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WLF

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Posts posted by WLF

  1. That beta is the last version and it works for me. I am just clicking RMB on pbo-file and choosing item "PBO Manager - Extract to <file_name_as_folder>". After editing, click RMB on folder and choosing "PBO Manager - Pack into <folder_name>.pbo". That's all!

  2. 19 hours ago, bumnutz72 said:

    I bet this is a easy answer, I have looked and searched on the forums but I am confused.

    How can I place a border around a marker please? 
    I know it goes in along with the creation and markerbrush etc but I’m just confused,  all I want to do is put a coloured border around the marker, and if anyone can help it is greatly appreciated.

    Just use 2 markers on same place like this:

    // markers.sqf
    
    _i = 0;
    
    ...
    
    // Zone Alpha
    _i = _i + 1;
    _marker = createMarker [("_marker" + str(_i)), [8051,13555]];
    _marker setMarkerShape "ELLIPSE";
    _marker setMarkerColor "ColorBrown";
    _marker setMarkerBrush "DiagGrid";
    _marker setMarkerSize [300,300];
    _i = _i + 1;
    _marker	= createMarker [("_marker" + str(_i)), [8051,13555]];
    _marker	setMarkerColor "ColorBlack";
    _marker	setMarkerType "mil_dot";
    _marker	setMarkerText "Zone Alpha";

    Put this file in mission folder and add this line

    [] execVM "markers.sqf";

    somewhere near end of init.sqf.

  3. 13 hours ago, Vladick said:

    Thanks for this, I am really enjoying it! I really like that you including options for the safe zones, including removing zeds that spawn near. I'm wondering if it would also be possible to add an anti AI option to this script so that AI are also removed. Otherwise, another safe zone script is needed and I really like this one. Is there some other option for removing AI around the safe zones? I checked in DZAI but did not find any options.

    Thanks!

     

    I don't remember where I got this script from, but it removes the AI from the safe zone if you enable this option:

    https://pastebin.com/aSsP1vjZ

  4. On 3/24/2021 at 6:11 PM, HindruM said:

    can this script be installed on version 1.0.7

    Yes, you just need slightly update the script.

    In main.sqf find this line:

    _wealth = player getVariable [Z_MoneyVariable,0];

    Replace it with:

    _wealth = player getVariable[(["cashMoney","globalMoney"] select Z_persistentMoney),0];

    Find line:

    player setVariable [Z_MoneyVariable,(_wealth + _coins),true];

    And replace it with:

    player setVariable[(["cashMoney","globalMoney"] select Z_persistentMoney),(_wealth + _coins),true];

     

    That's all! :)

  5. On 7/12/2019 at 2:34 PM, don2k7 said:

    hello i have installed this it works great the only problem i have is that i created a static mission using the example file and looked at the previous comments on this forum but am getting an error i cant seem to fix was wondering if anyone can help

    error

     

      Hide contents

     

    12:14:25 "WAI: AI Config File Loaded"
    12:14:25 "WAI: Overpoch Config File Loaded"
    12:14:25 Error in expression <5],[],0,"CAN_COLLIDE"];
    _crate3 = createVehicle ["USVehicleBox",[22333.867,20>
    12:14:25   Error position: <Vehicle ["USVehicleBox",[22333.867,20>
    12:14:25   Error Missing ;
    12:14:25 File z\addons\dayz_server\WAI\static\default.sqf, line 399
    12:14:25 Error in expression <5],[],0,"CAN_COLLIDE"];
    _crate3 = createVehicle ["USVehicleBox",[22333.867,20>
    12:14:25   Error position: <Vehicle ["USVehicleBox",[22333.867,20>
    12:14:25   Error Missing ;
    12:14:25 File z\addons\dayz_server\WAI\static\default.sqf, line 399
    12:14:25 Error in expression <5],[],0,"CAN_COLLIDE"];
    _crate3 = createVehicle ["USVehicleBox",[22333.867,20>
    12:14:25   Error position: <Vehicle ["USVehicleBox",[22333.867,20>
    12:14:25   Error Missing ;

    [\spoiler]

    static spawn file

     

      Reveal hidden contents

     

    //Custom Spawns file//

    // These custom spawns are for use in static mission locations. You can set markers in mission.sqm if you want them.

