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Posts posted by Joshyy
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9 minutes ago, BigEgg said:
I am assuming slower because they use callExtension.
Hiveext uses callExtension too :)
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Hi,
Has anyone tested or does anyone know the difference between speeds of ExtDB and Arma2Net for running MySQL queries compared to the traditional HiveExt?
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On 23/01/2017 at 0:18 AM, lwbuk said:
The person getting killed gets kicked for
Value Restriction #0 "remExField" = [,,"spawn",["(Server): TRADER KILL! any killed any when any was 224.19m from Trader city Stary"],{systemChat (_this select 0)}]
Turn off battleye and it works except the message reads "TRADER KILL! any killed any when any was xxxxx from trader city"
Its not picking up the name of either player.
You can use a remote message script, those shouldn't cause BE kicks.
as for the name, make sure _killerName and _victimName are defined (_killerName = name _source;_victimName = name player;) << add this above the script somewhere
Edit: updated OP with fix
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11 hours ago, theduke said:
I would suggest trying any PBO thas already signed, just to see if the signing works. I have 0 clue how to build a config.bin. If you unpbo any pbo, you will see there is a config.bin. You can unbin that file with armaunbin.
It will turn into a config.cpp, readable file.
And to be honest im not sure how to "create" a pbo. Again try any pbo to see if the signing works
So i just copied the config.bin from dayz_code to test with my pbo and it seems to work now..?
Thanks for all the help though :)
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DayZ SA already has most of the core epoch features (loot spawns, zombies, vehicle damage/repair system, food/water/blood) if there was to be an epoch standalone mod it would most likely be for buildings objects (base building) and trader cities.
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10 minutes ago, theduke said:
EDIT: if you're trying to sign a pbo you created, it could be giving you a hard time if the config.bin is wrong for whatever reason. To test to make sure the pbo signing works. try any pbo...
I dont have any config.bin D:
How would i make a config.bin, i had no idea it was needed?
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10 minutes ago, theduke said:
@echo off
rem sya.bat by !R
cls
rem ----check if any parameter ----
if "%1"=="" goto noparameters
SET privatekey=%1
SHIFT
rem ---- check if second parameter ---
if "%1"=="" goto nosecondparameter
SET folder=%1
echo.
echo Are you sure to sign all *.pbo in %folder% with new %privatekey%
CHOICE
if errorlevel = 2 goto notsure
if errorlevel = 1 goto signREM ------------------------
REM Delete bisign from folder
REM:sign
echo.
echo.Now creating new signatures, please wait
FOR /R %folder%\ %%G IN (*.pbo) DO DSSignFile.exe "%privatekey%" "%%G"
echo.
echo.Ok! All done.
echo.
dir %folder%\*.bisign /B
echo.
echo.Remove manualy all old *.bisign
goto finishREM --------------------
REM error missing parameter
:noparameters
echo.
echo Error: Missing parameters !
goto errorecho:nosecondparameter
echo.
echo Error: Missing second parameter !:errorecho
echo.
echo *** Sign Your Addons 1.0 by !R ***
echo.
echo Usage: sya.bat [keyname.biprivatekey] [addonsfolder]
echo example: sya.bat my_key001.biprivatekey addons
echo.
echo Look for 1Rafalsky Youtube Channel to see a tutorial how to sign you addons.
echo.
goto finish
:notsure
echo.
echo Process aborted !:finish
echo.
SET folder=
SET privatekey=
pauseDo the same for the bikey and the addons folder, in that order.
When you say do that same for the bikey is this the .biprivatekey or just the .bikey key?
Thanks,
Josh
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4 minutes ago, theduke said:
Save this file as sya.bat
@echo off
rem sya.bat by !R
cls
rem ----check if any parameter ----
if "%1"=="" goto noparameters
SET privatekey=%1
SHIFT
rem ---- check if second parameter ---
if "%1"=="" goto nosecondparameter
SET folder=%1
echo.
echo Are you sure to sign all *.pbo in %folder% with new %privatekey%
CHOICE
if errorlevel = 2 goto notsure
if errorlevel = 1 goto signREM ------------------------
REM Delete bisign from folder
REM:sign
echo.
echo.Now creating new signatures, please wait
FOR /R %folder%\ %%G IN (*.pbo) DO DSSignFile.exe "%privatekey%" "%%G"
echo.
echo.Ok! All done.
echo.
dir %folder%\*.bisign /B
echo.
echo.Remove manualy all old *.bisign
goto finishREM --------------------
REM error missing parameter
:noparameters
echo.
echo Error: Missing parameters !
goto errorecho:nosecondparameter
echo.
echo Error: Missing second parameter !:errorecho
echo.
echo *** Sign Your Addons 1.0 by !R ***
echo.
echo Usage: sya.bat [keyname.biprivatekey] [addonsfolder]
echo example: sya.bat my_key001.biprivatekey addons
echo.
echo Look for 1Rafalsky Youtube Channel to see a tutorial how to sign you addons.
echo.
goto finish
:notsure
echo.
echo Process aborted !:finish
echo.
