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asremix

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Posts posted by asremix

  1. aah that works fine, thanks, any way of making it only for new spawns? also how do i set the height i would drop in at?

    Height. You can set in player_monitor.fsm

    Find:

           "if(dayz_paraSpawn and !(player isKindOf ""PZombie_VB"")) then {" \n
           " player setPosATL [(_setPos select 0),(_setPos select 1),2000];" \n
           " player setDir _setDir;" \n
           " [player, 2000] exec ""ca\air2\halo\data\Scripts\HALO_init.sqs"";" \n
           "} else {" \n
           "" \n
     
    RedText = Height
  2. It my code.It easy step.

     

    Step By Step

    1 Add dayz_paraSpawn = true; in Mission Folder/int.sqf

     

    2 DownLoad PlayerSpawn and put in Mission Folder

     

    3 Find     _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];

     
    and add after line    _playerMonitor = [] execVM "Scripts\player_monitor.sqf";
     

    4 DownLoad GodSpawn and put in Mission Folder

     

    5 Repack you Mission

     

    Let Go . Have Fun.

     

    Sorry. I'm bad eng.   I'm thai .

     

  3. add for new line 

     

     

    // DayZ Epoch config
    spawnShoremode = 1; // Default = 1 (on shore)
    spawnArea= 1500; // Default = 1500
    MaxHeliCrashes= 1; // Default = 5
    MaxVehicleLimit = 250; // Default = 50
    MaxDynamicDebris = 500; // Default = 100
    dayz_MapArea = 14000; // Default = 10000
    dayz_maxLocalZombies = 30; // Default = 30 
    dayz_tameDogs = true;
    //////////////////////////////////////////////////////////////////////////////////////////
    //Enables global chat messaging of player deaths. (Also requires enableRadio true;?)
    DZE_DeathMsgGlobal = true;
    //Enables side chat messaging of player deaths. (Also requires enableRadio true;?)
    DZE_DeathMsgSide = true;
    //Enables global title text messaging of player deaths.
    DZE_DeathMsgTitleText = true;
    //////////////////////////////////////////////////////////////////////////////////////////
    DZE_BuildingLimit = 300; //BuildingLimit
     
    EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
    dayz_fullMoonNights = false;
  4. I use self blood bag script. It can use. But i can't building.

     

     

    fn_selfActions.sqf

    scriptName "Functions\misc\fn_selfActions.sqf";
    /***********************************************************
    	ADD ACTIONS FOR SELF
    	- Function
    	- [] call fnc_usec_selfActions;
    ************************************************************/
    private ["_isWreckBuilding","_temp_keys","_magazinesPlayer","_isPZombie","_vehicle","_inVehicle","_hasFuelE","_hasRawMeat","_hasKnife","_hasToolbox","_onLadder","_nearLight","_canPickLight","_canDo","_text","_isHarvested","_isVehicle","_isVehicletype","_isMan","_traderType","_ownerID","_isAnimal","_isDog","_isZombie","_isDestructable","_isTent","_isFuel","_isAlive","_Unlock","_lock","_buy","_dogHandle","_lieDown","_warn","_hastinitem","_allowedDistance","_menu","_menu1","_humanity_logic","_low_high","_cancel","_metals_trader","_traderMenu","_isWreck","_isRemovable","_isDisallowRepair","_rawmeat","_humanity","_speed","_dog","_hasbottleitem","_isAir","_isShip","_playersNear","_findNearestGens","_findNearestGen","_IsNearRunningGen","_cursorTarget","_isnewstorage","_itemsPlayer","_ownerKeyId","_typeOfCursorTarget","_hasKey","_oldOwner","_combi","_key_colors","_player_deleteBuild","_player_flipveh","_player_lockUnlock_crtl","_player_butcher","_player_studybody","_player_cook","_player_boil","_hasFuelBarrelE"];
    
    if (TradeInprogress) exitWith {}; // Do not allow if any script is running.
    
    _vehicle = vehicle player;
    _isPZombie = player isKindOf "PZombie_VB";
    _inVehicle = (_vehicle != player);
    
    _onLadder =		(getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
    _canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder);
    // ---------------------------------------Krixes Self Bloodbag Start------------------------------------
        _mags = magazines player;
     
        // Krixes Self Bloodbag
        if ("ItemBloodbag" in _mags) then {
            hasBagItem = true;
        } else { hasBagItem = false;};
        if((speed player <= 1) && hasBagItem && _canDo) then {
            if (s_player_selfBloodbag < 0) then {
                s_player_selfBloodbag = player addaction[("<t color=""#c70000"">" + ("Self Bloodbag") +"</t>"),"custom\player_selfbloodbag.sqf","",5,false,true,"", ""];
            };
        } else {
            player removeAction s_player_selfBloodbag;
            s_player_selfBloodbag = -1;
        };
    // ---------------------------------------Krixes Self Bloodbag End------------------------------------
    _nearLight = 	nearestObject [player,"LitObject"];
    _canPickLight = false;
    if (!isNull _nearLight) then {
    	if (_nearLight distance player < 4) then {
    		_canPickLight = isNull (_nearLight getVariable ["owner",objNull]);
    	};
    };
    
    //Grab Flare
    if (_canPickLight and !dayz_hasLight and !_isPZombie) then {
    	if (s_player_grabflare < 0) then {
    		_text = getText (configFile >> "CfgAmmo" >> (typeOf _nearLight) >> "displayName");
    		s_player_grabflare = player addAction [format[localize "str_actions_medical_15",_text], "\z\addons\dayz_code\actions\flare_pickup.sqf",_nearLight, 1, false, true, "", ""];
    		s_player_removeflare = player addAction [format[localize "str_actions_medical_17",_text], "\z\addons\dayz_code\actions\flare_remove.sqf",_nearLight, 1, false, true, "", ""];
    	};
    } else {
    	player removeAction s_player_grabflare;
    	player removeAction s_player_removeflare;
    	s_player_grabflare = -1;
    	s_player_removeflare = -1;
    };
    
