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Posts posted by Hooty
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Is there anyway to teleport players out of safe zone when they log back in the server. "I fell its cheap to log out in safezone is why"
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I got them all fixed thanks. Love it! I have noticed that my markers dont refresh, and if using a debug monitor the message only shows for a split second.
So I changed the messages to this, they work perfect now.
Spoiler_txt = "BattleField Kamenka secure the area and wait for the loot!";
_colortask = [1,0,0,1];
_tasktype = "taskNew";
fnc_show_colorMiddleMsg = [_txt,_colortask,_tasktype];
publicVariable 'fnc_show_colorMiddleMsg'; -
Nope changed auto para essv2 still no para
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Quote
That is odd. It is still working on my server. Also, I was under the impression "moveOut" was the same thing as ejecting, just without an animation. Like I stated in my first post, it can take longer to eject players if the server hasn't restarted in a while, or has a lot of players online. On my test server, it ejects players instantly. On my live server, with 70 people online, it can take 10+ seconds. Let me know if anyone has gotten this to work on their server. Thanks.
Works great for me except air vehicles atm not giving a para. At low pop time on my sever its pretty quick and high pop 50-60 players it does take longer, that's to be expected though.
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@oldmatechoc
Yea we just smack the ground, happened to myself. I have 60m height limit on bases and i was way above that. Since you suggested that it might be ESSv2 missing with it, its set at 150m. Thanks
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We need custom static placement for ai on DZMS. It is the best mission system out there. Easy to add patrolling vechs ,making custom missions, and hero/bandit missions.
Its only downfalls are no custom static ai.
I'm currently working on static weapons like the m2 and adding mine fields.
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Have you tried adding M2s to the Partol vech section in the config.. Assuming you have the vehicle patrols installed already.
I'll test it out and see how it goes.
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Works great thanks. I added a couple armed choppers to mine they work as well.
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Ok I've added this _countplayers to my private.
So it looks like
Spoilerprivate ["_loot","_ObjVault","_ObjSign","_countplayers","_aiGroup"];
This
Spoilerif (_countplayers > 1) exitWith { cutText [format["Cannot perform this action if a player or zombie is within 5m!"], "PLAIN DOWN"]; };
Under
Spoilerif(script_in_progress)exitwith{
systemChat "This script is only useable once (untill restart)!";
};It has prevented robbing the bank at the same time with another player.
Cant seem to get the only once per restart to work. It only does it for that player that has already robbed the bank. Once they relog they are able to rob again.
Here is what my robbank.sqf looks like
Spoiler//------------>CREDITS<----------------
//Halvhjearne
//Spodermayt
//Coco-Nuts
//-------------------------------------
private ["_loot","_ObjVault","_ObjSign","_countplayers"];
// Checks if script is active, thanks Halvhjearne <3
if(isNil "script_in_progress")then{
script_in_progress = false;
};
if(script_in_progress)exitwith{
systemChat "This script is only useable once (untill restart)!";
