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Posts posted by Fuchs
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Not all Vehicles can be selled ,but you have the option to save them into the Database !
I had only the a little piece of time for testing it.
Tested with 1.0.4 but newer ones should also work !
May u not changed all dzms settings to ems ,i need to test if it works with !!!!
Uralwreck,Sniper,Angry Axemans were not working like they should for now !
EMS Boxes were also not included in the Pre Release !
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Where are the bug reports ??
No one yet ?
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PRE Release maybe tonight !!!!!!!!!!!!!!!!!!!!
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An exact date for a release doesn't exist.
I'm also working on the wai missions!!
More infos soon!
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@
1.yes
2. sry i was wrong it's a no!
3.yes
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The WAI import of EMS missions is nearby done but does also need some tests before pulling out !
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Error Bug Report Format
tba
INFOS/Updates
Uralwreck,Sniper,Angry Axemans had to redoo some ai setups ,update soon!
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Editing Instructions
tba
Understanding BIS_fnc_findSafePos
http://tactical.nekromantix.com/wiki/doku.php?id=arma2:scripting:bis_fnc_findsafepos
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Install Instructions [server.pbo]
Part#1
Unpack your Server.pbo with your [e.g.] pbo manager ,open system folder and open the server monitor with notepad++
Server.pbo>system>server_monitor.sqf
Part#2
Now press CTRL+F [opens search on notepad++] for the allowConnection = true; line
allowConnection = true;
And insert the line below above it.
[] ExecVM "\z\addons\dayz_server\EMS\DZMSInit.sqf";
So it looks like
call compile preprocessFileLineNumbers "\z\addons\dayz_server\helievac\init.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_server\DZAI\init\dzai_initserver.sqf"; [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; [] ExecVM "\z\addons\dayz_server\EMS\DZMSInit.sqf"; allowConnection = true;
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EMS 0.3
Showtime
Based on the code/work from Vampire' DZMS !
http://opendayz.net/threads/beta-dzms-dayz-mission-system.18421/
THX for the permission to use it for EMS !
Why now this step ?
There was a need for it to step over the new system !
The code is better written and similar to WAI !
Only one thing has to be added to get it installed !
I know Vampire since a long time !He helped me out much in the past !
Feature List:- Option to save vehicles to the database!
- If Vehicle Saving is off, Users are warned when entering vehicles!
- Randomized Crate Loot! No more static crate loot!
- Adjustable Body Despawn Time!
- Optional: AI Ran Over have no gear!
- 2 Missions at a time
- No more "Novy Sobor Bug"!
- DZMS is completely server sided! No marker files needed in the Mission PBO!
- DZMS is rewrote with all maps in mind, not just Chernarus. Hence the Generic Rename.
- No more messy mission code! DZMS uses functions for most code.
- Simple Install! DZMS Requires a single line edit. No more server_cleanup confusion!
- No more junk code! (Anyone who has read add_unit_server will understand)
- DZMS has a simple Configuration File, no more digging through code
- More Missions soon!
- Get behind the AI code and adding DZAI [tests running]
Requirements:
- Notepad++ http://notepad-plus-plus.org/
- Notepad++ sqf addon http://www.armaholic.com/page.php?id=8680
- PBO Manager http://www.armaholic.com/page.php?id=16369
- Epoch 1.0.4+ Server http://goo.gl/5lH79Y
Difficulty
- Some knowledge of Epoch Server & Mission file locations
- How to use PBO manager to unpack and pack PBO files
- Easy : ~ 5 minutes
- Downaload @ https://github.com/TheFuchs/EMS-0.3
- Chewy, Deepsniper, Glenn and 1 other
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PUSHED OUT A POLL !
Read it and vote !
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1.0 Features
- [*]Option to save vehicles to the database!
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Backup 0.2.6
https://github.com/TheFuchs/EMS-Epoch-Mission-System/releases/tag/0.2.6
The new EMS will be based on Vampire's DZMS !READ the FIRST Post !
