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Tanita-Corp

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Posts posted by Tanita-Corp

  1. On 7/9/2017 at 9:19 AM, salival said:

    Hi guys,

    Here's my version of Virtual Garage, it's not far off a full rewrite but includes some of the original code that the original author contributed.

    Fixes a lot of problems and adds a lot of newer features:

    • Single UI for storing/retrieving vehicles
    • Dynamic pricing based on vehicle type/classname
    • Dynamic limits based on vehicle type/classname
    • Adds support for removing a helipad nearby
    • Able to see storage in stored vehicles
    • RPT logging for storing/retrieving vehicles
    • Fixes dupes for more than 2 people depositing the same vehicle
    • Supports briefcases and coins
    • Localization support (currently german and russian)
    • Has uninstall information for the previous version

    Please see my github repo for install instructions:

    https://github.com/oiad/virtualGarage

    hey salival, where download old version with extDB garage??>

  2. On 4/30/2018 at 8:26 PM, LadyVal said:

    Thanks for that!!

    One more question about this pvp zone:  
    I was asking about the calling rolling messages because I would like to have a message like you have when you are entering in safezone (but in red), but I couldnt find where that STR are safe so I try to see if I can create one for the PVP area.

    And one only for the "looking"... how can the circle/mark can be expanded to be way much more bigger?

    Again, thanks a lot for all the help.

    _______________________________________

    I did that change and it is giving me these errors (console error and rpt, obviously)

    https://gyazo.com/01df40142ad82d1eeaecc8f52ce0091f 

    (this is in Mission.sqm... when I comment those lines, everything is resolved.

    And the following one is in the fn_damagehandler... when I use the original one, everything is working.

    https://gyazo.com/f8ed3946c2561a2dc3ddb33468974204

    BUT WHEN I REMOVE THE MISSION.SQM ENTRY, I HAVE NO MORE ERROR FROM THE DAMAGEHANDLER.  ??

    this is the part of the script where that was changed

      Hide contents


    dayz_lastDamageSourceNull = false;
    _isPZombie = _model isKindOf "PZombie_VB";
    _isMan = _sourceType isKindOf "CAManBase";
    _isPlayer = (isPlayer _source);
    if (_isPlayer && {!_falling} && {!inPVPZone}) exitWith {};
    //to avoid pvp
    if (_unit == player) then {
    //Set player in combat

    y wrong create trigger in missioan.sqm

    show me mission.sqm

  3. 15 hours ago, LadyVal said:

    I imagine that.  I was going to put the fn_*.sqf with the change into the \dayz_code\cusom folder (outside the pbo) and add your line into the compile file.

    I think I have several of your mods running.  

    The only one I am failing to make work is the admin tool... but that is not the most important right now.  

    Thanks a lot for the help I am receiving!!

    ---------------------------------------------------

    I've tried the 

    
    if (_isPlayer && !_falling) exitWith {};

    into the fn_damageHandler that I have in my custom folder.

    I edited the compile file... and because there are 2 (no idea why, it was like that in GTX) I tried both in different times:

    One is this one in dayz_code\init\compiles.sqf

      Reveal hidden contents

     

    
    
    /*	
    	FUNCTION COMPILES
    */
    //Player only
    if (!isDedicated) then {
    
    	"filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
    
    	BIS_Effects_Burn = 				compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; 
    	player_zombieCheck = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf";	//Run on a players computer, checks if the player is near a zombie
    	player_zombieAttack = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf";	//Run on a players computer, causes a nearby zombie to attack them
    	fnc_usec_damageActions =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageActions.sqf";		//Checks which actions for nearby casualty
    	fnc_inAngleSector =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf";		//Checks which actions for nearby casualty
    	fnc_usec_selfActions =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf";		//Checks which actions for self
    	fnc_usec_unconscious =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf";
    	player_temp_calculation	=		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf";		//Temperatur System	//TeeChange
    	player_weaponFiredNear =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponFiredNear.sqf";
    	player_animalCheck =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_animalCheck.sqf";
    	player_spawnCheck = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf";
    	player_dumpBackpack = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_dumpBackpack.sqf";
    	// player_spawnLootCheck =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnlootCheck.sqf";
    	// player_spawnZedCheck =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnzedCheck.sqf";
    	building_spawnLoot =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf";
    	// player_taskHint =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_taskHint.sqf";
    	building_spawnZombies =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf";
    	dayz_spaceInterrupt =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\dayz_spaceInterrupt.sqf";
    	//animal_monitor =			compile preprocessFileLineNumbers "\z\addons\dayz_code\system\animal_monitor.sqf";
    	// building_monitor =			compile preprocessFileLineNumbers "\z\addons\dayz_code\system\building_monitor.sqf";
    	player_fired =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf";			//Runs when player fires. Alerts nearby Zeds depending on calibre and audial rating
    	player_harvest =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_harvest.sqf";
    	player_packTent =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf";
    	player_packVault =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packVault.sqf";
    	player_unlockVault =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockVault.sqf";
    	
    	player_removeObject =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\remove.sqf";
    	player_removeNet =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeNet.sqf";
    	player_removeTankTrap =    		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeTankTrap.sqf";
    
    	player_unlockDoor =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockDoor.sqf";
    	player_changeCombo =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_changeCombo.sqf";
    	
    	player_lockVault =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_lockVault.sqf";
    	// control_zombieAgent = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\control_zombieAgent.sqf";
    	player_updateGui =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGui.sqf";
    	player_crossbowBolt =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_crossbowBolt.sqf";
    	//spawn_flies = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_flies.sqf";
    	// stream_locationFill = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\stream_locationFill.sqf";
    	// stream_locationDel = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\stream_locationDel.sqf";
    	// stream_locationCheck = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\stream_locationCheck.sqf";
    	player_music = 				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_music.sqf";			//Used to generate ambient music
    	player_login = 				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_login.sqf";			//Used to generate ambient music
    	player_death =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_death.sqf";
    	player_switchModel =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf";
    	player_checkStealth =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf";
    	world_sunRise =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_sunRise.sqf";
    	world_surfaceNoise =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_surfaceNoise.sqf";
    	player_humanityMorph =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf";
    	player_throwObject = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_throwObject.sqf";
    	player_alertZombies = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_alertZombies.sqf";
    	player_fireMonitor = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf";
    	fn_gearMenuChecks =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_gearMenuChecks.sqf";
    	
    	//Objects
    	object_roadFlare = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_roadFlare.sqf";
    	object_setpitchbank	=		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_setpitchbank.sqf";
    	object_monitorGear =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_monitorGear.sqf";
    
    	local_roadDebris =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_roadDebris.sqf";
    	
    	//Zombies
    	zombie_findTargetAgent = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_findTargetAgent.sqf";
    	zombie_loiter = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_loiter.sqf";			//Server compile, used for loiter behaviour
    	zombie_generate = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf";			//Server compile, used for loiter behaviour
    	wild_spawnZombies = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\wild_spawnZombies.sqf";			//Server compile, used for loiter behaviour
    	
    	pz_attack = 				compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pzombie\pz_attack.sqf";
    	
