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Posts posted by BigEgg
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20 hours ago, DieTanx said:
Error in expression <ernarus\vehicle_deploy\config.sqf"
if !(_deployInCombat) then {
if (player getVa>
Error position: <_deployInCombat) then {
if (player getVa>
Error Undefined variable in expression: _deployincombat
File mpmissions\__CUR_MP.Chernarus\vehicle_deploy\config.sqf, line 1I get a Client side error with this.
I am still able to craft/pack without issues even with error.
_combat = false; is set like this for all vehicles i have for crafting.
It appears that when I fixed this issue, it also pasted the fixed code at the top of the config file when I made the commit (I did it through github website so that might have messed up or I was just tired lol) - anyways the fix is located here:
https://github.com/BigEgg17/Vehicle-Deployment/commit/7465feb33061322a907002ed693d622f5b767d25
Or you can simply re-download the files :)
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This is what I did - kind of causes some performance hit (if alt-tabbed for a while I found) but it does the trick and players seem to enjoy it.
while {true} do { systemChat(''); };
- SryImAnooB and juandayz
- 2
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ty sooooo much - forgot I had that on tbh. Literally was having 800kb rpt files because of this spamming 24/7.
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So I have noticed that there is a lot of spam in my RPT from this unusual time shift message. Anyway to remove it?? It doesn't seem to cause any issues, it just spams my RPT and with the word warning in it also triggers my log reading program to highlight it in red.... Dunno if it has a purpose but I sure don't see one...
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I don't believe 2016 is out of it's testing stages yet. I would recommend 2012 r2 standard - simply because that is what I have always used.
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8 hours ago, juandayz said:
@hellraver great! this is awesome to start to play with the code a lil if u dont mine.
nothing is tested ok? but maybe in churches.sqf you can use the epoch trader objects structure
churches.sqf
//churchs by hellraver private ["_blockDamage","_fires","_object","_objects","_type"]; fn_spawnchurch { _objects = _this select 0; _blockDamage = _this select 1; { _type = _x select 0; _object = _type createVehicleLocal [0,0,0]; _object setDir (_x select 2); _object setPos (_x select 1); _object setVariable ["",true,false]; // stops global setVariable by sched_townGenerator, checked in player_spawnCheck for loot spawn if (_blockDamage) then { _object addEventHandler ["HandleDamage",{0}]; }; } forEach _objects; }; [[ ["Land_Church_03",[6027.6387, 7777.9604,0.21592264],220.29143],//Church Stary Sobor ["Land_Church_03",[6179.9837, 10411.974, 1.0130899],201.64735],//Church Grishino ["Land_Church_03",[2718.3496, 10049.25,0.36714295],-22.087906],//Church Lopatino ["Land_Church_03",[2741.4951, 5460.6431,0.59279299],-59.786922],//Church Zelenogorsk ["Land_Church_03",[1731.7397, 3828.8367,0.36492082],-16.372017],//Church Pavlovo ["Land_Church_03",[1743.2777, 3824.4163,-1.3266945],-196.41689],//Stairs Church Pavlovo ["Land_Church_03",[7409.1499, 5175.6997,0.30705196],-134.79289],//Church Mogilevka ["Land_Church_03",[12866.221, 10142.662,0.093297787],204.55789]//Church Sawmill ],true] call fn_spawnchurch;
call it from
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus11.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_server\churches.sqf";//new churches
now you can use some actions into the churches.
