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mimmosan reacted to Zupa in [Release] 3.0 Door Management - No More Codes
[RELEASE] Door Management - No More Codes
First release ONLY for Plot 4 Life users.
Tired of giving in codes? Which code belongs to which door anyways? Geezus, some guy put a bot on my door to break the code. FUCK THAT
Here comes Door Management. Throw away your codes and enjoy a simple eye scan. Add your friends to your list on the door an enjoy a stress free "door opening" experience. Door opening too fast? dont worry just put the opening time a bit longer.
Inspired by plotManagement but now for Doors!
If you press the unlock action you will not see a code dialog anymore. My dialog overwrites this dialog with my personal one. Here you get to simple action to press EYE SCAN. This will open the door after 2 seconds of scanning. Fails when you are not on the manage list ofcourse. Only people on the manage list can manage the door ofcourse. Owner will be alwyas highest authority and can never be erased. (Thanks P4L - Rimblock).
[insert Image of the manage window here when i'm @ home, or anyone else provide it in the meantime]
If you press manual code you get the old dialog back. You can disable this in the config section.
This Scripts DOES not change anything gamebreaking or database related. The door code is still being used, but only codewise (back-end). You dont see anything in the front-end.
Instructions
0 - Download the files from github:
https://github.com/DevZupa/DoorManagement
1 - in your description.ext: ( Mission PBO )
Add to the bottom: ( THE DEFINES IS UPDATED, overwrite any other defines i gave u at other mods of mine!)
If you get any duplicates of classes, just delete them from the defines.hpp, problem solved.
#include "doorManagement\defines.hpp" #include "doorManagement\doorUnlock.hpp" #include "doorManagement\doorManagement.hpp" #include "doorManagement\ComboLockUI.hpp" 2 - In your compiles.sqf: ( Mission PBO ) Add the following lines
/*DoorManagement Zupa*/ DoorGetFriends = compile preprocessFileLineNumbers "doorManagement\doorGetFriends.sqf"; DoorNearbyHumans = compile preprocessFileLineNumbers "doorManagement\doorNearbyHumans.sqf"; DoorAddFriend = compile preprocessFileLineNumbers "doorManagement\doorAddFriend.sqf"; DoorRemoveFriend = compile preprocessFileLineNumbers "doorManagement\doorRemoveFriend.sqf"; player_unlockDoor = compile preprocessFileLineNumbers "doorManagement\player_unlockDoor.sqf"; player_unlockDoorCode = compile preprocessFileLineNumbers "doorManagement\player_unlockDoorCode.sqf"; player_manageDoor = compile preprocessFileLineNumbers "doorManagement\initDoorManagement.sqf"; player_enterCode = compile preprocessFileLineNumbers "doorManagement\player_enterCode.sqf"; player_changeCombo = compile preprocessFileLineNumbers "doorManagement\player_changeCombo.sqf"; /*DoorManagement End*/ Above
BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; AND place "//" infront of the normal player_actions so it looks like this:
// player_unlockDoor = compile preprocessFileLineNumbers "defaultfile.sqf"; //player_changeCombo = compile preprocessFileLineNumbers "defaultfike.sqf"; 3 - Variables.sqf: Add somewhere at the top: NOT FIRST LINE:
/**DoorManagement Config**/ DoorAdminList = ["-2","-3"]; // List of Player Id's of admins that can manage all doors AllowManualCode = true;// 2 reason| 1: Allows breaking codes (if 2nd config = false and code = 3 digits) | 2: Friends can access access not owned doors until owner gets on. HarderPenalty = true;// Cen's Penalty: Flashes screen white. And kicks player to lobby if failed more then (random number between 4 and 14) times. // AllowUncrackableCode = false; // in next release: if set to true, player can change code to more then 4 digits, The manualCode will always fail when he does. THIS is for AntiCodeCrack servers that allow Manual Code for people that like that system. // in next release. AllowManualCode will allow players to change the code in the DoorManagement Menu. /**DoorManagement Config END**/ DZE_DoorsLocked = ["Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","Land_DZE_WoodDoorLocked","CinderWallDoorLocked_DZ","CinderWallDoorSmallLocked_DZ"]; 4 - FN_SELFACTIONS.SQF:
a - Add the following
player removeAction s_player_manageDoor; s_player_manageDoor = -1; // u might also want to add this to variables reset in your variables.sqf Under
player removeAction s_player_barkdog; s_player_barkdog = -1; player removeAction s_player_warndog; s_player_warndog = -1; player removeAction s_player_followdog; s_player_followdog = -1; b - Place the following:
//Allow manage door if((_typeOfCursorTarget in DZE_DoorsLocked)) then { if (s_player_manageDoor < 0) then { s_player_manageDoor = player addAction ["<t color='#0059FF'>Manage Door</t>", "doorManagement\initDoorManagement.sqf", _cursorTarget, 5, false]; }; } else { player removeAction s_player_manageDoor; s_player_manageDoor = -1; }; above
//Allow owner to unlock vault Now in the Server.pbo
5 - server_monitor.sqf ( Mostly found in dayz_server/system/ if you are not using any modded one).
