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Brody

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  1. Like
    Brody got a reaction from Ghostrider-GRG in Binocular Set Range Distance   
    What is this mod
    Its a mod that lets you setrange if you right click on a binocular and rangefinder (very easy you can even do it yourself) 
    Any issues plz tell
     
    You Need
    extra_rc.hpp 
    and a costum folder
     
    instal guide
    install link :  https://www.dropbox.com/sh/4szrw32dsuszhxk/AADnUQwQ27tEFNcpmQLYPaO7a?dl=0
    1. paste these lines in your extra_rc.hpp
     
    so it looks like this IF YOU DONT HAVE THE TEST IN HERE
     
    2. paste the file setview into your custom folder from the download (in your mission file
    yourinstance\custom
     
     
     
    dont know if i need to give somebody credits :D
       

     
  2. Like
    Brody reacted to Zupa in [Alpha Release] Single Currency 3.0 & Storage DEFAULT HIVE ( No global banking).   
    Single Currency 3.0 & Storage DEFAULT HIVE ( No global banking).
     
    AKA: ZSC 
     
     
    RELEASE 1: INDEPENDENT RELEASE ( No converting script yet to convert old SC money to this version).
     
     
     
            REQUEST: If someone is good with MYSQL can he complete the qyuery on the bottom of this post? ^^ limited time here ^^.
     
     
    What is it?
     
    This script replaces gold,silver,tin,copper,briefcases by 1 virtual currency with a configurable name. You can buy,sell, give, receive, take (from dead bodies) and STORE this money like it was a normal inventory item. ( It will work with a different dialog then your gear dialog.) 
     
    No more smelting gold into silver or anything related to that. Everything is in one currency ( For example "ZupasticiumCoins"). 
     
    Features.
     
    Store Money in storage objects and vehicles ( max money in 1 storage depends on the size).  No global access to your money. Anyone can take the money out ( for vault/lockbox it must be open of course). Trade with this currency for cars/items. Give money to other players. NO inventory issues with gold!    
    Whats the difference with your other single currency scripts?
     
    You can use the default hive! No global bank! Back to normal epoch danger to lose cash!  Cleaned up code Very low changes to default saving system. (DB friendly) NO database changes needed. NO ATMs, Safezones, atms in trader whatsoever... Store money in vehicles.  
    Technical data:
    Storage money is saved in the gear section of the object in the Database Player Money is added to gear section of the player in the Database ( Again thanks to maca for pointing this out for me).  
    Extra
     
    This build will have all of the fixes on errors out there ( Build on peterbeers all in on packages with the bugfixes). Reworked the  transfering money between players to be sure trade goes to the right object/player. Store money in vehicles Credits
     
    Maca - Original private single currency. Peterbeer -  for putting all fixes together in 1 pack. Soul - Hives modifications and code changes for it. ( not applied on this script, jsut credited for hard work). Rocu - Great help on forums and fixes. DraftKid - Testing and screenshots  
     
    Please report bugs so I can solve them!
     
     
    The config located IN
    ZSC/gold/ZSCconfig.sqf /* Single Currency 3.0 uses storages to store money which can be accessed by anyone if open of course (safe,lockbox). Each storage has his own money, so no global access. */ // Name of your currency CurrencyName = "Coins"; // Objects that can hold money. Vehicles are added automaticly. Size of money capacity is depended on ammount of magazines the object can hold. ZSC_MoneyStorage = ["VaultStorage","LockboxStorage","StorageShed_DZ","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","GunRack_DZ","WoodCrate_DZ","TentStorage","TentStorageDomed","TentStorageDomed2"]; // Multiplier how much money an object can hold. This number X ammount of magazines it can hold. ( so URAL -> 500 items * 1000 = 5 MIL cash). ZSC_MaxMoneyInStorageMultiplier = 1000; // (True = No Animation / False = Animation) InstantTrading = false; // If TRUE: overwrite yours player_switchmodel with mine. | IF False: Change content yourself @ step D ZSC_Overwrite_SwitchModel = true; // if TRUE: Overwrites yours fn_selfactions with default 1 + edits. | IF False: Change content yourself @ step D ZSC_Overwrite_SelfActions = true; // if TRUE: Overwrites yours fn_selfactions with default 1 + edits. | IF False: Change content yourself @ step D ZSC_Overwrite_UnLockVault = true; // if TRUE: Overwrites yours fn_selfactions with default 1 + edits. | IF False: Change content yourself @ step D ZSC_Overwrite_LockVault = true; /* IF YOU USE different mods like P4L it's recommended to do changes yourself or it wont work */ There are pbo's provided for cherno 11. Or follow the installation instructions
     
    https://github.com/EpochSC/SingleCurrencyStorage
     
    Installation instructions. ( TRIED TO KEEP IT NOOB FRIENDLY ^^)
     
     
    If u are going to use the full pbo?!
     