for example in a custom fn_selfactions.sqf
at bottom add:
//churches pray private["_playerPos","_nearchurch"]; _playerPos = getPosATL player; _nearchurch = count nearestObjects [_playerPos, ["Land_Church_03"], 3] > 0; if (_nearchurch) then { if (s_player_pray < 0) then { s_player_pray = player addaction[("<t color=""#F7D708"">" + ("Pray For a Miracle") +"</t>"),"churches\pray.sqf"]; }; } else { player removeAction s_player_pray; s_player_pray = -1; };
pray.sqf (mpmissions\instance_11-chernarus\churches\ )
private ["_LastUsedTime","_Time","_isHero","_isBandit","_miracleChanceB","_miracleChanceS","_miracleChanceH","_miraclerand"]; _LastUsedTime = 900; _Time = time - lastuse; _isHero = (player getVariable["humanity",0]) >= 5000; _isBandit = (player getVariable["humanity",0]) <= 5000; _miraclerand = round(random 10); _miracleChanceH = 5; _miracleChanceS = 3; _miracleChanceB = 2; if(_Time < _LastUsedTime) exitWith { cutText [format["wait %1 seconds",(round(_Time - _LastUsedTime))], "PLAIN DOWN"]; }; fn_heal { disableSerialization; dayz_sourceBleeding = objNull; r_player_blood = r_player_bloodTotal; r_player_inpain = false; r_player_infected = false; r_player_injured = false; dayz_hunger = 0; dayz_thirst = 0; dayz_temperatur = 37; r_fracture_legs = false; r_fracture_arms = false; r_player_dead = false; r_player_unconscious = false; r_player_loaded = false; r_player_cardiac = false; r_player_lowblood = false; r_player_timeout = 0; r_handlercount = 0; r_interrupt = false; r_doLoop = false; r_drag_sqf = false; r_self = false; r_action = false; r_action_unload = false; r_player_handler = false; r_player_handler1 = false; disableUserInput false; 'dynamicBlur' ppEffectAdjust [0]; 'dynamicBlur' ppEffectCommit 5; _selection = 'legs'; _damage = 0; player setHit[_selection,_damage]; player setVariable['messing',[dayz_hunger,dayz_thirst],true]; player setVariable['NORRN_unconscious',false,true]; player setVariable['USEC_infected',false,true]; player setVariable['USEC_injured',false,true]; player setVariable['USEC_inPain',false,true]; player setVariable['USEC_isCardiac',false,true]; player setVariable['USEC_lowBlood',false,true]; player setVariable['USEC_BloodQty',12000,true]; player setVariable['unconsciousTime',0,true]; player setVariable['hit_legs',0,true]; player setVariable['hit_hands',0,true]; player setVariable['medForceUpdate',true,true]; _display = uiNameSpace getVariable 'DAYZ_GUI_display'; _control = _display displayCtrl 1303; _control ctrlShow false; _display = uiNameSpace getVariable 'DAYZ_GUI_display'; _control = _display displayCtrl 1203; _control ctrlShow false; player setdamage 0; 0 fadeSound 1; resetCamShake; lastuse = time; }; if (_isHero) then { if (_miraclerand < _miracleChanceH) exitWith { systemChat("God its not here today"); }; [player,50] call player_humanityChange; call fn_heal; }else{ if (_isBandit) then { if (_miraclerand < _miracleChanceB) exitWith { systemChat("God its not here today"); }; [player,50] call player_humanityChange; call fn_heal; }else{ if (!_isHero && !_isBandit) then { if (_miraclerand < _miracleChanceS) exitWith { systemChat("God its not here today"); }; [player,50] call player_humanityChange; call fn_heal; }; }; };
this is just an idea mate, nothing is tested.
[[ ["Land_Church_03", [6027.6387, 7777.9604,0.21592264], 220.29143], // Church Stary Sobor ["Land_Church_03", [6179.9837, 10411.974, 1.0130899], 201.64735], // Church Grishino ["Land_Church_03", [2718.3496, 10049.25,0.36714295], -22.087906], // Church Lopatino ["Land_Church_03", [2741.4951, 5460.6431,0.59279299], -59.786922], // Church Zelenogorsk ["Land_Church_03", [1731.7397, 3828.8367,0.36492082], -16.372017], // Church Pavlovo ["Land_Church_03", [1743.2777, 3824.4163,-1.3266945], -196.41689], // Stairs Church Pavlovo ["Land_Church_03", [7409.1499, 5175.6997,0.30705196], -134.79289], // Church Mogilevka ["Land_Church_03", [12866.221, 10142.662,0.093297787], 204.55789] // Church Sawmill ], true, false, false] call fnc_spawnObjects;
Would spawn the churches globally instead of locally and would make them indestructible.
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You shouldn't need to add an eventhandler to the object. The script merely checks to see if the vehicle is near a plot and if it's locked and the vehicle has no crew, and if it finds that, it just exits the damage applying script. Don't see how adding a damage handler changes anything.
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Haven't heard of this happening on my server??
