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RuschGaming

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  1. Like
    RuschGaming reacted to Darth_Rogue in [TUTORIAL] Adding logo to screen   
    Adding Static Logo Image to Screen
     

     
     
     
    Want to add a clan logo to your screen for your players?  It can be done!  And here's how.
     
    1.  Open your favorite text editor and copy in this code:
     



     
    2.  Save the text file as 'logo.sqf'
     
    3.  Also in your text editor, copy and paste this code into a new text file:
     



     
    4.  Save the file as logo.hpp.  File type should be "All Files"
     
    5.  Open your init.sqf in your mission file and add this line ABOVE any line that says if "(!isDedicated and hasInterface) then"
    //In-Game Logo [] execVM "images\logo.sqf";  
    6.  Open your description.ext and add this at the bottom:   class RscTitles { #include "images\logo.hpp" }; If you already have an RscTitles section, then just add the #include line between the RscTitles brackets
     
    7.  In your mission file, copy the files you just created to a sub-folder of your choosing.  You will have to update the file paths referenced above as necessary.
     
    8.  Now comes the fun part.  You will need to design or find an image that will work.  The image should be resized to be any multiple of 2.  The best size is 128x128, but larger or smaller image sizes will work.  I would caution you though to try to find a balance between being large enough to see, but small enough so as to not balloon your mission file size too much.  128x128 seems to fit that bill nicely.  If you don't have them already, download the BIS tool set.  Run the installer.  All you really need to install for this project is TexView2.
     
    9.  Open TexView2 and then open your desired image.  Save the image as a PAA, ensuring that in the upper left drop-down box RGBA is selected, which it should be by default.
     
    10.  Copy the completed image to your mission file in a folder of your choosing and then make sure the path to the image in logo.sqf matches the name and location of the image file.
      Things to note:   You can alter the placement of the image by playing with the alignment values in the hpp file.  You can also make adjustments to the sqf file, where it says 'left'.  You can change it to 'center' or 'right'.   You can use any image as a source, but I would recommend using something with a transparent background so the image covers as little screen space as possible.   From what I've seen thus far, no BE filters are necessary for this. When this image is in game on screen, the text chat box moves up and around it, so there's no worries about the image covering player chat text.     Credit goes to KiloSwiss and Zupa from their pointers in for helping work out the kinks.  
  2. Like
    RuschGaming reacted to Friendly in Extended Safezone Script - Working!   
    Hey guys, I am still a noob at scripting. Here is a code revamped a little from the Arma 2 Epoch Community to try and help out anyone having problems with extending safezones.
     
    -----> I am no longer providing support for this script please get all questions/answers from the community! Peace  B) <-----
     
