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ElDubya got a reaction from Markokil321 in Stuck at waiting to authenticate
Obviously not, if it's running right now :)
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ElDubya reacted to Rotzloch in [Release] Wicked AI 2.2.0
I have make it another way then Hux.
I have changed my "compile/find_position.sqf"
Search:
markerready = false; Add below:
if(wai_static_mission_locs) exitWith { _position = wai_mission_locations call BIS_fnc_selectRandom; _position set [2, 0]; _position }; And open "config.sqf"
Search for:
/* STATIC MISSIONS CONFIG */ Add before:
wai_static_mission_locs = true; wai_mission_locations = [ [856.919,9370.11,0.001],[3468.97,9430.79,0.001],[4721.69,1951.64,0.001], [8586.69,7174.76,0.001],[869.732,5158.03,0.001] ]; in the wai_mission_locations array you can add as many locations you want.
Greets
Rotzloch
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ElDubya reacted to Halvhjearne in [Release] 2.1 Plot Management - UPDATED Object Counter
hey zupa, great mod, but theres a few things i was concerned about ...
i installed this without plot for life and when i build a plotpole it does not come with the builders uid and name pre entered in it, so i modified player_build and added this:
if(_tmpbuilt isKindOf "Plastic_Pole_EP1_DZ") then { _tmpbuilt setVariable ["plotfriends",[[(getPlayerUID player),(name player)]],true]; PVDZE_veh_Update = [_tmpbuilt,"gear"]; publicVariableServer "PVDZE_veh_Update"; }; right below this:
if(_tmpbuilt isKindOf "Land_Fire_DZ") then { _tmpbuilt spawn player_fireMonitor; } else { PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location],_classname]; publicVariableServer "PVDZE_obj_Publish"; and this seems to work fine ...
also in the edits for fn_selfactions.sqf you have an undefined variable in _playerUID, my guess is you forgot to add this somewhere?:
_playerUID = getPlayerUID player; i added it right below this line myself so it wont have to check player uid each time it calls fn_selfactions, but only when conditions are met:
if(_hasToolbox && "ItemCrowbar" in _itemsPlayer) then { other than that, i think its really cool mod, thanks for sharing this.
edit:
oh and i forgot to mention, you could make it way easier for users by adding an sql string to run on the database and fetch all pre mod poles and add owners (names and uid's) to inventory field ("plotfriends") on all pre mod poles, just saying its possible.
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ElDubya reacted to hamthejam in [Release] Wicked AI 2.2.0
:wub: oh boy that will save me some time! thank you so much El Dub
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ElDubya got a reaction from Bricktop in [New Event] Labyrinth
I installed this event but I am having a bit of a problem with some of your instructions,specifically this part :
3. Make a sandwich (optional) I have made the sandwich but want to confirm if I should install it into my mouth.sqf. That part was never made clear in your instructions.
:)
Nice event man, have some beans.
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ElDubya got a reaction from raymix in Mod Classnames?
DOH! I got it going now man, thanks for that explanation. 6600 lines of code in my RPT just for vehicles .... Time to make a coffee and have a read :)
Thanks again Raymix
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ElDubya reacted to raymix in Mod Classnames?
The code literary outputs every vehicle's display name in game to RPT each in a new line. Should work as is and can be adjusted to other needs you mentioned - skins, weapons etc.
For PBOs I recommend unRap by kegetys or eliteness when you get to .bin files to make them readable. The problem is that you will be opening a TON of pbos. Very slow and daunting process. Code does it for you in split second, then with some notepad++ macros you can compile nice list in under 10mins.
An example if you want classnames together with display names then adjust it like this:
diag_log format ["Vehicle: [%1] Classname: [%2]",getText(_cfg select _i >> "displayName"),_i]; getting the idea?
edit: as to - what to do with the code, you can literary paste it raw at bottom of your init.sqf on test server, boot it up and it will spit out all the stuff for you as soon as you load into mission. Just remove it when done.