    The missions.sqm is build for OVERPOCH. Delete the overwatch addons if you are just using it for Epoch. 
     
     
     
    MISSION PBO
     
    A ) In your init.sqf:
     
    A 1) You must have 
    /*ZSC*/ DZE_ConfigTrader = true; /*ZSC*/ in the top section ( for example right above "EpochEvents"); Place if you do not have it yet. ZSC requires Config traders, It will also help your server reduce lag!
     
    A 2) PLACE
    /*ZSC*/ call compile preprocessFileLineNumbers "ZSC\gold\ZSCinit.sqf"; /*ZSC*/ ABOVE
    progressLoadingScreen 0.5; A 3) PLACE
    execVM "ZSC\compiles\playerHud.sqf"; RIGHT UNDER
    _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; A 4 )
     
    Change
    call compile preprocessFileLineNumbers "server_traders.sqf"; to
    call compile preprocessFileLineNumbers "server_traders_cherno_11.sqf"; ON THE BOTTOM OF THIS TOPIC THERE WILL BE AN EXPLANATION FOR OTHER MAPS / INSTANCES.
     
    A 5 ) MAKE SURE 
    _serverMonitor = [] execVM "\z\addons\dayz_server\system\server_monitor.sqf"; this line is custom and doesnt have dayz_code in it. It should point at dayz_server or if u use another script to where ever that places it.
     
    B ) In your description.ext
     
    B 1) Place 
    #include "ZSC\config\cfgServerTrader.hpp" on the complete top.
     
    B 2 ) Add if you do not have a RscTitles yet!
    class RscTitles { #include "ZSC\config\ZSChud.hpp" }; at the bottom.
     
    IF U ALREADY HAVE IT just add
    #include "ZSC\config\ZSChud.hpp" behind whatever is in there.
     
    B 3 ) JUST ADD AT THE COMPLETE BOTTOM
    #include "ZSC\config\ZSCdefines.hpp" #include "ZSC\config\ZSCdialogs.hpp" B 4 ) If you come from another currency, u can remove the shit that was extra added in that one  :).
     
    C )  COPY FILES
     
    C 1 ) Place the ZSC folder in your mission pbo ( take it out of the github's missions pbo).
    C 2 ) Place server_traders_cherno_11.sqf in your missions pbo. ( If other map/instance check bottom of the topic.).
     
    D ) fn_selfactions ( IF you use my overwrite, u do not have to to this step.
     
    D 1 )PLACE
    if(_typeOfCursorTarget in ZSC_MoneyStorage && (player distance _cursorTarget < 5)) then { if (s_bank_dialog < 0) then { s_bank_dialog = player addAction ["Money Storage", "ZSC\actions\bank_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_bank_dialog; s_bank_dialog = -1; }; // cars if( _isVehicle && !_isMan &&_isAlive && !_isMan && !locked _cursorTarget && !(_cursorTarget isKindOf "Bicycle") && (player distance _cursorTarget < 5)) then { if (s_bank_dialog2 < 0) then { s_bank_dialog2 = player addAction ["Money Storage", "ZSC\actions\bank_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_bank_dialog2; s_bank_dialog2 = -1; };  
    AFTER
    } else { {player removeAction _x} count s_player_combi;s_player_combi = []; s_player_unlockvault = -1; }; D 2 )
    if (_isMan and _isAlive and !_isZombie and !_isAnimal and !(_traderType in serverTraders)) then { if (s_givemoney_dialog < 0) then { s_givemoney_dialog = player addAction [format["Give Money to %1", (name _cursorTarget)], "ZSC\actions\give_player_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_givemoney_dialog; s_givemoney_dialog = -1; }; ABOVE
    if(_typeOfCursorTarget in dayz_fuelpumparray) then { D 3 ) CHANGE
    if (_player_studybody) then { if (s_player_studybody < 0) then { s_player_studybody = player addAction [localize "str_action_studybody", "\z\addons\dayz_code\actions\study_body.sqf",_cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_studybody; s_player_studybody = -1; }; INTO
    if (_player_studybody) then { if (s_player_studybody < 0) then { s_player_studybody = player addAction [("<t color=""#FF0000"">"+("Check Wallet") + "</t>"), "ZSC\actions\check_wallet.sqf",_cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_studybody; s_player_studybody = -1; }; D 4 ) 
     
    ADD 
    player removeAction s_givemoney_dialog; s_givemoney_dialog = -1; player removeAction s_bank_dialog; s_bank_dialog = -1; player removeAction s_bank_dialog2; s_bank_dialog2 = -1; BEHIND
    player removeAction s_player_towing; s_player_towing = -1; player removeAction s_player_fuelauto; s_player_fuelauto = -1; player removeAction s_player_fuelauto2; s_player_fuelauto2 = -1; D 5 )  TO remove the client side errors u getting add in your VARIABLES.SQF
    s_givemoney_dialog = -1; s_bank_dialog = -1; s_bank_dialog2 = -1; TO
    dayz_resetSelfActions = { E ) player_switchModel.sqf again, if u overwriten with mine in first step, u can skip.
     
