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Hooty

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  1. Like
    Hooty reacted to Bricktop in HOW TO: Vehicles indestructible within plot area   
    @BigEgg
    Thanks for this man - Works perfect!
  2. Like
    Hooty got a reaction from juandayz in [1.6 Harvestable hemp, smoking weed, pot farms]   
    Fixed mine i replaced cuthemp.sqf with this
    I removed the waiting for harvest to finish , made it cut instant "no medic action", set hempqty<0, and made it give 2 kilos since you have to store after each harvest. This also prevented all dupes on 1.0.5.1 and seems to on 1.0.6.1 including auto clickers.
    ***I use click actions method***
  3. Like
    Hooty got a reaction from juandayz in HOW TO: Vehicles indestructible within plot area   
    No need to test I'm sure.  @BigEgg knows his stuff.  You just made a lot of folks very happy.
  4. Like
    Hooty got a reaction from juandayz in [Release] Take a dump   
    lmao you know now that you said this everyone is gonna want it lol.
  5. Like
    Hooty reacted to Cherdenko in [Release] Take a dump   
    thx a lot its gonna be a nice and creepy easteregg
  6. Like
    Hooty reacted to juandayz in [Release] Take a dump   
    in my old server, players was allowed to force sheeps to have sex.. They call me "the sick adm"
  7. Like
    Hooty got a reaction from BigEgg in [Release] Restrict Building - ** Updated for 1.0.6.2 **   
    Tested and Working Great !!!
  8. Like
    Hooty got a reaction from BigEgg in [Release] Restrict Building - ** Updated for 1.0.6.2 **   
    This will also come in handy with static weed fields and ore caves after they been picked clean. 
  9. Like
    Hooty got a reaction from BigEgg in [Release] Restrict Building - ** Updated for 1.0.6.2 **   
    I'm gonna start banging my head in the desk now lol smh...  I like your restrict zones as well so i just added the whole thing you know how balota is on my server xD. Plus it would come in hand with the other risky traders I've added.
     
    Plus when you code its nice and clean.
  10. Like
    Hooty reacted to BigEgg in [Release] Restrict Building - ** Updated for 1.0.6.2 **   
    If you already have that in your dze_buildChecks.sqf, add this at the bottom:
    if (_cancel) exitWith { dayz_actionInProgress = false; _reason call dayz_rollingMessages; [false, _isPole]; }; Above:
    //When calling this function in another script use a silent exitWith, unless you have something special to say. i.e. if (!(_canBuild select 0)) exitWith{}; [_canBuild, _isPole];  
  11. Like
    Hooty reacted to BigEgg in [Release] Restrict Building - ** Updated for 1.0.6.2 **   
    Restrict Building is part of Epoch 1.0.7.1 now.
     
    While there may be some extra features built in to 1.0.6.1 that restrict building, I needed more options.
     
    What this does:
    Allows server owners to restrict entire zones of the map (for example - no building within 1,000 meters of Balota). Allows server owners to restrict building near certain buildings, and allows them to define the distance and name of each building they are restricting.  
    Step 1:
    In your init.sqf find:
    // EPOCH CONFIG VARIABLES END // Directly under it, add:
    // Restrict building near specific buildings BlacklistedBuildings = [ // ["What text will say", "Class name of building you want to block", Distance around that building to block (radius in meters)] ["Fire Station", "Land_a_stationhouse", 250] ]; // Restrict building near map areas RestrictedBuildingZones = [ // ["What text will say", [Choords of place to block], Distance around that area to block (radius in meters)] ["Balota Airfield", [5158.72, 2518.75, 0], 600] ];  
    Step 2:
    In your custom compiles.sqf add (NOTE: CHANGE THE FILE PATH TO FIT YOUR NEEDS):
    dze_buildChecks = compile preprocessFileLineNumbers "FILE\PATH\HERE\dze_buildChecks.sqf"; into the if (!isDedicated) code block. Example:
    if (!isDedicated) then { dze_buildChecks = compile preprocessFileLineNumbers "FILE\PATH\HERE\dze_buildChecks.sqf"; };  
    Step 3:
    Create an SQF file, in the path you have designated above, and name it dze_buildChecks.sqf.
     
    Step 4:
    Paste the following code into dze_buildChecks.sqf and save the file.
     
    Done!
     
