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Cyrus
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Posts posted by Cyrus
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Based on this information, I guess i can just comment out the line from the server_functions.sqf seeing as infistar maintainArea overrides this?
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Im looking for an easy, effective way to randomize loot (weapons, ammo, toolbelt items, food, meds and building supplies) in static crate. I have a placed crate already and populated with stuff but i would like to have this random on spawn. Also i would like to know how to have this crate stay for 2 hours then destroy and respawn 15 min later. This is what my customLootCrate.sqf looks like :
SpoilerQuoteif (isServer) then {
_vehicle_9090 = objNull;
if (true) then
{
_this = createVehicle ["USSpecialWeaponsBox", [4434.3223, 10632.069, 0], [], 0, "CAN_COLLIDE"];
_vehicle_9090 = _this;
_this setDir -182.5;
_vehicle_9090 setVariable ["ObjectID","1",true];
_vehicle_9090 setVariable ["permaLoot",true];clearWeaponCargoGlobal _this;
clearMagazineCargoGlobal _this;_this addWeaponCargoGlobal ["BAF_LRR_scoped",2]; //
_this addWeaponCargoGlobal ["DMR_DZ",1];
_this addWeaponCargoGlobal ["[M24_des_EP1",2];
_this addWeaponCargoGlobal ["[FNFAL_DZ",2];
_this addWeaponCargoGlobal ["[Mk48_CCO_DZ",2];
_this addWeaponCargoGlobal ["[M240_DZ",2];
_this addWeaponCargoGlobal ["[G17_FL_DZ",2];
_this addWeaponCargoGlobal ["[M9_SD_DZ",2];
_this addMagazineCargoGlobal ["20Rnd_762x51_DMR",20];
_this addMagazineCargoGlobal ["5Rnd_762x51_M24",20];
_this addMagazineCargoGlobal ["20Rnd_762x51_FNFAL",20];
_this addMagazineCargoGlobal ["100Rnd_762x54_PK",20];
_this addMagazineCargoGlobal ["100Rnd_762x51_M240",20];
_this addMagazineCargoGlobal ["17Rnd_9x19_glock17",20];
_this addMagazineCargoGlobal ["15Rnd_9x19_M9SD",20];
_this addWeaponCargoGlobal ["ItemToolbox",5];
_this addWeaponCargoGlobal ["ItemCrowbar",5];
_this addWeaponCargoGlobal ["ItemEtool",5];
_this addWeaponCargoGlobal ["Binocular_Vector",5];
_this addWeaponCargoGlobal ["ItemGPS",5];
_this addWeaponCargoGlobal ["ItemHatchet",5];
_this addWeaponCargoGlobal ["NVGoggles",5];
_this addMagazineCargoGlobal ["ItemLockbox",2];
_this addMagazineCargoGlobal ["ItemPole",20];
_this addMagazineCargoGlobal ["ItemComboLock",2];
_this addMagazineCargoGlobal ["ItemGenerator",3];
_this addMagazineCargoGlobal ["ItemVault",2];
_this addMagazineCargoGlobal ["ItemCorrugated",20];
_this addMagazineCargoGlobal ["plot_pole_kit",2];
_this addMagazineCargoGlobal ["ItemWire",10];
_this addMagazineCargoGlobal ["ItemTankTrap",10];
_this addMagazineCargoGlobal ["ItemSandbag",10];
_this addMagazineCargoGlobal ["CinderBlocks",40];
_this addMagazineCargoGlobal ["MortarBucket",20];
_this addMagazineCargoGlobal ["ItemBloodbag",5];
_this addMagazineCargoGlobal ["ItemEpinephrine",5];
_this addMagazineCargoGlobal ["ItemMorphine",5];
_this addMagazineCargoGlobal ["ItemPainkiller",5];
_this addMagazineCargoGlobal ["ItemAntibiotic",5];
_this addMagazineCargoGlobal ["ItemBandage",5];
_this addMagazineCargoGlobal ["ItemSeaBassCooked",10];
_this addMagazineCargoGlobal ["ItemTunaCooked",10];
_this addMagazineCargoGlobal ["ItemSodaR4z0r",5];
_this addMagazineCargoGlobal ["ItemSodaMdew",5];
_this addMagazineCargoGlobal ["ItemSodaOrangeSherbet",5];
_this addMagazineCargoGlobal ["ItemSodaRbull",5];
_this addMagazineCargoGlobal ["PartEngine",5];
_this addMagazineCargoGlobal ["PartVRotor",5];
_this addMagazineCargoGlobal ["PartGlass",5];
_this addMagazineCargoGlobal ["PartWheel",5];
_this addMagazineCargoGlobal ["PartGeneric",5];
_this addMagazineCargoGlobal ["ItemJerrycan",5];
_this setPos [4434.3223, 10632.069, 0];
};
};Thanks for any help in advance.