};if (_countplayers > 1) exitWith { cutText [format["Cannot perform this action if a player or zombie is within 5m!"], "PLAIN DOWN"]; };
script_in_progress = true;
// End Checks if Script is active[nil,nil,rTitleText,"The Bank is getting robbed!", "PLAIN",6] call RE;
systemChat "You are robbing the bank! Police and Players have been alerted.";
sleep 2;
systemChat "You will got the money in 5 minutes !";
sleep 2;
//Spawn red sign arrow to show where the vault will appear
if (true) then
{
sleep 10;
systemChat "The Vault will be at the same location of the red arrow...";
_ObjSign = createVehicle ["Sign_arrow_down_large_EP1", [7021.36,7637.97,1.350], [], 0, "CAN_COLLIDE"];
sleep 10;
deleteVehicle _ObjSign;
};
sleep 10;
cutText [format["4 minutes left..."], "PLAIN DOWN"];
systemChat "4 minutes left...";
sleep 60;
cutText [format["3 minutes left..."], "PLAIN DOWN"];
systemChat "3 minutes left...";
sleep 60;
cutText [format["2 minutes left..."], "PLAIN DOWN"];
systemChat "2 minutes left...";
sleep 60;
cutText [format["1 minute left..."], "PLAIN DOWN"];
systemChat "1 minute left...";
sleep 60;
execVM "rob\ai.sqf"; //Spawn AI
cutText [format["The Vault is spawning."], "PLAIN DOWN"];
sleep 5;
_robComplete = 1;
if (_robComplete == 1) then {_loot=floor(random 6);
if (_loot == 0) then {
systemChat "The bank robbery is over!";
[nil,nil,rTitleText,"The bank robbery is over!", "PLAIN",6] call RE;
if (true) then {
_ObjVault = objNull;
_ObjVault = createVehicle ["VaultStorage", [7021.36,7637.97,0.409], [], 0, "CAN_COLLIDE"];
_ObjVault setPos [7021.36,7637.97,0.409];
_ObjVault setDir 70;
clearWeaponCargoGlobal _ObjVault;
clearMagazineCargoGlobal _ObjVault;_ObjVault addMagazineCargoGlobal ["ItemBriefcase100oz",5];
_ObjVault setVariable ["ObjectID","1",true];
_ObjVault setVariable ["permaLoot",true,true];
sleep 1800;
deleteVehicle _ObjVault;
};
};
if (_loot == 1) then {
systemChat "The bank robbery is over!!";
[nil,nil,rTitleText,"The bank robbery is over!!", "PLAIN",6] call RE;
if (true) then {
_ObjVault = objNull;
_ObjVault = createVehicle ["VaultStorage", [7021.36,7637.97,0.409], [], 0, "CAN_COLLIDE"];
_ObjVault setPos [7021.36,7637.97,0.409];
_ObjVault setDir 70;
clearWeaponCargoGlobal _ObjVault;
clearMagazineCargoGlobal _ObjVault;_ObjVault addMagazineCargoGlobal ["ItemBriefcase100oz",6];
_ObjVault setVariable ["ObjectID","1",true];
_ObjVault setVariable ["permaLoot",true,true];
sleep 1800;
deleteVehicle _ObjVault;
};
};
if (_loot == 2) then {
systemChat "The bank robbery is over!!";
[nil,nil,rTitleText,"The bank robbery is over!!", "PLAIN",6] call RE;
if (true) then {
_ObjVault = objNull;
_ObjVault = createVehicle ["VaultStorage", [7021.36,7637.97,0.409], [], 0, "CAN_COLLIDE"];
_ObjVault setPos [7021.36,7637.97,0.409];
_ObjVault setDir 70;
clearWeaponCargoGlobal _ObjVault;
clearMagazineCargoGlobal _ObjVault;_ObjVault addMagazineCargoGlobal ["ItemBriefcase100oz",8];
_ObjVault setVariable ["ObjectID","1",true];
_ObjVault setVariable ["permaLoot",true,true];
sleep 1800;
deleteVehicle _ObjVault;
};
};
if (_loot == 3) then {
systemChat "The bank robbery is over!!";
[nil,nil,rTitleText,"The bank robbery is over!!", "PLAIN",6] call RE;
if (true) then {
_ObjVault = objNull;
_ObjVault = createVehicle ["VaultStorage", [7021.36,7637.97,0.409], [], 0, "CAN_COLLIDE"];
_ObjVault setPos [7021.36,7637.97,0.409];
_ObjVault setDir 70;
clearWeaponCargoGlobal _ObjVault;
clearMagazineCargoGlobal _ObjVault;_ObjVault addMagazineCargoGlobal ["ItemBriefcase100oz",7];
_ObjVault setVariable ["ObjectID","1",true];
_ObjVault setVariable ["permaLoot",true,true];
sleep 1800;
deleteVehicle _ObjVault;
};
};
if (_loot == 4) then {
