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BigEgg

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  1. Like
    BigEgg got a reaction from juandayz in [Release] 2.1 Plot Management - UPDATED Object Counter   
    Good to hear :) I might make a tutorial thread for this.
  2. 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!
  3. Like
    BigEgg reacted to looter809 in [Release] 2.1 Plot Management - UPDATED Object Counter   
    Definitely should. I also see your Restrict Building script which I may have to look into. Looks very useful. Thanks for everything.
  4. Like
    BigEgg reacted to looter809 in [Release] 2.1 Plot Management - UPDATED Object Counter   
    @BigEgg It worked. Thank you so much. So many players forget to add themselves to the plot pole and Plot 4 Life never worked when I tried to install it. And with Epoch 1.0.6 coming around the corner, I don't really want to try again any time soon.
  5. Like
    BigEgg got a reaction from juandayz in Delay Script   
    Definitely need to see the script to be able to help.
  6. Like
    BigEgg reacted to Airwaves Man in Delay Script   
    Big thx @juandayz and thx @BigEgg for your offer.
    that code works as well:
     
    _mission = true; _playerPresent = false; _timer = true; _coords = [14514,10424,0]; while {_mission} do { sleep 10; { if((isPlayer _x) && (_x distance _coords <= 500)) then { _playerPresent = true } else { _mission = false; _timer = false; }; }forEach playableUnits;//check for nearest players }; if (_playerPresent) then { waitUntil{{isPlayer _x && _x distance _coords > 500 } count playableunits > 0}; _timer=false; }; if !(_timer) then { script code };  
  7. Like
    BigEgg got a reaction from Airwaves Man in Delay Script   
    Definitely need to see the script to be able to help.
  8. Like
    BigEgg reacted to juandayz in Delay Script   
    @A Man
    try:
    _mission = true; _playerPresent = false; _timer = true; _coords = [14514,10424,0]; while {_mission} do { sleep 10; {if((isPlayer _x) && (_x distance _coords <= 500)) then {_playerPresent = true};}forEach playableUnits;//check for nearest players }; if (_playerPresent) then { waitUntil{{isPlayer _x && _x distance _coords > 500 } count playableunits > 0}; _timer=false; };  
  9. Like
    BigEgg got a reaction from juandayz in [Release] 2.1 Plot Management - UPDATED Object Counter   
    I haven't tested this, just threw it together. Basically, just PlotAddFriend modified to add the builder to the plot.
     
    Add this to the private array at the top of player_build.sqf (I used the default player_build.sqf from snap pro files)
    ,"_nearPlots", "_selectedPlot", "_onPlot", "_uidPlayer", "_playerName" Then, find this line (the position of this may need to change - please test): 
    cutText [format[(localize "str_epoch_player_139"),_text, _counter,_limit], "PLAIN DOWN"]; And add this under it:
    if (_classname == "Plastic_Pole_EP1_DZ") then { _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; }; }; Let me know if it works. Like I said though, I use plot 4 life so haven't tested this. If it does add you to the plot after you build it, restart and see if you stay on it. :)
  10. Like
    BigEgg got a reaction from Joshyy in help fixing some issues on my private server   
    I don't believe those files in the functions folder are compiled in the default download.
     
    Add this to the top of your compiles.sqf:
     
    SC_fnc_removeCoins= { private ["_player","_amount","_wealth","_newwealth", "_result"]; _player = _this select 0; _amount = _this select 1; _result = false; _wealth = _player getVariable["cashMoney",0]; if(_amount > 0)then{ if (_wealth < _amount) then { _result = false; } else { _newwealth = _wealth - _amount; _player setVariable["cashMoney",_newwealth, true]; _player setVariable ["moneychanged",1,true]; _result = true; PVDZE_plr_Save = [_player,(magazines _player),true,true] ; publicVariableServer "PVDZE_plr_Save"; }; }else{ _result = true; }; _result }; SC_fnc_addCoins = { private ["_player","_amount","_wealth","_newwealth", "_result"]; _player = _this select 0; _amount = _this select 1; _result = false; _wealth = _player getVariable["cashMoney",0]; _player setVariable["cashMoney",_wealth + _amount, true]; PVDZE_plr_Save = [_player,(magazines _player),true,true] ; publicVariableServer "PVDZE_plr_Save"; _player setVariable ["moneychanged",1,true]; _newwealth = _player getVariable["cashMoney",0]; if (_newwealth >= _wealth) then { _result = true; }; _result };  
    Let me know how that works.
     
