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Bricktop

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  1. Like
    Bricktop got a reaction from looter809 in Bomb's craftAnything - A Modular Crafting Script   
    Thanks for sharing this. It's nice to see members still contributing to the community.
    - Cheers
  2. Like
    Bricktop got a reaction from nzjocko in Harvesting Sunflowers and Pumpkins in 1.0.6.2   
    Does anyone have a script to harvest these or know the class names? 
     
  3. Like
    Bricktop reacted to killerkiwi in [Outdated] stormz crafting menu fixed and up dated   
    is it working ok?
     
  4. Thanks
    Bricktop reacted to oldmatechoc in Parachute "Hack" fix   
    updated the post :)
  5. Thanks
    Bricktop reacted to oldmatechoc in Parachute "Hack" fix   
    Message me if you'd like a new version.
  6. Like
    Bricktop reacted to DieTanx in Parachute "Hack" fix   
    i would love to know a fix for this as well- ive lowered the spawn height, but than people bitch more-    would love an option that if ANY dialog is open- cuts the chute! insta fixed when they cant repeat and die-
     
  7. Thanks
    Bricktop got a reaction from iben in [RELEASE] IWAC - Autoclaim addon for WAI [v1.3.1]   
    Just installed this - works great! 
    Nice presentation too.
     
    Thank you ~
  8. Thanks
    Bricktop reacted to salival in Parachute "Hack" fix   
    Hey @Bricktop
    I'm pretty sure @ebayShopper had a look at this a while ago, I can't recall the outcome, though
  9. Like
    Bricktop reacted to Relentless in Parachute "Hack" fix   
    Since I don't know what you mean with a parachute speedhack (maybe others don't know too), it would be nice if you could explain what you mean with that.
  10. Like
    Bricktop reacted to juandayz in Epoch 1061 Clean up Scripts   
    @BigEgg you call it "collection" ?? its the library of alexandria tnks for share it!
  11. Thanks
    Bricktop reacted to salival in Strange and unusual building parts   
    This is a bug with some of the models, it's pretty normal but pretty OP.
    It's because he has his graphics ATOC settings set to "All trees and grass" 
    Safes and other door frames for the other cinder doors do it, too
  12. Haha
    Bricktop got a reaction from Hooty in [Release] Garage Door Opener [Updated for 1.0.7]   
    LOL 
    So .. I merged and just couldn't figure out why it wasn't working. 
    Everything was in place ... this is strange ...
    ==================
    and then it struck me! 
    I really shouldn't do this stuff at 3am 
     
    my EXACT garageDoorOpener.sqf 
     
  13. Haha
    Bricktop got a reaction from theduke in [Release] Garage Door Opener [Updated for 1.0.7]   
    LOL 
    So .. I merged and just couldn't figure out why it wasn't working. 
    Everything was in place ... this is strange ...
    ==================
    and then it struck me! 
    I really shouldn't do this stuff at 3am 
     
    my EXACT garageDoorOpener.sqf 
     
  14. Thanks
    Bricktop reacted to iben in [RELEASE] IWAC - Autoclaim addon for WAI [v1.3.1]   
    ===
    Credits:
    All credit belongs to all authors of used source files:
    DayZ Epoch developers, collaborators and contributors (thank you guys for your excellent work!) @Markk311, @f3cuk, @Jossy, @BangL, @nerdalertdk, @Caveman - creators of this system @JasonTM, @salival, @ebayShopper - for keeping system alive, further developing and fantastic support Special Thanks goes to:  @_Lance_ for deep addon testing and most usefull feedback. Thanks to him we know, how IWAC works under heavy load on populated server (12 concurrent missions :)) @totis, who brings great ideas into this script and did a great tester job! @DAmNRelentless for offering German translation and taking care of addon Github repo. @salival for his ZSC remote msg script which we are using ... all great guys helping make WAI better (I'm pretty sure I forgot a lot of people...). Thank you all for your great job! ===
    Download v1.3.1 [Last update: 2018-01-16]
    ===
    Introduction:
    ... once upon a time, *mr. yeahBUT* and *mr. no_name* chatting:
    ---
    Q: mr. yeahBUT
    IWAC? OMG, what is it?
    A: mr. no_name
    Well, it's Autoclaim addon for WAI mission system.
    ---
    Q: mr. yeahBUT
    ...yeah, but is it usefull? What it can do?
    A: mr. no_name
    Not sure about the first question part... but it could be.
    If one of your server rules says somenthing like: "Player has to claim mission in sidechat and mark mission on map with name", well, this addon is just for you.
    It's fully automatic, which means - no more sentences like: "I forgot...", "Who is doing mission xy?", "Could you please remove your marker once mission is finished?" etc.
    This little addon will make all the job for you and your players.
    ---
    Q: mr. yeahBUT
    pffff... I have PVP server. Totally useless!
    A: mr. no_name
    Probably yes... Do you wanna hear more?
    ---
    Q: mr. yeahBUT
    hmmm.. not really, but I have nothing to do right now, so continue...
    A: mr. no_name
    ...OK my friend. I have certainly nothing to do either, so I will... :) What's your question?
    ---
    Q: mr. yeahBUT
    ok.. let's start with somenthing I can picture in my mind. Do you have any screenshot so I can see it in action?
    A: mr. no_name
    yeah, sure...

