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Brainzaw

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Posts posted by Brainzaw

  1. What's up forum.

    I have started an Overpoch server at Vilayer.
    I have installed the newest version of infiSTAR and WAI 2.2.0

    But there is no announcing of the missions starting, or ending. The missions just appear, and are visible on the map. :blink:

    This was the first og second script i installed, so i don't suppose other scripts are interfering...

    I have not edited the WAI script.
     

    Can anyone help with this issue? :wacko:

  2. Hello everyone.


    As the title says, on my server the helis like AH1Z and Mi24D can't hurt players, when using missiles. (S-5, Hydra, Sidewinders, and so on)
    Damage is only inflicted when using the guns like Yak-B and M134, on the choppers.

    Does anyone know why this is happening?

    I got:
    WAI
    DZAI
    Evac chopper: JAEM
    Custom traders for Apaches and Hinds.
    Lift & Tow
    Vehicle key changer, and Vehicle Locator
    Deploy Anything
    Service Points
    this safezone script: 

    as the only scripts that has something to do with vehicles.

    Cheers! hope you can help.
     

  3. Hello I just installed this mod. The menus seem to work fine but when i chose something to actually build i can not click on either the craft ,preview or exit button
    I have advanced traing,snap rp and plotmanagement installed and all still work fine.

    Here a screenshot how its looking.

    http://puu.sh/jJF1x/1b97c9c033.jpg

    I have the same problem :unsure:... I can see the options in the menu, but i can't click on them. 
    I have removed some (not all) titles from Crafting_Defines.hpp as they were already defined.

    Then i merged the ui_selectSlot.sqf from This script and from th Deploy Anything script. 

    Anyone got an idea to fix this??? :blink:

     

    On 2/9/2014 at 0:15 PM, sisquo007 said:

    Hey!

     

    Here is my merged "ui_selectSlot.sqf"

     

    with the merged one this script (Advanced Alchemical Crafting) and (Deploy Anything) works fine together.

     

     

    what u need to do is the following:

     

    open the file Crafting_Compiles.sqf from your "custom\Buildables" Folder

     

    delete the following line

     

    player_selectSlot = compile preprocessFileLineNumbers "custom\Buildables\ui_selectSlot.sqf";

     

    u also can delete the File itself from the folder.

     

    After that open your custom "compiles.sqf" u should already have one.....

     

    seach for:

     

    player_selectSlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf";

     

    comment this line out so it looks like this:

     

    // player_selectSlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf"; 

     

    after that copy the following code and overwrite it with the one u have in "overwrites\click_actions\ui_selectSlot.sqf"

    
    private ["_control","_button","_parent","_group","_pos","_item","_conf","_name","_cfgActions","_numActions","_height","_menu","_config","_type","_script","_outputOriented","_compile","_array","_outputClass","_outputType"];
    disableSerialization;
    _control = 	_this select 0;
    _button =	_this select 1;
    _parent = 	findDisplay 106;
    
    //if ((time - dayzClickTime) < 1) exitWith {};
    if (!DZE_SelfTransfuse && ((gearSlotData _control) == "ItemBloodBag")) exitWith {};
    if (_button == 1) then {
    	//dayzClickTime = time;
    	_group = _parent displayCtrl 6902;
    
    	_pos = 		ctrlPosition _group;
    	_pos set [0,((_this select 2) + 0.48)];
    	_pos set [1,((_this select 3) + 0.07)];
    
    	_item = gearSlotData _control;
    
    	_conf = configFile >> "cfgMagazines" >> _item;
    	if (!isClass _conf) then {
    		_conf = configFile >> "cfgWeapons" >> _item;
    	};
    	_name = getText(_conf >> "displayName");
    
    	_cfgActions = _conf >> "ItemActions";
    	_numActions = (count _cfgActions);
    	_height = 0;
    
    	//Populate Menu
    	for "_i" from 0 to (_numActions - 1) do 
    	{
    		_menu = 	_parent displayCtrl (1600 + _i);
    		_menu ctrlShow true;
    		_config = 	(_cfgActions select _i);
    		_type = 	getText	(_config >> "text");
    		_script = 	getText	(_config >> "script");
    		_outputOriented = 	getNumber	(_config >> "outputOriented") == 1;
    		_height = _height + (0.025 * safezoneH);
    		_compile =  format["_id = '%2' %1;",_script,_item];
    		uiNamespace setVariable ['uiControl', _control];
    		if (_outputOriented) then {
    			/*
    				This flag means that the action is output oriented
    				the output class will then be transferred to the script
    				&& the type used for the name
    			*/			
    			_array = 	getArray	(_config >> "output");
    			_outputClass = _array select 0;
    			_outputType = _array select 1;
    			_name = getText (configFile >> _outputType >> _outputClass >> "displayName");
    			_compile =  format["_id = ['%2',%3] %1;",_script,_item,_array];
    		};
    
    		_menu ctrlSetText format[_type,_name];
    		_menu ctrlSetEventHandler ["ButtonClick",_compile];
    	};
    	
