HeroeZGaming
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Posts posted by HeroeZGaming
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Like the title says, is there a way to remove all players from vehicles that have been destroyed? Players can currently hide out in destroyed armor after it is blown up. Looking for something that would kick them immediatly after the vehicle is %100 damaged (on fire).
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Zupa or someone with more scripting skill will need to piece this together, but could you add something to this
in z_at_returnChange.sqf: Line 11
if (!Z_Selling) then { _return_change = _total_currency - _trade_total; } else { _return_change = _total_currency + _trade_total; };
from this in z_at_sellItems.sqf: Line 39
if(Z_SellingFrom == 0)then{ _outcome = [unitBackpack player,_itemsArray,_weaponsArray] call ZUPA_fnc_removeWeaponsAndMagazinesCargo; }; if(Z_SellingFrom == 1)then{ _outcome = [Z_vehicle,_itemsArray,_weaponsArray,_bpArray] call ZUPA_fnc_removeWeaponsAndMagazinesCargo; };
Possibly force trades from vehicles "Z_SellingFrom == 1" to _return_change to "Z_SellingFrom"
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Any RPT errors (warning/error)?
Are you teleporting to the missions (within the mission marker) and completing them, or walking up?
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Did you guys read the part of this thread that talks about infiSTAR changes?
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I'll be able to help late tonight (after 10pm pacific) A bit tomorrow (9am to 1pm pacific) or if you can wait till Tuesday - Thursday I'll be available all day. Recommend no matter who helps you, take some time reading as much as you can so you you have a basic understanding of how each script works, file structure, and tools needed. Recommend downloading a pbo manager, a merge program ( I use diffmerge) an ftp program, teamviewer, and notepad++. Even if someone else helps you, you can always use those programs to work on your server.
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Humanity gain from Zeds is located in local_eventKill.sqf
dayz_code\compile\local_eventKill.sqf
//[unit, selectionName, damage, source, projectile]
//will only run when local to the created object
//record any key hits to the required selection
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];
//increase players humanity when zed killed
_humanity = _killer getVariable["humanity",0];
_humanity = _humanity + 5;
_killer setVariable["humanity",_humanity,true];
};Humanity given for giving a bloodbag to another player is in transfusion.sqf
dayz_code\medical\transfusion.sqf
private ["_started","_finished","_animState","_isMedic","_num_removed","_unit","_lastused"];
// bleed.sqf
_unit = (_this select 3) select 0;
//_lowBlood = _unit getVariable ["USEC_lowBlood", false];
//_injured = _unit getVariable ["USEC_injured", false];
//_inPain = _unit getVariable ["USEC_inPain", false];
//_lastused = _unit getVariable ["LastTransfusion", time];
// if (_lastused - time < 60) exitwith {cutText [format[(localize "str_actions_medical_18"),_text] , "PLAIN DOWN"]};
call fnc_usec_medic_removeActions;
r_action = false;
// not possible to transfuse while in a vehicle
if (vehicle player != player) exitWith { };
player playActionNow "Medic";
[1,1] call dayz_HungerThirst;
r_interrupt = false;
_animState = animationState player;
r_doLoop = true;
_started = false;
_finished = false;
while {r_doLoop} do {
_animState = animationState player;
_isMedic = ["medic",_animState] call fnc_inString;
if (_isMedic) then {
_started = true;
};
if (_started && !_isMedic) then {
r_doLoop = false;
_finished = true;
};
if (r_interrupt) then {
r_doLoop = false;
};
sleep 0.1;
};
r_doLoop = false;
if (_finished) then {
//_unit setVariable["LastTransfusion",time,true]; //reserve for self transfusion
_unit setVariable["USEC_lowBlood",false,true];
_num_removed = ([player,"ItemBloodbag"] call BIS_fnc_invRemove);
if(_num_removed == 1) then {
/* PVS/PVC - Skaronator */
PVDZE_send = [_unit,"Transfuse",[_unit,player]];
publicVariableServer "PVDZE_send";
[player,100] call player_humanityChange;
};
} else {
r_interrupt = false;
player switchMove "";
player playActionNow "stop";
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First things first, could you edit your post and place spoiler tags on that rpt? Going to make looking at responses much easier. Also, can you post up your CLIENT rpt as well?
