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Hooty

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  1. Like
    Hooty reacted to salival in how do i fix this   
    Remove the ] after ["caribou"
  2. Thanks
    Hooty reacted to salival in [Release] Virtual Garage [Updated for 1.0.7]   
    *IMPORTANT*
    Please upgrade to the latest version to fix a dupe: https://github.com/oiad/virtualGarage/commit/c8000cce9138eeee2759a588a5eeba52c75273c3
    Also added an option to disallow storing a vehicle with gear: https://github.com/oiad/virtualGarage/commit/edde64013dd904192961b71611b0e3baa6dcfa7c
  3. Like
    Hooty reacted to salival in Jets   
    You would need to do something similar to this: 
    But instead of adding the weapons you would remove them
  4. Like
    Hooty reacted to _Jack in [Release]Custom infiSTAR tools   
    You could argue that for pretty much anything from infistars admin tool. 
  5. Like
    Hooty reacted to juandayz in [Test Server Package]   
  6. Haha
    Hooty reacted to BigEgg in [Addon] Plot Management "Last Maintained" Time   
    If you want me to put it in for you let me know.
  7. Like
    Hooty reacted to BigEgg in [Addon] Plot Management "Last Maintained" Time   
    Hello everyone,
     
    While bored, I thought of something that would be of convenience to players on my server:

     
    There is, however, a limitation to this original version:
    This requires the server to have a 5 day or 10 day maintenance period. In order to be accurately shown, your maintenance script must add 0.1 damage daily to objects on your server. View the below post to understand how my maintenance scripts work:  
    Understand that I made this quite specific for my server as I know how all of my queries line up. There may be some complications on your server if, for example, you have destructible bases.
     
    This addon goes through every base object and retrieves the damage of each of them, then takes the highest damaged object and rounds it. A damage of 0.9 in this case shows us that the base was maintained 9 days ago. If a destructible object is damaged, it will adjust the time based upon that object which may cause some issues. I will later update this to exclude the objects in the DZE_GodModeBaseExclude variable, regardless of whether or not the server has this option turned on.
     
    Install:
     
    Copy/paste the following into the if (!isDedicated) section of your compiles.sqf, being sure to correct the path:
    PlotObjects = compile preprocessFileLineNumbers "PATH\plotObjects.sqf";  
    Then, create a file called "plotObjects.sqf" and paste the following in it, being sure to save it in the path that you defined above:
    private ["_range","_buildables","_near","_count","_numclr","_damage","_dmg","_dmgclr","_ctrl"]; disableSerialization; _range = DZE_PlotPole select 0; _target = (([player] call FNC_getPos) nearEntities ["Plastic_Pole_EP1_DZ",15]) select 0; // Also count safes, lockboxes, vanilla buildables, tents and stashes against DZE_BuildingLimit _buildables = DZE_maintainClasses + DZE_LockableStorage + ["DZ_buildables","DZ_storage_base"]; _near = nearestObjects [_target,_buildables,_range]; _count = count(_near); _numclr = "#FFFFFF"; if (_count / DZE_BuildingLimit * 100 < 40) then {_numclr = "#00FF00";}; if (_count / DZE_BuildingLimit * 100 > 75) then {_numclr = "#FF0000";}; _damage = 0; { _dmg = damage _x; if (_dmg > _damage) then {_damage = _dmg}; } count _near; _damage = round(_damage * 10); _dmgclr = "#00FF00"; if (_damage >= 5) then {_dmgclr = "#FFFF00";}; if (_damage >= 8) then {_dmgclr = "#FF0000";}; _ctrl = findDisplay 711194 displayCtrl 7014; _ctrl ctrlSetStructuredText parseText format["<t color='%1'>%2 / %3</t><t color='#FFFFFF'> : </t><t color='%4'>Last Maintained %5 Day(s) Ago</t>", _numclr, _count, DZE_BuildingLimit, _dmgclr, _damage];  
    You are done :) I know there will probably be some issues, so I will help out people as much as I can!
     
    I am working on a version that uses extDB to store the time directly so that this script will work globally.
     
    Obvious creds for making this possible go to @Zupa
  8. Like
    Hooty got a reaction from salival in [Release] Garage Door Opener [Updated for 1.0.7]   
    @salival You are a Legend
  9. Like
    Hooty reacted to salival in [Release] Garage Door Opener [Updated for 1.0.7]   
    Garage Door Opener is part of Epoch 1.0.7.1 now.
     
