Jump to content

sercanatici

Member
  • Posts

    76
  • Joined

  • Last visited

  • Days Won

    10

Posts posted by sercanatici

  1. 45 minutes ago, Daddy Kropp said:

    So what exactly did you change to fix this issue?

     

    Inside of your AH.sql which is located at "\z\addons\dayz_server\init\AH.sqf"

    find this

    'PVDZE_veh_Publish2' addPublicVariableEventHandler
            {
                _array = (_this select 1);
                _worldspace = _array select 0;
                _class = _array select 1;
                _activatingPlayer = _array select 5;
                _pos = _worldspace select 1;
                _txt = getText (configFile >> 'CfgVehicles' >> _class >> 'displayName');
                if(isNull _activatingPlayer || {!isPlayer _activatingPlayer})exitWith {
                    _log = format['Vehicle spawned without valid player %1 (%2) | Position: %3',_class,_txt,_pos];
                    diag_log ('infiSTAR.de Log: '+_log);
                };

    Replace it with this

    'PVDZE_veh_Publish2' addPublicVariableEventHandler
    		{
    			_array = (_this select 1);
    			_worldspace = _array select 1;
    			_class = _array select 2;
    			_activatingPlayer = _array select 5;
    			_pos = _worldspace select 1;
    			_txt = getText (configFile >> 'CfgVehicles' >> _class >> 'displayName');
    			if(isNull _activatingPlayer || {!isPlayer _activatingPlayer})exitWith {
    				_log = format['Vehicle spawned without valid player %1 (%2) | Position: %3',_class,_txt,_pos];
    				diag_log ('infiSTAR.de Log: '+_log);
    			};
  2. 4 hours ago, salival said:

    Hey, it's working fine on my server so I guess you need to go over your script again and check everything. 

    I have simply copy pasted the files to my mpmission, and added

    call compile preprocessFileLineNumbers "addons\bike\init.sqf";

    directly under

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";

     

    so it looks like this:

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";
    progressLoadingScreen 0.05;
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";
    progressLoadingScreen 0.1;
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
    progressLoadingScreen 0.15;
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
    call compile preprocessFileLineNumbers "overwrites\click_actions\init.sqf";
    progressLoadingScreen 0.2;

     

     

  3. 8 hours ago, theduke said:

    Unfortunately the scripts that came with it were just examples of things you could do with the menu. You might want to look for a suicide script that better suits your needs.

     

    7 hours ago, juandayz said:

    @sercanatici  try this suicide.sqf

      Reveal hidden contents

    private ["_Secondary","_onLadder","_player"];

    _player = player;
    _Secondary = currentWeapon _player;

    suicide_answer=nil;

    if (dayz_combat == 1) exitWith {cutText ["You are in combat", "PLAIN DOWN"];};

    DamiSpawn =
    [
        ["Suicide Confirmation",true],
        ["Are you sure?", [-1], "", -5, [["expression", ""]], "1", "0"],
        ["", [-1], "", -5,         [["expression", ""]], "1", "0"],
        ["No", [2], "", -5,     [["expression", "suicide_answer=false;"]], "1", "1"],
        ["Yes", [3], "", -5,     [["expression", "suicide_answer=true;"]], "1", "1"],
        ["", [-1], "", -5,         [["expression", ""]], "1", "0"],
        ["Exit", [-1], "", -3,     [["expression", "suicide_answer=false;"]], "1", "1"]
    ];
    showCommandingMenu "#USER:DamiSpawn";

    waitUntil {((!isNil 'suicide_answer')||(commandingMenu == ""))};

    if (isNil 'suicide_answer') then {suicide_answer=false;};

    if (suicide_answer) then {
        cutText["You have grown tired of this endless battle.","PLAIN DOWN"];
        _player playmove "ActsPercMstpSnonWpstDnon_suicide1B";
        sleep 8.4;
        _player fire _Secondary;
        _selection = "body";
        _player setHit["body",1];
    };

     

    another:

      Reveal hidden contents
    
    
    private ["_position","_done","_timeLeft","_exitWith","_warning","_display","_weapon"];
    
