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juandayz

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Posts posted by juandayz

  1. hey @DAmNRelentless ..

    Quote

    Why are you transfering the whole publicEH.sqf to the client?

    the most clean way is that you said. use jsut the line that you gonna use.. in my case i use a full copy of publicEh.. cuz i play a lot with this file..its just an habit... sorry for passing my bad habits :laugh:

    Quote

    Do you have a clue whether the dayz_inside variable works for custom buildings that were included by the editor?

    i think yes cuz im using that Bunker showed in the video.
    
  2. On Saturday, September 16, 2017 at 1:09 PM, ViktorReznov said:

    _damage = getDammage _vehClass;
        _damaged = (_damage + 0.2);
        vehicle _vehClass setDamage _damaged;
        _damage2 = getDammage _vehClass;

    that bit of code will indeed damage a vehicle but seems it is more intended for blowing it up rather than causing permanent damage. As soon as you enter vehicle after damaging it with that code it automagically repairs itself. How can I get persistent code? Is it with that gset/setHit code? That seems terribly inefficient having to loop it to damage all parts concurrently.

    Seems Like youre missing a public var. Pvdz_veh_save maybe? Chech the update of vehicle service point by salival to get a reference of what i talking about.

  3. dont like so much the idea.. but i guess can be work using _cursortarget as select 3 into the buryActions.sqf

    _cursorTarget = _this select 3;

    some defines at top:

    _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
    _canDo = (!r_drag_sqf && !r_player_unconscious && !_onLadder);
    _cursorTarget = _this select 3;
    _isAlive = alive _cursorTarget;
    _isMan = _cursorTarget isKindOf "Man"; //includes animals and zombies
    _itemsPlayer = items player;
    _isButchered = _cursorTarget getVariable ["bodyButchered",false];
    
    
    if (!_isAlive && {!(_cursorTarget isKindOf "zZombie_base")} && {!(_cursorTarget isKindOf "Animal")} && {_canDo} && {_isMan}) then {
    if ((!_isButchered)&&("ItemEtool" in _itemsPlayer)) then {

     

     

  4. Just now, saskiwi said:

    ty for quick post have put it in server this one works no errors  gonna make players very happy tyvm im off to work now  love this not sure y more servers not running this script 

    try this one if u want that hooker ask for money

    sexhooker.sqf

    Spoiler
    
    private ["_cost","_coins","_humanity","_ImUsingCoins"];
    
    _ImUsingCoins = true;//set as false if ure using gold system
    
    if (_ImUsingCoins) then {
    _cost = 500;
    _coins = player getVariable [Z_moneyVariable,0];
    if (_coins < _cost) exitWith {
        cutText[format["You need %1 coins",_cost], "PLAIN DOWN"];
    };
    
    systemChat format["HOOKER:%1 you pay %2 coins",name player,_cost]; 
    player setVariable[Z_moneyVariable, (_coins - _cost), true];
    }else{
    _cost = "ItemSilverBar10oz" in magazines player;
    if !(_cost) exitWith {
    	cutText [format["You needs 1x ItemSilverBar10oz."], "PLAIN DOWN"];
    };
    player removeMagazine "ItemSilverBar10oz";	
    };
                       
     player removeAction s_player_hooksex;
    s_player_hooksex = -1;
    disableuserinput true; disableuserinput true; disableuserinput true;
    cutText ["TAKE YOUR TIME LIL PIG", "BLACK FADED"];
    _humanity = player getVariable['humanity',0];
    player setVariable['humanity',_humanity+20,true];
    systemChat ("that hooker smell like haven");
    sleep 5;
    titleCut ["", "BLACK IN", 5];
    disableuserinput false;disableuserinput false;disableuserinput false;
    needsex = false;                 

     

     

