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ElDubya reacted to axeman in Player action triggering WAI mission
Take a look at event handlers https://community.bistudio.com/wiki/ArmA_2:_Event_Handlers
While you are there have a search for createTrigger.
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ElDubya reacted to SchwEde in Origins/Overpochins
found something interesting:https://github.com/MajorPainage/Origins1.7.1
maybe someone who has the time and skill can grab some scripts from there and make them public for other epoch admins :)
seems like there is almost everything in there from origins, just needs to be pulled out ;)
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ElDubya reacted to Stollenwerk in Moving an icon
I'm so....
I don't have to wonder that nothing happened, adjusting the variables in ZSChud.hpp when using my RcsTitles.hpp instead where I have the hud defined, LOL
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ElDubya reacted to Richie in [HELP] Lost ZSC money from safe/lockbox
Alexis, you owe me a new mouse wheel :p spoiler tags are there for a reason
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ElDubya got a reaction from SchwEde in [HELP] Lost ZSC money from safe/lockbox
You have a problem with your installation of SC3.0. Especially if you wiped the server and started fresh. You haven't followed the instructions properly. Are there any RPT errors, either server or client side?
EDIT : SchwEde ninja'ed me :)
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ElDubya got a reaction from SchwEde in Moving an icon
Sorry for not relying sooner Stollenwerk, I have been having massive dramas with being able to reply to any threads on here for some reason?
Anyway, all I did was change the x and y position in ZSCHud.hpp :
class ZSC_Money_Display { idd = -1; fadeout=0; fadein=0; duration = 20; name= "ZSC_Money_Display"; onLoad = "uiNamespace setVariable ['ZSC_Money_Display', _this select 0]"; class controlsBackground { class ZSC_Status { idc = 4900; type = 13; size = 0.040; x = safezoneX + (safezoneW -0.35); y = safezoneY + 0.40 * safezoneW; w = 0.35; h = 0.20; colorText[] = {1,1,1,1}; lineSpacing = 3; colorBackground[] = {0,0,0,0}; text = ""; style = 0x02; shadow = 2; font = "Zeppelin32"; sizeEx = 0.023; class Attributes { align = "right"; }; }; }; }; Specifically these two lines :
x = safezoneX + (safezoneW -0.35); y = safezoneY + 0.40 * safezoneW; Change the -0.35 for X
Change the 0.40 for Y
I just played around with those two values until I got the coin icon where I wanted it.
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ElDubya got a reaction from Insanityplea88 in Question about making a test server
Agreed, Nox's video is the most concise and easy to follow guide on setting up a server for the first timer. I have a PC at home (apart from the one I play on) that has 2 SSD's in it, one for each server instance I test for. I make changes to that, then if after testing it all works flawlessly, I upload the changes to my live servers. Makes life a LOT easier ....
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ElDubya got a reaction from SchwEde in help needed Enhanced Spawn Selection
Once again, you have pasted things into that file twice :)
If you are running Epoch, you need to find this block in your server_PlayerSetup.sqf :
if (_randomSpot) then { private["_counter","_position","_isNear","_isZero","_mkr"]; if (!isDedicated) then { endLoadingScreen; }; //Spawn modify via mission init.sqf if(isnil "spawnArea") then { spawnArea = 1500; }; if(isnil "spawnShoremode") then { spawnShoremode = 1; }; // _spawnMC = actualSpawnMarkerCount; //spawn into random _findSpot = true; _mkr = ""; while {_findSpot} do { _counter = 0; while {_counter < 20 && _findSpot} do { // switched to floor _mkr = "spawn" + str(floor(random _spawnMC)); _position = ([(getMarkerPos _mkr),0,spawnArea,10,0,2000,spawnShoremode] call BIS_fnc_findSafePos); _isNear = count (_position nearEntities ["Man",100]) == 0; _isZero = ((_position select 0) == 0) && ((_position select 1) == 0); //Island Check //TeeChange _pos = _position; _isIsland = false; //Can be set to true during the Check for [{_w=0},{_w<=150},{_w=_w+2}] do { _pos = [(_pos select 0),((_pos select 1) + _w),(_pos select 2)]; if(surfaceisWater _pos) exitWith { _isIsland = true; }; }; if ((_isNear && !_isZero) || _isIsland) then {_findSpot = false}; _counter = _counter + 1; }; }; _isZero = ((_position select 0) == 0) && ((_position select 1) == 0); _position = [_position select 0,_position select 1,0]; if (!_isZero) then { //_playerObj setPosATL _position; _worldspace = [0,_position]; }; }; and replace it ALL with this :
if (_randomSpot) then { if (!isDedicated) then {endLoadingScreen;}; _debug = getMarkerpos "respawn_west"; _worldspace = [0,[_debug select 0,_debug select 1,0.3]]; }; -
ElDubya reacted to SchwEde in Schwede's improved Flashlighst
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Schwede's improved Flashlighst <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
What it does?