    E 1 ) add 
    _cashMoney = player getVariable["cashMoney",0]; behind
    _weapons = weapons player; _countMags = call player_countMagazines; _magazines = _countMags select 0; E 2 ) Add
    player setVariable ["cashMoney",_cashMoney,true]; on the BOTTOM
     
    E 3 ) CHANGE
    //Create New Character _group = createGroup west; _newUnit = _group createUnit [_class,dayz_spawnPos,[],0,"NONE"]; _newUnit setPosATL _position; _newUnit setDir _dir; into
    _group = createGroup west; _newUnit = _group createUnit [_class,dayz_spawnPos,[],0,"NONE"]; [_newUnit] joinSilent createGroup WEST; _newUnit setPosATL _position; _newUnit setDir _dir; _newUnit setVariable ["cashMoney",_cashMoney,true]; F) You can use my unclockVault in ZSCinit, If u got a custom one, do the following changes:
     
    F1)
     
    place 
    _objMoney = _obj getVariable["bankMoney",0]; behind
    _dir = direction _obj; _pos = _obj getVariable["OEMPos",(getposATL _obj)]; _objectID = _obj getVariable["ObjectID","0"]; _objectUID = _obj getVariable["ObjectUID","0"]; F 2)
    place
    _holder setVariable ["bankMoney", _objMoney, true]; behind
    _holder setVariable["CharacterID",_ownerID,true]; _holder setVariable["ObjectID",_objectID,true]; _holder setVariable["ObjectUID",_objectUID,true]; _holder setVariable ["OEMPos", _pos, true]; E) in LockVault.sqf if u got a custom one, otherwise use mine and set true in config:
     
    E1 ) place) 
    _objMoney = _obj getVariable["bankMoney",0]; behind
    _ownerID = _obj getVariable["CharacterID","0"]; _objectID = _obj getVariable["ObjectID","0"]; _objectUID = _obj getVariable["ObjectUID","0"]; E2 ) 
     
    place
    _holder setVariable ["bankMoney", _objMoney, true]; behind
    _holder setVariable["CharacterID",_ownerID,true]; _holder setVariable["ObjectID",_objectID,true]; _holder setVariable["ObjectUID",_objectUID,true]; _holder setVariable ["OEMPos", _pos, true]; SERVER PBO
     
    A ) REPLACE your "compiles/server_tradeObject.sqf"  With my one ( not other script uses that anyways).
     
    B )  IN compiles/server_updateObject.sqf
     
    Change 
    _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; into
    _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object /*ZSC*/ , _object getVariable["bankMoney",0] /*ZSC*/ ]; C ) In your server_monitor.sqf ( NOTE: the " _intentory' variable can be called "_inventory" at your files, so change my code to that, if it's the case).
     
    Add
    /*ZSC*/ if( count (_intentory) > 3)then{ _object setVariable ["bankMoney", _intentory select 3, true]; }else{ _object setVariable ["bankMoney", 0, true]; }; /*ZSC*/ ABOVE
    if (_type in DZE_LockedStorage) then { // Fill variables with loot _object setVariable ["WeaponCargo", (_intentory select 0),true]; _object setVariable ["MagazineCargo", (_intentory select 1),true]; _object setVariable ["BackpackCargo", (_intentory select 2),true]; } else { D) in compiles/server_playerSync.sqf
     
    Change
    _playerGear = [weapons _character,_magazines];  into
    _playerGear = [weapons _character,_magazines, _character getVariable["cashMoney",0]];  NOTE:
     
    in the gold init i use a custom gearSet.sqf
    If u would have a custom one, it's defined in the ZSCinit.sqf. Only differnecy will be the top where it checks for the money in your gear sections.
     
     
    FAQ!
     
     
    I use a different instance/map to play one! What do i do?
     
    The only things that difference between maps where u need to worrie about is the server_traders.sqf. I included them for 4 maps, if your map is NOT in there u will have to change your original one.
    FAIR SIMPLE:
     
    1) Take your original server_traders
     
    2) Open one of mine
     
    3) Copy my categories with the correct numbes to your traders. You can choose also which traders sells what then ^^.
     
