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salival

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  1. Like
    salival reacted to theduke in Preparing Missions scenario   
    i managed to modify macas base manager to get this work... it actually works great. the only thing i havnt figured out yet is how to get the output to only show the directions in their own array... it can be done manually no problem.
    I did have a hard time with positive and negative positions, but mr Salival came to the rescue and fixed that :)
  2. Like
    salival reacted to theduke in How to make this script work   
    no what you did there broke the crate spawn.
    Basically this is what it means...
    //Weapons, tools, items, pistols, backpacks
    [_crate,10,10,[100,crate_items_president],10,10] call dynamic_crate;
    if its just a number, it randomly takes from the "weapons array" here:
    https://github.com/f3cuk/WICKED-AI/blob/master/WAI/config.sqf#L100
     
    or like you did, you specified 100 items of the array presidents crate here
    https://github.com/f3cuk/WICKED-AI/blob/master/WAI/config.sqf#L269
     
    what ever you do, keep the array the way it is, if you move stuff around like this
    [_crate,[100,crate_items_president],10,10,10,10] call dynamic_crate
    ^^^^ it wont work
     
     
  3. Haha
    salival reacted to JasonTM in [Release] Wicked AI 2.2.3 [1.0.6+]   
    Just do what I do and try it. As Salival says, you either fix it or fuck it.
  4. Thanks
    salival reacted to Thug in [Outdated] ZSC for Epoch 1.0.6.2 (And OverWatch 0.25)   
    For anyone looking to have ATMs instead of AI Bankers.
    This is what I did. Click here to watch youtube video on How to add ATM's in Epoch 1.0.6.2
  5. Thanks
    salival reacted to Schalldampfer in [Outdated] ZSC for Epoch 1.0.6.2 (And OverWatch 0.25)   
    I added this code to make the unlocked safe as bank
    ZSC_bankObjects = DZE_UnLockedStorage; 
  6. Thanks
    salival got a reaction from Relentless in Marker Events after relog   
    I'm guessing he wants the markers from say the military, construction or ikea event to get reapplied even after relog similar to how WAI does it
    @khalciferThose events would need work to get that to happen
  7. Thanks
    salival reacted to icomrade in error undefined variable in expression dze_safezonearray   
    it's in the mission init.sqf. If you are using a safezone script then you should set the variable DZE_SafeZonePosArray = []; otherwise, use as linked. Define in the same position as linked.
    https://github.com/EpochModTeam/DayZ-Epoch/blob/Release_1.0.6.2/Server Files/MPMissions/DayZ_Epoch_11.Chernarus/init.sqf#L64
     
    Edit: as a server admin/owner you should be playing with -showscripterrors enabled to ensure there are no errors in your server client side, and checking your server's RPT file to ensure there are no server side errors. You should also be able to determine how to fix these errors, but we are always here to help
  8. Haha
    salival got a reaction from Cubitron in No Food, water, blood, ETC meters.   
    Push F3 in game
  9. Haha
    salival reacted to Grahame in porting from A2 to A3   
    There are pretty much no one to one equivalents between A2 DayZ/Epoch and A3 Epoch (for one, given the two ways I described them you might see that A3 Epoch does not use another mod). Would need to see the script and need to know what it is doing with that. No guarantees of an easy solution but post up the script... after all, I intend to steal all of @salivals stuff and port it to ARMA3 
  10. Like
    salival got a reaction from Tanita-Corp in [Release] Virtual Garage [Updated for 1.0.7]   
    I think there's a language issue here of us not knowing what you mean.
    How are players stealing vehicles? Please show examples, videos or screenshots.
    I do not understand how players are stealing vehicles.
  11. Haha
    salival reacted to lwbuk in setting up infistar AH help me   
    I think he probably figured that out after 4 years. 
  12. Like
    salival got a reaction from theduke in 1.6 Safezone   
    I tested that change on my test server, @thedukeis correct, I had mine up at about 800+ before I really noticed a difference.
  13. Like
    salival got a reaction from Airwaves Man in [Release] Virtual Garage [Updated for 1.0.7]   
    I had this too after updating, I forget what the exact problem was.
    Please make sure you do the following:
    Update the SQL database with the provided update file Update your HiveExt.dll with the provided update file Update your HiveExt.ini with the provided update file
  14. Thanks
    salival reacted to kingpapawawa in Looking for files for epoch 1.0.6.2 working.   
    you will still need to add ai scripts but those should be easy
  15. Like
    salival got a reaction from JasonTM in [Release] Wicked AI 2.2.3 [1.0.6+]   
    Hi,
    You should NEVER see that message. That means there is something seriously wrong with your Epoch install.
    This is where that function is: https://github.com/EpochModTeam/DayZ-Epoch/blob/6e48434001a2a9ae4bb0c1e4257730814795ecfc/SQF/dayz_server/system/scheduler/sched_corpses.sqf#L3
    This is where it's called from: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_server/system/scheduler/sched_init.sqf#L4
    You need to make sure that sched_init file is intact and correct. I suspect there will be other server RPT errors.
  16. Thanks
    salival reacted to kingpapawawa in Identical files   
    some files you will see duplicates of all the time. variables.sqf compiles.sqf and fn_selfactions.sqf come to mind..
    Notepad++ is nice but I prefer diffmerge personally.  You still need to pay attention as these things are not automatic. generally speaking the information in the new script is to be added to the existing file and not overwrite it, its a matter of adding it in the right location.

    If you get lost you can always use the modpack created by @salival found here.  This is a really nice base for further custimization.
     