It simply add a bit more light to your surrounding so flashlights are more effective then they are by default.
Screenshot:
How it works:
This Scripts is completly local and is not visible by other players, since the light of the flashlight should be enough attraction for them.
How to install
You need to make changes in:
init.sqf
variables.sqf
compiles.sqf
dayz_spaceInterrupt.sqf
first we make our new file called: flashlight.sqf
and paste this in there and place it somewhere you like:
/** Schwedes Flashlight improvement **/ Private ["_num","_light","_type"]; _type = _this select 0; switch (_type) do { case 0: { _light = "#lightpoint" createVehicleLocal (getPosATL player); _light setLightBrightness 0.01; systemChat format['currentWeapon player: %1',(currentWeapon player)]; if ((currentWeapon player) == "MeleeFlashlightRed") then { _light setLightColor [0.5,0,0]; _light setLightAmbient [0.2,0.01,0.01]; } else { _light setLightAmbient[.9, .9, .6]; _light setLightColor[.9, .9, .6]; }; _light lightAttachObject [player, [0.1,2,0.5]]; }; case 1: { player action ["GunLightOff", player]; _light = nearestObject [player, "#lightpoint"]; deleteVehicle _light; Schwede_flashlicht = false; }; }; Next we create another file called and place it somewhere you like: lightcheck.sqf
and paste this in there:
/** Schwedes Flashlight improvement Light Check **/ Private ["_light"]; waitUntil {!isNull (findDisplay 46)}; //making sure player is spawned while {true} do { waitUntil {Schwede_flashlicht}; if !((currentWeapon player) in Schwede_FlashlightWeapons) then { player action ["GunLightOff", player]; _light = nearestObject [player, "#lightpoint"]; deleteVehicle _light; Schwede_flashlicht = false; }; sleep 0.1; }; Time to make this thing to work:
variables.sqf:
search for
// DayZ Epoch Client only variables and add right after:
if(isNil "Schwedes_flashlicht") then { Schwedes_flashlicht = false; }; search for
if(!isDedicated) then { and place this somewhere in this area:
Schwede_FlashlightWeapons = ["M4A3_CCO_EP1","SCAR_L_CQC_Holo","SCAR_H_CQC_CCO","MeleeFlashlight","MeleeFlashlightRed"]; //This array wants to be filled with weapons with flashlights compiles.sqf
add this
Schwedes_flashlight = compile preprocessFileLineNumbers "PathTo\flashlight.sqf"; to the if(!isDedicated) then { area
dayz_spaceInterrupt.sqf
place this somewhere in it:
//flashlight if (_dikCode in actionKeys "Headlights" && ((currentWeapon player) in Schwede_FlashlightWeapons) && ((vehicle player) == player)) then { if (Schwedes_flashlicht) then { Schwedes_flashlicht= false; _id = [1] spawn Schwedes_flashlight; } else { Schwedes_flashlicht= true; _id = [0] spawn Schwedes_flashlight; }; }; init.sqf
add this
[] execVM "PathTo\lightcheck.sqf"; to the if(!isDedicated) then { area
Save everything and load up everything.
Suggestions? Post them here
Like my work? why not spend me a beer then ;D Link in my Sig :)
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ElDubya got a reaction from Chainsaw Squirrel in DayZ Zeds , Not bad.
So I bought these for nothing?
