WLF
-
Posts
129 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Forums
Articles
Posts posted by WLF
-
-
10 hours ago, Violt said:
Could you send me an example of your BAT file?
It's for testing only:
-
I am using a batch file too. First, start the server, then pause (I use "timeout 20"), then start the game.
-
2 hours ago, DAmNRelentless said:
I made a pull request to support russian translation on it, would like you to review it @WLF
Thanx! I'll edit that after the pull request is merged.
-
18 minutes ago, salival said:
I'm using the localization from arma for that one: https://github.com/oiad/virtualGarage/blob/master/scripts/virtualGarage/virtualGarage.sqf#L76
localize "str_lib_cat_vehicles"
In Russian it does not sound correct.
-
Nope, it does not help me.
Logs:
First part - deploing helipad, getting a chopper from Virtual Garage. Second - after restarting server. Helipad disappeared.
-
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.
-
Hi !
Where can I adjust the distance from vehicle to plotpole for storing a vehicle? Did not find it in VG's variables.sqf.
-
Hi @salival !
Can't find that text (in red box) for correct translate.
-
9 hours ago, salival said:
# Supported mods:
Hi !
How about
?
-
https://yadi.sk/i/4FmOuv7-3RBLET - text on that button (in red box) not completely displayed -
https://github.com/oiad/remoteVehicle/blob/dc58639b6e1a11d82987434076d0d058c404745d/scripts/remoteVehicle/remoteVehicle.hpp#L288
(double minus for testing).
https://yadi.sk/i/ZLA3_hCJ3RBLQc - can't find that text (in red box, and "price to claim...") in other dialog) for translate.
-
7 hours ago, Ford said:
Great idea, @salival! I added Russian translations for all mods.
I have disagreement for that translations.
And I would like to propose to adapt mudzereli/DayZEpochDeployableBike for stringtable.xml.
-
10 hours ago, salival said:
In english it will be:
Remote Vehicle - Vehicles for Black Key (2eb5)
I mean, what I must do to see this message while playing game? Which buttons I must press? Or I need a VKC installed?
-
<Key ID="STR_RV_TITLE"> <English>Remote Vehicle - Vehicles for %1</English> <German>Fahrzeugfernsteuerung - Fahrzeuge für %1</German> </Key>
Where can I see this message?
-
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.
-
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.
What's wrong?
-
-
On 27.08.2017 at 2:30 AM, juandayz said:
mmm dont know.. maybe something like...
I did it this way:
down_vd.sqf:
Spoilerprivate ["_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:
Spoilerprivate ["_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:
Spoilerif (_dikCode == 0x3E) then {[] execVM "viewDistance\up_vd.sqf";}; // F4 Key if (_dikCode == 0x3D) then {[] execVM "viewDistance\down_vd.sqf";}; // F3 Key
-
-
How to make changing of a viewdistance by buttons, i.e. F6-increment (from 500m to 5000m), F5-decrement.
-
On 07.08.2017 at 10:17 PM, Runewulv said:
anyone have a copy of these files?
https://www.dropbox.com/s/qg6g5s4o0pd4ow8/arma2_epoch_andre_convoy_takelong_v1b.7z?dl=0
-
-
-
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;
-
[Release] ESSV3 - Enhanced Spawn Selection [Updated for 1.0.7.1+]
in A2: Epoch Mods
Posted
Just try add an ItemMap to START_ITEMS line.