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AWulle

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  1. Like
    AWulle reacted to raymix in [Video] Guide to server structure, variables, functions and Diffmerge   
    What is this guide for?
    Actually for everyone who ever wanted to learn about file structure of Arma 2 MP environment (Epoch in this case), from beginners to a bit more advanced users alike, including script makers and editors.
     
    What is this guide not for?
    If you ever created your own @mod, this guide is probably not for you.
     
    Damn 1 hour long video, is it worth watching it?
    No, create new topic and ask someone to help you with scripts if you came here to ask that question
     
    What are benefits from watching this video?
    If you actually follow along, you will be able to better troubleshoot problems with server and custom scripts. You will also be introduced to file structure of Epoch server, custom variables and compiles files as well as diffmerging files for script updates or compatibility issues.
     
    Are there any requirements to follow this guide?
    No, grab a coffee and chill. Don't try to replicate anything, instead just try to follow along, this is a theoretical guide rather than a tutorial.
     
    What's in the video?
    Introduction: I am explaining reason behind this video in full detail and talking about further contents, so skip ahead to what suits you best.
     
    Structure (03:00): We will be exploring file structure from first press of a button that lets client join the server. I will be explaining about different types of files used to run a server and how they chain load each other to make up a fully working server. Topics covered: Config files, mission config (ext) file, bin files, sqm and include files. I will be covering certain less essential parts like how RAM and HDD is used while loading scripts or PBO contents on demand.
     
    Variables (16:51): This section is for admins and script makers who brings over custom variables.sqf over to mission file. I will be explaining how variables are being defined to avoid RPT errors as well as introducing to common mistakes of redefining already defined variables that are present with many scripts and their guides and how to reduce mission file size by only reusing what is required. For all modders out there, please keep your own vars within your scripts, lets stop this madness.
     
    Functions (33:15): Precompiling functions is what actually makes our servers work. In this part of guide I will explain how they make up the server structure and how you are literary loading client and server files starting from init.sqf in your mission file. Yes you read that correct. I will be explaining common mistakes server admins commit by using custom compiles file server side and how majority of admins would blindly follow bad advices/guides and force loading their client and server files twice. We will be diving into more detail about compiles.sqf client side and server_functions.sqf files explaining how common mistakes are made when installing several addons that reuse same function and how to avoid future problems.
     
    Diffmerging (47:55): Last major part of this guide. I will be explaining how to work some magic with Diffmerge (or similar tools) to keep your addons up-to-date, as well as ironing out any incompatibilities between your custom scripts. We will be looking at how to diffmerge single file, whole folders and even merge two functions together to make them compatible. Experience gained here should allow you to merge any mod (or multiple mods) out there that uses same function making them compatible again.
     
    Final words (1:08:35): Conclusion and quick review of what we have learned within an hour of this guide.
     
     
     
     
     
  2. Like
    AWulle reacted to LePogo in [Release] Custom Debug Monitor   
    Working great! I had to merge your ''dayz_spaceInterrupt'' with the one I already used with Snap_Pro. Also edited the file for my needs
     

     
    added player name
    added survided x days count
    removed server restart
    added ''spaces'' before and after values so they dont look too tight in the debug box
     
    This is my debug_monitor.sqf if someone want something similar.



     
    If you have the same issue I had (Snap_Build using the same file ''dayz_spaceInterrupt'') Simply edit the file you already use in snap build folder.
    Find :
    if (_dikCode == 210) then { _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf"; }; And change it to :
    //if (_dikCode == 210) then { _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf";}; //original debug // Debug monitor if (_dikCode == 210) then { if (isNil 'debugMonitor') then { debugMonitor = true; _nill = execvm "custom\debug_monitor.sqf"; } else { debugMonitor = !debugMonitor; hintSilent ''; _nill = execvm "custom\debug_monitor.sqf"; }; };
  3. Like
    AWulle reacted to Gr8 in [TUTORIAL] Remove/Change Trading Animations (for faster trading)   
    To Remove/change crafting animation
    Find this in your custom compiles:
    player_craftItem =            compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf"; Replace it with:
    player_craftItem =            compile preprocessFileLineNumbers "fixes\player_craftItem.sqf"; Now make a new file in your fixes folder called player_craftItem.sqf
    Paste this in your player_craftItem.sqf
    http://pastebin.com/y0VWmqH3
  4. Like
    AWulle reacted to Richie in [Release] Wicked AI 2.2.0   
    Give them a location array should do it, here are my old Taviana locations, all in sensible places covering both islands.
     
    find on each mission file :

