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BigEgg

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  1. Like
    BigEgg reacted to Disturbed2015 in [Release] BigEgg's Debug Monitor   
    Nice, thank's.
  2. Like
    BigEgg reacted to Zupa in [FIX] Plot Management Object Counter   
    It's nice people finally start contributing on this. Since i'm now way past beginner lvl on this, i want to give you some advice. 
     
    There is no need of putting stuff into local variables ^^ 
     
    The following would work 2 :
    _count = count (nearestObjects [player, DZE_maintainClasses, DZE_PlotPole select 0]); 6 to 1 line ^^ performance x 6
  3. Like
    BigEgg got a reaction from Zupa in [FIX] Plot Management Object Counter   
    I found that the default object counter with plot management counted every object within the plot radius. So trees etc were counted which got very annoying. Here is what I did to fix it (it is very simple):
     
    Open plotObjects.sqf
     
    Replace this code:
    _range = DZE_PlotPole select 0; _count = count ((getPosATL player) nearObjects ["All",_range]); With this code: 
    _range = DZE_PlotPole select 0; _cptarget = player; _objectClasses = DZE_maintainClasses; _objects = nearestObjects [_cptarget, _objectClasses, _range];   _objectsnearcount = count _objects; _count = _objectsnearcount; Done :)
     
    Credits for Plot Management and the original Object counter go toward Zupa :)
  4. Like
    BigEgg got a reaction from happydayz in [FIX] Plot Management Object Counter   
    I found that the default object counter with plot management counted every object within the plot radius. So trees etc were counted which got very annoying. Here is what I did to fix it (it is very simple):
     
    Open plotObjects.sqf
     
    Replace this code:
    _range = DZE_PlotPole select 0; _count = count ((getPosATL player) nearObjects ["All",_range]); With this code: 
    _range = DZE_PlotPole select 0; _cptarget = player; _objectClasses = DZE_maintainClasses; _objects = nearestObjects [_cptarget, _objectClasses, _range];   _objectsnearcount = count _objects; _count = _objectsnearcount; Done :)
     
    Credits for Plot Management and the original Object counter go toward Zupa :)
  5. Like
    BigEgg got a reaction from ElDubya in [FIX] Plot Management Object Counter   
    I found that the default object counter with plot management counted every object within the plot radius. So trees etc were counted which got very annoying. Here is what I did to fix it (it is very simple):
     
    Open plotObjects.sqf
     
    Replace this code:
    _range = DZE_PlotPole select 0; _count = count ((getPosATL player) nearObjects ["All",_range]); With this code: 
    _range = DZE_PlotPole select 0; _cptarget = player; _objectClasses = DZE_maintainClasses; _objects = nearestObjects [_cptarget, _objectClasses, _range];   _objectsnearcount = count _objects; _count = _objectsnearcount; Done :)
     
    Credits for Plot Management and the original Object counter go toward Zupa :)
  6. Like
    BigEgg got a reaction from mimmosan in [Release] BigEgg's Debug Monitor   
    This tutorial will guide you through how to install my custom debug monitor. With this install you will be able to press insert in game to have it come up.
     
    Step 1: 
     
    Open your dayz_spaceInterrupt and find this line:
     if (_dikCode == 210) then { Under that you will see a line that looks like this:
     _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf"; Replace that with this:
     _nill = execvm "custom\playerstats.sqf"; Step 2:
     
    Copy the code from this link: http://pastebin.com/10K7ginT
     
    Open a blank text document using Notepad++ or an editor of your choice
     
    Paste the code in it and save it as playerstats.sqf
     
    Move it to your custom folder.
     
    Make any changes you want to make :)
     
    Pictures:
     
    http://imgur.com/WmdPMMk
  7. Like
    BigEgg reacted to RipSaw in [FIX] Plot Management Object Counter   
    Nice work!
  8. Like
    BigEgg got a reaction from RipSaw in [FIX] Plot Management Object Counter   
    I found that the default object counter with plot management counted every object within the plot radius. So trees etc were counted which got very annoying. Here is what I did to fix it (it is very simple):
     
    Open plotObjects.sqf
     
    Replace this code:
    _range = DZE_PlotPole select 0; _count = count ((getPosATL player) nearObjects ["All",_range]); With this code: 
    _range = DZE_PlotPole select 0; _cptarget = player; _objectClasses = DZE_maintainClasses; _objects = nearestObjects [_cptarget, _objectClasses, _range];   _objectsnearcount = count _objects; _count = _objectsnearcount; Done :)
     
    Credits for Plot Management and the original Object counter go toward Zupa :)
  9. Like
    BigEgg got a reaction from Saltzman in [Release] BigEgg's Debug Monitor   
    This tutorial will guide you through how to install my custom debug monitor. With this install you will be able to press insert in game to have it come up.
     
