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RiMMON reacted to Helion4 in W.I.P Images from Dayz(SA) Epoch
All these images can be found on our discord, if you are not a member already, hop on and keep up to date with the progress of the mod.
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RiMMON reacted to salival in PVCDZ_plr_Login2 change Epoch 1.0.6.2 ?
In this commit here for antihack stuff: https://github.com/EpochModTeam/DayZ-Epoch/commit/8035df0ba0cd928b84085e288c5cb88260870a3e#diff-ad0636fc2328a27bd80bad9f46126307R241 look at playersetup.sqf
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RiMMON reacted to Airwaves Man in PVCDZ_plr_Login2 change Epoch 1.0.6.2 ?
@salival
Ah well thx, but how I have to change the if call to get it working again?
Edit: I found the problem. Ive overwrote my PVCDZ_plr_Login2 = [_worldspace,_state,_randomKey]; Now everything is working again.
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RiMMON reacted to BigEgg in [Tutorial] Non-P4L Automatically Add Plot Owner to Plot
First, credit goes to @Zupa for his amazing Plot Management Mod.
This short tutorial is for those of you who use Plot Management without Plot 4 Life. It automatically adds the builder of the Plot Pole to the "Friends" list on the Plot so they don't have to remember to add themselves.
For this tutorial, I used the player_build.sqf from snap/vector build pro. It is designed around this player_build so please be sure you are using it!
At the top of player_build.sqf, add this to the private array:
,"_nearPlots", "_selectedPlot", "_onPlot", "_uidPlayer", "_playerName" Then, find this block of code (around line 667):
_tmpbuilt setVariable ["CharacterID",dayz_characterID,true]; // fire? if(_tmpbuilt isKindOf "Land_Fire_DZ") then { _tmpbuilt spawn player_fireMonitor; } else { PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,_vector],_classname]; publicVariableServer "PVDZE_obj_Publish"; }; Replace that block with this:
_tmpbuilt setVariable ["CharacterID",dayz_characterID,true]; if (_tmpbuilt isKindof "Plastic_Pole_EP1_DZ") then { PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,_vector],_classname]; publicVariableServer "PVDZE_obj_Publish"; _nearPlots = nearestObjects [player, ["Plastic_Pole_EP1_DZ"],15]; _selectedPlot = _nearPlots select 0; _onPlot = _selectedPlot getVariable ["plotfriends",[]]; _uidPlayer = getPlayerUID player; _playerName = name player; _onPlot = _onPlot + [[_uidPlayer,_playerName]]; _selectedPlot setVariable ["plotfriends", _onPlot, true]; PVDZE_veh_Update = [_selectedPlot,"gear"]; publicVariableServer "PVDZE_veh_Update"; if (isServer) then { PVDZE_veh_Update call server_updateObject; }; } else { if(_tmpbuilt isKindOf "Land_Fire_DZ") then { _tmpbuilt spawn player_fireMonitor; } else { PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,_vector],_classname]; publicVariableServer "PVDZE_obj_Publish"; }; };
Go in game and test it out!
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RiMMON reacted to f3cuk in [Release] Wicked AI 2.2.0
THIS VERSION WILL NOT WORK WITH DAYZ EPOCH 1.0.6.1 PLEASE USE THIS VERSION: https://github.com/ebayShopper/WICKED-AI
WICKED AI 2.2.0
Since I really like (read love) the Wicked AI missions and support for them has gone in the latest patches, I decided to dust off the old files and start making these 1.0.5+ compatible. Starting with a few minor bugfixes and some custom loadouts, but quickly turning into a proper redo with awesome help of the - very much alive - mod community!
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Error reporting
Please use the form below for reporting errors. I will not reply on help requests that fail to do a proper problem report.