    Hi guys,
    Here's an in vehicle garage door opener I wrote a while ago, Original idea was from Sanbird.
    It will scan while you're inside a vehicle for either a locked cinder or a locked wooden door, providing you have access to it, it will allow you to open/close it from inside the car.
    https://github.com/oiad/garageDoorOpener
     
     
    **** For Epoch 1.0.6.2 only **** >> Download <<
    Visit this link: https://github.com/oiad/garageDoorOpener/tree/garageDoorOpener-Epoch-1.0.6.2
  10. Haha
    Hooty reacted to juandayz in THE Z-IMS   
    try this one if u want that hooker ask for money
    sexhooker.sqf
     
  11. Haha
    Hooty reacted to oldmatechoc in Release: Local Server Messages   
    if they still ignore the messages...
    something like
    playSound "Radio_Message_Sound"; might get their attention
  12. 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.
  13. Like
    Hooty reacted to juandayz in [extended_climatology]   
  14. Like
    Hooty reacted to totis in Vehicle driver seat restriction according to humanity. 1.0.6.1   
    Hi
    This is a restriction to vehicle seat according to humanity.
    It may be handy to PVE servers out there.
    Special thanks to Juandayz with his fantastic skills and salival. Both sometimes working unseen for the benefit of this community.
    Step 1.
    Make a new file, Name it veh_hum.sqf with the below contents and put into dayz_epoch/addons folder. If you dont have addons just create one.
    In this example we have a hero superhero and agenthero traders with 20k/40k/60k humanity respectively. Adjust according to your needs.
     
    private ["_vehicle","_inVehicle","_driver","_humanity","_txt"]; while {true} do { _vehicle = vehicle player; _inVehicle = (_vehicle != player); if (_inVehicle) then { _driver = driver (vehicle player); if (({(isPlayer _driver) && (alive _driver)} count (crew _vehicle) > 0)) then { _humanity = _driver getVariable["humanity",0]; if (typeOf _vehicle in DZE_heroHumanity && _humanity <= 20000 || (typeOf _vehicle in DZE_superHeroHumanity && _humanity <= 40000) || (typeOf _vehicle in DZE_agentHumanity && _humanity <= 60000)) then { player action ["getOut", (vehicle player)]; titleText ["","WHITE IN"]; _txt = "<img image='addons\vehicon.paa' /><br/><t size='0.7' color='#ea2828' align='center'>prohibited vehicle</t>"; [_txt, [safezoneX, safezoneW], [0.20 * safezoneH + safezoneY, 0.3 * safezoneH], 2, 0.5] spawn BIS_fnc_dynamicText; }; }; }; sleep 3; };  Step 2: Download this file http://www.mediafire.com/file/bdpt5d96o5cttk3/vehicon.rar
    Unzip and put paa file into addons folder.
    Step 3: Edit your custom variables file    dayz_code/init/variables.sqf
    Put the vehicles you want to restrict below call dayz_resetselfactions; ike this:
    // Custom below s_givemoney_dialog = -1; s_bank_dialog = -1; s_player_checkWallet = -1; s_bank_dialog1 = -1; s_bank_dialog2 = -1; s_player_copyToKey = -1; s_player_claimVehicle = -1; s_collect_heli = -1; }; call dayz_resetSelfActions; DZE_heroHumanity = ["Mi17_rockets_RU","Mi24_D","UH1Y_DZE"]; DZE_superHeroHumanity = ["Mi24_V","Mi24_P","Ka52"]; DZE_agentHumanity = ["AV8B2","AV8B","A10","F35B"]; DZE_safeVehicle = DZE_heroHumanity + DZE_superHeroHumanity + DZE_agentHumanity +["ParachuteWest","ParachuteC"]; Step 4: Edit your init file to exec the script. Above the   (false,12)execVm.... like below
        [] execVM "addons\veh_hum.sqf";
        //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
    Thats it. Enjoy!
      Hide contents
  15. Like
    Hooty reacted to juandayz in [extended_climatology]   
    yes or include this block at bottom of your blah.sqf
    if (sandstormvar) exitWith { _esc closedisplay 0; systemchat ("<ANTIHACK>:Cannot Abort in a sandstorm"); }; //your variable about ESC key cannot be called _esc take a look on it.  
    for example this is my whole noleave.sqf ( i use just one file to put all restrictions)
     
  16. Like
    Hooty reacted to Relentless in Looking for a new helper   
    Still waiting for an Admin to create a tutorial section to teach other guys creating displays and dialogs :D
  17. Like
    Hooty reacted to Huskie in Looking for a new helper   
    Absolutely. I really feel like I can do more than just be in game and ban hackers every once in a while. Coding is a passion I have, and I like challenging myself to learn more about it.
  18. Like
    Hooty reacted to Huskie in Looking for a new helper   
    I would love to help out with the coding side of the server. I know a pretty good amount of sqf and the databases, but not too much on hpp and dialog. However, I'm planning on going to college for computer science/programming next year, so I take coding seriously, and I work hard to learn new topics of coding and learn new concepts in coding, so I think that with a little time to learn more about hpp and dialog, I can be a very good addition to help you out.
  19. Like
    Hooty reacted to Relentless in Looking for a new helper   
    Lol, Tech_Support. Perfect nickname for this task xD
  20. Like
    Hooty reacted to Tech_Support in Looking for a new helper   
    Hey, i can help out if your still looking for someone
  21. Like
    Hooty got a reaction from Airwaves Man in [Release] Sobor Castle   
    gotta pic Id like to see it 
  22. Like
    Hooty reacted to iben in [RELEASE] RLNT Update Panel (26.09.2017, v1.4)   
    Your background story reads my mind... thumbs up! Thx for this release...
    Cheers guys :)
  23. Like
    Hooty reacted to Relentless in [RELEASE] RLNT Update Panel (26.09.2017, v1.4)   
    I guess this is currently not compatible with my RLNT Weapon HUD. If you want to use this as nfcStyle you would have to make the changes yourself or wait until I update it, thanks. Studying is taking a ton of time :*
    LAST UPDATE: 26.09.2017 - go to the bottom for changelog
    Hey there Epoch-Community,
    in this topic, I want to release my Update Panel. This may need some longer explanation so if you are interested, read carefully. 

