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juandayz

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Posts posted by juandayz

  1. 23 minutes ago, A Man said:

    Hey guys, is there a way to localize things in the mission.sqm like the Trader Names? If yes how can I do that?

    Know i dont understand the question cuz the answer is too much easy and youre not a newbie member here.

    Are you talking about the mission.sqm located in same place as init.sqf? What youre looking for?

  2. well see when i need write an object in the database..i make this:

    in my custom variables.sqf (the one i call from my init.sqf)

    for example i add:

    DZE_My_custom_Objects = ["object 1 ID","Object 2 ID"];
    
    Dayz_SafeObjects = DZE_My_custom_Objects + ["the rest of default epoch objects class names"];

    now i go to my server_monitor.sqf

    i look for:

    _isPlot = _type == "Plastic_Pole_EP1_DZ";

    and bellow paste

    _isCustomObjects = _type in DZE_MyCustom_Objects;

    Now i look for:

    Now find:

    if( (count _inventory > 0) && !_isPlot && !_doorLocked) then {

    change by:

    if( (count _inventory > 0) && !_isPlot && !_doorLocked && !_isCustomObjects) then {

    Obviously you also need take a look on the script who place the object.. for example for deploy anything mod is the player_build.sqf for default epoch is modular_build.sqf

    but i guess you need translate this question to the advanced alchemy post.

  3. in your custom variables.sqf

    paste:

    DZE_jewel_objects = ["objects ids for this mod","",""];
    DayZ_SafeObjects = DZE_jewel_objects +["Base_Fire_DZ","WoodenGate_1","WoodenGate_2","WoodenGate_3","WoodenGate_4","Land_Fire_DZ","TentStorage","TentStorage0","TentStorage1","TentStorage2","TentStorage3","TentStorage4","StashSmall","StashSmall1","StashSmall2","StashSmall3","StashSmall4","StashMedium","StashMedium1","StashMedium2","StashMedium3","StashMedium4","Wire_cat1","Sandbag1_DZ","Fence_DZ","Generator_DZ","Hedgehog_DZ","BearTrap_DZ","DomeTentStorage","DomeTentStorage0","DomeTentStorage1","DomeTentStorage2","DomeTentStorage3","DomeTentStorage4","CamoNet_DZ","Trap_Cans","TrapTripwireFlare","TrapBearTrapSmoke","TrapTripwireGrenade","TrapTripwireSmoke","TrapBearTrapFlare","TentStorageDomed","VaultStorageLocked","BagFenceRound_DZ","TrapBear","Fort_RazorWire","WoodGate_DZ","Land_HBarrier1_DZ","Land_HBarrier3_DZ","Land_HBarrier5_DZ","Fence_corrugated_DZ","M240Nest_DZ","CanvasHut_DZ","ParkBench_DZ","MetalGate_DZ","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","StorageShed_DZ","Plastic_Pole_EP1_DZ","StickFence_DZ","LightPole_DZ","FuelPump_DZ","DesertCamoNet_DZ","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ","SandNest_DZ","DeerStand_DZ","MetalPanel_DZ","WorkBench_DZ","WoodFloor_DZ","WoodLargeWall_DZ","WoodLargeWallDoor_DZ","WoodLargeWallWin_DZ","WoodSmallWall_DZ","WoodSmallWallWin_DZ","WoodSmallWallDoor_DZ","LockboxStorageLocked","WoodFloorHalf_DZ","WoodFloorQuarter_DZ","WoodStairs_DZ","WoodStairsSans_DZ","WoodStairsRails_DZ","WoodSmallWallThird_DZ","WoodLadder_DZ","Land_DZE_GarageWoodDoor","Land_DZE_LargeWoodDoor","Land_DZE_WoodDoor","Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","Land_DZE_WoodDoorLocked","CinderWallHalf_DZ","CinderWall_DZ","CinderWallDoorway_DZ","CinderWallDoor_DZ","CinderWallDoorLocked_DZ","CinderWallSmallDoorway_DZ","CinderWallDoorSmall_DZ","CinderWallDoorSmallLocked_DZ","MetalFloor_DZ","WoodRamp_DZ","GunRack_DZ","FireBarrel_DZ","WoodCrate_DZ","Scaffolding_DZ","DesertTentStorage","DesertTentStorage0","DesertTentStorage1","DesertTentStorage2","DesertTentStorage3","DesertTentStorage4"];

    anyway check if this mod already have a global variable like DZE_jewel_objects

  4. Just now, goldenpsp said:

    THANKS.  I was looking under A2 Community Projects and everything looked really old.  Completely missed the other sections, DERP.  Hate to say it but even with better graphics I still prefer the A2 zombie experience even over the A3 mods, Dayz SA etc.