    Video Tutorial thanks to subzerogaming :
    https://youtu.be/zbWSwdw0QF4
     
    NOTE: Only Works with Infistar Antihack as Epochs Antihack Reverts Allow Damage
     
    To allow this to work you must change the follow to false below in your run.sqf that was provided to you by infistar!
    /* revert allowDamage */ _RAD = false; /* true or false */ /* if you have safezones using "player allowDamage false;" or similar.. set _RAD = false; */ /* HandleDamage check */ _HDC = false; /* true or false */ /* *experimental + Epoch only* - probably publicVariableServer spam but no more godmode hackers. */ /* Revert HandleDamage */ _RHD = false; /* true or false */ /* Needs to be false for Paintball script */ /* Use EH_Fired check */ _EHF = false; /* true or false */ /* Some mods revert the EventHandlers by default and can cause problems with this check. Tested on Epoch and AltisLife. */ Next go to your init.sqf (note: If you do not already have one just create a blank init.sqf file and put the following)
    Paste the following code into it.
    [] execVM "scripts\safezone.sqf"; If you do not already have a scripts folder then create one or rename the path in the init to wherever you want it to be placed, but for this example we will just use the scripts folder.
    Inside of the scripts folder create a new file called safezone.sqf and paste the following into it.
    if (isNil "inSafezone") then { inSafezone = false; }; while { true } do { private["_safeZoneDamageEH", "_safeZoneFiredEH"]; waitUntil { inSafeZone }; player allowDamage false; _safeZoneDamageEH = player addEventhandler["HandleDamage",{false}]; _safeZoneFiredEH = player addEventHandler ["Fired", { deleteVehicle (_this select 6); systemChat ("You can not fire your weapon in a safe zone."); }]; waitUntil { !inSafeZone }; player allowDamage true; player removeEventhandler["HandleDamage", _safeZoneDamageEH]; player removeEventHandler["Fired", _safeZoneFiredEH]; };  Next go into your mission.sqm and replace
    class Markers { items = 9; class Item0 { position[] = {14939.934,0.053499073,15083.272}; name = "center"; type = "Empty"; }; class Item1 { position[] = {23600.639,3.19,18000.72}; name = "respawn_east"; type = "Empty"; }; class Item2 { position[] = {23600.611,3.19,18000.768}; name = "respawn_west"; type = "Empty"; }; }; };  With
    class Markers { items = 9; class Item0 { position[] = {14939.934,0.053499073,15083.272}; name = "center"; type = "Empty"; }; class Item1 { position[] = {23600.639,3.19,18000.72}; name = "respawn_east"; type = "Empty"; }; class Item2 { position[] = {23600.611,3.19,18000.768}; name = "respawn_west"; type = "Empty"; }; class Item3 { position[]={6181.6841,83.907509,16876.732}; name="westsafezone"; text="Safe Zone"; type="mil_warning"; colorName="ColorRed"; }; class Item4 { position[]={13334.093,2.2350941,14517.924}; name="centralspawn"; markerType="ELLIPSE"; type="Empty"; colorName="ColorGreen"; fillName="Grid"; a=250; b=250; }; class Item5 { position[]={13326.247,2.2928343,14546.686}; name="centralsafezone"; text="Safe Zone"; type="mil_warning"; colorName="ColorRed"; }; class Item6 { position[]={18464.313,23.351175,14263.799}; name="eastspawn"; markerType="ELLIPSE"; type="Empty"; colorName="ColorGreen"; fillName="Grid"; a=250; b=250; }; class Item7 { position[]={18461.789,24.769226,14300.033}; name="eastsafezone"; text="Safe Zone"; type="mil_warning"; colorName="ColorRed"; }; class Item8 { position[]={6195.4927,89.220779,16839.254}; name="westspawn"; markerType="ELLIPSE"; type="Empty"; colorName="ColorGreen"; fillName="Grid"; a=250; b=250; }; }; class Sensors { items=3; class Item0 { position[]={18461.789,24.769226,14300.033}; a=250; b=250; activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; name="eastsafezone"; expCond = "(player distance eastsafezone) < 250;"; expActiv="hint ""You have entered A Safe Zone! Do not fire in the Safe Zones.""; inSafeZone = true;"; expDesactiv="hint ""You are leaving the Safe Zone!""; inSafeZone = false;"; class Effects { }; }; class Item1 { position[]={6181.6841,83.907509,16876.732}; a=250; b=250; activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; name="westsafezone"; expCond = "(player distance westsafezone) < 250;"; expActiv="hint ""You have entered A Safe Zone! Do not fire in the Safe Zones.""; inSafeZone = true;"; expDesactiv="hint ""You are leaving the Safe Zone!""; inSafeZone = false;"; class Effects { }; }; class Item2 { position[]={13326.247,2.2928343,14546.686}; a=250; b=250; activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; name="centralsafezone"; expCond = "(player distance centralsafezone) < 250;"; expActiv="hint ""You have entered A Safe Zone! Do not fire in the Safe Zones.""; inSafeZone = true;"; expDesactiv="hint ""You are leaving the Safe Zone!""; inSafeZone = false;"; class Effects { }; }; }; };   
    This should work for all maps, but you will have to change the coordinates of the markers if it is anything but default altis.
     
    Battleye:
     
    Scripts.txt
     
    line 20 or under allowDamage add
    !"player allowDamage false;" !"player allowDamage true;" line 58 or under 7 removeEventHandler add
    !"player removeEventhandler["HandleDamage", _safeZoneDamageEH];" No Longer being updated/responded to as I only play the game now  B)
  3. Like
    RuschGaming reacted to IT07 in [scarCODE] S.I.M. (Server Info Menu) by IT07   
    Yes it is possible to make right-click exit the menu. The command that does that will probably cause BE filter kicks but it is possible to create. I will add this to the features in a future version. Until then, "close menu" does the same ;)

