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Voltan

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  1. Thanks
    Voltan reacted to Schalldampfer in [RELEASE] Advanced Alchemical Crafting v3.3 UPDATED for 1.0.6.1   
    I've updated my repo for 1.0.7
    https://github.com/Schalldampfer/Advanced-Gem-crafting
  2. Like
    Voltan reacted to bumnutz72 in AI Harassing Safezones   
    Hi Voltan, I use this this script made by BigEgg...it works fine,  if you use the admin tools that he made, I have disabled safe zones and use this script...
     
    /*
        File: safe_zones.sqf
        Creates safe zones in predefined areas (DZE_SafeZonePosArray)
     
        Author: BigEgg
       https://github.com/BigEgg17
    */
     
    private ["_bubbles", "_removeZ", "_removeAI", "_speedLimit", "_preventTheft", "_timer", "_disableWeps", "_badWeps"];
     
    /**************************************************** Config ****************************************************/
    _bubbles = false;        // Creates a circle of bubbles marking the circumference of the safe zone.
    _removeZ = true;        // Remove zombies in safe zone.
    _removeAI = true;        // Remove AI in safe zone.
    _speedLimit = 0;        // Speed limit in safe zones. Set to 0 to disable speed limit.
    _preventTheft = true;    // Prevent vehicles from being stolen by assigning them an owner (this includes gear).
    _timer = 10;                // Delay ending safe zone protection for this many seconds upon leaving. Set to 0 to disable timer.
     
    _disableWeps = true;    // Drops any weapons in _badWeps array.
    _badWeps = [            // Will remove these weapons from the player if they try to select them. Only used if _disableWeps = true.
        "Vil_RPG29", "Vil_RPO_A", "Vil_RPG16", "Vil_RPG7V_PGO", "Vil_Panzerfaust3", "M136", "RPG7V", "vil_CG84T", "vilas_rpg22", "vilas_rpg26", "MAAWS", "Vil_RPG7d_PGO",
        "RPG18", "MeleeHatchet", "MeleeCrowbar","MeleeMachete", "MeleeFishingPole", "MeleeSledge", "MeleeBaseBallBatNails", "MeleeBaseBallBatBarbed", "MeleeBaseBallBat"
    ];
    /****************************************************************************************************************/
     
    // Needed on both client and server for vehicle protection
    fnc_veh_handleDam2 = fnc_veh_handleDam;
    fnc_veh_handleDam = {
        if ({(_this select 0) distance (_x select 0) <= (_x select 1)} count DZE_SafeZonePosArray > 0 || {(_this select 0) getVariable ["sz_immunity", false]}) exitWith {0};
        _this call fnc_veh_handleDam2;
    };
     
    if (isServer && {_bubbles}) then {
        private "_count";
     
        _count = 0;
        {
            private ["_pos", "_rad"];
     
            _pos = _x select 0;
            _rad = _x select 1;
     
            for "_i" from 0 to 360 step (360 / _rad) do
            {
                private ["_loc", "_obj"];
     
                _loc = [(_pos select 0) + ((cos _i) * _rad), (_pos select 1) + ((sin _i) * _rad), 0];
     
                _obj = "Sign_sphere100cm_EP1" createVehicle [0,0,0];
                _obj setPosATL _loc;
     
                _count = _count + 1;
            };
        } count DZE_SafeZonePosArray;
     
        diag_log format["INFO: Created %1 safe zone bubbles", [_count] call BIS_fnc_numberText];
    };
     
    if (!isDedicated) then {
        private ["_enter", "_exit"];
     
        safezone_enabled = false;
     
        _enter = {
            private ["_msg"];
     
            safezone_enabled = true;
            isInTraderCity = true;
            canbuild = false;
            safezone_time = diag_tickTime;
     
            vehicle player setCaptive true;
     
            if (!DZE_BackpackAntiTheft) then {DZE_BackpackAntiTheft = true;};
     
            _msg = localize "STR_CL_SZ_ENTER";
            taskHint [_msg, [0,1,0,1], "taskDone"];
    //        _msg call dayz_rollingMessages;
     
            {
                if ((vehicle player distance (_x select 0)) < (_x select 1)) then {
                    szpos = _x select 0; // Get the position of the safe zone in which the player is currently in
                    szrad = _x select 1; // Get the radius of this safe zone
                };
            } count DZE_SafeZonePosArray;
     
            if (_preventTheft) then {
                private "_vehicle";
     
