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lwbuk

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  1. Like
    lwbuk got a reaction from harcosgoogle in How to create Private overpoch server?   
    Download it from dayz launcher and copy over. 
  2. Like
    lwbuk got a reaction from harcosgoogle in How to create Private overpoch server?   
    Same as it was for 1051. 
    Download overwatch, paste it to your server root, copy the key file into your key folder, copy your dayz_code.pbo and bisign into the overwatch folder, amend your mission.sqm with the overwatch addons, change your server launch parameters to include overwatch. 
     
    "gms_k98",
    "RH_m14",
    "FHQ_Remington",
    "FHQ_Remington_ammo",
    "FHQ_Remington_msr",
    "FHQ_Remington_xm2010",
    "FHQ_Remington_acr",
    "FHQ_Remington_rsass",
    "VILAS_WWP",
    "VILAS_RW_Forces",
    "VILAS_WWP_CO",
    "VILAS_RW_Forces_CO",
    "ddopp_taserpack",
    "smk_anims_lite",
    "MicroAirVehicles",
    "oz_is_objects",
    "monaro",
    "gsc_units_stalker_patch",
    "american_law_enforcement",
    "CYBP_Camels_Config",
    "nissan_350z",
    "ussr_cheytac",
    "bb_mercenary",
    "goosuksf",
    "frb" 
  3. Like
    lwbuk got a reaction from juandayz in Show/Hide option for Sidechat Clientside   
    I remember reading once a server had achieved this by amending the UI and simply pushed the side chat "box" off of the screen. 
    Obviosuly this method removes all chat and I have no idea if it's possible to let the client choose a different UI on the fly whilst in game. 
    Im sure I've been on servers with the option to remove side chat though. 
  4. Like
    lwbuk got a reaction from salival in Wai Missions and Infistar question   
    I used to hit 2 fps with 40 people on and that was on a dedi box with a 4790k at 4.2ghz. Ssd drives and 32gb ram  
    I couldn't run any longer than 2 half hours between each restart otherwise weird stuff started happening like missions not completing, cars not spawning. 
    I honestly dont now how these big servers have 50-100 people online and 3-4 hour restarts.  Must be using NASA super computers or something. 
  5. Like
    lwbuk got a reaction from juandayz in [SOLVED] DZE_SafeZoneNoBuildDistance not working...?   
    Have you added plastic_pole_EP1_DZ to the no build list 
    DZE_SafeZoneNoBuildItems = ["plastic_pole_EP1_DZ"];
  6. Like
    lwbuk got a reaction from juandayz in Trader Catagories location?   
    They are all in dayz_code.pbo
    You will need to copy the folder and  files to your mission folder and change the paths in description.ext and init.sqf. 
    Then to add categories create a new .hpp file or add the category to an existing one with a new number. 
    If create a new hpp file, make sure to add it the include line to cfgservertrader.hpp
    Then add the new number to whichever trader you want in server_traders.sqf
  7. Like
    lwbuk reacted to JasonTM in [Release] Wicked AI 2.2.3 [1.0.6+]   
    Wicked AI 2.2.3
    This release is updated for DayZ Epoch/Overpoch 1.0.6.2.
    >>>Download Here<<<
    The install instructions are in the github readme file for each version.
    Updates for DayZ Epoch 1.0.6.2 (Release 2.2.3)
    Streatman's new attachment system L85 and SVD models. Optional dynamic text mission announcements. ZSC compatible remote message system using a modified version of Salival's remote_message.sqf iBen's mission auto claim addon. Two new options for mission vehicle keys: key in crate & key in vehicle gear. Minor bug fixes with missions. Updates for DayZ Epoch1.0.6.1 (Release 2.2.2)
    Integrated Caveman's mission pack. Optional AI counter in mission marker loops. ZSC check wallet option. Optional mission static spawn points. Updated with 1.0.6+ classnames in weapon arrays and vehicles. Pistol spawning in crates. Credits
    @f3cuk - WAI version 2.2.0
    @ebayShopper - 1.0.6+ updates (release 2.2.1), right click solution for ItemRadio, mod detection method.
    @Caveman - extended mission pack
    @salival - ZSC remote messaging (for dynamic text option), many additional fixes - too numerous to list
    @Zupa - ZSC check wallet
    @theduke - testing and class name updates
    @DAmNRelentless - additional configurable variable and check for ZSC option, dynamic text coding examples
    @iben Auto-claim addon
    @BigEgg Vehicle key in crate solution
     