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I believe the issue you are mentioning has been fixed on the Epoch github. Check there for the fixes or wait for 1.0.6.2 :)
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3 hours ago, kingpapawawa said:
Getting about average 10 more FPS on 3 servers.
I believe @BigEgg gets the credit for figuring out this one. @ndavalos wrote the code below to temp fix it and @icomrade patched it for the next update.... but unless you follow the github issues, (and you should) you may have missed this one as its buried in a post i made several weeks ago.
this code goes at the bottom of your init.
see this for more info https://github.com/EpochModTeam/DayZ-Epoch/issues/1926
edit: this code will need to be removed when 1.0.6.2 comes out.
Posting this because ive spoken with 2 other server owners who hadn't seen this info.if (hasInterface) then { dayz_rollingMessages = { private "_showText"; disableSerialization; _showText = { private "_textLine"; 15 cutRsc ["RSC_DZ_Messages","plain"]; _textLine = (uiNamespace getVariable "DZ_Messages") displayCtrl 4099998; _textLine ctrlSetStructuredText (parseText _this); _textLine ctrlCommit 0; }; if (typeName _this == "ARRAY") exitWith {(_this select 0) call _showText}; //Special or multi-line message if ((diag_ticktime - Message_1_time) < 5) then { if ((time - Message_2_time) < 5) then { Message_3 = Message_2; Message_3_time = Message_2_time; } else { Message_3 = ""; }; Message_2 = Message_1; Message_2_time = Message_1_time; } else { Message_2 = ""; Message_3 = ""; }; Message_1 = _this; Message_1_time = diag_ticktime; (format ["%1<br></br>%2<br></br>%3", Message_1, Message_2, Message_3]) call _showText; }; };
Also throw some credit to @MG-Maximus - he was the one that lead me to test the issue ;)
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1 hour ago, Michal.esl94 said:
Thats what i am looking for ! Thank you BigEGG! Tested and Works great for me. :)
@Michal.esl94 - I have made a couple small fixes if you would like to re-download and apply the fixes :)
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Reserved
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I needed a nice deploy script that was minimal but did everything I needed it to do. So I made my own :)
I need to do some optimizing with this code (change the config into arrays - other small things) but it works great :)
What it does:
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Allows players to deploy a Bike, ATV, or a Mozzie (by default).
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Compatible with almost all (if not all) vehicles.
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Required parts can include both magazines and toolbelt items (or weapons in general if needed).
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Vehicles can be deployed on high buildings, bases, or bridges without issue.
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The server owner can:
- Configure what vehicles players can deploy
- Decide if the player will go through an animation while deploying the vehicle
- Decide if the player can deploy the vehicle while within someone else's plot area
- Decide if the player can deploy the vehicle while in combat
- Decide if the vehicle can be sold at traders
- Decide if the player can deploy the vehicle while in a vehicle
- Decide if the vehicle should have it's ammo removed when deployed
- Decide if the player can deploy the vehicle on a ladder
- Decide what parts each vehicle needs to be deployed
- Decide what the display name of the vehicle will be on all messages that appear during the process
I have made the files more configurable (I normally don't have all of the config options - I put them there for other people to be easily able to configure it in whatever way they like), so there might be a bug or two I am unaware of, so please post if you find one :)
Download and install instructions on my github:
https://github.com/BigEgg17/Vehicle-Deployment#installation
- Michal.esl94, Hooty, MG-Maximus and 4 others
- 7
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19 hours ago, Shawn said:
Hmm, I installed the single currency on a clean 1061 mission and server PBO, but when i sell some briefcases to the trader, it doesn't actually give it to me. Anyone know where I could have messed up? No errors in .rpt.
Make sure you turned single currency on (variable is false by default in configvariables)
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8 hours ago, lwbuk said:
Isn't that only for server spawned vehicles though? Won't bought vehicles need server_publishvehcile fiddled with?