[b][size=6](Problem title, e.g. Kill type missions sometimes fail to despawn)[/size][/b] [b]WAI Version[/b] (E.g. 2.1.4) [b]World:[/b] (E.g. Taviana 2.0) [b]Mods:[/b] (E.g. @Overpoch, @Origins, @Epoch1051,) [b]Installed add-ons[/b] (Especially the ones that spawn AI, E.g. DZMS, EMT, etc.) [b]Custom loot files[/b] Yes or No [b]Problem description[/b] Tell us your exact problem in as much details as possible [b]What i tried so far[/b] Tell us exactly what you have done to try and fix this problem [b]Config file[/b] [spoiler] -- paste config.sqf here --[/spoiler] [b]Server RPT[/b] [spoiler] -- paste arma2oaserver.RPT here --[/spoiler] ---
Release 2.2.0
Native Linux server support Multiple mission support Automatic ammo finder (no need to specify ammo in weaponarray - config.sqf) Option: Locked vehicles with keys randomly on AI Option: Friendly AI Added: Bandit Patrol mission And much more Version history
06-06-2015 : Release 2.2.0 11-11-2014 : BETA release v3 (2.2.0) 11-11-2014 : BETA release v2 (2.2.0) 16-10-2014 : BETA release (2.2.0) 03-09-2014 : Minor bugfixes (2.1.4) 03-09-2014 : Minor bugfixes (2.1.3) 02-09-2014 : Minor bugfixes and improvements (2.1.2) 01-09-2014 : Minor bugfixes (2.1.1) 31-08-2014 : Release (2.1.0) 26-08-2014 : BETA release (2.1.0) 24-08-2014 : Minor bugfixes (2.0.5) 20-08-2014 : Minor bugfixes (2.0.4) 20-08-2014 : Minor bugfixes (2.0.3) 19-08-2014 : Minor bugfixes (2.0.2) 17-08-2014 : Minor bugfixes (2.0.1) 17-08-2014 : Major update to (2.0.0) 13-08-2014 : Added anti abuse options (1.9.3) 12-08-2014 : Normalization update (1.9.2) 12-08-2014 : Bugfix medi camp (1.9.1) 09-08-2014 : Major dynamic update (1.9.0) 03-08-2014 : Bugfix MV22 mission (1.8.2) 02-08-2014 : Restructured and code cleaned (1.8.1) Installation Instructions
Download the latest release. Extract the downloaded folder to your desktop and open it Go to your server pbo and unpack it. Navigate to the new dayz_server folder and copy the WAI folder into this folder. Navigate to the system folder and open server_monitor.sqf Find this code at the bottom of the file: allowConnection = true; And past the following code above it: [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; Repack your server pbo. Optional Radio messages
Note: These are on by default, change wai_radio_announce in config.sqf to false in order to disable them.
Go to your mission pbo and unpack it. Open init.sqf Find:
//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; Add below: _nil = [] execVM "custom\remote\remote.sqf"; Copy the remote_message folder into your custom folder, if you do not have this one yet simply create it. If you want to be able to switch the radio on or off go to step 5 (note: right click by maca required), else go to step 6 and both remove switch_on_off.sqf and radio.ogg from the remote folder. Open extra_hc.hpp Find:
class ExtraRc { Add below: class ItemRadio { class switchOnOff { text = "Switch ON/OFF"; script = "execVM 'custom\remote\switch_on_off.sqf'"; }; }; Open description.ext Find:
class DayZ_loadingScreen Add above class CfgSounds { sounds[] = { Radio_Message_Sound }; class Radio_Message_Sound { name = "Radio_Message_Sound"; sound[] = {custom\remote\radio.ogg,0.4,1}; titles[] = {}; }; }; Repack your mission pbo. Versioning
For transparency into our release cycle and in striving to maintain backward compatibility, bootstrap is maintained under the Semantic Versioning guidelines. Sometimes we screw up, but we'll adhere to those rules whenever possible.
Dev team
Developer f3cuk Developer Jossy Linux support BangL Helping hand nerdalertdk Download
Wicked AI 2.2.0
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RiMMON reacted to raymix in [Extras] Full list of paintable vehicles for Paint Vehicles script
First of all huge thanks to script (and everyone else credited), amazing work.
