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Cherdenko

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  1. Like
    Cherdenko reacted to juandayz in [RELEASE][CRAFT HOUSES BASED ON SURVIVED TIME]   
    mmm  i can build large houses.... maybe u cant cuz survived restrictions?
    Coment all this lines in largehouses.sqf  and try build. ( u cant build another house if thers any other kind of house in plot area) any other kind of house = small,medium or large.
    //if (_Playersurvived > 8) then {
    //[format["<t align='center' size='0.75' color='#FFCC00'>>You learn build Large Houses.%1</t>",(name player)],0,0,2,2] spawn BIS_fnc_dynamicText; 
    //_Playersurvived = dayz_Survived;
    //if (_Playersurvived < 8) exitWith {
    //[format["<t align='center' size='0.75' color='#FFCC00'>>not yet! you have %1 days survived. and needs almost 8 days</t>",_Playersurvived],0,0,2,2] spawn BIS_fnc_dynamicText;
    //};
     
    for hero heal restriction... try add it in hospitalhero.sqf
    at very top above
    disableSerialization;
    add:
    private ["_LastUsedTime","_Time"]; _LastUsedTime = 900; _Time = time - lastuse; if(_Time < _LastUsedTime) exitWith { cutText [format["wait %1 seconds",(round(_Time - _LastUsedTime))], "PLAIN DOWN"]; }; at very bottom add:
    lastuse = time;  
     
  2. Like
    Cherdenko got a reaction from juandayz in [RELEASE][CRAFT HOUSES BASED ON SURVIVED TIME]   
    @juandayz YOU ARE AWESOME... ;)
     
     
  3. Like
    Cherdenko reacted to juandayz in [RELEASE][CRAFT HOUSES BASED ON SURVIVED TIME]   
    /////////Allow players by right click on Etool to:
    *Build Small Houses: (Survive 2 days + 4 WoodWalls + 1 FloorCelling)
    *Build Medium Houses: (Survive 5 days + 2 CinderWalls + 1 FloorCelling)
    *Build Large Houses: (Survive 8 days + 4 CinderWalls + 1 FloorCelling)
    *Build Hero Hospital Tent : (Survive 2 days// PlayerHumanity+5000  // 2 WoodWalls + 1 FloorCelling)
    //////////INCLUDED:
    *Only 1 house per plot area restriction.
    *Info Menu about requiere items and days survived in plot pole cursor target.
    *Heal script for Hero Hospital Tent.
    *Houses recognized as Maintein Class.
    *Remove option only for owners (not tested on friends but it should work).
    *Keep Same position after restart.
    PICS:
     
    /////////INSTALL:
    *First at all you need a custom fn_selfActions.sqf, variables.sqf ,compiles.sqf
    *And DZE_ click actions mod:
     
    1- your custom fn_selfActions.sqf :
    A:
    B:
    ***So step A & B must look like this:
     
    C:
    D:
    E:
    *Done with selfActions.sqf
    2- Now in your Custom variables.sqf
    A:
    B:
    C:
    3-Now in your Custom compiles.sqf
    A:
     4- Extra_Rc.hpp if u use group management.
     4- extra_rc.hpp if u DONT! use group management.
    IF DONT HAVE Extra_rc.hpp  AND URE USING DEPLOY ANYTHING (Tnks @Cherdenko)
    open your config.sqf in addons folder and add the lines in blue
    **** download all sqf from here: http://www.mediafire.com/download/orbkco94qn9s4vp/crafthuouses.zip    (FIXED)
     
    ////////IF U DOWNLOAD THE FILE YOU DONT NEED NOTHING MORE, JUST PLACE  "custom" download folder into  "Mpmissions\your instance\" ////////////////////////////
     
     
    ***IF DOWNLOAD LINK IS DEAD THEN:
    5-Create the sqf´s and folders.
    A: FOLDERS
     
    SQFS (drop all sqf into "Mpmissions/your instance/ custom/ scripts/house/" )
     
     
  4. Like
    Cherdenko reacted to juandayz in [RELEASE][CRAFT HOUSES BASED ON SURVIVED TIME]   
    FIXED! @Cherdenko  tnks again!
    sory fr poor quality
  5. 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:
     
