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BigEgg

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  1. Like
    BigEgg got a reaction from theduke in ArmA 2 Epoch 1.0.6.1   
    Honestly, if I throw a lot of time into this update, I can get it done in two weeks. I would just like to know if the devs would be willing to hold off the Launcher thing for those two weeks originally planned. Nobody is upset with the update in itself, just the instantaneous forced update. I have lots of more custom stuff that I need to carry over, not just the base addons. Again, I appreciate the work of the team, I am not angry with you guys at all, just the time crunch.
  2. Like
    BigEgg got a reaction from seelenapparat in ArmA 2 Epoch 1.0.6.1   
    I would highly recommend requesting it be pushed to at least two weeks (that is still too little time for immediate update - but better than a day) or else tomorrow is going to be a complete shit storm. Just my opinion, I guess ill begin the update process now. Again, this is quite an unneeded change, but my opinion clearly falls on deaf ears as it seems everyone thinks forcing this update is a plus, even when the community is dying as is.
  3. Like
    BigEgg got a reaction from NERP in ArmA 2 Epoch 1.0.6.1   
    I would highly recommend requesting it be pushed to at least two weeks (that is still too little time for immediate update - but better than a day) or else tomorrow is going to be a complete shit storm. Just my opinion, I guess ill begin the update process now. Again, this is quite an unneeded change, but my opinion clearly falls on deaf ears as it seems everyone thinks forcing this update is a plus, even when the community is dying as is.
  4. Like
    BigEgg reacted to stirrific in ArmA 2 Epoch 1.0.6.1   
    I don't think anyone is complaining on updating to 1061 i think it more the fact there only been giving a day to do so...hell most hosting sites don't have the option for 1061 yet let alone people having time to update there mods... i think most are panicking due to that fact if you don't have a VPS or dedicated server and are stuck with hosts.. You have to wait on your host to update not to mention fact that most hosts don't give much wiggle room to these people to update that stuff themselves... I was stuck in this position myself cause gtx while they have the 1061 for standard epoch they don't have overwatch added yet.. Cant add it myself cause they do not allow you to change the order of the mod list ie putting overwatch first in the list which causes the server not to load...
    Now me i am not to bothered cause i now running it from my own dedicated server but for others that not really a option for them so giving them extra time would kinda be nice rather than putting them in panic mode... and no im not complaining this is anyway or shape your guys fault i am just stating why people want more time.
  5. Like
    BigEgg got a reaction from MartynFitz in ArmA 2 Epoch 1.0.6.1   
    I would highly recommend requesting it be pushed to at least two weeks (that is still too little time for immediate update - but better than a day) or else tomorrow is going to be a complete shit storm. Just my opinion, I guess ill begin the update process now. Again, this is quite an unneeded change, but my opinion clearly falls on deaf ears as it seems everyone thinks forcing this update is a plus, even when the community is dying as is.
  6. Like
    BigEgg got a reaction from lwbuk in ArmA 2 Epoch 1.0.6.1   
    This is going to kill A2 even faster - I have yet to have the time to even begin creating a 1.0.6 server. Don't see why this is necessary to force everyone to hurry up and update from a mod that has been the same version for quite some time, especially seeing that everything has to be redone. How unfortunate.
  7. Like
    BigEgg got a reaction from seelenapparat in ArmA 2 Epoch 1.0.6.1   
    This is going to kill A2 even faster - I have yet to have the time to even begin creating a 1.0.6 server. Don't see why this is necessary to force everyone to hurry up and update from a mod that has been the same version for quite some time, especially seeing that everything has to be redone. How unfortunate.
  8. Like
    BigEgg got a reaction from RiMMON in [Tutorial] Non-P4L Automatically Add Plot Owner to Plot   
    First, credit goes to @Zupa for his amazing Plot Management Mod.
     
    This short tutorial is for those of you who use Plot Management without Plot 4 Life. It automatically adds the builder of the Plot Pole to the "Friends" list on the Plot so they don't have to remember to add themselves.
     
    For this tutorial, I used the player_build.sqf from snap/vector build pro. It is designed around this player_build so please be sure you are using it!
     
