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  1. Like
    Linux reacted to juandayz in Lottery   
    i had writed this old for my 1.0.5.1 is a Blackjack game... you can adjust to use in 1.6.1 using the new salival ZSC function to add-remove money or the iben function for the same.
    How this works? you set an scroll menu option on one of your trader and execute this scritp.
    @DAmNRelentless i think you can update it in a minute, its very easy... just need a time prevention to not use again and use
    Here you got a quick update to start to work.
    _depositMoneyin = "cache";//bank is the other option//works if u have the @iben function and true below _fn_SC_uniCoins = true;//set false if u dont have @iben funcion _Reward = 1000; _cost = 100; _coins = player getVariable [Z_moneyVariable,0]; if (_coins < _cost) then { cutText[format["You need %1 coins to play this game!",_cost], "PLAIN DOWN"]; } else { titleText [format["you pay %1 coins goodluck",_cost] , "PLAIN DOWN", 1]; sleep 1; player setVariable[Z_moneyVariable, (_coins - _cost), true]; _rand = floor(random 100); if (_rand <= 70) exitWith { _cardtext = [ "24", "22", "23", "25", "19" ]call BIS_fnc_selectRandom; titleText [format["You took %1 ...looser",_cardtext], "PLAIN DOWN",2]; }; if (_rand <= 100 && _rand > 71) then { [format["<t size='1.2' color='#D01000'>WOW 21!!!!%1</t><br/><t size='0.9'>WIN %2!!!!.</t>",(name player),_Reward],0,0,2,2] spawn BIS_fnc_dynamicText; if (_fn_SC_uniCoins) then { [player,_Reward,"add",_depositMoneyin] call fnc_SC_uniCoins; } else { _coins = _coins + _Reward; player setVariable[Z_moneyVariable,_coins,true]; }; }; };  
  2. Like
    Linux reacted to juandayz in [RELEASE][CRAFT HOUSES BASED ON SURVIVED TIME]   
    try lines in red:
    example for mediumhouse.sqf  (not tested)
     
    near of the end
     
  3. Like
    Linux reacted to juandayz in [RELEASE][CRAFT HOUSES BASED ON SURVIVED TIME]   
    if u wanna get more realism with costs ...Buy architectural plan in WholeSaler  doing this:
    into your selfactions
    find:
    if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "GUE_WarfareBFieldhHospital")) then {
    place above:
    if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "RU_Citizen4")) then {
    if (s_player_cost < 0) then {
        s_player_cost = player addAction ["<t color='#ff5200'>BUY ARCHITECTURAL PLAN </t>", "custom\scripts\house\costs.sqf", [], 5, false];
        };
        } else {
        player removeAction s_player_cost;
        s_player_cost = -1;
        };
    **now find:
      player removeAction s_player_hospitalhero;
        s_player_hospitalhero = -1;
    place above:
     player removeAction s_player_cost;
        s_player_cost = -1;
    *NOW CREATE A NEW SQF CALLED "costs.sqf" drop into custom\scripts\house\
    costs.sqf
    now in each house.sqf  (large,medium,small)
    example with smallhouse.sqf add lines in red
    Then go to your server, use scrollmenu in your wholesaler and pick "Buy architectural plan"
  4. Like
    Linux reacted to juandayz in [RELEASE][CRAFT HOUSES BASED ON SURVIVED TIME]   
    Hey! @Cherdenko tnks for your TEST!!!  well see...  First thing u note: about high position of building., i added "page up" and "pange down" from player_build.sqf to take control about where you u place the houses....  if u think its higher...  find in smallhouses.sqf mediumhouses.sqf and largehouse.sqf   this line:
    _offset = [0,8,2];  //number two is for up down
     
    For remove it::  you need a crowbar and get into the house.. also u need be a plot owner.
    And you cant build anothers houses if u already have one cuz thers a restriction amount of houses per plot area.
    i put the msg in a wrong site,, see:
    must be:
    For remove items,,, your right!  my bad... its fixed.. let me update it in download file..  TNKS SO MUCH!!
     
    tnks!!!!!!
  5. Like
    Linux reacted to Cherdenko in [RELEASE][CRAFT HOUSES BASED ON SURVIVED TIME]   
    so i discovered some bugs on your mod:
    First of all the items were no being removed from my inventory, after i placed  down the houses. second of all, what if we changed the range of the Plotpole? Does it sstill check 30 meters?
    3rd: For me no buildings/ houses can be removed.
    4th i can´t place down the large house...
    I hope i could help you improve the script...(gonna post a vid of it later duh)
    Edit: Maybe a little Promo? :D
     
    One last edit:
    If you are using deploy anything edit your overwrites Config so it looks like this:
     
  6. Like
    Linux reacted to Zupa in [Alpha Release] Single Currency 3.0 & Storage DEFAULT HIVE ( No global banking).   
    Single Currency 3.0 & Storage DEFAULT HIVE ( No global banking).
     
