nova
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nova reacted to Relentless in [RELEASE] RLNT Weapon HUD (21.01.2018, v1.1.0)
Thanks to the ArmA 2 GUI editor after you fixed it for me
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nova reacted to salival in [Release] Zabns Take Clothes [Updated for 1.0.7]
There are a large number if skins that can't be looted, nothing much you can do about it unfortunately
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nova reacted to salival in [Release] Zabns Take Clothes [Updated for 1.0.7]
Zabns Take Clothes is part of Epoch 1.0.7.1 now.
Hi,
Since Zabn is MIA I have updated his Take Clothes script to 1.0.7 compatible.
Github with install instructions and download location: https://github.com/oiad/TakeClothes
**** For Epoch 1.0.6.2 only **** >> Download <<
Visit this link: https://github.com/oiad/TakeClothes/tree/Epoch_1.0.6.2
(original install url: http://opendayz.net/threads/release-zabns-take-clothes-2-0.19290/)
(original discussion url: http://opendayz.net/threads/help-discussion-zabns-take-clothes.13198/)
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nova reacted to Bricktop in Intro Music with Welcome Messages for 1061
*** I claim no credit for this code - Credit goes to blurgaming and all the "welcome messages and intro music" script writers out there.
- I just want to share what I did to make it work on 1061 since the init.sqf is different now.
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1) Create your introSong.ogg file and place it in the mission folder (same location as init.sqf)
I use this - https://audio.online-convert.com/convert-to-ogg
2) Create a file named playerspawn.sqf with this code and place it in the mission folder (same location as init.sqf)
Screenshot of messages - https://imgur.com/a/Xk5Aw
3) Add the code in red to the class CfgSounds section in the description.ext located in your mission folder
- it should look something like this
4) Add the code in red to your init.sqf
All done!
*** Don't forget to edit the playerspawn.sqf unless you want to advertise my server :)
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nova reacted to Relentless in server shutting off at restart
Good to know, thanks for reporting your issue back.
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nova reacted to Cherdenko in [Infistar] Players not able to join on Startup [FIX]
WARNING!!!:
IF YOU DO THIS THERE IS STILL A RISK LEFT, CAUSING YOUR SERVER TO BE MORE VULNARABLE SO JUST USE THIS FIX IF YOU KNOW WHAT YOU ARE DOING
(even if the percentage of something happening coz of that is pretty small).
As a few of you infistar users might have noticed, there is a "feature" that does not let players load in at the start of the server, leading to not giving players start coins(if you have a coin system) and kicking them back to the lobby again
the only thing you need to do is remove that part
[] spawn { _INIT_OBJECT ='Old_bike_TK_CIV_EP1' createVehicle [0,0,0]; _INIT_OBJECT setVehicleInit " if(!isServer)then{ [] spawn { while {1 == 1} do { waitUntil {hintSilent str time; !isNull findDisplay 46}; diag_log '<infiSTAR.de> connected too early, server is still starting..!'; findDisplay 46 closeDisplay 0; sleep 0.3; }; }; }; "; processInitCommands; waitUntil {!isNil "BIS_MPF_remoteExecutionServer" && !isNil "BIS_MPF_InitDone" && !isNil "BIS_fnc_init" && !isNil "infiSTAR_INIT"}; clearVehicleInit _INIT_OBJECT; deleteVehicle _INIT_OBJECT; }; in the AH.sqf and the problem should no longer exist.
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nova got a reaction from WLF in [Outdated] New safezone script and a.i remover from safezone (works with dzai and dzms) (works for 1.0.6.2)
This is a new version of a safezone script and an a.i/a.i vehicle remover. To be used in conjunction with the 1061 safezone script. So say your safe zone is being bombarded with roaming a.i and you are tired of going to safe zones to delete them this will do it automatically when you go within 350 meters of an roaming a.i while in a safezone. The distance is customizable. The new safezone script allows you to receive god mode for 20 secs after you leave the safe zone IF you have stayed in the safezone long enough. This will avoid players from touching the safe zone and taking off for a way to avoid combat from other players. All credits go to @juandayz for this. Uploaded with his permission.
1- into mpmission\your instance\scripts\ create a new folder called "safezone"
2-into this folder create this sqf:
safezone_ai_remover.sqf
3-open your init.sqf
4-Now if ure using DZAI:
5-If ure using DZMS then do the same:
6-If you are using some kind of other script that spawns enemy ai vehicles then add the same variable.. for example:
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nova got a reaction from juandayz in [Outdated] New safezone script and a.i remover from safezone (works with dzai and dzms) (works for 1.0.6.2)
Replace all lines in safezone_ai_remover.sqf with
this should work for ya. also updated main post with this
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nova reacted to totis in [Outdated] New safezone script and a.i remover from safezone (works with dzai and dzms) (works for 1.0.6.2)
Tnx Nova and Juandayz for this
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nova got a reaction from totis in [Outdated] New safezone script and a.i remover from safezone (works with dzai and dzms) (works for 1.0.6.2)
This is a new version of a safezone script and an a.i/a.i vehicle remover. To be used in conjunction with the 1061 safezone script. So say your safe zone is being bombarded with roaming a.i and you are tired of going to safe zones to delete them this will do it automatically when you go within 350 meters of an roaming a.i while in a safezone. The distance is customizable. The new safezone script allows you to receive god mode for 20 secs after you leave the safe zone IF you have stayed in the safezone long enough. This will avoid players from touching the safe zone and taking off for a way to avoid combat from other players. All credits go to @juandayz for this. Uploaded with his permission.