    4) Share your file to me so i can put it in the list
     
     
    Does it work with Overpoch(ins).
     
    Simple: Yes, Everything with epoch as base.
     
    Overwatch items or included in traders, remove the categories if you do not use them.
     
     
    Can i convert from the older system?
     
    You will have to revert your database to the default structure and maybe transfer money. Banks added to the players cash is the best solution.
     
    How do i see my money and bank?
     
    1 - Bank will not be visible cus their is none. You store money in storages like other items ( but in a different dialog). So the money can be accessed by anyone that has access to that storage.
    2- Money is visisble with a money icon on the right side of the screen. Feel free to add it to other places aswell.
     
    This will return your money:
    player getVariable["cashMoney",0]; Can I use it with database traders?
     
    No, this build is made for config traders. No support (Yet).
     
     
    Screenshots
     
     



     
     
     
     
     
     
    I probably will code this inthe default epoch code and send a merge request to Epoch Devs with an option to do 
    DZE_SingleCurrency = true/false; And if they accept it , it might be in 1.6 ^^
  3. Like
    Brody got a reaction from juandayz in Binocular Set Range Distance   
    What is this mod
    Its a mod that lets you setrange if you right click on a binocular and rangefinder (very easy you can even do it yourself) 
    Any issues plz tell
     
    You Need
    extra_rc.hpp 
    and a costum folder
     
    instal guide
    install link :  https://www.dropbox.com/sh/4szrw32dsuszhxk/AADnUQwQ27tEFNcpmQLYPaO7a?dl=0
    1. paste these lines in your extra_rc.hpp
     
    so it looks like this IF YOU DONT HAVE THE TEST IN HERE
     
    2. paste the file setview into your custom folder from the download (in your mission file
    yourinstance\custom
     
     
     
    dont know if i need to give somebody credits :D
       

     
  4. Like
    Brody reacted to juandayz in [RELEASE] XMAS TREE DEPLOYABLE 1.6   
    Fully Rewrited for this 2017 xmas. 
    MERRY XMAS EPOCH MOD!!!!!!
     
    1-Download from here: http://www.mediafire.com/file/6iax6nymsdnotva/xmas2017.rar
    2-Open your init.sqf 
    3-Open your custom variables.sqf
    4-Open fn_selfactions.sqf
    5-Open server_monitor.sqf
    6-Open Description.ext and into class sound add the xmas sound.. take a look in this example:
    7-INFISTAR
    8-BEFILTERS
     If u have some issues with battleyes open createvehicle.txt
     
  5. Like
    Brody reacted to Firefly in NWAF Military base   
    Something I am currently getting killed at in my own server. 
     
    Idea behind the base was an early outbreak fortified area based at the airfield complete with refugee area, medical area, barracks, HQ & Comms, Heli landing zone and a vehicle service area.
     
    Please make sure, if you plan to use it, to read the bullet notes below:
    Setup for static weapon emplacements, three on addon. These will kill and kick any who use them without appropriate modification of server files. If you do not want these please delete or comment out objects, 2576, 3837, 2193 and 3847.  At the end of the mission file is a number of spawn in loot boxes. These have a sample cargo used in a previous edit. Cargo can be changed by adding the appropriate class name. Please note if you use them as is, firing the Stinger will result in a kick. You will also need to add the ammo boxes to allowed objects or the server will delete them as part of clean up.  There are a large number of loot spawns in this area, high end military and medical so the boxes are not really needed. They are there to increase the bounty on my server as we tend to lose 4-10 briefcases worth of equipment at this location.  Originally I had planned only two entrances, however, Sarges AI failed to navigate the wall and would stack up against it. So other entrances were added. It should work without AI on populated server just for the loot spawns, plenty of cover, dark areas but good sight lines and ambush potential. For night time it is lit up by ground lights placed at most area entrances and road junctions. These give out enough light for people without NVG to navigate but not enough to blind people with NVG.
     
    To install place the mission file in the required folder, NWAF.SQF, and add this at the end of your Ini file:
    [] ExecVM "*_*\NWAF.sqf"; Where *_* is the folder name where you have placed the file. PBO the mission file back up and upload to your server. 
     
    Mission file can be found here: https://www.dropbox.com/s/syvaenz7fgsn1gz/NWAF.rar
     

  6. Like
    Brody reacted to Antichrist in Custom NWAF military compound   
    This is my custom made Military/Industrial compound located on NWAF , functional and provides everything you might need when you come across it regardless if it's day or night in chernarus.
     
    Features:
    Functional street lights within the compound Refueling station inside the compound Refueling stations for planes on south side of the runway 10 Barracks Firestation Industrials Hospital No grass inside  
    Images: http://imgur.com/a/0f4Nl
  7. Like
    Brody reacted to blackwiddow in [RELEASE] Ixxo's Chernarus Enhancements - Balota   
    Hi again!