Another credit goes to Chris for making Infistar AH, it's an invaluable tool and time saver when developing scripts.
And finally credit also goes to Gaia for releasing Debug Console
To install debug console, simply copy/paste PBO into your Arma2OA\expansion\addons folder
Launch your game in SP or in MP (set verifySignatures to 0 in your config)
Press ESC > Enter ... to open console.. as simple as that
AIR:
LAND:
SHIP
Full saved broadcast (1 hour, until deleted soon): http://www.twitch.tv/raymich/b/575312724
Highlight (15min): Also yes, you can paint uniforms, too :)
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RiMMON got a reaction from Liquid84 in [Dupe Fix] Arma Cheats
For infiSTAR
find to AH.sqf
if(_shift)then { if(_key == 0x19)then{['Shift + P to CombatLog'] spawn "+_randvar4+";call _fnc_punish_combatlog;_handled=true}; }; change to
if(_shift)then { if(_key == 0x19)then{['Shift + P to CombatLog'] spawn "+_randvar4+";call _fnc_punish_combatlog;_handled=true}; if(_key == 0x4A)then{['Shift-Minus to Dupe'] spawn "+_randvar4+";_handled=true;true}; }; and all will be well!
frieze + logs = no dupe
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RiMMON got a reaction from Hoplox in [Dupe Fix] Arma Cheats
For infiSTAR
find to AH.sqf
if(_shift)then { if(_key == 0x19)then{['Shift + P to CombatLog'] spawn "+_randvar4+";call _fnc_punish_combatlog;_handled=true}; }; change to
if(_shift)then { if(_key == 0x19)then{['Shift + P to CombatLog'] spawn "+_randvar4+";call _fnc_punish_combatlog;_handled=true}; if(_key == 0x4A)then{['Shift-Minus to Dupe'] spawn "+_randvar4+";_handled=true;true}; }; and all will be well!
frieze + logs = no dupe
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RiMMON reacted to Shawn in [Dupe Fix] Arma Cheats
With Arma 2 came along the option for players to cheat by holding left shift and the numpad minus key. This can be abused as it is a backdoor to complete the backpack dupe, for which most servers have a fix for. To fix this, it's very simple:
1. Open up dayz_spaceInterrupt.sqf
2. Find the following:
_shift = _this select 2; _ctrl = _this select 3; _alt = _this select 4; And paste the following below:
if (_shift) then { if(_dikCode == 0x4A) then { execVM "PATH\TO\ArmaCheatFix.sqf"; _handled = true; }; }; 3. Create an sqf file called ArmaCheatFix.sqf to your specified directory and paste the following inside:
uiSleep 0.1; disableuserinput true;disableuserinput true;disableuserinput true; (findDisplay 49) closedisplay 0; closeDialog 0; systemchat "You've been frozen for 20 seconds."; uiSleep 21; disableuserinput false;disableuserinput false;disableuserinput false; This goes along with:
I use this on my server and it works fantastically!
Thanks.
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RiMMON reacted to juandayz in [INFOSERVER]
This is a small addon to get some info about server or something to your player by a scroll menu option.
not credits for me, its just a mixture of varius scripts.
INSTALL:
at bottom of your init.sqf
*create this path MPmissions\instance you use \custom\info\
*Paste all this sqf´s into the info folder
*create a sqf called :
info_activate.sqf
info_execute.sqf
info_main.sqf (blue lines for text you want) (red lines for name of scripts)
1.sqf (this is only one example, you will need create 8 sqf. 1,2,3,4,5,6,7 and 8.sqf) paste into "info" folder
*Also if u want, you can execute scripts.. for example if u wanna give players ability of count survived days... then create
2.sqf
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RiMMON reacted to FreakingFred in [FIX] Automatically Eject Players From Blown Up Vehicles
We have ran into the following two issues regarding blown up vehicles on our server:
Players get stuck in blown up vehicles, and are actually unable to eject. Players refuse to eject from a blown up vehicle, as a way to avoid combat. These are the steps I took to fix this issue:
Navigate to dayz_server\compile. Open server_updateObject.sqf with your text editor of choice. CTRL+F and search for the following: _object_killed = { private["_hitpoints","_array","_hit","_selection","_key","_damage"];
Under that, copy and paste the following: if((count crew _object) > 0) then{ { moveOut _x } forEach crew _object; };
Save and done.