    At the top of player_build.sqf, add this to the private array:
    ,"_nearPlots", "_selectedPlot", "_onPlot", "_uidPlayer", "_playerName" Then, find this block of code (around line 667):
    _tmpbuilt setVariable ["CharacterID",dayz_characterID,true]; // fire? if(_tmpbuilt isKindOf "Land_Fire_DZ") then { _tmpbuilt spawn player_fireMonitor; } else { PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,_vector],_classname]; publicVariableServer "PVDZE_obj_Publish"; }; Replace that block with this:
    _tmpbuilt setVariable ["CharacterID",dayz_characterID,true]; if (_tmpbuilt isKindof "Plastic_Pole_EP1_DZ") then { PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,_vector],_classname]; publicVariableServer "PVDZE_obj_Publish"; _nearPlots = nearestObjects [player, ["Plastic_Pole_EP1_DZ"],15]; _selectedPlot = _nearPlots select 0; _onPlot = _selectedPlot getVariable ["plotfriends",[]]; _uidPlayer = getPlayerUID player; _playerName = name player; _onPlot = _onPlot + [[_uidPlayer,_playerName]]; _selectedPlot setVariable ["plotfriends", _onPlot, true]; PVDZE_veh_Update = [_selectedPlot,"gear"]; publicVariableServer "PVDZE_veh_Update"; if (isServer) then { PVDZE_veh_Update call server_updateObject; }; } else { if(_tmpbuilt isKindOf "Land_Fire_DZ") then { _tmpbuilt spawn player_fireMonitor; } else { PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,_vector],_classname]; publicVariableServer "PVDZE_obj_Publish"; }; };  
    Go in game and test it out!
  9. Like
    BigEgg got a reaction from juandayz in Virtual garage partially working, help requested   
    In server_updateObjects.sqf Find this:
    _key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage]; Replace with this:
    if (_objectID == "0") then { _key = format["CHILD:306:%1:%2:%3:",_objectUID,_array,_damage]; } else { _key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage]; };  
  10. Like
    BigEgg reacted to Joshyy in [Release] Trader Kill Notification - 1.0.6   
    If a player is killed within a defined range from a trader there will be a chat message notifying everyone so they can be punished.
     
    Step 1:
    Make a copy of player_death.sqf in your mission file and change the path in your compiles.sqf
     
    Step 2:
    Define your trader areas by making an array with the trader position, range, and trader name
    DZE_tradersarray = [
    // [[position],range,"tradername"],
    // [[position],range,"tradername"] -- Don't forget the last one doesn't have a , at the end!
    ];
    Example:
    Put this in your init.sqf somewhere at the top or put it inside your configVariables.sqf
    Step 3: 
    Open your custom player_death.sqf
    and find
    Then add this below
     
     
    The whole block should look like
     
    Note: This is compatible with 1.0.5.1
     
    Comment if you have any problems!
  11. Like
    BigEgg reacted to salival in [Release] Vehicle Service Point (Refuel, Repair, Rearm) [Updated for 1.0.7]   
    Vehicle Service Point is part of Epoch 1.0.7.1 now.
     
    Hi,
    With Axe Cops permission I am releasing my updated version of his amazing Service Points script. 
    This includes support for original briefcases, gems (from epoch 1.0.7) and coins.
        (original github url: https://github.com/vos/dayz/tree/master/service_point)
        (original install/discussion url: https://epochmod.com/forum/topic/3935-release-vehicle-service-point-refuel-repair-rearm-script/)
        
    **** *REQUIRES DAYZ EPOCH 1.0.7* ****
        
    Major Changes:
        This version adds support for both single currency and gems (from the epoch 1.0.6 update) as well as the original epoch briefcase currency system. 
        Instead of pricing things like the original way, prices are now done on a "worth" similar to how coins are done. The price value of items are below.
        If you are using coins, I would recommend using the _currencyModifier variable since coins typically are 10x the value of briefcase based currency (1 brief == 100,000 coins)
        (You can either set this _currencyModifier variable to 1 then set the proper value or use the modifier, the modifier is mainly for dual currency servers)
        1 silver = 1 worth
        1 10oz silver = 10 worth
        1 gold = 100 worth
        1 10oz gold = 1,000 worth
        1 briefcase = 10,000 worth
        Please see dayz_code\configVariables.sqf for the value of gems (DZE_GemWorthArray) and their relevant worth if they are enabled.
        Example config settings for _refuel_costs, _repair_costs and _rearm_costs:
        All 3 sections can either be made free, disabled or a specifc price with the following examples:
        ["Air","free"] will make the vehicle config class of "Air" free for the specific action.
        ["Air","disabled"] will make the vehicle config class of "Air" disabled for the specific action.
        ["Air",2000] will make the vehicle config class of "Air" have a worth of 2000 for the specific action.
        ["Armored_SUV_PMC",2000] will make the specific vehicle have a worth of 2000 for the specific action.
        ["Armored_SUV_PMC","free"] will make the specific vehicle be free for the specific action.
        ["Armored_SUV_PMC","disabled"] will make the specific vehicle be disabled for the specific action.
        Valid vehicle config classes as an example: "Air", "AllVehicles", "All", "APC", "Bicycle", "Car", "Helicopter", "Land", "Motorcycle", "Plane", "Ship", "Tank"
    Visit my Github page to download and read the README.MD : https://github.com/oiad/service_points
    Old Epoch 1.0.6.2 Version can be found here: https://github.com/oiad/service_points/archive/refs/tags/Epoch_1.0.6.2.zip
  12. Like
    BigEgg got a reaction from Th3-Hunter333 in Virtual garage partially working, help requested   
    In server_updateObjects.sqf Find this:
    _key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage]; Replace with this:
    if (_objectID == "0") then { _key = format["CHILD:306:%1:%2:%3:",_objectUID,_array,_damage]; } else { _key = format["CHILD:306:%1:%2:%3:",_objectID,_array,_damage]; };  
  13. Like
    BigEgg got a reaction from Th3-Hunter333 in Virtual garage partially working, help requested   
    Replace the stuff you posted from your server_updateObject.sqf with this:
     
