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Airwaves Man

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  1. Thanks
    Airwaves Man got a reaction from Aslan247 in SAFE/TENT Gear not saving to Database HELP!   
    Problem solved, outdated server_publishObject.sqf was the problem.
  2. Thanks
    Airwaves Man got a reaction from Aslan247 in SAFE/TENT Gear not saving to Database HELP!   
  3. Thanks
    Airwaves Man got a reaction from Relentless in Mysql   
  4. Thanks
    Airwaves Man reacted to icomrade in Simple Check for Scripts Filter Bypass   
    I've finally had time to build the Hive extension with a custom player check for a scripts bypass. it's rather basic but may still be quite effective for the majority of those bypassing the scripts filter.
    To start you must download this custom HiveExt.dll (includes virtual garage calls) and edit your HiveExt.ini as in the one in the linked repo (add the Battleye section to your Hive.ini). https://github.com/icomrade/icomradeHiveEpoch/tree/master/Pre-Compiled
     
    Some client side code is required, you can place it inside the !isDedicated check of init.sqf: https://github.com/EpochModTeam/DayZ-Epoch/blob/Release_1.0.6.2/Server Files/MPMissions/DayZ_Epoch_11.Chernarus/init.sqf#L81
    waitUntil {(getPlayerUID player) != ""}; LogMyLogin = [getPlayerUID player]; publicVariableServer "LogMyLogin";  
    You also need to have a line which you log in scripts.txt. the simplest way to get 1 line per login is by adding a textLog to one vehicle's init line
    for example add an object with an init line to your mission.sqm, or append you desired textLog line to it (this example uses textLog 'Amadeus Amadeus log me Amadeus'; )
    class Vehicles { class Item0 { position[]={6391.9619, -0.29052943, 7790.3203}; azimut=487.7664; id=0; side=EMPTY; vehicle="TK_GUE_WarfareBLightFactory_base_EP1"; init="this setPos [6391.9619, 7790.3203, -0.29052943]; textLog 'Amadeus Amadeus log me Amadeus';"; skill=1; }; items=1; };  
    Server side code is also required, in server_functions.sqf add after the Server_hiveWrite compile! https://github.com/EpochModTeam/DayZ-Epoch/blob/Release_1.0.6.2/SQF/dayz_server/init/server_functions.sqf#L172
    DZE_LegitPlayers = []; DayZ_LegitCheck = { private ["_closeEnough","_index"]; _closeEnough = false; _index = -1; { private ["_PUID","_lastCheckTime"]; _PUID = _x select 0; _lastCheckTime = _x select 1; if (_PUID == _this select 0) exitWith { if ((_lastCheckTime + 60) > diag_tickTime_) then { _closeEnough = true; } else { _index = _forEachIndex; }; }; } forEach DZE_LegitPlayers; if (!_closeEnough) then { if (_index >= 0) then { DZE_LegitPlayers set [_index, [(_this select 0), Diag_TickTime]]; } else { DZE_LegitPlayers set [(count DZE_LegitPlayers), [(_this select 0), Diag_TickTime]]; }; _key = format["CHILD:777:%1:",_this select 0]; _key call server_hiveWrite; }; }; "LogMyLogin" addPublicVariableEventHandler {(_this select 1) call DayZ_LegitCheck;}; Finally be sure to add the log line to your battleye filter: scripts.txt!!!
    for example
    //check one thing at login 1 "Amadeus"  
    Edit: You may want to manually review these bans, or not idc, but there are sometimes false positives. i.e. the scripts.txt filter fails to log and a legit player will not show up in the scripts.log, subsequently resulting in a ban (strange behavior, probably an issue with the scripts filter on battleye's end). I've observed failure to log on myself when testing, so I use a temp list and transfer overto my real ban list after review
  5. Thanks
    Airwaves Man got a reaction from WeepiestLem0n in Installing MySQL and creating the DB for private ArmA 2 DayZ Epoch Server   
    @WeepiestLem0n Hello and welcome,
    take a look at that link. There is everything you need with a decent explanation:
     
