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Baker

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Posts posted by Baker

  1. To change infistar debug to reflect your gold instead of humanity you add the following. and change to in ah.sqf

                            _humanity = player getVariable['humanity',0];


                            _humanity = round (_humanity / 100);
                            if(_humanity > 999999) then
                            {
                                _humanity = [_humanity] call fnc_format_humanity;
                                _humanity = toArray _humanity;
                                _humanity = _humanity - [44];
                                _humanity = toString _humanity;
                                _humanity = round (_humanity / 100);
                            };
                            
                            _timertext = 'UPTIME: ';
                            if(!isNil 'infiSTAR_UPTIMER') then
                            {
                                _timertext = 'Restart in: ';
                                _stime = 0;
                                if(serverTime > 36000)then{_stime = time;}else{_stime = serverTime;};
                                _upTimeLeft = infiSTAR_UPTIMER - _stime;
                                if(_upTimeLeft > 0) then
                                {
                                    _hours = (_upTimeLeft/60/60);
                                    _hours = toArray (str _hours);
                                    _hours resize 1;
                                    _hours = toString _hours;
                                    _hours = compile _hours;
                                    _hours = call  _hours;
                                    _minutes = floor(_upTimeLeft/60);
                                    _minutes2 = ((_minutes - (_hours*60)) min 60) max 0;if(_minutes2 < 10) then {_minutes2 = format['0%1',_minutes2];};
                                }
                                else
                                {
                                    _hours = '0';
                                    _minutes2 = '00';
                                };
                            };
                            
                            
                            hintSilent parseText format[""
                            <t size='1' font='Bitstream' align='Center' >[%1]</t><br/>
                            <t size='0.8' font='Bitstream' align='Center' >Players Online: %12</t><br/>
                            <img size='4.75' image='%4'/><br/>
                            <t size='1' font='Bitstream' align='left' color='#CC0000'>Blood: </t><t size='1' font='Bitstream' align='right'>%2</t><br/>
                            <t size='2' font='Bitstream' align='left' color='#CCFF33'>Gold: </t><t size='2' font='Bitstream' align='right'>%3</t><br/>
                            <br/>
                            <t size='1' font='Bitstream' align='left' color='#FFBF00'>Zombie Kills: </t><t size='1' font='Bitstream' align='right'>%9</t><br/>
                            <t size='1' font='Bitstream' align='left' color='#FFBF00'>Murders: </t><t size='1' font='Bitstream' align='right'>%10</t><br/>
                            <t size='1' font='Bitstream' align='left' color='#FFBF00'>Bandits Killed: </t><t size='1' font='Bitstream' align='right'>%11</t><br/>
                            <br/>
                            <t size='1' font='Bitstream' align='left' color='#FFBF00'>%13</t><t size='1' font='Bitstream' align='right'>%5h %6min</t><br/>
                            <t size='1' font='Bitstream' align='left' color='#FFBF00'>FPS: </t><t size='1' font='Bitstream' align='right'>%8</t><br/>
                            <t size='1' font='Bitstream' align='Center' color='#CC0000'>%7</t>
                            "",
                            _txt,
                            (r_player_blood),
                            _humanity,
                            _pic,
                            _hours,
                            _minutes2,
                            _BottomDebug,
                            (round diag_fps),
                            (player getVariable['zombieKills', 0]),
                            (player getVariable['humanKills', 0]),
                            (player getVariable['banditKills', 0]),
                            _pOn,
                            _timertext
                            ];
                            uiSleep 1;
                        };

  2. I will test this but a simpler option may be to do this:

    [DZE_safeVehicle, _axeBus] call BIS_fnc_arrayPush;
    

    in the bus init code..

    I am gonna try fixing all rating problems, by calling 

     

    while {alive player} do
    {
        if (rating player < 0) then {
            player addRating abs(rating player);
        };
        sleep 1;
    };
     
    As fixrating.sqf in the mission file. will report results
     
     
    did not fix
  3. alright so after much fuggin around, here is how to do this: 

     

    MCoords = _coords;
    publicVariable "MCoords";
    [] execVM "debug\addmarkers75.sqf";
     
    _uniqueid = str(round(random 999999));
     
    _baserunover = createVehicle ["Land_HouseV_1I3",[(_coords select 0) +2, (_coords select 1) +5,-0.3],[], 0, "CAN_COLLIDE"];
    _baserunover2 = createVehicle ["Land_hut06",[(_coords select 0) - 10, (_coords select 1) - 5,0],[], 0, "CAN_COLLIDE"];
    _baserunover3 = createVehicle ["Land_hut06",[(_coords select 0) - 7, (_coords select 1) - 5,0],[], 0, "CAN_COLLIDE"];
    _hummer = createVehicle ["HMMWV_DZ",[(_coords select 0) + 10, (_coords select 1) - 5,0],[], 0, "CAN_COLLIDE"];
    _hummer1 = createVehicle ["HMMWV_Ambulance",[(_coords select 0) - 25, (_coords select 1) - 5,0],[], 0, "CAN_COLLIDE"];
    _hummer2 = createVehicle ["SUV_Camo",[(_coords select 0) + 25, (_coords select 1) - 15,0],[], 0, "CAN_COLLIDE"];
     
    _hummer setVariable ["ObjectID", _uniqueid, true]; PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_veh];
    _hummer1 setVariable ["ObjectUID", _uniqueid, true]; PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_veh];
    _hummer2 setVariable ["ObjectUID", _uniqueid, true]; PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_veh];
  4. I found a fix for this issue. I don't know if there will be side effects to using this so use at your own risk.

