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Posts posted by sercanatici
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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); };
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14 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.
Dude could you share how you did it?
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So you guys can confirm that this script works by just following the steps, No files had to be merge. The thing that i dont understand is, why i am not getting a pack option?
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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; -
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On 18/11/2016 at 4:22 PM, Zupa said:
Example here, i added a check here as requested on github issue:
Thanks again, awesome that you are willing to help other.
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Hey dudes,
Iam looking for a fix for people being able to dupe through the vehicle money storage system. So question is, are you able to remove only the money storage for vehicle. So you still have it for Vault/lockboxs and other structures?
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I have seen people duplicate on the same way on vehicles any fix for that? its the same principle as the give to player. Are anyone able to block other people to go into the same coin storage?
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I have seen people duplicate on the same way on vehicles any fix for that?
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This is the guy i learn it from, thanks to him.
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Hey Juan, i cant take credits for the fix for vehicle not spawning in from traders. I found it some where on this forum.
- juandayz and dayzguy420
- 2
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Just now, theduke said:
there should be 2 spots with _cmenu. One will be the true or false. Dont change that.
The other you will see a block of available menus to be whitelisted. Just add that menu to it
It didnt take any effect after just adding it tho. So i had to put cMenu on false
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Hey,
Iam hosting my server tho my pc.
Where can i find this "Server files" where to add? what is the file called?
127.0.0.1 www.ibattle.org
127.0.0.1 ibattle.org
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7 hours ago, theduke said:
Ahh sorry. In your AHconfig, look for
_cMenu
add this
#USER:DamiSpawn
Make sure you DONT have a comma for the last one.
cMenu is true so i had to set it to false. Will that be a problem for the server?
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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
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:
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.
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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...
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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.
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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.
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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); };
- Lightningpillz and Pretz
- 2
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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.
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On 26/10/2016 at 10:55 AM, dayzguy420 said:
i also try to run this on my server to no luck did as the install says but they always run.... im not using any admin tools
Iam having the same problem, can anyone confirm if this script/addon still works?
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Yea vehicles work and spawns.
- juandayz and dayzguy420
- 2
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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)
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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); };
- dayzguy420 and juandayz
- 2
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have nice day.