a) place
if (typeOf (_object) in DZE_DoorsLocked) then { _object setVariable ["doorfriends", _intentory, true]; }; under
_object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"];
B - Find ( IF NOT USING PLOTMANAGEMENT )
if (count _intentory > 0) then { Replace that with
if ((count _intentory > 0) && !(typeOf( _object) in DZE_DoorsLocked)) then { B - IF USING PLOT MANAGEMENT,
REplace:
if ((count _intentory > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ")) then { With
if ((count _intentory > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ") && !(typeOf( _object) in DZE_DoorsLocked)) then { 6 - server_UpdateObject.sqf ( Mostly found in dayz_server/compile/ if you are not using any modded one).
Change
_inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; into ( IF NOT using PLotManagement)
_isNormal = true; if (typeOf (_object)in DZE_DoorsLocked) then{ _isNormal = false; _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item }; if(_isNormal)then { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; }; IF USING PLOT MANAGEMENT
Change
if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{ _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item } else { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; }; Into
_isNormal = true; if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{ _isNormal = false; _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item }; if (typeOf (_object)in DZE_DoorsLocked) then{ _isNormal = false; _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item }; if(_isNormal)then { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; }; Infistar Antihack
If you're running Infistar Antihack, add this to the dialogs array;
711195, 41144 And this to the '_cMenu =' section
"DoorManagement","Entercode" IMPORTANT FOR NON PLOT 4 LIFE USERS
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mimmosan reacted to striker in [Release] crashLoot - Scatter loot/gear from destroyed player vehicles on ground (Version 1.1)
https://www.youtube.com/watch?v=nNbjP3EgBDI
Description
The purpose of this script is to scatter gear from player vehicles on the ground when they are destroyed. This script allows you to set many different settings to suit your needs. It runs mostly on the server side other than the config variable so you don't have to repack your PBO every time you want to make a change. You can enable or disable the script from spawning gear on the ground depending on if the vehicle is locked or not. This is a important one as it will prevent many people from going around and blowing up every vehicle they see ;) You can also state the min and max loot piles that you want to spawn around the vehicle. You can also set the radius that the loot piles will spawn in creating a nice random look (don't judge the video). The file controllable element at your disposal is the ability to set the chance the gear will be destroyed. More detail will be given when we implement the config variable in the init.sqf. Without further ado, let the installation begin! :lol:
WARNING: Only use vehicles spawned by the server to test to see if the script is working. Infistar spawned vehicles will not work (However, HIVE spawned might).
Installation
Sever Side Script:
Mission Side Script:
Version 1 - initial release
Version 1.1 (Complete) - change code to use the _object_killed funciton(overlooked that one <_<)
Appreciate and support my work?
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mimmosan reacted to Jyggs in [Release] Kozlovka Trader City/Outpost
This is a quick and dirty trader city I made yesterday while I was playing around with the 3D Editor. I was bored of having the default 3 trader cities on Chernarus so I started looking for alternate places to make them. Found a neat spot on Kozlovka that was good enough to make the trader city and it's spot on the map is pretty centric to Zelenogorsk, Balota, Cherno, and other towns. I've decided to share it here on the forums just for fun and also in case someone wants a neat trader city file. You are free to use it on your own server..... just make sure to credit me ok.
Screenshots:
Video:
Installation:
I guess I'm not missing anything...right? Have fun.
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mimmosan reacted to Affraid in (UPDATED 11-4-14)AI City Using Wicked AI/Mission system
+++UPDATED 11-4-14+++
++Updated Version of AI city
++Added Dynamic Spawns using DZAI (files included)
++Gunners using WAI (Files included)
++Edits have been done to map to Help prevent Vehicles/tanks getting into city
BY using these Updated Files will Help Your Servers FPS's Alot.
+++UPDATED 7-24-14+++
++ AI SPawn points updated with m2 gunners added++
++ editor weapon box's deleted so players don't get kicked for looking into them++
++ Some Edits to the Map++
I want to share the AI City I have Designed since I have used some of the Custom Bases Posted on this Site. I've been told by many of the players on my Server , They like the challenge when they go there . My Epoch server info is listed below if you want to come check it out.