     

    I was working with the WAI system and found a line that looked like it might work. In WAI they use this in the armed_vehicle.sqf line 19 

     

    _veh setVariable ["ObjectID","1",true]; 

     

    So in this mission system I replaced  

     

    _hummer setVariable ["Sarge",1,true];

     

    to

     

    _hummer  setVariable ["ObjectID","1",true]; 

     

    If anyone is still using this mission I hope this helps.

    I have been doing it this way for a few weeks with no obvious effects. Just fyi i guess

  5. If you run into any performance issues with this method, try instead.

     

    _yourvehiclehere setVariable ["ObjectID","1",true]; PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_veh];

     

    so

     

    //Weapons Cache by lazyink (Full credit for original code to TheSzerdi & TAW_Tonic)
     
    private ["_coords","_MainMarker","_wait"];
    [] execVM "\z\addons\dayz_server\Missions\SMGoMajor.sqf";
    WaitUntil {MissionGo == 1};
     
    _coords = [getMarkerPos "center",0,5500,100,0,20,0] call BIS_fnc_findSafePos;
     
    [nil,nil,rTitleText,"Bandits have found a great big box of guns! Check your map for the location!", "PLAIN",10] call RE;
     
    Ccoords = _coords;
    publicVariable "Ccoords";
    [] execVM "debug\addmarkers.sqf";
     
    _hummer = createVehicle ["UAZ_Unarmed_UN_EP1",[(_coords select 0) + 10, (_coords select 1) - 20,0],[], 0, "CAN_COLLIDE"];
    _hummer1 = createVehicle ["UAZ_Unarmed_UN_EP1",[(_coords select 0) + 20, (_coords select 1) - 10,0],[], 0, "CAN_COLLIDE"];
    _hummer2 = createVehicle ["SUV_Orange",[(_coords select 0) + 30, (_coords select 1) + 10,10],[], 0, "CAN_COLLIDE"];
     
    _hummer setVariable ["ObjectID","1",true]; PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_veh];
    _hummer1 setVariable ["ObjectID","1",true]; PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_veh];
    _hummer2 setVariable ["ObjectID","1",true]; PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_veh];
     
    _hummer setVariable ["Sarge",1,true];
    _hummer1 setVariable ["Sarge",1,true];
    _hummer2 setVariable ["Sarge",1,true];
     
    _crate = createVehicle ["USVehicleBox",_coords,[], 0, "CAN_COLLIDE"];
    [_crate] execVM "\z\addons\dayz_server\missions\misc\fillBoxes.sqf";
     
    _crate setVariable ["Sarge",1,true];
     
    _aispawn = [_coords,80,6,6,1] execVM "\z\addons\dayz_server\missions\add_unit_server.sqf";//AI Guards
    sleep 5;
    _aispawn = [_coords,80,6,6,1] execVM "\z\addons\dayz_server\missions\add_unit_server.sqf";//AI Guards
    sleep 5;
    _aispawn = [_coords,40,4,4,1] execVM "\z\addons\dayz_server\missions\add_unit_server.sqf";//AI Guards
    sleep 5;
    _aispawn = [_coords,40,4,4,1] execVM "\z\addons\dayz_server\missions\add_unit_server.sqf";//AI Guards
    sleep 5;
     
    waitUntil{{isPlayer _x && _x distance _hummer < 10  } count playableunits > 0}; 
     
    [nil,nil,rTitleText,"The weapons cache is under survivor control!", "PLAIN",6] call RE;
     
    [] execVM "debug\remmarkers.sqf";
    MissionGo = 0;
    Ccoords = 0;
    publicVariable "Ccoords";
     
    SM1 = 1;
    [0] execVM "\z\addons\dayz_server\missions\major\SMfinder.sqf";
  6. do this:

     

    ******add at the end of your init.sqf******
     
    if (!isDedicated) then {
            [] execVM "Scripts\fixRating.sqf";
    };
     
     
    *****Then create the following and put it in a "Scripts" folder in the root of your mission file. Scripts\fixRating.sqf******
     
     
     
    while {alive player} do
    {
        if (rating player < 0) then {
            player addRating abs(rating player);
        };
        sleep 1;
    };
     
     
    *Thanks to AmberHelios, the almighty wizard fingers for this.
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