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redcloud78

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  1. Like
    redcloud78 got a reaction from Spodermayt in Anyone got a fix for rotating Skalisty Bridge?   
    Thats exactly what was happening to mine was trying all kinds of bridge codes all day even killzone kids im running Overpoch 1.0.5.1 steam patch 125548
     
    until finally i found this version of code excellsior and it all smoothed out since
    // Excelsior Bridge // The land_nav_pier_m_2 is the double fenced bridge floor. These can be changed to land_nav_pier_m_1 and spun 180 if you wanted only 1 fence. // Installation // Make sure to make a folder inside the mission file called "buildings" and save this file in there as "excbridge.sqf" // Then add the following line as the VERY LAST line in in the "init.sqf" file. // [] execVM "buildings\excbridge.sqf"; // Props to Rossymond for pointing out the new install method. // Excelsior // Server: Death DealerZ - DayzChernarus if (isServer) then { _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13225.278, 3431.5159, -6.0489159], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13225.278, 3431.5159, -6.0489159]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13247.008, 3398.5906, -6.1535072], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13247.008, 3398.5906, -6.1535072]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_1", [13203.401, 3464.7751, -6.2994447], [], 0, "CAN_COLLIDE"]; _bldObj setDir 236.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13203.401, 3464.7751, -6.2994447]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13181.671, 3497.7451, -6.1785541], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13181.671, 3497.7451, -6.1785541]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13159.978, 3530.6299, -6.3031154], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13159.978, 3530.6299, -6.3031154]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13138.261, 3563.5496, -5.9914126], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13138.261, 3563.5496, -5.9914126]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13116.587, 3596.4583, -6.1611514], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13116.587, 3596.4583, -6.1611514]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13094.851, 3629.364, -6.0637994], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13094.851, 3629.364, -6.0637994]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_1", [13073.158, 3662.2742, -6.1899328], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13073.158, 3662.2742, -6.1899328]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13051.535, 3695.0833, -6.376471], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13051.535, 3695.0833, -6.376471]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13029.813, 3728.052, -6.1521502], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13029.813, 3728.052, -6.1521502]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; // Control Tower near land (non-lootable) (blinking light). Zombies and loot will not spawn over water. _bldObj = objNull; if (true) then { _bldObj = createVehicle ["Land_Mil_ControlTower_EP1", [13067.721, 3647.5923, 4.2818656], [], 0, "CAN_COLLIDE"]; _bldObj setDir -303.12695; _bldObj setPos [13067.721, 3647.5923, 4.2818656]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.8]; }; // Cement block under Control Tower near coast _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_c", [13061.675, 3654.853, 0.13833603], [], 0, "CAN_COLLIDE"]; _bldObj setDir -33.287552; _bldObj setPos [13061.675, 3654.853, 0.13833603]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; // Grocery on land (lootable) _bldObj = objNull; if (true) then { _bldObj = createVehicle ["Land_A_GeneralStore_01", [13062.828, 3825.6414, 0.34161228], [], 0, "CAN_COLLIDE"]; _bldObj setDir -32.551853; _bldObj setPos [13062.828, 3825.6414, 0.34161228]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13260.079, 3378.8081, -3.0727394], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13260.079, 3378.8081, -3.0727394]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; // Industrial Hangar on land _bldObj = objNull; if (true) then { _bldObj = createVehicle ["Land_Hangar_2", [13013.877, 3793.1804, 3.8146973e-006], [], 0, "CAN_COLLIDE"]; _bldObj setDir -33.153507; _bldObj setPos [13013.877, 3793.1804, 3.8146973e-006]; }; // Control Tower near Island (non-lootable) (blinking light at night). Zombies and loot will not spawn over water. _bldObj = objNull; if (true) then { _bldObj = createVehicle ["Land_Mil_ControlTower_EP1", [13209.424, 3478.5696, 2.103996], [], 0, "CAN_COLLIDE"]; _bldObj setDir -484.14117; _bldObj setPos [13209.424, 3478.5696, 2.103996]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.8]; }; // Cement block under Control Tower near Island _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_c", [13214.373, 3472.0823, -3.8479133], [], 0, "CAN_COLLIDE"]; _bldObj setDir -213.288; _bldObj setPos [13214.373, 3472.0823, -3.8479133]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; // Spinning Radar on coast _bldObj = objNull; if (true) then { _bldObj = createVehicle ["TK_GUE_WarfareBAntiAirRadar_Base_EP1", [13293.171, 3955.2397, 0.016692447], [], 0, "CAN_COLLIDE"]; _bldObj setDir -323.84015; _bldObj setPos [13293.171, 3955.2397, 0.016692447]; }; // Pallet of boards on bridge (mid way protection) _bldObj = objNull; if (true) then { _bldObj = createVehicle ["Land_Ind_BoardsPack1", [13158.683, 3537.4517, 3.5], [], 0, "CAN_COLLIDE"]; _bldObj setDir -35.139294; _bldObj setPos [13158.683, 3537.4517, 3.5]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.5]; }; // Pallet of boards on bridge (mid way protection) _bldObj = objNull; if (true) then { _bldObj = createVehicle ["Land_Ind_BoardsPack1", [13111.459, 3599.3118, 3.5], [], 0, "CAN_COLLIDE"]; _bldObj setDir -215.18845; _bldObj setPos [13111.459, 3599.3118, 3.5]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.5]; }; }; called like this execVM "\z\addons\dayz_server\maps\skalb.sqf";       edit to your path and file name
  2. Like
    redcloud78 got a reaction from MGT in Handcuff Script   
    if ((player getVariable"humanity") >= 7000) then {
             if (_isMan and _isAlive and !inSafeZone and !_isZombie and !_isAnimal && !(_traderType in serverTraders)) then {
                if (s_player_arrest < 0) then {
                    s_player_arrest = player addaction ['<t color=#0074E8">' + "Investigation Menu" + '</t>', "custom\Investigation\investigation.sqf","",100,false,true,"", "];
                    };
            } else {
                player removeAction s_player_arrest;
                s_player_arrest = -1;
                };
        };
     