    Be sure to configure the settings in your init.sqf to your liking.
  12. Like
    Hooty got a reaction from Bricktop in HOW TO: Vehicles indestructible within plot area   
    No need to test I'm sure.  @BigEgg knows his stuff.  You just made a lot of folks very happy.
  13. Like
    Hooty got a reaction from BigEgg in HOW TO: Vehicles indestructible within plot area   
    No need to test I'm sure.  @BigEgg knows his stuff.  You just made a lot of folks very happy.
  14. Like
    Hooty reacted to BigEgg in HOW TO: Vehicles indestructible within plot area   
    Vehicles indestructible within plot is part of Epoch 1.0.7.1 now.
     
    Looked around and saw that some people were requesting this, it is actually quite simple:
     
    What it does:
    Makes vehicles indestructible within the plot area (default 30 meters) , but only if they are locked and no players are in them.
     
    Step 1:
    In your custom compiles.sqf add: (NOTE - CHANGE THE FILE PATH TO FIT YOUR NEEDS)
    fnc_veh_handleDam = compile preprocessFileLineNumbers "FILE\PATH\HERE\veh_handleDam.sqf"; below the if (!isDedicated) code block. Example:
    if (!isDedicated) then { /*************/ /* Code Here */ /*************/ }; fnc_veh_handleDam = compile preprocessFileLineNumbers "FILE\PATH\HERE\veh_handleDam.sqf";  
    Step 2:
    Copy veh_handleDam.sqf into your mission file from \z\addons\dayz_code\compile\veh_handleDam.sqf
     
    Step 3:
    In veh_handleDam.sqf find:
    _total = _this select 2; Below it add:
    if (locked _unit && {count (crew _unit) == 0} && {count (_unit nearEntities ["Plastic_Pole_EP1_DZ", DZE_PlotPole select 0]) > 0}) exitWith {0};  
    Done!
     
    NOTE:
    You can change the distance it applies to by changing the DZE_PlotPole variable:
    DZE_PlotPole = [30,90]; Or, you can set it independent of the variable by changing it to this:
    if (locked _unit && {count (crew _unit) == 0} && {count (_unit nearEntities ["Plastic_Pole_EP1_DZ", 40]) > 0}) exitWith {0}; and modifying the number (in this case it is 40) to whatever you would like. Keep in mind that the number represents the radius from the plot pole in meters.
  15. Like
    Hooty reacted to killerkiwi in Battlefield 2.0   
    hi guys have new battlefield script here are the files i will up date this with instructions please call this from server side not mission side will now work
     
     
    https://drive.google.com/file/d/0B9Hx4yLjmp8cbEdNV1ZCSWJUeUU/view?usp=sharing
  16. Like
    Hooty reacted to theduke in 1.6.2 NEW RUBBLETOWN   
    Love it Juan!  Players like the NEW rubble town ;)
    One thing we noticed, ais do not give humanity and do not add to kills.
    If you use WAI, you can easily fix this by commenting out the whole code that spawns AIs
    and adding this
    if(isServer) then { //Spawn AI _mission = count wai_mission_data -1; _rndnum = (2 + round (random 4)); [[_position select 0,_position select 1,0],_rndnum,"Medium",["Random","AT"],3,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],_rndnum,"Medium","Random",3,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],_rndnum,"Medium","Random",3,"Random","Bandit","Random","Bandit",_mission] call spawn_group; }; Thanks again bud!
     