     
    For complete instructions on how to use iben's autoclaim addon see the following topic
     
  8. Like
    lwbuk reacted to ReDBaroN in [SOLVED] DZE_SafeZoneNoBuildDistance not working...?   
    No. Like a tool, I missed DZE_SafeZoneNoBuildItems when I went through configVariables.sqf scraping stuff into my init.sqf. Thanks man.
  9. Like
    lwbuk got a reaction from ReDBaroN in [SOLVED] DZE_SafeZoneNoBuildDistance not working...?   
    Have you added plastic_pole_EP1_DZ to the no build list 
    DZE_SafeZoneNoBuildItems = ["plastic_pole_EP1_DZ"];
  10. Like
    lwbuk got a reaction from Tuhjay in Question adding Items to trader database   
    You need to copy the entire trader config files from dayz_code to your mission folder and then amend any calls in description.ext  and init.sqf to the new path. 
     
  11. Like
    lwbuk got a reaction from ElDubya in [Outdated] ZSC for Epoch 1.0.6.2 (And OverWatch 0.25)   
    Thats why in my old overpoch server, ATM's were no where near traders. Completely pointless having bank/atm at trader as money is never at risk.
    Some players moaned like crap about it. the same players that wanted a start box, and 10mil bank start... The players who are too damn lazy to play the game and want everything handed to them so they can sit in thier penis tower and snipe anything that moves.
  12. Like
    lwbuk got a reaction from salival in [Outdated] ZSC for Epoch 1.0.6.2 (And OverWatch 0.25)   
    Doubtful. Epoch devs have always said they didn't want single currency as a part of the game. However they realised many people like it, so added support for it.
    its so easy to add thanks to the guys who posted here that there is no need to add it to the vanillin files. 
  13. Like
    lwbuk reacted to icomrade in [Release] Anti Combat Log 1.0.6.1   
    Actually there's a pretty obvious error I left in. The bellow should fix your issues with water
     