    anyway here you have the mods updated that you named before:

    refuel:

    Spoiler

     

    deployable bike and anyother thing that you want:

    Spoiler

     

    WAI missions:

    Spoiler

     

    DZAI missions:

    Spoiler

     

    selftrans...open your init.sqf and find this lines:

    Spoiler
    
    DZE_SelfTransfuse = true;

     

    a lil tip: to customize a lil more the default mods included in epoch 1.6

    open your init.sqf

    Spoiler

    find this line:

    
    #include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line

    paste below:

    
    #include "dayz_code\init\configVariables.sqf"

     

    now create this path if u dont have it:

    mpmissions\your instance\dayz_code\init\

    and into this create configVariables.sqf

    Spoiler
    
    // EPOCH CONFIG VARIABLES //
    
    // To change a variable copy paste it in the mission init.sqf below the #include line.
    // Standard DayZ variables are found in dayz_code\init\variables.sqf.
    
    dayz_knifeDulling = false; // Enable knife dulling. Knives need to be sharpened after so many uses.
    dayz_matchboxCount = false; // Enable match stick count. After five uses matches run out and must be replaced.
    dayz_toolBreaking = false; //Sledgehammer, crowbar and pickaxe have a chance to break when used.
    dayz_waterBottleBreaking = false; // Water bottles have a chance to break when boiling and require duct tape to fix
    dayz_tameDogs = false; // Allow taming dogs with raw meat. Note dog behavior is experimental and buggy.
    dayz_townGenerator = false; // Spawn vanilla map junk instead of Epoch DynamicDebris. Currently only compatible with Chernarus. Also enables comfrey plant spawner which negatively impacts performance.
    dayz_townGeneratorBlackList = []; // If townGenerator is enabled it will not spawn junk within 150m of these positions. Example for Chernarus traders: [[4053,11668,0],[11463,11349,0],[6344,7806,0],[1606,7803,0],[12944,12766,0],[5075,9733,0],[12060,12638,0]]
    DZE_TempVars = [7, 15, 4, 4, 2, 6, 3, 2, 0.25, 0.75, 0.5]; //[vehicle, fire, building, moving, sun, heatpack, water, standing, rain, wind, night] water, standing, rain, wind and night factors have a negative impact on temperature. The greater they are the quicker the player gets cold.
    DZE_WeatherVariables = [10, 20, 5, 10, 0, 0.2, 0, 0.7, 0, 0.6, 0, 8, 25, 30, 0, false]; //See DynamicWeatherEffects.sqf for info on these values.
    DZE_TwoPrimaries = 2; // 0 do not allow primary weapon on back. 1 allow primary weapon on back, but not when holding a primary weapon in hand. 2 allow player to hold two primary weapons, one on back and one in their hands.
    DZE_AntiWallLimit = 3; // Number of activations before player_antiWall kills player for glitching attempt. Lower is stricter, but may result in false positives.
    DZE_DamageBeforeMaint = 0.09; // Min damage built items must have before they can be maintained
    DZE_NameTags = 0; // Name displays when looking at player up close  0 = Off, 1= On, 2 = Player choice
    DZE_ForceNameTagsInTrader = false; // Force name display when looking at player up close in traders. Overrides player choice.
    DZE_HumanityTargetDistance = 25; // Distance to show name tags (red for bandit, blue for hero, green for friend)
    DZE_HeartBeat = false; // Enable heartbeat sound when looking at bandit (<= -3000 humanity) up close
    DZE_HeliLift = true; // Enable Epoch heli lift system
    DZE_RestrictSkins = []; // Clothes that players are not allowed to wear. i.e. ["Skin_GUE_Soldier_CO_DZ","Skin_GUE_Soldier_2_DZ"] etc.
    DZE_UI = "vanilla"; //"vanilla","epoch","dark"  UI status icons style. Dark accommodates color blind people.
    DZE_VanillaUICombatIcon = true; //Display or hide combat UI icon if using DZE_UI = "vanilla"; otherwise it has no affect.
    timezoneswitch = 0; // Changes murderMenu times with this offset in hours.
    DZE_NoVehicleExplosions = false; //Disable vehicle explosions to prevent damage to objects by ramming. Doesn't work with amphibious pook which should not be used due to FPS issues.
    DZE_SafeZonePosArray = []; //Prevent players in safeZones from being killed if their vehicle is destroyed. Format is [[[3D POS], RADIUS],[[3D POS], RADIUS]]; Ex. DZE_SafeZonePosArray = [[[6325.6772,7807.7412,0],150],[[4063.4226,11664.19,0],150]];
    DZE_SafeZoneNoBuildItems = []; // Array of object class names not allowed to build near the safe zones listed above. i.e ["VaultStorageLocked","LockboxStorageLocked","Plastic_Pole_EP1_DZ"] etc.
    DZE_SafeZoneNoBuildDistance = 150; // Distance from safe zones listed above to disallow building near.
    DZE_NoBuildNear = []; //Array of object class names that are blacklisted to build near. i.e ["Land_Mil_ControlTower","Land_SS_hangar"] etc.
    DZE_NoBuildNearDistance = 150; // Distance from blacklisted objects to disallow building near.
    DZE_GodModeBaseExclude = []; //Array of object class names excluded from the god mode bases feature
    DZE_salvageLocked = true; //Enable or disable salvaging of locked vehicles, useful for stopping griefing on locked vehicles.
    DZE_DisabledChannels = [(localize "str_channel_side"),(localize "str_channel_global"),(localize "str_channel_command")]; //List of disabled voice channels. Other channels are: "str_channel_group","str_channel_direct","str_channel_vehicle"
    DZE_NutritionDivisor = [1, 1, 1, 1]; //array of DIVISORS that regulate the rate of [calories, thirst, hunger, temperature] use when "working" (keep in mind that temperature raises with actions) - min values 0.1
    