SET folder=
SET privatekey=
pausecreate a folder called bisign.
in that folder, put your bikey, your biprivate key, DSSignFile, DSCheckSignatures, DSCreateKey and the sya.bat (not positive if they're ALL needed, but i have them all)
still in the bisign folder, create a folder called addons
put as many pbos as you want in the addons folder. (try one to start with, but the sya file allows you to do multiple, and still works with one file)
Download total commander if you dont already have it
Once open, on the right hand pane, navigate to the bisgin folder you created earlier.
Click and drag the sya.bat, from the right pane, to the bottom typing box of total commander.
Do the same for the bikey and the addons folder, in that order. Hit enter and that should work.
GL
For generating the private key, should i just drag my pbo onto DSCreateKey?
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When using Arma2AS:
SpoilerWhen using Sign forge, i have managed to make a .bisign file however it is not being accepted by the server for some reason.
Here's the process of what i did:
My pbo is named Joshyy_HC.pbo
I dragged my pbo onto DSCreateKey.exe which made two files, Joshyy_HC.pbo.bikey and Joshyy_HC.pbo.biprivatekey
then i used SignForge to sign them heres what i used:
Spoiler"C:\Users\Administrator\Documents\SIgnForge\SignForge.exe" -s "C:\Users\Administrator\Documents\Arma2OA\@Headlessclient\addons" -r -v -o -a "hcv1"
it produced
hcv1.bikey
hcv1.biprivatekey
Joshyy_HC.pbo.hcv1.bisign
Now, i tried to put the .bikey there into my server keys folder and turned verification for signatures on, however my headless client kept getting kicked for bad signature
Sorry if i sound dumb, this is my first time doing this D:
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After downloading Bin PBO and correctly setting the path of folders ect and attempting to sign the pbo while packing it i am given a .txt file which contains:
without binarize enabled:
SpoilerCreating texture headers file...
Texture headers file was not created - no textures found.with binarize enabled:
SpoilerCannot register unknown string STR_STATE_HEALSOLDIER
Cannot register unknown string STR_STATE_FIRST_AID
Cannot register unknown string STR_UI_RADARRANGE
Cannot register unknown string STR_ACTION_LAUNCHCM
Cannot register unknown string STR_ACTION_NEXTCM
Cannot register unknown string STR_USRACT_ACTION_CONTEXT
Cannot register unknown string STR_USRACT_OPTICS_MODE
Cannot register unknown string STR_USRACT_ZEROING_UP
Cannot register unknown string STR_USRACT_ZEROING_DOWN
Cannot register unknown string STR_USRACT_NETWORK_DS_INTERFACE
Cannot register unknown string STR_USRACT_BULD_TERRAIN_RAISE_10CM
Cannot register unknown string STR_USRACT_BULD_TERRAIN_LOWER_10CM
Cannot register unknown string STR_USRACT_BULD_TERRAIN_RAISE_50CM
Cannot register unknown string STR_USRACT_BULD_TERRAIN_LOWER_50CM
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_0
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_1
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_2
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_3
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_4
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_5
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_6
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_7
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_8
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_9
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_10
Cannot register unknown string STR_INPUT_DEVICE_FREETRACK_11
Cannot register unknown string STR_DISP_LEFT
Cannot register unknown string STR_DIFF_CAMERA_SHAKE
Cannot register unknown string STR_FREETRACK
Cannot register unknown string STR_ADDON_ACTIONS_INSTALL_CORE
Cannot register unknown string STR_ADDON_ACTIONS_INSTALL_MOD
Cannot register unknown string STR_ADDON_ACTIONS_PLAY_MISSION
Cannot register unknown string STR_ADDON_ACTIONS_TRY_ENTITY
Cannot register unknown string STR_ADDON_ACTIONS_TRY_WEAPON
Cannot register unknown string STR_MSG_ADDON_NOT_FOUND
Cannot register unknown string STR_MSG_ADDON_CANNOT_OPEN
Cannot register unknown string STR_MSG_ADDON_UNKNOWN_PRODUCT
Cannot register unknown string STR_INCOMPATIBLE_LOAD_GAME_ATTEMPT
Warning: CfgVehicles missing in PreloadConfig - may slow down vehicle creation
Warning: CfgAmmo missing in PreloadConfig - may slow down vehicle creation
Warning: CfgNonAIVehicles missing in PreloadConfig - may slow down vehicle creation
Cannot load font core\data\fonts\lucidaconsoleb8
Fonts file \core\data\fonts\lucidaConsoleB8 not found
Cannot load font core\data\fonts\lucidaconsoleb11
Fonts file \core\data\fonts\lucidaConsoleB11 not found
Creating texture headers file...
