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Hooty

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  1. Like
    Hooty got a reaction from chi in Anyone in need of a coder?   
    There is always people here to help and in discord. Dont give up trail and error is your friend.
  2. Like
    Hooty got a reaction from juandayz in Anyone in need of a coder?   
    There is always people here to help and in discord. Dont give up trail and error is your friend.
  3. Haha
    Hooty reacted to Bricktop 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 
     
  4. Haha
    Hooty reacted to theduke in [Release] Garage Door Opener [Updated for 1.0.7]   
    result of copying and pasting from github :)
  5. Like
    Hooty reacted to chi in Zombies After Dark   
    This is used to remove zeds during daytime. So zombies comes only at night. Credit goes to @juandayz
    1- In your custom compiles.sqf into !dedicated section paste:
    2- Copy building_spawnLoot.sqf  && zombie_generate.sqf from ...\@DayZ_Epoch\addons\dayz_code\compile\
    to: mpmissions\Your_Instance\dayz_code\compile\
    3-A Open the new building_spawnZombies.sqf
    3-B Open zombie_generate.sqf
    4- Open zombie_Wildgenerate.sqf from dayz_server.pbo\compile\
    *Note: if u wanna have zeds during day and not in night just change the condition on each file.
    if (sunOrMoon == 1) exitWith {}; //zeds at night by:
    if (sunOrMoon != 1) exitWith {};//zeds during daytime  
    Thanks @juandayz
  6. Like
    Hooty reacted to oldmatechoc in [FIXED] GUI RIddle Me This. GUI Listbox help needed.   
    Decided to test it on the latest Epoch, works fine. I feel like a dick. lol

  7. Like
    Hooty reacted to TrayMcCloud in Anyone in need of a coder?   
    Gotcha gentlemen or women. Thank you for the input! 
  8. Like
    Hooty got a reaction from Cherdenko in Anyone in need of a coder?   
    I have to agree with @DAmNRelentless Im a redneck and figured out most stuff on my own. If I can anyone can.
  9. Like
    Hooty reacted to Relentless in Anyone in need of a coder?   
    @TrayMcCloud

    I hope you really think about this offer. This guy is a new guy on Epoch Forum and said that he started 2-3 month ago and is now extremely (doubt that) familiar with the language. As I quoted he only gets "most things working" means he just follows install instructions from existing scripts. Everyone can do that and charging money for that is very sad. There are people that install scripts for you voluntary or you just follow the install instructions of the scripts you want. You could easily do that yourself. Please do us a favor and try it yourself before asking someone, that's how you learn it and how you become a good server admin.
  10. Thanks
    Hooty reacted to oldmatechoc in Harvesting Sunflowers and Pumpkins in 1.0.6.2   
    Give this a crack. (sorry untested should work though)
     
  11. Like
    Hooty reacted to Bricktop 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?
  12. Like
    Hooty got a reaction from Bricktop 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.
  13. Like
    Hooty got a reaction from totis in be script.txt   
    try this not as as good as a != but should work fine
    !"custom\menu\"  
    and
    !"scripts\deployanything\addons\bike\"
     
  14. Like
    Hooty 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
  15. Like
    Hooty reacted to Bricktop in Harvesting Sunflowers and Pumpkins in 1.0.6.2   
    Does anyone have a script to harvest these or know the class names? 
     
  16. Like
    Hooty got a reaction from juandayz in Loot respawning too fast? 1.0.6.2 [SOLVED]   
    I know a few servers and myself have noticed the time the loot respawn is pretty fast after being looted. Anyway to slow the time down?
  17. Like
    Hooty got a reaction from juandayz in Loot respawning too fast? 1.0.6.2 [SOLVED]   
    Yea sorry I was just about to reply 
    [NEW] Admins can now change the lootRefreshTimer for each building type from the default 15 minutes. CfgLoot.hpp must be updated if using custom loot tables. Overlooked it.
  18. Like
    Hooty reacted to icomrade in Loot respawning too fast? 1.0.6.2 [SOLVED]   
    https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/Configs/CfgLoot/CfgLoot.hpp#L111
  19. Like
    Hooty reacted to salival in [Release] Wicked AI 2.2.3 [1.0.6+]   
    I've done a pull request to @JasonTM with my changes for near player checks for mission spawning.
    See the pull request here: https://github.com/worldwidesorrow/Wicked-Ai-Overpoch/pull/15
  20. Like
    Hooty got a reaction from Bricktop in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    As @Bricktop stated Thanks for this. 
  21. Like
    Hooty reacted to Bricktop in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    Installed and works great!
    Thank you for all the time and effort you put in to this community.
    Much Appreciation ~
  22. Thanks
    Hooty reacted to salival in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    All mods of the mod pack except Deploy Anything are part of Epoch 1.0.7.1 now.
    Hi guys,
    I've had requests for a pack of all my mods that i've written or updated tested and working so here it is.
    Everything is tested as working but there may be little things I have missed, I've done all the installs the way I like to do them (super anal ocd)
    The pack comes with Battleye filters.
    # Supported mods:
    Bury Bodies Click Actions Deploy Anything Garage Door Opener Locate Vehicle Safe Zone Relocate Service Points Take Clothes Virtual Garage Vehicle Key Changer Remote Vehicles  
    Please visit: https://github.com/oiad/modPack for more information.
  23. Thanks
    Hooty reacted to salival in [Release] Zabns Take Clothes [Updated for 1.0.7]   
    https://github.com/oiad/TakeClothes#fn_selfactionssqf
  24. Like
    Hooty reacted to Dr.Killmore in 1.6 Safezone   
    Thanks ebayShopper that indeed was the problem thanks for pointing that out now I have discovered my server provider has updated the servers but clearly haven't updated the community package.

    On a default 1.0.6.2 mission file there was no issue I would never of known without you're help thanks for everything.
  25. Thanks
    Hooty got a reaction from Bricktop in Hacked Vehicles 1.0.6.1   
    This is what i do for weapons on vehicles make a file called VehicleAmmo.sqf in your system, compile, and "garage folder if you have one" all server side. What this does is make vehicles spawn with the weapons soon as you buy and withdraw from garage. Does not work with admin spawn in vehicles. 
     VehicleAmmo.sqf example:
    add more vehicles and weapons as you like.
    Next place  #include "VehicleAmmo.sqf"; 
    in dayz_server\system\sever_monitor.sqf under
    Then paste #include "VehicleAmmo.sqf";  in dayz_server\compile\server_publishVehicle2.sqf under
    Next place #include "VehicleAmmo.sqf"; 
    in dayz_server\compile\spawn_vehicles.sqf under
    Thanks to @BigEgg. If you have Virtual Garage  add  #include "VehicleAmmo.sqf";
    to  dayz_server\compile\garage\server_spawnVehicles.sqf under
     
    I use https://community.bistudio.com/wiki/ArmA_2:_Weapons to get weapon id.
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