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Posts posted by Schalldampfer
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WAI seems not to avoid players.
I added this in find_position.sqf:
Spoiler
{//check player pos
if ((_position distance _x) < wai_avoid_players) then {_validspot = false;};
} forEach playableUnits; -
This script creates name tag on screen and on map for everyone (else than yourself and your group members) in the server.
In vanilla DZE, You can see the marker of your position by setting
dayz_markSelf = 2;
and the markers and name tags of your group members by
dayz_markGroup = 1;
, and you can see name tag of other people when you aim him properly (and maybe, you need to DETECT him) - sometime not working and "blue on bllue" happens in a PvE server.
I don't know how to "always" show name tags for other people in the server, so I have created thisEdit 2017/5/12: New version which shows EVERY player - old script shows only team leaders
Install:
1.Create DayZ_Epoch_11.Chernarus\Custom\showplayer.sqf which includes below;
Spoilerprivate ["_isDisplay","_hasGPS","_hasRadio","_vehname","_index","_players","_count","_unitGroup","_isLeader","_veh","_inVeh","_distance"];
disableSerialization;if (isDedicated) exitWith {};
while {!(player getVariable ["DZE_display_name", false])} do {sleep 5;};
_players = [];
_count = 0;
setGroupIconsVisible [false,true];while {true} do {
//delete marker
for "_index" from 0 to (_count - 1) do {
deleteMarkerLocal format["playerMarker%1",_index];
};
{clearGroupIcons group _x;} forEach _players;//initialize
_isDisplay = player getVariable ["DZE_display_name", false];
_hasGPS = ("ItemGPS" in items player) || (dayz_markGroup == 1);
_hasRadio = ("ItemRadio" in items player) || !dayz_requireRadio;
_count = 0;
_players = [];if (_isDisplay && _hasRadio && _hasGPS) then {
//set player list
{
if ((alive _x) && !(_x in (units group player)) && (effectiveCommander (vehicle _x) == _x) && !(_x in _players)) then {
_players set [count _players,_x];
};
} forEach playableUnits;
_count = count _players;//create marker
{
//initialize
_veh = vehicle _x;
_unitGroup = group _x;
_inVeh = (_veh == _x);
_isLeader = (_x == leader _unitGroup);
_distance = player distance _x;
// Set group name
if (_inVeh) then {
_vehname = name _x;
} else {
// Get vehicle name
_vehname = gettext (configFile >> 'CfgVehicles' >> (typeof _veh) >> 'displayName');
// Get crew names
{
_vehname = _vehname + ", " + (name _x);
} forEach (crew _veh);
};
_vehname = format ["[%1]@%2m",_vehname,round(_distance)];// Add Marker
_marker = createMarkerLocal [format["playerMarker%1",_forEachIndex],getpos _x];
if (_inVeh) then {
_marker setMarkerTypeLocal "b_inf";
if (_isLeader) then {
_unitGroup addGroupIcon ["b_inf"];
};
} else {
_marker setMarkerTypeLocal "b_motor_inf";
if (_isLeader) then {
_unitGroup addGroupIcon ["b_motor_inf"];
};
};
_marker setMarkerTextLocal _vehname;
_marker setMarkerColorLocal "ColorGreen";
if (_isLeader) then {
_unitGroup setGroupIconParams [[0,1,0,1], _vehname, 0.35, (_distance < DZE_HumanityTargetDistance)];
};
} forEach _players;
};sleep 5;
};
2. in the bottom (or, maybe, in the if (!isDedicated) then { *** }; section) of DayZ_Epoch_11.Chernarus\init.sqf, add
Spoiler//Player tag
[] execVM "Custom\showplayer.sqf";and also in init.sqf,
DZE_NameTags must be 1 or 2(and select "Display Name (Yes)" in game) to use this script.
You need to have a Radio and a GPS.Optional:
dayz_markGroup = 1; makes the script not to require a GPS.
dayz_requireRadio = false; makes the script not to require a Radio.This script is based on ESPplayer of Admin tool
SpoilerOn 2/19/2014 at 10:52 AM, NoxSicarius said:NOTICE For those who want to use this in 1.0.6
The tools are partially updated for the new release. Most features are working so far and it can be downloaded from here (follow the readme for install): https://github.com/noxsicarius/Epoch-Admin-Tools/tree/TestBranch
IMPORTANT:
Under NO circumstances should you download this tool from a different source. I have been notified of numerous virus downloads listed as my work (usually second page of google and farther). I have petitioned to have all of the ones I know of blacklisted and have sent virus profiles to all major antivirus companies. If you find a .exe in any work claiming to be mine, it is a virus and should be shredded.
