McToots
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Posts posted by McToots
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Popped it at end of "if (!isDedicated) then {" section and could not build anywhere. Got that usual "too many object in 30m" error.
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Thank you. And that obvious question: do I shove that into init.sqf or where?
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Anyone got a mod that does what title says? DZE_BuildingLimit depends on humanity, think Origins level1/2/3 hero/bandit but with Epoch base building and restricted to maximum of X, Y and Z components per level.
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no you would use something like this. you need to get the value of what they have, and use that to subtract it. setvariable just sets the cashmoney variable all players already have.
Cheers, I'll give that code a go later.
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Working on combatlog punishment. Among other things, I'd like to wipe money on players who combatlog as its a bit of a tiny reproductive organ move. Would piece of code below work? Its a snippet from existing script that slaps players who CL and I added that cashMoney bit.
_playerObj setVariable["NORRN_unconscious",true, true]; _playerObj setVariable["unconsciousTime",1800,true]; //Customized Part - If someone disconnect while combat, he/she will get injured with low blood, and bleeding _object setVariable["USEC_BloodQty",120]; _object setVariable["USEC_injured", false]; // To injure them _object setVariable["cashMoney",0];
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Just an idea: could you add an option for these going boom when placing?
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Page not found on Github.
Screen shots?
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You aint the only one with that issue.
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What about if we want some players spawn with a specific loadout and the rest random?
I had the same thought, got it working and will post my version in couple minutes.
Edit: here we go. Do note that this gives random skins to people in admin etc lists. I dont mind and I'm not fixing it.
find_suitable_ammunition = { private["_weapon","_result","_ammoArray"]; _result = false; _weapon = _this; _ammoArray = getArray (configFile >> "cfgWeapons" >> _weapon >> "magazines"); if (count _ammoArray > 0) then { _result = _ammoArray select 0; }; _result }; loadout_fnc_selectRandom = { _this select (floor random (count _this)) }; _primary = ["M16A2","M16A4","M4A1","Sa58P_EP1","Sa58V_EP1","AKS_74_U","AK_47_M","AK_74","FN_FAL","Winchester1866","MR43","M1014","LeeEnfield","Saiga12K","huntingrifle"] call loadout_fnc_selectRandom; _secondary = ["glock17_EP1","Colt1911","M9","Makarov","revolver_EP1"] call loadout_fnc_selectRandom; _ammo = _primary call find_suitable_ammunition; _ammos = _secondary call find_suitable_ammunition; _food = ["FoodBioMeat","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodCanUnlabeled","FoodMRE","FoodNutmix","FoodPistachio","FoodSteakCooked"] call loadout_fnc_selectRandom; _drink = ["ItemSodaCoke","ItemSodaMdew","ItemSodaOrangeSherbet","ItemSodaPepsi","ItemSodaRbull","ItemWaterbottle"] call loadout_fnc_selectRandom; _backpack = ["DZ_Patrol_Pack_EP1","DZ_Assault_Pack_EP1","DZ_Czech_Vest_Puch"] call loadout_fnc_selectRandom; DefaultMagazines = ["ItemBandage","ItemMorphine","ItemPainkiller",_ammo,_ammos,_food,_drink]; DefaultWeapons = ["ItemMap",_primary,_secondary]; DefaultBackpack = _backpack; DefaultBackpackWeapon = ""; DZE_defaultSkin = [["Skin_Camo1_DZ","Skin_Rocket_DZ","Skin_Soldier1_DZ","Skin_FR_OHara_DZ","Skin_FR_Rodriguez_DZ","Skin_Graves_Light_DZ","Skin_CZ_Special_Forces_GL_DES_EP1_DZ"],["Skin_SurvivorW2_DZ","Skin_SurvivorW3_DZ","Skin_SurvivorWcombat_DZ","Skin_SurvivorWdesert_DZ","Skin_SurvivorWurban_DZ","Skin_SurvivorWpink_DZ"]]; //Default Loadout //DefaultMagazines = ["ItemBandage","17Rnd_9x19_glock17","ItemPainkiller"]; //DefaultWeapons = ["glock17_EP1","ItemFlashlight"]; //DefaultBackpack = ""; //DefaultBackpackWeapon = ""; //Admin Loadout if ((getPlayerUID player) in ["PUID","PUID"]) then { DefaultMagazines = ["ItemBandage","ItemBandage","ItemBandage","ItemBandage","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemMorphine","ItemPainkiller","ItemBloodbag","ItemWaterbottleBoiled","FoodSteakCooked","20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","Skin_Priest_DZ"]; DefaultWeapons = ["RH_m9csd","RH_m1sacog","Binocular_Vector","NVGoggles","ItemMap","ItemCompass","ItemGPS","ItemWatch","ItemKnife","Itemtoolbox","ItemCrowbar","Itemetool","ItemHatchet"]; DefaultBackpack = "DZ_LargeGunBag_EP1"; DefaultBackpackItems = ["ItemBandage","ItemBandage","ItemMorphine","ItemMorphine","ItemPainkiller","ItemPainkiller","ItemBloodbag","ItemBloodbag","ItemWaterbottleBoiled","FoodSteakCooked","ItemWaterbottleBoiled","FoodSteakCooked","Skin_Graves_Light_DZ","Skin_Sniper1_DZ"]; }; //Moderator Loadout if ((getPlayerUID player) in ["PUID","PUID"]) then { DefaultMagazines = ["ItemBandage","ItemBandage","ItemBandage","ItemBandage","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemMorphine","ItemPainkiller","ItemBloodbag","ItemWaterbottleBoiled","FoodSteakCooked","20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","Skin_Priest_DZ"]; DefaultWeapons = ["RH_m9csd","RH_m1sacog","Binocular_Vector","NVGoggles","ItemMap","ItemCompass","ItemGPS","ItemWatch","ItemKnife","Itemtoolbox","ItemCrowbar","Itemetool","ItemHatchet"]; DefaultBackpack = "DZ_LargeGunBag_EP1"; DefaultBackpackItems = ["ItemBandage","ItemBandage","ItemMorphine","ItemMorphine","ItemPainkiller","ItemPainkiller","ItemBloodbag","ItemBloodbag","ItemWaterbottleBoiled","FoodSteakCooked","ItemWaterbottleBoiled","FoodSteakCooked","Skin_Graves_Light_DZ","Skin_Sniper1_DZ"]; }; //Pro-Donator Loadout if ((getPlayerUID player) in ["PUID","PUID"]) then { DefaultMagazines = ["ItemBandage","ItemBandage","ItemBandage","ItemBandage","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemMorphine","ItemPainkiller","ItemBloodbag","ItemWaterbottleBoiled","ItemWaterbottleBoiled","FoodSteakCooked","8Rnd_B_Beneli_Pellets","8Rnd_B_Beneli_Pellets","8Rnd_B_Beneli_74Slug","ItemGoldBar10oz"]; DefaultWeapons = ["M9SD","Remington870_lamp","Binocular","ItemMap","ItemCompass","ItemFlashlightRed","ItemKnife","ItemMatchbox","ItemHatchet"]; DefaultBackpack = "DZ_GunBag_EP1"; DefaultBackpackWeapon = ""; }; //Donator Loadout if ((getPlayerUID player) in ["PUID","PUID"]) then { DefaultMagazines = ["ItemBandage","ItemBandage","ItemBandage","ItemBandage","ItemMorphine","ItemPainkiller","ItemGoldBar","15Rnd_W1866_Slug","15Rnd_W1866_Slug"]; DefaultWeapons = ["glock17_EP1","Winchester1866","ItemMap","ItemFlashlightRed","ItemHatchet"]; DefaultBackpack = "DZ_ALICE_Pack_EP1"; DefaultBackpackWeapon = ""; };
I dont take credit. Random loadouts part by BetterDeadThanZed and the rest is credited to... damnit cant remember who whipped it up.
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Hello, script works good, but i have one big problem.. Door management works, eye scan too, i havent scroll menu, but it nvm.
The problem is that after every restart are players stuffs gone from cars, storage shades, safes and so.. It will happend after add this script..
Anyone can help?
Check your server_monitor.sqf, guessing you have both "inventory" and "intentory" there which you'll have to fix. I actually did this mistake on a test server couple hours ago.
As for not getting scroll menu: there are two places in fn_selfactions.sqf where you'll find "s_player_followdog = -1;", add stuff in install guide behind latter.
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Its just my keybindings, Q lean left, E stand up, alt switch between 1st and 3rd person.
Edit: sometimes when snapping (even without BV) objects rotate 180 degrees or 90 degrees one way or another. Its pretty damn random and fun when setting up doors.
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Personally, never seen that issue at all. I use DZE_GodModeBase = true; and have guys building towers and elaborate bases all over the place with cinder walls / metal floors with no problems at all.
For fun times,
Doesnt show every material but you get the idea. I do try to line up a new cinder wall with small degree adjustments but its still off by a fraction of a degree.An observation: when that snapping issue pops up, components line up with cardinal directions.
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Has anyone figured out why objects sometimes snap at 33,355234594587 degrees and refuse to play nice?
Edit: someone said earlier that DZE_godmodebase being on causes this. Weeeeeeeeeeeeeeeeeeeeeeell not really, it just happens more often. Spent an hour building a base with it on and had constant issues, another hour with it off and had maybe 1/3 of occurrences compared to before.
Especially common when snapping metal floors to full cinder walls. So who's fixing this?