        //### BEGIN MODIFIED CODE: extra click actions
        {
            private["_classname","_text","_execute","_condition"];
            _classname   = _x select 0;
            _text        = _x select 1;
            _execute     = _x select 2;
            _condition   = _x select 3;
            // if the clicked item matches, then assign the script call and display text
            if(_item == _classname && (call compile _condition)) then {
                _menu = _parent displayCtrl (1600 + _numActions);
                _menu ctrlShow true;
                _height = _height + (0.025 * safezoneH);
                uiNamespace setVariable ['uiControl', _control];
                _menu ctrlSetText _text;
                _menu ctrlSetEventHandler ["ButtonClick",_execute];
                _numActions = _numActions + 1;
            };
        } forEach DZE_CLICK_ACTIONS;
        //### END MODIFIED CODE: extra click actions	
    	
    	// Add extra context menus
    	_erc_cfgActions = (missionConfigFile >> "ExtraRc" >> _item);
    	_erc_numActions = (count _erc_cfgActions);
    	if (isClass _erc_cfgActions) then {
    		for "_j" from 0 to (_erc_numActions - 1) do 
    		{
            _menu =  _parent displayCtrl (1600 + _j + _numActions);
            _menu ctrlShow true;
            _config =  (_erc_cfgActions select _j);
            _text =  getText (_config >> "text");
            _script =  getText (_config >> "script");
            _height = _height + (0.025 * safezoneH);
            uiNamespace setVariable ['uiControl', _control];
            _menu ctrlSetText _text;
            _menu ctrlSetEventHandler ["ButtonClick",_script];
    		};
    	};
    	
    	_pos set [3,_height];
    	//hint format["Obj: %1 \nHeight: %2\nPos: %3",_item,_height,_grpPos];		
    
    	_group ctrlShow true;
    	ctrlSetFocus _group;
    	_group ctrlSetPosition _pos;
    	_group ctrlCommit 0;
    };
    

    Now u can use the right click actions from Deploy Anything and the "exra_rc" which are used from Advanced Alchemical Crafting and much other mods without any issues!

     

  4. In spawnConfig.sqf theres is this value:
     _bodyCheck = -1; // If a player has a body within this distance of a spawn that spawn will be blocked. Set to -1 to disable.

    check that one :)

  5. Hello Forum.

    I have Snap Pro + Vector build installed https://github.com/strikerforce/SnapPro-BuildVectors

    and plot management. 
    I am experiencing when I build a garage door, twist it and snap it to a cinder wall so it is placed like this
    \ then there is no problem.
    BUT when i upgrade the garage door (so it actually has a door and it's not just the doorway), it jumps back to the default position! like this: |
    Sorry for the bad way of illustrating this, hope you guys understand, have experienced the same or can help me!

    Cheers!

  6. Hello Forum.

    After i switched my map from Chernarus to Napf.
    I havn't been able to see AI's from DZAI or WAI on the map, when using ESP/Map icons.

    I could see them on chernarus as small red circles with a line, that indicated their looking direction.
    (picture of it here: http://epochmod.com/forum/index.php?/topic/15671-release-wicked-ai-220/&do=findComment&comment=138625)

    Can anyone help me with that? 
    It will be appreciated :)

    Cheers

  7. Can someone help me with a RPT error?

     

     9:22:52 Error in expression <object)) then {
    if (_objectID == "0" && _uid == "0") then
    {
    _object_position = g>
     9:22:52   Error position: <_uid == "0") then
    {
    _object_position = g>
     9:22:52   Error Undefined variable in expression: _uid
     9:22:52 File z\addons\dayz_server\compile\server_updateObject.sqf, line 29
     9:22:52 Error in expression <ntory;
    };
    case "damage": {
    if ( (time - _lastUpdate) > 5) then {
    call _object_da>
     9:22:52   Error position: <_lastUpdate) > 5) then {
    call _object_da>
     9:22:52   Error Undefined variable in expression: _lastupdate
     9:22:52 File z\addons\dayz_server\compile\server_updateObject.sqf, line 185
     9:22:52 Error in expression <ame _objectID != "string") || (typeName _uid != "string")) then
    { 
    diag_log(form>
     9:22:52   Error position: <_uid != "string")) then
    { 
    diag_log(form>
     9:22:52   Error Undefined variable in expression: _uid
     9:22:52 File z\addons\dayz_server\compile\server_updateObject.sqf, line 21

    The server_updateObject.sqf looks like this:

    	_key = format["CHILD:305:%1:%2:%3:",_objectID,_worldspace,_fuel];
    		//diag_log ("HIVE: WRITE: "+ str(_key));
    		_key call server_hiveWrite;
    };
    
    _object_inventory = {
        private["_inventory","_previous","_key"];
    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
        ];
    };
    		_previous = str(_object getVariable["lastInventory",[]]);
    		if (str(_inventory) != _previous) then {
    			_object setVariable["lastInventory",_inventory];
    			if (_objectID == "0") then {
    				_key = format["CHILD:309:%1:%2:",_uid,_inventory];
    			} else {
    				_key = format["CHILD:303:%1:%2:",_objectID,_inventory];
    			};

