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Xeygwyn

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Posts posted by Xeygwyn

  1. Give this a shot

    7 "BIS_fnc_" !"initDisplay" !"getCfgSubClasses" !"animalBehaviour" !"guiEffectTiles_coef" !"GUImessage" !"guiEffectTiles" !"param" !"setIDCStreamFriendly" !"overviewauthor" !"diagAARrecord" !"diagKey" !"feedbackMain" !"missionHandlers" !"getServerVariable" !"missionFlow" !"initParams" !"initRespawn" !"missionTasksLocal" !"missionConversationsLocal" !"missionCon" !"preload" !"logFormat" !"recompile" !"moduleInit" !"feedback_allowPP" !"feedback_allowDeathScreen" !"feedbackInit" !"initMultiplayer" !"MP" !"displayMission" !"feedback_fatiguePP" !"respawnBase" !"dirTo" !"secondsToString" !"guiMessage_status" !"selectRespawnTemplate" !"guiMessage_defaultPositions" !"startLoadingScreen_ids" !"damageChanged" !"incapacitatedEffect" !"invRemove" !"relpos" !"inString" !"findSafePos" !"isPosBlacklisted" !"timeToString" !"distance2D" !"effectKilled" !"dynamictext" !"inAngleSector" !="_this call (uinamespace getvariable 'BIS_fnc_effectFired');"
    7 "BIS_fnc_dynamictext" !", 0, 1, 5, 2, 0, 1] spawn bis_fnc_dynamictext;" !", 0, 0.4, 5, 2, 0, 2] spawn bis_fnc_dynamictext;" !"snil '_fnc_scriptName') then {_fnc_scriptName}"
    7 forceRespawn
    7 moveIn !="\"A3\functions_f\Misc\fn_moveIn.sqf\"" !="\"A3\functions_f\arrays\fn_removeIndex.sqf\"" !="player moveInAny _vehicle;\nEPOCH_antiWallCount = EPOCH_antiWallCount + 1;" !="[\"I_UAV_AI\", position _unit, [], 0, \"CAN_COLLIDE\"];\n_driver moveInAny _unit;"
    7 attachTo !"EP_light attachTo [player];" !"_bomb attachTo [_unit, [0,0,0],\"Pelvis\"];" !"_dogHolder attachTo [_dog, [-0.2,1.2,0.7]];" !"EPOCH_staticTarget attachTo[player];" !"EPOCH_target attachTo[player];"
    7 enableCollisionWith
    7 hideObject !="_dogHolder hideobject true;" !="_dogHolder hideobject false;"
    7 setFriend
    7 setAmmo
    7 setvelocity !="_bolt setPosATL _pos;\n_bolt setVelocity [0, 0, -10];" !="EPOCH_target setvelocitytransformation" !="_currentTarget setVelocity [0,0,-0.01];" !="_head setVelocity [random 2,random 2,10];" !="_vel = velocity this; _dir = getDir player; this setVelocity[(_vel select 0)+(sin _dir * 2),(_vel select 1)+(cos _dir * 2),(_vel select 2)];"
    7 RscDebugConsole_watch
    7 enableFatigue
    7 setUnitRecoilCoefficient
    7 setWeaponReloadingTime
    7 allMissionObjects
    7 callExtension
    7 showCommandingMenu
    7 assignAs
    7 allUnits !="allUnits-playableUnits;};if" !="{_x allowFleeing 0} forEach allUnits;" !="EPOCH_ESPMAP_TARGETS = allUnits + vehicles;"
    7 allowDamage !="if(!isPlayer _x)then{_x allowDamage" !="player allowDamage true;vehicle player allowDamage true;"
    7 exec !="execVM \"semClient.sqf\"" !="<execute expression=" !"RscDebugConsole_execute" !"execFSM" !"_executeStackedEventHandler" !"fn_execVM" !"fn_moduleExecute" !"fn_execRemote" !"fn_MPexec" !"bis_fnc_moduleExecute_activate" !"fn_tridentExecute" !"randomize_civ1" !"executed from" !"EPOCH_DebugGUI_exec" !"_handle = [_display] execVM _script;" !"execVM \"\A3\Structures_F\scripts" !="execVM \"\A3\Structures_F_EPC\Civ\PlayGround\scripts\Carousel_spin.sqf\""
