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Joshyy

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  1. Like
    Joshyy got a reaction from Yarpii™ in [Release] Safe zone vehicle management - 1.0.6   
    This will unlock vehicles that are left inside safezones and if they are not taken within 15 minutes it will remove them.
    Step 1.
    Define your safe zone positions in config Variables or below #include "configVariables"
    DZE_SafeZonePosArray = [
    [[4064,11665,0],510], // Bash
    [[6326,7809,0],510], // Stary
    [[11447,11364,0],510], // Klen
    [[12944,12766,0],510], // Hero Camp
    [[1606,7803,0],510] // Bandit camp
    ]; 
    ^^ above are my safezones, you could also add the aircraft dealer if you wish
    Step 2.
    go to your server_monitor.sqf located in dayz_server\system
    find
    then find this below it
    add this directly below that
      
     
    This is what it should look like
    If you wish to change the settings e.g the range at which it deletes vehicles, or if you want vehicles to be removed faster or instantly simple edit the "uiSleep (60 * 15);" if you want to remove the 15 minute wait, just remove that line of code or comment it out.
     
    Leave a comment if you need any help.
  2. Confused
    Joshyy reacted to LadyVal in [HowTo] add Chernarus-Spawnselection   
    As I said before... Noob here and I am trying to be able to use the respawn system (it was by default, I managed to change it to select in the map but still fighting with the possibility to select where to spawn and if we use Halo or ground)
    So, I add the lines as the tutorial says but I am stucked in the _playermonitor because I am in Chernarus epoch 1.0.6.1 and I have this:
    _verCheck = (getText (configFile >> "CfgMods" >> "DayZ" >> "version") == "DayZ Epoch 1.0.6.1"); if (!isDedicated) then { enableSaving [false, false]; startLoadingScreen ["","RscDisplayLoadCustom"]; progressLoadingScreen 0; dayz_loadScreenMsg = localize 'str_login_missionFile'; if (_verCheck) then { progress_+ = [] execVM "DZE_Hotfix_1.0.6.1A\system\progress_monitor.sqf"; } else { progress_monitor = [] execVM "\z\addons\dayz_code\system\progress_monitor.sqf"; };_veetText (configFile >> "CfgMods" >> "DayZ" >> "version") == "DayZ Epoch 1.0.6.1");if (!isDedicated) then { enableSaving [false, false]; startLoadingScreen ["","RscDisplayLoadCustom"]; progressLoadingScreen 0; dayz_loadScreenMsg = localize 'str_login_missionFile'; if (_verCheck) then { progress_+ = [] execVM "DZE_Hotfix_1.0.6.1A\system\progress_monitor.sqf"; } else { progress_monitor = [] execVM "\z\addons\dayz_code\system\progress_monitor.sqf"; };Check = (getText (configFile >> "CfgMods" >> "DayZ" >> "version") == "DayZ Epoch 1.0.6.1");if (!isDedicated) then { enableSaving [false, false]; startLoadingScreen ["","RscDisplayLoadCustom"]; progressLoadingScreen 0; dayz_loadScreenMsg = localize 'str_login_missionFile'; if (_verCheck) then { progress_+ = [] execVM "DZE_Hotfix_1.0.6.1A\system\progress_monitor.sqf"; } else { progress_monitor = [] execVM "\z\addons\dayz_code\system\progress_monitor.sqf"; }; I guess that the _playermonitor was this progress_monitor
    And there is where I get lost.... and then, where do you add the files that are in monitor*.zip (that the newest is the 5.1 and I dont know if it works now)
    Thanks a lot for the pacience...
    ------------------------------
    ADDING:
    Yes, After following all the steps, there is something I am doing wrong because it is stucked in the screen "Waiting for host"
     
  3. Haha
    Joshyy reacted to salival in Vehicle on KoH not spawn   
    Your fnc_createvehicle.sqf is out of date, we now have authentication for vehicle creation.
    [[_dir,_location],_vehClass,false,_keySelected,_nearPlayers select 0,dayz_authKey] call server_publishVeh2; Something like this may work instead but it's hard to see without testing/seeing your code.
     
