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DY357LX

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  1. Like
    DY357LX reacted to salival in [Outdated] ZSC for Epoch 1.0.6.2 (And OverWatch 0.25)   
    Outdated, already built into Epoch 1.0.7
    Hi,
    This is my modified version of Zupas single currency framework. This drops into an Epoch 1.0.6.1+ server and just "works".
    Credits to Zupa for his amazing work, There's quite a few fixes mentioned in his original release thread in this version to make it more secure.
    GitHub link with install instructions: https://github.com/oiad/ZSC
    Tested as working on a blank Epoch 1.0.6.1+ and OverWatch 0.25 server. Designed to minimize duping/glitching of bank related saving with nearby players (checkWallet etc). Lots of code snippets taken from the original Zupa release thread to stop multiple people checking wallet/depositing into the same safe etc. Supports multiple configuration types, Safes/lockboxes only, vehicles only, safes/lockboxes AND vehicles. Supports any map, currently only has server_traders files for Chernarus (default), napf and tavi. To install global banking: https://github.com/oiad/ZSC#changing-to-global-banking Install:
    This install basically assumes you have NO custom variables.sqf or compiles.sqf or fn_selfActions.sqf, I would recommend diffmerging where possible.  This has all the config traders set up for epoch 1.0.6 items and OverWatch guns/items. You will need to install the specific version you want to use, See install notes further down.
  2. Like
    DY357LX reacted to salival in [Single Currency Banking] What Files Are Altered In The dayz_server folder?   
    Forget about headshots and the other variable cashmoney. Everything now is done with z_moneyVariable.
     
    Here is the changes I suggested for getting coins working with a safe/lockbox: 
     
  3. Like
    DY357LX reacted to [email protected] in simple custom loadouts for 106   
    so i used to have this custom loadouts script for 1051 and as far as i can tell seems to work just fine with 106 in case anyone was in need of something like this...
    i honestly dont remember where it came from or who wrote it.... but enjoy none the less  :)  
     
    add the following to mpMission init.sqf inside the    "if (!isDedicated) then {  }"   loop
    [] execVM "custom\scripts\loadouts.sqf";
     
    create file and add into "custom\scripts" folder:
    loadouts.sqf - 
    waitUntil {(getPlayerUID player) != ""}; /* Names and UIDs of donors/special people. #####userid#### // username */ // Populate this list with all UIDs of people who receive the loadouts from either group _loadList = ["#####userid####","#####userid####","#####userid####","0","0"]; _lpID = getPlayerUID player; // group1 if ((_lpID in ["#####userid####","0","0","0"]) && (_lpID in _loadList)) then { DefaultMagazines = ["5Rnd_762x51_M24","5Rnd_762x51_M24","5Rnd_762x51_M24","Skin_Soldier_Sniper_PMC_DZ","ItemBandage","ItemBandage","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemMorphine","ItemPainkiller","ItemWaterbottleBoiled","FoodSteakCooked"]; DefaultWeapons = ["M40A3","M9SD","ItemRadio","NVGoggles","ItemCrowbar","ItemMap","ItemCompass","ItemKnife","ItemToolbox","ItemHatchet_DZE","Binocular"]; DefaultBackpack = "DZ_LargeGunBag_EP1"; }; // group2 if ((_lpID in ["#####userid####","#####userid####","#####userid####","0","0","0"]) && (_lpID in _loadList)) then { DefaultMagazines = ["10Rnd_127x99_m107","Skin_Sniper1_DZ","ItemBandage","ItemBandage","30Rnd_9x19_UZI_SD","ItemMorphine","ItemPainkiller","ItemWaterbottleBoiled","FoodSteakCooked","PartGeneric","PartGeneric","PartVRotor","PartEngine","PartWheel","PartWheel"]; DefaultWeapons = ["m107_SKN","UZI_SD_EP1","ItemRadio","ItemEtool","ItemGPS","NVGoggles","ItemCrowbar","ItemMap","ItemCompass","ItemKnife","ItemToolbox","ItemHatchet_DZE","Binocular_Vector"]; DefaultBackpack = "DZ_LargeGunBag_EP1"; };  

     

  4. Like
    DY357LX reacted to Buck0 in Battlefield 1.0   
    Lol
    Quality content from you as always
  5. Like
    DY357LX reacted to Mikeeeyy in [Release v1.0.5] Precise Base Building - Persistent bases after restart! (Updated 22/09/15)   
    Replace AN_fnc_formatWorldspace with this please:
    AN_fnc_formatWorldspace = { diag_log _this; private "_ws"; _ws = toArray str _this; format ["[%1,%2%3]", _this select 0 call KK_fnc_floatToString, _this select 1 call KK_fnc_positionToString, toString ([_ws, (_ws find 93) + 1, count _ws - 2] call BIS_fnc_subSelect)] }; Then run your server and post your arma2oaserver.rpt file.
  6. Like
    DY357LX reacted to Richie in a3_vemf_reloaded by IT07   
    Yes DY357LX, make the folder VEMF into VEMF.pbo so that the .pbo container has all the other folders inside :)
  7. Like
    DY357LX got a reaction from pr0dukt in Would A "Sleepers" Script Be Theoretically Possible?   
    DiSCLAIMER: No, I don't want this implemented by the devs or anything like that. I was simply thinking about it and how it would be implemented during my walk home.
     
