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juandayz

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Posts posted by juandayz

  1. Just now, Hooty said:

    Is there a way to make this work when a certain epoch event is called?

    Yes just define a gloval variable as false in your custom variables.sqf and chang. e it by true with the event.. then put at top of the script a condition.. like waituntil {xvariable};

    Or if (xvariable) then {};

     

     

  2. 23 minutes ago, unconditional said:

    Hi,

    i'm new in the forum and i have an issue. I hope somebody help me. I installed essv3 on my server but at the login of a freshspawn both class selection that spawn selection are empty. I have to press esc.

    I controlled all steps of installations. I have installed admintool, debug monitor and bec.

    Help me... Thanks.

    did you change anything in spawn\config.sqf?

    do you remember repack your dayz_server.pbo?

    do you put the stringtable file in the root of your instance folder?

    at bottom of server_functions.sqf you have this line?

    #include "spawn_config.sqf"

    you put the spawn_config.sqf into dayz_server.pbo/init/ ?

    At bottom of description.ext you have this line?

    #include "spawn\dialogs.hpp"

    Are you using a map supported by this mod?

  3. Just now, nova said:

    @juandayz Great mod! Love it. However if I could ask you how can we make it so that when we get into the vehicle, it saves who we are in a way? i mean every time we log out or server restarts we have to get into the vehicle again for it to start the engines with the remote. Especially helies that take a while to spool up. ground vehicles u can just get in and go right lol 

    hey nova,, i dont know if is possible... but you can try use some other command with engine on.. .like force speed...  for example in this line

    if (!isEngineOn _vehicle) then {_vehicle engineOn true;_vehicle forceSpeed 1;};

    but maybe the car go away alone :laugh:

  4. @Expherion  here you got one that i wrote with @iben  for my deathmatch mod.

    Thers no crate spawns at the end.. but you can add one very easy.  (Players wins money every 60 seconds for hold the position)

    player_deathmatch_enter.sqf

    Spoiler
    
    private ["_playercount","_txt","_cntMax","_step","_baseReward","_useBannedWeps","_bannedWeps","_depositMoney","_fn_SC_uniCoins","_cnt","_timeReward","_msg","_curWep","_inVehicle","_done","_excluded","_coins","_vehicle"];
    
    // === User config:
    _cntMax        = 8;        // max 8 - how many cycles?
    _step          = 60;        // for delay between another reward cycle
    _baseReward    = 500;      // base money for one cycle, next cycle = _baseReward * (_cnt + 1)
    _depositMoney = "cache"; // "bank" use only if _fn_SC_uniCoins = true
    _fn_SC_uniCoins = true; //Need fn_SC_uniCoins //false uses standar salival way//
    // === User config END
    
    
     if (typeOf player isKindOf "PZombie_VB") exitWith {
    				  
                     systemchat ("<ANTIHACK>:cannot win money while youre a zed");
                      };
    
    /////////////////DO NOT TOUCH
    _cnt = 1;
    _timeReward = _cnt * _baseReward;
    _msg = format ["Nice! You gain %1 %2...",[_timeReward] call BIS_fnc_numberText,CurrencyName];
    _done = false;
    ////////////////////
    
    
    
    // === START
    systemchat ("Hold Position To win Money every 60seconds");
    _playercount = (({isPlayer _x } count (getPos vehicle player nearEntities[['AllVehicles'], 120])) - 1);
    
    uiSleep 0.5;
    
    if (_playercount == 0) then {
    _txt = "<img image='scripts\newhud\gui\server.paa' /><br/><t size='0.7' color='#23e143' align='center'>DEATHMATCH ZONE</t>";
    [_txt, [safezoneX, safezoneW], [0.20 * safezoneH + safezoneY, 0.3 * safezoneH], 2, 0.5] spawn BIS_fnc_dynamicText;   
    }else{
    _txt = "<img image='scripts\newhud\gui\server.paa' /><br/><t size='0.7' color='#ea2828' align='center'>DEATHMATCH ZONE</t>";
    [_txt, [safezoneX, safezoneW], [0.20 * safezoneH + safezoneY, 0.3 * safezoneH], 2, 0.5] spawn BIS_fnc_dynamicText;
    
