-
Posts
549 -
Joined
-
Last visited
-
Days Won
37
Content Type
Profiles
Forums
Articles
Posts posted by oldmatechoc
-
-
-
-
Hereya. Tested and working.
this doesn't blow up the door but unlocks it feels more realistic.
-
@nova Any client rpt errors?
-
@nova try
find
if (_ReadytoDestroy) then { call fn_bombexp; _Message = format ["%1 (%2) BROKE INTO A BASE @ %3 Owner: %4",dayz_playerName,dayz_playerUID, (mapGridPosition getPos player),_ownerID]; ["BaseRaid_Log",_Message,true] call fnc_log; PVDZ_obj_Destroy = [_objectID,_objectUID,player]; publicVariableServer "PVDZ_obj_Destroy"; _Object setDamage 1; deleteVehicle _Object; [format["<t size='1.2' color='#00EEFF'>Object Destroyed!!</t>"],0,0,2,2] spawn BIS_fnc_dynamicText; };
replace with
if (_ReadytoDestroy) then { call fn_bombexp; _Message = format ["%1 (%2) BROKE INTO A BASE @ %3 Owner: %4",dayz_playerName,dayz_playerUID, (mapGridPosition getPos player),_ownerID]; ["BaseRaid_Log",_Message,true] call fnc_log; if (_Object isKindof DZE_DoorsLocked) then { // locked doors will respawn on restart } else { PVDZ_obj_Destroy = [_objectID,_objectUID,player]; publicVariableServer "PVDZ_obj_Destroy"; }; _Object setDamage 1; deleteVehicle _Object; [format["<t size='1.2' color='#00EEFF'>Object Destroyed!!</t>"],0,0,2,2] spawn BIS_fnc_dynamicText; };
** untested!
-
you still want them to blow up? but come back. @nova
correct?
-
Double check they are being loaded.
To the top of each map add-on file add
diag_log "Stary Trader : CUSTOM BUILDINGS LOADING";
(Just fix up the name so you know what file is being loading)
Can also add it to the bottom if you want to know when it finishes.
diag_log "Stary Trader : CUSTOM BUILDINGS LOADED";
- Relentless and EditedSnowHD
- 2
-
good to hear mate! @EditedSnowHD
-
-
if you'd like inbox me the batch files and scheduler.xml youre using (with personal info removed) and ill have a look and see if i see anything?
-
looks like your already running the parameters.
Have you done your hosts file? @EditedSnowHD
My first comment was linking to a topic about it :)
- salival and EditedSnowHD
- 2
-
start "UEP BattlEye Extended Control" /min "BEC.exe" -f "Config.cfg" --dsc
This is what I used.
-
lol we were just playing in the same server :P
are you using this
-
If your using the mission files from the github you may run into some errors, i was playing with them last night and got a few errors when loading in. @Th3-Hunter333
from what i could tell all files for wasteland are in the mission folder (default) im sure you could change this with some time and patience. the only that files that were not in the mission was half of the persistent database.
-
3 minutes ago, Ghostman said:
same install as 1051 call it in your init.sqf
eg
on a new line
execVM "PATH\TO\YOUR\player_rewards.sqf";
-
-
thats a dedicated admin you have there. dont let go of them xD
-
maybe @Voltan
DZ_Czech_Vest_Puch to DZ_Czech_Vest_Pouch in your wai config.sqf
1061 updated this i think.
-
Got bored decided to have a play with this, figured I'd share :D
Easy Config Options.
Humanity Based.
Notify player of their current and next reward level.
