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_Lance_

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  1. Like
    _Lance_ reacted to JasonTM in Animated Crash Spawner   
    Current Release 1.3.3
    I always thought this was a cool server event and it hasn't been touched in four years, so I gave it an update, some code optimization, and new features.
     
    1062 Updates
    Updated to utilize the new 1.0.6+ loot tables. Debug mode enables or disables server rpt diagnostic logs. Adjustable mission timeout. Lower grass around the loot. JIP marker loop (replaces the waitUntil used to detect players). Automatically detects the map that you are using and adjusts accordingly. Configurable blacklist per map.  
    Download and install Instructions
     
    Credits
    Original Author @Graf Zahl - @Finest
    Modified by @BushWookie and @Forgotten for Epoch
    Modified by @f3cuk for Epoch 1051
    Modified by @JasonTM for Epoch 1062
    Additional heli start points by @Richie and @BetterDeadThanZed
     
  2. Like
    _Lance_ got a reaction from theduke in [RELEASE] JAEM - Just another Evac-Chopper Mod v1.6   
    Tested/Working/awesome - so ballerscript - I saw this by coincidence when checking for wai updates on your github - thank you so much man, this is one of the coolest community mods.
  3. Thanks
    _Lance_ reacted to JasonTM in [RELEASE] JAEM - Just another Evac-Chopper Mod v1.6   
    This is a reworked and updated version of JAEM originally from @OtterNas3 This version is compatible with DayZ Epoch 1.0.7.
    A complete set of install instructions is provided on my github repository Download Here
    Let me know if you have trouble understanding them or if I made a mistake.
    New Features
    ZSC support -  you can choose between Epoch currency or ZSC to pay for your evac chopper. Deploy Anything - you can use Mudzereli's right-click actions to call the evac chopper instead of using the built in self-action loop. Plot pole and plot friends restriction - to prevent players from placing evac helipads in obnoxious places, they have to build them on their own plots or their friends plots. I have placed all of the config variables in one place in varables.sqf. The variables all have explanatory comments. Adjust them to your preferred settings:
    // Evac Chopper Config Variables evac_chopperPrice = 1; // This is the price players pay in full briefcases to set up an evac chopper (between 1-12 briefcases). Players must have the briefcases in their inventory. evac_chopperUseZSC = false; // If you have ZSC installed you can set this to true and have players pay the amount below to set up an evac chopper. evac_chopperPriceZSC = 100000; // Price for evac chopper if you have ZSC Installed and evac_chopperUseZSC set to true. evac_chopperMinDistance = 500; // Minimum distance for player to call evac chopper. Do not set this lower than 500. evac_chopperZoneMarker = 0; // Evac zone marker type (0 = Landingpad | 1 = Smoke). evac_chopperNeedRadio = 0; // 1 - Require player to have a radio in gear to call evac chopper | 0 - Doesn't require radio to call evac chopper. evac_chopperUseClickActions = false; // If you have Mudzereli's Deploy Anything installed and are going to use click actions to call the evac chopper, set this to true (disables call chopper self-action loop). Functionality Instructions
    if you have any other mods which save classname "HeliHRescue" to the database, be aware that this particular classname is used along with ownerID to make this mod work. If you already have an instance of HeliHRescue saved to the database with your playerUID, then you will get a message stating that you cannot create another when trying to set an evac chopper. To create an evac chopper you need a keyed helicopter, a plot pole, and the money to make the purchase. You have to have the key in your inventory to set and clear the evac chopper field. Walk up to the helicopter and you will get blue self actions for setting and clearing the evac chopper field. You do not have to have the key on you to call the evac chopper. There is a flight status monitor that appears in the same place as the debug monitor, so you will want to have the debug toggled off to view it. If you use Mudzereli's right click actions, make sure to set variable evac_chopperUseClickActions to true to disable the built in self action loop. If your helicopter is destroyed simply place a new one on the rescue helipad. The call evac chopper function finds the nearest heli (within 10 meters) of your rescue helipad. It does not return your money when you disable the evac chopper. Known Issues
    There is only one known issue at this time. If the player is killed while the evac chopper is in route, the helicopter will not return to base. The pilot lands at the evac zone, gets out of the heli and just stands there. The helicopter remains locked. The way the code is written, it looks like it should work, but everything I have tried thus hasn't fixed it. I might try using some diagnostic logs to try to find where the breakdown is later. As long as you don't die before it gets there, it's smooth sailing.
    Enjoy!
     