    if(_isPZombie) then {
    	if (s_player_callzombies < 0) then {
    		s_player_callzombies = player addAction ["Raise Horde", "\z\addons\dayz_code\actions\call_zombies.sqf",player, 5, true, false, "",""];
    	};
    	if (s_player_pzombiesattack < 0) then {
    		s_player_pzombiesattack = player addAction ["Attack", "\z\addons\dayz_code\actions\pzombie\pz_attack.sqf",cursorTarget, 6, true, false, "",""];
    	};
    	if (s_player_pzombiesvision < 0) then {
    		s_player_pzombiesvision = player addAction ["Night Vision", "\z\addons\dayz_code\actions\pzombie\pz_vision.sqf", [], 4, false, true, "nightVision", "_this == _target"];
    	};
    	if (!isNull cursorTarget and (player distance cursorTarget < 3)) then {	//Has some kind of target
    		_isAnimal = cursorTarget isKindOf "Animal";
    		_isZombie = cursorTarget isKindOf "zZombie_base";
    		_isHarvested = cursorTarget getVariable["meatHarvested",false];
    		_isMan = cursorTarget isKindOf "Man";
    		// Pzombie Gut human corpse or animal
    		if (!alive cursorTarget and (_isAnimal or _isMan) and !_isZombie and !_isHarvested) then {
    			if (s_player_pzombiesfeed < 0) then {
    				s_player_pzombiesfeed = player addAction ["Feed", "\z\addons\dayz_code\actions\pzombie\pz_feed.sqf",cursorTarget, 3, true, false, "",""];
    			};
    		} else {
    			player removeAction s_player_pzombiesfeed;
    			s_player_pzombiesfeed = -1;
    		};
    	} else {
    		player removeAction s_player_pzombiesfeed;
    		s_player_pzombiesfeed = -1;
    	};
    };
    
    // Increase distance only if AIR OR SHIP
    _allowedDistance = 4;
    _isAir = cursorTarget isKindOf "Air";
    _isShip = cursorTarget isKindOf "Ship";
    if(_isAir or _isShip) then {
    	_allowedDistance = 6;
    };
    
    if (!isNull cursorTarget and !_inVehicle and !_isPZombie and (player distance cursorTarget < _allowedDistance) and _canDo) then {	//Has some kind of target
    
    	// set cursortarget to variable
    	_cursorTarget = cursorTarget;
    
    	// get typeof cursortarget once
    	_typeOfCursorTarget = typeOf _cursorTarget;
    
    	// hintsilent _typeOfCursorTarget;
    
    	_isVehicle = _cursorTarget isKindOf "AllVehicles";
    	_isVehicletype = _typeOfCursorTarget in ["ATV_US_EP1","ATV_CZ_EP1"];
    	_isnewstorage = _typeOfCursorTarget in DZE_isNewStorage;
    	
    	// get items and magazines only once
    	_magazinesPlayer = magazines player;
    
    	//boiled Water
    	_hasbottleitem = "ItemWaterbottle" in _magazinesPlayer;
    	_hastinitem = false;
    	{
    		if (_x in _magazinesPlayer) then {
    			_hastinitem = true;
    		};
    	} forEach boil_tin_cans;
    	_hasFuelE = 	"ItemJerrycanEmpty" in _magazinesPlayer;
    	_hasFuelBarrelE = 	"ItemFuelBarrelEmpty" in _magazinesPlayer;
    
    	_itemsPlayer = items player;
    	
    	_temp_keys = [];
    	// find available keys
    	_key_colors = ["ItemKeyYellow","ItemKeyBlue","ItemKeyRed","ItemKeyGreen","ItemKeyBlack"];
    	{
    		if (configName(inheritsFrom(configFile >> "CfgWeapons" >> _x)) in _key_colors) then {
    			_ownerKeyId = getNumber(configFile >> "CfgWeapons" >> _x >> "keyid");
    			_temp_keys set [count _temp_keys,str(_ownerKeyId)];
    		};
    	} forEach _itemsPlayer;
    
    	_hasKnife = 	"ItemKnife" in _itemsPlayer;
    	_hasToolbox = 	"ItemToolbox" in _itemsPlayer;
    
    	_isMan = _cursorTarget isKindOf "Man";
    	_traderType = _typeOfCursorTarget;
    	_ownerID = _cursorTarget getVariable ["CharacterID","0"];
    	_isAnimal = _cursorTarget isKindOf "Animal";
    	_isDog =  (_cursorTarget isKindOf "DZ_Pastor" || _cursorTarget isKindOf "DZ_Fin");
    	_isZombie = _cursorTarget isKindOf "zZombie_base";
    	_isDestructable = _cursorTarget isKindOf "BuiltItems";
    	_isWreck = _typeOfCursorTarget in DZE_isWreck;
    	_isWreckBuilding = _typeOfCursorTarget in DZE_isWreckBuilding;
    	
    	_isRemovable = _typeOfCursorTarget in DZE_isRemovable;
    	_isDisallowRepair = _typeOfCursorTarget in ["M240Nest_DZ"];
    
    	_isTent = _cursorTarget isKindOf "TentStorage";
    	
    	_isAlive = alive _cursorTarget;
    	
    	_text = getText (configFile >> "CfgVehicles" >> _typeOfCursorTarget >> "displayName");
    	
    	_rawmeat = meatraw;
    	_hasRawMeat = false;
    	{
    		if (_x in _magazinesPlayer) then {
    			_hasRawMeat = true;
    		};
    	} forEach _rawmeat; 
    	
    	_isFuel = false;
    	if (_hasFuelE or _hasFuelBarrelE) then {
    		{
    			if(_cursorTarget isKindOf _x) exitWith {_isFuel = true;};
    		} forEach dayz_fuelsources;
    	};
    
    	// diag_log ("OWNERID = " + _ownerID + " CHARID = " + dayz_characterID + " " + str(_ownerID == dayz_characterID));
    	
    	// logic vars
    	_player_flipveh = false;
    	_player_deleteBuild = false;
    	_player_lockUnlock_crtl = false;
    
    	// CURSOR TARGET ALIVE
    	if(_isAlive) then {
    		
    		//Allow player to delete objects
    		if(_isDestructable or _isWreck or _isRemovable or _isWreckBuilding) then {
    			if(_hasToolbox and "ItemCrowbar" in _itemsPlayer) then {
    				_player_deleteBuild = true;
    			};
    		};
    		
