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Posts posted by Blestda86ta
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I'm having a similar issue. Only 1 mission is spawning per restart.
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@Hooty I use both but I plan to use DZMS for this since its simple
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Can anyone tell me how to add static weapons and patrol vehicles to a specific position on the map that spawn on restart automatically?
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1 minute ago, Hooty said:
Yes there is
I'm willing to guess the vehicleammo.sqf needs to be added in somewhere in the dayz_server pbo?
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Some of the vehicles that I buy come with the weapon/ammo but it wont reload for some time- EX: shilka with tuguska rockets. It just has red text (meaning out of ammo/reloading) and the 8 rockets. Is there a way to make it come loaded right away?
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I would email them and tell them its not working. If you're paying for it they should fix it for you. Otherwise, check the RPT for an error. If that doesn't work you can get the Essv3 script file and go through your file comparing it to the one in the script looking for anything that you may have changed wrong (extra comma, no common, marks in wrong spot) you'll have to check
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I added in vehicle patrols to some missions but it seems to not be working correctly. The vehicle runs into the mines and gets blown up or disabled, or it wont spawn multiple vehicles to patrol the mission. Is there a way to fix this? here is one of my missions for example- (mayors mansion)
if(isServer) then {
private ["_room","_complete","_mayor_himself","_crate_type","_mission","_position","_crate","_baserunover","_mayor"];
// Get mission number, important we do this early
_mission = count wai_mission_data -1;_position = [40] call find_position;
[_mission,_position,"Hard","Mayors Mansion","MainHero",true] call mission_init;
diag_log format["WAI: [Mission:[Hero] Mayors Mansion]: Starting... %1",_position];//Setup the crate
_crate_type = crates_large call BIS_fnc_selectRandom;
_crate = createVehicle ["BAF_VehicleBox",[(_position select 0),(_position select 1),0], [], 0, "CAN_COLLIDE"];
//Mayors Mansion
_baserunover = createVehicle ["Land_A_Villa_EP1",[(_position select 0), (_position select 1),0],[], 0, "CAN_COLLIDE"];
_baserunover setVectorUp surfaceNormal position _baserunover;//Troops
[[_position select 0,_position select 1,0],7,"Hard",["Random","AT"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
[[_position select 0,_position select 1,0],4,"Hard","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
[[_position select 0,_position select 1,0],4,"Hard","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
[[_position select 0,_position select 1,0],6,"Hard",["Random","AT"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
[[_position select 0,_position select 1,0],1,"Medium",["Random","AT"],3,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
[[_position select 0,_position select 1,0],1,"Medium",["Random","AA"],3,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
[[_position select 0,_position select 1,0],1,"Medium",["Random","AA"],3,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
[[_position select 0,_position select 1,0],1,"Medium",["Random","AA"],3,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
//Humvee Patrol
[[(_position select 0) + 100, _position select 1, 0],[(_position select 0) + 100, _position select 1, 0],50,2,"BTR90","Hard","Bandit","Bandit",_mission] call vehicle_patrol;
[[(_position select 0) + 100, _position select 1, 0],[(_position select 0) + 100, _position select 2, 0],50,2,"AAV","Hard","Bandit","Bandit",_mission] call vehicle_patrol;
[[(_position select 0) + 100, _position select 1, 0],[(_position select 0) + 100, _position select 3, 0],50,2,"T90","Hard","Bandit","Bandit",_mission] call vehicle_patrol;//The Mayor Himself
_mayor = [_position,1,"Hard","Random",4,"Random","Special","Random",["Bandit",500],_mission] call spawn_group;
_mayor_himself = (units _mayor) select 0;
//Put the Mayor in his room
_room = (6 + ceil(random(3)));
_mayor_himself disableAI "MOVE";
_mayor_himself setPos (_baserunover buildingPos _room);
//Let him move once player is near
_mayor_himself spawn {
private ["_mayor","_player_near"];
_mayor = _this;
_player_near = false;
waitUntil {
{
if (isPlayer _x && (_x distance (position _mayor) < 20)) then { _player_near = true; };
} count playableUnits;
sleep .1;
(_player_near)
};
_mayor enableAI "MOVE";
};//Static mounted guns
[[
[(_position select 0) - 15, (_position select 1) + 15, 8],
[(_position select 0) + 15, (_position select 1) - 15, 8]
],"M2StaticMG","Easy","Bandit","Bandit",1,2,"Random","Random",_mission] call spawn_static;_complete = [
[_mission,_crate], // mission number and crate
["assassinate",_mayor], // ["crate"], or ["kill"], or ["assassinate", _unitGroup],
[_baserunover], // cleanup objects
"The Mayor has gone rogue, go take him and his bandit task force out to claim the rewards!", // mission announcement
"The rogue mayor has been taken out, who will be the next Mayor of Cherno?", // mission success
"Survivors were unable to capture the mansion, time is up" // mission fail
] call mission_winorfail;if(_complete) then {
[_crate,85,9,65,9] call dynamic_crate;
};diag_log format["WAI: [Mission:[Hero] Mayors Mansion]: Ended at %1",_position];
h_missionsrunning = h_missionsrunning - 1;
}; -
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2 hours ago, juandayz said:
the option on etool appear?
yes the option came up but nothing happened when I pressed
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Just now, juandayz said:
wait a minute.. the other one works? the env.sqf?