The AI City has close to 100 AI's , 4 mission crates and 2 para drops. using the .(Love&do=embed' frameborder='0' data-embedContent> this add-on.) I also added 2 special crates . One with building supplies and another called "The Lottery Box" and that is located in the Cave behind Boss's house. Also through out the city are hidden Ammo/Weapon crates. This city has a lot of Great rewards for your players but it's a big risk going there .It's not that easy to do. Feel free to Customize the crates to the loot you want to offer. The one thing I notice , is that sometimes the AI still goes through walls and bldgs . What I have read they say to upload it server side , which I have done. If you have any suggestions please let me know.
I included directions on how to install The AI City and Copy of WAI in the download link below. Hope it's not too confusing.
Click Here For More Pictures of Affraid's AI City
DownLoad Link For Affraid.Net AI City Files & files from MARK311
https://www.dropbox.com/s/u24bp2an41zjzij/AICITYWAI.rar
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mimmosan reacted to theduke in [RELEASE] Chernaurs Racetracks
So one of the admins on our community has been playing with the editor for a bit now. Hes gotten real good and his attention to detail is amazing.
He made this for our server, and it was so nice, i asked him if he would make a oval track around the racetrack. He kindly allowed me to share it here with everyone to use. The only condition we ask, is please leave the "Elite SLK" made of tires in the middle of the track :)
ALL CREDIT GOES TO OBDURATE, admin on Elite SLK gaming community.
Here are some pics
http://tinypic.com/r/x6dls3/9
http://tinypic.com/r/11gt9g6/9
There are some ambient sounds around the track, if you dont like it, search in the code for sounds and delete the block of code associated with it.
Also. We had custom billboards at the entrance of the racetrack. They are commented out in this script im posting (at the bottom of the script). You can make your own texture and uncomment them and change the paths
Here is the script
https://www.dropbox.com/s/nkm5x18paw4b25y/racetrack.rar?dl=0
In your server PBO, place the file in a folder called "objects". If you don't have one, create the folder.
In your server_functions.sqf add this line
Bellow this line
Re-Pack your server PBO and enjoy.
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mimmosan reacted to Hoplox in [Release] Cinematic Camera Death
Another cinematic camera script :)
Again this is a very simple script to implement and the camera zooms out on death.
//Callous Gaming Death Camera _body spawn { "colorCorrections" ppEffectEnable true;"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 0.1], [1, 1, 1, 0.0]]; "colorCorrections" ppEffectCommit 0; "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [2]; "dynamicBlur" ppEffectCommit 0; showCinemaBorder true; camUseNVG false; playSound "heartbeat_1"; CG_CAM = "camera" camCreate [(getPosATL _this select 0), (getPosATL _this select 1),(getPosATL _this select 2)+4]; CG_CAM cameraEffect ["internal","back"]; CG_CAM camSetFOV 2; CG_CAM camSetTarget (vehicle _this); CG_CAM camCommit 0; waitUntil {camCommitted CG_CAM}; sleep 3; CG_CAM camSetTarget [(getPosATL _this select 0), (getPosATL _this select 1),(getPosATL _this select 2)+800]; CG_CAM camSetRelPos [0,5,0]; CG_CAM camCommit 80; }; Copy and paste this into your player_death.sqf
Make sure it is pasted below the following two lines:
PVDZE_plr_Died = [dayz_characterID,0,_body,_playerID,_infected, dayz_playerName]; publicVariableServer "PVDZE_plr_Died"; After doing this load up your server and test in-game :)
Feel free to criticize or like if this helped you!
-Hoplox, Thanks for reading!
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mimmosan reacted to Petite in [RELEASE] Vehicle Key Changer - For making Masterkey - V 1.4 (Updated 06/15/2014)
Well, I can see many person having trouble to make it working so I decided to make this little tutorial because there is clearly a lack of good information here, even if this script is 2 year old not a reason.
I have no problem at all with it. No rollback or vehicles, dupe...... Its working with Zupa's coins. its working 100% like it should.
1- If you don't have a ''custom'' folder in your MPmission create one.