Texture headers file was not created - no textures found.
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Hello All,
I was just wondering if anyone knew how to sign PBO's with arma 2?
I have searched online and got DSUtils and such however they are not signing my pbo properly, i have made a private .bikey and a .bikey but am unsure what to use to get a signature file.
Any help is much appreciated :)
Thanks,
Josh
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I believe the scheduler has an anti tp thing that you might need to disable.
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8 hours ago, ViktorReznov said:
You can use weapon attachment mod
It works with op install and 0 changes (that i have encountered anyhow) and instead of having it config'd for epoch weapons just alter it for overwatch.
Nice, i've never seen that mod before :)
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Try disabling the ghosting system
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You are correct profile namespace is what you should use,
Here is an example from my 1.0.6 server
QuoteMGG_vd = profileNameSpace getVariable ['MGG_vd',800]; // 800 represents the value that it will default too if the player has not changed it
setViewDistance MGG_vd;
MGG_volume = profileNameSpace getVariable ['MGG_volume',0.5]; // 0.5 ^^^^
0 fadeSound MGG_volume;Now, to change the variables i use the F6 key which is +100 viewdistance and F5 key which is -100 viewdistance.
and F7/F8 for volume...
Example:
Quotemgg_changevd = {
MGG_vd = MGG_vd + _this;
if (MGG_vd < 100) then { MGG_vd = 100; }; // min 100 view distance
if (MGG_vd > 5000) then { MGG_vd = 5000; }; // max 5000 view distance
setViewDistance MGG_vd;
profileNamespace setVariable ['MGG_vd',MGG_vd]; // Set the variable to be persistent (save on relog)};
You can also copy and use this function for volume, simply change the variables.
Now to use this function you can simple do "-100 call mgg_changevd;" or "100 call mgg_changevd;"
Hope this helps,
for more info on profileNamespace check out the BIS WIKI:
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On 13/01/2017 at 8:34 AM, icomrade said:
There is a spare row in the player_data table, it has no purpose, and is only there because a use may eventually be found for it (Mostly because I was too lazy to remove it, since it was pointed out to me too close to release).
I think you should leave the spare row in future releases, it allows for servers owners to customise on there own system and have persistent custom variables without having to use external programs (ExtDB, arma2net ect) or having to compile there own hive. It also doesn't affect the game when it is not being used :)
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i was writing a guide on how to do it but my pc restart when i went afk during the process and i couldnt be bothered writing it up again :p
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If a player is killed within a defined range from a trader there will be a chat message notifying everyone so they can be punished.
Step 1:
Make a copy of player_death.sqf in your mission file and change the path in your compiles.sqf
Step 2:
Define your trader areas by making an array with the trader position, range, and trader name
DZE_tradersarray = [
// [[position],range,"tradername"],
// [[position],range,"tradername"] -- Don't forget the last one doesn't have a , at the end!