    // initialize variables
    _weapon   = _this;
    _exitWith = "nil";
    _done     = false;
    _position = position player;
    _timeLeft = DZE_SUICIDE_CANCEL_TIME;
    _warning  = "You will commit suicide in %1 seconds. Move to cancel!";
    removeAllWeapons player;
    	removeAllItems player;
    	removeBackpack player;
    // close the gear display when player starts to commit suicide
    disableSerialization;
    _display = findDisplay 106;
    if(!(isNull _display)) then {
        _display closeDisplay 0;
    };
    	
    
    // if we didn't get an exit reason back, time to die!
    if (_exitWith == "nil") then {
        _exitWith = "Goodbye!";
        taskHint[_exitWith, DZE_COLOR_SUCCESS, "taskDone"];
        hint _exitWith;
        cutText[_exitWith,"PLAIN DOWN"];
        player selectWeapon _weapon;
        player switchMove "";
        player playActionNow "stop";
        player playMove (["ActsPercMstpSnonWpstDnon_suicide1B","ActsPercMstpSnonWpstDnon_suicide2B"] call BIS_fnc_selectRandom);
        sleep 7.5;
    
        player fire _weapon;
        sleep 1;
        player setDamage 1.5;
    } else {
        taskHint[_exitWith, DZE_COLOR_DANGER, "taskFailed"];
        cutText[_exitWith,"PLAIN DOWN"];
    };

     

    Thanks to both of you, i kinda wonder how infistar is blocking regular players scroll wheel menu.

  4. Hey Guys,

    Thanks to Duke to make a such great menu.

    Iam just having a small problem which is when people want to suicide. It only happens to player and not admins. I have followed everything what the installation showed. 

    Iam using infistar and iam not getting any errors.

    Hope you guys can help me out. thanks anyway...

  5. So i have resently installed your script, but it isnt working for regular players. They get a sec to just see the action menu after scroll wheel and tap the action menu. I tested it without infistar, well it worked. i have wrote the ,'#USER:ActionMenu','#USER:ActionsMenu','#USER:VehicleMenu','#USER:FunMenu','#USER:MovementMenu','#USER:TransformAnimalMenu','#USER:DamiSpawn'

    My looks like this:
    [dayz_server.zip](https://github.com/noxsicarius/Custom-Actions-Menu/files/561466/dayz_server.zip)

    *  MouseMoving EH check  */ _MOH = false;    /* true or false */    /* will say: "MouseMoving EventHandler added" - needs to be disabled for UAV scripts and such.. */
    /*  Close Dialogs ?       */ _CUD = false;    /* true or false */    /* Closes custom Dialogs (Menus) that are not in _ALLOWED_Dialogs */
    /*  check MapSingleClick  */ _OMC = false;    /* true or false */    /* announces: "MapSingleClick modified", if modification is found - NEEDS _MBC to be true! */
    /*  Remove Keybinds ?     */ _RCK = false;    /* true or false */    /* Removes custom Keybinds and sets back the default ones */
    /*  Check CMDMenus ?      */ _CCM = false;    /* true or false */    /* only disable this if you know what you are doing. I strongly recommend to use this! */
    /*  BLOCK ALL CMDMenus    */ _BCM =  true;    /* true or false */    /* we don't need commandingMenus. so have this true as well. */
    /*  Check Actions ?       */ _CSA = false;    /* true or false */    /* this checks mousewheel actions */
    /*  Force Terrain Grid ?  */ _FTG =    25;    /* 50, 25, 12.5  */    /* if set to 50 grass will be very low for better client FPS.. default is 25 */
    /*  Use Clutter check ?   */ _UBC =  true;    /* true or false */    /* BadSize: %1 - Plants and/or Clutter pbo(s) removed..! */
    /*  Log Epoch Maintain    */ _LEM =  true;    /* true or false */

     

    /*  ALLOWED CMDMenus "_cMenu" are only used if you have "_BCM = false;" which I would not recommend.  */
    _cMenu =
    [
        "","RscMainMenu","RscMoveHigh","#WATCH","#WATCH0",
        "RscWatchDir","RscDisplayClassSelecter","RscDisplayGenderSelect",
        "RscDisplaySpawnSelecter","RscWatchMoreDir","#GETIN","RscStatus",
        "RscCombatMode","RscFormations","RscTeam","RscSelectTeam","RscReply",
        "RscCallSupport","#ACTION","#CUSTOM_RADIO","RscRadio","RscGroupRootMenu",
        "BTC_Hud","PlotManagement","DoorManagement","Entercode","#USER:_keyMenu",'#USER:ActionMenu','#USER:ActionMenua','#USER:SkyMenu','#USER:FogMenu','#USER:SkyMenu2','#USER:FogMenu2','#USER:_DeployMenu'
    ];

    /*  ALLOWED Actions "_dayzActions" are only used if you have "_CSA =  true;"  */

     

    Hope you guys can help me out.

