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A Man

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A Man last won the day on November 18

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  1. You are missing the strings. Add this https://github.com/oiad/communityLocalizations
  2. Yes you can use. Thats why I have add it here so everyone can take a look at it and can use if they want.
  3. It is a very complicated way to realize this script. The main point why it is so hard, is because the item like the food and all magazines and weapons a player can take in-game are just items and no objects. So you cannot set a variable on a single object like you can do it on a building, a vechicle or a player. To work around you have to set a variable on the player which saves what the player does and when with the items. Plus you have to save the state of the variables to the database. From my point of view it is not worth the effort and the performace impact that this script would have for only this small feature. You could add the backpack checking to the script above but the rest I would skip.
  4. I like the idea of the script. You have asked why nobody else has made a script like that already, well it is because this is a way more complicated as you perhaps think at the moment. First of all you are new to coding so you can acutally not know most of the things so do not worry about it. Your script has a few problems: 1. The script runs for the server too. It is not really a problem for the script itself but if you run things for clients only use. if (!isDedicated) then { code }; 2. It only runs one time. A while loop would be required so the script can check the whole time the player is playing. 3. If one condition is true, lets say the first one, the script will wait 900s and will remove after that 'FoodBaconRaw'. But it does not check when the player got this item or the player even still have it. After removing the item it will add the biomeat no matter if the player really had the removed item. A few thoughts about that to make it more clear: The player could have cooked the 'FoodBaconRaw' within the 900s. If the player gets a new 'FoodBaconRaw' within the 900s the script will remove it even it was in the player inventory only a few seconds. 4. The script will always remove only 1 item. If you have 2x 'FoodBaconRaw' only one gets removed. 5. If you relog everything gets resetted, the same if you died and you take back your gear. If you have died and took back your gear, it will only work after a relog because of the missing while loop. 6. Because of the high sleeps you are using the most parts of the script will never be checked. It just takes too long even if you would have added a while loop. 7. Some classnames are written wrong like FoodRawTuna is FishRawTuna. To realize this script idea it will need a few variables and a complete different way to script it. I would call it expert level. Those are the key features you have to think about: When has the player add the item to the inventory and how many items. How to handle the removal to the items if one or more got removed already by another action. How to handle if a new item of the same type got added within the time the other items will spoil. If a player relogs or getting killed. What about if the meat is inside the backpack. Do not use sleep with those high numbers. Use diag_tickTime instead. I've wrote a small script how it works better. But it still does not check the followong things: Backpack Time when the player got the items Relog and death // Set the spoil time at the start of the script. local _spoilTickTime = diag_tickTime; // Nested array of items that spoil within the inventory. [Spoilt item, New item]. local _spoilItems = [["FoodBaconRaw","FoodBioMeat"],["FishRawTuna","FoodBioMeat"]]; // spoil time in mins local _spoilTime = 15; while {1==1} do { // Every default: 15mins the items spoil in the inventory. if ((diag_tickTime - _spoilTickTime) > (_spoilTime*60)) then { { local _item = _x select 0; // Make sure that the player has acutally the item that spoils in their inventroy. if (_item in magazines player) then { local _newItem = _x select 1; // Count the items that will spoil now to get them all. _qtyItems = {_x == _item} count magazines player; for "_i" from 1 to _qtyItems do { player removeMagazine _item; player addMagazine _newItem; }; // Get display text of the spoilt items and inform the player. _displayName = getText(configFile >> "CfgMagazines" >> _item >> "displayname"); systemchat format ["%1 %2 spoiled in your inventory.",_qtyItems,_displayName]; }; } foreach _spoilItems; // Reset the spoil time of the script. _spoilTickTime = diag_tickTime; }; uisleep 5; };
  5. Rule breaking will not be tolerated. Time ban stays as it is.
  6. @TheZog You need many more files as only epoch_c or epoch_w. We are coming the open beta phase near. Everyone is able to test the files then. I will make an announcement when the files are ready to test.
  7. Commet out in your anticheat.sqf the Command Menu lines. https://github.com/worldwidesorrow/Epoch-Admin-Tools/blob/TestBranch/AdminTools/AntiCheat/antiCheat.sqf#L79
  8. Add DIK_BACK to the list of the blocked keys inside the keyboard.sqf. This should fix your problem. https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/keyboard.sqf#L340
  9. Epoch 1.0.7 is no fake at all. We are working hard to get it out this year.
  10. As I said try this here: https://www.microsoft.com/en-us/download/details.aspx?id=48145
  11. A Man

    Can't tame dog

    @Free4oK This is a bug and is fixed in 1.0.7. You can apply this fix in your missionfile. https://github.com/EpochModTeam/DayZ-Epoch/commit/937741dc7daca36d308ae60b8da9f0b7afb35193#diff-399abda986c4360ec12310820d9060caR34
  12. We are still alive. Update 1.73 got released a few days ago. https://github.com/AirwavesMan/Over9000-Panthera/blob/Server-Version-1.73/Changelog 1.73.txt
  13. After you have checked the hive.ini check if you have installed this runtime too. Visual C++ Redistributable for Visual Studio 2015 https://www.microsoft.com/en-us/download/details.aspx?id=48145
  14. @kingpapawawa If you are using infistar and you found out how to dupe, deactivate infistar and try it again. Most dupes are just an infistar problem not a problem with the other scripts itself.
  15. We released 2 more updates since our last update here . Update 1.70 https://github.com/AirwavesMan/Over9000-Panthera/blob/Server-Version-1.70/Changelog 1.70.txt Update 1.71 with our new headless client. https://github.com/AirwavesMan/Over9000-Panthera/blob/Server-Version-1.71/Changelog 1.71.txt
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