No
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@juandayz Not working :( how do I add an infistar #mainactionmenu?
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So I'm having this issue, Locked vehicles no matter where they are on the map even outside plots, as long as no one gets in them are Auto-healing anytime they take damage. I tested by shooting a locked ural with a DMR and as I shot the tires they keep healing. How do I fix this so Only vehicles on plot have god like the script says? Here is my veh_handledamage.sqf
private["_unit","_selection","_strH","_total","_damage","_needUpdate","_totalDmg","_state"];
//***Zupa Config ****//
_godmodeVechilesEverywhere = false; // Godmode on all locked vehicles
_onlyLockedVehicles = true; //Plotarea: Godmode for Only locked vehicles (true) or locked and unlocked(false)
_onlyVehicleWithoutGear = true; // Only godmode on vehicles that hold no gear.
_safeZoneGodVehicle = false; // Godmode vehicles in safezones. (or specific zone's)
_donatorsPlots = false; // True = only godmode vehicles for donaters in the list, False = godmode for every guy.
_plotDonators = ["0"]; // PUID's of poeple who donated for plotpole// Chernarus safezone area's - change these to other coordinates for other maps. ( You can also add specific locations on the map.
_safezones = [
[[11806.7,12688.7],50,"Air"],
[[1606.6443,7803.5156],50,"Bandit"],
[[4063.4226,11664.19],50,"Bash"],
[[11397.4,5513.73],20,"Msta"],
[[11447.472,11364.504],50,"Klen"],
[[4762.63,6267.55],50,"Pog"] // [[x,y],distance,"just name"]
];
//***END Config ****//
_unit = _this select 0;
_selection = _this select 1;
_total = _this select 2;
if (((locked _unit && (count(crew _unit)) == 0) && (count(_unit nearEntities["Plastic_Pole_EP1_DZ", DZE_PlotPole select 0]) > 0))) exitWith {};
_state = true;
_HPBefore = -1;if (_selection != "") then {
_strH = "hit_" + _selection;
_HPBefore = [_unit,_strH] call object_getHit;
_totalDmg = false;
} else {
_strH = "totalDmg";
_totalDmg = true;
_HPBefore = getDammage _unit;};
if(_total > _HPBefore)then{
if((locked _unit && _godmodeVechilesEverywhere && (count (crew _unit)) < 1))then{_state = false;
};if(_state)then{
if(_safeZoneGodVehicle )then{
{if ((_unit distance (_x select 0)) < (_x select 1)) then {_state = false;
};} forEach _safezones;
};
};if(_state)then{
_gearCount = 0;
if(_onlyVehicleWithoutGear)then{
};
_plots = nearestObjects [_unit, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0];
if((count(_plots) > 0))then{
_thePlot = _plots select 0;
_plotOwner = _thePlot getVariable ["ownerPUID",0];
if ( (_gearCount == 0) &&(locked _unit || !(_onlyLockedVehicles) ) && (count (crew _unit)) < 1 && ( !(_donatorsPlots) || (_plotOwner in _plotDonators))) then {_state = false;};
};
};}; //fix
if(_state)then{
if (_total >= 0.98) then {
_total = 1.0;
};
if (local _unit) then {
if (_total > 0) then {
if (!_totalDmg) then {
_unit setVariable [_strH, _total, true];
};
_unit setHit [_selection, _total];
PVDZ_veh_Save = [_unit,"damage",false,_totalDmg];
if (isServer) then {publicVariableServer "PVDZ_veh_Save";
} else {
PVDZ_veh_Save call server_updateObject;};
};
} else {
// vehicle is not local to this client, ask the client which vehicle is local to set damage
/* PVS/PVC - Skaronator */
PVDZ_send = [_unit,"VehHandleDam",_this];
publicVariableServer "PVDZ_send";
};
}else{
_total = _HPBefore;
};
// all "HandleDamage event" functions should return the effective damage that the engine will record for that part
_total -
4 hours ago, juandayz said:
try this:
1-Create in this path: yoru server root\mpmissions\your instance\colorEnv\
2-Into this new path create:
A-env.sqf
if(isNil "Environment") then {Environment = true;} else {Environment = !Environment}; if (Environment) then { enableEnvironment = false; }else{ enableEnvironment = true; };
B- colormenu.sqf
_Actions = "colorEnv\"; _path1 = 'player execVM "'+_Actions+'%1"'; MainActionMenu = [ ["COLOR MENU",true], ["AFRICA", [], "", -5, [["expression", format[_path1,"africa.sqf"]]], "1", "1"], ["WASTELAND", [], "", -5, [["expression", format[_path1,"wasteland.sqf"]]], "1", "1"], ["NORMAL", [], "", -5, [["expression", format[_path1,"normal.sqf"]]], "1", "1"], ["", [], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; showCommandingMenu "#USER:MainActionMenu";