    	//
    	dog_findTargetAgent = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dog_findTargetAgent.sqf";
    	
    	// Vehicle damage fix
    	vehicle_handleDamage    = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf";
    	vehicle_handleKilled    = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleKilled.sqf";
    
    	//actions
    	player_countmagazines =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_countmagazines.sqf";
    	player_addToolbelt =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addToolbelt.sqf";
    	player_copyKey =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_copyKey.sqf";
    	player_reloadMag =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_reloadMags.sqf";
    	player_loadCrate =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_loadCrate.sqf";
    	player_craftItem =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf";
    	player_tentPitch =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\tent_pitch.sqf";
    	player_vaultPitch =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\vault_pitch.sqf";
    	player_drink =				compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_drink.sqf";
    	player_eat =				compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_eat.sqf";
    	player_useMeds =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useMeds.sqf";
    	player_fillWater = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\water_fill.sqf";
    	player_makeFire =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_makefire.sqf";
    	//player_chopWood =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_chopWood.sqf";
    	player_harvestPlant =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_harvestPlant.sqf";
    	player_goFishing =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_goFishing.sqf";
    	player_build =				compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";
    	player_wearClothes =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";
    	//player_dropWeapon =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_dropWeapon.sqf";
    	//playerpip_setTrap =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_setTrap.sqf";
    	object_pickup = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_pickup.sqf";
    	player_flipvehicle = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_flipvehicle.sqf";
    	player_sleep = 				compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sleep.sqf";
    	//player_mineOre =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_mineOre.sqf";
    	player_antiWall =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_antiWall.sqf";
    	player_deathBoard =			compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\list_playerDeathsAlt.sqf";
    	
    	player_upgradeVehicle =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_upgradeVehicle.sqf";
    	
    	//ui
    	player_selectSlot =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf";
    	player_gearSync	=			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSync.sqf";
    	player_gearSet	=			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSet.sqf";
    	ui_changeDisplay = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_changeDisplay.sqf";
    	ui_gear_sound =             		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_gear_sound.sqf";
    	
    	//System
    	player_monitor =			compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_monitor.sqf";
    	player_spawn_1 =			compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_1.sqf";
    	player_spawn_2 =			compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_2.sqf";
    	onPreloadStarted 			"dayz_preloadFinished = false;";
    	onPreloadFinished 			"dayz_preloadFinished = true;";
    	
    
    	 
    
    	//
    	RunTime = 0;
    	TotalRuns = 0;
    	
    	fnc_dump = {
    		private["_code","_benchmark","_averageRunTime"];
    		_code = _this select 0;
    		_benchmark = _this select 1;
    		
    		RunTime = RunTime + _benchmark;
    		TotalRuns = TotalRuns + 1;
    		_averageRunTime = RunTime/TotalRuns;
    
    		diag_log format["%1 - %2 (%3 / %4)",_code,_benchmark,_averageRunTime,TotalRuns];
    	};
    	dayz_losChance = {
    		private["_agent","_maxDis","_dis","_val","_maxExp","_myExp"];
    		_agent = 	_this select 0;
    		_dis =		_this select 1;
    		_maxDis = 	_this select 2;
    		// diag_log ("VAL:  " + str(_this));
    		_val = 		(_maxDis - _dis) max 0;
    		_maxExp = 	((exp 2) * _maxDis);
    		_myExp = 	((exp 2) * (_val)) / _maxExp;
    		_myExp = _myExp * 0.7;
    		_myExp
    	};
    	
    	ui_initDisplay = {
    		private["_control","_ctrlBleed","_display","_ctrlFracture","_ctrlDogFood","_ctrlDogWater","_ctrlDogWaterBorder", "_ctrlDogFoodBorder"];
    		disableSerialization;
    		_display = uiNamespace getVariable 'DAYZ_GUI_display';
    		_control = 	_display displayCtrl 1204;
    		_control ctrlShow false;
    		if (!r_player_injured) then {
    			_ctrlBleed = 	_display displayCtrl 1303;
    			_ctrlBleed ctrlShow false;
    		};
    		if (!r_fracture_legs and !r_fracture_arms) then {
    			_ctrlFracture = 	_display displayCtrl 1203;
    			_ctrlFracture ctrlShow false;
    		};
    		_ctrlDogFoodBorder = _display displayCtrl 1501;
    		_ctrlDogFoodBorder ctrlShow false;
    		_ctrlDogFood = _display displayCtrl 1701;
    		_ctrlDogFood ctrlShow false;
    		
    		_ctrlDogWaterBorder = _display displayCtrl 1502;
    		_ctrlDogWaterBorder ctrlShow false;
    		_ctrlDogWater = _display displayCtrl 1702;
    		_ctrlDogWater ctrlShow false
    	};
    	
    	dayz_losCheck = {
    		private["_target","_agent","_cantSee"];
    		_target = _this select 0; // PUT THE PLAYER IN FIRST ARGUMENT!!!!
    		_agent = _this select 1;
    		_cantSee = true;
    		if (!isNull _target) then {
    			
    			_tPos = visiblePositionASL _target;
    			_zPos = visiblePositionASL _agent;
    			
    			_tPos set [2,(_tPos select 2)+1];
    			_zPos set [2,(_zPos select 2)+1];
    
    			if ((count _tPos > 0) and (count _zPos > 0)) then {
    				_cantSee = terrainIntersectASL [_tPos, _zPos];
    				if (!_cantSee) then {
    					_cantSee = lineIntersects [_tPos, _zPos, _agent, vehicle _target];
    				};
    			};
    		};
    		_cantSee
    	};
    	
    	eh_zombieInit = 	{
    		private["_unit","_pos"];
    		//_unit = 	_this select 0;
    		//_pos =		getPosATL _unit;
    		//_id = [_pos,_unit] execFSM "\z\AddOns\dayz_code\system\zombie_agent.fsm";
    	};
    	
    	dayz_equipCheck = {
    		private ["_empty", "_needed","_diff","_success"];
    		_config = _this;
    		_empty = [player] call BIS_fnc_invSlotsEmpty;
    		_needed = [_config] call BIS_fnc_invSlotType;
    		_diff = [_empty,_needed] call BIS_fnc_vectorDiff;
    		