    /*
    Custom group spawns Eg.

    [
        [953.237,4486.48,0.001],        // Position
        4,                                // Number Of units
        "Random",                        // Skill level of unit (easy, medium, hard, extreme, Random)
        "Random", or ["Random","at"],    // Primary gun set number or gun and rocket launcher. Syntax is "Random", for gun only or ["Random","AT"], for gun and launcher
        4,                                // Number of magazines
        "Random",                        // Backpack classname, use "Random" or classname here
        "Random",                        // Skin classname, use "Random" or classname here
        "Random",                        // Gearset number. "Random" for random gear set
        "Bandit"                        // AI Type, "Hero" or "Bandit".
    ] call spawn_group;

    Place your custom group spawns below
    */
    [
        [22986.715,19267.631,0],        // Position
        4,                                // Number Of units
        "hard",                        // Skill level of unit (easy, medium, hard, extreme, Random)
        "Random",                    // Primary gun set number or gun and rocket launcher. Syntax is "Random", for gun only or ["Random","AT"], for gun and launcher
        4,                                // Number of magazines
        "Random",                        // Backpack classname, use "Random" or classname here
        "Random",                        // Skin classname, use "Random" or classname here
        "Random",                        // Gearset number. "Random" for random gear set
        "Bandit"                        // AI Type, "Hero" or "Bandit".
    ] call spawn_group;
    [
        [22573.023,19379.523,0],        // Position
        4,                                // Number Of units
        "hard",                        // Skill level of unit (easy, medium, hard, extreme, Random)
        "Random",                    // Primary gun set number or gun and rocket launcher. Syntax is "Random", for gun only or ["Random","AT"], for gun and launcher
        4,                                // Number of magazines
        "Random",                        // Backpack classname, use "Random" or classname here
        "Random",                        // Skin classname, use "Random" or classname here
        "Random",                        // Gearset number. "Random" for random gear set
        "Bandit"                        // AI Type, "Hero" or "Bandit".
    ] call spawn_group;
    [
        [22462.225,19485.725,0],        // Position
        4,                                // Number Of units
        "hard",                        // Skill level of unit (easy, medium, hard, extreme, Random)
        "Random",                    // Primary gun set number or gun and rocket launcher. Syntax is "Random", for gun only or ["Random","AT"], for gun and launcher
        4,                                // Number of magazines
        "Random",                        // Backpack classname, use "Random" or classname here
        "Random",                        // Skin classname, use "Random" or classname here
        "Random",                        // Gearset number. "Random" for random gear set
        "Bandit"                        // AI Type, "Hero" or "Bandit".
    ] call spawn_group;
    [
        [22897.416,19895.643,0],        // Position
        4,                                // Number Of units
        "hard",                        // Skill level of unit (easy, medium, hard, extreme, Random)
        "Random",                    // Primary gun set number or gun and rocket launcher. Syntax is "Random", for gun only or ["Random","AT"], for gun and launcher
        4,                                // Number of magazines
        "Random",                        // Backpack classname, use "Random" or classname here
        "Random",                        // Skin classname, use "Random" or classname here
        "Random",                        // Gearset number. "Random" for random gear set
        "Bandit"                        // AI Type, "Hero" or "Bandit".
    ] call spawn_group; 
    [
        [22505.922,20056.195,0],        // Position
        4,                                // Number Of units
        "hard",                        // Skill level of unit (easy, medium, hard, extreme, Random)
        "Random",                    // Primary gun set number or gun and rocket launcher. Syntax is "Random", for gun only or ["Random","AT"], for gun and launcher
        4,                                // Number of magazines
        "Random",                        // Backpack classname, use "Random" or classname here
        "Random",                        // Skin classname, use "Random" or classname here
        "Random",                        // Gearset number. "Random" for random gear set
        "Bandit"                        // AI Type, "Hero" or "Bandit".
    ] call spawn_group; 
    [
        [22643.256,20174.373,0],        // Position
        4,                                // Number Of units
        "hard",                        // Skill level of unit (easy, medium, hard, extreme, Random)
        "Random",                    // Primary gun set number or gun and rocket launcher. Syntax is "Random", for gun only or ["Random","AT"], for gun and launcher
        4,                                // Number of magazines
        "Random",                        // Backpack classname, use "Random" or classname here
