Jump to content

Cherdenko

Member
  • Posts

    191
  • Joined

  • Last visited

  • Days Won

    6

Reputation Activity

  1. Like
    Cherdenko got a reaction from Hooty in [Release] Take a dump   
    thx a lot its gonna be a nice and creepy easteregg
  2. Like
    Cherdenko reacted to juandayz in [Release] Take a dump   
    if you dont have the scroll option, then try adding the animals class in a custom variables.sqf
    so the fn_selfactions now looks;
    and this line must be removed:
    then in variables.sqf find
    DayZ_SafeObjects above paste:
    //animals DZE_animalssupported = ["Cow01","Cow02","Cow03","Cow04","Cow01_EP1","Sheep02_EP1","Sheep01_EP1","Goat01_EP1","Goat02_EP1"];  
  3. Like
    Cherdenko got a reaction from juandayz in [Release] Take a dump   
    thx a lot its gonna be a nice and creepy easteregg
  4. Like
    Cherdenko reacted to juandayz in [Release] Take a dump   
    @Cherdenko for 1.6 (not tested) but you can try:
    open a custom fn_selfactions.sqf
    create sexanim.sqf (custom\sex\)
    if u want sound uncoment  the line //playsound "sexanim";
    create the sexanim.ogg  and put the lines for sound class in description.ext  you know what i talking about
  5. Like
    Cherdenko reacted to killerkiwi in Battlefield 2.0   
    hi guys have new battlefield script here are the files i will up date this with instructions please call this from server side not mission side will now work
     
     
    https://drive.google.com/file/d/0B9Hx4yLjmp8cbEdNV1ZCSWJUeUU/view?usp=sharing
  6. Like
    Cherdenko reacted to theduke in [Outdated][RELEASE] Virtual Garage update for 1061   
    Thanks for the input. The client RPT error is fixed. Please refer to step 5
    As for the server i have yet to reproduce it
    I also added a fix for the currency to remove properly thanks to cherdenko
    @Cherdenko I tried the z_moneyvariable again and it worked for me this time.. dont know why it didnt work the first time.. i might of forgot to save the file haha
    OP has been updated
  7. Like
    Cherdenko reacted to theduke in [Outdated][RELEASE] Virtual Garage update for 1061   
    Alright so here is the virtual garage.
    ALL CREDITS go to the original authors.
    GZA David for the Virtual Garage script
    Torndeco for the EXT Database
    All i did was change a few variables to update it for 1.0.6.1
     
    DOWNLOAD
    https://github.com/theduke77/Virtual-Garage
    I use the script a little different than intended.
    The only difference, i use vehicle and air traders to access the virtual garage, intended for use with garages, but requires gem crafting...
    The original instructions are in the download in case someone wants to do it that way
    so on with the instructions..
    Tools Required
    Notepad ++
    PBO Tool
    SQL tool such as HeidiSQL
    First we start with the mission folder.
    copy the scripts folder from the downloads into your mission folder.
    1. Open your init.sqf
    look for
    dayz_randomMaxFuelAmount add this bellow
    DZE_garagist = ["Profiteer4","Worker3","RU_Profiteer4","Hooker1","Worker2"]; save and close
    2. Open your description.ext
    add this at the bottom
    #include "scripts\garage\common.hpp" #include "scripts\garage\vehicle_garage.hpp" save and close
    4. Open your fn_selfactions.sqf
    look for
    //Player Deaths add this above
    //Garage if((_typeOfCursorTarget in DZE_garagist) && (player distance _cursorTarget < 5)) then { if (s_garage_dialog2 < 0) then { s_garage_dialog2 = player addAction ["Vehicle Garage", "scripts\garage\vehicle_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; if (s_garage_dialog < 0) then { s_garage_dialog = player addAction ["Store Vehicle in Garage", "scripts\garage\vehicle_store_list.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_garage_dialog2; s_garage_dialog2 = -1; player removeAction s_garage_dialog; s_garage_dialog = -1; }; still in the fn_selfactions.sqf
    look for
    player removeAction s_player_fuelauto2; s_player_fuelauto2 = -1; player removeAction s_player_manageDoor; s_player_manageDoor = -1; add this bellow
    player removeAction s_garage_dialog2; s_garage_dialog2 = -1; player removeAction s_garage_dialog; s_garage_dialog = -1; save and close.
    5. Open your variables.sqf
    look for dayz_resetSelfActions = {
    add this before the closing bracket     };
    s_garage_dialog = -1; s_garage_dialog2 = -1; save and close
     