    		// CURSOR TARGET VEHICLE
    		if(_isVehicle) then {
    			
    			//flip vehicle small vehicles by your self and all other vehicles with help nearby
    			if (!(canmove _cursorTarget) and (player distance _cursorTarget >= 2) and (count (crew _cursorTarget))== 0 and ((vectorUp _cursorTarget) select 2) < 0.5) then {
    				_playersNear = {isPlayer _x} count (player nearEntities ["CAManBase", 6]);
    				if(_isVehicletype or (_playersNear >= 2)) then {
    					_player_flipveh = true;	
    				};
    			};
    
    
    			if(!_isMan and _ownerID != "0") then {
    				_player_lockUnlock_crtl = true;
    			};
    
    		};
    	
    	};
    
    	if(_player_deleteBuild) then {
    		if (s_player_deleteBuild < 0) then {
    			s_player_deleteBuild = player addAction [format[localize "str_actions_delete",_text], "\z\addons\dayz_code\actions\remove.sqf",_cursorTarget, 1, true, true, "", ""];
    		};
    	} else {
    		player removeAction s_player_deleteBuild;
    		s_player_deleteBuild = -1;
    	};
    
    	
    	// Allow Owner to lock and unlock vehicle  
    	if(_player_lockUnlock_crtl) then {
    		if (s_player_lockUnlock_crtl < 0) then {
    			_hasKey = _ownerID in _temp_keys;
    			_oldOwner = (_ownerID == dayz_playerUID);
    			if(locked _cursorTarget) then {
    				if(_hasKey or _oldOwner) then {
    					_Unlock = player addAction [format["Unlock %1",_text], "\z\addons\dayz_code\actions\unlock_veh.sqf",_cursorTarget, 2, true, true, "", ""];
    					s_player_lockunlock set [count s_player_lockunlock,_Unlock];
    					s_player_lockUnlock_crtl = 1;
    				} else {
    					_Unlock = player addAction ["<t color='#ff0000'>Vehicle Locked</t>", "",_cursorTarget, 2, true, true, "", ""];
    					s_player_lockunlock set [count s_player_lockunlock,_Unlock];
    					s_player_lockUnlock_crtl = 1;
    				};
    			} else {
    				if(_hasKey or _oldOwner) then {
    					_lock = player addAction [format["Lock %1",_text], "\z\addons\dayz_code\actions\lock_veh.sqf",_cursorTarget, 1, true, true, "", ""];
    					s_player_lockunlock set [count s_player_lockunlock,_lock];
    					s_player_lockUnlock_crtl = 1;
    				};
    			};
    		};
    		 
    	} else {
    		{player removeAction _x} forEach s_player_lockunlock;s_player_lockunlock = [];
    		s_player_lockUnlock_crtl = -1;
    	};
    
    	if(DZE_AllowForceSave) then {
    		//Allow player to force save
    		if((_isVehicle or _isTent) and !_isMan) then {
    			if (s_player_forceSave < 0) then {
    				s_player_forceSave = player addAction [format[localize "str_actions_save",_text], "\z\addons\dayz_code\actions\forcesave.sqf",_cursorTarget, 1, true, true, "", ""];
    			};
    		} else {
    			player removeAction s_player_forceSave;
    			s_player_forceSave = -1;
    		};
    	};
    	
    	If(DZE_AllowCargoCheck) then {
    		if((_isVehicle or _isTent or _isnewstorage) and _isAlive and !_isMan) then {
    			if (s_player_checkGear < 0) then {
    				s_player_checkGear = player addAction ["Cargo Check", "\z\addons\dayz_code\actions\cargocheck.sqf",_cursorTarget, 1, true, true, "", ""];
    			};
    		} else {
    			player removeAction s_player_checkGear;
    			s_player_checkGear = -1;
    		};
    	};
    	
    	
    	//flip vehicle small vehicles by your self and all other vehicles with help nearby
    	if(_player_flipveh) then {
    		if (s_player_flipveh  < 0) then {
    			s_player_flipveh = player addAction [format[localize "str_actions_flipveh",_text], "\z\addons\dayz_code\actions\player_flipvehicle.sqf",_cursorTarget, 1, true, true, "", ""];		
    		};
    	} else {
    		player removeAction s_player_flipveh;
    		s_player_flipveh = -1;
    	}; 
    	
    	//Allow player to fill jerrycan
    	if((_hasFuelE or _hasFuelBarrelE) and _isFuel) then {
    		if (s_player_fillfuel < 0) then {
    			s_player_fillfuel = player addAction [localize "str_actions_self_10", "\z\addons\dayz_code\actions\jerry_fill.sqf",[], 1, false, true, "", ""];
    		};
    	} else {
    		player removeAction s_player_fillfuel;
    		s_player_fillfuel = -1;
    	};
    	
    	// logic vars for addactions
    	_player_butcher = false;
    	_player_studybody = false;
    
    	// CURSOR TARGET NOT ALIVE
    	if (!_isAlive) then {
    
    		// Gut animal/zed
    		if((_isAnimal or _isZombie) and _hasKnife) then {
    			_isHarvested = _cursorTarget getVariable["meatHarvested",false];
    			if (!_isHarvested) then {
    				_player_butcher = true;
    			};
    		};
    
    		// Study body
    		if (_isMan and !_isZombie) then {
    			_player_studybody = true;
    		}
    	};
    
    
    	// Human Gut animal or zombie
    	if (_player_butcher) then {
    		if (s_player_butcher < 0) then {
    			if(_isZombie) then {
    				s_player_butcher = player addAction ["Gut Zombie", "\z\addons\dayz_code\actions\gather_zparts.sqf",_cursorTarget, 3, true, true, "", ""];
    			} else {
    				s_player_butcher = player addAction [localize "str_actions_self_04", "\z\addons\dayz_code\actions\gather_meat.sqf",_cursorTarget, 3, true, true, "", ""];
    			};
    		};
    	} else {
    		player removeAction s_player_butcher;
    		s_player_butcher = -1;
    	};
    