    OtterNas3's original release topic
     
  4. Thanks
    _Lance_ reacted to JasonTM in Overpoch Loot Tables for 1.0.6.2   
    These loot tables have been updated to be compatible with 1.0.6.2.
  5. Like
    _Lance_ reacted to BigEgg in [Release] Restrict Building - ** Updated for 1.0.6.2 **   
    I have updated this after @iben brought to my attention a good performance booster. The script will no longer check for black listed buildings if the player has already been blocked in a black listed location. OP updated.
  6. Like
    _Lance_ got a reaction from BigEgg in [Release] Restrict Building - ** Updated for 1.0.6.2 **   
    Ok I'm about to make a test run right now I'll add this in and let you know shortly, thanks!
  7. Thanks
    _Lance_ got a reaction from iben in [RELEASE] IWAC - Autoclaim addon for WAI [v1.3.1]   
    Thanks iben, pve players are crazy for this script. I just have one question. Can this be made to work on DZMS missions as well?
  8. Thanks
    _Lance_ reacted to iben in [RELEASE] IWAC - Autoclaim addon for WAI [v1.3.1]   
    ===
    Credits:
    All credit belongs to all authors of used source files:
    DayZ Epoch developers, collaborators and contributors (thank you guys for your excellent work!) @Markk311, @f3cuk, @Jossy, @BangL, @nerdalertdk, @Caveman - creators of this system @JasonTM, @salival, @ebayShopper - for keeping system alive, further developing and fantastic support Special Thanks goes to:  @_Lance_ for deep addon testing and most usefull feedback. Thanks to him we know, how IWAC works under heavy load on populated server (12 concurrent missions :)) @totis, who brings great ideas into this script and did a great tester job! @DAmNRelentless for offering German translation and taking care of addon Github repo. @salival for his ZSC remote msg script which we are using ... all great guys helping make WAI better (I'm pretty sure I forgot a lot of people...). Thank you all for your great job! ===
    Download v1.3.1 [Last update: 2018-01-16]
    ===
    Introduction:
    ... once upon a time, *mr. yeahBUT* and *mr. no_name* chatting:
    ---
    Q: mr. yeahBUT
    IWAC? OMG, what is it?
    A: mr. no_name
    Well, it's Autoclaim addon for WAI mission system.
    ---
    Q: mr. yeahBUT
    ...yeah, but is it usefull? What it can do?
    A: mr. no_name
    Not sure about the first question part... but it could be.
    If one of your server rules says somenthing like: "Player has to claim mission in sidechat and mark mission on map with name", well, this addon is just for you.
    It's fully automatic, which means - no more sentences like: "I forgot...", "Who is doing mission xy?", "Could you please remove your marker once mission is finished?" etc.
    This little addon will make all the job for you and your players.
    ---
    Q: mr. yeahBUT
    pffff... I have PVP server. Totally useless!
    A: mr. no_name
    Probably yes... Do you wanna hear more?
    ---
    Q: mr. yeahBUT
    hmmm.. not really, but I have nothing to do right now, so continue...
    A: mr. no_name
    ...OK my friend. I have certainly nothing to do either, so I will... :) What's your question?
    ---
    Q: mr. yeahBUT
    ok.. let's start with somenthing I can picture in my mind. Do you have any screenshot so I can see it in action?
    A: mr. no_name
    yeah, sure...

