID, NEW.PlayerName, 0, NOW())
  7. Like
    Slimdickens reacted to TheVampire in [Release] DayZ Mission System   
    DZMS is a logic and useability rewrite of the DayZChernarus Mission System.
    DZMS should be considered as an "updated" DayZChernarus Mission System.

    Why Use DZMS instead of DayZChernarus MS?
    DZMS has a simple Configuration File, no more digging through code No more junk code! (Anyone who has read add_unit_server will understand) Simple Install! DZMS Requires a single line edit. No more server_cleanup confusion! No more messy mission code! DZMS uses functions for most code. DZMS is rewrote with all maps in mind, not just Chernarus. Hence the Generic Rename. DZMS is completely server sided! No marker files needed in the Mission PBO! No more "Novy Sobor Bug"! Plus, many features have been added!
    Option to save vehicles to the database! If Vehicle Saving is off, Users are warned when entering vehicles! Randomized Crate Loot! No more static crate loot! Adjustable Body Despawn Time! Optional: AI Ran Over have no gear! More!  
    The Current Version is v1.2

    Download Instructions: https://github.com/SMVampire/DZMS-DayZMissionSystem
    Project Tracking: https://github.com/SMVampire/DZMS-DayZMissionSystem/projects
     
    (Note: I have given The Fuchs permission to use DZMS as the base for EMS.)
  8. Like
    Slimdickens reacted to RipSaw in DZMS Overpoch Additions   
    Hey everyone,
     
    Here are my Overpoch additions for DZMS
     
    This includes:
     
    - All overpoch weapons (on AI and in loot boxes)
    - Armed vehicles/more helicopters at missions
    - Changed around the loot slightly at missions.
    - Harder AI
     
    Install instructions:
     
    1.Download the DZMS folder
    2.Open your Server.pbo
    3. Replace your old DZMS folder with this one
     
     
    Download: https://www.mediafire.com/?x84yclzehrdqbsq
     
     
    Known issues:
     
    - UH1H and Mi17 have the _DZ Classname instead of _DZE, which gives them ammo, to fix this simply add an "E" Behind their classnames in the config file.
    - Weapons truck still gives the config\weapons error.
  9. Like
    Slimdickens reacted to StiflersM0M in [Release] Indestructible Items (For 1.0.5.1)   
    As far as i know they now using modular base building where you maybe need to add the stuff for player_build too in player_build_publish.
  10. Like
    Slimdickens reacted to Achmed in [Release] Indestructible Items (For 1.0.5.1)   
    I started a new thread for this as the way it is done is different from ToejaM's ()
     
    I take no credit for this, all I have done is take information from both ToejaM's and Epoch's indestructible scripts and pull it together to give the ability to select what items are indestructible.
     
    I have it set to make only Cinder walls, Metal floors, ladders, ramps & stairs indestructible however its easy to add more to the list.
     
    All items set in the array take no damage when created, upgraded, downgraded or after server restart.
     
    Files are now on github here https://github.com/mathewjknott/Dayz-Epoch-Indestructible-Items
     
     
    Installation instructions - (last updated 08/07/14 @ 18:30)
     
     
    PART A (setting up mission file file structure)
     
    Step 1)
     
    Unpack your dayz_code.pbo in @DayZ_Epoch\addons\
     
     
    Step 2)
     
    Create a new folder in your missions files called "dayz_code"
    Create 3 new folders in the newly created "dayz_code" folder called "actions", "compile" & "init"
     
     
    Step 3)
     
    Copy variables.sqf from @DayZ_epoch\addons\dayz_code\init\ to dayz_code\init\
    Copy compiles.sqf from @DayZ_epoch\addons\dayz_code\init\ to dayz_code\init\
    Copy fn_selfActions.sqf  from @DayZ_epoch\addons\dayz_code\compile\ to dayz_code\compile\
    Copy player_build.sqf from @DayZ_epoch\addons\dayz_code\actions\ to dayz_code\actions\
    Copy player_upgrade.sqf from @DayZ_epoch\addons\dayz_code\actions\ to dayz_code\actions\
    Copy player_buildingDowngrade.sqf from @DayZ_epoch\addons\dayz_code\actions\ to dayz_code\actions\
     
     
    Step 4)
     
