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WLF

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Posts posted by WLF

  1. Hi all !

    When I deploy a HeliPad (for salival's VirtualGarage script) I see a message "This vehicle is permanent and will persist through server restarts!".

    But after restart a helipad disappears. I using this line in config:

    ["ItemToolbox",[0,9,2],5,0.9,false,true,false,true,true,false,true,["HeliHCivil"],[],[],"true"]

    And one more question:

    Where can I change the width of buttons? Screenshot.

  2. Так написал же - стоковый сервер работает. Перестаёт работать только после того, как упакую dayz_code в pbo и заменю им старый. Хотя и картинка, и description.hpp в новом pbo присутствуют.

  3. Hi All!

    I installing fresh server. Was downloaded "https://cdn.whocaresabout.de/epoch/DayZ_Epoch_Client_1.0.6.1_Release.7z" and "https://epochmod.com/downloads/DayZ_Epoch_Server_1.0.6.1A_Release.7z", then they installed.

    Works normal.

    Then I downloaded "https://github.com/EpochModTeam/DayZ-Epoch/archive/master.zip", unzip it, packed "dayz_anim", "dayz_code" etc. with PBO Manager 1.4beta and replaced old same files. Of cource replaced "mod.cpp", "mpmission", battleyes etc.

    Run server and game and having errors: "Include file z\addons\dayz_code\gui\description.hpp not found" in server rpt, and "Picture z\addons\dayz_code\gui\loadingscreen.paa not found" in user rpt.

    arma2oaserver_cherno.RPT

    ArmA2OA.RPT

    Screenshot

    What's wrong?

  4. On 27.08.2017 at 2:30 AM, juandayz said:

    mmm dont know.. maybe something like...

    I did it this way:

    down_vd.sqf:

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

     

    up_vd.sqf:

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

     

    And also changed the dikcodes, because F5 used for groups:

    keyboard.sqf:

    Spoiler
    
    if (_dikCode == 0x3E) then {[] execVM "viewDistance\up_vd.sqf";}; // F4 Key
    if (_dikCode == 0x3D) then {[] execVM "viewDistance\down_vd.sqf";}; // F3 Key

     

     

  5. 8 hours ago, harcosgoogle said:

        [
            "1489.94,3657.41,0.002",    //This is the marker name to be used as the patrol and spawning area.

    It is marker's name, not a coords.

    At first you need to define area in "\DZAI\init\world_spawn_configs\custom_markers\cust_markers_napf.sqf".

    At second you can spawn an AI in "\DZAI\init\world_spawn_configs\custom_spawns\cust_spawns_napf.sqf".

    I do it this way (for cherno):

    cust_markers_chernarus.sqf:

    Spoiler
    
    /*
    	Custom Marker Requirements:
    	
    	Spawn markers: The area covered by the marker will be used as the patrol and spawning area.
    	
    		1. Marker shape must be Ellipse (Could be rectangular but the function will consider the marker as elliptical regardless)
    		2. Marker should have identical x and y dimensions. If they are different, the smaller dimension will be used instead.
    	
    	Blacklist markers: If a player is within this area, they will not be selected as a target for dynamic AI spawns.
    	
    		1. Marker shape may be Ellipse or Rectangle
    		2. Marker dimensions should cover the area to be blacklisted.
    	
    	Example Marker (Note: the marker name must be unique! In this example, it's named "dzaicustomspawntest"):
    	
    	_this = createMarker ["dzaicustomspawntest", [6650.9883, 9411.541, -6.1035156e-005]];
    	_this setMarkerShape "ELLIPSE";
    	_this setMarkerType "Empty";
    	_this setMarkerBrush "Solid";
    	_this setMarkerSize [200, 200];
    	_this setMarkerAlpha 0;
    	_dzaicustomspawntest = _this;		//_dzaicustomspawntest must be a unique name
    	
    	Note: This marker is used in the example found in the custom_spawns config files.
    */
    
    //----------------------------Add your custom markers below this line ----------------------------
    private ["_i"];
    _i = 0;
    
    // Sector FNG
    _i = _i + 1;
    _this = createMarker [("dzaicustom_marker" + str(_i)), [6605.9,14194.5]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerSize [200, 200];
    
    // Zone Alpha
    _i = _i + 1;
    _this = createMarker [("dzaicustom_marker" + str(_i)), [8051,13555]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerSize [300, 300];
    
    // Sigma basecamp
    _i = _i + 1;
    _this = createMarker [("dzaicustom_marker" + str(_i)), [13703.1,2949.66]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerSize [100, 100];
    
    // Kabanino Base
    _i = _i + 1;
    _this = createMarker [("dzaicustom_marker" + str(_i)), [4573.09,8295.79]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerSize [100, 100];
    
    // Mogilevka military base
    _i = _i + 1;
    _this = createMarker [("dzaicustom_marker" + str(_i)), [7769.39, 4485.57]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerSize [100, 100];
    
    // Bor military base
    _i = _i + 1;
    _this = createMarker [("dzaicustom_marker" + str(_i)), [2881.09,4482.84]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerSize [100, 100];
    
    // Novy military base
    _i = _i + 1;
    _this = createMarker [("dzaicustom_marker" + str(_i)), [9325.18, 11505.40]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerSize [100, 100];
    
    // Polana military base
    _i = _i + 1;
    _this = createMarker [("dzaicustom_marker" + str(_i)), [11138.69, 7897.47]];
    _this setMarkerShape "ELLIPSE";
    _this setMarkerSize [100, 100];

     

    cust_spawns_chernarus.sqf:

    Spoiler
    
    /*
    	DZAI Custom Spawn Definitions File
    	
    	Description: Defines all custom AI spawns here. Note that you must first define a custom spawn area
    	by creating an area marker in the appropriate file in the custom_markers folder.
    	