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ElDubya reacted to Leigham in [Release] KeyMaker
In the past I have constantly had the hassle of people contacting me of other admins, to get a replacement key for a vehicle. so I came up with the Idea of being able to create a key for a vehicle if you know what colour it is and the 4 letter/digit code to it.
And with the help of Raymix, and his expertise, Was able to make it a possibility.
We Ran it to a few setbacks, as you do, but in the end we succeeded.
This script is configurable with the KeyConfig.sqf file.
But first the installation.
Installation Instructions
https://github.com/Leigham/KeyMaker/blob/master/README.md
Link to Download
https://github.com/Leigham/KeyMaker
Future plans.
//AI that comes to you, and that AI will have the scroll wheel menu.
and the money (or item) you pay will be added to his inventory, but if you kill him.
Link to Download
https://github.com/Leigham/KeyMaker
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ElDubya reacted to falconsan in Some new models for Sauerland
Some new models wich will be integrated into Sauerland.
First, a brand new Schop, enterable:
Next a mobile phone shop, enterable
next a pharmacy, enterable, based on the model above. the reallife original stands in Bergen, Rügen:
next a parking garage, fully entarable and drivable:
more will come...
regards
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ElDubya reacted to Zupa in [FIX] Plot Management Object Counter
It's nice people finally start contributing on this. Since i'm now way past beginner lvl on this, i want to give you some advice.
There is no need of putting stuff into local variables ^^
The following would work 2 :
_count = count (nearestObjects [player, DZE_maintainClasses, DZE_PlotPole select 0]); 6 to 1 line ^^ performance x 6
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ElDubya reacted to BigEgg in [FIX] Plot Management Object Counter
I found that the default object counter with plot management counted every object within the plot radius. So trees etc were counted which got very annoying. Here is what I did to fix it (it is very simple):
Open plotObjects.sqf
Replace this code:
_range = DZE_PlotPole select 0; _count = count ((getPosATL player) nearObjects ["All",_range]); With this code:
_range = DZE_PlotPole select 0; _cptarget = player; _objectClasses = DZE_maintainClasses; _objects = nearestObjects [_cptarget, _objectClasses, _range]; _objectsnearcount = count _objects; _count = _objectsnearcount; Done :)
Credits for Plot Management and the original Object counter go toward Zupa :)
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ElDubya reacted to Richie in [Release] BigEgg's Debug Monitor
Nothing wrong with choice, BigEgg didn't have to share but he did, at least be grateful instead of negative.
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ElDubya reacted to BigEgg in [Release] BigEgg's Debug Monitor
This tutorial will guide you through how to install my custom debug monitor. With this install you will be able to press insert in game to have it come up.
Step 1:
Open your dayz_spaceInterrupt and find this line:
if (_dikCode == 210) then { Under that you will see a line that looks like this:
_nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf"; Replace that with this:
_nill = execvm "custom\playerstats.sqf"; Step 2:
Copy the code from this link: http://pastebin.com/10K7ginT
Open a blank text document using Notepad++ or an editor of your choice
Paste the code in it and save it as playerstats.sqf
Move it to your custom folder.
Make any changes you want to make :)
Pictures:
http://imgur.com/WmdPMMk
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ElDubya got a reaction from zeppo in plot pole
I am using Plot Management and also removed the option to take up plot poles. On my server, you need a plotpole down to place safes, lockboxes and tents. This stopped people from being able to put a pole down, place one of these items then lift the pole again. If Plot Management is installed correctly, dying doesn't matter. You can still build after death. :)
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ElDubya reacted to Antichrist in plot pole
Crack open your custom Variables.sqf and find DZE_isRemovable array and remove plot pole from there.
That will not allow anyone to remove the plot, not even owner.