    Once again, this has been done many times before, but I feel like my Balota is different from what other people have created and as such I wanted to share it with you guys.

    I have tried to bring some elements of Standalone over to the mod, in terms of graphical enhancements with my areas. Balota was the first area I decided to rework after having seen what it looked like in Standalone.
    Don't worry, I'm not trying to sell Standalone, but some things they have done are nice and perhaps I can bring some of that over to the mod!

    As usual, my areas won't have crazy barracks and weird buildings placed everywhere.
    I have surrounded the entire airfield with a wall/fence and added some military loot areas and a few areas of interest. The runway also has lights so it will look good on servers with night enabled!
     
    I have updated the file with a new industrial area just south of the airstrip near the dock there. This will add some anti-sniper spots for those annoying fire station campers!
     
    It is entirely optional, so remove the section AFTER the update marker in the .sqf if you do not want to have the addition!
     
    If you DO however use it and want to use the optional building that is enterable please remember to add "warehouse" to your AddOns section in your mission.sqm to stop that annoying error!
     
    The unenterable version which causes no errors is the default one used in the .sqf file.

    Link to the .sqf file
    https://github.com/IanHardy/ChernarusBuildings/blob/master/balota.sqf

    Screenshots of the area
    http://imgur.com/a/oUI5L
     
    ----------------------------------------------------------------------------
    More areas from my 'Chernarus Enhancements' series:
     
    Kamenka - 
    NEAF + Krasnostav - 
    NWAF - 
    Vybor - 
    Zelenogorsk + 3 Army Bases - 
  8. Like
    Brody reacted to Bexs in [RELEASE] Bexs Bunker Trader   
    I finally got my bunker working on 1.0.4.2 so I want to release it now.  

     
     
    Start with mission.pbo (dayz_private_1.epoch.chernarus.pbo)
    1. Put this in your mission.sqm in the class Vehicles (I am not sure why, but for me it don´t work to put the infoboards in server.pbo, so we do it in the mission.pbo, just look at the example mission.sqm)
    class Vehicles { items=2; class Item0 { position[]={8849.4346,3.0517578e-005,2839.7505}; azimut=-75.421852; id=102; side="EMPTY"; vehicle="Infostand_1_EP1"; skill=1; }; class Item1 { position[]={207.03339,0,12869.144}; azimut=61.23473; id=101; side="EMPTY"; vehicle="Infostand_2_EP1"; skill=1; }; }; 2. Put this in your fn_selfActions.sqf (if you don´t have a custom one you need to make one) under this line:
    _canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder);
    //################################# Bexs Bunker ########################################## if ( cursorTarget isKindOf "Infostand_1_EP1" && (player distance cursorTarget) < 2 ) then { if (s_player_bunker < 0) then { s_player_bunker = player addaction[("<t color="#0000ff"">" + ("Go in Bunker") +"</t>"),"bunker\bunkerin.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_bunker; s_player_bunker = -1; }; if ( cursorTarget isKindOf "Infostand_2_EP1" && (player distance cursorTarget) < 2 ) then { if (s_player_bunkero < 0) then { s_player_bunkero = player addaction[("<t color="#0000ff"">" + ("Let me out!") +"</t>"),"bunker\bunkerout.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_bunkero; s_player_bunkero = -1; }; //########################### Bexs Bunker stop ############################################ 3. Put the Bunker folder in your mission.pbo
     
    4. Now we edit the server_trader.sqf
    Put this in the first line after the last trader
    ,"BAF_Soldier_Officer_MTP","BAF_Soldier_SniperH_MTP"  
    my whole line looks like this: serverTraders = ["Tanny_PMC","Drake","BAF_Soldier_AAR_DDPM","US_Delta_Force_AR_EP1","US_Delta_Force_Medic_EP1","Soldier_MG_PKM_PMC","Soldier_MG_PMC","UN_CDF_Soldier_Crew_EP1","GUE_Soldier_1", "Soldier_Sniper_PMC","UN_CDF_Soldier_Pilot_EP1","GUE_Soldier_3","BAF_Soldier_EN_MTP","UN_CDF_Soldier_Pilot_EP1","GUE_Worker2","Herrera_Light","Soldier_MG_PKM_PMC","Soldier_MG_PMC", "GUE_Soldier_CO","RU_Damsel4","FR_Sykes","GUE_Villager4","TK_GUE_Warlord_EP1","GUE_Commander","GUE_Soldier_2","TK_GUE_Soldier_5_EP1","CIV_EuroWoman02_EP1","Dr_Annie_Baker_EP1", "GUE_Soldier_Crew","Citizen3_EP1","ibr_lingorman6","ibr_lingorman6s","TK_CIV_Woman02_EP1","Damsel3","US_Delta_Force_Undercover_Takistani06_EP1", "BAF_Soldier_Officer_MTP","BAF_Soldier_SniperH_MTP"]; and add this at the bottom (you need to transalte it)
    // Bunker menu_BAF_Soldier_Officer_MTP = [ [["Extra Food",694],["Währung",700]], [], "neutral" ]; // Bunker menu_BAF_Soldier_SniperH_MTP = [ [["Waffen",701],["Munition",702]], [], "neutral" ]; dayz_server.pbo
    1. open server_functions.sqf and add at the bottom this:
    [] execVM "\z\addons\dayz_server\buildings\bunker.sqf";
    now put the buildings folder in the server.pbo
     
