BigDaddy
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Posts posted by BigDaddy
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sorry my issues i forget to add player_changeCombo = compile preprocessFileLineNumbers "doorManagement\player_changeCombo.sqf";
i do not ned this file on my server to get it run becouse i use different numbers then you.
why did you change the numbers?
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Sorry Zupa but you version dosn´t work correctly the.
if you using the combolock the numbers are not moving.
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but only the last used door.
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Sorry guys , here is a working version you must only change the folder.
https://www.dropbox.com/s/d8h74qldhu16xh2/doorManagement.rar?dl=0
scrollwheel menue doesn´t work i think Zupa will fix it soon.
https://www.youtube.com/watch?v=cUk6Egz4Wbc&list=UUM5gBMNcWW0R1BbnZc6qSIQ
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No, but i send Zupa a working version with Eye Scan and Enter key but he will making a full configurable one with some feature.
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Can you make an option to turn off/on the Admin funktion ingame?
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Add ikea mission you forgot a ; at the last line
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I'm seeming to have a bit of trouble, I tried putting it in, but I doesn't want to save. Every time I click save, I reopen it, it's not there, just the Infistar AntiHack script is there not ExecVM "\z\addons\dayz_server\WAI\init.sqf";'
Please help.
have not tested it
try this
1. make a folder in your mission.pbo and call it custom.
2. copy the server_monitor.sqf in to the new custom folder.
3 now open server_monitor.sqf and
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search for allowConnection = true; and add the line shown below
[] ExecVM "\z\addons\dayz_server\WAI\init.sqf";
allowConnection = true
4 open your init.sqf in the mission.pbo and
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search for _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
and change it to _serverMonitor = [] execVM "custom\server_monitor.sqf";
pack your mission.pbo and upload it restart the server and have fun with your missions.
or try this
1. make a folder in your mission.pbo and call it custom.
2. copy the server_monitor.sqf in to the new custom folder.
3 now open server_monitor.sqf and
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search for allowConnection = true; and add the line shown below
[] ExecVM "custom\WAI\init.sqf";
allowConnection = true
4 copy the WAI folder in the custom folder
5 open your init.sqf in the mission.pbo and
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search for _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
and change it to _serverMonitor = [] execVM "custom\server_monitor.sqf";
pack your mission.pbo and upload it restart the server and have fun with your missions.
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WICKED AI 2.0.4
Since I really like (read love) the WAI missions and support for them has gone in the latest patched, I decided to dust off some of the old files and start making these properly 1.0.5+ compatible. It started with a few minor bugfixes and some custom loadouts and then turned into a proper redo with awesome help of the - very much alive - mod community (and in particular nerdalertdk)!
Wicked AI was originally made by Markk311 (http://thewickedclowns.net/) and has since then been worked on by many different developers. I want to thank everyone for their efforts on this and want to stress that without them this project would never have existed.
Release 2.0.0
- Namechange to **WICKED AI**
- Major code overhaul and folder structure change
- Better anti vehicle abuse protection
- Different mission types
- Nightvision AI
- More settings for admins to better finetune
- And much more
- Bandit and hero missions
- More missions
- C130 will be back (and better then ever)
- Multi mission support
- Better markers
- 20-08-2014 : Minor bugfixes (2.0.4)
- 20-08-2014 : Minor bugfixes (2.0.3)
- 19-08-2014 : Minor bugfixes (2.0.2)
- 17-08-2014 : Minor bugfixes (2.0.1)
- 17-08-2014 : Major update to (2.0.0)
- 13-08-2014 : Added anti abuse options (1.9.3)
- 12-08-2014 : Normalization update (1.9.2)
- 12-08-2014 : Bugfix medi camp (1.9.1)
- 09-08-2014 : Major dynamic update (1.9.0)
- 03-08-2014 : Bugfix MV22 mission (1.8.2)
- 02-08-2014 : Restructured and code cleaned (1.8.1)
- Add the WAI folder to your dayz_server directory
- Add ExecVM "\z\addons\dayz_server\WAI\init.sqf"; to the bottom of server_functions.sqf
This project has been published on Github and development will be ongoing there. Git(hub) helps keeping things in one place. Any issues with this mod can both be posted either there or in this topic (however we'd slightly prefer over there).