The instructions included modifying server_publishVehicle2.sqf :)
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In your init.sqf, paste the following code:
vehsRemoveThermal = [];
In your server_monitor.sqf find:
[_object,"damage"] call server_updateObject;
Below it add:
{ if (_object isKindOf _x) then { _object disableTIEquipment true; }; } forEach vehsRemoveThermal;
In dayz_server\compile\server_publishVehicle2.sqf, find:
clearWeaponCargoGlobal _object; clearMagazineCargoGlobal _object;
Below it add:
{ if (_object isKindOf _x) then { _object disableTIEquipment true; }; } forEach vehsRemoveThermal;
Done - any vehicle you enter into vehsRemoveThermal will not have thermal.
Example:
vehsRemoveThermal = ["HMMWV_m998_crows_M2_DES_EP1"];
- looter809, Corpulio_Hun and Shawn
- 3
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Replace your server pbo with this:
https://drive.google.com/file/d/0B80xnidB7gMdQ0VzallQWmVpcjg/view?usp=sharing
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32 minutes ago, Jim90 said:
In order to stop building around the airfields I made multiple points which overlap along the length of each runway. Was wondering if this could cause any problems or if there is a better way to do it? Below is my init.sqf config covering stock Chernarus 11 trader positions, airfields, 9 buildings, 2 plotpoles and 30m build height. I have this on my server now and it all looks to all be working good.
// Restrict Building mod
LimitPlotPoles = true; // Limit the amount of plot poles a player can own?
if (LimitPlotPoles) then {PlotPoleLimit = 2; }; // Amount of plot poles each individual player is allowed to ownLimitBuildHeight = true; // Limit the maximum height a player can build at
if (LimitBuildHeight) then {MaxBuildHeight = 30;}; // Maximum build height in meters
BlacklistedBuildings = [ // Restrict building near specific buildings
["Barracks", "Land_Mil_Barracks", 15],
["Barracks", "Land_Mil_Barracks_i", 15],
["Fire Station", "Land_a_stationhouse", 30],
["Fire Station", "Land_a_stationhouse_ep1", 30],
["Hospital", "Land_a_Hospital", 30],
["Factory", "Land_a_Tovarna2", 30],
["Factory", "Land_Ind_Pec_03a", 30],
["Supermarket", "Land_A_Generalstore_01", 30],
["Supermarket", "Land_A_Generalstore_01a", 30]
]; // ["What text will say", "Class name of building you want to block", Distance around that building to block (radius in meters)]RestrictedBuildingZones = [ // Restrict building near map areas
["Stary Trader", [6325,7807, 0], 1000],
["Bash Trader", [4063,11664, 0], 500],
["Klen Trader", [11447,11364, 0], 500],
["Hero Trader", [12944,12766, 0], 500],
["Bandit Trader", [1606,7803, 0], 500],
["NEAF", [12475,12578, 0], 500],
["NEAF", [12302,12641, 0], 500],
["NEAF", [12130,12705, 0], 500],
["NEAF", [11957,12768, 0], 500],
["NEAF", [11785,12832, 0], 500],
["NWAF", [4159, 10895, 0], 500],
["NWAF", [4251, 10740, 0], 500],
["NWAF", [4343, 10548, 0], 500],
["NWAF", [4435, 10428, 0], 500],
["NWAF", [4527, 10272, 0], 500],
["NWAF", [4619, 10116, 0], 500],
["NWAF", [4711, 9960, 0], 500],
["NWAF", [4803, 9804, 0], 500],
["NWAF", [4897, 9648, 0], 500],
["Balota Airfield", [4612, 2473, 0], 500],
["Balota Airfield", [4767, 2432, 0], 500],
["Balota Airfield", [4923, 2392, 0], 500],
["Balota Airfield", [5079, 2301, 0], 500],
["Balota Airfield", [5235, 2211, 0], 500]
]; // ["What text will say", [Choords of place to block], Distance around that area to block (radius in meters)]Not an issue at all, I do the same thing :)
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18 minutes ago, theduke said:
so this whole time i was testing out zupas old script....it probably was working haha ahh well i learnt something new today...check for overrides lol
Yes haha - very very important that there are no overrides!
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2 minutes ago, Jim90 said:
Update looks to work perfectly. As you raise the item past 30m it stops the build and gives the warning message. Also tested building below 30m still works and starting a build above 30m will not work. Thanks for the great work @BigEgg
Good to hear - will update the post :)
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Epoch 1061 Clean up Scripts
in Scripting
Posted
Here is my collection of cleanup scripts: