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Hooty reacted to theduke in 1.0.6.1+ Links to all mods by username
I have a "new" trader in the works, its been on our server for a couple weeks in the testing. works great. Payden and I are working on a release for it :) This is a different kind of trader. Some older folks might appreciate it :) lol
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Hooty reacted to BigEgg in Bec Scheduler (Auto Restarter)
You need to remove the #shutdown commands - this stops BEC before it can do the next command which is restart. Shutting it down needs to happen in the restart batch.
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Hooty reacted to salival in [RELEASE] Random position loot crate
Hi,
This is a script that spawns a crate at a random position based off user defined coordinates (i.e if you wanted a loot crate in your AI compound/base)
It's configurable in regards to the loot lists supporting nested arrays so you don't have to add the same weapon/magazine multiple times,
Arrays are set up to be in this format: [["Weapon",5],"Weapon1"], // "Weapon" will be added to the crate 5 times since it's in its own array, "Weapon1" will be only added once. [["Magazine,5"],"Magazine1"] // "Magazine" will be added to the crate 5 times since it's in its own array, "Magazine1" will be only added once. Sample array: [ [["SCAR_L_STD_EGLM_TWS",5],"RH_hk417"], [["6Rnd_HE_M203",5],"CinderBlocks"] ] This would spawn 5 SCAR_L_STD_EGLM_TWS and 1 RH_hk417, 5 6Rnd_HE_M203 and 1 CinderBlocks Visit my github repo for downloading and install instructions: https://github.com/oiad/lootCrate
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Hooty reacted to iben in [Outdated] ZSC for Epoch 1.0.6.2 (And OverWatch 0.25)
Hi @kheldar125 :))
Oh man, this is the right place to ask silly question if any question is silly :))) Thx mate
And BTW, if it was what you needed, try checkout this post about kill coins rewards and specific part where is guide how to use these functions in real example...
cheers
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Hooty reacted to theduke in [RELEASE] Sanford and Son Salvage (new trader)
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Created by: Theduke™ Payden and Spider from Elite SLK Gaming
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Welcome to Sanford and Son Trader.
Sadly this trader does not accept gold, only coins
"Hero or not, we buy just about everything
you can bring us. Certainly at a discounted price.
We will pay you 75% of what the other guys
give you. But I can guarantee you’ll never
unload everything all at once if you visit them!"
Video
https://www.youtube.com/watch?v=5qIS9V0lLHw
The Idea was to create a trader where you could sell EVERYTHING...well, just about everything ;)
New players sometimes arn't able to sell hero items, or maybe you have a vehicle full of junk
you might not want anymore and why not make a bit of cash from it, right?
This trader will NOT be a install and go type of mod.
You will need to take YOUR server items from the trader files, and change the price at the discount you choose.
(you can leave your prices the same if you want, completely up to you)
This is because every server most likely has different prices on items.
Going through each file and changing each price manually just isnt feasible.
How to do this will be explained later in the post. (its not as scary as it sounds)
Many thanks to @Payden for creating the run.bat file and doing the leg work for creating the sanfordandson.hpp file and instructions.
Many thanks to Spider for creating the trader buildings.
DOWNLOAD
https://github.com/theduke77/Sanford-and-Son-Salvage-Trader
Tools you will need.
Notepad++
PBO Manager
Excel
...Maybe a sandwich and a drink lol
FOR NOW WE WILL ONLY USE CHERNARUS - WE HAVE LINGOR WORKING ALSO
Lets start with the easy part, server sided
1. Open your dayz_server\traders\chernarus11.sqf
Anywhere in the middle, add this
//Sandford and son Salvage ["Gangsta_merc7", [9910.58,5432.17,0.00143433],106.201],
2. Still in the dayz_server folder, put the sanford.sqf from the download in the objects folder. If you don't have the objects folder create one.
