Th3-Hunter333
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Th3-Hunter333 got a reaction from [email protected] in Ask for help Error asking for help
You are missing alot of details here for anyone to help you.
I hope you are making backups of all files before you are doing any modding like this.
That is going to be your issue down below but without seeing the actual file you edited no one can point you in the right direction and correct it.
8:45:28 File mpmissions\__cur_mp.Chernarus\scripts\HUD\HUD.hpp, line 135: '/RscTitles/RebalancedHUD/controls/ResStatusText.h': Missing ';' at the end of line
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Th3-Hunter333 reacted to Schalldampfer in Circular BIS_fnc_findSafePos
I modified the BIS_fnc_findSafePos to find the safe position in a circular area, which I use in my server.
(The original one searches positions in a square area, which is different from the description in https://community.bistudio.com/wiki/BIS_fnc_findSafePos )
I need it because mission systems spawn missions at the edge of the map, which is too far from any players.
BIS_fnc_findSafePos = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\BIS_fnc\fn_findSafePos.sqf";
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Th3-Hunter333 reacted to FG_Trap in Escape menu. Stats menu
link to install https://github.com/NWDZ-Trapxxgods/Traps-Stats-menu includes instructions.
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Th3-Hunter333 reacted to FG_Trap in [RELEASE] Traps server menu
NEW MENU...
Replace your defines.hpp with the new one. Also change the craft menu to whatever u want its not included haha.
https://github.com/NWDZ-Trapxxgods/traps-menu/blob/master/Defines
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Th3-Hunter333 got a reaction from Reaper5150 in Mobile Banking on a right click option
Does anyone know if its possible to customize a right click option and add Banking (Zupa coins) to a right click option of for example the radio?
Ive been trying to get this to work but cant seem to figure out the right way based on other code around it, im not the best at this lol.
This below is what im trying to utilize to launch the atm anywhere on the map in the click actions script
["ItemRadio",localize "STR_ZSC_BANK_TELLER","execVM 'scripts\zsc\atmDialog.sqf';","true"],
Using this code above seems like it will work if i can figure out how to rewrite the current atmDialog.sqf to work like this way.
atmDialog.sqf below
if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;};
dayz_actionInProgress = true;
private ["_typeOf"];
player setVariable["isBusy",true,true];
_typeOf = typeOf cursorTarget;
if !(_typeOf in ZSC_bankObjects || _typeOf in ZSC_bankTraders) exitWith {
dayz_actionInProgress = false;
player setVariable["isBusy",false,true];
format [localize "STR_ZSC_BANKING_NOT_AVAIL",_typeOf] call dayz_rollingMessages;
};
createDialog "atmDialog";
call AtmDialogUpdateAmounts;
waitUntil {!dialog};
dayz_actionInProgress = false;
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Th3-Hunter333 reacted to Mig in Mobile Banking on a right click option
Try this :
["ItemRadio",localize "STR_ZSC_BANK_TELLER","execVM 'scripts\custom_atmDialog.sqf';","true"], create new file called :
custom_atmDialog.sqf and copie/paste this:
if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;}; dayz_actionInProgress = true; player setVariable["isBusy",true,true]; createDialog "atmDialog"; call AtmDialogUpdateAmounts; waitUntil {!dialog}; dayz_actionInProgress = false player setVariable["isBusy",false,true];
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Th3-Hunter333 got a reaction from juandayz in [EPOCH-DEATHMATCH MOD]
Thank you and very nice work on this, Also thanks for mentioning me my man.
You are very welcome
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Th3-Hunter333 reacted to oldmatechoc in Wasteland utes
lol we were just playing in the same server :P
are you using this
https://github.com/domuk/404Wasteland-Chernarus
@Th3-Hunter333
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Th3-Hunter333 got a reaction from juandayz in [Outdated][RELEASE] Virtual Garage update for 1061
Oh nice I'm going to have to give this one another shot once more I imagine.. thank you dearly for posting this for me mate
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Th3-Hunter333 reacted to juandayz in [Outdated][RELEASE] Virtual Garage update for 1061
@Th3-Hunter333 you will like this!
well done @theduke a lot of remakes in a week. My respects dear my friend
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Th3-Hunter333 reacted to Richie in 1061 issues so far
The changes have been sent to Infistar, just wait for his next release to reflect the new updates.