     
    I think this line in green @MGT in the fn self actions dont copy paste the whole thing tho cause mine is set out of a custom folder
  3. Like
    redcloud78 got a reaction from Nakama Mind in Handcuff Script   
    I don't really use battleye anymore so tests what kicks you and add exceptions
     
    and i have this in my allowed actions  "s_player_arrest","s_player_release","s_player_escort","s_player_search",
     
    regular non admins are having no problems
  4. Like
    redcloud78 got a reaction from Jossy in Make AI at missions shoot at zedz   
    could be like how the ai companions are made to attack the zombies
     
    Now if you want the zeds to be killed by the survivors you will need to create a custom zombie_generate.sqf file and
    add a single line to it near the very end of the script, there are plenty of examples of how to edit your compiles script to point to a new file
    This is the compiles.sqf line you need to make point to your new file
    zombie_generate = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf";
     
    At the bottom of zombie_generate.sqf right above
    //Start behavior
    _id = [_position,_agent] execFSM "\z\AddOns\dayz_code\system\zombie_agent.fsm";
     
    add this
    _agent addRating -1000000;
     
    and another version
     
     
    zombie_generate.sqf taken from pbo and put into custom folder in root of mission
     
     
    //Add some loot
    _rnd = random 1;
    if (_rnd > 0.3) then {
        _lootType =         configFile >> "CfgVehicles" >> _type >> "zombieLoot";
        if (isText _lootType) then {

            _array = [];
            if (DZE_MissionLootTable) then {
                _array = getArray (missionConfigFile >> "cfgLoot" >> getText(_lootType));
            } else {
                _array = getArray (configFile >> "cfgLoot" >> getText(_lootType));
            };
            if (count _array > 0) then {
                _loot = _array call BIS_fnc_selectRandomWeighted;
                if(!isNil "_array") then {
                    _agent addMagazine _loot;
                };
            };
        };
    };

    _agent addRating -1000000;


    //Start behavior
    _id = [_position,_agent] execFSM "\z\AddOns\dayz_code\system\zombie_agent.fsm";
     
     
     
     
     
    Called zombie_generate.sqf file from the bottom of my init.sqf:
     
    call compile preprocessFileLineNumbers "custom\zombie_generate.sqf";
  5. Like
    redcloud78 reacted to Firefly in [1.4.1] Snap Building PRO   
    Hi Raymix, 
     
    Any idea what would cause snap pro to be not able to snap items that clip into the ground (walls etc) I can snap items above ground levels perfectly, but when building on the ground they will not snap. The pre-built item doesn't seem to register, no helpers etc. 
  6. Like
    redcloud78 reacted to Firefly in [1.4.1] Snap Building PRO   
    Finally figured out the issue. Snapping does work for me, but when a modular item clips into the ground I can no longer snap to it. Any idea what is causing this? I am using the latest build of Snap Pro and PPL all files checked for paths and used diff merge to double check all files but still no luck. 
     
    Took me awhile to figure this one out  :rolleyes:
  7. Like
    redcloud78 reacted to mudzereli in [Outdated] [release] 1.0.6 - Deploy Anything 2.8.2 - Now with Epoch building! | Customizable: DB saving | Plot | Vehicles/Buildings | Packing   
    hey all, just released 2.8.0
     
    * this gives the _ammo option in the config (disable vehicle spawning with ammo) -- only works for first spawn! there is currently no way to make this work through restarts
    * there is also now the _condition option in the config -- if you want everyone to have the option then do this "true", if you want admins to have it, do this: "!(isNull player) && {(getPlayerUID player) in DZE_DEPLOYABLE_ADMINS}"
    -----see the config and config documentation for more examples!
    * fixed bug where players cannot ride a bike sometimes
    * update message received when you can't build on someone else's plot to be more clear
     
    hope you guys enjoy it!
  8. Like
    redcloud78 reacted to insertcoins in [W.I.P] Working Taser's For OverPoch   
    fn_selfactions