  6. Like
    Cherdenko got a reaction from juandayz in [RELEASE][CRAFT HOUSES BASED ON SURVIVED TIME]   
    No Problem @juandayz I always like your work and look forward to testing it. :D
    I will later try your fix and msg you about that, if i find any more bugs or not.(but not at the moment, coz its like 4 o clock in the morning and i also need a little sleep.
  7. Like
    Cherdenko reacted to juandayz in [RELEASE][CRAFT HOUSES BASED ON SURVIVED TIME]   
    Hey! @Cherdenko tnks for your TEST!!!  well see...  First thing u note: about high position of building., i added "page up" and "pange down" from player_build.sqf to take control about where you u place the houses....  if u think its higher...  find in smallhouses.sqf mediumhouses.sqf and largehouse.sqf   this line:
    _offset = [0,8,2];  //number two is for up down
     
    For remove it::  you need a crowbar and get into the house.. also u need be a plot owner.
    And you cant build anothers houses if u already have one cuz thers a restriction amount of houses per plot area.
    i put the msg in a wrong site,, see:
    must be:
    For remove items,,, your right!  my bad... its fixed.. let me update it in download file..  TNKS SO MUCH!!
     
    tnks!!!!!!
  8. Like
    Cherdenko got a reaction from J001 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:
     
  9. Like
    Cherdenko got a reaction from juandayz in [RELEASE]^[SHOWER IN RIVERS]   
    works like a charm now thank you :)
  10. Like
    Cherdenko reacted to juandayz in [RELEASE]^[SHOWER IN RIVERS]   
    fn_selfactions.sqf
     
  11. Like
    Cherdenko got a reaction from juandayz in [RELEASE]^[SHOWER IN RIVERS]   
    Allright ty. that worked for me. But i still got a problem with the option flickering like in the video shown below.
    Also: what pretends players from relogging and doing the same hing again?
    is there anyway to make this script server side?
     
  12. Like
    Cherdenko reacted to juandayz in [RELEASE]^[SHOWER IN RIVERS]   
    ALLOW PLAYERS TO SHOWER IN RIVER.
    When players are near of Lakes they can use Scroll Menu to "Take a Shower in Rivers"
    *Add Humanity+450/infection chance/time restriction.
    ***you will need a custom fn_selfActions.sqf***
    1-Create a sqf called showerON.sqf  and put it into MPMISSIONS\YOURINSTANCE\fixes\
    paste:
    2-Now got at bottom of your fn_selfAction.sqf and paste
    3- in fn_selfactions.sqf :
    find:
    player removeAction s_player_studybody;
    s_player_studybody = -1;
    add bellow:
    player removeAction s_player_shower;
    s_player_shower = -1;
  13. Like
    Cherdenko got a reaction from ComatoseBadger in Custom Trader City   
    Hey Guys... I made a small trader city on the hill of Altar
    (Screens included)
    https://mega.nz/#F!rQAmxCzQ!BbcLpJtk5kDFkmcyF88UPQ and i would like to know if you would like to add this to your servers...
    Im currently using this as a gem trader...
    If anyone like to use it, i will upload both biedi and mission file.
    Btw this is my first work so if you have to critisize anything just do it!
     
     
     
  14. Like
    Cherdenko got a reaction from juandayz in Chage the style of inventory   
    firstly you have to move them in the dayz_code.pbo, coz they are located there
    try to call it in the config.cpp
    with
    #include Configs/RscDisplay/RscDisplayGear.hpp at the bottom of the file as the very last
     
  15. Like
    Cherdenko reacted to Shak in HELP Skin by respawn or spawn   
    There's a bit of a language barrier here I think but it seems that you're asking why anybody can choose any class?
    You've got the required humanity in the wrong area, the last set of numbers is the amount of coins you spawn with.
    Here's an example of one I use.
    ["Bandit LvL 1        (UAZ)    ","Bandit2_DZ","BanditW1_DZ",["30Rnd_556x45_Stanag",2,"ItemTNK",1],["RH_ctar21m"],"",[],[],0,-2500,1337],
     
    The -2500 is the humanity required, the 1337 is the amount of coins this class will spawn with.
    Ebay has documented the install quite well, this is lines 18/19 from classconfig.sqf.  It tells you what to put where.
     
