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Come Spoon Me

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Posts posted by Come Spoon Me

  1. Try changing this:

    if(isNil "dayz_fullMoonNights")then{dayz_fullMoonNights = false;};
    if(dayz_fullMoonNights)then{
    _brtns = 0.024;
    }else{
    _brtns = 0.018;
    };

     

    To This:

     

    if(isNil "dayz_fullMoonNights")then{dayz_fullMoonNights = false;};
    if(dayz_fullMoonNights)then{
    _brtns = 0.024;
    }else{
    _brtns = 0.024;
    };

     

    See if that makes it so it is just as bright when the moon is out when the moon is not out.

  2. I think it would be something in this file maybe?

     

    File: fn_lightFunctions.sqf

     

    /*
        DayZ Epoch Lighting System - Light Functions
        Made for DayZ Epoch by axeman please ask permission to use/edit/distribute email [email protected].
    */
    axe_NoStreetLights={//For testing - Need to see brightness of house lights
    private["_lights","_rng","_target","_objName"];
    _target = _this select 0;
    _rng = _this select 1;

    _lights = ["a_fuelstation_sign.p3d","lampa_ind_zebr.p3d","lampa_ind.p3d","lampa_sidl_3.p3d","lampa_sidl_2.p3d","lampa_sidl.p3d","powlines_concl.p3d","powlines_woodl.p3d"];

        {
            if("" != typeOf _x) then {
                    
                if (alive _x) then {
                        
                    _objName = _x call DZE_getModelName;

                    if (_objName in _lights) then {

                        _x switchlight "off";

                    };
                };
            };
        } count nearestObjects [([_target] call FNC_getPos), [], _rng];

    };

    axe_newLightPoint={
    private ["_lp","_pos","_col","_brt","_amb","_pos","_dir","_vect"];
    _col = _this select 0;
    _brt = _this select 1;
    _amb = _this select 2;
    _pos = _this select 3;
    _dir = _this select 4;
    _vect = _this select 5;
    _lp = "#lightpoint" createVehicleLocal _pos;//Only create locally now.
    _lp setLightColor _col;
    _lp setLightBrightness _brt;
    _lp setLightAmbient _amb;
    _lp setDir _dir;
    _lp setVectorUp _vect;
    //_lp enableSimulation false;//Using this stops lights from illuminating for local player (not tried moving it to before parameters set) - Makes no difference to network broadcast, other players DO NOT see the object anyway
    //axeDiagLog = format["FN:LP NEW CREATE:BRIGHT:%3 | %1 for %2",_lp,player,_brt];
    //publicVariable "axeDiagLog";
    _lp
    };

    axe_lightPoint={
    private ["_lp","_col","_brt","_amb"];
    _col = _this select 0;
    _brt = _this select 1;
    _amb = _this select 2;
    _lp = _this select 3;
    _lp setLightColor _col;
    _lp setLightBrightness _brt;
    _lp setLightAmbient _amb;
    //axeDiagLog = format["FN:LP EXISTS LIGHT:%1",_lp];
    //publicVariable "axeDiagLog";
    };

    //return brightness of light attached to object
    axe_lightBrightness={
    private["_plyr","_brtns","_lightPcnt","_target"];
    _plyr = _this select 0;
    _target = _this select 1;

    if(isNil "dayz_fullMoonNights")then{dayz_fullMoonNights = false;};
    if(dayz_fullMoonNights)then{
    _brtns = 0.024;
    }else{
    _brtns = 0.018;
    };
    _brtns = _brtns + ((_brtns/100) * ((_plyr distance _target)/15)); //Add percentage of brightness based on distance from player
    //Min / Max Levels
    //if (_brtns > 0.025)then{_brtns = 0.025;};
    //if (_brtns < 0.015)then{_brtns = 0.015;};
    _brtns
    };

    axe_towerLight={
    private["_twr","_lCol","_lbrt","_lamb","_oset","_twrPos","_rad","_a","_b","_ang","_nrTLs","_doLit"];
    _twr = _this select 3 select 0;
    _lCol = _this select 0;
    _lbrt = _this select 1;
    _lamb = _this select 2;
    _doLit = _this select 4 select 0;
    _twrPos =  ([_twr] call FNC_getPos);
    _rad=2.65;
    _oset=14;
    _nrTLs= _twrPos nearObjects ["#lightpoint",20];