So the sanford.sqf should be in a folder path like this. dayz_server\objects\sanford.sqf
3. Open the init folder, then server_functions.sqf
Look for this
spawn_vehicles = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_vehicles.sqf"; Add this bellow
execVM "\z\addons\dayz_server\objects\sanford.sqf"; Thats it for the server sided
Now for the mission
1. Open your server_traders.sqf
At the top you will see a list of traders,
add this, but make sure if its your last entry, there shouldn't be a comma at the end
"Gangsta_merc7", 2. still in server_traders.sqf
Add this at the bottom
//Sanford and Son Trader menu_Gangsta_merc7 = [ [["Sanford And Son Salvage",666]], [], "neutral" ]; Save and close the file.
4. Put the sanford folder from the download in your custom folder in your mission. If you dont have a custom folder create one.
5. Open your description.ext
Look for
class CfgSounds { add this before the closing bracket
class sanford { name = "sanford"; sound[] = {custom\sanford\sanford.ogg,1.0,1}; titles[] = {}; }; 6.Open your mission.sqm
look for
class Sensors
add this block of code, before the class sensors closing bracket.
Pay attention to the class item6. They need to be incremental and you will need to adjust the items6 to items 7 right bellow class sensors also.
class Item6 { position[]={9910.58,0,5432.17}; a=15; b=15; activationBy="WEST"; repeating=1; interruptable=1; age="UNKNOWN"; name="zonesanford"; expCond="(player distance zonesanford) < 25;"; expActiv="sanford = [] execVM ""custom\sanford\music.sqf"";"; expDesactiv="terminate sanford; titleText [""Thanks For visiting us! Come Again"", ""PLAIN DOWN"", 3];"; class Effects { }; }; 7. Still in the mission.sqm
look for
class Markers { add this before the closing bracket of class markers
class Item20 { position[]={9910.58,5432.17}; name="SanfordSonSalvage"; text="Sanford & Son Salvage"; type="mil_circle"; colorName="ColorBlack"; }; ALWAYS MAKE SURE your class item is incremental in number and make sure the Items right bellow class markers you increase it by 1. so if you have items18, it'll be items19.
Alright the easy part is done lol
Now is the time to configure your prices for the trader.
Optional/Disclaimer
This part Payden will take over the instructions
I decided to make a video based on what Payden explained to me
Video can be found bellow
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Building the Scrap Trader File:
1. Put all trader files (YOUR MISSION\dayz_code\configs\Category) in a single directory. Rename any Hero or Epic Hero files to resolve duplicate names
2. Put the run.bat file from the download in that folder also.
Run the bat file, it will compile all your files into one and should create a file called "output.txt"
Now the fun part begins.
3. In order to import into excel and properly change the prices. You need to change the format of the files.
Open output.txt with notepad++.
In notepad++, click on view>Show Symbol>Show All Characters
This will show all spaces, tabs, line breaks...everything.
when done, it should look like this
class G36C_DZ {type=“trade_weapons";buy[]={ 60000 ,”worth”};sell[]={ 20000 ,”worth”};};
and not this
class G36C_DZ {
type=“trade_weapons";
buy[]={ 60000,”worth”};
sell[]={20000,”worth”};
};
- All whitespace is TAB characters. Tabs between "class" and classname, between classname and {type=..., before and after buy price, before and after sell price.
4. Import the plain text file into Excel. You should end up with everything separated by columns:
1. class and ClassName (e.g., M4A1_HWS_GL_camo)
2. All before the buy price (e.g., {type=“trade_any_vehicle";buy[]={)
3. Buy price
4. All between buy price and sell price (e.g., ,”worth”};sell[]={)
5. Sell price
6. All after sell price (e.g., ,”worth”};};)
If you're like me, you'll need to repeat this process several times to get everything correct. Filters will help you find the oddball entries in each row.
5. Use Excel's conditional formatting to highlight duplicate classnames. Compare prices, pick the one you will use, delete the other entry
6. Set all buy prices to -1
7. Decide on your discount (our scrap trader pays 75% of standard trader prices) and calculate/replace the original sell prices using excel formulas
8. Use Excel's filters to either hide or delete rows containing only classnames or filenames. Also remove extra "};" where needed to make these lines a single class
8. Use Excel to save/export the file to Formatted Text (Space delimited). You'll need to widen the Excel columns to ensure nothing is truncated.
9. If you're like me, you'll need to repeat this step also to ensure your class is correct and no data fields were truncated.
10. Change the filename extension from PRN to HPP if you haven't already.
VIDEO:
**************************
11. Now you need to navigate to your trader files, and drop the sanfordandson.hpp you just created with the rest of your trader files.
The path should be dayz_code\configs\category
12. Open your cfgServerTrader.hpp. Located in dayz_code\configs
add this in the middle anywhere
#include "category\SanfordAndSon.hpp" Thats it you're done.
Hope you enjoy Sanford and Son Salvage Trader
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Hooty got a reaction from Cherdenko in [Find Items on Wreck]
I have updated the wrecks to where you can scroll on more of them if anyone is interested.
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Hooty got a reaction from juandayz in [Find Items on Wreck]
I can see this being popular with non militarized and militarized servers. It gives off that having to search for gear feel if it were the end of days times. Very good idea @juandayz
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Hooty got a reaction from EditedSnowHD in [Find Items on Wreck]
I can see this being popular with non militarized and militarized servers. It gives off that having to search for gear feel if it were the end of days times. Very good idea @juandayz
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Hooty reacted to iben in [RE-RELEASE, v1.5.1] Paint Vehicles script using single currency (updated to 1.0.6.2)
:)) I'm glad it worked for you :) Maybe you can try to install virtual garage from @theduke release? It's cool and could help with your server load and performance :)
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Hooty reacted to S4M in NEW Custom NEAF
For the epoch community!!!
HI mates, this time I bring the airport northeast.
Imagen.1
imagen.2
imagen.3
1. create folder "custom_maps" and put in your server. // You can put the name that you want.
2. put into the custom folder "NEAF_S4M.sqf" // You can put the name that you want.
3. in your server_functions.sqf
Files Here!!!
P.D: I'm still working on this, I'll update it again...And sorry for my english.
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Hooty got a reaction from DieTanx in [RELEASE] Vehicle Key Changer - For making Masterkey - V 1.4.1 (Updated for Epoch 1.0.6)
Oh boy that looks like a fun one lol. Im not sure but maybe try !"vehiclekey"
That might filter them all out in one go.
Like I sad though I'm not sure if it will work or not.
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Hooty reacted to Kiseijuu in Tunguska God Mod?
don't you have to start operation arrowhead to play dayz? so basically its the same thing.
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Hooty reacted to iben in Tunguska God Mod?
Just tested on my server... one metis, Tungushka down... how do you spawn it?
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Hooty reacted to BigEgg in Tunguska God Mod?
I don't think the Epoch Devs mess with the vehicles, I think if it were made to have God Mode, it likely would have been the DayZ Devs.
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Hooty reacted to iben in [RE-RELEASE, v1.5.1] Paint Vehicles script using single currency (updated to 1.0.6.2)
Hello guys,
do you remember old "Paint vehicles" script? Let's look back to idea fathers:
===
CREDITS:
All credits goes to its original authors:
DayZ Epoch developers, collaborators and contributors (thank you guys for your excellent work!) (visit them on github)
Maca134 for orginal color vehicle script.
@Zupa for the idea of painting vehicles in two different colors.
@0verHeaT for script public release - this version we are updating for 1.0.6.1+ (see original thread)
@raymix for list of paintable vehicles for this script (see original thread)
---
Special Thank you goes to @DAmNRelentless for taking care of Github repo.
===
This script was updated for Epoch 1.0.6.2 and upgraded.