        "Random",                        // Skin classname, use "Random" or classname here
        "Random",                        // Gearset number. "Random" for random gear set
        "Bandit"                        // AI Type, "Hero" or "Bandit".
    ] call spawn_group; 
    [
        [22203.928,19855.676,0],        // Position
        4,                                // Number Of units
        "hard",                        // Skill level of unit (easy, medium, hard, extreme, Random)
        "Random",                    // Primary gun set number or gun and rocket launcher. Syntax is "Random", for gun only or ["Random","AT"], for gun and launcher
        4,                                // Number of magazines
        "Random",                        // Backpack classname, use "Random" or classname here
        "Random",                        // Skin classname, use "Random" or classname here
        "Random",                        // Gearset number. "Random" for random gear set
        "Bandit"                        // AI Type, "Hero" or "Bandit".
    ] call spawn_group;  
    [
        [22203.928,19855.676,0],        // Position
        4,                                // Number Of units
        "hard",                        // Skill level of unit (easy, medium, hard, extreme, Random)
        "Random",                    // Primary gun set number or gun and rocket launcher. Syntax is "Random", for gun only or ["Random","AT"], for gun and launcher
        4,                                // Number of magazines
        "Random",                        // Backpack classname, use "Random" or classname here
        "Random",                        // Skin classname, use "Random" or classname here
        "Random",                        // Gearset number. "Random" for random gear set
        "Bandit"                        // AI Type, "Hero" or "Bandit".
    ] call spawn_group; 
    [
        [22192.041,19569.52,0],        // Position
        4,                                // Number Of units
        "hard",                        // Skill level of unit (easy, medium, hard, extreme, Random)
        "Random",                    // Primary gun set number or gun and rocket launcher. Syntax is "Random", for gun only or ["Random","AT"], for gun and launcher
        4,                                // Number of magazines
        "Random",                        // Backpack classname, use "Random" or classname here
        "Random",                        // Skin classname, use "Random" or classname here
        "Random",                        // Gearset number. "Random" for random gear set
        "Bandit"                        // AI Type, "Hero" or "Bandit".
    ] call spawn_group;   
    [
        [22212.896,19364.443,0],        // Position
        4,                                // Number Of units
        "hard",                        // Skill level of unit (easy, medium, hard, extreme, Random)
        "Random",                    // Primary gun set number or gun and rocket launcher. Syntax is "Random", for gun only or ["Random","AT"], for gun and launcher
        4,                                // Number of magazines
        "Random",                        // Backpack classname, use "Random" or classname here
        "Random",                        // Skin classname, use "Random" or classname here
        "Random",                        // Gearset number. "Random" for random gear set
        "Bandit"                        // AI Type, "Hero" or "Bandit".
    ] call spawn_group;   
    [
        [22548.52,19703.369,0],        // Position
        4,                                // Number Of units
        "hard",                        // Skill level of unit (easy, medium, hard, extreme, Random)
        "Random",                    // Primary gun set number or gun and rocket launcher. Syntax is "Random", for gun only or ["Random","AT"], for gun and launcher
        4,                                // Number of magazines
        "Random",                        // Backpack classname, use "Random" or classname here
        "Random",                        // Skin classname, use "Random" or classname here
        "Random",                        // Gearset number. "Random" for random gear set
        "Bandit"                        // AI Type, "Hero" or "Bandit".
    ] call spawn_group;   
    [
        [22269.102,19513.352,0],        // Position
        4,                                // Number Of units
        "hard",                        // Skill level of unit (easy, medium, hard, extreme, Random)
        "Random",                    // Primary gun set number or gun and rocket launcher. Syntax is "Random", for gun only or ["Random","AT"], for gun and launcher
        4,                                // Number of magazines
        "Random",                        // Backpack classname, use "Random" or classname here
        "Random",                        // Skin classname, use "Random" or classname here
        "Random",                        // Gearset number. "Random" for random gear set
        "Bandit"                        // AI Type, "Hero" or "Bandit".
    ] call spawn_group;   
    [
        [22410.285,19728.063,0],        // Position
        4,                                // Number Of units
        "hard",                        // Skill level of unit (easy, medium, hard, extreme, Random)
