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Posts posted by Casual_Jeff
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Work great for me Thx @theduke
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Really nice but too late for me, i use Deploy anything now
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I use a really old version. Seems version 1.02 from Axe Cop. Can your scipt use items to rearm like a hotwire?
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51 minutes ago, salival said:
I haven't tried it with 1.0.6.1 but there should be no reason it doesn't work
This script works great on 1.0.6.1.
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Thank you for that :)
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The menu works great on 1061.
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This line has been deleted in 1.0.6.1.
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My rearm setting in service point.
Spoiler// rearm settings
_rearm_enable = true; // enable or disable the rearm option
//_blockedWeaponNames=["S-5","Hydra","CRV7"]; // weapon names you wish to exclude from rearming. Leave empty [] to allow all
_blockedWeaponNames=["S-5","Hydra","CRV7","HellfireLauncher","S8Launcher","SmokeLauncher","VikhrLauncher"]; // Weapon names you wish to exclude from rearming. Leave empty [] to allow all
_blockedAmmoNames = [ // Ammo names you wish to exclude from rearming. Leave empty [] to allow all
"192Rnd_57mm",
"128Rnd_57mm",
"1200Rnd_762x51_M240",
"SmokeLauncherMag",
"60Rnd_CMFlareMagazine",
"120Rnd_CMFlareMagazine",
"240Rnd_CMFlareMagazine",
"60Rnd_CMFlare_Chaff_Magazine",
"120Rnd_CMFlare_Chaff_Magazine",
"240Rnd_CMFlare_Chaff_Magazine",
"4Rnd_AT2_Mi24D",
"4Rnd_Ch29",
"8Rnd_Hellfire",
"2Rnd_Sidewinder_AH1Z",
"80Rnd_80mm",
"40Rnd_80mm",
"40Rnd_S8T",
"80Rnd_S8T",
"12Rnd_Vikhr_KA50",
"150Rnd_30mmAP_2A42",
"150Rnd_30mmHE_2A42",
"38Rnd_FFAR",
"12Rnd_CRV7",
"1500Rnd_762x54_PKT",
"2000Rnd_762x54_PKT",
"150Rnd_30mmAP_2A42",
"150Rnd_30mmHE_2A42",
"230Rnd_30mmAP_2A42",
"230Rnd_30mmHE_2A42",
"4000Rnd_762x51_M134"
];
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Maybe you have a solution here. I have use it 2 years ago to remove ammo at pop.
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A small script for action button to change color ingame. I use this github for color example.
Put this script in a sqf in scripts folder and link it to a button.
Share your scripts too :)
Enjoy :)
Spoilerif (isNil "CColor") exitWith {
// Wasteland
CColor = "Wasteland";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "Wasteland") exitWith {
//Clear contrast
CColor = "Clear Contrast";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [ 1, 1, 0, [0, 0, 0, -0.31],[1.9, 1.9, 1.73, 0.7],[0.2, 1.1, -1.5, 1.64]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "Clear Contrast") exitWith {
//Dark draining
CColor = "Dark draining";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [ 1, 0.21, 0, [0.1, 0, 0, 0],[3.59, 3.49, 3.78, 0.83],[-0.31, 0.08, 3.79, 5]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "Dark draining") exitWith {
//Sandy
CColor = "Sandy";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [ 1, 1, 0, [1.01, -2.46, -1.23, 0],[2.11, 1.6, 0.71, 0.8],[1.43, 0.56, 3.69, 0.31]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "Sandy") exitWith {
//Sumer Chernarus
CColor = "Sumer Chernarus";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [1,1,0,[0,0,0,0],[2,0,0,1.25],[2.5,-2.5,0,0]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "Sumer Chernarus") exitWith {
//Dog Vision
CColor = "Dog Vision";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [1,0.6,0,[0,0,0,0],[3,3,1,0.75],[2.5,2.5,-2.75,0]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "Dog Vision") exitWith {
//Tropical
CColor = "Tropical";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [ 1, 1, 0.01, [-0.11, -0.65, -0.76, 0.015],[-5, 2.74, 0.09, 0.95],[-1.14, -0.73, 1.14, -0.09]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "Tropical") exitWith {
//Photo
CColor = "Photo";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [ 0.2050, 35, 0, [6.32, 0.57, 10.71, -0.0015],[1.29, 0.81, 1.2, 0.67],[-1.24, 2.03, 0.37, -3.69]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "Photo") exitWith {
//WarZone
CColor = "WarZone";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [ .079990001, 7, 0.055, [1.320, 1.57, 1.31, -.022],[2.05, 1.8611, 1.62, .6807],[-1.954, 3.95553, 4.898, 5.19]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "WarZone") exitWith {
