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LoRDHitMan

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Posts posted by LoRDHitMan

  1. Hi guys! I've got following problem - after death you still need to replace plot pole and you can't upgrade walls nor doors.

     

    Here is video - http://youtu.be/IMoce4S7fes

     

    Which files do you want me to upload or maybe you already know where the problem is? I'm running Overpoch Origins from GTX, so I couldn't just change my fn_selseActions and etc and I had to manually merge them, so probably some file isn't being called correctly or maybe some variables are fucked...

     

    RPT - https://www.dropbox.com/s/8py12b8gb9o4egd/8822.RPT?dl=0

  2. Just imagene, that u made that u want add overawatch on ur epoch server without downloaded Overwatch and typed in configs of server.

    I mean, that if u wanna make ur items, with another configs\sounds\texture\model\animation, u must to do a Special Mod, what u need to type in Configs of ur server (like when installing Overwatch on Epoch server), change launch parametrs and every player must download ur special mod. U understand?

    Ты вообще читал, что ты написал? Чёрт ногу сломит, школьки меньше опечаток делают.. 

    Я раз 5 перечитал, и понял только то что и так уже знал, если делать отдельный мини мод.

     

    ENG - Have u even read what u've wrote? Even russian kids make less grammar mistakes.

    I re-read it about 5 times and I understood only that what I have already known about creating separate mini mod.

  3. StiflersM0M, ty)

     

    /*

           by: http://infiSTAR.de Credits to infistar for the actual script
           Edited by FragZ
     
        */
    //Add this part after *while {true} do {* to add a smoke effect
      /*  Flare = "SmokeShellGreen" createVehicle position player;
        if (vehicle player != player) then { Flare attachTo [vehicle player,[0,0,0.]];}
           else {Flare attachTo [player,[0,0,0.]];}
    */
       [] spawn {
                hint "You took drugs YOLO!";
    player removeMagazine 'ItemKiloHemp';
                Remove_Drug_effects =
                {
                        {
                                ppEffectDestroy _x;
                        } forEach (_this select 0);
                        ppEffectDestroy nonapsi_ef;
                        ppEffectDestroy wetdist1;
                        ppEffectDestroy ppe;
                        ppEffectDestroy ppe2;
                        ppEffectDestroy ppe3;
                        setaperture 0;
                        "dynamicBlur" ppEffectAdjust [0];
                        "dynamicBlur" ppEffectCommit 16;
                        "colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1],  [1, 1, 1, 0.0]];
                        "colorCorrections" ppEffectCommit 0;
                };
                _time = time;
                _effects = [];
                while {true} do 
                {
                        _veh = vehicle player;
                        _smoke = "SmokeShell" createVehicle getpos _veh;
                        _smoke attachTo [_veh,[0,0,0]]; //You could also do it with particaleffects, but atm i am to tiered to make something.
                        nonapsi_ef = ppEffectCreate ["colorCorrections", 1555];
                        _effects = _effects + [nonapsi_ef];
                        nonapsi_ef ppEffectEnable true;
                        nonapsi_ef ppEffectAdjust [1.0, 1.0, -0.03, [0.0, 0.0, 0.0, 0.0], [3.0, 5.0, 9.0, 5.0],[0.4,0.0,0.0, 0.7]];
                        nonapsi_ef ppEffectCommit 1;
                        sleep random(1);
                        wetdist1 = ppEffectCreate ["wetDistortion", 2006];
                        _effects = _effects + [wetdist1];
                        wetdist1 ppEffectAdjust [0, 8, 0.8,8,8, 0.2, 1, 0, 0, 0.08, 0.08, 0, 0, 0, 0.77];
                        wetdist1 ppEffectEnable true;
                        wetdist1 ppEffectCommit 0;
                        ppe = ppEffectCreate ["colorCorrections", 1555];
                        _effects = _effects + [ppe];
                        ppe ppEffectAdjust [1, 1, 0, [1.5,6,2.5,0.5], [5,3.5,5,-0.5], [-3,5,-5,-0.5]];
                        ppe ppEffectCommit 1;
                        ppe ppEffectEnable true;
                        ppe2 = ppEffectCreate ["chromAberration", 1555];
                        _effects = _effects + [ppe2];
                        ppe2 ppEffectAdjust [0.01,0.01,true];
                        ppe2 ppEffectCommit 1;
                        ppe2 ppEffectEnable true;
                        ppe3 = ppEffectCreate ["radialBlur", 1555];
                        _effects = _effects + [ppe3];
                        ppe3 ppEffectEnable true;
                        ppe3 ppEffectAdjust [0.02,0.02,0.15,0.15];
                        ppe3 ppEffectCommit 1;
                        sleep random(1);
                        wetdist1 = ppEffectCreate ["wetDistortion", 2006];
                        _effects = _effects + [wetdist1];
                        wetdist1 ppEffectAdjust [1, 1.16, 0.32, 2.56, 0.8, 0.64, 2.64, 0, 0, 1.08, 0.08, 0, 0, 0, 1.77];
                        wetdist1 ppEffectEnable true;
                        wetdist1 ppEffectCommit 0;
                        sleep random(1);
                        nonapsi_ef = ppEffectCreate ["colorCorrections", 1555];
                        _effects = _effects + [nonapsi_ef];
                        nonapsi_ef ppEffectEnable true;
                        nonapsi_ef ppEffectAdjust [1.0, 1.0, -0.02, [9.5, 1.5, 2.5, 0.2], [2.0, 7.0, 6.0, 2.0],[0.4,0.0,0.0, 0.7]];
                        nonapsi_ef ppEffectCommit 1;
                        sleep random(1);
                        if (_time + 60 < time) exitWith {[_effects] call Remove_Drug_effects;};
                };
        };

