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jOoPs

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  1. Like
    jOoPs got a reaction from Fuchs in [HowTo] EVR BlowOut map independent   
    Users asked if it is possible to use the EVR BlowOut/Storm, however called, on other maps then Namalsk. Yes, it is. All necessary files are included in the rar-archive.
     
    first a list of modified files (which are not part of rar-archive!)
     
    - description.ext
    - init.sqf
     
    added folder and files (content of rar-archive)
     
    - addons/blowout/config/sound.hpp
    - addons/blowout/external/fn_isInsideBuilding.sqf
    - addons/blowout/module/
      - blowout_client.sqf
      - blowout_server.sqf
    - addons/blowout/sounds/
      - apsi_off.ogg
      - apsi_start.ogg
      - blowout_begin.ogg
      - blowout_detect.ogg
      - blowout_full_wave.ogg
      - blowout_hit_1.ogg
      - blowout_hit_2.ogg
      - blowout_hit_3.ogg
      - blowout_psy_voices.ogg
      - blowout_wave_1.ogg
      - blowout_wave_2.ogg
      - blowout_wave_3.ogg
      - fx_drone1.ogg
      - fx_drone2.ogg
      - fx_misc4.ogg
     
    ------------------
     
    download the given rar-archive and extract into your missionfolder. If you use other folderstructures/filenames, change the given paths.
     
    ------------------
     
    in inti.sqf add to listed variables
    ns_blowout = true; // true / false
    ns_blowout_dayz = true;// true / false
    ns_blow_delaymod = 0.74; //blowout delay
    ns_blow_itemapsi = "NVGoggles"; //ItemAPSI replacement
    ns_blow_playerdamage = 4000; // damage players without ns_blow_itemapsi can get per blowout
    ns_blow_emp = false; //Namalsk Only
     
    in inti.sqf add before #include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"
    if (isServer) then { _bul = [ns_blow_emp] execVM "addons\blowout\module\blowout_server.sqf"; };
    if (!isDedicated) then { _bul = [] execVM "addons\blowout\module\blowout_client.sqf"; };
     
     
    in description.ext add at top
    #include "addons\blowout\config\sound.hpp"
     
    in description.ext add at bottom



     
    thats all
     
    note: - if you have class CfgSounds and RscTitles previously defined, then you need to extend these classes with given subclasses.
             - further bl_bleez vehicle and emp(ns_blow_emp) works only on Namalsk!
  2. Like
    jOoPs got a reaction from said11 in [HowTo] EVR BlowOut map independent   
    no wonder.. you have renamed most of the needed soundclassnames...
     
    here is your description.ext, it should work now...



     
    cheers
  3. Like
    jOoPs reacted to ElDubya in [HowTo] EVR BlowOut map independent   
    Here you are guys : 
     
    https://mega.co.nz/#!VRomxB5C!VFLccmd6B5siZ_v1hPm8aZ7pDP-9A_m46MORuCnfiBo
     
    Go nuts :)
  4. Like
    jOoPs reacted to RC_Robio in [HowTo] add Chernarus-Spawnselection   
    Flies are safe.
  5. Like
    jOoPs reacted to hansi in [HowTo] add Chernarus-Spawnselection   
    download link for napf: http://en.file-upload.net/download-10433269/Napf-Spawnselection.rar.html
     
    download link for sauerland: http://en.file-upload.net/download-10433490/Sauerland-Spawnselection.rar.html
     
    download link for tavi (origins): http://en.file-upload.net/download-10433523/Tavi-Spawnselection.rar.html
     
    cheers
     
  6. Like
    jOoPs reacted to Axle in BI speaks out on p2w and donation shops!   
    We have gone out of our way to respect BI's wishes when it came to p2w and donation perk server. They have finally come out with some official guidelines that we wish you all will follow. 
     
