Cyrus
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Cyrus got a reaction from DIO in Epoch 1.0.6.2 Class names full lists
i have seen a lot of people looking for epoch 1.0.6.2 class names with very little information available on where to find the full lists if you are planning on doing some custom loot crates for static mission spawns. I found on the Epoch Github Repo all the items available to 1.0.6.2.
I hope that others find it as useful as I have.
>Full lists here<
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Cyrus got a reaction from Vladick in Epoch 1.0.6.2 Class names full lists
i have seen a lot of people looking for epoch 1.0.6.2 class names with very little information available on where to find the full lists if you are planning on doing some custom loot crates for static mission spawns. I found on the Epoch Github Repo all the items available to 1.0.6.2.
I hope that others find it as useful as I have.
>Full lists here<
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Cyrus got a reaction from Relentless in Epoch 1.0.6.2 Class names full lists
i have seen a lot of people looking for epoch 1.0.6.2 class names with very little information available on where to find the full lists if you are planning on doing some custom loot crates for static mission spawns. I found on the Epoch Github Repo all the items available to 1.0.6.2.
I hope that others find it as useful as I have.
>Full lists here<
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Cyrus reacted to Relentless in Static Crates Random loot
That's fairly easy to do aswell. Returning a weapon works just like I mentioned before. To get its respective ammo, you can random select with a multidimensional array and store it into different variables. I guess by "random amount of its respective ammo" you mean an amount between 0 and the amount you set in your array.
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Cyrus reacted to killerkiwi in arma 2 / oa classnames
ok i have been ask alot for classnames because i am like a book don't need look for them here is a .pdf doc that has most of them comes with classnames with images and all that shiz
this is not my work
https://drive.google.com/file/d/1Pt2bWmsLA00DHXYhx4XNL4ymy8SNVhNM/view?usp=sharing
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Cyrus reacted to salival in Epoch 1.0.6.2 Class names full lists
Pinned, thanks for posting it, I should have done it when I commited it to github
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Cyrus got a reaction from salival in Epoch 1.0.6.2 Class names full lists
i have seen a lot of people looking for epoch 1.0.6.2 class names with very little information available on where to find the full lists if you are planning on doing some custom loot crates for static mission spawns. I found on the Epoch Github Repo all the items available to 1.0.6.2.
I hope that others find it as useful as I have.
>Full lists here<
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Cyrus reacted to oldmatechoc in Epoch 1.0.6.2 Chernarus Traders working fuel pump
@Cyrus Yep that should work :)
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Cyrus reacted to oldmatechoc in Epoch 1.0.6.2 Chernarus Traders working fuel pump
@Cyrus Couple of ways to do this.
1. Change
Land_A_FuelStation_Feed into
Map_A_FuelStation_Feed
2. Add your vehicle traders to the service points
_servicePointClasses = ["Profiteer4","RU_Profiteer4","GUE_Soldier_2","UN_CDF_Soldier_Pilot_EP1","Map_A_FuelStation_Feed","Land_A_FuelStation_Feed","FuelPump_DZ"];
3. Add your current map object to the service points
_servicePointClasses = ["Land_A_FuelStation_Feed","Map_A_FuelStation_Feed","Land_A_FuelStation_Feed","FuelPump_DZ"];
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Cyrus reacted to JasonTM in [RELEASE] JAEM - Just another Evac-Chopper Mod v1.6
Thanks. The only real problem with the mod is when the player dies. The helicopter pilot does not follow instructions after the player dies. The reason for this is because after death, your client resets and any scripts you were running are terminated and you are sent back to the lobby. The only way around this is to send some of the code server side so the server can execute the script even if the player dies. I might do this in the future, but I'm not sure it's worth putting extra stress on the server.
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Cyrus reacted to JasonTM in [RELEASE] JAEM - Just another Evac-Chopper Mod v1.6
Glad it worked. I updated the install instructions so this won't happen to anyone else.
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Cyrus got a reaction from Schalldampfer in Default Loadouts for Epoch 1.0.6.2
I found this on another forum, but seeing as I am truly dedicated to this one, I thought I'd share what i have found concerning the question I see a lot of people ask regarding default loadouts for everyone, including respawns and new players to the server. Its customizable with current 1.0.6.2 class IDs.