     

     

    respawn = "BASE";

    respawndelay = 5;
    onLoadMission="DayZ_Epoch Taviana";
    OnLoadIntro = "Welcome to Taviana";
    OnLoadIntroTime = False;
    OnLoadMissionTime = False;
    disabledAI = true;
    disableChannels[]={0,2,6};
    enableItemsDropping=0;
    #include "custom\customloot\CfgBuildingLoot.hpp"
     
    briefing = 0;
    debriefing = 0;
     
    onPauseScript = "";
    loadScreen = "Loading.jpg";
     
    class Header
    {
     gameType = COOP;            //DM, Team, Coop, ...
     minPlayers = 1;             //min # of players the mission supports
     maxPlayers = 100;            //Max # of players the mission supports
    };
     
    aiKills = 1;
    diagRadio = 1;
    diagHit = 1;
     
    class RscText
    {
    type = 0;
    idc = -1;
    x = 0;
    y = 0;
    h = 0.037;
    w = 0.3;
    style = 0x100; 
    font = Zeppelin32;
    SizeEx = 0.03921;
    colorText[] = {1,1,1,1};
    colorBackground[] = {0, 0, 0, 0};
    linespacing = 1;
    };
    class RscPicture
    {
    access=0;
    type=0;
    idc=-1;
    style=48;
    colorBackground[]={0,0,0,0};
    colorText[]={1,1,1,1};
    font="TahomaB";
    sizeEx=0;
    lineSpacing=0;
    text="";
    };
    class CfgSounds
    {
        sounds[] = {introSong,Weedsound};
        class introSong
        {
    name="introSong";
    sound[]={introSong.ogg,0.9,1};
    titles[] = {};
        };
        class Weedsound
        {
    name = "Weedsound";
    sound[] = {Weedsound.ogg,0.5,1};
    titles[] = {};
        };
    };
    class RscLoadingText : RscText
    {
    style = 2;
    x = 0.323532;
    y = 0.666672;
    w = 0.352944;
    h = 0.039216;
    sizeEx = 0.03921;
    colorText[] = {0.543,0.5742,0.4102,1.0};
    };
    class RscProgress
    {
    x = 0.344;
    y = 0.619;
    w = 0.313726;
    h = 0.0261438;
    texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
    colorFrame[] = {0,0,0,0};
    colorBar[] = {1,1,1,1};
    };
    class RscProgressNotFreeze
    {
    idc = -1;
    type = 45;
    style = 0;
    x = 0.022059;
    y = 0.911772;
    w = 0.029412;
    h = 0.039216;
    texture = "#(argb,8,8,3)color(0,0,0,0)";
    };
    //
    // the loading screen itself
    //
    class DayZ_loadingScreen
    idd = -1;
    duration = 10e10;
    fadein = 0;
    fadeout = 0;
    name = "loading screen";
    class controlsBackground
    {
    class blackBG : RscText
    {
    x = safezoneX;
    y = safezoneY;
    w = safezoneW;
    h = safezoneH;
    text = "";
    colorText[] = {0,0,0,0};
    colorBackground[] = {0,0,0,1};
    };
    /*
    class nicePic : RscPicture
    {
    style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO
    x = safezoneX + safezoneW/2 - 0.25;
    y = safezoneY + safezoneH/2 - 0.2;
    w = 0.5;
    h = 0.4;
    text = "img\nicePic.paa";
    };
    */
    };
    class controls
    {
    class Title1 : RscLoadingText
    {
    text = "$STR_LOADING"; // "Loading" text in the middle of the screen
