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noaber

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Posts posted by noaber

  1. AFTER 4 HOURS OF TRYING TO INSTALL THIS SCRIPT 

     

     

    i get the rightclick option to build Zombie Shield then nothing happened, then when i go to build again, it just says crafting in progress !! !

    Edit: Actually messed up the ExtraRc, i get the option too now, and same thing what he said.

    Anyone know how to fix this?

  2. Many thanks to NR30 for porting this to Epoch.

     

    I reworked the scripts from NR30 to add several features:

      - An ability to limit the number of zombie shield generator's that a player has running at any time which by defalt is set to 1.

     - a requirement that the generator be filled with something after each server restart in order for it to be activated which by default is set to 1 jerry can of fuel and one bag of zombie parts.

     -modified the recipie used to build the generator (2 brief cases gold, 2 metal panels, 2 metal poles, 2 engine parts).

     -moved the code for the shield to a separate file that is called when the player joins the game and which scans an array of known generators for any generators that are on, then deletes or kills zombies near that active generator.

     

    Credits:

     

     Freakin Fred for the original zombie shield

     Rosska85, Daimyo21 and the Basebuilding 1.3 team for their implementation

     NR30 for the port to Epoch.

    WGC GeekGarage for the original Right Click custom build

    Maca134's for the right click script.

     

    Implementation:

     

    In your custom variables.sqf, add this block of code at the end:

     

    /**************************************************** Zombie Shield Generator Settings ****************************************************/

    EnableZShield = 1; //Enable toggleable zombie shield generator/ 1 = Enabled // 0 = Disabled (If disabled, players can still build shield generators, they just wont do anything)

    //TypeOfZShield = "CDF_WarfareBUAVterminal"; //Type of object used for Zombie Shield, included this only in case some maps have this object banned

    //AllZShieldTypes = ["CDF_WarfareBUAVterminal"]; //DO NOT REMOVE ITEMS FROM THIS ARRAY, you can ADD an object class if you want a different building to be used as a Zombie Shield Generator!

    ActivatedZombieShields = [];

    MaxZShields = 1; //Maximum number of zombie shield generators a player can be added to, default is 1

    ZShieldRadius = 50; //Radius for zombie shield generator, default is 50

    ZShieldClean = 1; //Delete Zombies when they enter active shield radius/ 1 = Enabled // 0 = Disabled (If disabled, zombies will be killed but not deleted, could lead to zombie loot farming)

    /******************************************************** END *************************************************************************/

     

    At the end of your init.sqf 

    Add this:

    // Start Zombie Shield code
    [] execVM "shield\ZombieShield.sqf";
    

     in your fn_selfActions.sqf below this:

     

    } else {

    player removeAction s_player_feeddog;

    s_player_feeddog = -1;

    player removeAction s_player_waterdog;

    s_player_waterdog = -1;

    player removeAction s_player_staydog;

    s_player_staydog = -1;

    player removeAction s_player_trackdog;

    s_player_trackdog = -1;

    player removeAction s_player_barkdog;

    s_player_barkdog = -1;

    player removeAction s_player_warndog;

    s_player_warndog = -1;

    player removeAction s_player_followdog;

    s_player_followdog = -1;

    };

     

    add this:

     

    // =======================================Zombie Shield Generator ===============================================

    if(_cursorTarget isKindOf "Garbage_container") then {

    private ["_running","_filled","_hasParts"];

    _running = _cursorTarget getVariable ["ZombieShieldOn",false];

    _filled = _cursorTarget getVariable ["ZombieShieldFilled",false];

    if (_running) then {

    if (s_player_ZombieShield_off < 0) then {

    s_player_ZombieShield_off = player addAction [format[("" + ("Stop Zombie Shield") +""),_adminText], "shield\Toggle.sqf", [_cursorTarget, "stop"], 6, true, true, "", ""];

    };

    } else {

    if (_filled) then {

    if (s_player_ZombieShield_on < 0) then {

    s_player_ZombieShield_on = player addAction [format[("" + ("Start Zombie Shield") +""),_adminText], "shield\Toggle.sqf", [_cursorTarget, "start"], 6, true, true, "", ""];