        if(count _nrTLs > 3)then{
        //axeDiagLog = format["FN:TL FOUND LP:%1",count _nrTLs];
        //publicVariable "axeDiagLog";
            {
                if(_doLit)then{
                [_lCol,_lbrt,_lamb,_x] call axe_lightPoint;
                }else{
                deleteVehicle _x;
                };
            sleep .2;
            }count _nrTLs;
            
        }else{
        //axeDiagLog = format["FN:TL NEW LPS:%1",_twr];
        //publicVariable "axeDiagLog";
            if(_doLit)then{
                for "_tls" from 1 to 4 do {
                _ang=(360 * _tls / 4)-_oset;
                _a = (_twrPos select 0)+(_rad * cos(_ang));
                _b = (_twrPos select 1)+(_rad * sin(_ang));
                [_lCol,_lbrt,_lamb,[_a,_b,(_twrPos select 2) + 26],_ang,[0,0,-1]] call axe_newLightPoint;
                sleep .4;
                };
            };
        };
    };

     

     

    If I had to guess try editing this: (This part probably only changes the brightness when the moon is out and full moon lights is on however...)

     

    if(isNil "dayz_fullMoonNights")then{dayz_fullMoonNights = false;};
    if(dayz_fullMoonNights)then{
    _brtns = 0.024;
    }else{
    _brtns = 0.018;
    };
    _brtns = _brtns + ((_brtns/100) * ((_plyr distance _target)/15)); //Add percentage of brightness based on distance from player
    //Min / Max Levels
    //if (_brtns > 0.025)then{_brtns = 0.025;};
    //if (_brtns < 0.015)then{_brtns = 0.015;};
    _brtns
    };

  3. If you want one with a picture you can modify mine.

     

    Picture:

    http://imgur.com/dm6qWzA

     

    It is a combination of a few different debug monitors I have used in the past. I did not write any of the code myself. I simply compiled a few different tutorials into one for my server.

     

     

    Tutorial:

     

    All edits are done in the mission folder/PBO!

     

    Toggle Version (Medium Install):

     

    Step 1: Create a custom compiles.sqf or upload the default compiles.sqf from your dayz_code folder to your mission folder.

     

    Step 2: Edit your init.sqf to call your custom compiles.sqf

     

    Step 3: copy your dayz_spaceInterrupt.sqf from your dayz_code PBO to your mission folder.

     

    Step 4: Edit your custom compiles.sqf to point to your new dayz_spaceInterrupt.sqf

     

    Step 5: In your dayz_spaceInterrupt.sqf Search for this:

     

    if (_dikCode == 210) then {

     

    Change This:

     

     

    if (_dikCode == 210) then {
            _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf";
    };

     

     

    To this:

     

     

    if (_dikCode == 210) then {
        if (isNil 'debugMonitor') then {
            debugMonitor = true;
            _nill = execvm "debug.sqf";
        } else {
            debugMonitor = !debugMonitor;
            hintSilent '';
            _nill = execvm "debug.sqf";
        };
    };

     

    Step 6: Create a new file called debug.sqf in your mission folder and paste this code in it and edit it to fit your server:

     

     

    while {debugMonitor} do
    {
        _time = (round(240-(serverTime)/60));
        _hours = (floor(_time/60));
        _minutes = (_time - (_hours * 60));
        _pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture'));
                if (player == vehicle player) then { _pic = (gettext (configFile >> 'cfgWeapons' >> (currentWeapon player) >> 'picture'));}
                    else { _pic = (gettext (configFile >> 'CfgVehicles' >> (typeof vehicle player) >> 'picture')); };
                
        switch(_minutes) do
        {
            case 9: {_minutes = "09"};
            case 8: {_minutes = "08"};
            case 7: {_minutes = "07"};
            case 6: {_minutes = "06"};
            case 5: {_minutes = "05"};
            case 4: {_minutes = "04"};
            case 3: {_minutes = "03"};
            case 2: {_minutes = "02"};
            case 1: {_minutes = "01"};
            case 0: {_minutes = "00"};
        };
        