      } else {       player removeAction s_player_maintain_area;       s_player_maintain_area = -1;       player removeAction s_player_maintain_area_preview;       s_player_maintain_area_preview = -1;   };  //--------------------------------------ARREST----------------------------------------------------------------     if ((player getVariable"humanity") >= 1 or (player getVariable"humanity") <= -1) then { // change humanity to your own needs  if(_isMan && !_isZombie && _canDo && _isAlive) then {             if (s_player_arrest < 0) then {                 s_player_arrest = player addaction ['<t color="#0074E8">' + "Investigation Menu" + '</t>', "Scripts\Investigation\investigation.sqf","",100,false,true,"", ""];                 };         } else {             player removeAction s_player_arrest;             s_player_arrest = -1;      };   };  //-------------------------------------------------------------------------------------------------------------  // CURSOR TARGET ALIVE  if(_isAlive) then {    
    add the exceptions to your BE filters
     
    publicvariable (I think)
     

    !="Detain" !="PVDZ_ply_Arrst" add to the end of the first line.
     
     
    after this, download the files (cant find the link right now) and place in your mission file
  9. Like
    redcloud78 got a reaction from Cerruth in How do I allow building without a plotpole?   
    DZE_requireplot = 0;
     
    in your mission init file
     
    place it under the other DZE_ stuff
     
     
    If you install this it would be even better
     
    because no plot pole leads to others stuff like godmode base etc
  10. Like
    redcloud78 reacted to mudzereli in [Outdated] [release] 1.0.6 - Deploy Anything 2.8.2 - Now with Epoch building! | Customizable: DB saving | Plot | Vehicles/Buildings | Packing   
    I think you are looking for the _cargo option;
     
     
    no this won't work properly -- i will release an update in the next few days which will allow this
     
    this won't work either.
     
    basically what I am going to do is add the click actions parameter for _condition to feed through into the deploy config.  That way you can add a condition for whether or not someone can use each item or any other game code to evaluate (items that can be only clicked a certain time of day, etc etc)
  11. Like
    redcloud78 got a reaction from mudzereli in [Outdated] [release] 1.0.6 - Deploy Anything 2.8.2 - Now with Epoch building! | Customizable: DB saving | Plot | Vehicles/Buildings | Packing   
    possibly an easier headache free way of adding asphalt or dirt roads build bridges using this 
     
    how to make it only admin use for the bridge and road parts must i add my id and parts into DZE_DEPLOYABLE_ADMINS = . 
     
    if i knew how i would add to the snap points script and  could be a great way to make map additions live instead of using arma 3d editor
     
    .The building of a new skalisty bridge went well i just had to make the height -7 and distance away from me about 20
     
     
    DZE_DEPLOYABLES_CONFIG = [
        // deploy a non-permanent bike from a toolbox right in front of the player that can be re-packed by the owner as long as it's under 10% damage
        ["ItemToolbox",[0,2,1],5,0.1,false,false,false,false,true,true,["MMT_Civ"],[],["ItemToolbox"]]
      ];

    // **DZE_DEPLOYABLE_NAME_MAP format
    //  
    //  DZE_DEPLOYABLE_NAME_MAP = [
    //      [_class,_name],
    //      [_class,_name],
    //      [... more ...]
    //  ];
    //
    //  parameter    | description                                                         |  type  | example
    // --------------|---------------------------------------------------------------------|--------|--------
    // _class        | class name of the item you want to replace the name of              | string | "Notebook"
    // _name         | new name to display when right clicking                             | string | "Macbook Pro"
    //
    DZE_DEPLOYABLE_NAME_MAP = [
        ["Notebook","Macbook Pro"]
    ];

    DZE_DEPLOYABLE_ADMINS = [
        ["ItemToolbox",[0,17,-6],5,0.1,false,false,true,false,false,true,["MAP_Bridge_stone_asf2_25"],[],[]],
        ["ItemToolbox",[0,17,-6],5,0.1,false,false,true,false,false,true,["MAP_bridge_asf1_25"],[],[]],
        ["ItemToolbox",[0,17,-2],5,0.1,false,false,true,false,false,true,["MAP_Bridge_wood_25"],[],[]],
        ["ItemToolbox",[0,5,1],5,0.1,false,false,true,false,false,true,["MAP_grav_0_2000"],[],[]],
        ["ItemToolbox",[0,5,1],5,0.1,false,false,true,false,false,true,["MAP_grav_60_10"],[],[]],
        ["ItemToolbox",[0,5,1],5,0.1,false,false,true,false,false,true,["MAP_asf3_0_2000"],[],[]],
        ["ItemToolbox",[0,5,1],5,0.1,false,false,true,false,false,true,["MAP_asf3_60_10"],[],[]]
    ];
    the building of a new skallisty bridge went well i just had to make the height -6 and distance away from me about 20

  12. Like
    redcloud78 got a reaction from calamity in [Outdated] [release] 1.0.6 - Deploy Anything 2.8.2 - Now with Epoch building! | Customizable: DB saving | Plot | Vehicles/Buildings | Packing   
    possibly an easier headache free way of adding asphalt or dirt roads build bridges using this 
     
    how to make it only admin use for the bridge and road parts must i add my id and parts into DZE_DEPLOYABLE_ADMINS = . 
     
    if i knew how i would add to the snap points script and  could be a great way to make map additions live instead of using arma 3d editor
     
    .The building of a new skalisty bridge went well i just had to make the height -7 and distance away from me about 20
     