    		_success = true;
    		{
    			if (_x > 0) then {_success = false};
    		} forEach _diff;
    		hint format["Config: %5\nEmpty: %1\nNeeded: %2\nDiff: %3\nSuccess: %4",_empty,_needed,_diff,_success,_config];
    		_success
    	};
    
    	vehicle_gear_count = {
    		private["_counter"];
    		_counter = 0;
    		{
    			_counter = _counter + _x;
    		} forEach _this;
    		_counter
    	};
    
    	player_tagFriendlyMsg = {
    		if(player == _this) then { 
    			cutText[(localize "str_epoch_player_2"),"PLAIN DOWN"];
    		}; 
    	};
    
    	player_serverModelChange = {
    		private["_object","_model"];
    		_object = _this select 0;
    		_model = _this select 1;
    		if (_object == player) then {
    			_model call player_switchModel;
    		};
    	};
    	
    	player_guiControlFlash = 	{
    		private["_control"];
    		_control = _this;
    		if (ctrlShown _control) then {
    			_control ctrlShow false;
    		} else {
    			_control ctrlShow true;
    		};
    	};
    	
    	gear_ui_offMenu = {
    		private["_control","_parent","_menu"];
    		disableSerialization;
    		_control = 	_this select 0;
    		_parent = 	findDisplay 106;
    		if (!(_this select 3)) then {
    			for "_i" from 0 to 9 do {
    				_menu = _parent displayCtrl (1600 + _i);
    				_menu ctrlShow false;
    			};
    			_grpPos = ctrlPosition _control;
    			_grpPos set [3,0];
    			_control ctrlSetPosition _grpPos;
    			_control ctrlShow false;
    			_control ctrlCommit 0;
    		};
    	};
    	
    	dze_surrender_off = {
    		player setVariable ["DZE_Surrendered", false, true];
    		DZE_Surrender = false;	
    	};
    
    	gear_ui_init = {
    		private["_control","_parent","_menu","_dspl","_grpPos"];
    		disableSerialization;
    		_parent = findDisplay 106;
    		_control = 	_parent displayCtrl 6902;
    		for "_i" from 0 to 9 do {
    			_menu = _parent displayCtrl (1600 + _i);
    			_menu ctrlShow false;
    		};
    		_grpPos = ctrlPosition _control;
    		_grpPos set [3,0];
    		_control ctrlSetPosition _grpPos;
    		_control ctrlShow false;
    		_control ctrlCommit 0;
    	};
    	
    	dayz_eyeDir = {
    		private["_vval","_vdir"];
    		_vval = (eyeDirection _this);
    		_vdir = (_vval select 0) atan2 (_vval select 1);
    		if (_vdir < 0) then {_vdir = 360 + _vdir};
    		_vdir
    	};
    
    	DZE_getModelName = {
    		_objInfo = toArray(str(_this));
    		_lenInfo = count _objInfo - 1;
    		_objName = [];
    		_i = 0;
    		// determine where the object name starts
    		{
    			if (58 == _objInfo select _i) exitWith {};
    			_i = _i + 1;
    		} forEach _objInfo;
    		_i = _i + 2; // skip the ": " part
    		for "_k" from _i to _lenInfo do {
    			_objName = _objName + [_objInfo select _k];
    		};
    		_objName = toLower(toString(_objName));
    		_objName
    	};
    
    	dze_isnearest_player = {
    		private ["_notClosest","_playerDistance","_nearPlayers","_obj","_playerNear"];
    		if(!isNull _this) then {
    			_nearPlayers = _this nearEntities ["CAManBase", 12];
    			_playerNear = ({isPlayer _x} count _nearPlayers) > 1;
    			_notClosest = false;
    			if (_playerNear) then {
    				// check if another player is closer
    				_playerDistance = player distance _this;
    				{
    					if (_playerDistance > (_x distance _this)) exitWith { _notClosest = true; };
    				} forEach _nearPlayers;
    			};
    		} else {
    			_notClosest = false;
    		};
    		_notClosest
    	};
    		
    	// trader menu code
    	call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenu.sqf";
    	
    	// recent murders menu code
    	call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_murderMenu.sqf";
    
    	//This is still needed but the fsm should terminate if any errors pop up.
    	[] spawn {
            private["_timeOut","_display","_control1","_control2"];
            disableSerialization;
            _timeOut = 0;
            dayz_loadScreenMsg = "";
            diag_log "DEBUG: loadscreen guard started.";
            _display = uiNameSpace getVariable "BIS_loadingScreen";
            if (!isNil "_display") then {
                    _control1 = _display displayctrl 8400;
                    _control2 = _display displayctrl 102;
            };
                    
            waitUntil {!dayz_DisplayGenderSelect};
                    
            // 240 sec timeout (12000 * 0.01)
            while { _timeOut < 24000 } do {
                if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!"; };
                if (!isNil "_display") then {
                    if ( isNull _display ) then {                        
                            waitUntil { !dialog; };                                
                            startLoadingScreen ["","RscDisplayLoadCustom"];
                            _display = uiNameSpace getVariable "BIS_loadingScreen";
                            _control1 = _display displayctrl 8400;
                            _control2 = _display displayctrl 102;
                    };
    
                    if ( dayz_loadScreenMsg != "" ) then {
                            _control1 ctrlSetText dayz_loadScreenMsg;
                            dayz_loadScreenMsg = "";
                    };
    
                    _control2 ctrlSetText format["%1",round(_timeOut*0.01)];
                };
    
                _timeOut = _timeOut + 1;
    
                if (_timeOut >= 24000) then {
                    1 cutText [localize "str_player_login_timeout", "PLAIN DOWN"];
                    sleep 10;
                    endLoadingScreen;
                    endMission "END1";
                };
    
                sleep 0.01;
            };
    	};
    
    	// TODO: need move it in player_monitor.fsm
    	// allow player disconnect from server, if loading hang, kicked by BE etc.
    	[] spawn {
    		private["_timeOut","_display","_control1","_control2"];
    		disableSerialization;
    		_timeOut = 0;
    		dayz_loadScreenMsg = "";
    		diag_log "DEBUG: loadscreen guard started.";
    		_display = uiNameSpace getVariable "BIS_loadingScreen";
    		_control1 = _display displayctrl 8400;
    		_control2 = _display displayctrl 102;
    		// 120 sec timeout
    		while { _timeOut < 3000 && !dayz_clientPreload && !dayz_authed } do {
    
    			if ( isNull _display ) then {
    				waitUntil { !dialog; };
    				startLoadingScreen ["","RscDisplayLoadCustom"];
    				_display = uiNameSpace getVariable "BIS_loadingScreen";
    				_control1 = _display displayctrl 8400;
    				_control2 = _display displayctrl 102;
    			};
    
    			if ( dayz_loadScreenMsg != "" ) then {
    				_control1 ctrlSetText dayz_loadScreenMsg;
    				dayz_loadScreenMsg = "";
    			};
    			_control2 ctrlSetText format["%1",round(_timeOut*0.01)];
    			_timeOut = _timeOut + 1;
    			sleep 0.01;
    		};
    		endLoadingScreen;
    	};
    
    	dayz_meleeMagazineCheck = {
                    private["_meleeNum","_magType"];
                    _magType =         ([] + getArray (configFile >> "CfgWeapons" >> _wpnType >> "magazines")) select 0;
                    _meleeNum = ({_x == _magType} count magazines player);
                    if (_meleeNum < 1) then {
                            player addMagazine _magType;
                    };
            };
    
    	dayz_originalPlayer = player;
    	
    	progressLoadingScreen 0.8;
    };
    