  14. Like
    BigEgg got a reaction from Th3-Hunter333 in Virtual garage partially working, help requested   
    In your server_updateObject.sqf:
    Replace:
    _key = format["CHILD:309:%1:%2:",_uid,_garagelist]; With:
    _key = format["CHILD:309:%1:%2:",_objectUID,_garagelist];  
    Then paste your garage_storedVehicles here.
  15. Like
    BigEgg got a reaction from Th3-Hunter333 in Virtual garage partially working, help requested   
    We need to set the GarageFriends variable when it is spawned in by the server. This is what I would do:
    In server_monitor.sqf - use @juandayz's fix:
    Find:
    if( (count _inventory > 0) && !_isPlot && !_doorLocked) then { Replace with:
    if( (count _inventory > 0) && !_isPlot && !_doorLocked && (_type != "Garbage_container") ) then { Then find (approx. line 237):
    if (DZE_permanentPlot && _isPlot) then { _object setVariable ["plotfriends", _inventory, true]; }; if (DZE_doorManagement && _doorLocked) then { _object setVariable ["doorfriends", _inventory, true]; }; Replace that with this:
    if (DZE_permanentPlot && _isPlot) then { _object setVariable ["plotfriends", _inventory, true]; }; if (DZE_doorManagement && _doorLocked) then { _object setVariable ["doorfriends", _inventory, true]; }; if (_type == "Garbage_container") then { _object setVariable ["GarageFriends", _inventory, true]; };  
  16. Like
    BigEgg got a reaction from juandayz in Virtual garage partially working, help requested   
    We need to set the GarageFriends variable when it is spawned in by the server. This is what I would do:
    In server_monitor.sqf - use @juandayz's fix:
    Find:
    if( (count _inventory > 0) && !_isPlot && !_doorLocked) then { Replace with:
    if( (count _inventory > 0) && !_isPlot && !_doorLocked && (_type != "Garbage_container") ) then { Then find (approx. line 237):
    if (DZE_permanentPlot && _isPlot) then { _object setVariable ["plotfriends", _inventory, true]; }; if (DZE_doorManagement && _doorLocked) then { _object setVariable ["doorfriends", _inventory, true]; }; Replace that with this:
    if (DZE_permanentPlot && _isPlot) then { _object setVariable ["plotfriends", _inventory, true]; }; if (DZE_doorManagement && _doorLocked) then { _object setVariable ["doorfriends", _inventory, true]; }; if (_type == "Garbage_container") then { _object setVariable ["GarageFriends", _inventory, true]; };  
  17. Like
    BigEgg got a reaction from juandayz in Virtual garage partially working, help requested   
    Yes - it uses the inventory to store the vehicles.
  18. Like
    BigEgg got a reaction from Th3-Hunter333 in Virtual garage partially working, help requested   
    The only problem now is we need to set the variable "ownerPUID" when you deploy the container.
     
    Let me see how this needs to be done.
  19. Like
    BigEgg got a reaction from Th3-Hunter333 in Virtual garage partially working, help requested   
    Replace that code block with this instead:
    if (_tmpbuilt isKindOf "Garbage_container") then { _tmpbuilt setVariable ["ownerPUID",dayz_playerUID,true]; PVDZ_obj_Publish = [call fnc_perm_deployable_id,_tmpbuilt,[_dir,_position,dayz_playerUID],(_index call getDeployableClass)]; publicVariableServer "PVDZ_obj_Publish"; } else { PVDZ_obj_Publish = [call fnc_perm_deployable_id,_tmpbuilt,[_dir,_position],(_index call getDeployableClass)]; publicVariableServer "PVDZ_obj_Publish"; }; Place another container and tell me what it does.
  20. Like
    BigEgg reacted to juandayz in Virtual garage partially working, help requested   
    @Th3-Hunter333  i use it to craft the garage and test the scroll.
     
    craftgarage.sqf
    now if u wanna save the garge in the data base:
    your custom variables.sqf
    add the object here:
    DayZ_SafeObjects = ["Garbage_container","the others default objects".........]; in server_monitor.sqf
    find:
    if( (count _inventory > 0) && !_isPlot && !_doorLocked) then { replace with:
    if( (count _inventory > 0) && !_isPlot && !_doorLocked && {_type != "Garbage_container"} ) then {  
     
    Now you need define how you wanna execute craftgarage.sqf by scroll menu or using deployanything or extra_rc.hpp.
     