Unpack dayz_server.pbo and navigate to the compiles folder. Open the file named server_playerlogin.sqf. Find the follow block of code :
_config = (configFile >> "CfgSurvival" >> "Inventory" >> "Default"); _mags = getArray (_config >> "magazines"); _wpns = getArray (_config >> "weapons"); _bcpk = getText (_config >> "backpack"); _randomSpot = true; _key = format["CHILD:203:%1:%2:%3:",_charID,[_wpns,_mags],[_bcpk,[],[]]]; _key call server_hiveWrite; and comment this out by adding /* */ to the top and bottom of this code block. Like this
/* _config = (configFile >> "CfgSurvival" >> "Inventory" >> "Default"); _mags = getArray (_config >> "magazines"); _wpns = getArray (_config >> "weapons"); _bcpk = getText (_config >> "backpack"); _randomSpot = true; _key = format["CHILD:203:%1:%2:%3:",_charID,[_wpns,_mags],[_bcpk,[],[]]]; _key call server_hiveWrite; */ Then directly underneath this paste the following and configure to your liking. I have tried this and it works. To understand the logic, it is pointless to add a custom sqf in the mission folder, whether it be inside the init.sqf or a "exeVM" or a "call" method pointing to another custom sqf file seeing as the init is processed before server_playerlogin.sqf.
_randomSpot = true; _inventory = [["ItemFlashlight","ItemMap","ItemGPS","NVGoggles","AK_74"],["ItemBandage","ItemPainkiller","30Rnd_545x39_AK"]]; _backpack = ["DZ_ALICE_Pack_EP1",[],[]]; _key = format["CHILD:203:%1:%2:%3:",_charID,_inventory,_backpack]; _key call server_hiveWrite; Here is a list of most of the class ID's currently being used. Not all of them are there, but for this purpose you will find it more than adequate.
https://forums.dayz.com/topic/137361-dayz-chernarus-class-ids/
Finally we can now lay this beast to rest. Hope this will help many solve their default loadouts. I can recommend <ESSV3> by @ebayShopperif you need more than a single loadout for all spawns.
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Cyrus got a reaction from Schalldampfer in [RELEASE] JAEM - Just another Evac-Chopper Mod v1.6
Thanks for the help @JasonTM @steve21k. I realized that being a tool comes with disadvantages like asking dumb questions like mine. I realized this morning that in your features description you said that if the heli gets destroyed and by putting another heli on the pad will accept it as the new recue heli. So i went to buy another little bird, put it on the pad and i was allowed to remove the existing helipad. Initially my thinking in terms of removing them was too technical. So i can conclude that you have rebuilt an awesome mod and 99.9% flawless.
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Cyrus reacted to TwiSt_ in AutoRestart BAT Files with BEC
Hello all,
I have been looking for an AutoRestart script that included BEC and have not been able to find any that worked for me. I decided to make these files myself.
Big thanks to @ebayShopper and @juandayz for the base codes for the BAT files. I only have modified them slightly
http://www.mediafire.com/file/yast3yreoaoa92a/AutoRestart (with BEC).rar
Instructions are in the README file
I have also included my Scheduler.xml file that has 2-hour restarts
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Cyrus reacted to Anhor in Multible radiation zones with awesome visual effects!
This is a small mod to add multible full configurable radzones on every map. It comes with crazy awsome visual effects, the messages are easy to change.
I configure this for my namalsk server.
All credits are given @juandayz, he made the code, I just use it!
1. Create a new folder in your custom folder like \custom\radzone
2. Make a new sqf called "radzone_init.sqf". Copy and paste this in:
3. Load the radzone_init.sqf into your new folder.
4. Insert the sensors into your mission.sqm (change the coordinates like you want it)
5. Add the soundfile (ogg) into your description.txt
6. You need a ogg soundfile and call it radsound.ogg (I use the motiontracker from the Alien movie). Put it into the same folder like the radzone_init.sqf
Again, all credits to @juandayz!
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Cyrus reacted to Relentless in [Re-Release] Scheduler Creator
Hello there,
I know that there are a lot of people that often have some problems with the scheduler.xml that is used by BEC to print out messages in game and also to make planned restarts.