  6. Thanks
    Airwaves Man got a reaction from DIO in Mute players in side?   
    @JakeQue You can only mute a single player for yourself client side if that is enough. Press P for the player list and click on the name of the speaking player. There is a mute button somewhere in the field.
    Otherwise you need a punish script that handle speaking in side chat. The punishment is already inculed in epoch by DZE_DisabledChannels.
  7. Thanks
    Airwaves Man got a reaction from salival in Action loop   
    For everyone who wants our solution:
    _finished = ["Medic",1] call fn_loopAction; if (_finished) then { Code after the Medic loop passed successfully } else { localize "str_epoch_player_26" call dayz_rollingMessages; };  
  8. Thanks
    Airwaves Man got a reaction from RiMMON in PVCDZ_plr_Login2 change Epoch 1.0.6.2 ?   
    @salival
    Ah well thx, but how I have to change the if call to get it working again?
    Edit: I found the problem. Ive overwrote my PVCDZ_plr_Login2 = [_worldspace,_state,_randomKey];  Now everything is working again.
     
  9. Thanks
    Airwaves Man got a reaction from salival in Remove Backspace menu when hitting F2   
    @JakeQue search for the array that blocks the DIK_F keys in your keyboard.sqf. It should be above of
    if (dayz_groupSystem) then { Looks mostly like that:
    [[ DIK_F12, DIK_F8,DIK_F7,DIK_F6,DIK_F5, DIK_F2,DIK_9, DIK_8,DIK_7,DIK_6,DIK_5,DIK_4], _block] call _addArray; If you have not entered DIK_F2 add it there.
  10. Thanks
    Airwaves Man got a reaction from salival in Remove Backspace menu when hitting F2   
    @JakeQue Remove DIK_F2 from the Block Array and add at the end of your F2 code
    _handled = true;  
  11. Like
    Airwaves Man got a reaction from Sandbird in [Release] Dayz.Epoch.1062.3d.Editor.Live.Mission.With.Database.Interaction   
    Damn dude thats what I was waiting for a long long time. Thank you so much.
  12. Thanks
    Airwaves Man reacted to Sandbird in [Release] Dayz.Epoch.1062.3d.Editor.Live.Mission.With.Database.Interaction   
    Dayz.Epoch.1.0.62 - 3d.Editor.Live.Mission with Database interaction


    -=Youtube Demo=-
     
    What is this
    A custom mission file for the purpose of testing/writing scripts for DayZ Epoch without the need of a server.
    It emulates the dayz_server and dayz_mission files, so you can write scripts using the 3d editor. No need to use a dayz_server for debugging anymore. We all know how time consuming that is.