    // Death Messages
    DZE_DeathMsgChat = "none"; //"none","global","side","system" Display death messages in selected chat channel.
    DZE_DeathMsgDynamicText = false; // Display death messages as dynamicText in the top left with weapon icons.
    DZE_DeathMsgRolling = false; // Display death messages as rolling messages in bottom center of screen.
    DZE_DeathScreen = true; // True=Use Epoch death screen (Trade city obituaries have been amended) False=Use DayZ death screen (You are dead)
    DZE_ServerLogHits = false; // Log damage source, weapon, distance and ammo to server RPT for player hits. Useful for detecting damage and ammo cheats.
    
    // Dynamic Vehicles
    DynamicVehicleDamageLow = 0; // Min damage random vehicles can spawn with
    DynamicVehicleDamageHigh = 100; // Max damage random vehicles can spawn with
    DynamicVehicleFuelLow = 0; // Min fuel random vehicles can spawn with
    DynamicVehicleFuelHigh = 100; // Max fuel random vehicles can spawn with
    MaxAmmoBoxes = 3; // Max number of random Supply_Crate_DZE filled with vehicle ammo to spawn around the map
    MaxMineVeins = 50; // Max number of random mine veins to spawn around the map
    
    // HALO Jump
    DZE_HaloAltitudeMeter = false; // Display altitude and speed on screen while in halo jump.
    DZE_HaloOpenChuteHeight = 180; // Automatically open chute at specified height. Set to -1 to disable this feature.
    DZE_HaloSpawnHeight = 2000; // This is the altitude fresh spawn players start at when HALO spawn is enabled.
    DZE_HaloJump = true; // Enable halo jumping out of air vehicles above 400m
    