===
FEATURES:
Vehicles can be painted in two different colors Only vehicles which you own can be painted (vehicles with key) Only vehicles in ColourVehicles array can be painted Script is designed to be used along with Single currency. Player will pay for painting vehicles. UPDATED: Color values are saved in the worldspace field in database NEW: Vehicles can be unpainted to default state (default textures are loaded) UPDATED: Vehicles can be painted using GUI with visual enhancements. Use PaintVehicles defines.hpp for defining custom GUI color scheme UPDATED: Script is now fully compatible with Virtual Garage and Vehicle Key Changer (VKC) script thanks to @salival (2017-08-22).
All scripts by @salival and this one prior update date should be upgraded to get much better player experience! UPDATED: for Epoch 1.0.6.2 ===
Changelog:
[2017-05-22], v1.0 | Initial release [2017-05-25], v1.1 | Optimized compiles: 5 files reduced to 1. See changes: [commit ae29c13] [2017-08-20], v1.2 | Regular code maintenance. See changes: [commit 682f99a] and [commit 7cd8fce] [2017-10-23], v1.3 | Roll back to full version of player_forceSave (uniCoins fix: Issue not related to script itself). [2017-12-04], v1.4 | Safer manipulation with data sending to server. Basic defines fix - from sqf to hpp. See changes: [commit 2735dea] [2017-29-04], v1.5 | Update for Epoch 1.0.6.2 [2017-29-04], v1.5.1 | FIX: fn_selfAction path (thx @hooty): [commit 38fe105] ===
How it looks like:
=== database screenshot
===
MiniShowcase
===
How to install:
We are not using common way how is script included to current folder structure (like grab whole folder and put it to the root of mission folder) -
that's why read carefully, use repo folder structure (or similar) and compare tool like diffmerge! If you have troubles, just ask here or send me PM.
Source files are available at Github repo. You can download them from here.
For client side we need these folders in the root of your 'MPMissions\Dayz_Epoch_11.Chernarus' folder:
actions: we will store file with scroll action menu command Paint vehicle here compile: we will store core script client files here Configs: we will store defines && dialog config files for script GUI here gui: we will store your "Money" or "Coins" picture here (Change path inside: `dayz_code\compile\player_paintVehicle.sqf`) init: we will load all compiles and variables from here ... and finaly files:
description.ext: we will load your defines and dialogs from here via master.hpp init.sqf: we will load your custom compiles and variables from here For server side (dayz_server) we need to touch these files:
compiles\paintVehicles (copy whole folder to compiles) compiles\server_updateObject.sqf system\server_monitor.sqf init\server_functions.sqf (compile init.sqf) ===
Battleye
// Add an exception to publicvariable.txt !="PVDZE_veh_Color" ===
infiSTAR
// Add an exception to allowed dialogs 571113 ===
...that's all, Have Fun!!
Cheers...
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Hooty reacted to Cherdenko in Release: Another Generic Debug Monitor| or is it? 1.0.6+
Edit: Should be also working for 1062, as ive seen some servers running this
Hello guys i've decided to release my "Debug Monitor". It's not much like a monitor but its looking quiet nice.
This was originally for my Napf and Chernarus server and i thought why not share it, since the players seemed to like it.
So how does it look like?
Download Link:
https://mega.nz/#F!OBYz2QSI!PlskDOd_JQ-Y1s_SKdMSaA how to initialize? simply put an you want to use your own path?
You want to change the color of the font?
you want to change the restart timer?
@juandayz's edit:
this is how it looks:
update.sqf:
and also comment out in hud.hpp:
Hope you like it.
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Hooty reacted to oldmatechoc in No one left back!
Got it working. But juan beat me lol
@Anhor @juandayz
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Hooty reacted to salival in Plot maintain not working.
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.
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Hooty reacted to oldmatechoc in Plot maintain not working.
Double check your events are turned on.
your mysql my.ini (easy way to find this is open xamp > mysql config > my.ini )
add
event-scheduler=ON to the very bottom.
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Hooty got a reaction from DieTanx in Plot maintain not working.
do i need to bring maintain_area.sqf mission side or keep it server side
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