    now the Traders are ready you can edit your database so they sell thinks, or you use my database extras:
    INSERT INTO `Traders_DATA` (`id`, `item`, `qty`, `buy`, `sell`, `order`, `tid`, `afile`) VALUES (7662, '["FoodCanBadguy",1]', 111, '[1,"ItemGoldBar",1]', '[2,"ItemSilverBar10oz",1]', 0, 694, 'trade_items'), (7663, '["FoodCanCorn",1]', 110, '[1,"ItemGoldBar",1]', '[2,"ItemSilverBar10oz",1]', 0, 694, 'trade_items'), (7664, '["FoodCanCurgon",1]', 111, '[1,"ItemGoldBar",1]', '[2,"ItemSilverBar10oz",1]', 0, 694, 'trade_items'), (7665, '["FoodCanDemon",1]', 110, '[1,"ItemGoldBar",1]', '[2,"ItemSilverBar10oz",1]', 0, 694, 'trade_items'), (7666, '["FoodCanFraggleos",1]', 110, '[1,"ItemGoldBar",1]', '[2,"ItemSilverBar10oz",1]', 0, 694, 'trade_items'), (7667, '["FoodCanHerpy",1]', 110, '[1,"ItemGoldBar",1]', '[2,"ItemSilverBar10oz",1]', 0, 694, 'trade_items'), (7668, '["FoodCanDerpy",1]', 100, '[1,"ItemGoldBar",1]', '[2,"ItemSilverBar10oz",1]', 0, 694, 'trade_items'), (7669, '["FoodCanTylers",1]', 110, '[1,"ItemGoldBar",1]', '[2,"ItemSilverBar10oz",1]', 0, 694, 'trade_items'), (7670, '["ItemSodaClays",1]', 110, '[1,"ItemGoldBar",1]', '[2,"ItemSilverBar10oz",1]', 0, 694, 'trade_items'), (7671, '["ItemSodaSmasht",1]', 118, '[1,"ItemGoldBar",1]', '[2,"ItemSilverBar10oz",1]', 0, 694, 'trade_items'), (7672, '["ItemSodaDrwaste",1]', 106, '[1,"ItemGoldBar",1]', '[2,"ItemSilverBar10oz",1]', 0, 694, 'trade_items'), (7673, '["ItemSodaLemonade",1]', 110, '[1,"ItemGoldBar",1]', '[2,"ItemSilverBar10oz",1]', 0, 694, 'trade_items'), (7674, '["ItemSodaLvg",1]', 110, '[1,"ItemGoldBar",1]', '[2,"ItemSilverBar10oz",1]', 0, 694, 'trade_items'), (7675, '["ItemSodaMzly",1]', 101, '[1,"ItemGoldBar",1]', '[2,"ItemSilverBar10oz",1]', 0, 694, 'trade_items'), (7676, '["ItemSodaRabbit",1]', 105, '[3,"ItemGoldBar",1]', '[2,"ItemSilverBar10oz",1]', 0, 694, 'trade_items'), (7677, '["ItemSodaMtngreen",1]', 105, '[3,"ItemGoldBar",1]', '[2,"ItemSilverBar10oz",1]', 0, 694, 'trade_items'), (7691, '["ItemTopaz",1]', 276, '[2,"ItemBriefcase100oz",1]', '[1,"ItemBriefcase100oz",1]', 0, 700, 'trade_items_old'), (7692, '["ItemCitrine",1]', 275, '[2,"ItemTopaz",1]', '[1,"ItemTopaz",1]', 0, 700, 'trade_items_old'), (7693, '["ItemAmethyst",1]', 266, '[2,"ItemCitrine",1]', '[1,"ItemCitrine",1]', 0, 700, 'trade_items_old'), (7694, '["ItemEmerald",1]', 263, '[2,"ItemAmethyst",1]', '[1,"ItemAmethyst",1]', 0, 700, 'trade_items_old'), (7695, '["ItemObsidian",1]', 254, '[2,"ItemEmerald",1]', '[1,"ItemEmerald",1]', 0, 700, 'trade_items_old'), (7696, '["ItemRuby",1]', 253, '[2,"ItemObsidian",1]', '[1,"ItemObsidian",1]', 0, 700, 'trade_items_old'), (7695, '["BAF_AS50_scoped",1]', 254, '[4,"ItemRuby",1]', '[1,"ItemRuby",1]', 0, 701, 'trade_weapons_old'), (7696, '["DMR",1]', 254, '[5,"ItemGoldBar10oz",1]', '[1,"ItemGoldBar10oz",1]', 0, 701, 'trade_weapons'), (7697, '["5Rnd_127x99_as50",1]', 254, '[5,"ItemGoldBar",1]', '[1,"ItemGoldBar",1]', 0, 702, 'trade_items'), (7698, '["20Rnd_762x51_DMR",1]', 254, '[3,"ItemSilverBar10oz",1]', '[5,"ItemSilverBar",1]', 0, 702, 'trade_items'); If you want to marke the entrance make a marker.sqf and call it in the init.sqf
    //bunker _bunker = createMarker ["_bunker ", [8849.4346, 2839.7505]]; _bunker setMarkerText "Bunker-Trader"; _bunker setMarkerType "mil_dot"; _bunker setMarkerColor "ColorBlack"; _bunker = _bunker ; examples are included (but don´t use them, just look at them when you are not sure where to put everything)
     