    EDIT: It spawns the AIs, but after checking the RPT it throws alot of errors. I'll look more into it later on
  17. Like
    Hooty got a reaction from oldmatechoc in [RELEASE] Smoke weed Dukes Style!   
    I gave him one for ya juan xD.. @oldmatechoc kinda like your take a hit.. 
  18. Like
    Hooty reacted to Shawn in Clean Up Script   
    Here's what I used on 1.0.5.1, not sure if it works fully on 1.0.6.1, but give it a try.
    if (isServer) then { cleanUnit = { if !(isNull _this) then { _group = group _this; _this removeAllMPEventHandlers "mpkilled"; _this removeAllMPEventHandlers "mphit"; _this removeAllMPEventHandlers "mprespawn"; _this removeAllEventHandlers "FiredNear"; _this removeAllEventHandlers "HandleDamage"; _this removeAllEventHandlers "Killed"; _this removeAllEventHandlers "Fired"; _this removeAllEventHandlers "GetOut"; _this removeAllEventHandlers "GetIn"; _this removeAllEventHandlers "Local"; clearVehicleInit _this; _objectID = _this getVariable ['ObjectID','0']; _objectUID = _this getVariable ['ObjectUID','0']; if ((parseNumber _objectID != 0)&&(parseNumber _objectUID != 0)) then {[_objectID,_objectUID,objNull] spawn server_deleteObj;}; deleteVehicle _this; if ((count (units _group) == 0)&&(!isNull _group)) then { deleteGroup _group; }; }; }; [] spawn { //Not needed if running epoch while {1 == 1} do { _deletedGRP = 0; { if ((count (units _x) == 0)&&(!isNull _x)) then { _deletedGRP = _deletedGRP + 1; deleteGroup _x; }; } forEach allGroups; if (_deletedGRP > 0) then {diag_log format ["Deleted %1 empty group(s).", _deletedGRP];}; uiSleep (60*2); }; }; [] spawn { while {1 == 1} do { uiSleep (60*15); _clutter = ["wreck","crater","craterlong","PartWoodPile","Land_Fire"]; _objectlist = []; {_objectlist = _objectlist + allMissionObjects _x} count _clutter; _objectsX = _objectlist + alldead; _deletedZOM = 0; _deletedPLR = 0; _deletedCLT = 0; _deletedANI = 0; _deletedINV = 0; _deletedVEH = 0; _deletedSEA = 0; _deletedFLY = 0; _deletedBOX = 0; _deletedGRP = 0; { if !(isNull _x) then { _players2 = {isPlayer _x} count (getPos _x nearEntities [["CAManBase"], 200]); if (_x in _clutter) then { deleteVehicle _x; _deletedCLT = _deletedCLT + 1; }; if ((_players2 < 2) && (_x isKindOf "zZombie_Base")) then { _x call cleanUnit; _deletedZOM = _deletedZOM + 1; }; if ((_players2 == 0) && (_x isKindOf "CAAnimalBase") && (typeOf _x != "DZ_fin") && (typeOf _x != "DZ_pastor")) then { _x call cleanUnit; _deletedANI = _deletedANI + 1; }; }; } forEach _objectsX; //Not needed if running epoch { if !(isNull _x) then { if ((_x in alldead) && (_x isKindOf "CAManBase")) then { _deathTime = _x getVariable ["processedDeath",0]; if (_deathTime != 0) then { if ((diag_tickTime - _deathTime) >= (60*30)) then { _x call cleanUnit; _deletedPLR = _deletedPLR + 1; }; } else {_x setVariable ["processedDeath",diag_tickTime]}; }; _modeldex = typeOf _x; if (_modeldex == "Survivor1_DZ") then { _x call cleanUnit; _deletedINV = _deletedINV + 1; }; }; } forEach allDead; { if !(isNull _x) then { _x call cleanUnit; _deletedSEA = _deletedSEA + 1; }; } forEach allMissionObjects "Seagull"; { if !(isNull _x) then { deleteVehicle _x; _deletedFLY = _deletedFLY + 1; }; } forEach allMissionObjects "Sound_Flies"; { if !(isNull _x) then { if (!(_x isKindOf "AIR")&&!(_x isKindOf "Ship")&&!(_x isKindOf "LandVehicle")) then { if (((count ((getWeaponCargo _x) select 1))+(count ((getMagazineCargo _x) select 1))) > 80) then { _issf = (typeOf _x) in ["VaultStorage","USBasicAmmunitionBox","StorageShed_DZ"]; _ismb = _x getVariable ["permaLoot",false]; if ((!_issf)&&(!_ismb)) then { if !(owner _object in [0,1]) then { {if (owner _object == owner _x) exitWith {_unit = _x}} forEach playableUnits; } else {_unit = 'server'}; _log = format ["Hackbox (?): %2 deleted @ %1 SPAWNED BY: %3",mapGridPosition (getPos _x),typeOf _x,name _unit]; diag_log (_log); _x call cleanUnit; _deletedBOX = _deletedBOX + 1; _x = nil; }; }; }; }; } forEach allMissionObjects "All"; //Not needed if running epoch _vehicles = []; {_vehicles = _vehicles + allMissionObjects _x;} count (['Air','Ship','LandVehicle']); { if !(isNull _x) then { if (((damage _x)>0.9)&&!(_x isKindOf "MAN")) then { _x call cleanUnit; _deletedVEH = _deletedVEH + 1; }; }; } forEach _vehicles; diag_log format ["Deleted %1 hack box(es).", _deletedBOX]; diag_log format ["Deleted %1 blown up vehicle(s).", _deletedVEH]; diag_log format ["Deleted %1 clutter item(s).",_deletedCLT]; diag_log format ["Deleted %1 dead player(s). (100m radius check)",_deletedPLR]; diag_log format ["Deleted %1 invisible dead player(s).",_deletedINV]; diag_log format ["Deleted %1 dead zombie(s). (100m radius check)",_deletedZOM]; diag_log format ["Deleted %1 dead animal(s). (100m radius check)",_deletedANI]; diag_log format ["Deleted %1 fly sound(s).", _deletedFLY]; diag_log format ["Deleted %1 seagull(s).", _deletedSEA]; uiSleep (60*1.5); }; }; }; diag_log ("Server Cleanup Complete!");  
  19. Like
    Hooty reacted to SryImAnooB in [RELEASE] Smoke weed Dukes Style!   
    Roll It Up, Light It Up, Smoke It Up.
    thanks Duke!
  20. Like
    Hooty reacted to juandayz in [RELEASE] Smoke weed Dukes Style!   
    i cannot give more likes today... but tomorrow you have one.
  21. Like
    Hooty reacted to theduke in [RELEASE] Smoke weed Dukes Style!   
    Created by: infistar  Credits to infistar for the actual script
            Edited by FragZ
            Re-Edited By TheDuke™ for different effects