    6. Open your compiles.sqf
    look for
    fn_dropItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dropItem.sqf"; add this above
    player_getVehicle = compile preprocessFileLineNumbers "scripts\garage\getvehicle.sqf"; player_storeVehicle = compile preprocessFileLineNumbers "scripts\garage\player_storeVehicle.sqf"; vehicle_info = compile preprocessFileLineNumbers "scripts\garage\vehicle_info.sqf"; Still in the compiles, add this at the bottom
    SC_fnc_removeCoins= { private ["_player","_amount","_wealth","_newwealth", "_result"]; _player = _this select 0; _amount = _this select 1; _result = false; _wealth = _player getVariable[Z_MoneyVariable,0]; if(_amount > 0)then{ if (_wealth < _amount) then { _result = false; } else { _newwealth = _wealth - _amount; _player setVariable[Z_MoneyVariable,_newwealth, true]; _player setVariable ["moneychanged",1,true]; _result = true; call player_forceSave; }; }else{ _result = true; }; _result }; SC_fnc_addCoins = { private ["_player","_amount","_wealth","_newwealth", "_result"]; _player = _this select 0; _amount = _this select 1; _result = false; _wealth = _player getVariable[Z_MoneyVariable,0]; _player setVariable[Z_MoneyVariable,_wealth + _amount, true]; call player_forceSave; _player setVariable ["moneychanged",1,true]; _newwealth = _player getVariable[Z_MoneyVariable,0]; if (_newwealth >= _wealth) then { _result = true; }; _result }; vehicle_gear_count = { private["_counter"]; _counter = 0; { _counter = _counter + _x; } count _this; _counter }; save and close
    7A. Open your publicEH.sqf
    If you don't have a custom publicEH.sqf already, go to step 7B
    look for
    if (dayz_groupSystem) then { "PVDZ_Server_UpdateGroup" addPublicVariableEventHandler {(_this select 1) spawn server_updateGroup}; }; add this bellow
    "PVDZE_queryGarageVehicle" addPublicVariableEventHandler {(_this select 1) spawn server_queryGarageVehicle};
        "PVDZE_spawnVehicle" addPublicVariableEventHandler {(_this select 1) spawn server_spawnVehicle};
        "PVDZE_storeVehicle" addPublicVariableEventHandler {(_this select 1) spawn server_storeVehicle};
    7B. Only do this step if you DON'T have a custom publicEH.sqf
    Open your init.sqf again
    look for
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; replace it with this
    call compile preprocessFileLineNumbers "scripts\garage\publicEH.sqf"; Thats it for the mission file
     
    Now for the server 
    Copy the garage folder from the download, into the compiles folder in your dayz_server folder
    1. Open your server_functions.sqf
    look for this
    spawn_vehicles = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_vehicles.sqf"; add this bellow
    "extDB" callExtension "9:DATABASE:Database2"; "extDB" callExtension format["9:ADD:DB_RAW_V2:%1",1]; "extDB" callExtension "9:LOCK"; server_queryGarageVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\server_queryGarageVehicle.sqf"; server_spawnVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\server_spawnVehicle.sqf"; server_storeVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\server_storeVehicle.sqf"; fn_asyncCall = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\fn_async.sqf"; Save and close
    Thats it for the server PBO
     
     
    BattlEye
    Add to publicvariable.txt:
    !="PVDZE_queryGarageVehicle" !="PVDZE_storeVehicle" !="PVDZE_spawnVehicle" 
     