];
Example:
SpoilerDZE_tradersarray = [
[[4064,11665,0],510,"Trader city Bash"], // 510 = range from trader where the notification will check if the killer or victim is within. (in meters)
[[6326,7809,0],510,"Trader city Stary"],
[[11447,11364,0],510,"Trader city Klen"],
[[12944,12766,0],510,"Hero camp"],
[[1606,7803,0],510,"Bandit camp"],
[[12060,12638,0],510,"Aircraft dealer"],
[[3096,3469,0],510,"Trader city Bor"]
];Put this in your init.sqf somewhere at the top or put it inside your configVariables.sqf
Step 3:
Open your custom player_death.sqf
and find
Spoilerif (!isNull _source) then {
if (!isNull _body) then {Then add this below
Spoiler{
private ["_pos","_dis","_loc","_rng","_rnt","_systemchat"];
_pos = _x select 0;
_dis = _x select 1;
_loc = _x select 2;_playerName = name _source;
_rng = ((getPos _body) distance _pos); // Get victim position from trader
_rnt = ((getPos _source) distance _pos); // Get attacker position from trader
if (_rnt <= _dis) exitWith { // Check if victim was in trader range
_systemchat = format["(Server): TRADER KILL! %1 killed %2 when %3 was %4m from %5",_killerName,dayz_playerName,_killerName,_rng,_loc];
[nil, nil, rspawn, [_systemchat], {systemChat (_this select 0)}] call RE;
};
if (_rng <= _dis) exitWith { // Check if killer was in trader range
_systemchat = format["(Server): TRADER KILL! %1 killed %2 when %3 was %4m from %5",_killerName,dayz_playerName,dayz_playerName,_rng,_loc];
[nil, nil, rspawn, [_systemchat], {systemChat (_this select 0)}] call RE;
};
} forEach DZE_tradersarray;The whole block should look like
Spoilerif (!isNull _source) then {
if (!isNull _body) then {
{
private ["_pos","_dis","_loc","_rng","_rnt","_systemchat"];
_pos = _x select 0;
_dis = _x select 1;
_loc = _x select 2;_playerName = name _source;
_rng = ((getPos _body) distance _pos); // Get victim position from trader
_rnt = ((getPos _source) distance _pos); // Get attacker position from trader
if (_rnt <= _dis) exitWith { // Check if victim was in trader range
_systemchat = format["(Server): TRADER KILL! %1 killed %2 when %3 was %4m from %5",_killerName,dayz_playerName,_killerName,_rng,_loc];
[nil, nil, rspawn, [_systemchat], {systemChat (_this select 0)}] call RE;
};
if (_rng <= _dis) exitWith { // Check if killer was in trader range
_systemchat = format["(Server): TRADER KILL! %1 killed %2 when %3 was %4m from %5",_killerName,dayz_playerName,dayz_playerName,_rng,_loc];
[nil, nil, rspawn, [_systemchat], {systemChat (_this select 0)}] call RE;
};
} forEach DZE_tradersarray;
_distance = round (_body distance _source);
};
_sourceVehicleType = typeOf (vehicle _source);
_sourceWeapon = if (_sourceVehicleType isKindOf "LandVehicle" or _sourceVehicleType isKindOf "Air" or _sourceVehicleType isKindOf "Ship") then {_sourceVehicleType} else {currentWeapon _source};
if (_sourceWeapon == "Throw") then {_sourceWeapon = (weaponState _source) select 3;};
if (_ammo in ["PipeBomb","Mine","MineE"]) then {_sourceWeapon = _ammo;};
if (alive _source) then {
_sourceName = if (isPlayer _source) then {name _source} else {localize "STR_PLAYER_AI"};
};
};Note: This is compatible with 1.0.5.1
Comment if you have any problems!
- looter809, BigEgg and oldmatechoc
- 3
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if you want to have it add the skin their body on death simple make a custom player_death.sqf
and add this below deathHandled = true;
Spoiler[] spawn {
private["_skin","_okSkin","_result","_bp","_body"];
_body = player;
_skin = (typeOf _body);
_skin = "Skin_" + _skin;
_okSkin = isClass (configFile >> "CfgMagazines" >> _skin);if(_okSkin) then {
_result = [player,_skin] call BIS_fnc_invAdd;
if(!_result) then {
_bp = unitBackpack player;
_bp addMagazineCargoGlobal[_skin,1];
};
};
};Credits to @f3cuk for this
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You need to check the shed_init.sqf
There is an anti teleportation thing apart of the dayz mod security system. (im pretty sure)
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32 minutes ago, J.Dominic said:
1. How to disalbe Care Packages?
2. How to set infected percent for Drink Water system?
3. I try to set default item in init.sqf but doesn't work.
4. How to add more spawn point?
All my questions for 1.0.6.0 Epoch.
Thank you everybodys :)
1. In your server_monitor you can comment out the carepackage script
2. Not sure look for the infectious water hole file somewhere in dayz_code
3. You need to copy configVariables.sqf and edit default items inside it (make sure you change the filepath)
4. You need to make your own custom spawn menu if you wish to have more spawn points
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1 minute ago, lwbuk said:
Im either being a complete idiot, or my meds are getting to my head.
Im trying to add stuff to traders, pretty simple right?
Add the stuff in dayz_code\configs\cfgservertrade\category into the correct files eg BanditWeapons.hpp etc, save file, repack pbo. job done....
