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Drokz

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  1. Like
    Drokz got a reaction from natoed in Have Drones spawn Sappers   
    Works perfect now! Good job mate :)
  2. Like
    Drokz got a reaction from vbawol in epoch server   
    Have you installed the map and loaded it to ur mods?
     
    http://www.armaholic.com/page.php?id=28882
     
    Its no preinstalled map so you need to add it
  3. Like
    Drokz reacted to He-Man in Have Drones spawn Sappers   
    You can try to replace "/epoch_code/compile/EPOCH_supportCopter.sqf" with this file:
    http://pastebin.com/7sZYiFgA
    http://pastebin.com/btVCXnDB
    Then you can add in your cfgepochclient Sappers or AI.
    If the Script identify "Epoch_Sapper_F" or "Epoch_SapperB_F" in the class name, the correct sapper brain will be loaded.
     
    I have not tested it, just a try...
  4. Like
    Drokz got a reaction from ChiefofJustice in [Release] Sector Addon 0.5.0 - Framework for StaticMission (Millitarize area, Taviana Sector B) rewiten august 2015   
    Yea just create a case for tanoa. You can see an example for altis in there already.
    You can also define the group sizes. Also dont forget to place the lootbox in the case.
    But it seems that only the snipers and normal AIs are working so no vehicles and static hmgs or gmgs spawning in. At least they dont for me.
     
  5. Like
    Drokz reacted to bruiser in Take all button   
    Does anyone know of a good script for the take all feature in the inventory when you loot or pickup items from the ground or vehicles?
  6. Like
    Drokz reacted to Kenobi in [Release] Lootspawner, configurable building loot system   
    In specified category, doubling items is the only way to do this.
  7. Like
    Drokz reacted to Kenobi in [Release] Lootspawner, configurable building loot system   
    Optics must be in lootItem_list = [
  8. Like
    Drokz reacted to natoed in [Release] Lootspawner, configurable building loot system   
    you need to change your LSlootLists.sqf for the way you have scopes spawning. see below
    //here place magazines, weaponattachments and bodyitems(ex.: ItemGPS, ItemMap, Medikit, FirstAidKit, Binoculars, ...) //used with addMagazineCargoGlobal //"lootMagazine_list" array of [class, [magazinelist]] // class : 0-civil, 1-military, ... (add more as you wish) // magazinelist: list of magazine class names  
    scopes shouldn't be in the lootWeapon_list of the LSlootLists.sqf
    they must be add in the the lootMagazine_list of your LSlootLists.sqf
    cheers
    natoed
     
     
  9. Like
    Drokz reacted to natoed in [Release] Lootspawner, configurable building loot system   
    trolled back over the posts, this one is fuckn great
     