    Sorry for my bad english, if you have any problems just ask me for support and I try my best to help.
     
    I hope you enjoy it :)
     
     
    Download
     
     
    /applications/core/interface/file/attachment.php?id=436">Bunker.zip
    Bunker.zip
  9. Like
    Brody reacted to BigEgg in [Release] Mogilevka Military Base   
    Hey everyone! Recently, I have been making some new map additions for my community and I decided that I would release this military base.
    It features:
    6 Barracks
    1 Aircraft Control Tower
    3 Medical Tents
     
    I like a simplistic look so if you are like me, you will love this addon!
    The base is located near Mogilevka, hence the name Mogilevka Military Base.
     
    Pics: Mogilevka Base
     
    File:
     
    Marker (make sure you change the class item # to the appropriate # for your mission.sqm):
    class Item15 { position[]={7769.396,0,4485.5698}; name="MogilivikaBase"; text="Mogilevka Base"; type="Depot"; colorName="ColorBlack"; };  
  10. Like
    Brody reacted to Ricardo in [RELEASE] NWAF Base, NEAF, Checkpoints and Stary Trader   
    Hello Everyone,
     
    I made some additions to my server awhile ago, since i locked it (no time to admin) i thought i would share them to everyone.
     
    My additions include a NorthWest base at the end of the Airfield, a new NorthEast Airfield, Checkpoints around the map and finally a new look to Stary Trader.
     
    Hope you enjoy! ;)
     
    NOTE!!!
     
    If you get errors on your server when you join, simply just copy this code to your "mission.sqm" located on your mission folder.
     
    Add this code to the bottom of "addOns" section:
    "mbg_buildings_3", "mbg_killhouses", "mbg_african_buildings" --------------------------------------------------------------------------------------------------------------------------
    NorthWest Airfield Base
    https://mega.co.nz/#!xVtQRSaT!4P5nLQS7mzIUvqxhMOqROc2DnBbD7qmgbm9fppSVc8E
     
    Pictures
    http://imgur.com/a/EsiHI#0
    --------------------------------------------------------------------------------------------------------------------------
     
    NorthEast Airfield
    https://mega.co.nz/#!MYkCyJoL!Rb7aqWliSuVtHvBZXf3BFXrEK3ZWcU6bkkNh0eGfLkQ
     
    Pictures
    http://imgur.com/a/A54VO#0
    --------------------------------------------------------------------------------------------------------------------------
     
    Checkpoints
    https://mega.co.nz/#!oYlxiIrb!-bY98PnmN6pTclygYkzKx72cmcSQXPW7Gtg2sheaEzk
     
    Pictures
    http://imgur.com/a/A0vIM#8
    --------------------------------------------------------------------------------------------------------------------------
     
    Stary Trader
    https://mega.co.nz/#!kQ902JQY!M3WqrQbelewcbC92eZhIQw4v1xLMnqOd-nMjHMDjLHA
     
    Pictures
    http://imgur.com/a/dQDLa#0
     
     
    How to install:
     
    Unpack your dayz_server.pbo
     
    Add the following code to the bottom of your server_functions.sqf  located at:
    dayz_server\init\server_functions.sqf
    execVM "\z\addons\dayz_server\buildings\checkpoints.sqf"; execVM "\z\addons\dayz_server\buildings\traderstary.sqf"; execVM "\z\addons\dayz_server\buildings\nwafbase.sqf"; execVM "\z\addons\dayz_server\buildings\neaf.sqf"; Crate a folder on your dayz_server.pbo and name it "buildings".
    Copy all the files you just downloaded into that folder.
     
