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nova

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  1. Thanks
    nova reacted to Reaper5150 in [Release] 2.1 Plot Management - UPDATED Object Counter   
    @nova Just have them force maintain after they move the plot pole, It should pick up the object within the radius! I use this on my server and have not had a issue with it as of yet.
    Here is mine (I have not changed anything but it is working) hope this helps :)
    private ["_range","_buildables","_near","_count","_numclr","_damage","_dmg","_dmgclr","_ctrl"];
    disableSerialization;
    _range = DZE_PlotPole select 0;
    _target = (([player] call FNC_getPos) nearEntities ["Plastic_Pole_EP1_DZ",15]) select 0;
    // Also count safes, lockboxes, vanilla buildables, tents and stashes against DZE_BuildingLimit
    _buildables = DZE_maintainClasses + DZE_LockableStorage + ["DZ_buildables","DZ_storage_base"];
    _near = nearestObjects [_target,_buildables,_range];
    _count = count(_near);
    _numclr = "#FFFFFF";
    if (_count / DZE_BuildingLimit * 100 < 40) then {_numclr = "#00FF00";};
    if (_count / DZE_BuildingLimit * 100 > 75) then {_numclr = "#FF0000";};
    _damage = 0;
    {
        _dmg = damage _x;
        if (_dmg > _damage) then {_damage = _dmg};
    } count _near;
    _damage = round(_damage * 10);
    _dmgclr = "#00FF00";
    if (_damage >= 5) then {_dmgclr = "#FFFF00";};
    if (_damage >= 8) then {_dmgclr = "#FF0000";};
    _ctrl = findDisplay 711194 displayCtrl 7014;
    _ctrl ctrlSetStructuredText parseText format["<t color='%1'>%2 / %3</t><t color='#FFFFFF'> : </t><t color='%4'>Last Maintained %5 Day(s) Ago</t>", _numclr, _count, DZE_BuildingLimit, _dmgclr, _damage];
  2. Thanks
    nova got a reaction from Vladick in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    @Vladick AHconfig.sqf i believe you are looking for 
     
  3. Thanks
    nova got a reaction from Vladick in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    try this in ahconfig.sqf. if not then im out of ideas haha
     
  4. Thanks
    nova reacted to Airwaves Man in how to disable combine bars in adv trader?   
    @nova If you want to disable gems as currency just set the gemwortharray empty. Like this:
    DZE_GemWorthArray = [];
    It is in the configVariables.sqf. You can put it in your init.sqf after the configVariables.sqf call.
  5. Thanks
    nova reacted to Mig in how to disable combine bars in adv trader?   
    https://github.com/MigSDev5/AdvancedTradingwithoutCombineBars
  6. Like
    nova reacted to Mig in coins on kill dzms/wicked ai   
    Hello,
    see here for DZMS:
    https://github.com/MigSDev5/DZMS-MissionSystem
    for WAI ,open on_kill.sqf file .
    add this in the private array :
    ,"_playerCoins" after this : 
    _launcher = secondaryWeapon _unit; add this line:
    _playerCoins = _player getVariable [Z_MoneyVariable,0]; and after :
    _unit setVariable[Z_MoneyVariable,_cash ,true]; add this line:
    _player setVariable [Z_MoneyVariable,(_playerCoins + _cash),true]; Done 
  7. Like
    nova reacted to Reaper5150 in coins on kill dzms/wicked ai   
    Where do I add the amount of coins given? I like this idea.
     
  8. Like
    nova reacted to Mig in coins on kill dzms/wicked ai   
    _player setVariable [Z_MoneyVariable,(_playerCoins + 10),true];  
  9. Like
    nova reacted to G2K in [Outdated] New safezone script and a.i remover from safezone (works with dzai and dzms) (works for 1.0.6.2)   
    Ok, thanks for the reply. a little off topic but is there a way to use this code so it is not tied to a safe zone but just a 'zone' where if any AI (plus vehicles)go into said zone they will delete?  I'm running a Tavi server and the DZAI vehicle patrols love the big bridge. they go there and have big AI parties on the ends of the bridge, Making it a dangerous place for players.  I currently have 16 patrols and 75% of them hang out at the bridge. so i was thinking if I could make an AI delete zone on either side the bridge then they will respawn and traverse the map.
    Either way thinks for your and Relentless's help.
  10. Like
    nova reacted to Relentless in [Outdated] New safezone script and a.i remover from safezone (works with dzai and dzms) (works for 1.0.6.2)   
    It doesn't matter what kind of safezone script you are using because this script uses the positions of the trader zones (with this check waitUntil {isInTraderCity};". You can use any safezone script you want.
  11. Thanks
    nova reacted to salival in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    @nova Your infistar is breaking the icon: https://forum.infistar.de/index.php/Thread/1452-Issue-with-1450-Infistar/
    Your stringtable.xml is also broken and needs replacing:
    Unexpected stringtable format inside <Text ID="STR_VKC_FAIL_MONEY"><Package>
    Unexpected stringtable format inside <Text ID="STR_VKC_FAIL_MONEY"><Key>
  12. Like
    nova reacted to JasonTM in [Release] Wicked AI 2.2.3 [1.0.6+]   
    Each of the missions defines its own static weapon positions. Look for entries like this in the mission files and comment them out.
    https://github.com/f3cuk/WICKED-AI/blob/master/WAI/missions/bandit/abandoned_trader.sqf#L54-L58
    This could be configured in the future with a global variable setting to enable or disable the static weapons.
  13. Like
    nova got a reaction from pudgess in [RELEASE] DZAI [Updated for 1.0.7]   
    @pudgess is this what you mean? 
     