    Several popular survival games these days are setup so that when the player logs out, their character is left on the floor, asleep in their logout location.
    Online players can stumble across these sleepers, steal their gear or flat-out kill them. It forces players to consider carefully where they're going to log-out.
     
     
    So, the script would have to:
    Get the player UID, skin, inventory content, position on the map etc and then create a "clone". Creating a new soldier/AI with those attributes wouldn't be too difficult but you'd have to find a way to stop it moving at all. Even rotating on the spot. I don't know if ArmA 2 + 3 contain a "sleep" animation. Maybe a dead body would work better but you'd have to make sure the database value doesn't change unless actually killed by another player.
     
    As the sleeper player logs in, the script simply removes the AI with the variable name/value that matches the UID of the player so there's no conflicts and updates the players inventory to match that of the clone to prevent duping. If the player logging in has been killed whilst asleep, the script sets ALIVE to 0 in the database and a respawn is required.
     
     
    Anyway, it was just an idea (with plenty of flaws) and I thought it might make for an interesting discussion. Not just for scripters, but for people who love/hate the sleeper mechanic.
  8. Like
    DY357LX reacted to Tobias Solem in Speculations :)   
    Ducks!
  9. Like
    DY357LX reacted to stonXer in Speculations :)   
    Saddle on a dog.
  10. Like
    DY357LX reacted to Psirus in GPDE01 G-portal.de has broken again   
    The server needs a manual restart, even though it shows players are on the server it has frozen and cannot be joined.  I have left the server but I still show in the player list..
     
    Cheers
    -Psi
  11. Like
    DY357LX reacted to Sequisha in So finaly we can Preorder Epoch ?   
    We haven't declared an ETA on server file release.
  12. Like
    DY357LX reacted to 0verHeaT in [Release] Custom Kill Messages   
    Description
     
    Get all kill notification nicely displayed in the left upper corner. This will include the picture of the gun and the shot distance.
     
    The format will look like that:
     
    [killer] ['image'] [victim] ['distance in meters']
     
    To see how it will look like in game:



     
    UPDATE
    fixed bug where dead players spawn near their bodies with their old gear message will only appear when a player is shot by someone else if an attacker killed another player with a vehicle the message will show the picture of the vehicle instead of the gun  
    Download and installation
     
    http://github.com/0verHeaT/kill_msg
     
     
    Step by Step Guide (if you have already other mods)
     
    (Has been removed! Please use my Github!)
     
    Done.
  13. Like
    DY357LX reacted to mgm in [Release] Chernarus 11 Fuel Sources   
    Guys,
     
    I wanted to add that nice "service point" (repair & refuel) icons on the map and I found the sqf code to add the icons but couldn't find the map coordinates for fuel stations.
    Then after some more search I found the code but this time I couldn't figure which one is which so I teleported myself to each fuel station on Chernarus 11 map (took a while).
     
    Sharing the resulting work so that others -hopefully- can save time.
     
    Please note the original file is not my work, I only used teleport to identify which one is which.
    Also, I got bored after a while and left mapping work at Fuel Stations (that's what I needed really).
    Fuel Points (i.e.: fuel tanks on map) are still in the document, further down, but they are unnamed - if you need their names enojy the TP :)
     
    Thanks
     



     
     
     
     
    And here is a picture if you wish to take a look or publish it on your web/forums for your players. The big red circles are Service Points. Small icons are Fuel Sources.



  14. Like
    DY357LX reacted to Darth_Rogue in Preventing .log files from gettting too big?   
    Use the rotate logs batch file included with the Epoch server files as part of your server startup sequence.  If you set it up right it will rotate the logs for you on every server restart.
  15. Like
    DY357LX reacted to TNT in Preventing .log files from gettting too big?   
    heres the link to the rotate logs .bat
    https://github.com/vbawol/DayZ-Epoch/blob/master/Server%20Files/Tools/rotate_logs.bat
     
    Battle eye logging info
     
    1 = Log to .log file only 2 = Log to console/RCON only 3 = Log to both 4 = Silent kick 5 = Kick and log to .log file 6 = Kick and log to console 7 = Kick and log to both
  16. Like
    DY357LX got a reaction from crckdns in Locked Vehicles within 90m of Plot Pole take no damage   
    1: Why don't you post in the topic that the script originated from?
    2: You've provided absolutely no information regarding the problems you're (supposedly) having. How are people supposed to help you if you don't give them anything to work with?
  17. Like
  18. Like
    DY357LX got a reaction from Donnovan in Placed Map Objects Accurately Using Infistar Anti-Hack   
    Really? That's cool. Thanks for letting us know. I guess people on older versions can test the code posted.
  19. Like
    DY357LX got a reaction from Donnovan in Placed Map Objects Accurately Using Infistar Anti-Hack   
    Maybe it's just me, but whenever I spawn a building/object via Infistar, it seems to go in a random spot.
    It's pretty difficult to place objects accurately.
     
