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salival

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  1. Like
    salival got a reaction from FunkyJosh>XI< in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    Hi choc,
    This modpack was thrown together for admins that were running around crying after 1.0.6.2 released, the original threads have credits in them for the mods that require them as per the original authors request.
    If you want to be a pedantic dick about it, where's my credits for my fnc_log I gave you for personal use that you then released without my permission or without credits?
    There's a few mods that you have highlighted there that probably need more credits to the original authors, sure.
    Bury bodies, safezone relocate and locate vehicles are all new scripts from scratch, not from existing versions.
  2. Like
    salival got a reaction from oldmatechoc in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    Hi guys,
    I've had requests for a pack of all my mods that i've written or updated tested and working so here it is.
    Everything is tested as working but there may be little things I have missed, I've done all the installs the way I like to do them (super anal ocd)
    The pack comes with Battleye filters.
    # Supported mods:
    Bury Bodies Click Actions Deploy Anything Garage Door Opener Locate Vehicle Safe Zone Relocate Service Points Take Clothes Virtual Garage Vehicle Key Changer Remote Vehicles  
    Please visit: https://github.com/oiad/modPack for more information.
  3. Like
    salival got a reaction from looter809 in [SOLVED] Trader Vehicles not spawning   
    Make sure you have this function: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/Server Files/SQL/epoch.sql#L111-L146
    If this doesn't fix it, I would need copies of your client and server RPT and your HiveExt.log
  4. Thanks
    salival got a reaction from totis in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    Hi guys,
    I've had requests for a pack of all my mods that i've written or updated tested and working so here it is.
    Everything is tested as working but there may be little things I have missed, I've done all the installs the way I like to do them (super anal ocd)
    The pack comes with Battleye filters.
    # Supported mods:
    Bury Bodies Click Actions Deploy Anything Garage Door Opener Locate Vehicle Safe Zone Relocate Service Points Take Clothes Virtual Garage Vehicle Key Changer Remote Vehicles  
    Please visit: https://github.com/oiad/modPack for more information.
  5. Thanks
    salival reacted to BigEgg in Epoch Antihack / Admin Tools   
    Hello everyone,
     
    Here is the public release of my Antihack / Admin tools. Both myself and Movinggun put a lot of work into this, so I hope you all can benefit. The culmination of my time spent on this game went into this, and I hope you all enjoy it just as much as I did.
    Unfortunately due to time, I will not be able to actively add to this project, but I will always be around to approve pull requests. This project can easily live on through the community, and I hope you all the enjoy the complexity of everything involved with it.
     
    The repository that contains install instructions can be found here:
    https://github.com/BigEgg17/Epoch-Antihack-Admin-Tools
     
    I will add source code for the DLL as soon as it is received from Movinggun, along with the source for the executable file.
    I will also create an official release on the Github as soon as everything is successfully converted for compatibility with 1.0.7.
     
    Best wishes to the community, I look forward to applying all changes desired, and to answering any questions members may have.
     
    It's been a blast and I will never forget some of the memories and friends made on this game.
     
