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Everything posted by juandayz

  1. juandayz

    How to delete a road

    @ViktorReznov you also can try with hideobject command _target = [0,0,0];//change by your coords _damage_ratio=150; _list = (position _target) nearRoads 50; _server_roads= _target nearObjects ["Roads ids here", _damage_ratio]; {hideObject _x } forEach _server_roads;
  2. juandayz

    How to delete a road

    @ViktorReznov not sure if works with roads.. but try execute this one at bottom of init.sqf execVM "remove_roads.sqf"; remove_roads.sqf also take a look here https://community.bistudio.com/wiki/nearRoads
  3. juandayz

    how to get arma 2 gui editor to work

    heres is a simple menu maded for portables mod. menu.hpp definesportables.hpp (this one must be called from description.ext at bottom) its used for set the base of colors,bottoms, and all shit defined in the hpp from above.
  4. juandayz

    how to get arma 2 gui editor to work

    if i remember well.. onces you did the work,, press ctrl + S to save .. then open your note ++ and paste.. you will see a lot of GUI code... then you will need create a define.hpp for it and edit almost 2 hours to change colours and variables names . Take a look on my workshop mod... the gui menu is pretty simple to use like examaple.. or @theduke custom menu mod... i was using his code mod to learn at my first time.
  5. juandayz

    how to get arma 2 gui editor to work

    Folow the program install guide. Start your arma2 game with the stragui mission. Then press 0-0-1 or 0-0-0-1 cant remember. This numbers are the radio coms to open the gui menu
  6. juandayz

    Tow and lift R3F causing an issue 1061

    @ahughes3 what about this other one: https://github.com/n8m4re/A2Epoch_Logistic epoch mod post link:
  7. juandayz

    Next Update

    would be awesome more vehicles,skins,, an update for players , think the last pass from to 1.6 was more an update for admins than for players.. and was really good. ( i note the questions about server install fall down a lot after the 1.6 update). But yes they need permissions or guys working on new models and this is a lot of work/ time for the dear dead arma2.
  8. juandayz

    auto claim missions

    I think the most easier way is put a new local variable if thers neatest player..then use this var as condition when you check if thers nearest player. So if this var was changed as true at first time then no change the marker name again. Or just get and chech the player uid onces you did the marker change at first time.
  9. Please post the code thatyoure using for it.
  10. juandayz

    auto claim missions

    Nop is just a one single marker, executed at bottom of init.sqf
  11. juandayz

    Epoch Server .......

    "z addons dayz_code system ca functions init.sqf not found" I guess your using incorrect dayz_server.pbo. Check the tutorial section in arma2 forums. Thers a guide and complete files
  12. juandayz

    auto claim missions

    @totis @DAmNRelentless maybe this help a lil to take a diferent way. i was using it for another thing--- in a pre-defined area to recognize when thers player in the area. real_time_static_marker.sqf
  13. juandayz

    Favourite map

    @strimi Same as yours.. but players are too lazy.. so i think you can use one map who comes by default. Chernarus-Takistan-Sauerland-Utes-Zargabad- etc Go in game and press Crtl + E (in main menu) to open the arma2oa 3d editor .. then you will see all maps by default.
  14. juandayz

    auto claim missions

    hey dam what do think about this: a lil modify into the loop block in mission_init.sqf
  15. juandayz

    auto claim missions

    @totis not sure cuz cannot test,, but in a quick look.. check this line in WAI/compile/mission_winorfail.sqf { if((isPlayer _x) && (_x distance _position <= wai_timeout_distance)) then { _player_near = true; }; } count playableUnits; see an example below: (Note: this line is into a loop and its not a good idea put a text into a loop but for an example its fine). { if((isPlayer _x) && (_x distance _position <= wai_timeout_distance)) then { _player_near = true; _playerName = name _x; [nil,nil,rTitleText,format["Mission Claimed by %1",_playerName], "PLAIN",10] call RE; }; } count playableUnits;
  16. juandayz

    [Release] Scrapper v3.2 [WEAPONS!]

