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Posts posted by Jestertriks
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and also in init.sqf,
DZE_NameTags must be 1 or 2(and select "Display Name (Yes)" in game) to use this script.
a little confused by this. can you elaborate? I have a custom init without this
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and also in init.sqf,
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yes, ill add alchemical crafting today and try that
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so.. dumb question. how do you use the VG in game. there are a lot of different videos showing different ways. none of them work for me. I installed exactly as described
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I don't seem to have a if (isDedicated) then {
Am I putting this in the right spot? Not working on my server. I have placed 2 plot poles and on right near stary.
if (isServer) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf";
fnc_veh_setFixServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_setFixServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
pvs_processSetAccessCode = compile preprocessFile "\z\addons\dayz_code\eventHandlers\processSetAccessCode.sqf";
pvs_processAccessCode = compile preprocessFile "\z\addons\dayz_code\eventHandlers\processAccessCode.sqf";
server_spawnTraders = compile preprocessFile "\z\addons\dayz_server\compile\server_spawnTraders.sqf";
server_updateGroup = compile preprocessFileLineNumbers "\z\addons\dayz_code\groups\server_updateGroup.sqf";
};if (!isDedicated) then {
//"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
//"filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "filmic"; //DayZ Vanilla
"filmic" setToneMappingParams [0.4, 0.35, 0.18, 0.1, 0.1, 5, 6, 3.8]; setToneMapping "filmic";call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_padlock.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\util\compile.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\loot\compile.sqf";
dze_buildChecks = compile preprocessFileLineNumbers "Mods\compile\dze_buildChecks.sqf";
fn_dropItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dropItem.sqf";
fn_dynamicTool = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dynamicTool.sqf";
fn_nearWaterHole = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_nearWaterHole.sqf";
player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombie
player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them
player_attackdelay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_attackfsmdelay.sqf";
fnc_usec_damageActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageActions.sqf"; //Checks which actions for nearby casualty
fnc_inAngleSector = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf"; //Checks which actions for nearby casualty
fnc_usec_selfActions = compile preprocessFileLineNumbers "Mods\compile\fn_selfActions.sqf"; //Checks which actions for self
fnc_usec_unconscious = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf";
player_temp_calculation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf"; //Temperatur System //TeeChange
player_weaponFiredNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponFiredNear.sqf";
player_spawnCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf";
building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf";
//player_taskHint = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_taskHint.sqf";
building_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf";
player_fired = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf"; //Runs when player fires. Alerts nearby Zeds depending on calibre and audial rating
player_packTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf";
player_updateGui = switch (toLower DZE_UI) do {
case "dark": {compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGuiDark.sqf";};
case "epoch": {compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGuiEpoch.sqf";};
case "vanilla": {compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGui.sqf";};
};
player_crossbowBolt = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_crossbowBolt.sqf";
player_music = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_music.sqf"; //Used to generate ambient music
player_death = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_death.sqf";
player_switchModel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf";
player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf";
world_sunRise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_sunRise.sqf";
world_surfaceNoise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_surfaceNoise.sqf";
player_humanityMorph = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf";
player_throwObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_throwObject.sqf";
player_alertZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_alertZombies.sqf";
player_fireMonitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf";
player_countMagazines = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_countMagazines.sqf";
player_countMagazinesWBackpack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_countMagazinesWBackpack.sqf";
player_forceSave = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_forceSave.sqf";
//player_destroyTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_destroyTent.sqf";
vehicle_getOut = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getOut.sqf";
//Objects
object_setpitchbank = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_setpitchbank.sqf";
object_monitorGear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_monitorGear.sqf";
object_dismantle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_dismantle.sqf";
//Collisions
fn_collisions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_collisions.sqf";//Zombies
zombie_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_findTargetAgent.sqf";
player_zombieSwarmAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieSwarmAttack.sqf";
zombie_loiter = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_loiter.sqf"; //Server compile, used for loiter behaviour
zombie_generate = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf"; //Server compile, used for loiter behaviours
//zombie_generateSwarm = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\swarm_generate.sqf";//actions
userActionConditions = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\userActionConditions.sqf";
player_addToolbelt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addToolbelt.sqf";
player_addtoBack = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addtoBack.sqf";
player_reloadMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_reloadMags.sqf";
player_createstash = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_createstash.sqf";
player_consume = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_consume.sqf";
player_emptyContainer = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_emptyContainer.sqf";
player_useMeds = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useMeds.sqf";
player_useAttchment = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useAttchment.sqf";
player_attachAttachment = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_attachAttachment.sqf";
player_removeAttachment = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_removeAttachment.sqf";
player_fillWater = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\water_fill.sqf";
player_makeFire = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_makefire.sqf";
player_chopWood = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_chopWood.sqf";
player_mineStone = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_mineStone.sqf";
if (DZE_modularBuild) then {
player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\modular_build.sqf";
snap_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\snap_build.sqf";
} else {
player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";
};
DZE_build_vector_file = "\z\addons\dayz_code\compile\BuildVectors\build_vectors.sqf";
build_vectors = compile preprocessFileLineNumbers DZE_build_vector_file;
fnc_SetPitchBankYaw = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BuildVectors\fnc_SetPitchBankYaw.sqf";
FNC_find_plots = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_find_plots.sqf";player_buildVanilla = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_buildVanilla.sqf";
fn_buildCamera = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildCamera.sqf";
object_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_build.sqf";
object_upgradeFireplace = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_upgradeFireplace.sqf";
player_wearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";
player_dropWeapon = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_dropWeapon.sqf";
//player_setTrap = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_setTrap.sqf";
object_pickup = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_pickup.sqf";
//player_sleep = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sleep.sqf";
player_combineMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_combineMags.sqf";
player_combineAntibiotics = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_combineAntibiotics.sqf";
player_createquiver = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_createQuiver.sqf";
player_fillquiver = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_fillQuiver.sqf";