    - BigEgg
  6. Like
    salival got a reaction from DIO in [RELEASE] Epoch Admin Tools V-1.10.7 "Test Branch"   
    Great job getting this updated, been a hard slog for sure!
  7. Like
    salival got a reaction from Donnovan in Disable Radar (Sonsors of Vehicles)   
    This is an A3 thread :)
  8. Thanks
    salival reacted to A Man in [RELEASE] Food Spoils Script   
    I like the idea of the script. You have asked why nobody else has made a script like that already, well it is because this is a way more complicated as you perhaps think at the moment. First of all you are new to coding so you can acutally not know most of the things so do not worry about it.
    Your script has a few problems:
    1. The script runs for the server too. It is not really a problem for the script itself but if you run things for clients only use.
    if (!isDedicated) then { code }; 2. It only runs one time. A while loop would be required so the script can check the whole time the player is playing.
    3. If one condition is true, lets say the first one, the script will wait 900s and will remove after that 'FoodBaconRaw'. But it does not check when the player got this item or the player even still have it. After removing the item it will add the biomeat no matter if the player really had the removed item. A few thoughts about that to make it more clear:
    The player could have cooked the 'FoodBaconRaw' within the 900s. If the player gets a new 'FoodBaconRaw' within the 900s the script will remove it even it was in the player inventory only a few seconds. 4. The script will always remove only 1 item. If you have 2x 'FoodBaconRaw' only one gets removed.
    5. If you relog everything gets resetted, the same if you died and you take back your gear. If you have died and took back your gear, it will only work after a relog because of the missing while loop.
    6. Because of the high sleeps you are using the most parts of the script will never be checked. It just takes too long even if you would have added a while loop.
    7. Some classnames are written wrong like FoodRawTuna is FishRawTuna.
    To realize this script idea it will need a few variables and a complete different way to script it. I would call it expert level. Those are the key features you have to think about:
    When has the player add the item to the inventory and how many items. How to handle the removal to the items if one or more got removed already by another action. How to handle if a new item of the same type got added within the time the other items will spoil. If a player relogs or getting killed. What about if the meat is inside the backpack. Do not use sleep with those high numbers. Use diag_tickTime instead. I've wrote a small script how it works better. But it still does not check the followong things:
    Backpack Time when the player got the items Relog and death // Set the spoil time at the start of the script. local _spoilTickTime = diag_tickTime; // Nested array of items that spoil within the inventory. [Spoilt item, New item]. local _spoilItems = [["FoodBaconRaw","FoodBioMeat"],["FishRawTuna","FoodBioMeat"]]; // spoil time in mins local _spoilTime = 15; while {1==1} do { // Every default: 15mins the items spoil in the inventory. if ((diag_tickTime - _spoilTickTime) > (_spoilTime*60)) then { { local _item = _x select 0; // Make sure that the player has acutally the item that spoils in their inventroy. if (_item in magazines player) then { local _newItem = _x select 1; // Count the items that will spoil now to get them all. _qtyItems = {_x == _item} count magazines player; for "_i" from 1 to _qtyItems do { player removeMagazine _item; player addMagazine _newItem; }; // Get display text of the spoilt items and inform the player. _displayName = getText(configFile >> "CfgMagazines" >> _item >> "displayname"); systemchat format ["%1 %2 spoiled in your inventory.",_qtyItems,_displayName]; }; } foreach _spoilItems; // Reset the spoil time of the script. _spoilTickTime = diag_tickTime; }; uisleep 5; };  
  9. Like
    salival reacted to TheVampire in Vehicle keys   
    I actually worked on putting vehicle keys back awhile ago and sent a merge request with only a few issues to work out, but it was put off due to feature creep. I need to update it and try to push it again.
     
    Here's an example video.
    https://www.youtube.com/watch?v=L7yC_zNwbZY
  10. Like
    salival reacted to Grahame in Calling Your Banker   
    Sometimes you are going to be caught short in the wild; maybe you found a trader in the wilderness or just did a GTA job on a roaming AI truck and nicked their crypto. Well, if you allow ATMs and phones, here's a little bit of code to let you call the bank when you cannot find them...
    (1) Add the particular items that you want to allow people to call on to your loot tables and trader configs. Choices include: ItemMobilePhone_old, ItemMobilePhone_smart, ItemPortableLongRangeRadio, ItemSatellitePhone, ItemSurvivalRadio
    (2) For each of the items you want to use for remote calling the bank add the lines below for it to epoch_config/Configs/CfgItemInteractions.hpp:
    class ItemMobilePhone_old : Default { interactAction = 18; interactText = "CALL BANKER"; }; class ItemMobilePhone_smart : Default { interactAction = 18; interactText = "CALL BANKER"; }; class ItemPortableLongRangeRadio : Default { interactAction = 18; interactText = "CALL BANKER"; }; class ItemSatellitePhone : Default { interactAction = 18; interactText = "CALL BANKER"; }; class ItemSurvivalRadio : Default { interactAction = 18; interactText = "CALL BANKER"; }; (3) Before these lines at the end of epoch_code/compile/EPOCH_consumeItem.sqf:
    default { ["Found nothing", 5] call Epoch_message; }; Add:
    case 18: { // Call banker if (isNil "EPOCH_bankTransferActive") then { if (random 1 > 0.5) then { [player, [], Epoch_personalToken] remoteExec ["EPOCH_server_storeCrypto",2]; closeDialog 0; createDialog "InteractBank"; lbClear 21500; { _index = lbAdd[21500, name _x]; lbSetData[21500, _index, netId _x]; } forEach(allPlayers - [player]); } else { ["You cannot get a signal, please try again", 5] call Epoch_message; }; }; }; Note that there's a bit of randomization so the players only have a 50% chance of getting through. You can reduce this further to make their lives more interesting 
    That's it. RePBO the mission and upload to your server.
  11. Thanks
    salival reacted to BigEgg in HOW TO: Vehicles indestructible within plot area   
    Looked around and saw that some people were requesting this, it is actually quite simple:
     
    What it does:
    Makes vehicles indestructible within the plot area (default 30 meters) , but only if they are locked and no players are in them.
     