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ElDubya reacted to SchwEde in Gutting Zombies
dayz_code\actions\gather_zparts.sqf
line 81-84:
// Reduce humanity for gutting zeds _humanity = player getVariable["humanity",0]; _humanity = _humanity - 10; player setVariable["humanity",_humanity,true]; Remove it at you should be good to go
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ElDubya reacted to Mezo in Trouble installing Zupas coin system
Looks like you just has a few mis-understanding of the code :) Good job EIDubya :)
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ElDubya got a reaction from js2k6 in [Release] Steerable Parachute (Vehicle Eject)
Hi Mikeeeyy, I installed this, thanks a lot. As I also use your precise base building and see it as a MUST HAVE script, I slipped you a small donation to buy you a few ales. Enjoy :)
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ElDubya got a reaction from Mikeeeyy in [Release] Steerable Parachute (Vehicle Eject)
Hi Mikeeeyy, I installed this, thanks a lot. As I also use your precise base building and see it as a MUST HAVE script, I slipped you a small donation to buy you a few ales. Enjoy :)
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ElDubya reacted to Mikeeeyy in [Release] Steerable Parachute (Vehicle Eject)
Steerable Parachute
What is it?
Ever felt like a sitting, or in this case flying, duck when you eject from a helicopter? This addition to your server will replace that parachute with a steerable one so you can influence your landing position.
Can I see a video?
Click here.
How do I install?
Grab yourself a copy of veh_resetEH.sqf (dayz_code\init\) and do the whole custom compiles.sqf, overwrite thing. If you already have a custom one, open it up. Look for: if (isServer) then { then look for the closing brace:
}; Replace the closing brace with: } else { 0 = _this addEventHandler ["GetOut", { _unit = _this select 2; if (_unit != player) exitWith {}; _parachute = vehicle _unit; if (!(_parachute isKindOf "ParachuteBase")) exitWith {}; deleteVehicle _parachute; [_unit] spawn BIS_fnc_halo; systemChat "<Steerable Parachute> This parachute is steerable!"; }]; }; Done! How do I thank you for the best script ever?
I kid but if you're feeling generous, click here.
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ElDubya got a reaction from Endriex in [HOW TO] Adding Intro Music!
Fixed it for you, use this : http://pastebin.com/Hy1TMbNe
class CfgSounds { sounds[] = { carLock,introSong }; class carLock { name="carLock"; sound[]={carlock.ogg,0.9,1}; titles[] = {}; }; class introSong { name="introSong"; sound[]={introSong.ogg,0.9,1}; titles[] = {}; }; }; You had that part wrong is all :)
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ElDubya got a reaction from SchwEde in Help set up my server? Will Pay!
It's a hardcore survival server man. Hardcore if you manage to face the zombie horde in a massive hardware store attached to a massive supermarket with people who manipulate your base pieces for you to line them up perfectly while you can see their every move on your GPS with map markers that you paid for with gold coin currency and gems you mined from 100 ores that populate the map.
Sorry, couldn't help it.
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ElDubya reacted to DangerRuss in [Release] 2.1 Plot Management - UPDATED Object Counter
HAHAHA thanks man I knew it was something completely dumb. This is why you don't edit scripts at 3AM
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ElDubya got a reaction from DangerRuss in [Release] 2.1 Plot Management - UPDATED Object Counter
Do you have these in your compiles?
MaintainPlot = compile preprocessFileLineNumbers "plotManagement\maintain_area.sqf"; PlotPreview = compile preprocessFileLineNumbers "plotManagement\plotToggleMarkers.sqf"; -
ElDubya reacted to SchwEde in Looking for trader protection pref with AI guards & more targeted aircraft spawns.
:D nice 1
and
This is simply not true ;P
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ElDubya got a reaction from SchwEde in Looking for trader protection pref with AI guards & more targeted aircraft spawns.
I honestly thought I had stepped into some sort of weird twilight zone until I saw the date of the OP.
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ElDubya reacted to SchwEde in [RELEASE] TradeFromVehicle - Version 2.0 is here!
just some spam:
I dont know why but this script reminds me of this:
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ElDubya got a reaction from Endriex in Taviana map. How to get it ?
Origins
Download it though DayZ Launcher