    // Trader Menu
    DZE_ConfigTrader = true; // Use config files for traders instead of database. Loads faster and uses less network traffic. False enables database traders with legacy trader menu.
    DZE_serverLogTrades = true; // Log trades to server RPT (sent with publicVariableServer on every trade)
    DZE_GemOccurance = [["ItemTopaz",10], ["ItemObsidian",8], ["ItemSapphire",6], ["ItemAmethyst",4], ["ItemEmerald",3], ["ItemCitrine",2], ["ItemRuby",1]]; //Sets how rare each gem is in the order shown when mining (whole numbers only)
    DZE_GemWorthArray = [["ItemTopaz",15000], ["ItemObsidian",20000], ["ItemSapphire",25000], ["ItemAmethyst",30000], ["ItemEmerald",35000], ["ItemCitrine",40000], ["ItemRuby",45000]]; // Array of gem prices, only works with config traders. Set DZE_GemWorthArray=[]; to disable return change in gems.
    DZE_SaleRequiresKey = false; // Require the player has the key for a vehicle in order to sell it. The key can be in the player's toolbelt, backpack, or the vehicle's inventory.
    DZE_TRADER_SPAWNMODE = false; // Vehicles purchased at traders will be parachuted in
    Z_VehicleDistance = 40; // Max distance a vehicle can be sold or accessed from at a trader.
    Z_AllowTakingMoneyFromBackpack = true; // Allow traders to take money from backpacks when buying with default currency.
    Z_AllowTakingMoneyFromVehicle = true; // Allow traders to take money from vehicles when buying with default currency.
    Z_SingleCurrency = false; // Does your server use a single currency system?
    CurrencyName = "Coins"; // If using single currency this is the currency display name.
    Z_MoneyVariable = "cashMoney"; // If using single currency this is the variable name used to store player wealth.
    DZE_MoneyStorageClasses = []; // If using single currency this is an array of object classes players can store coins in.
    
    // Plot Management and Plot for Life
    DZE_permanentPlot = true; // Plot ownership saves after death. Enables Plot for Life by @RimBlock and Plot Management by @DevZupa.
    DZE_plotManagementMustBeClose = false; //Players must be within 10m of pole to be added as a plot friend.
    DZE_PlotManagementAdmins = []; //Array of admin PlayerUIDs. UIDs in this list are able to access every pole's management menu and delete or build any buildable with a pole nearby.
    DZE_MaxPlotFriends = 10; //Max friends allowed on a plot. There is no character limit in the inventory field of the database, but lower values limit the max global setVariable size to improve performance.
    DZE_maintainCurrencyRate = 100; //The currency rate of what maintaining an item will be, for instance: at 100, 10 items will have a worth of 1000 (1 10oz gold or 1k coins) see actions/maintain_area.sqf for more examples.
    DZE_isRemovable = ["Plastic_Pole_EP1_DZ"]; //Items that can be removed with a crowbar with no ownership or access required. To forbid base take overs remove plot pole from this list and add it to DZE_restrictRemoval. It is not necessary to add wrecks or items that inherit from 'BuiltItems' to this list.
    DZE_restrictRemoval = ["Fence_corrugated_DZ","M240Nest_DZ","ParkBench_DZ","FireBarrel_DZ","Scaffolding_DZ","CanvasHut_DZ","LightPole_DZ","DeerStand_DZ","MetalGate_DZ","StickFence_DZ"]; //Items that can be removed with a crowbar only with proper ownership or access. It is not necessary to add doors, storage or items that inherit from 'ModularItems' to this list. Items that inherit from 'BuiltItems' can be added to this list if desired.
    
    // Snap Build and Build Vectors
    DZE_modularBuild = true; // Enable Snap Building by @raymix and Build Vectors by @strikerforce.
    DZE_snapExtraRange = 0; // Increase the default range from which objects can snap by this many meters.
    DZE_noRotate = []; // List of objects (magazine classnames) that cannot be rotated. Example: ["ItemVault","ItemTent","ItemDomeTent","ItemDesertTent"];
    DZE_vectorDegrees = [0.01, 0.1, 1, 5, 15, 45, 90]; // Degree positions players are able to rotate buildables with using the build vectors action menu.
    DZE_curDegree = 45; // Starting rotation angle. Prefer any value in the array above.
    DZE_dirWithDegrees = true; // When rotating objects with Q&E, use the custom degrees.
    DZE_buildMaxMoveDistance = 10; // Max distance player can walk from start position when building. Anything >= the differnce between DZE_PlotPole values is not recommended (allows walking into other plots).
    DZE_buildMaxHeightDistance = 10; // Max distance player can raise or lower object from start position when building.
    
