-
Posts
2098 -
Joined
-
Last visited
-
Days Won
144
Content Type
Profiles
Forums
Articles
Posts posted by juandayz
-
-
Quote
effect the communication to the db?
dont think so too.. but is hard find a issue when you have a lot ..that is what i mean. why you not try with a new db? to discard that ewrror becomes from a sqf=?
-
well your fn_selfactions have a lot of errors. your variables too. you also carry on an error from this mod who spawns things with jewells. Have a bad weapon/item class name in somewhere.... can be an event, a script who spawn items.. or whatever.
Spoiler13:39:46 Error position: <dayz_allowedObjects + _CraftingArray; //saw same error forced by 13:39:46 Error in expression <apphire + _Topaz; dayz_allowedObjects = dayz_allowedObjects + _CraftingArray; DZ> 13:39:46 Error position: <dayz_allowedObjects + _CraftingArray; DZ> 13:39:46 Error Nicht definierte Variable in Ausdruck: dayz_allowedobjects 13:39:46 File mpmissions\DayZ_Epoch_11.Chernarus\custom\Buildables\variables.sqf, line 83 13:39:46 Bad conversion: array 13:39:46 Error in expression <f (s_player_equip_carry < 0) then { if (dayz_onBack != "" && { !_inVehicle && { > 13:39:46 Error position: <dayz_onBack != "" && { !_inVehicle && { > 13:39:46 Error Nicht definierte Variable in Ausdruck: dayz_onback 13:39:46 File mpmissions\DayZ_Epoch_11.Chernarus\custom\fn_selfActions.sqf, line 57 13:39:46 Error in expression <e) then { DZE_myVehicle = _vehicle; if (_vehicleOwnerID != "0" && _canDo) then {> 13:39:46 Error position: <_vehicleOwnerID != "0" && _canDo) then {> 13:39:46 Error Nicht definierte Variable in Ausdruck: _vehicleownerid 13:39:46 File mpmissions\DayZ_Epoch_11.Chernarus\custom\fn_selfActions.sqf, line 115 13:39:46 Error in expression <hasAttached],2,false,true]; }; } else { dayz_myLiftVehicle removeAction s_player> 13:39:46 Error position: <dayz_myLiftVehicle removeAction s_player> 13:39:46 Error Nicht definierte Variable in Ausdruck: dayz_myliftvehicle 13:39:46 File mpmissions\DayZ_Epoch_11.Chernarus\custom\fn_selfActions.sqf, line 163 13:39:46 Error in expression <jump.sqf",[],2,false,true]; }; } else { DZE_myHaloVehicle removeAction s_halo_ac> 13:39:46 Error position: <DZE_myHaloVehicle removeAction s_halo_ac> 13:39:46 Error Nicht definierte Variable in Ausdruck: dze_myhalovehicle 13:39:46 File mpmissions\DayZ_Epoch_11.Chernarus\custom\fn_selfActions.sqf, line 175 13:39:46 Error in expression <uid = getPlayerUID player; _nearLight = nearestObject [player,"LitObject"]; _can> 13:39:46 Error position: <nearestObject [player,"LitObject"]; _can> 13:39:46 Error Typ Objekt, erwartet Zahl 13:39:46 File mpmissions\DayZ_Epoch_11.Chernarus\custom\fn_selfActions.sqf, line 28 13:39:46 Error in expression <oor; s_player_manageDoor = -1; }; if (_dogHandle > 0) then { _dog = _dogHandle> 13:39:46 Error position: <_dogHandle > 0) then { _dog = _dogHandle> 13:39:46 Error Nicht definierte Variable in Ausdruck: _doghandle 13:39:46 File mpmissions\DayZ_Epoch_11.Chernarus\custom\fn_selfActions.sqf, line 1135 13:39:47 Error in expression <; _recompile = (count _this) > 0; if (BIS_fnc_init && !_recompile) exitwith {t> 13:39:47 Error position: <BIS_fnc_init && !_recompile) exitwith {t> 13:39:47 Error Nicht definierte Variable in Ausdruck: bis_fnc_init 13:39:47 File ca\Modules\Functions\init.sqf, line 28 13:40:42 Warning Message: No entry 'bin\config.bin/CfgMagazines.cinder_wall_kit'. 13:40:42 Warning Message: No entry '.picture'. 13:40:42 Warning Message: '/' is not a value 13:40:42 Warning Message: No entry '.scope'. 13:40:42 Warning Message: '/' is not a value 13:40:42 Warning Message: Error: creating magazine cinder_wall_kit with scope=private 13:40:42 Warning Message: No entry '.displayName'. 13:40:42 Warning Message: '/' is not a value 13:40:42 Warning Message: No entry '.displayNameShort'. 13:40:42 Warning Message: '/' is not a value 13:40:42 Warning Message: No entry '.nameSound'. 13:40:42 Warning Message: '/' is not a value 13:40:42 Warning Message: No entry '.Library'. 13:40:42 Warning Message: No entry '.libTextDesc'. 13:40:42 Warning Message: '/' is not a value 13:40:42 Warning Message: No entry '.type'. 13:40:42 Warning Message: '/' is not a value 13:40:42 Warning Message: No entry '.count'. 13:40:42 Warning Message: '/' is not a value 13:40:42 Warning Message: No entry '.maxLeadSpeed'. 13:40:42 Warning Message: '/' is not a value 13:40:42 Warning Message: No entry '.initSpeed'. 13:40:42 Warning Message: '/' is not a value 13:40:42 Warning Message: No entry '.reloadAction'. 13:40:42 Warning Message: '/' is not a value 13:40:42 Warning Message: No entry '.modelSpecial'. 13:40:42 Warning Message: '/' is not a value 13:40:42 Warning Message: No entry '.ammo'. 13:40:42 Warning Message: '/' is not a value 13:40:43 Cannot create non-ai vehicle Land_R2_Boulder1, 13:40:43 Cannot create non-ai vehicle Land_Mil_Mil_Guardhouse, 13:40:46 Bad conversion: array 13:40:46 Error in expression <f (s_player_equip_carry < 0) then { if (dayz_onBack != "" && { !_inVehicle && { > 13:40:46 Error position: <dayz_onBack != "" && { !_inVehicle && { > 13:40:46 Error Nicht definierte Variable in Ausdruck: dayz_onback 13:40:46 File mpmissions\DayZ_Epoch_11.Chernarus\custom\fn_selfActions.sqf, line 57 13:40:46 Error in expression <e) then { DZE_myVehicle = _vehicle; if (_vehicleOwnerID != "0" && _canDo) then {> 13:40:46 Error position: <_vehicleOwnerID != "0" && _canDo) then {> 13:40:46 Error Nicht definierte Variable in Ausdruck: _vehicleownerid 13:40:46 File mpmissions\DayZ_Epoch_11.Chernarus\custom\fn_selfActions.sqf, line 115 13:40:46 Error in expression <hasAttached],2,false,true]; }; } else { dayz_myLiftVehicle removeAction s_player> 13:40:46 Error position: <dayz_myLiftVehicle removeAction s_player> 13:40:46 Error Nicht definierte Variable in Ausdruck: dayz_myliftvehicle 13:40:46 File mpmissions\DayZ_Epoch_11.Chernarus\custom\fn_selfActions.sqf, line 163 13:40:46 Error in expression <jump.sqf",[],2,false,true]; }; } else { DZE_myHaloVehicle removeAction s_halo_ac> 13:40:46 Error position: <DZE_myHaloVehicle removeAction s_halo_ac> 13:40:46 Error Nicht definierte Variable in Ausdruck: dze_myhalovehicle 13:40:46 File mpmissions\DayZ_Epoch_11.Chernarus\custom\fn_selfActions.sqf, line 175 13:40:46 Error in expression <uid = getPlayerUID player; _nearLight = nearestObject [player,"LitObject"]; _can> 13:40:46 Error position: <nearestObject [player,"LitObject"]; _can> 13:40:46 Error Typ Objekt, erwartet Zahl 13:40:46 File mpmissions\DayZ_Epoch_11.Chernarus\custom\fn_selfActions.sqf, line 28
cannot understand german here.. but sound like youre including custom buildings (african) be sure you add the addon name in mission.sqm
Spoiler13:40:44 Warning Message: Sie können diese Mission nicht spielen/bearbeiten, da sie auf heruntergeladenen Inhalten basiert, die gelöscht wurden. mbg_african_buildings
-
When you place a wall for example ..this wall get writed in the db? (I know after restar they gonne) but is saved during the server up time? The hive console (the one who drops letters in green) give you some text in red in the moment when you place a wall? Scuse my english too.
Do you have a list of mods that youre using?
Do you try with a new database?
-
Just now, salival said:
What did your modular config array look like? This worked perfect for me last I checked.
its works without anykind of changes in remove.sqf? just adding the global variable in configvariables?
-
Just now, SKS.Goliath said:
I tested this and did not get any buildings back
i guess you also need create a custom remove.sqf and insert the DZE_modularConfig in this new remove.sqf
-
Just now, ViktorReznov said:
Pavers mod? Neg not tracking that. A custom version of alchemy to improve and enhance it
DAm! i wanna see players working on new roads being whipped.
-
Quote
Error in expression <s_bank_dialog = -1;
player removeAction s_player_checkWallet;
s_player_checkWall>
Error position: <s_player_checkWallet;
s_player_checkWall>
Error Undefined variable in expression: s_player_checkwallet
File mpmissions\__CUR_MP.Chernarus\dayz_code\compile\fn_selfActions.sqf, line 1204
"Sent to server PVDZ_plr_LoginRecord: [76561198088973877, 11, 0, andyhome]"
[]check in your custom variables.sqf located in :...\MPMissions\DayZ_Epoch_Your instance\dayz_code\init\ if u have this lines:
// Custom below s_player_bury_human = -1; s_player_butcher_human = -1; s_givemoney_dialog = -1; s_bank_dialog = -1; s_player_checkWallet = -1; s_bank_dialog1 = -1; s_bank_dialog2 = -1;
About your missing the scroll option over the bank traders....