  14. Like
    nova reacted to JasonTM in Overpoch Loot Tables for 1.0.6.2   
    https://github.com/worldwidesorrow/Overpoch-Loot-Tables-for-1.0.6.2
     
    These are not the typical 'high powered snipers in the supermarket' tables.
    They follow the Epoch style loot tables in that military loot spawns in military buildings, industrial loot spawns in industrial areas, etc.
    The overall level of loot has been increased pretty significantly.
    The overall level of trash loot has been reduced.
    Most of the Overwatch guns have been added, although there are a few missing.
    Since there are so many ACRs, I limited it to the woodland variants so you don't walk into a barracks full of ACRs.
    To install:
    1. Download the files from the github.
    2. Move the dayz_code folder to the root of your mission file. (You might already have this directory from installing ZSC or another mod. Then just move the CfgLoot folder over to this directory dayz_code\Configs\).
    3. Open your description.ext and find this line.
    #include "\z\addons\dayz_code\Configs\CfgLoot\CfgLoot.hpp" Change it to...
    #include "dayz_code\Configs\CfgLoot\CfgLoot.hpp" There is a variable called dayz_maxMaxWeaponHolders that limits the loot piles that spawn around a player. If you have POIs that have high concentrations of lootable buildings and you notice that some of them are empty, then I suggest adding the line below to your init.sqf and experimenting with the number. You can also adjust the spawn chances of the items in the loot tables to get a desirable rate of loot spawning.
    dayz_maxMaxWeaponHolders = 80;  
  15. Like
    nova got a reaction from EditedSnowHD in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    this is cute  
  16. Like
    nova reacted to ballen in How to move and rotate roads in Arma2 map editor   
    Hi all,
    Thought I'd post this up here as I spent the morning looking for a solution to this issue whilst trying to add some extra roads to my server but eventually found a work-around to the problem buried somewhere on the internet so wanted to share with others (as a lot of other people seem to give up with the frustration)
    The problem:
    So unlike placing objects and buildings in the Arma2 map editor, when laying down roads, dirt tracks and side walks the user is unable to select them to move them/align them correctly.
    The solution:
    To do this simply add a "draggable" object next to the road item (I added a bush) , using the left mouse button drag over the road item and the "draggable" item (both will then be selected), hovering over the "draggable" item and then dragging or rotating that will work for both the road and the other item. - Place your road into the correct location then "Save" - This is important as I've noticed that the map editor after saving moves the road slightly out of position the first time that so simple move it back and then save one more time! - After the second save the road will stay there, then you can delete the "draggable" item (the bush in my case) and your done!
    Hope this helps out some other people in future...
    Cheers,
    Bobby
  17. Haha
  18. Like
    nova got a reaction from Schalldampfer in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    this is cute  
  19. Like
  20. Like
    nova got a reaction from Cherdenko in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    this is cute  
  21. Like
    nova reacted to oldmatechoc in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    In just about every addon it says
    /* xxxxxx script by salival (https://github.com/oiad) */ Not one mention of the original author.

    No where in this thread are they mentioned. Nor are they mentioned in the individual threads.
    eg.
     
  22. Like
    nova reacted to RedLink in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    This bug from InfiStar 1448.
    in AH.sqf find
    server_maintainArea_original = if(isNil 'server_maintainArea')then{compile preprocessFileLineNumbers '\z\addons\dayz_server\compile\server_maintainArea.sqf';}else{server_maintainArea}; while{1 == 1}do { local_lockUnlock = fn_infiSTAR_local_lockUnlock; server_maintainArea = { private['_input','_player','_targetObj']; _input = _this select 1; _player = _input select 0; _targetObj = _input select 2; _log = format['%1(%2) maintained %3 (objid: %4) @%5 (%6)',name _player,getPlayerUID _player,typeOf _targetObj, _targetObj getvariable['ObjectID','0'],mapGridPosition _targetObj,getposatl _targetObj]; ['MAINTAIN',_log] call fn_custom_log; _input spawn server_maintainArea_original; }; and replace with
    while{1 == 1}do { local_lockUnlock = fn_infiSTAR_local_lockUnlock; 'PVDZE_maintainArea' addPublicVariableEventHandler { private['_input','_player','_targetObj']; _input = (_this select 1); _player = _input select 0; _targetObj = _input select 2; _log = format['%1(%2) maintained %3 (objid: %4) @%5 (%6)',name _player,getPlayerUID _player,typeOf _targetObj, _targetObj getvariable['ObjectID','0'],mapGridPosition _targetObj,getposatl _targetObj]; ['MAINTAIN',_log] call fn_custom_log; _input spawn server_maintainArea };  
  23. Like
    nova got a reaction from Cherdenko in [Release] Zabns Take Clothes [Updated for 1.0.7]   
    well @salival.. an old friend show me the way.. i dont wanna say his name cuz you gonna get crazy,,, but here is the code for take clothes from ai and from players too.. later you can clean it a little ( my friend way dsnt save the groups if players are in group)..and you can add it latter to the list of ALL YOUR MODS........my friend give you permission  but fix the player wear clothes over players using that skins and fix Ai dsnt attack players on other skin faction....
     