    *edit* This definitely won't work as dayz_authKey will not be present on the server.
  4. Like
    Joshyy got a reaction from Schalldampfer in Full list of epoch items/vehicles.   
    Run this, and it will log all weapons, magazines, backpacks, clothing, vehicles and buildings to your RPT
  5. Like
    Joshyy got a reaction from RedLink in Full list of epoch items/vehicles.   
    Run this, and it will log all weapons, magazines, backpacks, clothing, vehicles and buildings to your RPT
  6. Haha
    Joshyy reacted to randall421 in Loot spawn cycling issue   
    The loot spawning on my server will respawn or cycle right infrnt of you if you move more than 5m away or if someone else near you moves 5ft away. I check player_spawncheck.sqf and it looks fine. 
    player_spawncheck.sqf 
    //player_spawncheck.sqf private ["_isWreck","_maxControlledZombies","_looted","_zombied","_doNothing","_spawnZedRadius","_serverTime","_age","_nearbyBuildings","_position","_speed","_radius","_maxlocalspawned","_maxWeaponHolders","_currentWeaponHolders","_maxtoCreate","_inVehicle","_isAir","_isLand","_isSea","_Controlledzeddivided","_totalcrew","_nearby","_type","_config","_canSpawn","_dis","_checkLoot","_islocal","_bPos","_zombiesNum"]; _age = -1; //_nearbyBuildings = []; _position = [player] call fnc_getPos; _speed = speed (vehicle player); _radius = 200; //150*0.707; Pointless Processing (106.5) _spawnZedRadius = 20; /* //Tick Time PVDZ_getTickTime = player; publicVariableServer "PVDZ_getTickTime"; */ //Total Counts _maxlocalspawned = round(dayz_spawnZombies); _maxControlledZombies = round(dayz_maxLocalZombies); _maxWeaponHolders = round(dayz_maxMaxWeaponHolders); _currentWeaponHolders = round(dayz_currentWeaponHolders); //Limits (Land,Sea,Air) _inVehicle = (vehicle player != player); /* _isAir = vehicle player iskindof "Air"; _isLand = vehicle player iskindof "Land"; _isSea = vehicle player iskindof "Sea"; if (_isLand) then { } else { }; if (_isAir) then { } else { }; if (_isSea) then { } else { }; */ _doNothing = false; if (_inVehicle) then { _Controlledzeddivided = 0; //exit if too fast if (_speed > 25) exitwith {_doNothing = true;}; //Crew can spawn zeds. _totalcrew = count (crew (vehicle player)); if (_totalcrew > 1) then { _Controlledzeddivided = 2; //Dont allow driver to spawn if we have other crew members. if (player == driver (vehicle player)) exitwith {_doNothing = true;}; } else { _Controlledzeddivided = 4; }; if (_Controlledzeddivided > 0) then { _maxControlledZombies = round(_maxControlledZombies / _Controlledzeddivided); r_player_divideinvehicle = _Controlledzeddivided; }; }; if (_doNothing) exitwith {}; /*if ("ItemMap_Debug" in items player) then { deleteMarkerLocal "MaxZeds"; deleteMarkerLocal "Counter"; deleteMarkerLocal "Loot30"; deleteMarkerLocal "Loot120"; deleteMarkerLocal "Agro80"; _markerstr = createMarkerLocal ["MaxZeds", _position]; _markerstr setMarkerColorLocal "ColorYellow"; _markerstr setMarkerShapeLocal "ELLIPSE"; _markerstr setMarkerBrushLocal "Border"; _markerstr setMarkerSizeLocal [_radius, _radius]; _markerstr1 = createMarkerLocal ["Counter", _position]; _markerstr1 setMarkerColorLocal "ColorRed"; _markerstr1 setMarkerShapeLocal "ELLIPSE"; _markerstr1 setMarkerBrushLocal "Border"; _markerstr1 setMarkerSizeLocal [_radius+100, _radius+100]; _markerstr2 = createMarkerLocal ["Agro80", _position]; _markerstr2 setMarkerColorLocal "ColorRed"; _markerstr2 setMarkerShapeLocal "ELLIPSE"; _markerstr2 setMarkerBrushLocal "Border"; _markerstr2 setMarkerSizeLocal [80, 80]; _markerstr2 = createMarkerLocal ["Loot30", _position]; _markerstr2 setMarkerColorLocal "ColorRed"; _markerstr2 setMarkerShapeLocal "ELLIPSE"; _markerstr2 setMarkerBrushLocal "Border"; _markerstr2 setMarkerSizeLocal [30, 30]; _markerstr3 = createMarkerLocal ["Loot120", _position]; _markerstr3 setMarkerColorLocal "ColorBlue"; _markerstr3 setMarkerShapeLocal "ELLIPSE"; _markerstr3 setMarkerBrushLocal "Border"; _markerstr3 setMarkerSizeLocal [120, 120]; diag_log ("LocalZombies: " +str(dayz_spawnZombies) + "/" +str(dayz_maxLocalZombies)); //Logging diag_log (format["%1 Local.Agents: %2/%3, NearBy.Agents: %8/%9, Global.Agents: %6/%7, W.holders: %10/%11, (radius:%4m %5fps).","SpawnCheck", _maxlocalspawned, _maxControlledZombies, _radius, round diag_fpsmin,dayz_currentGlobalZombies, dayz_maxGlobalZeds, dayz_CurrentNearByZombies, dayz_maxNearByZombies, _currentWeaponHolders,_maxWeaponHolders]); };*/ // nearObjects is faster than nearestObjects when sorting by distance isn't needed // "Building" includes House and all of its child classes (Crashsite, IC_Fireplace1, IC_Tent, etc.) _nearby = _position nearObjects ["Building",_radius]; _maxlocalspawned = _maxlocalspawned max floor(_maxControlledZombies*.8); if (_maxlocalspawned > 0) then { _spawnZedRadius = _spawnZedRadius * 3; }; //Spawn Zeds & loot in buildings { _type = typeOf _x; _config = missionConfigFile >> "CfgLoot" >> "Buildings" >> _type; _canSpawn = isClass (_config); if (_canSpawn) then { _dis = _x distance player; _checkLoot = (count (getArray (_config >> "lootPos"))) > 0; _islocal = _x getVariable ["", false]; // object created locally via TownGenerator. //Make sure wrecks always spawn Zeds _isWreck = _x isKindOf "CrashSite"; //Loot if (getNumber(_config >> "lootChance") > 0) then { if (_currentWeaponHolders < _maxWeaponHolders) then { //Basic loot check if ((_dis < 125) and (_dis > 30) and !_inVehicle and _checkLoot) then { _serverTime = serverTime; _looted = (_x getVariable ["looted",_serverTime]); _age = _serverTime - _looted; //Building refresh rate if (_age == 0 or (_age > getNumber(_config >> "lootRefreshTimer"))) then { _x setVariable ["looted",_serverTime,!_islocal]; _x call building_spawnLoot; if (!(_x in dayz_buildingBubbleMonitor)) then { dayz_buildingBubbleMonitor set [count dayz_buildingBubbleMonitor, _x]; }; //diag_log [ diag_tickTime, "new loot at",_x,"age:", _age, "serverTime:", _serverTime]; }/* else { diag_log [ diag_tickTime, "won't spawn loot at",_x,"age:", _age, "serverTime:", _serverTime]; }*/; }; }; }; //Zeds if (getNumber(_config >> "zombieChance") > 0) then { if (_dis > _spawnZedRadius) then { _serverTime = serverTime; _zombied = (_x getVariable ["zombieSpawn",_serverTime]); _age = _serverTime - _zombied; if ((_age == 0) or (_age > 300)) then { if (!_isWreck) then { if ((dayz_spawnZombies < _maxControlledZombies) and (dayz_CurrentNearByZombies < dayz_maxNearByZombies) and (dayz_currentGlobalZombies < dayz_maxGlobalZeds)) then { _bPos = getPosATL _x; _zombiesNum = count (_bPos nearEntities ["zZombie_Base",(((sizeOf _type) * 2) + 10)]); if (_zombiesNum == 0) then { _x setVariable ["zombieSpawn",_serverTime,!_islocal]; if (!(_x in dayz_buildingBubbleMonitor)) then { //add active zed to var dayz_buildingBubbleMonitor set [count dayz_buildingBubbleMonitor, _x]; }; //start spawn [_x] call building_spawnZombies; }; //diag_log (format["%1 building. %2", __FILE__, _x]); }; } else { _bPos = getPosATL _x; _zombiesNum = count (_bPos nearEntities ["zZombie_Base",(((sizeOf _type) * 2) + 30)]); //Should be a wreck if (_zombiesNum == 0) then { [_x,_isWreck] call building_spawnZombies; }; }; }; }; }; }; } forEach _nearby; At first I thought it was a respawn timer issue or something like that but if you don't move the loot will stay, you have to back away from it or someone else has to get within range and its not like you have to run away for this to happen, you can just back up a few steps and watch the loot change right infront of you. I have been playing around with it just trying to see if i can figure it out but if anyone knows what i should do or can at least point me in the right direction it would be a huge help.
     