        // You can delete the server website here line (entire line) if you want
        // You can also delete the entire TeamSpeak IP line if you want
        hintSilent parseText format ["
            <t size='1.4' font='Bitstream' align='center' color='#718d67'>YOUR SERVER NAME HERE</t><br/>
            <t size='1.15' font='Bitstream' align='center' color='#e5e5e5'>%1 Players Online: </t><br/><br/>
            <img size='3' align='Center' image='%12'/><br/><br/>
            <t size='1' font='Bitstream'align='center' color='#99ae83'>%11</t><br/>
            <t size='1' font='Bitstream'align='center' color='#99ae83'>%10 Day(s) Survived</t><br/>
            <t size='1' font='Bitstream' align='left' color='#f00c0c'>Blood: </t><t size='1' font='Bitstream' align='right' color='#f00c0c'>%5</t><br/>
            <t size='1' font='Bitstream' align='left' color='#007feb'>Humanity: </t><t size='1' font='Bitstream' align='right' color='#007feb'>%6</t><br/><br/>
            <t size='1' font='Bitstream' align='left' color='#e5e5e5'>Frame Rate: </t><t size='1' font='Bitstream' align='right' color='#e5e5e5'>%7</t><br/>
            <t size='1' font='Bitstream' align='left' color='#e5e5e5'>Murders: </t><t size='1' font='Bitstream' align='right' color='#e5e5e5'>%3</t><br/>
            <t size='1' font='Bitstream' align='left' color='#e5e5e5'>Bandits Killed: </t><t size='1' font='Bitstream' align='right' color='#e5e5e5'>%4</t><br/>
            <t size='1' font='Bitstream' align='left' color='#e5e5e5'>Zombies Killed: </t><t size='1' font='Bitstream' align='right' color='#e5e5e5'>%2</t><br/><br/>
            <t size='1' font='Bitstream'align='center' color='#ffd863'>Server restart in:</t><br/>
            <t size='1' font='Bitstream'align='center' color='#ffd863'>%8 Hour(s) : %9 Minute(s)</t><br/><br/>
            <t size='1' font='Bitstream'align='center' color='#5882FA'>TeamSpeak IP:</t><br/>
            <t size='0.90' font='Bitstream'align='center' color='#5882FA'>YOUR TEAMSPEAK IP HERE</t><br/>",
                
            (count playableUnits),
             (player getVariable['zombieKills', 0]),
            (player getVariable['humanKills', 0]),
            (player getVariable['banditKills', 0]),
             (player getVariable['USEC_BloodQty', r_player_blood]),
            (player getVariable['humanity', 0]),
            (round diag_fps),
            _hours,
            _minutes,
                    (dayz_Survived),
                    dayz_playerName,
            _pic
        ];
        
        //Don't modify below this line
        sleep 1;
    };

     

    Step 7: Save the file and start your server. Press the insert key to toggle debug monitor on/off.

     

    Non-Toggle Version (Easy Install):

     

    Step 1: Create a file called debug.sqf in your mission folder and paste the above code in it and save it.

     

    Step 2: Add this to the bottom of your init.sqf:

     

     

    //Execute Debug Monitor
    []execVM "debug.sqf";

     

     

    Sorry I can't give credit to everybody as I don't remember who wrote all the scripts I borrowed code from. I got the code for the picture from a debug monitor that Matt L posted. I preferred a different method of calling the toggle however as it doesn't give me a script error.

    Found Here: http://opendayz.net/threads/simple-ish-debug-monitor-w-toggling-function-and-animation.11594/

     

    Again I do not take credit for writing this! Just trying to help out.

     

    Sorry don't use coins or bank on my server so couldn't help you with that part...

  4. It's an issue in your MySQL database. Find the item you are having the problem with on your traders_data table and change the afile from trade_vehicles to trade_any_vehicles.

     

    Oops... Didn't realize how old this was. Still, if somebody has an issue with this and stumbles upon this should help...

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