    try changing 
    _loot_box setPosATL _charPos; //anti combat-log to
    if (!isNil "_loot_box") then { //anti combat-log _loot_box setPos _charPos; };  
  14. Like
    lwbuk reacted to icomrade in [Release] Anti Combat Log 1.0.6.1   
    Updated version of this script: 
    In server_playerSync.sqf
    Find this block of code: https://github.com/EpochModTeam/DayZ-Epoch/blob/Release_1.0.6.2/SQF/dayz_server/compile/server_playerSync.sqf#L142-L149
    Replace with: 
    if (_this select 4) then { //combat logged _medical set [1, true]; //set unconcious to true _medical set [10, 150]; //combat timeout //_character setVariable ["NORRN_unconscious",true,true]; // Set status to unconscious //_character setVariable ["unconsciousTime",150,true]; // Set knock out timer to 2 minutes 30 seconds //_character setVariable ["USEC_injured",true]; // Set status to bleeding //_character setVariable ["USEC_BloodQty",3000]; // Set blood to 3000 //Begin anti combat log _weapons = _playerGear select 0; _weapons_backpack = _playerBackp select 1; _current_magazine = currentMagazine _playerObj; _magazines_backpack = _playerBackp select 2; _magazinesRemove = _magazines; if ((typeName (_magazinesRemove select 0)) == "ARRAY") then { if ((count _magazinesRemove > 1) && {((typeName (_magazinesRemove select 1)) == "STRING") && {((_magazinesRemove select 1) != "")}}) then { _weapons set [(count _weapons), (_magazinesRemove select 1)]; }; _magazinesRemove = _magazines select 0; }; _loot_box = "USBasicAmmunitionBox" createVehicle [0,0,0]; clearMagazineCargoGlobal _loot_box; clearWeaponCargoGlobal _loot_box; { _loot_box addWeaponCargoGlobal [_x,1]; } forEach _weapons; _magazinesRemove set [(count _magazinesRemove),_current_magazine]; { _loot_box addMagazineCargoGlobal [_x,1]; } forEach _magazinesRemove; if (typeOf _backpack != "") then { if ((typename _weapons_backpack) == "ARRAY") then { { _loot_box addWeaponCargoGlobal [_x,((_weapons_backpack select 1) select _forEachIndex)]; } forEach (_weapons_backpack select 0); }; if ((typename _magazines_backpack) == "ARRAY") then { { _loot_box addMagazineCargoGlobal [_x,((_magazines_backpack select 1) select _forEachIndex)]; } forEach (_magazines_backpack select 0); }; _loot_box addBackpackCargoGlobal[(typeOf _backpack),1]; }; _playerBackp = ["",[[],[]],[[],[]]]; _playerGear = [[],[]]; _currentAnim = ""; _currentWpn = ""; //End anti combat log };  
    Above this line: https://github.com/EpochModTeam/DayZ-Epoch/blob/Release_1.0.6.2/SQF/dayz_server/compile/server_playerSync.sqf#L180
    place this code: 
    if (!isNil "_loot_box") then { //anti combat-log _loot_box setPos _charPos; }; YOU MUST ADD "_loot_box" TO YOUR PRIVATE ARRAY AT THE TOP OF THE FILE!
  15. Like
    lwbuk got a reaction from icomrade in [Release] Anti Combat Log 1.0.6.1   
    Works great, had it on my server a while now, hoever took me a while to get it working. Came to the conclusion it was infistar messing with it.
    Did some testing and got it working by doing the following.
     Open AH.sqf and find
    _fnc_punish_combatlog = {
                      _isInCombat = player getVariable['startcombattimer',0];
                        if(str _isInCombat != '0')then{ player setDamage 1; };
                    };
    Comment out that whole section
    //_fnc_punish_combatlog = {
                    //    _isInCombat = player getVariable['startcombattimer',0];
                        //if(str _isInCombat != '0')then{ player setDamage 1; };
                    //};
     
    Save and it should work a treat.
  16. Like
    lwbuk reacted to BigEgg in [Release] Restrict Building - ** Updated for 1.0.6.2 **   
    Restrict Building is part of Epoch 1.0.7.1 now.
     
    While there may be some extra features built in to 1.0.6.1 that restrict building, I needed more options.
     
    What this does:
    Allows server owners to restrict entire zones of the map (for example - no building within 1,000 meters of Balota). Allows server owners to restrict building near certain buildings, and allows them to define the distance and name of each building they are restricting.  
    Step 1:
    In your init.sqf find:
    // EPOCH CONFIG VARIABLES END // Directly under it, add:
    // Restrict building near specific buildings BlacklistedBuildings = [ // ["What text will say", "Class name of building you want to block", Distance around that building to block (radius in meters)] ["Fire Station", "Land_a_stationhouse", 250] ]; // Restrict building near map areas RestrictedBuildingZones = [ // ["What text will say", [Choords of place to block], Distance around that area to block (radius in meters)] ["Balota Airfield", [5158.72, 2518.75, 0], 600] ];  
    Step 2:
    In your custom compiles.sqf add (NOTE: CHANGE THE FILE PATH TO FIT YOUR NEEDS):
    dze_buildChecks = compile preprocessFileLineNumbers "FILE\PATH\HERE\dze_buildChecks.sqf"; into the if (!isDedicated) code block. Example:
    if (!isDedicated) then { dze_buildChecks = compile preprocessFileLineNumbers "FILE\PATH\HERE\dze_buildChecks.sqf"; };  
    Step 3:
    Create an SQF file, in the path you have designated above, and name it dze_buildChecks.sqf.
     
    Step 4:
    Paste the following code into dze_buildChecks.sqf and save the file.
     
    Done!
     