                _vehicle = vehicle player;
     
                if (isNil "fn_gearMenuChecks1") then { // Make sure vehicle gear checks aren't already disabled
                    fn_gearMenuChecks1 = fn_gearMenuChecks;
                };
     
                if (_vehicle != player) then { // Reset owner when entering
                    if (driver _vehicle == player) then {
                        private "_owner";
     
                        _owner = [];
                        _owner set [count _owner, getPlayerUID player];
     
                        {
                            if !(getPlayerUID _x in _owner) then {
                                _owner set [count _owner, getPlayerUID _x];
                            };
                        } count (crew _vehicle);
     
                        _vehicle setVariable ["Owner", _owner, true];
    //                    localize "STR_CL_SZ_OWNER" call dayz_rollingMessages;
                    };
                };
     
                fn_gearMenuChecks = { // Prevent player from accessing gear of vehicles that aren't their's
                    if (vehicle player == player) then {
                        private ["_cursorTarget", "_dis"];
                        disableSerialization;
     
                        _display = _this select 0;
                        _cursorTarget = cursorTarget;
                        _dis = if (_cursorTarget isKindOf "USEC_ch53_E" || {_cursorTarget isKindOf "MV22"}) then {25} else {12};
     
                        if ((player distance _cursorTarget <= _dis) && {_cursorTarget isKindOf "Air" || {_cursorTarget isKindOf "LandVehicle"} || {_cursorTarget isKindOf "Ship"}}) then {
                            private ["_owner", "_deny"];
     
                            _owner = _cursorTarget getVariable ["Owner", []];
     
                            // Allow group members of the owner to access gear
                            _deny = true;
                            {
                                if (getPlayerUID _x == (_owner select 0)) exitWith {_deny = false;};
                            } count (units group player);
     
                            if (getPlayerUID player in _owner) then {_deny = false};
     
                            if (_deny) then {
                                _display closeDisplay 2;
                                localize "STR_CL_SZ_GEAR" call dayz_rollingMessages;
                            };
                        };
                    };
     
                    // Pass array on to normal gearMenuChecks
                    _this call fn_gearMenuChecks1;
                };
            };
     
            if (isNil "fnc_usec_damageHandler1") then {
                fnc_usec_damageHandler1 = fnc_usec_damageHandler;
            };
            fnc_usec_damageHandler = {0}; // God mode
     
            if (isNil "player_zombieCheck1") then {
                player_zombieCheck1 = player_zombieCheck;
            };
            player_zombieCheck = {false}; // No zombie aggro
     
            if (isNil "player_fired1") then {
                player_fired1 = player_fired;
            };
            player_fired = { // Block firing in safe zone
                deleteVehicle (_this select 6);
                cutText [localize "STR_CL_SZ_FIRE", "WHITE IN"];
            };
     
            [_speedLimit, _disableWeps, _badWeps, _preventTheft, _removeZ, _removeAI] spawn {
                while {safezone_enabled} do
                {
                    private "_vehicle";
     
                    _vehicle = vehicle player;
     
                    if (_this select 1) then {
                        private "_currentWeapon";
     
                        _currentWeapon = currentWeapon player;
     
                        if (_currentWeapon in (_this select 2)) then {
                            player action ["dropWeapon", player, _currentWeapon]; // Drops the weapon and the ammo for it
                        };
                    };
     
                    if (_vehicle != player) then {
                        // Speed Limit
                        if ((_this select 0) > 0) then {
                            if !(_vehicle isKindOf "Air") then {
                                private "_speed";
     
                                _speed = abs(speed _vehicle);
     
                                if (_speed > (_this select 0)) then {
                                    private ["_velocity", "_mod"];
     
                                    _velocity = velocity _vehicle;
                                    _mod = if (_speed > 50) then {0.1} else {0.8};
     
                                    _vehicle setVelocity [(_velocity select 0) * _mod, (_velocity select 1) * _mod, (_velocity select 2) * _mod];
                                };
                            };
                        };
                        // Remove player from vehicle if they lack ownership or aren't in owner's group
                        if (_this select 3) then {
                            private ["_owner", "_deny"];
     
                            _owner = _vehicle getVariable ["Owner", []];
     
