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Hooty

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Posts posted by Hooty

  1. On 6/2/2017 at 6:58 AM, salival said:

    Find this line in AT.sqf: 

    
    if(isNil "RENDER_ESP")then{RENDER_ESP = false;};

    Add this line after it:

    
    _sl = "";

    Find this line in AT.sqf: 

    
    systemChat "ESP ON!";

    Add this line after it:

    
    _sl = format["%1 ESP ON!",name player];

    Find this line in AT.sqf: 

    
    systemChat "ESP OFF!";

    Add this line after it:

    
    _sl = format["%1 ESP OFF!",name player];

    Find this code block in that function:

    
    			onEachFrame {};
    		};

    Add this after it:

    
    		PVAH_WriteLogReq = [player,toArray _sl];
    		publicVariableServer 'PVAH_WriteLogReq';

     

    Thanks it works Im using @oldmatechoc way though both work perfect.

  2. 1 hour ago, Expherion said:

    The owner works full time sometimes upwards of 16 hours a day, why is everyone going against me here, I am just trying to help him out.  He does want a server and he is sick of getting screwed over the years by bad admins on different servers where he has played, this server has been going since October/November, the admins and players all want a new scripter, not just him.  I just wish you guys could see that, we are willing to do more for a scripter now than for say in the past.  

    I understand that, a server made me mad why I started my own. I did not know what I was doing either, but I learned thanks to google, youtube, people on here, and just trying stuff. I know how it is with a full time job I've done it. Most of my off time goes to my server. No one here is trying to go against you. You just have to understand that everyone here has a server and if they don't they have a test server where they work on new mods/scripts for this whole community they have no time to be fully dedicated to someones other than there own server. I'm sure if your owner was trying to install mods/scripts and was having a hard time people here would help but you can not expect someone with there own community to jump ship. 

     

    If I can setup a server anyone can. Im just a not so dumb redneck lol.

  3. 7 hours ago, Expherion said:

    Ok, here is why.  We currently have the server and the community, we just need tweaks at this point, I have given up on the false hope of making a brand new server.  As to why someone should help us, well we first off are willing to pay them, second we want to do what is best for the players, many servers offer a good experience but no real connect between admins and players, we try to be as helpful as possible, we just want a scripter who is as interested in helping people enjoy a slowly dying game as we are.  And as for elementary things, I have been learning, but I go off to university in August, I need to secure this server for the owner, so that is why I am seeking someone to help us.  

     

    Why is the owner not asking for help instead? Seems he may not be into running a server. Sorry but seems like wasted time to me.