    Step 1:
    In your custom compiles.sqf add: (NOTE - CHANGE THE FILE PATH TO FIT YOUR NEEDS)
    fnc_veh_handleDam = compile preprocessFileLineNumbers "FILE\PATH\HERE\veh_handleDam.sqf"; below the if (!isDedicated) code block. Example:
    if (!isDedicated) then { /*************/ /* Code Here */ /*************/ }; fnc_veh_handleDam = compile preprocessFileLineNumbers "FILE\PATH\HERE\veh_handleDam.sqf";  
    Step 2:
    Copy veh_handleDam.sqf into your mission file from \z\addons\dayz_code\compile\veh_handleDam.sqf
     
    Step 3:
    In veh_handleDam.sqf find:
    _total = _this select 2; Below it add:
    if (locked _unit && {count (crew _unit) == 0} && {count (_unit nearEntities ["Plastic_Pole_EP1_DZ", DZE_PlotPole select 0]) > 0}) exitWith {0};  
    Done!
     
    NOTE:
    You can change the distance it applies to by changing the DZE_PlotPole variable:
    DZE_PlotPole = [30,90]; Or, you can set it independent of the variable by changing it to this:
    if (locked _unit && {count (crew _unit) == 0} && {count (_unit nearEntities ["Plastic_Pole_EP1_DZ", 40]) > 0}) exitWith {0}; and modifying the number (in this case it is 40) to whatever you would like. Keep in mind that the number represents the radius from the plot pole in meters.
  12. Like
    salival reacted to theduke in [Outdated] ZSC for Epoch 1.0.6.2 (And OverWatch 0.25)   
    Thx for your continued support @salival Great work on all  your updates!
  13. Thanks
    salival got a reaction from VIPMISTER in Delete vehicles parked in safezones on restart   
    @VIPMISTER Here's my version of a safezone relocate script for vehicles, it's significantly more optimized than this version you're trying to get working: https://github.com/oiad/safeZoneRelocate
     
    This version in this thread is quite good, but it's very slow since it checks every vehicle to see if its in the safezone, my version checks every safezone for vehicles (much quicker)
  14. Thanks
    salival reacted to Schalldampfer in [RELEASE] WAI 2.2.6   
    I'm now testing enemy artillery in my server, and got it working (not balanced yet)
    1. Activate artillery module by adding this in dayz_server/WAI/init.sqf
    (Because I use this BIS_ARTY_LOGIC for all mortars, we can use only 1 type of mortar in the the server.
    I think I'd better create new BIS_ARTY_LOGIC in spawn_static.sqf and use it in arty_fire.sqf .. but I haven't tried this yet)
    2. To add brain of artillery to each mortar (which you will spawn by using spawn_static function), add this into dayz_server/WAI/complie/spawn_static.sqf 's Line183 or around - where one of the static weapon is prepared for battle.
     
    3. Now this is the brain of artillery. Create dayz_server/WAI/complie/arty_fire.sqf with this content
    (Most settings are hard-coded here so far, and may be inbalanced)
     
    Notes:
    To spawn artillery, put this code in the random mission
    If the mortar's group find a player, they will try to bombard him.
    I think the mortar unit doesn't have good eye, so I'm combining the group to another static weapons or cars like
     
     
     