     
    DZE_DEPLOYABLES_CONFIG = [
        // deploy a non-permanent bike from a toolbox right in front of the player that can be re-packed by the owner as long as it's under 10% damage
        ["ItemToolbox",[0,2,1],5,0.1,false,false,false,false,true,true,["MMT_Civ"],[],["ItemToolbox"]]
      ];

    // **DZE_DEPLOYABLE_NAME_MAP format
    //  
    //  DZE_DEPLOYABLE_NAME_MAP = [
    //      [_class,_name],
    //      [_class,_name],
    //      [... more ...]
    //  ];
    //
    //  parameter    | description                                                         |  type  | example
    // --------------|---------------------------------------------------------------------|--------|--------
    // _class        | class name of the item you want to replace the name of              | string | "Notebook"
    // _name         | new name to display when right clicking                             | string | "Macbook Pro"
    //
    DZE_DEPLOYABLE_NAME_MAP = [
        ["Notebook","Macbook Pro"]
    ];

    DZE_DEPLOYABLE_ADMINS = [
        ["ItemToolbox",[0,17,-6],5,0.1,false,false,true,false,false,true,["MAP_Bridge_stone_asf2_25"],[],[]],
        ["ItemToolbox",[0,17,-6],5,0.1,false,false,true,false,false,true,["MAP_bridge_asf1_25"],[],[]],
        ["ItemToolbox",[0,17,-2],5,0.1,false,false,true,false,false,true,["MAP_Bridge_wood_25"],[],[]],
        ["ItemToolbox",[0,5,1],5,0.1,false,false,true,false,false,true,["MAP_grav_0_2000"],[],[]],
        ["ItemToolbox",[0,5,1],5,0.1,false,false,true,false,false,true,["MAP_grav_60_10"],[],[]],
        ["ItemToolbox",[0,5,1],5,0.1,false,false,true,false,false,true,["MAP_asf3_0_2000"],[],[]],
        ["ItemToolbox",[0,5,1],5,0.1,false,false,true,false,false,true,["MAP_asf3_60_10"],[],[]]
    ];
    the building of a new skallisty bridge went well i just had to make the height -6 and distance away from me about 20

  13. Like
    redcloud78 got a reaction from calamity in [All In One] Overpoch stuff   
    Added community scripts to this so ppl don't need to jump around the forums i take no ownership of this file it belongs to the respected creators
     
     
     
    https://www.dropbox.com/s/twmf4a2y4u9256l/Overpoch%20install%20with%20extra%20addons%20and%20scripts.rar
  14. Like
    redcloud78 got a reaction from imnotamexican1 in Server_Monitor.sqf strange error, can't join game.   
    try load a db backup
  15. Like
    redcloud78 reacted to Friendly in Some custom Skins I've made.   

  16. Like
    redcloud78 got a reaction from ZamboniBambino in Anyone got a fix for rotating Skalisty Bridge?   
    Thats exactly what was happening to mine was trying all kinds of bridge codes all day even killzone kids im running Overpoch 1.0.5.1 steam patch 125548
     