Please only download from MY github link or the links in this post.
My github repo will NEVER be removed and if I leave the project and someone wishes to take over, they will be given rights to the repo.
Features:
For help with Administration:- Multiple Admin levels
- Spectate players
- "Display code" for locked vaults/doors
- "Create key" for vehicles with lost keys
- Force lock and unlock vehicles without keys
- Base Destruction - Destroy all buildables/vehicles within a customizable radius
- Spawnable crates with weapons, items, and supplies
- Spawn locked or temporary vehicles via the menu or a custom-made graphical vehicle menu (screenshot)
Other features:
- Godmode
- Teleport self (or others to you)
- Flying
- Invisibility
- Delete and repair/refuel vehicle on crosshairs
- ESP - display players, zombies, safes, tents, vehicles, and AI on the map
- ...and more!
Installation, changes, additional information, FAQ, credits, issues and everything else can be found at the project page on Github:
Epoch Admin Tools on GitHubClick here for an install tutorial video for the tool
I have been informed that some places block GitHub, so here are direct links hosted by me:
Newest full release: https://www.dropbox.com/s/pjvj07u5yemo7we/Epoch-Admin-Tools-master.zip?dl=0
Beta build: https://www.dropbox.com/s/xm6t1k3gvp3t8ex/Epoch-Admin-Tools-TestBranch.zip?dl=0
If you have an improvement you would like to add, make a pull request and make these tools even better!
Error Reporting:
BEFORE posting an issue on Github or on this forum:- If you think you might have installed it incorrectly, follow the YouTube Video Install Tutorial
- Try reinstalling the tool. You more than likely missed something important.
- Do a quick search on this forum for a fix to your problem.
- Check your server's RPT log for errors. This will identify 99% of problems with the menu. Be ready to copy/paste the RPT log into Pastebin or Gist in an issue or in the discussion forum for help with troubleshooting.
If your problem persists after doing the above:
- Open your arma2oaserver.rpt file in a text editor and copy/paste the RPT log into Pastebin and post your issue in this forum with the rpt log. If you post something like "It doesn't work" I will not acknowledge you. Not giving all possible details in the first post simply makes it take longer to resolve and will waste everyone's time. I am hard pressed for time these days so if you won't take the initiative to provide information, I won't ask for it either. I am not trying to be mean, but I am quite tired of getting 5 or less word posts that provide no information other than this person has some kind of problem somewhere on their server that may or may not be related to this mod.
- If the problem you are posting is a bug and not a general install problem then post it to this forum AND to the github issues page.
I have been asked by someone if they can donate to the project so I am adding the link here.
I have invested a good deal of time into this so if you find it useful please give a little donation.
I also accept Crypto Currency:
Bitcoin: 1GkzMzwnVwVpnUCVFaAyLDsgD9cqSfigdm
Litecoin: LbUrUxXzA557VeTWXM8jP7hNf3uZHEqW5b
A sincere thanks to those who made a monetary contribution to this project.: calamity, CRHASH, BMovieQueen, zixxel, 8BitSigdom, Anarior, f3cuk, Caveman1, Nathan, [member=WootyWoop], [member=Terrance Smith]
Please leave your name in a note if you donate so that I can list you above.
To Block damage by PvP, try:
On 8/29/2017 at 4:09 AM, salival said:You could do it in the damage handler around here: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/fn_damageHandler.sqf#L77
if (_isPlayer) exitWith {};
Should be enough to exit it if a player shoots/damages another player.
Not tested but don't see why it wouldn't work.
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my script works about twice or much faster? after one night, it did not take 1 hour to became night again... I dont know why
and... it seems it works only for the first player?
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I have changed PVDZE_plr_SetDate to dayzSetDate in time_control.sqf,
and RPT says "Error Undefined variable in expression: server_timeSync" in server_function.sqf,
so I changed server_timeSync to sched_sync in server_function.sqf.
https://github.com/EpochModTeam/DayZ-Epoch/blob/master/Documents/1.0.6 Variable Name Changes.txtRPT still says "Error Undefined variable in expression: sched_sync"
it seems server_function.sqf is called before sched_sync.sqf is read.(I'll try with waitUntil {(!isNil "sched_sync")}; added beforeinitialSend=false; on server_function.sqf)
I removedSpoilerinitialSend = false; donn_server_timeSync = server_timeSync; server_timeSync = {if (!initialSend) then {[] call donn_server_timeSync;}; initialSend = true;};
and
QuotewaitUntil {initialSend};
from server_function.sqf modification, then this script seems to be working now...
please note, I haven't removed DynamicWeatherEffects.sqf as this script does not touch time.
