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Posts posted by asremix
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You can still split the mags after reloading them to full by logging on and off. Then sell the split mags.
Yes My server player do it and sell. I check in stock have dmr mag 4000 mag. T_T
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Yes.Now i fix it.I change M24 magazine and DMR mag sell in 1 coper. :)
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How to create epoch podagorsk map?
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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"" \nRedText = Height -
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 .
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I try epoch with Sahrani map
But npc and item zombie not spaws.
How to do it.
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It Anti teleport.
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add for new line
// DayZ Epoch configspawnShoremode = 1; // Default = 1 (on shore)spawnArea= 1500; // Default = 1500MaxHeliCrashes= 1; // Default = 5MaxVehicleLimit = 250; // Default = 50MaxDynamicDebris = 500; // Default = 100dayz_MapArea = 14000; // Default = 10000dayz_maxLocalZombies = 30; // Default = 30dayz_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; //BuildingLimitEpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];dayz_fullMoonNights = false; -
You can add this
DZE_BuildingLimit = 300; //BuildingLimit
In you MPMissions/youMissions/init.sqf
You change 300 For you want.
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Thank you very much.
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How to Disable Anti-TP on Epoch:
I want to Disable Anti-TP.
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It very nice!
I Like that
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I tested . Is not work . Npc not spawn.
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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
How to change value Armor cinder wall ?
in Scripting
Posted
How to change value Armor cinder wall ?
It version 1.2.0.4 .
I know how to do .
But version 1.2.0.5 don't have file to set it .
I look all file in Mod Epoch Client .
Don't have.
Please help me.
Sorry my English is very bad.