    };
    
    uiSleep _step; // Wait for first Reward
    // ===
    
    
    while {!_done} do {
      if (_cnt < _cntMax) then {
      
        if (_fn_SC_uniCoins) then {
         [player,_timeReward,"add",_depositMoney] call fnc_SC_uniCoins;
        } else {
          _coins = player getVariable [Z_moneyVariable,0];
          _coins = _coins + _timeReward;
          player setVariable[Z_moneyVariable,_coins,true];
        };
      };
    
    uiSleep _step;
    _cnt = _cnt + 1;
    systemChat _msg;
    playsound "msg";
    _done = _cnt >= _cntMax;
    
    };
    
    // Exit script if conditions are not met
    if (_done) exitWith {
    _txt = "<br/><t size='0.5' color='#4cea28' align='center'>NICE!HOLD POSITION IS OVER... YOU DID IT!</t>";
    [_txt, [safezoneX, safezoneW], [0.10 * safezoneH + safezoneY, 0.2 * safezoneH], 5, 0.5] spawn BIS_fnc_dynamicText;
      systemChat "Leave the area and enter again to win more money";
    };
    
    
    // === END

     

    player_deathmatch_leave.sqf

    Spoiler
    
    private ["_txt"];
    _txt = "<br/><t size='0.7' color='#eaa728' align='center'>LEAVING DEATHMATCH ZONE!</t>";
    [_txt, [safezoneX, safezoneW], [0.20 * safezoneH + safezoneY, 0.3 * safezoneH], 2, 0.5] spawn BIS_fnc_dynamicText;

     

     

    mission.sqm  (use this file to set a pos and ratio where this area is located)

    Spoiler
    
    class Sensors
    	{
    		items=1;
    #define TRGDEF a=100;b=100;activationBy="ANY";repeating=1;interruptable=1;age="UNKNOWN";class Effects{};
    		
    		
         class Item0
            {
                position[]={3412.77,0, 3929.4153};
                TRGDEF
                name="zonebf";
                expCond="(vehicle player) in thislist;";
                expActiv="zonebf = [] execVM ""scripts\others\player_deathmatch_enter.sqf"";";
                expDesactiv="terminate zonebf; [] execVM ""scripts\others\player_deathmatch_leave.sqf"";";
                
            };
    };

     

     

     

    heres another variant that i wrote for nuclear wars.. wheres the script spawns waves of 3 enemy ai.

    bandits.sqf

    Spoiler
    
    private ["_playercount","_txt","_cntMax","_step","_baseReward","_useBannedWeps","_bannedWeps","_depositMoney","_fn_SC_uniCoins","_cnt","_timeReward","_msg","_curWep","_inVehicle","_done","_excluded","_coins","_vehicle"];
    _cntMax        = 3;      
    _stepa = 5;
    _step          = 60;        
    _cnt = 1;
    _done = false;
    //_playercount = (({isPlayer _x } count (getPos vehicle player nearEntities[['AllVehicles'], 50])) - 1);
    
    
    uiSleep 0.5;
    
    _txt = "<img image='scripts\newhud\gui\server.paa' /><br/><t size='0.7' color='#ea2828' align='center'>WARNING BANDIT ZONE</t>";
    [_txt, [safezoneX, safezoneW], [0.20 * safezoneH + safezoneY, 0.3 * safezoneH], 2, 0.5] spawn BIS_fnc_dynamicText;
    
    systemchat "Warning Radioactive Zone";
    //if (_playercount > 0) exitWith {};
    
    
    