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Damnit. Banksaldo is not updating in database, where do I start? RPTs are clean and nothing money related shows up in hive log except:
2015-07-24 23:18:25 HiveExt: [Information] Method: 201 Params: 5:[176,[6816.71,13695.9,0.001]]:[[Binocular_Vector,NVGoggles,RH_m1911sd,ItemGPS,ItemToolbox,ItemRadio,ItemHatchet_DZE,ItemEtool,ItemCrowbar,ItemMatchbox_DZE,ItemSledge,ItemKeyYellow285,RH_hk417sdeotech],[ItemBandage,ItemBandage,ItemBandage,ItemBandage,ItemBandage,ItemBandage,RH_8Rnd_45cal_m1911,RH_8Rnd_45cal_m1911,5Rnd_127x99_as50,ItemGoldBar7oz,RH_20Rnd_762x51_SD_hk417,ItemSilverBar2oz]]:[DZ_LargeGunBag_EP1,[[BAF_AS50_scoped],[1]],[[],[]]]:[false,false,false,false,false,false,false,12000,[],[0,0],0,[559.602,240.805]]:false:false:0:0:2:1:[RH_hk417sdeotech,amovpknlmstpsraswrfldnon,42,[]]:0:0::0:-100000:
Which is the game telling DB to substract 100k from money player's wallet (which does save in DB) but nothing happens in banking_data table. Went through install and upgrade with a friend TWICE, we could not spot any errors in install process so I'm stumped.
1.1 upped to Souls 2.0 and variant 4 hiveext.dll
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This is odd. Everything works perfectly on my Chernarus server, new Napf server has the famous coins-not-saving-in-storage issue.
The thing is: I copied everything from Chernarus to Napf and made appropiate changes to get it going so the differences are limited to instance specific changes. Lockvault/unlockvault.sqf are the same etc etc. Below is what shows up in hive log when I toss a mag and some coins in a safe:
2015-07-13 19:32:22 HiveExt: [Information] Method: 309 Params: 102902106540042:[[[],[]],[[5Rnd_127x99_as50],[1]],[[],[]]]:
Coins are not saved so bloody hell. Dont see any related errors in RPTs so any ideas?
Edit: meh, money saves on players but not in safes etc. Like I said, everything was copied from Cher to Napf and only differences are instance specific.
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Running this + P4L, SBP 1.4.1 and Precise Building.
Got a problem, two actually.
First is I cant snap cinder to metal floors in certain circumstances. Build a bridge out of metal floors, add a half cinder wall and snapping another is impossible as metal floor AND existing cinder walls lose their snapping points.Edit: I added new snap points to few items, corner points remained usable but middle points on edges disappeared for whatever reason.
Second issue: build a half cinder wall, snap it to something, tilt it in any direction and upon upgrading it pops upright like in vanilla. Non-issue atm, got something bigger going on.
So I whip up a cinder wall, snap a metal floor on top and it sits at an angle. Whats going on?
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Does this affect vehicle lights?
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The ability for the safe or locks owner to be able to unlock a safe / lock without supplying a code is in Epoch vanilla but it could not be used as the owner is identified by the value in the characterID field which is used for the unlock code for these objects. By moving the ownership details to another place, this is now working as it should.
It is also quite easy to disable if people do not like it.
Do tell. Just in case I get whined at enough.
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Right-o. Works fine BUT safes are empty after restart. Rolling back server to previous iteration with everything else but door management and they work fine. The moment I add door management to the server, safes work as they should until restart and boom empty. Their contents do save to database but opening a safe after restart wipes it.
Any ideas where I should look?
Edit: dug a bit. In server_monitor.sqf, if I change (_inventory select 1) and (_inventory select 2) to zero in example below, safes work correctly but door management breaks.
_object setVariable ["bankMoney", 0, true]; }; /*ZSC*/ if (_type in DZE_LockedStorage) then { // Fill variables with loot _object setVariable ["WeaponCargo", (_inventory select 0),true]; _object setVariable ["MagazineCargo", (_inventory select 1),true]; _object setVariable ["BackpackCargo", (_inventory select 2),true]; } else { //Add weapons
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Ah yes there was a copy-derp at one spot.
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Argh. Why is the money storage option not showing up? Was working fine, merged P4L and its gone from every object you can shovel coins in. Doublechecked everything and still nope.
Coin system does work but storing obviously does not.
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That did the trick.And sorry to say but another, a bit bigger problem: cant unlock safes, obviously dont know about locking them. Straight on I get "open locked safe" and on trying it the game complains about wrong code.As I use Zupa's there are few added lines.Replaced lock/unlock sqf files with those that come with P4L 2.5, faffed a bit and now its working. As I have not played stock Epoch I must ask: is it normal to be able to open and lock safes without codes?
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Finally got this working as intended, what a PITA merging can be.
However, "take ownership" option is not coming up at plot poles. Maintain, maintain preview and remove do work as intended. Restarted the server and still no option for taking ownership, everything built after adding this do have owner ID in database. Help?
Edit: toggle plot radius doesnt work either. The heck?
[Request] DZE_BuildingLimit depends on humanity / UID
in A2: Epoch Mods (1.0.5.1)
Posted
Can do but it'll have to wait until tomorrow or friday, I'll PM you when I know more.