DZE_ConfigTrader = true; in the config variables, and I also tried adding it to the .init just in case
The items arent showing, its like its using database traders. Im completely confused, what Im I not doing or missing, as I know its something stupidly simple, but my head is just a big fuzz atm.
You have to move the files to your mission file and change the location in description.ext
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On 13/12/2016 at 2:39 AM, Dusty459 said:
Ok thank you Any news for the Single currency?
As i said, every script works...
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Has anyone else experienced issues with the group system?
I've found that 25% of the time when 2 people are respawning they will get put into the same group or grouped with randoms.
This only happens with around 20+ online?
Full list of epoch items/vehicles.
in Scripting
Posted
diag_log " ";
diag_log "=======================================";
diag_log " ";
diag_log " /\ o ._ \ / _ |_ o _ | _ _ ";
diag_log " /--\ | | \/ (/_ | | | (_ | (/_ _> ";
diag_log " ";
diag_log "=======================================";
diag_log "Air Vehicles: ";
_cfgvehicles = configFile >> "cfgVehicles";
for "_i" from 0 to (count _cfgvehicles)-1 do
{
_vehicle = _cfgvehicles select _i;
if (isClass _vehicle) then
{
_veh_type = configName _vehicle;
if ((getNumber (_vehicle >> "scope") == 2) && (getText (_vehicle >> "picture") != "") && (_veh_type isKindOf "Air") && !((_veh_type isKindOf "ParachuteBase") or (_veh_type isKindOf "BIS_Steerable_Parachute"))) then
{
diag_log((_veh_type));
};
};
};
diag_log " ";
diag_log "============================================";
diag_log " ";
diag_log " | _. ._ _| \ / _ |_ o _ | _ _ ";
diag_log " |_ (_| | | (_| \/ (/_ | | | (_ | (/_ _> ";
diag_log " ";
diag_log "============================================";
diag_log "Land Vehicles: ";
for "_i" from 0 to (count _cfgvehicles)-1 do
{
_vehicle = _cfgvehicles select _i;
if (isClass _vehicle) then
{
_veh_type = configName _vehicle;
if ((getNumber (_vehicle >> "scope") == 2) && (getText (_vehicle >> "picture") != "") && (_veh_type isKindOf "LandVehicle") && !((_veh_type isKindOf "ParachuteBase") or (_veh_type isKindOf "BIS_Steerable_Parachute"))) then
{
diag_log((_veh_type));
};
};
};
diag_log " ";
diag_log "=========================================";
diag_log " __ ";
diag_log " (_ _ _. \ / _ |_ o _ | _ _ ";
diag_log " __) (/_ (_| \/ (/_ | | | (_ | (/_ _> ";
diag_log " ";
diag_log "=========================================";
diag_log "Sea Vehicles: ";
for "_i" from 0 to (count _cfgvehicles)-1 do
{
_vehicle = _cfgvehicles select _i;
if (isClass _vehicle) then
{
_veh_type = configName _vehicle;
if ((getNumber (_vehicle >> "scope") == 2) && (getText (_vehicle >> "picture") != "") && (_veh_type isKindOf "Ship") && !((_veh_type isKindOf "ParachuteBase") or (_veh_type isKindOf "BIS_Steerable_Parachute"))) then
{
diag_log((_veh_type));
};
};
};
diag_log " ";
diag_log "==================================";
diag_log " ";
diag_log " \ / _ _. ._ _ ._ _ ";
diag_log " \/\/ (/_ (_| |_) (_) | | _> ";
diag_log " | ";
diag_log "==================================";
diag_log "Weapons: ";
_cfgweapons = configFile >> 'cfgWeapons';
for "_i" from 0 to (count _cfgweapons)-1 do
{
_weapon = _cfgweapons select _i;
if (isClass _weapon) then
{
_wpn_type = configName _weapon;
_plx = toArray _wpn_type;
_plx resize 7;
_plx;
_plx = toString _plx;
if (_plx != "ItemKey") then {
if (((getNumber (_weapon >> "scope") == 0) or (getNumber (_weapon >> "scope") == 2)) && (getText (_weapon >> "picture") != "")) then {
_mags = getArray(configfile >> 'cfgWeapons' >> _wpn_type >> 'magazines');