    AKA: ZSC 
     
     
    RELEASE 1: INDEPENDENT RELEASE ( No converting script yet to convert old SC money to this version).
     
     
     
            REQUEST: If someone is good with MYSQL can he complete the qyuery on the bottom of this post? ^^ limited time here ^^.
     
     
    What is it?
     
    This script replaces gold,silver,tin,copper,briefcases by 1 virtual currency with a configurable name. You can buy,sell, give, receive, take (from dead bodies) and STORE this money like it was a normal inventory item. ( It will work with a different dialog then your gear dialog.) 
     
    No more smelting gold into silver or anything related to that. Everything is in one currency ( For example "ZupasticiumCoins"). 
     
    Features.
     
    Store Money in storage objects and vehicles ( max money in 1 storage depends on the size).  No global access to your money. Anyone can take the money out ( for vault/lockbox it must be open of course). Trade with this currency for cars/items. Give money to other players. NO inventory issues with gold!    
    Whats the difference with your other single currency scripts?
     
    You can use the default hive! No global bank! Back to normal epoch danger to lose cash!  Cleaned up code Very low changes to default saving system. (DB friendly) NO database changes needed. NO ATMs, Safezones, atms in trader whatsoever... Store money in vehicles.  
    Technical data:
    Storage money is saved in the gear section of the object in the Database Player Money is added to gear section of the player in the Database ( Again thanks to maca for pointing this out for me).  
    Extra
     
    This build will have all of the fixes on errors out there ( Build on peterbeers all in on packages with the bugfixes). Reworked the  transfering money between players to be sure trade goes to the right object/player. Store money in vehicles Credits
     
    Maca - Original private single currency. Peterbeer -  for putting all fixes together in 1 pack. Soul - Hives modifications and code changes for it. ( not applied on this script, jsut credited for hard work). Rocu - Great help on forums and fixes. DraftKid - Testing and screenshots  
     
    Please report bugs so I can solve them!
     
     
    The config located IN
    ZSC/gold/ZSCconfig.sqf /* Single Currency 3.0 uses storages to store money which can be accessed by anyone if open of course (safe,lockbox). Each storage has his own money, so no global access. */ // Name of your currency CurrencyName = "Coins"; // Objects that can hold money. Vehicles are added automaticly. Size of money capacity is depended on ammount of magazines the object can hold. ZSC_MoneyStorage = ["VaultStorage","LockboxStorage","StorageShed_DZ","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","GunRack_DZ","WoodCrate_DZ","TentStorage","TentStorageDomed","TentStorageDomed2"]; // Multiplier how much money an object can hold. This number X ammount of magazines it can hold. ( so URAL -> 500 items * 1000 = 5 MIL cash). ZSC_MaxMoneyInStorageMultiplier = 1000; // (True = No Animation / False = Animation) InstantTrading = false; // If TRUE: overwrite yours player_switchmodel with mine. | IF False: Change content yourself @ step D ZSC_Overwrite_SwitchModel = true; // if TRUE: Overwrites yours fn_selfactions with default 1 + edits. | IF False: Change content yourself @ step D ZSC_Overwrite_SelfActions = true; // if TRUE: Overwrites yours fn_selfactions with default 1 + edits. | IF False: Change content yourself @ step D ZSC_Overwrite_UnLockVault = true; // if TRUE: Overwrites yours fn_selfactions with default 1 + edits. | IF False: Change content yourself @ step D ZSC_Overwrite_LockVault = true; /* IF YOU USE different mods like P4L it's recommended to do changes yourself or it wont work */ There are pbo's provided for cherno 11. Or follow the installation instructions
     
    https://github.com/EpochSC/SingleCurrencyStorage
     
    Installation instructions. ( TRIED TO KEEP IT NOOB FRIENDLY ^^)
     
     
    If u are going to use the full pbo?!
     
    The missions.sqm is build for OVERPOCH. Delete the overwatch addons if you are just using it for Epoch. 
     
     
     
    MISSION PBO
     
    A ) In your init.sqf:
     
    A 1) You must have 
    /*ZSC*/ DZE_ConfigTrader = true; /*ZSC*/ in the top section ( for example right above "EpochEvents"); Place if you do not have it yet. ZSC requires Config traders, It will also help your server reduce lag!
     
