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Schalldampfer

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  1. Thanks
    Schalldampfer got a reaction from Voltan in [RELEASE] Advanced Alchemical Crafting v3.3 UPDATED for 1.0.6.1   
    I've updated my repo for 1.0.7
    https://github.com/Schalldampfer/Advanced-Gem-crafting
  2. Like
    Schalldampfer got a reaction from looter809 in [OUTDATED] Time Control   
    Now I think I made it work... I hope this script can be the time control script for 1.0.6.1.
     
    Installation:
    1. in dayz_server\init\server_functions.sqf, add at the bottom:
    This will accelerate the time "_speed" times every "_interval" seconds.
    In this sample, x4.000 for daytime and x6.666 for dawn and dusk, and x10.000 for night.
    skipTime will accelerate the time for the server, and dayzSetDate will synchronize the time between the server and clients.
    2. in dayz_server\system\scheduler\sched_init.sqf, 
    delete or comment out:
    This will disable default time synchronization. Now sched_init.sqf will be:
    That's all! I hope it works well... 
     
    This is the link to Joelma's Time Control by @Donnovan :
     
  3. Thanks
    Schalldampfer got a reaction from DIO in [RELEASE] Advanced Alchemical Crafting v3.3 UPDATED for 1.0.6.1   
    I've updated my repo for 1.0.7
    https://github.com/Schalldampfer/Advanced-Gem-crafting
  4. Like
    Schalldampfer reacted to BigEgg in Epoch Antihack / Admin Tools   
    Version 1.0.2 has been released:
    https://github.com/BigEgg17/Epoch-Antihack-Admin-Tools/archive/refs/tags/1.0.1.zip
  5. Like
    Schalldampfer reacted to BigEgg in [RELEASE] Plot Owner   
    Hello,
    Here is a simple script that prints the owner (or first friend in the list) of a base area when the player enters the plot radius. This could be useful for servers that enjoy base raiding, and overall allows players to map out base locations.
    https://github.com/BigEgg17/Plot-Owner
  6. Thanks
    Schalldampfer reacted to JasonTM in [RELEASE] WAI 2.2.6   
    I have uploaded the fix for the exploding patrol vehicles.  Just replace the whole file called vehicle_patrol.sqf. For some reason the update to CfgAISkill in 1.0.7 is causing the driver and the gunner to exit the vehicle when shot at. This fix prevents them from leaving the vehicle.
    https://github.com/f3cuk/WICKED-AI/blob/master/WAI/compile/vehicle_patrol.sqf
    Remember that the vehicle is designed to go up in flames by setting damage to full when both the driver and the gunner are dead. If you do not want the vehicle to do this then edit function wai_monitor_ai_vehicles. Take out the setDamage part.
    https://github.com/f3cuk/WICKED-AI/blob/master/WAI/compile/functions.sqf#L126-L137
     
    So it's like this:
    wai_monitor_ai_vehicles = { { local _vehicle = _x; if (alive _vehicle && ({alive _x} count crew _vehicle > 0)) then { _vehicle setVehicleAmmo 1; _vehicle setFuel 1; }; } count _this; };  
  7. Thanks
    Schalldampfer got a reaction from higgibaby in [Outdated][RELEASE] Epoch ,OriginsMod pack.   
    Try this 
     