    Ok so here is my version of Smoke Hemp for Epoch 1.0.6.1
    - When you right click on a kilo of hemp, you can smoke it. It will fully heal you, and give you the munchies a bit.
    You will get a 60 second blur effect, but the effect is medium. And you can still move around, partially see and shoot.
    The idea was to be able to heal while doing a mission, but kinda have a bit of effects to make it somewhat like real life LOL
    - You can also smoke at hookas on the map, or the ones used in the gem crafting.
    While looking at the hooka you get the option to "smoke pipe".
    This one does the normal effect of rolling on the ground with the massive screen blur. Meant to be done at base ;)
    Download from the github
    https://github.com/theduke77/Smoke-weed-Epoch-1.0.6.1
    Place the smokeweed folder in your customs folder. If you dont have one create one.
    1. Open your custom fn_selfactions.sqf
    Place this at the bottom
    //Smoke Bong     _isbong = typeOf cursorTarget in ["Land_Water_pipe_EP1"];     if((_isbong) && _canDo) then {                 if (s_player_pipe < 0) then {                 s_player_pipe = player addAction["Smoke Pipe", "custom\smokeweed\pipesmoke.sqf","", 1, true, true, "", ""];     };         } else {     player removeAction s_player_pipe;     s_player_pipe = -1;         };  
    Still in the fn_selfactions look for
    player removeAction s_player_manageDoor;     s_player_manageDoor = -1; add this bellow
    player removeAction s_player_pipe;     s_player_pipe = -1;
            
    save and close
    2. Open your extra_rc.hpp and add this
    class ItemKiloHemp {         class smokeweed {             text = "Smoke the shit";             script = "execVM 'custom\smokeweed\smokeweed.sqf'";         };     }; 2b. Alternatively for the right click, you can do this to your config.sqf if you use  the Deploy anything script
    ["ItemKiloHemp","Smoke that shit","execVM 'custom\smokeweed\smokeweed.sqf';","true"] // only comma at the end if its not the last line     
    save and close
    3. Open your description.ext
    Add this in your CfgSounds
      
     class cough     {     name="cough";     sound[]={custom\smokeweed\cough.ogg,0.9,1};     titles[] = {};     };           class bong     {     name="bong";     sound[]={custom\smokeweed\bong.ogg,0.9,1};     titles[] = {};     };    
        
    Save and close
    4. Open your variables.sqf
    Look for 
    dayz_resetSelfActions = { add this before the closing bracket     };
    s_player_pipe = -1; Repack your mission and you're good to go!
    Enjoy...not too much ;)
     
    EDIT: 22/03/2017 Updated for client RPT error
     
  22. Like
    Hooty reacted to theduke in [1.6 Harvestable hemp, smoking weed, pot farms]   
    Ill Share it here in a bit...its a lil funny haha
  23. Like
    Hooty reacted to juandayz in [1.6 Harvestable hemp, smoking weed, pot farms]   
    you need a legal recipe on @theduke server to bought it. He sell it for 50 dollars.
  24. Like
    Hooty reacted to theduke in Delete vehicles parked in safezones on restart   
    sorry didnt realize you were a newbie. Since you didnt look in the proper place in the first place, ill do it for you
    it is always good to try out script too
  25. Like
    Hooty got a reaction from Bricktop in How to get vehicles to spawn damaged ?   
    That's what i did as well 
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