This has been tested a decent amount over the past few restarts on my server, and has been reported to be working by the players. The only small issue we have found, is that when it gets close to a server restart, and there are 60-70 players online, it can sometimes take up to 20-30 seconds to eject the player(s). If anyone has any suggestions on how to do this better, then please feel free to share. Hopefully, this helps a few people. Enjoy!
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RiMMON reacted to Alexis in Invisible admin for bots
Connect in infiStar, or your admin panel
invisibleBoth = { Private ["_sl"]; if !(captive player) then { player setCaptive 1; _sl = format["%1 invisible both ON", (name player)]; }else{ player setCaptive 0; _sl = format["%1 invisible both OFF", (name player)]; PVAH_WriteLogReq = [player, _sl]; publicVariableServer "PVAH_WriteLogReq"; }; };
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RiMMON reacted to juandayz in [Release] [Complete Stary Traders]
UPDATED. 07/04/2016
*******************************FOR COINS SYSTEM ONLY******************************************
*4 traders
1-Buy Safe Bonus (pay $5000 and receives each 20 mins $5000 coins).
2-Buy Time Bonus (random pay unique time: $5.000 / $10.000 or $15.000).
3-Buy Time Bonus ( random pay unique time: $10.000/$20.000 or $30.000).
4-WholeSaler in stary.
5-Gypsie (Know your fortune for only $500 coins).
6-Black Jack (pay $500 or $30.000 and play for win $1000 or $100.000).
7-Hooker (have sex for $500).
8-Russian Roulette (win $100.000 or die and lost all your gear).
9-Find used Items (Give 1x Tin bar and find 1 of 33 random items).
Install:
download: http://www.mediafire.com/download/3vkz07kg847g66y/staryCompleteTraders.zip
1-Drop "scripts" download folder into mpmissions\instance11.chernarus\custom\
2-Go at bottom of your custom fn_selfactions.sqf and paste:
3-now go to @Dayz_Epoch_Server\addons\dayz_server\ unpack the pbo and paste here maps folder.
then open your server_functions.sqf and paste at very bottom:
**repack your pbo.
4-Go to your description.ext find class sounds and paste lines in red.
5-Now at bottom of your init.sqf
6-Now we need define the wholesaler as a legal trader. Open your Server_Traders_Cherno_11.sqf find lines in red and add lines in blue.
7-at very bottom of same file:
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RiMMON reacted to jahangir13 in [Release] Call your Car v0.1 (for use w/, w/o Masterkey Script)
This is nothing essential, it's a fun script.
Script calls a specific car to the player location via key.
If a watch (as in Knight Rider) and the key is in the players inventory, car starts to drive if fuel check was positive.
F7 toggles Cam mode (F8 toggles NV in Cam mode) during the drive.
Small debug monitor shows some information (distance, time, speed, fuel, damage).
Zombies and junk on the way will be killed/deleted in a specific radius (need to play with the radius values a bit. maybe classnames still missing)
Car will be locked during the ride and after arrival.
If car is within the destination radius, the driver died or left the car or the car cannot move anymore, the scripts stops with a message.
Configurable.
https://www.youtube.com/watch?v=Xfp3XERlUMQ
Script CallCar.sqf v0.1:
ui_selectSlot.sqf:
Copy that below the for loop or any right click options.