  4. Does anyone know how to log grim esp in infistar I have tried this but nothing.

    Spoiler
    1. admin_fnc_esp = {
    2.         if("  Grim ESP" in admin_toggled)then{ admin_toggled=admin_toggled-["  Grim ESP"];call fnc_bruno_esp; };call admin_init;
    3.         fnc_espSHOW = {
    4.             disableSerialization;
    5.             {_x ctrlShow false;_x ctrlEnable false;} forEach ctrlarray;
    6.             _camPos = positionCameraToWorld [0,0,0];
    7.             {
    8.                 if(visibleMap)exitWith{};
    9.                 _veh = vehicle _x;
    10.                 _pos = ASLtoATL eyepos _x;
    11.                 _dist = _camPos distance _pos;
    12.                 _pos2D = worldToScreen _pos;
    13.                 if(count _pos2D != 0)then
    14.                 {
    15.                     _dist = round _dist;
    16.                     _text = format['<t size=''0.45'' color=''#0B80FF''>%1 (%2m)</t>',name _x,_dist];
    17.                     if(_x != _veh)then
    18.                     {
    19.                         _crewnames = '';
    20.                         {
    21.                             _namex = name _x;
    22.                             if(_crewnames == '')then
    23.                             {
    24.                                 _crewnames = format['%1',_namex];
    25.                             }
    26.                             else
    27.                             {
    28.                                 _crewnames = format['%1, %2',_crewnames,_namex];
    29.                             };
    30.                         } forEach (crew _veh);
    31.                         _text = format['<t size=''0.45'' color=''#FF5926''>%1 (%2m) %3</t>',_crewnames,_dist,typeOf _veh];
    32.                     };
    33.                     _ctrl = ctrlarray select _forEachIndex;
    34.                     _ctrl ctrlEnable true;_ctrl ctrlShow true;
    35.                     _ctrl ctrlSetStructuredText (parseText _text);
    36.                     _ctrl ctrlSetPosition [(_pos2D select 0) - (safezoneW / 2), (_pos2D select 1)-0.05, safezoneW, safezoneH];
    37.                     _ctrl ctrlSetFade (_dist/fnc_esp_distance)+.2;
    38.                     _ctrl ctrlCommit 0;
    39.                 };
    40.             } forEach ESP_UNIT_ARR;
    41.         };
    42.         disableSerialization;
    43.         if(isNil'ctrlarray')then
    44.         {
    45.             ctrlarray = [];
    46.             for '_i' from 0 to 100 do
    47.             {
    48.                 (random 9999) cutRsc ['rscDynamicText', 'PLAIN'];
    49.                 _ctrl = ((uiNameSpace getVariable 'BIS_dynamicText') displayctrl 9999);
    50.                 ctrlarray = ctrlarray + [_ctrl];
    51.             };
    52.         };
    53.         if(isNil'fnc_esp_stateT')then
    54.         {
    55.             fnc_esp_stateT = [] spawn {
    56.                 _puid = getPlayerUID player;
    57.                 while{true}do
    58.                 {
    59.                     ESP_UNIT_ARR=[];
    60.                     _pos = getPos (vehicle player);
    61.                     {
    62.                         if((getPlayerUID _x != _puid)&&(alive _x))then
    63.                         {
    64.                             if(_pos distance _x < 1200)then
    65.                             {
    66.                                 ESP_UNIT_ARR=ESP_UNIT_ARR+[_x];
    67.                             };
    68.                         };
    69.                     } forEach playableUnits;
    70.                     uiSleep 2;
    71.                 };
    72.             };
    73.             fnc_esp_distance = 1200;
    74.             setGroupIconsVisible [true, false];
    75.             onEachFrame {call fnc_espSHOW;};
    76.             cutText ['ESP ON', 'PLAIN DOWN'];
    77.             _sl = format["%1 GrimIcons Activated",_nameP];
    78.             PVAH_WriteLogReq = [player,toArray _sl];
    79.             publicVariableServer 'PVAH_WriteLogReq';
    80.         }
    81.         else
    82.         {
    83.             terminate fnc_esp_stateT;fnc_esp_stateT=nil;
    84.             setGroupIconsVisible [true, true];
    85.             onEachFrame {};
    86.             cutText ['ESP OFF', 'PLAIN DOWN'];
    87.             _sl = format["%1 GrimIcons Deactivated",_nameP];
    88.             PVAH_WriteLogReq = [player,toArray _sl];
    89.             publicVariableServer 'PVAH_WriteLogReq';
    90.         };
    91.         {_x ctrlShow false;_x ctrlEnable false;} forEach ctrlarray;
    92.     };

     

  5. I have updated the wrecks to where you can scroll on more of them if anyone is interested.

    Spoiler

    DZE_isWreck = ["SKODAWreck","HMMWVWreck","UralWreck","datsun01Wreck","hiluxWreck","datsun02Wreck","UAZWreck","Land_Misc_Garb_Heap_EP1","Fort_Barricade_EP1","Rubbish2","BMP2Wreck","BRDMWreck","C130J_wreck_EP1","UH1Wreck","Mi8Wreck","GLT_UH60_ARMY_Wreck","GLT_UH60_NAVY_Wreck","T72Wreck","UH60_ARMY_Wreck_burned_DZ","UH60_NAVY_Wreck_burned_DZ","UH60_ARMY_Wreck_DZ"];
     

     

  6. 7 hours ago, iben said:

    Just tested on my server... one metis, Tungushka down... how do you spawn it?

    I have a mission where it spawns for players to get and and I have it in traders to buy. Both were god mode. Ill try infistar spawn,

  7. On 5/21/2017 at 3:57 AM, salival said:

    maintain_area is always going to be client side, it's already in dayz_code and you don't need it unless you make changes to it.

    to me it looks like your events are messed up, maintaining definitely works correctly but you are using some funky system to put incremental damage on objects instead of a flat damage amount.

    To test that maintaining is working correctly, go into the database and find your base (if you have one) or a base you have access to and manually set the damage field in the database to >= what you have DZE_DamageBeforeMaint set to in your mission. (default is 0.09) on a few objects belonging to that base (i.e the plot pole or some doors or similar)

    Then start the server and goto the plot pole for the base that you set the damaged objects to, IF maintaining is working correctly, you should be able to maintain single objects aswell as force maintaining.

    Fixed it thanks again @salival and to everyone else for trying.

  8. Can someone test the Tunguska to make sure its just not my stupid self lol. I have noticed it will not blow up in 1061. I have gbu the crap out of it, shot I dont know how many hell fires at it, and I even drove around under the ocean to see if it would blow up. This is the only vehicle that does this.  @BigEgg thinks it may be the dayz patch. Does anyone know?

  9. On 5/17/2017 at 0:35 PM, DAmNRelentless said:

    It should also work with infistar. There might be some issues with some keypressed hacking detection but I guess you can add this script to the exceptions of infistar.