//player_takearrow = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_takeArrow.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_switchWeapon.sqf";
//player_goFishing = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_goFishing.sqf";
player_gather = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_gather.sqf";
player_fixBottle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_fixBottle.sqf";
player_tearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_tearClothes.sqf";
//object_remove = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\remove.sqf";
player_fixHatchet = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_fixTools.sqf";
player_sharpen = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sharpen.sqf";
player_butcher = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\gather_meat.sqf";
player_pushPlane = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_pushPlane.sqf";
//player_repairVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\repair_vehicle.sqf";
//player_salvageVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\salvage_vehicle.sqf";//ui
player_toggleSoundMute = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_toggleSoundMute.sqf";
player_toggleStreamerMode = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_toggleStreamerMode.sqf";
player_selectSlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf";
player_selectWeapon = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_selectWeapon.sqf";
player_markMap = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_markMap.sqf";
player_gearSet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSet.sqf";
ui_changeDisplay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_changeDisplay.sqf";
ui_gear_sound = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_gear_sound.sqf";
ui_updateControls = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_updateControls.sqf";//playerstats
horde_epeen_fnc_fill_page = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\fill_page_fnc.sqf";
horde_epeen_determine_humanity_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\determine_humanity_fnc.sqf";
horde_epeen_setText_journal_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\epeen_setText_journal.sqf";
horde_epeen_setText_humanity_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\epeen_setText_humanity.sqf";
horde_epeen_setText_stats_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\epeen_setText_stats.sqf";
horde_epeen_show_humanity_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\show_humanity_fnc.sqf";//System
player_spawn_2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_2.sqf";//Crafting
fn_updateCraftUI = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_updateCraftUI.sqf";
player_craftItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf";
player_craftItemVanilla = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItemVanilla.sqf";
player_craftItemGUI = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItemGUI.sqf";
player_checkRecipe = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_checkRecipe.sqf";
// EPOCH ADDITIONS
dayz_autoRunOff = {dayz_autoRun = false; terminate dayz_autoRunThread; player playActionNow "Stop";};
dog_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dog_findTargetAgent.sqf";
dze_deathMessage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dze_deathMessage.sqf";
dze_filterCheats = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_filterCheats.sqf";
dze_isnearest_player = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dze_isNearestPlayer.sqf";
dze_buildChecks = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dze_buildChecks.sqf";
dze_requiredItemsCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dze_requiredItemsCheck.sqf";
dze_surrender_off = {player setVariable ["DZE_Surrendered",false,true]; DZE_Surrender = false;};
epoch_generateKey = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_generateKey.sqf";
epoch_tempKeys = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_tempKeys.sqf";
epoch_totalCurrency = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_totalCurrency.sqf";
epoch_itemCost = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_itemCost.sqf";
epoch_returnChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_returnChange.sqf";
fn_gearMenuChecks = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_gearMenuChecks.sqf";
fn_pauseMenuChecks = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_pauseMenuChecks.sqf";
fn_waitForObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_waitForObject.sqf";
player_onPause = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_onPause.sqf";
player_addDuplicateTool = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_addDuplicateTool.sqf";
player_antiWall = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_antiWall.sqf";
player_changeCombo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_changeCombo.sqf";
player_checkItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_checkItems.sqf";
player_copyKey = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_copyKey.sqf";
player_deathBoard = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\list_playerDeathsAlt.sqf";
player_harvest = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_harvest.sqf";
player_harvestPlant = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_harvestPlant.sqf";
player_hasTools = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_hasTools.sqf";
player_loadCrate = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_loadCrate.sqf";
player_lockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_lockVault.sqf";
player_packVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packVault.sqf";
player_removeItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_removeItems.sqf";
player_removeNearby = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeNearby.sqf";
player_removeObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\remove.sqf";
player_surrender = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_surrender.sqf";
player_traderCity = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderCity.sqf";
player_unlockDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockDoor.sqf";
player_unlockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockVault.sqf";
player_upgradeVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_upgradeVehicle.sqf";
PlotGetFriends = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotGetFriends.sqf";
PlotNearbyHumans = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotNearbyHumans.sqf";
PlotAddFriend = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotAddFriend.sqf";
PlotRemoveFriend = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotRemoveFriend.sqf";
PlotObjects = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotObjects.sqf";
PlotPreview = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotToggleMarkers.sqf";
MaintainPlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\maintain_area.sqf";
DoorGetFriends = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\doorGetFriends.sqf";
DoorNearbyHumans = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\doorNearbyHumans.sqf";
DoorAddFriend = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\doorAddFriend.sqf";
DoorRemoveFriend = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\doorRemoveFriend.sqf";
player_manageDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\initDoorManagement.sqf";
player_enterCode = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\player_enterCode.sqf";
FNC_check_access = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_check_access.sqf";// Advanced trading default inits for maintaining, Advanced Trading and custom scripts to utilize gem based currency.
call compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\AdvancedTrading\defaultInit.sqf";
dayz_losChance = {
private["_agent","_maxDis","_dis","_val","_maxExp","_myExp"];
_agent = _this select 0;
_dis = _this select 1;
_maxDis = _this select 2;
//diag_log ("VAL: " + str(_this));
_maxDis = 0.1 max _maxDis;
_val = (_maxDis - _dis) max 0;
_maxExp = ((exp 2) * _maxDis);
_myExp = ((exp 2) * (_val)) / _maxExp;
_myExp = _myExp * 0.7;
_myExp
};ui_initDisplay = {
private ["_ctrlBleed","_ctrlFracture"];
disableSerialization;
_display = uiNamespace getVariable 'DAYZ_GUI_display';
_control = _display displayCtrl 1204;
_control ctrlShow false;
if (!r_player_injured) then {
_ctrlBleed = _display displayCtrl 1303;
_ctrlBleed ctrlShow false;
};
if (!r_fracture_legs && !r_fracture_arms) then {
_ctrlFracture = _display displayCtrl 1203;
_ctrlFracture ctrlShow false;
};
/* // These controls don't exist yet
_ctrlDogFoodBorder = _display displayCtrl 1501;
_ctrlDogFoodBorder ctrlShow false;
_ctrlDogFood = _display displayCtrl 1701;
_ctrlDogFood ctrlShow false;_ctrlDogWaterBorder = _display displayCtrl 1502;
_ctrlDogWaterBorder ctrlShow false;
_ctrlDogWater = _display displayCtrl 1702;
_ctrlDogWater ctrlShow false
*/
};dayz_angleCheck = {
private ["_degree","_tPos","_zPos","_inAngle"];
_target = _this select 0;
_agent = _this select 1;
_degree = _this select 2;
_inAngle = false;
_tPos = getPosASL _target;
_zPos = getPosASL _agent;
_eyeDir = direction _agent;
_inAngle = [_zPos,_eyeDir,_degree,_tPos] call fnc_inAngleSector;
_inAngle
};
dayz_losCheck = {
private ["_cantSee","_target","_agent"];
_target = _this select 0; // PUT THE PLAYER IN FIRST ARGUMENT!!!!
