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Thevil

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    Thevil reacted to Rythron in [Release] PVE Prison punish after a kill   
    What does it do? Punishment for the PVE killers.  They will sent to prison and must stay there for 10 minutes. If they escape it will result in death ! After 10 minutes they will be released and put in front of the gate.     https://www.youtube.com/watch?v=cUAkJ5pOCY8   I Have the   So after a kill they loose 1 briefcase money after escape from prison and if they end up death they loose 2 briefcases.   If you don't have DZE Piggd Banking System remove the parts in "escapekill.sqf" that are highlighted in the files with //DZE Piggd Banking System  And adjust the messages like you want to have them.     Server side.     Place this  "Special thanks to Vampire & seelenapparat for this code!" if ((side _killer) == EAST) exitwith {     diag_log "Bots dont go to jail!"; }; if ((side _killer) == WEST) then {     sleep 8;    [_killer] execVM "custom\jail\start_punish.sqf" } else {    if (((count crew _killer) > 1) && ((side _killer) == WEST)) then {      if (((gunner _killer) in (crew _killer)) && ((side _killer) == WEST)) then {         sleep 8;        [(gunner _killer)] execVM "custom\jail\start_punish.sqf"      } else {         sleep 8;        [(driver _killer)] execVM "custom\jail\start_punish.sqf"      };    } else {         sleep 8;         [(driver _killer)] execVM "custom\jail\start_punish.sqf"    }; };    at the bottom in your server_playerDied.sqf     add the prison.sqf to your custom maps    and add this to your server_functions.sqf at the bottom call compile preProcessFileLineNumbers "\z\addons\dayz_server\CUSTOMMAPS\prison.sqf"; pack your server.pbo   Mission folder.   add these 2   class Item2 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={-143.93861,0.52647489,2319.5012}; id=50; side="LOGIC"; vehicle="FunctionsManager"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; }; }; }; class Vehicles { items=1; class Item0 // your follow up number { position[]={1348.44,339,4065.91}; azimut=182.39052; id=53; side="EMPTY"; vehicle="HeliHEmpty"; skill=0.60000002; text="jail_center_H"; description="the jail center point"; }; }; and   class Markers { items=1; //+1 class Item0 class Item0 // your follow up number { position[]={1348.44,339,4065.91}; name="Prison"; text="Prison"; type="o_mech_inf"; colorName="ColorRed"; }; }; in mission.sqm   UPLOAD the directory "jail" in your addons in your mission file.   if you want the messages you have to have "remote_messages" installed   if you don't then add remote_messages.sqf to your custom directory   and place this  _nil = [] execVM "custom\remote_messages.sqf";   in your init.sqf  in the (!isDedicated) like below if (!isDedicated) then { _nil = [] execVM "custom\remote_messages.sqf"; };   EXTRA POSSIBILITY  If you dont want them to abort in prison place the Pzone.sqf in your mission directory i have it in my safezone directory. Then add this in your init.sqf add the bottom. [] ExecVM "addons\Safezone\Pzone.sqf";         it is activated by the "canbuild" so you cannot abort in a trader city!   And add this part class Sensors    {         items=14; // add + 1         class Item13 // your follow up number            {             position[]={1348.44,339,4065.91};             a=100;             b=100;             activationBy="WEST";             repeating=1;             interruptable=0;             age="UNKNOWN";             name="Prison";             expCond="(player distance Prison) < 100;";             expActiv="inPZone = true;";             expDesactiv="canbuild = true;inPZone = false;";             class Effects                {             };         };     };  in your mission.sqm   If you have a suicide script you can add this  _prison = player distance jail_center_H > 100; if (_prison) then { below the following in your suicide script in your fn_selfActions.sqf private ["_handGun"]; _handGun = currentWeapon player; And dont forget to close it with a extra bracket };   Download Files
      Thats it.   Let's punish those PVE killers   Greetz  Rythron
  2. Like
    Thevil reacted to (AOW)Recon in [IN DEVELUPMENT] More WAI Mission's   
    WAI Mission Add on
     
    I Have Made This Add on Work For Overpoch and epoch
     
    Mission's
    ==================================
    [H]Farmer ReSupply
    Large Convoy
    ==================================
    Next Mission to make:
    =====================
    (WORKING ON)Sniper's Shipment
    Hero's Check Point
    =============
    Maybe's
    =====
    [H]Hemp Farm (dansoe)
     
     
    Going To Add (Denny's Farm),(Troop's Suppy),([H]Kill Benlate)
     
    These Are Made By: AllenFromStacysmom
     
    More To Come! If You Want Me To Post How To Install It and or download it say..
     