_config = str _mags;
diag_log(_wpn_type);
diag_log(_config);
diag_log(format["ScopeType: %1", getNumber (_weapon >> "scope")]);
};
};
};
};
diag_log " ";
diag_log "===========================";
diag_log " _ ";
diag_log " / | _ _|_ |_ o ._ _ ";
diag_log " \_ | (_) |_ | | | | | (_| ";
diag_log " _| ";
diag_log "===========================";
diag_log "Clothing: ";
_cfgvehicles = configFile >> "cfgMagazines";
for "_i" from 0 to (count _cfgvehicles)-1 do
{
_vehicle = _cfgvehicles select _i;
if (isClass _vehicle) then
{
_veh_type = configName _vehicle;
if ((getNumber (_vehicle >> "scope") == 2)) then
{
_base = inheritsFrom (_vehicle);
if ("bin\config.bin/CfgMagazines/SkinBase" == str _base) then {
_displayName = getText (_vehicle >> "displayName");
_descriptionShort = getText (_vehicle >> "descriptionShort");
diag_log(_veh_type + " " + _displayName);
};
};
};
};
diag_log " ";
diag_log "================================";
diag_log " _ ";
diag_log " |_) _. _ | ._ _. _ | _ ";
diag_log " |_) (_| (_ |< |_) (_| (_ |< _> ";
diag_log " | ";
diag_log "================================";
diag_log "Backpacks: ";
_cfgvehicles = configFile >> "cfgVehicles";
for "_i" from 0 to (count _cfgvehicles)-1 do
{
_vehicle = _cfgvehicles select _i;
if (isClass _vehicle) then
{
_veh_type = configName _vehicle;
if ((_veh_type isKindOf "Bag_Base_EP1")) then
{
diag_log(_veh_type);
};
};
};
diag_log " ";
diag_log "=================";
diag_log " __ ";
diag_log " (_ | o ._ _ ";
diag_log " __) |< | | | _> ";
diag_log " ";
diag_log "=================";
diag_log "Skins: ";
_cfgvehicles = configFile >> "cfgVehicles";
for "_i" from 0 to (count _cfgvehicles)-1 do
{
_vehicle = _cfgvehicles select _i;
if (isClass _vehicle) then
{
_veh_type = configName _vehicle;
if ((getNumber (_vehicle >> "scope") == 2) && (getText (_vehicle >> "picture") != "") && (_veh_type isKindOf "Man") && !(_veh_type isKindOf "zZombie_Base") && !(_veh_type == "Survivor1_DZ")) then
{
diag_log(str _veh_type);
};
if ((getNumber (_vehicle >> "scope") == 2) && (getText (_vehicle >> "picture") != "") && !(_veh_type == "zZombie_Base") && (_veh_type isKindOf "zZombie_Base")) then
{
diag_log("Zed Skin: " + str _veh_type);
};
if ((getNumber (_vehicle >> "scope") == 2) && (_veh_type isKindOf "CAAnimalBase") && !(_veh_type == "Cock")) then
{
diag_log("Animal Skin: " + str _veh_type);
};
};
};
diag_log " ";
diag_log "==================================";
diag_log " ";
diag_log " |\/| _. _ _. _ o ._ _ _ ";
diag_log " | | (_| (_| (_| /_ | | | (/_ _> ";
diag_log " _| ";
diag_log "==================================";
diag_log "Magazines: ";
_cfgvehicles = configFile >> "cfgMagazines";
for "_i" from 0 to (count _cfgvehicles)-1 do
{
_vehicle = _cfgvehicles select _i;
if (isClass _vehicle) then
{
_veh_type = configName _vehicle;
if ((getNumber (_vehicle >> "scope") == 2)) then
{
diag_log(_veh_type);
};
};
};
diag_log " ";
diag_log "==============================";
diag_log " _ ";
diag_log " |_) o | _| o ._ _ _ ";
diag_log " |_) |_| | | (_| | | | (_| _> ";
diag_log " _| ";
diag_log "==============================";
diag_log "Buildings: ";
_cfgobjects = configFile >> "cfgVehicles";
for "_i" from 0 to (count _cfgobjects)-1 do
{
_object = _cfgobjects select _i;
if (isClass _object) then
{
_obj_type = configName _object;
if ((getNumber (_object >> "scope") == 2) && (getText (_object >> "picture") != "") && !((_obj_type isKindOf "ParachuteBase") or (_obj_type isKindOf "BIS_Steerable_Parachute")) && (_obj_type isKindOf "Building")) then
{
diag_log((_obj_type));
};
};
};
Run this, and it will log all weapons, magazines, backpacks, clothing, vehicles and buildings to your RPT