    A 2) PLACE
    /*ZSC*/ call compile preprocessFileLineNumbers "ZSC\gold\ZSCinit.sqf"; /*ZSC*/ ABOVE
    progressLoadingScreen 0.5; A 3) PLACE
    execVM "ZSC\compiles\playerHud.sqf"; RIGHT UNDER
    _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; A 4 )
     
    Change
    call compile preprocessFileLineNumbers "server_traders.sqf"; to
    call compile preprocessFileLineNumbers "server_traders_cherno_11.sqf"; ON THE BOTTOM OF THIS TOPIC THERE WILL BE AN EXPLANATION FOR OTHER MAPS / INSTANCES.
     
    A 5 ) MAKE SURE 
    _serverMonitor = [] execVM "\z\addons\dayz_server\system\server_monitor.sqf"; this line is custom and doesnt have dayz_code in it. It should point at dayz_server or if u use another script to where ever that places it.
     
    B ) In your description.ext
     
    B 1) Place 
    #include "ZSC\config\cfgServerTrader.hpp" on the complete top.
     
    B 2 ) Add if you do not have a RscTitles yet!
    class RscTitles { #include "ZSC\config\ZSChud.hpp" }; at the bottom.
     
    IF U ALREADY HAVE IT just add
    #include "ZSC\config\ZSChud.hpp" behind whatever is in there.
     
    B 3 ) JUST ADD AT THE COMPLETE BOTTOM
    #include "ZSC\config\ZSCdefines.hpp" #include "ZSC\config\ZSCdialogs.hpp" B 4 ) If you come from another currency, u can remove the shit that was extra added in that one  :).
     
    C )  COPY FILES
     
    C 1 ) Place the ZSC folder in your mission pbo ( take it out of the github's missions pbo).
    C 2 ) Place server_traders_cherno_11.sqf in your missions pbo. ( If other map/instance check bottom of the topic.).
     
    D ) fn_selfactions ( IF you use my overwrite, u do not have to to this step.
     
    D 1 )PLACE
    if(_typeOfCursorTarget in ZSC_MoneyStorage && (player distance _cursorTarget < 5)) then { if (s_bank_dialog < 0) then { s_bank_dialog = player addAction ["Money Storage", "ZSC\actions\bank_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_bank_dialog; s_bank_dialog = -1; }; // cars if( _isVehicle && !_isMan &&_isAlive && !_isMan && !locked _cursorTarget && !(_cursorTarget isKindOf "Bicycle") && (player distance _cursorTarget < 5)) then { if (s_bank_dialog2 < 0) then { s_bank_dialog2 = player addAction ["Money Storage", "ZSC\actions\bank_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_bank_dialog2; s_bank_dialog2 = -1; };  
    AFTER
    } else { {player removeAction _x} count s_player_combi;s_player_combi = []; s_player_unlockvault = -1; }; D 2 )
    if (_isMan and _isAlive and !_isZombie and !_isAnimal and !(_traderType in serverTraders)) then { if (s_givemoney_dialog < 0) then { s_givemoney_dialog = player addAction [format["Give Money to %1", (name _cursorTarget)], "ZSC\actions\give_player_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_givemoney_dialog; s_givemoney_dialog = -1; }; ABOVE
    if(_typeOfCursorTarget in dayz_fuelpumparray) then { D 3 ) CHANGE
    if (_player_studybody) then { if (s_player_studybody < 0) then { s_player_studybody = player addAction [localize "str_action_studybody", "\z\addons\dayz_code\actions\study_body.sqf",_cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_studybody; s_player_studybody = -1; }; INTO
    if (_player_studybody) then { if (s_player_studybody < 0) then { s_player_studybody = player addAction [("<t color=""#FF0000"">"+("Check Wallet") + "</t>"), "ZSC\actions\check_wallet.sqf",_cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_studybody; s_player_studybody = -1; }; D 4 ) 
     
    ADD 
    player removeAction s_givemoney_dialog; s_givemoney_dialog = -1; player removeAction s_bank_dialog; s_bank_dialog = -1; player removeAction s_bank_dialog2; s_bank_dialog2 = -1; BEHIND
    player removeAction s_player_towing; s_player_towing = -1; player removeAction s_player_fuelauto; s_player_fuelauto = -1; player removeAction s_player_fuelauto2; s_player_fuelauto2 = -1; D 5 )  TO remove the client side errors u getting add in your VARIABLES.SQF
    s_givemoney_dialog = -1; s_bank_dialog = -1; s_bank_dialog2 = -1; TO
    dayz_resetSelfActions = { E ) player_switchModel.sqf again, if u overwriten with mine in first step, u can skip.
     