    if (!isDedicated) then { //OriginsFix ui_initDisplay = { private ["_ctrlBleed","_ctrlFracture"]; disableSerialization; _display = uiNamespace getVariable 'DAYZ_GUI_display'; _control = _display displayCtrl 1204; _control ctrlShow false; if (!r_player_injured) then { _ctrlBleed = _display displayCtrl 1303; _ctrlBleed ctrlShow false; }; if (!r_fracture_legs && !r_fracture_arms) then { _ctrlFracture = _display displayCtrl 1203; _ctrlFracture ctrlShow false; }; { _ctrl = _display displayCtrl _x; _ctrl ctrlShow false; } count [1705,1706,1707,1708,1709,73190,73180,73191,73181,73192,73182,73193,73183,73194,73184,73195,73185,73196,73186,73197,73187,73198,73188,73199,73189,1206,1209,1210,1211,1212,1213,73173,1308,1309,1310,1311,1312,1313,1314,1315,1316,1205,1214,1317,1712,1711,1713,1704,1703,1710]; }; gear_ui_hide = { private["_display","_BP","_ctrl"]; disableSerialization; _display = findDisplay 106; _BP = unitBackpack player; if (ctrlShown (_display displayCtrl 159)) then {//prevent background images in backpack view for "_i" from 1006 to 1011 do { (_display displayCtrl _i) ctrlShow false; }; } else { for "_i" from 1006 to 1011 do { if (!(ctrlShown (_display displayCtrl _i))) then { (_display displayCtrl _i) ctrlShow true; }; }; }; //hide buttons if unnecessary if (isNull _BP || ((typeOf _BP) == "")) then { (_display displayCtrl 132) ctrlShow false; (_display displayCtrl 157) ctrlShow false; (_display displayCtrl 158) ctrlShow false; }; if ((DZE_TwoPrimaries == 0) && {primaryWeapon player == "" && {dayz_onBack != ""} && {!(dayz_onBack in MeleeWeapons)}}) then { //["gear"] call player_switchWeapon; 0 call dz_fn_switchWeapon; closeDialog 0; }; if ((DZE_TwoPrimaries == 1) && {primaryWeapon player != "" && {dayz_onBack != ""} && {!(dayz_onBack in MeleeWeapons)} && {!(primaryWeapon player in MeleeWeapons)}}) then { //["gear"] call player_switchWeapon; 0 call dz_fn_switchWeapon; closeDialog 0; }; if ((DZE_TwoPrimaries == 0) && {primaryWeapon player != ""} && {primaryWeapon player in MeleeWeapons || dayz_onBack in MeleeWeapons}) then { (_display displayCtrl 1204) ctrlShow true; } else { if ((DZE_TwoPrimaries > 0) && {primaryWeapon player != ""}) then { (_display displayCtrl 1204) ctrlShow true; } else { (_display displayCtrl 1204) ctrlShow false; }; }; if (DayZ_onBack != "") then { (_display displayCtrl 1208) ctrlShow true; } else { (_display displayCtrl 1208) ctrlShow false; }; for "_i" from 0 to (lbSize (_display displayCtrl 105)) - 1 do { (_display displayCtrl 105) lbSetColor [_i, [0.06, 0.05, 0.03, 1]]; }; //Fix Gear menu { _ctrl ctrlShow false; _ctrl = _display displayCtrl _x; _ctrl ctrlSetText ""; _ctrl ctrlSetTextColor [0,0,0,0]; _ctrl ctrlSetActiveColor [0,0,0,0]; _ctrl ctrlSetPosition [0,0,0,0]; _ctrl ctrlSetFade 1; _ctrl ctrlCommit 0; } count [510,73200,73201,73175,73176,73177,73178,73179,73180,73181,73182]; }; };  
  8. Like
    Schalldampfer reacted to oldmatechoc in [Release] Epoch Recipes Previews   
    - Searches Epoch files for items that can be built by players.


    The coding could be better optimized but I had trouble getting the return recipe outputs in a way I could display nicely.
    please have a crack at fixing this! :D
     