    until finally i found this version of code excellsior and it all smoothed out since
    // Excelsior Bridge // The land_nav_pier_m_2 is the double fenced bridge floor. These can be changed to land_nav_pier_m_1 and spun 180 if you wanted only 1 fence. // Installation // Make sure to make a folder inside the mission file called "buildings" and save this file in there as "excbridge.sqf" // Then add the following line as the VERY LAST line in in the "init.sqf" file. // [] execVM "buildings\excbridge.sqf"; // Props to Rossymond for pointing out the new install method. // Excelsior // Server: Death DealerZ - DayzChernarus if (isServer) then { _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13225.278, 3431.5159, -6.0489159], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13225.278, 3431.5159, -6.0489159]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13247.008, 3398.5906, -6.1535072], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13247.008, 3398.5906, -6.1535072]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_1", [13203.401, 3464.7751, -6.2994447], [], 0, "CAN_COLLIDE"]; _bldObj setDir 236.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13203.401, 3464.7751, -6.2994447]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13181.671, 3497.7451, -6.1785541], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13181.671, 3497.7451, -6.1785541]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13159.978, 3530.6299, -6.3031154], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13159.978, 3530.6299, -6.3031154]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13138.261, 3563.5496, -5.9914126], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13138.261, 3563.5496, -5.9914126]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13116.587, 3596.4583, -6.1611514], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13116.587, 3596.4583, -6.1611514]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13094.851, 3629.364, -6.0637994], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setPos [13094.851, 3629.364, -6.0637994]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_1", [13073.158, 3662.2742, -6.1899328], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13073.158, 3662.2742, -6.1899328]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13051.535, 3695.0833, -6.376471], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13051.535, 3695.0833, -6.376471]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13029.813, 3728.052, -6.1521502], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13029.813, 3728.052, -6.1521502]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; // Control Tower near land (non-lootable) (blinking light). Zombies and loot will not spawn over water. _bldObj = objNull; if (true) then { _bldObj = createVehicle ["Land_Mil_ControlTower_EP1", [13067.721, 3647.5923, 4.2818656], [], 0, "CAN_COLLIDE"]; _bldObj setDir -303.12695; _bldObj setPos [13067.721, 3647.5923, 4.2818656]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.8]; }; // Cement block under Control Tower near coast _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_c", [13061.675, 3654.853, 0.13833603], [], 0, "CAN_COLLIDE"]; _bldObj setDir -33.287552; _bldObj setPos [13061.675, 3654.853, 0.13833603]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; // Grocery on land (lootable) _bldObj = objNull; if (true) then { _bldObj = createVehicle ["Land_A_GeneralStore_01", [13062.828, 3825.6414, 0.34161228], [], 0, "CAN_COLLIDE"]; _bldObj setDir -32.551853; _bldObj setPos [13062.828, 3825.6414, 0.34161228]; }; _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_m_2", [13260.079, 3378.8081, -3.0727394], [], 0, "CAN_COLLIDE"]; _bldObj setDir 56.571701; _bldObj setVehicleLock "LOCKED"; _bldObj setPos [13260.079, 3378.8081, -3.0727394]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; // Industrial Hangar on land _bldObj = objNull; if (true) then { _bldObj = createVehicle ["Land_Hangar_2", [13013.877, 3793.1804, 3.8146973e-006], [], 0, "CAN_COLLIDE"]; _bldObj setDir -33.153507; _bldObj setPos [13013.877, 3793.1804, 3.8146973e-006]; }; // Control Tower near Island (non-lootable) (blinking light at night). Zombies and loot will not spawn over water. _bldObj = objNull; if (true) then { _bldObj = createVehicle ["Land_Mil_ControlTower_EP1", [13209.424, 3478.5696, 2.103996], [], 0, "CAN_COLLIDE"]; _bldObj setDir -484.14117; _bldObj setPos [13209.424, 3478.5696, 2.103996]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.8]; }; // Cement block under Control Tower near Island _bldObj = objNull; if (true) then { _bldObj = createVehicle ["land_nav_pier_c", [13214.373, 3472.0823, -3.8479133], [], 0, "CAN_COLLIDE"]; _bldObj setDir -213.288; _bldObj setPos [13214.373, 3472.0823, -3.8479133]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, -2.5]; }; // Spinning Radar on coast _bldObj = objNull; if (true) then { _bldObj = createVehicle ["TK_GUE_WarfareBAntiAirRadar_Base_EP1", [13293.171, 3955.2397, 0.016692447], [], 0, "CAN_COLLIDE"]; _bldObj setDir -323.84015; _bldObj setPos [13293.171, 3955.2397, 0.016692447]; }; // Pallet of boards on bridge (mid way protection) _bldObj = objNull; if (true) then { _bldObj = createVehicle ["Land_Ind_BoardsPack1", [13158.683, 3537.4517, 3.5], [], 0, "CAN_COLLIDE"]; _bldObj setDir -35.139294; _bldObj setPos [13158.683, 3537.4517, 3.5]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.5]; }; // Pallet of boards on bridge (mid way protection) _bldObj = objNull; if (true) then { _bldObj = createVehicle ["Land_Ind_BoardsPack1", [13111.459, 3599.3118, 3.5], [], 0, "CAN_COLLIDE"]; _bldObj setDir -215.18845; _bldObj setPos [13111.459, 3599.3118, 3.5]; _bldObj setPosASL [getposASL _bldObj select 0, getposASL _bldObj select 1, 3.5]; }; }; called like this execVM "\z\addons\dayz_server\maps\skalb.sqf";       edit to your path and file name
  17. Like
    redcloud78 reacted to Face in Dayz Overpoch - Skins and Ai Problem   
    I will make a change for DZAI to only touch the resistance side relations if east side reaches the maximum group amount and see how that improves things. Either way, the root cause for these issues is that the overwatch people neglected to set the skin side to whatever the dayz standard is for player skins.