    Infistar
    Infistar: 
    Add to _ALLOWED_Dialogs:
    2800,3800
     
    Now for the database
    Using heidi (or your favorite sql tool)
    Open SQL.txt and copy everything in there and run a query on your database.
    This will create a database called extdb
    Copy the @extdb folder to the root of your server.
    In your server launch BAT. add @extdb; before @dayz_epoch_server
    Open the @extdb folder, edit the extdb-conf.ini and change the username and password to suit your needs.
    (you might need to give all permissions for that user for the new database in heidi)
     
    All done.  Log in and go visit your vehicle traders!
    Cheers Enjoy!
     
    EDIT: updated the instructions for the fix of ANY/gear and it not taking coins. Please refer to step 6
    EDIT 22/03/2017 : Added a fix for client RPT error (Step 5) Also changed the variable for the currency
  8. Like
    Cherdenko got a reaction from salival in [Outdated] ZSC for Epoch 1.0.6.2 (And OverWatch 0.25)   
    allright so calling it vip is okay?
  9. Like
    Cherdenko got a reaction from theduke in [RELEASE] Smoke weed Dukes Style!   
    ["ItemKiloHemp","Smoke that shit","execVM 'custom\smokeweed\smokeweed.sqf';","true"] // only komma at the end if its not the last line this is for deploy anything
  10. Like
    Cherdenko got a reaction from theduke in [Outdated][RELEASE] Virtual Garage update for 1061   
    wouldn´t it be better if you´d use [Z_MoneyVariable,0]
    instead of:

    @theduke
    i think its necassary for the coins to get removed when storing vehicles etc
  11. Like
    Cherdenko got a reaction from theduke in Spawning in water in lingor island   
    official bug fix from ebbayshopper on the github page of the epochmod: @oldmatechoc @theduke
    hsa to added at the end of the server functions
    /* Create platform if respawn_west position is in water Makes sure player is standing instead of swimming when teleported to land or air */ private "_platform"; if (surfaceIsWater respawn_west_original) then { _platform = createVehicle ["Land_Dirthump01",[0,0,0],[],0,"CAN_COLLIDE"]; _platform setPosASL [respawn_west_original select 0, respawn_west_original select 1, -0.1]; _platform setVehicleInit "this enableSimulation false;this allowDamage false;"; processInitCommands; }; https://github.com/EpochModTeam/DayZ-Epoch/commit/ad7a12771abf32458a6019aa619f42d496049b01
  12. Like
    Cherdenko reacted to theduke in [Outdated][RELEASE] Virtual Garage update for 1061   
    see i thought the same thing.  I tried it and it didnt work. maybe thats because i have in my configvariables.sqf
    Z_MoneyVariable = "cashMoney"; // If using single currency this is the variable name used to store player wealth.
     
    but the variables_ZSC.sqf that came with the single currency also has a 
    Z_MoneyVariable
    but that one has a different variable.
    Z_moneyVariable = "GlobalMoney"
    So i think thats why it wasnt working for me.
    maybe @salival can clear this up for us
  13. Like
    Cherdenko got a reaction from Hooty in [1.6 Harvestable hemp, smoking weed, pot farms]   
    Update for deploy anything if you don´t like macca or just not using the extra_rc script:
    // be sure to have a komma on the lines that come before ["ItemKnife","Harvest the weed","execVM 'drugs\cuthemp.sqf';","true"], ["ItemKiloHemp","Smoke that shit","execVM 'drugs\smoke.sqf';","true"], ["ItemMachete","Harvest the weed","execVM 'drugs\cuthemp.sqf';","true"] // no komma after last line @juandayz it should work, have yet to have tested it though
  14. Like
    Cherdenko reacted to salival in [Outdated] ZSC for Epoch 1.0.6.2 (And OverWatch 0.25)   
    Probably not, but it's a little less obvious
  15. Like
    Cherdenko reacted to juandayz in Vehicle HiFi for 1.0.6.1   
    Download and drop into your custom\script\   http://www.mediafire.com/download/6fiknw6aassaxpw/erotic.zip
    *Go to your extra_rc.hpp and add:
     