  5. if dsnt work.. try replace this code in fn_selfactions.sqf

    Spoiler
    
    if (needsex) then {
    if (_cursorTarget isKindOf ["Hooker1","Hooker2","Hooker3","Hooker4"]) then {
    if (s_player_hooksex < 0) then {
    s_player_hooksex = player addAction [("<t color=""#3399cc"">" + ("Hooker Sex!") + "</t>"), "scripts\zims\sexscripts\sexhooker.sqf",cursorTarget, 0, false, true, "",""];};
    } else {
    player removeAction s_player_hooksex;
    s_player_hooksex = -1;
    };
    };

     

    by:

    Spoiler
    
    if (needsex) then {
    if((typeOf _cursorTarget) in DZE_Hookers)then{
    if (s_player_hooksex < 0) then {
    s_player_hooksex = player addAction [("<t color=""#3399cc"">" + ("Hooker Sex!") + "</t>"), "scripts\zims\sexscripts\sexhooker.sqf",cursorTarget, 0, false, true, "",""];};
    } else {
    player removeAction s_player_hooksex;
    s_player_hooksex = -1;
    };
    };

     

    and in somewhere of your custom variables.sqf (dsnt matter where) add:

    DZE_Hookers =["Hooker1","Hooker2","Hooker3","Hooker4"];

     

  6. create  sexhooker.sqf

    Spoiler
    
    player removeAction s_player_hooksex;
    s_player_hooksex = -1;
    disableuserinput true; disableuserinput true; disableuserinput true;
    cutText ["TAKE YOUR TIME LIL PIG", "BLACK FADED"];
    _humanity = player getVariable['humanity',0];
    player setVariable['humanity',_humanity+20,true];
    systemChat ("that hooker smell like haven");
    sleep 5;
    titleCut ["", "BLACK IN", 5];
    disableuserinput false;disableuserinput false;disableuserinput false;
    needsex = false;

     

    in your custom fn_selfactions.sqf find:

    if ((_cursorTarget isKindOf "Plastic_Pole_EP1_DZ") && {speed player <= 1}) then {

    above paste:

    if (needsex) then {
    if (_cursorTarget isKindOf ["Hooker1","Hooker2","Hooker3","Hooker4"]) then {
    if (s_player_hooksex < 0) then {
    s_player_hooksex = player addAction [("<t color=""#3399cc"">" + ("Hooker Sex!") + "</t>"), "scripts\zims\sexscripts\sexhooker.sqf",cursorTarget, 0, false, true, "",""];};
    } else {
    player removeAction s_player_hooksex;
    s_player_hooksex = -1;
    };
    };

    find:

    player removeAction s_player_nsex;
    s_player_nsex = -1;
    player removeAction s_player_asex;
    s_player_asex = -1;
    player removeAction s_player_zsex;
    s_player_zsex = -1;
    player removeAction s_player_hsex;
    s_player_hsex = -1;

    paste below:

    player removeAction s_player_hooksex;
    s_player_hooksex = -1;

    in your custom variables.sqf find:

    s_player_hattack = -1;//zims heartattack
    s_player_makepiss = -1;//zims piss
    s_player_makepoo = -1;//zims poop
    s_player_fixthoot = -1;//zims tooth
    s_player_pregnant = -1;//zims pregnant
    s_player_hsex = -1;//zims human sex
    s_player_zsex = -1;//zims zed sex
    s_player_asex = -1;//zims animal sex
    s_player_nsex = -1;//zims touchmyself

    below paste:

    s_player_hooksex = -1;//zims hooker sex

     

  7. 15 minutes ago, saskiwi said:

    "Hooker1","Hooker2","Hooker3","Hooker4" these are the ids for the ones that i have in game was going to try again later as just about to slp for work later i have been tring to work this out any help would be greatly appreciated im not worried about animations just having scroll to work is more than enough for us had alot of good feedback from players on this script tyvm 

    Ok dont worry..gonna write it for you ..not now cuz im not in my pc now. See ya

     

  8. 1 hour ago, saskiwi said:

    ty was just looking at another post further up another person said he has put in hookers in vans thought id try something simular as the banker on my server gives the scroll option

     my players loving the script ty works grate

    Yn  Ok . Post youre hooker id if u need some help making this code about hookers :)