Wicked AI 2.0.3
sorry I do not understand it
you call it WICKED AI 2.0.4 the download say 2.0.3 and your link
- And much more
- call it Current version 2.1.0
what is true of it now?
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Started seeing this error in the past couple of days. No changes to anything on the server recently and I can' figure out what is happening. I checked and the wreck is spawning but there are no loot piles. Other AI missions are spawning properly with no errors reported.
10:55:21 "WAI: Starting Mission crash_spawner" 10:55:21 "WAI: Mission Crash_Spawner Started At [5386.83,7482.5]" 10:55:21 UH1Wreck_DZ: MainTurret - unknown animation source MainTurret 10:55:21 UH1Wreck_DZ: MainGun - unknown animation source mainGun 10:55:21 UH1Wreck_DZ: Gatling - unknown animation source Gatling 10:55:22 "_iClass isNil, exiting loot spawn!" 10:55:22 Error in expression <s select _index; _itemType = _itemTypes select _index; [_itemType select 0, _ite> 10:55:22 Error position: <select _index; [_itemType select 0, _ite> 10:55:22 Error Zero divisor 10:55:22 File z\addons\dayz_server\WAI\missions\missions\crash_spawner.sqf, line 73
Thanks!
you need a new crash_spawner.sqf who is combatible with the new loottable.
I'll give you my version download
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you don´t need vehicles with DZE1,DZE2,DZE3,DZE4 it works without them
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Hi,
in the zombie_generate.sqf i missing the entry for missionconfigfile of cfgLoot.
//Add some loot_loot = "";_array = [];_rnd = random 1;if (_rnd < 0.2) then {_lootType = configFile >> "CfgVehicles" >> _type >> "zombieLoot";if (isText _lootType) then {_array = [];{_array set [count _array, _x select 0]} count getArray (configFile >> "cfgLoot" >> getText(_lootType));if (count _array > 0) then {_index = dayz_CLBase find getText(_lootType);_weights = dayz_CLChances select _index;_loot = _array select (_weights select (floor(random (count _weights))));if(!isNil "_array") then {_loot_count = getNumber(configFile >> "CfgMagazines" >> _loot >> "count");if(_loot_count>1) then {_agent addMagazine [_loot, ceil(random _loot_count)];} else {_agent addMagazine _loot;};};};};}; -
sorry my English is very bad and your location is Germany so i think i wright in german :D
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Muss mich entschuldigen war mein Fehler. Da ich zum testen mein Admintool an hatte hat es das Script durcheinander gebracht und verursachte das Problem.
Warum spielst du kein Epoch mehr?
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Auszug aus der Epoch SQL
INSERT INTO `Traders_DATA` VALUES(5285, '["VWGolf",2]', 7, '[3,"ItemGoldBar",1]', '[2,"ItemGoldBar",1]', 0, 520, 'trade_any_vehicle');
also ein auto das mit Epoch kommt
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habe das neuste Epoch und das Fahrzeug ist der original Arma Golf
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hi das script hat ein paar Fehler. Ich kann an einer Tankstelle reparieren und es ist gleich alles repariert obwohl ich angegeben habe 10 sec für jedes teil und wenn ich dann wegfahre und die reifen und scheiben zerstöre kann ich über das Mausrad repair machen und es wird alles gleich repariert obwohl ich nicht mehr an der Tankstelle stehe und diese Reparatur ist dann kostenlos oder ist das so gewollt?