    Infistar only lets admins do the nos players hear the sound but no option for it. My test anyways.

  10. 7 hours ago, salival said:

    maintain_area is always going to be client side, it's already in dayz_code and you don't need it unless you make changes to it.

    to me it looks like your events are messed up, maintaining definitely works correctly but you are using some funky system to put incremental damage on objects instead of a flat damage amount.

    To test that maintaining is working correctly, go into the database and find your base (if you have one) or a base you have access to and manually set the damage field in the database to >= what you have DZE_DamageBeforeMaint set to in your mission. (default is 0.09) on a few objects belonging to that base (i.e the plot pole or some doors or similar)

    Then start the server and goto the plot pole for the base that you set the damaged objects to, IF maintaining is working correctly, you should be able to maintain single objects aswell as force maintaining.

    Thanks @salival will test now

     

  11. 57 minutes ago, juandayz said:
    
    If we hang he in the middle of stary?
    
    
       _unit = _this select 0;
    _initialDelay = _this select 1;
    _delay = _this select 2;
    _tolerance = _this select 3;
    _isProning = false;
    
    _timer = 0;
    sleep _initialDelay;
    
    while {_counter <= _delay} do {
    
    	if ((animationState _unit != "AmovPpneMstpSrasWrflDnon") && (animationState _unit != "AmovPpneMstpSrasWpstDnon")) then {
    		sleep _tolerance;
    		_timer = _timer + _tolerance;
    
    		if ((animationState _unit != "AmovPpneMstpSrasWrflDnon") && (animationState _unit != "AmovPpneMstpSrasWpstDnon")) then {
    			_isProning = true;
    		};
    	};
    
    } else {
    	sleep 1;
    	_isProning = false;
    	_timer = _timer + 1;
    };
    
    if (_isProning) then {
    _playerpos = getposATL player;
    _starytrader_pos = [6325,7807,0];
    _stick = createVehicle ["FlagCarrierINS",_starytrader_pos, [], 0, "CAN_COLLIDE"];
       _unit attachTo [_stick 0,0,0];
       systemchat ("you was attached cuz i hate the way you play att. an adm");
       sleep 60;
       detach _unit;
       deletevehicle _stick;
       player setpos _playerpos;
     };

     

     

    HAHAHA I can see a new tie up script in the work lol. Hang_Player.sqf

  12. 2 hours ago, salival said:

    If it's not working then I would be checking your SQL event is working correctly, This is what does the damage on the objects.

    The maintain script then checks all objects on the plot pole radius and adds them to an array: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/actions/maintain_area.sqf#L126-L133

    Need to make sure your SQL event is setting damage to greater or equal to: DZE_DamageBeforeMaint https://github.com/EpochModTeam/DayZ-Epoch/blob/992ab199ddd21fd8bca5ebca9a4fff075691458d/SQF/dayz_code/configVariables.sqf#L17

    do i need to bring maintain_area.sqf mission side or keep it server side

  13. I have this for doors/plots

    Spoiler

    BEGIN

    UPDATE `object_data`

    SET `Damage` = IF( `Damage` = 0.0, 0.1, `Damage` + 0.1 )

    WHERE `Classname` IN ('Plastic_Pole_EP1_DZ','CinderWallDoorSmallLocked_DZ','CinderWallDoorLocked_DZ','CinderWallSmallDoorway_DZ','CinderWallDoorway_DZ','Land_DZE_WoodDoorLocked','CinderWallDoor_DZ','CinderWallDoorSmall_DZ','Land_DZE_WoodDoor','Land_DZE_GarageWoodDoor','Land_DZE_GarageWoodDoorLocked','Land_DZE_LargeWoodDoorLocked','Land_DZE_LargeWoodDoor','WoodLargeWallDoor_DZ')

    AND `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 1 DAY)

    AND `Inventory` != '[]';

    END

    and this for everything else

    Spoiler

    BEGIN

    UPDATE `object_data`

    SET `Damage` = IF( `Damage` = 0.0, 0.1, `Damage` + 0.1 )

    WHERE `LastUpdated` <= DATE_SUB(NOW(), INTERVAL 1 DAY)

    AND `ObjectUID` <> 0

    AND `CharacterID` <> 0

    AND ( (`Inventory` IS NULL) OR (`Inventory` = '[]') );

    END

    I've also placed this to see if it would help but no

    Spoiler

    BEGIN

    UPDATE `object_data`

    SET `Damage`=0.2

    WHERE `ObjectUID` <> 0

    AND `CharacterID` <> 0

    AND `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 10 DAY)

    AND ( (`Inventory` IS NULL) OR (`Inventory` = '[]') );

    END

    hive= CleanupPlacedAfterDays = 10

    config= DZE_DamageBeforeMaint = 0.09; // Min damage built items must have before they can be maintained

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