    http://www.bistudio.com/monetization
  7. Like
    jOoPs got a reaction from -Dutchy- in [HowTo] add Chernarus-Spawnselection   
    1. if the spawnselection-dialog doesnt appears, you missed to call the patched player_monitor.sqf/fsm files
    2. if you spawn after selection on an "default" randomspawn, then you missed to update your serverfiles (server_playerSetup.sqf)
    3. to avoid empty worldcoords make sure you have bugfixed your compiles.sqf (endLoadingScreen; >>>> endMission "END1";) and dont miss to add _spawnSelection = 9; to your varibales.sqf
     
    cheers
  8. Like
    jOoPs reacted to ddraig in [HowTo] add InfectedCamps   
    Hi, 
     
    Not sure if this is an out-of-date thread, but I fixed the issue with zeds not spawning. Got back into DayZ after not playing for about 18months-2 years, and am incorporating customizations like this into my 1.7.6.1 based vanilla server. Looks like everyone is playing Epoch now :) . First off thanks JOoPs for providing this guide. The zeds will spawn if you are the first connecting player, as the "dayzInfectedCamps" public variable event handler gets called on both the server and the client after the server calls fn_bases (since the server and first connecting client initialize together). This causes the client to call 'infectedcamps' (object_infectedcamps.sqf) and generate the client side triggers. 
     
    The problem is when new connecting clients join, or the first client disconnects and re-joins, the  "dayzInfectedCamps" public variable is not called after initialization so the client side triggers dont get created in  (object_infectedcamps.sqf).
     
    My solution after referring to (http://killzonekid.com/arma-scripting-tutorials-basic-multiplayer-coding/) was, in the ' dayz_code/init/publicEH.sqf'  file to also add:
     
    //'gcipacket' used to spawn client side triggers for infected camps on clients after server is done creating them if (isDedicated) then {      "gcipacket" addPublicVariableEventHandler {         _pcid = owner (_this select 1 select 0);         gcipacket = dayzInfectedCamps;         _pcid publicVariableClient "gcipacket";     }; } else {     "gcipacket" addPublicVariableEventHandler { (_this select 1 ) call infectedcamps};      };   You can add this under "dayzInfectedCamps"        addPublicVariableEventHandler {(_this select 1) call infectedcamps}; ​if you like.   Then I created a new sqf file called client_create_camp_trigs.sqf  and put this under a directory called 'custom'.   So In custom/client_create_camp_trigs.sqf I added:   gcipacket = [player,time];  publicVariableServer "gcipacket"; //'dummy' variable to force server to give the client it's dayz_infectedcamps value on initialization.   Finally at the bottom of the init.sqf file I made a call to it like so:   if (!isDedicated) then  { [] execVM "custom\client_create_camp_trigs.sqf"; };    
    There are probably more elegant ways to solve it, and there *might* be some potential issues, but it worked for me after testing. Triggers to spawn the zeds/infected get created for the first connecting client, as well as subsequent connections.The 'gcipacket' public variable is set  on the client when initializing, which calls the server's public eventhander for it, which sends the 'dayzInfectedCamps' collection to that specific client's 'gcipacket' event handler which finally calls the infectedcamps function to create the triggers. :P
     
    Anyways this took me a while to solve, but glad to have the camps working, they are very cool.
     
    EDIT: You dont need to set gcipacket = [player,time];  You can just use gcipacket = player; Then you can change  _pcid = owner (_this select 1 select 0); to  _pcid = owner (_this select 1);
  9. Like
    jOoPs got a reaction from MasterHiggins in [Tutorial] How to change (Blood,Hunger,Thirst,Temp) GUI   
    - extract class playerStatusGUI from config.cpp (dayz_code.pbo) and make a .hpp file
    - rename the classname
    - edit in it, what you want...
    - include the file in description.ext
    - change the methode/function calls in ui_changeDisplay.sqf (dayz_code\compiles\..) & playermonitor.fsm (dayz_code\system\..) to fit with your new classname!
     