Some years ago, a guy called BeavisTheSecond released a tool on a german forum I am using for years now and it's nice and clean and easy to handle.
I just want to share this tool with you. Keep in mind that I don't have or claim any credits for it and I am not permitted to develop it any further. So if there are any bugs or features you want me to add, I can't to that because this tool is not licensed for editing, only for using.
If you have any problems, let me know in this topic. I'll try to help. Ofcourse this tool is English! :)
Have fun with it, hopefully it will prevent some scheduler.xml issues in the future!
By the way, if the download isn't available anymore, please pm me.
Download it here!
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Cyrus reacted to Relentless in [RELEASE] DZAI [Updated for 1.0.7]
Hello there,
just want to release DZAI for the new Epoch version. This addon is not made by me. The original author is SnarkIndustries.
Visit his GitHub: https://github.com/SnarkIndustries
Sadly, he is no longer active and also his donation link is suspended, so I can just give some credits.
Special thanks to Salival who updated the addon. I just updated the install instructions, cleaned up the repository a bit
and fixed broken links and paths.
Download and installation is provided on salivals github.
https://github.com/oiad/DZAI
Greetz Relentless :)
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Cyrus reacted to JasonTM in [Release] Wicked AI 2.2.3 [1.0.6+]
Wicked AI 2.2.3
This release is updated for DayZ Epoch/Overpoch 1.0.6.2.
>>>Download Here<<<
The install instructions are in the github readme file for each version.
Updates for DayZ Epoch 1.0.6.2 (Release 2.2.3)
Streatman's new attachment system L85 and SVD models. Optional dynamic text mission announcements. ZSC compatible remote message system using a modified version of Salival's remote_message.sqf iBen's mission auto claim addon. Two new options for mission vehicle keys: key in crate & key in vehicle gear. Minor bug fixes with missions. Updates for DayZ Epoch1.0.6.1 (Release 2.2.2)
Integrated Caveman's mission pack. Optional AI counter in mission marker loops. ZSC check wallet option. Optional mission static spawn points. Updated with 1.0.6+ classnames in weapon arrays and vehicles. Pistol spawning in crates. Credits
@f3cuk - WAI version 2.2.0
@ebayShopper - 1.0.6+ updates (release 2.2.1), right click solution for ItemRadio, mod detection method.
@Caveman - extended mission pack
@salival - ZSC remote messaging (for dynamic text option), many additional fixes - too numerous to list
@Zupa - ZSC check wallet
@theduke - testing and class name updates
@DAmNRelentless - additional configurable variable and check for ZSC option, dynamic text coding examples
@iben Auto-claim addon
@BigEgg Vehicle key in crate solution
For complete instructions on how to use iben's autoclaim addon see the following topic
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Cyrus reacted to JasonTM in [RELEASE] JAEM - Just another Evac-Chopper Mod v1.6
This is a reworked and updated version of JAEM originally from @OtterNas3 This version is compatible with DayZ Epoch 1.0.7.
A complete set of install instructions is provided on my github repository Download Here
Let me know if you have trouble understanding them or if I made a mistake.