hier meine Configeinstellungen
// ---------------- CONFIG START ----------------
// general settings_folder = "service_point\"; // folder where the service point scripts are saved, relative to the mission file_servicePointClasses = dayz_fuelpumparray; // service point classes (can be house, vehicle and unit classes)_maxDistance = 10; // maximum distance from a service point for the options to be shown_actionTitleFormat = "%1 (%2)"; // text of the vehicle menu, %1 = action name (Refuel, Repair, Rearm), %2 = costs (see format below)_actionCostsFormat = "%2 %1"; // %1 = item name, %2 = item count_costsFree = "Car 5 Gold Heli 10 Gold"; // text for no costs_message = "Vehicle Service Point nearby"; // message to be shown when in range of a service point (set to "" to disable)// refuel settings_refuel_enable = true; // enable or disable the refuel option_refuel_costs = [["Air",["ItemGoldBar10oz",1]], // 5 Gold for helicopters and planes["AllVehicles",["ItemGoldBar5oz",1]] // 2 Gold for all other vehicles]; // free for all vehicles (equal to [["AllVehicles",[]]])_refuel_updateInterval = 1; // update interval (in seconds)_refuel_amount = 0.05; // amount of fuel to add with every update (in percent)// repair settings_repair_enable = true; // enable or disable the repair option_repair_costs = [["Air",["ItemGoldBar10oz",3]], // 5 Gold for helicopters and planes["AllVehicles",["ItemGoldBar10oz",1]] // 2 Gold for all other vehicles];_repair_repairTime = 10; // time needed to repair each damaged part (in seconds)// rearm settings_rearm_enable = false; // enable or disable the rearm option_rearm_costs = [["ArmoredSUV_PMC_DZE",["ItemGoldBar10oz",2]], // special costs for a single vehicle type["Air",["ItemGoldBar10oz",2]], // 2 10oz Gold for helicopters and planes["AllVehicles",["ItemGoldBar10oz",1]] // 1 10oz Gold for all other vehicles];_rearm_magazineCount = 3; // amount of magazines to be added to the vehicle weapon// ----------------- CONFIG END ----------------- -
It would be cool twice.
Then people would gripe and moan that it takes too long.
sorry i don´t understand what do you mean by too long
ok my error is unfortunately the wrong link
here is the right http://www.armaholic.com/page.php?id=18082
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can you put this script in the next epoch patch?? please ;)
http://www.armaholic.com/page.php?id=13947
i think a real survivor need it :D
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this is a nice rescue heli http://www.armaholic.com/page.php?id=13947
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hmm this starts me thinking again. I like the concept.
if you want you can help me. write me a pm
private ["_hasweapon","_hastool","_hastool2","_haspart","_haspart2"]; _hasweapon = "bizon" in weapons player; _hastool = "ItemToolbox" in items player; _hastool2 = "ItemKeyKit" in items Player; _haspart = "PartGeneric" in magazines player; _haspart2 = "ItemPole" in magazines player; if [_hasweapon && _hastool) then { sleep 1; if (_hasweapon && _hastool2) then { sleep 1; if (_hasweapon && _haspart) then { sleep 1; if (_hasweapon && _haspart2) then { player playActionNow "Medic"; [player,"repair",0,false] call dayz_zombieSpeak; player removeWeapon "bizon"; player removeMagazine "PartGeneric"; sleep 2; player addWeapon "bizon_silenced"; titleText ["You have attatched a suppressor!","PLAIN DOWN"]; titleFadeOut 5; } else { titleText ["dir fehlt metal pole","PLAIN DOWN"]; titleFadeOut 5; }; } else { titleText ["dir fehlt scrap metal","PLAIN DOWN"]; titleFadeOut 5; }; } else { titleText ["dir fehlt ein keymakerkit","PLAIN DOWN"]; titleFadeOut 5; }; } else { titleText ["dir fehlt eine toolbox","PLAIN DOWN"]; titleFadeOut 5; };
this is not working but when i use it without _hastool2 and _haspart2 it will work, anybody know why?
sorry for my bad english and the bad script but it´s my first script
cheers
[Release] 3.0 Door Management - No More Codes
in A2: Epoch Mods (1.0.5.1)
Posted
no i have
i think it´s different