    now you have all u need to add your border-definitions (border-graphics are not included in DZE! - try to get them from other dayz-mod's or make your own)
    hint - class ControlsBackground & class Controls
     
    to show your new classes u need to extend player_updateGui.sqf like that...
     
    private["ctrlBlahBorder","_blahText"]; //declare your used variables
    _ctrlBlahBorder = _display displayCtrl 1212; //<< your displayelement definied in your playerStatusGUI classes
    _ctrlBlahBorder ctrlSetTextColor [1,1,1,1]; // border white no alphablending (RGBA)
    _ctrlBlahBorder ctrlShow true; // put it on the screen
     
    _blahText = "\z\addons\dayz_code\gui\status_blood_border_CA.paa";
    _ctrlBlahBorderctrlSetText _blahText; //update/change with text/gfx
     
    maybe it helps - cheers
     
    btw. the class playerStatusGUI is a good place to add own graphics like serverlogo, weight-gfx etc. pp :)
     
    screenshot
  10. Like
    jOoPs got a reaction from Outlaw in [HowTo] EVR BlowOut map independent   
    Users asked if it is possible to use the EVR BlowOut/Storm, however called, on other maps then Namalsk. Yes, it is. All necessary files are included in the rar-archive.
     
    first a list of modified files (which are not part of rar-archive!)
     
    - description.ext
    - init.sqf
     
    added folder and files (content of rar-archive)
     
    - addons/blowout/config/sound.hpp
    - addons/blowout/external/fn_isInsideBuilding.sqf
    - addons/blowout/module/
      - blowout_client.sqf
      - blowout_server.sqf
    - addons/blowout/sounds/
      - apsi_off.ogg
      - apsi_start.ogg
      - blowout_begin.ogg
      - blowout_detect.ogg
      - blowout_full_wave.ogg
      - blowout_hit_1.ogg
      - blowout_hit_2.ogg
      - blowout_hit_3.ogg
      - blowout_psy_voices.ogg
      - blowout_wave_1.ogg
      - blowout_wave_2.ogg
      - blowout_wave_3.ogg
      - fx_drone1.ogg
      - fx_drone2.ogg
      - fx_misc4.ogg
     
    ------------------
     
    download the given rar-archive and extract into your missionfolder. If you use other folderstructures/filenames, change the given paths.
     
    ------------------
     
    in inti.sqf add to listed variables
    ns_blowout = true; // true / false
    ns_blowout_dayz = true;// true / false
    ns_blow_delaymod = 0.74; //blowout delay
    ns_blow_itemapsi = "NVGoggles"; //ItemAPSI replacement
    ns_blow_playerdamage = 4000; // damage players without ns_blow_itemapsi can get per blowout
    ns_blow_emp = false; //Namalsk Only
     
    in inti.sqf add before #include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"
    if (isServer) then { _bul = [ns_blow_emp] execVM "addons\blowout\module\blowout_server.sqf"; };
    if (!isDedicated) then { _bul = [] execVM "addons\blowout\module\blowout_client.sqf"; };
     
     
    in description.ext add at top
    #include "addons\blowout\config\sound.hpp"
     
    in description.ext add at bottom



     
    thats all
     
    note: - if you have class CfgSounds and RscTitles previously defined, then you need to extend these classes with given subclasses.
             - further bl_bleez vehicle and emp(ns_blow_emp) works only on Namalsk!
  11. Like
    jOoPs got a reaction from Solitore in Scroll Menu - "Display Name Yes/No"   
    DZE_ForceNameTagsOff = true;
     
    ^^ add this into your mission init.sqf
  12. Like
    jOoPs got a reaction from prue420 in [HowTo] use Journal   
    replace content of epeen_setText_journal.sqf file with this...
     
    cheers
  13. Like
    jOoPs got a reaction from Brockie in What is: 2nd UV set needed, but not defined in ReportStack not available   
    this comes from the zerobuidling - Mil_Barracks_i ..which is bugged.. multi or super shader used but not correct defined or missing...
     