  16. Like
    Cherdenko reacted to theduke in Spawning in water in lingor island   
    So i started working on a lingor map.
    I used my cherno 1061 server, and copied it. Changed the appropriate things needed for lingor. all works great.
    Except, when i die, i spawn in water. Also when i spawn in the map using essv3, 5 minutes later i shut the server, come back my character gear is wiped.
    I've done server copies like this many times, cherno to tavi. trying out diff maps... so the process isnt new.
    After searching a bit, i found this post
    https://epochmod.com/forum/topic/13854-we-spawn-swimming-in-the-ground-with-a-very-high-percentage/?do=findComment&comment=288897
    but the thread was locked. Probably cause 1061 questions got into a 1051 thread.
    So here i am making a new thread about this issue. 
    Anyone else other than @Cherdenko and I that have this issue on lingor?
  17. Like
    Cherdenko got a reaction from Thug in [Outdated] ZSC for Epoch 1.0.6.2 (And OverWatch 0.25)   
    ive made my self a donator addon for this version of global banking so if you want i can post it and @salival can include it on his github
    Edit: pull request was made on github
  18. Like
    Cherdenko got a reaction from DIO in [Release] ESSV3 - Enhanced Spawn Selection [Updated for 1.0.7.1+]   
    @Thug lucky i got a fix just right now :D
    this happens because infistar checks for ai drivers
    goto your AH.sqf in your dayz_server.pbo
    in there search for "_aidriver"
    you will now find a line of code looking like this
    _driver = driver _curVeh; _aidriver = false; if(!isNull _driver)then { if(!isPlayer _driver)then { _aidriver = true; player setVectorUp [0,0,1]; player setVelocity [0,0,0]; player setPosATL _lastPos; }; }; if(_aidriver)exitWith{hint 'Bad boys, bad boys whatcha gonna do? Whatcha gonna do when they come for you?';systemchat 'AI Drivers not allowed!';}; delete it repack the pbo and you´re good to go...
    worked for me.
    Be aware this is the quickest fix i could come up with.
    if you want sth more secure ull have to do it yourself.
  19. Like
    Cherdenko reacted to juandayz in [VERY BASIC GUIDE] TO MAKE A NEW SCRIPT   
    A very basic guide to make your own script:
     
    Feel free to complete this guide :)
    1-IN CASE U NEED ADD ONE ITEMS REQUIRED (only one)
    2-IN CASE U NEED ADD A ITEMS REQUIRED (more than one)
     
     
    *Now into the same script you will need check if this player have the item variable so:
    if (_hasitem) then { }; so the script can be:
    *Now at very top its time to define the private variables for this script so:
    private = ["name of variable","name of variable"];
    private = ["_hasitem"]; So at this time the script looks like:
    2-REMOVING ITEMS
    Here you will see how to remove more than 1 item: (   remember for remove only one item you can use player removeMagazine "FoodchickenCooked";  )
    item requiered:
    _hasitem = [["cinder_wall_kit",2], ["ItemWoodFloor",3]] call player_checkItems;
    to remove this items use:
    _remove = [["cinder_wall_kit",2],["ItemWoodFloor",3]] call player_removeItems; So now the whole script looks:
    Thers other way to say "you dont have the item required" see:
    if (!_hasitem) exitWith {cutText [format["You will need 2xcinder_wall_kit and 3xItemWoodFloor"], "PLAIN DOWN"];}; ***Note: the ! before the variable means  NOT   . So here the code say:  if player Dont Have (_hasitem) exitWith {};
    so now the script looks:
    3-ADD A TIME RESTRICTION TO USE THE SCRIPT AGAIN
    Now whats about if u wanna put a time restriction to execute the script?
    well heres the structure:
    if(_Time < _LastUsedTime) exitWith { cutText [format["wait %1 seconds !",(round(_Time - _LastUsedTime))], "PLAIN DOWN"]; }; But you need define what means _Time & _LastUsedTime variables  and need put where start to count.  So:
    _LastUsedTime = 1200;//time in seconds before use again the script
    _Time = time - lastuse; //"lastuse" is where you start to count and is equal to time so you need to put it immediately after the _hasitem variable is checked as fine...
     