check in your custom fn_selfactions.sqf if u have this lines: (around line 930) //i put the bury butcher code block since i notice that youre using it too
Spoilerif (!_isAlive && {!(_cursorTarget isKindOf "zZombie_base")} && {!(_cursorTarget isKindOf "Animal")} && {_canDo} && {_isMan}) then { _isButchered = _cursorTarget getVariable ["bodyButchered",false]; if (!_isButchered) then { if ("ItemEtool" in _itemsPlayer) then { if (s_player_bury_human < 0) then { s_player_bury_human = player addAction ["<t color='#0096ff'>Bury Human</t>","scripts\buryActions.sqf",[_cursorTarget,"bury"],0,false,true]; } } else { player removeAction s_player_bury_human; s_player_bury_human = -1; }; if ({_x in ["ItemKnife","ItemKnife5","ItemKnife4","ItemKnife3","ItemKnife2","ItemKnife1"]} count _itemsPlayer > 0) then { if (s_player_butcher_human < 0) then { s_player_butcher_human = player addAction ["<t color='#0096ff'>Butcher Human</t>","scripts\buryActions.sqf",[_cursorTarget,"butcher"],0,false,true]; }; } else { player removeAction s_player_butcher_human; s_player_butcher_human = -1; }; }; }; if (_isMan && {!_isAlive} && {!(_cursorTarget isKindOf "Animal")} && {player distance _cursorTarget < 5}) then { if (s_player_checkWallet < 0) then { s_player_checkWallet = player addAction ["Check Wallet","scripts\zsc\checkWallet.sqf",_cursorTarget,0,false,true]; }; } else { player removeAction s_player_checkWallet; s_player_checkWallet = -1; }; if (_typeOfCursorTarget in DZE_MoneyStorageClasses && {!locked _cursorTarget} && {!(_typeOfCursorTarget in DZE_LockedStorage)} && {player distance _cursorTarget < 5}) then { if (s_bank_dialog < 0) then { s_bank_dialog = player addAction ["Access bank","scripts\zsc\bankDialog.sqf",_cursorTarget,1,true,true]; }; } else { player removeAction s_bank_dialog; s_bank_dialog = -1; }; if (_isAlive && {_typeOfCursorTarget in AllPlayers} && {isPlayer _cursorTarget}) then { if (s_givemoney_dialog < 0) then { s_givemoney_dialog = player addAction [format ["Trade %1 with %2",CurrencyName,name _cursorTarget],"scripts\zsc\givePlayer.sqf",_cursorTarget,3,true,true]; }; } else { player removeAction s_givemoney_dialog; s_givemoney_dialog = -1; }; if (_isMan && {!(isPlayer _cursorTarget)} && {_typeOfCursorTarget in ZSC_bankTraders} && {!_isPZombie}) then { if (s_bank_dialog1 < 0) then { s_bank_dialog1 = player addAction ["Bank Teller","scripts\zsc\atmDialog.sqf",_cursorTarget,3,true,true]; }; } else { player removeAction s_bank_dialog1; s_bank_dialog1 = -1; }; if (_typeOfCursorTarget in ZSC_bankObjects && {player distance _cursorTarget < 5}) then { if (s_bank_dialog2 < 0) then { s_bank_dialog2 = player addAction ["Bank ATM","scripts\zsc\atmDialog.sqf",_cursorTarget,3,true,true]; }; } else { player removeAction s_bank_dialog2; s_bank_dialog2 = -1; };
now a lil more below check this lines:
Spoiler// Custom below player removeAction s_player_bury_human; s_player_bury_human = -1; player removeAction s_player_butcher_human; s_player_butcher_human = -1; player removeAction s_givemoney_dialog; s_givemoney_dialog = -1; player removeAction s_bank_dialog; s_bank_dialog = -1; player removeAction s_bank_dialog1; s_bank_dialog1 = -1; player removeAction s_bank_dialog2; s_bank_dialog2 = -1; player removeAction s_player_checkWallet; s_player_checkWallet = -1;
A lil more info:
See this line in fn_selfactions.sqf is the one that call your bank trader:
if (_isMan && {!(isPlayer _cursorTarget)} && {_typeOfCursorTarget in ZSC_bankTraders} && {!_isPZombie}) then {
this part:
_typeOfCursorTarget in ZSC_bankTraders
are saying you that if ure aim on a global variable called ZSC_bankTraders the game gonna open a scroll menu option.
So you also need check if in your variables.sqf you have defined this variable. so check in this file if u have this line:
ZSC_bankTraders = ["Functionary1_EP1_DZ"];
The "Functionary1_EP1_DZ is the trader id for it.. you will see that salival spawn this AI in :
\@DayZ_Epoch_Server\addons\dayz_server.pbo\bankTraders\chernarus.sqf
[ ["Functionary1_EP1_DZ",[6324.71,7787,0.00143433],64], ["Functionary1_EP1_DZ",[4057.35,11662.7,0.000128174],47], ["Functionary1_EP1_DZ",[11461,11348.6,0.00143433],312] ] call server_spawnTraders;
and this file is called from your init.sqf with this line:
execVM "\z\addons\dayz_server\bankTraders\chernarus.sqf";
and at least a little tip: allways install this mod at first when you have a fresh server files without mods, you gonna save a lot of time , cuz this mod include for you the most important files like, variables.sqf,fn_selfactions.sqf, compiles.sqf,description.ext,server_monitor.sqf and if u install it at first you only need overwrite default files and paste some lines.