    EDIT: send me your SC_compileMenu.sqf and where you want the image and I'll look at it.
  4. Like
    RuschGaming got a reaction from IT07 in [scarCODE] S.I.M. (Server Info Menu) by IT07   
    thanks for the info I appreciate it!
    but sad news script works and doesnt show the image. I think its just arma not letting me add it?  
    I have even lowered down the resolution to 16x16 (icon size) jpg/paa and still no luck... arma is hating me xD
     
     
    Edit:
    PS:  Suggestion.
    my buddy and i have been talking allot about your script and came up with an idea for it. the server menu is great but what if the person is new to the server and is reading the info and then he hears gun shots and he wants to run away but the menu is still blocking his view. is there a way to add for example if right click => exit menu?
  5. Like
    RuschGaming reacted to IT07 in [scarCODE] S.I.M. (Server Info Menu) by IT07   
    Thank you! You are welcome.
    To answer your question: just add
    <img image='Folder\whatever.jpg' width='numbah' /> to one of the lines in the code where you want to have it shown. Can't get easier than that mate :)
  6. Like
    RuschGaming got a reaction from IT07 in [scarCODE] S.I.M. (Server Info Menu) by IT07   
    Great script IT07!
     
    Question i am trying to play with the script you made.
    I have understood most of it so far but i cant seem to get the image working correctly.
     
    Tested the code i got from the wiki and play around with it. Finally got it to work (sorta) gave me an error missing content. Fixed that issue (derp me) 
    Scrolled through the menu everything is working fine except for the image isnt showing in the Server Menu Content. Been cracking my brain open, searching through google and tells me the exact same line of code i need to use. Am i overlooking something?
     
     
    what i have used to work with:
    _imageText = parseText "<img size='5' image='logo.jpg' width='100' height='100'/>"; _imageLogo = image "logo.jpg"; Also tried changing it up with jpg or paa no luck.
  7. Like
    RuschGaming reacted to maca134 in M3Editor - A3 3D Editor   
    More info goto http://maca134.co.uk/portfolio/m3editor-arma-3-map-editor/
     
    I will not be announcing updates on this forums anymore.
    a3_epoch_custom.zip
    @m3editor.zip
    convert.htm
  8. Like
    RuschGaming reacted to Darth_Rogue in [RELEASE] Random Loot Crates v1.25   
    Random Loot Crates v1.25
     
     
     
    Many of us among the community are doing custom map addons using various map editing tools, but up until now there hasn't been a "good" way to spice things up with loot crates.  Sure you can manually spawn in crates via script, but then you have to go through the laborious process of filling each one with a specific set of loot.  What's more, the loot is always the same with no variety, which gets boring for your players after a while once they know what to expect from each crate.
     
    So to combat this issue I've come up with a way to have a random and dynamic loot crate spawn system that is fully customizable.  You can change the number of crates, their position on the map, what type of crate is used, what loot goes in each crate and how much of it, and add or remove loot items as needed.  You can also specify a static amount of any given item, such as explosives, to prevent large random amounts of them from spawning in.
     
    To use this addon -  simply download and unzip the attached file and place the PBO in your @epochhive folder.  You're done!  No BE filters are needed for this to work.  
    The coordinates that are currently listed in the script for the crates are for a custom area that I designed for Bornholm, Object X-99.  So those of you using will be all set already, especially if you have AI soldiers guarding the area.  If you are running other maps then you will likely need to edit the coords for the crates and possibly the number of crates you want to spawn.  But using this as a base template you should be able to create a solution that will fit your needs.  
     
     
    Included here is a screenshot of the main file and a short explanation of what each section is for and a general idea of how it works.  Use these instructions as a guide and you should be all set.  Of course, questions in this thread are welcome!  I will be happy to help with any hiccups.
     
     
    Script structure breakdown and explanation:
     

     
     
     
    DOWNLOAD
    A3 Epoch Custom Crates v1.25 - Download (Github)
     
    UPDATE 4/27 - Ghostrider-DBD- has added the ability to use vehicle crashes at crate locations, similar to Richie's Heli Crash script.  This option can be enabled or disabled on line 23.  You also have the option to create a crate spawn location offset.  Check lines 150-152 to set those up.  There are other things that can be tweaked as well.  See the script's line notes for details 
     
     
    I'm sure there's probably a "better" or more efficient way to do what I've done in this script.  I'm no scripting expert.  If anyone has any ideas or suggestions that can make this better I'm all ears!  However, since this is run by the server only and only loads one time on each server restart, I'm not incredibly worried about optimizing it.  If it ain't broke, don't fix it!   ;)  This addon is nearly infinitely customizable and should meet the needs of nearly any situation where a static crate is needed.
     