    Very Beauty code dear soldier, well done.
  17. juandayz

    Release: Local Server Messages

    @nova For example: If u put the msg.sqf into Your Server Root/Mpmissions\Your instance\msg\ then open your init.sqf and find: execFSM "\z\addons\dayz_code\system\player_monitor.fsm"; just below paste: execVM "msg\msg.sqf"; *NOTE: if u wanna use dynamicText function then into msg.sqf //find: systemChat format["%1 %2",_chattxt,_randmsg]; //change by: [format["<t size='0.5' color='#D01000'>%1</t><br/><t size='0.5'>%2</t>",_chattxt,_randmsg],0,0,2,2] spawn BIS_fnc_dynamicText; ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Another way to make something similar, without externals scripts is using the motd line located in your : serverRoot\your instance\ config.cfg this line: motd[] = {"DayZ Epoch","Have fun!"}; motdInterval = 0; then change this line by: motd[] = { "My first Msg", "My second Msg", "My 3 Msg", "My 4 Msg"//last line without "," }; motdInterval = 120;//time in seconds between each msg.
  18. juandayz

    auto claim missions

    send me by private msg the code of your mission , to see around.
  19. juandayz

    auto claim missions

    @totis i dont know what kind of code uses that mission that youre talking about , but basically is something like this: waitUntil{{isPlayer _x && _x distance _Your_Mission_Location_Variable_Here <= 1000 } count playableunits > 0}; _playerName = name _x; [nil,nil,rTitleText,format["Mission Claimed by %1",_playerName], "PLAIN",10] call RE;
  20. juandayz

    [WIP] Scrapper v1 [OUTDATED]

    @ViktorReznov nice progress !!!! you can take some block of code from my "find items on wrecks" if u need spawn the parts over the ground and not into a crate. Also set a variable on the vehicle if u want not allow futures dismantles over the same vehicle. Any way good work viktor keep doing mods like this and your awesome fluctuating economy!!!!!
  21. juandayz

    [WIP] Scrapper v1 [OUTDATED]

    @ViktorReznov hey mate just a doubt.. scuse me cuz maybe cannot understand your code.. but do you belive if is possible use one sigle file for all of this? for example in this line of scraptastic.sqf if (_vehClass in VRapvs) then { _chance = random 100; if (_chance >= 40) then { [_vehClass] ExecVM "scripts\scrapper\GlobalScrap.sqf"; call _fn_del_vehicle; systemChat("Successfully scrapped vehicle, usable parts are in that crate!"); } else { call _fn_dmg_veh; systemChat("Be careful! You just damaged your vehicle!"); }; }; can you replace it by something like: then create a new sqf.. GlobalScrap.sqf
  22. juandayz

    1.6 [ Remake of Hotwire Safes/Lockboxes]

    no problem lance.. good luck !
  23. INSTALL: 1-You need a custom fn_selfactions.sqf 2-In a custom variables.sqf 3-Create forcevault.sqf ( drop into mpmissions\yourinstance\scripts\ ) and its done. Remember you need have a itemhotwire in your inventory.
  24. juandayz

    Humanity Restriction for certain Vehicles

    @totis @DAKA or @someoneelse can you test it... if works i guess its gonna be a lil more better for your server performance using waituntil command at top of the loop. veh_hum.sqf private ["_vehicle","_driver","_humanity","_txt"]; while {true} do { waitUntil {uiSleep 0.25;vehicle player != player}; _vehicle = vehicle player; _driver = driver (vehicle player); if (({(isPlayer _driver) && (alive _driver)} count (crew _vehicle) > 0)) then { _humanity = _driver getVariable["humanity",0]; if (typeOf _vehicle in DZE_heroHumanity && _humanity <= 20000 || (typeOf _vehicle in DZE_superHeroHumanity && _humanity <= 40000) || (typeOf _vehicle in DZE_agentHumanity && _humanity <= 60000)) then { player action ["getOut", (vehicle player)]; titleText ["","WHITE IN"]; _txt = "<img image='addons\vehicon.paa' /><br/><t size='0.7' color='#ea2828' align='center'>prohibited vehicle</t>"; [_txt, [safezoneX, safezoneW], [0.20 * safezoneH + safezoneY, 0.3 * safezoneH], 2, 0.5] spawn BIS_fnc_dynamicText; }; }; sleep 3; };
  25. juandayz

    1.6 [ Remake of Hotwire Safes/Lockboxes]

    mmm not sure if is type = "trade_items"; or type ="trade_weapons". try with " trade_items"