  9. On 3/9/2017 at 2:52 AM, Emeraldpointgaming said:

    Shows no errors this time but it does not release the zeds..?

    sory by the late answer.. and tnks @salival to give support on it.

    reading about your problem @Emeraldpointgaming i found is my bad...

    i tell you in the guide create:

      detachzeds_veh.sqf

    and later in fn_selfactions.sqf i call this sqf " detachzed_veh.sqf"

    if (s_player_zedsr < 0) then {
            s_player_zedsr = dayz_addrelease addAction ["Release Zeds","attachzeds\detachzed_veh.sqf",dayz_addrelease,2,false,true,"",""];
            };

    this is why not work for you.

    so rename detachzeds_veh.sqf  by "detachzed_veh.sqf". and should work.

  10. 5 hours ago, saskiwi said:

    have on my server trying to get hookers to work not getting scroll option i also noticed the download i got may have been missing a script there is a call for 

    "scripts\zims\sexscripts\sexhuman.sqf" was not in the sexscript folder

     

    last version uses sexhuman2.sqf

    maybe you dont understand the idea... you only can have sex when the icon about sex appear.  and only with players. (if i remember well).

    correct me :

    *Players need sex:  (every time players spawns thers a chance to need sex) (sex alone, sex with death animals, dead zeds, others players). (get a tent to masturbate if u don like zeds,humans or animals)

    not with hookers.

  11. @Emeraldpointgaming another way to do it.. and for prevent  the lag as damrelentless said.. is use this one

    and then create some deployable object allowed only in plot area.. and use the same code from the script above to re-attach the zed in this object.

    i mean.. pick up some zeds spawned by default .. carry on into vehicles to your base.. deploy an object and attach this zeds into this objects.

    for deploy the object you can use deploy-anything mod.. or this one

     

    here you got another script that you can rewrite easy for use in your idea.

     

  12. Just now, DAmNRelentless said:

    You could use zombies as objects and let the player place them. But the only way to make them not despawning when noone is in the base is to make the invulnerable. Atleast that's the only idea I have. So they couldn't be defeated and they would also cause a lot of lag.

    nice idea,, or use an object as launcher and place a code runing by server side-- using  while {true} do {};  or waituntil nearest players-- to spawn some zeds.

    something like.. (dirt idea without tests)

    while {true} do {
     sleep 1;
    
      spawn_area = 10;
      _playerPos = getPos player;
      _nearArea = nearestObject [_playerPos, "YOUR OBJECT ID HERE"];
     
      if (!isNull _nearArea) then {
      _pos2 = getPos _nearArea;
       waitUntil{{isPlayer _x && _x distance _pos2 < 10  } count playableunits > 0};
        
        _zeds = ["zZombie_Base","z_villager1","z_villager2","z_villager3","z_suit1","z_suit2","z_worker1","z_worker2","z_worker3","z_soldier","z_soldier_heavy","z_soldier_pilot","z_policeman","z_teacher","z_doctor","z_hunter","z_priest"]call BIS_fnc_selectRandom;
       _zCreate = createAgent [_zeds, _pos2, [], spawn_area, "NONE"];
      };
    };

     

  13. @Aelenia

    but if u wanna do it.. using the fn_selfactions provided by vkc... (its more easy) then...

    just open the fn_selfactions.sqf by vkc and follow this steps added by salival in take clothes guide:

    Spoiler
    
    
    
    If you already have a fn_selfActions.sqf
    
    Find these lines
    
    player removeAction s_player_fuelauto;
    s_player_fuelauto = -1;
    player removeAction s_player_fuelauto2;
    s_player_fuelauto2 = -1;
    player removeAction s_player_manageDoor;
    s_player_manageDoor = -1;
    
    and add directly below:
    
    // Take Clothes by Zabn
    player removeAction s_player_clothes;
    s_player_clothes = -1;
    
    Find these lines
    
    } else {
    	player removeAction s_player_fillgen;
    	s_player_fillgen = -1;
    };
    
    and add directly below:
    
    _clothesTaken = _cursorTarget getVariable["clothesTaken",false];
    _isZombie = _cursorTarget isKindOf "zZombie_base"; // Add this here now since epoch 1.0.6 doesn't initialize this where this will go.
    