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Selfbloodbag restrictions : working with Epoch [GAZ_Vodnik_MedEvac , Land_A_Hospital]
////////////////////////////////////////////////////////////////////////////////////////////// // Script writen by Krixes // // Infection chance and some comments added by Player2 // // Combat check added by istealth // // // // Version 1.4 // // // // Change Log: // // 1: Added bloodbag use timer // // 2: Added a timer for the amount of time before player can use self bloodbag again // ////////////////////////////////////////////////////////////////////////////////////////////// //private ["_bloodAmount","_humanityBool","_infectionChance","_humanityNegBool","_humanityNegAmount","_humanityAmount","_infectedLifeLost","_infectedLifeBool","_lastBloodbag","_bloodbagLastUsedTime","_bloodbagTime","_bloodbagUseTime","_bloodbagUsageTime","_incombat","_timeout"]; private ["_bloodAmount","_humanityBool","_infectionChance","_humanityNegBool","_humanityNegAmount","_humanityAmount","_infectedLifeLost","_infectedLifeBool","_lastBloodbag","_bloodbagLastUsedTime","_bloodbagTime","_bloodbagUseTime","_bloodbagUsageTime","_HospitalDistance","_AmbulanceDistance","_Bloodmultiplier","_Infectionmultiplier","_Hospital_enable","_Ambulance_enable","_Anywhere_enable","_nearHospital","_playerASL1","_playerASLx","_playerASLy","_playerASLz","_playerASLz2","_playerASL2","_decke","_Hospitalfound","_Ambulancefound","_bloodAmount","_infectionChance"]; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Config Start-----------------------------------------------------------------------------------------------------------------------// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _bloodAmount = 4000; // Amount of blood to give to player _bloodbagUseTime = 20; // Amount of time it takes in second for the player to use the self bloodbag _bloodbagLastUsedTime = 60; // Amount of time in seconds before player can use self bloodbag again after a succesful use _infectionChance = 10; // Percent chance of player infection on self bloodbag (10 = 10% | 2 = 50% | 1 = 100%) _infectedLifeBool = true; // Whether the player can loose life if infected (True = On | False = off) _infectedLifeLost = 1000; // Amount of life to loose in becomes infected _humanityBool = true; // Whether the player can get humanity from giving self a bloodbag (True = On | False = off) _humanityAmount = 50; // Amount of humanity to give player if _humanityBool is true (250 is default for normal bloodbags) //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Config End-------------------------------------------------------------------------------------------------------------------------// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _HospitalDistance = 21; //Max distancewithin Hospital _AmbulanceDistance = 5; // Max. Distance to get Ambulancebonus _Bloodmultiplier = 1; // Blood amount multiplier (1 if not in Hospital or near Ambulance, 1.5 if near an Ambulance, 2 if near a Hospital, The Multiplier for Ambulance and Hospital get set later) _Infectionmultiplier = 0.5; // Multiplier for infectionchance if in Hospital 0.5, 0.75 for an Ambulance, 1 if not in a Hospital (The higher the Value the lower the chance to get infected (it must never get 0 because of division by 0) _Hospital_enable = 1; // 1 enables SelfBloodbag in Hospitals _Ambulance_enable = 1; // 1 enables SelfBloodbag near Ambulances _Anywhere_enable = 0; // 1 enables SelfBloodBag anywhere; (Turns automatically on if _Hospital_enable = 0 and _Ambulance_enable = 0;) _nearHospital = false; if ((_Hospital_enable == 0) && (_Ambulance_enable == 0)) then { // Check if _Hospital_enable & _Ambulance_enable disabled _Anywhere_enable = 1; }; if (_Anywhere_enable == 1) then { _nearHospital = true; }; if (_Hospital_enable == 1) then { // if Hospital enabled _playerASL1 = getPosASL player; _playerASLx = _playerASL1 select 0; _playerASLy = _playerASL1 select 1; _playerASLz = _playerASL1 select 2; _playerASLz2 = _playerASLz + 40; _playerASL2 = [_playerASLx,_playerASLy,_playerASLz2]; _decke = lineIntersects[_playerASL1,_playerASL2]; //überprüft ob sich zwischen dem Player und (Player+40m höhe) ein Objekt befindet (benötigt unbedingt ASL Koordinaten) _Hospitalfound = count nearestObjects[player,["Land_A_Hospital"],_HospitalDistance]; // check if near Hospital if ((_Hospitalfound > 0) && _decke) then { _nearHospital = true; _Bloodmultiplier = 2; // multiplier to Bloodamount _Infectionmultiplier = 0.5; //multiplier to Infectionchance }; }; if (_Ambulance_enable == 1) then { _Ambulancefound = count nearestObjects[player,["GAZ_Vodnik_MedEvac"],_AmbulanceDistance]; // check if near Vodnik if (_Ambulancefound > 0 ) then { _nearHospital = true; _Bloodmultiplier = 0.75; }; }; _bloodAmount = _bloodAmount * _Bloodmultiplier; // Calculate bloodamount & Infectionchance with the multiplier _infectionChance = _infectionChance / _Infectionmultiplier; if(!