    Repack and Upload your dayz_server.pbo
  11. Like
    Brody reacted to Thatch in [Release] NWAF Military Base   
    Hey folks, I really didn't like how empty the Northwest Airfield was, so one night I decided to attempt to remedy that. The end result is what you see here :)
    It still has a lot of empty space, so I might decide to continue working on it, but for now I'm pretty happy with the end result
     
    Screenshots
    http://imgur.com/a/4qBQm
     
    Required files
    https://github.com/MrThatch/Epoch/blob/master/nwafbase.sqf
     
    Installation Instructions
    1. Download and unpack your server.pbo if necessary
    2. Create a folder called buildings in the root of it.
    3. Now place the nwafbase.sqf you fetched from the above link into that folder
    4. Add the following line to the very bottom of server_functions.sqf in the init folder of your server.pbo
    execVM "\z\addons\dayz_server\buildings\nwafbase.sqf"; //Northwest Airfield Military Base 5. Now repack and upload your server.pbo where applicable
     
     
    I hope you like it! And any feedback / criticism is more than welcome
     
     
     
    My other work:


  12. Like
    Brody reacted to leegreaves in NEAF   
    Have been adding a few extra areas to my server to make things a bit more interesting. i've added quite a few areas now onto the map using custom bases/buildings in this section. I got to the NEAF and found a couple of custom files that I liked BUT as we all know add them all in and you get buildings etc that overlap and just look a right mess. So what I decided was to try and combine 3 NEAF files together and use the best bits out of each of them. I'll admit that I stripped down quite a lot but hopefully I kept the best parts that characterise the airfield. Ive also added some tweaks of my own in with the mix and think I've got a nice combination out of them all. Credit has to go to etaCarinae aka denmark for dk_NEAF, Ian Hardy (Ixxo, blackwidow) for his North East Airfield. I only tried to add to this and complement their existing hard work on making a great looking airfield.
     
    IF anyone wants the biedi file for this addon so that they can modify or improve upon it, then just give me a shout on here and i will attach it by reply. All I ask of you is that you Just make sure that credit is given to myself, etaCarinae and Ian Hardy if you change or add anything to it.
     
    Im still in process of adding to this addon as there are small parts of the airfield I feel that can still be enhanced further. So lets call this V1.0 of my idea of the NEAF.
     
    Ive made a slight change to the file as noticed that it WAS loading as I had a diag_log at bottom on my server to show it loading in my rpt but for some reason it was hanging on my server authentication...so instead of having _vehicle numbered from 0 (zero) upwards I had it number up from 1 (one). Also if you find you are having this issue I also made sure that my "map_eu" was futher up the line in the addons section at the start of your mission.sqf file in your mission pbo.
     
    http://imgur.com/W7rQngU
    http://imgur.com/bd0YLd8
    http://imgur.com/H55vpt9
    http://imgur.com/ZbnW29A
    http://imgur.com/Gd9n9Jm
     
  13. Like
    Brody got a reaction from juandayz in Epoch 1.0.6   
    could you help me with my server cus i just cant figure out anything it takes time i dont have
  14. Like
    Brody got a reaction from juandayz in [Release] 2.1 Plot Management - UPDATED Object Counter   
    thank you very much man 
  15. Like
    Brody reacted to juandayz in [Release] 2.1 Plot Management - UPDATED Object Counter   
    step 6 do not need chhanges... for step 7 you need go back to step 5. see:
    Zupa´s say : "Remember to change the paths to any files you've moved to your mission folder!"
    thats means you need copy from  @Dayz_Epoch\addons\dayz_code\actions\ this files:
    onces you make this copy and paste into for example : MPMISSIONS\YOUR INSTANCE\plotManagement\
    go to your Custom fn_selfActions.sqf and find :
     
     

    to change paths like  lines in blue:
    for player_build.sqf   if u have snap pro, you have this call in your CUSTOM compiles.sqf
    player_build = compile preprocessFileLineNumbers "custom\snap_pro\player_build.sqf"; ***if u dont have snap pro, then copy and paste a player_build from  @Dayz_Epoch\addons\dayz_code\actions\ in "plotManagement" folder and into your custom compiles.sqf paste this lines in blue.
    now u can do it the step 7
    **for step 7: this chnges goes into the recent copied and pasted files. for this example the files are located into plotManagement folder-
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