    https://github.com/ch0c/epoch-recipes


     
  9. Like
    Schalldampfer got a reaction from Th3-Hunter333 in Circular BIS_fnc_findSafePos   
    I modified the BIS_fnc_findSafePos to find the safe position in a circular area, which I use in my server.
    (The original one searches positions in a square area, which is different from the description in https://community.bistudio.com/wiki/BIS_fnc_findSafePos )
    I need it because mission systems spawn missions at the edge of the map, which is too far from any players.
    BIS_fnc_findSafePos = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\BIS_fnc\fn_findSafePos.sqf";
  10. Thanks
    Schalldampfer reacted to Airwaves Man in Epoch 1.0.7 Pre-Release   
    Ladies and Gentlemen, this is the Epoch 1.0.7 Pre-Release with signed pbos and the needed server key. This will be in test until the 15th of April to make sure everything works correctly.
    Joining with the DayZ Launcher
    Download and install 7-zip from this website: https://7-zip.de/download.html Download the Epoch 1.0.7 Client Files from google drive: https://drive.google.com/drive/folders/1Xx0wq8QJFG4AqeXquxMQADm8y73FYeYO If you have finished the download, unpack the Epoch 1.0.7 Client Files. You need at least 7,4 GB of disk space. Go into the folder where you have installed all your of Arma 2 OA DayZ mods. It depends on where the DayZ Launcher has set the path. Once you found the folder with your mods rename @DayZ_Epoch to @DayZ_Epoch_old. Copy and paste the downloaded and unpacked folder from 3. into the mods folder where you have renamed the Epoch Mod. Keep in mind you need at least 7,4 GB of disk space. There should be a folder with the name @DayZ_Epoch_old and @DayZ_Epoch now. Click on @DayZ_Epoch and check if there is a sub folder called addons. @DayZ_Epoch\addons. If there is another folder called @DayZ_Epoch copy everything from this folder into the root folder called @DayZ_Epoch. So it looks like: that @DayZ_Epoch\addons and not: @DayZ_Epoch@DayZ_Epoch\addons. You are ready to join an Epoch 1.0.7 Server now. Open the DayZ Launcher and join 94.130.68.169 - Offical DayZ Epoch 1.0.7 Pre-Release Version You will get a message that Epoch needs validating/updating. Click ok and ignore it. You can join the Test Server now. If you want to join any other Epoch non 1.0.7 server, just rename @DayZ_Epoch_old back to @DayZ_Epoch For Server Admins: You have to update to the new server files that coming with this Pre-Release update.
    Download and install 7-zip from this website: https://7-zip.de/download.html Download the Epoch 1.0.7 Server Files from google drive: https://drive.google.com/drive/folders/1gHNE4VBCeYXi0P_hosAI8k-49v15WNdr Take the DayZEpoch107.bikey from the Server Files keys folder and put them into your server keys folder. Also set verifySignatures = 2; in your config.cfg to activate the signatures check. How to test:
    Do not use any third party scripts or tools. Do not use infistar as an admin tool. Use this testkit: https://github.com/worldwidesorrow/TestKit Enable -showscripterrors in the DayZ Launcher and never ever use -nologs for testing. If you have bugs and problems on testing always provide logs. Server(if you are the admin) and Client Logs. You can find the Client Logs under C:\Users\YourUsername\AppData\Local\ArmA 2 OA It is possbile that the folder is hidden in windows. You can make it visible: https://support.microsoft.com/en-us/help/4028316/windows-view-hidden-files-and-folders-in-windows-10 Do not post the logs directly, use pastebin.com, google drive, or something like that and add the link. Report all bugs under this topic.
  11. Like
    Schalldampfer got a reaction from Reaper5150 in Circular BIS_fnc_findSafePos   
    I modified the BIS_fnc_findSafePos to find the safe position in a circular area, which I use in my server.
    (The original one searches positions in a square area, which is different from the description in https://community.bistudio.com/wiki/BIS_fnc_findSafePos )
    I need it because mission systems spawn missions at the edge of the map, which is too far from any players.
    BIS_fnc_findSafePos = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\BIS_fnc\fn_findSafePos.sqf";
  12. Like
    Schalldampfer reacted to Ghostrider-GRG in Yet another kill feed script for A3 Epoch   
    Description:
        The script was inspired by Halv's killfeed script from 2015 but was rewritten from scratch.     Major changes are the script now ties in to the built-in epoch code for handling player deaths, does not rely on public variables, and uses remoteExec to tell the server when a player kill has to be handled. In addition, almost all of the     messaging functions have been moved from the server to the client.     Other changes include making available the use of the epoch messaging system as an optional way to tell players about kills, and optional logging of PVP kills. A dynamenu-accessed study body option A dynamenu bury body option Credits:
        The EpochMod team for the amazing framework thy have provided.
        Halv for the original killfeed for A3Epoch 
       Gr8 for some improvements in the GUI
        He-Man for helpful tips in dealing with deaths from sappers.
        Tarabass for many many helpful suggestions and extensive testing.
    Download:  https://github.com/Ghostrider-DbD-/kill-feed
    Installation:   https://github.com/Ghostrider-DbD-/kill-feed/blob/master/INSTALLATION.md
  13. Thanks
    Schalldampfer reacted to Ghostrider-GRG in VGFE (Virtual Vehicle Storage for Epoch   
    I just pushed an update for VGFE which:
     