    +1 to @Joshyy  for finding the possible solution.
  11. Like
    BigEgg reacted to vbawol in cpc indestructible bases   
    Actually, it is Bohemia Interactive that have the policy, we simply abide by it out of respect for BI's own rules.
  12. Like
    BigEgg got a reaction from juandayz in [Release] 3.0 Door Management - No More Codes   
    Yes - if you have snap building then you have a player_upgrade.sqf
  13. Like
    BigEgg reacted to juandayz in [Release] 3.0 Door Management - No More Codes   
    or create one see:
    in your custom fn_Selfactions.sqf you have the call for player_upgrade.sqf
    if (s_player_upgrade_build < 0) then { // s_player_lastTarget = _cursorTarget; s_player_lastTarget set [0,_cursorTarget]; s_player_upgrade_build = player addAction [format[localize "STR_EPOCH_ACTIONS_UPGRADE",_text], "\z\addons\dayz_code\actions\player_upgrade.sqf",_cursorTarget, -1, false, true, "",""]; }; so change by:
    if (s_player_upgrade_build < 0) then { // s_player_lastTarget = _cursorTarget; s_player_lastTarget set [0,_cursorTarget]; s_player_upgrade_build = player addAction [format[localize "STR_EPOCH_ACTIONS_UPGRADE",_text], "custom\player_upgrade.sqf",_cursorTarget, -1, false, true, "",""]; };  
    now player_upgrade.sqf must be into Mpmissions\your instance\custom\
    or just made it as bigegg says.
  14. Like
    BigEgg got a reaction from EagerBeaver in How to edit already built trader city's in map editor   
    You can also use this converter (creds to whoever made it - I grabbed this a while ago):
     
    https://drive.google.com/file/d/0B80xnidB7gMdSV85VFloZEFjXzQ/view?usp=sharing
  15. Like
    BigEgg reacted to juandayz in Guide To Install most common mods (1.0.5.1)   
    This is a Guide to install the most common mods. (Without Plot4life...but with persisten plot after player die using plotmanagement and a very usefull script to add you as owner the plot automatically).
    This is NOT a support for any mod just a guide that i use to install all this mods in a fresh server.. thers some "fixes" for mods when his steps become a lil confuse.
    And if u respect the order to install each mods can be most easy and quick.
     Mods to install:
     
     
    Follow this guide to get a epoch fresh server.
    INSTALLING:
    few tips before start:
    1-Single Currency 3.0.
     
    2-Before proceed... we need  make some changes:
    3-Now is time to make some customs files (fn_selfactions.sqf/compiles.sqf/variables.sqf).
    4-Making the calls for this 3 new files: (fn_selfactions.sqf/compiles.sqf/variables.sqf).
    5-We already have SingleCurrency installed.. its time to
    Install Advanced Trading:
    6-ADMIN TOOLS (skip if u gonna use infistar or other adm mod).
    TIME TO TEST ALL THIS NEW MODS: go with traders, try to buy and sell using advanced trading menu, test money storage , restart your server
    and see if the money still are into the storages.
    7-INSTALL SNAP-PRO:
    8-PLOT MANAGEMENT:
    9-Time to make some configs:
    This is for prevent players stuck on loading screen:
     
    10-INSTALL deploy anything 2.8.1
    11-INSTALL GROUP MANAGEMENT.
    12:INSTALL ESSV2 (Spawn slection)
    13-INSTALL TOW & LIFT.
    14-INSTALL :REARM - REFUEL -REPAIR
    15-MAKE A SAFEZONE.sqf
    16-MAKE YOUR DEBUG MONITOR. (toogle with scroll menu) SKIP IF U ALREADY HAVE ANOTHER
    17-AUTORESTART FILES:
    18-Restrict Buildings Near Defined Areas ( i forgot this great complement..remember this when BiggEgg give the "like" sory! ).
    19-OPTIONAL ADD YOU AUTOMATICALLY AS OWNER WHEN YOU PUT THE PLOT.
    20-INSTALL DART (KICK/BAN/MSG Players).
     