  18. Like
    redcloud78 reacted to The Lone Survivor in Spawn/custom load out script code   
    oh lol shows how blind i am thanks
  19. Like
    redcloud78 reacted to HellGamer115 in [Release] R3F lifting and towing. working   
    hey guys, first of all i just want to say i didn't make this if anyone thinks i did because im a noob at scripting and all.
    but after reading about 10 posts i fixed the towing and lifting so people won't get kicked. and im not 100% sure if this counts as a release because i didn't make this. please tell me if i don't have the right to post this.
    i don't know how to do it with anit-hacks like infistar only the battleye filters.
    so first download this
    (link removed) and extract it then add the R3F_ARTY_AND_LOG to  the directory of your mission.pbo and add this to the end of your init.sqf sorry guys i had to remove the link above. please download using the link below.
    download this version http://www72.zippyshare.com/v/47077164/file.html it is the same as the first download but the list of vehicles are fixed. so you can't lift helicopters with another vehicle or lift planes with helicopters or tow helicopters with a car. you can still tow a plane so you can unstuck those stuck planes :D
    //Tow and lift execVM "R3F_ARTY_AND_LOG\init.sqf"; then edit your attachto.txt in your dayz.epoch.chernarus/battleye
    so it look like this
    //new 1 "" !="VaultStorageLocked" !="LockboxStorageLocked" !="Hedgehog_DZ" !="Sandbag1_DZ" !="Fort_RazorWire" !="WoodGate_DZ" !="Land_HBarrier1_DZ" 1 "Ikarus" 1 "UH1H_DZE" 1 "Mi17_Civilian_DZ" 1 "Mi17_DZE" 1 "KamazRefuel_DZ" 1 "UralRefuel_TK_EP1_DZ" 1 "MtvrRefuel_DES_EP1_DZ" 1 "Ural_UN_EP1" 1 "Ural_TK_CIV_EP1" 1 "Ural_CDF" 1 "Kamaz" 1 "CSJ_GyroP" 1 "MH6J_DZ" 1 "AH6X_DZ" 1 "MTVR_DES_EP1" 1 "V3S_Civ" 5 "Parachute" 5 "VaultStorage" !"VaultStorageLocked" 5 "LockboxStorage" !"LockboxStorageLocked" then in your setpos.txt in the first line add all the vehicles that you are towing and lifting so its like
    !"vehiclename" !"vehiclename" and so on.
    this is what it my setpos look like
    //new 5 "" !"FunctionsManager" !"Shot" !"z_doctor" !"z_hunter" !"z_new_villager1" !"z_new_villager2" !"z_new_villager3" !"z_new_villager4" !"z_new_worker1" !"z_new_worker2" !"z_new_worker3" !"z_new_worker4" !"z_policeman" !"z_priest" !"z_soldier_heavy" !"z_soldier_pilot" !"z_soldier" !"z_suit1" !"z_suit2" !"z_teacher" !"z_villager1" !"z_villager2" !"z_villager3" !"z_worker1" !"z_worker2" !"z_worker3" !"zZombie_Base" !"AN2_DZ" !"ATV_CZ_EP1" !"ATV_US_EP1" !"ArmoredSUV_PMC_DZ" !"C130J_US_EP1" !"CH_47F_EP1_DZ" !"CSJ_GyroC" !"CSJ_GyroCover" !"CSJ_GyroP" !"Fishing_Boat" !"GAZ_Vodnik" !"GAZ_Vodnik_MedEvac" !"GLT_M300_LT" !"GLT_M300_ST" !"GNT_C185" !"GNT_C185C" !"GNT_C185R" !"GNT_C185U" !"HMMWV_Ambulance" !"HMMWV_Ambulance_CZ_DES_EP1" !"HMMWV_DES_EP1" !"HMMWV_DZ" !"HMMWV_M1035_DES_EP1" !"HMMWV_M1151_M2_CZ_DES_EP1" !"HMMWV_M998A2_SOV_DES_EP1" !"Ikarus" !"Ikarus_TK_CIV_EP1" !"JetSkiYanahui_Case_Blue" !"JetSkiYanahui_Case_Green" !"JetSkiYanahui_Case_Red" !"JetSkiYanahui_Case_Yellow" !"KamazRefuel_DZ" !"Lada1" !"Lada1_TK_CIV_EP1" !"Lada2" !"Lada2_TK_CIV_EP1" !"LadaLM" !"LandRover_CZ_EP1" !"LandRover_MG_TK_EP1" !"LandRover_Special_CZ_EP1" !"LandRover_TK_CIV_EP1" !"MH6J_DZ" !"MMT_Civ" !"MTVR_DES_EP1" !"MV22_DZ" !"Mi17_Civilian_DZ" !"Mi17_DZ" !"MtvrRefuel_DES_EP1_DZ" !"Offroad_DSHKM_Gue" !"Old_bike_TK_INS_EP1" !"Old_moto_TK_Civ_EP1" !"PBX" !"Pickup_PK_GUE" !"Pickup_PK_INS" !"Pickup_PK_TK_GUE_EP1" !"RHIB" !"S1203_TK_CIV_EP1" !"S1203_ambulance_EP1" !"SUV_Blue" !"SUV_Camo" !"SUV_Charcoal" !"SUV_Green" !"SUV_Orange" !"SUV_Pink" !"SUV_Red" !"SUV_Silver" !"SUV_TK_CIV_EP1" !"SUV_White" !"SUV_Yellow" !"Skoda" !"SkodaBlue" !"SkodaGreen" !"SkodaRed" !"Smallboat_1" !"Smallboat_2" !"TT650_Civ" !"TT650_TK_CIV_EP1" !"UAZ_CDF" !"UAZ_INS" !"UAZ_MG_TK_EP1" !"UAZ_Unarmed_TK_CIV_EP1" !"UAZ_Unarmed_TK_EP1" !"UAZ_Unarmed_UN_EP1" !"UH1H_DZ" !"UH1Y_DZ" !"UH60M_EP1_DZ" !"UralRefuel_TK_EP1_DZ" !"Ural_CDF" !"Ural_TK_CIV_EP1" !"Ural_UN_EP1" !"V3S_Open_TK_CIV_EP1" !"V3S_Open_TK_EP1" !"V3S_Refuel_TK_GUE_EP1_DZ" !"VIL_Star_S2000" !"VIL_Star_S2000o" !"VIL_alfa_civil" !"VIL_alfa_civil1" !"VIL_alfa_civil2" !"VIL_asistvan_DZE" !"VIL_berlingo" !"VIL_bmw7_civil" !"VIL_bmw7_civil1" !"VIL_bmw7_civil2" !"VIL_bmw7_civilvip" !"VIL_citrone_civil" !"VIL_citrone_civil1" !"VIL_citrone_civil2" !"VIL_citrone_civil3" !"VIL_ducato_bus" !"VIL_ducato_cargo" !"VIL_ducato_cargo2" !"VIL_fobia_civil" !"VIL_fobia_civil1" !"VIL_fobia_civil2" !"VIL_fobia_civil3" !"VIL_fobia_civil4" !"VIL_fobia_civil5" !"VIL_hilux1_civi2" !"VIL_hilux1_civi3" !"VIL_hilux1_civil" !"VIL_hilux1_police" !"VIL_karoca_civil" !"VIL_karoca_civil_red" !"VIL_kia_ceed" !"VIL_kia_ceed2" !"VIL_kia_ceed3" !"VIL_kia_ceed4" !"VIL_kia_ceeddwa" !"VIL_kia_ceeddwa2" !"VIL_kia_ceeddwa3" !"VIL_kia_ceeddwa4" !"VIL_kia_ceeddwa6" !"VIL_lublin_freez" !"VIL_mondeo_civil" !"VIL_mondeo_civil3" !"VIL_mondeo_civil4" !"VIL_mondeo_civil5" !"VIL_octavia_civil" !"VIL_octavia_civil2" !"VIL_octavia_civil3" !"VIL_octavia_civil4" !"VIL_panda_civil" !"VIL_panda_civil1" !"VIL_passat_civil" !"VIL_passat_civil1" !"VIL_passat_civil2" !"VIL_passat_civil3" !"VIL_passat_civil4" !"VIL_passat_civil5" !"VIL_smart_civil" !"VIL_smart_civil1" !"VIL_smart_civil2" !"VIL_smart_civil4" !"VIL_smart_civil5" !"VIL_sprinter_cargo" !"VIL_transit_truck" !"VIL_vivaro_amb" !"VIL_vivaro_civ" !"VIL_volvofl" !"VIL_vwt4_banksec" !"VIL_vwt4_civ" !"VWGolf" !"VolhaLimo_TK_CIV_EP1" !"Volha_2_TK_CIV_EP1" !"Zodiac" !"car_hatchback" !"car_sedan" !"datsun1_civil_1_open" !"datsun1_civil_2_covered" !"datsun1_civil_3_open" !"hilux1_civil_2_covered" !"hilux1_civil_3_open_EP1" !"policecar" !"tractor" !"ATV_Base_EP1" !"HMMWV_Base" !"Ikarus_TK_CIV_EP1" !"Lada_base" !"LandRover_Base" !"Offroad_DSHKM_base" !"Pickup_PK_base" !"S1203_TK_CIV_EP1" !"SUV_Base_EP1" !"SkodaBase" 1 "" if you want to edit what you want to do and lift
    go to your mission file then R3F_ARTY_AND_LOG\R3F_LOG\addons_config\arma2_CO_object.sqf
    and in there, there are 4 list of vehicle names and if you read the comments that are like // and /* you will know what to add in there.
     
    DISABLE TOWING FOR LOCKED VEHICLES : 
    i hope MrTesla doesnt mind if i link it.
     
    you will probably want to configure your lift and towing list of vehicles.
    and please tell me if i did something wrong, and sorry about my English. its not my mother language.
  20. Like
    redcloud78 reacted to FoamysWorld in FMission   
    First off I want to say this project is a result of my own personal preferences on what I wanted in a mission system. I am not trying to re-invent the wheel, steal anyone's thunder or create confusion by bringing forth a new mission system. I made this for me, and since I took the time to make it I might as well share it.
     
    What is FMission?
    FMission is the result of my need for complete control over mission creation. I wanted the ability to create challenging missions that had cool mechanics to them and the existing systems out there felt confined. It would have taken more work than I wanted to put into them to get them to do what I wanted so... enter FMission.
     
    FMission is a Mission system that runs off the built in Epoch Events Scheduler. It's a modular design that is easy to use and customize which means it allows users to design robust missions much easier. Advanced developers will enjoy the flexibility of the tool scripts that make up FMission and novice users will love the ease of their use. 
     
    Development of future tools are independent of the system thus can be added at anytime without the need to re-do anything previously created, unless you want to add the new tool (script mechanic) to an older script, but in most cases that will be as easy as adding a single line of code due to the modular design.
     
    The design of FMission allows for developers to create their own folders of missions which the user can simply drop into their main FMission folder and update one file to include that developers missions in the mission rotation. Users can ultimately pick and choose their favorite mission scripts from their favorite developers and create "playlists" so to speak. 
     
    I will be updating my GitHub with all the needed files and documentation over the next few days. Since it's in the infant stages I only have one older test mission so far, but that will change after I finish putting it on GitHub. Then I can concentrate on doing missions.
     
    I invite other developers to create missions as well. If we got all of the missions makers creating missions we could have a pretty sweet library of missions to choose from. 
     