    	Explanation of DZAI_spawn_units (For spawning infantry AI)
    	
    	[
    		"dzaicustomspawntest",	//This is the marker name to be used as the patrol and spawning area.
    		2, 						//This trigger will spawn a group of 2 AI units.
    		1,						//Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
    		true					//(OPTIONAL)* Respawn setting. True: AI spawned will respawn (Default). False: AI will not respawn. Spawn area will be deleted when all units have been killed.
    	] call DZAI_spawn_units;
    	
    	The above DZAI_spawn_units call will create 2 respawning AI units with weapons from DayZ's military loot table.
    	
    	[
    		"dzaicustomspawntest",	//This is the marker name to be used as the patrol and spawning area.
    		"ArmoredSUV_PMC_DZ",	//Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
    		[3,1],					//Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
    		1,						//Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
    		true,					//(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
    		600						//(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
    	] call DZAI_spawn_vehicle;
    	
    	The above DZAI_spawn_vehicle call will spawn an Armored SUV with 1 driver, 3 passenger units and 1 gunner unit with military-grade weapons, and will respawn after 600 seconds (10 minutes).
    
    	* Optional parameters may be left out of the function call. A default action will be taken instead.
    	
    	Weapon Grade explanation:
    	
    	0: Approx 40% of maximum AI skill potential - weapon from Farm/Residential loot table.
    	1: Approx 55% of maximum AI skill potential - weapon from Military loot table
    	2: Approx 70% of maximum AI skill potential - weapon from MilitarySpecial (Barracks) loot table
    	3: Approx 80% of maximum AI skill potential - weapon from HeliCrash loot table 
    	
    	
    	
    */
    
    //----------------------------Add your custom spawn definitions below this line ----------------------------
    private ["_i"];
    _i = 0;
    
    // Sector FNG
    _i = _i + 1;
    [("dzaicustom_marker" + str(_i)), 5, 3, true] call DZAI_spawn_units;
    [("dzaicustom_marker" + str(_i)), 5, 3, true] call DZAI_spawn_units;
    [("dzaicustom_marker" + str(_i)), 5, 3, true] call DZAI_spawn_units;
    [("dzaicustom_marker" + str(_i)), 5, 3, true] call DZAI_spawn_units;
    [("dzaicustom_marker" + str(_i)), 5, 3, true] call DZAI_spawn_units;
    
    // Zone Alpha
    _i = _i + 1;
    [("dzaicustom_marker" + str(_i)), 5, 3, true] call DZAI_spawn_units;
    [("dzaicustom_marker" + str(_i)), 5, 3, true] call DZAI_spawn_units;
    [("dzaicustom_marker" + str(_i)), 5, 3, true] call DZAI_spawn_units;
    [("dzaicustom_marker" + str(_i)), 5, 3, true] call DZAI_spawn_units;
    [("dzaicustom_marker" + str(_i)), 5, 3, true] call DZAI_spawn_units;
    
    // Sigma basecamp
    _i = _i + 1;
    [("dzaicustom_marker" + str(_i)), 3, 2, true] call DZAI_spawn_units;
    [("dzaicustom_marker" + str(_i)), 3, 2, true] call DZAI_spawn_units;
    [("dzaicustom_marker" + str(_i)), 3, 2, true] call DZAI_spawn_units;
    
    // Kabanino Base
    _i = _i + 1;
    [("dzaicustom_marker" + str(_i)), 3, 1, true] call DZAI_spawn_units;
    [("dzaicustom_marker" + str(_i)), 3, 2, true] call DZAI_spawn_units;
    [("dzaicustom_marker" + str(_i)), 3, 3, true] call DZAI_spawn_units;
    
    // Mogilevka military base
    _i = _i + 1;
    [("dzaicustom_marker" + str(_i)), 3, 1, true] call DZAI_spawn_units;
    [("dzaicustom_marker" + str(_i)), 3, 2, true] call DZAI_spawn_units;
    [("dzaicustom_marker" + str(_i)), 3, 3, true] call DZAI_spawn_units;
    
    // Bor military base
    _i = _i + 1;
    [("dzaicustom_marker" + str(_i)), 3, 1, true] call DZAI_spawn_units;
    [("dzaicustom_marker" + str(_i)), 3, 2, true] call DZAI_spawn_units;
    [("dzaicustom_marker" + str(_i)), 3, 3, true] call DZAI_spawn_units;
    
    // Novy military base
    _i = _i + 1;
    [("dzaicustom_marker" + str(_i)), 3, 1, true] call DZAI_spawn_units;
    [("dzaicustom_marker" + str(_i)), 3, 2, true] call DZAI_spawn_units;
    [("dzaicustom_marker" + str(_i)), 3, 3, true] call DZAI_spawn_units;
    
    // Polana military base
    _i = _i + 1;
    [("dzaicustom_marker" + str(_i)), 3, 1, true] call DZAI_spawn_units;
    [("dzaicustom_marker" + str(_i)), 3, 2, true] call DZAI_spawn_units;
    [("dzaicustom_marker" + str(_i)), 3, 3, true] call DZAI_spawn_units;

     

     

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