    Open mission files\init.sqf
     
    Replace
    "\z\addons\dayz_code\init\variables.sqf"; with
    "dayz_code\init\variables.sqf"; Replace
    "\z\addons\dayz_code\init\compiles.sqf"; with
    "dayz_code\init\compiles.sqf"; Step 5)
     
    Open mission files\dayz_code\compiles.sqf
     
    replace
    "\z\addons\dayz_code\compile\fn_selfActions.sqf"; with
    "dayz_code\compile\fn_selfActions.sqf"; replace
    "\z\addons\dayz_code\actions\player_build.sqf";  with
    "dayz_code\actions\player_build.sqf";  Step 6)
     
    Open mission files\day_code\compile\fn_selfActions.sqf
     
    replace
    "\z\addons\dayz_code\actions\player_upgrade.sqf" with
    "dayz_code\actions\player_upgrade.sqf" replace
    "\z\addons\dayz_code\actions\player_buildingDowngrade.sqf" with
    "dayz_code\actions\player_buildingDowngrade.sqf"  PART B (mission file Edits for mod)
     
     
    Step 1)
     
    Open mission files\dayz_code\init\variables.sqf
     
    find
    dayz_allowedObjects add below
    //#########################INDESTRUCTIBLE ITEMS######################### indestructible = ["CinderWallHalf_DZ","CinderWall_DZ","CinderWallSmallDoorway_DZ","CinderWallDoorSmall_DZ","CinderWallDoorSmallLocked_DZ","CinderWallDoorway_DZ","CinderWallDoor_DZ","CinderWallDoorLocked_DZ","MetalFloor_DZ","WoodLadder_DZ","WoodStairs_DZ","WoodStairsSans_DZ","WoodStairsRails_DZ","WoodRamp_DZ"]; //###################################################################### N.B - add/remove items to this list to have them indestructible.
     
     
    Step 2)
     
    open mission files\dayz_code\actions\player_build.sqf
     
    find
    // Start Build _tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; N.B - _tmpbuilt may be _object if you are using snap building.
     
    add after
    //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _tmpbuilt) in indestructible) then { _tmpbuilt addEventHandler ["HandleDamage", {false}]; _tmpbuilt enableSimulation false; }; //###################################################################### N.B - If _tmpbuilt is _object, change all _tmpbuilt in above code to _object.
     
     
    Step 3)
     
    open mission files\dayz_code\actions\player_upgrade.sqf
     
    find
    // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; add after
    //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _object) in indestructible) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; }; //###################################################################### Step 4)
     
    open mission files\dayz_code\actions\player_buildingDowngrade.sqf
     
    find
    // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; add after
    //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _object) in indestructible) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; }; //###################################################################### PART C (Server file Edits for mod)
     
     
    Step 1)
     
    Open dayz_server\system\server_monitor.sqf
     
    find
    if (DZE_GodModeBase) then { _object addEventHandler ["HandleDamage", {false}]; } else { _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; }; replace with
    //#########################REMOVED FOR INDESTRUCTIBLE ITEMS######################### // if (DZE_GodModeBase) then { // _object addEventHandler ["HandleDamage", {false}]; // } else { // _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; // }; //################################################################################## Find
    _object setDamage _damage; add after
    //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _object) in indestructible) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; } else { _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; }; //###################################################################### For those of you that want to use "Plot for life (2.2.6)", "Snap build Pro(1.4)" and this script, i have created a set of files that for a vanilla server could just be uploaded. The mission files are for NAPF but it would not take much to use them on another map.
     
    Download from here
  11. Like
    Slimdickens reacted to RimBlock in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Thanks for taking the time to look at the mod and solutions for people using infinistar.  Unfortunately the standard Epoch hiveext.dll does not allow updates that would allow me to just add ownership to the objects so I have to delete and recreate.
     
     
     
    Yes.... and no.
     
    The code that manages you being able to unlock locked items you own without needing the code has been in Epoch since 1.0.4.2 (possibly earlier but this is the version I started with).  The problem was that locked items had no ownership information stored as the cahracterID field was used for the locks code.
     
    Moving the ownership info away from the characterID field now means the ownership of the locked item can be checked and the lock code is also stored :).  This results in the feature you are now seeing. 
     
    There were some posts about it earlier in the thread and it is noted that some people would rather their players use door codes so they are forced to remember them (less admin resets).  The ideal solution (within the current framework) would be to have auto unlocking for the owner but allow them to manually change the lock code with an option in the action menu. 
  12. Like
    Slimdickens reacted to Storm in [REQUEST] Smelting feature   
    Not sure if this will work or not.
     