    
    uiSleep _stepa; // Wait for first Reward
    // ===
    
    
    while {!_done} do {
      if (_cnt < _cntMax) then {
    systemchat "Bandits Comming";
    _rewards= ["MortarBucket","ItemBloodbag","ItemAntibiotic","ItemTent","ItemMixOil","ItemSandbag","ItemSilverBar10oz"]call BIS_fnc_selectRandom;
    _d = [50,55,60] call BIS_fnc_selectRandom;
    _r = random 360;
    _WaveSpawnLocation = [((getpos player) select 0) + sin _r *_d, ((getpos player) select 1) + cos _r *_d, 0]; 
    wavegroup1 = [_WaveSpawnLocation, EAST, ["TK_INS_Soldier_EP1","TK_INS_Soldier_EP1", "TK_INS_Soldier_EP1"],[],[],[],[],[],180] call BIS_fnc_spawnGroup;
    		{
    		_x doMove position player;
                           _x setBehaviour "COMBAT";
    					   _x setCombatMode "RED";
    					   removeAllWeapons _x;
                           removeAllItems _x;
    					  _x addMagazine _rewards;
    					  _x addMagazine "17Rnd_9x19_glock17";
    					  _x addMagazine "17Rnd_9x19_glock17";
                          _x addWeapon "G17_DZ";
    					  
    		} foreach units wavegroup1;
    		 diag_log ("SPAWN BANDIT WAVE");
    };
    
    
    
    
    uiSleep _step;
    
    _cnt = _cnt + 1;
    
    _done = _cnt >= _cntMax;
    };
    

     

     

  5. Just now, Thug said:

    Would like to run the old 1.0.5.1 flyby.sqf  on my servers. Don't know what I need to make it work with 1.0.6.1

    Also, does anyone have any of the old events working and willing to share?

    Here is the link to the script

    https://pastebin.com/eRk5phkc

    If anyone is willing to help, I will buy you a beer in game  Heck I will buy you a case.  lol

    EDITED 4 PM EST 7/10/2017 

    Can someone tell me where the supply_drop and crash_spawner is located. I went to dayz_server\modules and the only thing in the scripts was this;

    // Using vanilla care packages now. 
    // The 1.0.5.1 version was outdated and needs a full rewrite.

    These files have to be somewhere, just need a little help with finding them.

     

    Spoiler
    
    private["_model","_startpos","_endpos","_rand_player"];
     
    //_model = "AN2_DZ";
    _model = ["A10","AH64D_EP1","AV8B","C130J_US_EP1","F35B","Ka137_MG_PMC","Ka52","L39_TK_EP1","MQ9PredatorB_US_EP1","MV22","Mi24_D","Su25_CDF",
    "Su25_TK_EP1","pook_H13_gunship"] call BIS_fnc_selectRandom;
           
    _startpos = [
        [1000.0,2.0],
        [3500.0,2.0],
        [5000.0,2.0],
        [7500.0,2.0],
        [9712.0,663.067],
        [12304.0,1175.07],
        [14736.0,2500.0],
        [16240.0,5000.0],
        [16240.0,7500.0],
        [16240.0,10000.0]
                ] call BIS_fnc_selectRandom;
               
    _rand_player    = playableUnits call BIS_fnc_selectRandom;
     
    if (isNil "EPOCH_EVENT_RUNNING") then {
    EPOCH_EVENT_RUNNING = false;
    };
     
    
    if (EPOCH_EVENT_RUNNING) exitWith {
    diag_log("Event already running");
    };
    
    EPOCH_EVENT_RUNNING = true;
    
    if((isPlayer _rand_player) && (alive _rand_player)) then {
     
        _rand_num        = ceil(random 5);
        _playerpos        = [_rand_player] call FNC_GetPos;
        _number            = 0;
     
        for "_i" from 1 to _rand_num do {
       
            _number = (_number + 1);
     
            [_number,_model,_startpos,_playerpos] spawn {
     
                private["_aircraft","_aigroup","_pilot","_wp1","_wp2","_cor_y","_cor_x"];
               
                _number     = _this select 0;
                _model         = _this select 1;
                _startpos     = _this select 2;
                _playerpos     = _this select 3;            
                _endpos        = [0,16000,200];
     
                call {
                    if(_number == 1) exitWith {
                        _cor_y = 0;
                        _cor_x = 0;
                    };
     
                    if(_number == 2) exitWith {
                        _cor_y = -60;
                        _cor_x = -60;
                    };
     
                    if(_number == 3) exitWith {
                        _cor_y = -60;
                        _cor_x = 60;
                    };
     
                    if(_number == 4) exitWith {
                        _cor_y = -120;
                        _cor_x = -120;
                    };
     
                    if(_number == 5) exitWith {
                        _cor_y = -120;
                        _cor_x = 120;
                    };
                };
     