-
@ViktorReznov nice , sounds like your working in The Pavers mod. good luck!
-
Just now, ViktorReznov said:
my test script up there I wrote it to also remove the .p3d at the end of the string array, I havent been able to find too much information on what exactly that all means. Is it required in order to delete an object?
reference post I found with someone doing a similar function (a lot cleaner and nicer looking mind you) but seems to be old as dirt
i use this code in Z-IMS to get nearest forests-trees to make pee/poop see:
//////////////////////////////////FROM HERE _findNearestTree = []; { if (("" == typeOf _x) && {alive _x}) then { _objName = _x call fn_getModelName; // Exit since we found a tree if (_objName in dayz_trees) exitWith { _findNearestTree set [count _findNearestTree,_x]; }; }; } count nearestObjects [getPosATL player, [], 20]; if (count _findNearestTree > 0) then { _tree = _findNearestTree select 0; _distance2d = [player, _tree] call BIS_fnc_distance2D; if (_distance2d < 5) exitWith { //////////////////////TO HERE///////////////////// if (needpiss) then { [player, "fillwater", 0, false, 5] call dayz_zombieSpeak; player removeAction s_player_makepiss; s_player_makepiss = -1; needpiss = false; }; if (needpoo) then {
-
Just now, (AOW)Recon said:
Error in expression <apphire + _Topaz;
dayz_allowedObjects = dayz_allowedObjects + _CraftingArray;
DZ>
18:35:14 Error position: <dayz_allowedObjects + _CraftingArray;
DZ>
18:35:14 Error Undefined variable in expression: dayz_allowedobjects
18:35:14 File mpmissions\DayZ_Epoch_11.Chernarus\Scripts\Buildables\variables.sqf, line 83
Any Fix?
do you have defined dayz_allowedObjects variable in somewhere?
for example in your custom variables.sqf
dayz_allowedObjects = ["MAP_kulna","Land_Misc_Well_L_EP1"];
-
3 hours ago, ViktorReznov said:
When you look at any static weapon, a scroll wheel option is displayed for Disassemble _this
where is this script located? I haven't been able to track it down. And yes, im looking for exact details on this script, not similar to scripts, Please and thank you!
dont know where becomes..,think you gonna need tag here people who know the deep inside of arma2.. @Richie ebay,vbwallow,salival. I also wanna know about this actions like the one ypur looking for or for example the option get in vehicles.....but ypur script can be recreated by this way:
Spoiler_IsMountedWeapon = _this select 3; _pos = getPos _IsMountedWeapon; _posWGround = [_pos select 0,_pos select 1,0]; player playActionNow "Medic"; _delobj = _IsMountedWeapon; _objectID = _delobj getVariable["ObjectID","0"]; _objectUID = _delobj getVariable["ObjectUID","0"]; _objectID = _delobj getVariable["ObjectID","0"]; deleteVehicle _delobj; [_objectID,_objectUID] call server_deleteObj; deleteVehicle _delobj; PVDZ_obj_Destroy = [_objectID,_objectUID,_delobj]; publicVariableServer "PVDZ_obj_Destroy"; _holder = createVehicle ['Weaponholder',_posWGround,[],0,'NONE']; _holder addWeaponCargoGlobal "DZ_LargeGunBag_EP1"; player reveal [_holder];
-
@killerkiwi cannot understand very well your question.
but just for start heres a lil clean up of your main script.
private ["_Storms_Menu"]; _Storms_Menu = {_x == "ItemBriefcase10oz"} count magazines player; if (_Storms_Menu <1) exitWith { cutText [format["%1 You need: Briefcase with in it 10oz to start crafting", name player], "PLAIN DOWN"]; }; player removeMagazine "ItemBriefcase10oz"; sleep 2; execVM "Stormz\init.sqf";
Now, i dont know why you make a count of briefcase if u only gonna remove one single. so you can replace by:
if !("ItemBriefcase10oz" in magazines player) exitWith { cutText [format["%1 You need: Briefcase with in it 10oz to start crafting", name player], "PLAIN DOWN"]; }; player removeMagazine "ItemBriefcase10oz"; sleep 2; execVM "Stormz\init.sqf";
Now if u need remove more than one item in other script.. you can use this:
//Check Items _hasitem = [["cinder_wall_kit",2], ["ItemWoodFloor",3]] call player_checkItems; //Remove items _remove = [["cinder_wall_kit",2],["ItemWoodFloor",3]] call player_removeItems;
Then now your script looks like:
private ["_hasitem","_remove"]; _hasitem = [["ItemBriefcase10oz",2]] call player_checkItems; //Here you dont need the exitWith with msg the player_checkItems drop automatically the msg. if (_hasitem) then { _remove = [["ItemBriefcase10oz",2]] call player_removeItems; sleep 2; execVM "Stormz\init.sqf"; };
Heres another way to check more than one item and tools in case you need
private ["_hastools","_hasitems1","_hasitems2"]; _hastools = ["ItemKnife"] call player_hasTools; _hasitems1 = ["ItemBriefcase10oz"] call player_checkItems; _hasitems2 = ["ItemAntibacterialWipe"] call player_checkItems; if (call {_hastools} && {_hasitems1} && {_hasitems2}) then { _remove = ["ItemBriefcase10oz","ItemAntibacterialWipe"] call player_removeItems; player removeWeapon "ItemKnife";//in case you need sleep 2; execVM "Stormz\init.sqf"; };
-
@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;
-
not sure if works with roads.. but try execute this one at bottom of init.sqf
execVM "remove_roads.sqf";
remove_roads.sqf
Spoiler_target = [0,0,0];//change by your coords _damage_ratio=150; _server_roads= _target nearObjects ["Roads ids here", _damage_ratio]; {deletevehicle _x } forEach _server_roads;
also take a look here
https://community.bistudio.com/wiki/nearRoads
-
heres is a simple menu maded for portables mod.
