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saintanthony

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  1. Like
    saintanthony reacted to vbawol in vbAwol: Are project contributors getting special privileges?   
    How about you drama queens take this somewhere else. 
     
    I have no control over what someone does with DayZ Epoch, if you have a problem report it to BI.
  2. Like
    saintanthony reacted to CordIAsis in vbAwol: Are project contributors getting special privileges?   
    It's quite strange how people can be so disrespectful to the people who are making something for them, FOR FREE. It's a bit like a homeless man spitting in your face because the room in your house you offered him for the night isn't painted in his favourite colour.
    It's extremely hypocritical to berate people for the actions they may or may not have taken, insult them on an almost daily basis, yet feel comfortable using their end product. It's disgusting.
  3. Like
    saintanthony reacted to Sandbird in [Release] Dayz.Epoch.3d.Editor.Live.Mission.With.Database.Interaction   
    Dayz.Epoch.3d.Editor.Live.Mission with Database Interaction


    -=Youtube Demo=-
     
    What is this
    A custom mission file for the purpose of testing/writing scripts for DayZ Epoch without the need of a server.
    It emulates the dayz_server and dayz_mission files, so you can write scripts using the 3d editor. No need to use a dayz_server for debugging anymore. We all know how time consuming that is.

    Features
    Full Database integration (yes thats right... :) ). I rewrote all hivext calls, so they can be used with Arma2Net. And tweak all files needed to work in the editor.
    I would suggest to have a maximum of 200 objects in your object_data table for faster results. It took 5min to load 10000 obsj from my real database. Fully working GUI, zombies, hit registration, addactions, everything! Write code and execute it on the fly. No need to start a server and join with a client to test things. 100% of your scripts will work! (i've tried, selfbb, deploy veh, maintenance, gem trade, vehicle master key and even wrote all my custom scripts there) 2 setups. A default 3d editor player with a default loadout from init.sqf or a Real database character based on your UID Includes most of BIS_fnc functions, so actions like BIS_fn_invAdd will work (i've added most common ones...more included though...check details bellow.) Everything works...when i say everything i mean EVERYTHING !. (Spawning objects on mission start, traders (buy/sell), maintenance, salvage character update, stats...etc. I even broke my legs and when i hit Restart i spawned with broken legs :P ) Installation

    Requirements:
    A mysql server on the same machine as your Arma2 editor. Well...a remote PC would work as well...just make sure YOU ARE NOT using your original database. Make a copy of it!. This mission will interact with your database !
    If you dont have a mysql server on your pc...i suggest you get WampServer. Its the easiest php/mysql server out there. 3d.live.DayzEpochTemplate.Chernarus
    Head over to the GitHub where the project is. Click Download on the right sidebar, and extract the rar file. Copy the 3d.live.DayzEpochTemplate.Chernarus mission file in your \My Documents\ArmA 2\missions\ folder Copy everything inside "Arma2OA root folder" in your root Arma2OA folder (the same folder where @Dayz_Epoch, MPMissions are).
    The real_date.dll...(Thanks to killzonekid) is used to get your machine's date/time to be used for live day/night cycles inside the game (...you can set a fixed day if you want...details bellow) Open ArmaOA\Arma2NETMySQLPlugin\Databases.txt and add your test database data there. Example: mysql,dayz_epoch,127.0.0.1,3306,dayz,mydbpass # dayz_epoch is the name of the database # 127.0.0.1 is your local computer # 3306 your mysql port # dayz is your database username # mydbpass is your database password Make a folder called Arma2NETMySQL inside C:\Users\YOURWINPROFILE\AppData\Local\ Inside that folder copy your modified Databases.txt you edited above (keep it also there dont move it) and also make a new folder called logs Copy the 3d.live.mission.Arma2Net.bat file (included in the .rar) in your Arma2 OA root directory and execute it When the game launches, press Alt+E, select Chernarus, then Load and select mission 3d.live.DayzEpochTemplate.Chernarus Open \My Documents\ArmA 2\missions\3d.live.DayzEpochTemplate.Chernarus\init.sqf and at the top of the file...put your database name. The one you put in Databases.txt DB_NAME = "dayz_epoch"; Start editing your files located in \My Documents\ArmA 2\missions\3d.live.DayzEpochTemplate.Chernarus with your customizations. If you want to use my default fn_selfactions.sqf...i wrote some functions in it that will unlock vehicles, give plotpole IDs etc...All you need to do to activate them is put your fake/or real UID (depending on which initialization you prefer), in the superadmins.sqf. Initialize player and customizing the mission

    Default setup vs Database setup
    There are 2 ways of initializing your player.
    A default 3d editor player with a basic loadout (like the one you set in your init.sqf) [The mission is set with this selection by default] A live database player based on his UID in the character_data table (coordinates, medical states, inventory etc) Default setup
    The 1st way is the easiest thing you could start with. This setup DOES NOT initialize the character based on a database entry. Instead it uses some premade stats that you set.
    The loadout of the player is set in the init.sqf.
    But everything else should work fine with the database....like traders, salvaging, etc...Basically anything that doesnt require a legit UID.
    Just open the dayz_code\init\setupChar.sqf and at the bottom of the file change the values to your liking.
    Make sure in the init.sqf, DefaultTruePreMadeFalse is set to true; and also from there you can change the Default loadout of the player.

