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Payden got a reaction from gernika in "Crate Visited" Marker for non-AI Missions
On our ESLK PVE servers, players are not required to claim or mark missions where bandits are not present. They are encouraged but not required to let other players know that they've looted the mission crate.
Since this caused a surprising amount of friction when a player would travel across the map only to find an empty crate, we added code to the standard missions that puts a "crate-visited" mark on the map when a player gets within 10M of the crate. The crate may or may not be empty but at least everyone knows someone has been to the mission crate.
Here are the present and visit loops (idea lifted from the @juandayz Bombcrate mission):
Here is our complete version of the Construction mission - thanks to @salival for all the help with the coding details.
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Payden got a reaction from DieTanx in "Crate Visited" Marker for non-AI Missions
On our ESLK PVE servers, players are not required to claim or mark missions where bandits are not present. They are encouraged but not required to let other players know that they've looted the mission crate.
Since this caused a surprising amount of friction when a player would travel across the map only to find an empty crate, we added code to the standard missions that puts a "crate-visited" mark on the map when a player gets within 10M of the crate. The crate may or may not be empty but at least everyone knows someone has been to the mission crate.
Here are the present and visit loops (idea lifted from the @juandayz Bombcrate mission):
Here is our complete version of the Construction mission - thanks to @salival for all the help with the coding details.
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Payden got a reaction from theduke in "Crate Visited" Marker for non-AI Missions
On our ESLK PVE servers, players are not required to claim or mark missions where bandits are not present. They are encouraged but not required to let other players know that they've looted the mission crate.
Since this caused a surprising amount of friction when a player would travel across the map only to find an empty crate, we added code to the standard missions that puts a "crate-visited" mark on the map when a player gets within 10M of the crate. The crate may or may not be empty but at least everyone knows someone has been to the mission crate.
Here are the present and visit loops (idea lifted from the @juandayz Bombcrate mission):
Here is our complete version of the Construction mission - thanks to @salival for all the help with the coding details.
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Payden got a reaction from juandayz in "Crate Visited" Marker for non-AI Missions
On our ESLK PVE servers, players are not required to claim or mark missions where bandits are not present. They are encouraged but not required to let other players know that they've looted the mission crate.
Since this caused a surprising amount of friction when a player would travel across the map only to find an empty crate, we added code to the standard missions that puts a "crate-visited" mark on the map when a player gets within 10M of the crate. The crate may or may not be empty but at least everyone knows someone has been to the mission crate.
Here are the present and visit loops (idea lifted from the @juandayz Bombcrate mission):
Here is our complete version of the Construction mission - thanks to @salival for all the help with the coding details.
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Payden got a reaction from salival in "Crate Visited" Marker for non-AI Missions
On our ESLK PVE servers, players are not required to claim or mark missions where bandits are not present. They are encouraged but not required to let other players know that they've looted the mission crate.
Since this caused a surprising amount of friction when a player would travel across the map only to find an empty crate, we added code to the standard missions that puts a "crate-visited" mark on the map when a player gets within 10M of the crate. The crate may or may not be empty but at least everyone knows someone has been to the mission crate.
Here are the present and visit loops (idea lifted from the @juandayz Bombcrate mission):
Here is our complete version of the Construction mission - thanks to @salival for all the help with the coding details.
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Payden reacted to juandayz in Introduction - Payden
more clean... folow this guide if u dont have a custom fn_Selfactions
once you did it.. find this line
s_player_Drinkfromhands = player addAction [localize "STR_ACTIONS_DRINK2", "\z\addons\dayz_code\actions\player_drinkWater.sqf",player, 0.5, false, true]; for example:
s_player_Drinkfromhands = player addAction [localize "STR_ACTIONS_DRINK2", "custom\player_drinkWater.sqf",player, 0.5, false, true]; now drop the player_drinkWater.sqf in mpmissions\yourinstance\custom\
open it and add your water sources here
_canFill = count nearestObjects [_playerPos, ["Land_pumpa","Land_water_tank","Map_Misc_WellPump","Map_Misc_Well","Map_Pump"], 4] > 0;
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Payden reacted to juandayz in Introduction - Payden
WELLCOME @Payden !! dont worry about carreers or jobs...im Sound enginer and works as rental apartament agent
if i understand well you want add or change the default water sources.
this
_wells = ["Land_pumpa","Land_Barrel_water","Land_Misc_Well_C_EP1","Land_Misc_Well_L_EP1","land_smd_water_pump"]; by this other
Map_Misc_WellPump, Map_Misc_Well, Map_Pump i not sure if water_fill is used.. but try with player_drinkWater.sqf.... but thers a "problem" this file is into dayz_code.pbo so anykind of change into this pbo dsnt take effect.
Then you need drop this file into mpmissions folder or dayz_server.pbo. to made it.. you need made change the path for water_fill.sqf
and here thers the same "problem" fn_selfactions is in dayz_code. So you also have to drop this file out and change the path. But hers is the third problem LOL.. to change the path of fn_selfactions you need a compiles.sqf , and compiles.sqf is in dayz_code.pbo. So lets start.
You need a custom compiles.sqf /custom fn_selfactions.sqf custom player_drinkwater.sqf
Follow this guide to MAKE YOUR CUSTOM VARIABLES//COMPILES//FN_SELFACTIONS.sqf
Onces you do it. Open your custom fn_selfactions.sqf
and change the path in this line
s_player_Drinkfromhands = player addAction [localize "STR_ACTIONS_DRINK2", "\z\addons\dayz_code\actions\player_drinkWater.sqf",player, 0.5, false, true]; for example:
s_player_Drinkfromhands = player addAction [localize "STR_ACTIONS_DRINK2", "custom\player_drinkWater.sqf",player, 0.5, false, true]; now drop the player_drinkWater.sqf in mpmissions\yourinstance\custom\
open it and add your water sources
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Payden got a reaction from theduke in Introduction - Payden
Greetings all!
Not sure where to post this, couldn't find an "introduction" section, please move it if appropriate.
Anyway, relatively new to the forums, recently re-addicted to Arma 2 DayZ.
Some of you will know Duke (ESLK). I'm a recent addition to the clan and hope to be helping Duke with some of his scripting.
Not new to scripting - career software engineer with USAF, Lockheed Martin and Northrop Grumman ... recently retired so looking for work with ESLK:)
Chasing around a problem with drinking/filling a canteen from a crafted well this morning, turns out:
- Can't fill water bottle at crafted well
From water_fill.sqf:
_wells = ["Land_pumpa","Land_Barrel_water","Land_Misc_Well_C_EP1","Land_Misc_Well_L_EP1","land_smd_water_pump"];
Crafted: Map_Misc_WellPump, Map_Misc_Well and Map_Pump also can be crafted
Need to twist Duke's arm to help me figure out how you go about either fixing this on our local server or passing it along so it can get rolled into the next update.
Enough about me - happy to be here and enjoying getting into the weeds behind a game that may very well sink my marriage ;)
Thanks!
Mike (aka Payden)