                _aircraft     = createVehicle [_model,[((_startpos select 0) + _cor_y),((_startpos select 1) + _cor_x),200],[],0,"FLY"];
                _aircraft     engineOn true;
                _aircraft     flyInHeight 200;
    			_aircraft 		addEventHandler ["GetOut",{(_this select 0) setFuel 0;(_this select 0) setDamage 1;}];
    _aircraft addEventHandler ["handleDamage", {false}];
    
    dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_aircraft];
     
                _aigroup     = creategroup civilian;
     
                _pilot         = _aigroup createUnit ["SurvivorW2_DZ",[_aircraft] call FNC_GetPos,[],0,"FORM"];
                _pilot         setCombatMode "BLUE";
                _pilot         moveindriver _aircraft;
                _pilot         assignAsDriver _aircraft;
     
                _wp1         = _aigroup addWaypoint [[((_playerpos select 0) + _cor_y),((_playerpos select 1) + _cor_x),200],0];
                _wp1         setWaypointType "MOVE";
                _wp1        setWaypointBehaviour "CARELESS";
     
                _wp2         = _aigroup addWaypoint [[(_endpos select 0),(_endpos select 1),200],0];
                _wp2         setWaypointType "MOVE";
                _wp2         setWaypointBehaviour "CARELESS";
     
                waitUntil { (_aircraft distance _endpos < 500) };
     
                deleteVehicle _aircraft;
                deleteGroup _aigroup;
                deleteVehicle _pilot;
     
    
            };
        };
         EPOCH_EVENT_RUNNING = false;                                                     
    };

     

     

  6. @ViktorReznov you also can try randomize with this code:

    Spoiler
    
    DZE_ecoMult = [
        ["2.5","1"],
    	["2","0.5"],
    	["1.9","0.6"],
    	["1.8","0.7"],
    	["1.6","0.8"],
    	["1.5","0.9"],
    	["1.4","1.1"],
    	["1.2","1.2"],
    	["0.9","1.3"],	
    	["0.8","1.4"],
    	["0.7","1.5"],
    	["0.7","2"]
    ];
    _fluct = floor random (count DZE_ecoMult);
    DZE_buyMult = DZE_ecoMult select _fluct select 0;
    DZE_sellMult = DZE_ecoMult select _fluct select 1;

     

     

  7. Just now, jjsnacks77 said:

    @juandayz Yes I am calling keyboard.sqf from my custom compiles which is dayz_code\init\compiles.sqf

    I have aimed and and pressed all key variants (impatient) . Gave the server 10 minutes just to be sure and tried with 2 different vehicles.

     

    I will give the test a shot.

    Thanks.

     

    ok if u still cannot get it work.. i can join to your machine with team viewer if u want.  (just ssend me by private your id and pass)

  8. @jjsnacks77 ok your steps seems be right.  just a question.

    Are you adding the call of keyboard.sqf in this compiles.sqf? ( dayz_code\init\compiles.sqf )   right?

    Other thing.. You need aim to the vehicle and have the his key in your inventory.

     

    To made a quick test if the remote_key.sqf is loading correct..  open remote_key.sqf

    find this line:

    if !(_vehicle isKindOf "AllVehicles" && {player distance _vehicle < 50}) exitWith {};

    and change by:

    if !(_vehicle isKindOf "AllVehicles" && {player distance _vehicle < 50}) exitWith {systemchat "testing";};

    then go in game and press "E" key in somewhere.. the systemchat must show a text saying "testing".

  9. @jjsnacks77 here you got an example with my owns files. (see the lines in red . )

    1-init.sqf

    Spoiler

    initialized = false;
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";
    call compile preprocessFileLineNumbers "dayz_code\init\variables.sqf";
    progressLoadingScreen 0.05;
    call compile preprocessFileLineNumbers "dayz_code\init\publicEH.sqf";
    progressLoadingScreen 0.1;
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
    progressLoadingScreen 0.15;
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
    call compile preprocessFileLineNumbers "dayz_code\init\compiles.sqf";//My custom compiles
    if (_verCheck) then {
        #include "DZE_Hotfix_1.0.6.1A\init\compiles.sqf"
    };
    progressLoadingScreen 0.25;

