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SryImAnooB

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Posts posted by SryImAnooB

  1. Hello guys,

    with the new infi version, the logs changed. There is no unlock/lock.log anymore, at least for me.

    Is there a way to get it back? I searched a bit but couldnt find anything about it,

     

    Also is it possible to get a saparate log for maintain? Cause now it wrotes in the rpt. But a seperate log would be better.

     

    Edit:

     

    Im rly confused, in AHconfig:

    /*  Log Epoch Maintain    */ _LEM =  true;    /* true or false */

     

    in AH.sqf:

    	[] spawn {
    		_name = 'DEAD';if((alive player)&&(getPlayerUID player != ''))then{_name = name player;};
    		_puid = getPlayerUID player;
    		while{1 == 1}do
    		{
    			"; if(_LEM)then{ _AHstring = _AHstring + "
    				'PVDZE_maintainArea' addPublicVariableEventHandler
    				{
    					private['_input','_player','_targetObj'];
    					_input = (_this select 1);
    					_player = _input select 0;
    					_targetObj = _input select 2;
    					
    					_log = format['%1(%2) maintained %3 @%4',name _player,getPlayerUID _player,typeOf _targetObj,mapGridPosition _targetObj];
    					['MAINTAIN',_log] call fn_custom_log;
    					
    					_input spawn server_maintainArea
    				};

    So, actually it should make a log called MAINTAIN right? But there is none.

    Same for Unlock/Lock:

    	server_logUnlockLockEvent = {
    			private['_obj','_player','_objectID','_objectUID','_pos','_worldspace','_log','_codeEntered','_doorCode','_status','_statusText'];
    			_obj = _this select 1;
    			if(!isNull _obj)then
    			{
    				_player = _this select 0;
    				_objectID = _obj getVariable['ObjectID', '0'];
    				_objectUID = _obj getVariable['ObjectUID', '0'];
    				
    				_log = '';
    				if(count _this > 3)then
    				{
    					_codeEntered = _this select 3;
    					if(_codeEntered == 'NOTHING ENTERED')then{_player setDamage 5;_codeEntered = '-HACKER KILLED-';};
    					if(_codeEntered == '')then{_codeEntered = '000';};
    					_doorCode = _this select 4;
    					if(_codeEntered==_doorCode)then
    					{
    						_nameP = 'DEAD';if((alive _player)&&(getPlayerUID _player != ''))then{_nameP = name _player;};
    						_log = format['DOOR UNLOCKED: ID:%1 UID:%2 BY %3(%4) @%5 Code Entered: %6',_objectID,_objectUID,_nameP,(getPlayerUID _player),(mapGridPosition _obj),_codeEntered];
    					}
    					else
    					{
    						_nameP = 'DEAD';if((alive _player)&&(getPlayerUID _player != ''))then{_nameP = name _player;};
    						_log = format['DOOR UNLOCK ATTEMPT: ID:%1 UID:%2 BY %3(%4) @%5 Code Entered: %6 | Correct Code: %7',_objectID,_objectUID,_nameP,(getPlayerUID _player),(mapGridPosition _obj),_codeEntered,_doorCode];
    					};
    				}
    				else
    				{
    					_status = _this select 2;
    					_statusText = 'UNLOCKED';
    					if(_status)then
    					{
    						[_obj, 'gear'] call server_updateObject;
    						_statusText = 'LOCKED';
    					};
    					_nameP = 'DEAD';if((alive _player)&&(getPlayerUID _player != ''))then{_nameP = name _player;};
    					_log = format['SAFE %6: ID:%1 UID:%2 BY %3(%4) @%5', _objectID, _objectUID, _nameP, (getPlayerUID _player), (mapGridPosition _obj), _statusText];
    				};
    				['UNLOCKLOCKLOG',_log] call fn_custom_log;
    			};
    		};

     

  2. 17 minutes ago, DAmNRelentless said:

    It should also work with infistar. There might be some issues with some keypressed hacking detection but I guess you can add this script to the exceptions of infistar.