    Thanks
  7. Like
    Joshyy reacted to icomrade in Default Loadouts for Epoch 1.0.6.2   
    well it probably doesn't work because your server_playerLogin file is missing lines of code essential to the variables actually doing anything. Please ensure your server is properly updated to 1.0.6.2 by comparing files between those in the server pack and your dayz_server.pbo (Notepad++ has an excellent compare plugin).
    You can see the code required highlighted here: https://github.com/EpochModTeam/DayZ-Epoch/blob/eaaedf21c057cb183d169c133fc49e156b61f2bc/SQF/dayz_server/compile/server_playerLogin.sqf#L119-L129
  8. Like
    Joshyy 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.
  9. Thanks
    Joshyy reacted to Donnovan in Error   
    Error
  10. Like
    Joshyy got a reaction from Angelone in [Release] Safe zone vehicle management - 1.0.6   
    This will unlock vehicles that are left inside safezones and if they are not taken within 15 minutes it will remove them.
    Step 1.
    Define your safe zone positions in config Variables or below #include "configVariables"
    DZE_SafeZonePosArray = [
    [[4064,11665,0],510], // Bash
    [[6326,7809,0],510], // Stary
    [[11447,11364,0],510], // Klen
    [[12944,12766,0],510], // Hero Camp
    [[1606,7803,0],510] // Bandit camp
    ]; 
    ^^ above are my safezones, you could also add the aircraft dealer if you wish
    Step 2.
    go to your server_monitor.sqf located in dayz_server\system
    find
    then find this below it
    add this directly below that
      