2- In the custom, create a folder and call it;
VehicleKeyChanger
3- Create 2 files in VehicleKeyChanger and add the following in it.
a) VehicleKeyChanger.sqf
http://pastebin.com/qzzm6Nds
b) VehicleKeyChanger_init.sqf
http://pastebin.com/MvpVS19n
4- In your MPmission Init.sqf put this line
_nil = [] execVM "custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf";
Before the closing bracket (looks like that)
if (!isDedicated) then {
0 fadeSound 0;
waitUntil {!isNil "dayz_loadScreenMsg"};
dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
_nil = [] execVM "custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf"; ///////////// HERE
};
5- In your dayz_server.pbo open your compile then server_updateObject.sqf
a) Right after _object_repair = {
Add this;
http://pastebin.com/UNH0kmNg
b) And at the end look for;
case "repair": {
call _object_damage;
};
make it so its looks like that;
case "repair": {
call _object_damage;
};
case "vehiclekey": {
_activatingPlayer = _this select 2;
_vehicleClassname = _this select 3;
_toKey = _this select 4;
_toKeyName = _this select 5;
_vehicle_ID = _this select 6;
_vehicle_UID = _this select 7;
[_activatingPlayer, _vehicleClassname, _toKey, _toKeyName, _vehicle_ID, _vehicle_UID] call _object_vehicleKey;;
};
};
Thats it you are done. Its working without any problem if you just do EXACTLY what I said.
If its not working for you well too bad, this is simple to do and works. I ain't gonna help for it more than I just did.
I hope it help some of you.
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mimmosan reacted to RC_Robio in [RELEASE] Vehicle Key Changer - For making Masterkey - V 1.4 (Updated 06/15/2014)
Considering this is almost two years old...And instead of bashing the OP why don't you ask for help?
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mimmosan reacted to BigEgg 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
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mimmosan reacted to Donnovan in Lootos - My Personal Loot System
This is my personal Loot System i share with you now.
Hope you enjoy.
You must allow this public variable in your BE filters: mtdr_lootActiveAdd.
Installation: Run it at the end of your init.sqf with: execVM "script_path/script_name.sqf";
Buildings in _mtdr_loot_buildings_class are from DayZ Mod.
I have a tool to help you to fill the _mtdr_loot_buildings_spawnPos array. To share with you later if needed.
private ["_mtdr_loot_buildings_class","_mtdr_loot_buildings_spawnPos","_mtdr_loot_items","_renewTime","_spawnAgain"]; //MTDR LOOT SYSTEM _map_size = 15360; _map_center = [_map_size/2,_map_size/2,0]; _map_rad = (_map_size * sqrt(2))/2; //Time after a spawned loot will try to be removed and //triggered to spawn again accordingly to _spawnAgain _renewTime = 1800; _spawnAgain = true; //Buildings that i want to have Loot Piles _mtdr_loot_buildings_class = [ "Land_A_Hospital", "Land_Mil_Barracks_i", "Land_a_stationhouse", "Land_A_GeneralStore_01", "Land_A_GeneralStore_01a", "Land_A_Pub_01", "Land_HouseV_1I4", "Land_Church_03", "Land_Church_01", "Land_HouseV2_02_Interier" ]; //Loot Pile Positions of Buildings in _mtdr_loot_buildings_class //[[Pile Pos in building Coords,Loot lie on ground?],[Another pos,Another f/t],...] _mtdr_loot_buildings_spawnPos = [ [[[-07.00,-04.00,-07.33],false]], [[[ 05.00, 02.00,-01.10],false]], [[[-01.20,-07.90,-09.47],false]], [[[-01.14, 01.37,-01.20],false]], [[[ 00.50, 05.00,-01.20],false]], [[[ 06.16, 05.46,-01.43],false]], [[[ 00.00, 03.70,-02.72],false]], [[[ 04.70,-00.10,-14.29],false],[[-17.50, 00.00,-14.29],true]], [[[-06.90, 00.29,-04.21],false]], [[[-00.14,-02.45,-05.53],false]] ]; //Items To place on the buildings. Array: //Items, //quantity*, //buildings in _mtdr_loot_buildings_class, //building preference. The higher the relative value the greater is the preference //true for