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ElDubya

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  1. Like
    ElDubya got a reaction from SchwEde in [RELEASE] Recover Skin From Dead Players or AI   
    Nice one SchwEde :)
  2. Like
    ElDubya got a reaction from SchwEde in cant find Player_switchModel.sqf for Group Managment   
    Do yourself a favour and download Notepad++. That will be invaluable. 
     
    Open the AH.sqf of infiSTAR with Notepad++ and go up the top of the program. You'll see "Search". Click that then click "Find". In the "Find What" window paste 'lbsetpicture', exactly as it say's in the instructions. (With the leading ' and trailing ' and the semi-colon ; intact.) Notepad++ will highlight it for you then just press delete.
     
    Do that for :  
    'lbsetpicture', 'lbSetData', 'createMarkerLocal', 'setMarkerTextLocal', 'setMarkerTypeLocal', 'setMarkerColorLocal', After you are done editing the file, make sure you save it by clicking on the blue disc icon up the top, 3rd in from the left.
     
    If you can only find one instance of the above, then I would say it has already been done. That brings me to the next thing. You will want an UP TO DATE copy of infiSTAR. Depending on how old your copy is, it may have already had hacks written for it. These are patched almost daily/weekly by infiSTAR and then an updated version is mailed to you if you have purchased it. Being that it really is the ONLY anti-hack for ARMA2 it's worthwhile buying. Anything that keeps the script kiddies on their toes is a good thing.
     
    As for your infiSTAR filters, if your version is newer than when DZGM instructions were written, infiSTAR has already added the necessary gear to the Battleye filters, you don't need to. Just check the necessary filters yourself and see if they have been added.
  3. Like
    ElDubya reacted to NoxSicarius in [Release] Epoch Admin Tools V1.10.0   
    GREAT NEWS!
     
    I have one semester left at school and I have the liberty to take whatever I want. I have managed to persuade the new game design instructor to allow me to use this project as a semester design project. This is great news for the tool because I will not just have more time to work on the tool, I will be required to.
  4. Like
    ElDubya reacted to BetterDeadThanZed in [IN DEVELUPMENT] More WAI Mission's   
    Glad I'm good for something around here. :)
  5. Like
    ElDubya got a reaction from Caveman1 in [Release] 2.1 Plot Management - UPDATED Object Counter   
    Really?
    DZE_PlotPole = [50,100]; In your init.sqf. [50 is the radius of the build area,100 is the distance required to place another plotpole]. You can make these numbers whatever you like.
  6. Like
    ElDubya reacted to Rotzloch in Object Animations   
    I'm working on a big update for my server. After that, i will update my building system and publish here.
    I will make a new Thread about that, when it's done, because many things have changed. But it works better.
     
    Hope thats good for you :).
  7. Like
    ElDubya reacted to Donnovan in Multi Mission DZMS - n Major and m Minor Missions   
    ElDubya,
     
    In DZMSInit.sqf, search for this line:

    if (_x distance _coords < 700) then { You will find it two times, one time for the Major missions and another for the Minor missions.
     
    The distance to spawn bots in this case is 700 meters, you can change 700 to wathever you want.
  8. Like
    ElDubya reacted to SchwEde in [Release] Call your Car v0.1 (for use w/, w/o Masterkey Script)   
    by simply suing the original:

  9. Like
    ElDubya reacted to Rotzloch in Object Animations   
    Thanks, 
    but it's a little bit late :).
     
    Found it by my own :).
     
    Good night.
  10. Like
    ElDubya got a reaction from CTru89 in Starting a new server and need some advice   
    DZE_SelfTransfuse = true; DZE_selfTransfuse_Values = [12000, 15, 300]; Put that in your mission init.sqf and that's self bloodbag taken out of the equation.
     
    I will say, and I don't mean this to sound nasty, but you REALLY need to read every single thing on this forum. If you don't know how to add self blood, you are in trouble with the rest of it for sure. Start by looking through here : 
     

     
    That is a pretty comprehensive list of the most popular mods in servers today. As long as you know your way around your server structure (server pbo's, how to unpack/repack them, where your mission folder is and it's structure, etc) then following directions in the various script threads and straight copy/pasting stuff shouldn't be an issue. Sometimes you will come up against a script that will require you to merge 2 of the same files together and that's where you can come unstuck. If that happens, post a thread detailing what you are trying to accomplish and someone will more than likely help you out, or at least steer you in the right direction.
     
    But as I said, start reading this place front to back and for your own sake, set a server up on a home PC as well. That way you can use that as a test bed to make sure things work before pushing them live and stuffing it all up completely.   
  11. Like
    ElDubya reacted to Triage in Starting a new server and need some advice   
    As far as installing mods, install mods only on your server that you want. Want most servers do today in A2 Epoch is overkill there servers with scripts. To an extent to where the game isn't even fun and there is no challenge to it. So be sure to put some difficulty into your server. Don't make it so easy for players to secure loot, and don't flood the map with military buildings. Don't follow the road that everyone goes down with Dayz servers. Create things on your server that other servers don't have and try to remember not to pull away from the real concept of DayZ. Survival.
  12. Like
    ElDubya got a reaction from CharlesDarwin in [Release] Casca Vehicles Convoy for any Map   
    Put the first script in a folder in your dayz_server.pbo, perhaps in a new folder called custom and name it convoy.sqf. Then in the file dayz_server/init/server_functions.sqf, add :
    [] ExecVM "\z\addons\dayz_server\custom\convoy.sqf"; to the bottom. (Above any AI files you might have there. WAI/DZMS etc)
     
    Then put the second script in your mission file (dayz_epoch_11.Chernarus or whatever you are using), again perhaps in a folder called custom, name it clientconvoy.sqf and put this in the if (!isDedicated) then { section, before the last };
    //Donnovans Convoy Script execVM "custom\clientconvoy.sqf", 
  13. Like
    ElDubya got a reaction from KiloSwiss in Hiring scripters modlers and programmers Making new A3 mod   
    Also, this other thread of yours is interesting too: Fixed it for you :)
  14. Like
    ElDubya reacted to SchwEde in Help with spawn in issue   
    Then he is probably not using ESS, but this is all just specualtion until the OP give us some more information ^^
  15. Like
    ElDubya got a reaction from SchwEde in New Trader City script issues   
    Use the GOC pack man, it's awesome eye candy, and everything works :)
     

  16. Like
    ElDubya reacted to SchwEde in [RELEASE] VASP - Vehicle and Skin preview on Traders v1.2 (Updated 06/18/2014)   
    Not until everybody has everything that he wants to have ;D
  17. Like
    ElDubya got a reaction from SchwEde in [Release] Casca Vehicles Convoy for any Map   
    I always call the serverside custom stuff before any AI files, just to give the server a chance to load buildings, etc before it loads any AI. I don't know if it REALLY matters, it's just the way I like to do things :)  
  18. Like
    ElDubya reacted to SchwEde in [RELEASE] VASP - Vehicle and Skin preview on Traders v1.2 (Updated 06/18/2014)   
    Install it and you tell us ;D
    If its not working, we will ;)
  19. Like
    ElDubya got a reaction from SchwEde in Help with spawn in issue   
    Try posting your ENTIRE server and client rpt's, not just little snippets. Upload them to pastebin or something then post the links here.
  20. Like
    ElDubya reacted to steamROLLER in [Tutorial] How to change (Blood,Hunger,Thirst,Temp) GUI   
    Yes, I'll be working on it in near future.
  21. Like
    ElDubya reacted to SchwEde in [Workaround] Schwedes Map Marker (Client to Server)   
    ================== Schwedes Map Marker UPDATE: 2015_04_01======================
     
    UPDATE NOTES:
     
    Now with multiple marker support and easier to call
     
    Prologue
     
    This Script was born through some support and should help people with infistar and scripts which create Map Markers on Clients. Also it can be used by scripter to get simple markers without adding each on individually.
    I will not give much support for this, simply because i do not have much time to give support and this is for scripter/admins which know what they are doing.
    The Installation wont be a step by step instruction on how to get everything prepared, you need to know where some files are and some scripting skills!
     
     
     
    What it does?
     
    This Script simply lets create the server a marker on the map through a clientsided script. This should be used by anyone who is using antihack (infistar) and a script which should create a marker clientsided (like carepackages)
     
    What you need:
     
    public_EH.sqf
    compiles.sqf
    server_functions.sqf
    your Script where the marker should be created
     
     
    Instructions:
     
    Step 1:
     
    compiles.sqf
     
    Place this in the !isDedicated Section
    Schwedes_CreateMarker = compile preprocessFileLineNumbers "dayz_code\compile\schwedes_createmarker.sqf"; //Schwedes create Marker Safe and Done
     
    Step 2:
     
    public_EH.sqf
     
    Add this:
    //Schwedes Marker "PVDZE_SchwedesMarker" addPublicVariableEventHandler {(_this select 1) spawn Schwedes_ServerMarker}; "PVDZE_SchwedesMarkerRemove" addPublicVariableEventHandler {(_this select 1) spawn Schwedes_ServerMarkerRemove}; in the isServer section [A Section is allways something between {...input...};]
     
    Safe it and place it somewhere in your mission
     
     
    Step 3
     
    init.sqf
     
    redirect the public_EH.sqf to your custom one
     
    Safe and Done
     
    Step 4
     
    server_functions.sqf
     
    Place this somewhere near the bottom:
     
    http://pastebin.com/2Rx03bNw
     
    Safe it and place it in your dayz_server.pbo
     
    Step 5
     
    create a new sqf and name it schwedes_createmarker
     
    put this know at the point you want to create the marker
    /*////////////////////////// Schwedes Marker   How to call:   [_unit,_markername,_text,_type,_brush,_sizeX,_sizeY,_color] spawn Schwedes_CreateMarker;   Example 2 for a Shape [player,"MyMarkerName","DisplayTextonMap","RECTANGLE","Grid",50,100,"ColorGreen"] spawn Schwedes_CreateMarker;   Example 1 for a cfgMarker (width and hight does not matter on cfgMarkers so just set to 0) [_box,"MyOtherMarkerName","Location Box","Flag","Solid",0,0,ColorOrange] spawn Schwedes_CreateMarker   /-----------------------/   How to Remove:   Put this in your Code where you called it from PVDZE_SchedesMarkerRemove = [_uniqueName,_markertext]; publicVariableServer "PVDZE_SchwedesMarkerRemove";   */////////////////////////// private ["_unit","_markername","_getPos","_text","_type","_brush","_sizeX","_sizeY","_color","_uniqueName","_markertext"];   //Getting the Variables _unit = _this select 0;  _markername =   _this select 1; _text =         _this select 2; _type =         _this select 3; //Possible Values: "ICON", "RECTANGLE", "ELLIPSE" << or >> [url=https://community.bistudio.com/wiki/cfgMarkers]https://community.bistudio.com/wiki/cfgMarkers[/url]   //Only change this Values if using: "ICON", "RECTANGLE", "ELLIPSE" as a type _brush = _this select 4; _sizeX =        _this select 5; //Needs to be a Number _sizeY =        _this select 6; //Needs to be a Nubmer _color =        _this select 7; //Possible Values: "Default", "ColorBlack", "ColorGrey", "ColorRed", "ColorGreen", "ColorBlue", "ColorYellow", "ColorOrange", "ColorWhite", "ColorPink", "ColorBrown", "ColorKhaki", "ColorWEST", "ColorEAST", "ColorGUER", "ColorCIV", "ColorUNKNOWN", "Color1_FD_F" (Light red), "Color2_FD_F" (Light khaki), "Color3_FD_F" (Light orange), "Color4_FD_F" (Light blue)   //Making them Unique if (isPlayer _unit) then { _playerUID = getPlayerUID _unit; _uniqueName = _markername + _playerUID; } else {  _ObjectID = _unit getvariable ['CharacterID','0']; //May change for CharacterID for another Variable you have set to the Object e.g. Mission, Sarge, etc. _uniqueName = _markername + _ObjectID; };   //get Position of _unit if !(typeName _unit == "ARRAY") then { _getPos =       getPos _unit; } else { _getPos = _unit; };    //Unique Name for Markers type "ICON", "RECTANGLE", "ELLIPSE" _markertext = _uniqueName + "_shapeText";   PVDZE_SchwedesMarker = [_uniqueName,_getPos,_text,_type,_brush,_sizeX,_sizeY,_color,_markertext]; publicVariableServer "PVDZE_SchwedesMarker";   /*  you also could set a Condition with a global variable or something to delete the marker   waitUntil { GloabalVariable_Condition };   PVDZE_SchedesMarkerRemove = [_uniqueName,_markertext]; publicVariableServer "PVDZE_SchedesMarkerRemove";   */    STEP 6
    Security Changes:
    You may want to rename the PVDZE_Schwede variables to something unique, so hackers cant exploit this to create marker all over the map  :)
     
    Battleye Filters: 
    You will need to edit your publicVariable.txt to prevent kicks from using this Script!
     
     Simply add 
    !="PVDZE_SchwedesMarker", !="PVDZE_SchwedesMarkerRemove" to the Filter
    5 "PVDZE_"  If you still get kicked, try it yourself with this very good tut from ebay: BE-Filders
     
    HOW TO USE:
     
    You can find examples in schwedes_createmarker,sqf at the Top in the Comment Section
     
     
    and this at the point where it should delete the marker:

    PVDZE_SchwedesMarkerRemove = [_markername]; publicVariableServer "PVDZE_SchwedesMarkerRemove"; or use a condition in schwedes_createmarker example in in there.
     
    Done.
     
    Tested and worked :)
     
     
    Credits:
     
    DangerRuss
    infiSTAR
    UKMartin
  22. Like
    ElDubya got a reaction from DangerRuss in [Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)   
    Can you make a post in the paint vehicles thread saying what your issue was and what you did to fix it? It might help other people that are experiencing the same issue. Cheers.
  23. Like
    ElDubya got a reaction from steamROLLER in [Tutorial] How to change (Blood,Hunger,Thirst,Temp) GUI   
    Whatever you changed fixed my issue, thanks steamROLLER :) 
  24. Like
    ElDubya got a reaction from Donnovan in [Release] Casca Vehicles Convoy for any Map   
    I always call the serverside custom stuff before any AI files, just to give the server a chance to load buildings, etc before it loads any AI. I don't know if it REALLY matters, it's just the way I like to do things :)  
  25. Like
    ElDubya reacted to shootingblanks in [In Dev] Public Source - Custom Launcher for your Servers   
    this person dropped off the site in October so apparently never finished it.   I DO have a finished launcher which will automatically start arma2 and join the server ... but the servers IP is hard coded into the program.   Soon .. someday soon .. I will work on allowing multiple servers enabled by a config file so its configurable by the server owner before distributing the package.
     

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