    };

    } else {

    if (s_player_ZombieShield_fill < 0) then {

    // Check for needed parts: ItemZombieParts and ItemJerrycan

    _hasParts = (("ItemJerrycan" in _magazinesPlayer) && ("ItemZombieParts" in _magazinesPlayer));

    if (_hasParts) then {

    s_player_ZombieShield_fill = player addAction [format[("" + ("Fill and Start Zombie Shield (requires 1 filled Jerry Can and 1 bag Zombie Parts)") +""),_adminText], "shield\Toggle.sqf", [_cursorTarget, "fill"], 6, true, true, "", ""];

    } else {

    if (s_player_ZombieShield_fill < 0) then {

    s_player_ZombieShield_fill = player addAction [format[("" + ("You need 1 filled Jerry Can and 1 bag Zombie Parts to Start the Shield") +""),_adminText], "shield\Toggle.sqf", [_cursorTarget, "void"], 6, true, true, "", ""];

    };

    };

    };

    };

    };

    } else {

    player removeAction s_player_ZombieShield_on;

    s_player_ZombieShield_on = -1;

    player removeAction s_player_ZombieShield_off;

    s_player_ZombieShield_off = -1;

    player removeAction s_player_ZombieShield_fill;

    s_player_ZombieShield_fill = -1;

    };

    // End Zombie Shield Generator

     

    and below this:

     

    player removeAction s_player_barkdog;

    s_player_barkdog = -1;

    player removeAction s_player_warndog;

    s_player_warndog = -1;

    player removeAction s_player_followdog;

    s_player_followdog = -1;

     

    add this:

     

    // Handles for Zombie Shield Generator

    player removeAction s_player_ZombieShield_on;

    s_player_ZombieShield_on = -1;

    player removeAction s_player_ZombieShield_off;

    s_player_ZombieShield_off = -1;

    player removeAction s_player_ZombieShield_fill;

    s_player_ZombieShield_fill = -1;

     

    Open your extra_rc.hpp and add this- note that you must adjust the path to player_build.sqf to match its location in your mission.pbo  :

     

    class PartEngine {

    class ZombieShield {

    text = "Zombie Shield";

    script = "[""Garbage_container"",[""ItemToolbox"",""ItemEtool""],[[""ItemPole"", 2],[""metal_panel_kit"", 2],[""PartEngine"", 2],[""ItemBriefcase100oz"", 2]],[0,3,0.5]] execVM ""custom\PlotForLifev2\player_build.sqf"";";

    };

    };

     

    Download the shield folder containing the toggle.sqf and shield.sqf files which run the generator and drop it into your mission folder:

     

    https://www.dropbox.com/sh/imlq4wegt1kymh6/AAA5LqTfwNyoCDkfkd_-rsfYa?dl=0

     

    Heya mate, 

     

    Ive tried this, but i dont get the right click option? Is there something i forgot to do maybe? Thanks in advance.

  3. Im having this problem..

    Im using Admintools as well with this mod, and somehow the Remoteexec in BE filters is not correct..

    I wonder if someone that has more knowledge then me.. (Probably anyone haha) about this, could help me fix it..

     

     

    **** ORIGINAL

    //new
    1 "" !="this enableSimulation false;this allowDammage false;this disableAI 'FSM';this disableAI 'ANIM';this disableAI 'MOVE';" !="\[this\] spawn BIS_Effects_AirDestruction" !"spawn BIS_Effects_Burn" !"spawn BIS_Effects_AirDestructionStage2" !="_this spawn fnc_plyrHit;"
    1="\[this\] spawn BIS_Effects_AirDestruction"
    **** END ORIGINAL
     