1- into mpmission\your instance\scripts\ create a new folder called "safezone"
2-into this folder create this sqf:
safezone_ai_remover.sqf
3-open your init.sqf
4-Now if ure using DZAI:
5-If ure using DZMS then do the same:
6-If you are using some kind of other script that spawns enemy ai vehicles then add the same variable.. for example:
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nova got a reaction from juandayz in [Outdated] New safezone script and a.i remover from safezone (works with dzai and dzms) (works for 1.0.6.2)
This is a new version of a safezone script and an a.i/a.i vehicle remover. To be used in conjunction with the 1061 safezone script. So say your safe zone is being bombarded with roaming a.i and you are tired of going to safe zones to delete them this will do it automatically when you go within 350 meters of an roaming a.i while in a safezone. The distance is customizable. The new safezone script allows you to receive god mode for 20 secs after you leave the safe zone IF you have stayed in the safezone long enough. This will avoid players from touching the safe zone and taking off for a way to avoid combat from other players. All credits go to @juandayz for this. Uploaded with his permission.
1- into mpmission\your instance\scripts\ create a new folder called "safezone"
2-into this folder create this sqf:
safezone_ai_remover.sqf
3-open your init.sqf
4-Now if ure using DZAI:
5-If ure using DZMS then do the same:
6-If you are using some kind of other script that spawns enemy ai vehicles then add the same variable.. for example:
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nova got a reaction from DieTanx in [RELEASE] DZAI [Updated for 1.0.7]
@DAmNRelentless is it possible for when a.i go into safe zones for them to be auto deleted when a player goes near? a.i and the vehicle?
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nova reacted to JasonTM in [Release]Custom infiSTAR tools
These are not admin tools, they are hacks obtained from a public hack menu and added as "admin tools."
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nova reacted to juandayz in Release: Local Server Messages
@nova
For example: If u put the msg.sqf into Your Server Root/Mpmissions\Your instance\msg\
then open your init.sqf and find:
execFSM "\z\addons\dayz_code\system\player_monitor.fsm"; just below paste:
execVM "msg\msg.sqf"; *NOTE: if u wanna use dynamicText function then into msg.sqf
//find: systemChat format["%1 %2",_chattxt,_randmsg]; //change by: [format["<t size='0.5' color='#D01000'>%1</t><br/><t size='0.5'>%2</t>",_chattxt,_randmsg],0,0,2,2] spawn BIS_fnc_dynamicText; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Another way to make something similar, without externals scripts is using the motd line located in your : serverRoot\your instance\ config.cfg
this line:
motd[] = {"DayZ Epoch","Have fun!"}; motdInterval = 0; then change this line by:
motd[] = { "My first Msg", "My second Msg", "My 3 Msg", "My 4 Msg"//last line without "," }; motdInterval = 120;//time in seconds between each msg.
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nova reacted to Hooty in Hacked Vehicles 1.0.6.1
This is what i do for weapons on vehicles make a file called VehicleAmmo.sqf in your system, compile, and "garage folder if you have one" all server side. What this does is make vehicles spawn with the weapons soon as you buy and withdraw from garage. Does not work with admin spawn in vehicles.
VehicleAmmo.sqf example:
add more vehicles and weapons as you like.
Next place #include "VehicleAmmo.sqf";
in dayz_server\system\sever_monitor.sqf under
Then paste #include "VehicleAmmo.sqf"; in dayz_server\compile\server_publishVehicle2.sqf under
Next place #include "VehicleAmmo.sqf";
in dayz_server\compile\spawn_vehicles.sqf under
Thanks to @BigEgg. If you have Virtual Garage add #include "VehicleAmmo.sqf";
to dayz_server\compile\garage\server_spawnVehicles.sqf under
I use https://community.bistudio.com/wiki/ArmA_2:_Weapons to get weapon id.
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nova reacted to Blestda86ta in Hacked Vehicles 1.0.6.1
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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nova reacted to kingpapawawa in configurable vehicle mod?
if (_object isKindOf "vehicle name here") then {
_object addWeapon "weapon here";
_object addMagazine "ammo here";
};
put that in a file named VehicleAmmo.sqf
then in i think 3 files need to add #include "pathto/VehicleAmmo.sqf";
compile/server_publishVehicle2.sqf
compile/spawn_vehicles.sqf
garage/server_spawnVehicle.sqf maybe?
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nova got a reaction from Hooty in Humanity Restriction for certain Vehicles
in the area you posted this, people post here to tell people about mods to install and instructions and all that. for example
this is appropriate post for this area. the area you are looking for is either https://epochmod.com/forum/forum/96-qa-section/ and or https://epochmod.com/forum/forum/4-general-discussion/
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nova reacted to Hooty in Humanity Restriction for certain Vehicles
Your asking a question, so it would belong in the Q&A. "Questions&Answers"
This is Epoch mods ready to go and be installed