    	//Both
    	BIS_fnc_selectRandom =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf";
    	BIS_fnc_vectorAdd =         compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_vectorAdd.sqf";	
    	BIS_fnc_halo =              compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_halo.sqf";
    	BIS_fnc_findNestedElement =	compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_findNestedElement.sqf";
    	BIS_fnc_param = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_param.sqf";
    
    	fnc_buildWeightedArray = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf";		//Checks which actions for nearby casualty
    	fnc_usec_damageVehicle =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerVehicle.sqf";		//Event handler run on damage
    	zombie_initialize = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\init\zombie_init.sqf";
    	// object_vehicleKilled =		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_vehicleKilled.sqf";		//Event handler run on damage
    	object_setHitServer =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHitServer.sqf";	//process the hit as a NORMAL damage (useful for persistent vehicles)
    	object_setFixServer =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setFixServer.sqf";	//process the hit as a NORMAL damage (useful for persistent vehicles)
    	object_getHit =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_getHit.sqf";			//gets the hit value for a HitPoint (i.e. HitLegs) against the selection (i.e. "legs"), returns the value
    	object_setHit =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf";			//process the hit as a NORMAL damage (useful for persistent vehicles)
    	object_processHit =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf";		//process the hit in the REVO damage system (records and sets hit)
    	object_delLocal =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_delLocal.sqf";
    	// object_cargoCheck =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf";		//Run by the player or server to monitor changes in cargo contents
    	//fnc_usec_damageHandler =		compile preprocessFileLineNumbers "dayz_code\compile\fn_damageHandler.sqf";		//Event handler run on damage
    	fnc_veh_ResetEH = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\init\veh_ResetEH.sqf";			//Initialize vehicle
    	// Vehicle damage fix
    	vehicle_handleDamage    = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleDamage.sqf";
    	vehicle_handleKilled    = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_handleKilled.sqf";
    	//fnc_vehicleEventHandler = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\init\vehicle_init.sqf";			//Initialize vehicle
    	fnc_inString = 				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inString.sqf";	
    	fnc_isInsideBuilding = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding.sqf";	//_isInside = [_unit,_building] call fnc_isInsideBuilding;
    	fnc_isInsideBuilding2 = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding2.sqf";	//_isInside = [_unit,_building] call fnc_isInsideBuilding;
    	fnc_isInsideBuilding3 = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding3.sqf";	//_isInside = [_unit,_building] call fnc_isInsideBuilding;
    	dayz_zombieSpeak = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_speak.sqf";			//Used to generate random speech for a unit
    	vehicle_getHitpoints =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getHitpoints.sqf";
    	local_gutObject =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf";		//Generated on the server (or local to unit) when gutting an object
    	local_lockUnlock =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lockUnlock.sqf";		//When vehicle is local to unit perform locking vehicle
    	local_gutObjectZ =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObjectZ.sqf";		//Generated on the server (or local to unit) when gutting an object
    	local_zombieDamage = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf";		//Generated by the client who created a zombie to track damage
    	local_setFuel =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_setFuel.sqf";			//Generated when someone refuels a vehicle
    	local_eventKill = 			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf";		//Generated when something is killed
    	//player_weaponCheck =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponCheck.sqf";	//Run by the player or server to monitor whether they have picked up a new weapon
    	curTimeStr =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_curTimeStr.sqf";
    	player_medBandage =			compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf";
    	player_medInject =			compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medInject.sqf";
    	player_medEpi =				compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medEpi.sqf";
    	player_medTransfuse =			compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medTransfuse.sqf";
    	player_medMorphine =			compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medMorphine.sqf";
    	player_breaklegs =			compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBreakLegs.sqf";
    	player_medPainkiller =			compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medPainkiller.sqf";
    	world_isDay = 				{if ((daytime < (24 - dayz_sunRise)) and (daytime > dayz_sunRise)) then {true} else {false}};
    	player_humanityChange =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityChange.sqf";
    	spawn_loot =				compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot.sqf";
    	spawn_loot_small =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot_small.sqf";
    	// player_projectileNear = 		compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_projectileNear.sqf";
    	
    	dayz_HungerThirst = {
    		dayz_hunger = dayz_hunger + (_this select 0);
    		dayz_thirst = dayz_thirst + (_this select 1);
    	};
    
    	dayz_EjectPlayer = {
    		// check if player in vehicle
            private ["_noDriver","_vehicle","_inVehicle"];
            _vehicle = vehicle player;
    		_inVehicle = (_vehicle != player);
    		if(_inVehicle) then {
    			_noDriver = ((_vehicle emptyPositions "driver") > 0);
    			if (_noDriver and (speed _vehicle) != 0) then {
    				player action [ "eject", _vehicle];
    			};
    		};
    	};
    
    	player_sumMedical = {
    		private["_character","_wounds","_legs","_arms","_medical"];
    		_character = 	_this;
    		_wounds =		[];
    		if (_character getVariable["USEC_injured",false]) then {
    			{
    				if (_character getVariable[_x,false]) then {
    					_wounds set [count _wounds,_x];
    				};
    			} forEach USEC_typeOfWounds;
    		};
    		_legs = _character getVariable ["hit_legs",0];
    		_arms = _character getVariable ["hit_arms",0];
    		_medical = [
    			_character getVariable["USEC_isDead",false],
    			_character getVariable["NORRN_unconscious", false],
    			_character getVariable["USEC_infected",false],
    			_character getVariable["USEC_injured",false],
    			_character getVariable["USEC_inPain",false],
    			_character getVariable["USEC_isCardiac",false],
    			_character getVariable["USEC_lowBlood",false],
    			_character getVariable["USEC_BloodQty",12000],
    			_wounds,
    			[_legs,_arms],
    			_character getVariable["unconsciousTime",0],
    			_character getVariable["messing",[0,0]]
    		];
    		_medical
    	};
    	
    	//Server Only
    	if (isServer) then {
    		call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf";
    	} else {
    		eh_localCleanup = {};
    	};
    	
    	//Start Dynamic Weather
    	execVM "DynamicWeatherEffects.sqf";
    	initialized = true;

     

    (a lot is commented there, it came like that)

    and the other is in dayz_code\compile\compiles.sqf

      Hide contents
    
    
    if (isServer) then {
    	diag_log "Loading custom server compiles";	
    };
    
    if (!isDedicated) then {
    	diag_log "Loading custom client compiles";
    	
    	fnc_usec_selfactions = compile preprocessFileLineNumbers "dayz_code\compile\fn_selfActions.sqf";
    		
    	//Start Dynamic Weather
    	execVM "custom\DynamicWeatherEffects.sqf";
    	initialized = true;	
    	//Event handler run on damage
    	fnc_usec_damageHandler = compile preprocessFileLineNumbers "dayz_code\compile\fn_damageHandler.sqf";		
    };

     

    None of them worked, when one of the guys shoot at me, I got hurt.