If Vehicle Pointer is also used this can be combined:
Battleye:
This needs be entered in these 3 files: waypointstatement.txt, remoteexec.txt, waypointcondition.txt
Pathfinding is not very clever in Arma2 but works. I did not test how calling the car over the whole map works. I wanted to have a way to park at some loot area, walk around, go to another 2 or 3 houses and from there call the car to not need to go back ,)
---
Script for use with Masterkey Script (CallCar_mk.sqf):
Use this only if you are using the Masterkey script/mod where several cars can have the same key.
Dialog file used with Masterkey script version (CallCar_mk.hpp):
ui_selectSlot.sqf and Battleye settings stay the same for both versions.
For the Masterkey script version you need to include the dialog file (wherever you store that) at the end of your description.ext:
// CallCar #include "custom\jtools\CallCar_mk.hpp" -
RiMMON reacted to Donnovan in Epoch - No lobby after death - How To
This is how i make no-lobby after death:
Files to change:
1 - Client side: compile\player_death.sqf
use this custom player_death.sqf: https://www.dropbox.com/s/4yaijzuj1ieegiq/player_death.sqf?dl=0
2 - Client side: description.ext (on the root of the mission file)
Change this:
respawndelay = 5; to this: respawndelay = 0; 3 - Server side: compile\server_playerSetup.sqf Look for this line:
_playerObj addMPEventHandler ["MPHit", {_this spawn fnc_plyrHit;}]; Add above it, this line: _playerObj removeAllMPEventHandlers "MPHit"; Create new file: 1 - Put this file in the root of the mission: https://www.dropbox.com/s/omb7n23bxcky2gl/player_monitor.fsm?dl=0
It's a custom player_monitor.fsm to run everytime the player dies.
2 - Create reinit.sqf, in root of the mission file, and add inside it this content:
dayz_originalPlayer = player; _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; if (isServer) then { waitUntil{dayz_preloadFinished}; }; mtdr_reinitOk = false; _id = [] execFSM "player_monitor.fsm"; waitUntil {mtdr_reinitOk}; //If you use ESS, uncomment the line bellow: //sorry, i dont know the start line for it //If you use ESS2, uncomment the line bellow: //execVM "spawn\start.sqf"; Anti Hack Problems
I believe antihack kill the player if he goes to the debug area (respawn_west marker set in mission.sqm) after first respawn, so if you use antihack, the player will enter in a die/respawn/die/respaw cicle and probabily crash the game. Without antihack, it seens to work ok, but tell me if you find a problem.
Thankyou.
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RiMMON reacted to ToejaM in [Release] Combat Logger Indicator
What does it do?
Broadcasts in the top right the name of the potential combat logger for all to see and changes some medical states on the offender.
LHKP8lgFR_4
How does it work?
If you're in combat and you logout unexpectedly for any reason that would usually set you unconscious when you log back in then you will be shouted out and have numerous things changed on you:
Blood set to 3000
Bleeding
Unconcious for 15 seconds.
You can set it to what you like if you know the medical states/code.
Remember
Those complaining about random crashes and bad internet, stop playing on potatos and dial up. Your problem with crashing and bad connectivity shouldnt punish legit players.
This merely modifys the combat log script from setting you unconcious to anything you want it to, with a message telling others.
There are of course going to be many false positives but people are already set unconcious for this already, this is just as above an adaptation of the script with a broadcast message. I'm sure with some tweaking it could have the message sent to only admins or select players if you didnt want it as a server broadcast.
I'd recommend only taking further action with video proof.
Credit
Credit to maca134 for the remote messages, I happened to be looking through the compile files and saw this about combat logging and wondered if I could change it. Found the medical changes and gave it a go, simple as that really.