        "Random",                    // Primary gun set number or gun and rocket launcher. Syntax is "Random", for gun only or ["Random","AT"], for gun and launcher
        4,                                // Number of magazines
        "Random",                        // Backpack classname, use "Random" or classname here
        "Random",                        // Skin classname, use "Random" or classname here
        "Random",                        // Gearset number. "Random" for random gear set
        "Bandit"                        // AI Type, "Hero" or "Bandit".
    ] call spawn_group;     
    [
        [22246.936,19810.277,0],        // Position
        4,                                // Number Of units
        "hard",                        // Skill level of unit (easy, medium, hard, extreme, Random)
        "Random",                    // Primary gun set number or gun and rocket launcher. Syntax is "Random", for gun only or ["Random","AT"], for gun and launcher
        4,                                // Number of magazines
        "Random",                        // Backpack classname, use "Random" or classname here
        "Random",                        // Skin classname, use "Random" or classname here
        "Random",                        // Gearset number. "Random" for random gear set
        "Bandit"                        // AI Type, "Hero" or "Bandit".
    ] call spawn_group;    
    [
        [22167.385,19769.764,0],        // Position
        4,                                // Number Of units
        "hard",                        // Skill level of unit (easy, medium, hard, extreme, Random)
        "Random",                    // Primary gun set number or gun and rocket launcher. Syntax is "Random", for gun only or ["Random","AT"], for gun and launcher
        4,                                // Number of magazines
        "Random",                        // Backpack classname, use "Random" or classname here
        "Random",                        // Skin classname, use "Random" or classname here
        "Random",                        // Gearset number. "Random" for random gear set
        "Bandit"                        // AI Type, "Hero" or "Bandit".
    ] call spawn_group;   
    [
        [22323.691,19222.611,0],        // Position
        4,                                // Number Of units
        "hard",                        // Skill level of unit (easy, medium, hard, extreme, Random)
        "Random",                    // Primary gun set number or gun and rocket launcher. Syntax is "Random", for gun only or ["Random","AT"], for gun and launcher
        4,                                // Number of magazines
        "Random",                        // Backpack classname, use "Random" or classname here
        "Random",                        // Skin classname, use "Random" or classname here
        "Random",                        // Gearset number. "Random" for random gear set
        "Bandit"                        // AI Type, "Hero" or "Bandit".
    ] call spawn_group;    
    [
        [22762.738,19857.42,0],        // Position
        4,                                // Number Of units
        "hard",                        // Skill level of unit (easy, medium, hard, extreme, Random)
        ["Random","AT"],                    // Primary gun set number or gun and rocket launcher. Syntax is "Random", for gun only or ["Random","AT"], for gun and launcher
        4,                                // Number of magazines
        "Random",                        // Backpack classname, use "Random" or classname here
        "Random",                        // Skin classname, use "Random" or classname here
        "Random",                        // Gearset number. "Random" for random gear set
        "Bandit"                        // AI Type, "Hero" or "Bandit".
    ] call spawn_group;      
    [
        [22926.75,19669.982,0],        // Position
        4,                                // Number Of units
        "hard",                        // Skill level of unit (easy, medium, hard, extreme, Random)
        ["Random","AT"],                    // Primary gun set number or gun and rocket launcher. Syntax is "Random", for gun only or ["Random","AT"], for gun and launcher
        4,                                // Number of magazines
        "Random",                        // Backpack classname, use "Random" or classname here
        "Random",                        // Skin classname, use "Random" or classname here
        "Random",                        // Gearset number. "Random" for random gear set
        "Bandit"                        // AI Type, "Hero" or "Bandit".
    ] call spawn_group;    
    [
        [22307.414,19974.844,0],        // Position
        4,                                // Number Of units
        "hard",                        // Skill level of unit (easy, medium, hard, extreme, Random)
        ["Random","AT"],                    // Primary gun set number or gun and rocket launcher. Syntax is "Random", for gun only or ["Random","AT"], for gun and launcher
        4,                                // Number of magazines
        "Random",                        // Backpack classname, use "Random" or classname here
        "Random",                        // Skin classname, use "Random" or classname here
        "Random",                        // Gearset number. "Random" for random gear set
        "Bandit"                        // AI Type, "Hero" or "Bandit".
    ] call spawn_group;    