  6. So i have resently installed your script, but it isnt working for regular players. They get a sec to just see the action menu after scroll wheel and tap the action menu. I tested it without infistar, well it worked. i have wrote the ,'#USER:ActionMenu','#USER:ActionsMenu','#USER:VehicleMenu','#USER:FunMenu','#USER:MovementMenu','#USER:TransformAnimalMenu','#USER:DamiSpawn'

    My looks like this:
    [dayz_server.zip](https://github.com/noxsicarius/Custom-Actions-Menu/files/561466/dayz_server.zip)

    *  MouseMoving EH check  */ _MOH = false;    /* true or false */    /* will say: "MouseMoving EventHandler added" - needs to be disabled for UAV scripts and such.. */
    /*  Close Dialogs ?       */ _CUD = false;    /* true or false */    /* Closes custom Dialogs (Menus) that are not in _ALLOWED_Dialogs */
    /*  check MapSingleClick  */ _OMC = false;    /* true or false */    /* announces: "MapSingleClick modified", if modification is found - NEEDS _MBC to be true! */
    /*  Remove Keybinds ?     */ _RCK = false;    /* true or false */    /* Removes custom Keybinds and sets back the default ones */
    /*  Check CMDMenus ?      */ _CCM = false;    /* true or false */    /* only disable this if you know what you are doing. I strongly recommend to use this! */
    /*  BLOCK ALL CMDMenus    */ _BCM =  true;    /* true or false */    /* we don't need commandingMenus. so have this true as well. */
    /*  Check Actions ?       */ _CSA = false;    /* true or false */    /* this checks mousewheel actions */
    /*  Force Terrain Grid ?  */ _FTG =    25;    /* 50, 25, 12.5  */    /* if set to 50 grass will be very low for better client FPS.. default is 25 */
    /*  Use Clutter check ?   */ _UBC =  true;    /* true or false */    /* BadSize: %1 - Plants and/or Clutter pbo(s) removed..! */
    /*  Log Epoch Maintain    */ _LEM =  true;    /* true or false */

     

    /*  ALLOWED CMDMenus "_cMenu" are only used if you have "_BCM = false;" which I would not recommend.  */
    _cMenu =
    [
        "","RscMainMenu","RscMoveHigh","#WATCH","#WATCH0",
        "RscWatchDir","RscDisplayClassSelecter","RscDisplayGenderSelect",
        "RscDisplaySpawnSelecter","RscWatchMoreDir","#GETIN","RscStatus",
        "RscCombatMode","RscFormations","RscTeam","RscSelectTeam","RscReply",
        "RscCallSupport","#ACTION","#CUSTOM_RADIO","RscRadio","RscGroupRootMenu",
        "BTC_Hud","PlotManagement","DoorManagement","Entercode","#USER:_keyMenu",'#USER:ActionMenu','#USER:ActionsMenu','#USER:VehicleMenu','#USER:FunMenu','#USER:MovementMenu','#USER:TransformAnimalMenu','#USER:DamiSpawn'
    ];

    /*  ALLOWED Actions "_dayzActions" are only used if you have "_CSA =  true;"  */

     

    Hope you guys can help me out.

  7. After a lot of looking around to find out the FIX, and i finally find out a way to fix it.

    Its the infistar issue. i changed the Ah.sql file

            'PVDZE_veh_Publish2' addPublicVariableEventHandler
            {
                _array = (_this select 1);
                _worldspace = _array select 0;
                _class = _array select 1;
                _activatingPlayer = _array select 5;
                _pos = _worldspace select 1;
                _txt = getText (configFile >> 'CfgVehicles' >> _class >> 'displayName');
                if(isNull _activatingPlayer || {!isPlayer _activatingPlayer})exitWith {
                    _log = format['Vehicle spawned without valid player %1 (%2) | Position: %3',_class,_txt,_pos];
                    diag_log ('infiSTAR.de Log: '+_log);
                };