    1. Adds a new setting that determines if vehicles are spawned at a precise location or a safe spot within 20 meters.
    2. I fixed a few small bugs.
  14. Like
    Schalldampfer reacted to Ghostrider-GRG in VGFE (Virtual Vehicle Storage for Epoch   
    Credits:
    Epoch Mod Team for a great mod.
    He-man for many helpful discussions.
    RedBaron for helpful discussion and extensive debugging.
    Shix who's VG for Exile stimulated this effort.
    Description: provides a set of GUI and scripts by which players can store vehicles in a virtual garage that preserves fuel, damage, weapons loadouts and inventory. The position and orientation of the vehicle at the time it is stored is also saved.
    Optional storage points can be added by placing pre-specified objects and locations such as airfields and docks. By interacting with these objects, players can store vehicles in virtual hangers or dry docks. The idea of the hangers is that it allows players who like winged aircraft a chance to safely store their jets. A similar logic applies to the dry dock.
    Provisions to prevent using the virtual vehicle storage to teleport is built in.
    Some examples of what the player sees are included below.
    Download:  https://github.com/Ghostrider-DbD-/Virtual-Vehicle-Storage-for-Epoch
    Installation: https://github.com/Ghostrider-DbD-/Virtual-Vehicle-Storage-for-Epoch
     
     
     
     
     
  15. Thanks
    Schalldampfer reacted to killerkiwi in i'm back after 3 years   
    hello hope you all well i know been long ass time,,  i have been working on dayz SA i have stopped modding for A2 as out dated game now
    i have move my storm islands map to dayz sa.. as the tools are working better and more stuff to work with keep eye out on the forum for the map post in the dayz sa secion i'll post the old may files for a2 as they are not working in dayz sa
  16. Like
    Schalldampfer got a reaction from Mig in [RELEASE] WAI 2.2.6   
    Next, I have made a script to let AIs to fire flare at night.

    1. Create this file, dayz_server/WAI/compile/flare_fire.sqf
    This script will add an AK74/GP25 to the leader of the group, which is the argument of this function.
    He'll fire a flare round toward a player close to him at night.
    2. add this in dayz_server/WAI/init.sqf
    3. Now activate this script in spawn_group.sqf, to make AI to fire flare rounds.
    Add this code
    just before 
    in dayz_server/WAI/compile/spawn_group.sqf
    To limit the AI levels and gear type, I put this code instead.
     
    Reference:https://forums.bohemia.net/forums/topic/106785-ai-shoots-flares-script-version-13/
  17. Like
    Schalldampfer reacted to Mig in [Outdated][RELEASE] Epoch ,OriginsMod pack.   
    Hi,
    Epoch 1.0.6.2 / OriginsMod 1.8.3 pack
    This is the salival pack that I modified to adapt it to Taviana 3.0. 
    https://epochmod.com/forum/topic/44789-salivals-mod-pack-all-my-mods-tested-working/
    I added the following mods to it: - DZAI - WAI - Select Spawn
    I made some modifications so that the mod works on Taviana 3.0.
    There is still some modification to make, I will update regularly.
    *** download: ***
    https://github.com/MigSDev5/Epoch_origins_pack
     
    Edit: if you want me to add things in particular, please let me know.
     
  18. Thanks
    Schalldampfer reacted to albinogrub in [RELEASE] WAI 2.2.6   
    Im going to test this on my server this week and let you know what people think. I have it working great on my Test server. I linked the mortars to the M2 guns and it doesn't seem to OP. There is such a long travel time between firing the rounds and them hitting, people should see it fire and get the hell out of there. 
  19. Thanks
    Schalldampfer got a reaction from WLF in [RELEASE] WAI 2.2.6   
    I'm now testing enemy artillery in my server, and got it working (not balanced yet)
    1. Activate artillery module by adding this in dayz_server/WAI/init.sqf
    (Because I use this BIS_ARTY_LOGIC for all mortars, we can use only 1 type of mortar in the the server.
    I think I'd better create new BIS_ARTY_LOGIC in spawn_static.sqf and use it in arty_fire.sqf .. but I haven't tried this yet)
    2. To add brain of artillery to each mortar (which you will spawn by using spawn_static function), add this into dayz_server/WAI/complie/spawn_static.sqf 's Line183 or around - where one of the static weapon is prepared for battle.
     
    3. Now this is the brain of artillery. Create dayz_server/WAI/complie/arty_fire.sqf with this content
    (Most settings are hard-coded here so far, and may be inbalanced)
     
    Notes:
    To spawn artillery, put this code in the random mission
    If the mortar's group find a player, they will try to bombard him.
    I think the mortar unit doesn't have good eye, so I'm combining the group to another static weapons or cars like
     
     
     
  20. Thanks
    Schalldampfer got a reaction from salival in [RELEASE] WAI 2.2.6   
    I'm now testing enemy artillery in my server, and got it working (not balanced yet)
    1. Activate artillery module by adding this in dayz_server/WAI/init.sqf
    (Because I use this BIS_ARTY_LOGIC for all mortars, we can use only 1 type of mortar in the the server.
    I think I'd better create new BIS_ARTY_LOGIC in spawn_static.sqf and use it in arty_fire.sqf .. but I haven't tried this yet)
    2. To add brain of artillery to each mortar (which you will spawn by using spawn_static function), add this into dayz_server/WAI/complie/spawn_static.sqf 's Line183 or around - where one of the static weapon is prepared for battle.
     