    looks like this http://s14.directupload.net/images/140709/9vckmwx7.jpg
  14. Like
    jOoPs got a reaction from Caveman1 in Animated Heli Crashes Not Spawning Loot   
    ^^ okay, here is the complete module... tested 12h on map Utes - some changes made - read comments.
     
    cheers
  15. Like
    jOoPs reacted to Sp4rkY in [RELEASE] Chernogorsk Locomotive Shed   
    I dont need it anymore, so i thought i share it ;) I will give you a present of 2 nights of work.   Same as usual, put the following line to the bottom of your server_functions.sqf and update your custom folder structure: call compile preProcessFileLineNumbers "\z\addons\dayz_server\map\chernoLocoShed.sqf";   Have fun !   Screens:   chernoLocoShed.zip
  16. Like
    jOoPs got a reaction from Anarior in [HowTo] add Chernarus-Spawnselection   
    updated: player_monitor151.zip
     
    - simply replace the files ..
     
    btw. open your variables.sqf and add after DZE_SaveTime = 30;
    this line: _spawnSelection = 9;
     
    cheers
  17. Like
    jOoPs got a reaction from hansi in [HowTo] add Chernarus-Spawnselection   
    People asked for it and here it is... All necessary files are included in the zip-archive. The rest is basic knowledge.
     
    first a list of modified files (which are not part of zip-archive!)
     
    - description.ext
    - init.sqf
    - mission.sqm
     
    (dayz_server.pbo)
    - compile/server_playerSetup.sqf
     
    added folders and files (content of zip-archive)
     
    - dayz_code/config/
      - RscDisplaySpawnSelecter.hpp
     
    - dayz_code/system/
      - player_monitor.fsm
      - player_monitor.sqf
     
    ------------------
     
    download the attached zip-archive  and extract the file(s) from client-folder into your missionfolder. Copy and replace the file(s) from server-folder in your dayz_server.pbo. If you use other folderstructures/filenames, change the given paths. for DZE v1.0.4 download player_monitor-104.zip and replace with the given from first zip-archive!
     
    ------------------
     
    in description.ext add at bottom ...
    #include "dayz_code\config\RscDisplaySpawnSelecter.hpp"
     
     
    in init.sqf add to listed variables
    dayz_spawnselection = 1; // DayZ Spawnselection / 1 = enabled // 0 = disabled, No current spawn limits.
     
    in init.sqf delete following line ...
    _playerMonitor =     [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
    and replace with that one...
    _playerMonitor =     [] execVM "dayz_code\system\player_monitor.sqf";
     
     
    in mission.sqm replace class Markers with that ones...



     
    thats all
     
    credits for main-code/graphics goes to thevisad
     
    note:
    - never set spawnArea to 0 ...or you spawn at map-center
    - markers are changed for chernarus instance 11
    - you need 6 spawnpoints in marker-class ... look for comments
    - spawn0 to spawn5 marker are used for random
     
    Chernarus-Spawnselection.zip
    player_monitor_1042.zip
    player_monitor_1051.zip
  18. Like
    jOoPs got a reaction from hansi in [HowTo] add Chernarus-Spawnselection   
    updated: player_monitor151.zip
     
    - simply replace the files ..
     
    btw. open your variables.sqf and add after DZE_SaveTime = 30;
    this line: _spawnSelection = 9;
     
    cheers
  19. Like
    jOoPs reacted to mudzereli in Player/Server Web Stats   
    Hi All,
     
    I've been working on a DayZ Epoch Player/Server Stats site for a couple of weeks and thought I'd share it with everyone to give back to the community
     
    To see what it looks like, you can view my demo here: http://stats.mudzereli.com
     
    Here are some of the features:
    - easy setup (only need access to a web host and edit a small simple config)
    - searchable/sortable player statistics
    - object tracking by type
    - leaderboard
     
    To download/install it, check out the github project.
     