_agent = _this select 1;
_cantSee = true;
if ((!isNull _target) && (!isNull _agent)) then {
private ["_tPos","_zPos"];
_tPos = eyePos _target;
_zPos = eyePos _agent;
if ((count _tPos > 0) && (count _zPos > 0)) then {
_cantSee = terrainIntersectASL [(eyePos _target), (eyePos _agent)];
//diag_log ("terrainIntersectASL: " + str(_cantSee));
if (!_cantSee) then {
_cantSee = lineIntersects [(eyePos _target), (eyePos _agent)];
//diag_log ("lineIntersects: " + str(_cantSee));
};
};
};
_cantSee
};dayz_NutritionSystem = {
private ["_type","_baseRegen","_nutrition","_calorieCount","_hungerCount","_thirstCount","_tempCount","_Thirst","_Hunger","_bloodregen","_golbalNutrition"];
//["type",regen,[NutritionTable,thirst(Working Class),hunger(Working Class)]]
//info to be added
_type = _this select 0;
_baseRegen = _this select 1;
_nutrition = _this select 2;
//Nutrition array
_calorieCount = ((_this select 2) select 0);
//gain
_hungerCount = ((_this select 2) select 1);
_thirstCount = ((_this select 2) select 2);
_tempCount = ((_this select 2) select 3);
//3610 is based on a 80kg male 180cm tall
if (_calorieCount > 0) then {
_hungerCount = _hungerCount + (SleepFood * (((ln ((_calorieCount / 3610) * 100)) * (1 - (dayz_hunger / SleepFood))) / 100));
_thirstCount = _thirstCount + (SleepWater * (((ln ((_calorieCount / 3610) * 100)) * (1 - (dayz_thirst / SleepWater))) / 100));
};
switch (_type) do {
case "FoodDrink": {
//hunger
if (_hungerCount > 0) then {
if (dayz_hunger > _hungerCount) then {
dayz_hunger = dayz_hunger - (_hungerCount);
} else {
dayz_hunger = 0;
};
};
//thirst
if (_thirstCount > 0) then {
if (dayz_thirst > _thirstCount) then {
dayz_thirst = dayz_thirst - _thirstCount;
} else {
dayz_thirst = 0;
};
};
//temp
if (_tempCount > 0) then { dayz_temperatur = dayz_temperatur + _tempCount; };
//calorie
if (_calorieCount > 0) then { dayz_nutrition = dayz_nutrition + _calorieCount; };
//blood
if (_baseRegen > 0) then { r_player_bloodregen = r_player_bloodregen + _baseRegen; };
};
case "Working": {
if (_calorieCount > 0) then { dayz_nutrition = dayz_nutrition - (_calorieCount / ((DZE_NutritionDivisor select 0) min 0.1)); };
if (_thirstCount > 0) then { dayz_thirst = dayz_thirst + (_thirstCount / ((DZE_NutritionDivisor select 1) min 0.1)); };
if (_hungerCount > 0) then { dayz_hunger = dayz_hunger + (_hungerCount / ((DZE_NutritionDivisor select 2) min 0.1)); };
if (_tempCount > 0) then { dayz_temperatur = dayz_temperatur + (_tempCount / ((DZE_NutritionDivisor select 3) min 0.1)); };
};
};dayz_thirst = (dayz_thirst min SleepWater) max 0;
dayz_hunger = (dayz_hunger min SleepFood) max 0;
dayz_temperatur = (dayz_temperatur min dayz_temperaturmax) max dayz_temperaturmin;
//systemChat str [ "nutrition, r_player_bloodregen+=",_baseRegen,"dayz_nutrition+=", _calorieCount, "dayz_thirst+=", _thirstCount, "dayz_hunger+=", _hungerCount ];
//systemChat format ["%6, Nutrition add: %1, Nutrition Total: %2, Thirst: %3, Hunger: %4, dayz_temperatur: %5",_this,dayz_nutrition,dayz_thirst,dayz_hunger,dayz_temperatur];
//diag_log format ["%6, Nutrition add: %1, Nutrition Total: %7/%2, Thurst: %3, Hunger: %4, BloodRegen: %5",_this,r_player_Nutrition,_Thirst,_Hunger,_bloodregen,_type,_golbalNutrition];
};gearDialog_create = {
private ["_i","_dialog"];
if (!isNull (findDisplay 106)) then {
(findDisplay 106) closeDisplay 0;
};
openMap false;
closeDialog 0;
if (gear_done) then {sleep 0.001;};
DZE_GearCheckBypass = true; //Bypass gear menu checks since dialog will always open on player's gear
player action ["Gear", player];
if (gear_done) then {sleep 0.001;};
_dialog = findDisplay 106;
_i = 0;
while {isNull _dialog} do {
_i = _i + 1;
_dialog = findDisplay 106;
if (gear_done) then {sleep 0.001;};
if (_i in [100,200,299]) then {
closeDialog 0;
DZE_GearCheckBypass = true; //Bypass gear menu checks since dialog will always open on player's gear
player action ["Gear", player];
};
if (_i > 300) exitWith {};
};
if (gear_done) then {sleep 0.001;};
_dialog = findDisplay 106;
if ((parseNumber(_this select 0)) != 0) then {
ctrlActivate (_dialog displayCtrl 157);
if (gear_done) then {
waitUntil {ctrlShown (_dialog displayCtrl 159)};
sleep 0.001;
};
};
_dialog
};gear_ui_offMenu = {
private["_control","_parent","_menu","_grpPos"];
disableSerialization;
_control = _this select 0;
_parent = findDisplay 106;
if (!(_this select 3)) then {
for "_i" from 0 to 9 do {
_menu = _parent displayCtrl (1600 + _i);
_menu ctrlShow false;
};
_grpPos = ctrlPosition _control;
_grpPos set [3,0];
_control ctrlSetPosition _grpPos;
_control ctrlShow false;
_control ctrlCommit 0;
};
};gear_ui_init = {