    E 1 ) add 
    _cashMoney = player getVariable["cashMoney",0]; behind
    _weapons = weapons player; _countMags = call player_countMagazines; _magazines = _countMags select 0; E 2 ) Add
    player setVariable ["cashMoney",_cashMoney,true]; on the BOTTOM
     
    E 3 ) CHANGE
    //Create New Character _group = createGroup west; _newUnit = _group createUnit [_class,dayz_spawnPos,[],0,"NONE"]; _newUnit setPosATL _position; _newUnit setDir _dir; into
    _group = createGroup west; _newUnit = _group createUnit [_class,dayz_spawnPos,[],0,"NONE"]; [_newUnit] joinSilent createGroup WEST; _newUnit setPosATL _position; _newUnit setDir _dir; _newUnit setVariable ["cashMoney",_cashMoney,true]; F) You can use my unclockVault in ZSCinit, If u got a custom one, do the following changes:
     
    F1)
     
    place 
    _objMoney = _obj getVariable["bankMoney",0]; behind
    _dir = direction _obj; _pos = _obj getVariable["OEMPos",(getposATL _obj)]; _objectID = _obj getVariable["ObjectID","0"]; _objectUID = _obj getVariable["ObjectUID","0"]; F 2)
    place
    _holder setVariable ["bankMoney", _objMoney, true]; behind
    _holder setVariable["CharacterID",_ownerID,true]; _holder setVariable["ObjectID",_objectID,true]; _holder setVariable["ObjectUID",_objectUID,true]; _holder setVariable ["OEMPos", _pos, true]; E) in LockVault.sqf if u got a custom one, otherwise use mine and set true in config:
     
    E1 ) place) 
    _objMoney = _obj getVariable["bankMoney",0]; behind
    _ownerID = _obj getVariable["CharacterID","0"]; _objectID = _obj getVariable["ObjectID","0"]; _objectUID = _obj getVariable["ObjectUID","0"]; E2 ) 
     
    place
    _holder setVariable ["bankMoney", _objMoney, true]; behind
    _holder setVariable["CharacterID",_ownerID,true]; _holder setVariable["ObjectID",_objectID,true]; _holder setVariable["ObjectUID",_objectUID,true]; _holder setVariable ["OEMPos", _pos, true]; SERVER PBO
     
    A ) REPLACE your "compiles/server_tradeObject.sqf"  With my one ( not other script uses that anyways).
     
    B )  IN compiles/server_updateObject.sqf
     
    Change 
    _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; into
    _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object /*ZSC*/ , _object getVariable["bankMoney",0] /*ZSC*/ ]; C ) In your server_monitor.sqf ( NOTE: the " _intentory' variable can be called "_inventory" at your files, so change my code to that, if it's the case).
     
    Add
    /*ZSC*/ if( count (_intentory) > 3)then{ _object setVariable ["bankMoney", _intentory select 3, true]; }else{ _object setVariable ["bankMoney", 0, true]; }; /*ZSC*/ ABOVE
    if (_type in DZE_LockedStorage) then { // Fill variables with loot _object setVariable ["WeaponCargo", (_intentory select 0),true]; _object setVariable ["MagazineCargo", (_intentory select 1),true]; _object setVariable ["BackpackCargo", (_intentory select 2),true]; } else { D) in compiles/server_playerSync.sqf
     
    Change
    _playerGear = [weapons _character,_magazines];  into
    _playerGear = [weapons _character,_magazines, _character getVariable["cashMoney",0]];  NOTE:
     
    in the gold init i use a custom gearSet.sqf
    If u would have a custom one, it's defined in the ZSCinit.sqf. Only differnecy will be the top where it checks for the money in your gear sections.
     
     
    FAQ!
     
     
    I use a different instance/map to play one! What do i do?
     
    The only things that difference between maps where u need to worrie about is the server_traders.sqf. I included them for 4 maps, if your map is NOT in there u will have to change your original one.
    FAIR SIMPLE:
     
    1) Take your original server_traders
     
    2) Open one of mine
     
    3) Copy my categories with the correct numbes to your traders. You can choose also which traders sells what then ^^.
     
    4) Share your file to me so i can put it in the list
     
     
    Does it work with Overpoch(ins).
     
    Simple: Yes, Everything with epoch as base.
     
    Overwatch items or included in traders, remove the categories if you do not use them.
     
     
    Can i convert from the older system?
     
    You will have to revert your database to the default structure and maybe transfer money. Banks added to the players cash is the best solution.
     
    How do i see my money and bank?
     
    1 - Bank will not be visible cus their is none. You store money in storages like other items ( but in a different dialog). So the money can be accessed by anyone that has access to that storage.
    2- Money is visisble with a money icon on the right side of the screen. Feel free to add it to other places aswell.
     