    // Door Management
    DZE_doorManagement = true; // Enable Door Management by @DevZupa. 
    DZE_doorManagementMustBeClose = false; //Players must be within 10m of door to be added as a door friend.
    DZE_doorManagementAdmins = []; //Array of admin PlayerUIDs. UIDs in this list are able to access every door's management menu and open it.
    DZE_doorManagementAllowManualCode = true; //Allow unlocking doors by manually entering the combination. Setting false requires the use of eye scan for all doors.
    DZE_doorManagementMaxFriends = 10; //Max friends allowed on a door. There is no character limit in the inventory field of the database, but lower values limit the max global setVariable size to improve performance.
    DZE_doorManagementHarderPenalty = true; //Enforce an exponential wait on attempts between unlocking a door from a failed code.
    
    // Group System
    dayz_groupSystem = false; // Enable group system
    dayz_markGroup = 1; // Players can see their group members on the map 0=never, 1=always, 2=With GPS only
    dayz_markSelf = 0; // Players can see their own position on the map 0=never, 1=always, 2=With GPS only
    dayz_markBody = 0; // Players can see their corpse position on the map 0=never, 1=always, 2=With GPS only
    dayz_requireRadio = false; // Require players to have a radio on their toolbelt to create a group, be in a group and receive invites.
    
    /* 
    	Developers:
    	
    	This file's purpose is to slim down init.sqf to only the map specific and most frequently changed variables.
    	It cuts down on the amount of if(isNil)then{}; statements in variables.sqf and makes the mission smaller.
    	
    	Variables that are map specific or frequently changed should be included in init.sqf by default
    	with a corresponding if(isNil)then{}; in variables.sqf.
    */

     

    edit at your taste and remove each line that you not edit.

  5. @goldenpsp

    selfbloodbag is included by default in the new epoch 1,6. you will find the option to enable/disable in your init.sqf

    about Roaming AI- WAI missions- deployable bikes and refueling is all in arma2 mod section (not in arma2 legacy)

    anyway take a look on this guide: Show you how to install most of commons mods from 0. also at the end have a server pack with all steps maded before if u need check anything.

    Wellcome back again!

  6. 45 minutes ago, Erzengelgames said:

    ooooooooooh jesus !!! pray lord gaben pray you.

    You ** solved it finaly <333

    is there any way to say thakns ? you got my server running !

    Maybe a lil cortesy is give a "like" in almost one of the @salivals comments here trying to help you. Glad to know your server is running. Check a file called configvariables.sqf now. Thers a few lines for enable the default snap pro,plot management,4life,dzgm,doormanagement..and much more

  7. Well..time to think.

    You try with a new db..still dsnt works.

    You fix all yours rpt errors ..still dsnt works.

    You check your hiveEXT.ini lines about objet_data ...no fix

    Do you tryied the salivals suggestion about use a fresh dayz_server.pbo? I was reading you dint cuz u have severalas additions inside.

     

    what I want to say is

    if I had your problem what I would do:

    1-check my rpt and fix anykind of issue droped here.

    if thers no fix then

    2-Try with a new database

    if thers no fix then

    3-try with a new fresh dayz_server.pbo

    if thers no fix then

    4-remove all my servers files and start a new server again. so problem fixed in a few hours.

    But seems like you choose what things try and whats things not. For example you never told me about your HiveExt lines. or never tryed the salival suggestion about a fresh dayz_server.pbo.

  8. @Erzengelgames  how this lines looks in yout HiveExt.ini ?

    [Objects]
    ;Which table should the objects be stored and fetched from ?
    ;Table = Object_DATA
    
    ;Negative values will disable this feature
    ;0 means that ALL empty placed items will be deleted every server restart
    ;A positive number is how old (in days) a placed empty item must be, in order for it to be deleted
    CleanupPlacedAfterDays = -1

     

  9. 1 minute ago, salival said:

    I think this is a really good solution, but I think it should be further down after you place the deployable, since the player can be away from the wall/door but the deployable can be "inside" it

    Good point. Maybe if we increase the distance from walls? Same distance as the offset of the bike?

  10. Just now, ReDBaroN said:

    We're having a problem where players have worked out that you can build a bike half into a wall, get on it and pass through the wall without triggering the anti-wall protection.