    I you have any questions/feedback/constructive criticism, feel free to post in this thread, PM me, or send me a message on Github and I'll try to help as best I can.
     
    if you are having issues viewing the stats and it looks like just the data isn't loading, make sure you have apache's rewrite module on. This is on by default for most normal hosts, but if you use xampp or wamp you may need to enable this yourself in the apache configuration.
  20. Like
    jOoPs got a reaction from MatthewK in Animated Heli Crashes Not Spawning Loot   
    loottable structure has changed ... you need to replace some lines in crashspawner module
    _config = configFile >> "CfgBuildingLoot" >> _lootTable; _itemTypes = [] + getArray (_config >> "itemType"); _index = dayz_CBLBase find toLower(_lootTable); _weights = dayz_CBLChances select _index; _cntWeights = count _weights; with this
        if (DZE_MissionLootTable) then {         _itemTypes = [] + getArray (missionConfigFile >> "CfgBuildingLoot" >> _lootTable >> "lootType");     } else {         _itemTypes = [] + getArray (configFile >> "CfgBuildingLoot" >> _lootTable >> "lootType");     };     _CBLBase = dayz_CBLBase find (toLower(_lootTable));     _weights = dayz_CBLChances select _CBLBase;     _cntWeights = count _weights; and replace this
    _index = floor(random _cntWeights); _index = _weights select _index; _itemType = _itemTypes select _index; [_itemType select 0, _itemType select 1, _lootPos, 5] call spawn_loot; with this
            _index1 = floor(random _cntWeights);         _index2 = _weights select _index1;         _itemType = _itemTypes select _index2;         [_itemType select 0, _itemType select 1, _lootPos, 5] call spawn_loot; last step, make sure that following vars are registered as private _index1, _index2 and _itemTypes - look ontop of file and add them or replace the line with this one ...
    private["_index1","_index2","_itemTypes","_timeAdjust","_timeToSpawn","_spawnRoll","_crash","_hasAdjustment","_newHeight","_adjustedPos","_useStatic","_crashDamage","_lootRadius","_preWaypoints","_preWaypointPos","_endTime","_startTime","_safetyPoint","_heliStart","_deadBody","_exploRange","_heliModel","_lootPos","_list","_craters","_dummy","_wp2","_wp3","_landingzone","_aigroup","_wp","_helipilot","_crash","_crashwreck","_smokerand","_staticcoords","_pos","_dir","_position","_num","_config","_itemType","_itemChance","_weights","_index","_iArray","_crashModel","_lootTable","_guaranteedLoot","_randomizedLoot","_frequency","_variance","_spawnChance","_spawnMarker","_spawnRadius","_spawnFire","_permanentFire","_crashName"]; hope that helps... cheers
  21. Like
    jOoPs got a reaction from CartoonrBOY in [HowTo] use Journal   
    Its not really hard to add/use journal in epoch, since most files are still integerated in dayz_communityassets. You only need a custom-compiles. How this is done can be read in forum more then one time, so search for it und use your brain! All necessary files are included in the rar-archive
     
    first a list of modified files (which are not part of rar-archive!)
     
    - description.ext
    - dayz_code/actions/dayz_spaceInterrupt.sqf
    - dayz_code/init/compiles.sqf
     
    added folder and files (content of rar-archive)
     
    - dayz_code/actions/playerstats/
      - determine_humanity_fnc.sqf
      - epeen_setText_humanity.sqf
      - epeen_setText_journal.sqf
      - epeen_setText_stats.sqf
      - fill_page_fnc.sqf
      - show_humanity_fnc.sqf
     
    - dayz_code/config/CfgPlayerStats/
      - defines.hpp
      - p__cover.hpp
      - p_bandits_killed.hpp
      - p_headshots.hpp
      - p_humanity_art.hpp
      - p_journal_humanity.hpp
      - p_murders.hpp
      - p_zombies_killed.hpp
      - sound.hpp
     
    ------------------
     
    download the given rar-archive and extract into your missionfolder. If you use other folderstructures/filenames, change the given paths.
     