    	// Study Body
    	if (_player_studybody) then {
    		if (s_player_studybody < 0) then {
    			s_player_studybody = player addAction [localize "str_action_studybody", "custom\study_body.sqf",_cursorTarget, 0, false, true, "",""];
    		};
    	} else {
    		player removeAction s_player_studybody;
    		s_player_studybody = -1;
    	};
        if (_isMan and !_isAlive and !_isZombie and !_isAnimal) then {
        if (s_clothes < 0) then {
                s_clothes = player addAction [("<t color=""#FF0000"">" + ("Take Skin") + "</t>"), "custom\clothes.sqf",cursorTarget, 1, false, true, "",""];
            };
        } else {
            player removeAction s_clothes;
            s_clothes = -1;
        };
    	// logic vars
    	_player_cook = false;
    	_player_boil = false;
    
    	// CURSOR TARGET IS FIRE
    	if (inflamed _cursorTarget) then {
    		
    		//Fireplace Actions check
    		if (_hasRawMeat) then {
    			_player_cook = true;	
    		};
    		
    		// Boil water
    		if (_hasbottleitem and _hastinitem) then {
    			_player_boil = true;
    		};
    	};
    
    	//Fireplace Actions check
    	if (_player_cook) then {
    		if (s_player_cook < 0) then {
    			s_player_cook = player addAction [localize "str_actions_self_05", "\z\addons\dayz_code\actions\cook.sqf",_cursorTarget, 3, true, true, "", ""];
    		};
    	} else {
    		player removeAction s_player_cook;
    		s_player_cook = -1;
    	};
    	
    	// Boil water
    	if (_player_boil) then {
    		if (s_player_boil < 0) then {
    			s_player_boil = player addAction [localize "str_actions_boilwater", "\z\addons\dayz_code\actions\boil.sqf",_cursorTarget, 3, true, true, "", ""];
    		};
    	} else {
    		player removeAction s_player_boil;
    		s_player_boil = -1;
    	};
    	
    	if(_cursorTarget == dayz_hasFire) then {
    		if ((s_player_fireout < 0) and !(inflamed _cursorTarget) and (player distance _cursorTarget < 3)) then {
    			s_player_fireout = player addAction [localize "str_actions_self_06", "\z\addons\dayz_code\actions\fire_pack.sqf",_cursorTarget, 0, false, true, "",""];
    		};
    	} else {
    		player removeAction s_player_fireout;
    		s_player_fireout = -1;
    	};
    	
    	//Packing my tent
    	if(_isTent and _ownerID == dayz_characterID) then {
    		if ((s_player_packtent < 0) and (player distance _cursorTarget < 3)) then {
    			s_player_packtent = player addAction [localize "str_actions_self_07", "\z\addons\dayz_code\actions\tent_pack.sqf",_cursorTarget, 0, false, true, "",""];
    		};
    	} else {
    		player removeAction s_player_packtent;
    		s_player_packtent = -1;
    	};
    
    	//Allow owner to unlock vault
    	if((_typeOfCursorTarget in DZE_LockableStorage) and _ownerID != "0" and (player distance _cursorTarget < 3)) then {
    		if (s_player_unlockvault < 0) then {
    			if(_typeOfCursorTarget in DZE_LockedStorage) then {
    				if(_ownerID == dayz_combination or _ownerID == dayz_playerUID) then {
    					_combi = player addAction [format["Open %1",_text], "\z\addons\dayz_code\actions\vault_unlock.sqf",_cursorTarget, 0, false, true, "",""];
    				} else {
    					_combi = player addAction [format["Unlock %1",_text], "\z\addons\dayz_code\actions\vault_combination_1.sqf",_cursorTarget, 0, false, true, "",""];
    				};
    				s_player_combi set [count s_player_combi,_combi];
    				s_player_unlockvault = 1;
    			} else {
    				if(_ownerID != dayz_combination and _ownerID != dayz_playerUID) then {
    					_combi = player addAction ["Re-Enter Combination", "\z\addons\dayz_code\actions\vault_combination_1.sqf",_cursorTarget, 0, false, true, "",""];
    					s_player_combi set [count s_player_combi,_combi];
    					s_player_unlockvault = 1;
    				};
    			};
    		};
    	} else {
    		{player removeAction _x} forEach s_player_combi;s_player_combi = [];
    		s_player_unlockvault = -1;
    	};
    
    	//Allow owner to pack vault
    	if(_typeOfCursorTarget in DZE_UnLockedStorage and _ownerID != "0" and (player distance _cursorTarget < 3)) then {
    
    		if (s_player_lockvault < 0) then {
    			if(_ownerID == dayz_combination or _ownerID == dayz_playerUID) then {
    				s_player_lockvault = player addAction [format["Lock %1",_text], "\z\addons\dayz_code\actions\vault_lock.sqf",_cursorTarget, 0, false, true, "",""];
    			};
    		};
    		if (s_player_packvault < 0 and (_ownerID == dayz_combination or _ownerID == dayz_playerUID)) then {
    			s_player_packvault = player addAction [format["<t color='#ff0000'>Pack %1</t>",_text], "\z\addons\dayz_code\actions\vault_pack.sqf",_cursorTarget, 0, false, true, "",""];
    		};
    	} else {
    		player removeAction s_player_packvault;
    		s_player_packvault = -1;
    		player removeAction s_player_lockvault;
    		s_player_lockvault = -1;
    	};
    
    	
    
        //Player Deaths
    	if(_typeOfCursorTarget == "Info_Board_EP1") then {
    		if (s_player_information < 0) then {
    			s_player_information = player addAction ["Recent Murders", "\z\addons\dayz_code\actions\list_playerDeaths.sqf",[], 0, false, true, "",""];
    		};
    	} else {
    		player removeAction s_player_information;
    		s_player_information = -1;
    	};
    	
    	//Fuel Pump
    	if(_typeOfCursorTarget in dayz_fuelpumparray) then {	
    		if (s_player_fuelauto < 0) then {
    			
    			// check if Generator_DZ is running within 30 meters
    			_findNearestGens = nearestObjects [player, ["Generator_DZ"], 30];
    			_findNearestGen = [];
    			{
    				if (alive _x and (_x getVariable ["GeneratorRunning", false])) then {
    					_findNearestGen set [(count _findNearestGen),_x];
    				};
    			} foreach _findNearestGens;
    			_IsNearRunningGen = count (_findNearestGen);
    			