    Credits:  Authored by Darth Rogue and Chisel (tdwhite)
    Special thanks to Robio and deadeye for helping overcome the last couple roadblocks!
    Modified by Ghostrider-DBD- for better random loot distribution and adding vehicle crashes   :)
  9. Like
    RuschGaming reacted to Darth_Rogue in Epoch 0.3 mission.sqm   
    The missions should be the same, unless you run Bornholm.  Then your mission may be different from the "Official" one.  So unless you've customized it to run a HC or added sensors or something then you should be able to use the stock mission.sqm just fine.  
  10. Like
    RuschGaming reacted to robbiedarza in Batch file for joining your favourite servers   
    Hello all,
     
    This is a .bat file I used to use for arma 2 to join a server quickly just edited a little bit to work for arma 3 Epoch.
     
    Copy and paste it into notepad and save it as start.bat
     
    Just edit the server ip, port and mods to your liking.
     
     
    Cheers
     
     
    Robbie
    @echo off echo =============================== echo YOUR CLAN NAME HERE echo -------------------------------- echo by YOUR NAME HERE echo =============================== echo Join the server in ..... timeout 4 ::Config | Edit to fit your needs ::---> =============================================================================================================================================== :: Your Arma 3 set arma3=C:\Program Files (x86)\Steam\steamapps\common\Arma 3 :: Server IP set IP=1234.5678.910 :: Server Port set PORT=2302 :: Server PASSWORD set PASSWORD= :: Required Mods [ Ex. @Taviana;@DayzOverwatch;@DayZ_Epoch; ] set MODS=@Epoch;@allinarmaterrainpack;@mas; :: DO NOT EDIT THE LINES BELOW ::=============================================================================================================================================== start "" "%arma3%\arma3.exe" 0 0 -skipintro -mod=%MODS% -noSplash -noFilePatching -world=empty -connect=%IP% -port=%PORT% @exit
  11. Like
    RuschGaming reacted to MisterT in Editing Items or Adding Items to Traders using RedisManager   
    Install RedisManager Or if you have it Open it
     
    Download Location
    https://github.com/u...sDesktopManager
     
    1. Once RedisManager is open Connect to your database.

     
    2. Click on the + sign by db0

     
    3. Click on the + sign by AI Items.

     
    4. You see AI_ITEMS:NA420  Each one is a Trader items. So go through each line and add items. 
    YOU CAN COPY AND PASTE SAME INFO IN ALL TRADERS. UP TO YOU.
    [["WhiskeyNoodle","ItemCoolerE","Hatchet","16Rnd_9x21_Mag","PaintCanGrn","HeatPack","ItemGoldBar10oz","Chemlight_green","HandGrenade","30Rnd_9x21_Mag","6Rnd_45ACP_Cylinder","20Rnd_556x45_UW_mag","5Rnd_rollins_mag","9rnd_45X88_magazine","ItemScraps","optic_Holosight_smg","30Rnd_65x39_caseless_green","SmokeShellRed","SmokeShellBlue","20Rnd_762x51_Mag","emptyjar_epoch","muzzle_snds_H","SmokeShellOrange","5Rnd_127x108_APDS_Mag","arifle_Mk20C_plain_F","ChainSaw","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag","muzzle_snds_M","muzzle_snds_B","C_Van_01_box_EPOCH","honey_epoch","ItemEmerald","30Rnd_556x45_Stanag","30Rnd_762x39_Mag","PaintCanOra","11Rnd_45ACP_Mag","MortarBucket","FoodSnooter","PaintCanBlk","PaintCanBlu","PaintCanYel","optic_Holosight","arifle_MX_F","200Rnd_65x39_cased_Box","LMG_Mk200_F","Binocular","arifle_Mk20_plain_F","H_14_EPOCH","optic_Aco_smg","7Rnd_408_Mag","200Rnd_556x45_M249","9Rnd_45ACP_Mag","30Rnd_45ACP_Mag_SMG_01","V_4_EPOCH","V_16_EPOCH","hgun_PDW2000_F","jerrycan_epoch","100Rnd_65x39_caseless_mag","hgun_P07_F","SmokeShellGreen","Pelt_EPOCH","NVG_EPOCH","MiniGrenade","CircuitParts","optic_Yorris","10Rnd_762x51_Mag","5Rnd_127x108_Mag","6Rnd_GreenSignal_F","hgun_Pistol_Signal_F","SmokeShell","optic_Aco","hgun_Pistol_heavy_01_F","arifle_MXC_F","hgun_Rook40_F","M14Grn_EPOCH","SmokeShellPurple","muzzle_snds_H_MG","acc_flashlight","m249Tan_EPOCH","SMG_02_F","m249_EPOCH","200Rnd_65x39_cased_Box_Tracer","30Rnd_556x45_Stanag_Tracer_Yellow","optic_DMS","Towelette","acc_pointer_IR"],[1,4,0,11,1,2,2,19,16,5,5,2,2,2,1,1,2,1,2,1,0,1,15,0,1,0,2,0,2,2,0,0,1,8,2,1,11,0,0,0,1,1,1,3,13,1,2,1,0,2,2,2,9,4,1,1,2,0,1,1,14,1,0,8,0,1,1,0,2,1,14,3,1,1,1,0,14,1,1,1,1,1,1,1,1,2,1]] This is very basic and simple.
     