    The only problem is the spacebar. Its blocked for players by Infi. Few weeks ago i tried to fix that but wasnt able. However had not much time to look further into it cause of RL.

  3. On 24.4.2017 at 5:40 PM, A Man said:

    I wonder if there can be a problem with very big ban files. Like over 30k lines. Could that be a problem for the game if we merge all recent bans from other lists we will get a huge list from over 30k entries. What do you guys think?

    I have one file with 32k entries. No problems.

  4. Hey guys, got a problem. If i try to salvage a vehicle it shows me the aviable dmaged parts, but when i click on them nothing happens.

    After i ran around a bit(seems like the action is canceled then) i get the option again but this time it says: Already Salvaging!.

    Someone can confirm or is it me fucked something up?! :D

     

    FIXED

    Im not quite sure why i have to do this. I use Infistar and maybe thats colliding with eachother. Didnt test it without Infistar, its just a idea.

    In salvage.sqf i uncommented this:

    {
     if ((_vehicle distance (_x select 0)) < (_x select 1)) exitWith {_cancel = true;};
    } count DZE_SafeZonePosArray;
     if (_cancel) exitWith {    (localize "str_salvage_safezone") call dayz_rollingMessages;};

    like this:

    Spoiler

    private ["_array","_vehicle","_part","_hitpoint","_type","_isOK","_brokenPart","_cancel","_started","_finished","_hasToolbox","_nameType","_namePart","_animState","_isMedic","_damage","_BreakableParts","_selection","_wpn","_classname","_ismelee"];

    if (dayz_salvageInProgress) exitWith { localize "str_salvage_inprogress" call dayz_rollingMessages; };
    dayz_salvageInProgress = true;

    _array = _this select 3;
    _vehicle =     _array select 0;
    _part =    _array select 1;
    _hitpoint = _array select 2;
    _type = typeOf _vehicle;
    _isOK = false;
    _brokenPart = false;
    _started = false;
    _finished = false;
    _hasToolbox = "ItemToolbox" in items player;
    _cancel = false;

    _nameType = getText(configFile >> "cfgVehicles" >> _type >> "displayName");
    _namePart = getText(configFile >> "cfgMagazines" >> _part >> "displayName");

    {_vehicle removeAction _x} count s_player_repairActions;
    s_player_repairActions = [];
    s_player_repair_crtl = 1;

    if (_hasToolbox) then {
    //    {
    //        if ((_vehicle distance (_x select 0)) < (_x select 1)) exitWith {_cancel = true;};
    //    } count DZE_SafeZonePosArray;
    //    if (_cancel) exitWith {    (localize "str_salvage_safezone") call dayz_rollingMessages;};
        player playActionNow "Medic";
        [player,"repair",0,false] call dayz_zombieSpeak;
        [player,50,true,(getPosATL player)] call player_alertZombies;

        // Added Nutrition-Factor for work
        // ["Working",0,[20,40,15,0]] call dayz_NutritionSystem;

        r_interrupt = false;
        _animState = animationState player;
        r_doLoop = true;
        
        while {r_doLoop} do {
            _animState = animationState player;
            _isMedic = ["Medic",_animState] call fnc_inString;
            if (_isMedic) then { _started = true; };
            if (_started and !_isMedic) then { r_doLoop = false; _finished = true; };
            if (r_interrupt) then { r_doLoop = false; };
            uiSleep 0.1;
        };
        r_doLoop = false;