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I have just managed to install the latest version of InfiSTAR v1448. Since then I am getting an error when logging into the server. "\z\addons\dayz_server\compile\server_maintainArea.sqf" not found." I have looked and the file is present at that location. And in my server_functions.sqf it is called correctly.
server_maintainArea = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_maintainArea.sqf";
Would there be any reason why this call would fail?
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On 3/11/2017 at 10:03 PM, theduke said:
thats because his instructions are wrong. they are for arma 3
this is the appropriate path for your server_functions.sqf
[] execVM "\z\addons\dayz_server\a2_infiSTAR\AH.sqf";
I struggled a bit with this till i noticed his path lol
I need to send him a msg so he fixes that lol
I also bought the latest copy of infiSTAR yesterday, and have had the very same issue with the installation instructions.
This morning i have used this method by specifying the full path the sqf and now it works perfectly. Thanks a lot @theduke Short and sweet = works like a charm
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I have installed the mob, line for line, checked against your files supplied with the download, and rechecked 2 more times. Everything is exactly the same as yours. But now i cannot access any helicopters.
Edit: I can access vehicles but not traders either
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Hi @JasonTM Any possibility of sending me the files for testing? I have a friend who can help with the coding side of things.
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1 hour ago, oldmatechoc said:
@Cyrus Yep that should work :)
Thanks for the help, works like a charm :)
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@oldmatechoc Thanks for the quick reply. In my _servicePointClasses i have the following :
_servicePointClasses = dayz_fuelpumparray;
Can I add it like this? :
_servicePointClasses = dayz_fuelpumparray +["Land_A_FuelStation_Feed"];
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I have placed a fuel pump in starry using a custom script. The fuel pump is there and accessible but i would like to know how i can make it work with out the need of having to place a generator or a running fuel ural. by default it acts the same way a placeable fuel pump works picked up in the world.
Here is the code that use to spawn the fuel pump.
_vehicle_344 = objNull; if (true) then { _this = createVehicle ["Land_A_FuelStation_Feed", [6325.166, 7715.0869, 0.15837258], [], 0, "CAN_COLLIDE"]; _vehicle_344 = _this; _this setDir -52.000465; _this setPos [6325.166, 7715.0869, 0.15837258]; };
Any help will be appreciated.
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16 hours ago, khalcifer said:
[4434.3223, 10632.069, -339]
try change to
[4434.3223, 10632.069, 0]
Thanks, I i have misinterpreted the Z-elevation as level below 0. Sea level being 0. I will change it to what you suggest and see if it works.
Edit : I have reduced the item list for testing purposes and set the Z- coord to zero. Ammo box now spawns correctly. Thanks for the help. Ill go look for an updated list to correctly populate item arrays
Edit: I queried the trader_data table against the epoch database and built two raw CSV files containing weapons and items currently being used by the server. I will use this to compare what i have in my custom crate array.
EDIT: If anyone is interested in manually searching the database for specific items this is a select query i wrote to find specific trader items in the game.
select tt.name, tt.trader, td.item, td.afile from trader_tids as tt inner join traders_data as td on tt.id = td.tid where tt.name like "Sniper%" order by td.item ASC The word "Sniper%" is a wildcard search for any item starting with the word in the trader_tids table as is transmutable to other words such as "Assault%". This is a typical result from the query. name,trader,item,afile 'Sniper Rifle Ammo','144','[\"10Rnd_762x54_SVD\",1]','trade_items'
I have used Mysql Workbench for the database management. For a complete alpabetically ordered list omit this line from the query "where tt.name like "Sniper%"
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50 minutes ago, lwbuk said:
Class names are wrong on some items too.
30m_plot_kit
should be
plot_pole_kit
Possibly more in there too, but I havent checked them all
Thanks a lot. Is there a list that i can use to verify?