    see:
    if (_hasitem) then { lastuse = time; }; Well now the whole script looks:
    4-USING RANDOMS
    Now you wanna put a random events into the script. You can use two ways:
    First:
    _randomCases = round(random(2)); switch (_randomCases) do { case 0 :{ //what happend here? }; case 1 :{ //what happend here? }; }; Or the other way:
    _randomNumbers = floor(random 100);//you can use any other number 100,200,50 if (_randomNumbers <= 30) then { //if randomNumbers is less or equal to 30 then //what happend here? }; if (_randomNumbers <= 100 && _randomNumbers > 31) then { //if randomNumbers is into 31 to 100 then //what happend here? }; So for the first example the whole script looks:
    And for the second example looks:
    5-ADD A TOOL REQUIRED
    _inventory = items player; _hastools = "ItemToolbox" in _inventory; if !(_hastools) exitWith { cutText [format["Must be equiped with 1x toolbox in your toolbet."], "PLAIN DOWN"];}; if (_hastools) then { }; So now the script looks:
    6-Allow The script only if player is an hero
    Now you want procced with the script only if player is an hero.. so:
    _PlayerHumanity = (player getVariable"humanity"); if (_PlayerHumanity < 5000) exitWith { cutText [format["Need be a hero"], "PLAIN DOWN"];}; if (_PlayerHumanity > 5000) then { }; So the whole script now is:
    7-ADD A COIN COST
    Whats about if u wanna put a coins cost to execute it?
    _costs = 200; if !([ player,_costs] call SC_fnc_removeCoins) then { titleText [format["Needs %1 %2.",_costs,CurrencyName] , "PLAIN DOWN", 1]; } else { titleText [format["Pay %1 %2 for this",_costs,CurrencyName] , "PLAIN DOWN", 1]; }; So now script looks:
    8-Nearest Required
    Now a nearest required from an objet or AI.
    _playerPos = getPosATL player; _nearestRestriction = count nearestObjects [_playerPos, ["TK_CIV_Woman01_EP1"], 4] > 0; //TK_CIV_Woman01_EP1 is an AI id if (_nearestRestriction) then { }; you can use it  to execute scripts only into plot area...
    for example:
    _playerPos = getPosATL player; _nearestRestriction = count nearestObjects [_playerPos, ["Plastic_Pole_EP1_DZ"], 30] > 0; if (_nearestRestriction) then { }; or to restrict if is present
    for example if is a plot pole in the area you cant execute the script
    _playerPos = getPosATL player; _nearestRestriction = count nearestObjects [_playerPos, ["Plastic_Pole_EP1_DZ"], 30] > 0; if (_nearestRestriction) exitWith { cutText [format["Not in plot area"], "PLAIN DOWN"];}; }; So now the script is:
    in negative case.. (if u cannot execute the script if the objet plot area is present then the script must be):