    ---
    Q: mr. yeahBUT
    What is that red circle around mission?
    A: mr. no_name
    This is somenthing I call it "claiming zone". You can configure it using these variables:
    iben_wai_ACzoneActivate = true; // Turn claiming border ON/OFF iben_wai_ACzoneMarkerColor = "ColorRed"; // Border color iben_wai_ACdistance = 1300; // Distance from mission center to claiming border ---
    Q: mr. yeahBUT
    hm.. 1300m? It's a little bit too much. Should be much shorter distance.
    A: mr. no_name
    It's completely up to you. If you want to be loved by your snipers, set it to 400m and set AI skills to max - no kidding, I experienced this setup already :))
    Also remember - there is somenthing called timeout distance in WAI - you can search variable `wai_timeout_distance` in WAI config.
    If `wai_timeout_distance` < `iben_wai_ACdistance`, mission can dissapear in front of player's face (which doesn't mean it's a bad thing...)
    ---
    Q: mr. yeahBUT
    Well, it's too bad. Can you imagine what happen if two or three missions spawns close to each other? You think it's not a problem player could claim multiple missions?
    A: mr. no_name
    How should I answer this question...? Let's start with this: When you try to setup any system, you should think about it.
    I mean - there are variables `wai_avoid_missions` and `wai_avoid_traders` in WAI config for example.
    Just use bellow formulas and you should prevent mission (mission claim zones) overlapping:
    wai_avoid_missions = ((iben_wai_ACdistance * 2) + 500); wai_avoid_traders = (iben_wai_ACdistance + 200 + 500); // ... also see picture bellow:
    ---
    Q: mr. yeahBUT
    That's nice, but I've already experienced mission placement is not perfect... there is a chance player will claim two missions!
    A: mr. no_name
    In fact, it's not possible. If player is already 'claimer', he is registered and system doesn't allow him to claim multiple times (you can see it in the video at the bottom).
    ---
    Q: mr. yeahBUT
    Alright... what's that flag with name? I don't want to expose player name!
    A: mr. no_name
    It's up to you again. You can configure all about player marker using these variables:
    iben_wai_ACshowNames = true; // If false, text = "Claimed by a player [realtime status info]" iben_wai_ACmarkerType = "hd_flag"; iben_wai_ACmarkerColor = "ColorBlack"; ---
    Q: mr. yeahBUT
    ok... yeah, but it's too bad to expose player by setting marker on his position...
    A: mr. no_name
    You are not exposing his position. Marker is created in random spot within given range. You can adjust it by setting variable:
    iben_wai_ACmarkerRange = 400; ---
    Q: mr. yeahBUT
    cool... so why not create flag object to be visible close mission? Cool idea, huh?
    A: mr. no_name
    yeah, sure it is :) You can use these variables:
    iben_wai_ACcreateFlagOjb = true; iben_wai_ACmarkerFlagClass = "FlagCarrierINDFOR_EP1"; // ... see the picture bellow:
    ---
    Q: mr. yeahBUT
    How will player know about claiming is happening?
    A: mr. no_name
    You can enable message system and let player know. Just use bellow variable and install client side files: 
    iben_wai_ACplayerMsg = true; ---
    Q: mr. yeahBUT
    Yeah, but... still. Why should all players force to read useless msg that are not about them?
    Also... that's server resources waste to broadcoast so many msgs...!
    A: mr. no_name
    Actually msg is private. Only player involved is informed and can see the msg.
    ---
    Q: mr. yeahBUT
    Yeah... but there is couple more troubles. For example: Mission just spawn close to my position or I'm just passing by location.
    I don't want to be a part of mission fight, but still... I'm in zone... That's not good.
    A: mr. no_name
    You can use bellow variable and set it to some reasonable value in seconds.
    That gives passing by players enough time to decide to stay or leave claiming area.
    iben_wai_ACsafeClaimDelay = 60; ---
    Q: mr. yeahBUT
    Too many troubles... what about players in bases?