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I have a custom base set up at North West Airfield running Epoch 1.0.6.2 Chernarus. Im trying to spawn a custom loot crate called CustomLootCrate.sqf and it doesn't spawn as expected regardless if I am loading it via []exeVM " custom\CustomLootCrate.sqf"; in the init.sqf or using execVM "\z\addons\dayz_server\custom_crates\CustomLootCrate.sqf"; in the server_functions.sqf suggested elsewhere on these forums. I need some help from an experienced modder please. My CustomLootCrate.sqf is as follows:
Spoilerif (isServer) then { _vehicle_9090 = objNull; if (true) then { _this = createVehicle ["USSpecialWeaponsBox", [4434.3223, 10632.069, -339], [], 0, "CAN_COLLIDE"]; _vehicle_9090 = _this; _this setDir -182.5; _vehicle_9090 setVariable ["ObjectID","1",true]; _vehicle_9090 setVariable ["permaLoot",true]; clearWeaponCargoGlobal _this; clearMagazineCargoGlobal _this; _this addWeaponCargoGlobal ["BAF_AS50_scoped",2]; _this addWeaponCargoGlobal ["M107_DZ",2]; _this addWeaponCargoGlobal ["BAF_LRR_scoped",2]; _this addWeaponCargoGlobal ["USSR_cheytacM200",2]; _this addWeaponCargoGlobal ["USSR_cheytacM200_sd",2]; _this addWeaponCargoGlobal ["vil_M110",2]; _this addWeaponCargoGlobal ["vil_M110sd",2]; _this addWeaponCargoGlobal ["M110_NVG_EP1",2]; _this addWeaponCargoGlobal ["M110_TWS_EP1",2]; _this addWeaponCargoGlobal ["FHQ_XM2010_DESERT",2]; _this addWeaponCargoGlobal ["FHQ_XM2010_SD_DESERT",2]; _this addWeaponCargoGlobal ["FHQ_XM2010_NV_DESERT",2]; _this addWeaponCargoGlobal ["FHQ_XM2010_NV_SD_DESERT",2]; _this addWeaponCargoGlobal ["FHQ_XM2010_TWS_DESERT",2]; _this addWeaponCargoGlobal ["FHQ_XM2010_TWS_SD_DESERT",2]; _this addMagazineCargoGlobal ["5Rnd_127x99_AS50",20]; _this addMagazineCargoGlobal ["10Rnd_127x99_m107",20]; _this addMagazineCargoGlobal ["5Rnd_86x70_L115A1",20]; _this addMagazineCargoGlobal ["USSR_5Rnd_408",20]; _this addMagazineCargoGlobal ["20Rnd_762x51_DMR",20]; _this addMagazineCargoGlobal ["FHQ_rem_5Rnd_300Win_XM2010_NT",20]; _this addMagazineCargoGlobal ["FHQ_rem_5Rnd_300Win_XM2010_NT_SD",20]; _this addWeaponCargoGlobal ["ItemToolbox",5]; _this addWeaponCargoGlobal ["ItemCrowbar",5]; _this addWeaponCargoGlobal ["ItemEtool",5]; _this addWeaponCargoGlobal ["ChainSawR",1]; _this addWeaponCargoGlobal ["ChainSawP",1]; _this addWeaponCargoGlobal ["ChainSawG",1]; _this addWeaponCargoGlobal ["ChainSawB",1]; _this addMagazineCargoGlobal ["ItemMixOil",2]; _this addMagazineCargoGlobal ["ItemLockbox",2]; _this addMagazineCargoGlobal ["ItemComboLock",2]; _this addMagazineCargoGlobal ["ItemGenerator",3]; _this addMagazineCargoGlobal ["ItemVault",2]; _this addMagazineCargoGlobal ["ItemCorrugated",20]; _this addMagazineCargoGlobal ["30m_plot_kit",2]; _this addMagazineCargoGlobal ["ItemWire",10]; _this addMagazineCargoGlobal ["ItemTankTrap",10]; _this addMagazineCargoGlobal ["ItemSandbag",10]; _this addMagazineCargoGlobal ["CinderBlocks",40]; _this addMagazineCargoGlobal ["MortarBucket",20]; _this addMagazineCargoGlobal ["ItemBloodbag",5]; _this addMagazineCargoGlobal ["ItemEpinephrine",5]; _this addMagazineCargoGlobal ["ItemMorphine",5]; _this addMagazineCargoGlobal ["ItemPainkiller",5]; _this addMagazineCargoGlobal ["ItemAntibiotic",5]; _this addMagazineCargoGlobal ["ItemBandage",5]; _this addMagazineCargoGlobal ["ItemSeaBassCooked",10]; _this addMagazineCargoGlobal ["ItemTunaCooked",10]; _this addMagazineCargoGlobal ["ItemSodaR4z0r",5]; _this addMagazineCargoGlobal ["ItemSodaMdew",5]; _this addMagazineCargoGlobal ["ItemSodaOrangeSherbet",5]; _this addMagazineCargoGlobal ["ItemSodaRbull",5]; _this addMagazineCargoGlobal ["PartEngine",5]; _this addMagazineCargoGlobal ["PartVRotor",5]; _this addMagazineCargoGlobal ["PartGlass",5]; _this addMagazineCargoGlobal ["PartWheel",5]; _this addMagazineCargoGlobal ["PartGeneric",5]; _this addMagazineCargoGlobal ["ItemJerrycan",5]; _this setPos [4434.3223, 10632.069, -339]; }; };
The x,y,z position i got from using the editor and placing a marker in the middle of the custom base i created.