    			// show that pump needs power if no generator nearby.
    			if(_IsNearRunningGen > 0) then {
    				s_player_fuelauto = player addAction ["Fill Vehicle", "\z\addons\dayz_code\actions\fill_nearestVehicle.sqf",objNull, 0, false, true, "",""];
    			} else {
    				s_player_fuelauto = player addAction ["<t color='#ff0000'>Needs Power</t>", "",[], 0, false, true, "",""];
    			};
    		};
    	} else {
    		player removeAction s_player_fuelauto;
    		s_player_fuelauto = -1;
    	};
    
    	//Fuel Pump on truck
    	if(_typeOfCursorTarget in DZE_fueltruckarray and alive _cursorTarget) then {	
    		if (s_player_fuelauto2 < 0) then {
    			// show that fuel truck pump needs power.
    			if(isEngineOn _cursorTarget) then {
    				s_player_fuelauto2 = player addAction ["Fill Vehicle", "\z\addons\dayz_code\actions\fill_nearestVehicle.sqf",_cursorTarget, 0, false, true, "",""];
    			} else {
    				s_player_fuelauto2 = player addAction ["<t color='#ff0000'>Needs Power</t>", "",[], 0, false, true, "",""];
    			};
    		};
    	} else {
    		player removeAction s_player_fuelauto2;
    		s_player_fuelauto2 = -1;
    	};
    
    
    	if ((_cursorTarget isKindOf "ModularItems") or (_cursorTarget isKindOf "Land_DZE_WoodDoor_Base") or (_cursorTarget isKindOf "CinderWallDoor_DZ_Base")) then {
    		if ((s_player_lastTarget select 0) != _cursorTarget) then {
    			if (s_player_upgrade_build > 0) then {
    				player removeAction s_player_upgrade_build;
    				s_player_upgrade_build = -1;
    			};
    		};
    		if (s_player_upgrade_build < 0) then {
    			// s_player_lastTarget = _cursorTarget;
    			s_player_lastTarget set [0,_cursorTarget];
    			s_player_upgrade_build = player addAction [format["Upgrade %1",_text], "\z\addons\dayz_code\actions\player_upgrade.sqf",_cursorTarget, -1, false, true, "",""];
    		};
    	} else {
    		player removeAction s_player_upgrade_build;
    		s_player_upgrade_build = -1;
    	};
    	
    
    	// inplace maintenance tool
    	if((_isDestructable or _cursorTarget isKindOf "ModularItems" or _cursorTarget isKindOf "DZE_Housebase")) then {
    		if ((s_player_lastTarget select 1) != _cursorTarget) then {
    			if (s_player_maint_build > 0) then {	
    				player removeAction s_player_maint_build;
    				s_player_maint_build = -1;
    			};
    		}; 
    
    		if (s_player_maint_build < 0) then {
    			s_player_lastTarget set [1,_cursorTarget];
    			s_player_maint_build = player addAction [format["Maintain %1",_text], "\z\addons\dayz_code\actions\player_buildingMaint.sqf",_cursorTarget, -2, false, true, "",""];
    		};
    	} else {
    		player removeAction s_player_maint_build;
    		s_player_maint_build = -1;
    	};
    
    
    	//Start Generator
    	if(_cursorTarget isKindOf "Generator_DZ") then {
    		if (s_player_fillgen < 0) then {
    			
    			// check if not running 
    			if((_cursorTarget getVariable ["GeneratorRunning", false])) then {
    				s_player_fillgen = player addAction ["Stop Generator", "\z\addons\dayz_code\actions\stopGenerator.sqf",_cursorTarget, 0, false, true, "",""];				
    			} else {
    			// check if not filled and player has jerry.
    				if((_cursorTarget getVariable ["GeneratorFilled", false])) then {
    					s_player_fillgen = player addAction ["Start Generator", "\z\addons\dayz_code\actions\fill_startGenerator.sqf",_cursorTarget, 0, false, true, "",""];
    				} else {
    					if("ItemJerrycan" in _magazinesPlayer) then {
    						s_player_fillgen = player addAction ["Fill and Start Generator", "\z\addons\dayz_code\actions\fill_startGenerator.sqf",_cursorTarget, 0, false, true, "",""];
    					};
    				};
    			};
    		};
    	} else {
    		player removeAction s_player_fillgen;
    		s_player_fillgen = -1;
    	};
    
    	//Towing with tow truck
    	if(_typeOfCursorTarget == "VIL_asistvan_DZE") then {
    		if (s_player_towing < 0) then {
    			if(!(_cursorTarget getVariable ["DZEinTow", false])) then {
    				s_player_towing = player addAction ["Attach Straps", "\z\addons\dayz_code\actions\tow_AttachStraps.sqf",_cursorTarget, 0, false, true, "",""];				
    			} else {
    				s_player_towing = player addAction ["Detach Straps", "\z\addons\dayz_code\actions\tow_DetachStraps.sqf",_cursorTarget, 0, false, true, "",""];				
    			};
    		};
    	} else {
    		player removeAction s_player_towing;
    		s_player_towing = -1;
    	};
    
    
        //Sleep
    	if(_isTent and _ownerID == dayz_characterID) then {
    		if ((s_player_sleep < 0) and (player distance _cursorTarget < 3)) then {
    			s_player_sleep = player addAction [localize "str_actions_self_sleep", "custom\player_sleep.sqf",_cursorTarget, 0, false, true, "",""];
    		};
    	} else {
    		player removeAction s_player_sleep;
    		s_player_sleep = -1;
    	};
    	
    	//Repairing Vehicles
    	if ((dayz_myCursorTarget != _cursorTarget) and _isVehicle and !_isMan and _hasToolbox and (damage _cursorTarget < 1) and !_isDisallowRepair) then {
    		if (s_player_repair_crtl < 0) then {
    			dayz_myCursorTarget = _cursorTarget;
    			_menu = dayz_myCursorTarget addAction ["Repair Vehicle", "\z\addons\dayz_code\actions\repair_vehicle.sqf",_cursorTarget, 0, true, false, "",""];
    			_menu1 = dayz_myCursorTarget addAction ["Salvage Vehicle", "\z\addons\dayz_code\actions\salvage_vehicle.sqf",_cursorTarget, 0, true, false, "",""];
    			s_player_repairActions set [count s_player_repairActions,_menu];
    			s_player_repairActions set [count s_player_repairActions,_menu1];
    			s_player_repair_crtl = 1;
    		} else {
    			{dayz_myCursorTarget removeAction _x} forEach s_player_repairActions;s_player_repairActions = [];
    			s_player_repair_crtl = -1;
    		};
    	};
    