                            if (driver _vehicle == player && {count _owner == 0}) then { // Set an owner if one doesn't exist
                                _owner set [count _owner, getPlayerUID player];
                                _vehicle setVariable ["Owner", _owner, true];
    //                            localize "STR_CL_SZ_OWNER" call dayz_rollingMessages;
                            };
     
                            if (count _owner > 0) then {
                                _deny = true;
                                {
                                    if (getPlayerUID _x == (_owner select 0)) exitWith {_deny = false;};
                                } count (units group player);
     
                                if (getPlayerUID player in _owner) then {_deny = false;};
     
                                if (_deny) then {
                                    player action ["Eject", _vehicle];
                                };
                            };
                        };
                        // Prevent player from firing vehicle guns in safe zone
                        if !(_vehicle getVariable ["safezoneEH", false]) then {
                            _vehicle setVariable ["safezoneEH", true];
                            _vehicle addEventHandler ["Fired", {_this call player_fired}];
                        };
                    };
     
                    // Remove zombies from safe zone
                    if (_this select 4) then {{deleteVehicle _x;} count (szpos nearEntities ["zZombie_Base", szrad]);};
     
                    // Remove AI from safe zone
                    if (_this select 5) then {
                        {
                            if ((!isNull group _x) && (getPlayerUID _x == '')) then {deleteVehicle _x;};
                        } count (szpos nearEntities ["Man", szrad]);
                    };
     
                    // Prevent player from being unconscious in safe zone
                    {
                        player setVariable [_x, false, false];
                    } count ["NORRN_unconscious", "USEC_isCardiac"];
     
                    r_player_unconscious = false;
                    r_player_cardiac = false;
     
                    uiSleep 0.1;
                };
            };
        };
     
        _exit = {
            private ["_msg", "_time", "_vehicle"];
     
            safezone_enabled = false;
            isInTraderCity = false;
            canbuild = true;
     
            _msg = localize "STR_CL_SZ_EXIT";
            taskHint [_msg, [1,0,0,1], "taskFailed"];
    //        _msg call dayz_rollingMessages;
     
            _time = diag_tickTime - safezone_time;
            _vehicle = vehicle player;
     
            if (_timer > 0) then {
                if (_time >= 60) then {
                    if (_vehicle != player) then {
                        [_vehicle, _timer] spawn {
                            (_this select 0) setVariable ["sz_immunity", true, true];
                            uiSleep (_this select 1);
                            (_this select 0) setVariable ["sz_immunity", false, true];
                        };
                    };
                    for "_x" from _timer to 1 step -1 do
                    {
                        [format[localize "STR_CL_SZ_ENDING", _x], 1] call dayz_rollingMessages;
                        uiSleep 1;
                        if ({_vehicle distance (_x select 0) <= (_x select 1)} count DZE_SafeZonePosArray > 0) exitWith {};
                    };
                } else {
                    format[localize "STR_CL_SZ_TIME", round _time] call dayz_rollingMessages;
                };
            };
     
    //        localize "STR_CL_SZ_DISABLED" call dayz_rollingMessages;
     
            fnc_usec_damageHandler = fnc_usec_damageHandler1;
            player_zombieCheck = player_zombieCheck1;
            player_fired = player_fired1;
     
            vehicle player setCaptive false;
     
            if (_preventTheft) then {
                fn_gearMenuChecks = fn_gearMenuChecks1;
            };
     
            if (_vehicle != player) then {
                _vehicle setVariable ["safezoneEH", false];
                _vehicle removeAllEventHandlers "Fired";
            };
        };
     
        while {69 == 69} do
        {
            private ["_vehicle"];
     
            _vehicle = vehicle player;
     
            if (!safezone_enabled) then {
                if ({_vehicle distance (_x select 0) <= (_x select 1)} count DZE_SafeZonePosArray > 0) then {
                    call _enter;
                };
            } else {
                if !({_vehicle distance (_x select 0) <= (_x select 1)} count DZE_SafeZonePosArray > 0) then {
                    call _exit;
                };
            };
     
            uiSleep 1;
        };
    };
  3. Thanks
    Voltan reacted to oldmatechoc in [Outdated] [Release] Trader Catalogue / Previews   
    https://github.com/ch0c/trader-catalogue
  4. Thanks
    Voltan reacted to sam_ in Mission SQF Manager   
    MissionSQFManager
    Download:    https://github.com/sam563/MissionSQFManager/releases/tag/1.2
    Video Preview: 
     
