Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


Posts posted by creativv

  1. If you can make a variable wich detects if the player is inside the bunker or outside the bunker you can make it even more neat .

    Then you could make one section of code for both in and out with just one check for humanity .

    Or use same script for in and out if thats possible , havent seen the scripts so cant tell but if they are simular you could try that .

    Just a suggestion though .

  2. When you change max vehicle config variable to 1000 . Your dynamic_vehicle server sided also should have a 1001 one in total numbers behind the class names of how many per vehicle are allowed to spawn in . Btw I wouldn't advise 1000 vehicles it will rek your load fps so bad 

  3. On Tuesday, June 14, 2016 at 11:41 AM, Shawn said:

    1) I'm not too sure what you mean, but if you want to change the humanity required to access either hero or bandit trader, it is in fn_selfActions.sqf:

    Find and edit this part to your liking.

    			if((_traderMenu select 2) == "friendly") then {
    				_humanity_logic = (_humanity < -5000);
    			if((_traderMenu select 2) == "hostile") then {
    				_low_high = "high";
    				_humanity_logic = (_humanity > -5000);
    			if((_traderMenu select 2) == "hero") then {
    				_humanity_logic = (_humanity < 5000);

    2) If you want to edit humanity based on who kills who, here is a link I found: 

    3) For changing humanity when you kill a zombie, go into dayz_code\compile\local_eventKill.sqf and copy it to your mission pbo. 

    Then of course change the path to local_eventKill in your compiles.sqf

    You can now edit it to your liking, for example:

    private ["_zed","_killer","_kills","_array","_type","_humanity"];
    _array = 		_this select 0;
    _zed = 			_array select 0;
    _killer = 		_array select 1;
    _type = 		_this select 1;
    if (local _zed) then {
    	_kills = _killer getVariable[_type,0];
    	_killer setVariable[_type,(_kills + 1),true];
    	_humanity = _killer getVariable["humanity",0];
    	_humanity = _humanity + 25;
    	_killer setVariable["humanity",_humanity,true];
    _coinReward = _killer getVariable["cashMoney",0];
    _killer setVariable["cashMoney",(_coinReward + 50),true];

    This local_eventKill.sqf will give 25 humanity, but also 50 coins as a reward for each zombie kill.

    4) Blood Bag - copy dayz_code\medical\transfusion.sqf to the mission pbo, and change the path in compiles.sqf

    Then in transfusion.sqf, find 

    [player,100] call player_humanityChange;

    And change the 100 to whatever.

    The rest is pretty much the same, i'm sure i've given enough information for you to do the rest yourself :)

    I need some questions to before I get answers !! :-p

  4. To be honest most people will never join those stock epoch survival servers anymore due to dayz standalone .

    Most people who play dayz standalone join A2 or A3 because it is a running simulator .

    They all wants guns when they spawn in and they want to select where they can spawn just for a single reason , its more fun then walking around searching for a can of food .

    Dont think a server without these things survive for a long time people are spoiled i Always refused to add groupmanagement and spawnselection but server stayed empty .....

  5. Pro_Speedy is correct , it all comes down to your maxvehicles config variable in init.sqf and your settings in dynamic vehicle list .

    The classname of  the vehicle is in there with a number behind it , the number tells the server how many of that specific vehicle are allowed to spawn in .

    That does not mean it will actually spawn in 3 of that vehicle if it says 3 , the server will select random untill it hits the maxallowed vehicles in your config variable in init.sqf

  6. Hello Rus ,

    What you could do , since i think using same marker makes it overwrite the existing one .

    Make a few markers with different names and then do BIS_fnc_selectRandom ??

    But i am not sure tbh :)

    Have to sort this one out to today or tomorr because i use carepackeges for the event server that i am creating

    When i know more i'll let you know , prob starting on it tonight .


  7. This is from axe melee damage but generally you can see what does the part .


    [_unit] spawn {
    _unit = _this select 0;
    "you have been knocked out" call dayz_rollingMessages;
    [_unit,0.01] call fnc_usec_damageUnconscious;
    _unit setVariable ["NORRN_unconscious", true, true];
    r_player_timeout = 20 + round(random 60);
    r_player_unconscious = true;
    player setVariable["medForceUpdate",true,true];
    player setVariable ["unconsciousTime", r_player_timeout, true];

  8. 4 hours ago, Shak said:


    I'm running a small private server for some friends and myself.