    	// All Traders
    	if (_isMan and !_isPZombie and _traderType in serverTraders) then {
    		
    		if (s_player_parts_crtl < 0) then {
    
    			// get humanity
    			_humanity = player getVariable ["humanity",0];
    			_traderMenu = call compile format["menu_%1;",_traderType];
    
    			// diag_log ("TRADER = " + str(_traderMenu));
    			
    			_low_high = "low";
    			_humanity_logic = false;
    			if((_traderMenu select 2) == "friendly") then {
    				_humanity_logic = (_humanity < -5000);
    			};
    			if((_traderMenu select 2) == "hostile") then {
    				_low_high = "high";
    				_humanity_logic = (_humanity > -5000);
    			};
    			if((_traderMenu select 2) == "hero") then {
    				_humanity_logic = (_humanity < 5000);
    			};
    			if(_humanity_logic) then {
    				_cancel = player addAction [format["Your humanity is too %1 this trader refuses to talk to you.",_low_high], "\z\addons\dayz_code\actions\trade_cancel.sqf",["na"], 0, true, false, "",""];
    				s_player_parts set [count s_player_parts,_cancel];
    			} else {
    				
    				// Static Menu
    				{
    					//diag_log format["DEBUG TRADER: %1", _x];
    					_buy = player addAction [format["Trade %1 %2 for %3 %4",(_x select 3),(_x select 5),(_x select 2),(_x select 6)], "\z\addons\dayz_code\actions\trade_items_wo_db.sqf",[(_x select 0),(_x select 1),(_x select 2),(_x select 3),(_x select 4),(_x select 5),(_x select 6)], (_x select 7), true, true, "",""];
    					s_player_parts set [count s_player_parts,_buy];
    				
    				} forEach (_traderMenu select 1);
    				// Database menu 
    				_buy = player addAction ["Trader Menu", "\z\addons\dayz_code\actions\show_dialog.sqf",(_traderMenu select 0), 99, true, false, "",""];
    				s_player_parts set [count s_player_parts,_buy];
    				
    				// Add static metals trader options under sub menu
    				_metals_trader = player addAction ["Trade Metals", "\z\addons\dayz_code\actions\trade_metals.sqf",["na"], 0, true, false, "",""];
    				s_player_parts set [count s_player_parts,_metals_trader];
    
    			};
    			s_player_parts_crtl = 1;
    			
    		};
    	} else {
    		{player removeAction _x} forEach s_player_parts;s_player_parts = [];
    		s_player_parts_crtl = -1;
    	};
    
    	
    	if(dayz_tameDogs) then {
    		
    		//Dog
    		if (_isDog and _isAlive and (_hasRawMeat) and _ownerID == "0" and player getVariable ["dogID", 0] == 0) then {
    			if (s_player_tamedog < 0) then {
    				s_player_tamedog = player addAction [localize "str_actions_tamedog", "\z\addons\dayz_code\actions\tame_dog.sqf", _cursorTarget, 1, false, true, "", ""];
    			};
    		} else {
    			player removeAction s_player_tamedog;
    			s_player_tamedog = -1;
    		};
    		if (_isDog and _ownerID == dayz_characterID and _isAlive) then {
    			_dogHandle = player getVariable ["dogID", 0];
    			if (s_player_feeddog < 0 and _hasRawMeat) then {
    				s_player_feeddog = player addAction [localize "str_actions_feeddog","\z\addons\dayz_code\actions\dog\feed.sqf",[_dogHandle,0], 0, false, true,"",""];
    			};
    			if (s_player_waterdog < 0 and "ItemWaterbottle" in _magazinesPlayer) then {
    				s_player_waterdog = player addAction [localize "str_actions_waterdog","\z\addons\dayz_code\actions\dog\feed.sqf",[_dogHandle,1], 0, false, true,"",""];
    			};
    			if (s_player_staydog < 0) then {
    				_lieDown = _dogHandle getFSMVariable "_actionLieDown";
    				if (_lieDown) then { _text = "str_actions_liedog"; } else { _text = "str_actions_sitdog"; };
    				s_player_staydog = player addAction [localize _text,"\z\addons\dayz_code\actions\dog\stay.sqf", _dogHandle, 5, false, true,"",""];
    			};
    			if (s_player_trackdog < 0) then {
    				s_player_trackdog = player addAction [localize "str_actions_trackdog","\z\addons\dayz_code\actions\dog\track.sqf", _dogHandle, 4, false, true,"",""];
    			};
    			if (s_player_barkdog < 0) then {
    				s_player_barkdog = player addAction [localize "str_actions_barkdog","\z\addons\dayz_code\actions\dog\speak.sqf", _cursorTarget, 3, false, true,"",""];
    			};
    			if (s_player_warndog < 0) then {
    				_warn = _dogHandle getFSMVariable "_watchDog";
    				if (_warn) then { _text = "Quiet"; _warn = false; } else { _text = "Alert"; _warn = true; };
    				s_player_warndog = player addAction [format[localize "str_actions_warndog",_text],"\z\addons\dayz_code\actions\dog\warn.sqf",[_dogHandle, _warn], 2, false, true,"",""];		
    			};
    			if (s_player_followdog < 0) then {
    				s_player_followdog = player addAction [localize "str_actions_followdog","\z\addons\dayz_code\actions\dog\follow.sqf",[_dogHandle,true], 6, false, true,"",""];
    			};
    		} else {
    			player removeAction s_player_feeddog;
    			s_player_feeddog = -1;
    			player removeAction s_player_waterdog;
    			s_player_waterdog = -1;
    			player removeAction s_player_staydog;
    			s_player_staydog = -1;
    			player removeAction s_player_trackdog;
    			s_player_trackdog = -1;
    			player removeAction s_player_barkdog;
    			s_player_barkdog = -1;
    			player removeAction s_player_warndog;
    			s_player_warndog = -1;
    			player removeAction s_player_followdog;
    			s_player_followdog = -1;
    		};
    	};
    