New Features
ZSC support - you can choose between Epoch currency or ZSC to pay for your evac chopper. Deploy Anything - you can use Mudzereli's right-click actions to call the evac chopper instead of using the built in self-action loop. Plot pole and plot friends restriction - to prevent players from placing evac helipads in obnoxious places, they have to build them on their own plots or their friends plots. I have placed all of the config variables in one place in varables.sqf. The variables all have explanatory comments. Adjust them to your preferred settings:
// Evac Chopper Config Variables evac_chopperPrice = 1; // This is the price players pay in full briefcases to set up an evac chopper (between 1-12 briefcases). Players must have the briefcases in their inventory. evac_chopperUseZSC = false; // If you have ZSC installed you can set this to true and have players pay the amount below to set up an evac chopper. evac_chopperPriceZSC = 100000; // Price for evac chopper if you have ZSC Installed and evac_chopperUseZSC set to true. evac_chopperMinDistance = 500; // Minimum distance for player to call evac chopper. Do not set this lower than 500. evac_chopperZoneMarker = 0; // Evac zone marker type (0 = Landingpad | 1 = Smoke). evac_chopperNeedRadio = 0; // 1 - Require player to have a radio in gear to call evac chopper | 0 - Doesn't require radio to call evac chopper. evac_chopperUseClickActions = false; // If you have Mudzereli's Deploy Anything installed and are going to use click actions to call the evac chopper, set this to true (disables call chopper self-action loop). Functionality Instructions
if you have any other mods which save classname "HeliHRescue" to the database, be aware that this particular classname is used along with ownerID to make this mod work. If you already have an instance of HeliHRescue saved to the database with your playerUID, then you will get a message stating that you cannot create another when trying to set an evac chopper. To create an evac chopper you need a keyed helicopter, a plot pole, and the money to make the purchase. You have to have the key in your inventory to set and clear the evac chopper field. Walk up to the helicopter and you will get blue self actions for setting and clearing the evac chopper field. You do not have to have the key on you to call the evac chopper. There is a flight status monitor that appears in the same place as the debug monitor, so you will want to have the debug toggled off to view it. If you use Mudzereli's right click actions, make sure to set variable evac_chopperUseClickActions to true to disable the built in self action loop. If your helicopter is destroyed simply place a new one on the rescue helipad. The call evac chopper function finds the nearest heli (within 10 meters) of your rescue helipad. It does not return your money when you disable the evac chopper. Known Issues
There is only one known issue at this time. If the player is killed while the evac chopper is in route, the helicopter will not return to base. The pilot lands at the evac zone, gets out of the heli and just stands there. The helicopter remains locked. The way the code is written, it looks like it should work, but everything I have tried thus hasn't fixed it. I might try using some diagnostic logs to try to find where the breakdown is later. As long as you don't die before it gets there, it's smooth sailing.
Enjoy!
OtterNas3's original release topic
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Cyrus got a reaction from Relentless in Static Crates Random loot
@DAmNRelentless I will definitely be using your code, i was just curious at the possibilities of generating randoms from arrays. I more familiar with python and C#. Probably why i find SQF interesting. With practice im learning to change my mindset in terms of more effecting coding essentially improving across the board. I really appreciate the help that you are offering though
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Cyrus reacted to Relentless in Static Crates Random loot
Setup arrays and pick a random item from it. You can use the BIS_fnc_selectRandom function to do that: https://community.bistudio.com/wiki/BIS_fnc_selectRandom
_someWeaponArray = [ "DMR_DZ", "M24_des_EP1", "FNFAL_DZ", "Mk48_CCO_DZ", "M240_DZ", "G17_FL_DZ", "M9_SD_DZ" ]; //Pick 1 random item from it _randomWeapon = _someWeaponArray call BIS_fnc_selectRandom; //Optionally remove it from the array afterwards _someWeaponArray = _someWeaponArray - [_randomWeapon];
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Cyrus reacted to Relentless in Static Crates Random loot
@Cyrus I don't think that would work since it's not matching the function's syntax anymore. But due to the fact that different amounts of items are stored in a array as well, you could pick a random array.
_someWeaponArray = [ ["DMR_DZ",2], ["M24_des_EP1,4]", ["FNFAL_DZ",2], ["Mk48_CCO_DZ",1], ["M240_DZ,1"], ["G17_FL_DZ",5], ["M9_SD_DZ",5] ]; //Pick 1 random item array from it format: ["weapon",amount] //Keep in mind that it's saved as array this time _randomWeapon = _someWeaponArray call BIS_fnc_selectRandom; //Optionally remove it from the array afterwards //You don't need to set it as array now. Since it is already an array, you can just do _someWeaponArray = _someWeaponArray - _randomWeapon; //Adding the item to the crate if it's already set up //the variable is enough because it's already an array _this addWeaponCargoGlobal _randomWeapon; Now to not do this everytime, you could specify how many items from which arrays are picked. There can't be duplicate ones since the code is already removing the _randomWeapon from the origin array.
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Cyrus reacted to Relentless in Static Crates Random loot
No problem, that's what the forum is for. I am happy that there are still users who want to learn and not are like "I need a scripter mimimi". I would appreciate likes for my help aswell. :D