    Any idea what I am doing wrong?  (btw, no error message at all)

    Thanks again for all the help.

    edit 

    fnc_usec_damageHandler in safezone script
  4. im not idea.

    where so many errors :wacko:

    plese help/// 

     

    Spoiler

    14:52:03 Ref to nonnetwork object 2cc1f900# 1059557: wf_barracks_west.p3d
    14:52:10 Ref to nonnetwork object 2cc1f900# 1059557: wf_barracks_west.p3d
    14:52:12 Ref to nonnetwork object 2cc1f900# 1059557: wf_barracks_west.p3d

    and

    Spoiler

    15:39:42 Server: Object 13:332 not found (message 70)
    15:39:42 Server: Object 13:331 not found (message 94)
    15:39:42 Server: Object 13:335 not found (message 70)
    15:39:42 Server: Object 13:333 not found (message 94)
    15:39:42 Server: Object 13:334 not found (message 94)
    15:39:42 Server: Object 13:336 not found (message 94)

    and

    Spoiler

    15:54:33 NetServer::SendMsg: cannot find channel #1862768288, users.card=2
    15:54:33 NetServer: users.get failed when sending to 1862768288
    15:54:33 Message not sent - error 0, message ID = ffffffff, to 1862768288 (SashaMalkin)
    15:54:33 NetServer::SendMsg: cannot find channel #1862768288, users.card=2
    15:54:33 NetServer: users.get failed when sending to 1862768288
    15:54:33 Message not sent - error 0, message ID = ffffffff, to 1862768288 (SashaMalkin)
    15:54:33 NetServer::SendMsg: cannot find channel #1862768288, users.card=2
    15:54:33 NetServer: users.get failed when sending to 1862768288
    15:54:33 Message not sent - error 0, message ID = ffffffff, to 1862768288 (SashaMalkin)
    15:54:33 NetServer::SendMsg: cannot find channel #1862768288, users.card=2
    15:54:33 NetServer: users.get failed when sending to 1862768288
    15:54:33 Message not sent - error 0, message ID = ffffffff, to 1862768288 (SashaMalkin)
    15:54:33 NetServer::SendMsg: cannot find channel #1862768288, users.card=2
    15:54:33 NetServer: users.get failed when sending to 1862768288
    15:54:33 Message not sent - error 0, message ID = ffffffff, to 1862768288 (SashaMalkin)
    15:54:33 NetServer::SendMsg: cannot find channel #1862768288, users.card=2
    15:54:33 NetServer: users.get failed when sending to 1862768288
    15:54:33 Message not sent - error 0, message ID = ffffffff, to 1862768288 (SashaMalkin)
    15:54:33 NetServer::SendMsg: cannot find channel #1862768288, users.card=2
    15:54:33 NetServer: users.get failed when sending to 1862768288
    15:54:33 Message not sent - error 0, message ID = ffffffff, to 1862768288 (SashaMalkin)
    15:54:33 NetServer::SendMsg: cannot find channel #1862768288, users.card=2
    15:54:33 NetServer: users.get failed when sending to 1862768288
    15:54:33 Message not sent - error 0, message ID = ffffffff, to 1862768288 (SashaMalkin)

    and

    Spoiler

    15:55:31 Client: Remote object 14:3 not found
    15:55:31 Client: Remote object 14:77 not found

    Spoiler

    15:42:10 Server: Network message 2a0b67 is pending
    15:42:10 Server: Network message 2a0b67 is pending
    15:42:10 Server: Network message 2a0b68 is pending
    15:42:10 Server: Network message 2a0b68 is pending
    15:42:10 Server: Network message 2a0b68 is pending

     

  5. all my confic in any file:

    Spoiler

    // EPOCH CONFIG VARIABLES //

    // To change a variable copy paste it in the mission init.sqf below the #include line.
    // Standard DayZ variables are found in dayz_code\init\variables.sqf.

    //Server settings
    dayZ_instance = 11; //Instance ID of this server
    dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)

    //Game settings
    dayz_antihack = 0; // DayZ Antihack / 1 = enabled // 0 = disabled
    dayz_REsec = 0; // DayZ RE Security / 1 = enabled // 0 = disabled
    dayz_enableRules = false; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
    dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
    dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
    dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
    dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
    dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
    DZE_R3F_WEIGHT = true;
    DZE_PlayerZed = false;

    DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
    DefaultWeapons = ["Makarov_DZ","ItemToolbox"];

    //DayZMod presets
    dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite"

    //Only need to edit if you are running a custom server.
    if (dayz_presets == "Custom") then {
        dayz_enableGhosting = false; //Enable disable the ghosting system.
        dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again.
        dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
        dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
        dayz_spawnCrashSite_clutterCutter = 0;    // heli crash options 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
        dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass 
        dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
        dayz_OpenTarget_TimerTicks = 60 * 10; //how long can a player be freely attacked for after attacking someone unprovoked
        dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
        dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
        dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
    };
    // blood
    DZE_SelfTransfuse        = true;              // Разрешить игрокам переливание крови
    DZE_selfTransfuse_Values = [4000,50,120];     // Количество крови, шанс заражения в %, время восполнения крови в секундах

    //Temp settings
    dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
    dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
    dayz_temperature_override = false; // Set to true to disable all temperature changes.