Instead, I have removed drn_fnc_DynamicWeather_SetWeatherLocal = {}; from time_control.sqf
(I think this will make the start time can be defined in Hive.ini, and there will be weather change...)now conclusion to make it work:
create MPMissions\DayZ_Epoch_11.Chernarus\Custom\time_control.sqf
Spoilerdonn_sleep = 0.2;
donn_multi = 2;
//drn_fnc_DynamicWeather_SetWeatherLocal = {};
//0 setOvercast 0;
//0 setFog 0.05;if (!isDedicated) then {
"cad_pvar_server_date" addPublicVariableEventHandler {(_this select 1) call donn_setdate;};
donn_setdate = {
private ["_dateSer","_dateCli","_date_diff"];
donn_speed = _this select 1;
0 setOvercast 0;
_dateSer = dateToNumber (_this select 0);
_dateCli = dateToNumber date;
_date_diff = (_dateSer-_dateCli)*12*31*24;
if (abs _date_diff > 5/60) then {setDate (_this select 0);};
};
};[] spawn { //LAST CHANGE WAS IN THIS SPAWN
private ["_tm","_tmLen"];
_tm = diag_tickTime;
waitUntil {!isNil "donn_speed"};
while {true} do {
sleep donn_sleep;
_tmLen = diag_TickTime - _tm;
_tm = _tm + _tmLen;
skipTime ((_tmLen*(donn_speed*donn_multi-1))/3600);
};
};if (!isDedicated) then {
[] spawn {
for "_x" from 1 to 10 do {
"infiSTAR_SetDate" addPublicVariableEventHandler {};
"dayzSetDate" addPublicVariableEventHandler {};
cad_pvar_send_owner = player;
publicVariableServer "cad_pvar_send_owner";
sleep 0.5;
};
};
};At the end of MPMissions\DayZ_Epoch_11.Chernarus\init.sqf file, add this line:
call compile preprocessFileLineNumbers "custom\time_control.sqf";
in dayz_server\init\server_functions.sqf, add these at the very bottom, ( if you have some other scripts, then put below them):
Spoiler//time ctrl
[] spawn {
while {true} do {
_dayTime = dayTime;
//========================TIME FUNCTION============================
if (_dayTime >= 8 && _dayTime <= 16) then {donn_speed = 4.000;};
if (_dayTime > 4 && _dayTime < 8) then {donn_speed = 6.666;};
if (_dayTime > 16 && _dayTime < 20) then {donn_speed = 6.666;};
if (_dayTime <= 4 || _dayTime >= 20) then {donn_speed = 10.000;};
//=================================================================
cad_pvar_server_date = [date, donn_speed];
publicVariable "cad_pvar_server_date";
sleep 30;
};
};
"cad_pvar_send_owner" addPublicVariableEventHandler {
cad_pvar_server_date = [date, donn_speed];
owner (_this select 1) publicVariableClient "cad_pvar_server_date";
};and put something mentioned at original post into battleyefilter
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Download - I think it works for 1.0.6.1
btw, we dont need to add female zombie sounds anymore.
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On 2017年1月19日 at 10:02 AM, Sandbird said:
Hi Viktor
Although i am not playing dayz anymore, i can spot some things still in the log to help out :)
Error Undefined variable in expression: dayz_combat
I guess dayzepoch stopped using dayz_combat to see if the player is in combat mode. You have to find the new global variable that represents this status and MASS REPLACE in all of my script files.
Error in expression <ty = (player getVariable["humanity",0]) + _change;
hmmmm, i guess hummanity is also not set on the player anymore. Probably you should SET the hummanity on the player before you get in this line of code.
File z\addons\dayz_code\compile\player_humanityChange.sqf, line 5
As you can see from this error, its obvious that hummanity has changed somehow. A good start would be to open that .sqf file (it is in the addons map files) and see what changed.
