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sonikot

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Posts posted by sonikot

  1. hey mathew, where did you put it in your init? i had mine like and it doesn't seem to execute. 

    	// Anti Hack 
    	if (true) then {
    		
    	};
    	
    	//Lights
    	if (true) then {
    		//[0,0,true,true,true,58,280,600,[0.698, 0.556, 0.419],"Generator_DZ",0.1] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
    	};
    };
    
    if (dayz_REsec == 1) then {
    	
    };
    
    sleep 1; _fast_rope = [] execVM "Addons\BTC_fast_roping_init.sqf";
    
    [] execVM "AGN\agn_SafeZoneCommander.sqf";
    
    [] ExecVM "Scripts\neafbravo.sqf";                    // NEAF With Runways
    	   
    [] ExecVM "Scripts\balotar1.sqf";                    // Balota With Runways
    	   
    [] execVM "buildings\excbridge.sqf";
    
    [] execVM "addons\R3F_ARTY_AND_LOG\init.sqf"; 
    
    
    
    //Start Dynamic Weather
    if(true) then {
    	execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";
    };
    
    #include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"
    
     
    
    DefaultMagazines = ["FoodSteakCooked","ItemMorphine","ItemBandage","ItemBandage","ItemPainkiller","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD"]; 
    DefaultWeapons = ["M9SD","NVGoggles","ItemMap","ItemCompass","ItemWatch","ItemFlashlightRed","ItemToolbox"]; 
    DefaultBackpack = "DZ_Patrol_Pack_EP1"; 
    DefaultBackpackWeapon = "";
    
    
  2. oh, can you give me some insight on how you got it working and which one you used. cause i cannot get it to work at all. and its not showing in rpt logs at all either, so i can't see any errors. i've put it every where around my init file too.

  3.  

    Sonikot have a look at AIconfig.sqf for 

     

    Have a play about with the amounts just don't go higher than 1.0

     

    Also have a look at this section

     

    Here are the different ai_beahaviour you can use.

     

    • SAFE, CARELESS - Units will stay upright
    • AWARE, COMBAT - Units will stay upright most of the time, kneeling down occasionally
    • STEALTH - Units will be prone most of the time

     

    thank you mate, trying to make them work for their phat lootz. cheers!

  4. Hello,

     

    Firstly, Thank you for the script, its brilliant. 

     

    For some reason, it all works well, execpt it isn;t charging players for the rearm/repair. I've changed the prices in the service_point.sqf but i didnt alter the format.

    // Vehicle Service Point by Axe Cop
    
    private ["_folder","_servicePointClasses","_maxDistance","_actionTitleFormat","_actionCostsFormat","_costsFree","_message","_messageShown","_refuel_enable","_refuel_costs","_refuel_updateInterval","_refuel_amount","_repair_enable","_repair_costs","_repair_repairTime","_rearm_enable","_rearm_costs","_rearm_magazineCount","_lastVehicle","_lastRole","_refuel_action","_repair_action","_rearm_actions","_fnc_removeActions","_fnc_getCosts","_fnc_actionTitle","_fnc_isArmed","_fnc_getWeapons"];
    
    // ---------------- CONFIG START ----------------
    
    // general settings
    _folder = "service_point\"; // folder where the service point scripts are saved, relative to the mission file
    _servicePointClasses = ["Land_A_FuelStation_Feed"]; // service point classes (add "FuelPump_DZ" to use the dynamic Epoch fuel pumps)
    _maxDistance = 15; // maximum distance from a service point for the options to be shown
    _actionTitleFormat = "%1 (%2)"; // text of the vehicle menu, %1 = action name (Refuel, Repair, Rearm), %2 = costs (see format below)
    _actionCostsFormat = "%2 %1"; // %1 = item name, %2 = item count
    _costsFree = "free"; // text for no costs
    _message = "Vehicle Service Point nearby Rearm,Repair,Refuel"; // message to be shown when in range of a service point (set to "" to disable)
    
    // refuel settings
    _refuel_enable = true; // enable or disable the refuel option
    _refuel_costs = []; // free for all vehicles (equal to [["AllVehicles",[]]])
    _refuel_updateInterval = 0.5; // update interval (in seconds)
    _refuel_amount = 0.02; // amount of fuel to add with every update (in percent)
    