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Th3-Hunter333 reacted to salival in 1061 issues so far
Well it's not an Epoch problem, it's an infistar problem. You can either wait for him to update or if you zip up your infistar files I can make the changes for you
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Th3-Hunter333 reacted to BigEgg 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]; };
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Th3-Hunter333 reacted to BigEgg in Virtual garage partially working, help requested
Replace the stuff you posted from your server_updateObject.sqf with this:
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Th3-Hunter333 reacted to BigEgg 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.
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Th3-Hunter333 reacted to juandayz in Virtual garage partially working, help requested
so maybe here is one possible issue
if( (count _inventory > 0) && !_isPlot && !_doorLocked && {_type != "Garbage_container"} ) then {
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Th3-Hunter333 reacted to BigEgg 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]; };
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Th3-Hunter333 reacted to BigEgg 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.
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Th3-Hunter333 reacted to BigEgg 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.
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Th3-Hunter333 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.
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Th3-Hunter333 got a reaction from juandayz in Virtual garage partially working, help requested
I may not understand the question but the garage saves vehicles in the inventory slot in the database (which mind you works perfectly as you can see below. Player id is saving just fine as well as every vehicle shows up just fine in only the database)
Note:i hid the full id for my players sake since he has requested it but it does show his full id in the database just fine
[["7656************",[99,111,114,100]],["T90","893","0","0",[[[],[]],[[],[]],[[],[]]],1.0,0,[]],["ATV_US_EP1","5668","0","0",[[[],[]],[[],[]],[[],[]]],0.997,0,[]],["ArmoredSUV_PMC_DZE","10566","0","0",[[[],[]],[[],[]],[[],[]]],0.999,0,[]]]
When the server restarts i get the error that is described above from my last comment when accessing the garage (also the vehicle that was put into the garage is not showing up in the virtual garage in game which means it cant be spawned back again)
Meanwhile when checking the database the vehicle and player ids are still there just like above ^
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Th3-Hunter333 reacted to juandayz in Virtual garage partially working, help requested
This garage uses an inventory to save vehicles? Like safes or tents? Cuz in the code that i give u (server monitor) i define the object garage as an object without inventory s
SAme as plots,doors..
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Th3-Hunter333 reacted to juandayz in Virtual garage partially working, help requested
if u gonna use scroll menu then you can use the cursor on plotpole to craft the garage. like plotmanagement.
if (DZE_permanentPlot && DZE_PlotOwnership) then { if (s_player_plot_take_ownership < 0 && (_hasAccess select 0)) then { s_player_plot_take_ownership = player addAction [localize "STR_EPOCH_APLOTFORLIFE_TAKE_PLOT_OWNERSHIP", "\z\addons\dayz_code\actions\plot_take_ownership.sqf", "", 1, false]; }; }; //craft garage if (s_player_craftgarge < 0 && (_allowed or (_hasAccess select 1))) then { s_player_craftgarage = player addAction ["<t color='#66CCFF'>CRAFT-GARAGE</t>", "YOUR PATH\craftgarage.sqf", [], 5, false]; }; } else { player removeAction s_player_plotManagement; s_player_plotManagement = -1; player removeAction s_player_maintain_area; s_player_maintain_area = -1; player removeAction s_player_maintain_area_force; s_player_maintain_area_force = -1; player removeAction s_player_maintain_area_preview; s_player_maintain_area_preview = -1; player removeAction s_player_plot_boundary; s_player_plot_boundary = -1; player removeAction s_player_plot_take_ownership; s_player_plot_take_ownership = -1; player removeAction s_player_craftgarage;//craftgarage s_player_craftgarage = -1;//craftgarage };
} else { //Engineering bellow paste:
///craftgarage player removeAction s_player_craftgarage; s_player_craftgarage = -1; -
Th3-Hunter333 reacted to BigEgg 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.
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Th3-Hunter333 reacted to BigEgg 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?