     
    This is what it should look like
    If you wish to change the settings e.g the range at which it deletes vehicles, or if you want vehicles to be removed faster or instantly simple edit the "uiSleep (60 * 15);" if you want to remove the 15 minute wait, just remove that line of code or comment it out.
     
    Leave a comment if you need any help.
  11. Like
    Joshyy reacted to juandayz in [Release] Trader Kill Notification - 1.0.6   
    @Joshyy if possible rcognize the killer as an unique entity?
    cuz a great punish will be attach this player to a big stick in the middle of stary trader :D
    using something like
    _stick createvehicle...................... _killer attachTo [_stick, [2, 2, 0]]; sleep 60; detach _killer;  
  12. Like
    Joshyy got a reaction from SmokeyBR in [Release] Safe zone vehicle management - 1.0.6   
    This will unlock vehicles that are left inside safezones and if they are not taken within 15 minutes it will remove them.
    Step 1.
    Define your safe zone positions in config Variables or below #include "configVariables"
    DZE_SafeZonePosArray = [
    [[4064,11665,0],510], // Bash
    [[6326,7809,0],510], // Stary
    [[11447,11364,0],510], // Klen
    [[12944,12766,0],510], // Hero Camp
    [[1606,7803,0],510] // Bandit camp
    ]; 
    ^^ above are my safezones, you could also add the aircraft dealer if you wish
    Step 2.
    go to your server_monitor.sqf located in dayz_server\system
    find
    then find this below it
    add this directly below that
      