    Features
    Full Database integration (yes thats right... [:)] I would suggest to have a maximum of 100 objects in your object_data table for faster results.
    Took 5 min to load 10000 objs from my real database, so also make sure you dont go crazy with the MaxVehicleLimit, MaxDynamicDebris values in the init.sqf Fully working GUI, zombies, hit registration, addactions, everything! Write code and execute it on the fly. No need to start a server and join with a client to test things. 100% of your scripts will work! (dynamic weather, default loadouts, custom scripts etc) 2 setups. A default 3d editor player with a default loadout or a Real database character based on your UID Includes most of BIS_fnc functions, so actions like BIS_fn_invAdd will work (i've added most common ones...more included though...check details bellow.) Everything works...when i say everything i mean EVERYTHING !. (Spawning objects on mission start, traders (buy/sell), maintenance, character update, events, stats...etc) New Features!
    All .FSM files have been converted to .SQF meaning the mission acts as a full fledged server / client merge. New character creation has been ignored though, so the server expects that the client that is about to connect exists in the database. The server will start, wait for a 'fake client connection to happen' (you pressing the Preview button), and then it will load your character from the database, spawn Hive objects and create new based on your MaxVehicleLimit values etc, then initialize the events and finally spawn the character to his worldspace location. Use AdminTools to spawn any Perm, Temp vehicle you want, including buildings, crates etc. Building objects is working as expected with a little AddAction trick. Unfortunately the primary display (eg: findDisplay 46) isnt working inside the editor. That means that building stuff or placing objects is very hard to do since we can't 'capture' keystrokes.
    Further details below after the Installation instructions. Arma2Net is not allowed by Battleye anymore, so i am using extDB3 now. Requirements:
    A mysql server on the same machine as your Arma2 editor. Well...a remote PC would work as well...just make sure YOU ARE NOT using your original database. Make a copy of it!. This mission will interact with your database !
    If you don't have a mysql server on your pc...i suggest you get WampServer. It's the easiest php/mysql server out there.
    Installation
    Head over to the GitHub where the project is. Click Download on the right sidebar, and extract the rar file. Copy the 3d.live1062.DayzEpochTemplate.Chernarus mission file in your \My Documents\ArmA 2\missions\ folder If your active Arma profile is not the default one, then you probably should extract it in the \My Documents\ArmA 2 Other Profiles 2\missions\ folder, otherwise you won't be able to find the mission inside the editor. Copy everything inside "Arma2OA root folder" in your root Arma2OA folder (the same folder where @DayZ_Epoch_Server, MPMissions are). The real_date.dll...(Thanks to killzonekid) is used to get your machine's date/time to be used for live day/night cycles inside the game (...you can set a fixed day if you want...details bellow). The tbbmalloc - tbbmalloc_x64.dll files are provided by extDB3. They shouldnt interfere with your normal game, but they are needed for the mission to be able to connect to your MySQL server. (Make a backup of your original ones if you want, just be safe.) EATbaseExporter is used by the AdminTools, and allows you to export bases to an .sqf format so you can import them afterwards to your server. Now edit -=START HIVE MISSION=-.bat which was placed in your Arma2 folder, and fix the paths to their proper values. If you are using DZLauncher then the @Dayz_Epoch folder is probably where i placed it myself.  Battleye needs to be disabled inside the editor otherwise the extDB3 addon will not work. The .bat is taking care of that. It will disable Battleye after 7 seconds. Depending on your machine, if you see that the time isn't sufficient, raise that value a little bit. A sample Database has been provided with me as a character and a basic loadout. You can of course use your own database, just remember to delete most of your Object_Data table vehicles. The more vehicles you have there, the longer it will take for the dayz_server to spawn them. If you just want to write a script independent of cars etc...why wait 5 minutes for the server to spawn 10000 vehicles :) Open "ArmaOA\@extDB\extdb3-conf.ini" and add your test database data there. I named the test SQL DB dayz_cherno [dayz_cherno] IP = localhost Port = 3306 Username = dayz Password = mypass123 Database = dayz_cherno # dayz_cherno is the name of the database (change it in both values) # localhost is your mysql server (could be an IP value as well) # 3306 your mysql port # dayz is your database username # mypass123 is your database password  
    When the game launches, press Alt+E, select Chernarus, then Load mission 3d.live1062.DayzEpochTemplate.Chernarus
    Open \My Documents\ArmA 2\missions\3d.live1062.DayzEpochTemplate.Chernarus\init.sqf
    Go to line 61 and start editing the values there. DB_NAME is the name of your database (same as the extdb3 config file).
    Add your PlayerUID value (same as the DB one) in line 72. (That the player you want to load from the database)
    Depending which map you want to use, you have to change the dayZ_instance variable and also the MarkerP values (line 62) based on your mission.sqm file. Its for the Hive to spawn random vehicles, roadblocks and mines at proper locations based on the map. Just read the comments there for how to get the values. Its really simple. Just copy paste stuff from your mission.sqm file.
    Default setup vs Database setup
    There are 2 ways of initializing your player.
    A live database player based on his UID in the character_data table (coordinates, medical states, inventory etc) A default 3d editor player with a basic loadout. (Ignores Hive Loadouts and initial vehicle spawns) Default setup (extDB3)
    [DefaultTruePreMadeFalse = true;] This option is now the default one, because it's so much easier to set up, plus a lot of things have changed in the 1062 Epoch version. I couldn't totally separate the server files from the client files, so in the end a Database is necessary for the Mission files to work properly. To setup your character with this method, leave DefaultTruePreMadeFalse to true;  Everything is database based..so no need to do anything else. The mission will start with all your stats, inventory, conditions and spawn you where your world coordinates are. Premade Character Setup
    [DefaultTruePreMadeFalse = false;] This setup DOES NOT initialize the character based on a database entry, or does any HIVE related queries on mission start. (like load objects etc). Instead it uses some premade stats that you set, and only uses the Database on updates (buy vehicles etc) The loadout of the player is set in the init.sqf in line 77  
    player setVariable ["CharacterID", "1", true]; // Set here the characterID of the player. It can be anything...just leave it 1 if you want. player setVariable ["playerUID", "111111", true]; // Set here the playerUID of the player you want to have. player setVariable["Z_globalVariable", 100000]; player setVariable["Z_BankVariable", 100000]; player setVariable["Z_MoneyVariable", 100000]; player setVariable["humanity", 11000]; player setVariable["humanKills", 10]; player setVariable["banditKills", 20]; player setVariable["zombieKills", 30]; player setVariable ["friendlies", ["222222","333333"], true]; //Both DZE_Friends and this must be set for friendlies to work properly DZE_Friends = ["222222","333333"]; Everything else should work fine with the database....like traders, salvaging, etc...Unfortunately since the 1062 ver had many differences from the 1051 one, i couldn't really make this Profile option a standalone one, without any Database interaction. So in order for you to minimize any errors in the log file, i would suggest you load my sample db file provided, and also change those CharacterID and PlayerUID values in PLAYER_Data and CHARACTER_Data tables to the ones you set up here, just in case.... The Premade character setup is for people that want to fast debug a script they are making and don't want to wait for the Hive to load all map objects and authenticate the player first. Further Details to change (in both Profile Cases)