Installation
If you want it to broadcast to the server who combat logged you're going to need this.
http://dayzepoch.com/forum/index.php?/topic/1026-server-side-hintglobalchat-fix-deathmsg-fix/
After you've done that, you need to modify this file: server_onPlayerDisconnect.sqf in dayz_server\compile\
Change this:
_object setVariable["NORRN_unconscious",true, true]; _object setVariable["unconsciousTime",300,true]; #ifdef DZE_SERVER_DEBUG diag_log format["COMBAT LOGGED: %1 (%2)", _playerName,_timeout]; //diag_log format["SET UNCONCIOUSNESS: %1", _playerName]; #endif // Message whole server when player combat logs _message = format["PLAYER COMBAT LOGGED: %1",_playerName]; [nil,nil,"per",rTITLETEXT,_message,"PLAIN DOWN"] call RE; }; to this
_object setVariable["USEC_BloodQty",3000]; // blood level _object setVariable["NORRN_unconscious",true, true]; // set unconcscious _object setVariable["unconsciousTime",15,true]; // unconcscious time _object setVariable["USEC_injured",true]; // bleeding #ifdef DZE_SERVER_DEBUG diag_log format["COMBAT LOGGED: %1 (%2)", _playerName,_timeout]; #endif // Message whole server when player combat logs _hint = parseText format["<t align='center' color='#FF0033' shadow='2' size='1.75'>PLAYER COMBAT LOGGED</t><br/><t align='center' color='#ffffff'>%1 possibly just combat logged and has had their blood set to 3000, they're now bleeding and unconscious for 15 seconds when they reconnect.</t>",_playerName]; customRemoteMessage = ['hint', _hint]; publicVariable "customRemoteMessage"; }; -
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RiMMON reacted to creativv in [RELEASE] Custom GUI / Menu
Had to change some sizes because i and most players use normal interface size but its looking great thanks for this theduk .
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RiMMON reacted to BigEgg in [RELEASE] Custom GUI / Menu
Awesome release!
By the way, your instructions were fine.
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RiMMON reacted to theduke in [RELEASE] Custom GUI / Menu
Hi Epoch community,
Have you ever wanted a way for players to be able to see your server rules while in-game?
Are you tired of repeating yourself with simple answers to simple questions?
Looking for a different way to deploy items or call certain scripts?
Our community uses mostly scripts from this awesome epoch community. Its our time to give back :)
I've decided to make a release version of my GUI for everyone to use.
Download UPDATED FOR 1061: https://github.com/theduke77/Custom-Menu
Or follow this link
https://epochmod.com/forum/topic/43462-release-custom-gui-menu-updated-for-1061/In the video, i have my community colors in the GUI, the release version I tried to match the zupa colors.
Video
I've received tremendous help from SHIX. Most of the credit goes to him for explaining to me how to do this.
also, I've used the code he provided as a template and built this from that.
He kindly allowed me to share with all of you
Ok, now for the fun part.
This is NOT for someone new to the world of epoch server management. (probly because of my instructions lol)
This is NOT a plug-n-play addon. You must configure all the files and customize the menu
I would strongly suggest you have a test server to be able to test it as you create new pages.
Try one page to make sure it looks good, then go from there.
If you want to change the colors of stuff, check out the options section before creating pages.
I will do my best to explain to the best of my knowledge.
I'm far from being a coder lol
Tools required
Notepad ++
PBO Tool
patience...with my instructions ;)
TextView (optional)
Installation:
How to create new pages
OPTIONAL
Known issues
Many thanks to SHIX. Without him explaining this GUI stuff to me I wouldn't of made it lol
Thanks to Kill Zone kids blogs, they are amazing to learn from.
Hope you guys enjoy it.
I will support this to the best of my knowledge :)
16/02/2017 UPDATE
Thank you to @Casual_Jeff for this 1.0.6 FIX
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RiMMON reacted to red_ned in Free Complete Server files
CiC is just about to shut down its A2 Epoch server: 164.132.71.176:2702 [CiC] Epoch (1.0.5.1) PVE which is Napf as we have moved into A3 Exile, so I thought I would give away the old server files as a whole working server.