    3. Now this is the brain of artillery. Create dayz_server/WAI/complie/arty_fire.sqf with this content
    (Most settings are hard-coded here so far, and may be inbalanced)
     
    Notes:
    To spawn artillery, put this code in the random mission
    If the mortar's group find a player, they will try to bombard him.
    I think the mortar unit doesn't have good eye, so I'm combining the group to another static weapons or cars like
     
     
     
  21. Like
    Schalldampfer reacted to Tarabas in Custom Spawn Dialog with Gear & HALO Selection, moving Map, Credits, Custom spawns and more ...   
    i used that till now. It did work, but inconsistant, and i wasn't able to find out when it changes to halv and when to epoch spawn :D.
    So now it's optional, as one prefer and it's another option for serveradmins too
  22. Like
    Schalldampfer reacted to Grahame in Custom Spawn Dialog with Gear & HALO Selection, moving Map, Credits, Custom spawns and more ...   
    Uh, why not just use what I posted earlier in this thread? Then you just walk into them... 
     
  23. Like
    Schalldampfer got a reaction from Reaper5150 in Help with player marker!   
    playableUnits is the array of players. find each player in it, and place marker on it,
    replace markers on new positions every second with while-loop 
  24. Like
    Schalldampfer reacted to He-Man in [Semi - Completed] Crash Loot Script - Arma 3   
    @Schalldampfer
    I found out, that Epoch_server_cargosave will not 100% work on killed Vehicles.
    It will not pushback backpacks and items, but weapons, magazines and subcontainers.
    Maybe an issue in Arma, not sure.
    But I have added a workaround to the experimental files, that Backpacks (and items within Backpacks) will also work now.
    But Items are still an issue (this means ItemGPS, ItemCompass, ItemWatch, weapon attachments ..., but no Epoch Items like mortar, metal....)

    So here is the needed change in the Epoch Files:
    https://github.com/EpochModTeam/Epoch/commit/297b2c04734b872b8769c3f972cf29c4b80c000e

    And I have another (in the case better code) you can simply run in your Init (without any other changes in any other files):
    if (isserver) then { addMissionEventHandler ["EntityKilled",{ params ["_killed", "_killer", "_instigator"]; if (_killed isKindOf "Landvehicle" || _killed isKindOf "SHIP" || _killed isKindOf "AIR") then { if (!istouchingGround _killed) exitwith { _killed spawn { _start = diag_ticktime; waituntil {uisleep 2; (isTouchingGround _this && speed _this < 1) || diag_ticktime - _start > 10}; if (!isnull _this && !(surfaceiswater (getpos _this))) then { _pos = getPos _this; ["groundWeaponHolder" createVehicle [_pos select 0, _pos select 1, 0], _this call EPOCH_server_CargoSave] call EPOCH_server_CargoFill; }; }; }; _pos = getPos _killed; ["groundWeaponHolder" createVehicle [_pos select 0, _pos select 1, 0], _killed call EPOCH_server_CargoSave] call EPOCH_server_CargoFill; }; }]; }; You can call in any script, the Server is running on startup.
    Oh and thx to @Tarabas for his hint about the Eventhandler "EntityKilled". I was not aware about it before
  25. Like
    Schalldampfer reacted to sam_ in Skalka City: Map edit   
    https://youtu.be/b-MtH3sAKvU
     
     
     
    Download Link
    https://github.com/sam563/map/blob/master/skalka.sqf
     
    Before
    https://imgur.com/FAxEtFH
    After
    https://i.imgur.com/wDCll41_d.jpg?maxwidth=640&shape=thumb&fidelity=medium
    HOW TO INSTALL
    add map\skalka.sqf to your mission file
    In your init.sqf in
    if (isServer) then { 
    add the line: 
    call compile preprocessFileLineNumbers "map\skalka.sqf";
     
    INFO
    To disable vehicle wrecks, dead bodies, tents etc... to fit better into epoch change:
    _apocalyptic = true;
    to
    _apocalyptic = false;
     
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