    Step 1: 
     
    Open your dayz_spaceInterrupt and find this line:
     if (_dikCode == 210) then { Under that you will see a line that looks like this:
     _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf"; Replace that with this:
     _nill = execvm "custom\playerstats.sqf"; Step 2:
     
    Copy the code from this link: http://pastebin.com/10K7ginT
     
    Open a blank text document using Notepad++ or an editor of your choice
     
    Paste the code in it and save it as playerstats.sqf
     
    Move it to your custom folder.
     
    Make any changes you want to make :)
     
    Pictures:
     
    http://imgur.com/WmdPMMk
  10. Like
    BigEgg got a reaction from pr0dukt in [Release] Restrict building near defined areas   
    I haven't tested this yet but add this to your init.sqf:
    BlackZones = [[zonestary,100]]; Add this to player build where you added my other code:
    if (BuildingBlacklist) then {  _cancel = true; _reason = "- You are within a restricted building zone"; }; Then add this above initialized = true in your compiles.sqf:
    { private ["_pos", "_radius", "_trigger"]; _pos = _x select 0; _radius = _x select 1; _trigger = createTrigger ["EmptyDetector", _pos]; _trigger setTriggerArea [_radius, _radius, 0, false]; _trigger setTriggerActivation ["ANY", "PRESENT", true]; _trigger setTriggerType "SWITCH"; _trigger setTriggerStatements ["(vehicle player) in thisList", "BuildingBlacklist = true;", "BuildingBlackList = false;"]; true  } count BlackZones; Define the zones you want in the mission.sqm and then add them to the blacklist in your init.
     
    Hope it helps :)
  11. Like
    BigEgg reacted to Saltzman in [Release] Restrict building near defined areas   
    Works fantastic, thanks again BigEgg!
     
    SUGGESTION: Add an area in the script for custom locations, like a blacklist.
  12. Like
    BigEgg got a reaction from Chino in [Release] Restrict building near defined areas   
    So you currently have a rule that states you can not build within a certain distance of Military barracks etc..... Although making it a rule is easy, making it impossible is almost easier. No deleting bases or having to constantly be on the look out.
     
    You will need:
    Notepad++ (or a software of your choice)
    init.sqf
    player_build.sqf (can be found in your snap build folder)
     
     
    Instructions:
     
    Step one: 
     
    Open up your init.sqf and add this to the very bottom:
     
    ServerIllegalRadius = 500;   ServerNoBuildList = [ "Land_Mil_ControlTower", "Land_SS_hangar", "Land_Mil_Barracks_i", "Land_Mil_Barracks", "Land_budova4_in", "HeliHEmpty" ]; Step two:
     
    At the top of player_build.sqf add these to the end of the Private line:
    "_posrad","_cntrad" Step three:
     
    Find this line in player_build.sqf:
    if(!canbuild) then { _cancel = true; _reason = "Cannot build in a city."; }; Under it add:
     
    _posrad = [player] call FNC_GetPos; _cntrad = count (nearestObjects [_posrad, ServerNoBuildList, ServerIllegalRadius]);   if (_cntrad > 0) then { _cancel = true; _reason = format["- Building is restricted %1m near Trader Cities and Millitary Loot Areas", ServerIllegalRadius]; };   Hope it helps :)
  13. Like
    BigEgg got a reaction from Airwaves Man in [Release] Restrict building near defined areas   
    So you currently have a rule that states you can not build within a certain distance of Military barracks etc..... Although making it a rule is easy, making it impossible is almost easier. No deleting bases or having to constantly be on the look out.
     
    You will need:
    Notepad++ (or a software of your choice)
    init.sqf
    player_build.sqf (can be found in your snap build folder)
     
     
    Instructions:
     
    Step one: 
     
    Open up your init.sqf and add this to the very bottom:
     
    ServerIllegalRadius = 500;   ServerNoBuildList = [ "Land_Mil_ControlTower", "Land_SS_hangar", "Land_Mil_Barracks_i", "Land_Mil_Barracks", "Land_budova4_in", "HeliHEmpty" ]; Step two:
     
    At the top of player_build.sqf add these to the end of the Private line:
    "_posrad","_cntrad" Step three:
     
    Find this line in player_build.sqf:
    if(!canbuild) then { _cancel = true; _reason = "Cannot build in a city."; }; Under it add:
     
    _posrad = [player] call FNC_GetPos; _cntrad = count (nearestObjects [_posrad, ServerNoBuildList, ServerIllegalRadius]);   if (_cntrad > 0) then { _cancel = true; _reason = format["- Building is restricted %1m near Trader Cities and Millitary Loot Areas", ServerIllegalRadius]; };   Hope it helps :)
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