     
    This is what it should look like
    If you wish to change the settings e.g the range at which it deletes vehicles, or if you want vehicles to be removed faster or instantly simple edit the "uiSleep (60 * 15);" if you want to remove the 15 minute wait, just remove that line of code or comment it out.
     
    Leave a comment if you need any help.
  13. Like
    Joshyy got a reaction from MG-Maximus in [Release] Safe zone vehicle management - 1.0.6   
    This will unlock vehicles that are left inside safezones and if they are not taken within 15 minutes it will remove them.
    Step 1.
    Define your safe zone positions in config Variables or below #include "configVariables"
    DZE_SafeZonePosArray = [
    [[4064,11665,0],510], // Bash
    [[6326,7809,0],510], // Stary
    [[11447,11364,0],510], // Klen
    [[12944,12766,0],510], // Hero Camp
    [[1606,7803,0],510] // Bandit camp
    ]; 
    ^^ above are my safezones, you could also add the aircraft dealer if you wish
    Step 2.
    go to your server_monitor.sqf located in dayz_server\system
    find
    then find this below it
    add this directly below that
      
     
    This is what it should look like
    If you wish to change the settings e.g the range at which it deletes vehicles, or if you want vehicles to be removed faster or instantly simple edit the "uiSleep (60 * 15);" if you want to remove the 15 minute wait, just remove that line of code or comment it out.
     
    Leave a comment if you need any help.
  14. Like
    Joshyy reacted to lwbuk in What kind of server do people like?   
    I had an ultra hard server, no traders, crazy ai, but a few world spawn tanks to at least give you chance.Only 3 people ever played it, but they loved it.
    Fact is, most people want easy.. easy loot, easy zombies, easy money.
    Most of the top servers are the ones that give you a ton of stuff when you start. They are popular because people dont want to work for anything these days.
  15. Like
    Joshyy reacted to LunatikCH in Signing PBO's?   
    using this for years: http://www.armaholic.com/page.php?id=14124
    Nice and self explaining GUI
  16. Like
    Joshyy reacted to icomrade in Signing PBO's?   
    I use Sign Forge, it works great for multiple pbos, since you can feed it a folder instead of files. You can use DSutils for 1 pbo, which would probably be preferable. This application pretty much just executes DSUtils for you and can cleanup old .key and .bikey files automatically
    http://www.armaholic.com/page.php?id=28376
    my example (arguments are discussed in the readme):
    "C:\Users\icomrade\Documents\GitHub\PBO_OUTPUT\ReSign\SignForge.exe" -s "C:\Users\icomrade\Documents\GitHub\PBO_OUTPUT\addons" -r -v -a "YOUR-ADDON-NAME+VER"
  17. Like
    Joshyy reacted to theduke in Signing PBO's?   
    you need total commander to sign pbos.   I can show you how...but....
    i wrote a nice long tutorial, pc restarted and didnt feel like writting it again. LOL  Sounds familiar?
    Lets see what you have for coins, ill teach you to sign pbos..... i have a 4.5gb custom mod pack for my whitelisted server..
    here is my server
     