    7 addWeaponCargo
    7 onMapSingleClick !="onMapSingleClick '';"
    7 addMagazine !="_this select 0 addMagazines [_this select 5, 1];" !"addMagazineCargo" !="player addMagazine _craftItem;" !="player addMagazine \"jerrycanE_epoch\";" !="player addMagazine \"emptyjar_epoch\";" !="player addMagazine \"jerrycan_epoch\";" !="player addMagazine \"Hatchet_swing\";" !="player addMagazine [(_x select 0),(_x select 1)]" !="player addMagazine _x;"
    7 addMagazineCargo !"_dogHolder addMagazineCargo [\"RabbitCarcass_EPOCH\", 1]" !"_dogHolder addMagazineCargo [\"Pelt_EPOCH\", 1]" !"_dogHolder addMagazineCargo [\"Venom_EPOCH\", 1]" !"_dogHolder addMagazineCargo [\"SnakeCarcass_EPOCH\", 1]" !"_dogHolder addMagazineCargo [\"ChickenCarcass_EPOCH\", 1]"
    7 addItem !="player addItem _craftItem;" !="player addItem _x;"
    7 addBackPack
    7 removeAllWeapons !"removeAllWeapons _this;"
    7 removeAllItems !"removeAllItemsWithMagazines  _ai5;" !"removeAllItems _this;"
    7 removeBackpack !="removeBackpackGlobal _unit;" !"removeBackpackGlobal _ai5;" !"removeBackpackGlobal _this;"
    7 removeAllActions
    7 setTerrainGrid !="setTerrainGrid 25;"
    7 setViewDistance !"setViewDistance 1600"
    7 createGroup !="_grp = createGroup RESISTANCE;" !="if (isserver) then {\n_group = creategroup sidelogic;"
    7 createVehicleCrew
    7 createVehicleLocal !"\"#particlesource\" createVehicleLocal" !"\"#lightpoint\" createVehicleLocal" !"\"BloodSplat\" createVehicleLocal" !"[\"lightning1_F\", \"lightning2_F\"] call BIS_fnc_selectRandom;\n_lighting = _class createVehicleLocal"
    7 createUnit !="_unit = _grp createUnit[(_arrUnits select _i), _pos, [], 0, \"FORM\"];" !="_driver = _grp createUnit[\"I_UAV_AI\", position _unit, [], 0, \"CAN_COLLIDE\"];"
    7 createAgent !="_unit = createAgent[_unitClass, _targetPos, [], 256, \"FORM\"];" !="_unit = createAgent [_unitClass, _targetPos, [], 120, \"FORM\"];" !="_animal = createAgent[_randomAIClass, _animalPos, [], 5, \"NONE\"];" !="_unit = createAgent [\"Epoch_Cloak_F\", _pos, [], 0, \"CAN_COLLIDE\"];"
    7 createTeam
    7 createDialog !"createDialog "R3F_LOG_dlg_contenu_vehicule";" !="createDialog \"InteractBank\";" !="createdialog \"SelectGender\";" !="_handled = createdialog _dialog;" !="if (!dialog) then {createDialog 'Skaronator_AdminMenu'};" !"createdialog 'AdminMenu';[] call fnc_addMenuMapHandler;" !"RscDisplayLocWeaponInfo" !"RscFunctionsViewer" !="if !(createdialog \"InteractItem\") exitWith {};" !="createDialog \"TapOut\";" !="if !(createdialog \"Trade\") exitWith {};" !="_ok = createdialog \"Interact\";" !="_ok = createdialog \"TradeNPCMenu\";" !="createDialog \"Epoch_myGroup\";" !="createDialog (if ((Epoch_my_GroupUID == \"\") && (Epoch_my_Group isEqualTo [])) then {\"EPOCH_createGrp\"} else {\"Epoch_myGroup\"});" !="createDialog \"GroupRequests\";"
