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cy123888

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Posts posted by cy123888

  1.  

    MPMission\init.sqf

    MaxMineVeins 	 = 0; //Default 50
    
    // DayZ Epoch config
    spawnShoremode = 1; // Default = 1 (on shore)
    spawnArea= 1500; // Default = 1500
    MaxVehicleLimit = 200; // Default = 50
    MaxDynamicDebris = 500; // Default = 100
    dayz_MapArea = 14000; // Default = 10000
    dayz_maxLocalZombies = 60; // Default = 30 
    dayz_maxGlobalZombiesInit = 80;
    dayz_maxGlobalZombiesIncrease = 10;
    dayz_maxZeds = 5000;
    dayz_paraSpawn = true;
    dayz_minpos = -1; 
    dayz_maxpos = 16000;
    dayz_sellDistance_vehicle = 10;
    dayz_sellDistance_boat = 30;
    dayz_sellDistance_air = 40;
    dayz_maxAnimals = 8; // Default: 8
    dayz_tameDogs = true;
    DynamicVehicleDamageLow = 0; // Default: 0
    DynamicVehicleDamageHigh = 100; // Default: 100
    DZE_BuildingLimit = 500;
    DZE_MissionLootTable = False;
    DZE_BuildOnRoads = true; // Default: False
    DZE_GodModeBase=true;
    DZE_SelfTransfuse = true;
    EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
    dayz_fullMoonNights = true;
    This is my init. How to modify SQF inside of me
  2.  

    Here is my siren script with lights if someone wants to make it better. Red and blue lights are limited only to police car, because of position of lights.

     

    Replace your sirens_on.sqf with this:

    _vehicle = vehicle player;
    _inVehicle = (_vehicle != player);
    
    _lightRed =
    {
    	_redLight = "#lightpoint" createVehicle (getPos _vehicle); 
    	_redLight setLightBrightness 0.03;	
    	_redLight setLightAmbient [ 0.5, 0, 0 ]; 
    	_redLight setLightColor [0.77,0.05,0.23]; 
    	_redLight lightAttachObject [_vehicle, [1, 0, 1.0]];
    	sleep 0.13;
    	deleteVehicle _redLight;
    	sleep 0.13;
    };
    _lightBlue =
    {
    	_blueLight = "#lightpoint" createVehicle (getPos _vehicle); 
    	_blueLight setLightBrightness 0.03;
    	_blueLight setLightAmbient [ 0, 0, 0.5 ]; 
    	_blueLight setLightColor [0,0,1.0]; 
    	_blueLight lightAttachObject [_vehicle, [-1, 0, 1.0]];
    	sleep 0.13;
    	deleteVehicle _blueLight;
    	sleep 0.13;
    };
    
    if (isnil ("sirensOn")) then {
        sirensOn = 0;
    };
    If (!_inVehicle) then {
        sirensOn = 0;
    };
    if (sirensOn == 0) then {
        sirensOn = 1;
        cutText ["Sirens ON!","PLAIN DOWN"];
    };
    while {sirensOn == 1} do {
    	If (_inVehicle and (driver _vehicle == player)) then {
    		_nul = [objNull, _vehicle, rSAY, "siren", 120] call RE;
    		[_vehicle, 200, true, (getPosATL _vehicle)] spawn player_alertZombies;
    			if(_vehicle isKindOf "policecar") then {
    				for "_i" from 1 to 10 do {
    					call _lightRed;
    					call _lightBlue;
    				};
    					} else {
    						for "_i" from 1 to 12 do {
    						player action ["lightOn", _vehicle];
    						sleep 0.2;
    						player action ["lightOff", _vehicle];
    						sleep 0.2;
    					};
    				sleep 0.2;
    			};
    		} else {
    		sirensOn = 0;
    	};
    };
    

    I added this code is no blue police lights red

    I added the code a police car no blue and red lights

  3. In your init.sqf search for:

     

    Under that line add this:

    This will make your building parts indestructible, so now you dont need to maintain your building parts, and will not dissapear, But you still need an Plot Pole to build.

     

    Greets

    -Holland

    I follow you add, or building is not invincible

    DZE_BuildOnRoads = true; // Default: False
    DZE_GodModeBase=true;
  4.  

    Create a new file in whatever text editor you use and save it as:kill_msg.sqf -> copy and paste the code that was linked in the instructions.

     

    Copy the file into your mission pbo...add it to a new folder called 'custom' (or whatever else you want, really).

     

    In his next step, add to init.sqf:

    execVM "custom\kill_msg.sqf";

    I did not find mission.pbo

  5. Here you have it.

     

    I'll try my best to explain the process.

     

    You'll need to edit two files:

     init.sqf

     description.ext

     

    on your init.sqf, at the top of the file, after the following line:

    dayz_previousID = 0; 

    add the following variable, set to whatever text you wish to appear on the lower-left corner of the screen:  (change "MyServer" to whatever you wish...)

    server_name = "MyServer";
    

    Then, at the very bottom of the init.sqf file (outside the server blocks), add the followind snippet of code:

    	[] spawn {
    		waitUntil {(!isNull Player) and (alive Player) and (player == player)};
    		waituntil {!(isNull (findDisplay 46))};
    		5 cutRsc ["wm_disp","PLAIN"];
    		((uiNamespace getVariable "wm_disp") displayCtrl 1) ctrlSetText server_name;
    	};
    

    save you init.sqf file and, edit the next one (description.ext).

     

    Then find the RscTitles class section, and paste the code below inside the RscTitles class.

    	class wm_disp {
    					idd = -1;
    					onLoad = "uiNamespace setVariable ['wm_disp', _this select 0]";
    					fadein = 0;
    					fadeout = 0;
    					duration = 10e10;
    					controlsBackground[] = {};
    					objects[] = {};
    					class controls {
    						class wm_text2 {
    						idc = 1;
    						x = safeZoneX+0.027;//safeZoneW*0.01;
    						y = safeZoneY+safeZoneH-0.16;
    						w = 1.151*safeZoneH;
    						h = 0.057*safeZoneH;
    						shadow = 2;
    							class Attributes
    								{
    								font = "EtelkaNarrowMediumPro";
    								color = "#24FFFFFF";
    								align = "left"; // put "center" here if you want some background
    								valign = "middle";
    								shadow = 2;
    								};
    						colorBackground[] = { 1, 0.3, 0, 0 };  // uncomment and increase 4th number to have a background
    						font = "EtelkaNarrowMediumPro";
    						size = 0.05*safeZoneH;
    						type = 13;
    						style = 0;
    						text="";
    						};
    					};
    	};
    

    **if you dont have a RscTitles section, create it and folow the previous step (below it's the needed lines to create the section):

    ***paste/create the RscTitles class section, before the RscText class section***

    class RscTitles {
    ///////insert the wm_display code here***
    };
    

    Save the file, pack your mission and upload it.

    That should sort you out.

     

    Cheers.

    Thank

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