    Mister T
  12. Like
    RuschGaming reacted to SpiRe in [WIP] SQF DeObfuscation Tool   
    I really don't know why people make SQF code obfuscated ( Entire code in one line ) because it's too easy parse the code just with notepad LOL...
     
    I made this simple tool because as server owner you should know what code you run on the server.
     
    Place your sqf files to folder with .exe file.
     
    So far program is WIP so it can automatically deObfuscate A3AT.sqf and A3AH.sqf...
    You can manually enter one custom filename.
     
    If you want parse your AH or server side code then be my guest.
    You will also get smaller files and infistar's AH seems loading a bit faster.
     
     
    Download:
    https://github.com/splitx0/SQF_DeObfuscationTool/
     
    - InfiStar v0145 supported
     
     
    Virus Scans:
     
    http://virusscan.jotti.org/en/scanresult/1a03701f2cdb16f945723542cb66c45f053e7af9
    https://www.virustotal.com/en/file/a3603353d5b4fb341e0a26811183d462d443d50bc9817deb7a2ef5d022d853e2/analysis/1426598982/
  13. Like
    RuschGaming reacted to ispan55 in Color Corrections   
    Color Corrections 
    Mediterranean picture
    Vanilla:

     
    Mediterranean Code:

     
    add to
    init.sqf
    [] execVM "effect.sqf"; create a file
    effect.sqf
    "ColorCorrections" ppEffectEnable true; "ColorCorrections" ppEffectAdjust [0.88, 0.88, 0, [0.2, 0.29, 0.4, -0.22], [1, 1, 1, 1.3], [0.15, 0.09, 0.09, 0.0]]; "ColorCorrections" ppEffectCommit 0; Color Corrections (Medit-Afghan)
  14. Like
    RuschGaming reacted to mgm in A few questions   
    Q1: Is DB wipe mandatory with 0.3.0?
    A1: No.
  15. Like
    RuschGaming reacted to Zupa in [Release] ZHB - Zupa's Hud & Builder. V1.2   
    I think u have me on steam, we have a mutual friend called  "Josh(zua)"
  16. Like
    RuschGaming reacted to computermancer in Computermancer's Console   
    I am working on finishing up my custom console script
     
    It's just a dialog box with a nice picture and sound effects.
     
    I will be adding functions and other stuff you can do later.
     
    For now it's just my way of informing my players about my server and it's addons
     
    As well as promoting my personal scripts :P
     

    [/youtbe]
  17. Like
    RuschGaming reacted to Zupa in [Release] ZHB - Zupa's Hud & Builder. V1.2   
    ZHB - Zupa's Hud & Builder. V1.2 Hotfix
     

    This is a selfbooting addon inside your mission pbo with easy installation. 
    It will add a hud and hud builder on your server. Default pressing 8 for hud builder and 9 to toggle on and of.
     