    Database setup (Arma2Net)
    The 2nd option is a bit more complicated.
    I left the PlayerUID in the debug monitor...so IF you see that it is set to 0 then you know something went wrong...Just reload the mission file and you should be fine.
    To setup your character with the second method open dayz_code\init\variables.sqf.
    On line 8 is where the magic happens.
     
    player setIdentity "My_Player"; //check description.ext file....There is no other way to get the name of the player in the editor. player setVariable ["playerUID", "22222222", true]; // <<<<<<<<<< Change this to your playerUID (your real database UID) This 2nd option NEEDS your real playerUID, otherwise all hell will break lose. IF you want you can use another player's UID..The mission will initialize with his details then.
    As long as that playerUID exists on the character_data table...and the player is alive....it will start the mission with that player.
    Everything is database based..so no need to do anything else. The mission will start with all your stats, inventory, conditions and spawn you where your world coordinates are.
     
    Init.sqf values [important !]
    DB_NAME = "dayz_epoch"; // At the top of the init.sqf....set your database name there as well. DefaultTruePreMadeFalse = true; // false: Read player's data from the database (based on UID), true: the normal player the editor has StaticDayOrDynamic = true; // A static date is set at the bottom of \dayz_server\init\server_function.sqf. Set this to false if you want real time/date inside the mission. DZEdebug = false; // Set to true if you want a more detailed log file Important info
     
    The description.ext has your character's name in it. If you ever need to check player name...it will get it from there.
    class My_Player { name="DemoPlayer"; face="Face20"; glasses="None"; speaker="Dan"; pitch=1.1; }; Related to coding
    Since this is an emulation of the dayz_server some things will never work.
    For example:
    _playerUID = getPlayerUID player; will never work in the editor. To get the _playerUID you have to do this:
    _playerUID = player getVariable ["playerUID", "0"];
    This is the most important thing to remember. Lots of scripts use getPlayerUID. You have to remember to change it every time you want to use it. findDisplay 46 does not work in the editor :/ so scripts like the CCTV wont work This is because you addPublicVariableEventHandler is not working inside the editor.
    The same goes for publicvariable and publicvariableServer. If you want to use addpublicvariableeventhandler you can do it with call/spawn commands. Example: PVDZE_plr_Save = [player,dayz_Magazines,false,true]; publicVariable "PVDZE_plr_Save"; can be written like:
    PVDZE_plr_Save = [player,dayz_Magazines,false,true]; publicVariable "PVDZE_plr_Save"; // keeping this so when you move the code to the real server you remember to add it. [player,dayz_Magazines,false,true] spawn server_playerSync; // what to call is usually inside publicEH.sqf. Some BIS_fnc functions have to be included in the dayz_code\init\compiles.sqf for them to work.
    For example i had to include:
      BIS_fnc_invAdd = compile preprocessFileLineNumbers "dayz_code\system\functions\inventory\fn_invAdd.sqf"; If your code has BIS_fnc functions in it then check the folder dayz_code\system\functions for the function and include it in the compiles.sqf.
    I am sure there is a way to parse the folder and add a BIS_ infront of all the files, like epoch does it...but i didnt want to waste time and ran into problems,so manually adding the files is fine by me. You can activate a debug in the init.sqf if you are using the 2nd method. And ALWAYS check your RPT log file for debugging. Its located at : %AppData%\Local\ArmA 2 OA
    To enable the debug value change this in your init.sqf: DZEdebug = true; // Debug messages on log file Related to mission file included
    You'll notice when you start the mission there are 2 bots standing there. If you double click the soldier you'll see that he initiates this script scripts\BotInit.sqf.
    I left that in purpose in case you want to do some scripting that requires 'another player', and you want to initialize the fake player like that.
    The other bot can be deleted. I just left it there because i was testing a Tag Friendly script, and needed a 3rd 'player' that has me as a friend. (i got no friends lol).