    Download these two files
    https://github.com/UPGStorm/Smeltbars/blob/master/player_smeltbars.sqf
    https://github.com/UPGStorm/Smeltbars/blob/master/player_smeltcoins.sqf
     
    Save them to your mission/gold folder
    Next open up your variables.sqf and add this somewhere at the top next to the other coin stuff
    SmeltingGoldBarsToCoinsRate = 1000; // How many gold coins are in a gold bar Next open up fn_selfActions.sqf
    find 
    // Zupa- SC - Give Money if (_isMan and _isAlive and !_isZombie and !_isAnimal and !(_traderType in serverTraders)) then { if (s_givemoney_dialog < 0) then { s_givemoney_dialog = player addAction [format["Give Money to %1", (name _cursorTarget)], "gold\give_player_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_givemoney_dialog; s_givemoney_dialog = -1; }; Add this right below the closing bracket
    if (isNil "SmeltingInProgress") then { SmeltingInProgress = false; }; _player_money = player getVariable["cashMoney",0]; // Smelt gold coins if (inflamed _cursorTarget and (_player_money > SmeltingGoldBarsToCoinsRate) and !SmeltingInProgress) then { if (s_smelt_coins < 0) then { if (_player_money > 10000) then { s_smelt_coins = player addAction [format["Smelt %1 %2 into a 10oz Gold Bar", (SmeltingGoldBarsToCoinsRate * 10), CurrencyName], "gold\player_smeltcoins.sqf","ItemGoldBar10oz", 3, true, true, "", ""]; } else { s_smelt_coins = player addAction [format["Smelt %1 %2 into a Gold Bar", SmeltingGoldBarsToCoinsRate, CurrencyName], "gold\player_smeltcoins.sqf","ItemGoldBar", 3, true, true, "", ""]; }; }; } else { player removeAction s_smelt_coins; s_smelt_coins = -1; }; _hasGoldBars = "ItemGoldBar" in _magazinesPlayer; // Smelt bars into coins if (inflamed _cursorTarget and (_hasGoldBars) and !SmeltingInProgress) then { if (s_smelt_bars < 0) then { s_smelt_bars = player addAction [format["Smelt a Gold Bar into %1 %2", SmeltingGoldBarsToCoinsRate, CurrencyName], "gold\player_smeltbars.sqf","ItemGoldBar", 3, true, true, "", ""]; }; } else { player removeAction s_smelt_bars; s_smelt_bars = -1; }; _has10ozGoldBars = "ItemGoldBar10oz" in _magazinesPlayer; // Smelt bars into coins if (inflamed _cursorTarget and (_has10ozGoldBars) and !SmeltingInProgress) then { if (s_smelt_10bars < 0) then { s_smelt_10bars = player addAction [format["Smelt a 10oz Gold Bar into %1 %2", (SmeltingGoldBarsToCoinsRate * 10), CurrencyName], "gold\player_smeltbars.sqf","ItemGoldBar10oz", 3, true, true, "", ""]; }; } else { player removeAction s_smelt_10bars; s_smelt_10bars = -1; };  Then find
    s_givemoney_dialog = -1; player removeAction s_bank_dialog;  add this right above that
    player removeAction s_smelt_coins; s_smelt_coins = -1; player removeAction s_smelt_bars; s_smelt_bars = -1; player removeAction s_smelt_10bars; s_smelt_10bars = -1; Profit!?!?!?
    I haven't had time to really test if it works or not.
     
    Credits to Maca for the smelting.
  13. Like
    Slimdickens got a reaction from Storm in [REQUEST] Smelting feature   
    Instruction fix:
     
    Next open up fn_damageActions.sqf should be fn_selfActions.sqf.
     
    And the code works great, thank you for doing this.
  14. Like
    Slimdickens got a reaction from blackwiddow in [RELEASE] Ixxo's Chernarus Enhancements - Zelenogorsk & 3 Army Bases   
    Sent you a PM blackwiddow but for those looking at these files they are really nice and well done.  They are very balanced and blend to the server perfectly.  You will not regret using these and on night time servers the airfields look awesome.  Look forward to more content from you and if you need a test server hit me up.
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