Welcome to Epoch Mod Community

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more!

This message will be removed once you have signed in.

juandayz

Collaborator
  • Content count

    1802
  • Joined

  • Last visited

  • Days Won

    130

juandayz last won the day on June 14

juandayz had the most liked content!

About juandayz

  • Rank
    Legend
  • Birthday 12/17/83

Profile Information

  • Gender
    Male
  • Location
    Buenos Aires,Argentina
  • Interests
    I Like soccer,zombies && girls. Strategyc games, dont care that shit about greats 3D graphics i can play so well Carmen San Diego.And i Like NoFX,Ramones,SexPistols and blabla

Recent Profile Visitors

3214 profile views
  1. @megaz hely_guard.sqf (by donnovan) at bottom of init.sqf //DDOS Heli Guard execVM "scripts\others\heli_guard.sqf"; original post:
  2. @ViktorReznov awesome!! really like it. do you think you can made fluctuating prize over the server up time? I dont know how is defined DZE_ecoMult but basically something like this? DZE_ecoMult call BIS_fnc_selectRandom; waituntil {(round(time)) > 300}; if (time > 300) then { [nil,nil,rTitleText,"Prices has changes", "PLAIN",10] call RE; DZE_ecoMult call BIS_fnc_selectRandom; }; waituntil {(round(time)) > 1700}; if (time > 1700) then { [nil,nil,rTitleText,"Prices has changes", "PLAIN",10] call RE; DZE_ecoMult call BIS_fnc_selectRandom; };
  3. @Anhor if that way dsnt works.. then lets do everything in the old way. 1-create searchlight.sqf *NOTE: edit items required from the file of above in this lines: 2-open your custom variables.sqf 3-server_monitor.sqf 4-at least call searchlight.sqf with deployanything ["ItemToolbox","DeployLights","execVM 'scripts\searchlight.sqf';","true"],
  4. @theduke @Thug 1-at bottom of server_functions.sqf call compile preProcessFileLineNumbers "z\addons\dayz_server\init\flag.sqf"; 2-into dayz_server.pbo\init\ create flag.sqf 3-create the flag.jpg into mpmissions\your instance\scripts\ 4-repack dayz_server.pbo and VERY IMPORTANT also pack your instance.pbo
  5. try make it to the old way. you create in deployanything all about rightclick. Open your server_monitor.sqf and find: _isPlot = _type == "Plastic_Pole_EP1_DZ"; below paste: _isSlight = _type == "SearchLIGHT ID HERE"; find: if( (count _inventory > 0) && !_isPlot && !_doorLocked) then { change by: if( (count _inventory > 0) && !_isPlot && !_doorLocked && !_isSLight) then {
  6. check the step 4 if u are adding the s_player_cleanguts -1; 4-custom Variables.sqf Find: //Player self-action handles dayz_resetSelfActions = { below paste s_player_zhide2 = -1; s_player_zhide3 = -1; s_player_cleanguts = -1;
  7. @lwbuk @harcosgoogle maybe im wrong but i think is not possible buy static weapons as crafteable items... only the "M240Nest_DZ" should be work. but not M2 or DSHKM statics weapons. I think he need sell an specific item and create a sqf associated with this item to craft the mounted weapon. and add it to safevehicles variable.
  8. its counts humans murders, _kills = [player getVariable['humanKills', 0]]call BIS_fnc_numberText; not AI. But thers a problem with skins i guess.. skins from civil side killing others do not count the kills.. taked as friendly fire. gonna made a proobe only with west side skins. Edit: @WagnerMello send you by private a new version with all your changes.
  9. i wrote it to let players build houses..but a quick change to do that you want: you need a custom keyboard.sqf and you need put a key to call the sqf from below. ( assume you know how to do it) example with "9" key. if (_dikCode == 0x0A) then {[]execVM "yourpath\admbuildmenu.sqf";}; //#9 key admbuildmenu.sqf (you can add more buildables if u want) admbuild.sqf
  10. ohh i was thinking brazil and germany is in the same continent.. Oceania.. ahha no just a joke America-Europe. Still remember 7-1. you know what im talking about.
  11. in this moiment thers a brazilian server by wagner running it. if u wanna join we are playing now :D
  12. walkamongsthedead.sqf
  13. i think are redundants same as here see: if (_typeOfCursorTarget in DZE_MoneyStorageClasses && {!locked _cursorTarget} && {(_typeOfCursorTarget in DZE_UnLockedStorage)} && {player distance _cursorTarget < 5}) then { but, dont have doubts that the way you write it works.. anyway maybe you put it cuz you defined in the variables.sqf DZE_MoneyStorageClasses = DZE_LockableStorage; and in default variables the two locked ids are defined: DZE_LockableStorage = ["VaultStorage","VaultStorageLocked","LockboxStorageLocked","LockboxStorage"];
  14. @ChrisRedfield well your fn_selfactions seems be fine.. are the same as provided by the mod. the only thing is this redundancy if (_typeOfCursorTarget in DZE_MoneyStorageClasses && {!locked _cursorTarget} && {!(_typeOfCursorTarget in DZE_LockedStorage)} && {player distance _cursorTarget < 5}) then { in the lines in red youre cheking if is not a loked target and if the storage is not defined in variables.sqf as loked: DZE_LockedStorage = ["VaultStorageLocked","LockboxStorageLocked"]; is the same in other way. But i think this works for the others guys. but anyway your issue sounds like youre missing one of player removeAction s_bank_dialog2; s_bank_dialog2 = -1; in somewhere.
  15. but if u still want do it with righ click actions then read it or here you got another