    // repair settings
    _repair_enable = true; // enable or disable the repair option
    _repair_costs = [
            ["Air",["ItemGoldBar",5]], // 5 Gold for helicopters and planes
            ["AllVehicles",["ItemGoldBar",1]] // 1 Gold for all other vehicles
    ];
    _repair_repairTime = 2; // time needed to repair each damaged part (in seconds)
    
    // rearm settings
    _rearm_enable = true; // enable or disable the rearm option
    _rearm_costs = [
            ["HMMWV_M1151_M2_CZ_DES_EP1","ArmoredSUV_PMC_DZE",["ItemGoldBar10oz",3]], // special costs for a single vehicle type
            ["Air",["ItemGoldBar10oz",2]], // 2 10oz Gold for helicopters and planes
            ["AllVehicles",["ItemGoldBar10oz",1]] // 1 10oz Gold for all other vehicles
    ];
    _rearm_magazineCount = 3; // amount of magazines to be added to the vehicle weapon
    
    // ----------------- CONFIG END -----------------
    
    call compile preprocessFileLineNumbers (_folder + "ac_functions.sqf");
    
    _lastVehicle = objNull;
    _lastRole = [];
    
    _refuel_action = -1;
    _repair_action = -1;
    _rearm_actions = [];
    
    _messageShown = false;
    
    _fnc_removeActions = {
            if (isNull _lastVehicle) exitWith {};
            _lastVehicle removeAction _refuel_action;
            _refuel_action = -1;
            _lastVehicle removeAction _repair_action;
            _repair_action = -1;
            {
                    _lastVehicle removeAction _x;
            } forEach _rearm_actions;
            _rearm_actions = [];
            _lastVehicle = objNull;
            _lastRole = [];
    };
    
    _fnc_getCosts = {
            private ["_vehicle","_costs","_cost"];
            _vehicle = _this select 0;
            _costs = _this select 1;
            _cost = [];
            {
                    private "_typeName";
                    _typeName = _x select 0;
                    if (_vehicle isKindOf _typeName) exitWith {
                            _cost = _x select 1;
                    };
            } forEach _costs;
            _cost
    };
    
    _fnc_actionTitle = {
            private ["_actionName","_costs","_costsText","_actionTitle"];
            _actionName = _this select 0;
            _costs = _this select 1;
            _costsText = _costsFree;
            if (count _costs == 2) then {
                    private ["_itemName","_itemCount","_displayName"];
                    _itemName = _costs select 0;
                    _itemCount = _costs select 1;
                    _displayName = getText (configFile >> "CfgMagazines" >> _itemName >> "displayName");
                    _costsText = format [_actionCostsFormat, _displayName, _itemCount];
            };
            _actionTitle = format [_actionTitleFormat, _actionName, _costsText];
            _actionTitle
    };
    
    _fnc_isArmed = {
            private ["_role","_armed"];
            _role = _this;
            _armed = count _role > 1;
            _armed
    };
    
    _fnc_getWeapons = {
            private ["_vehicle","_role","_weapons"];
            _vehicle = _this select 0;
            _role = _this select 1;
            _weapons = [];
            if (count _role > 1) then {
                    private ["_turret","_weaponsTurret"];
                    _turret = _role select 1;
                    _weaponsTurret = _vehicle weaponsTurret _turret;
                    {
                            private "_weaponName";
                            _weaponName = getText (configFile >> "CfgWeapons" >> _x >> "displayName");
                            _weapons set [count _weapons, [_x, _weaponName, _turret]];
                    } forEach _weaponsTurret;
            };
            _weapons
    };
    