    /*
    Custom static weapon spawns Eg. (with mutiple positions)

    [
        [                                // Position(s) (can be multiple)
            [911.21,4532.76,2.62],
            [921.21,4542.76,2.62]
        ],
        "M2StaticMG",                    // Classname of turret
        "easy",                            // Skill level of unit (easy, medium, hard, extreme, Random)
        "Bandit2_DZ",                    // Skin classname, use "Random" or classname here
        "Bandit",                        // AI Type, "Hero" or "Bandit".
        "Random",                        // Primary gun set number. "Random" for random weapon set
        2,                                // Number of magazines
        "Random",                        // Backpack classname, use "Random" or classname here
        "Random"                        // Gearset classname, use "Random" or classname here
    ] call spawn_static;

    Place your custom static weapon spawns below
    */
      [    
            [                                      // Position(s) (can be multiple)
                [22215.723, 19780.213, 13.0001],
                [22338.311, 19738.691, 23.540525],
                [22884.711, 19856.395, 11.0001],
                [22446.395, 20098.475, 6.8244929],
                [22536.129, 19998.018, 6.6184354],
                [23064.297, 19371.266, 10.033691]
                
            ],
            "DSHKM_Ins",                        // Classname of turret
            "medium",                            // Skill level of unit (easy, medium, hard, extreme, Random)
            "Random",                            // Skin classname, use "Random" or classname here
            "Bandit",                            // AI Type, "Hero" or "Bandit".
            "Random",                            // Primary gun set number. "Random" for random weapon set
            9,                                    // Number of magazines
            "Random",                            // Backpack classname, use "Random" or classname here
            "random"                            // Gearset classname, use "Random" or classname here
        ] call spawn_static;

    /*
    Custom Chopper Patrol spawn Eg.

    [
        [725.391,4526.06,0],            // Position to patrol
        2000,                            // Radius of patrol
        10,                                // Number of waypoints to give
        "UH1H_DZ",                        // Classname of vehicle (make sure it has driver and two gunners)
        "Random",                        // Skill level of units (easy, medium, hard, extreme, Random)
        "Random",                        // Skin classname, use "Random" or classname here
        "Bandit"                        // AI Type, "Hero" or "Bandit".
    ] call heli_patrol;

    Place your heli patrols below
    */
    [
        [22575.373, 19622.406, 0],
        900,
        10,
        "UH1H_DZ",
        "Random",
        "Random",
        "Bandit"
    ] spawn heli_patrol;
    /* 
    Custom Vehicle patrol spawns Eg. (Watch out they are stupid)

    [
        [725.391,4526.06,0],            // Position to patrol
        [725.391,4526.06,0],            // Position to spawn at
        200,                            // Radius of patrol
        10,                                // Number of waypoints to give
        "HMMWV_Armored",                // Classname of vehicle (make sure it has driver and gunner)
        "Random",                        // Skill level of units (easy, medium, hard, extreme, Random)
        "Random",                        // Skin classname, use "Random" or classname here
        "Bandit"                        // AI Type, "Hero" or "Bandit".
    ] call vehicle_patrol;

    Place your vehicle patrols below this line
    */
    [[22737.723,19308.193,0],[22737.723,19308.193,0],200,10,"HMMWV_Avenger","Random","Random","Bandit"] spawn vehicle_patrol;     
    [[22538.777,19899.162],[22538.777,19899.162],500,10,"HMMWV_Avenger","Random","Random","Bandit"] spawn vehicle_patrol;        
    [[22869.115,19744.039],[22869.115,19744.039],500,10,"HMMWV_Armored","Random","Random","Bandit"] spawn vehicle_patrol;        
    [[22353.209,19903.762,0],[22353.209,19903.762,0],500,10,"HMMWV_Armored","Random","Random","Bandit"] spawn vehicle_patrol;        
    [[22617.42,20172.283,0],[22617.42,20172.283,0],500,10,"HMMWV_Armored","Random","Random","Bandit"] spawn vehicle_patrol;
    /* 
    Custom Boat patrol spawns