    This will return your money:
    player getVariable["cashMoney",0]; Can I use it with database traders?
     
    No, this build is made for config traders. No support (Yet).
     
     
    Screenshots
     
     



     
     
     
     
     
     
    I probably will code this inthe default epoch code and send a merge request to Epoch Devs with an option to do 
    DZE_SingleCurrency = true/false; And if they accept it , it might be in 1.6 ^^
  7. Like
    Linux reacted to striker in [Release] crashLoot - Scatter loot/gear from destroyed player vehicles on ground (Version 1.1)   
    https://www.youtube.com/watch?v=nNbjP3EgBDI
     
    Description
         The purpose of this script is to scatter gear from player vehicles on the ground when they are destroyed. This script allows you to set many different settings to suit your needs. It runs mostly on the server side other than the config variable so you don't have to repack your PBO every time you want to make a change. You can enable or disable the script from spawning gear on the ground depending on if the vehicle is locked or not. This is a important one as it will prevent many people from going around and blowing up every vehicle they see  ;) You can also state the min and max loot piles that you want to spawn around the vehicle. You can also set the radius that the loot piles will spawn in creating a nice random look (don't judge the video). The file controllable element at your disposal is the ability to set the chance the gear will be destroyed. More detail will be given when we implement the config variable in the init.sqf. Without further ado, let the installation begin! :lol:
     
    WARNING: Only use vehicles spawned by the server to test to see if the script is working. Infistar spawned vehicles will not work (However, HIVE spawned might).
     
    Installation 
    Sever Side Script:


    Mission Side Script:

     
     
    Version 1 - initial release
    Version 1.1 (Complete) - change code to use the _object_killed funciton(overlooked that one <_<)
     
    Appreciate and support my work? 
  8. Like
    Linux reacted to MattL in [RELEASE] Random Skin based on Sex   
    Hollowaddiction requested this one from me after being bugged by a female player for a couple weeks. What this does (the way I have it set up) is select a random skin (from the list given) and either spawns the player as that skin OR adds the skin to their inventory at random. This is configurable. You can add it in to your server in a couple of different ways, like as a pay for skin option when right clicking on gold or whatever you want, really. 
    ​ Requirements (PBO Manager and Notepad ++)
    Easy = Blue <10 Installation Steps - 
    1. go into your dayz_server\compiles folder and find server_playerSetup.sqf, locate the line that looks like 
    dayzPlayerLogin2 = [_worldspace,_state]; and replace it with 
    dayzPlayerLogin2 = [_worldspace,_state,_randomSpot]; and repack your server pbo
     
    2. open up your mission folder / pbo and open the init.sqf and put this at the bottom : 
    sexcheck = compile preprocessFileLineNumbers "scripts\sexcheck.sqf"; waitUntil {!isNil ("PVDZE_plr_LoginRecord")}; if (dayzPlayerLogin2 select 2) then { player spawn sexcheck; }; change the filepath accordingly
    3. download this file and place it in a scripts folder 
    4. configure
    5. enjoy
     
    Credits -
    HollowAddiction for the idea
  9. Like
    Linux reacted to icomrade in Epoch 1.0.6   
    We requested DayZ Launcher maintain both versions for the time being, which they graciously do. Both versions are on their until the majority of server migrate.
    I can see reluctance to upgrade by server admins, but in reality you actually only lose the ability to directly migrate a handful of this, like mods (the most popular of which we improved greatly and integrated), loot tables, and some DB related stuff. The lack of content sucks for 3 days after release, but surely more people will rework mods for 1.0.6 support as time goes on.
    No, I'd normally say use some kind of SQF, but the lobby dialog is initialized before many client execute any amount of code in your server, so this is not possible. I agree it's not quite as pleasant as the old one, but it does server to eliminate a glitch where the player would be able to place himself in the editor and see players and objects, at the location where they were in the editor, though the lobby while loading in,
  10. Like
    Linux reacted to SadBoy1981 in [RELEASE] Christmas Tree on Chernarus Map!   
    You can find my post also in  A2: Custom Bases section, but now i want to share it here..
     
    Christmas tree must to be  not like just a custom base :) so here is my tree...
     
    All Trader zones and big cities on Chernarus..
     
     
    In init.sqf after
    if (isServer) then { add
    [] execVM "christmas\init.sqf"; Download files and put in your mission folder.
     