    A: mr. no_name
    Just make your decision if you want to allow players fight missions from base or not. You can use following variables.
    This way you can force autoclaim system to ignore these players.
    iben_wai_ACplotRestriction = true; iben_wai_ACplotRange = 30; // If 'iben_wai_ACplotRestriction' is true, what distance from plotpole is not allowed? ---
    Q: mr. yeahBUT
    Hm, but what if player claimed the mission and dies, loses connection etc. What then, ha...?
    A: mr. no_name
    As you can see at the above picture, there is marker with player name (or anonymous name) and so called `realtime status`.
    If player is alive and fighting inside claiming zone, status is `Active`. If player is gone - timeout is fired.
    That means, system will wait given time for claimer return. If timeout runs off, mission is free for claiming.
    You can set some reasonable time for timeout in seconds:
    iben_wai_ACtimeout = 300; ---
    Q: mr. yeahBUT
    What about my admins? I don't want them to claim missions just because they are helping inside zone...
    A: mr. no_name
    Yeah, got it. You can exclude your admins from system:
    iben_wai_ACexcludeAdmins = true; iben_wai_ACadmins = ["0","0"]; // List your admins UID's ---
    Q: mr. yeahBUT
    Wait! I'm using moving missions like 'patrol'. It's a nonsense to use autoclaim for that kind of missions!
    A: mr. no_name
    Agree. If you have any kind of moving missions, or custom missions you want to be free for all, just exclude them:
    iben_wai_ACexcludedTypes = ["patrol"]; ---
    Q: mr. yeahBUT
    Ok then. So... I have couple more minutes before my favourite movie starts. So last a few questions:
    I believe you will face problems in such scenarios like: multiple players in the same time in the zone - who will be first?
    What about other players? And what about player or better players in vehicle?
    You will not be able to sort them out and it's gonna be chaos!
    A: mr. no_name
    Well, I made the best I could in given time and space. I don't want to go too deep, but imagin autoclaim system as somenthing like simple `memory buffer`.
    This buffer is **(a)** able to recognize all players in area (including all players inside vehicles); **(b)** is able to sort them out by distance.
    It's very small probability two players will reach the same distance in the same time - the only exception crossed my mind are players
    n the same vehicle - they share the same distance. But system is able to recognize them and sort them from driver to cargo.
    But anyway, system is able to handle these scenarios pretty well (at least I hope so according to test results);
    **(c)** System works in layers - from register list, wait list to claim list. Each layer is equiped by self-cleaning mechanism,
    so each list is real image of status in claiming zone. (self-cleaning means, once player leave area etc., he is kicked from list
    and next player in list takes his place - there are no `dead souls in list`).
    ---
    Q: mr. yeahBUT
    OK... here we go. So another loop for WAI. It's already server performace killer as it is...!
    A: mr. no_name
    Hm... good point! And no, we are not creating any extra loop (not single one...). We are using already existing loops -
    and we are using these loops only and only if it's reasonable and exiting them immediately if condition isn't met.
    According to couple weeks testing on populated server with cca 20 players, no FPS drop was recognized.
    BTW: you can add some debug logs to loop critical points and see the result.
    ---
    Q: mr. yeahBUT
    ...yeah, but I can imagine how installation is gonna be difficult...
    A: mr. no_name
    Actually, it's not. Visit this github repo and clone or download files. Follow repo structure and merge it with your server/client files.
    ---
    Q: mr. yeahBUT
    That's all you can say about installation??? Are you serious??
    A: mr. no_name
    No and yes. One more thing - addon is designed the way so you don't need to touch any of WAI core files (except a few lines in init).
    If you will follow repo structure, you can quickly switch between default WAI files and addon files by setting bellow variable to true/false.
    iben_wai_ACuseAddon = true; // :: WARNING > If you don't know what I mean by "merge files" at this momment, // :: you should probably wait a little bit and learn, before you start to play with (especially) server-side files. ---
    Q: mr. yeahBUT
    Hmmm... my movie has just started... have to go now. And BTW... your English sucks... and this addon too... bye...
    A: mr. no_name
    :( ... I know... bye...
    ===
    Later in time...
    ===
    Q: mr. yeahBUT
    Hey! IWAC is now part of WAI by default?
    A: mr. no_name
    Yes, it is. Since v1.2. It's updated for Epoch 1.0.6.2...
    ---
    Q: mr. yeahBUT
    I don't get it... Seems v1.3.1 is out and it's not the same version as WAI has inside the package. What does it mean?
    A: mr. no_name
    Well, it's just a little improvement. Couple days ago several people made a fix for "mission overlapping". We decided to stick with our approach.
     If you update to v1.3.1, you will get 2 new options in your 'customsettings.sqf' file (see bellow + detailed info in 'customsettings.sqf'_).
    Now, what is important:
    'iben_wai_ACcoordProtectorTimer' gvar means:
    "If you give me any value > 0 in seconds, I'm gonna protect your just finished mission area against new mission spawn for given time." Protection is processed only if: valid spot for new mission was already found; there is at least 1 item in 'iben_wai_ACprotectedCoord' array
    (that means, at least one mission was completed and coordinates has to be protected agains new mission spawn). If you decide to update and you don't want use this fix, just set 'iben_wai_ACcoordProtectorTimer' value to 0.
    Default position fnc will be used with default WAI fix (note: if you've already updated your WAI core files). iben_wai_ACcoordProtectorTimer = 300; // @since v1.3 if (iben_wai_ACdevmode) then { iben_waiACfindPosLimiter = 999; // @since v1.3 }; // :: If iben_wai_ACcoordProtectorTimer > 0 && iben_wai_ACdevmode is true, // :: you will see in your server RPT somenthing like that: // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> 'iben_wai_ACcoordProtectorTimer' active (300s) >> Initialising custom position FNC for mission coord protection..." // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [IBEN_fnc_AC.sqf] >> Currently protected missions coordinates (iben_wai_ACprotectedCoord) >> [[561.226,[12890.3,11228.4,0.0142517],"MainHero1"]]" // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> Spot found. Checking if spot is in protected coordinates >> iben_wai_ACprotectedCoord >> [[561.226,[12890.3,11228.4,0.0142517],"MainHero1"]]" // 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> Loop complete valid position >> [6129.23,8784.35,0] >> in 1/999 attempts" ---
    The end.
    ===
    Showcase:
    ===
    IWAC - private server msgs, map markers, status, respawn:
    ===
    ===
    IWAC - multiple claiming protection, exclude plotpole area option:
    ===
    ===
    That's all I've got... enjoy, have fun...
    Cheers...
    ===
  9. Like
    _Lance_ got a reaction from totis in mlrs targeting system not working   
    ^ Echo what hooty said, overpoch server here too and targeting works the same way it does in OA for everything (well except the scud I'm yet to get that figured out). I think hitting the tab key switches to targeting if I remember right, try that if you haven't already gotten it working.
  10. Thanks
    _Lance_ reacted to BigEgg in Let's see your basic.cfg!   
    Below is mine. I worked for several weeks to perfect it. At 46/46, there are no network messages being spammed in the rpt and no desync etc.... I compiled it from reading several posts about it.
    While idk which one is the best out there, this one has worked on every OVH server config I have ever had, so it should work on nearly every network speed setup.
     