    In most of my scripts i use the playerUID to validate checks between owner and objects. Some default Epoch files use the characterID...meaning if you die...you lose ownership.
    Thats why i changed most of the stuff to playerUID instead...If for some reason you are using scripts that check CharacterID instead of playerUID, i would suggest you change that, because some things (with the 2nd method) might not work...due to the fact that my files are checking playerUID for validation. Worst case scenario if you cant edit the files....just use the same CharacterID and playerUID...so its always the same :)

    Example on how to use the superadmins.sqf (for actions restricted to admins only, just add your fake UID in the array)

    (In your fn_self_actions.sqf)
     
     
     
    //_adminList = call compile preProcessFileLineNumbers "superadmins.sqf"; // This line is already at the top of the file. _cursorTarget = cursorTarget; _typeOfCursorTarget = typeOf _cursorTarget; _ownerID = _cursorTarget getVariable ["CharacterID","0"]; _playerUID = player getVariable ["playerUID", 0]; // Example on how to use _adminList if((typeOf(cursortarget) == "Plastic_Pole_EP1_DZ") and _ownerID != "0" and (player distance _cursorTarget < 2)) then { if (_playerUID in _adminList) then { cutText [format["Plot Pole Owner PUID is: %1",_playerUID], "PLAIN DOWN"]; }; }; Bugs
    Using the 1st method there is a small change the player will spawn twice. That's because when you Preview the map you are also the Server and the Player. The code runs twice....hence the bugs with the 2nd method with the fake database. There are no .fsm files so dont try to include them. 3d editor will not work with them, thats why i broke the player_monitor.fsm into 2 .sqf files...One emulates 'login to the server', and one 'setup of player'. Final Notes

    These are heavily modified files...Dont overwrite them with your own files. Add to them instead of replacing them.

    These files took me alot of time to make. It wasnt easy, and i am sure you'll find bugs or some things could have been writen a better way.
    The whole purpose of this project was to not waste any more time trying to code on this god forsaken Arma engine. I cant believe that there isnt an option to write code 'on the fly'. With a proper debugger...
    Sure there are little tricks and hacks you can add to diag_log variables, but to write an actual script that requires interaction with the environment or beta testing custom script ??? Forget it.
    I've included the Deploy bike and Self bloodbag scripts in the pack...just to see how easy it is to add/run/debug them. (Check the youtube video).

    And a personal note....You will NEVER find an easier way to code stuff for Dayz....period.
    This is the fastest way to write code and see it in action.

    Hope this code will help you write code faster and easier !
     
    ps: If you use this, hit 'Like This'. Curious to see how many people use this :)
  4. Like
    saintanthony got a reaction from insertcoins in Not sure if this idea is possible... any takers?   
    Officially posted: 
  5. Like
    saintanthony reacted to Halvhjearne in Not sure if this idea is possible... any takers?   
    not surprised if this does not work ...
     
    from statements, this should activate when a player is not in a vehicle and going above 10km/h (which is a kinda wierd statement as a player rarely gets above 5 i think)
    second statement i belive is supposed to say, if the player is not in a vehicle and has combat timer on, however this is also wrong aswell and im not sure why you would even check if he is in a vehicle or not ... imo if combat timer is on, it should switch either way.
     
     
    try this:
    if (difficultyEnabled "3rdPersonView") then { while {true} do { waitUntil {cameraView == "EXTERNAL" || cameraView == "GROUP"}; if (((vehicle player) != player) && (speed (vehicle player)) >= 10 || (dayz_combat == 1)) then { player switchCamera "INTERNAL"; } sleep 0.1; }; };
  6. Like
    saintanthony got a reaction from fr1nk in No Third Person Mode?   
    If someone would help me get the script working right, I might have a way for admins to add a fair compromise to this argument.   Basically, the script is designed to allow 3rd person view but it limits its usage under certain conditions.  This could easily be edited, once it is working correctly.
  7. Like
    saintanthony reacted to Halvhjearne in Not sure if this idea is possible... any takers?   
    it has already been done and i didnt even search for very long to find this, i also know there are more advanced version of this out there, that will allow you to restrict 3rdperson view in various enviorments or vehicle determind from predefined lists, (ex. allow 3rd person in skoda, but not in lada), if you cant find one, then this should be rather easy to edit to fit your needs:
     
    http://forums.bistudio.com/showthread.php?145262-Allow-3rd-Person-View-just-for-Vehicles-helicopters
     
     
     
    what you are saying makes no sense ... obviusly you can just force the cameraview with code regardles of its current viewangle or whatever else.
     
    i guess you havent heard of spectate or bullet-cam? ... not to mention other varius scripts for manipulating cameraview.
  8. Like
    saintanthony got a reaction from fr1nk in Walking Dead Zombies   
    The easiest way is to make all the changes to the zombie files except wild_spawnZombies.sqf That way they all walk except for a few.  I did this completely by accident the first time. Forgot to update wild_spawnZombies lol.
  9. Like
    saintanthony got a reaction from insertcoins in Walking Dead Zombies   
    The easiest way is to make all the changes to the zombie files except wild_spawnZombies.sqf That way they all walk except for a few.  I did this completely by accident the first time. Forgot to update wild_spawnZombies lol.
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