     
    Future plans
    Opacity on images. More options. Saving to redis. Config to allow hud builder or to disable it Define your own keybinds.  
    Changelog
     
    V1.2
    Fixed a wrongly named variable Infistar should work now correctly.  
    Commits
    https://github.com/DevZupa/ZHB-A3/commit/070b15162a10c475d2872c564fb73a22a8e377d8
    https://github.com/DevZupa/ZHB-A3/commit/abb6e4da1d32d953528fd27f5302fa83388dae16
    https://github.com/DevZupa/ZHB-A3/commit/afc50e71910c4ab684b41aea444cff6c981055d6
     
    V1.1
    KeyUp Handlers.  
    Download

     
    https://github.com/DevZupa/ZHB-A3
     
    Feel free to push fixes/addition to the git.
     
    Installation
     
    Battleye Filters in Scripts.txt
     
    Edit the following exceptions to the 7 xxx , only copy the part that starts with !
    Search for the tag word and place the rest behind it.

    7 displayAddEventHandler !"ZupaKeyUpWorking = (findDisplay 46) displayAddEventHandler ['KeyUp', '_this call ZHB_fnc_handleKey'];" 7 displayRemoveEventHandler !"(findDisplay 46) displayRemoveEventHandler ['KeyUp',ZupaKeyUpWorking];" 7 createDialog !="createDialog \"Z_HUD_Builder\";" 7 playableUnits  !",count playableUnits ,_align,_valign" Edit your filters as stated above. Place the ZHB folder in your mission pbo. Place the folowing on the bottom of your description.ext If you already have a RscTiles or CfgFunctions, place the includes in there ofcourse.

    #include "ZHB\ZHudBuilder.hpp" class RscTitles { #include "ZHB\ZHud.hpp" }; class CfgFunctions { #include "ZHB\ZHB_Functions.hpp" }; 4. Add the following in your antihack as exception.
    Z_HUD_Builder 5001, -3 5. DONE - Change the fn_initVariables to your likings.
     
    You can edit the default hud in the initVariables.sqf
     
    // Starting positions Z_HUD_pos = [ 0,0,0,0,0,0,0,0, // Bottom SIde -> left to right 0,0,3,4,5,6,0,0, // Right Side -> bottom to top 0,0,0,0,0,0,0,0, // Top side -> right to left 0,0,0,0,0,0,0,0 // Left side -> top to bottom ];  
    Numbers are as following:
     
    // 0 = Nothing/ Blank // 1 fps // 2 players // 3 damage // 4 crypto // 5 hunger // 6 thirst // 7 grid // 8 fatique // 9 Restart // 10 Toxicity // 11 Stamina // 12 Energy Extra
    Restart timer is default disabled to be picked ( change in initVariables.sqf) icons are 6 kb paa's, CAN U BELIEVE IT? SO SMALL  
    Screenshot
     

     

  18. Like
    RuschGaming reacted to KiloSwiss in Looking for long term scripter.   
    You support A3Life?

    I'm out!
  19. Like
    RuschGaming reacted to Richie in BEC.   
    Oh man i just pissed myself so badly at that :lol:
  20. Like
    RuschGaming reacted to Stranger in BEC.   
    This is a complete new way BI and the Community behind is going. Well the missinformation or no information at all, also on here will leave a mark to the community (talking about what is going on with the mod and the next version etc.).

    This here speaks for itself:
     

  21. Like
    RuschGaming reacted to Darth_Rogue in BEC.   
    *sits quietly enjoying full access to my dedicated box*
  22. Like
    RuschGaming reacted to Zupa in [0.2 Release] Unofficial Epoch Redis Database Manager - Live Map   
    Unofficial Epoch Redis Database Manager
     
    BROKEN IN CURRENT EPOCH.
     
    To help out on the Dev team and server owners i present you my current project i'm working on. This will allow you to manage your redis databases with a nice friendly user-interface. This will be handmade on the Epoch data structure. It will require a php-capable invironment. 
     
    It will allow viewing, editing and deleting of all server data in redis in a admin-friendly interface.
     
    You can request features you want implemented in this topic.
     
     
    OPEN BETA PRE ALPHA UPDATE 2
     
    0.2 Release Data & MAP 
     
    Whats new in 0.2?
     
    [ADDED] More maps [ADDED] Own maps support [ADDED] More customisable settings [ADDED] Import/export server data ( for other admins forexample) [ADDED] Use own images [ADDED] View buildings, storages,players,vehicle details. [FIXED] Charnarus and altis are calibrated, other maps  that are default in are theoreticle correct but not tested. [FIXED] Working dashboard page.  
    Whats Gonna be new in 0.3 ( Rolling Changelogs)?
     