//private["_control","_parent","_menu","_grpPos"];
disableSerialization;
_parent = findDisplay 106;
_control = _parent displayCtrl 6902;
for "_i" from 0 to 9 do {
_menu = _parent displayCtrl (1600 + _i);
_menu ctrlShow false;
};
_grpPos = ctrlPosition _control;
_grpPos set [3,0];
_control ctrlSetPosition _grpPos;
_control ctrlShow false;
_control ctrlCommit 0;
};gear_ui_hide = {
//private["_display","_BP"];
disableSerialization;
_display = findDisplay 106;
_BP = unitBackpack player;
if (ctrlShown (_display displayCtrl 159)) then {//prevent background images in backpack view
for "_i" from 1006 to 1011 do {
(_display displayCtrl _i) ctrlShow false;
};
} else {
for "_i" from 1006 to 1011 do {
if (!(ctrlShown (_display displayCtrl _i))) then {
(_display displayCtrl _i) ctrlShow true;
};
};
};
//hide buttons if unnecessary
if (isNull _BP || ((typeOf _BP) == "")) then {
(_display displayCtrl 132) ctrlShow false;
(_display displayCtrl 157) ctrlShow false;
(_display displayCtrl 158) ctrlShow false;
};
if ((DZE_TwoPrimaries == 0) && {(primaryWeapon player == "" && dayz_onBack != "" && !(dayz_onBack in MeleeWeapons))}) then {
//["gear"] call player_switchWeapon;
0 call dz_fn_switchWeapon;
closeDialog 0;
};
if ((DZE_TwoPrimaries == 1) && {(primaryWeapon player != "" && dayz_onBack != "" && (!(dayz_onBack in MeleeWeapons)) && !(primaryWeapon player in MeleeWeapons))}) then {
//["gear"] call player_switchWeapon;
0 call dz_fn_switchWeapon;
closeDialog 0;
};
if ((DZE_TwoPrimaries == 0) && primaryWeapon player != "" && (primaryWeapon player in MeleeWeapons || dayz_onBack in MeleeWeapons)) then {
(_display displayCtrl 1204) ctrlShow true;
} else {
if ((DZE_TwoPrimaries > 0) && (primaryWeapon player != "")) then {
(_display displayCtrl 1204) ctrlShow true;
} else {
(_display displayCtrl 1204) ctrlShow false;
};
};if (DayZ_onBack != "") then {
(_display displayCtrl 1208) ctrlShow true;
} else {
(_display displayCtrl 1208) ctrlShow false;
};for "_i" from 0 to (lbSize (_display displayCtrl 105)) - 1 do {
(_display displayCtrl 105) lbSetColor [_i, [0.06, 0.05, 0.03, 1]];
};
};dayz_lowHumanity = {
//private["_unit","_humanity","_delay"];
_unit = _this;
if ((_unit distance player) < 15) then {
private "_humanity";
_humanity = _unit getVariable["humanity",0];
dayz_heartBeat = true;
if (_humanity < -3000) then {
private "_delay";
_delay = ((10000 + _humanity) / 5500) + 0.3;
playSound "heartbeat_1";
uiSleep _delay;
};
dayz_heartBeat = false;
};
};
dz_fn_meleeMagazines = {
if (_this) then {
{ player addMagazine _x } count MeleeMagazines;
} else {
{ player removeMagazines _x } count MeleeMagazines;
};
};
dayz_meleeMagazineCheck = {
//private["_meleeNum","_magType","_wpnType","_ismelee"];
_wpnType = primaryWeapon player;
_ismelee = (getNumber (configFile >> "CfgWeapons" >> _wpnType >> "melee") == 1);
if (_ismelee) then {
private ["_meleeNum","_magType"];
_magType = ([] + getArray (configFile >> "CfgWeapons" >> _wpnType >> "magazines")) select 0;
_meleeNum = ({_x == _magType} count magazines player);
if (_meleeNum < 1) then {
player addMagazine _magType;
};
};// combine matchboxes
private ["_matches","_fullBox","_remain"];
_matches = 0;
{
if (configName inheritsFrom (configfile >> "cfgWeapons" >> _x) == "ItemMatchbox") then { // iskindOf does not work here?!
_matches = _matches + getNumber(configfile >> "cfgWeapons" >> _x >> "matches");
player removeWeapon _x;
};
} count (items player);
// limit to 1 fullbox and 1 used matchbox
_fullBox = floor (_matches / 5);
_remain = _matches % 5;
if (_fullBox > 0) then { player addWeapon "Item5Matchbox"; };
if (_fullBox > 1) then {
player addWeapon "Item4Matchbox";
} else {
if (_remain > 0) then { player addWeapon ("Item"+str(_remain)+"Matchbox"); };
};
};
dayz_rollingMessages = {
private "_showText";
disableSerialization;
_showText = {
private "_textLine";
4099999 cutRsc ["RSC_DZ_Messages","plain"];
_textLine = (uiNamespace getVariable "DZ_Messages") displayCtrl 4099998;
_textLine ctrlSetStructuredText (parseText _this);
_textLine ctrlCommit 0;
};
if (typeName _this == "ARRAY") exitWith {(_this select 0) call _showText}; //Special or multi-line message
if ((diag_ticktime - Message_1_time) < 5) then {
if ((time - Message_2_time) < 5) then {
Message_3 = Message_2;
Message_3_time = Message_2_time;
} else {
Message_3 = "";
};
Message_2 = Message_1;
Message_2_time = Message_1_time;
} else {
Message_2 = "";
Message_3 = "";
};Message_1 = _this;
Message_1_time = diag_ticktime;
//Cut and title text "PLAIN DOWN" fit a max of 3 lines on screen at once. They are still covered by gear and other dialogs even with \n\n.