    } else {
    	//Engineering
    	{dayz_myCursorTarget removeAction _x} forEach s_player_repairActions;s_player_repairActions = [];
    	s_player_repair_crtl = -1;
    
    	{player removeAction _x} forEach s_player_combi;s_player_combi = [];
    		
    	dayz_myCursorTarget = objNull;
    	s_player_lastTarget = [objNull,objNull,objNull,objNull,objNull];
    
    	{player removeAction _x} forEach s_player_parts;s_player_parts = [];
    	s_player_parts_crtl = -1;
    
    	{player removeAction _x} forEach s_player_lockunlock;s_player_lockunlock = [];
    	s_player_lockUnlock_crtl = -1;
    
    	player removeAction s_player_checkGear;
    	s_player_checkGear = -1;
    
    	//Others
    	player removeAction s_player_forceSave;
    	s_player_forceSave = -1;
    	player removeAction s_player_flipveh;
    	s_player_flipveh = -1;
    	player removeAction s_player_sleep;
    	s_player_sleep = -1;
    	player removeAction s_player_deleteBuild;
    	s_player_deleteBuild = -1;
    	player removeAction s_player_butcher;
    	s_player_butcher = -1;
    	player removeAction s_player_cook;
    	s_player_cook = -1;
    	player removeAction s_player_boil;
    	s_player_boil = -1;
    	player removeAction s_player_fireout;
    	s_player_fireout = -1;
    	player removeAction s_player_packtent;
    	s_player_packtent = -1;
    	player removeAction s_player_fillfuel;
    	s_player_fillfuel = -1;
    	player removeAction s_player_studybody;
    	s_player_studybody = -1;
    	player removeAction s_clothes;
        s_clothes = -1;
    	//Dog
    	player removeAction s_player_tamedog;
    	s_player_tamedog = -1;
    	player removeAction s_player_feeddog;
    	s_player_feeddog = -1;
    	player removeAction s_player_waterdog;
    	s_player_waterdog = -1;
    	player removeAction s_player_staydog;
    	s_player_staydog = -1;
    	player removeAction s_player_trackdog;
    	s_player_trackdog = -1;
    	player removeAction s_player_barkdog;
    	s_player_barkdog = -1;
    	player removeAction s_player_warndog;
    	s_player_warndog = -1;
    	player removeAction s_player_followdog;
    	s_player_followdog = -1;
        
        // vault
    	player removeAction s_player_unlockvault;
    	s_player_unlockvault = -1;
    	player removeAction s_player_packvault;
    	s_player_packvault = -1;
    	player removeAction s_player_lockvault;
    	s_player_lockvault = -1;
    
    	player removeAction s_player_information;
    	s_player_information = -1;
    	player removeAction s_player_fillgen;
    	s_player_fillgen = -1;
    	player removeAction s_player_upgrade_build;
    	s_player_upgrade_build = -1;
    	player removeAction s_player_maint_build;
    	s_player_maint_build = -1;
    	player removeAction s_player_towing;
    	s_player_towing = -1;
    	player removeAction s_player_fuelauto;
    	s_player_fuelauto = -1;
    	player removeAction s_player_fuelauto2;
    	s_player_fuelauto2 = -1;
    };
    
    
    
    //Dog actions on player self
    _dogHandle = player getVariable ["dogID", 0];
    if (_dogHandle > 0) then {
    	_dog = _dogHandle getFSMVariable "_dog";
    	_ownerID = "0";
    	if (!isNull cursorTarget) then { _ownerID = cursorTarget getVariable ["CharacterID","0"]; };
    	if (_canDo and !_inVehicle and alive _dog and _ownerID != dayz_characterID) then {
    		if (s_player_movedog < 0) then {
    			s_player_movedog = player addAction [localize "str_actions_movedog", "\z\addons\dayz_code\actions\dog\move.sqf", player getVariable ["dogID", 0], 1, false, true, "", ""];
    		};
    		if (s_player_speeddog < 0) then {
    			_text = "Walk";
    			_speed = 0;
    			if (_dog getVariable ["currentSpeed",1] == 0) then { _speed = 1; _text = "Run"; };
    			s_player_speeddog = player addAction [format[localize "str_actions_speeddog", _text], "\z\addons\dayz_code\actions\dog\speed.sqf",[player getVariable ["dogID", 0],_speed], 0, false, true, "", ""];
    		};
    		if (s_player_calldog < 0) then {
    			s_player_calldog = player addAction [localize "str_actions_calldog", "\z\addons\dayz_code\actions\dog\follow.sqf", [player getVariable ["dogID", 0], true], 2, false, true, "", ""];
    		};
    	};
    } else {
    	player removeAction s_player_movedog;		
    	s_player_movedog =		-1;
    	player removeAction s_player_speeddog;
    	s_player_speeddog =		-1;
    	player removeAction s_player_calldog;
    	s_player_calldog = 		-1;
    };
    
     

     

    and player_selfbloodbag.sqf

    //////////////////////////////////////////////////////////////////////////////////////////////
    // Script writen by Krixes																	//
    //    Infection chance and some comments added by Player2									//
    //    Combat check added by istealth														//
    //																							//
    //	Version 1.4																				//
    //																							//
    // Change Log:																			    //
    // 1: Added bloodbag use timer																//
    // 2: Added a timer for the amount of time before player can use self bloodbag again		//
    //////////////////////////////////////////////////////////////////////////////////////////////
    
    private ["_bloodAmount","_humanityBool","_infectionChance","_humanityNegBool","_humanityNegAmount","_humanityAmount","_infectedLifeLost","_infectedLifeBool","_lastBloodbag","_bloodbagLastUsedTime","_bloodbagTime","_bloodbagUseTime","_bloodbagUsageTime"];
    
    
    