    7 deleteMarker !="deleteMarkerLocal \"MissionMarker\"" !"Marker = createMarker ["MainMarker", Ccoords];" !"_MainMarker setMarkerColor "ColorWhite";" !"_MainMarker setMarkerShape "ELLIPSE";" !"_MainMarker setMarkerBrush "Grid";" !"_MainMarker setMarkerSize [175,175];" !"createMarker" !"_MainMarker = createMarker ["MainMarker2", C2coords];" !"_MainMarker75 = createMarker["MainMarker75", MCoords];" !"_MainMarker75 = createMarker["MainMarker752", M2Coords];" !"_MainMarker = createMarker ["MainMarker", _this];"
    7 setMarker !="Local"
    7 createMarker !="createMarkerLocal [\"MissionMarker\", _markerPos]" !"Marker = createMarker ["MainMarker", Ccoords];" !"_MainMarker setMarkerColor "ColorWhite";" !"_MainMarker setMarkerShape "ELLIPSE";" !"_MainMarker setMarkerBrush "Grid";" !"_MainMarker setMarkerSize [175,175];" !"createMarker" !"_MainMarker = createMarker ["MainMarker2", C2coords];" !"_MainMarker75 = createMarker["MainMarker75", MCoords];" !"_MainMarker75 = createMarker["MainMarker752", M2Coords];" !"_MainMarker = createMarker ["MainMarker", _this];"
    7 assignItem
    7 forceAddUniform
    7 removeAllMPEventHandlers
    7 setDamage !"_ai5 setDamage 1;" !="([4654.62,9593.63,0] nearestObject 145259) setDamage 1" !="([4654.62,9593.63,0] nearestObject 145260) setDamage 1" !="_sapper setDamage 1;\n_sBomb setDamage 1;" !"_lockedTarget setDamage" !"player setDamage 1;" !"_timer = 10;"
    7 setDammage
    7 displaySetEventHandler
    7 ctrlSetEventHandler !"BIS_fnc_guiMessage_status"
    7 addMPEventHandler
    7 addEventHandler !"displayAddEventHandler" !"ctrlAddEventHandler" !"FiredNear" !"EpeContactStart" !"InventoryClosed" !"GetOut" !"InventoryOpened" !"local" !"Respawn" !"Put" !"Take" !"Fired" !"Killed" !" [\"PostReset\",{BIS_EnginePPReset = true;} ];" !"_logic addeventhandler [\n\"local\""
    7 displayAddEventHandler !"[_display] call _fnc_animate;" !"tVersion select 4) == \"Development\") then" !"_display displayaddeventhandler\n[\n\"mousemoving\"," !"(findDisplay 46) displayAddEventHandler [\"KeyDown\",\"true\"];" !"(findDisplay 46) displayAddEventHandler [\"KeyDown\",\"_this call EPOCH_KeyDown\"];" !"_display displayaddeventhandler [\"unload\",\"uinamespace setvariable ['BIS_fnc_guiMess" !="findDisplay -1337 displayAddEventHandler ['Unload'"
    7 ctrlAddEventHandler !"rCfg >> \"refreshDelay\");" !" [\n\"draw\"," !" [\"buttonclick\"," !="(uiNamespace getVariable 'ESP_map') ctrlAddEventHandler['Draw', '_esp_targets = EPOCH_ESPMAP_TARGETS;"
    7 removeAllEventHandlers !="ctrlRemoveAllEventHandlers" !="_vehicle removeAllEventHandlers \"GetOut\";"
    7 removeAllMissionEventHandlers
    7 ctrlRemoveAllEventHandlers !="(uiNamespace getVariable 'ESP_map') ctrlRemoveAllEventHandlers 'Draw';"
    7 removeEventHandler !="displayRemoveEventHandler" !="player removeEventHandler ['Fired', 0];" !"_currentTarget removeEventHandler[\"EpeContactStart\", _onContactEH]" !" [_adminVar,objnull];\npublicvariable _adminVar;\nplayer removeeventhandler [\"respawn\",_respawn];"