    [
        [725.391,4526.06,0],            // Position to patrol
        [725.391,4526.06,0],            // Position to spawn at
        150,                            // Radius of patrol. Your spawn point should be at least this distance from shore.
        10,                                // Number of waypoints to give
        "RHIB",                            // Classname of armed boat (make sure it has driver and gunner)
        "Random",                        // Skill level of units (easy, medium, hard, extreme, Random)
        "Random",                        // Skin classname, use "Random" or classname here
        "Bandit"                        // AI Type, "Hero" or "Bandit".
    ] call vehicle_patrol;

    Place your boat patrols below this line
    */

    /*
    Paradropped unit custom spawn Eg.

    [
        [911.21545,4532.7612,2.6292224],    // Position that units will be dropped by
        400,                                // Radius from drop position a player has to be to spawn chopper
        "UH1H_DZ",                            // Classname of chopper (Make sure it has 2 gunner seats!)
        "North",                            // Direction of approach for the helicopter. Options: "North","South","East","West"
        [3000,4000],                        // Random distance from the mission the helicopter should start. [min distance, max distance].
        150,                                // Fly in height of the helicopter. Be careful that the height is not too low or the AI might die when they hit the ground
        1.0,                                // Time in seconds between each deployed paratrooper. Higher number means paradropped AI will be more spread apart. Time of 0 means they all jump out rapidly.
        200,                                // Distance from the mission the helicopter should start dropping paratroopers
        5,                                    // Number of units to be para dropped
        "Random",                            // Skill level of units (easy, medium, hard, extreme, Random)
        "Random",    or ["Random","at"],        // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
        4,                                    // Number of magazines
        "Random",                            // Backpack classname, use "Random" or classname here
        "Bandit2_DZ",                        // Skin classname, use "Random" or classname here
        "Random",                            // Gearset number. "Random" for random gear set.
        "Bandit",                            // AI Type, "Hero" or "Bandit".
        true                                // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. 
    ] spawn heli_para;

    Place your paradrop spawns under this line
    */
    [[22353.209,19903.762,0],400,"UH1H_DZ","North",[3000,4000],200,1.0,200,5,"Random","Random",4,"Random","Bandit","Random","Bandit",true] spawn heli_para;
    [[22617.42,20172.283,0],400,"UH1H_DZ","North",[3000,4000],200,1.0,200,5,"Random","Random",4,"Random","Bandit","Random","Bandit",true] spawn heli_para;
    [[22617.42,20172.283,0],400,"UH1H_DZ","North",[3000,4000],250,1.0,200,10,"Random","Random",4,"Random","Bandit","Random","Bandit",true] spawn heli_para;


    /* Custom Crate Spawns

    _position = [911.21545,4532.7612,0]; // Position of the crate

    _loot = 
    [
        0, // Max number of long guns OR [MAX number of long guns,gun_array]
        0, // Max number of tools OR [MAX number of tools,tool_array]
        0, // Max number of items OR [MAX number of items,item_array]
        0, // Max number of pistols OR [MAX number of pistol,pistol_array]
        0 // Max number of backpacks OR [MAX number of backpacks,backpack_array]
    ];

    // Spawn one crate - Best option for static positions because offsets are not needed.
    [[
        [_loot,crates_large,[0,0]] // [loot variable, crate array, 2d offsets]
    ],_position] call wai_spawnCrate;


    // Multiple crate spawning option
    [[
        [_loot,"USVehicleBox",[0,0]], // [loot variable, crate classname, 2d offsets]
        [[0,0,[3,crate_items_crop_raider],0,0],crates_large,[0,0,0]], // [loot variable, crate array, 3d offsets]
        [[0,0,0,0,0],crates_large,[0,0],60] // [loot array, crate array, 2d offsets, optional direction]
    ],_position] call wai_spawnCrate;