    dayz_knifeDulling = false; // Enable knife dulling. Knives need to be sharpened after so many uses.
    dayz_matchboxCount = false; // Enable match stick count. After five uses matches run out and must be replaced.
    dayz_toolBreaking = false; //Sledgehammer, crowbar and pickaxe have a chance to break when used.
    dayz_waterBottleBreaking = false; // Water bottles have a chance to break when boiling and require duct tape to fix
    dayz_tameDogs = false; // Allow taming dogs with raw meat. Note dog behavior is experimental and buggy.
    dayz_townGenerator = false; // Spawn vanilla map junk instead of Epoch DynamicDebris. Currently only compatible with Chernarus. Also enables comfrey plant spawner which negatively impacts performance.
    dayz_townGeneratorBlackList = []; // If townGenerator is enabled it will not spawn junk within 150m of these positions. Example for Chernarus traders: [[4053,11668,0],[11463,11349,0],[6344,7806,0],[1606,7803,0],[12944,12766,0],[5075,9733,0],[12060,12638,0]]
    DZE_TempVars = [7, 15, 4, 4, 2, 6, 3, 2, 0.25, 0.75, 0.5]; //[vehicle, fire, building, moving, sun, heatpack, water, standing, rain, wind, night] water, standing, rain, wind and night factors have a negative impact on temperature. The greater they are the quicker the player gets cold.
    DZE_WeatherVariables = [10, 20, 5, 10, 0, 0.2, 0, 0.7, 0, 0.6, 0, 8, 25, 30, 0, false]; //See DynamicWeatherEffects.sqf for info on these values.
    DZE_TwoPrimaries = 2; // 0 do not allow primary weapon on back. 1 allow primary weapon on back, but not when holding a primary weapon in hand. 2 allow player to hold two primary weapons, one on back and one in their hands.
    DZE_AntiWallLimit = 3; // Number of activations before player_antiWall kills player for glitching attempt. Lower is stricter, but may result in false positives.
    DZE_DamageBeforeMaint = 0.09; // Min damage built items must have before they can be maintained
    DZE_NameTags = 1; // Name displays when looking at player up close  0 = Off, 1= On, 2 = Player choice
    DZE_ForceNameTagsInTrader = false; // Force name display when looking at player up close in traders. Overrides player choice.
    DZE_HumanityTargetDistance = 250; // Distance to show name tags (red for bandit, blue for hero, green for friend)
    DZE_HeartBeat = true; // Enable heartbeat sound when looking at bandit (<= -3000 humanity) up close
    DZE_HeliLift = true; // Enable Epoch heli lift system
    DZE_RestrictSkins = []; // Clothes that players are not allowed to wear. i.e. ["Skin_GUE_Soldier_CO_DZ","Skin_GUE_Soldier_2_DZ"] etc.
    DZE_UI = "vanilla"; //"vanilla","epoch","dark"  UI status icons style. Dark accommodates color blind people.
    DZE_VanillaUICombatIcon = true; //Display or hide combat UI icon if using DZE_UI = "vanilla"; otherwise it has no affect.
    timezoneswitch = 0; // Changes murderMenu times with this offset in hours.
    DZE_NoVehicleExplosions = false; //Disable vehicle explosions to prevent damage to objects by ramming. Doesn't work with amphibious pook which should not be used due to FPS issues.
    DZE_NoBuildNear = []; //Array of object class names that are blacklisted to build near. i.e ["Land_Mil_ControlTower","Land_SS_hangar"] etc.
    DZE_NoBuildNearDistance = 150; // Distance from blacklisted objects to disallow building near.
    DZE_BuildHeightLimit = 0; // 0 = No building height limit | >0 = Height limit in meters | Changing this to 30 would limit the maximum built height to 30 meters.
    DZE_GodModeBaseExclude = []; //Array of object class names excluded from the god mode bases feature
    DZE_GodModeBase = true; //Array of object class names excluded from the god mode bases feature
    DZE_salvageLocked = false; //Enable or disable salvaging of locked vehicles, useful for stopping griefing on locked vehicles.
    DZE_DisabledChannels = [(localize "str_channel_side"),(localize "str_channel_global"),(localize "str_channel_command")]; //List of disabled voice channels. Other channels are: "str_channel_group","str_channel_direct","str_channel_vehicle"
    DZE_NutritionDivisor = [1, 1, 1, 1]; //array of DIVISORS that regulate the rate of [calories, thirst, hunger, temperature] use when "working" (keep in mind that temperature raises with actions) - min values 0.1 - Larger values slow the effect, smaller values accelerate it
    DZE_ZombieSpeed = [0,0]; //Default agro speed is 6 per zombie config, set array elements 0 and 1 the same for non-variable speed, set to 0 to disable. array format = [min, max];  Ex: [2, 6]; results in a range of speed between 2 and 6 (2 is the old DZE_slowZombies hard-coded speed)

    // SafeZone
    DZE_SafeZoneZombieLoot = false;  // Enable spawning of Zombies and loot in positions listed in DZE_SafeZonePosArray?
    DZE_SafeZoneNoBuildItems = []; // Array of object class names not allowed to be built near the zones in DZE_SafeZonePosArray (see mission\init.sqf). Can be nested arrays for custom distances. i.e ["VaultStorageLocked","LockboxStorageLocked",["Plastic_Pole_EP1_DZ",1300]] etc.
    DZE_SafeZoneNoBuildDistance = 150; // Distance from zones in DZE_SafeZonePosArray (see mission\init.sqf) to disallow building near.

    DZE_SafeZonePosArray       =  [         // Координаты сейф-зон. Формат [[[x,y,z], радиус],[[x,y,z], радиус]];
        [[6326,7809           ,0],100],     // Старый Собор
        [[11447,11364         ,0],100],     // Клён
        [[4064,11665          ,0],100],     // Баш
        [[12944,12766         ,0],100],     // Рынок героев
        [[1668,7688           ,0],100],     // Рынок бандитов
        [[11776.9,12807.8     ,0], 30],     // Аэро Красностав
        [[4179.7925,10888.671 ,0], 30],     // Аэро Bash
        [[4615.78,2544.68     ,0], 30]      // Аэро Balota    
    ];

    // Death Messages
    DZE_DeathMsgChat = "global"; //"none","global","side","system" Display death messages in selected chat channel.
    DZE_DeathMsgDynamicText = true; // Display death messages as dynamicText in the top left with weapon icons.
    DZE_DeathMsgRolling = false; // Display death messages as rolling messages in bottom center of screen.
    DZE_DeathScreen = true; // True=Use Epoch death screen (Trade city obituaries have been amended) False=Use DayZ death screen (You are dead)

    // Dynamic Vehicles
    DynamicVehicleDamageLow = 0; // Min damage random vehicles can spawn with
    DynamicVehicleDamageHigh = 100; // Max damage random vehicles can spawn with
    DynamicVehicleFuelLow = 0; // Min fuel random vehicles can spawn with
    DynamicVehicleFuelHigh = 100; // Max fuel random vehicles can spawn with
    MaxAmmoBoxes = 3; // Max number of random Supply_Crate_DZE filled with vehicle ammo to spawn around the map
    MaxMineVeins = 50; // Max number of random mine veins to spawn around the map

    // HALO Jump
    DZE_HaloAltitudeMeter = false; // Display altitude and speed on screen while in halo jump.
    DZE_HaloOpenChuteHeight = 180; // Automatically open chute at specified height. Set to -1 to disable this feature.
    DZE_HaloSpawnHeight = 2000; // This is the altitude fresh spawn players start at when HALO spawn is enabled.
    DZE_HaloJump = true; // Enable halo jumping out of air vehicles above 400m

    // Trader Menu
    DZE_ConfigTrader = true; // Use config files for traders instead of database. Loads faster and uses less network traffic. False enables database traders with legacy trader menu.
    DZE_serverLogTrades = true; // Log trades to server RPT (sent with publicVariableServer on every trade)
    DZE_GemOccurance = [["ItemTopaz",10], ["ItemObsidian",8], ["ItemSapphire",6], ["ItemAmethyst",4], ["ItemEmerald",3], ["ItemCitrine",2], ["ItemRuby",1]]; //Sets how rare each gem is in the order shown when mining (whole numbers only)
    DZE_GemWorthArray = [["ItemTopaz",15000], ["ItemObsidian",20000], ["ItemSapphire",25000], ["ItemAmethyst",30000], ["ItemEmerald",35000], ["ItemCitrine",40000], ["ItemRuby",45000]]; // Array of gem prices, only works with config traders. Set DZE_GemWorthArray=[]; to disable return change in gems.
    DZE_SaleRequiresKey = false; // Require the player has the key for a vehicle in order to sell it. The key can be in the player's toolbelt, backpack, or the vehicle's inventory.
    DZE_keepVehicleKey = false; // Keep the vehicle key when the vehicle is sold? (Useful on servers with the key changer mod)
    DZE_TRADER_SPAWNMODE = false; // Vehicles purchased at traders will be parachuted in
    Z_VehicleDistance = 60; // Max distance a vehicle can be sold or accessed from at a trader.
    Z_AllowTakingMoneyFromBackpack = false; // Allow traders to take money from backpacks when buying with default currency.
    Z_AllowTakingMoneyFromVehicle = false; // Allow traders to take money from vehicles when buying with default currency.