     
    Tools for managing Arma generated SQF mission files to make the creation of custom map addons and custom missions easier.
    Output Formats
    Formatted SQF Biedi SQM Features
    User inputted formatting of SQF including prefix and suffix lines. Presets that predetermine almost all options defined in and expandable from the config. Option to automatically sort objects by their classname Option to replace object classnames from the config (This is primarily for switching map_eu classnames with their lootable and standard Arma counterparts). Option for converting all positions to positions relative to either a user inputted position, or an automatically determined point (the center point of all objects) Options to filter out Units, Vehicles and Objects
  5. Thanks
    Voltan got a reaction from Vladick in [RELEASE] WAI 2.2.6   
    If I was going to spawn crates in 1.0.7, I'd give Salival's crate script a go, and modify it to my needs, changing all the classnames and spawn locations etc.
    https://github.com/oiad/lootCrate
  6. Thanks
    Voltan reacted to renren1000 in [RELEASE] WAI 2.2.6   
    GitHub - f3cuk/WICKED-AI: Wicked AI missions for your server
  7. Thanks
    Voltan got a reaction from Vladick in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    Hello there!
    The error message you're referencing is from player_getVehicle.sqf:
    if ((count _heliPad == 0) && ((_vehicle select 1) isKindOf "Air")) exitWith {localize "STR_CL_VG_NEED_HELIPAD" call dayz_rollingMessages;}; Which just says that it cannot see a _helipad within range. The list of helipads is defined by vg_heliPads, which is defined in ConfigVariables:
    https://github.com/oiad/modPack/blob/368d65c9d0d9ef0093f3d85b3b1074381be71fa2/DayZ_Epoch_11.Chernarus/dayz_code/configVariables.sqf#L188
    Are the helipads that your players are putting down these types of helipads? What method are your players using to build helipads?
    Hope this helps 
     