    ------------------
    in description.ext add at top
     
    class RscIGUIShortcutButton;
    #include "dayz_code\config\CfgPlayerStats\defines.hpp"
    #include "dayz_code\config\CfgPlayerStats\p__cover.hpp"
    #include "dayz_code\config\CfgPlayerStats\p_journal_humanity.hpp"
    #include "dayz_code\config\CfgPlayerStats\p_humanity_art.hpp"
    #include "dayz_code\config\CfgPlayerStats\p_zombies_killed.hpp"
    #include "dayz_code\config\CfgPlayerStats\p_bandits_killed.hpp"
    #include "dayz_code\config\CfgPlayerStats\p_headshots.hpp"
    #include "dayz_code\config\CfgPlayerStats\p_murders.hpp"
    #include "dayz_code\config\CfgPlayerStats\sound.hpp"
     
    in dayz_code/actions/dayz_spaceInterrupt.sqf search for User20 (line 138)
    replace _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf"; (line 140)
    with createDialog "horde_journal_front_cover";
     
     
    in dayz_code/init/compiles.sqf search for dayz_spaceInterrupt (line 26)
    replace dayz_spaceInterrupt =            compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\dayz_spaceInterrupt.sqf"; (line 26)
    with dayz_spaceInterrupt =            compile preprocessFileLineNumbers "dayz_code\actions\dayz_spaceInterrupt.sqf";
     
     
    in dayz_code/init/compiles.sqf search for //System (line 122) above insert ...
        //playerstats
        horde_epeen_fnc_fill_page = compile preProcessFile "dayz_code\actions\playerstats\fill_page_fnc.sqf";
        horde_epeen_determine_humanity_fnc = compile preProcessFile "dayz_code\actions\playerstats\determine_humanity_fnc.sqf";
        horde_epeen_setText_journal_fnc = compile preProcessFile "dayz_code\actions\playerstats\epeen_setText_journal.sqf";
        horde_epeen_setText_humanity_fnc = compile preProcessFile "dayz_code\actions\playerstats\epeen_setText_humanity.sqf";
        horde_epeen_setText_stats_fnc = compile preProcessFile "dayz_code\actions\playerstats\epeen_setText_stats.sqf";
        horde_epeen_show_humanity_fnc = compile preProcessFile "dayz_code\actions\playerstats\show_humanity_fnc.sqf";
     
     
    thats all
     
    note: craftpage was removed
  22. Like
    jOoPs reacted to dgx in [Tutorial] How to change (Blood,Hunger,Thirst,Temp) GUI   
    Make this (step for step (RscPlayerUI.hpp = yourcustomGUI.hpp)):

     
    add in description.ext (@ bottom / last line(if u don't have any classes of this)):
    class RscStructuredText { idc = -1; type = 13; style = 0x02; x = 0.1; y = 0.1; w = 0.3; h = 0.1; size = 0.045; class Attributes { }; }; class RscPictureGUI { access = 0; type = 0; idc = -1; colorBackground[] = {0,0,0,0}; colorText[] = {0.38,0.63,0.26,0.75}; font = "TahomaB"; sizeEx = 0; lineSpacing = 0; text = ""; style = "0x30 + 0x100"; x = 0; y = 0; w = 0.2; h = 0.15; }; class RscTitles { #include "custom\yourcustomGUI.hpp" }; thats all ;)
     
     
    ===============
    @ jOops
     
    Good work man :P
    ===============
     
    Improvement proposal:
     
    If you change (in player_updateGui.sqf)
    //only show the weight-icon if R3F-weight-system is running ;) if (DZE_R3F_WEIGHT) then { if (R3F_Weight < 125) then { _ctrlWeight ctrlShow false; } else { if (R3F_Weight > 250) then { _ctrlWeight call player_guiControlFlash; } else { _ctrlWeight ctrlShow true; }; }; }; to
    //only show the weight-icon if R3F-weight-system is running ;) if (DZE_R3F_WEIGHT) then { if (R3F_TIRED_Accumulator < 20000) then { _ctrlWeight ctrlShow false; } else { if (R3F_TIRED_Accumulator > 80000) then { _ctrlWeight call player_guiControlFlash; } else { _ctrlWeight ctrlShow true; }; }; }; the "weight icon" will display at fatigue and will flash just before overburdened.
     