    // Plot Management and Plot for Life
    DZE_permanentPlot = true; // Plot ownership saves after death. Enables Plot for Life by @RimBlock and Plot Management by @DevZupa.
    DZE_plotManagementMustBeClose = true; //Players must be within 10m of pole to be added as a plot friend.
    DZE_PlotManagementAdmins = []; //Array of admin PlayerUIDs. UIDs in this list are able to access every pole's management menu and delete or build any buildable with a pole nearby.
    DZE_MaxPlotFriends = 10; //Max friends allowed on a plot. There is no character limit in the inventory field of the database, but lower values limit the max global setVariable size to improve performance.
    DZE_maintainCurrencyRate = 100; //The currency rate of what maintaining an item will be, for instance: at 100, 10 items will have a worth of 1000 (1 10oz gold or 1k coins) see actions/maintain_area.sqf for more examples.
    DZE_limitPlots = false; // Limit the amount of plot poles per person to 1, UIDS in the DZE_PlotManagementAdmins array are exempt.
    DZE_PlotPole = [60,75];
    DZE_BuildingLimit = 400;
    DZE_isRemovable = []; //Items that can be removed with a crowbar with no ownership or access required. To forbid base take overs remove plot pole from this list and add it to DZE_restrictRemoval. It is not necessary to add wrecks or items that inherit from 'BuiltItems' to this list.
    DZE_restrictRemoval = ["Plastic_Pole_EP1_DZ","Fence_corrugated_DZ","M240Nest_DZ","ParkBench_DZ","FireBarrel_DZ","Scaffolding_DZ","CanvasHut_DZ","LightPole_DZ","DeerStand_DZ","MetalGate_DZ","StickFence_DZ"]; //Items that can be removed with a crowbar only with proper ownership or access. It is not necessary to add doors, storage or items that inherit from 'ModularItems' to this list. Items that inherit from 'BuiltItems' can be added to this list if desired.

    // Snap Build and Build Vectors
    DZE_modularBuild = true; // Enable Snap Building by @raymix and Build Vectors by @strikerforce.
    DZE_snapExtraRange = 0; // Increase the default range from which objects can snap by this many meters.
    DZE_noRotate = []; // List of objects (magazine classnames) that cannot be rotated. Example: ["ItemVault","ItemTent","ItemDomeTent","ItemDesertTent"];
    DZE_vectorDegrees = [0.01, 0.1, 1, 5, 15, 45, 90]; // Degree positions players are able to rotate buildables with using the build vectors action menu.
    DZE_curDegree = 45; // Starting rotation angle. Prefer any value in the array above.
    DZE_dirWithDegrees = true; // When rotating objects with Q&E, use the custom degrees.
    DZE_buildMaxMoveDistance = 40; // Max distance player can walk from start position when building. Anything >= the differnce between DZE_PlotPole values is not recommended (allows walking into other plots).
    DZE_buildMaxHeightDistance = 40; // Max distance player can raise or lower object from start position when building.
    DZE_StaticConstructionCount = 2;
    DZE_StaticDeConstructionCount = 1;
    DZE_MaxBuildHeight = 40;

    BlacklistedBuildings = [
    //  ["What text will say", "Class name of building you want to block", Distance around that building to block (radius in meters)]
        ["Fire Station","Land_a_stationhouse",30],
        ["Control Tower","Land_Mil_ControlTower",20],
        ["Hangar","Land_SS_Hangar",30],
        ["Barracks","Land_Mil_Barracks",20],
        ["Barracks","Land_MIL_Barracks_i",20],                      
        ["Hospital","Land_A_Hospital",30],                         
        ["Office","Land_A_Office01",30],                       
        ["General Store","Land_A_GeneralStore_01a",20],
        ["Vehicle Service Point","Land_A_FuelStation_Build",60],
        ["Vehicle Service Point","Land_A_FuelStation_Shed",60]
    ];

    RestrictedBuildingZones = [
    //  ["What text will say", [Choords of place to block], Distance around that area to block (radius in meters)]
        ["Balota Airfield",[5158.72, 2518.75,0],1000],
        ["NEAF",[12110.7,12708.5,0],1000],
        ["NWAF",[4569.23,10268.6,0],1000],
        ["Stary",[6328.35,7793.04,0],1000],
        ["Bash",[4067.2,11667.4,0],1000],
        ["Klen",[11455.1,11356.2,0],1000],
        ["Lopatino", [2771.1448, 9980.3135,0], 150],
        ["Lopatino", [2855.3296, 9755.6631,0], 160],
        ["Lopatino", [2512.6558, 9649.9326,0], 60],
        ["Lopatino", [2559.856,  9779.2627,0], 70],
        ["no build", [2751.4893, 9495.1182,0], 30],
        ["no build", [2647.6484, 9578.1895,0], 10],
        ["no build", [1977.2091, 9154.9307,0], 30],
        ["no build", [2174.9224, 7926.2578,0], 20],
        ["no build", [1909.4742, 7502.6494,0], 35],
        ["myshkino", [2000.5725, 7335.1904,0], 100]    
    ];

    DZE_modularConfig = [
        ["MetalFloor_DZ", [["metal_floor_kit",1]]],
        ["CinderWall_DZ", [["CinderBlocks",7],["MortarBucket",2]]],
        ["CinderWallHalf_DZ", [["CinderBlocks",3],["MortarBucket",1]]],
        ["CinderWallDoor_DZ", [["CinderBlocks",7],["MortarBucket",2],["ItemTankTrap",3],["ItemPole",[1,3]]]]
    ];
    /*
        Array of classnames with magazine based loot to be refunded on deconstruction of modular built items that do not typically refund.

        For example:
        DZE_modularConfig = [
            ["CinderWall_DZ", [["CinderBlocks",7],["MortarBucket",2]]],
            ["CinderWallDoor_DZ", [["CinderBlocks",7],["MortarBucket",2],["ItemTankTrap",3],["ItemPole",[1,3]]]]
        ];

        This would refund 7 cinder blocks and 2 mortar for "CinderWall_DZ"
        For "CinderWallDoor_DZ" you would get 7 cinder blocks, 2 mortar, 3 tank traps and a random number of poles between 1 and 3.
        The refund amount can be an array where the first param is the minimum and the second is the maximum, it will refund a random amount between them.
    */

    // Door Management
    DZE_doorManagement = true; // Enable Door Management by @DevZupa. 
    DZE_doorManagementMustBeClose = true; //Players must be within 10m of door to be added as a door friend.
    DZE_doorManagementAdmins = []; //Array of admin PlayerUIDs. UIDs in this list are able to access every door's management menu and open it.
    DZE_doorManagementAllowManualCode = true; //Allow unlocking doors by manually entering the combination. Setting false requires the use of eye scan for all doors.
    DZE_doorManagementMaxFriends = 10; //Max friends allowed on a door. There is no character limit in the inventory field of the database, but lower values limit the max global setVariable size to improve performance.
    DZE_doorManagementHarderPenalty = true; //Enforce an exponential wait on attempts between unlocking a door from a failed code.