    The description.ext, mission.sqf, mission.biedi files have your character's name in them. Just search for the word Sandbird in all of them and change it according to the PlayerName value you have in your Player_DATA table for your PlayerUID value.
    Example taken from description.ext. DONT change the actual My_Player text. The mission file needs that string to read what you typed in the name field.
    class My_Player { name="Sandbird"; face="Face20"; glasses="None"; speaker="Male01EN"; pitch=1.1; };  
    Important info
    Init.sqf values
    DefaultTruePreMadeFalse = true; // True: Read player's data from the database (based on UID), False: the normal player the editor has StaticDayOrDynamic = true; // A static date is set at the bottom of \dayz_server\init\server_function.sqf. Set this to false if you want real time/date inside the mission. DZEdebug = false; // Set to true if you want a more detailed log file Enable Keyboard actions (menu option) // (findDisplay 46) wont work inside the editor. That means that building stuff or placing objects is very hard to do since we cant 'capture' keystrokes. I kinda fixed this with a trick. In order to build something first you have to initiate the building action (holding the object in your hands) and then scroll with your mouse wheel and select Enable Keyboard actions. This will create a layer on your screen capturing your keystrokes thus allowing you to change orientations etc. Pressing ESC twice after and it will close the fake display and return to normal play mode. You will have to do this every time you want to build something. Related to coding
    Since the Editor has some limitations because its not a real server some things will never work. For example:
    _playerUID = getPlayerUID player; will never work in the editor. To get the _playerUID you have to do this:
    _playerUID = player getVariable ["playerUID", 0];
    This is the most important thing to remember. Lots of scripts use getPlayerUID. You have to remember to change it every time you want to use it.  Of course the player value is just an example here. If you were inside a loop and it had (getPlayerUID _x) then you have to rewrite it like this: (_x getVariable["PlayerUID",0]) findDisplay 46 does not work in the editor. If you are using/making a script that uses Display 46 try using my Enable Keyboard action. It might work in your case. publicvariableServercommands don't exist in the editor. There is no server to accept the command. If you want to use addpublicvariableeventhandler you can do it with call/spawn commands. You can find the handlers usually in the PublicEH.sqf.
    Example: PVDZE_plr_Save = [player,dayz_Magazines,false,true]; publicVariable "PVDZE_plr_Save"; can be written like:
    PVDZE_plr_Save = [player,dayz_Magazines,false,true]; publicVariableServer "PVDZE_plr_Save"; // keeping this so when you move the code to the real server you remember to add it. [player,dayz_Magazines,false,true] spawn server_playerSync; // what to call is usually inside publicEH.sqf. In this case search for PVDZE_plr_Save in the PublicEH file and check the call it makes in the end. You could also change the publicVariableServer to publicVariable. That should work inside the editor. But keep in mind these changes wont work on the live server, since one command broadcasts something to the server while the other just to the client running it. I would suggest you keep the original value and do the PublicEH call instead, marking it down with some debug comments next to it, so when you are done and want to transfer the files to your live server you just remove the call and everything should work as expected.
    Don't forget to change the paths when you are adding addons to test/modify them. For example, notice the differences here:  player_switchModel = compile preprocessFileLineNumbers "dayz_code\compile\player_switchModel.sqf"; player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf"; The first line will look up for player_switchModel.sqf inside the editor mission files, while the 2nd one will go to the @Dayz_Epoch map file and get the .sqf file. Same thing applies for the dayz_server files (server_functions.sqf). Once you are done with your script and you have added new compile lines, you need to fix them back to their proper values before you upload them to your live server.
      If you are missing any BIS_fnc functions then check the folder dayz_code\system\functions and see if it's available there to include it in the compiles.sqf. Set DZEdebug = true;  in the init.sqf. And ALWAYS check your RPT log file for debugging. Its located at : %AppData%\Local\ArmA 2 OA folder. Related to mission file included
    You'll notice when you start the mission there are 2 bots standing there. If you double click the soldier you'll see that he initiates this script scripts\BotInit.sqf. I left that in purpose in case you want to do some scripting that requires 'another player', and you want to initialize the fake player like that. The other bot can be deleted. I just left it there because i was testing a Tag Friendly script, and needed a 3rd 'player' that has me as a friend. I've included a simple Fireworks script i made a while back only this time i used some better effects taken from aliascartoons work. Just add a 'SMAW_HEDP' into your inventory and right click on it to test it out. Here is how the old script used to look like Fireworks. Also you'll find a little 'hat script' in the files, just right click a 'IRStrobe' item to add a hat to your player. Both script were written inside the editor using the mission file above...just a small example to show you how easy it is to write code there. The @extDB folder contains a folder called debug_files. These .dlls (when replaced the ones provided) activate a more detailed log file (found under arma 2 operation arrowhead\logs folder). It will show ALL MySQL queries going in/out of the database. Very useful if you are running any custom SQL queries and the RTP log file isn't enough.
    Final Notes
    These are heavily modified files...Dont overwrite them with your own files. Add to them instead of replacing them.
    If you are writing scripts that dont require the server to restart, then you can just go to 2D editor and press Preview again after you make the changes. No need to hit Restart. As long as you are doing changes that doesnt affect the Hive loading you can basically run things on the fly. For example in the init.sqf at the bottom i added a Add BankMonkey example. That command just loads the custom\money.sqf and shows a simple extDB3 example on how to select/update a DB table. Since this command doesnt require the server to restart, you can just hit Preview, test things out, and if you want to make changes, go back to 2D Editor, edit your changes in the money.sqf file and hit Preview again. No need to hit Restart and wait for the dayz_server functions to do their thing again.
    The whole purpose of this project was to not waste any more time trying to code on this god forsaken Arma engine.
    And a personal note....You will NEVER find an easier way to code stuff for Dayz....period. This is the fastest way to write code and see it in action.