    while {true} do {
            private ["_vehicle","_inVehicle"];
            _vehicle = vehicle player;
            _inVehicle = _vehicle != player;
            if (local _vehicle && _inVehicle) then {
                    private ["_pos","_objects","_inRange"];
                    _pos = position _vehicle;
                    _objects = nearestObjects [_pos, _servicePointClasses, _maxDistance];
                    _inRange = count _objects > 0;
                    if (_inRange) then {
                            private ["_role","_actionCondition","_costs","_actionTitle"];
                            _role = assignedVehicleRole player;
                            if (((str _role) != (str _lastRole)) || (_vehicle != _lastVehicle)) then {
                                    // vehicle or seat changed
                                    call _fnc_removeActions;
                            };
                            _lastVehicle = _vehicle;
                            _lastRole = _role;
                            _actionCondition = "vehicle _this == _target && local _target";
                            if (_refuel_action < 0 && _refuel_enable) then {
                                    _costs = [_vehicle, _refuel_costs] call _fnc_getCosts;
                                    _actionTitle = ["Refuel", _costs] call _fnc_actionTitle;
                                    _refuel_action = _vehicle addAction [_actionTitle, _folder + "service_point_refuel.sqf", [_costs, _refuel_updateInterval, _refuel_amount], -1, false, true, "", _actionCondition];
                            };
                            if (_repair_action < 0 && _repair_enable) then {
                                    _costs = [_vehicle, _repair_costs] call _fnc_getCosts;
                                    _actionTitle = ["Repair", _costs] call _fnc_actionTitle;
                                    _repair_action = _vehicle addAction [_actionTitle, _folder + "service_point_repair.sqf", [_costs, _repair_repairTime], -1, false, true, "", _actionCondition];
                            };
                            if ((_role call _fnc_isArmed) && (count _rearm_actions == 0) && _rearm_enable) then {
                                    private ["_weapons"];
                                    _costs = [_vehicle, _rearm_costs] call _fnc_getCosts;
                                    _weapons = [_vehicle, _role] call _fnc_getWeapons;
                                    {
                                            private ["_weaponName","_rearm_action"];
                                            _weaponName = _x select 1;
                                            _actionTitle = [format["Rearm %1", _weaponName], _costs] call _fnc_actionTitle;
                                            _rearm_action = _vehicle addAction [_actionTitle, _folder + "service_point_rearm.sqf", [_costs, _rearm_magazineCount, _x], -1, false, true, "", _actionCondition];
                                            _rearm_actions set [count _rearm_actions, _rearm_action];
                                    } forEach _weapons;
                            };
                            if (!_messageShown && _message != "") then {
                                    _messageShown = true;
                                    _vehicle vehicleChat _message;
                            };
                    } else {
                            call _fnc_removeActions;
                            _messageShown = false;
                    };
            } else {
                    call _fnc_removeActions;
                    _messageShown = false;
            };
            sleep 2;
    };
    
  5. Hello, anyone having a problem with the dayz missions cars blowing up when people get into them?

     

    any help would be appreciated. 

     

     

    http://opendayz.net/threads/release-dayzchernarus-mission-system.12169/

     

     

    im sure it;s something to do with this code i dont know how to change it though

     

     

    " if(vehicle _x != _x && (vehicle _x getVariable [""Mission"",0] != 1) && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"") then {" \n

  6. ok found a fix that worked.. 

     

    [solved]

    In mission.sqm

    Removed "sigisolda", from addOns[]=

    and changed "Addvault" to "canbuild" in class Sensors

    credit:stenchdofdeth

     

    http://dayzepoch.com/forum/index.php?/topic/1595-new-version-of-chernarus-updated-v11/page-3

     

    I did not have to change the "addvault" part but some of you may. it works on 1.0.2.5 for me now with custom safe zones. I used the files found in the op of the link above and only edited mission.sqm

  7. Hey guys, just finished moving all my mods over to 1.0.2.5. and i tele'd up to trader to check out some stuff, and i've got the castle back and klen and stary is wide open again. all the traders have reverted back to the normal state... is that 1.0.2.5 or... have i broken something.

     

    If you have any idea what i've broken please give a heads up. thanks

  8. well i connected it to the private msql database (one from the mod page) i set up for the dayz epoch

     

    It lets me lock and unlock

     

    But cant see players ingame, teleport em or spawn vehicle also live map is empty

    Im having the exact same problem, no vehicle or human information loading in, its connected to the server because i can shutdown, lock and unlock etc.

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