    **IMPORTANT** IF URE INFISTAR USER AND BOUGHT VEHICLES NOT SPAWNING YOU CAN TRY THIS FIX by @zachtucker18  shared by @sercanatici
    Others Servers Packages: (already installed).
     
    Tnks to:
    and hope you make all of this work :)
     
    OPTIONAL:
    Here you got some others greats mods that you can use and try to install using the originals guides.
     
     
  16. Like
    BigEgg got a reaction from juandayz in Losing backpack when picking up weapon   
    Not a bug - certain weapons also take the backpack slot.
  17. Like
    BigEgg got a reaction from _Lance_ in [Release] Advanced Trading 2.1 !UPDATED!   
    Yes - cashMoney is the variable added to the character that defines how much money it has.
     
    CurrencyName is just the name of your currency and is entirely different than the variable that advanced trading is looking for.
  18. Like
    BigEgg reacted to _Lance_ in [Release] Advanced Trading 2.1 !UPDATED!   
    So much still to learn, I will test it out and report back - Thanks!
  19. Like
    BigEgg got a reaction from juandayz in Delete Markers and Crates in event   
    Yup - it is how I would do it.
  20. Like
    BigEgg got a reaction from juandayz in Delete Markers and Crates in event   
    Why not just wait till the player is within 10 meters of the crate and then sleep for 60 seconds before deleting it? 
  21. Like
    BigEgg got a reaction from AxeMan123 in WAI mission problem, possibly?   
    Hmmmm - this sounds like a server fps issue. You can adjust the needed FPS for missions to spawn:
     
    wai_server_fps = 3;  
    Set it to a lower number and test the results.
  22. Like
    BigEgg reacted to falconsan in Sauerland rebuild   
    Hello,
    i will inform you, that the work at the new complete build of Sauerland has startet. In the old Version are too many Bugs, so that a complete rebuild will be better.
    I will post the building process and pictures here in this Topic.
    The new Sauerland map area will be changed  for  aprox. 3 km to the North and 2 km to the West.

    During the waitingtime for new Sauerland, you can play my new map Rügen. You will find it at my Homepage www.dayz-ruegen.com
    regards
    falconsan
     
  23. Like
    BigEgg got a reaction from Seelanpro in Suicide in safezone false   
    Find this:
    if (_exitWith == "nil") then { and replace it with:
    if (_exitWith == "nil" && !inSafeZone) then {  
    Keep in mind this will only work if you have the safezone defined as a trader city in the mission.sqm
    Let me know how it works :)
  24. Like
    BigEgg got a reaction from juandayz in waituntil   
    Okay I see.
     
    Try this:
     
    wirecutmenu = {showcommandingMenu "#USER:wirecut";}; [] spawn wirecutmenu;  
    So it would look like this:
     
    if (_rand <= 65 && _rand > 31) then { bomb = 0; wirecut = [ ["",true], ["wirecut", [-1], "", -5, [["expression", ""]], "1", "0"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Red Wire", [], "", -5, [["expression", "bomb=1;"]], "1", "1"], ["Black Wire", [], "", -5, [["expression", "bomb=0;"]], "1", "1"], ["Brown Wire", [], "", -5, [["expression", "bomb=0;"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"] ]; wirecutmenu = {showcommandingMenu "#USER:wirecut";}; [] spawn wirecutmenu; WaitUntil{commandingMenu == ""}; };  
  25. Like
    BigEgg got a reaction from juandayz in waituntil   
    I am sorry, but I don't understand the problem. 
     
    What are you trying to do with 
    _rand = floor(random 100)  
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