    Hope this code will help you write code faster and easier !
    ### Credits
    This mission file would not be possible without the help of these addons/people

    DayzEpochTeam | http://epochmod.com
    killzonekid | http://killzonekid.com
    extDB3 | https://bitbucket.org/torndeco/extdb3/wiki/Home
    ebayShopper | https://github.com/ebayShopper/TestKit
    JasonTM (for the latest beta AdminTools)| https://epochmod.com/forum/topic/44863-release-epoch-admin-tools-v-1107-test-branch/
  13. Like
    Airwaves Man got a reaction from Relentless in Afterlife Dayz OVerpoch Script Pack 1.0.6.2 +full battleye +bec autorestarter   
    @daryl922 Thank you for sharing this. As @JasonTM said there are not longer many content creators who are willing to share their work out there.
    There are a few things that are imporant to do in your release. Your mission_check.sqf is not updated. It has only a few files in the array. There must be all files excluding pictures or sound flies from the missionfile entered.
    Your battleye script.txt is the infistar one. It will catch nothing at all. You should start we the Epoch script.txt and added some more things.
    I noticed that any kind of Anti Dupe is not longer necessary. Epoch 1.0.6.1 fixed almost everything with that. If anyone has other experiences let me know. Most Anti Dupes like the Infistar Anti Dupe result in the possibility to dupe. So it should be disabled.
    If you are interessted in maintaining your Server Pack we will take a closer look into it.
     