    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    // Config Start-----------------------------------------------------------------------------------------------------------------------//
    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    
    _bloodAmount = 4000; // Amount of blood to give to player
    _bloodbagUseTime = 30; // Amount of time it takes in second for the player to use the self bloodbag
    _bloodbagLastUsedTime = 60; // Amount of time in seconds before player can use self bloodbag again after a succesful use
    
    _infectionChance = 10; // Percent chance of player infection on self bloodbag (10 = 10% | 2 = 50% | 1 = 100%)
    _infectedLifeBool = true; // Whether the player can loose life if infected (True = On | False = off)
    _infectedLifeLost = 1000; // Amount of life to loose in becomes infected
    
    _humanityBool = false; // Whether the player can get humanity from giving self a bloodbag (True = On | False = off)
    _humanityAmount = 50; // Amount of humanity to give player if _humanityBool is true (250 is default for normal bloodbags)
    
    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    // Config End-------------------------------------------------------------------------------------------------------------------------//
    ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    
    
    
    
    
    ///////////////////////////////////////////////////////////////////////////////
    // Everything below need not be modified unless you know what you are doing! //
    ///////////////////////////////////////////////////////////////////////////////
    
    _bloodbagTime = time - lastBloodbag; // Variable used for easy reference in determining the self bloodbag cooldown
    _bloodbagUsageTime = time;
    
    if(_bloodbagTime < _bloodbagLastUsedTime) exitWith { // If cooldown is not done then exit script
    	cutText [format["You may not use Self Bloodbag this soon please wait %1!",(_bloodbagTime - _bloodbagLastUsedTime)], "PLAIN DOWN"]; //display text at bottom center of screen when players cooldown is not done
    };
    
    if (dayz_combat == 1) then { // Check if in combat
        cutText [format["You are in Combat and cannot give yourself a Bloodbag"], "PLAIN DOWN"]; //display text at bottom center of screen when in combat
    } else {
    
    	player removeAction s_player_selfBloodbag; //remove the action from users scroll menu
    	
    	player playActionNow "Medic"; //play bloodbag animation
    	
    	////////////////////////////////////////////////
    	// Fancy cancel if interrupted addition start //
    	////////////////////////////////////////////////
    	r_interrupt = false; // public interuppt variable
    	_animState = animationState player; // get the animation state of the player
    	r_doLoop = true; // while true sets whether to continue self bloodbagging
    	_started = false; // this starts as false as a check
    	_finished = false; // this starts as false and when true later sets players blood
    	while {r_doLoop} do {
    		_animState = animationState player; // keep checking to make sure player is in correct animation
    		_isMedic = ["medic",_animState] call fnc_inString; // checking to make sure the animstate is the medic animation still
    		if (_isMedic) then {
    			_started = true; // this is a check to make sure everything is still ok
    		};
    		if(!_isMedic && !r_interrupt && (time - _bloodbagUsageTime) < _bloodbagUseTime) then {
    			player playActionNow "Medic"; //play bloodbag animation
    			_isMedic = true;
    		};
    		if (_started && !_isMedic && (time - _bloodbagUsageTime) > _bloodbagUseTime) then {
    			r_doLoop = false; // turns off the loop
    			_finished = true; // set finished to true to finish the self bloodbag and give player health/humanity
    			lastBloodbag = time; // the last self bloodbag time
    		};
    		if (r_interrupt) then {
    			r_doLoop = false; // if interuppted turns loop off early so _finished is never true
    		};
    		sleep 0.1;
    	};
    	r_doLoop = false; // make sure loop is off on successful self bloodbag
    	///////////////////////////////////////////////
    	// Fancy cancel if interrupted addition end //
    	//////////////////////////////////////////////
    
    	if (_finished) then {
    		player removeMagazine "ItemBloodbag"; //remove the used bloodbag from inventory
    
    		r_player_blood = r_player_blood + _bloodAmount; //set players LOCAL blood to a certain ammount
    		
    		if(r_player_blood > 12000) then {
    			r_player_blood = 12000; // If players blood is greater then max amount allowed set it to max allowed (this check keeps an error at bay)
    		};
    		
    		// check if infected
    		if (random(_infectionChance) < 1) then {
    			r_player_infected = true; //set players client to show infection
    			player setVariable["USEC_infected",true,true]; //tell the server the player is infected
    			cutText [format["You have used a bloodbag on yourself but the bloodbag was infected!"], "PLAIN DOWN"]; //display text at bottom center of screen if infected
    			
    			// check for if loosing life on infection is turned on
    			if(_infectedLifeBool) then {
    				r_player_blood = r_player_blood - _infectedLifeLost; //set players LOCAL blood to a certain ammount
    				player setVariable["USEC_BloodQty",r_player_blood,true]; //save this blood ammount to the database
    			} else { // if loosing life is turned off
    				r_player_lowblood = false; //set lowblood setting to false
    				10 fadeSound 1; //slowly fade their volume back to maximum
    				"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5; //disable post processing blur effect
    				"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1],  [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5; //give them their colour back
    				r_player_lowblood = false; //just double checking their blood isnt low
    				player setVariable["USEC_BloodQty",r_player_blood,true]; //save this blood ammount to the database
    			};
    		} else { // if not infected
    			r_player_lowblood = false; //set lowblood setting to false
    			10 fadeSound 1; //slowly fade their volume back to maximum
    			"dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5; //disable post processing blur effect
    			"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1],  [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5; //give them their colour back
    			r_player_lowblood = false; //just double checking their blood isnt low
    			player setVariable["USEC_BloodQty",r_player_blood,true]; //save this blood ammount to the database
    	 
    			cutText [format["You have used a bloodbag on yourself!"], "PLAIN DOWN"]; //display text at bottom center of screen on succesful self bloodbag
    		};
    		
    		// check if giving player humanity is on
    		if(_humanityBool) then {
    			[player,_humanityAmount] call player_humanityChange; // Set players humanity based on amount listed in config area
    		};
    	} else {
    		// this is for handling if interrupted
    		r_interrupt = false;
    		player switchMove "";
    		player playActionNow "stop";
    		cutText [format["You have interrupted giving yourself a bloodbag!"], "PLAIN DOWN"]; //display text at bottom center of screen on interrupt
    	};
    };
    

    Have some body see my script.

    Where is wrong.

     

    I'm bad en . Sorry

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