        if (_finished) then {
            //Remove melee magazines (BIS_fnc_invAdd fix)
            false call dz_fn_meleeMagazines;
            _damage = [_vehicle,_hitpoint] call object_getHit;
            if (_damage < 1 && {_damage > 0}) then { //Tempfix for issue where certain hitpoints on some vehicles do not get damaged and allow infinite removal
                _BreakableParts = ["HitGlass1","HitGlass2","HitGlass3","HitGlass4","HitGlass5","HitGlass6","HitLGlass","HitRGlass","HitEngine","HitFuel","HitHRotor"];
                if (_hitpoint in _BreakableParts) then {
                    if ((random 1) < (_damage * 0.9)) then { //max 90% chance to break
                        _isOK = true;
                        _brokenPart = true;
                    } else {
                        _isOK = [player,_part] call BIS_fnc_invAdd;
                        _brokenPart = false;
                    };
                } else {                
                    _isOK = [player,_part] call BIS_fnc_invAdd;
                    _brokenPart = false;
                };
                
                if (_isOK) then {
                    _selection = getText(configFile >> "cfgVehicles" >> _type >> "HitPoints" >> _hitpoint >> "name");
                    /*if ((_hitpoint == "HitEngine") or (_hitpoint == "HitFuel")) then {
                        [_vehicle, _selection, 0.89] call fnc_veh_handleDam;
                    } else {*/
                        [_vehicle, _selection, 1] call fnc_veh_handleDam;
                    //};
                    _vehicle call fnc_veh_ResetEH;
                    _vehicle setvelocity [0,0,1];
                    if(_brokenPart) then {
                        format[localize "str_salvage_destroyed",_namePart,_nameType] call dayz_rollingMessages;
                    } else {
                        format[localize "str_salvage_removed",_namePart,_nameType] call dayz_rollingMessages;
                    };
                } else {
                    localize "str_player_24" call dayz_rollingMessages;
                };
            };
            true call dz_fn_meleeMagazines;
        } else {
            r_interrupt = false;
            if (vehicle player == player) then {
                [objNull, player, rSwitchMove,""] call RE;
                player playActionNow "stop";
            };
            localize "str_salvage_canceled" call dayz_rollingMessages;
        };
    } else {
        format[localize "str_salvage_toolbox",_namePart] call dayz_rollingMessages;
    };

    dayz_myCursorTarget = objNull;
    s_player_repair_crtl = -1;
    dayz_salvageInProgress = false;

    //adding melee mags back if needed
    _wpn = primaryWeapon player;
    //diag_log format["Classname: %1, WPN: %2", _classname,_wpn];
    _ismelee = (getNumber (configFile >> "CfgWeapons" >> _wpn >> "melee") == 1);
    if (_ismelee) then {
        call dayz_meleeMagazineCheck;
    };

     

     

  5. 1 minute ago, juandayz said:

    by right click you can try

    muteside.sqf

      Reveal hidden contents

    disableChannels[] = {0,2,6,1};

    extra_rc.hpp

      Reveal hidden contents

    class ExtraRc {
     
       class ItemToolbox {
         class mute {
                text = "muteside";
                script = "execVM 'custom\muteside.sqf'";
            };
       };   

    };

     

    Not working, chat still visible.

     

  6. 5 minutes ago, juandayz said:

    yup, i guess you will need define a key for it. then use something like this

    https://forums.bistudio.com/forums/topic/124287-run-script-when-button-is-pressed/

     

    Yes, i wanted to execute the script with DeployAnything ClickAction, thats not the problem.

    I have issue to change that playerside during the game:  disableChannels[] = {0,2,6};

    Or find a anything similar to solve this.

     

    Edit:// saw your 2. post to late. WIll try it.

     

  7. 4 minutes ago, juandayz said:

    mmm if i understand you well.. your trying to add or disable blue chat?

    take a look on the description.ext this line (thers a number for each channel... i cannot remember what is the number for blue channel)..but if u want to disable you need to add his number here.

    disableChannels[] = {0,2,6};

    That would disable the sidechat at all, if im not mistaken.

    What i meant was like:

    The SIdechat should work by default so everyone can use it, but if it annoys you just click for ex. rmb on toolbox --> Hide Sidechat. And then the Sidechat should be disabled for that player.

