kiel367
-
Posts
72 -
Joined
-
Last visited
Content Type
Profiles
Forums
Articles
Posts posted by kiel367
-
-
yeh i missed it out when copying it in here lol, was in my code correct
-
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"];};
-
getting an error cannot build too many items within 30m
inserted this in my init as it does not exist in 1.0.4.1
DZE_BuildingLimit = 300
but it then throws up errors
anyone have any idea if they have changed where you edit this feature? or a workaround
-
installed the updated file, works fine now, is there a way to remove the helipad as admin? tried the usual pressing delete but cant remove them once they are down
-
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";
};
-
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and its outdated so i decided to play about with this code and try and fix it for 1.0.4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
-
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
-
yeh ins_slayer is right, i rebuilt my pbo last night from scratch, and traders now work
-
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
-
anyone managed to get them off the coast? would love to know how to put them in with spawning loot, if anyone has a link to how to do this, i would greatly appreciate it
-
watched this video a few weeks ago, and like the look of the bunker bits with the code to transport you to an "underground bunker" wether its underground or not is not important, as long as you are taken far out of the map
http://www.youtube.com/watch?v=X2xVBPKaBX8
anyone have this code? would love to impliment this in my server
-
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
-
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
-
i managed to get my tool working, had to completely replace my server_updateObject.sqf in order to sort the database not saving the vehicles moved round the map and stuff in safes not saving, i copied in this version and it seems to be working perfect so far https://github.com/thevisad/DayZ-Private-master/blob/master/pkgs/pkg1744/dayzplus/compile/server_updateObject.sqf
-
just tried to impliment this on my 1.0.2.5 server, doesnt seem to work for some reason, been building my pbo from scratch, this is where im stuck now lol
https://www.dropbox.com/s/dymum7i9hssp5p5/dayz_epoch_11.Chernarus.pbo
-
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" -
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 -
aah that works fine, thanks, any way of making it only for new spawns? also how do i set the height i would drop in at?
-
i notice in the patch notes, to have players halo jump in on spawn has been added, but i cannot find it anywhere in the server files, could anyone point me in the right direction?
-
sorted it, turns out another admin had made a new folder on the server that caused an issue
-
in the rpt log of my vilayer server, whenever i start up my mission, it comes up with mission file needs updating, i have tried standard mission files and non standard, but i cannot figure this out, any ideas anyone?
Walls missing leaving bases open 1.0.4.1
in Server Install
Posted
im having this issue now with buildables dissapearing, any fix for this?