    2-compiles.sqf

    Spoiler

    if (isServer) then {
        diag_log "Loading custom server compiles";    
    };

    if (!isDedicated) then {
        diag_log "Loading custom client compiles";
        
        fnc_usec_selfactions = compile preprocessFileLineNumbers "dayz_code\compile\fn_selfActions.sqf";
        DZ_KeyDown_EH = compile preprocessFileLineNumbers "dayz_code\compile\keyboard.sqf";    
        local_eventKill = compile preprocessFileLineNumbers "dayz_code\compile\local_eventKill.sqf";
        dze_buildChecks = compile preprocessFileLineNumbers "dayz_code\compile\dze_buildChecks.sqf";
        
        player_selectSlot = compile preprocessFileLineNumbers "dayz_code\compile\ui_selectSlot.sqf";
        
        
        player_traderCity = compile preprocessFileLineNumbers "dayz_code\events\player_traderCity.sqf";    
        SafezoneEnable = compile preprocessFileLineNumbers "dayz_code\events\safezone_enable.sqf";
        SafezoneDisable = compile preprocessFileLineNumbers "dayz_code\events\safezone_disable.sqf";
    };
    fnc_veh_handleDam = compile preprocessFileLineNumbers "dayz_code\compile\veh_handleDam.sqf";

    3-Keyboard.sqf

    Spoiler

    ////a lot of original code

    if (r_player_unconsciousInputDisabled) exitWith {true};
    _code = keyboard_keys select _dikCode;
    if (!isNil "_code") then {
        call _code;
    };

    if (_dikCode ==   0x12) then {[]execVM "scripts\others\remote_key.sqf";}; //#E remote
    if (_dikCode == 0x3C) then {execVM "playermenu\player_menu.sqf";};//PLAYER MENU F2
    if (_dikCode == 0x3D) then {[] execVM "adminmenu\init_adminevents.sqf";};//ADM MENU F3

    _handled

    4-description.ext

    Spoiler

    aiKills = 1;
    diagRadio = 1;
    diagHit = 1;

    class CfgSounds
    {
        sounds[] =
        {
            Radio_Message_Sound
        };
        class Radio_Message_Sound
        {
            name = "Radio_Message_Sound";
            sound[] = {scripts\radio\radio.ogg,0.4,1};
            titles[] = {};
        };
        carlock1[] =
        {
            carlock
        };
        class carlock
        {
            name = "carLock";
            sound[] = {scripts\others\carLock.ogg,0.4,1};
            titles[] = {};
        };

    };

    5-download carlock.ogg (sound)

    http://www.mediafire.com/file/ntn8ja4zlogm6t8/carLock.ogg

  10. Just now, jjsnacks77 said:

    Where are you putting the keyboard.sqf

    And I'm assuming when you mean custom you mean, copied from dayz_code into my mpmissions somewhere.

    I tried to activate it through my custom compiles.sqf but not sure on what to do or how to get it to work.

      Hide contents

    DZ_KeyDown_EH = compile preprocessFileLineNumbers "dayz_code\compile\keyboard.sqf";

    Thanks.

    this is exactly what you need to do.

    Example  custom compiles.sqf

    if (!isDedicated) then {
    	diag_log "Loading custom client compiles";
    	
    	fnc_usec_selfactions = compile preprocessFileLineNumbers "dayz_code\compile\fn_selfActions.sqf";
    	DZ_KeyDown_EH = compile preprocessFileLineNumbers "dayz_code\compile\keyboard.sqf";	
    };

     

  11. the function:

    Spoiler
    
    -- ----------------------------
    -- Function structure for FindVehicleKeysCount
    -- ----------------------------
    DROP FUNCTION IF EXISTS `FindVehicleKeysCount`;
    DELIMITER ;;
    CREATE FUNCTION `FindVehicleKeysCount`(`keyId` INT) RETURNS int(11)
    BEGIN
        DECLARE totalKeys INT DEFAULT 0;
        DECLARE keyName VARCHAR(32) DEFAULT "";
        DECLARE keysInChar INT DEFAULT 0;
        DECLARE keysInObj INT DEFAULT 0;
    