systemChat "The bank robbery is over!!";
[nil,nil,rTitleText,"The bank robbery is over!!", "PLAIN",6] call RE;
if (true) then {
_ObjVault = objNull;
_ObjVault = createVehicle ["VaultStorage", [7021.36,7637.97,0.409], [], 0, "CAN_COLLIDE"];
_ObjVault setPos [7021.36,7637.97,0.409];
_ObjVault setDir 70;
clearWeaponCargoGlobal _ObjVault;
clearMagazineCargoGlobal _ObjVault;_ObjVault addMagazineCargoGlobal ["ItemBriefcase100oz",9];
_ObjVault setVariable ["ObjectID","1",true];
_ObjVault setVariable ["permaLoot",true,true];
sleep 1800;
deleteVehicle _ObjVault;
};
};
if (_loot == 5) then {
cutText [format["Jack.. Jack.. Pot!!"], "PLAIN DOWN"];
systemChat "The bank lost everything during the robbery !";
[nil,nil,rTitleText,"The bank lost everything during the robbery, JACK POT !", "PLAIN",6] call RE;
if (true) then {
_ObjVault = objNull;
_ObjVault = createVehicle ["VaultStorage", [7021.36,7637.97,0.409], [], 0, "CAN_COLLIDE"];
_ObjVault setPos [7021.36,7637.97,0.409];
_ObjVault setDir 70;
clearWeaponCargoGlobal _ObjVault;
clearMagazineCargoGlobal _ObjVault;_ObjVault addMagazineCargoGlobal ["ItemBriefcase100oz",15];
_ObjVault setVariable ["ObjectID","1",true];
_ObjVault setVariable ["permaLoot",true,true];
sleep 1800;
deleteVehicle _ObjVault;
};
};
};
If anyone knows how to fix please share. I'll keep working on this as well and update.
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Bout to try it my self with latest infistar. I'll let you know.
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Here is my hemp.sqf aswell. Warning for mature.
Spoilerprivate ["_inVehicle","_vehicle","_gearmenu","_playerPos","_nearWeed","_weed","_countplayers","_objectID","_objectUID"];
_playerPos = getPosATL player;
_hempqty = {_x == "ItemKiloHemp"} count magazines player;
_nearWeed = count nearestObjects [_playerPos, ["fiberplant"], 4] > 0;
_weed = nearestObject [player, "fiberplant"];
_countplayers = count nearestObjects [player, ["CAManBase"], 5];
_vehicle = vehicle player;
_inVehicle = (_vehicle != player);if (_inVehicle) exitWith {
cutText [format["Nah dude, get your ass out and harvest pussy!!"], "PLAIN DOWN"];
};//prevent same plant at same time with multi players
if (_countplayers > 1) exitWith { cutText [format["Cannot perform this action if a some bitch is within 5 metres!"], "PLAIN DOWN"]; };
if !(_nearWeed) exitWith {
cutText [format["Gotta get closer to gather the Kush bro."], "PLAIN DOWN"];
};//prevent macro dupe set 0
if (_hempqty > 0) exitWith {
cutText [format["WARNING: %1, You have maximum amount of weed in your inventory! Stash it in your bag. Hurry Fucker!!! ;)", name player], "PLAIN DOWN"];
};
if (dayz_combat == 1) then {
cutText [format["You are in Combat and Cannot Gather the Kush."], "PLAIN DOWN"];
} else {
disableSerialization;
_gearmenu = FindDisplay 106;
_gearmenu CloseDisplay 106;
r_interrupt = false;
_objectID = _weed getVariable["ObjectID","0"];
_objectUID = _weed getVariable["ObjectUID","0"];
deleteVehicle _weed;
[_objectID,_objectUID] call server_deleteObj;
_weed setDamage 1;
player addMagazine "ItemKiloHemp";
sleep 2;
cutText [format["You've Gathered Some Of That Fuck You Up Stupid Slap Yo Granny Kush! Smoke that shit or sell it at the Risky Ass Gem Trader !!"], "PLAIN DOWN"];
}; -
Works Great !!! Any fix for air vehicles not being able to get a para.
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Nice oldmatechoc
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Copy and replace hemp.sqf. Don't know if anyone else has fixed the dupes but i did. Players removing plant at same time. Macro Dupe As well as multi click on same plant untill it is harvested.