quantity* overall / false for quantity* per building _mtdr_loot_items = [ [["ItemBandage"],1,[0,1,2,3,4,5,6,7,8,9],[10,10,10,10,10,10,10,10,10,10],false], [["ItemWatch"],12,[7,8],[10,10],true], [["DMR"],1,[2,5],[2,10],true], [["Makarov"],0.50,[5],[10],false] ]; if (isServer) then { private ["_mtdr_loot_buildings_objs","_mtdr_lootTable_bobj","_mtdr_lootTable_item","_mtdr_lootActive","_MTDR_fnc_selectRandom"]; waitUntil {!isNil "BIS_fnc_selectRandom"}; //Wait do give the chance to all mod and server custom buildings to spawn sleep 10; //Predefine loot locations _mtdr_loot_buildings_objs = []; _mtdr_loot_buildings_objs_count = []; { _class = _x; _objs = []; {if (typeOf _x == _class) then {_objs = _objs + [_x];};} forEach (_map_center nearObjects [_class,_map_rad]); _mtdr_loot_buildings_objs = _mtdr_loot_buildings_objs + [_objs]; } forEach _mtdr_loot_buildings_class; { _qtt = count _x; _mtdr_loot_buildings_objs_count = _mtdr_loot_buildings_objs_count + [_qtt]; } forEach _mtdr_loot_buildings_objs; _mtdr_lootTable_bobj = []; _mtdr_lootTable_item = []; _MTDR_fnc_selectRandom = {_index = round (random count _this - 0.5);_index}; { _prefArray = _x select 3; _perBuild = true; _total = 0; _totalB = 0; _mult = 1; if (_perBuild) then {_mult = 0;}; { _total = _total + (_mtdr_loot_buildings_objs_count select _x) * ((_prefArray select _forEachIndex) * _mult + (1 - _mult)); _totalB = _totalB + (_mtdr_loot_buildings_objs_count select _x); } forEach (_x select 2); { _qttB = (_mtdr_loot_buildings_objs_count select _x) * ((_prefArray select _forEachIndex) * _mult + (1 - _mult)); _prefArray set [_forEachIndex,(_qttB/_total) * 100]; } forEach (_x select 2); diag_log ("[MTDR LOOT] " + str (_x select 0) + ": _prefArray = " + str _prefArray); _qtt = _x select 1; if !(_x select 4) then {_qtt = round (_qtt * _totalB);}; for "_i" from 1 to _qtt do { _bTypeIndex = 0; while {true} do { _idx = (_x select 2) call _MTDR_fnc_selectRandom; if (random 100 < _prefArray select _idx) exitWith { _bTypeIndex = (_x select 2) select _idx; }; }; _buildObj = (_mtdr_loot_buildings_objs select _bTypeIndex) call BIS_fnc_selectRandom; _buildPos = getPosATL _buildObj; _item = (_x select 0) call BIS_fnc_selectRandom; _bIndex = _mtdr_lootTable_bobj find _buildObj; if (_bIndex == -1) then { _mtdr_lootTable_bobj = _mtdr_lootTable_bobj + [_buildObj]; _mtdr_lootTable_item = _mtdr_lootTable_item + [_item]; } else { _items = _mtdr_lootTable_item select _bIndex; if (typeName _items == "Array") then { _newPile = _items + [_item]; _mtdr_lootTable_item set [_bIndex,_newPile]; } else { _newPile = [_items] + [_item]; _mtdr_lootTable_item set [_bIndex,_newPile]; }; }; }; } forEach _mtdr_loot_items; mtdr_lootSystemMain = [_mtdr_lootTable_bobj,_mtdr_lootTable_item]; publicVariable "mtdr_lootSystemMain"; //Monitor for Abandoned Loot Deletion _mtdr_lootActive = []; "mtdr_lootActiveAdd" addPublicVariableEventHandler {_mtdr_lootActive = _mtdr_lootActive + [_this select 1];}; while {true} do { { _build = _x; _time = _build getVariable ["ml_used",0]; if (time - _time > _renewTime) then { _bPos = getPosATL _build; _nearP = false; {if (_bPos distance _x < 200) exitWith {_nearP = true;};} forEach playableUnits; if (!_nearP) then { _idx1 = _mtdr_loot_buildings_class find typeOf _build; _spawnPosAll = _mtdr_loot_buildings_spawnPos select _idx1; { _spawnPos = _build modelToWorld (_x select 0); _holders = _spawnPos nearObjects ["WeaponHolder",5]; _holder = objNull; if (count _holders > 0) then { { if (_x getVariable ["ml_hld",false]) exitWith {_holder = _x;}; } forEach _holders; }; if (!isNull _holder) then {deleteVehicle _holder;}; } forEach _spawnPosAll; _mtdr_lootActive = _mtdr_lootActive - [_build]; if (_spawnAgain) then { _build setVariable ["ml_used",-1,true]; }; }; }; uiSleep 0.001; } forEach _mtdr_lootActive; uiSleep 180; }; }; if (hasInterface) then { private ["_mtdr_lootTable_bobj","_mtdr_lootTable_item","_mtdr_pPosMain","_mtdr_calc_newBuilds","_mtdr_spawnLoot","_mtdr_lootTable_bobj_local","_mtdr_lootTable_item_local"]; waitUntil {!isNil "mtdr_lootSystemMain"}; _mtdr_lootTable_bobj = mtdr_lootSystemMain select 0; _mtdr_lootTable_item = mtdr_lootSystemMain select 1; _mtdr_pPosMain = getPosATL player; //Function to Find Loot buildings near the player //They are the ones that will be monitored in the loop _mtdr_calc_newBuilds = { _mtdr_lootTable_bobj_local = []; _mtdr_lootTable_item_local = []; { _bSize = (sizeOf typeOf _x) * 2; _dist = ((_mtdr_pPosMain distance _x) - _bSize) max 0; _items = _mtdr_lootTable_item select _forEachIndex; if (_dist < 300) then { _mtdr_lootTable_bobj_local = _mtdr_lootTable_bobj_local + [_x]; _mtdr_lootTable_item_local = _mtdr_lootTable_item_local + [_items]; }; } forEach _mtdr_lootTable_bobj; }; //Function to Spawn Loot _mtdr_spawnLoot = { _obj = _this select 0; _items = _this select 1; if (typeName _items != "Array") then {_items = [_items];}; _idx1 = _mtdr_loot_buildings_class find typeOf _obj; _spawnPosAll = _mtdr_loot_buildings_spawnPos select _idx1; { _spawnPosArray = _spawnPosAll call BIS_fnc_selectRandom; _spawnPos = _obj modelToWorld (_spawnPosArray select 0); _onGround = _spawnPosArray select 1; if (_onGround) then {_spawnPos = [_spawnPos select 0,_spawnPos select 1,0];}; _holders = _spawnPos nearObjects ["WeaponHolder",5]; _holder = objNull; if (count _holders > 0 && {_x getVariable ["ml_hld",false]} count _holders > 0) then { { if (_x getVariable ["ml_hld",false]) exitWith { _holder = _x; }; } forEach _holders; } else { _holder = createVehicle ["WeaponHolder",_spawnPos,[],0,"CAN_COLLIDE"]; _holder setPosATL _spawnPos; _holder setVariable ["ml_hld",true,true]; }; _isM = isClass (configFile >> "CfgMagazines" >> _x); if (_isM) then { _holder addMagazineCargoGlobal [_x,1]; } else { _isW = isClass (configFile >> "CfgWeapons" >> _x); if (_isW) then { _holder addWeaponCargoGlobal [_x,1]; } else { _isV = isClass (configFile >> "CfgVehicles" >> _x); if (_isV) then { _holder addBackpackCargoGlobal [_x,1]; } else { diag_log "[MTDR LOOT] TIPO DE LOOT NAO IDENTIFICADO!"; }; }; }; } forEach _items; mtdr_lootActiveAdd = _obj; publicVariableServer "mtdr_lootActiveAdd"; }; call _mtdr_calc_newBuilds; //Monitore for Loot Buildings to activate for player while {true} do { _pOnFoot = vehicle player == player; if (_pOnFoot) then { _pPos = getPosATL player; _walked = _mtdr_pPosMain distance _pPos; if (_walked > 280) then { _mtdr_pPosMain = _pPos; call _mtdr_calc_newBuilds; _walked = 0; }; { _bSize = sizeOf typeOf _x; _dist = ((_pPos distance _x) - _bSize) max 0; if (_dist == 0) then { _bUsed = _x getVariable ["ml_used",-1]; if (_bUsed == -1) then { _x setVariable ["ml_used",time,true]; _items = _mtdr_lootTable_item_local select _forEachIndex; [_x,_items] call _mtdr_spawnLoot; //systemChat "Loot Especial Matadouro...!"; }; }; } forEach _mtdr_lootTable_bobj_local; }; uiSleep 2; }; }; -
mimmosan reacted to js2k6 in Very simple earplugs script
Hi everyone,
Made a very basic script for earplugs for A2 Epoch
This method requires that you have dayz_spaceInterrupt.sqf in your mission.pbo
I use snap pro in my server, so my space interrupt file is located at custom\snap_pro\dayz_spaceinterrupt.sqf
look for the line that says
// Disable ESC after death if (_dikCode == 0x01 && r_player_dead) then { _handled = true; }; then add this below
if (_dikCode == 0x16) then { if (soundVolume == 1) then { 1 fadeSound 0.25; hintSilent "Earplugs Inserted"; } else { 1 fadeSound 1; hintSilent "Earplugs Removed"; }; }; 0x16 is the letter U,
you can find a list of all other available keys at
https://community.bistudio.com/wiki/DIK_KeyCodes
You can let your players know about this feature in your servers welcome credits or by adding a system chat message in init.sqf
Oh well, enjoy.