        SET keyName = (CASE
            WHEN `keyId` < 2501 THEN CONCAT('ItemKeyGreen', `keyId`)
            WHEN `keyId` < 5001 THEN CONCAT('ItemKeyRed', `keyId` - 2500)
            WHEN `keyId` < 7501 THEN CONCAT('ItemKeyBlue', `keyId` - 5000)
            WHEN `keyId` < 10001 THEN CONCAT('ItemKeyYellow', `keyId` - 7500)
            WHEN `keyId` < 12501 THEN CONCAT('ItemKeyBlack', `keyId` - 10000)
            ELSE 'ERROR'
        END);
    
        SET keysInChar = (SELECT COUNT(*) FROM `Character_DATA` WHERE `Alive` = '1' AND (`Inventory` LIKE CONCAT('%', keyName, '%') OR `Backpack` LIKE CONCAT('%', keyName, '%')));
        SET keysInObj = (SELECT COUNT(*) FROM `Object_DATA` WHERE `Inventory` LIKE CONCAT('%', keyName, '%'));
    
        RETURN (keysInChar + keysInObj);
    END

     

     

    The code:

    Spoiler
    
    -- ----------------------------
    -- Delete server spawned vehicles.
    -- ----------------------------
    DELETE FROM `object_data`
    WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 3 DAY)
    AND `CharacterID` = '0'
    AND `Classname`
    NOT REGEXP 'barrier|storage|shed|bench|wall|floor|fence|pump|wood|hrescue|stick|pole|generator|panel|house|rack|bag|stand|barrel|canvas|wire|hedgehog|net|trap|ramp|fort|sand|scaffold|nest|killhouse|villa|castle|pub|shelter|stodola|garage|MBG|warehouse|sara';
    
    -- ----------------------------
    -- Delete all vehicles not touched in 3 days.
    -- ----------------------------
    DELETE FROM `object_data`
    WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 3 DAY)
    AND `Classname`
    NOT REGEXP 'barrier|storage|shed|bench|wall|floor|fence|pump|wood|hrescue|stick|pole|generator|panel|house|rack|bag|stand|barrel|canvas|wire|hedgehog|net|trap|ramp|fort|sand|scaffold|nest|killhouse|villa|castle|pub|shelter|stodola|garage|MBG|warehouse|sara';
    
    -- ----------------------------
    -- Unlock purchased, inactive vehicles.
    -- ----------------------------
    UPDATE `object_data`
    SET `CharacterID` = 0,`LastUpdated` = `LastUpdated`
    WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 3 DAY)
    AND `CharacterID` > 0
    AND `Classname`
    NOT REGEXP 'barrier|storage|shed|bench|wall|floor|fence|pump|wood|hrescue|stick|pole|generator|panel|house|rack|bag|stand|barrel|canvas|wire|hedgehog|net|trap|ramp|fort|sand|scaffold|nest|killhouse|villa|castle|pub|shelter|stodola|garage|MBG|warehouse|sara';
    
    
    -- ----------------------------
    -- Unlock vehicle's with no key.
    -- ----------------------------
    UPDATE `Object_DATA`
    SET `Object_DATA`.`CharacterID` = 0,`LastUpdated` = `LastUpdated`
    WHERE `Object_DATA`.`CharacterID` <> 0
    AND`Object_DATA`.`CharacterID` <= 12500
    AND`Object_DATA`.`Classname` NOT LIKE 'Tent%'
    AND`Object_DATA`.`Classname` NOT LIKE '%Locked'
    AND`Object_DATA`.`Classname` NOT LIKE 'Land%'
    AND`Object_DATA`.`Classname` NOT LIKE 'Cinder%'
    AND`Object_DATA`.`Classname` NOT LIKE 'Wood%'
    AND`Object_DATA`.`Classname` NOT LIKE 'Metal%'
    AND`Object_DATA`.`Classname` NOT LIKE '%Storage%'
    AND`Object_DATA`.`Classname` NOT IN ('OutHouse_DZ', 'GunRack_DZ', 'WorkBench_DZ', 'Sandbag1_DZ', 'FireBarrel_DZ', 'DesertCamoNet_DZ', 'StickFence_DZ', 'LightPole_DZ', 'DeerStand_DZ', 'ForestLargeCamoNet_DZ', 'Plastic_Pole_EP1_DZ', 'Hedgehog_DZ', 'FuelPump_DZ', 'Fort_RazorWire', 'SandNest_DZ', 'ForestCamoNet_DZ', 'Fence_corrugated_DZ', 'CanvasHut_DZ', 'Generator_DZ')
    AND FindVehicleKeysCount(Object_DATA.CharacterID) = 0;