    Place your crate spawns under this line
    */

    _crate = createVehicle ["USVehicleBox",[22517.953,19877.98],[],0,"CAN_COLLIDE"];
    _crate1 = createVehicle ["USVehicleBox",[22431.34,20080.307,-6.1035156e-005],[],0,"CAN_COLLIDE"];
    _crate2 = createVehicle ["USVehicleBox",[22451.742,19460.035,2.7656555e-005],[],0,"CAN_COLLIDE"];
    _crate3 = createVehicle ["USVehicleBox",[22333.867,20179.715,-3.5762787e-005],[],0,"CAN_COLLIDE"];

    _crate call wai_crate_setup;
    _crate1 call wai_crate_setup;
    _crate2 call wai_crate_setup;
    _crate3 call wai_crate_setup;

    [_crate,[[2,crate_weapons_buildables],[4,crate_tools_buildable],[30,crate_items_buildables],4]] call dynamic_crate;
    [_crate1,[[16,ai_wep_sniper],[8,crate_tools_sniper],[4,crate_items_high_value],[4,crate_backpacks_large]]] call dynamic_crate;
    [_crate2,[[2,crate_weapons_buildables],[4,crate_tools_buildable],[30,crate_items_buildables],4]] call dynamic_crate;
    [_crate3,[[16,ai_wep_sniper],[8,crate_tools_sniper],[4,crate_items_high_value],[4,crate_backpacks_large]]] call dynamic_crate;


    diag_log "WAI: Static mission loaded";
    [\spoiler]

    i no its to do with the crate spawns, 

    you forgot the semicolon in the file z\addons\dayz_server\WAI\static\default.sqf near line 399.

  6. 5 hours ago, Fallen_Donkey said:

    Hi Guys, 

     

    im trying to set up a server and I’m having issues getting safe zones working just for the main traders. All the scripts I’ve found including and Infinistar one I’ve tried to get going just for the main traders with the beacons and message telling that god mode is enabled and I’m either not getting a safe zone working or one for all traders including bandit and hero. 

     

    Anyone got got a script for just the main traders?

     

    thanks in advance

    Just edit in Init.sqf in mission folder:

    DZE_SafeZonePosArray = [[[6325,7807,0],100],[[4063,11664,0],100],[[11447,11364,0],100],[[1606,7803,0],100],[[12944,12766,0],100],[[12060,12638,0],100]];

    to

    DZE_SafeZonePosArray = [[[6325,7807,0],100],[[4063,11664,0],100],[[11447,11364,0],100]];

    In mission.sqm delete (or comment) these lines:

    		class Item3
    		{
    			position[]={1606,289,7803};
    			TRGDEF
    			name="zonebandit";
    			expCond="(player distance zonebandit) < 100;";
    			expActiv="[""Bandit Trader"",false,""enter""] call player_traderCity;";
    			expDesactiv="[""Bandit Trader"",false,""leave""] call player_traderCity;";
    		};
    		class Item4
    		{
    			position[]={12944,210,12766};
    			TRGDEF
    			name="zonehero";
    			expCond="(player distance zonehero) < 100;";
    			expActiv="[""Hero Trader"",false,""enter""] call player_traderCity;";
    			expDesactiv="[""Hero Trader"",false,""leave""] call player_traderCity;";
    		};
    		class Item5
    		{
    			position[]={12060,158,12638};
    			TRGDEF
    			name="zoneaircraft";
    			expCond="(player distance zoneaircraft) < 100;";
    			expActiv="[""Aircraft Trader"",false,""enter""] call player_traderCity;";
    			expDesactiv="[""Aircraft Trader"",false,""leave""] call player_traderCity;";
    		};
    

    and edit these lines:

    	class Sensors
    	{
    		items=6;

    to

    	class Sensors
    	{
    		items=3;
    

    It should be working.

  7. Hi all !

    How can I make the boat run between two waypoints?

    In custom mission:

    //Uncomment this section for Skalisty Island Boat Patrols
    [
    	[13450.0,3610.00,0],			// Position to patrol
    	[12900.0,3160.00,0],			// Position to spawn at, can be same as patrol location
    	100,							// Radius of patrol
    	2,								// Number of waypoints to give
    	"RHIB",							// Classname of armed boat (make sure it has driver and gunner)
    	"Random",						// Skill level of units (easy, medium, hard, extreme, Random)
    	"Random",						// Skin classname, use "Random" or classname here
    	"Bandit"						// AI Type, "Hero" or "Bandit".
    ] call vehicle_patrol;
    

    The boat moves to the second point and patrols around it. I want it to move back to the first, then again to the second, etc.