    // Take clothes by Zabn
    if (_isMan and !_isAlive and !_isZombie and !_clothesTaken) then {
    	if (s_player_clothes < 0) then {
    		s_player_clothes = player addAction [format["<t color='#0096ff'>Take Clothes</t>"], "scripts\takeClothes.sqf",_cursorTarget,0, false,true];
    	};
    } else {
    	player removeAction s_player_clothes;
    	s_player_clothes = -1;
    };
    

     

    now in your custom variables.sqf

    Spoiler
    
    Find this line:
    
    s_player_manageDoor = -1;
    
    and add directly below:
    
    s_player_clothes = -1; // Zabns take clothes

     

     

  14. Just now, Aelenia said:

    Okay, now I have another question... Since this script worked now, I wanted to try out this one as well:

    It also requires working with fn_selfActions.sqf, compiles.sqf and variables.sqf. Salival talks about "merging" the codes, if custom files already exist. I tried to figure out where there are diferences between e.g. the compiles.sqf provided in this take clothes script and the compiles.sqf provided in the vkc script and just adjusted one of them (meaning adding the lines missing from the vkc one to the take clothes one, because this was working before), but obviously did something wrong - vkc is working now, but take clothes not. Is there an easy and fast way to "merge" the files, because just comparing them not only takes a lot of time, but like I said I obviously also changed a line that was necessary for take clothes.

    salival´s guide have a tuto for users who already have another version.. so you can use this steps to find the codes..

    and merge.

    example:  in fn_selfactions.sqf  find this block:

    Spoiler
    
    // Allow Owner to lock and unlock vehicle  
    	if (_player_lockUnlock_crtl) then {
    		if (s_player_lockUnlock_crtl < 0) then {
    			_totalKeys = call epoch_tempKeys;
    			_temp_keys = _totalKeys select 0;
    			_temp_keys_names = _totalKeys select 1;
    			_hasKey = _characterID in _temp_keys;
    			_oldOwner = (_characterID == _uid);
    			if (locked _cursorTarget) then {
    				if (_hasKey || _oldOwner) then {
    					_unlock = player addAction [format[localize "STR_EPOCH_ACTIONS_UNLOCK",_text], "\z\addons\dayz_code\actions\unlock_veh.sqf",[_cursorTarget,(_temp_keys_names select (_temp_keys find _characterID))], 2, true, true];
    					s_player_lockunlock set [count s_player_lockunlock,_unlock];
    					s_player_lockUnlock_crtl = 1;
    				} else {
    					if (_hasHotwireKit) then {
    						_unlock = player addAction [format[localize "STR_EPOCH_ACTIONS_HOTWIRE",_text], "\z\addons\dayz_code\actions\hotwire_veh.sqf",_cursorTarget, 2, true, true];
    					} else {
    						_unlock = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_VEHLOCKED"], "",_cursorTarget, 2, false, true];
    					};
    					s_player_lockunlock set [count s_player_lockunlock,_unlock];
    					s_player_lockUnlock_crtl = 1;
    				};
    			} else {
    				if (_hasKey || _oldOwner) then {
    					_lock = player addAction [format[localize "STR_EPOCH_ACTIONS_LOCK",_text], "\z\addons\dayz_code\actions\lock_veh.sqf",_cursorTarget, 1, true, true];
    					s_player_lockunlock set [count s_player_lockunlock,_lock];
    					s_player_lockUnlock_crtl = 1;
    				};
    			};
    		};	 
    	} else {
    		{player removeAction _x} count s_player_lockunlock;s_player_lockunlock = [];
    		s_player_lockUnlock_crtl = -1;
    	};

     

    replace by:

    Spoiler
    
    // Allow Owner to lock and unlock vehicle  
    	if (_player_lockUnlock_crtl) then {
    		_totalKeys = call epoch_tempKeys;
    		_temp_keys = _totalKeys select 0;
    		_temp_keys_names = _totalKeys select 1;
    		_hasKey = _characterID in _temp_keys;
    		
    		if (s_player_lockUnlock_crtl < 0) then {
    			_oldOwner = (_characterID == _uid);
    			if (_isLocked) then {
    				if (_hasKey || {_oldOwner}) then {
    					_temp_key_name = (_temp_keys_names select (_temp_keys find _characterID));
    					_unlock = player addAction [format[localize "STR_EPOCH_ACTIONS_UNLOCK",_text], "\z\addons\dayz_code\actions\unlock_veh.sqf",[_cursorTarget,_temp_key_name], 2, true, true];
    					s_player_lockunlock set [count s_player_lockunlock,_unlock];
    					s_player_lockUnlock_crtl = 1;
    				} else {
    					if (_hasHotwireKit) then {
    						_unlock = player addAction [format[localize "STR_EPOCH_ACTIONS_HOTWIRE",_text], "\z\addons\dayz_code\actions\hotwire_veh.sqf",_cursorTarget, 2, true, true];
    					} else {
    						_unlock = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_VEHLOCKED"], "",_cursorTarget, 2, false, true];
    					};
    					s_player_lockunlock set [count s_player_lockunlock,_unlock];
    					s_player_lockUnlock_crtl = 1;
    				};
    			} else {
    				if (_hasKey || _oldOwner) then {
    					_lock = player addAction [format[localize "STR_EPOCH_ACTIONS_LOCK",_text], "\z\addons\dayz_code\actions\lock_veh.sqf",_cursorTarget, 1, true, true];
    					s_player_lockunlock set [count s_player_lockunlock,_lock];
    					s_player_lockUnlock_crtl = 1;
    				};
    			};
    		};
    		if (s_player_copyToKey < 0) then {
    			if (_hasKey && {_hasKeyKit} && {(count _temp_keys) > 1} && {!_isLocked}) then {
    				s_player_copyToKey = player addAction ["<t color=""#0096FF"">Change vehicle key</t>","scripts\vkc\vehicleKeyChanger.sqf",[_cursorTarget,_characterID,"change"],5,false,true];
    			};
    		};
    	} else {
    		{player removeAction _x} count s_player_lockunlock;s_player_lockunlock = [];
    		s_player_lockUnlock_crtl = -1;
    		player removeAction s_player_copyToKey;
    		s_player_copyToKey = -1;
    	};

     

    Find:

    Spoiler
    
    //Towing with tow truck
    	/*
    	if(_typeOfCursorTarget == "TOW_DZE") then {
    		if (s_player_towing < 0) then {
    			if(!(_cursorTarget getVariable ["DZEinTow", false])) then {
    				s_player_towing = player addAction [localize "STR_EPOCH_ACTIONS_ATTACH" "\z\addons\dayz_code\actions\tow_AttachStraps.sqf",_cursorTarget, 0, false, true];				
    			} else {
    				s_player_towing = player addAction [localize "STR_EPOCH_ACTIONS_DETACH", "\z\addons\dayz_code\actions\tow_DetachStraps.sqf",_cursorTarget, 0, false, true];				
    			};
    		};
    	} else {
    		player removeAction s_player_towing;
    		s_player_towing = -1;
    	};
    	*/

     

    below paste:

    Spoiler
    
    if (_isVehicle && {_characterID == "0"} && {_hasKeyKit} && {!_isMan} && {_isAlive}) then {
    		if (s_player_claimVehicle < 0) then {
    			_totalKeys = call epoch_tempKeys;
    			if (count (_totalKeys select 0) > 0) then {
    				s_player_claimVehicle = player addAction [format ["<t color=""#0096FF"">Claim %1</t>",_text],"scripts\vkc\vehicleKeyChanger.sqf",[_cursorTarget,_characterID,"claim"],5,false,true];
    			};
    		};
    	} else {
    		player removeAction s_player_claimVehicle;
    		s_player_claimVehicle = -1;
    	};

     

    find:

    Spoiler
    
    player removeAction s_player_fuelauto;
    	s_player_fuelauto = -1;
    	player removeAction s_player_fuelauto2;
    	s_player_fuelauto2 = -1;
    	player removeAction s_player_manageDoor;
    	s_player_manageDoor = -1;

     

    below paste:

    Spoiler
    
    player removeAction s_player_copyToKey;
    	s_player_copyToKey = -1;
    	player removeAction s_player_claimVehicle;
    	s_player_claimVehicle = -1;

     

     

    2-now in your custom variables.sqf   somewhere above

    //Player self-action handles

    paste:

    vkc_claimPrice = 1000; 
    vkc_changePrice = 5000;  

    and below:

    dayz_resetSelfActions = {

    paste:

    s_player_copyToKey = -1;
    s_player_claimVehicle = -1;

     

    about your custom compiles.sqf  You dont need add anything.. cuz salival just are calling a custom fn_selfactions.sqf from here and you already have this call

    fnc_usec_selfactions = compile preprocessFileLineNumbers "dayz_code\compile\fn_selfActions.sqf";

     

  15. @WLF very nice. Try use >= and <= to not get issues with 500 and 3500 values.

    private ["_vd"];
    _vd = viewDistance;
    
    if (_vd <= 3499) exitWith {_vd = _vd + 100;setViewDistance _vd;systemchat format ["View distance = %1m", viewDistance];};
    	
    if (_vd >= 3500) exitWith {_vd = 3500;setViewDistance _vd;systemchat format ["View distance = %1m", viewDistance];};

     

    private ["_vd"];
    _vd = viewDistance;
    
    if (_vd >= 500) exitWith{_vd = _vd - 100;setViewDistance _vd;systemchat format ["View distance = %1m", viewDistance];};
    	
    if (_vd <= 499) exitWith {_vd = 500;setViewDistance _vd;systemchat format ["View distance = %1m", viewDistance];};

     

  16. Just now, khalcifer said:

    What i need add to SQF in 1.0.6.1

    
    UPDATE `object_data` SET `CharacterID` = 0 WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 14 DAY) AND `CharacterID` > 0 AND `Classname` = ('VaultStorageLocked')  AND `Inventory` <> '[]' AND `Inventory` IS NOT NULL

    not work

    the one who comes by default with the epoch server files works well for me..

    UPDATE `object_data`
    SET `CharacterID` = 0
    WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 14 DAY)
    AND `CharacterID` > 0
    AND `Classname` = "VaultStorageLocked"
    AND `Inventory` <> '[]'
    AND `Inventory` IS NOT NULL;

     

  17. 10 hours ago, Tech_Support said:

    Im lazy lol 

    guess this line needs to be edited also

    _hempqty = {_x == "ItemKiloHemp"} count magazines player;

    so it should check the players backpack instead ?

    :laugh: maybe..

    _bpWpn = getWeaponCargo unitBackpack player;
    _bpMag = getMagazineCargo unitBackpack player;
    if ((count _bpWpn >=10) or (count _bpMag >= 10)) exitWith {dayz_actioninprogress = false; systemchat "no more room";};

    its not the best way but is only that i can think right now.

    Spoiler
    
    private ["_bp","_bpWpn","_bpMag","_hasMachete","_findHemp","_countHemp","_playerNear"];
    if (dayz_actioninprogress) exitWith {};
    dayz_actioninprogress = true;
    