     

     

  12. @BigEgg @seelenapparat  @ViktorReznov  whats about if viktor execute it with  epoch event format.. something like:

    fluctuating_event.sqf

    Spoiler
    
    private ["_remote_msg"];
    _remote_msg =false;//true if u have remote_messages
    
    if (isNil "EPOCH_EVENT_RUNNING") then {
    EPOCH_EVENT_RUNNING = false;
    };
     
    
    if (EPOCH_EVENT_RUNNING) exitWith {
    diag_log("Event already running");
    };
    
    EPOCH_EVENT_RUNNING = true;
    
    
    if (_remote_msg)then {
    _hint = parseText format["<t align='center' color='#2fee11' shadow='2' size='1'>Fluctuating Prices</t>"];
    RemoteMessage = ['hint', _hint];
    publicVariable "RemoteMessage";
    }else{
    [nil,nil,rTitleText,"Fluctuating Prices", "PLAIN",10] call RE;
    };
    
      DZE_ecoMult = (round(random 12));
        switch (DZE_ecoMult) do {
            case 0:        {DZE_buyMult = 2;    DZE_sellMult = 0.5;};
            case 1:        {DZE_buyMult = 1.9;    DZE_sellMult = 0.6;};
            case 2:        {DZE_buyMult = 1.8;    DZE_sellMult = 0.7;};
            case 3:        {DZE_buyMult = 1.6;    DZE_sellMult = 0.8;};
            case 4:        {DZE_buyMult = 1.5;    DZE_sellMult = 0.9;};
            case 5:        {DZE_buyMult = 1.4;    DZE_sellMult = 1.1;};
            case 6:        {DZE_buyMult = 1.2;    DZE_sellMult = 1.2;};
            case 7:        {DZE_buyMult = 0.9;    DZE_sellMult = 1.3;};
            case 8:        {DZE_buyMult = 0.8;    DZE_sellMult = 1.4;};
            case 9:        {DZE_buyMult = 0.7;    DZE_sellMult = 1.5;};
            case 10:    {DZE_buyMult = 2.5;    DZE_sellMult = 1;}; //wildcard! bad day to be buying....
            case 11:    {DZE_buyMult = 0.7;    DZE_sellMult = 2;}; //wildcard! MO MONEY!
        };
    diag_log format["[ECONOMY] Price Change Using Economy! ~You Buy %1 Percent, You Sell %2 Percent", (DZE_buyMult * 100), (DZE_sellMult * 100)];
    
    publicVariable "DZE_ecoMult"; 
    EPOCH_EVENT_RUNNING = false;

     

    or:

    Spoiler

    private ["_remote_msg"];
    _remote_msg =false;//true if u have remote_messages

    if (isNil "EPOCH_EVENT_RUNNING") then {
    EPOCH_EVENT_RUNNING = false;
    };
     

    if (EPOCH_EVENT_RUNNING) exitWith {
    diag_log("Event already running");
    };

    EPOCH_EVENT_RUNNING = true;


    if (_remote_msg)then {
    _hint = parseText format["<t align='center' color='#2fee11' shadow='2' size='1'>Fluctuating Prices</t>"];
    RemoteMessage = ['hint', _hint];
    publicVariable "RemoteMessage";
    }else{
    [nil,nil,rTitleText,"Fluctuating Prices", "PLAIN",10] call RE;
    };