    7 displayRemoveEventHandler !"BIS_fnc_guiMessage_status"
    7 switchCamera
    7 remoteControl !"fn_moduleRemoteControl.sqf"
    7 drawIcon3D !="drawIcon3D[\"\x\addons\a3_epoch_code\Data\Member.paa\",_color,_pos,1,1,0,_text,1,0.025,\"PuristaMedium\"];\n}forEach EPOCH_ESP_TARGETS;" !"drawIcon3D[format[\"\x\addons\a3_epoch_code\Data\UI\loading_bar_%1.paa\",_stability],_color,(getPosATL EPOCH_stabilityTarget),5,5,0,\"\",1,0.05,\"PuristaMedium\"];" !"drawIcon3D[format[\"\x\addons\a3_epoch_code\Data\UI\loading_bar_%1.paa\",_num],_color,_pos,4,4,0,\"\",1,0.05,\"PuristaMedium\"];" !"EPOCH_drawIcon3dStability" !"EPOCH_drawIcon3d" !"if (_condition) then {\ndrawIcon3D [_icon, _color, _position, _sizeX, _sizeY, _angle, _text,"
    7 drawLine3D !"{\nfor [{_i = 1}, {_i < count _x}, {_i = _i + 1}] do {\ndrawLine3D [_x select (_i - 1), _x select _i, ((BIS_tracedShooter getVari"
    7 ctrlCreate
    7 ctrlDelete
    7 ctrlClassName
    7 ctrlModel
    7 ctrlModelDirection
    7 ctrlModelSide
    7 ctrlModelUp
    7 ctrlSetDirection
    7 ctrlSetModel
    7 deleteVehicleCrew !="[\"A3\functions_f\MP\fn_deleteVehicleCrew.sqf\",\".sqf\",0,false,false,false,\"A3\",\"MP\",\"deleteVehicleCrew\"]"
    7 loadFile
    7 selectPlayer !="selectPlayer _playerObject;"
    7 setGroupIconsVisible
    7 setGroupIconsSelectable
    7 setGroupIconParams
    7 addGroupIcon
    7 EPOCH_whitelist
    7 EPOCH_defaultVars_SEPXVar
    7 EPOCH_group_upgrade_lvl_SVar
    7 EPOCH_GROUP_Delete_PVS !="EPOCH_GROUP_Delete_PVS = [player,Epoch_personalToken];"
    7 Dayz_GUI_R
    7 dayz_originalPlayer
    7 zZombie_Base
    7 infiSTAR
    7 GodMode
    7 shazbot
    7 _typeofHookMonky
    7 _allocMemory
    7 _d3d9multipliervariable
    7 _runASM
    7 _addGFX_hookD3D9eventhandler
    7 _BEhookBYPASSBOB
    7 JJMMEE_INIT_MENU
    7 showCommandingMenu
    7 assignAs
    7 playableunits !"{getplayeruid _x == _ownerVar} count playableunits" !="lbSetData[21500, _index, netId _x];\n} forEach(playableUnits - [player]); !="FPS: %1 | PLAYERS: %2 | DAMAGE: %3 | KRYPTO: %4 | HUNGER: %5 | THIRST: %6 | SOILED: %7 | GRIDREF: %8", round diag_fps, count playableUnits, damage player, EPOCH_playerCrypto, EPOCH_playerHunger, EPOCH_playerThirst, EPOCH_playerSoiled, mapGridPosition player, _counter""
    7 allowDamage !="player allowDamage true;vehicle player allowDamage true;" !"SEM_AIsniperDamageDistance"
    7 exec !="<execute expression=" !"RscDebugConsole_execute" !"execFSM" !"_executeStackedEventHandler" !"fn_execVM" !"fn_moduleExecute" !"fn_execRemote" !"fn_MPexec" !"bis_fnc_moduleExecute_activate" !"fn_tridentExecute" !"randomize_civ1" !"executed from" !"EPOCH_DebugGUI_exec" !"_handle = [_display] execVM _script;" !"execVM \"\A3\Structures_F\scripts" !="execVM \"\A3\Structures_F_EPC\Civ\PlayGround\scripts\Carousel_spin.sqf\" !="execVM \"\MPMissions\epoch.altis\scripts\fn_statusBar.sqf\""
    