    Christmas
     
    Also mission file with mission.biedi 
     
    https://www.dropbox.com/s/jutbuapozbii90c/stary_sobor_1.rar?dl=0
     

     
     

     
     

     
     

     
     

     
     

  11. Like
    Linux reacted to icomrade in Arma 2: DayZ Epoch 1.0.6   
    Hello all,
    We are pleased to announce the release of ArmA 2 DayZ Epoch 1.0.6, available for download at: http://epochmod.com/a2dayzepoch.php
    This release introduces the integration of some of the most common Epoch community modifications from prior epoch release, DayZ Mod 1.8.8, and a new group system that persists in the database.  Most of the highlights can be found in the change log below, which is fairly comprehensive, but by no means exhaustive.
    Please note that community addons/expansions for previous Epoch release WILL NOT work on Epoch 1.0.6, be sure to review the change log for which mods are now included. In addition, the loot table format has completely changed, you must base your loot table modifications on the new format, which can be found by evaluating the stock loot tables: https://github.com/EpochModTeam/DayZ-Epoch/tree/Release_1.0.6/SQF/dayz_code/Configs/CfgLoot
    1.0.5.1 and older Single Currency scripts are NOT compatible with 1.0.6, there is no included single currency script in this release. However, because we are so wonderful, we have chosen to integrate single currency saving to the DB, so a third-party HiveEXT is not necessary and the SQF is all that needs to be written/updated.
     
  12. Like
    Linux reacted to Hoplox in Epoch 1.0.6   
    We all are <3 R.I.P Epoch 1.0.5.1 30/11/2016.
  13. Like
    Linux reacted to i3lackoutHD in Epoch 1.0.6   
    Epoch 1.0.6.... I still wait for you.
  14. Like
    Linux reacted to juandayz in Filling ammo box with array   
    here thers an example:
     
  15. Like
    Linux reacted to juandayz in Sheeps Epoch Repack   
    hey @lonewolfgaming   if u want heres my server pack, into .rar thers an detailed install guide. and have the links for each mods innm case u want unistall any.
    mods:
    hope it help u.
    link:
    http://www.mediafire.com/download/5brut5ftfw0paf0/JUANDAYZSERVER.rar
  16. Like
    Linux reacted to juandayz in [INFOSERVER]   
    This is a small addon to get some info about server or something to your player by a scroll menu option.
    not credits for me, its just a mixture of varius scripts.

    INSTALL:
    at bottom of your init.sqf
    *create this path MPmissions\instance you use \custom\info\
    *Paste all this sqf´s into the info folder
    *create a sqf called :
    info_activate.sqf
    info_execute.sqf
    info_main.sqf  (blue lines for text you want) (red lines for name of scripts)
    1.sqf  (this is only one example, you will need create 8 sqf.  1,2,3,4,5,6,7 and 8.sqf) paste into "info" folder
    *Also if u want, you can execute scripts.. for example if u wanna give players ability of count survived days... then create
    2.sqf
     
  17. Like
    Linux reacted to Sandbird in Type String, expected Array, when it is an array grrrrrr   
    I am already broken :L
    I hate arma, i hate arma bugs and i hate this gameeeee.........back to coding....
     
    ps i just realized something, (totally irrelevant to this).
    In system_monitor.sqf  the check that checks if its a vehicle or a building is wrong.
    Not all buildings that players build are ModularItems.
     
    To be sure, change that line to this:
    if ((_hiveResponse select 2) isKindOf "ModularItems" || ((_hiveResponse select 2) in dayz_allowedObjects)) then { (if you have added all the objects player can build in that values in variables.sqf :P)
  18. Like
    Linux reacted to Donnovan in Remove infiStar Antihack properties (keep admin stuff)   
    Hi,
    I still have a Epoch server :)
    I'm having some problems with infiStar antihack. To say true it's not helping as a antihack, but the admin tools are quite nice.
    Any of you know about a nice admin tools?
    Thankyou a lot!
  19. Like
    Linux got a reaction from Donnovan in Remove infiStar Antihack properties (keep admin stuff)   
    you can try:
    CSAT: Admin-Tool & Anti-Hack
    Epoch Admin Tools V1.10.0
    But infiStar is best admin tools, if delete anti-cheat part it will be amazing
     
  20. Like
    Linux reacted to Zupa in How to give the zombie gold?   
    edit your zombie_generate.sqf
    private ["_position","_unitTypes","_radius","_method","_agent"]; _position = _this select 0; _doLoiter = _this select 1; // wander around _unitTypes = _this select 2; // class of wanted models _maxControlledZombies = round(dayz_maxLocalZombies); _cantSee = { private ["_isok"]; _isok = true; _zPos = +(_this select 0); if (count _zPos < 3) exitWith { diag_log format["%1::_cantSee illegal pos %2", __FILE__, _zPos]; false }; _zPos = ATLtoASL _zPos; _fov = _this select 1; // players half field of view _safeDistance = _this select 2; // minimum distance. closer is wrong _farDistance = _this select 3; // distance further we won't check _zPos set [2, (_zPos select 2) + 1.7]; { _xasl = getPosASL _x; if (_xasl distance _zPos < _farDistance) then { if (_xasl distance _zPos < _safeDistance) then { _isok = false; } else { _eye = eyePos _x; // ASL _ed = eyeDirection _x; _ed = (_ed select 0) atan2 (_ed select 1); _deg = [_xasl, _zPos] call BIS_fnc_dirTo; _deg = (_deg - _ed + 720) % 360; if (_deg > 180) then { _deg = _deg - 360; }; if ((abs(_deg) < _fov) && {( // in right angle sector? (!(terrainIntersectASL [_zPos, _eye]) // no terrain between? && {(!(lineIntersects [_zPos, _eye]))}) // && no object between? )}) then { _isok = false; }; }; }; if (!_isok) exitWith {false}; } count playableUnits; _isok }; if ((dayz_spawnZombies < _maxControlledZombies) && (dayz_CurrentNearByZombies < dayz_maxNearByZombies) && (dayz_currentGlobalZombies < dayz_maxGlobalZeds)) then { if ([_position, dayz_cantseefov, 10, dayz_cantseeDist] call _cantSee) then { //Check if anyone close _tooClose = {isPlayer _x} count (_position nearEntities ["CAManBase",30]) > 0; if (_tooClose) exitwith { // diag_log ("Zombie_Generate: was too close to player."); }; //Add zeds if unitTypes equals 0 if (count _unitTypes == 0) then { if (DZE_MissionLootTable) then { _unitTypes = []+ getArray (missionConfigFile >> "CfgBuildingLoot" >> "Default" >> "zombieClass"); } else { _unitTypes = []+ getArray (configFile >> "CfgBuildingLoot" >> "Default" >> "zombieClass"); }; }; // lets create an agent _type = _unitTypes call BIS_fnc_selectRandom; _radius = 5; _method = "NONE"; if (_doLoiter) then { _radius = 40; _method = "CAN_COLLIDE"; }; //Check if point is in water if (surfaceIsWater _position) exitwith { }; _agent = createAgent [_type, _position, [], _radius, _method]; sleep 0.001; //add to global counter dayz_spawnZombies = dayz_spawnZombies + 1; //Add some loot _loot = ""; _array = []; _rnd = random 1; if (_rnd < 0.2) then { _lootType = configFile >> "CfgVehicles" >> _type >> "zombieLoot"; if (isText _lootType) then { _array = []; { _array set [count _array, _x select 0] } forEach getArray (configFile >> "cfgLoot" >> getText(_lootType)); if (count _array > 0) then { _index = dayz_CLBase find getText(_lootType); _weights = dayz_CLChances select _index; _loot = _array select (_weights select (floor(random (count _weights)))); if(!isNil "_array") then { _loot_count = getNumber(configFile >> "CfgMagazines" >> _loot >> "count"); if(_loot_count>1) then { _agent addMagazine [_loot, ceil(random _loot_count)]; } else { _agent addMagazine _loot; }; }; }; }; }; _agent setVariable["agentObject",_agent]; if (!isNull _agent) then { // sometime Z can be seen flying in very high speed while tp. Its altitude is set underground to hide that. /* _agtPos = getPosASL _agent; _agtPos set [2, -3]; _agent setPosASL _agtPos; sleep 0.001; _agtPos = +(_position); _agtPos set [2, -3]; _agent setPosASL _agtPos; sleep 0.001; */ _agent setDir random 360; //_agent setPosATL _position; sleep 0.001; _position = getPosATL _agent; _favStance = ( switch ceil(random(3^0.5)^2) do { //case 3: {"DOWN"}; // prone case 2: {"Middle"}; // Kneel default {"UP"} // stand-up } ); _agent setUnitPos _favStance; _agent setVariable ["stance", _favStance]; _agent setVariable ["BaseLocation", _position]; _agent setVariable ["doLoiter", true]; // true: Z will be wandering, false: stay still _agent setVariable ["myDest", _position]; _agent setVariable ["newDest", _position]; // COINS HERE _agent setVariable ["cashMoney", 500]; // [_agent, _position] call zombie_loiter; }; //add to monitor //dayz_zedMonitor set [count dayz_zedMonitor, _agent]; //Disable simulation PVDZE_Server_Simulation = [_agent, false]; publicVariableServer "PVDZE_Server_Simulation"; //Start behavior _id = [_position,_agent] execFSM "\z\AddOns\dayz_code\system\zombie_agent.fsm"; }; };
  21. Like
    Linux reacted to Matijs in [TUTORIAL] How to install an overpoch server & custom loot tables   
    Hello,

    this video shows you how to install an overpoch server:



    and this one how to add custom loot tables:



    Greetings,

    Matijs

    PS: question, am I not allowed to make a topic about overpoch? I'm not sure why my previous post got removed, because this will only bring more people to epoch?
  22. Like
    Linux reacted to theduke in [Release] Arma & Overpoch Clothing 3.0 Updated.   
    how did you pull this off?
  23. Like
    Linux reacted to juandayz in ***[Knock/Abuse/StoleBlood/]***   
    With this players can knock out others, and stole blood, and abuse.
    BASED IN KNOCK OUT SYSTEM OF PLAYER2 original :
    http://opendayz.net/threads/release-player2s-knockout.12533/ *Install:
    u will need a custom fn_selfActions.sqf . compiles.sqf , variables.sqf , PublicEh.sqf
    1-making this custom sqf.
    paste fn_selfActions.sqf . compiles.sqf , variables.sqf , PublicEh.sqf  in MPmissions\yourInstance\custom\
    Now go to your init.sqf and change your lines by this lines in blue. (if u already have all this customs or just a few.. just add all you dont have.)
    2-Go to your custom fn_SelfActions.sqf
    find:
    player removeAction s_player_studybody; s_player_studybody = -1; and add below
    player removeAction s_player_knockout; s_player_knockout = -1; player removeAction s_player_force; s_player_force = -1; player removeAction s_player_sblood; s_player_sblood = -1; Find:
    //Dog if (_isDog && _isAlive && (_hasRawMeat) && _ownerID == "0" && player getVariable ["dogID", 0] == 0) then { if (s_player_tamedog < 0) then { s_player_tamedog = player addAction [localize "str_actions_tamedog", "\z\addons\dayz_code\actions\tame_dog.sqf", _cursorTarget, 1, false, true, "", ""]; }; } else { player removeAction s_player_tamedog; s_player_tamedog = -1; }; add below
    //#### KNOCKOUT #### _unconscious = cursorTarget getVariable ["NORRN_unconscious", false]; if (_isMan and _isAlive and !_isZombie and _canDo and !_unconscious) then { if (s_player_knockout < 0) then { s_player_knockout = player addAction [("<t color=""#FF9800"">" + ("Knockout!") + "</t>"), "fixes\knockout.sqf",cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_knockout; s_player_knockout = -1; }; //############################## //********abuse/stole blood if (_isMan and _isAlive and !_isZombie and !_isAnimal and _unconscious and _canDo and (player distance cursorTarget < 3)) then { if (s_player_force < 0) then { s_player_force = player addAction [("<t color=""#FF9800"">" + ("Abuse") + "</t>"), "fixes\forced.sqf",cursorTarget, 0, false, true, "",""]; }; if (s_player_sblood < 0) then { s_player_sblood = player addAction [("<t color=""#FF9800"">" + ("StoleBlood") + "</t>"), "fixes\sblood.sqf",cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_force; s_player_force = -1; player removeAction s_player_sblood; s_player_sblood = -1; }; //********end of abuse/stole 3-Now go to custom compiles.sqf
    find:
    player_sleep = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sleep.sqf"; add below:
    player_knockout = compile preprocessFileLineNumbers "fixes\knockout2.sqf"; player_sblood2 = compile preprocessFileLineNumbers "fixes\sblood2.sqf"; player_force2 = compile preprocessFileLineNumbers "fixes\forced2.sqf"; 4- in custom variables.sqf
    find:
    canRoll = true; place above:
    dayz_knockout = []; dayz_sblood2 =[]; dayz_force2 =[]; 5-in custom PublicEH.sqf
    find:
    "PVDZE_obj_Fire" addPublicVariableEventHandler {nulexp=(_this select 1) spawn BIS_Effects_Burn}; place below:
    "dayz_knockout" addPublicVariableEventHandler {nul=(_this select 1) call player_knockout}; "dayz_sblood2" addPublicVariableEventHandler {nul=(_this select 1) call player_sblood2}; "dayz_force2" addPublicVariableEventHandler {nul=(_this select 1) call player_force2}; 6-Now, in MPMissions\yourinstance\ create a folder called "fixes". Then create and drop into all this .sqf
    knockout.sqf
    knockout2.sqf
    forced.sqf
    forced2.sqf
    sblood.sqf
    sblood2.sqf
     
  24. Like
    Linux got a reaction from juandayz in [REALEASE] Bonus for new players   
    Now is not working WIP
  25. Like
    Linux got a reaction from juandayz in [RELEASE] Custom Debug Monitor   
    Nice debug, thank's for share
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