      DZE_ecoMult = (round(random 12));
        switch (DZE_ecoMult) do {
            case 0:        {DZE_buyMult = 2;    DZE_sellMult = 0.5;};
            case 1:        {DZE_buyMult = 1.9;    DZE_sellMult = 0.6;};
            case 2:        {DZE_buyMult = 1.8;    DZE_sellMult = 0.7;};
            case 3:        {DZE_buyMult = 1.6;    DZE_sellMult = 0.8;};
            case 4:        {DZE_buyMult = 1.5;    DZE_sellMult = 0.9;};
            case 5:        {DZE_buyMult = 1.4;    DZE_sellMult = 1.1;};
            case 6:        {DZE_buyMult = 1.2;    DZE_sellMult = 1.2;};
            case 7:        {DZE_buyMult = 0.9;    DZE_sellMult = 1.3;};
            case 8:        {DZE_buyMult = 0.8;    DZE_sellMult = 1.4;};
            case 9:        {DZE_buyMult = 0.7;    DZE_sellMult = 1.5;};
            case 10:    {DZE_buyMult = 2.5;    DZE_sellMult = 1;}; //wildcard! bad day to be buying....
            case 11:    {DZE_buyMult = 0.7;    DZE_sellMult = 2;}; //wildcard! MO MONEY!
        };

    {
    DZE_buyMult=DZE_buyMult;
    DZE_sellMult =DZE_sellMult;
    } forEach playableUnits;

     

  13. 1 hour ago, DerpEZ said:

    @juandayz - Are you willing to have a look for us? We're willing to pay in return of course. At the end of the day the server is non-profit and we just want the community to be able to get together and play without issues.

    No mate sory..cannot take money from community users and also really havo no idea were to star to look.. think iben,bigegg,salival,icomrade,ebayhave more experience than me to help you with this

  14. so for example to get it a lil more clean...

    first you dont need define it... you can use dayz_female

    so remove it:

    Spoiler
    
    VR_femaleSkins = [
    				"BanditW1_DZ","BanditW2_DZ","SurvivorW2_DZ","SurvivorW3_DZ","SurvivorWcombat_DZ","SurvivorWdesert_DZ","SurvivorWurban_DZ","SurvivorWpink_DZ"
    				];

     

    take oldma male_dialog.sqf

    and change by:

    Spoiler
    
    if (!isNull (unitBackpack player)) exitWith { dayz_actionInProgress = false; cutText  [("Put your backpack and inventory in a storage item to change clothes"), "PLAIN DOWN"] };
    
    
    if (typeOf player in DayZ_Female) then {
    CHOCSKINS_CLOTHING_LIST = Female_Clothing;
    }else{
    CHOCSKINS_CLOTHING_LIST = Male_Clothing;
    };
    
    createDialog "ChooseSkin";

     

    delete female_dialog.sqf

    now in fn_selfactions.sqf

    Spoiler
    
    if (VR_useWardrobe) then {
    if (_typeOfCursorTarget in VR_arrayWardrobes) then {
    if (s_changing_room < 0)) then { 
    _text = "dressRoom";
    s_changing_room = player addAction [format["%1",_text], "dayz_code\actions\SkinMenus\Male_Dialog.sqf"];	
    };
    
    } else { 
    player removeAction s_changing_room; 
    s_changing_room = -1; 
    };
    };

     

     

     

  15. Quote

    like to learn from this rather than be given answers so please explain good sir!

    1-ok.. see you was defined _crusorTarget = cursorTarget;  (you dont need it.. if u see at top of fn_selfactions.sqf you will see:

    _vehicle = vehicle player;
    _inVehicle = (_vehicle != player);
    _cursorTarget = cursorTarget;

    2-This part:

    if (!_isFemale)) then { 
    };
    if (_isFemale) then { 
    };

    you dont need define !_isFemale   and _isFemale.   the script assume that is not female  then is female...

    so: 

    if (!_isFemale) then {
    }else{
    //is female
    };

    3.-s_changing_room = _cursorTarget addAction ["Men's Room","dayz_code\actions\SkinMenu\Male_Dialog.sqf",_cursorTarget, 0, true, true];

    Here you add the action "s_changing_room" to the cursor target(its not bad).. not to the player... this is good for change variables in objects or people who are the "_this select 0;"  like salivals do in his bury butcher or in take clothes...

    but in this case you need add the action on player not in the wardrove... so:

    _changing_room = player addAction ["Men's Room","dayz_code\actions\SkinMenu\Male_Dialog.sqf"];

     

    4-and i have a question... you define in init.sqf

     VR_useWardrobe = true;

    if u dont have other script who change it by false ... really you dont need it. (but i dont now)

     

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