Note: infistar maybe need add #MainActionMenu
D- africa.sqf
colortheme = ppEffectCreate ["colorCorrections", 1501]; colortheme ppEffectEnable true; colortheme ppEffectAdjust [ 1, 1.3, 0.001, [-0.11, -0.65, -0.76, 0.015],[-5, -1.74, 0.09, 0.86],[-1.14, -0.73, 1.14, -0.09]]; colortheme ppEffectCommit 0;
wasteland.sqf
colortheme = ppEffectCreate ["colorCorrections", 1501]; colortheme ppEffectEnable true; colortheme ppEffectAdjust [1, 1, 0, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]]; colortheme ppEffectCommit 0;
normal.sqf
3-Now in your config,sqf (deploy anything mod) add this two lines to add the actions to the etool.
["ItemEtool","ColorCorrection","execVM 'colorEnv\colormenu.sqf';","true"], ["ItemEtool","Environmentsound","execVM 'colorEnv\env.sqf';","true"]
@juandayz Thank you!
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I'm no expert, but I think what you're looking for can be edited in WAI\compile\custom_publish_veh.sqf
Where the code starts getting into the key stuff, starts with this-
if (wai_lock_vehicles) then {
_keyid = ceil(random(12500));
_vehicle setVariable ["CharacterID",str(_keyid),true]; -
Trying to find a way to right click and turn off/on ambient sound and color corrections. I'm using the 'deploy anything' script. Anyone know how to do this? I also need the script for color correction/ambient sound if they are scripts.
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I don't want players to deploy building items in safe zone but is there a way to add a couple deployable's in safe zone like the bike and mozzie?
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People are getting kicked for battleye restriction in 'attach to'. restriction #0 and #5, then the classname of the vehicle. Do you have the exceptions for this?
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Update: my attempted fix did not work. Any ideas anyone?
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Update: Found the issue, if you use infistar antihack there is a line you must edit out for your players to use right click to setTerrainGrid
Go in your server files, find your Infistar folder/AHconfig
comment out the 'force set terrain grid' line with '//'
EX: //force set terrain grid 25; setting this to very low will increase client fps.
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I have this as a 'right click script' using the deploy anything-
["ItemMap","Grass On" ,"setTerrainGrid 25;","true"],
["ItemMap","Grass Off" ,"setTerrainGrid 50;","true"],when my players use this to turn off grass, the grass goes away for a second but then comes back. Think it might be infistar related or something because the 2 admins when they use this the grass stays gone. Any ideas on how to fix?
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5 minutes ago, nova said:
@Blestda86ta do you happen to know a way to add radar to vehicles that dont have radar using this script? or any other means?
I'm not sure of a script for it, but an easy way I know > The _DZ versions of vehicles don't have radar by default. Example: MV22_DZ doesn't have radar, but the non _DZ vehicles DO have radar. Example: classname: MV22 WILL have radar. Another example: 'C130J_DZ' will NOT have radar, but 'C130J' Will have radar.
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29 minutes ago, nova said:
@Hooty How do you add the customized vehicles into a trader? And also have the regular vehicles in the trader aswell?
Its done by class name. So for example lets say you follow the script and make the MV22_DZ have hydras, When you go to a trader and purchase that vehicle it will come with whatever you armed it with.
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Namalsk- Rail Gun/bloodsuckers/warm clothes
in General Discussion.
Posted
Can anyone link me to the class name for the railgun/ammo and for how to put bloodsuckers in Namalsk? Everything I'm finding is outdated, looking for something that works on current 1.0.6.2. Also, when trying to put on warm clothes it says something like "must be the opposite sex to wear these clothes" I've tried the 3 different ones in the trader and they all say it. An old thread had something about changing survival.cfg and making it "=male" but that isn't a file anymore. Any direction would be appreciated!