    Occasionally we like to do stupid shit like AC130 fights, so I've created a menu for myself to spawn random stuff, like a C130 with sidewinders and a GAU8 etc.

    To make these vehicles not disapear when somebody gets into them, I've removed this code form the init\server_functions.sqf

      Reveal hidden contents

    server_checkHackers = {
        if (DZE_DYN_AntiStuck2nd > 3) then { DZE_DYN_HackerCheck = nil; DZE_DYN_AntiStuck2nd = 0; };
        if(!isNil "DZE_DYN_HackerCheck") exitWith {  DZE_DYN_AntiStuck2nd = DZE_DYN_AntiStuck2nd + 1;};
        DZE_DYN_HackerCheck = true;
        if (!((isNil "_x") || {(isNull _x)})) then {
            if(vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x)  && !((typeOf vehicle _x) in DZE_safeVehicle) && !(_x getVariable["SAR_protect",false]) && (vehicle _x getVariable ["Sarge",0] != 1)  && (vehicle _x getVariable ["Mission",0] != 1)) then {
                diag_log ("CLEANUP: KILLING A HACKER " + (name _x) + " " + str(_x) + " IN " + (typeOf vehicle _x));
                (vehicle _x) setDamage 1;
                _x setDamage 1;
                sleep 0.25;
            sleep 0.001;
        } count allUnits;
        DZE_DYN_HackerCheck = nil;


    Problem is, that spams the rpt with this error.

      Reveal hidden contents
    20:35:11   Error Undefined variable in expression: server_checkhackers
    20:35:14 Error in expression <[] spawn server_checkHackers;
    [] spawn server_cle>
    20:35:14   Error position: <server_checkHackers;
    [] spawn server_cle>
    20:35:14   Error Undefined variable in expression: server_checkhackers
    20:35:17 Error in expression <[] spawn server_checkHackers;
    [] spawn server_cle>
    20:35:17   Error position: <server_checkHackers;
    [] spawn server_cle>
    20:35:17   Error Undefined variable in expression: server_checkhackers
    20:35:20 Error in expression <[] spawn server_checkHackers;
    [] spawn server_cle>
    20:35:20   Error position: <server_checkHackers;
    [] spawn server_cle>
    20:35:20   Error Undefined variable in expression: server_checkhackers
    20:35:23 Error in expression <[] spawn server_checkHackers;
    [] spawn server_cle>

    In system\server_cleanup.fsm there is this code

      Reveal hidden contents

        /*%FSM<STATE "group_cleanup">*/
        class group_cleanup
          name = "group_cleanup";
          init = /*%FSM<STATEINIT""">*/"[] spawn server_checkHackers;" \n
           "[] spawn server_cleanupGroups;"/*%FSM</STATEINIT""">*/;
          precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
          class Links
            /*%FSM<LINK "true">*/
            class true
              priority = 0.000000;
              precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;

    So my question is, how do I edit the server cleanup to not spam the rpt? Any help would be appreciated.


    Instead of removing it completely replace it with this .



    server_checkHackers = {
    if (DZE_DYN_AntiStuck2nd > 3) then { DZE_DYN_HackerCheck = nil; DZE_DYN_AntiStuck2nd = 0; };
    if(!isNil "DZE_DYN_HackerCheck") exitWith { DZE_DYN_AntiStuck2nd = DZE_DYN_AntiStuck2nd + 1;};
    DZE_DYN_HackerCheck = true;
    DZE_DYN_HackerCheck = nil;

  9. On Sunday, May 29, 2016 at 0:15 PM, killerkiwi said:

    thanks dude keep that in mind working on a few scripts try my best to add thatin but like to make it look like i done more work with it :tongue: 

    What raymix means , it's more optimized like that so will be faster , cleaner and create less burden on the engine . Making code large and big does not let it look like you did more work . It's actually only creating more work for the server . But indeed good people are still sharing nice work .

  • Create New...