However if you want owner to be able to remove it create new array in your Variables.sqf
removable_plot = ["Plastic_Pole_EP1_DZ"]; Then open up your custom fn_selfActions.sqf and find
if(_isModular) then { Replace this line with this
if(_isModular || _typeOfCursorTarget in removable_plot) then { By doing so it will allow ONLY the owner and people added to the plot pole (if using plot management) to remove it.
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ElDubya reacted to hamthejam in Trader that moves around after server restart.
:rolleyes: Thanks ElDubya!
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ElDubya reacted to Richie in New Vilayer server
You can't find it because Epoch don't use one, so by default it doesn't exist.
Make your own and add the required code.
Doh, well spotted ElDubya :huh:
Init.sqf is inside the mission.pbo found inside MPMissions although it might not be called MPMissions on a GSP
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ElDubya got a reaction from Richie in New Vilayer server
Epoch Mod Community → ArmA 2 DayZ Mod: Epoch → A2 Epoch Resources → A2: Scripting Help -
ElDubya reacted to Antichrist in Gem buildables vanishing
Cheers, i guess it was the clear cargo thing but silly me was wondering for like 3 hours where my tripods went all the time and turns out i was building in a hangar too close to my aircraft dealer lol
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ElDubya got a reaction from pr0dukt in [Release] Restrict building near defined areas
if like me, you have 2 different areas you don't allow building, you can just do this :
init.sqf
ServerIllegalRadius = 500; ServerIllegalRadius2 = 850; ServerNoBuildList = [ "Land_Mil_ControlTower","Land_SS_hangar","Land_Mil_Barracks_i","Land_Mil_Barracks","Land_budova4_in"]; //Military ServerNoBuildList2 = ["HeliHEmpty"];//Traders Top of player_build.sqf
"_posrad","_cntrad","_cntrad2" Find this in player_build.sqf :
if(!canbuild) then { _cancel = true; _reason = "Cannot build in a city."; }; Put this under it :
_posrad = [player] call FNC_GetPos; _cntrad = count (nearestObjects [_posrad, ServerNoBuildList, ServerIllegalRadius]); _cntrad2 = count (nearestObjects [_posrad, ServerNoBuildList2, ServerIllegalRadius2]); if (_cntrad > 0) then { _cancel = true; _reason = format["- Building is restricted %1m near military areas", ServerIllegalRadius]; }; if (_cntrad2 > 0) then { _cancel = true; _reason = format["- Building is restricted %1m near trader cities", ServerIllegalRadius2]; }; Cheers for the brilliant idea BigEgg.
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ElDubya reacted to falconsan in Some new trains for Sauerland
Hello,
i have made for my new project "dayZ Epoch Ruegen" some new models. This new models will be build into Sauerland, too.
First, older German democratic republic locos:
Waggon of german "Bundesbahn":
regards
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ElDubya got a reaction from EditedSnowHD in Epoch 1.0.6
More default maps than just Cherno, Napf and Sauerlands.
Add some different buildables to what we already have, if the Epoch team were working on some for a later release :)
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ElDubya reacted to HeroeZGaming in [Release] Advanced Trading 2.1 !UPDATED!
I stand corrected. Rebuilding my overpoch server, accidentally placed the updated files in the actual server and not the Test version I was debugging in. Just went through and made a few sales, purchased a few items, and even tried buying a vehicle. All works as it should. Nothing in Client or Server RPT. Nice work.
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ElDubya reacted to pr0dukt in Looking for pro scripter that can help with adding banking
You dont have to be a pro scripter to put banking on a server. A trained monkey can do it
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ElDubya reacted to Zupa in [Release] Advanced Trading 2.1 !UPDATED!
It's an issue. It was adding stuff without getting the info. If you click on them you can see the item classname ( probably vehicles/backpacks).
Already fixing it in new branch.
Have you changed the config.sqf ?
ANd where are we talking about? systemChat or in dialog?
+ In the new branch i'm making the messages a bit nicer. And i'm going to use the money it's image to display it a more clear.