     
  10. Like
    Drokz got a reaction from TuBz in Import Redis DB   
    Fixed, had to set instanceid in epochserver.ini from 1 to NA123 if anybody else will ever have the same prob...
  11. Like
    Drokz reacted to rvg?! in Dayz style heli crash sites   
    We rewrote Richies script some time ago when the ammo bug came up.
    Might be usefull for some of you.
    //################################################# //### UKGZ 2016 by rvg?! & TheStainlessSteelRat ### //################################################# rms_crashsite_amount = [8,15]; // Amount of crashsites rms_crashsite_loot_amount = [2,5]; // Amount of lootpiles close to each crashsite rms_wrecks = ["Land_Wreck_BMP2_F","Land_Wreck_BRDM2_F","Land_Wreck_HMMWV_F","Land_Wreck_Skodovka_F","Land_Wreck_CarDismantled_F","Land_Wreck_Truck_F","Land_Wreck_Car2_F", "Land_Wreck_Car_F","Land_Wreck_Car3_F","Land_Wreck_Hunter_F","Land_Wreck_Offroad_F","Land_Wreck_Offroad2_F","Land_Wreck_UAZ_F","Land_Wreck_Truck_dropside_F", "Land_Wreck_Van_F","Land_Wreck_Heli_Attack_01_F"]; rms_guns = ["ruger_pistol_epoch","ruger_pistol_epoch_snds_F","ruger_pistol_epoch_pointer_F","1911_pistol_epoch","hgun_ACPC2_F","hgun_ACPC2_snds_F","hgun_P07_F", "hgun_P07_snds_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_01_snds_F","hgun_Pistol_heavy_01_MRD_F","hgun_Pistol_heavy_02_F","hgun_Pistol_heavy_02_Yorris_F", "hgun_Rook40_F","hgun_Rook40_snds_F","hgun_Pistol_Signal_F","hgun_P07_khk_F","hgun_Pistol_01_F","Hatchet","CrudeHatchet","MultiGun", "arifle_Mk20_F","arifle_Mk20_plain_F","arifle_Mk20C_F","arifle_Mk20C_plain_F","arifle_Mk20_GL_F","arifle_Mk20_GL_plain_F","arifle_Mk20C_ACO_F","arifle_Mk20C_ACO_pointer_F", "arifle_Mk20_pointer_F","arifle_Mk20_Holo_F","arifle_Mk20_ACO_F","arifle_Mk20_ACO_pointer_F","arifle_Mk20_MRCO_F","arifle_Mk20_MRCO_plain_F","arifle_Mk20_MRCO_pointer_F", "arifle_Mk20_GL_MRCO_pointer_F","arifle_Mk20_GL_ACO_F","arifle_SDAR_F","arifle_TRG21_F","arifle_TRG20_F","arifle_TRG21_GL_F","arifle_TRG20_Holo_F","arifle_TRG20_ACO_pointer_F", "arifle_TRG20_ACO_Flash_F","arifle_TRG20_ACO_F","arifle_TRG21_ACO_pointer_F","arifle_TRG21_ARCO_pointer_F","arifle_TRG21_MRCO_F","arifle_TRG21_GL_MRCO_F", "arifle_TRG21_GL_ACO_pointer_F","hgun_PDW2000_F","hgun_PDW2000_snds_F","hgun_PDW2000_Holo_F","hgun_PDW2000_Holo_snds_F","SMG_01_F","SMG_01_Holo_F","SMG_01_Holo_pointer_snds_F", "SMG_01_ACO_F","SMG_02_F","SMG_02_ACO_F","SMG_02_ARCO_pointg_F","m4a3_EPOCH","m16_EPOCH","m16Red_EPOCH","m249_EPOCH","m249Tan_EPOCH","LMG_03_F","arifle_AKS_F","arifle_CTAR_blk_F", "arifle_CTAR_hex_F","arifle_CTAR_ghex_F","arifle_CTAR_GL_blk_F","arifle_CTAR_GL_hex_F","arifle_CTAR_GL_ghex_F","arifle_CTAR_blk_ACO_Pointer_F","arifle_CTAR_blk_Pointer_F", "arifle_CTAR_blk_ACO_F","arifle_CTAR_GL_blk_ACO_F","arifle_CTAR_blk_ARCO_Pointer_F","arifle_CTAR_blk_ACO_Pointer_Snds_F","arifle_CTAR_GL_blk_ACO_Pointer_Snds_F","arifle_CTAR_blk_ARCO_Pointer_Snds_F", "arifle_CTAR_blk_ARCO_F","arifle_CTARS_blk_F","arifle_CTARS_hex_F","arifle_CTARS_ghex_F","arifle_CTARS_blk_Pointer_F","arifle_SPAR_01_blk_F","arifle_SPAR_01_khk_F", "arifle_SPAR_01_snd_F","arifle_SPAR_01_GL_blk_F","arifle_SPAR_01_GL_khk_F","arifle_SPAR_01_GL_snd_F","arifle_SPAR_02_blk_F","arifle_SPAR_02_khk_F","arifle_SPAR_02_snd_F", "SMG_05_F","ChainSaw","ChainSawB","ChainSawG","ChainSawP","ChainSawR","l85a2_epoch","l85a2_ris_epoch","l85a2_ris_ng_epoch","l85a2_pink_epoch","l85a2_ugl_epoch", "LMG_Mk200_F","LMG_Mk200_MRCO_F","LMG_Mk200_pointer_F","arifle_Katiba_F","arifle_Katiba_C_F","arifle_Katiba_GL_F","arifle_Katiba_C_ACO_pointer_F","arifle_Katiba_C_ACO_F", "arifle_Katiba_ACO_F","arifle_Katiba_pointer_F","arifle_Katiba_ACO_pointer_F","arifle_Katiba_ARCO_F","arifle_Katiba_ARCO_pointer_F","arifle_Katiba_GL_ACO_F", "arifle_Katiba_GL_ARCO_pointer_F","arifle_Katiba_GL_ACO_pointer_F","arifle_Katiba_GL_Nstalker_pointer_F","arifle_Katiba_GL_ACO_pointer_snds_F", "arifle_Katiba_C_ACO_pointer_snds_F","arifle_Katiba_ACO_pointer_snds_F","arifle_Katiba_ARCO_pointer_snds_F","arifle_MXC_F","arifle_MX_F","arifle_MX_GL_F", "arifle_MX_SW_F","arifle_MXM_F","arifle_MX_pointer_F","arifle_MX_Holo_pointer_F","arifle_MX_Hamr_pointer_F","arifle_MX_ACO_pointer_F","arifle_MX_ACO_F", "arifle_MX_GL_ACO_F","arifle_MX_GL_ACO_pointer_F","arifle_MX_GL_Hamr_pointer_F","arifle_MXC_Holo_F","arifle_MXC_Holo_pointer_F","arifle_MX_SW_pointer_F", "arifle_MX_SW_Hamr_pointer_F","arifle_MXM_Hamr_pointer_F","arifle_MXC_ACO_F","arifle_MXC_Holo_pointer_snds_F","arifle_MXC_SOS_point_snds_F", "arifle_MXC_ACO_pointer_snds_F","arifle_MXC_ACO_pointer_F","arifle_MX_ACO_pointer_snds_F","arifle_MX_RCO_pointer_snds_F","arifle_MX_GL_Holo_pointer_snds_F", "arifle_MXM_SOS_pointer_F","arifle_MXM_RCO_pointer_snds_F","arifle_MXM_DMS_F","arifle_MXC_Black_F","arifle_MX_Black_F","arifle_MX_GL_Black_F", "arifle_MX_SW_Black_F","arifle_MXM_Black_F","arifle_MX_GL_Black_Hamr_pointer_F","arifle_MX_Black_Hamr_pointer_F","arifle_MX_SW_Black_Hamr_pointer_F", "LMG_Mk200_LP_BI_F","LMG_Mk200_BI_F"]; fn_rnd_num = { _low = _this select 0; _high = _this select 1; _calc = _high - _low; _rnd_num = round(random _calc) + _low; _rnd_num }; _size = getNumber (configFile >> "CfgWorlds" >> worldName >> "MapSize"); rms_mapcenter_pos = [_size/2,_size/2,0]; _crash_amount = rms_crashsite_amount call fn_rnd_num; for "_crashsites" from 1 to _crash_amount do { _loot_amount = rms_crashsite_loot_amount call fn_rnd_num; _crashpos = [rms_mapcenter_pos, 100, 15000,15,0,30,0] call BIS_fnc_findSafePos; rms_wrecks call BIS_fnc_arrayshuffle; _crashObj = rms_wrecks call BIS_fnc_SelectRandom; _crashObj_final = _crashObj createVehicle _crashpos; _fire = "test_EmptyObjectForFireBig" createVehicle _crashpos; _fire attachto [_crashObj_final, [0,0,-1]]; _crashObj_final setVariable ["LAST_CHECK", (diag_tickTime + 14400)]; for "_crashloot" from 1 to _loot_amount do { _lootpos = [_crashpos,2,10,0,0,30,0] call BIS_fnc_findSafePos; _crate0 = createVehicle ["groundWeaponHolder", _lootpos, [], 0, "can_collide"]; rms_guns call BIS_fnc_arrayshuffle; _lootObj = rms_guns call BIS_fnc_SelectRandom; _ammo = getarray(configFile >> "cfgWeapons" >> _lootObj >> "magazines" ); _crate0 addItemCargoGlobal [_lootobj, 1]; _crate0 addItemCargoGlobal [_ammo select 0, 3]; _crate0 setVariable ["LAST_CHECK", (diag_tickTime + 14400)]; }; diag_log format ["[RMS] Crashsite at %1 with %2 lootpiles ",_crashpos,_loot_amount]; };  
  12. Like
    Drokz reacted to Toby77 in Simple Player Marker   
    So i wanted to share a script that make's players navigate a bit easier.
    I do not know who created this script its been out there for awhile otherwise i would've share'd his Credits for making this.
    In your init.sqf :
    // Player Location execVM "marker.sqf"; Create a file called marker.sqf and paste this code into it:
    if(hasInterface)then{ [] spawn { waitUntil{uiSleep 0.2;!isNil "EPOCH_playerEnergyMax"}; //wait for player to load _playerPos = createMarkerLocal ["PlayerPOS", position player]; //create marker "PlayerPOS" setMarkerTextLocal ""; // Player marker text eg: You "PlayerPOS" setMarkerTypeLocal "Select"; // Player Marker icon "PlayerPOS" setMarkerColorLocal "ColorBlack"; while{true}do{ waitUntil {uiSleep 0.2;visibleMap}; //update marker only while map is open "PlayerPOS" setMarkerPosLocal position player; }; }; }; Now paste both .sqf files into your mission.pbo.
    I can't remember wich BE filters i added to prevent kicking, But if you need help paste your BE kicks here.
     

  13. Like
    Drokz reacted to Richie in Chernarus Winter   
    Just use the Chernarus mission files but substitute chernarus for the chernarus winter name in all mentions, it's the same map after all.
  14. Like
    Drokz reacted to natoed in Dayz style heli crash sites   
    something got changed/broken due to A3 updates I think, the only workaround is to put ammo in the loot list, scroll a couple post up.
    Its hit and miss as to weapons and ammo that spawn, keeps it interesting thou.
    also if running A3EAI try second_comings AI @ crashsites.
    the code in the spoiler get inserted between
    _posOfCrash = [_spawnCenter,_min,_max,_mindist,_water,20,_shoremode] call BIS_fnc_findSafePos; // find a random loc insert here //Infantry spawns using the A3EAI thx second_coming _helicopters = ["Land_UWreck_MV22_F","Land_Wreck_Hunter_F","Land_Wreck_Plane_Transport_01_F","Land_Wreck_Offroad_F","Land_Wreck_BRDM2_F"]; //Add Heli classnames here  
    hope this helps.
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