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mimmosan reacted to Donnovan in [Release] Casca Vehicles Convoy for any Map
CASCA ANDRE CONVOYS - TAKELONG V1a:
V1a ON 01 of September of 2015
NEW ON TAKELONG V1:
New Skill Settings:
_generalSkill = 0.6; //All skills, except ain skill, for all AI _driverManAin = 0.8; //Ain of the driver, from 0 to 1 _cargoMansAin = 0.5; //Ain of the cargo ocupants, from 0 to 1 _turretMansAin = 0.3; //Ain ot the turret operators, from 0 to 1 New Icon settings:
_showMapIcons = true; //Show spawn, convoy and AI icons on map? _showMapIconsOnlyWhenNotInWar = true; //Hide convoy icons when they enter in war, so the fight is not spoted. _showCrewNumber = true; //Show crew number on the vehicle icon on map? (runner bombers don't count as vehicle crew) Special reward in coins (Zupa coins) or gold (normal Epoch): _useCoinsReward = false; //Special kill (main char kill or combo kill) reward in gold or coins? Use false to gold / true to coins. _coinRewards = [650,4000,650]; //Special Reward Array: _xxxxxRewards = [kill reward,son of general kill reward,extra for each combo kill]; _goldRewards = [["ItemSilverBar",0],["ItemGoldBar10oz",1],["ItemGoldBar",1]]; //Special Reward Array: _xxxxxRewards = [kill reward,son of general kill reward,extra for each combo kill]; Combo kill is when you kill more 2 AI in the space of 15 seconds. The level of the combo increase if you keep killing in less than 15 seconds (Combo Level 1, Combo Level 2, Combo Leve 3, and so on). While the combo kill reward in coins goes direct to the player wallet, in gold, it goes in the AI dead body. Humanity Gain Settings: donn_humanityGainForKill = 65; //How much humnity to gain for each AI kill? //Bellow this value you is in the Bandit Way so donn_humanityGainForKill will subtract to your humanity //Above this value you is in the Hero Way so donn_humanityGainForKill will add to your humanity donn_humanityZeroScale = 2500; Other Settings: _donn_delete_body_time = 2400; //Time in seconds to delete a dead AI body donn_aiCarVulnerable = false; //false or 0 is INVUNERABLE true or 1 is VULNERABLE
NEW ON TAKELONG V1a:
Bidirectional Humanity: Fixed bandit (or on the bandit way) players getting positive humanity from AI kill.
NEW ON TAKELONG V1b:
Coin rewards: Fixed coins rewards not happening due to a typo.
Manual fix if you have V1a: Inside andre_convoy.sqf change the configuration setting from _coinsRewards = [650,4000,650]; to _coinRewards = [650,4000,650];
If it works for you consider a donation. Thankyou.
$USD
$EURO
INSTALATION: TAKELONG V1b
Unzip this file into your mission folder: https://www.dropbox.com/s/wd4dyodm7prnu4d/arma2_epoch_andre_convoy_takelong_v1b.7z?dl=0
Look at init(example).sqf to see how to run Andre Convoy, and reproduce it in your init.sqf.
No BE filters tweak needed.
INFISTAR USERS:
If your infiStar have this option:
/* EXPERIMENTAL CU FIX */ _CUF = true; /* true or false */ /* *experimental* - will transfer serverside units (including mission AI) to clientside */ You need to turn it off setting _CUF to false, or AI will not work.
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mimmosan reacted to Richie in HALO from vehicles, arma 2 style (no chute needed)
I don't care what everyone else says about you Halv, I think you're awesome :D
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mimmosan got a reaction from Donnovan in Andre Safe Zones for Arma 2 (It's good man!)
Thanks works well!
Here are the cords for Chernarus;
Looking forward to Crash protection.
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mimmosan reacted to Darth_Rogue in [RELEASE] Status Bar With Icons & Server FPS display v1.36
If your UID has been added to the admins list in the status bar init then the FPS display in the status bar is a reading of the servers FPS. Not your client FPS. I added that to allow admins to monitor their server performance in game without having to use any special tools or a second monitor.
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mimmosan reacted to Suppe in [Release] HS Blackmarket 1.6 | 'New' Trader System | Special Trader | Blackmarket
/*
HS Blackmarket
by Halv & Suppe
*/
The HS Blackmarket is a 'new' Trader-system for A3 Epoch, it was created in collaboration with Halv, Halv wrote the main part of the script, he is the true genius.
Features:
- Trader with Custom Dialog (Menu)
- Trader with unlimited supply
- You control how many Trader will spawn
- Trader will spawn random over the Map
- Trader will spawn in 5 different "Camps"
- With persistent Vehicles or not persistent Vehicles
- Easily edit/add Prices, Items, Vehicles, Weapons
- Easily Blacklist Items, Vehicles, Weapons
- Easily control about Vehicleammo
- Vehicleammo count over restart (10 bullets left for the restart = 10 bullets left after restart)
- Static and Random Traders
- Work with stock Epoch AH and infistar
- Work without emod !