    9-Give something to the player
    here you can use:
    player addMagazine "item id"; so for example if u wanna give gold money then:
    player addMagazine "ItemBriefcase100oz"; if u wanna give coins money then:
    _add = [player, 1000] call SC_fnc_addCoins; if u wanna give a random item then:
    _add = ["ItemSodaOrangeSherbet","HandGrenade_west","ItemSodaEmpty"] call BIS_fnc_selectRandom; player addMagazine _add;  
    So for the 1st example script looks: (give gold)
    for the 2nd example looks: (give coins)
    for the 3rd example (give random item)
    10-Create a small function
    Now you need use random events and repeat a large or medium secuence.. to not write twice.. use a small functiion.. see:
    ///Function function_spawncrate = { _cratemodels=["USBasicWeapons_EP1","LocalBasicAmmunitionBox"] call BIS_fnc_selectRandom; _variete = ["ItemSodaOrangeSherbet","HandGrenade_west"] call BIS_fnc_selectRandom; _stone = ["CinderBlocks","MortarBucket","PartOreSilver"] call BIS_fnc_selectRandom; _wood = ["PartPlywoodPack","PartWoodPile","PartWoodLumber"] call BIS_fnc_selectRandom; _farm = ["FoodchickenRaw","FoodCanCorn","FoodrabbitRaw","ItemKiloHemp","FoodCanCurgon"] call BIS_fnc_selectRandom; _aiweapon = ["M16A2","M4A1"] call BIS_fnc_selectRandom; _crate1 = objNull; if (true) then{ _this = createVehicle [_cratemodels, [8352.9189, 5950.7417, -3.0517578e-005], [], 0, "CAN_COLLIDE"]; _crate1 = _this; clearWeaponCargoGlobal _crate1; clearMagazineCargoGlobal _crate1; _crate1 addWeaponCargoGlobal [_aiweapon, 1]; _crate1 addmagazinecargoglobal [_variete, 2]; _crate1 addmagazinecargoglobal [_wood, 5]; _crate1 addmagazinecargoglobal [_stone, 3]; _crate1 addmagazinecargoglobal [_farm, 3]; _crate1 setVariable ["permaLoot",true]; }; sleep 400; deleteVehicle _crate1; }; ////////////////////////////////END FUINCTON  
    script looks:
    other way is call an external script into main script see:
    [] execVM 'path\to\external\script.sqf'; so the variant to not make the small function as above is call this external.sqf 
    your main.sqf
    and you can put into external.sqf same codes as function_spawncrate
    external.sqf
    11-Some "Commands"
    sleep  ( you can use it to leave in "stand by" your script for some seconds )
    example: ( wait 40 seconds and proceed to delete a crate called _crate1 )
    sleep 40; deleteVehicle _crate1; also you can use a variable to define the time and make wait the variable with sleep command:
    _wait_time = 40; sleep _wait_time; deleteVehicle _crate1; Other way to let the script in "stand by" is use waitUntil command.
    for example wait for nearest player from an objet:
    _distance = 10; waitUntil {(player distance _xobjet) < _distance}; //proceed with the rest of the script so with waitUntil also you can wait to complete some conditions as above, where script wait for player 10 mts near the _xobjet
     