    So, when I found out you could make a file called admin_start.sqf in your ArmA 2 Operation Arrowhead folder and press ALT+F11 to execute the script, I made this script to make my placements more accurate.
     
    (This code will place the object directly on your head so make sure to have God Mode on.)
     
    Make a file called admin_start.sqf in your ArmA 2 Operation Arrowhead folder (same folder as your ArmA2OA.exe) then paste this code in:
    _objectPlaced = "Land_Misc_Cargo2C"; // Automagically grab position of player (for output later). _objectPosition = (getPos player); // Spawn object on top of player. _placement = _objectPlaced createVehicle getPos player; // Set its position to ontop of the player _placement setPos (getPos player); // Get the direction the player is facing + alter rotation _placement setDir (getDir player + 180); // Wait 3 seconds sleep 3; // Set the height of the object (in meters) if required //_placement setPos [(getPos _placement) select 0, (getPos _placement) select 1, 0.2]; systemchat format ["Placed %1 at %2 - remember to INSERT it into the database",_objectPlaced,_objectPosition]; Go ingame, position yourself, press ALT+F11. You can alt-tab out of the game to change the classname without having to restart the server.
     
    You can find classnames for almost everything here:
    http://www.armatechsquad.com/ArmA2Class151656165165341654165165165165f/index.php
     
    The code is very simple (probably not 100% perfect but t works) and commented to help.
    _objectPlaced = "Land_Misc_Cargo2C"; is where you place the classname of the object you wish to spawn.
     
    If you wish to set the height of the object, remove the "//" from the line, enable the Infistar Debug Monitor and use the last numbers in the brackets.
    For example:
    _placement setPos [(getPos _placement) select 0, (getPos _placement) select 1, 12.34]; will set the object to 12.34 (meters) in the air.
     
    I find this very useful for admin events and helping players position tricky objects in their bases.
     
    Thanks to:
    Infistar for the Admin Tools.
    BioHazard for assistance in testing.
     
     
  20. Like
    DY357LX reacted to f3cuk in Players Getting Their Humanity Reset Randomly. Trying To Diagnose.   
    Check out this proposed fix by dayzebay:
  21. Like
    DY357LX reacted to insertcoins in OverPoch loot For 1.5.0.1   
    :D :D :D Use the search function :D Thanks :D :D
  22. Like
    DY357LX reacted to DeliciousAce in AI recruitment for epoch   
    Open your AH.sqf  and look on row 2255 for this:



    and remove it or comment it out.

    You can change the code from the key just search for DIK Key Codes on the web.
  23. Like
    DY357LX reacted to mgm in File Based Traders - Huge Performance Increase?   
    Hey Guys,
     
    I keep reading file based traders providing better performance as it does not wait for SQL queries. This change is all good in theory but is there really a huge performance increase?
     
    I would like to try it out if it's really helping and don't want to invest time if it's not really working well (or if it causes any other issues). I am aware of the lack of functionality (unable to track stock numbers any more) but I cannot think of a reason why would I even want to track stock numbers...
     
    I will appreciate feedback on performance increase (or lack thereof) from those who experimented with this please.
     
    Thanks
  24. Like
    DY357LX reacted to Glenn in What's The Difference (In Files/Structure) Between Live + Local Servers?   
    Usually, the differences tends to be "enhancements"...  
    Dayz.ST => Adds a custom mission folder for antihacks. Enforces Instances in mission init.sqf 
    Vilayer => needs /ca/ folder in mission package to work properly (if I remember correctly) Uses $PBOPREFIX$ for server PBO
    HFB => Uses $PBOPREFIX$ for server pbo
    Vert => Uses $PREFIX$ for server pbo, Dont use a mission PBO (unpacked folder). needs /ca/ folder in mission package to work properly
    (differences from memory - which is at times faulty - take with several grains of salt)

    As for updating Epoch to higher versions, the DB usually have very little to do with it. Usually there are price adjustments, or new vehicles/items added in large version changes.  It will not wipe your existing DB. 
  25. Like
    DY357LX reacted to Glenn in What's The Difference (In Files/Structure) Between Live + Local Servers?   
    In theory, what you are planning on doing is the correct action of going about things. 

    The difference you may see is in flavored changes that your host is making to the files, to better support their automated tools. 
     
    The best way generally is to have a small test server using the same host provider to have as your staging environment, as final test...  which would make it look like this: 
     
    [Your local server for tinkering] ==> [Your Staging Environment for final testing (with invited people if need be)] ==> You simply replacing your production files for the new updated ones from staging. 
     
    Just remember - always take backups! :) 
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