    ---
    Q: mr. yeahBUT
    What is that red circle around mission?
    A: mr. no_name
    This is somenthing I call it "claiming zone". You can configure it using these variables:
    iben_wai_ACzoneActivate = true; // Turn claiming border ON/OFF iben_wai_ACzoneMarkerColor = "ColorRed"; // Border color iben_wai_ACdistance = 1300; // Distance from mission center to claiming border ---
    Q: mr. yeahBUT
    hm.. 1300m? It's a little bit too much. Should be much shorter distance.
    A: mr. no_name
    It's completely up to you. If you want to be loved by your snipers, set it to 400m and set AI skills to max - no kidding, I experienced this setup already :))
    Also remember - there is somenthing called timeout distance in WAI - you can search variable `wai_timeout_distance` in WAI config.
    If `wai_timeout_distance` < `iben_wai_ACdistance`, mission can dissapear in front of player's face (which doesn't mean it's a bad thing...)
    ---
    Q: mr. yeahBUT
    Well, it's too bad. Can you imagine what happen if two or three missions spawns close to each other? You think it's not a problem player could claim multiple missions?
    A: mr. no_name
    How should I answer this question...? Let's start with this: When you try to setup any system, you should think about it.
    I mean - there are variables `wai_avoid_missions` and `wai_avoid_traders` in WAI config for example.
    Just use bellow formulas and you should prevent mission (mission claim zones) overlapping:
    wai_avoid_missions = ((iben_wai_ACdistance * 2) + 500); wai_avoid_traders = (iben_wai_ACdistance + 200 + 500); // ... also see picture bellow:
    ---
    Q: mr. yeahBUT
    That's nice, but I've already experienced mission placement is not perfect... there is a chance player will claim two missions!
    A: mr. no_name
    In fact, it's not possible. If player is already 'claimer', he is registered and system doesn't allow him to claim multiple times (you can see it in the video at the bottom).
    ---
    Q: mr. yeahBUT
    Alright... what's that flag with name? I don't want to expose player name!
    A: mr. no_name
    It's up to you again. You can configure all about player marker using these variables:
    iben_wai_ACshowNames = true; // If false, text = "Claimed by a player [realtime status info]" iben_wai_ACmarkerType = "hd_flag"; iben_wai_ACmarkerColor = "ColorBlack"; ---
    Q: mr. yeahBUT
    ok... yeah, but it's too bad to expose player by setting marker on his position...
    A: mr. no_name
    You are not exposing his position. Marker is created in random spot within given range. You can adjust it by setting variable:
    iben_wai_ACmarkerRange = 400; ---
    Q: mr. yeahBUT
    cool... so why not create flag object to be visible close mission? Cool idea, huh?
    A: mr. no_name
    yeah, sure it is :) You can use these variables:
    iben_wai_ACcreateFlagOjb = true; iben_wai_ACmarkerFlagClass = "FlagCarrierINDFOR_EP1"; // ... see the picture bellow:
    ---
    Q: mr. yeahBUT
    How will player know about claiming is happening?
    A: mr. no_name
    You can enable message system and let player know. Just use bellow variable and install client side files: 
    iben_wai_ACplayerMsg = true; ---
    Q: mr. yeahBUT
    Yeah, but... still. Why should all players force to read useless msg that are not about them?
    Also... that's server resources waste to broadcoast so many msgs...!
    A: mr. no_name
    Actually msg is private. Only player involved is informed and can see the msg.
    ---
    Q: mr. yeahBUT
    Yeah... but there is couple more troubles. For example: Mission just spawn close to my position or I'm just passing by location.
    I don't want to be a part of mission fight, but still... I'm in zone... That's not good.
    A: mr. no_name
    You can use bellow variable and set it to some reasonable value in seconds.
    That gives passing by players enough time to decide to stay or leave claiming area.
    iben_wai_ACsafeClaimDelay = 60; ---
    Q: mr. yeahBUT
    Too many troubles... what about players in bases?
    A: mr. no_name
    Just make your decision if you want to allow players fight missions from base or not. You can use following variables.
    This way you can force autoclaim system to ignore these players.
    iben_wai_ACplotRestriction = true; iben_wai_ACplotRange = 30; // If 'iben_wai_ACplotRestriction' is true, what distance from plotpole is not allowed? ---
    Q: mr. yeahBUT
    Hm, but what if player claimed the mission and dies, loses connection etc. What then, ha...?
    A: mr. no_name
    As you can see at the above picture, there is marker with player name (or anonymous name) and so called `realtime status`.
    If player is alive and fighting inside claiming zone, status is `Active`. If player is gone - timeout is fired.
    That means, system will wait given time for claimer return. If timeout runs off, mission is free for claiming.
    You can set some reasonable time for timeout in seconds:
    iben_wai_ACtimeout = 300; ---
    Q: mr. yeahBUT
    What about my admins? I don't want them to claim missions just because they are helping inside zone...
    A: mr. no_name
    Yeah, got it. You can exclude your admins from system:
    iben_wai_ACexcludeAdmins = true; iben_wai_ACadmins = ["0","0"]; // List your admins UID's ---
    Q: mr. yeahBUT
    Wait! I'm using moving missions like 'patrol'. It's a nonsense to use autoclaim for that kind of missions!
    A: mr. no_name
    Agree. If you have any kind of moving missions, or custom missions you want to be free for all, just exclude them:
    iben_wai_ACexcludedTypes = ["patrol"]; ---
    Q: mr. yeahBUT
    Ok then. So... I have couple more minutes before my favourite movie starts. So last a few questions:
    I believe you will face problems in such scenarios like: multiple players in the same time in the zone - who will be first?
    What about other players? And what about player or better players in vehicle?
    You will not be able to sort them out and it's gonna be chaos!
    A: mr. no_name
    Well, I made the best I could in given time and space. I don't want to go too deep, but imagin autoclaim system as somenthing like simple `memory buffer`.
    This buffer is **(a)** able to recognize all players in area (including all players inside vehicles); **(b)** is able to sort them out by distance.
    It's very small probability two players will reach the same distance in the same time - the only exception crossed my mind are players
    n the same vehicle - they share the same distance. But system is able to recognize them and sort them from driver to cargo.
    But anyway, system is able to handle these scenarios pretty well (at least I hope so according to test results);
    **(c)** System works in layers - from register list, wait list to claim list. Each layer is equiped by self-cleaning mechanism,
    so each list is real image of status in claiming zone. (self-cleaning means, once player leave area etc., he is kicked from list
    and next player in list takes his place - there are no `dead souls in list`).
    ---
    Q: mr. yeahBUT
    OK... here we go. So another loop for WAI. It's already server performace killer as it is...!
    A: mr. no_name
    Hm... good point! And no, we are not creating any extra loop (not single one...). We are using already existing loops -
    and we are using these loops only and only if it's reasonable and exiting them immediately if condition isn't met.
    According to couple weeks testing on populated server with cca 20 players, no FPS drop was recognized.
    BTW: you can add some debug logs to loop critical points and see the result.
    ---
    Q: mr. yeahBUT
    ...yeah, but I can imagine how installation is gonna be difficult...
    A: mr. no_name
    Actually, it's not. Visit this github repo and clone or download files. Follow repo structure and merge it with your server/client files.
    ---
    Q: mr. yeahBUT
    That's all you can say about installation??? Are you serious??
    A: mr. no_name
    No and yes. One more thing - addon is designed the way so you don't need to touch any of WAI core files (except a few lines in init).
    If you will follow repo structure, you can quickly switch between default WAI files and addon files by setting bellow variable to true/false.
    iben_wai_ACuseAddon = true; // :: WARNING > If you don't know what I mean by "merge files" at this momment, // :: you should probably wait a little bit and learn, before you start to play with (especially) server-side files. ---
    Q: mr. yeahBUT
    Hmmm... my movie has just started... have to go now. And BTW... your English sucks... and this addon too... bye...
    A: mr. no_name
    :( ... I know... bye...
    ===
    Later in time...
    ===
    Q: mr. yeahBUT
    Hey! IWAC is now part of WAI by default?
    A: mr. no_name
    Yes, it is. Since v1.2. It's updated for Epoch 1.0.6.2...
    ---
    Q: mr. yeahBUT
    I don't get it... Seems v1.3.1 is out and it's not the same version as WAI has inside the package. What does it mean?
    A: mr. no_name
    Well, it's just a little improvement. Couple days ago several people made a fix for "mission overlapping". We decided to stick with our approach.
     If you update to v1.3.1, you will get 2 new options in your 'customsettings.sqf' file (see bellow + detailed info in 'customsettings.sqf'_).
    Now, what is important:
    'iben_wai_ACcoordProtectorTimer' gvar means:
    "If you give me any value > 0 in seconds, I'm gonna protect your just finished mission area against new mission spawn for given time." Protection is processed only if: valid spot for new mission was already found; there is at least 1 item in 'iben_wai_ACprotectedCoord' array
    (that means, at least one mission was completed and coordinates has to be protected agains new mission spawn). If you decide to update and you don't want use this fix, just set 'iben_wai_ACcoordProtectorTimer' value to 0.
    Default position fnc will be used with default WAI fix (note: if you've already updated your WAI core files). iben_wai_ACcoordProtectorTimer = 300; // @since v1.3 if (iben_wai_ACdevmode) then { iben_waiACfindPosLimiter = 999; // @since v1.3 }; // :: If iben_wai_ACcoordProtectorTimer > 0 && iben_wai_ACdevmode is true, // :: you will see in your server RPT somenthing like that: // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> 'iben_wai_ACcoordProtectorTimer' active (300s) >> Initialising custom position FNC for mission coord protection..." // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [IBEN_fnc_AC.sqf] >> Currently protected missions coordinates (iben_wai_ACprotectedCoord) >> [[561.226,[12890.3,11228.4,0.0142517],"MainHero1"]]" // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> Spot found. Checking if spot is in protected coordinates >> iben_wai_ACprotectedCoord >> [[561.226,[12890.3,11228.4,0.0142517],"MainHero1"]]" // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> Loop complete valid position >> [6129.23,8784.35,0] >> in 1/999 attempts" ---
    The end.
    ===
    Showcase:
    ===
    IWAC - private server msgs, map markers, status, respawn:
    ===
    ===
    IWAC - multiple claiming protection, exclude plotpole area option:
    ===
    ===
    That's all I've got... enjoy, have fun...
    Cheers...
    ===
  15. Like
    Bricktop got a reaction from Hooty in Harvesting Sunflowers and Pumpkins in 1.0.6.2   
    This is what I want to do too. 