  2.  

    Im getting Script restriction #98

     

    Can any1 help me with what i need to add on that line?

     

    Line #98 is AssignAs 

     

     

    Line 98 from line 0 is your AllowDamage line, so on 99 add !="SEM_AIsniperDamageDistance)then[{

    if(!isPlayer _x)then{_x allowDamage false};
    },{
    if(!isPlayer _x)then{_x allowDamage true};
    }];" 
     
    (Could probably make it shorter but that's basic jist ^^ )
  3. Here is mine - I have the status bar located under my Dedicated portion:

    [] execVM "IgiLoad\IgiLoadInit.sqf";
    if (isServer) then {
    
    	generate_zone	= compile preprocessFile "aoa\DCL\generate_zone.sqf";
    	walk		= compile preprocessFile "aoa\DCL\walk.sqf";
    
    	civilclass = ["I_Soldier_EPOCH","I_Soldier_EPOCH"];
    	DCLaltistownpositions = [[25702,21352],[27001,23188],[20963,16969],[21353,16375],[18803,16621],[18097,15226],[16811,12700],[19405,13247],[20235,11654],[20538,8896],[20787,6731],[21697,7595],[16614,16087],[16283,17265],[14511,17614],[14065,18674],[10327,19068],[8632,18272],[7147,16417],[9316,15817],[12456,14361],[11032,13395],[10670,12258],[4148,11739],[3611,12965],[3851,13726],[5096,11249]];
    
    	// civilian pop when players are at x meters
    	DCLdistancepop = 200;
    
    	// Civilians are in a group when they pop
    	// Number max random of civilians in the group are x numbers
    	DCLgroupsize = 3;
    
    	// civilian can move in houses around x meters
    	// of theirs initial position
    	DCLdistancemove = 100;
    
    	// civilian side
    	DCLcivilianside = resistance;
    
    	// HC client
    	DCLusehclient = false;
    
    	// HC client name
    	DCLhclientname = "HC";
    
    	{
    		garbage = [_x] spawn generate_zone;
    		sleep 0.01;
    	}foreach DCLaltistownpositions;
    	};
    	
    
    if(isDedicated)exitWith{}; //Everything below this line is only executed on the client (player or local host)
    
    SEM_client_createMissionMarker = {	private ["_create","_markerTimeout","_markerPos","_markerID","_markerA","_markerB"];
    	_create = _this select 0;
    	
    	//Create Marker
    	if(_create)then[{
    	
    	_markerPos = _this select 1;
    	_markerID = _this select 2;
    	
    	_markerA = createMarkerLocal [format["SEM_MissionMarkerA_%1", _markerID], _markerPos];
    	_markerB = createMarkerLocal [format["SEM_MissionMarkerB_%1", _markerID], _markerPos];
    	
    	{	_x setMarkerShapeLocal "ELLIPSE"; _x setMarkerSizeLocal [350,350];
    		_x setMarkerPosLocal _markerPos}forEach [_markerA,_markerB];
    	
    	_markerA setMarkerBrushLocal "Cross";
    	_markerA setMarkerColorLocal "ColorYellow";
    
    	_markerB setMarkerBrushLocal "Border";
    	_markerB setMarkerColorLocal "ColorRed";
    	
    	},{	//else delete marker
    
    	_this spawn { private ["_markerTimeout","_markerID"];
    		_markerTimeout = _this select 1;
    		_markerID = _this select 2;
    		
    		if(_markerTimeout > 0)then{
    			format["SEM_MissionMarkerB_%1", _markerID] setMarkerColorLocal "ColorGreen";
    			sleep _markerTimeout;
    		};
    		
    		if (getMarkerColor format["SEM_MissionMarkerA_%1", _markerID] != "")then{	//Only delete existing Marker
    			deleteMarkerLocal format["SEM_MissionMarkerA_%1", _markerID];
    			deleteMarkerLocal format["SEM_MissionMarkerB_%1", _markerID];
    		};
    	};	
    	}];
    };
    
    if(!isNil "SEM_globalMissionMarker")then{SEM_globalMissionMarker call SEM_client_createMissionMarker};
    "SEM_globalMissionMarker" addPublicVariableEventHandler {_this select 1 call SEM_client_createMissionMarker};
    
    "SEM_globalHint" addPublicVariableEventHandler { private "_sound";
    	_sound = (_this select 1) select 0;
    	switch(_sound)do{
    		case 0:{playSound "UAV_05"}; //Mission start
    		case 1:{playSound "UAV_01"}; //Mission fail (object destroyed)
    		case 2:{playSound "UAV_04"}; //Mission fail (time out)
    		case 3:{playsound "UAV_03"}; //Mission success
    	};
    	hint parseText format["%1", (_this select 1) select 1];
    };
    
    "SEM_vehDamage" addPublicVariableEventHandler { private ["_vk","_vP","_s"];
    	_vk = _this select 1;
    	_vP = vehicle player;
    	if(!local _vk)exitWith{};
    	if(_vk != _vP)exitWith{};
    	_s = [	"MOTOR","karoserie","palivo","glass1","glass2","glass3","door1","door2","door3","door4",
    	"wheel_1_1_steering","wheel_2_1_steering","wheel_1_2_steering","wheel_2_2_steering",
    	"wheel_1_3_steering","wheel_2_3_steering","wheel_1_4_steering","wheel_2_4_steering"];
    	{_vk setHit [_x,(_vk getHit _x)+(.2+(random .15))]}count _s;
    };
    
