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Posts posted by juandayz
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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 {};
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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?
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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
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@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
Spoilerprivate ["_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
Spoilerprivate ["_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)
Spoilerclass 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
Spoilerprivate ["_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; };
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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
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.
Spoilerprivate["_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; };
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6 hours ago, jjsnacks77 said:
Hello Juandayz!
Am I running these both over my database under query or events?
Thanks.
The function shoulbe running as query one single time. The other code iis event. I running it called with a .bat
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@ViktorReznov you also can try randomize with this code:
SpoilerDZE_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;
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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)
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@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".
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Just now, ViktorReznov said:
updated
At least Viktor you did it!!! Congratulations my friend! i read a lot of post since 2013 -2014 about peoples trying to make it. and you did it! KEEP WORKING!!! waiting for youre next mod!
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i not try it yet... but great work @Schalldampfer replacing the old time_control.sqf and tnks for share it!
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@jjsnacks77 here you got an example with my owns files. (see the lines in red . )
1-init.sqf
Spoilerinitialized = 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
Spoilerif (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
SpoileraiKills = 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)
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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.
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"; };
- nova and jjsnacks77
- 2
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5 minutes ago, Kovicson said:
Added i. t from the ConfigVariables.sqf... thanks man!
And remove plot pole from isremovable Variable..again in customm configvariables
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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;
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Ok Do you understand that sql is not a sqf. And this run over your db right?. Then if u have the recomend sql events running then just add the code that lbuk give you to your sql file where the rest of sql events are
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YOu need run the sql function to unlockvehicles without keys over your db. Onces you did it the function is saved. Then you can run the lbuw sql code with a .bat file or with scheduler.xm. take a lookl on the link i give you to have an idea
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@harcosgoogle here you got everything with server maintain functions.
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@BigEgg @seelenapparat @ViktorReznov whats about if viktor execute it with epoch event format.. something like:
fluctuating_event.sqf
Spoilerprivate ["_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:
Spoilerprivate ["_remote_msg"];
_remote_msg =false;//true if u have remote_messagesif (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; -
YOu also can call your sounds triggers from init.sqf same way tgat you call your custom markers
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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
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Just now, JakeQue said:
@juandayz , @oldmatechoc, @BigEgg, @TheVampire anyone?! :'(
dont have isea jake sory mate
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so for example to get it a lil more clean...
first you dont need define it... you can use dayz_female
so remove it:
SpoilerVR_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:
Spoilerif (!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
Spoilerif (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; }; };
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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)
You will be allowed(permission) to enter vehicle in trader?
in Scripting
Posted
(not my code)