    In the deploy config I see we can add a condition at the end. does anyone know what the code would be to not let players deploy a bike within x metres of a plot pole?

    Thanks

    maybe a better idea is add a nearest wall restriction in player_deploy.sqf

    Spoiler
    
    FIND:
    //### BEGIN MODIFIED CODE: player_deploy
    //_classname =    getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "create");
    //_classnametmp = _classname;
    //_require =  getArray (configFile >> "cfgMagazines" >> _this >> "ItemActions" >> "Build" >> "require");
    //_text =         getText (configFile >> "CfgVehicles" >> _classname >> "displayName");
    //_ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview");
    _classname      = _index call getDeployableClass;
    _classnametmp   = _classname;
    _require        = [];
    _text           = _index call getDeployableDisplay;
    _ghost          = "";
    //### END MODIFIED CODE: player_deploy
    
    PASTE BELOW:
    
    
    
    _pos = [player] call FNC_GetPos;
    _NOTALLOW = ["WoodSmallWall_DZ","CinderWallHalf_DZ","CinderWall_DZ","CinderWallSmallDoorway_DZ","CinderWallDoorway_DZ","WoodSmallWallThird_DZ",
    "WoodSmallWallWin_DZ","WoodSmallWallDoor_DZ","Land_DZE_WoodDoor","Land_DZE_WoodDoorLocked","Land_DZE_GarageWoodDoor","Land_DZE_GarageWoodDoorLocked","WoodLargeWall_DZ",
    "WoodLargeWallWin_DZ","WoodLargeWallDoor_DZ","Land_DZE_LargeWoodDoor","Land_DZE_LargeWoodDoorLocked"];
    
    _nearRestr = count nearestObjects [_pos, _NOTALLOW, 5] > 0;
    
    if (_nearRestr && (_classname isKindOf "MMT_Civ")) exitWith {
    dayz_actionInProgress = false;
    systemChat("Bikes Not Allowed near of walls");
    };

    if ure using Two diferents bikes.. then add another check:

    _pos = [player] call FNC_GetPos;
    _NOTALLOW = ["WoodSmallWall_DZ","CinderWallHalf_DZ","CinderWall_DZ","CinderWallSmallDoorway_DZ","CinderWallDoorway_DZ","WoodSmallWallThird_DZ",
    "WoodSmallWallWin_DZ","WoodSmallWallDoor_DZ","Land_DZE_WoodDoor","Land_DZE_WoodDoorLocked","Land_DZE_GarageWoodDoor","Land_DZE_GarageWoodDoorLocked","WoodLargeWall_DZ",
    "WoodLargeWallWin_DZ","WoodLargeWallDoor_DZ","Land_DZE_LargeWoodDoor","Land_DZE_LargeWoodDoorLocked"];
    
    _nearRestr = count nearestObjects [_pos, _NOTALLOW, 5] > 0;
    
    if (_nearRestr && (_classname isKindOf "MMT_Civ")or (_classname isKindOf "Old_bike_TK_INS_EP1")) exitWith {
    dayz_actionInProgress = false;
    systemChat("Bikes Not Allowed near of walls");
    };
    
    
  11. 21 minutes ago, Av1um said:

    same thing happening.

    Player Ri5c connected (ID = 76561197973089278)
    Player disconnected

    we've already been playing together on other epoch servers, so I assume he launched the game with correct parameters (using dayzlauncher anyway)

    But someone else can join to yourr server?

    Can you upload in pastebin.com youre whole rpt , hive.log and hiveEXT.ini (remove the passwords for the last one) and give us the pastebin links?

  12. Just now, Erzengelgames said:

    great. are there more variables like that for something like playours?

     

    playersNumber west;  (count players onlines)

    dayz_Survived; (reals days survived by X player)

    dayz_spawnselection (player spawn location)

    (round diag_fps)    (fps)

    (round diag_fpsmin)  (min fps)

    (round(r_player_blood))    (blood amount)
     (round(dayz_hunger))      (hunger %)
     (round(dayz_thirst))         (thirst %)

    (dayz_currentGlobalZombies)

    (round(player getVariable['humanity', 0]))

    _kills = player getVariable['humanKills', 0];
    		_zkills = player getVariable['zombieKills', 0];
    		_bkills = player getVariable['banditKills', 0];
    		_killer = [_kills + _zkills + _bkills]call BIS_fnc_numberText; //show you in a unique line a count of those variables from above.

    take a look in the default variables.sqf to find a little more. you also can check some debug_monitor.sqf maded by some one here to see others variables.