    Current things you can do with the mission system:
    1. Create individual custom units that:
                   Have custom load outs (Bandit, Medic and Sniper) New loadouts can be easily created.
                   Random Skill Selection (Noob, Skilled and Elite) More skill levels can be added easily.
                   Can patrol if wanted. (Can easily adjust # of WP's)
                   
    2. Create Vehicle (3 Vehicles to choose from currently, chosen at random) and Heli Patrols
    3. Create random Minefields around mission sites.
    4. Adjustable Timeouts that clear the current mission so the next mission can cycle if you choose
    5. Refreshing Markers (For JIP's and Death)
    6. Unlimited random mission selection
    7: Random mission spawn chance if you choose, adds randomness to "when" a mission will spawn.
    8. Loot boxes that spawn only after an objective is completed, if you choose.
    9. Loot boxes designed specifically for the Mission rather than pulling from a set of global mission load outs resulting in rewards that don't make sense for the mission.
     
    There is more to come, I have more tools in mind, but this is enough to get it rolling. It runs smooth, super flexible and missions can be made with a little AI or the whole kitchen sink. I did a test mission with patrolling AI, internal stationary AI, a base fortification, vehicle patrols, heli patrols and a minefield... let's just say it's not your father's Oldsmobile.
     
    EDIT: (3/18/2014)
    Should work on any map, just adjust the spawn radius to the correct size for your map when creating missions. 
     
    EDIT: (3/21/2014)
    FMission 1.1 has been released. 
     
    EDIT: (9/1/2014)
    FMission is compatible with Epoch AND Overpoch.
     
    EDIT: (12/7/2014)
    FMission is still working perfectly despite being written a while ago. It's design should keep it working for a very long time with no code base updates.
     
    EDIT: (4/27/2015) ********************************************************************************************************************************
    FMission is STILL working despite not being worked on for a year... With that said I must announce...
     
    I am officially stopping Development on FMission Version 1. I will be creating a new FMission system (FMission2) for Arma 3 to be used in new projects I am working on. I have posted a link to the Git containing FMission 1 files so if you would like to Fork them and work on it for yourself I have no issue with that as long as the original files are kept intact and my author credits remain in those files and ALL files derived from my work.
     
    The first NEW Arma 3 project that will Release will be "Close Quarters" a 25 vs 25 Team DeathMatch game mode with levels, XP, killstreaks, perks, stats tracking, persistent stats etc etc.
     
    Follow me on Twitter at: @FoamyTRG to keep up on Development, find out how to sign up for Beta and see teaser stuffs!
     
    Thank you for your support!
     
    **********************************************************************************************************************************************************
     
    Here is the link to FMission 1.1
    http://foamysworld.github.io/FWorldSite/
     
    Link to Video Tutorial on How to create a mission with FMission:
    https://www.youtube.com/watch?v=4DdkPgFpt-A
  21. Like
    redcloud78 reacted to DY357LX in (Request) MV22 Door Gunner   
    This is the "releases" forum. Not requests.
    Post here instead:
    http://dayzepoch.com/forum/index.php?/forum/35-scripting-help/
  22. Like
    redcloud78 reacted to WGC GeekGarage in [Release] Base Anti Kamikaze   
    waituntil {!isnull (finddisplay 46)}; diag_log "Loading Anti Kamikaze..."; _centerOfMap = [7100,7750,0]; _triggerRadiusPlot = 50; _AKplotPole = nearestObjects [_centerOfMap, ["Plastic_Pole_EP1_DZ"], 10500]; AK_fnc_GG = { if ((vehicle player) isKindOf "Man") then { _v = vehicle player; _coordsVeh = getPos _v; _newPos = [_coordsVeh, 150, 300, 10, 0, 20, 0] call BIS_fnc_findSafePos; _v setpos _newPos; titleText ["PUT YOUR TEXT HERE", "PLAIN", 3]; }; }; }; { _trg=createTrigger["EmptyDetector",getPos _x]; _trg setTriggerArea[_triggerRadiusPlot , _triggerRadiusPlot , 0,false]; _trg setTriggerActivation["WEST","PRESENT",true]; _trg setTriggerStatements["(vehicle player) in thisList", "call AK_fnc_GG", ""]; _trg setTriggerType "SWITCH"; } forEach _AKplotPole; diag_log "...Anti Kamikaze Loaded!"; just remember this will not knockout your target but you can just add knocout code to the function if you want it. also remember it will do this to every plot pole on the server
     
    (Code above is untested but should work)
  23. Like
    redcloud78 got a reaction from Friendly in (Request) MV22 Door Gunner   
    http://forums.bistudio.com/showthread.php?128251-MV22-Door-Gunner-Project possibly just merge functions with this http://opendayz.net/threads/release-mv22-ramp-door-animations.12520/
     
     
    Load cargo vehicles This addon could be adapted for use with any vehicle that has a ramp Some cool c130`s hmmm
  24. Like
    redcloud78 got a reaction from Fuz in adding extra building items   
    http://www.armaholic.com/page.php?id=6194
  25. Like
    redcloud78 reacted to NorthyPark in Instant Build with Build snapping?   
    Yes YES! Thx again :P ;)
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