Spoilerprivate ["_gearmenu","_playerPos","_nearWeed","_weed","_countplayers","_objectID","_objectUID"];
_playerPos = getPosATL player;
_hempqty = {_x == "ItemKiloHemp"} count magazines player;
_nearWeed = count nearestObjects [_playerPos, ["fiberplant"], 4] > 0;
_weed = nearestObject [player, "fiberplant"];
_countplayers = count nearestObjects [player, ["CAManBase"], 15];
if (_countplayers > 1) exitWith { cutText [format["Cannot perform this action if a player or zombie is within 15 metres!"], "PLAIN DOWN"]; };if !(_nearWeed) exitWith {
cutText [format["You need to be near the good shit in order to gather the Kush bro."], "PLAIN DOWN"];
};
if (_hempqty > 0) exitWith {
cutText [format["WARNING: %1, You have maximum amount of weed in your inventory! Stash it in your bag. Hurry!!! ;)", name player], "PLAIN DOWN"];
};
if (dayz_combat == 1) then {
cutText [format["You are in Combat and Cannot Gather the Kush."], "PLAIN DOWN"];
} else {
disableSerialization;
_gearmenu = FindDisplay 106;
_gearmenu CloseDisplay 106;
r_interrupt = false;
_objectID = _weed getVariable["ObjectID","0"];
_objectUID = _weed getVariable["ObjectUID","0"];
deleteVehicle _weed;
[_objectID,_objectUID] call server_deleteObj;
_weed setDamage 1;
player addMagazine "ItemKiloHemp";
sleep 2;
cutText [format["You got the weed!!"], "PLAIN DOWN"];
}; -
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Cant seem to get the loot create to spawn. Everything else working fine.
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Is the once per restart working correctly? I like the script but players abuse it and dont kill ai.
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Thank you very much works Great!!! I have the advanced set up for my missions just could not figure out how to make custom crates with the editor. Working on a weaponstash.sqf since i had to do away with my ai island to increase fps.
Thanks again!
P.s
If i leave out the clear section will it just add weapons to the box?
clearweaponcargoGlobal _this; clearmagazinecargoGlobal _this;
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So i would take this
Spoiler_vehicle_213 = objNull;
if (true) then
{
_this = createVehicle ["RULaunchersBox", [2065.8647, 5222.1279, -4.5776367e-005], [], 0, "CAN_COLLIDE"];
_vehicle_213 = _this;
_this setDir -15.726418;
_this setPos [2065.8647, 5222.1279, -4.5776367e-005];
_this setVariable ["permaLoot",true];
};and change it to this
Spoiler_crate1 = objNull;
_vehicle_213 = objNull;
if (true) then
{
_this = createVehicle ["RULaunchersBox", [2065.8647, 5222.1279, -4.5776367e-005], [], 0, "CAN_COLLIDE"];
_crate1 = _this;
_this setDir -15.726418;
clearWeaponCargoGlobal _crate1;
clearMagazineCargoGlobal _crate1;
_crate1 addWeaponCargoGlobal ["ItemToolbox", 2];
_crate1 addWeaponCargoGlobal ["ItemSledge", 1];
_crate1 addWeaponCargoGlobal ["ItemShovel", 1];
_crate1 addWeaponCargoGlobal ["M24_des_EP1", 2];
_crate1 addWeaponCargoGlobal ["SCAR_H_LNG_Sniper", 1];
_crate1 addmagazinecargoglobal ["bulk_ItemWire",2];
_crate1 addmagazinecargoglobal ["ItemAntibiotic",2];
_crate1 addmagazinecargoglobal ["ItemBriefcase100oz",1];
_crate1 addmagazinecargoglobal ["forest_large_net_kit",2];
_crate1 addmagazinecargoglobal ["bulk_ItemSandbag",2];
_crate1 addmagazinecargoglobal ["CinderBlocks",10];
_crate1 addmagazinecargoglobal ["Skin_GUE_Commander_DZ",1];
_crate1 addmagazinecargoglobal ["20Rnd_762x51_B_SCAR",3];
_crate1 addmagazinecargoglobal ["20Rnd_762x51_DMR",3];_this setVariable ["permaLoot",true];
};Just change the items to my liking? Do I need to remove the permaloot?
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Is this how you would change the loot from arma editor default?
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I just put it back in mine as well. With a custom weed field on Sk island. ;)
Preventing logout & login at certain location
in Scripting
Posted
I cant seem to get it to work. Would love something like this for safezones.