    Around the area where we have to replace this:

    _inventory = [
    getWeaponCargo _object,
    getMagazineCargo _object,
    getBackpackCargo _object
    ];

    with this:

    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
        ];
    };

    cheers

  8. Hello everyone.

    I have recently been getting this error in the server .RPT:
     

    11:07:14 "WAI: AI Config File Loaded"
    11:07:14 "WAI: Initialising missions"
    11:07:14 Error in expression <tnumber 	= count _position;
    
    if(_aitype == "Hero") then {
    _unitGroup	= createGro>
    11:07:14   Error position: <== "Hero") then {
    _unitGroup	= createGro>
    11:07:14   Error Generic error in expression
    11:07:14 File z\addons\dayz_server\WAI\compile\spawn_static.sqf, line 32


    And i can't find a solution to fix this, i have tried to reinstall the script but that didn't help.

    the spawn_static.sqf looks like this, where to error is occuring:

    	_aipack 		= "";
    	_unitnumber 	= count _position;
    
    	if(_aitype == "Hero") then {
    		_unitGroup	= createGroup RESISTANCE;
    	} else {
    		_unitGroup	= createGroup EAST;
    	};


    Im running Overpoch Napf.

    Hope someone can help :D

  9. Hello guys.

    I have recently installed an Overpoch Taviana server, and then i discovered that the islands Alexander, Vladimir and Sector B is not there, but they are in Origins. :/

    Are there any way i can get the islands integrated to my Overpoch server, from the Origins version of the map? :D

  10. Hello Forum!

     

    i can't make a user on opendayz.com and ask there because of an error that says the website is offline...

    So im posting here insteead :D  
    this script: http://opendayz.net/threads/tutorial-remove-weapons-replace-weapons-on-vehicles.11070/

    It allows to add/remove/replace weapons on vehicles, BUT does that also include the mounted guns? like the KORD and M2?

     

     adding this to server_monitor in server pbo, 

     

    Underneath the lines paste the following code

    //## LAND VEHICLES

    //GAZ Vodnik remove weapons

    if (_object isKindOf "GAZ_Vodnik_HMG") then {

    _object removeWeapon "2A42";

    _object removeMagazine "1500Rnd_762x54_PKT";

     

    //## LAND VEHICLES

    //GAZ Vodnik add weapon

    if (_object isKindOf "GAZ_Vodnik_HMG") then {

    _object addWeapon "2A42";

    _object addMagazine "1500Rnd_762x54_PKT";

    };

     

    underneath these lines:

     

                    clearWeaponCargoGlobal  _object;

                    clearMagazineCargoGlobal  _object;

     

    to simply add or remove ammo or weapons.

     

    If this includes munted guns, can i make a KORD for example, behave like a sniper? :huh:  a M107 maybe? 
    Or is it only vehicle guns you can relpace? 

    Cheers hope you can help! :lol:  

  11. okay this problem may have been resolved somewhere, but i can't find that thread.  -_- 

    Let me describe it short:
    I sell stuff, have 1 million on my person, put them in my bank, after restart i have -1 million on my person and still 1 million in my bank (= 0)

    Is there a fix for this?  :( 
    This happens to all my players too, that they suddenly gets a big debt.

    Cheers, hope you can help!  :D

  12. Hello forum!

    Can anyone help me with, making custom heli parachute spawn?

    inside the file WAI\static\chernarus.sqf is this:

    if(IsServer) then {
    /*
    Paradropped unit custom spawn Eg.
    
    
    [
    [911.21545,4532.7612,2.6292224], // Position that units will be dropped by
    [0,0,0],                         // Starting position of the heli
    400,                             // Radius from drop position a player has to be to spawn chopper
    "UH1H_DZ",                       // Classname of chopper (Make sure it has 2 gunner seats!)
    5,                               // Number of units to be para dropped
    "Random",                        // Skill level of units (easy, medium, hard, extreme, Random)
    "Random",                        // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
    4,                               // Number of magazines
    "Random",                        // Backpack classname, use "Random" or classname here
    "Bandit2_DZ",                    // Skin classname, use "Random" or classname here
    "Random",                        // Gearset number. "Random" for random gear set.
    "Bandit",                        // AI Type, "Hero" or "Bandit".
    true                            // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. 
    ] spawn heli_para;
    
    
    Place your paradrop spawns under this line
    */
    
    
    diag_log format["WAI: Static mission for %1 loaded", missionName];
    
    
    };

    How do i use this? i have tried to remove the */ but no luck

    Help please? thanks!

    Cheers

  13. looks nice! 

    but if i already have safezone in trader areas, can i then just delete the coords:

    _safezones = [
    [[5070.75,9729.54],100,"Air"],
    [[1606.6443,7803.5156],100,"Bandit"],
    [[4063.4226,11664.19],100,"Bash"],
    [[12944.227,12766.889],100,"Hero"],
    [[11447.472,11364.504],100,"Klen"],
    [[6315.88,7791.3],100,"Stary"] // [[x,y],distance,"just name]
    ];

     

    and still have safezones in traders AND godmode-plotpole?

    Cheers

     

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