  8. 22 hours ago, SKS.Goliath said:

    and what was the problem?

    In HiveExt.ini:

    ;Flag indicating whether hiveext should detect vehicles out of map boundaries (X < 0, or Y > 15360) and reset their position to []
    ;Note: YOU MUST have a proper dayz_server.pbo that supports this feature, otherwise you will get script errors
    ;You can find that file under the SQF directory for your server version
    ResetOOBVehicles = true
    

    This option works fine for Cherno and Lingor maps, and don't work for Napf and Sauerland. These are the maps that I checked.

    And, maybe my english is very-very poor, but I don't understand how can I check dayz_server.pbo for supporting this feature.

  9. Hi All!

    I have freshly installed clean server with Napf map and I have very low fps on it. It 1-3 fps first 5 miutes of gameplay, then up to 25-28. On Cherno map I have 60+ fps. In server rpt I see some strings:

    14:19:00 "MOVED OBJ: 226 of class Zodiac with worldspace array = [36,[],"0"] to pos: [0,0,0]"
    14:19:00 "MOVED OBJ: 240 of class ATV_US_EP1 with worldspace array = [137,[],"0"] to pos: [0,0,0]"
    14:19:00 "MOVED OBJ: 242 of class GAZ_Vodnik_DZE with worldspace array = [81,[],"0"] to pos: [0,0,0]"
    14:19:00 "MOVED OBJ: 243 of class UralRefuel_TK_EP1_DZ with worldspace array = [126,[],"0"] to pos: [0,0,0]"
    14:19:00 "MOVED OBJ: 250 of class Smallboat_2 with worldspace array = [21,[],"0"] to pos: [0,0,0]"
    14:19:00 "MOVED OBJ: 252 of class Volha_1_TK_CIV_EP1 with worldspace array = [67.043,[],"0"] to pos: [0,0,0]"
    14:19:00 "MOVED OBJ: 254 of class UAZ_Unarmed_TK_CIV_EP1 with worldspace array = [178,[],"0"] to pos: [0,0,0]"
    14:19:00 "MOVED OBJ: 258 of class UAZ_Unarmed_TK_EP1 with worldspace array = [49,[],"0"] to pos: [0,0,0]"
    14:19:01 "MOVED OBJ: 260 of class Smallboat_1 with worldspace array = [147,[],"0"] to pos: [0,0,0]"
    14:19:01 "MOVED OBJ: 266 of class SUV_TK_CIV_EP1 with worldspace array = [28,[],"0"] to pos: [0,0,0]"
    14:19:01 "MOVED OBJ: 274 of class hilux1_civil_3_open_DZE with worldspace array = [95,[],"0"] to pos: [0,0,0]"
    14:19:01 "MOVED OBJ: 279 of class Smallboat_1 with worldspace array = [129,[],"0"] to pos: [0,0,0]"
    14:19:01 "MOVED OBJ: 280 of class Skoda with worldspace array = [163,[],"0"] to pos: [0,0,0]"

    And errors:

    14:21:25 String STR_EVAL_TYPENAN not found
    14:21:25 Error in expression <((getposASL _v)select 2)<0))exitwith{};
    createVehicle ["SmallSecondary", (_v mod>
    14:21:25   Error position: <createVehicle ["SmallSecondary", (_v mod>
    14:21:25   Error Type , expected Number
    14:21:25 File z\addons\dayz_code\system\BIS_Effects\secondaries.sqf, line 26
    

    How to fix it?

     

    Full rpt is here.

  10. _t1 = diag_tickTime;
    systemChat str _t1;
    _t2 = _t1 + 5;
    systemChat str _t2;
    waitUntil {diag_tickTime >= _t2};
    systemChat "End script";

    Why I have error?

    Error in expression <hat str _t2;
    waitUntil {diag_tickTime >= _t2};
    systemChat "End script">
      Error position: <>= _t2};
    systemChat "End script">
      Error Generic error in expression

     

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