_nearHospital) exitWith { // Abort messegas if Conditions not met if ((_Hospital_enable == 1) && (_Ambulance_enable == 0)) then { cutText [format["You need to be inside a Hospital to do this !!!"], "PLAIN DOWN"]; }; if ((_Hospital_enable == 0) && (_Ambulance_enable == 1)) then { cutText [format["You need to be near an Ambulance to do this !!!"], "PLAIN DOWN"]; }; if ((_Hospital_enable == 1) && (_Ambulance_enable == 1)) then { cutText [format["You need to be near a Hospital or an Ambulance to do this !!!"], "PLAIN DOWN"]; }; }; /////////////////////////////////////////////////////////////////////////////// // Everything below need not be modified unless you know what you are doing! // /////////////////////////////////////////////////////////////////////////////// _bloodbagTime = time - lastBloodbag; // Variable used for easy reference in determining the self bloodbag cooldown _bloodbagUsageTime = time; _timeout = player getVariable["combattimeout", 0]; _inCombat = if (_timeout >= diag_tickTime) then { true } else { false }; if(_bloodbagTime < _bloodbagLastUsedTime) exitWith { // If cooldown is not done then exit script cutText [format["You may to wait a while,you faggot^^ %1!",(_bloodbagTime - _bloodbagLastUsedTime)], "PLAIN DOWN"]; //display text at bottom center of screen when players cooldown is not done }; if (_inCombat) then { // Check if in combat cutText [format["You are in Combat and cannot give yourself a Bloodbag"], "PLAIN DOWN"]; //display text at bottom center of screen when in combat } else { player removeAction s_player_selfBloodbag; //remove the action from users scroll menu player playActionNow "Medic"; //play bloodbag animation //////////////////////////////////////////////// // Fancy cancel if interrupted addition start // //////////////////////////////////////////////// r_interrupt = false; // public interuppt variable _animState = animationState player; // get the animation state of the player r_doLoop = true; // while true sets whether to continue self bloodbagging _started = false; // this starts as false as a check _finished = false; // this starts as false and when true later sets players blood while {r_doLoop} do { _animState = animationState player; // keep checking to make sure player is in correct animation _isMedic = ["medic",_animState] call fnc_inString; // checking to make sure the animstate is the medic animation still if (_isMedic) then { _started = true; // this is a check to make sure everything is still ok }; if(!_isMedic && !r_interrupt && (time - _bloodbagUsageTime) < _bloodbagUseTime) then { player playActionNow "Medic"; //play bloodbag animation _isMedic = true; }; if (_started && !_isMedic && (time - _bloodbagUsageTime) > _bloodbagUseTime) then { r_doLoop = false; // turns off the loop _finished = true; // set finished to true to finish the self bloodbag and give player health/humanity lastBloodbag = time; // the last self bloodbag time }; if (r_interrupt) then { r_doLoop = false; // if interuppted turns loop off early so _finished is never true }; sleep 0.1; }; r_doLoop = false; // make sure loop is off on successful self bloodbag /////////////////////////////////////////////// // Fancy cancel if interrupted addition end // ////////////////////////////////////////////// if (_finished) then { player removeMagazine "ItemBloodbag"; //remove the used bloodbag from inventory r_player_blood = r_player_blood + _bloodAmount; //set players LOCAL blood to a certain ammount if(r_player_blood > 12000) then { r_player_blood = 12000; // If players blood is greater then max amount allowed set it to max allowed (this check keeps an error at bay) }; // check if infected if (random(_infectionChance) < 1) then { r_player_infected = true; //set players client to show infection player setVariable["USEC_infected",true,true]; //tell the server the player is infected cutText [format["You have used a bloodbag on yourself but the bloodbag was infected!"], "PLAIN DOWN"]; //display text at bottom center of screen if infected // check for if loosing life on infection is turned on