This includes custom areas, custom AI, all installed AI missions/patrols, single currency, group management etc and is the current live server till 25th Feb
I hope you have a good time with it but I wont be offering support as all files are included but I have removed any passwords from the current server
You can download the files from here: https://drive.google.com/open?id=0B9ukafXMvfhAdHdRYnQ3RlR2OEU
Enjoy
ned
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RiMMON reacted to 1R0NS1DE in New AI Island City for Napf (work in progress)
Finally starting to come together :)
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RiMMON got a reaction from juandayz in [Release] New Custom Gui
no comprenderé solamente, por qué ellos verde
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RiMMON reacted to lonewolfgaming in [Release] New Custom Gui
don't have plot 4 life, I will try removing the dayz_code call line and see if that helps
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RiMMON reacted to juandayz in [Release] New Custom Gui
Hello! i want to share my Gui icons. (at the end you can do your owns)
1-First Download the folder whit the .paa graphics. DOWNLOAD HERE: http://www.mediafire.com/download/gq1t1cwme5zf5b3/gui.rar
2-Paste in "yourserverroot"\MPMissions\DayZ_Epoch_11.Chernarus\ (if u change the path here, u will to change the paths in the Steap 4 of the guide)
3-find your "player_updateGui.sqf" and open whit Note++
------------------------------------------------------------------------------------------------------------------------------------
***If u dont have "playerupdateGui.sqf" do this, if u have go to step 4.
*First you'll need player_updateGui.sqf which you can get from here:
@DayZ_Epoch\addons\dayz_code\compile\player_updateGui.sqf
Copy&Paste it into your MPMissions/DayZ_Epoch_11.Chernarus\custom\
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
***IF U HAVE CUSTOM compiles.sqf:
Go into your compiles.sqf and add this line under the default one and comment the original out like soo:
// player_updateGui = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGui.sqf";
player_updateGui = compile preprocessFileLineNumbers "custom\player_updateGui.sqf";
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
IF U DONT HAVE CUSTOM compiles.sqf :
Go into your @DayZ_Epoch\addons\dayz_code\init\compiles.sqf
Copy&Paste it into your MPMissions/DayZ_Epoch_11.Chernarus\custom\
Open up init.sqf and add this:
call compile preprocessFileLineNumbers "custom\compiles.sqf";
Right under this:
call compile preprocessFileLineNumbers "server_traders.sqf";
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
4- In "player_updateGui.sqf" :
A-(new blood) Find This line:
if (_bloodLvl <= 0) then {
_blood = "\z\addons\dayz_code\gui\status_blood_inside_1_ca.paa";
} else {
_blood = "\z\addons\dayz_code\gui\status_blood_inside_" + str(_bloodLvl) + "_ca.paa";
};
Replace whit that:
if (_bloodLvl <= 0) then {
_blood = "gui\Bloodgui\status_blood_inside_1_ca.paa";
} else {
_blood = "gui\Bloodgui\status_blood_inside_" + str(_bloodLvl) + "_ca.paa";
};
B-(new drink and food) Find:
if (_thirstLvl < 0) then { _thirstLvl = 0 };
_thirst = "\z\addons\dayz_code\gui\status_thirst_inside_" + str(_thirstLvl) + "_ca.paa";
if (_foodLvl < 0) then { _foodLvl = 0 };
_food = "\z\addons\dayz_code\gui\status_food_inside_" + str(_foodLvl) + "_ca.paa";
Change:
if (_thirstLvl < 0) then { _thirstLvl = 0 };
_thirst = "gui\bebida\status_thirst_inside_" + str(_thirstLvl) + "_ca.paa";
if (_foodLvl < 0) then { _foodLvl = 0 };
_food = "gui\comida\status_food_inside_" + str(_foodLvl) + "_ca.paa";
C-(new temp)Find:
_temp = "\z\addons\dayz_code\gui\status_temp_" + str(_tempImg) + "_ca.paa";
Change:
_temp = "gui\temp\status_temp_" + str(_tempImg) + "_ca.paa";
And its done!.
*Note: u can do your own icons, just edit whit photoshop and TextView2 and change the .paa files whit your own. measures are 64x64 for all .paa files