    	"VEMFChatMsg" addPublicVariableEventHandler {
    		systemChat ((_this select 1) select 0);
    		[
    			[
    				[((_this select 1) select 0),"align = 'center' size = '1' font='PuristaBold'"],
    				["","<br/>"],
    				[((_this select 1) select 1),"align = 'center' size = '0.5'"]
    			]
    		] spawn BIS_fnc_typeText2;
    		VEMFChatMsg = nil;
    	};
    
    
     [] execVM "scripts\fn_statusBar.sqf"; 

  4. I didn't even think to look at that, pretty stupid way to do it if that's how it works, It should be based around a single coord for each town then variations off that coord, such as [(_pos select 0 + 50, _pos select 1 + 50,0)];

     

    That's what I thought. I set mine up this way for a constant (yet lower) threat in the sense that it is about 2-5ish AI by city size (am assuming it uses buildings to produce them). We are very low pop so I'm trying not to kill everyone off before they escape their skivvies, Lol.

     

    generate_zone.sqf

     

    if(!(isserver) and !(DCLusehclient)) exitwith {};
    if(!(!hasInterface && !isServer && name player == DCLhclientname) and DCLusehclient) exitwith {};
    
    private [
    "_allunits",
    "_back",
    "_buildings",
    "_civil",
    "_civiltype",
    "_civilrole",
    "_index",
    "_group",
    "_number",
    "_position",
    "_positions",
    "_start",
    "_trigger"
    ];
    
    _position = _this select 0;
    
    if (isnil "_position") exitwith { hint "DCL: empty position";};
    if (count _position < 1) exitwith { hint "DCL: required a position ARRAY";};
    if (surfaceiswater _position) exitwith { hint "DCL: position is in the water";};
    
    _allunits = [];
    _back = [];
    _positions = [];
    _start = true;
    
    DCLcountplayer = {
    private ["_array", "_count"];
    _array = _this select 0;
    _count = 0;
    if (isnil "_array") exitwith {_count = 0; _count;};
    {
    if(isplayer _x) then {
    _count = _count + 1;
    };
    sleep 0.0001;
    }foreach _array;
    _count;
    };
    
    // List all units in Zone
    _trigger = createTrigger["EmptyDetector", _position];
    _trigger setTriggerArea[DCLdistancepop, DCLdistancepop, 0, false];
    _trigger setTriggerActivation["ANY", "PRESENT", TRUE];
    _trigger setTriggerStatements["", "", ""];
    
    while { ([(list _trigger)] call DCLcountplayer == 0) } do { sleep (random 5); };
    
    _buildings = nearestObjects[_position,["House_F"], 150];
    sleep 1;
    {
    _index = 0;
    while { format ["%1", _x buildingPos _index] != "[0,0,0]" } do {
    _positions = _positions + [(_x buildingPos _index)];
    _index = _index + 1;
    };
    }foreach _buildings;
    
    _number = 1 + round (random DCLgroupsize);
    _group = creategroup DCLcivilianside;
    for "_x" from 0 to _number do {
    _civiltype = civilclass call BIS_fnc_selectRandom;
    _position = _positions call BIS_fnc_selectRandom;
    _civilrole = "civil";
    _back = _back + [[_civiltype, _position, _civilrole]];
    
    };
    
    while { true } do {
    // restore civils
    if ((([(list _trigger)] call DCLcountplayer == 0) or _start) and random (1) > 0.39) then {
    _start = false;
    {
    if(alive _x) then {
    _civilrole = _x getvariable "civilrole";
    _back = _back + [[typeof _x, position _x, _civilrole]];
    _x removeAllEventHandlers "Killed";
    _x setdammage 1;
    deletevehicle _x;
    };
    sleep 0.1;
    }foreach (units _group);
    deletegroup _group;
    while { ([(list _trigger)] call DCLcountplayer == 0) } do { sleep (random 5); };
    _group = creategroup DCLcivilianside;
    {
    _civiltype = _x select 0;
    _civil = _group createUnit [_civiltype, (_x select 1), [], 0, "FORM"];
    _position = _positions call BIS_fnc_selectRandom;
    _civil setvariable ["civilrole", (_x select 2), true];
    _civil setvariable ["destination", _position, false];
    _civil setvariable ["wcprotected", true, false];
    sleep 0.1;
    }foreach _back;
    wcgarbage = [_group] spawn walk;
    _back = [];
    };
    sleep 5;
    }; 