  13. Just now, Erzengelgames said:

    hi, i got the problem that the scoul menu is not showing up. i did install everything right .. pretty shure on that (no errors in rpt), set up my uid in super admin & admin bacause i though superadmin might not be working, the rpt says it loaded up both files.. anyone can help me on that ? baught infistar but this tool seems to fit more to my needs

    actually the admins tools is not complete updated ( or almost this is was i seen in my last view) ... i use this tools for my test server since epoch 1.6 comming.

    https://github.com/ebayShopper/TestKit   (great addon)

    not so great : :laugh:

    but you can use this two togethers without issues.

  14. mean this :

    Warning Message: No entry 'bin\config.bin/CfgMagazines.cinder_wall_kit'.
    15:55:37 Warning Message: No entry '.picture'.
    15:55:37 Warning Message: '/' is not a value
    15:55:37 Warning Message: No entry '.scope'.

    is a specific error when thers a item with a bad "id" for example  if u put  _crate addMagazine "bloodbag"; you gonna have a bad id.. must be "ItemBloodbag".

    i think the new one for 1.6 is

    full_cinder_wall_kit or half_cinder_wall_kit

  15. the issue about african and arma1 buildings you can fix in mission.sqf (add lines in blue)

    Spoiler

    addOns[]=
        {
            "ibr_panthera2",
            "map_eu",
            "ca_modules_animals",
            "dayz_anim",
            "dayz_code",
            "dayz_communityassets",
            "dayz_weapons",
            "dayz_equip",
            "cacharacters_pmc",
            "ca_modules_functions",
            "dayz_epoch",
            "warfarebuildings",
            "ind_tank",
            "camisc_e",
            "glt_m300t",
            "pook_h13",
            "csj_gyroac",
            "jetskiyanahuiaddon",
            "redryder",
            "Anzio_20",
            "warehouse",
            "mbg_killhouses",
            "mbg_buildings_3",
            "mbg_african_buildings",
            "glt_bh_wreck_burned",
            "aif_arma1buildings"

        };

    about dzai, do you have any event with a bad id? or trader?

  16. nice:

    this issue can be fixed in DZAI i guess.

    Warning Message: No entry 'bin\config.bin/CfgMagazines.cinder_wall_kit'.
    15:55:37 Warning Message: No entry '.picture'.
    15:55:37 Warning Message: '/' is not a value
    15:55:37 Warning Message: No entry '.scope'.

    find cinder_wall_kit and check if is the correct id.

     

    the strangeconvex error and player without identity are commons ( do not care about it).

    the issue about african and arma1 buildings you can fix in mission.sqf (add lines in blue)

    Spoiler

    addOns[]=
        {
            "ibr_panthera2",
            "map_eu",
            "ca_modules_animals",
            "dayz_anim",
            "dayz_code",
            "dayz_communityassets",
            "dayz_weapons",
            "dayz_equip",
            "cacharacters_pmc",
            "ca_modules_functions",
            "dayz_epoch",
            "warfarebuildings",
            "ind_tank",
            "camisc_e",
            "glt_m300t",
            "pook_h13",
            "csj_gyroac",
            "jetskiyanahuiaddon",
            "redryder",
            "Anzio_20",
            "warehouse",
            "mbg_killhouses",
            "mbg_buildings_3",
            "mbg_african_buildings",
            "glt_bh_wreck_burned",
            "aif_arma1buildings"

        };

     

  17. Just now, Erzengelgames said:

    new db or would it be enogh to create a new object_data ?

     

    edit iam sorry i have to ask so much but this is the most complex problem i ever had and the 2nd one i cant fix with just testing ..

    haha dont worry. create a whole db. (just for test) do not delete the other one. just load in HiveExt.ini the new one.

    another thing that i can tell you for testing is create a sqf who forces write objects to your db to see what happend. (i have one created) gonna send you by private.

    Is your choise.. really i dont have idea why its happend to you. is why i sent you to discard things

    maybe you can wait to salival response or otherone who see your specific error just with all the info that you give us.

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