if(_infectedLifeBool) then { r_player_blood = r_player_blood - _infectedLifeLost; //set players LOCAL blood to a certain ammount player setVariable["USEC_BloodQty",r_player_blood,true]; //save this blood ammount to the database } else { // if loosing life is turned off r_player_lowblood = false; //set lowblood setting to false 10 fadeSound 1; //slowly fade their volume back to maximum "dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5; //disable post processing blur effect "colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5; //give them their colour back r_player_lowblood = false; //just double checking their blood isnt low player setVariable["USEC_BloodQty",r_player_blood,true]; //save this blood ammount to the database }; } else { // if not infected r_player_lowblood = false; //set lowblood setting to false 10 fadeSound 1; //slowly fade their volume back to maximum "dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5; //disable post processing blur effect "colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5; //give them their colour back r_player_lowblood = false; //just double checking their blood isnt low player setVariable["USEC_BloodQty",r_player_blood,true]; //save this blood ammount to the database cutText [format["OMG u used a bloodbag on your own,your good to go!"], "PLAIN DOWN"]; //display text at bottom center of screen on succesful self bloodbag }; // check if giving player humanity is on if(_humanityBool) then { [player,_humanityAmount] call player_humanityChange; // Set players humanity based on amount listed in config area }; } else { // this is for handling if interrupted r_interrupt = false; player switchMove ""; player playActionNow "stop"; cutText [format["Mission Bloodbag yourself ,aborted!"], "PLAIN DOWN"]; //display text at bottom center of screen on interrupt }; };
http://opendayz.net/threads/restrict-krixes-selfbloodbag-only-to-a-special-location.10440/
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Announcement !!!
EMS is currently under a rebuild !
Current issues reported :
EMS not starting ,stuck on black screen...i also noticed this issue on myself !
We will begin start the rebuild today ...
More infos soon !
We start with Vampires 1.0 Release !
Planned Features :
Mission Timeout and clearing mission when nobody enters the area !
Vehicles will be reanamed and or if fail when try to sell them ,we gonna add damage to them !
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I know what u are talking about.
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I say it once more ems will not support this feature ¡
If i can get my own server running again i will try to fix the car issue .so u can sell them but they dont be saved to db !
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I didnt tested the integrated missions on my own for now.having a problem to get my server up again...
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Cool down guys as the video says it s a demonstration......
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We do not provide support for any serverpacks!!!!!!!
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The video was influenced by infistar antihack ...
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May a little update ahead but i'm not sure if i can release it in that state !
Now i got the Heli evac by using a call to dzai to protect the vehicle[working],if it's internally tested we will update it with EMS asap!
So all of this won't be needed anymore !
Around line 22 look for this: { diag_log(format["Non-string Object: ID %1 UID %2", _objectID, _uid]); //force fail _objectID = "0"; _uid = "0"; }; Insert this after it: if (_object getVariable "Sarge" == 1) exitWith {}; comment this out and add the line below : //if (_objectID == "0" && _uid == "0") then and add if (_objectID == "0" && _uid == "0" && (vehicle _object getVariable ["Sarge",0] != 1)) then Located: dayz_server\init\server_functions.sqf Around line 298 look for this: if(vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then { Replace with this: if (vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && (vehicle _x getVariable ["Sarge",0] != 1) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {
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? Amd crossfire ?
I think u meant crosire the guy that made dayzcc...
[Official Release] EMS 0.3
in Epoch Mission System
Posted
sm8 fixed , working on the boxes for today !
@ Vamp nice to see you here >!