  15. Thanks
    salival got a reaction from l1nkrx7 in [Release] Virtual Garage [Updated for 1.0.7]   
    For the trader issue, i'm guessing you are missing this: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/Server Files/SQL/epoch.sql#L111-L146
    Please also post your HiveExt.log
  16. Like
    salival got a reaction from He-Man in [Release] Virtual Garage [Updated for 1.0.7]   
    The latest VG update *should* fix this: https://github.com/oiad/virtualGarage/commit/83d8bc65d858a3f40dfa157d978fa7a31213aef0
    Previously deletes were client side, so the player could store the vehicle, dc straight away and bypass the delete stuff
  17. Thanks
    salival got a reaction from Vladick in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    You can disable this by overwriting this variable:
    https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/configVariables.sqf#L33
    DZE_DisabledChannels = [(localize "str_channel_side"),(localize "str_channel_global"),(localize "str_channel_command")]; //List of disabled voice channels. Other channels are: "str_channel_group","str_channel_direct","str_channel_vehicle" If you put 
    DZE_DisabledChannels = [(localize "str_channel_global"),(localize "str_channel_command")]; //List of disabled voice channels. Other channels are: "str_channel_group","str_channel_direct","str_channel_vehicle"
    in your dayz_code\init\variables.sqf it will stop them from being frozen
  18. Like
    salival got a reaction from DIO in Epoch 1.0.6.2 Class names full lists   
    Pinned, thanks for posting it, I should have done it when I commited it to github
  19. Like
    salival got a reaction from Affraid in AI Skalisty Island, not so easy   
    Hey,
    I'm really sorry to hear that, Thug and I chatted quite a bit, I wondered why I had not heard from him in a while
  20. Thanks
    salival reacted to JasonTM in Why 'dayz_rollingMessages' not work?   
    You cannot localize and concatenate the strings server side. Doing that will localize to the server's location, not the client. The string names and arguments have to be sent to the client. I wrote a function for the remote messaging system that will detect localized strings and format them if they are sent as an array with arguments.
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/dayz_code/compile/remote_message.sqf#L1-L37
    Add %1 to the "Combo kill level" string and include the exclamation point.
    <Key ID="STR_CL_AC_GENERAL_SON"> <English>You killed the general son!</English> <Russian>Вы убили сына генерала!</Russian> </Key> <Key ID="STR_CL_AC_COMBO"> <English>Combo kill level %1!</English> <Russian>Комбо x %1!</Russian> </Key> I'm not quite sure of your code to send the messages. Rolling messages are not set up for multi-dimensional arrays so two messages will have to be sent. This code should work if I understand what you are trying to do. One message will appear over the top of the other instead of on one line.
    if (random 100 > 90) then { RemoteMessage = ["rollingMessages","STR_CL_AC_GENERAL_SON"]; (owner _player) publicVariableClient "RemoteMessage"; }; _newLvl = 333; // for example RemoteMessage = ["rollingMessages",["STR_CL_AC_COMBO",_newLvl]]; (owner _player) publicVariableClient "RemoteMessage";  
  21. Thanks
    salival reacted to A Man in Why 'dayz_rollingMessages' not work?   
    Schalldampfer is correct. An eventhandler cannot see from its sopce a private variable like this.
    _motor addEventHandler ["getIn",{ _unit = _this select 2; _nil = [nil,_unit,"loc",rTITLETEXT,"\n\nThis vehicle will disappear on server restart!","PLAIN DOWN",5] call RE; _msg call dayz_rollingMessages; }]; If you still would like to fix it you have to hardcode it there. Like this:
    _motor addEventHandler ["getIn",{ _unit = _this select 2; _nil = [nil,_unit,"loc",rTITLETEXT,"\n\nThis vehicle will disappear on server restart!","PLAIN DOWN",5] call RE; "This vehicle will disappear on server restart!" call dayz_rollingMessages; }]; But in this script it does not matter because it is called from the server. dayz_rollingMessages is a client only function which cannot be called from the server. Salival said this already.
  22. Like
    salival reacted to axeman in To Bot or Not to Bot   
    A bit of progress with the bot. Built in pathing I'm still to find, or wait for them to release to modders :)
    I put some serious hours into a pathing / collision avoidance system for local agents that never made it into A3 Epoch. That's going to come in handy now. 
    I will update with progress here and on the discord,  join here : https://discord.gg/0k4ynDDCsnMzkxk7
  23. Like
    salival got a reaction from WLF in Why 'dayz_rollingMessages' not work?   
    I'm guessing because that script is running server side and not client side like dayz_rollingMessages would be.
  24. Thanks
    salival reacted to JasonTM in ROB BANK   
    Taking "full credit" for copy/pasting code?
     
    https://github.com/MigSDev5/BankRobery
  25. Like
    salival got a reaction from Aslan247 in [SOLVED] Purchased Vehicles Not Spawning   
    You need to update your infiSTAR, this is _not_ an epoch issue, this is an infiSTAR issue.
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