     

     

    walk.sqf

    	private [
    		"_allunits",
    		"_buildings",
    		"_civil",
    		"_index",
    		"_group",
    		"_position",
    		"_positions"
    	];
    
    	_allunits = [];
    	_positions = [];
    
    	_group = _this select 0;
    
    	_group setcombatmode "RED";
    	_group allowfleeing 0;
    	_group setspeedmode "FULL";
    
    	{
    		_x setbehaviour "COMBAT";
    		_x allowFleeing 0;
    		_x setvariable ["lastpos", position _x, false];
    		_x setvariable ["destination", position _x, false];
    		_x setvariable ["moveretry", 0, false];
    		_x setunitpos "UP";
    	} foreach (units _group);
    	
    	_position = position (leader _group);
    	_buildings = nearestObjects[_position,["House_F"], DCLdistancemove];
    	sleep 1;
    
    	{
    		_index = 0;
    		while { format ["%1", _x buildingPos _index] != "[0,0,0]" } do {
    			_position = _x buildingPos _index;
    			_positions = _positions + [_position];
    			_index = _index + 1;
    		};
    	}foreach _buildings;
    
    	while { count (units _group) > 0 } do {
    		if(count _allunits == 0) then {
    			_allunits = units _group;
    		};
    
    		_civil = _allunits select 0;
    		_allunits = _allunits - [_civil];
    		
    			if(format["%1", _civil getvariable "lastpos"] == format["%1", position _civil]) then {
    				_civil setvariable ["moveretry", (_civil getvariable "moveretry") + 1, false];
    			};
    		
    			_civil setvariable ["lastpos", position _civil, false];
    		
    			if(_civil getvariable "moveretry" > 3) then {
    				_position = _positions call BIS_fnc_selectRandom;
    				_civil stop false;
    				_civil setvariable ["destination", _position, false];
    				_civil domove _position;
    				_civil setvariable ["moveretry", 0, false];
    			};
    			sleep 5;
    		}; 

     

    and in init.sqf

    if (isServer) then {
    
    	generate_zone	= compile preprocessFile "aoa\DCL\generate_zone.sqf";
    	walk		= compile preprocessFile "aoa\DCL\walk.sqf";
    
    	civilclass = ["I_Soldier_EPOCH","I_Soldier_EPOCH"];
    	DCLaltistownpositions = [[25702,21352],[27001,23188],[20963,16969],[21353,16375],[18803,16621],[18097,15226],[16811,12700],[19405,13247],[20235,11654],[20538,8896],[20787,6731],[21697,7595],[16614,16087],[16283,17265],[14511,17614],[14065,18674],[10327,19068],[8632,18272],[7147,16417],[9316,15817],[12456,14361],[11032,13395],[10670,12258],[4148,11739],[3611,12965],[3851,13726],[5096,11249]];
    
    	// civilian pop when players are at x meters
    	DCLdistancepop = 200;
    
    	// Civilians are in a group when they pop
    	// Number max random of civilians in the group are x numbers
    	DCLgroupsize = 3;
    
    	// civilian can move in houses around x meters
    	// of theirs initial position
    	DCLdistancemove = 100;
    
    	// civilian side
    	DCLcivilianside = resistance;
    
    	// HC client
    	DCLusehclient = false;
    
    	// HC client name
    	DCLhclientname = "HC";
    
    	{
    		garbage = [_x] spawn generate_zone;
    		sleep 0.01;
    	}foreach DCLaltistownpositions;
    	};
    
    

  5.  

    I would like to move this to the top of the screen how would you do that


    Darth has a good explanation here:

     

    In statusBar.hpp play with these values:

    class statusBarText {
    			idc = 1000;
    			x = safezoneX + safezoneW - 2.0;
    			y = safezoneY + safezoneH - 0.04;
    			w = 1.25;
    			h = 0.04;
    

    the x value is left and right.  A higher value moves it all further to the left

     

    the w value is how wide the bar is.  A higher value will give you more room to add stuff

     

    When you change the width you will also have to change the left/right values to keep it centered.  You'll just have to play with it until you get it how you want.

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