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kiel367

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Posts posted by kiel367

  1. just managed to fix mine, turns out it was building snapping issue

    go into the snap_build folder

    open player_build.sqf and comment out this line

     

    if((count ((getPosATL player) nearObjects ["All",30])) >= DZE_BuildingLimit) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"];};

     

    so it looks like this

     

    //if((count ((getPosATL player) nearObjects ["All",30])) >= DZE_BuildingLimit) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"];};

  2. tried installing this, cant get it right, this is my init portion where the code goes, does this look right?

     

    };

    if (!isDedicated) then {
    [] execVM "compile\Server_WelcomeCredits.sqf";
        //Conduct map operations
        0 fadeSound 0;
        waitUntil {!isNil "dayz_loadScreenMsg"};
        dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
        
        //Run the player monitor
         _id = player addEventHandler ["Respawn", {_id = [] spawn player_death; _nul = [] execVM "playerspawn.sqf";}];
        _playerMonitor =     [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";        
        _nil = [] execVM "custom\JAEM\EvacChopper_init.sqf";
            _nul = [] execVM "playerspawn.sqf";
    };
               //anti Hack
        
        //Lights
        //[0,0,true,true,true,58,280,600,[0.698, 0.556, 0.419],"Generator_DZ",0.1] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
        
    };
     

  3. hey guys, i was looking into a para spawn script for my server and came across this post

    http://opendayz.net/threads/halo-spawn-altimeter.12069/

     

    Difficulty = 2/10

     

    and its outdated so i decided to play about with this code and try and fix it for 1.0.4

     

    so here are the steps for how i installed it

     

    Create an sqf file and name it altimeter.sqf

     

    pasted in this code (its the nicer of the 2 options the other thread used)

    MC_BIS_halo_spawn = compile preprocessFileLineNumbers "fixes\haloInit.sqf";
    private["_mkr"];
    _mkr = "spawn" + str(round(random 4));
    if (!isDedicated) then {
        [] spawn {
            waitUntil { !isNil ("dayz_Totalzedscheck") and
    !(player getVariable ["humanity",0] > 5000 and
    typeOf player == "Survivor2_DZ") and
    !(player getVariable ["humanity",0] < -2000 and
    (typeOf player == "Survivor2_DZ" or
    typeOf player == "SurvivorW2_DZ") ) and
    !(player getVariable ["humanity",0] > 0 and
    (typeOf player == "Bandit1_DZ" or
    typeOf player == "BanditW1_DZ") )
    };
     
            if (dayzPlayerLogin2 select 2) then
            {
                _pos = position player;
                _mkr setMarkerPos [_pos select 0, _pos select 1];
                player spawn MC_BIS_halo_spawn;
            };
        };
    };

    then save it

     

    next was to open up the init file and paste this just under where it says dayz_paraSpawn = false; (change this to true obviously)

     

    paste this code in

    [] execVM "folder\altimeter.sqf"; (folder being the custom folder you plan to store it in)

    so now it will look like this

     

    dayz_paraSpawn = true;
    [] execVM "custom\altimeter.sqf";

     

    then when a new spawn gets in, they will parachute out the sky, with an altimeter to tell them when to deploy their chute, this then goes away about 20 seconds after they land

     

    im in no way a scripter, and just happened to be playing around to see about using the coding in that thread, so all credit goes really to

    Wiked Bubble

  4. would it not work by putting it into your mission folder and running it with this code?

     

    [] ExexVM "player_DumpBackpack.sqf"; in the init?

     

    im running on vilayer so our hosting might have a different way of structuring the files

     

    we dont run a custom compiles folder

     

    nvm just tested it, doesnt work

  5. yeh iv got this issue as well

     

    Posted 28 January 2014 - 11:20 PM

    With the new Version nobody can buy vehicles or other stuff at the traders. There is a message appearing "Missing 0 more Briefcase" etc.

     

    Anyone know where this is coming from?

     

    cannot buy anythin at traders currently

  6. have just commented it out for now, seems to have sorted it, managed to get both my antihacks working as well, using bluepheonix and dayzah aparantly bohemia interactive told vilayer to remove the option for dayzah, i managed to get it going still even tho the option is removed from the site, cant spawn vehicles using bluepheonix but dayzah spawns them fine as they dissapear with bluepheonix

  7. usine bluepheonix to spawn a vehicle in, it dissapears, and kills the occupants, which as of past patches has always been the killed a hacker script, i have looked into changing it, but everything tells me to search for a line of code i do not have, so thought i would post it in here to see if one of u guys could look into it an help me, so heres my code for the killing a hacker

     

    class group_cleanup
        {
          name = "group_cleanup";
          init = /*%FSM<STATEINIT""">*/"//Check for hackers" \n
           " {" \n
           epoch 1.0.3 if(vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x)  && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n
           "        diag_log (""CLEANUP: KILLING A HACKER "" + (name _x) + "" "" + str(_x) + "" IN "" + (typeOf vehicle _x));" \n
           "        (vehicle _x) setDamage 1;" \n
           "        _x setDamage 1;" \n
           "     };" \n
           " } forEach allUnits;"/*%FSM</STATEINIT""">*/;
          precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
          class Links
          {
            /*%FSM<LINK "true">*/

     

     

     

     

    any smarter than me person care to have a look at this for me?

     

    someone mentioned i could just edit all the lines like this with the double // but it opens up doors for hackers

     "//Check for hackers" \n
          " //{" \n
          "      //if(vehicle _x != _x && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"") then {" \n
          "        //diag_log (""CLEANUP: KILLING A HACKER "" + (name _x) + "" "" + str(_x) + "" IN "" + (typeOf vehicle _x));" \n
          "          //(vehicle _x) setDamage 1;" \n
          "          //_x setDamage 1;" \n
          "    //};" \n
          " //} forEach allUnits;" \n
          "//" \n
          "///*" \n
          "//Let's move this into the body removal sequence so uncontrolled flies are removed only if corpses are cleaned" \n
          "//Check Flies" \n
  8. im having the same issue even after removing bluepheonix, got this in my rpt

     

    21:01:26 Error Missing {
    21:01:26 File z\addons\dayz_server\compile\server_updateObject.sqf, line 29
    21:01:26 Error in expression <ition select 2]; _isNotOk = true; }; };
    };
    };


    if (_isNotOk and _isbuildable) e>
    21:01:26 Error position: <};
    };


    if (_isNotOk and _isbuildable) e>
    21:01:26 Error Missing {
    21:01:26 File z\addons\dayz_server\compile\server_updateObject.sqf, line 29
    21:01:31 "DEBUG FPS : 15.7325"

  9. mine looks a little different

     

       "if(dayz_paraSpawn and !(player isKindOf ""PZombie_VB"")) then {" \n
           "  _para = createVehicle [""ParachuteWest"", _setPos, [], 0, ""FLY""];  " \n
           "  player moveInDriver _para;" \n
           "} else {" \n
           "  player setPosATL _setPos;" \n
           "  player setDir _setDir;" \n
           "};" \n
           "" \n
           "{" \n

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