    [CHANGED] PHP laravel backend. [ADDED] Statistic Graphs at listdetail screens. [ADDED] Login System. [ADDED] User Rights on pages system. (Configurable by full admins). [ADDED] Inegrated ZupaStats for admin purposes. [FIXED] Some performance issues. [FIXED] Changing server on dashboard now also refreshes dashboard. [FIXED] Server name now correctly displays on title text. More to come  
     
    Download:
     
    On 24 feb 2015:
     

     
    http://www.mediafire.com/download/rd1c8wldmldgi2z/ZRDBM.rar
     
    This is not an optimised build. Keep the html and php on the same host for this release. TCP redis should work if configured corretly ( not tested, so I can be wrong). Server data is saved in localhost in your browser for time being. 
     
    Default included maps:
    Chernarus Altis Stratis Takistan Namalsk  
    Download Extra Maps
     
    These maps are not default in the download to make the file not too big for people that don't need them.
     
    To use these maps just place the folder in the "maps" folder and add the map to the settings.
     
    Credits to Scott AKA Uro to make these possible and easy for me.
     
    These images are ingame images and should not have an offset
     
    Bornholm
     
    http://www.mediafire.com/download/n7bbqkf8899hiex/bornholm.rar
     
    Mapsize : 22528 x 22528 : Needs testing!
     
    Image: http://i.imgur.com/jNXbfeC.jpg
     
    Lingor
     
    http://www.mediafire.com/download/1af9wb3zxlif2xc/lingor.rar
     
    Mapsize : 10240 x 10239 : Needs testing!
     
    Image: http://i.imgur.com/yeIAi8v.jpg
     
    Zargabad
     
    http://www.mediafire.com/download/0gjq7617zl3uc36/zargabad.rar
     
    Mapsize : 8191 x 8194: Needs testing!
     
    Image: http://i.imgur.com/CoJLIXL.jpg
     
    Panthera 3
     
    http://www.mediafire.com/download/gqumsm2s2niskl7/panthera.rar
     
    Mapsize : 10240 x 10239: Needs testing!
     
    Image: http://i.imgur.com/cf7fsqd.jpg
     
    Taviana 3
     
    http://www.mediafire.com/download/an38c1rbidxmdcr/taviana.rar
     
    Mapsize : 21333 x 21332: Needs testing!
     
    Image: http://i.imgur.com/jHZyDz5.jpg
     
    Alternative Altis
     
    http://www.mediafire.com/download/1dd962bff7wo4dr/altis2.rar
     
    Mapsize : 30700x 30700.
     
    Image: http://i.imgur.com/XNgVFMJ.jpg
     
    Alternative Chernarus
     
    http://www.mediafire.com/download/2qc9jri1ccj38ym/chernarus2.rar
     
    Mapsize : 15360 x 15360.
     
    Image: http://i.imgur.com/88ilDD9.png
     
    Alternative Stratis
     
    http://www.mediafire.com/download/c29odtoquazjki6/stratis2.rar
     
    Mapsize : 8191 x 8192
     
    Image: http://i.imgur.com/x0xy0zR.jpg
     
    Instructions:
     
    Unzip the folder in your apache enviremont ( xampp htdocs) for example. ( More info about this later).
     
    Add extra maps to the map folder if necessary (Not all are included in default download. Otherwise the size will get too big).
     
    Go to the server/config.php and fill in your server data ( if you want multiple servers on different IP's , i recommend making a server2 folder with that config then).
    $myRedisPass = "redispass"; $myRedisPort = 6379; $myRedisHost = '127.0.0.1'; // If php and redis are on the same server, this suffices IF PHP and REDIS are on different servers ( you need to open the redis Port on that server AND bind your public ip in redis config !)
     
    EXAMPLE in redis.conf: ( Restart redis to activate this).
    bind 127.0.0.1 38.17.135.190 Now browse to your folder in a browser.  ( localhost or externally).
     
    The webapp automaticly lets u add a server, fill in the data correctly or import an exported server. 
     

     
     
    Screenschots:
     
     

     

     
     

     
     

     
     

     
     
     

     

     
    IN DEV More functions added later.
  23. Like
    RuschGaming reacted to Axle in BI speaks out on p2w and donation shops!   
    We have gone out of our way to respect BI's wishes when it came to p2w and donation perk server. They have finally come out with some official guidelines that we wish you all will follow. 
     
    http://www.bistudio.com/monetization
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