     
     
     
    *Allow players to wear clothes from dead ai.
    *Allow admins to define what skins can be taken
    *Allow admins to add any kind of model from other factions in ESSV3 in (class spawn) (be care, some models have a small inventory and others do not allow backpacks)
    *Skins are saved after restart.
    *Ai still attack players of his same faction. example a player wearing an east side model.
    *That skins are allowed to use "wear clothes" over default item clothes with right click.
    *Zabans normal Take Clothes work with that update too.
    *Issues- If players are in group.. the group get lost after change for this skins, but they can join again.
     
    1-open your custom variables.sqf and at very top paste:  (you can change the list of skins.. this ones was tested and all of they allow carry backpacks and have normal inventorys.
    BUT WARNING DO NOT PUT MODELS DEFINED AS TRADERS in server_traders = []; otherway that bots gonna have the option to trade.
    PASTE:
     
    2-Now you need asign the boths from the variables.sqf list in your missions files. (WAI.DZAI.DZMS.EVENTS..whatever)
    A-For WAI for example: \@DayZ_Epoch_Server\addons\dayz_server\WAI\config.sqf
     
    2-B- For DZAI for example:\@DayZ_Epoch_Server\addons\dayz_server\DZAI\init\DZAI_config.sqf
     
    3-Open your custom compiles.sqf and made this call into !dedicated section:
     
    4-into mpmissions\your isntance\dayz_code\compile\  create player_wearClothes.sqf and paste this code inside:
     
    5-change your takeClothes.sqf by this one.
     
    6-Open your ESSV3 folder spawn/main.sqf
    find:
    BELOW PASTE:
     
    FIND:
     
    below paste:
     
  24. Like
    nova reacted to Relentless in [RELEASE] RLNT Weapon HUD (21.01.2018, v1.1.0)   
    Hello Epoch-Community!
    Today I want to release our RLNT Weapon HUD!
    Basic information:
    Game version: Epoch 1.0.6.2 (Overwatch and Origins compatible)
    Maps: compatible with all maps
    Addons: compatible with all addons

    The RLNT Weapon HUD grants a clean visual HUD for all Epoch players to display their weapons. Also you can setup something that we call Quick-Slot-Items.
    These are items you can choose which will be also displayed in the HUD and accessible by hotkeys.
    I know you want to see how it looks like so here is a little preview:

    Feature requests and bug reporting:
    We have an own chart to display all things we are currently working, things that are already done and things that are already suggested or reported.
    Look it up here!
    If you want to report or suggest anything else that is NOT already mentioned on this chart, do that here!

    Features:
    General Multi-Weapon-Support (compatible with one or two primaries Quick-Slot-Items (adjustable item type and amount) Visibles (toggable in config) hotkeys weapon names (localized) item names (localized) item amounts Customizables (adjustable in config) hotkeys item type item amount colors of the boxes colors of the texts colors of the hotkeys Other The script/addon includes a huge error prevention mechanic. Whenever it detects an error in your installation or in your configuration it will either automatically fix it or inform you. It also detects the amount of boxes that are needed to display everything you set up. The Weapon HUD has a huge config you can adjust to fit your personal preferences. Everything you need to know is explained in there. It also supports custom weapons and items. You can now toggle the Weapon HUD with a function in case you want to include a button in your player menu! And if that's not enough for you, here is a picture overview:
     
    Credits:
    Authors: Relentless (GitHub) Thonikum (GitHub) @Sp4rkY - taught me most in SQF (GitHub) @salival - always helping me with issues when my brain is mud again (GitHub) @iben - often helps with issues, also got the GitHub design from him (GitHub) LordGolies - made an awesome Atom SQF-linter (GitHub) Epoch-Discord - filled with nice guys that often help (join the Discord)
      Download and install instructions:
    Downloading is not recommended at the moment, we are working on some fixes -> watch the table
    Everything is explained on our RLNT GitHub!

    Changelog (real changelog [here]):

  25. Like
    nova reacted to BigEgg in [RELEASE] RLNT Weapon HUD (21.01.2018, v1.1.0)   
    Finally it is centered. Will be using this. +1
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