     
    **** THIS NEEDS TO BE MERGED IN ORIGINAL
    //new
    5 "" !="this enableSimulation false;this allowDammage false;this disableAI 'FSM';this disableAI 'ANIM';this disableAI 'MOVE';" !="\[this\] spawn BIS_Effects_AirDestruction" !"spawn BIS_Effects_Burn" !"spawn BIS_Effects_AirDestructionStage2" !="_this spawn fnc_plyrHit;" !="true" !="evacZoneReached = true; evacChopper land 'LAND';" !=""
    1="\[this\] spawn BIS_Effects_AirDestruction"
    **** END OF NEED TO BE MERGED IN ORIGINAL
     
     
    So these are the codes..
    I need the bottom one to be combined with the top one, without any of them failing to work after..
    I seem to have it to work a bit, since i just pasted the last few lines of the 2nd to the original.. This however disables me making new evac pads, or removing the old one..
    Soo, i need a solution to combine these 2 together, without breaking the scripts itself..
    Thanks in advance, for whoever manages to help me :)
     
     
    EDIT: Ok, so for some reason it stopped working completely now.. Not sure what went wrong, but yeah..
    I tried just putting the remoteexec only from the JAEM, and still not popping up anymore..
     
     
    EDIT #2: Not sure what is going on here.. I placed one down way earlier, but now i cant seem to delete/add a new one..
    Not sure what went wrong, will recheck all steps again.. Bleh, no fun..
     
     
    EDIT #$!$*@!*3: ... After 4 hours i found out that i needed a locked chopper to build it.. F*CK ME.
    Anyhow.. I just need the 2 Remoteexec to be combined, so i can use this with admintools..
    If anyone would fix this for me, i'd be soo thankful! Gonna sleep now, nearly 7am..
    Thanks in advance.
  4. not all vehicles can be repainted, try it with different ones, and double check to see that you didnt miss any commas in the vehicles list in your variables.sqf, I have this running with infistar on a taviana server 1.0.5.1/taviana 2.0, if you want to see it working search for DTPGaming, title line says server speaks for itself i will be on later today, game name is same as here on the forums,

     

    Yeah, i know not every vehicle is to be painted, but i've tried different (atv, suv, the chopper in preview), and none will change color..

    Ofcourse i know it works, i just dont get why it wont work for me.. :(

    I did every step. It should be right.. But its not.. I even deleted my server and made a clean one, but still no success :(

    I'd hope someone could watch me do it, so they can correct me when doing it wrong..

  5. First, you should be using this version from Halvhjearne that does need any infistar additions and WAY easier to install. If you feel you must use the original posters version then your answer I'm pretty sure is in this forum somewhere.

     

    All you need with Halvhjearne's version is this added the end of the second line in Publicvariable.txt!="bon_recruit_newunit"

     

    I tried that only, and ive tried this:

     

    //new
    5 "" !"PVDZE_" !"norrn" !"usec" !="remExField" !="remExFP" !="drn_AskServerDynamicWeatherEventArgs" !="BIS_effects_gepv" !="PVDZ_Server_Simulation" !="toClient" !="usageLogger" !="useBroadcaster" !="baseExporter"
    5 "remExFP" !="\"remExFP\" = \[,,\"per\",\"execVM\",\"ca\\Modules\\Functions\\init.sqf\"\]" !"\[,,\"per\",\"execVM\",\"ca\\Modules\\Functions\\init.sqf\"\]" !="PVAH_WriteLogReq" !="bon_recruit_newunit" !="PV_requestServerunit"
     
    Still kicks me out :( Any clues?
     
    Edit: Fixed it by putting ( !="PVAH_WriteLogReq" !="bon_recruit_newunit" !="PV_requestServerunit" ) on the first row instead (5 """)
  6. So what your saying is the hole script is broken that everyone who try to use it doesn't work ? NO... you just dont have the know how to follow simple steps, so stop insulting the script

    Oh no, im not insulting the script.. But trust me, i HAVE done exactly how it is explained.. It simply wont work for me.. I have the menu, i loose money upon buying, i see the text please wait, updating texture..

    Then nothing happens..

     

    My bad for saying that the script is wrong.. I just cant seem to get it to work.. Could someone help me with skype or such so you could see where i go wrong?

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