    Pumpkin and Sunflower "events" like the random weed farms
    I'm going to make them high value black market items like the hemp.
    This should cause a little chaos and confusion - I hope anyway :D
    =====================
    Also... If I understand this right I don't need click actions for these two plants as it's a default option on the knife right?
  16. Thanks
    Bricktop reacted to oldmatechoc in Harvesting Sunflowers and Pumpkins in 1.0.6.2   
    Give this a crack. (sorry untested should work though)
     
  17. Thanks
    Bricktop reacted to salival in [Outdated] ZSC for Epoch 1.0.6.2 (And OverWatch 0.25)   
    Hey,
    I have had the _bankCoins working before but have had a few people since saying it also wasnt working, when I went to try it again it appears as it doesnt work sometimes.
    Yes, you should be able to change the default in the database to that.
  18. Thanks
    Bricktop reacted to salival in Harvesting Sunflowers and Pumpkins in 1.0.6.2   
    Fuck, maybe less epoch more sleep
    MAP_p_Helianthus
  19. Thanks
    Bricktop reacted to salival in Harvesting Sunflowers and Pumpkins in 1.0.6.2   
    MAP_pumpkin
  20. Like
    Bricktop reacted to Hooty in Harvesting Sunflowers and Pumpkins in 1.0.6.2   
    Anyone know the class name for the sun flower. I Kinda wanna make random sun flower epoch event xD.
  21. Thanks
    Bricktop reacted to salival in Harvesting Sunflowers and Pumpkins in 1.0.6.2   
    Based off this commit that @ebayShopperpushed a while ago, you should be able to harvest them now: https://github.com/EpochModTeam/DayZ-Epoch/commit/496681cd9b14a61661c3c571a29d72d315f2158b
    All you should need to do is be near the plants and right click your knife
  22. Like
    Bricktop got a reaction from Hooty in Harvesting Sunflowers and Pumpkins in 1.0.6.2   
    Does anyone have a script to harvest these or know the class names? 
     
  23. Thanks
    Bricktop reacted to salival in [Release] Garage Door Opener [Updated for 1.0.7]   
    This is the commit here: https://github.com/oiad/modPack/commit/9031e4de9b6c0ffa2ca92268576415d061d13408
     
  24. Thanks
    Bricktop reacted to salival in [Release] Garage Door Opener [Updated for 1.0.7]   
    You have the version before I added in the garage door opener, you'll need to merge it in
  25. Thanks
    Bricktop reacted to salival in [Release] Garage Door Opener [Updated for 1.0.7]   
    find this line in your fn_selfActions.sqf:
    _doors = nearestObjects [DZE_myVehicle, ["CinderWallDoorLocked_DZ","Land_DZE_GarageWoodDoorLocked"], 30]; Change the 30 to whatever distance you like, bare in mind the higher you make it the laggier it could be.
    I would maybe set it to 60 instead.
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