    Let me know if you notice results :)
     
    language="English"; adapter=-1; 3D_Performance=1500000; Resolution_Bpp=32; Windowed=0; MinBandwidth = 1048576; MaxBandwidth = 524288000; MaxMsgSend = 1024; MaxSizeGuaranteed = 512; MaxSizeNonguaranteed = 128; MinErrorToSend = 0.003; MinErrorToSendNear = 0.029999999; MaxCustomFileSize = 0;  
  11. Thanks
    _Lance_ reacted to dmitry.over in Let's see your basic.cfg!   
    1) Dedicated ovh I7-4790K. 2) Epoch. 
    If you are looking for a way to improve server performance, then setting up BASIC is the last thing to do) 
    If you do not have ovh with antiddos game  I advise you to use this BASIC:
     
  12. Thanks
    _Lance_ reacted to Brian Soanes in Let's see your basic.cfg!   
    I run this basic.cfg on KoTH with 80 players, Exile with 60 players and Epoch with 60 players
     
    language="English"; adapter=-1; 3D_Performance=1.000000; Resolution_W=800; Resolution_H=600; Resolution_Bpp=32; MinBandwidth=15728640; MaxBandwidth=1073741824; MaxMsgSend=256; MaxSizeGuaranteed=512; MaxSizeNonguaranteed=256; MinErrorToSend=0.005; MinErrorToSendNear=0.04; MaxCustomFileSize=0;  
  13. Thanks
    _Lance_ reacted to salival in [RELEASE] Sanford and Son Salvage (new trader)   
    Hey,
    Here's an exerpt from my fn_selfActions.sqf (which is where you do this btw)
    Find this code block in your fn_selfActions.sqf: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/fn_selfActions.sqf#L928-L937
    Replace it with this and modify the humanity values to your liking:
    if ((_traderMenu select 2) == "friendly") then { _humanity_logic = (_humanity < -5000); }; if ((_traderMenu select 2) == "superbandit") then { _low_high = localize "STR_EPOCH_ACTIONS_HUMANITY_HIGH"; _humanity_logic = (_humanity > -100000); }; if ((_traderMenu select 2) == "bandit") then { _low_high = localize "STR_EPOCH_ACTIONS_HUMANITY_HIGH"; _humanity_logic = (_humanity > -5000); }; if ((_traderMenu select 2) == "superhero") then { _humanity_logic = (_humanity < 60000); }; if ((_traderMenu select 2) == "hero") then { _humanity_logic = (_humanity < 5000); }; So I have my higher tiers called "superbandit" (-100k humanity) and "superhero" (+60k humanity), you then need to change your server_traders.sqf file to match your new tier traders:
    https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/system/mission/server_traders/chernarus11.sqf#L4-L8
    This example is the hero trader, I just copied that to be another trader (You MUST use a different NPC).
    Here's my example for hero/super hero and bandit/super bandit:
    menu_CDF_Soldier_Officer = [ [["Rockets",750],["Rocket Ammunition",751]], [], "superhero" ]; menu_CDF_Commander = [ [["Attachments",693],["Ammunition",478],["Overwatch Ammo",1006],["Currency and gems",1100],["Clothes",476],["Helicopter Armed",493],["Military Armed",562],["Trucks Armed",479],["Weapons",477],["LMG Variants",1008],["Sniper Variants",1001]], [], "hero" ]; // Bandit Traders menu_GUE_Soldier_Scout = [ [["Rockets",651],["Rocket Ammunition",652]], [], "superbandit" ]; menu_GUE_Soldier_MG = [ [["Attachments",693],["Ammunition",577],["Overwatch Ammo",1006],["Currency and gems",1100],["Clothing",575],["Helicopter Armed",512],["Military Armed",569],["Trucks Armed",534],["Weapons",627],["LMG Variants",1008],["Sniper Variants",1001]], [], "bandit" ]; Any new NPC you add needs to be in this array, too: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/system/mission/server_traders/chernarus11.sqf#L2
     