Warning Message: Resource title zCamoStatusGUI not found
You probably messed up the copy/paste in the RscTitles place, and it cant find the zCamoStatusGUI variable
Error Undefined variable in expression: _displayz
Same thing....dayzepoch removed or changed _displayz varable when it comes to the GUI interface...you'll have to find the new variableHope that helps :)
1. dayz_combat
dayz_combat seems to be changed to
player getVariable ["inCombat",false];2.&3. Error in expression <ty = (player getVariable["humanity",0]) + _change;
In player_humanityChange.sqf, I found "_change = _this select 0;" and "_wait = _this select 1;", so
[player,DZ_ZCAMO_LOSE_HUMANITY, DZ_ZCAMO_SLEEP_HUMANITY] call player_humanityChange ;
may be
[DZ_ZCAMO_LOSE_HUMANITY, DZ_ZCAMO_SLEEP_HUMANITY] call player_humanityChange;4.&5. Error Undefined variable in expression: _displayz
_displayZ = uiNamespace getVariable 'zCamo_GUI_display';
so it may be the problem of 'zCamo_GUI_display',
(I haven't checked everything...)
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I found another small bug
in sqfs\craftfrecuency.sqf ,
_box setVariable ["permaLoot",1,true];
must be
_box setVariable ["permaLoot",true];and, there are also two old classnames
"ItemHatchet_DZE","ItemMatchbox_DZE"
in _tools .On 2015年3月9日 at 5:23 AM, ebayShopper said:Looks like this is returning a number:
_keep = _x getVariable["permaLoot", false];
It should always return a boolean. That means one of your custom scripts is most likely using the permaLoot variable incorrectly. When you setVariable it the value should always be either true or false i.e.:
_object setVariable ["permaLoot",true];
One of your scripts is probably doing something like this by mistake:
_object setVariable ["permaLoot",1];
Now when it does getVariable on that object it will error because it is expecting a boolean but got a number. The easiest way to find the error would be to search your mission and server pbo for "permaLoot" and see if any of your scripts are setting it to a number.
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11 hours ago, juandayz said:
change the Landrover_ACR by another vehicle ID.. or just remove it. (vehicles are only in the script to be used by the AI)
yea, I changed it to another Landrover. so it's okay.
another problem is the Alarm not working
Spoiler
20:35:43 Warning Message: SFX AirAlarmSfx not foundis there anything to fix it? (or I just remove it)
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The building of Large house seems to be the same as Small house.
Is the true large house "MAP_deutshe_mini" ?
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what's this script?
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got worked in 1.0.6.1
4-C is lost. Find
Spoilerif ((_cursorTarget isKindOf "Plastic_Pole_EP1_DZ") && {speed player <= 1}) then {
_hasAccess = [player, _cursorTarget] call FNC_check_access;
_allowed = ((_hasAccess select 0) or (_hasAccess select 2) or (_hasAccess select 3) or (_hasAccess select 4));
if (DZE_permanentPlot) then {
if (s_player_plotManagement < 0 && _allowed) then {
s_player_plotManagement = player addAction [format["<t color='#0059FF'>%1</t>",localize "STR_EPOCH_ACTIONS_MANAGEPLOT"], "\z\addons\dayz_code\actions\plotManagement\initPlotManagement.sqf", [], 5, false];
};
} else {
if (s_player_maintain_area < 0) then {
s_player_maintain_area = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA"], "\z\addons\dayz_code\actions\maintain_area.sqf", "maintain", 5, false];
s_player_maintain_area_force = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_FORCE_MAINTAREA"], "\z\addons\dayz_code\actions\maintain_area.sqf", "force", 5, false];
s_player_maintain_area_preview = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "\z\addons\dayz_code\actions\maintain_area.sqf", "preview", 5, false];
};
};
if (s_player_plot_boundary < 0 && (_allowed or (_hasAccess select 1))) then {
s_player_plot_boundary = player addAction [localize "STR_EPOCH_PLOTMANAGEMENT_SHOW_BOUNDARY", "\z\addons\dayz_code\actions\plotManagement\plotToggleMarkers.sqf", "", 1, false];
};
} else {
player removeAction s_player_plotManagement;
s_player_plotManagement = -1;
player removeAction s_player_maintain_area;
s_player_maintain_area = -1;
player removeAction s_player_maintain_area_force;
s_player_maintain_area_force = -1;