  14. Like
    Airwaves Man reacted to daryl922 in Afterlife Dayz OVerpoch Script Pack 1.0.6.2 +full battleye +bec autorestarter   
    Afterlife Dayz OVerpoch Script Pack 1.0.6.2
    -7 custom build... (Basebor,Balota,Basenovy,Elektro (trader) Gem trader, Hilltop)
    -Wai Mission
    -Bank traders ( disabled) 
    //MODULES//
    -abandonedvault
    -deathcorpse
    -drug_bust
    -gems
    -player_supply
    -weed
    Scripts:
    -safeZoneRelocate
    -Stormz Craft menu
    -AntiDupe
    -Tow/and Lift
    -Plot management (maintain) 10 days
    -New Effect map right click
    -remove grass, map right click
    -Custom trader
    -Added trader (Gem and sniper trader)
    -Custom loot 
    -Remove zombies plot pole and trader zone
    -Tab menu script
    -Stary parking custom build script
    -Hard loot
    -Hotwire door and vehicles
    ...etc
    //Battleye//
    -Fix full script
    -Bec auto restart 3 hours
    Server start:
    -Restart.bat
    Donate paypal:
    [email protected]

    use it with health
    Afterlife Server scripts 1.0.6.2 Download
  15. Like
    Airwaves Man reacted to Hooty in [Release] O9 Gambling Script [Updated for 1.0.7.1+]   
    Thanks Dude!!!
  16. Haha
    Airwaves Man reacted to JakeQue in Remove Backspace menu when hitting F2   
    You my friend are a life saver. Thank you so much! 
  17. Thanks
    Airwaves Man got a reaction from JakeQue in Remove Backspace menu when hitting F2   
    @JakeQue search for the array that blocks the DIK_F keys in your keyboard.sqf. It should be above of
    if (dayz_groupSystem) then { Looks mostly like that:
    [[ DIK_F12, DIK_F8,DIK_F7,DIK_F6,DIK_F5, DIK_F2,DIK_9, DIK_8,DIK_7,DIK_6,DIK_5,DIK_4], _block] call _addArray; If you have not entered DIK_F2 add it there.
  18. Thanks
    Airwaves Man got a reaction from nlcoyote in scroll menu problem   
    Hi,
    check in your infistar AHconfig.sqf for _CSA  If it is true you have to add the name of your actions into the _dayzActions array in your AHconfig.sqf. Or you can disable that function by just setting _CSA = false;
  19. Thanks
    Airwaves Man got a reaction from Pillottio in scroll menu problem   
    Hi,
    check in your infistar AHconfig.sqf for _CSA  If it is true you have to add the name of your actions into the _dayzActions array in your AHconfig.sqf. Or you can disable that function by just setting _CSA = false;
  20. Like
    Airwaves Man got a reaction from Relentless in plot pole bug   
  21. Thanks
    Airwaves Man got a reaction from Hooty in [Release] O9 Gambling Script [Updated for 1.0.7.1+]   
    Hey guys, this is the release of my O9 Gambling Script. If you like to add this feature to your server you can do it now with that offical release.
    Go to github download and install the files:
    O9 Gambling Script
    If you have cards you get a free gambling try.
    You can gamble for 1000, 2000 and 3000 Coins and get the price 1x, 2x and 3x. The script is not optimized but it works out of the box and can be used with overpoch.

  22. Like
    Airwaves Man got a reaction from salival in [Release] O9 Gambling Script [Updated for 1.0.7.1+]   
    @BigEgg Yep you are right. Now everyone can have fun with the gamling not only the admins that have stolen and paid for it.
    @Relentless You are right. It is done.
  23. Thanks
    Airwaves Man got a reaction from salival in [Release] O9 Gambling Script [Updated for 1.0.7.1+]   
    Hey guys, this is the release of my O9 Gambling Script. If you like to add this feature to your server you can do it now with that offical release.
    Go to github download and install the files:
    O9 Gambling Script
    If you have cards you get a free gambling try.
    You can gamble for 1000, 2000 and 3000 Coins and get the price 1x, 2x and 3x. The script is not optimized but it works out of the box and can be used with overpoch.

  24. Like
    Airwaves Man got a reaction from BigEgg in [Release] O9 Gambling Script [Updated for 1.0.7.1+]   
    @BigEgg Yep you are right. Now everyone can have fun with the gamling not only the admins that have stolen and paid for it.
    @Relentless You are right. It is done.
  25. Like
    Airwaves Man got a reaction from Relentless in [Release] O9 Gambling Script [Updated for 1.0.7.1+]   
    Hey guys, this is the release of my O9 Gambling Script. If you like to add this feature to your server you can do it now with that offical release.
    Go to github download and install the files:
    O9 Gambling Script
    If you have cards you get a free gambling try.
    You can gamble for 1000, 2000 and 3000 Coins and get the price 1x, 2x and 3x. The script is not optimized but it works out of the box and can be used with overpoch.

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