    Be sure to configure the settings in your init.sqf to your liking.
  17. Like
    lwbuk got a reaction from RC_Robio in Need help Description.ext   
    Take the description.hpp file.
    Copy it to your mission folder where the init.sqf and description.ext files are, or inside another folder in that location
    Open description.ext and put at the bottom.
    #include "YOURFILEPATH\description.hpp"
    So if you put it just in the mission folder it would be
    #include description.hpp"
    I prefer to keep the file structure as it is in the PBO's, so I made folders in the mission folder called dayz_code, then inside that a folder called GUI, so the include line would be
    #include "dayz_code\gui\description.hpp"
    If you already have something like that, then comment it out like this
    //#include "dayz_code\gui\description.hpp"
  18. Like
    lwbuk got a reaction from Danny Bradley in Need help Description.ext   
    Take the description.hpp file.
    Copy it to your mission folder where the init.sqf and description.ext files are, or inside another folder in that location
    Open description.ext and put at the bottom.
    #include "YOURFILEPATH\description.hpp"
    So if you put it just in the mission folder it would be
    #include description.hpp"
    I prefer to keep the file structure as it is in the PBO's, so I made folders in the mission folder called dayz_code, then inside that a folder called GUI, so the include line would be
    #include "dayz_code\gui\description.hpp"
    If you already have something like that, then comment it out like this
    //#include "dayz_code\gui\description.hpp"
  19. Like
    lwbuk reacted to salival in [Outdated] ZSC for Epoch 1.0.6.2 (And OverWatch 0.25)   
    Hey guys,
    I pushed an update tonight to remove the zscDefines.hpp file since it's actually in the main epoch dayz_code already (same file, no difference) and it saves 17kb from your mission file (yay!)
    Here's the github link to the commit: https://github.com/oiad/ZSC/commit/005e34ca90ab0a784c2f8cd90a888927fa233510
    So you can safely remove the file: dayz_code\configs\zscDefines.hpp and change this line in your description.ext from: 
    #include "dayz_code\configs\zscdefines.hpp" to:
    #include "\z\addons\dayz_code\Configs\RscDisplay\ZSCdefines.hpp"  
  20. Like
    lwbuk got a reaction from Thug in [Outdated] ZSC for Epoch 1.0.6.2 (And OverWatch 0.25)   
    In fn_selfactions.sqf
    Change the #0096FF
    if (_isMan && {!_isAlive} && {!_isAnimal} && {player distance _cursorTarget < 5}) then { if (s_player_checkWallet < 0) then { s_player_checkWallet = player addAction [format ["<t color=""#0096FF"">Check Wallet</t>"], "scripts\zsc\checkWallet.sqf",_cursorTarget, 0, false, true]; Find your colour with this
     
    http://htmlcolorcodes.com/
     
  21. Like
    lwbuk got a reaction from looter809 in [Fixed] Reswpaning at dead body with full gear   
    I did get this, but cant recall exactly how I fixed it. I think I simply moved the call for ESSv3 in server_functions.sqf to be above the call for infistar.
    If you arent using ESS or infistar then obviously that wont help.
    Post your client and server rpt.
     
    Also this issue will possibly be related.
     
  22. Like
    lwbuk reacted to salival in [Outdated] ZSC for Epoch 1.0.6.2 (And OverWatch 0.25)   
    What's funny is when you're debugging something and reloading the server over and over again trying to figure out why it's not working, then you realise you haven't packed the mission file in 30 minutes
    zzzz
  23. Like
    lwbuk reacted to McPimpin in [Fixed] Reswpaning at dead body with full gear   
    I did what you said and moved the ESS infront of Infistar and all is well.
  24. Like
    lwbuk got a reaction from McPimpin in [Fixed] Reswpaning at dead body with full gear   
    I did get this, but cant recall exactly how I fixed it. I think I simply moved the call for ESSv3 in server_functions.sqf to be above the call for infistar.
    If you arent using ESS or infistar then obviously that wont help.
    Post your client and server rpt.
     
    Also this issue will possibly be related.
     
  25. Like
    lwbuk reacted to theduke in [RELEASE] Mystery Briefcase UPDATED for 1061   
    This is the mystery briefcase script
    Its been updated to reflect the 1061 update.
    Follow the original thread for install instructions
    https://github.com/theduke77/Mystery-Briefcase
    ALL CREDITS GO TO Rocu
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