//cutText [format ["%1\n%2\n%3", Message_1, Message_2, Message_3], "PLAIN DOWN"];
(format ["%1<br></br>%2<br></br>%3", Message_1, Message_2, Message_3]) call _showText;
};
dayz_killFeed = {
private ["_distance","_offset","_icon","_playerName","_sourceName"];
_playerName = _this select 1;
_sourceName = _this select 2;
_distance = _this select 4;
_icon = _this select 5;
if (_icon == "") exitWith {};
if (diag_ticktime - death_1_time < 10) then {
if (time - death_2_time < 10) then {
if (time - death_3_time < 10) then {
death_4 = death_3;
death_4_time = death_3_time;
} else {
death_4 = "";
};
death_3 = death_2;
death_3_time = death_2_time;
} else {
death_3 = "";
death_4 = "";
};
death_2 = death_1;
death_2_time = death_1_time;
} else {
death_2 = "";
death_3 = "";
death_4 = "";
};death_1 = format["<t size='.8' align='left' color='#a81e13'>%1 </t><img align='left' image='%2'/><t size='.8' align='left' color='#3FB07D'> %3 (%4m)</t>",_playerName,_icon,_sourceName,_distance];
death_1_time = diag_ticktime;
//Prevent covering vehicle health bar HUD
_offset = if (vehicle player == player) then {0} else {0.1};
[(format ["%1<br />%2<br />%3<br />%4",death_1,death_2,death_3,death_4]),(safeZoneX + _offset),safeZoneY,10,0,0,8000] spawn BIS_fnc_dynamicText;
};
dayz_originalPlayer = player;// database trader menu
if (!DZE_ConfigTrader) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_hiveTrading.sqf";};
// recent murders menu
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_murderBoard.sqf";
};//Both
BIS_fnc_selectRandom = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf";
BIS_fnc_vectorAdd = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_vectorAdd.sqf";
BIS_fnc_halo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_halo.sqf";
BIS_fnc_findNestedElement = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_findNestedElement.sqf";
BIS_fnc_param = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_param.sqf";
BIS_fnc_relativeDirTo = compile("private '_dir';_dir=_this call{" + (preprocessFileLineNumbers "ca\modules\Functions\geometry\fn_relativeDirTo.sqf")+"};if(_dir>180)then{_dir=_dir-360;};if(_dir<-180)then{_dir=_dir+360;};_dir");
fnc_buildWeightedArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf"; //Checks which actions for nearby casualty
fnc_spawnObjects = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_spawnObjects.sqf";
object_getHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_getHit.sqf"; //gets the hit value for a HitPoint (i.e. HitLegs) against the selection (i.e. "legs"), returns the value
object_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_processHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf"; //process the hit in the REVO damage system (records and sets hit)
//object_cargoCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf"; //Run by the player or server to monitor changes in cargo contents
fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damage
// Vehicle damage fix
fnc_veh_handleDam = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleDam.sqf";
fnc_veh_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleKilled.sqf";
fnc_veh_handleRepair = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleRepair.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
fnc_veh_ResetEH = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\veh_ResetEH.sqf"; //Initialize vehicle
fnc_inString = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inString.sqf";
fnc_isInsideBuilding = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding;
dayz_zombieSpeak = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_speak.sqf"; //Used to generate random speech for a unit
vehicle_getHitpoints = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getHitpoints.sqf";
local_gutObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf"; //Generated on the server (or local to unit) when gutting an object
local_zombieDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf"; //Generated by the client who created a zombie to track damage
local_setFuel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_setFuel.sqf"; //Generated when someone refuels a vehicle
local_eventKill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf"; //Generated when something is killed
//player_weaponCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponCheck.sqf"; //Run by the player or server to monitor whether they have picked up a new weapon
//curTimeStr = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_curTimeStr.sqf";
player_medBandage = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf";
//player_medInject = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medInject.sqf";
player_medEpi = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medEpi.sqf";
player_medTransfuse = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medTransfuse.sqf";
player_medMorphine = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medMorphine.sqf";
player_medPainkiller = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medPainkiller.sqf";
player_medAntiBiotics = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medAntibiotics.sqf";
player_humanityChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityChange.sqf";
player_projectileNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_projectileNear.sqf";
player_bloodCalc = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\bloodCalc.sqf";
fn_selectRandomLocation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selectRandomLocation.sqf";
fn_chance = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selectRandomChance.sqf";
fn_getModelName = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_getModelName.sqf";
fn_niceSpot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_niceSpot.sqf";
fnc_Obj_FenceHandleDam = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fence_handleDam.sqf";
object_roadFlare = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_roadFlare.sqf";
DZ_KeyDown_EH = compile preprocessFileLineNumbers "Mods\compile\keyboard.sqf";
fn_shuffleArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_shuffleArray.sqf";
zombie_initialize = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_initialize.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\traps\init.sqf";if (dayz_townGenerator) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\psrnd.sqf"; // pseudo random for plantSpanwer
} else {
//Spawn waterHoleProxies manually if townGenerator is disabled
if (!isDedicated && (toLower worldName in ["chernarus","namalsk","napf"])) then {
execVM ("\z\addons\dayz_code\system\mission\" + (toLower worldName) + "\waterHoleProxy.sqf");
};
};// EPOCH ADDITIONS
BIS_fnc_numberDigits = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_numberDigits.sqf";
BIS_fnc_numberText = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_numberText.sqf";
local_lockUnlock = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehicle
FNC_GetSetPos = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fnc_getSetPos.sqf";
FNC_GetPos = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fnc_getPos.sqf";
dayz_EjectPlayer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dze_ejectPlayer.sqf";
dayz_groupInvite = compile preprocessFileLineNumbers "\z\addons\dayz_code\groups\handleInvite.sqf";player_sumMedical = {
private["_character","_wounds","_legs","_arms","_medical","_status"];
_character = _this;
_wounds = [];
if (_character getVariable["USEC_injured",false]) then {
{
_status = _character getVariable["hit_"+_x,false];
if ((typeName _status == "BOOLEAN") && {(_status)}) then {
_wounds set [count _wounds,_x];
};
} forEach USEC_typeOfWounds;
};
_legs = _character getVariable ["hit_legs",0];
_arms = _character getVariable ["hit_arms",0];
_medical = [
_character getVariable["USEC_isDead",false],
_character getVariable["NORRN_unconscious", false],
_character getVariable["USEC_infected",false],
_character getVariable["USEC_injured",false],
_character getVariable["USEC_inPain",false],
_character getVariable["USEC_isCardiac",false],
_character getVariable["USEC_lowBlood",false],
_character getVariable["USEC_BloodQty",12000],
_wounds,
[_legs,_arms],
_character getVariable["unconsciousTime",0],
_character getVariable["blood_type",""],
_character getVariable["rh_factor",""],
_character getVariable["messing",[0,0,0]],
_character getVariable["blood_testdone",false]
];
_medical
};dayz_reduceItems = {
private ["_item","_class","_amount","_qtyRemaining"];
_item = _this select 0; //Item in current inventory.