menu.hpp
Spoilerclass claykilnmenu { idd = 8000; movingenable=true; enableSimulation =false; class Controls { class back: jdzBack { idc = 1200; x = 0.1825 * safezoneW + safezoneX; y = 0.08 * safezoneH + safezoneY; w = 0.19525 * safezoneW; h = 0.413333 * safezoneH; colorBackground[] = {0,0,0,0.8}; }; class tx1: jdzRscStructuredText { idc = 1100; text = "MANAGE CLAY KILN"; x = 0.18375 * safezoneW + safezoneX; y = 0.0816667 * safezoneH + safezoneY; w = 0.194 * safezoneW; h = 0.03 * safezoneH; colorBackground[] = {0.2,0.38,0.647,0.8}; colorText[] = {1,1,1,.9}; }; class cb1: jdzRscButton { idc = 1600; text = "COOK BRICKS"; x = 0.185 * safezoneW + safezoneX; y = 0.166667 * safezoneH + safezoneY; w = 0.18525 * safezoneW; h = 0.03 * safezoneH; colorBackground[] = {0.1,0.1,0.1,0.8}; OnButtonClick = "((ctrlParent (_this select 0)) closeDisplay 8000);ExecVM 'custom\portables\cinderblocks.sqf';"; }; class cb2: jdzRscButton { idc = 1601; text = "CRAFT WHETSTONE"; x = 0.185 * safezoneW + safezoneX; y = 0.251667 * safezoneH + safezoneY; w = 0.18525 * safezoneW; h = 0.03 * safezoneH; colorBackground[] = {0.1,0.1,0.1,0.8}; OnButtonClick = "((ctrlParent (_this select 0)) closeDisplay 8000);ExecVM 'custom\portables\whetstone.sqf';"; }; class cb3: jdzRscButton { idc = 1602; text = "PREPARE MORTAR"; x = 0.18375 * safezoneW + safezoneX; y = 0.336667 * safezoneH + safezoneY; w = 0.18525 * safezoneW; h = 0.03 * safezoneH; colorBackground[] = {0.1,0.1,0.1,0.8}; OnButtonClick = "((ctrlParent (_this select 0)) closeDisplay 8000);ExecVM 'custom\portables\mortarbucket.sqf';"; }; class cb4: jdzRscButton { idc = 1603; text = "INFO"; x = 0.18375 * safezoneW + safezoneX; y = 0.421667 * safezoneH + safezoneY; w = 0.074 * safezoneW; h = 0.0316667 * safezoneH; colorBackground[] = {0.2,0.38,0.647,0.8}; colorText[] = {1,1,1,.9}; OnButtonClick = "((ctrlParent (_this select 0)) closeDisplay 8000);ExecVM 'custom\portables\portablesinfo.sqf';"; }; class cb5: jdzRscButton { idc = 1604; text = "CLOSE"; x = 0.2975 * safezoneW + safezoneX; y = 0.42 * safezoneH + safezoneY; w = 0.074 * safezoneW; h = 0.0316667 * safezoneH; colorBackground[] = {0.2,0.38,0.647,0.8}; colorText[] = {1,1,1,.9}; OnButtonClick = "((ctrlParent (_this select 0)) closeDisplay 8000);"; }; }; };
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.