     
     
  21. Like
    BigEgg got a reaction from juandayz in Virtual garage partially working, help requested   
    Replace that code block with this instead:
    if (_tmpbuilt isKindOf "Garbage_container") then { _tmpbuilt setVariable ["ownerPUID",dayz_playerUID,true]; PVDZ_obj_Publish = [call fnc_perm_deployable_id,_tmpbuilt,[_dir,_position,dayz_playerUID],(_index call getDeployableClass)]; publicVariableServer "PVDZ_obj_Publish"; } else { PVDZ_obj_Publish = [call fnc_perm_deployable_id,_tmpbuilt,[_dir,_position],(_index call getDeployableClass)]; publicVariableServer "PVDZ_obj_Publish"; }; Place another container and tell me what it does.
  22. Like
    BigEgg got a reaction from juandayz in Virtual garage partially working, help requested   
    Whoops - my bad.
     
    Use this:
    private ["_garageowner","_garagefriends","_garageallowed","_friend"]; _garageowner = _cursorTarget getVariable ["ownerPUID","0"]; _friend = _cursorTarget getVariable ["GarageFriends",[]]; _garagefriends = []; { _garagefriends set [count _garagefriends,(_x select 0)]; } count _friend; _garageallowed = [_garageowner] + _garagefriends; if ((_typeOfCursorTarget in DZE_Garage) && (speed player <= 1)) then { if (s_player_garage < 0) then { if ((getPlayerUID player) in _garageallowed) then { s_player_garage = player addAction ["<t color='#FFAA00'>Garage Menu</t>", "custom\Garage\player_virtualgarage.sqf", _cursorTarget, 2, false]; } else { s_player_garage = player addAction ["<t color='#FF0000'>Garage Locked</t>", "",_cursorTarget, 2, true, true, "", ""]; }; }; } else { player removeAction s_player_garage; s_player_garage = -1; };  
  23. Like
    BigEgg got a reaction from Th3-Hunter333 in Virtual garage partially working, help requested   
    Okay - try this:
     
    In your player_deploy.sqf:
    Find (around line 616)
    PVDZ_obj_Publish = [call fnc_perm_deployable_id,_tmpbuilt,[_dir,_position],(_index call getDeployableClass)]; publicVariableServer "PVDZ_obj_Publish"; Replace it with:
    private["_playerUID", "_OwnerUID"]; _playerUID = [player] call FNC_GetPlayerUID; _OwnerUID = _playerUID; _tmpbuilt setVariable["ownerPUID", _OwnerUID, true]; PVDZ_obj_Publish = [call fnc_perm_deployable_id,_tmpbuilt,[_dir,_position,_playerUID],(_index call getDeployableClass)]; publicVariableServer "PVDZ_obj_Publish";  
    Let me know how that works.
  24. Like
    BigEgg got a reaction from Th3-Hunter333 in Virtual garage partially working, help requested   
    What are you using to build the garbage container? Is this option now enabled in 1.0.6 or are you using an addon to build it?
  25. Like
    BigEgg got a reaction from Th3-Hunter333 in Virtual garage partially working, help requested   
    Whoops - my bad.
     
    Use this:
    private ["_garageowner","_garagefriends","_garageallowed","_friend"]; _garageowner = _cursorTarget getVariable ["ownerPUID","0"]; _friend = _cursorTarget getVariable ["GarageFriends",[]]; _garagefriends = []; { _garagefriends set [count _garagefriends,(_x select 0)]; } count _friend; _garageallowed = [_garageowner] + _garagefriends; if ((_typeOfCursorTarget in DZE_Garage) && (speed player <= 1)) then { if (s_player_garage < 0) then { if ((getPlayerUID player) in _garageallowed) then { s_player_garage = player addAction ["<t color='#FFAA00'>Garage Menu</t>", "custom\Garage\player_virtualgarage.sqf", _cursorTarget, 2, false]; } else { s_player_garage = player addAction ["<t color='#FF0000'>Garage Locked</t>", "",_cursorTarget, 2, true, true, "", ""]; }; }; } else { player removeAction s_player_garage; s_player_garage = -1; };  
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