_class = _this select 1; //Class type to use.//Does player have the original item? (Not Really needed player_useMeds checks)
if (_item in magazines player) exitWith {
//Amount in current box (will be -1 for a random chance to start the reducing)
_amount = getNumber(configfile >> "CfgMagazines" >> _item >> _class >> "amount");//Item to move too if there is some left
_qtyRemaining = getText(configfile >> "CfgMagazines" >> _item >> _class >> "qtyRemaining");
//Only run for the random amount.
if (_amount == -1) then {
//Chance to start the reduction
if ([getNumber(configfile >> "CfgMagazines" >> _item >> _class >> "chance")] call fn_chance) then {
player removeMagazine _item;
player addMagazine _qtyRemaining;
};
} else {
player removeMagazine _item;
player addMagazine _qtyRemaining;
};
};
true
};dayz_inflame = {
private "_object";
_object = _this select 0;
if (_this select 1) then { // light the fire
if (["matches",0.12] call fn_dynamicTool) then { _object inflame true; };
} else { // put out the fire
_object inflame false;
};
};dayz_inflame_showMenu = {
private ["_object","_ret","_flame","_islit","_hasTool","_whatIwant"];_object = _this select 0;
_whatIwant = _this select 1;
_ret = false;_islit = (inflamed _object);
_hasTool = false;
if (!_islit) then {
{
if (_x in items player) exitWith { _hasTool = true; };
} count DayZ_Ignitors;
};
_ret = (_whatIwant && !_islit && _hasTool) or (!_whatIwant && _isLit);_ret
};dayz_inflame_other = {
private ["_fireplace","_ret","_flame","_islit","_isLit","_pos"];_fireplace = _this select 0;
if (_this select 1) then { // true = light the fire
_flame = nearestObjects [_fireplace, ["flamable_DZ"], 1];
_flame = if (count _flame > 0) then { _flame select 0 } else { objNull };
if (isNull _flame) then {
//_flame = if (local _fireplace) then { "flamable_DZ" createVehicleLocal getMarkerpos "respawn_west" } else { createVehicle [ "flamable_DZ", getMarkerpos "respawn_west", [], 0, "CAN_COLLIDE"] };
_flame = createVehicle ["flamable_DZ", [0,0,0], [], 0, "CAN_COLLIDE"]; // fireplace can be local (towngenerator, poi...) but flames will be networked
_pos = getPosASL _fireplace;
if (surfaceIsWater _pos) then {
// modelToWorld changes with wave height
_flame setPosASL [_pos select 0,_pos select 1,(_pos select 2)+0.2];
} else {
_pos = _fireplace modelToWorld (_fireplace selectionPosition "ohniste"); // ATL
_flame setPosATL _pos;
};
};
if (["matches",0.12] call fn_dynamicTool) then { _flame inflame true; };
} else { // put out the fire
_flame = nearestObjects [_fireplace, ["flamable_DZ"], 1];
if (count _flame > 0) then { (_flame select 0) inflame false; };
};
};dayz_inflame_showMenu_other = {
private ["_fireplace","_ret","_flame","_islit","_hasTool","_whatIwant"];_fireplace = _this select 0;
_whatIwant = _this select 1;
_ret = false;
// return a boolean. true <=> player can put out the lit fire, can light a fire with match
_flame = nearestObjects [_fireplace, ["flamable_DZ"], 1];
_flame = if (count _flame > 0) then { _flame select 0 } else { objNull };
_islit = !(isNull _flame) && {(inflamed _flame)};
_hasTool = false;
if (!_islit) then {
{
if (_x in items player) exitWith { _hasTool = true; };
} count DayZ_Ignitors;
};
_ret = (_whatIwant && !_islit && _hasTool) or (!_whatIwant && _isLit);
//systemChat str [_flame, _hasTool, _islit, _ret];_ret
};isInflamed = {
private "_flame";_flame = nearestObjects [_this, ["flamable_DZ"], 1];
_flame = if (count _flame > 0) then { _flame select 0 } else { objNull };
!(isNull _flame) && {(inflamed _flame)}
};dayz_engineSwitch = {
//private["_unit","_humanity","_delay"];
_vehicle = _this select 0;
_state = _this select 1;
if (local _vehicle) then {
_vehicle engineOn _state;
} else {
PVDZ_send = [_vehicle,"SetEngineState",[_vehicle,_state]];
publicVariableServer "PVDZ_send";
};
};Init.sqf
/*
For DayZ Epoch
Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
*///Server settings
dayZ_instance = 11; //Instance ID of this server
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)//DayZMod presets
dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite"//Epoch Config Variables
call compile preprocessFileLineNumbers "Mods\cfg\EpochConfig.sqf";
call compile preprocessFileLineNumbers "Mods\cfg\ManSysConfig.sqf";
call compile preprocessFileLineNumbers "Mods\cfg\TraderConfig.sqf";//Restrict Building
LimitPlotPoles = true; // Limit the amount of plot poles a player can own?
if (LimitPlotPoles) then {
PlotPoleLimit = 1; // Amount of plot poles each individual player is allowed to own
};LimitBuildHeight = true; // Limit the maximum height a player can build at
if (LimitBuildHeight) then {
MaxBuildHeight = 30; // Maximum build height in meters
};// 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],
["Stary Trader", [6325.6772,7807.7412,0], 1000],
["Bash Trader", [4063.4226,11664.19,0], 800],
["Klen Trader", [11447.472,11364.504,0], 1000],
["Bandit Trader", [1606.6443,7803.5156,0], 800],
["Hero Trader", [12944.227,12766.889,0], 800],
["Air Dealer", [12060,12640,0], 1000]
];EpochUseEvents = true; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
EpochEvents =[
["any","any","any","any",50,"supply_drop"],
["any","any","any","any",10,"crash_spawner"],
["any","any","any","any",10,"labyrinth"],
["any","any","any","any",10,"elisbookevent"],
["any","any","any","any",10,"supply_from_air"],
["any","any","any","any",10,"drop_bombs"],
["any","any","any","any",10,"Treasure"],
["any","any","any","any",10,"Military"],
["any","any","any","any",10,"newrubbletown"],
["any","any","any","any",10,"weedfarm"]
];diag_log 'dayz_preloadFinished reset';
dayz_preloadFinished=nil;
onPreloadStarted "diag_log [diag_tickTime,'onPreloadStarted']; dayz_preloadFinished = false;";
onPreloadFinished "diag_log [diag_tickTime,'onPreloadFinished']; dayz_preloadFinished = true;";
with uiNameSpace do {RscDMSLoad=nil;}; // autologon at next logonif (!isDedicated) then {
enableSaving [false, false];
startLoadingScreen ["","RscDisplayLoadCustom"];
progressLoadingScreen 0;
dayz_loadScreenMsg = localize 'str_login_missionFile';
progress_monitor = [] execVM "\z\addons\dayz_code\system\progress_monitor.sqf";
0 cutText ['','BLACK',0];
0 fadeSound 0;
0 fadeMusic 0;
};initialized = false;
call compile preprocessFileLineNumbers "Mods\init\variables.sqf";
progressLoadingScreen 0.05;
call compile preprocessFileLineNumbers "Mods\init\publicEH.sqf";
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "Mods\init\compiles.sqf";
call compile preprocessFileLineNumbers "Mods\scripts\addons\bike\init.sqf";
progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "Mods\Trader\server_traders.sqf";
call compile preprocessFileLineNumbers "logistic\init.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus11.sqf"; //Add trader city objects locally on every machine early
if (dayz_POIs && (toLower worldName == "chernarus")) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";}; //Add POI objects locally on every machine early
initialized = true;setTerrainGrid 25;
//if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";if (isServer) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\server_monitor.sqf";
execVM "\z\addons\dayz_server\traders\chernarus11.sqf"; //Add trader agents
//Get the server to setup what waterholes are going to be infected and then broadcast to everyone.
