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ElDubya

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  1. Like
    ElDubya reacted to Tech_Support in More building options help   
    - Larger garage doors to allow all vehicles through. ---- This Feature Is
     
    it is 2x Garage Doors joined together to make a big Garage Entry, watch the vid on the Build Vectors page
  2. Like
    ElDubya reacted to AllenFromStacysmom in Infistar Debug moniter   
    240 doesn't work
    I think its number in seconds
    because in AH.sqf 
    the hour is / by 60 /60
    if(serverTime > 36000)then{_stime = time;}else{_stime = serverTime;}; _hours = (_stime/60/60); i set it to 14400 which is 4 hours in seconds, and it worked ! 
    thanks  :D
  3. Like
    ElDubya reacted to Sandbird in [Fix] Traders spawning vehicles on top of each other   
    No havent tackled this bug yet. The only way i can think requires custom sqls, like grabbing the vehicles around 4m when you get out of a vehicle and update their db coords from your client side data. Still have to think of a way doing it without extra dlls and querries
  4. Like
    ElDubya reacted to Sandbird in [Release] Manual execution of Epoch Events   
    Yeah ony with global variables you can do this. Have to also set the variables to nil after you delete the objects.
    For the jpg sign you have to put the file in the same subfolder both in client and server files
    ex: dayz_server/custom/sign.jpg
    Missionfile/custom/sign.jpg

    So both instances recognize the path accordingly
  5. Like
    ElDubya got a reaction from Sandbird in [Fix] Traders spawning vehicles on top of each other   
    Any news on this Sandbird? That is a major headache :(
  6. Like
    ElDubya reacted to seelenapparat in [Release] Manual execution of Epoch Events   
    you can use a global variable with true and false.
    true when you activate the script. false when deactivated via another script.
    In my case: racetrackstart.sqf and racetrackdone.sqf. called via the manuel epoch events.
    I build this all from your racetrack mission. thx for that :)
    my racetrackstart.sqf
     
    Race = true; call admin_race_track; diag_log("Race Track Event enabled!"); in racetrack.sqf I build all the items from an array.
     
    private ["_racetrack","_obj"]; _racetrack = [  ["Bleacher_EP1"],[14575.73,13754.462,5.2452087e-006],[-70.531067],                 ["Bleacher_EP1"],[14577.364,13759.157,8.5353851],[-71.189697],                 ["Bleacher_EP1"],[14578.976,13763.691,-4.8160553],[-69.875786]                 ...,                 ...                    ]; {  _obj = createVehicle [_racetrack select 0, _racetrack select 1], [], 0, "CAN_COLLIDE"];  _obj setDir _racetrack select 2;  _obj setPos _racetrack select 1; } forEach _racetrack; diag_log("Building Race Track!");     waitUntil {         !(Race)     };         if !(Race) then {             deleteVehicle _obj;             diag_log("Deleting Race Track!");             } forEach _racetrack;[code]              in racetrackdone.sqf:
    Race = false;     diag_log("Race Track Event disabled!"); Im pretty sure, this can be done easier, as Im a noob in learning arma language.
  7. Like
    ElDubya reacted to Zupa in [Tutorial] Custom Debug / Stats   
    Insulting. And you def didn start that ?

    What do i get for the work i did ? Right nothing. You will take it and prob tell your server. Hey i made some new scripts. Enjoy.

    Then you come here and insult my work. I wouldnt even had to release it.

    Now dont think i cant handl crtisism. I love making the script better based on experience and bugs reported by FRIENDLY people. Which gives me joy yo help those poeple for FREE. Now why wwould i help someone that just insults me.

    Im a working man with a social life. When i get home. Most of my sparz time goes into coding dayz servers and helping the eppch comunity.
  8. Like
    ElDubya reacted to Gr8 in Napf Racetrack   
    Amazing work !
     
    Thanks for sharing :)
  9. Like
    ElDubya got a reaction from Gil-Galed in Napf Racetrack   
    This is my first ever share!! Woohoo.
     
    Ahem .... 
     
    I made a racetrack for Napf. Some pics are below :
     

    Overview of where it is exactly. Yeah, it's a long track :)
     

     
    The start line.
     

     
    Some scenery.
     
    Basically has those red hoops all the way around the track. Finish line is denoted by three red down arrows. If you want to use it, you are welcome to. If not, that's okay too :)
     
    I use Sandbirds script :  
    to call this type of stuff.
     
    Here is the code :
     



  10. Like
    ElDubya got a reaction from unrealPANDA in Napf Racetrack   
    This is my first ever share!! Woohoo.
     
    Ahem .... 
     
    I made a racetrack for Napf. Some pics are below :
     

    Overview of where it is exactly. Yeah, it's a long track :)
     

     
    The start line.
     

     
    Some scenery.
     
    Basically has those red hoops all the way around the track. Finish line is denoted by three red down arrows. If you want to use it, you are welcome to. If not, that's okay too :)
     
    I use Sandbirds script :  
    to call this type of stuff.
     
    Here is the code :
     



  11. Like
    ElDubya reacted to Richie in Napf Racetrack   
    Congrats on the first of many releases :)
  12. Like
    ElDubya got a reaction from Gr8 in Napf Racetrack   
    This is my first ever share!! Woohoo.
     
    Ahem .... 
     
    I made a racetrack for Napf. Some pics are below :
     

    Overview of where it is exactly. Yeah, it's a long track :)
     

     
    The start line.
     

     
    Some scenery.
     
    Basically has those red hoops all the way around the track. Finish line is denoted by three red down arrows. If you want to use it, you are welcome to. If not, that's okay too :)
     
    I use Sandbirds script :  
    to call this type of stuff.
     
    Here is the code :
     



  13. Like
    ElDubya got a reaction from Richie in Napf Racetrack   
    This is my first ever share!! Woohoo.
     
    Ahem .... 
     
    I made a racetrack for Napf. Some pics are below :
     

    Overview of where it is exactly. Yeah, it's a long track :)
     

     
    The start line.
     

     
    Some scenery.
     
    Basically has those red hoops all the way around the track. Finish line is denoted by three red down arrows. If you want to use it, you are welcome to. If not, that's okay too :)
     
    I use Sandbirds script :  
    to call this type of stuff.
     
    Here is the code :
     



  14. Like
    ElDubya reacted to FuzzyMonkey in [Release] 2.1 Plot Management - UPDATED Object Counter   
    :D  I don't like errors, even if they don't stop anything from working 
  15. Like
    ElDubya reacted to Draay in sign_circle_ep1   
    Yes it should be fairly easy. Place a barrel under it. Click drag to select both. Make sure you only select them both. Now when you move/rotate the barrel, it will rotate the circle too. After you have the rotation correct, save and load again. When you rotate it moves it somewhere else. After you rotate, move it, save and load to double check the position.
  16. Like
    ElDubya reacted to Gr8 in Need help bugtesting 1.0.5.2's new UI.   
    I am just saying that you are putting up an excuse to get new players on your server. Kind of like advertising, you can easily test it with the players that you have playing your server already. Since looks like you already have it on live.
  17. Like
    ElDubya got a reaction from Sandbird in [Release] Manual execution of Epoch Events   
    Got it sorted finally Sandbird, cheers.
  18. Like
    ElDubya reacted to Earl Bigtruck in [Release] Wicked AI 2.2.0   
    any idea on a general release date for 2.2.0?
  19. Like
    ElDubya got a reaction from Gil-Galed in DZMS extra missions   
    Well, instead of bragging about how many missions YOU have running, how about you help the OP out by telling him HOW you did it.
  20. Like
    ElDubya reacted to Gr8 in Desync and players buildables going missing.   
    Use this basic.cfg
    MinBandwidth=1097152; MaxBandwidth=1073741824; MinErrorToSendNear=0.029999999; MaxCustomFileSize=0; adapter=-1; Resolution_Bpp=32; 3D_Performance=1; serverLongitude=2; serverLatitude=49; serverLongitudeAuto=2; serverLatitudeAuto=49; Windowed=0; MinErrorToSend=0.0019999994; MaxSizeNonguaranteed=64;  
  21. Like
    ElDubya reacted to RimBlock in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    A Plot for Life is not really very complicated but it does small touches to lots of files so there are lots of chances to miss a ; or } or something else 2 hen merging.

    If it gets I to the core Epoch build then all of that will go away for people.
  22. Like
    ElDubya got a reaction from Uro in Krixes BB not working, causing problems   
    Wow, way to necro a thread dude ..... 
  23. Like
    ElDubya reacted to TNT in WAI - How to get vehicles locked and Key on AI body?   
    just be aware that there are a few bugs with the script , once in a while you will not find the key , if you use vehicle saving after restart you might have cars staying even after there sold they will be right where the mission was at before on next restart , i had to disable vehicle saving on restart and vehicles spawning locked with keys  oh and sometimes missions do not clear even if you put the Ai clear to the lowest percent possible and i have also had the ai keep rockets upon death even with it disabled , that being said the mission ssytem is still fucken awesome , beta branch is buggy , but i'm still using it on my server cuz of all the cool stuff it does do
  24. Like
    ElDubya reacted to RimBlock in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    I will not be supplying a step by step guide to all the changes in the 42 files.
     
    I will be putting this up for inclusion in the core Epoch files (again) so they should be included with Epoch 1.0.5.2 (1.0.6) when it finally arrives.  Some people are actively working on testing the latest RC so there is still hope.
  25. Like
    ElDubya reacted to DangerRuss in So a small question.   
    Welllll I mean I do run things server side so Im not trying to argue against it, but I want to clear some things up.
    1. This just isn't entirely true. I've had ai attack and shoot through walls of server side addons.
    2. Definitely although by doing so it is less for the server load.
    3. It doesn't actually stop them, it just makes it harder. People who know what they're doing can get your Server PBO's relatively easy.
    4. True, unless you messed up somewhere.
     
    All and all I like having a smaller mission file for players it's just nicer when they can load in faster so I call them via server_functions.
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