    removeAllWeapons player;  //leave a player without weapons
    removeBackpack player;  //without backpack
    {player removeMagazine _x} forEach magazines player;  //without items
    player setVariable['USEC_BloodQty',12000,true]; //set blood amount on player
    r_player_infected = true; //infect player
    [player,-100] call player_humanityChange;//modify humanity of the player
    12-Count amount of item _
    Now you need count how many items had this player in his inventory, to stop giving same item for example if thers more than 2
    _bloodbagAmount = {_x == "ItemBloodbag"} count magazines player; if (_bloodbagAmount > 2) exitWith { cutText [format["WARNING: %1, YOure Full of bloodbags", name player], "PLAIN DOWN"]; }; 13-Leave the script if player is in combat
    if (dayz_combat == 1) exitWith { cutText [format["IN COMBAT."], "PLAIN DOWN"]; }; 14-Attach to
    _player = player;//create a _player variable _mark = "RoadFlare" createVehicle getPosATL _player;//create a roadflare called _mark with the same location of _player _mark attachTo [_player, [0,0,0]];//attach _mark to _player with 0/0/0 axis values In this case we create a "RoadFlare" in the _player position and proceed to attach it with the player
  20. Like
    Cherdenko got a reaction from cloneruler in [Release] ESSV3 - Enhanced Spawn Selection [Updated for 1.0.7.1+]   
    @Thug lucky i got a fix just right now :D
    this happens because infistar checks for ai drivers
    goto your AH.sqf in your dayz_server.pbo
    in there search for "_aidriver"
    you will now find a line of code looking like this
    _driver = driver _curVeh; _aidriver = false; if(!isNull _driver)then { if(!isPlayer _driver)then { _aidriver = true; player setVectorUp [0,0,1]; player setVelocity [0,0,0]; player setPosATL _lastPos; }; }; if(_aidriver)exitWith{hint 'Bad boys, bad boys whatcha gonna do? Whatcha gonna do when they come for you?';systemchat 'AI Drivers not allowed!';}; delete it repack the pbo and you´re good to go...
    worked for me.
    Be aware this is the quickest fix i could come up with.
    if you want sth more secure ull have to do it yourself.
  21. Like
    Cherdenko got a reaction from Thug in [Release] ESSV3 - Enhanced Spawn Selection [Updated for 1.0.7.1+]   
    @Thug lucky i got a fix just right now :D
    this happens because infistar checks for ai drivers
    goto your AH.sqf in your dayz_server.pbo
    in there search for "_aidriver"
    you will now find a line of code looking like this
    _driver = driver _curVeh; _aidriver = false; if(!isNull _driver)then { if(!isPlayer _driver)then { _aidriver = true; player setVectorUp [0,0,1]; player setVelocity [0,0,0]; player setPosATL _lastPos; }; }; if(_aidriver)exitWith{hint 'Bad boys, bad boys whatcha gonna do? Whatcha gonna do when they come for you?';systemchat 'AI Drivers not allowed!';}; delete it repack the pbo and you´re good to go...
    worked for me.
    Be aware this is the quickest fix i could come up with.
    if you want sth more secure ull have to do it yourself.
  22. Like
    Cherdenko got a reaction from Linux in [RELEASE][CRAFT HOUSES BASED ON SURVIVED TIME]   
    so i discovered some bugs on your mod:
    First of all the items were no being removed from my inventory, after i placed  down the houses. second of all, what if we changed the range of the Plotpole? Does it sstill check 30 meters?
    3rd: For me no buildings/ houses can be removed.
    4th i can´t place down the large house...
    I hope i could help you improve the script...(gonna post a vid of it later duh)
    Edit: Maybe a little Promo? :D
     
    One last edit:
    If you are using deploy anything edit your overwrites Config so it looks like this:
     
  23. Like
    Cherdenko got a reaction from juandayz in Multible radiation zones with awesome visual effects!   
    im using this sound effect:
    https://mega.nz/#!CIBADZIT
    Crypto Key:
    !QAbVYbydkvT3oxe7XSSTrjyYmnX90b3n-wQwqS2iDHo
  24. Like
    Cherdenko got a reaction from juandayz in DayZ Overpoch Origins Taviana Install Guide   
    DISCLAIMER:
     
    So hello and welcome here:
     
    Let´s get started:
    Btw: you can use Dayz Epoch 1.0.5.1 as a base mod. That means: install Epoch first on your server and then move the other addons inside the root folder and and replace the Mpmission file and the dayz_server.pbo and run the query.sql in your database
    after downloading these files please unpack/ upload them to your server in the root directory...
    you wil get all the important files from me to make the server actually work.
    All of the files i that you can download are fully functional. They were tested by myself and there shouldn´t be any problems
    Don´t forget to add them in your start.bat as server mods
    Mpmission + Dayz_server + query + Battleye Filters.
    https://mega.nz/#!ydoDgZjI!HP_PctWafnin8MFquGnmE4Syh6ZCUkpyS1StGo4M0O0
     
    I hope that were all the files i´ve used.
    If you need anything just post it here.
    Hope you enjoyed.
     
  25. Like
    Cherdenko reacted to juandayz in ARMA2 JOKE FREE KEY TO YOUR FRIENDS   
    A lil joke for your friends... simule a present.. an arma2oa .. free steam key to play.
    create
    SteamArma2liberateKeys.vbs
    save and make click on it to test.  (do not worry its just a joke)
    and send it to your friends.
×
×
  • Create New...