Players in safe-zones will not receive the reward.1.0.6.1 Coins
Spoiler//----------------------------------------------------------------------// // Auzgamer Pattoh Salival Choc Loyalty Reward System //------------------------------------------------------------------// private ["_mply","_i","_reward","_hmnty","_servername","_coinsreward","_msg","_nxtlvl","_currency","_timer"]; diag_log("Survivor Rewards Log: Started!"); _hmnty = player getVariable ["humanity",0]; //------------------------Config----------------------------// _servername = "Your Server Name Here"; // Server Name _currency = "Coins!"; // Currency Name _coinsreward = 2500; // Reward Amount _timer = 1800; // Reward Timer in Seconds //----------------------------------------------------------// switch (true) do { case (_hmnty >= -5000 && _hmnty <= 5000): {_mply = 1.0}; // Bambie case (_hmnty >= 5000): {_mply = 1.2}; // Hero case (_hmnty >= 15000): {_mply = 1.4}; // case (_hmnty >= 25000): {_mply = 1.6}; // case (_hmnty >= 45000): {_mply = 1.7}; // case (_hmnty >= 85000): {_mply = 1.8}; // case (_hmnty >= 100000): {_mply = 2}; // Super Hero case (_hmnty <= -5000): {_mply = 1.0}; // Bandit case (_hmnty <= -10000): {_mply = 1.2}; // case (_hmnty <= -25000): {_mply = 1.4}; // case (_hmnty <= -45000): {_mply = 1.6}; // case (_hmnty <= -85000): {_mply = 1.8}; // case (_hmnty <= -100000): {_mply = 1.9}; // Super Bandit }; if (_hmnty >= -5000 && _hmnty <= 5000) then {_nxtlvl = "2.5k/-5k" }; // Bambie if (_hmnty >= 5000) then {_nxtlvl = "15000"}; // Hero if (_hmnty >= 15000) then {_nxtlvl = "25000"}; // if (_hmnty >= 25000) then {_nxtlvl = "45000"}; // if (_hmnty >= 45000) then {_nxtlvl = "85000"}; // if (_hmnty >= 85000) then {_nxtlvl = "100000"}; // if (_hmnty >= 100000) then {_nxtlvl = "100%"}; // Super Hero if (_hmnty <= -5000) then {_nxtlvl = "-10000"}; // Bandit if (_hmnty <= -10000) then {_nxtlvl = "-25000"}; // if (_hmnty <= -25000) then {_nxtlvl = "-45000"}; // if (_hmnty <= -45000) then {_nxtlvl = "-85000"}; // if (_hmnty <= -85000) then {_nxtlvl = "-100000"}; // if (_hmnty <= -100000) then {_nxtlvl = "100%"}; // Super Bandit //----------------------------------------------------------// _i=0; while {_i < 7} do { if ( _i == 1) then { if (isInTraderCity) then { format ["Survivor Rewards! %1 But you missed out! Payments are not given to those in traders! ",name player] call dayz_rollingMessages; } else { _reward = (_coinsreward * _mply); _msg = parseText format [" <t align='center' color='#D9FF00' shadow='2' size='1.5'>Survival Rewards!</t><br/><br/> <t align='left' shadow='2' size='1.2' color='#A23DFF'>Humanity: </t><t align='right' shadow='2' size='1.2' color='#FFFFFF'>%3</t><br/> <t align='left' shadow='2' size='1.2' color='#A23DFF'>Next level: </t><t align='right' shadow='2' size='1.2' color='#FFFFFF'>%6</t> <t size='1' font='Zeppelin33' align='center' color='#CCCCCC'> ------------------------------ </t><br/> <t align='center' shadow='2' size='1.2' color='#8CFA16'>Humanity Bonus<t/><br/> <t align='center' shadow='2' size='1.3' color='#FFFFFF'>%4 x %2</t> <t size='1' font='Zeppelin33' align='center' color='#CCCCCC'> ------------------------------ </t> <t align='center' shadow='2' size='1.45' color='#D0F000'>%1 %7</t><br/> <t align='center' shadow='2' size='1.1' color='#FFFFFF'>Thanks for playing</t><br/> <t align='center' color='#CCCCCC' shadow='2' size='1'>%5</t><br/> ", _reward, // 1 _mply, // 2 _hmnty, // 3 _coinsreward, // 4 _servername, // 5 _nxtlvl, // 6 _currency // 7 ]; hint _msg; diag_log format ["Survivor Rewards Log: Reward: %1 Multiplier: %2",_reward,_mply]; player setVariable [Z_moneyVariable,((player getVariable [Z_moneyVariable, 0]) + _reward),true]; }; _i = 0; }; uisleep _timer; _i = _i + 1; };
-
11 minutes ago, Ghostman said:
when spawning bike from infistar still can glitch wall
Vehicles spawned in with infistar don't work the same as server spawned vehicles (random spawn vehicles and trader vehicles)
Infistar spawned vehicles will give different results than a "normal" spawned vehicle.
-
2 hours ago, EditedSnowHD said:
Thank you looks really nice, i think im going to use this!
But could i get rid of the weaping image/how?
Delete this from the custom_monitor.sqf
<img size='5' image='%11'/><br/>
- EditedSnowHD and JakeQue
- 2
-
-
8 hours ago, DAmNRelentless said:
Lol, this animation though! I love it because it looks so damn awkward :D
hahaha bit awkward looking.
it looks okay when the dead body does the correct animation.Like this :D
To give the corpes that animation just use
_dragee switchMove "AinjPfalMstpSnonWrflDnon_carried_Up";
-
Bomb Objects.
in A2: Epoch Mods
Posted
@nova sorry!! use this
https://github.com/ch0c/DZE_Bomb/blob/master/DZE_Bomb/MissionSide/dayz_code/actions/player_bombobject[DOORSUNLOCK].sqf