    // Group System
    dayz_groupSystem = true; // Enable group system
    dayz_markGroup = 2; // Players can see their group members on the map 0=never, 1=always, 2=With GPS only
    dayz_markSelf = 1; // Players can see their own position on the map 0=never, 1=always, 2=With GPS only
    dayz_markBody = 1; // Players can see their corpse position on the map 0=never, 1=always, 2=With GPS only
    dayz_requireRadio = false; // Require players to have a radio on their toolbelt to create a group, be in a group and receive invites.

    // ZSC
    CurrencyName = "BitCoins"; // If using single currency this is the currency display name.
    Z_moneyVariable = "cashMoney"; // If using single currency this is the variable name used to store player wealth.
    Z_bankVariable = "moneySpecial"; // If using single currency this is the variable name used to store object bank wealth.
    Z_globalVariable = "GlobalMoney"; // If using single currency this is the variable name used to store coins globally.

    Z_singleCurrency = true; // Enable or disable coins?
    Z_globalBanking = true; // Enable global banking? Disabled by default.
    Z_globalBankingTraders = true; // Enable global banking traders at trader cities? Disabled by default.

    DZE_LockableStorage = ["VaultStorage","VaultStorageLocked","LockboxStorageLocked","LockboxStorage"];
    DZE_MoneyStorageClasses = DZE_LockableStorage; // List of classnames that players can bank with. If you want a specific class name added (i.e Plastic_Pole_EP1_DZ) consult the README.md on github.
    ZSC_defaultStorageMultiplier = 200; // Default magazine count for banks objects that don't have storage slots i.e: ["Suitcase","Info_Board_EP1","Laptop_EP1","SatPhone"]
    ZSC_MaxMoneyInStorageMultiplier = 50000; // Multiplier for how much money a bank object can hold, example: 200 magazine slots in the object (or the default value above ^^) multiplied by the 50,000 multiplier is 10 million coin storage. (200*50000=10m coins)

    /*
        IMPORTANT: The following 2 variables below are CASE SENSITIVE! If you don't put the object/trader classname EXACTLY how
        they appear in game, THEY WILL NOT WORK!
    */

    ZSC_bankObjects = ["Laptop_EP1","MAP_pc"]; // Array of objects that are available for banking i.e: ["Suitcase","Info_Board_EP1","Laptop_EP1","SatPhone"]
    ZSC_bankTraders = ["Functionary1_EP1"]; // Array of trader classnames that are available for banking (i.e RU_Functionary1)
    ZSC_limitOnBank = true; // Have a limit on the bank? (i.e true or false) limits the global banking to the number below.
    ZSC_maxBankMoney = 5000000; // Default limit for bank objects.

    // Virtual garage stuff

    vg_list = ["Land_MBG_Garage_Single_A","Land_MBG_Garage_Single_B","Land_MBG_Garage_Single_C","Land_MBG_Garage_Single_D"]; // List of objects/traders that are allowed to interact with virtual garage. i.e: ["Plastic_Pole_EP1_DZ","Worker2"];
    vg_blackListed = []; // Array of vehicle config classes as well as vehicle classnames that are blacklisted from being stored, i.e ["All","LandVehicles","Air","Boat","StaticWeapon","AH1Z","MTVR"]
    vg_heliPads = ["HeliH","HeliHCivil","HeliHRescue","MAP_Heli_H_army","MAP_Heli_H_cross","Sr_border"]; // Array of heli pad classnames
    vg_maintainCost = 0;
    vg_removeKey = true; // Remove the key from the players inventory after storing vehicle?
    vg_requireKey = true; // Require the player to have the key when storing a locked vehicle.
    vg_storeWithGear = true; // Allow storing vehicles with gear?
    vg_tiedToPole = false; // Tie the virtual garage to a local plot pole? If no plot pole is present (i.e a communal garage at a trader etc) the players UID will be used.
    vg_disableThermal = []; // Array of vehicle config classes as well as vehicle classnames to disable thermal on when being spawned. i.e: ["All","LandVehicles","Air","Boat","StaticWeapon","AH1Z","MTVR"];
    vg_pricePer = 0; // Price in worth to store a vehicle per gear item, use 0 if you want it to be free.
    vg_sortColumn = 0; //0 or an out of range value sorts by the default column 'DisplayName', otherwise 1 = 'DateStored', 2 = 'id', 3 = 'Name' (of storing player), 4 = 'DateMaintained'
    vg_price = [["Land",0],["Air",0],["Boat",0]];
    /*
        vg_price can be an array of vehicle config classes as well as vehicle classnames, you need to put these in order of what you prefer to get checked first.
        Price is in worth for briefcases or coins for gold based servers (10,000 worth is considered 1 briefcase, 100,000 coins is considered 1 briefcase)

        i.e:
        vg_price = [["Land",500],["Air",300],["Boat",0]];
        vg_price = [["350z_red",0],["Land",0],["AH1Z",0],["Air",0],["Boat",0]];
    */
    vg_limit = [["Land",15],["Air",15],["Boat",15]];

    // Vehicle Key Changer
    dze_vkc = true;
    vkc_claimPrice = 1000; // Amount in worth for claiming a vehicle. See the top of this script for an explanation.
    vkc_changePrice = 5000; // Amount in worth for changing the key for a vehicle. See the top of this script for an explanation.

    // Tow Lift
    DZE_tow = true;
    MF_Tow_Distance                    = 14;                  // Minimum distance (in meters) away from vehicle the tow truck must be to tow.
    MF_Tow_Multi_Towing                 = false;              // Allow a vehicle which is towing another vehicle already to be towed by another tow. Disabled by default.
    MF_Tow_Multi_Towing_BTC         = false;                 //if u use =BTC=_Lift and dont wont Lift tow-towning Vehicles

    // Evac Chopper Config
    playerHasEvacField = false;     // DO NOT CHANGE.
    playersEvacField = objNull;     // DO NOT CHANGE.
    s_player_evacChopper = [];      // DO NOT CHANGE.
    evac_chopperInProgress = false; // DO NOT CHANGE.

    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 = true; // 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 = 10000; // 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 = 1; // 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).

     

  6. 18:23:07 Server: Network message 107940 is pending
    18:23:07 Server: Network message 107941 is pending
    18:23:07 Server: Network message 107941 is pending
    18:23:07 Server: Network message 107941 is pending
    18:23:07 Server: Network message 107941 is pending
    18:23:07 Server: Network message 107943 is pending
    18:23:07 Server: Network message 107943 is pending
    18:23:07 Server: Network message 107943 is pending

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