if (dayz_infectiousWaterholes && (toLower worldName == "chernarus")) then {execVM "\z\addons\dayz_code\system\mission\chernarus\infectiousWaterholes\init.sqf";};
// Lootable objects from CfgTownGeneratorDefault.hpp
if (dayz_townGenerator) then { execVM "\z\addons\dayz_code\system\mission\chernarus\MainLootableObjects.sqf"; };
};if (!isDedicated) then {
//Enables Plant lib fixes
//execVM "\z\addons\dayz_code\system\antihack.sqf";
[] execVM "Mods\scripts\service_point.sqf";
if (toLower(worldName) == "chernarus") then {
diag_log "WARNING: Clearing annoying benches from Chernarus";
([4654,9595,0] nearestObject 145259) setDamage 1;
([4654,9595,0] nearestObject 145260) setDamage 1;
};
if (dayz_townGenerator) then { execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf"; };
call compile preprocessFileLineNumbers "spawn\init.sqf"; //ESSV3
execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};
waitUntil {scriptDone progress_monitor};
cutText ["","BLACK IN", 3];
3 fadeSound 1;
3 fadeMusic 1;
endLoadingScreen;
};//WATERMARK
_pic = "media\sgamelogo.paa";
[
'<img align=''left'' size=''1.0'' shadow=''1'' image='+(str(_pic))+' />',
safeZoneX+0.027,
safeZoneY+safeZoneH-0.1,
99999,
0,
0,
3090
] spawn bis_fnc_dynamicText;[] execVM "Mods\scripts\16_safezone.sqf";
[] execVM "admineventsclientside\init_adminevents.sqf";\n
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still vehicles have to be empty and locked correct? there can be no items in them?
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@juandayz Yes sir, the fn_selfactions worked. when at the plants it said "cut plant" and it worked.
non spawned in plants. used your adminevents and started a weedfarm
right click knife still did not work
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Ok so its not the event. got the same response from planting my self.
I also deleted the deploy way and installed the extra_rc way and still got the same response wtf lol
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would you mind sharing your dayz_server/modules/weedfarm.sqf? Maybe the one I downloaded is bad
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http://steamcommunity.com/sharedfiles/filedetails/?id=889219278
yea idk. its weird. I'm sure its working for you guys but I installed it exactly like instructed
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what I downloaded from your link looks different. would that make a difference?
private ["_vehicle","_inVehicle","_countplayers","_gearmenu","_playerPos","_nearWeed","_weed","_objectID","_objectUID"];
_playerPos = getPosATL player;
_hempqty = {_x == "ItemKiloHemp"} count magazines player;
_nearWeed = count nearestObjects [_playerPos, ["fiberplant"], 4] > 0;
_weed = nearestObject [player, "fiberplant"];if !(_nearWeed) exitWith {
systemChat("Needs be near of a FiberPlant"); -
What would cause when I try to harvest the plant. no matter where I stand it keeps saying you need to be close to a plant to harvest. I used click options, all my file paths are correct. smoke weed is working, I just can not harvest the plants
thanks guys
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Hi all, its me again.
I had finally got random speed zombies working on my 1.0.5.1 server before I had to switch to 1.0.6.1
Has anyone tried to install it in the new files? I know they did edit on some id's.
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That stinks. thanks
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Anyone know why? have a fix?
After killing AI vehicle patrols. No AI has the key to the vehicle on them. The vehicle is also locked. I have tried on several patrols.
Thank you
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Yes. I feel they are just trying to make make it easy to config the server for users. maybe be different from other hosts. that's why Hooty's answer is perfect for a generic file edit that applies to all users. I wasn't sure if it would overwrite the default and work to simply just add that call command.
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Thank you for responding lwbuk. What I'm mainly asking is, if I do what your saying. The configvariables.sqf has most of the configurations: Plot management, snap build, dynamic vehicles, ect.... as the files I have in my root. if I make a call to that file after dragging it over, will it conflict since they will be there twice?
Hooty's example was perfect although I went with using thedukes suggestion for I did not know that files would still work with 1.0.6. I used that in my 1.0.5.1 and it worked great
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Thank you @Hooty. That's exactly what I was confused about because they created theyre own files. I loved GTX till they took the .dll editing away and limited access to the database. Survival servers are not the greatest with support but eventually they get to answering you. GTX use to answer with-in 1-2 minutes, it was amazing for when the server box went down or I got ddossed or some crap like that. it sucks waiting a day or more for survival servers. I cant wait till I grasp more of the scripting and move on to my own box or rent one from OVH
thanks a lot for your time
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I think you guys forget not everyone is so seasoned in scripting and still trying to learn the files. not to be rude but condescending comments don't help. for instance I have a server from survival servers. I cant find "Define your safe zone positions in config Variables or below #include "configVariables"". makes no sense to me. I found a tut from juandayz that doesn't seem to apply. I went to my main root/epoch_dayz/addons/dayz_code and copied that over but it has a lot of the same options as my main files. my root has by default by survival servers EpochConfig.sqf, MainSysConfig.sqf and TraderConfig.sqf being called from the init labled //Epoch Config Variables. I pulled the configvariables.sqf from dayz_code. if I add a call in my init and this file has a lot of the same configurations as those custom files they made, will it break my server? the point is, I'm not looking for an opinion on who is a good or bad server provider. I am not as advanced or good as you guys to have my own server box yet. survival servers has been really good so far but "Define your safe zone positions in config Variables or below #include "configVariables" " makes no sense to me as well as many others. Do I put it in one of those premade files? EpochConfig.sqf, MainSysConfig.sqf or TraderConfig.sqf? Do I pull the configvariables file from dayz_code and just call it from my init? Do I put it in my variables.sqf? Do I install suicide script and just pull the trigger?