    _position = [30] call find_position;  
    replace with

    _positionarray = [[16665.008,6183.1831,0],[17711.684,6312.3447,0],[17442.844,5034.8325,0],[17250.822,8099.0171,0],[16311.108,8404.6221,0],[15163.863,8138.272,0],[15052.753,9689.3564,0],[14536.239,11673.776,0],[13801.271,12299.523,0],[13811.67,13231.576,0],[12806.122,13682.48,0],[12895.81,14307.783,0],[11764.462,14874.194,0],[11811.919,15867.194,0],[11442.7,15899.821,0],[10651.606,17509.633,0],[11023.075,18388.391,0],[9830.6006,19424.344,0],[8483.9893,20021.035,0],[8265.1348,20881.066,0],[12675.704,19121.58,0],[14967.869,18462.926,0],[15138.043,17366.016,0],[15149.924,16094.297,0],[15198.698,14343.011,0],[16053.953,16223.898,0],[16002.803,14037.48,0],[17149.523,12562.753,0],[16590.836,11538.518,0],[16696.766,9795.2422,0],[15750.51,9821.0791,0],[9274.0557,7722.4824,0],[8854.3154,8261.5176,0],[7778.9141,9093.8115,0],[6072.1567,9944.6973,0],[5684.1387,8341.6025,0],[3915.4873,7882.4014,0],[2274.2927,7549.2588,0],[1711.1221,6832.3374,0],[4163.1504,6456.9678,0],[5677.3354,5908.9209,0],[7483.2227,4677.8555,0],[7748.0342,4308.8159,0],[8182.8174,6512.3086,0],[9375.5684,1960.1821,0],[11495.309,466.6373,0],[9930,3216.6116,0],[9541.5059,4502.3677,0],[8941.1084,5177.0493,0],[10099.235,5729.9028,0],[10298.205,6403.6235,0],[8494.6377,7845.4551,0],[7368.8223,7480.6504,0]]; _position = _positionarray call BIS_fnc_selectRandom;
  5. Like
    AWulle reacted to mimic in [Release] Wicked AI 2.2.0   
    Check your "config.sqf".
     
    Make sure "wai_near_water" is set to something realistic. I am running WAI on Taviana 2.0 and it's working fine. No missions have spawned in or near water. Mine is set to "wai_near_water = 50;".
  6. Like
    AWulle reacted to karamell in Enable Metal Floors in Traders?   
    its metal_panel_kit
  7. Like
    AWulle reacted to gunnar in denmark Pack (new towns)   
    After some private messages to reupp Skalisty, here is it. For Medvedskoye and Skalisty i spent a lot of time to create, so a thx will not hurt. Dont ask for biedi file, i will not release it.
     
     
     
    Medvedskoye
    description: a 3,5km long road from Pobeda Dam leads to the new Town
    screenshot: http://imgur.com/a/hkyi#0
     
    Skalisty Island
    description: huge improvement, nearly whole island is now a city
    screenshot: http://imgur.com/a/7Tvv#0
     
    North-East-Airfield
    description: more interesting because of new barracks and hangars
    screenshot: http://imgur.com/a/YD5g#0
     
    Cherno Blocks
    description: added some apartment Blocks to the north of Cherno
    screenshot: http://imgur.com/a/dwUD#0
     
    Cherno Base
    description: a base east of Cherno on the small Hill
    screenshot: https://imgur.com/a/qAbX#0
     
     
    NEW added 5.June 2014
     
     
    Gvozdno-Petrovka Road + Village
    description: a road directly connects these both villages, in the middle some houses added
    screenshot: http://imgur.com/a/FqGN#10
     
    Solnichniy Factory Addon
    description: larger Factory now + some more Objects in Solnichniy
    screenshot: http://imgur.com/a/2E6L#0
     
    North-West-Airfield
    description: added much more Foliage to the Field but dont destroys the Layout of this Airfield
    screenshot: no Screenshots, sorry
  8. Like
    AWulle reacted to mgm in [PROJECT] Gold Coin based Single Currency & Banking System   
    If anyone else is having the same issue I've posted above in post #717, renaming items worked for me. RscTextT => RscTextTt and so on.
  9. Like
    AWulle reacted to blackwiddow in [RELEASE] Ixxo's Chernarus Enhancements - Zelenogorsk & 3 Army Bases   
    Hi man, thanks for the kind words!
     
    No it's the standard model that comes with Epoch. I just made this a while a go but the new model is the exact dimensions it just replaces it :)
  10. Like
    AWulle reacted to Chunk. No Captain Chunk. in [ADDON] Central Chernarus Bank   
    Finally woke up, just noticed what you mean.
    If you wanted to move the bank you gotta create your own.

    Here: 
  11. Like
    AWulle reacted to Chunk. No Captain Chunk. in [ADDON] Central Chernarus Bank   
    [ADDON] Central Chernarus Bank

    Thought I'd make a little addon for the Single currency ATM/Bank. So i guess its not much of an improvement or an addon for the script itself.
    But if anyone is interested...here it is.

    Server pbo




     
    Mission pbo




    After you have done this you are ready to, pack and upload to your server!

    Configuration

    Changing your ATM Object



    Optional Marker




    Images:

    Bank area:



     
    ATM / Bank for Satphone:



     
    ATM's in the Bank:




    Location:






    Thanks to:
    http://epochmod.com/forum/index.php?/user/3715-coco-nuts/

  12. Like
    AWulle reacted to Chunk. No Captain Chunk. in [ADDON] Central Chernarus Bank   
    Updated Dropbox Link.
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