  17. Thanks
    salival got a reaction from Schalldampfer in [Release] Virtual Garage [Updated for 1.0.7]   
    I will work on the install guide this weekend but it is actually pretty straight forward.
    Basically have to uninstall extDB (if no other mods use it) and replace your current HiveExt.dll with the newest one from the repo.
    Thanks to @icomrade for merging it in!
  18. Like
    salival got a reaction from theduke in [Release] Vehicle Service Point (Refuel, Repair, Rearm) [Updated for 1.0.7]   
    Hi guys,
    Just pushed some updates for this mod:
    Fix localizations not working correctly: here Add ammo to existing magazines, dont clear: here Add localization support: here Translators will be good, see https://github.com/oiad/communityLocalizations
  19. Thanks
    salival reacted to JasonTM in [RELEASE] Epoch Admin Tools V-1.10.7 "Test Branch"   
    I have a pull request in with @NoxSicarius. I am waiting for him to merge my updates.
    This version of Epoch Admin Tools is still considered "test branch" until Nox says otherwise. I spent a great deal of time fixing and updating files. Everything works with a few minor exceptions. Those are listed below.
    Complete install instructions and changlog provided in my github repo. Download Here.
    Once Noxsicarius merges my updates, I will change the github link.
    New Features
    Admin tools can be activated with hotkeys rather than with the traditional self-action loop. Hotkey activation is turned on by default. Server-side AI spawner. You can choose hero/bandit ai, select the spot on the map where they spawn, and receive humanity gain/loss and bandit/human kills. Server-side crate spawning to avoid Battleye kicks from the new BEserver.cfg settings. Nox's debug monitor integrated - toggled with Ins key. Dynamic text messages added as an option to safezone script. Toggle grass on/off added as an option to player action menu Set view distance added as an option to player action menu. Players can adjust view distance from 1000-5000 meters in 500 meter increments. Base manager fixed and updated with new dialogs. Still does not work with vectors though. That is a tough update. The graphical vehicle spawn menu has been upgraded so you can choose between all vehicles and Epoch only vehicles. Mods can only spawn Epoch vehicles. The old vehicle system has been removed. Keybinds
     
    F2 - Activate admin tools (if enabled by setting variable EAT_AdminMenuHotkey to true) F4 - Admin mode/mod mode options - when toggled on F6 - Cancel spectate 4 - Admin teleport 5 - Teleport player to admin 6 - Teleport to player 7 - Enhanced ESP options - when toggled on U - Unlock vehicle/safe/lockbox/door L - Lock vehicle/safe/lockbox/door J - Display object information in systemchat Del - Delete object Ins - Toggle Debug Tab - Activate action menu (if enabled by setting variable EAT_ActionMenuHotkey to true) Shift+w - Fastwalk or vehicle boost - when enabled q,w,a,s,d, and space bar are used if flying is toggled on Additional Information and Issues
    I have updated pretty much all of the files in this mod. As far as I can tell they run completely error free. There are a couple of issues though.
    The Base Manager does not work with vectors. I tried to get it to work, but the fix eluded me. It will take someone with more knowledge of the vector system to fix it.
    The GUI based building spawner is a bit wonky. Sometimes the buildings will spawn too far away from the player and the 20 meter build range deletes the building. This system should probably have its own build function. The building selection also needs improvement.
    In order to use the GUI based building spawner you will have to disable a couple of lines in createvehicle.txt. I did not add all of the buildings as exceptions to this file.
    The Battleye filters have been updated for DayZ Epoch 1.0.6.2. Please report any kicks that you get while using the admin tools in this topic. If you are using other mods, then you will have to updates these files or merge them.
    You can adjust the humanity and delete times of the ai in EAT_serverAiSpawn.sqf with these two variables: EAT_HumanityGainLoss and EAT_aiDeleteTimer.
    Note on the base manager: This line in BEserver.cfg will kick you if you try to make too large of a dome with the copy function. MaxCreateVehiclePerInterval 150 1 You either need to increase the value or avoid making large domes with the copy function.
    There are far too many updates and fixes to list here. It would be a mile long. A fairly complete list is in my change log on github.
     
    If you notice any problems post them here.
     
    Credits
    @NoxSicarius - lead developer - Nox's credits are in the github readme.
    @ViktorReznov - code for the getobjectinfo function that is activated with the J key.
    @BigEgg help in Discord with medical public variables - used in heal players function.
    @ebayShopper solution for deleting handgun - used in admin weapon spawning function. Mod detection method.
    If I forgot anyone, I'm sorry. I'm tired while posting this.
     
     
  20. Thanks
    salival reacted to RedLink in z\addons\dayz_server\compile\server_maintainArea.sqf not found. [SOLVED]   
    This is an error in the latest infiSTAR files:
    See this post:
     
  21. Thanks
  22. Thanks
    salival reacted to theduke in ZSC-master are working on 1.0.6.2?   
    use this mod pack. it has ZSC, and yes it has been redone for 1062.
    https://epochmod.com/forum/topic/44789-salivals-mod-pack-all-my-mods-tested-working/
  23. Like
    salival got a reaction from oldmatechoc in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    All mods of the mod pack except Deploy Anything are part of Epoch 1.0.7.1 now.
    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.
  24. Like
    salival got a reaction from Thug in [Release] Virtual Garage [Updated for 1.0.7]   
    This version of deploy anything saves correctly: https://github.com/oiad/deployAnything
  25. Thanks
    salival reacted to JasonTM in [OLD] JAEM - Just another Evac-Chopper Mod v1.4 (Updated 06/14/2014) ** OUT OF DATE **   
    I released the new version on Monday.
     
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