Spoiler/////////////////////////////////////////////////////////////////////////// /// Styles /////////////////////////////////////////////////////////////////////////// // Control types #define CT_STATIC 0 #define CT_BUTTON 1 #define CT_EDIT 2 #define CT_SLIDER 3 #define CT_COMBO 4 #define CT_LISTBOX 5 #define CT_TOOLBOX 6 #define CT_CHECKBOXES 7 #define CT_PROGRESS 8 #define CT_HTML 9 #define CT_STATIC_SKEW 10 #define CT_ACTIVETEXT 11 #define CT_TREE 12 #define CT_STRUCTURED_TEXT 13 #define CT_CONTEXT_MENU 14 #define CT_CONTROLS_GROUP 15 #define CT_SHORTCUTBUTTON 16 #define CT_XKEYDESC 40 #define CT_XBUTTON 41 #define CT_XLISTBOX 42 #define CT_XSLIDER 43 #define CT_XCOMBO 44 #define CT_ANIMATED_TEXTURE 45 #define CT_OBJECT 80 #define CT_OBJECT_ZOOM 81 #define CT_OBJECT_CONTAINER 82 #define CT_OBJECT_CONT_ANIM 83 #define CT_LINEBREAK 98 #define CT_USER 99 #define CT_MAP 100 #define CT_MAP_MAIN 101 #define CT_LISTNBOX 102 // Static styles #define ST_POS 0x0F #define ST_HPOS 0x03 #define ST_VPOS 0x0C #define ST_LEFT 0x00 #define ST_RIGHT 0x01 #define ST_CENTER 0x02 #define ST_DOWN 0x04 #define ST_UP 0x08 #define ST_VCENTER 0x0C #define ST_TYPE 0xF0 #define ST_SINGLE 0x00 #define ST_MULTI 0x10 #define ST_TITLE_BAR 0x20 #define ST_PICTURE 0x30 #define ST_FRAME 0x40 #define ST_BACKGROUND 0x50 #define ST_GROUP_BOX 0x60 #define ST_GROUP_BOX2 0x70 #define ST_HUD_BACKGROUND 0x80 #define ST_TILE_PICTURE 0x90 #define ST_WITH_RECT 0xA0 #define ST_LINE 0xB0 #define ST_SHADOW 0x100 #define ST_NO_RECT 0x200 #define ST_KEEP_ASPECT_RATIO 0x800 #define ST_TITLE ST_TITLE_BAR + ST_CENTER // Slider styles #define SL_DIR 0x400 #define SL_VERT 0 #define SL_HORZ 0x400 #define SL_TEXTURES 0x10 // progress bar #define ST_VERTICAL 0x01 #define ST_HORIZONTAL 0 // Listbox styles #define LB_TEXTURES 0x10 #define LB_MULTI 0x20 // Tree styles #define TR_SHOWROOT 1 #define TR_AUTOCOLLAPSE 2 // MessageBox styles #define MB_BUTTON_OK 1 #define MB_BUTTON_CANCEL 2 #define MB_BUTTON_USER 4 /////////////////////////////////////////////////////////////////////////// /// Base Classes /////////////////////////////////////////////////////////////////////////// class jdzBack { type = 0; idc = 124; style = 128; text = ""; colorText[] = { 0, 0, 0, 0 }; font = "Zeppelin32"; sizeEx = 0; shadow = 0; x = 0.1; y = 0.1; w = 0.1; h = 0.1; colorbackground[] = { -1,-1,-1,-1 //"(profilenamespace getvariable ['IGUI_BCG_RGB_R',0])", //"(profilenamespace getvariable ['IGUI_BCG_RGB_G',1])", //"(profilenamespace getvariable ['IGUI_BCG_RGB_B',1])", //"(profilenamespace getvariable ['IGUI_BCG_RGB_A',0.8])" }; }; class jdzRscText { access = 0; type = 0; idc = -1; colorBackground[] = {0,0,0,0}; colorText[] = {0.023529, 0, 0.0313725, 1}; text = ""; fixedWidth = 0; x = 0; y = 0; h = 0.037; w = 0.3; style = 0; shadow = 2; font = "Zeppelin32"; SizeEx = 0.03921; }; class jdzRscStructuredText { access = 0; type = 13; idc = -1; style = 0; colorText[] = {0.023529, 0, 0.0313725, 1}; class Attributes { font = "Zeppelin32"; color = "#e0d8a6"; align = "center"; shadow = 1; }; x = 0; y = 0; h = 0.035; w = 0.1; text = ""; size = 0.03921; shadow = 2; }; class jdzRscPicture { access = 0; type = 0; idc = -1; style = 48; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; font = "TahomaB"; sizeEx = 0; lineSpacing = 0; text = ""; fixedWidth = 0; shadow = 0; x = 0; y = 0; w = 0.2; h = 0.15; }; class jdzRscEdit { access = 0; type = 2; x = 0; y = 0; h = 0.04; w = 0.2; colorBackground[] = {0,0,0,1}; colorText[] = {0.95,0.95,0.95,1}; colorSelection[] = {0.8784,0.8471,0.651,1}; autocomplete = ""; text = ""; size = 0.2; style = "0x00 + 0x40"; font = "Zeppelin32"; shadow = 2; sizeEx = 0.03921; }; class jdzRscCombo { access = 0; type = 4; style = 0; colorSelect[] = {0.023529,0,0.0313725,1}; colorText[] = {0.023529,0,0.0313725,1}; colorBackground[] = {0.95,0.95,0.95,1}; colorScrollbar[] = {0.023529,0,0.0313725,1}; soundSelect[] = {"",0.1,1}; soundExpand[] = {"",0.1,1}; soundCollapse[] = {"",0.1,1}; maxHistoryDelay = 1; class ScrollBar { color[] = {1,1,1,0.6}; colorActive[] = {1,1,1,1}; colorDisabled[] = {1,1,1,0.3}; shadow = 0; thumb = "\ca\ui\data\ui_scrollbar_thumb_ca.paa"; arrowFull = "\ca\ui\data\ui_arrow_top_active_ca.paa"; arrowEmpty = "\ca\ui\data\ui_arrow_top_ca.paa"; border = "\ca\ui\data\ui_border_scroll_ca.paa"; }; x = 0; y = 0; w = 0.12; h = 0.035; shadow = 0; colorSelectBackground[] = {0.8784,0.8471,0.651,1}; arrowEmpty = "\ca\ui\data\ui_arrow_combo_ca.paa"; arrowFull = "\ca\ui\data\ui_arrow_combo_active_ca.paa"; wholeHeight = 0.45; color[] = {0,0,0,0.6}; colorActive[] = {0,0,0,1}; colorDisabled[] = {0,0,0,0.3}; font = "Zeppelin32"; sizeEx = 0.03921; }; class jdzRscListBox { access = 0; type = 5; w = 0.4; h = 0.4; rowHeight = 0; colorText[] = {0.8784,0.8471,0.651,1}; colorScrollbar[] = {0.95,0.95,0.95,1}; colorSelect[] = {0.95,0.95,0.95,1}; colorSelect2[] = {0.95,0.95,0.95,1}; colorSelectBackground[] = {0,0,0,1}; colorSelectBackground2[] = {0.8784,0.8471,0.651,1}; colorBackground[] = {0,0,0,1}; soundSelect[] = {"",0.1,1}; arrowEmpty = "#(argb,8,8,3)color(1,1,1,1)"; arrowFull = "#(argb,8,8,3)color(1,1,1,1)"; class ScrollBar { color[] = {1,1,1,0.6}; colorActive[] = {1,1,1,1}; colorDisabled[] = {1,1,1,0.3}; shadow = 0; thumb = "\ca\ui\data\ui_scrollbar_thumb_ca.paa"; arrowFull = "\ca\ui\data\ui_arrow_top_active_ca.paa"; arrowEmpty = "\ca\ui\data\ui_arrow_top_ca.paa"; border = "\ca\ui\data\ui_border_scroll_ca.paa"; }; style = 16; font = "Zeppelin32"; shadow = 2; sizeEx = 0.03921; color[] = {1,1,1,1}; period = 1.2; maxHistoryDelay = 1; autoScrollSpeed = -1; autoScrollDelay = 5; autoScrollRewind = 0; }; class jdzRscButton { access = 0; type = 1; text = ""; colorText[] = {0.8784,0.8471,0.651,1}; colorDisabled[] = {0.4,0.4,0.4,1}; colorBackground[] = {1,0.537,0,0.5}; colorBackgroundDisabled[] = {0.95,0.95,0.95,1}; colorBackgroundActive[] = {1,0.537,0,1}; colorFocused[] = {1,0.537,0,1}; colorShadow[] = {0.023529,0,0.0313725,1}; colorBorder[] = {0.023529,0,0.0313725,1}; soundEnter[] = {"\ca\ui\data\sound\onover",0.09,1}; soundPush[] = {"\ca\ui\data\sound\new1",0,0}; soundClick[] = {"\ca\ui\data\sound\onclick",0.07,1}; soundEscape[] = {"\ca\ui\data\sound\onescape",0.09,1}; style = 2; x = 0; y = 0; w = 0.095589; h = 0.039216; shadow = 2; font = "Zeppelin32"; sizeEx = 0.03921; offsetX = 0.003; offsetY = 0.003; offsetPressedX = 0.002; offsetPressedY = 0.002; borderSize = 0; }; class jdzRscShortcutButton { type = 16; x = 0.1; y = 0.1; class HitZone { left = 0.004; top = 0.029; right = 0.004; bottom = 0.029; }; class ShortcutPos { left = 0.0145; top = 0.026; w = 0.0392157; h = 0.0522876; }; class TextPos { left = 0.05; top = 0.034; right = 0.005; bottom = 0.005; }; shortcuts[] = {}; textureNoShortcut = "#(argb,8,8,3)color(0,0,0,0)"; color[] = {0.8784,0.8471,0.651,1}; color2[] = {0.95,0.95,0.95,1}; colorDisabled[] = {1,1,1,0.25}; colorBackground[] = {1,1,1,1}; colorBackground2[] = {1,1,1,0.4}; class Attributes { font = "Zeppelin32"; color = "#E5E5E5"; align = "left"; shadow = "true"; }; idc = -1; style = 0; default = 0; shadow = 2; w = 0.183825; h = 0.104575; periodFocus = 1.2; periodOver = 0.8; animTextureNormal = "\ca\ui\data\ui_button_normal_ca.paa"; animTextureDisabled = "\ca\ui\data\ui_button_disabled_ca.paa"; animTextureOver = "\ca\ui\data\ui_button_over_ca.paa"; animTextureFocused = "\ca\ui\data\ui_button_focus_ca.paa"; animTexturePressed = "\ca\ui\data\ui_button_down_ca.paa"; animTextureDefault = "\ca\ui\data\ui_button_default_ca.paa"; period = 0.4; font = "Zeppelin32"; size = 0.03921; sizeEx = 0.03921; text = ""; soundEnter[] = {"\ca\ui\data\sound\onover",0.09,1}; soundPush[] = {"\ca\ui\data\sound\new1",0,0}; soundClick[] = {"\ca\ui\data\sound\onclick",0.07,1}; soundEscape[] = {"\ca\ui\data\sound\onescape",0.09,1}; action = ""; class AttributesImage { font = "Zeppelin32"; color = "#E5E5E5"; align = "left"; }; }; class jdzRscShortcutButtonMain { idc = -1; style = 0; default = 0; w = 0.313726; h = 0.104575; color[] = {0.8784,0.8471,0.651,1}; colorDisabled[] = {1,1,1,0.25}; class HitZone { left = 0; top = 0; right = 0; bottom = 0; }; class ShortcutPos { left = 0.0204; top = 0.026; w = 0.0392157; h = 0.0522876; }; class TextPos { left = 0.08; top = 0.034; right = 0.005; bottom = 0.005; }; animTextureNormal = "\ca\ui\data\ui_button_main_normal_ca.paa"; animTextureDisabled = "\ca\ui\data\ui_button_main_disabled_ca.paa"; animTextureOver = "\ca\ui\data\ui_button_main_over_ca.paa"; animTextureFocused = "\ca\ui\data\ui_button_main_focus_ca.paa"; animTexturePressed = "\ca\ui\data\ui_button_main_down_ca.paa"; animTextureDefault = "\ca\ui\data\ui_button_main_normal_ca.paa"; period = 0.5; font = "Zeppelin32"; size = 0.03921; sizeEx = 0.03921; text = ""; soundEnter[] = {"\ca\ui\data\sound\onover",0.09,1}; soundPush[] = {"\ca\ui\data\sound\new1",0,0}; soundClick[] = {"\ca\ui\data\sound\onclick",0.07,1}; soundEscape[] = {"\ca\ui\data\sound\onescape",0.09,1}; action = ""; class Attributes { font = "Zeppelin32"; color = "#E5E5E5"; align = "left"; shadow = "false"; }; class AttributesImage { font = "Zeppelin32"; color = "#E5E5E5"; align = "false"; }; }; class jdzRscFrame { type = 0; idc = -1; style = 64; shadow = 2; colorBackground[] = {0,0,0,0}; colorText[] = {1,1,1,1}; font = "Zeppelin32"; sizeEx = 0.02; text = ""; }; class jdzRscSlider { access = 0; type = 3; style = 1024; w = 0.3; color[] = {1,1,1,0.8}; colorActive[] = {1,1,1,1}; shadow = 0; h = 0.025; };
-
Just now, killerkiwi said:
dw i was fucking high i got it to work lol thanks tho dude
but i will need your help later tho
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.
-
41 minutes ago, killerkiwi said:
ok so im using the stra_gui.pbo
i can't get it to work can some help with clear instructions or is there any other app i can use please
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
-
@ahughes3 what about this other one:
https://github.com/n8m4re/A2Epoch_Logistic
epoch mod post link:
-
would be awesome more vehicles,skins,, an update for players , think the last pass from 1.0.5.1 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.
-
On 29/9/2017 at 6:20 AM, totis said:
Ok. Great advices from all and works like a charm :)
Only thing i wanna change is, can i make name stay permanent and not unclaimed when someone gets out of the 1000m radius?? I mean until mission is cleared of course.
Maybe you guys can help me with 2 more issues i have also.
1. A player cant blood another player. Thought this was build in on epoch! I have self blood and works btw and
2. My static buildings are not precise where my coords are neither they have godmode. I call them from client side with a custom sqf. Is there a way to remedy this?
Tnx guys you are all super helpfull!!
Btw your code is installed in every mission itself Juan?
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.
-
1 hour ago, Vladick said:
Hi there,
I am running a DayZ Epoch 1.0.6.1 server and have added the script that allows spawning a bike from a tool box or a mozzie from assorted parts. However, players cannot spawn these items in the safe zones or near plot polls. Does anyone know where and what I can edit to make players able to spawn these items in these zones?
Thanks for your help!
Vladick
Please post the code thatyoure using for it.
-
Nop is just a one single marker, executed at bottom of init.sqf
-
"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
-
@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
Spoilerwhile {true} do { _gm = createMarker ["deathmatch", [3412.77, 3929.4153, 0]]; _gm setMarkerText "DEATHMATCH ZONE"; _gm setMarkerType "Defend"; _gm setMarkerColor "ColorGreen"; _gm setMarkerBrush "Solid"; _gm setMarkerSize [0.8, 0.8]; waitUntil{{isPlayer _x && _x distance [3412.77, 3929.4153, 0] < 110 } count playableunits > 0}; deletemarker _gm; _rm = createMarker ["deathmatch", [3412.77, 3929.4153, 0]]; _rm setMarkerText "DEATHMATCH ZONE"; _rm setMarkerType "Defend"; _rm setMarkerColor "ColorRed"; _rm setMarkerBrush "Solid"; _rm setMarkerSize [0.8, 0.8]; hint "<DMZONE>:SURVIVORS IN DM ZONE"; playsound "Radio_Message_Sound"; waitUntil{{isPlayer _x && _x distance [3412.77, 3929.4153, 0] < 110 } count playableunits < 1}; deletemarker _rm; uisleep 0.5; };
[RELEASE] Advanced Alchemical Crafting v3.3 UPDATED for 1.0.6.1
in A2: Epoch Mods
Posted
@(AOW)Recon @theduke @Erzengelgames
this specific error:
Error position: <dayz_allowedObjects + _CraftingArray;
comes from yours custom variables.sqf ( the one that youre using for this mod)
you guys are using the old dayz_allowedObjects that was changed in 1.6 by DayZ_SafeObjects