    Background-Story:
    So I was a bit annoyed by all the vanilla functions that are currently available in ArmA 2.
    Everytime you just see format texts or hint boxes, sometimes even dynamic texts but still not my taste. So I decided to create a Display that is spawned by a function.
    It's like a modern version of hint boxes. The cool thing is that you can adjust nearly everything of it by giving the function different arguments.
    Due to that fact, you could easily manage all your server messages and notifications through this function to have a universal system. It's a bit confusing and ugly
    when you are running multiple mission systems for example and one is using text at the top of the screen and the other one directly in the middle.

    What features does it have:
    Currently, there are 9 different arguments to adjust the Update Panel to your liking. Meanwhile I made ALL arguments optional so you can leave them out.
    Receiver aka the Side - defines whether the Update Panel is only shown to the Client it's running on or whether it should be shown to everyone like a global message Style - At the moment there are four styles, they are different in the box style and whether it contains an image or not Background Color - Ofcourse you can also adjust the Color of the Box Font Color - Aswell as the text color Header - This is the Headline of the Update-Panel, you could use something like your server tag Line 1 - The first textline of the panel that holds up to 40 characters Line 2 - The second textline that can also hold up to 40 characters and also a good option to display a single line update panel Duration - Also you can adjust the time how long the panel will be visible to the clients Image - The second style can hold an image, here you can define the path of an image that should be displayed in the panel If you are interested in how to use all the arguments and how to make them optional, read this: RLNT GITHUB
    So you should be able to see that you can adjust a lot of things. And you can suggest even more. If you want another style with a different position of the panel, no problem!
    Also the function contains a config where you are able to set default variables in case you don't want to write so many arguments each time. Let's say you want to display
    all messages of your server with this panel, then you can just set the Background Color you want to use for all your panels in the config and never write this color array again.
    Instead you just type nil as an argument. The function will automatically recognize this and replaces the nil with the variable from the config.

    All currently available styles:
    Style 1        Style 2    
    Style 3       Style 4    


    Codeexamples:

    Credits:
    @Sp4rkY - teached me the most in sqf @iben - got the wonderful github formatting from him @He-Man - made me familiar with eventHandlers and communication between client and server @DirtySanchez - helps me to improve my scripts (performance and structur) @LordGolias - made an awesome sqf-linter for the Atom-Editor @Epoch-Discord - especially @salival @BigEgg @DirtySanchez @scuba_steve - always helpful and very patient  
    Download and Installation: RLNT GITHUB   Bugs, Issues and Suggestions:
    RLNT GITHUB   Changelog:
    Click here for the Changelog with actual links if you are interested in the commits: Changelog
  24. Like
    Hooty reacted to Relentless in [POLL] Is anyone interested in dialog tutorials?   
    Hey there Epoch-Community,
    after I had to be pretty inactive here on the forum (caused by studies etc.) I am ready to share my knowledge with you. Although I am sometimes messing around with sqf and don't get everything working at the first time, I am very experienced in creating dialogs. I am offering to post a detailed tutorial on how to create basic dialogs, how to use them and what has to be done to actually call it a dialog.
    I guess I will also try to update my scripts I released and maybe create some more for you. Let's see whether I can get into sqf again. 
    Nevertheless, I would try to describe it as simple as possible with screenshots showing what to do. So even beginners could use this tutorial to get more experienced with ArmA-Scripting. Those of you who don't even know what these things we'll create are used for, here an example:
    This is my own script for including a hotbar into the game that lets you choose your current weapon via hotkeys. Those boxes and all the images that are shown in the image are implemented by dialogs. So dialogs are used for HUDs, GUIs, Menus and many things more.
    If you are interested in this tutorial, leave a reaction, comment down below or leave your opinion in the poll. :)
    Greetz, Relentless
  25. Like
    Hooty reacted to Relentless in [POLL] Is anyone interested in dialog tutorials?   
    Wtf, this probably took some time to do xD
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