// Operation Flashpoint
CColor = "Operation Flashpoint";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [1,1,0,[0,0,0,0],[1,1,1.2,0.85],[1,1,-2.5,0]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "Operation Flashpoint") exitWith {
// Africa
CColor = "Africa";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [ 1, 1.3, 0.001, [-0.11, -0.65, -0.76, 0.015],[-5, -1.74, 0.09, 0.86],[-1.14, -0.73, 1.14, -0.09]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "Africa") exitWith {
// Blue
CColor = "Blue";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [ 0.9, 1, 0, [-2.32, 0.17, 0.71, 0],[1.09, 0.91, 1.1, 0.27],[-1.24, 3.03, 0.37, -1.69]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "Blue") exitWith {
// Arma mission colours
CColor = "Arma mission colours";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [ 1.0, 1, -0.003, [0.2, 0.15, -0.0, 0.125],[-2, -1.5, -1, 0.55],[-0.54, -0.53, 0.4, -0.09]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "Arma mission colours") exitWith {
// Heavy Colour Correction
CColor = "Heavy Colour Correction";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [1, 1.04, -0.004, [0.0, 0.0, 0.0, 0.0], [1, 0.8, 0.6, 0.5], [0.199, 0.587, 0.114, 0.0]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "Heavy Colour Correction") exitWith {
// Zombie View
CColor = "Zombie View";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable true;
CColor2 ppEffectAdjust [ 1, 0.75, 0, [-3.16, 5, 5, 0],[-4.3, 5, 5, 1.28],[-2.96, 5, 5, 5]];
CColor2 ppEffectCommit 0;
systemChat (format["Correction : %1", CColor]);
};
if (CColor == "Zombie View") exitWith {
// Normal
CColor = "Normal";
CColor2 = ppEffectCreate ["colorCorrections", 1501];
CColor2 ppEffectEnable false;
systemChat (format["Correction : %1", CColor]);
CColor = nil;
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10 hours ago, salival said:
The devs have always said coins are a user mod, which I understand,I also think it would be a good addition and solve a lot of issues.
Though, it's not that hard to install it for an admin.
Thx for the answer and the mod.
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Yes but with a choice to activate or not like many others addon on 1.0.6.0.
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This can be include in 1.0.6.1 release?
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My fix don't work on your server?
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Hi everyone,
I have a small question on this amazing script, is there a way to repack objects not created by the script? The scroll menu doesn't appear on spawned vehicle.
Thx for your help :)
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I answer to my question :)
To work with 1.0.6.0, you need to extract keyboard.sqf (no more dayz_space interrupt.sqf in 1.0.6.0) in dayz_code\compile and put it in your mission file.
Modify keyboard.sqf ass follow.
Add
//ESLK Menu _informenu = {if (isNull findDisplay 7777) then { execVM "custom\menu\menu_init.sqf"; }; _handled = true; };
before
_block = { _handled = true; };
and add:
[[DIK_TAB], _informenu] call _addArray;
At line 265 before:
[[DIK_ESCAPE], _cancelBuild] call _addArray;
Enjoy :)
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Hi all,
I have try to install this script in 1.0.6.0, work good but only one time. You press TAB and menu appear, you close it and it never appear again. I have try to add _handled = true; but dont work.
Any help plz :)
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Hi all,
I have try to install this script in 1.0.6.0, work good but only one time. You press TAB and menu appear, you close it and it never appear again. I have try to add _handled = true; but dont work.
I add the dik code in keyboard.sqf wich replace dayz_spaceinterrupt.sqf.
Any help plz :)
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Benchmarking may not be the best way to evaluate, this depend using. 1 CPU with clock over 3Ghz is better than 2 CPU with 2.4 Ghz on Arma server. I think you know that :)
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There no need 8 CPU, i use 4, 2 for Arma 2 and 2 for mysql and others services. Server is stable, only with missions cps become low.
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i have read Arma2 don't work fine on VM, low performance as real based os. I use Proxmox 3.4 with WS 2008 VM and everything is ok.
[Outdated][RELEASE] Virtual Garage update for 1061
in A2: Epoch Mods
Posted
Would be great to add a vehicle limit on this script :)