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Posts posted by oldmatechoc
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I want to cry just thinking about it xD @DAmNRelentless
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Ive always used the dogtags as part of the default loadout. I put right click options for server rules, info, change log and crafting on them.
You could most likely combine this
With one of the right click addons
Then just add CDF_Dogtags to the traders.
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On 13/05/2017 at 7:30 AM, lwbuk said:
Update infistar.
Once done that, search the code and change any "spawn player death" to call player death.
Problem fixed.
16 hours ago, WagnerMello said:I use this version
InfiSTAR.de-A2_AH-v1438-30-Mar-2017-18-12-27Where I mused this code?
"Spawn player death"
that's already been fixed
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12 minutes ago, harcosgoogle said:
Thanks info, How to edited?
Example: "example" dead by ai 15meters?
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@DAmNRelentless @Voltan If you have the debug monitor start when you log in it will throw that error. In the original 1051 thread i made i had that in the side notes. (All my old threads were deleted sorry)
I never found a fix for it i just removed the days survived. not needed with the journal now.
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I upgraded to one of their dedicated servers. Was much better I could run 3 A2 servers off the same machine with no desync or problems. Unfortunately us Aussies are pretty much screwed, not much on offer, then they charge you an arm and a leg. I was paying 250 a month, other than that no complaints @Voltan
From what I've seen prices in Australia start at around $120 and upwards.
Maybe @salival will know of a few good ones. -
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2 hours ago, DAmNRelentless said:
Sure you can. Make two global arrays, for example in your variables.sqf and add all choppers and vehicles you have on your server and then whenever you need that list you can set this to the array.
Example:globalVehArray = ["Some_cars","Some_cars"];
And then in your script:
_myScriptVehArray = globalVehArray;
He still has to list all the vehicles in his mission file though. which is what i think he is trying to avoid. Not sure. Be easier to add it in the safezone script though.
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@Voltan not really. I used just the two different types so players could spot ai from players easily. all my ai wore stalker skins and could only drive those two vehicles. so players figured that out pretty fast. stopped them always having to ask if the heli was friendly and having to ask if it was a player or not lol
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@Voltan I had this problem in 1051, this is what i did to stop the DZAI being dicks. And good fun watching the AI fall from the sky lol
This just deletes the specified vehicles when they come within 1km from traders.
You can use any vehicles just make sure you don't allow players to use them. That's why I used the Taki Huey and one of the Unarmed SUV variants.
In DZAI
DZAI_heliList = [ ["UH1H_TK_EP1",2] ];
DZAI_vehList = [ ["SUV_UN_EP1",5] ];
Then in safezones.sqf
Under
USE_AI_REMOVER = true;
Paste
USE_HUEY_REMOVER = true; USE_SUV_REMOVER = true;
Find
} forEach ((vehicle player) nearEntities ['zZombie_Base',100]);
Paste below that
Spoiler//-------------------------------------------------------------------------------// if (isNil 'USE_HUEY_REMOVER') then { USE_HUEY_REMOVER = false; } else { if (typename USE_HUEY_REMOVER != 'BOOL') then { USE_HUEY_REMOVER = false; }; }; if (USE_HUEY_REMOVER) then { { if !(isPlayer _x) then { deleteVehicle _x; }; } forEach (player nearEntities ['UH1H_TK_EP1',1000]); }; //-------------------------------------------------------------------------------// if (isNil 'USE_SUV_REMOVER') then { USE_SUV_REMOVER = false; } else { if (typename USE_SUV_REMOVER != 'BOOL') then { USE_SUV_REMOVER = false; }; }; if (USE_SUV_REMOVER) then { { if !(isPlayer _x) then { deleteVehicle _x; }; } forEach (player nearEntities ['SUV_UN_EP1',1000]); }; //-------------------------------------------------------------------------------//
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I'm sorry I don't have an answer for you but maybe these files do :)
https://puu.sh/vJpdP/1c012a7f42.png // This is how I found all of this. :D
_dayz_onBackWeapon = dayz_onBack player; but i doubt it xD lol
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This is a must have script for any server with rocket launchers to prevent your server being attacked.
https://github.com/ch0c/rpg_fix
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1 hour ago, Voltan said:
You're missing the point. I can read the comments in the wiki. That doesn't tell me how to find that information from my hosted server to put in there.
Do you mean the location of the file ? what server host?
gtx use a folder called "DayZConfig" last time i used them.
streamline games use a folder called "PROFILE" or they put it in the root of your server, last time i used them.
just look for the file called basic.cfg it will be with the hiveExt.ini and your arma2oaserver.rpt
Or do you mean you dont know which of the options to add to your basic.cfg?
Also these threads maybe of some help.
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12 hours ago, salival said:
You shouldn't need to do any of this extra, as long as the classname is in the DZE_restrictRemoval array, only the owner will be able to remove it.
Wouldnt that still allow plot friends to remove the plot?
Unless in fn_selfactions.sqf this line
Spoilerif ((_hasAccess select 0) or (_hasAccess select 2) or (_hasAccess select 3)) then {
Found in
Spoilerif (_isAlive) then { _restrict = _typeOfCursorTarget in DZE_restrictRemoval; //Allow player to remove objects with no ownership or access required if (!_restrict && (_isDestructable || _typeOfCursorTarget in DZE_isWreck || _typeOfCursorTarget in DZE_isWreckBuilding || _typeOfCursorTarget in DZE_isRemovable)) then { if (_hasToolbox && _hasCrowbar) then { _player_deleteBuild = true; }; }; //Allow player to remove objects only if they have proper ownership or access if (_restrict || _isModular || _isModularDoor || _isGenerator || _typeOfCursorTarget in DZE_isDestroyableStorage) then { if (_hasToolbox && _hasCrowbar) then { _hasAccess = [player, _cursorTarget] call FNC_check_access; if ((_hasAccess select 0) or (_hasAccess select 2) or (_hasAccess select 3)) then { _player_deleteBuild = true; }; }; }; if (_isVehicle) then { if ((_characterID != "0") && {!_isMan}) then { _player_lockUnlock_crtl = true; }; }; };
Becomes
Spoilerif ((_hasAccess select 0) or (_hasAccess select 2)) then {
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If you want only the owners to be able to remove you could do something like
private ["_cursorTarget","_adminList","_owner","_allowed"]; if ((_cursorTarget isKindOf "Plastic_Pole_EP1_DZ") && {speed player <= 1}) then { if (s_player_ownerremove < 0) then { _adminList = ["123456791011121314"]; _owner = _cursorTarget getVariable ["ownerPUID","0"]; _allowed = [_owner] + _adminList; if((getPlayerUID player) in _allowed)then{ s_player_ownerremove = player addAction [format[localize "STR_EPOCH_REMOVE",_text], "\z\addons\dayz_code\actions\remove.sqf",_cursorTarget, 1, false, true]; }; } else { player removeAction s_player_ownerremove; s_player_ownerremove = -1; }; };
^^ not tested just ideas to owners only not plot friends. (plus admins)
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Very Nice @Voltan I like the speed and altimeter :)
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@Voltan The warnings for talking in side chat will be from BEC its in its settings.
as for the debug menu this is one i released awhile ago feel free to cherry pick. :)
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Haha thank you!
[Release] Cen's Custom GUI for Epoch/Overpoch
in A2: Epoch Mods (1.0.5.1)
Posted
or