player removeAction s_player_maintain_area_preview;
s_player_maintain_area_preview = -1;
player removeAction s_player_plot_boundary;
s_player_plot_boundary = -1;
};
and change this paragraph to:
Spoilerif ((_cursorTarget isKindOf "Plastic_Pole_EP1_DZ") && {speed player <= 1}) then {
_hasAccess = [player, _cursorTarget] call FNC_check_access;
_allowed = ((_hasAccess select 0) or (_hasAccess select 2) or (_hasAccess select 3) or (_hasAccess select 4));
if (DZE_permanentPlot) then {
if (s_player_plotManagement < 0 && _allowed) then {
s_player_plotManagement = player addAction [format["<t color='#0059FF'>%1</t>",localize "STR_EPOCH_ACTIONS_MANAGEPLOT"], "\z\addons\dayz_code\actions\plotManagement\initPlotManagement.sqf", [], 5, false];
};
} else {
if (s_player_maintain_area < 0) then {
s_player_maintain_area = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA"], "\z\addons\dayz_code\actions\maintain_area.sqf", "maintain", 5, false];
s_player_maintain_area_force = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_FORCE_MAINTAREA"], "\z\addons\dayz_code\actions\maintain_area.sqf", "force", 5, false];
s_player_maintain_area_preview = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "\z\addons\dayz_code\actions\maintain_area.sqf", "preview", 5, false];
};
};
if (s_player_plot_boundary < 0 && (_allowed or (_hasAccess select 1))) then {
s_player_plot_boundary = player addAction [localize "STR_EPOCH_PLOTMANAGEMENT_SHOW_BOUNDARY", "\z\addons\dayz_code\actions\plotManagement\plotToggleMarkers.sqf", "", 1, false];
};
//craft workshop
if ((s_player_workshop < 0) && (_allowed or (_hasAccess select 1))) then {
s_player_workshop = player addAction ["<t color='#66CCFF'>CRAFT-WORKSHOP</t>", "custom\workshop\createworkshop.sqf", [], 5, false];
};
} else {
player removeAction s_player_plotManagement;
s_player_plotManagement = -1;
player removeAction s_player_maintain_area;
s_player_maintain_area = -1;
player removeAction s_player_maintain_area_force;
s_player_maintain_area_force = -1;
player removeAction s_player_maintain_area_preview;
s_player_maintain_area_preview = -1;
player removeAction s_player_plot_boundary;
s_player_plot_boundary = -1;
player removeAction s_player_workshop;//workshop
s_player_workshop = -1;//workshop
}; -
I've got this working with Deploy Anything
Spoiler1. installInstall as usual as old install instructions.in 2.b, you need not addQuote#include "custom\Buildables\extra_rc.hpp"
in description.ext as it's not used.
2. Custom\Buildables\Crafting_Compiles.sqf
remove or comment out the line
Quoteplayer_selectSlot = compile preprocessFileLineNumbers "custom\Buildables\ui_selectSlot.sqf";
3. overwrites\click_actions\config.sqfin DZE_CLICK_ACTIONS array in overwrites\click_actions\config.sqfadd below
Quote["ItemAmethyst","Start Crafting!","closeDialog 0;createDialog 'Advanced_Crafting';execVM 'Custom\Buildables\Amethyst.sqf';","true"],
["ItemCitrine","Start Crafting!","closeDialog 0;createDialog 'Advanced_Crafting';execVM 'Custom\Buildables\Citrine.sqf';","true"],
["ItemEmerald","Start Crafting!","closeDialog 0;createDialog 'Advanced_Crafting';execVM 'Custom\Buildables\Emerald.sqf';","true"],
["ItemObsidian","Start Crafting!","closeDialog 0;createDialog 'Advanced_Crafting';execVM 'Custom\Buildables\Obsidian.sqf';","true"],
["ItemRuby","Start Crafting!","closeDialog 0;createDialog 'Advanced_Crafting';execVM 'Custom\Buildables\Ruby.sqf';","true"],
["ItemSapphire","Start Crafting!","closeDialog 0;createDialog 'Advanced_Crafting';execVM 'Custom\Buildables\Sapphire.sqf';","true"],
["ItemTopaz","Start Crafting!","closeDialog 0;createDialog 'Advanced_Crafting';execVM 'Custom\Buildables\Topaz.sqf';","true"],
["ItemLightbulb","Start Crafting!","closeDialog 0;createDialog 'Advanced_Crafting';execVM 'Custom\Buildables\Lights.sqf';","true"],4. in case of error
I needed to uncomment RscButton and RscFrame classes in Custom\Buildables\Crafting_Defines.hpp
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42 minutes ago, lwbuk said:
Youve done all this I presume?
oh, I did not!
That solved the issue, thanks!
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I have turned the Single currency on, but I can't see how much coins I have on my GUI.
How can I see the amount of my coins?
Is there something to do than add "Z_SingleCurrency = true;" in init.sqf?
Name Tag for PvE - on map & screen
in A2: Epoch Mods
Posted
updated!