  18. Like
    Joshyy got a reaction from looter809 in Saving to a Character   
    You are correct profile namespace is what you should use,
    Here is an example from my 1.0.6 server
    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:
    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:
    https://community.bistudio.com/wiki/profileNamespace
  19. Like
    Joshyy got a reaction from salival in Saving to a Character   
    You are correct profile namespace is what you should use,
    Here is an example from my 1.0.6 server
    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:
    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:
    https://community.bistudio.com/wiki/profileNamespace
  20. Like
    Joshyy reacted to icomrade in [Outdated] [Release] Single Currency & Banking 1.1   
    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).
    Use Child 205 to update coins in the player_data, these coins exist across characters ( bankcoins is unused, and the idea behind keeping both columns would be to use one to say spawn a player with coins, or some other special feature)
    _key = format["CHILD:205:%1:%2:%3:%4:",(getPlayerUID _character),dayZ_instance,_globalCoins,_bankCoins];
     
    Some assistance on updating coins, since there's some of the necessary framework already in the server pbo
     
    object coins are loaded in server_monitor.sqf from the DB (_storageMoney = _x select 9;)
    https://github.com/EpochModTeam/DayZ-Epoch/blob/7e341739ee2e9226016b24d19f1a605d20445901/SQF/dayz_server/system/server_monitor.sqf#L223-L225
    Object coins are saved in server_updateObject.sqf
     
    https://github.com/EpochModTeam/DayZ-Epoch/blob/75243933b47a523f0a6b92eb7951265aabe42aad/SQF/dayz_server/compile/server_updateObject.sqf#L101-L104
    https://github.com/EpochModTeam/DayZ-Epoch/blob/75243933b47a523f0a6b92eb7951265aabe42aad/SQF/dayz_server/compile/server_updateObject.sqf#L241-L244
     
    Player coins are updated in server_playerSync.sqf
    https://github.com/EpochModTeam/DayZ-Epoch/blob/638c7dd8b8ff1bbc9c661b9924b10f8fa72f669b/SQF/dayz_server/compile/server_playerSync.sqf#L43-L45
    https://github.com/EpochModTeam/DayZ-Epoch/blob/638c7dd8b8ff1bbc9c661b9924b10f8fa72f669b/SQF/dayz_server/compile/server_playerSync.sqf#L228-L231
     
     
    Edit: Preliminary support was added in server_playerLogin.sqf and Player_monitor.fsm for coin sync upon login, but removed prior to release. you may see it here and reference for examples on how to load coins into character/players. Additionally, this commit may have unnecessary saving that is not present in the above files, I can't comment on the extent of saving necessary.
    https://github.com/EpochModTeam/DayZ-Epoch/commit/ae78fde0675241b91fed7acd6fc46d9c701b99d4
  21. Like
    Joshyy reacted to Tang0 in Epoch 1.0.6   
    any idea when 1.0.6.1 with alot of the fixes in it will be released?
  22. Like
    Joshyy got a reaction from looter809 in [Release] Trader Kill Notification - 1.0.6   
    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:
    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
    Then add this below
     
     
    The whole block should look like
     
    Note: This is compatible with 1.0.5.1
     
    Comment if you have any problems!
  23. Like
    Joshyy got a reaction from oldmatechoc in [Release] Trader Kill Notification - 1.0.6   
    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:
    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
    Then add this below
     
     
    The whole block should look like
     
    Note: This is compatible with 1.0.5.1
     
    Comment if you have any problems!
  24. Like
    Joshyy got a reaction from BigEgg in [Release] Trader Kill Notification - 1.0.6   
    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:
    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
    Then add this below
     
     
    The whole block should look like
     
    Note: This is compatible with 1.0.5.1
     
    Comment if you have any problems!
  25. Like
    Joshyy reacted to icomrade in Arma 2: DayZ Epoch 1.0.6   
    Another small update, the server .pbo remains unchanged, but the HiveExt.dll has a fix for maintenance not cleaning up certain objects properly. You will need to update your HiveExt.ini as well (the included example configs are updated in the 1.0.6C 7Zip file), as it has a new variable discussed in the gitHub commit: https://github.com/EpochModTeam/DayZ-Epoch/commit/fc9b01e91cf4d8b6a62843df9758ca9f93af4283
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