    Fatigue starts with R3F_TIRED_Accumulator = 20000 (heart beat starts)
    You are overburdened on R3F_TIRED_Accumulator = 100000
  23. Like
    jOoPs got a reaction from Jokaru in [HowTo] EVR BlowOut map independent   
    Users asked if it is possible to use the EVR BlowOut/Storm, however called, on other maps then Namalsk. Yes, it is. All necessary files are included in the rar-archive.
     
    first a list of modified files (which are not part of rar-archive!)
     
    - description.ext
    - init.sqf
     
    added folder and files (content of rar-archive)
     
    - addons/blowout/config/sound.hpp
    - addons/blowout/external/fn_isInsideBuilding.sqf
    - addons/blowout/module/
      - blowout_client.sqf
      - blowout_server.sqf
    - addons/blowout/sounds/
      - apsi_off.ogg
      - apsi_start.ogg
      - blowout_begin.ogg
      - blowout_detect.ogg
      - blowout_full_wave.ogg
      - blowout_hit_1.ogg
      - blowout_hit_2.ogg
      - blowout_hit_3.ogg
      - blowout_psy_voices.ogg
      - blowout_wave_1.ogg
      - blowout_wave_2.ogg
      - blowout_wave_3.ogg
      - fx_drone1.ogg
      - fx_drone2.ogg
      - fx_misc4.ogg
     
    ------------------
     
    download the given rar-archive and extract into your missionfolder. If you use other folderstructures/filenames, change the given paths.
     
    ------------------
     
    in inti.sqf add to listed variables
    ns_blowout = true; // true / false
    ns_blowout_dayz = true;// true / false
    ns_blow_delaymod = 0.74; //blowout delay
    ns_blow_itemapsi = "NVGoggles"; //ItemAPSI replacement
    ns_blow_playerdamage = 4000; // damage players without ns_blow_itemapsi can get per blowout
    ns_blow_emp = false; //Namalsk Only
     
    in inti.sqf add before #include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"
    if (isServer) then { _bul = [ns_blow_emp] execVM "addons\blowout\module\blowout_server.sqf"; };
    if (!isDedicated) then { _bul = [] execVM "addons\blowout\module\blowout_client.sqf"; };
     
     
    in description.ext add at top
    #include "addons\blowout\config\sound.hpp"
     
    in description.ext add at bottom



     
    thats all
     
    note: - if you have class CfgSounds and RscTitles previously defined, then you need to extend these classes with given subclasses.
             - further bl_bleez vehicle and emp(ns_blow_emp) works only on Namalsk!
  24. Like
    jOoPs reacted to Dwarfer in [HowTo] EVR BlowOut map independent   
    Hi Guys,
    With the 1.63 (112555) build on epoch this spams the client ArmA2OA.RPT really badly with the following
     
     
     
    Simple fix for me was todo the following
     
    open the blowout_client.sqf and look for the following line
     
    waitUntil{ns_blow_prep};
     
    Directly above that add the following so it should look like this
      if (isNil("ns_blow_prep")) then { ns_blow_prep = false; }; waitUntil{ns_blow_prep};  
    I then found the following so did the same if is null to them and the errors have gone.  Just look look for the waitUntill lines.
     
    if (isNil("ns_blow_status")) then { ns_blow_status = false; }; waitUntil{ns_blow_status};   if (isNil("ns_blow_action")) then { ns_blow_action = false; }; waitUntil{ns_blow_action};  
    Thanks
  25. Like
    jOoPs got a reaction from Dwarfer in [HowTo] EVR BlowOut map independent   
    it seems you forgot to add the classes to your description.ext
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