    Baisicly the player should be able to change this ingame: disableChannels[] = {0,2,6};

  8. 9 minutes ago, kingpapawawa said:

    @ebayShopper is there a similar way to do this with HeliH so that if you place one with Deply script you could select it to pack later.  Theres no way to get it to show as cursor target currently that i know of.  Maybe this needs its own post.

    Here:

    This scripts you can modify for your needs.

  9. 19 hours ago, juandayz said:

    @SryImAnooB i use it in workshop to remove objects

      Hide contents
    
    
    private ["_playerPos","_nearRestr","_delobj","_objectID","_objectUID"];
    
    
    
    _playerPos = getPosATL player;
    _nearRestr = count nearestObjects [_playerPos, ["Loudspeakers_EP1"], 25] > 0;
    
    player playActionNow "Medic";
    [player,"repair",0,false,10] call dayz_zombieSpeak;
    [player,10,true,(getPosATL player)] spawn player_alertZombies;
    sleep 2;
    _delobj = nearestObject [player, "Loudspeakers_EP1"];
    
    _objectID = _delobj getVariable["ObjectID","0"];
    _objectUID = _delobj getVariable["ObjectUID","0"];
    deleteVehicle _delobj;
    [_objectID,_objectUID] call server_deleteObj;
    deleteVehicle _delobj;
    PVDZ_obj_Destroy = [_objectID,_objectUID,_delobj];
    publicVariableServer "PVDZ_obj_Destroy";
    titleText ["Loudspeakers was removed", "PLAIN DOWN"];titleFadeOut 5;

     

     

    This works perfectly! Thank you!

  10. Hey guys im trying to make a little script, which allows a player to delete a nearby Object. In that case a "Sr_border".

    First i did it like this:

    With Clickaction.

    removeBorder.sqf

    _nearBorder = nearestObject [player,"Sr_border"];
    if (_nearBorder distance player < 5) then {
    {deleteVehicle _x} forEach nearestObjects [_player, ["Sr_border"], _range]
    } else {
    SystemChat "No Carspawn nearby!";
    };

    Worked pretty good, except for the problem, that after restart the border was back.

    I think thats because the {deleteVehicle _x} is exec. localy.

    So i tryed this:

    init.sqf

    	"removecarspawn" addPublicVariableEventHandler {
    	{deleteVehicle _x} forEach nearestObjects [_player, ["Sr_border"], _range]
    	};

    removeBorder.sqf

    _nearBorder = nearestObject [player,"Sr_border"];
    _range = 5;
    _player = player;
    if (_nearBorder distance player < 5) then {
    publicVariable "removecarspawn";
    } else {
    SystemChat "No Carspawn nearby!";
    };

    But its not working. Im a bit clueless, any tips for me?

  11. 24 minutes ago, OMGitzSteveo said:

    WOW. 2 hours i was staring at that for. Amazing how you go blind and a fresh pair of eyes spots the issue right away.

     

    Thanks a lot man. Was looking at that config for hours. Amazing how quick a fresh set of eyes can see little things.

     

    Although, The server now works but i am met with a lot more errors Such as

     

    15:01:35 Error in expression <0) == 1} do

    {

    _sub = dz_loot_weighted select (_def select 1);

    _def = dz_loot_d>

    15:01:35 Error position: <select (_def select 1);

    _def = dz_loot_d>

    15:01:35 Error Zero divisor

    15:01:35 File z\addons\dayz_code\loot\select.sqf, line 32

    15:01:35 Error in expression <floor random count _weighted);

     

    while {(_def select 0) == 1} do

    {

    _sub = dz_lo>

    15:01:35 Error position: <_def select 0) == 1} do

    {

    _sub = dz_lo>

    15:01:35 Error Undefined variable in expression: _def

    15:01:35 File z\addons\dayz_code\loot\select.sqf, line 30

    15:01:35 Error in expression <andom count _sub);

    };

     

    _result set [_i, _def];

    };

     

     

    I have not touched this file in any way shape or form. Also, no overwatch weapons seem to be spawning as loot still 

     

     

    i edited my post also } missing in line 175

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