     
  8. Thanks
    Voltan got a reaction from Vladick in [RELEASE] WAI 2.2.6   
    Your problem is right here:
    16:06:52   Error Undefined variable in expression: wai_crate_setup I see in your spoilered part that your crate config calls on it many times, but where is it defined?
    Take a look through your old WAI files and search for wai_crate_setup and find where it was defined. As I don't have your full crate config file, I cannot look through the whole thing, but if it is defined in there, it is being defined late for the script, causing issues so it would need to be defined earlier.
  9. Thanks
    Voltan reacted to Airwaves Man in Side Channel 1.0.7   
    Problem fixed with: https://github.com/EpochModTeam/DayZ-Epoch/commit/cf43c20d931fbaaec2e9e2f9ad1b6a7853fa8659
  10. Thanks
    Voltan reacted to ViktorReznov in [RELEASE] DZAI [Updated for 1.0.7]   
    Posting this here because following the guide for an older version will drive you in circles and being here will hopefully eliminate too many questions about it. Maybe even put in a pull to have it in the repository to start with?
    To get coins in ai wallet, you need to edit 2 files
    dzai\init\dzai_config.sqf
    and dzai\compile\ai_death.sqf
    When you check the ai wallet youll get a random 10 to 30000 cash!
  11. Thanks
    Voltan reacted to JasonTM in [RELEASE] WAI 2.2.6   
    A server owner was having trouble with para dropped AI ending up in the water on his custom Skalisty Island mission, so I made the paradrops more configurable.
    Affected Files
    WAI\compile\heli_para.sqf
    WAI\static\default.sqf
    WAI\static\chernarus.sqf
    WAI\missions\bandit\hero_base.sqf
    WAI\missions\bandit\ikea_convoy.sqf
    WAI\missions\bandit\presidents_mansion.sqf
    WAI\missions\bandit\crop_raider.sqf
    WAI\missions\hero\bandit_base.sqf
    WAI\missions\hero\mayors_mansion.sqf
    WAI\missions\hero\ikea_convoy.sqf
    WAI\missions\hero\crop_raider.sqf
    I have already adjusted for the new formats in all of these files.
    Since the hero side did not have an "extreme" mission, I converted the Mayor's Mansion.
    For ease of update, just download the new files from github and swap the above files out.
    The new format for the paradrops in missions is like this:
    [position of mission, player check radius, heli classname, direction of approach, distance from mission for heli spawn, fly in height, time between each para drop, distance from mission to start drop,number of paratroopers, mission type, AI skill, weapon selection, number of magazines, skin type, AI gear, AI type, patrol or not, optional mission variable] spawn heli_para; //Example [[(_position select 0), (_position select 1), 0],200,"UH1H_DZ","North",[3000,4000],150,1.0,200,10,"Hard","Random",4,"Random","Bandit","Random","Bandit",true,_mission] spawn heli_para; This is the new format in default.sqf and chernarus.sqf
    /* Paradropped unit custom spawn Eg. [ [911.21545,4532.7612,2.6292224], // Position that units will be dropped by 400, // Radius from drop position a player has to be to spawn chopper "UH1H_DZ", // Classname of chopper (Make sure it has 2 gunner seats!) "North", // Direction of approach for the helicopter. Options: "North","South","East","West" [3000,4000], // Random distance from the mission the helicopter should start. [min distance, max distance]. 150, // Fly in height of the helicopter. Be careful that the height is not too low or the AI might die when they hit the ground 1.0, // Time in seconds between each deployed paratrooper. Higher number means paradropped AI will be more spread apart. Time of 0 means they all jump out rapidly. 200, // Distance from the mission the helicopter should start dropping paratroopers 5, // Number of units to be para dropped "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", or ["Random","at"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Bandit2_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". true // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. ] spawn heli_para; Place your paradrop spawns under this line */  
  12. Like
    Voltan got a reaction from seelenapparat in Prevent Zombie Spawn in specific area   
    This worked like a charm.
    Thanks @seelenapparat
  13. Like
    Voltan got a reaction from Schalldampfer in Prevent Zombie Spawn in specific area   
    This worked like a charm.
    Thanks @seelenapparat
  14. Thanks
    Voltan got a reaction from th3c0re in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    In your server.rpt it shows that infistar is banning your player for frame injector, which is an issue with infistar I have found.
    In AHconfig.sqf in server side infistar files change: 
    /* revert onEachFrame */ _REF = true; /* true or false */ to false.
  15. Thanks
    Voltan reacted to seelenapparat in Prevent Zombie Spawn in specific area   
    yes.
  16. Thanks
    Voltan reacted to JasonTM in DayZ Mission System (DZMS) for Overpoch 1.0.6.2   
    @VoltanI posted the new update to my github. I ended up adding a couple of new options: mission vehicle keys and remove damage handlers on mission vehicles until the mission is complete and players enter them.
    https://github.com/worldwidesorrow/DZMS-DayZMissionSystem-Overpoch/blob/master/DZMS/DZMSConfig.sqf#L69-L73
    This update works on both Overpoch and Epoch without doing anything. The mods are detected and DZMS adjusts itself.
     