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On 8/4/2014 at 11:46 PM, Kar said:
Run Arma 2, go to singleplayer, editor, Chernarus. Run Arma 2 OA, singleplayer, editor, Chernarus. Run Arma 2 CO epoch, CTRL + E Chernarus. If you get any errors let me know.
I had the same issue just now, even though i was playing just last night. Followed these instructions and everything is back to normal now.
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@DAmNRelentless Thanks for the advice. That is a good place to start looking. I have tried using external scripts for loot crates in the past and it wasn't working. I might have beating around the wrong bush. Worth taking another look at it. Once I have it working I will post my results here.
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Im looking for instruction on how to add custom loot crates to static AI spawns. I have an AI base with about 50 AI and would love to add 2-3 custom loot crates to the area. Can anyone please supply me with so instruction on how to go about this? Any help will be appreciated.
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Damn, that sounds good.. Feel like a kid in a candy store with that news. Let me know if you need a tester. Ill definitely put my hand up.
PS. I own my own server as well, so i can make and break as i please.
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Has anyone managed to port this to 1.0.6.2 yet? i would love to use this on my server
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Awesome! thank you! was really bugging me to have fuel stations at major traders and they arent working.
Again...thanks for the help :))
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Awesome stuff! i completely overlooked this setting. I'm fairly certain this is what the problem was. Thanks for the speedy response Salival.
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Very nice script. Just one question. How do i get custom placed fuel station / pumps to work with this script. All my original pumps works as expected except for the ones i added as custom buildings / bases
Edit : I'm using this in my custom building script which I'm suspecting might be the issue :
_this = createVehicle ["MAP_A_FuelStation_Feed", [6393.1343, 7792.9556, 0.31752014], [], 0, "CAN_COLLIDE"];
Can i add "MAP_A_FuelStation_Feed" to the service point class in service_point.sqf?
//original _servicePointClasses = dayz_fuelpumparray; //Changed to this? _servicePointClasses = dayz_fuelpumparray, MAP_A_FuelStation_Feed;
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Hi, Thanks for a awesome mod. I have one issue though, and it might be a setting that I'm either overlooking or do not know where to find. When players on my server dies, they successfully re-spawn using spawn selection halo/ground spawn and earned loadout, but they also spawn with the same amount of money they had when they died. So when the go back to their bodies they also collect this amount. In conjunction with ESSV3 I'm using ZSC single currency. I need to know how to disable re-spawn with money. I would appreciate it if someone can point me in the right direction.
EDIT: The only place I found mentioning coins as per the documentation
QuoteCoins
- 0 - Does nothing, use if single currency is not installed
- Positive # - Gives player coins with loadout
is from main.sqf :
_coins = switch true do { case (count class_choice > 20): {class_choice select 21}; //Random case (count class_choice > 10): {class_choice select 10}; //Normal public or private case (count class_choice > 0): {class_choice select 8}; //Custom loadout by UID default {0};
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Works like a charm now, thanks a lot. I may need to adjust the spawn location seeing as all the ai spawn outside of the base i built.
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Ah ok. will make the change. overlooked that bit.
Static Crates Random loot
in Scripting
Posted
@DAmNRelentless Thanks for the reply. That makes sense. for arguments sake if i want to populate the crate with multiple random items from the same array to i just specify the amount like this? :
_randomWeapon = [_someWeaponArray,10] call BIS_fnc_selectRandom;
Essentially requesting 10 random weapons from the array?