    4. Regular class format:
        [Name,  Male Skin,  Female Skin,  Magazines and Items,  Weapons and Tools,  Bag,  Bag Mags and Items,  Bag Weps and Tools,  VIP Level,  Humanity Level, Coins]
  16. Like
    Cherdenko reacted to RimBlock in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Plot For Life v2.5 with Snap Pro v1.4.1 & Precise Base Building 1.0.4 (Built for Epoch 1.0.5.1)   Current Version Note: If you are also going to use other building mods (Vector build etc) then please check the other mods have been updated to work with v2.5 before installing.  If they have not then please use A Plot for Life v2.35 which can be downloaded from the links further down this post.   Dropbox: A Plot for Life v2.5 GitHub: A Plot for Life v2.5   V2.4 -> 2.5 upgrade.    1. Download and replace the following files in MPMissions\[Mapname]\Custom\Compile. fn_check_owner.sqf fn_find_plots.sqf 2. Download and merge (see the diffmerge tutorial links further down) the server files found in $SERVERHOME\custom (changes are fairly minimal).   That is it.   New features. Merged in Precise Base Building from his kind permission.  Please show your appreciation to him as well.
      Core Features. The whole system is is switchable between characterID and PlayerUID by setting a variable. All items built after the mod is installed with have the PlayerUID and the characterID stored for ownership checking (locked buildables will only have the PlayerUID stored as the characterID field is used for the lock code). Includes the 1.0.5.2. code to allow either SteamID or BIS PUID (written by icomrade). You can turn on the plot boundary from the plot pole and remove it.  Currently I am using the road cones with lights on top which are also visible at night.  They can be changed. Take Ownership is available from the plot pole to the plot poles owner and allows them to take ownership of all buildables in range excluding  locked storage (safes / lockboxes), tents, locked doors.  This can be changed as it is all controlled via variables.  The core idea is that this will align peoples bases to the new system for steamID storage on legacy bases.  It also means that raiders can raid a base, replace the plot pole, take ownership and not get full access to locked areas but not have 6 cycles to remove stuff etc after taking over.  Depending on the size of the base, number of objects etc this could put a bit of load on the server / DB.  It is also turn off or on-able via a variable so you can set it only to allow players to realign their bases and then disable the option. New function to check ownership or friendly status of a given object. Merged with Snap Pro and Modular build framework with permission from Raymix Please show you appreciation to Raymix as well). Uses the modular build system.
    New functions to reduce instances of common code in the building system.  Both are small and precompiled.
    fn_check_owner.sqf to check ownership and friendly status
    fn_find_plots to get all nearby plot poles and return a count and the nearest alive one (if one exists).
    Optimised code changing nearestobjects to nearEntities.
    Added delay in the Take Ownership function so the Hiveext / DB does not get spammed when taking ownership of large bases.
    Player_build.sqf is no longer used at all and had been removed from the distribution.
    Optimised code what has saved between 20k & 30k in the mission package size.
      Install Instructions are in the zip file (A Plot for Life v2.5).   Guides on how to use Diffmerge and how to integrate scripts together.   Please backup your databases and thoroughly test before putting live.   Report any bugs / suggestions in the thread.   Previous version 2.35 Dropbox: A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1 GitHub (v2.35 stable): A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1   Outstanding issues None reported. Next Version: 3.0
    Include a action menu (scroll wheel menu) for plot options and builder / owner management ()  
    Beta Testing
    As it seems theres no with an interest to do any beta testing I need to sweeten the deal.  Anyone who helps with beta testing will get access to boobytrapping doors 4 weeks before it is released publicly.  The 4 weeks will start from the v2.4 release date and will include any bug fixing period.  
     
    Boobytrapping Doors - If you have a hand grenade then you can upgrade a locked door to boobytrap it.  If the incorrect door code is entered then the hand grenade will be dropped at the position the player was when they boobytrapped the door (make sure you are on the correct side of the door when setting the trap  ;) ).
     
     
    Releases   Naming convention  

     
    Previous releases (Majors)
     


      Use and Distribution License details.   This mod is licensed under the DayZ Mod License Share Alike (DML) license.   Usage For people wishing to use the mod for their own servers, please use away.  If advertising the mod as a feature of your servers then a shoutout and a linkback to here would be appreciated but is not a requirement.   Distribution For people wishing to modify and distribute my code for this mod, the requirements are different. 1. You contact me and ask (common courtesy really). 2. You make it clear who the original creator is and provide a link to this thread.   Included mods. A Plot for Life v2.35 (Rimblock). <- is fine.
     
    Included mods.
    A Plot for Life
     
    "credits to each addon / script creator" <- is not.
     
    3. The person distributing the mod explicitly states that they are responsible for any issues with their modified version of the mod and not the original creator (i.e. me).
     
    4. Any other requirements under the  DayZ Mod License Share Alike (DML) license.
     
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