    I will probably work on this some more later and get with Vampire about pushing some updates to his repo if he wants them.
  17. Thanks
    Voltan reacted to JasonTM in DayZ Mission System (DZMS) for Overpoch 1.0.6.2   
    I haven't taken the time to update this in a long time. The only thing that really needs adjusting is the weapon selection. I'll be back later today with an update.
  18. Thanks
    Voltan reacted to JasonTM in [RELEASE] WAI 2.2.6   
    Wicked AI 2.2.6
    This release is for DayZ Epoch/Overpoch 1.0.6.2.
    <<<Download Here>>>
    Due to reports of poor performance on high population servers. I have rewritten this mod so it runs more efficiently.
    Most of the work is code optimization and bug fixes, but I did add some new features.
    Review of changes
    Each mission only spawns one thread with one loop unless it has a para-drop, then it spawns two. The patrol missions also spawn two threads for now. The mission files no longer suspend, waiting for the mission to complete to spawn the crate loot and remove the mission data. The minefield feature no longer spawns an individual thread for each mine. It uses a player check radius. Players in vehicles receive a bold red warning when they are 200 meters from the edge of a mine field. Optional mission vehicle entry messages. Improved mission clean up. All mission objects and data are deleted including unclaimed vehicles and AI unit groups. The AI monitor loop has been replaced by a modified version of the server scheduled function sched_corpses. AI vehicles no longer spawn their own vehicle monitoring threads. It is all handled in the mission thread in a queue. The invisible static gun glitch has been fixed. The static spawns have a dedicated monitoring loop much like the mission system. One loop manages all vehicles and deletes AI unit groups. Where possible, I moved commonly used code blocks to compiled functions. I made a few new missions - hero outpost, bandit outpost, and farmer. Captured MV-22, medical camp, and weapon cache missions have been reworked for improved aesthetics and/or functionality. Rewritten auto claim feature that is fully integrated. Boat patrols - examples in the static mission files. Redundant and\or unnecessary code has been removed from some of the files. I cleaned up and standardized the formatting in the mission files and elsewhere. Helicopters for AI drops and patrols start at a random distance of 3k to 4k away from the mission instead of way down by debug island. Added a new check for mission locations. As they are used, positions get added to an array and checked in find_position.sqf, so missions will not spawn in the same spot twice. Optional indestructible mission vehicles. The AI and mission clean up times and spawn schedule in config.sqf have been converted to minutes for easier reading. Fixed an issue with the spawn time delays in the mission init file. Adjusted the distance the vehicles spawn from the crate so there is no trouble with accessing gear when near a locked vehicle. You can disable static gun placements, vehicle patrols, and paratrooper drops on missions with variables in config.sqf AI numbers have been standardized on all missions. You can adjust the numbers. Easy = 5-10, Medium = 10-15, Hard = 15-20, Extreme = 20-25. I removed the cache units feature because it spawns a thread with a monitoring loop for each unit group and it only works on ground troops. I moved the Dynamic Text mission announcements up the screen and made the text a little smaller so it is not so overwhelming. Added a second dynamic text option for the minefield warnings. Fixed the "auto-repair" glitch on mission vehicles. This also fixes the inability to repair mission vehicles due to the hitpoint variables not being set. Notes
    The AK_74 and RPK_74 variants have been disabled in config.sqf until the 1.0.6.3 patch because the 45rnd 5.45mm magazine was removed in the A2 OA 1.64 corepatch and they post errors to the logs. The format of the missions has changed, so if you have your own custom missions they will have to be adjusted. I have updated the mission example file and created a new mission example file for a single spawn point mission. They are heavy on comments to help server owners create their own missions. I have left extensive comments throughout the updated files if you want to understand more about how the updated code and functions work. Since this is a major coding overhaul, this release will not be merged into the main github repository until all potential bugs, errors, and incompatibilities have been corrected. Please report errors, discrepancies, and general weirdness in this topic.
    Also, most of the files have been altered, so please use this version as a base and merge your custom files into it, paying attention to the changes.
     
     
    Optional Mission Vehicle Entry Messages
    If you turn this option on players will get a message that says either "You have claimed this vehicle! It is now saved to the database." or "WARNING: This vehicle will be deleted at restart!" depending on if you have vehicle hive saving turned on or not. This feature can be toggled with this variable:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L101
    Indestructible Mission Vehicles
    This option will disable the damage handlers on mission vehicles until a player enters them. It can be toggled on and off with this variable:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L99
    Avoid Same Spot
    This option will prevent a mission spawning in the same spot twice by adding the position to an array. The find position function will check that a new position will not be selected that is within 200 meters of one that was previously used.
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L80
    Enable/Disable Static Gun Placements, Vehicle Patrols, and Paradrops
    I added this feature for scalability and because someone asked for it. These are the variables to set true or false.
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L115-L117
    Auto-Claim
    The original author of the auto-claim feature is no longer a part of this community. I wrote my own version of it which is fully integrated. I never really used this mod myself in the past, so please let me know if I need to add features that were there previously.
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L222-L229
    Boat Patrols
    There is really no difference between a boat patrol and a land vehicle patrol other than the classname of the vehicle the fact that they spawn offshore. I have placed examples in the static mission files and I left my Skalisty Island test boat patrols commented in the chernarus.sqf file. To activate them, enable the static_per_world feature in config.sqf and remove the comments from this section:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/static/Chernarus.sqf#L114-L147
    When creating boat patrols you should make sure that the distance you place them offshore is at least the distance of the radius used for waypoints, otherwise the waypoints will be on land and the AI might not handle the boat correctly.
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/static/Chernarus.sqf#L140
    Mission Cleanup
    All mission data and mission objects will be removed from the map after mission completion or mission timeout, including the ai unit groups and unclaimed mission vehicles. You can remove the crates from cleanup if  you want them to remain on the map for looting by toggling this variable to false:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L94
    If a player is within 75 meters of the crate, it will not be deleted as it is assumed that it is still being looted.
    To "claim" a mission vehicle, a player simply has to get into it and it will not be deleted.
    Invisible Static Gun Glitch
    Credit to salival for discovering that this was a JIP issue and the fix is to have the AI get out and back into the static gun at regular intervals. During testing, I could not even see this happening unless I added a sleep, so players shouldn't notice.
    Static Spawn Manager
    Instead of having each static spawned group and vehicle spawn its own monitoring thread, the data is added to a multi-dimensional array and monitored in one loop. The monitor is spawned from the static init.sqf file and will shut down when all null AI groups have been removed from the array.
     