    _hasMachete = "ItemMachete" in items player;
    _findHemp = nearestObjects [player,["fiberplant"],5];
    _countHemp = count _findHemp;
    _playerNear = {isPlayer _x} count (player nearEntities ["CAManBase", 10]) > 1;
    player removeAction s_player_Getweed;
    s_player_Getweed = -1;
    
    if (_playerNear) exitWith { cutText ["Cannot do this while another player is nearby!","PLAIN"]; };
    
    if (vehicle player != player) exitWith { cutText ["You cannot do this while in a vehicle!", "PLAIN DOWN"];
        dayz_actioninprogress = false;
    };
    
    if (!_hasMachete) exitWith { cutText ["You need a Machete to do this!", "PLAIN DOWN"];
        dayz_actioninprogress = false;
    };
    if (_countHemp > 0) then {   
    _bp = unitBackpack player;
    if (_bp != "") exitWith{dayz_actioninprogress = false; systemchat "need a backpack";};
    _bpWpn = getWeaponCargo unitBackpack player;
    _bpMag = getMagazineCargo unitBackpack player;
    if ((count _bpWpn >=10) or (count _bpMag >= 10)) exitWith {dayz_actioninprogress = false; systemchat "no more room";};
        r_interrupt = false;
        player playActionNow "PutDown";
        deleteVehicle (_findHemp select 0);
       
        _bp addMagazineCargoGlobal ["ItemKiloHemp",1];
        cutText ["You collected some precious weed!", "PLAIN DOWN"];
        //[format["%1 Gathered WEED.",name player]] call my_scripts_logger;
        uiSleep 3;
        if (round(random(100)) == 1) then { [player,1] call GiveXP; };
    } else {
        cutText ["There is no more Hemp! :'(", "PLAIN DOWN"];
    };
    dayz_actioninprogress = false;

     

     

  18. Just now, WLF said:

    How to make changing of a viewdistance by buttons, i.e. F6-increment (from 500m to 5000m), F5-decrement.

    mmm dont know.. maybe something like...

    up_vd.sqf

    Spoiler
    
    if(setviewdistance >=0 && setviewdistance <=549) then{
    setviewdistance = 550;
    systemchat "SetView550";
    };
    
    if(setviewdistance >=550 && setviewdistance <=749) then{
    setviewdistance = 750;
    systemchat "SetView750";
    };                                                
                                                    
    if(setviewdistance >=750 && setviewdistance <=999 ) then{
    setviewdistance = 1000;
    systemchat "SetView1000";
    };
    
    if(setviewdistance >=1000 && setviewdistance <= 1499) then{
    setviewdistance = 1500;
    systemchat "SetView 1500";
    };
    
    if(setviewdistance >=1500 && setviewdistance <=1999) then{
    setviewdistance = 2000;
    systemchat "SetView 2000";
    };
    
    if(setviewdistance >=2000 && setviewdistance <=2999) then{
    setviewdistance = 3000;
    systemchat "SetView3000";
    };
    
    if(setviewdistance <=3000 && setviewdistance <=3999) then{
    setviewdistance = 4000;
    systemchat "SetView4000";
    };
    
    if(setviewdistance >=4000) then{
    setviewdistance = 4000;
    systemchat "SetView4000";
    };

     

    down_vd.sqf

    Spoiler
    
    if(setviewdistance >=3001 && setviewdistance <=4000) then{
    setviewdistance = 3000;
    systemchat "SetView3000";
    };
    
    if(setviewdistance >=2001 && setviewdistance <=3000 ) then{
    setviewdistance = 2000;
    systemchat "SetView2000";
    };
    
    if(setviewdistance >=1501 && setviewdistance <= 2000) then{
    setviewdistance = 1500;
    systemchat "SetView 1500";
    };
    
    if(setviewdistance >=1001 && setviewdistance <=1500) then{
    setviewdistance = 1000;
    systemchat "SetView 1000";
    };
    
    if(setviewdistance >=751 && setviewdistance <=1000) then{
    setviewdistance = 750;
    systemchat "SetView750";
    };
    
    if(setviewdistance <=501 && setviewdistance <=750) then{
    setviewdistance = 500;
    systemchat "SetView500";
    };
    
    if(setviewdistance <=500) then{
    setviewdistance = 500;
    systemchat "SetView500";
    };

     

     

    custom keyboard.sqf ( at bottom but before the last "_handled" )

    if (_dikCode == 0x40) then {[] execVM "up_vd.sqf";};// F6 Key
    if (_dikCode == 0x3F) then {[] execVM "down_vd.sqf";};// F5 Key

     

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