thanks.
a lot of us rely on your knowledge andmost of us wish e knew as much as yall
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Delete if 1.0.5.1 works but anyone interested in making 1.0.6.1 update and tutorial? Thanks
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Edit:
Working since this last edit to createvehicle.txt
Thank you for your help. I'm guessing it just needed a couple restarts to start working
I still get the same kick
3 hours ago, SryImAnooB said:Paste it behind the first line:
5 !(^DZ_|^z_|^pz_|^WeaponHolder|Box|dog|PZombie_VB|^Smoke|^Chem|^._40mm|_DZ$|^Trap)!=(SeaGull|SmallSecondary|HelicopterExplo(Small|Big)|DesertTentStorage|Stash(Small|Medium)(|[1-4])| !="MMT_Civ"
and remove it from this line:
5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" != "Fort_StoneWall_EP1" !="MMT_Civ"
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createvehicle.log
16.03.2017 11:53:44: Jestertriks (69.126.52.194:2304) 2eb8f50a1e3e4b9c2c672ee93c3bc088 - #0 "MMT_Civ" 7:39 [4542,9816,340]
createvehicle.txt
//new
5 !(^DZ_|^z_|^pz_|^WeaponHolder|Box|dog|PZombie_VB|^Smoke|^Chem|^._40mm|_DZ$|^Trap) !=(SeaGull|SmallSecondary|HelicopterExplo(Small|Big)|DesertTentStorage|Stash(Small|Medium)(|[1-4])|(|Dome)TentStorage(|[0-4])) !=(CZ_VestPouch_EP1|R_M136_AT|R_MEEWS_HEAT|Wire_cat1) !=(JackDaniels|(Tin|Soda)Can|RoadFlare|WoodenArrowF|zZombie_Base|Parachute(West|C)|Grenade(_|HandTimed)(West|East)) !=(CMflareAmmo|Pipebomb) !=(WildBoar|Rabbit|Sheep|Sheep(01_EP1|02_EP1)|Goat|Goat(01_EP1|02_EP1)|Hen|Cow0[1234]|Cow01_EP1|Cock) !=Blood_Trail_DZ !^(Wooden|Metal)Fence !^WoodenGate_ !=(ShantyHouse(|Stage[2-7])|SurvivorWorkshop(|Stage2|[ABC]Stage[345])|WorkBench) !=explosive_bolt !"Land_" !=Sign_(arrow_down_large|sphere10cm)_EP1 !="MAP_c_fern" !="Grave" !"VaultStorage" !="LaserTargetW" !Fort_ !Nest !CMflare !="GyroGrenade" !="CraterLong" !="pook_camel_HE" !="Fin" !="Pastor"
5 SeaGull //set to its own line so we know which kick we have here with out looking in the logs
1 ^DZ_ !=DZ_(British_ACU|Czech_Vest_Pouch|(TK_Assault_Pack|Patrol_Pack|Assault_Pack|ALICE_Pack|CivilBackpack|Backpack)_EP1)
1 ^z_ !=z_((|new_)villager[1234]|(|new_)worker[1234]|teacher|hunter|suit[12]|soldier(|_pilot|_heavy)|policeman|doctor|priest)
1 ^WeaponHolder !=WeaponHolder !WeaponHolder_part !=WeaponHolder_(Item(DomeTent|CamoNet|Crowbar|Fuelcan|Hatchet|Jerrycan|Tent)|Melee(BaseBallBat(|Nails)|BatBarbed|Machete)) !=WeaponHolder_Part(Engine|Fueltank|Generic|Glass|VRotor|Wheel)!=WeaponHolder_Item(WorkBench|MetalSheet|ConcreteBlock|RSJ)
1 Box !=(MedBox[01]|AmmoBoxSmall_(556|762)|Item(Match|Tool)box|equip_pvc_box|FoodBox[012]|DebugBoxPlayer_DZ|Lockbox(StorageLocked|Storage)|WeaponHolder_ItemLockbox)
1 ^Smoke !=SmokeShell(|Red|Green|Yellow)
1 ^Chem !=Chem(Green|Red|Blue)
1 ^._40mm !=(G_40mm_HE|G_40mm_Smoke|F_40mm_White|F_40mm_Green)
1 _DZ$ !=(BanditW?1|Bandit1|Camo1|Sniper1|Soldier1|Survivor([123]|W2)|Blood_Trail)_DZ !=(Land_Fire|Sandbag1|Hedgehog|BearTrap|CamoNet|GrenadeHandTimedWest|flamable)_DZ
1 ^Trap Trap(_Cans|Tripwire(Flare|Grenade|Smoke)|BearTrap(Smoke|Flare))
1=(SmallSecondary|HelicopterExplo(Small|Big)) // log explosions (optional)
1=(PipeBomb|Grenade(_|HandTimed)(West|East)) // log grenades (optional)
5 (_ied|_CRV7|_MEEWS|B_|_YakB|_acr|MASH_) !="R_MEEWS_HEAT"
5 "Land_" !="Land_coneLight" !=Land_(HBarrier1|HBarrier3|HBarrier5|Fire)_DZ !=Land_(fortified_nest_small|HBarrier1|HBarrier3e|HBarrier5)Preview !=Land_DZE_(WoodDoor|LargeWoodDoor|GarageWoodDoor|WoodDoorLocked|LargeWoodDoorLocked|GarageWoodDoorLocked)
5 "Nest_" !="M240Nest_DZ" !="SandNest_DZ" !="Land_fortified_nest_smallPreview" !="WarfareBMGNest_Preview"
5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" != "Fort_StoneWall_EP1" !="MMT_Civ"
5 (BasicWeapons|SpecialWeapons|_uav)
1 (R_M136_AT|R_MEEWS_HEAT)
1 dog -
I keep getting kicked for createvehicle battleye restriction #0 when I deploy the bike
I have added !="MMT_Civ" to every line but still get kicked for the same restriction
any help?
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Wow. Thank you. Ill have to play with this. I was able to fix it and stop the battleye kicks. Glad I posted tho. This is a neat tool.
Random speed zombies
in Scripting
Posted
Any chance of someone making a random speed zombies? Possibly optimized, so I've heard legacy version added alot of lag, although I have never experienced it
Thanks to all you amazing scripters