     
     
     
    Do You have AnyGood Idea's About More Mission's?
     
     
     
    HERE IT IS
    iT'S NOT LIKE I REALLY WANT IT BUTTT IT WORKS IT'S BEEN TO LONG SOO HERE
     
    https://github.com/AOWGaming/WAI-Mission-Addon-s/
  3. Like
    Thevil reacted to f3cuk in [Release] Wicked AI 2.2.0   
    THIS VERSION WILL NOT WORK WITH DAYZ EPOCH 1.0.6.1 PLEASE USE THIS VERSION: https://github.com/ebayShopper/WICKED-AI
     
    WICKED AI 2.2.0
    Since I really like (read love) the Wicked AI missions and support for them has gone in the latest patches, I decided to dust off the old files and start making these 1.0.5+ compatible. Starting with a few minor bugfixes and some custom loadouts, but quickly turning into a proper redo with awesome help of the - very much alive - mod community!
    ---
    Error reporting
    Please use the form below for reporting errors. I will not reply on help requests that fail to do a proper problem report.
    [b][size=6](Problem title, e.g. Kill type missions sometimes fail to despawn)[/size][/b] [b]WAI Version[/b] (E.g. 2.1.4) [b]World:[/b] (E.g. Taviana 2.0) [b]Mods:[/b] (E.g. @Overpoch, @Origins, @Epoch1051,) [b]Installed add-ons[/b] (Especially the ones that spawn AI, E.g. DZMS, EMT, etc.) [b]Custom loot files[/b] Yes or No [b]Problem description[/b] Tell us your exact problem in as much details as possible [b]What i tried so far[/b] Tell us exactly what you have done to try and fix this problem [b]Config file[/b] [spoiler] -- paste config.sqf here --[/spoiler] [b]Server RPT[/b] [spoiler] -- paste arma2oaserver.RPT here --[/spoiler] ---
    Release 2.2.0
    Native Linux server support Multiple mission support Automatic ammo finder (no need to specify ammo in weaponarray - config.sqf) Option: Locked vehicles with keys randomly on AI Option: Friendly AI Added: Bandit Patrol mission And much more Version history
    06-06-2015 : Release 2.2.0 11-11-2014 : BETA release v3 (2.2.0) 11-11-2014 : BETA release v2 (2.2.0) 16-10-2014 : BETA release (2.2.0) 03-09-2014 : Minor bugfixes (2.1.4) 03-09-2014 : Minor bugfixes (2.1.3) 02-09-2014 : Minor bugfixes and improvements (2.1.2) 01-09-2014 : Minor bugfixes (2.1.1) 31-08-2014 : Release (2.1.0) 26-08-2014 : BETA release (2.1.0) 24-08-2014 : Minor bugfixes (2.0.5) 20-08-2014 : Minor bugfixes (2.0.4) 20-08-2014 : Minor bugfixes (2.0.3) 19-08-2014 : Minor bugfixes (2.0.2) 17-08-2014 : Minor bugfixes (2.0.1) 17-08-2014 : Major update to (2.0.0) 13-08-2014 : Added anti abuse options (1.9.3) 12-08-2014 : Normalization update (1.9.2) 12-08-2014 : Bugfix medi camp (1.9.1) 09-08-2014 : Major dynamic update (1.9.0) 03-08-2014 : Bugfix MV22 mission (1.8.2) 02-08-2014 : Restructured and code cleaned (1.8.1) Installation Instructions
    Download the latest release. Extract the downloaded folder to your desktop and open it Go to your server pbo and unpack it. Navigate to the new dayz_server folder and copy the WAI folder into this folder. Navigate to the system folder and open server_monitor.sqf Find this code at the bottom of the file: allowConnection = true; And past the following code above it: [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; Repack your server pbo. Optional Radio messages
    Note: These are on by default, change wai_radio_announce in config.sqf to false in order to disable them.
    Go to your mission pbo and unpack it. Open init.sqf Find:
    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; Add below: _nil = [] execVM "custom\remote\remote.sqf"; Copy the remote_message folder into your custom folder, if you do not have this one yet simply create it. If you want to be able to switch the radio on or off go to step 5 (note: right click by maca required), else go to step 6 and both remove switch_on_off.sqf and radio.ogg from the remote folder. Open extra_hc.hpp Find:
    class ExtraRc { Add below: class ItemRadio { class switchOnOff { text = "Switch ON/OFF"; script = "execVM 'custom\remote\switch_on_off.sqf'"; }; }; Open description.ext Find:
    class DayZ_loadingScreen Add above class CfgSounds { sounds[] = { Radio_Message_Sound }; class Radio_Message_Sound { name = "Radio_Message_Sound"; sound[] = {custom\remote\radio.ogg,0.4,1}; titles[] = {}; }; }; Repack your mission pbo. Versioning
    For transparency into our release cycle and in striving to maintain backward compatibility, bootstrap is maintained under the Semantic Versioning guidelines. Sometimes we screw up, but we'll adhere to those rules whenever possible.
    Dev team
    Developer f3cuk Developer Jossy Linux support BangL Helping hand nerdalertdk Download
    Wicked AI 2.2.0
  4. Like
    Thevil reacted to Zupa in [Release] Advanced Trading 2.1 !UPDATED!   
    Version 2.1 Released.
    Alternative selling/buying system. ( Run default & this one next to each other ).
    Supported:
    Config traders Single Currency & Default Currency Selling/Buying everything from and to Gear/Vehicle/Backpack Not supported
     No database traders (database traders make your server slow)  No ability to buy or sell vehicles. What was added to 2.0  Default Currency Supported Item Filter Info display of selected Item Buying to gear and backpack What was added to 2.1Fixed content display of vehicles and backpacks. Description
    Sell directly from backpack, gear or the vehicle ( close) where you were driver from. Decide which items you sell. Traders will only make it possible to trade the items they accept ( goes fully automatic, so only items they accept will be listed on the left).
    You push items to the right to sell, only the items on the right willl get sold.
    Safety measurements
    Double checks what was deleted from backpacks/vehicles so that people can not cheat. Can only sell from your backpack and the vehicle were u was the last driver from ( in 30m radius)  
    Update 1.0 - 2.0 instructions  Delete your old 'zupa' folder  Paste the new 'zupa' folder  Edit the config.sqf to match your server  Done https://github.com/DevZupa/AdvancedTrading/releases/tag/v2.1   Items only show for admins when using infiSTAR AH & Admintools ?! Update infiSTAR to latest version. edit config.sqf to reflect your server correctly.  
    Installation instructions
    Code:
    https://github.com/DevZupa/AdvancedTrading/releases/tag/v2.1
    Install Instructions
    0. Drop the zupa folder in your mission file   1. In your fn_selfactions.sqf
    Place:
    _buyV = player addAction ["<t color='#0059FF'>Advanced Trading</t>", "zupa\advancedTrading\init.sqf",(_traderMenu select 0), 999, true, false, "",""]; s_player_parts set [count s_player_parts,_buyV]; above
    // Database menu _buy = player addAction [localize "STR_EPOCH_PLAYER_289", "\z\addons\dayz_code\actions\show_dialog.sqf",(_traderMenu select 0), 999, true, false, "",""]; s_player_parts set [count s_player_parts,_buy]; 2. in description.ext, add the following on the bottom
    #include "zupa\advancedTrading\ZSCdefines.hpp" // if u don't have it from ZSC #include "zupa\advancedTrading\advancedTrading.hpp" 3. Add the following exceptions to your antihack if needed
    AdvancedTrading 711197 4. Edit the config.sqf to match your server.
     
    Screenshots:
     
     

     
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