  14. Like
    _Lance_ got a reaction from juandayz in 1.6 [ Remake of Hotwire Safes/Lockboxes]   
    Already doing now lol I saw that - when I use infistar to spawn them they come up as magazines AND items, weird.
    UPDATE: Yep that was it, I had it in the wrong class, needed to be "trade_items" - oh they're gonna have some fun on the pvp server tonight - Thanks again Juan.
  15. Like
    _Lance_ got a reaction from juandayz in 1.6 [ Remake of Hotwire Safes/Lockboxes]   
    I thought about adding the doors to the "non-god-mode-base" array but on a full mili server it only takes 3 shots from an RPG to drop doors which is way too easy. I'll do some searching for oldmatechoc at lunch and hopefully I can update anything I find, I'll let you know how it turns out. Thanks Juan!
  16. Like
    _Lance_ got a reaction from DieTanx in 1.6 [ Remake of Hotwire Safes/Lockboxes]   
    PER-FECT! Thanks man can't believe I've never seen that mod before - will test it out tonight.
  17. Like
    _Lance_ got a reaction from Schalldampfer in Code to block players on PVE servers from shooting each other   
    Well that's good news - what I did was, in fn_damageHandler: added the edit on line 80 and repacked my dayz_code.pbo, do I need to be redirecting that whole file to the custom folder inside my mission via custom compiles? In the meantime here's the edit I made
    Code Snippet
     
     
  18. Like
    _Lance_ got a reaction from salival in Code to block players on PVE servers from shooting each other   
    Well I couldn't sleep wondering if that edit was going to fix it so I got back up and tested - Salival, you nailed it. So now if players use guns or explosives on another player they'll survive. If they shoot AI they die, and vice versa, same for zombies and if zombies attack the player takes damage, and now tested fall damage after re-verifying everything - Case closed! Thanks a ton for the help, this will seriously cut down on the "Bobby shot Tommy over a mission" notifications I have to see each day.
  19. Like
    _Lance_ reacted to salival in Code to block players on PVE servers from shooting each other   
    try this:
    if (_isPlayer && !_falling) exitWith {};  
  20. Like
    _Lance_ got a reaction from BigEgg in [Release] Restrict Building - ** Updated for 1.0.6.2 **   
    Loving this code! As a solo admin with with two servers and a full time 50+ hour a week job I'm always looking for ways to "idiot proof" rules into the servers to help minimize admin time. One of my biggest pet peeves is players who ignore my rule and build inside enter-able buildings and block loot from other players, and the time it takes to have to login and sort things out. - Now I don't even have to post a rule about it anymore, they just can't do it. I heart this time-saver so much.
    Now, here's another time saver for other Admins that may be as strict about building as I am - this is every city on the map - all coords were taken at city center and measured out to the edge of town. Between the town coordinates here and the enter-able buildings I've added, everything enter-able across Chernarus is pretty much covered or overlapped. Adjust display names and distances to taste - Enjoy!
     
     
  21. Like
    _Lance_ got a reaction from salival in [Release] Virtual Garage [Updated for 1.0.7]   
    I put this on my test server tonight, should have seen my face when I stored my suv for the first time, I haven't smiled so big over dayzmod since my evac chopper came to pick me up for the first time back in 1.0.5.1  lol. Awesome mod/update here, great instructions, easy merge too. This is going on both my servers tomorrow for sure. Thanks Salival !
  22. Like
    _Lance_ got a reaction from BigEgg in [Release] Restrict Building - ** Updated for 1.0.6.2 **   
    Alright, good deal - thanks and awesome code as usual!
  23. Like
    _Lance_ got a reaction from salival in [Outdated] ZSC for Epoch 1.0.6.2 (And OverWatch 0.25)   
    Sounds like in your config.cfg (it says config so that's a guess could be any of the cfg files) there's some data in it somewhere with an extra character eg: maybe an extra ; or ] or } - make sure all your code closes properly (not sure if that's the right terminology) you probably have an extra bracket at the end of a line etc. Hope that helps
  24. Thanks
    _Lance_ 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
  25. Thanks
    _Lance_ reacted to salival in Hacker in my server   
    I use these public variable filters for infistar, I found his default ones were not good enough: 
    !=PVAH_AdminReq !=PVAH_WriteLogReq !"PVAHR_0_" The time issue with infistar is more than epoch synchs every 5 minutes or so, so this needs to be disabled for the time to stick. Infistar can't disable it easily.
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