    'PVDZE_veh_Publish2' addPublicVariableEventHandler
    		{
    			_array = (_this select 1);
    			_worldspace = _array select 1;
    			_class = _array select 2;
    			_activatingPlayer = _array select 5;
    			_pos = _worldspace select 1;
    			_txt = getText (configFile >> 'CfgVehicles' >> _class >> 'displayName');
    			if(isNull _activatingPlayer || {!isPlayer _activatingPlayer})exitWith {
    				_log = format['Vehicle spawned without valid player %1 (%2) | Position: %3',_class,_txt,_pos];
    				diag_log ('infiSTAR.de Log: '+_log);
    			};
  8. There is a problem with the flip_vehicle.sqf. You will have to rename the mp actions/actions_menu.sqf, in order to have the flip vehicle to work.

    in the Actions_menu.sqf

    ["",true],
        ["Self Bloodbag", [], "", -5, [["expression", format[_EXECscript1,"player_selfbloodbag.sqf"]]], "1", "1"],
        ["Flip Vehicle", [], "", -5, [["expression", format[_EXECscript1,"flipvehicle.sqf"]]], "1", "1"],
        ["Suicide", [], "", -5, [["expression", format[_EXECscript1,"suicide.sqf"]]], "1", "1"],

    You can either change the file or the line so it looks like this.

    ["",true],
        ["Self Bloodbag", [], "", -5, [["expression", format[_EXECscript1,"player_selfbloodbag.sqf"]]], "1", "1"],
        ["Flip Vehicle", [], "", -5, [["expression", format[_EXECscript1,"flip_vehicle.sqf"]]], "1", "1"],
        ["Suicide", [], "", -5, [["expression", format[_EXECscript1,"suicide.sqf"]]], "1", "1"],

     

    Correct me if iam wrong.

    Nice script btw.

  9. On 28/9/2016 at 4:10 PM, DuMa said:

    Replace your whole block of code with this.

    
    'PVDZE_veh_Publish2' addPublicVariableEventHandler
    		{
    			_array = (_this select 1);
    			_worldspace = _array select 1;
    			_class = _array select 2;
    			_activatingPlayer = _array select 5;
    			_pos = _worldspace select 1;
    			_txt = getText (configFile >> 'CfgVehicles' >> _class >> 'displayName');
    			if(isNull _activatingPlayer || {!isPlayer _activatingPlayer})exitWith {
    				_log = format['Vehicle spawned without valid player %1 (%2) | Position: %3',_class,_txt,_pos];
    				diag_log ('infiSTAR.de Log: '+_log);
    			};

     

    Will fix it 100% Tested it and working :D

    Who ever done this iam so happy that i found this, i was having the same problem, thx alot

    Good Day or Night (what ever time you guys are having)

  10. After a lot of looking around to find out the fix, and i finally find out a way to fix it.

    Its the infistar issue. i changed the Ah.sql file

            'PVDZE_veh_Publish2' addPublicVariableEventHandler
            {
                _array = (_this select 1);
                _worldspace = _array select 0;
                _class = _array select 1;
                _activatingPlayer = _array select 5;
                _pos = _worldspace select 1;
                _txt = getText (configFile >> 'CfgVehicles' >> _class >> 'displayName');
                if(isNull _activatingPlayer || {!isPlayer _activatingPlayer})exitWith {
                    _log = format['Vehicle spawned without valid player %1 (%2) | Position: %3',_class,_txt,_pos];
                    diag_log ('infiSTAR.de Log: '+_log);
                };

    'PVDZE_veh_Publish2' addPublicVariableEventHandler
    		{
    			_array = (_this select 1);
    			_worldspace = _array select 1;
    			_class = _array select 2;
    			_activatingPlayer = _array select 5;
    			_pos = _worldspace select 1;
    			_txt = getText (configFile >> 'CfgVehicles' >> _class >> 'displayName');
    			if(isNull _activatingPlayer || {!isPlayer _activatingPlayer})exitWith {
    				_log = format['Vehicle spawned without valid player %1 (%2) | Position: %3',_class,_txt,_pos];
    				diag_log ('infiSTAR.de Log: '+_log);
    			};
×
×
  • Create New...