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In your server RPT you have a few errors.
BuildingList = []; { if (DZE_MissionLootTable) then { if (isClass> 11:59:25 Error position: <DZE_MissionLootTable) then { if (isClass> 11:59:25 Error Undefined variable in expression: dze_missionloottable 11:59:25 File z\addons\dayz_server\init\server_functions.sqf, line 220 11:59:25 Error in expression <VehicleArea;
This is spammed for most your rpt. Have you made changes to your variables.sqf or compiles.sqf?
Warning Message: Picture \z\addons\dayz_code\gui\dayz_logo_ca.paa not found
12:00:06 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted. asc_eu_lights
Are you sure you have the up to date version of epoch 1.0.5.1?
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Many just make their own using mission editor, wai, dzai, etc. There are enough buildings there already that you could just place ai to get started.
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Any specific errors in your arma2oa client rpt? Tried verifying your files or recreating server to be sure there was nothing corrupted?
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Private array?
private ["_humanity"];
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Did this work for you?
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Try this in your description.ext
#include "dzgm\defines.hpp"
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Anything show in your client rpt or server rpt?
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Checked your DLL's to make sure they are current and not corrupt?
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Check this post out. Go down to post #6.
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Read a few pages back.
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take a look at your client side RPT. Should show an error at the bottom. Any other errors in your Server rpt?
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Found a couple pieces of code within dayz_code that may help me. Just not sure how to get them to help call script depending on day or night.
In compiles.sqf
world_isDay = {if ((daytime < (24 - dayz_sunRise)) && (daytime > dayz_sunRise)) then {true} else {false}};
if(world_isDay) then...... else{ I'm terrible at this, still learning.
This is the fn_curTimeStr.sqf
private ["_hrStr","_minStr","_curDate","_hr","_min","_strTime"];
_curDate = date;
_hr = _curDate select 3;
_min = _curDate select 4;
_hrStr = "";
_minStr = "";
if (_hr < 10) then {_hrStr = format["0%1",_hr]} else {_hrStr = format["%1",_hr]};
if (_hr == 0) then {_hrStr = "00"};
if (_min < 10) then {_minStr = format["0%1",_min]} else {_minStr = format["%1",_min]};
if (_min == 0) then {_minStr = "00"};
_strTime = format["%1%2 hrs",_hrStr,_minStr];
_strTime;Found this baby in the local_lights_init.sqf
//Detect Dusk && Dawn
_sunrise = call world_sunRise;
_fnHr = _sunrise + 0.5;
_stHr = (24 - _sunrise) - 0.5;
if(_rndLights>75)then{_rndLights=75;};//Max allowed
//axeDiagLog = format["IL:LIGHTS STARTED: _stHr:%1 | _fnHr:%2 | time:%3 | for:%4",_stHr,_fnHr, dayTime, vehicle player];
//publicVariable "axeDiagLog";
while {alive player}do{
if(daytime<_fnHr||daytime>_stHr)then{
_plyr = vehicle player;
//if(_plyPos distance _plyr > 6)then{//Only run if player moves
_lightTrig = _plyr;I understand I need to place something at the beginning of the script to check if it's daylight, or to only start at specific times, just not sure how to put it together.
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For those using DayZ Launcher, there is an option in Setup that does this. Just click SHOW SCRIPT ERRORS before launching your server. Give a big black message box for each error.
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I made the same mistake at first. Figured it out quickly, but might want to update the install instructions to say "modify config if using single currency."
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I stand corrected. Rebuilding my overpoch server, accidentally placed the updated files in the actual server and not the Test version I was debugging in. Just went through and made a few sales, purchased a few items, and even tried buying a vehicle. All works as it should. Nothing in Client or Server RPT. Nice work.
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I swapped files this morning. I'm rebuilding on my test server at the moment. Give me a second, I'll download them again and replace then get back to you.
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No problem. Thanks for letting us know the fix worked.
[Release] Wicked AI 2.2.0
in A2: Epoch Mods (1.0.5.1)
Posted
Just for shits and giggles, unpack your dayz_server.pbo and copy that server_monitor.sqf here with your complete server.rpt.