- Work on every Map
Pictures:
Download:
https://github.com/GBR-Suppe/a3_epoch_HSBlackmarket
Install:
- Copy the "trader" Folder and the Stringtable.xml in your epoch.Mission
- Add to your init:
[] execVM "trader\init.sqf"; [] execVM "trader\resetvehicleammo.sqf"; [] execVM "trader\HALV_takegive_crypto_init.sqf"; - Add to your description.ext ( on the very top and if you use Halv's spawn script as well, you need only 1x the Halv_defines.hpp)
#include "trader\Halv_defines.hpp" #include "trader\tradedialog.hpp" #include "trader\HSPricing.hpp" - (optional) Open epoch.Mission/trader/init.sqf to configurate the HS Blackmarket
- (optional) Open epoch.Mission/trader/settings.sqf and resetvehicleammo.sqf to configurate the Vehicleammo
- (optional) Open epoch.Mission/trader/HSPricing.hpp to configurate prices, or to add Items, Vehicles, Weapons and so on
- (optional) Remove 1 Epoch Trader for every Blackmarket Trader you added (remove Epoch Trader: \Arma 3\@epochhive\epochconfig.hpp ,search for NPCSlotsLimit)
- (optional) To get all messages of the traders (like the vehicleworldlimit check) you need:
Edit your BE Filter:
For infistar Server:
for Halv for Suppe
Copyright © 2015 Halvhjearne & Suppe
This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with this program. If not, see http://www.gnu.org/licenses/.
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mimmosan reacted to Halvhjearne in Add a custom image to the spawn box
i wanted this to work for any map without the hassle of changing mission.sqm every time (cause im so lazy lol), soooo ...
... put it in any debox room, on any map with this:
http://pastebin.com/VxDF0bzW
IMPORTANT: at the top of the script, change the path / name of the picture, to your custom picture
put the script in the root of your mission (or wherever you like) and at the bottom (or in some cases the top) of the init add this:
execVM "DebugPic.sqf"; now anyone can install this on any epoch supported map (or any map, if there is a "Debug_static_F") ... ;)
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mimmosan reacted to Kasztura in Custom respawn Load-Out for players, donators, and admins
I trying this: 1024.85,2023.52,0.224995 but it doesn't work then I hanged in onPlayerRespawn.sqf
if((player distance cloneroomsafezone) < 25) then to that
if((player distance [1024.85,2023.52,0.224995]) < 25) then and it works
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mimmosan reacted to Darth_Rogue in Repair & Rearming script
Tested this and it works great! Is there a way to separate the arrays of buildings or vehicles that can be used for repairing or rearming? Like say I want to be able to repair a vehicle in several different places, but only want vehicles to be able to be rearmed at military areas. Just a thought for a future release. :)
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mimmosan reacted to SurvivalServers.com in Survival Launcher - alternate Steam launcher for ARMA 2: OA and ARMA 3
Updated May 11, 2015: Version 1.0.0.5 released
I've been working for the last few months on a launcher for both Arma 2:OA and Arma 3. The goal is simple: keep it free, keep it updated (same day mod / game updates), and keep it from negatively impacting player ease of joining game servers. It's also modular and I can build in new games fairly easily.
Here are a few screenshots:
I decided to release a bit early due to the Arma 3 Epoch update and because the core features are stable. I have a sleugh of features in the works like favorites, friends, notifications, and statistics & reports. Coming soon, of course =)
Go download it at http://www.SurvivalLauncher.com
As feedback is crucial to this project, I ask that you let me know of any bugs or feature requests in the forum.
Cheers!
Ryan Pennington
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mimmosan reacted to Liqu1dShadow in [WIP] Building custom bases
Some stuff I have been working on that's now live on the server :)
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mimmosan reacted to Liqu1dShadow in [Server Addon] ZCP - Zupa's Capture Points 2.0 Updated for Epoch 0.3
How about variable cash rewards based on the number of people online? That lets it self grow rewards as the servers population changes :)
5-10 players = 25 Crypto
10-20 players = 100 Crypto
20-30 players = 500 Crypto
30-50 players = 1000 Crypto
50-100 players = 1500 Crypto
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mimmosan reacted to Liqu1dShadow in I'm Going to Release ALL My Cherno Map Additions
thanks for the feedback :)
I am working on these on Altis, nearly ready :)