    };
    class CA_Progress : RscProgress // progress bar, has to have idc 104
    {
    idc = 104;
    type = 8; // CT_PROGRESS
    style = 0; // ST_SINGLE
    texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
    };
    class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse
    {
    idc = 103;
    };
    class Name2: RscText // the text on the top-left
    {
    idc = 101;
    x = 0.05;
    y = 0.029412;
    w = 0.9;
    h = 0.04902;
    text = "";
    sizeEx = 0.05;
    colorText[] = {0.543,0.5742,0.4102,1.0};
    };
    };
    };
    #include "custom\snap_pro\snappoints.hpp"
    #include "custom\extra_rc.hpp"
  4. GaspArt, thanks for a lot of info, helped me a lot... but seriously, more details maybe, please? not everybody is a pro at scripting and knows everything. i had a server only for a month and half.

     

    StiflersM0M, ty i'll try dat later

     

    UPD: Where to do I add this?

    Also, it seems like the smoke effect keeps spawning and kills my fps cause of it when i look at it. and also it doesn't have a limit, so even after the drug effect past, player is still smoking

     

     

    If you are done you can call the sound on two diffrent ways:

    playSound "Weedsound"; //Will be only heard by the player who smoke the weed
    [objNull, player, rSAY, "Weedsound", 50] call RE; //Will be heard by all players around himself in a range of 50 meters

     

  5. Hi guys.

    Any of you knows how can I make new objects for players to have in their inventories and being able to interact with them? Basically just make a duplicated version of for example Kilo of Hemp (Have it's icon and model) but have it as for example Kilo of Heroin? I'm trying to add more content from Life mods for ArmAs, I have already implemented a similar version with Cannabis(Player has to buy in one city from one trader stone grenades, right click on them and then they will get option to plant Cannabis - for that I used code from deployable bike. When it's planted they can right click on their knife and collect it which will basically pack bike aka Cannabis plant and they will get a Kilo of Hemp in their inventory. Then they will have to go to another trader and sell it to get extra 20 gold per each kilo).

    Also, could any of your share your codes for adding smoke grenade effect when you smoke hemp? Tried to do find a solution, but it only breaks the function to interact with kilo of hemp. And also where do I add activation for music? In description.ext?

     

    Can I just make an additional pbo for players to download before joining the server, so that both client and server could have them? I have no idea how this works..
    All I need is to create a new item and send all of model, collision and etc references to the ones that are already in the arma

    Regards,
    HitMan

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