    The Overwatch configs have been moved to its own file in the configs folder. The file is not loaded unless the Overwatch mod is detected.
    According to KillZone Kid and other Arma super nerds, when selecting random things from arrays, it is faster to use a statement like this: selection = array select (floor (random (count array))); instead of calling BIS_fnc_selectRandom. I replaced several instances in files where it is called repeatedly like dynamic crate and group spawning. This might save a millisecond or two :).
    That is all of the updates I can think of right now. If I can remember more, I will add them.
     
     
    Thanks to @MerlijnD and @LadyVal for testing my initial files.
    Credit to @salivalfor the invisible static gun glitch fix.
    Credit to @ibenfor the original IWAC.
    Credit to @BigEgg for the localization solution
    Credit to @Schalldampfer for testing and finding bugs
    Credit to @Grahame for assistance in discord with mission vehicle spawning issue
     
     
  19. Thanks
    Voltan reacted to Airwaves Man in Craft In Shed   
    Yes if you do not want to use it as private function. it will work like that.
  20. Thanks
    Voltan reacted to JasonTM in DayZ Mission System (DZMS) for Overpoch 1.0.6.2   
    Download the files for DZMS Overpoch 1.0.6.2 Here: https://github.com/worldwidesorrow/DZMS-DayZMissionSystem
     
    This is an update to the DayZ Mission System by Vampire that was updated for DayZ Epoch 1.0.6.1 by ebayShopper: https://github.com/ebayShopper/DZMS-DayZMissionSystem
    This includes adding a few missions from EMS 0.3 by Fuchs:
     
    Updates:
    1. Added a variable in DZMSConfig.sqf to enable the AI to have money in their wallets if ZSC is installed.
    //If you have ZSC installed then you can set this to true to place money in ai wallets. DZMSAICheckWallet = false; 2. Added the Overwatch weapons to the AI and Crate configs.
    3. Expanded the selection of gear and vehicles available to the missions, AI config, and crate spawns.
    4. Created additional crate spawning options.
    5. Changed "UH60Wreck_DZ" to "UH60_ARMY_Wreck_burned_DZ" in minor mission SM4 because of "Cannot create non-ai vehicle UH60Wreck_DZ" error.
    6. Converted the format of a few EMS 0.3 missions and added them to the mission spawning arrays.
    7. There is an issue with the new small ammo boxes and medical crates which is not resolved.

    Here is a list of all of the Major and Minor missions with a few notes.
     
     
    Demo Video
     
     
  21. Thanks
    Voltan reacted to kingpapawawa in Craft In Shed   
    4 locations DZE_ActionInProgress --> dayz_actionInProgresss
    line 468 dayz_HungerThirst --> dayz_NutritionSystem
    and this... call vehicle_gear_count; still idk what this is..
    theres a lot wrong with this. need to difmerge the new one from dayz_code/actions
  22. Thanks
    Voltan reacted to salival in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    If you still have any issues, I guess you still have my email address? Just email me your dayz_server and mission pbo
  23. Thanks
    Voltan reacted to salival in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    Hey,
    I just did a fresh install and I can't replicate what you are seeing, the current github repo is up to date and is what I used to test.
  24. Like
    Voltan reacted to WLF in Call Car Script   
    I think this will help you:
     
  25. Thanks
    Voltan reacted to salival in Class Name Updates - 1051 to 106   
    As per @ebayShoppers post 2 up, nothing has changed in regards to that.
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