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Blestda86ta

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Posts posted by Blestda86ta

  1. 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 Everything I'm finding is outdated, looking for something that works on current 1.0.6.2.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!

  2. 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

  3. 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;
    };

     

  4. 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

  5. 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

      Reveal hidden contents
    
    
    if(isNil "Environment") then {Environment = true;} else {Environment = !Environment};
    
    if (Environment) then {
    
    enableEnvironment = false;
    
    }else{
    	enableEnvironment = true;
    };

     

    B- colormenu.sqf

      Reveal hidden contents
    
    
    _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

      Reveal hidden contents
    
    
    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

      Reveal hidden contents
    
    
    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

      Reveal hidden contents
    
    
    colortheme ppEffectEnable false;
    ppEffectDestroy colortheme;

     

    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!

  6. 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];

  7. 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.

  8. 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?

  9. 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.

  10. 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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