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gernika
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gernika reacted to juandayz in [Making Tie Up] with a lil help of my friends.
if (_DisableInput) then {disableuserinput false;disableuserinput false;disableuserinput false;}; if this code are giving issues (love it) we can just remove it and add a
removeAllWeapons _body; and other thing @oldmatechoc about my bad englsish cannot understand so well.. the user menu are working bad?
this
and about the animation:
i see that youre not using playMove only switch.
so for example
_body playMove "boundCaptive_loop"; //start animate //bunch of code.... _body switchMove "boundCaptive_loop";//stop animation and if the animation still no longer be stoped.. press "V"
And another thing some time ago working on kumyrna town mod, i was proove animations, and a lot of them never go back to a normal state.
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gernika reacted to juandayz in [Making Tie Up] with a lil help of my friends.
@oldmatechoc @Hooty @Cherdenko
tie_up2.sqf
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gernika reacted to juandayz in [Making Tie Up] with a lil help of my friends.
@oldmatechoc @Hooty very glad with the new way of the script (love the stick but i also imagine that an animation gonna looks better). Cannot see it but imagine how its looks.
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gernika reacted to juandayz in [Making Tie Up] with a lil help of my friends.
NICE WORK @oldmatechoc the script looks beauty now, love the fn_Selfaction first line. have some questions.
1-In this line of selfactions
if (_isAlive && {_typeOfCursorTarget in AllPlayers} && {isPlayer _cursorTarget} && !isInTraderCity) then { the isInTraderCity variable, is defined by the coords into DZE_safezonesposarray? so for example if an adm wanna add some custom safezones he will need a custom ConfigVariables.sqf to take the DZE_safezones?
2-This needs some infistar filter?
3-The altitude by the player in relation with the pole is fine or need be changed?
_stick = createVehicle ["Plastic_Pole_EP1",_positionp, [], 0, "CAN_COLLIDE"]; _body attachTo [_stick, [0, 2, 0]]; 4.You can say "everything works"? to proceed to the merge with whistle mod? or maybe (i ask it to everyone) we can forgot the whistle and use the tie_up2.sqf to spawn some zeds near of the player tied up.
something like:
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gernika reacted to juandayz in [Making Tie Up] with a lil help of my friends.
nice! about the infistar safezone, i guess i need made another option for users like me, who dsnt have infistar . but nice work mate
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gernika reacted to juandayz in [Making Tie Up] with a lil help of my friends.
haah this is to much evil! love it @oldmatechoc
disableuserinput true;disableuserinput true;disableuserinput true;
also you can test with white screen to madee some kind of effect on victim player
titleText ["", "WHITE IN"];
and would be nice, add a scroll menu if player have knife or a rc action to try to cut the rope and get safe
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gernika reacted to juandayz in [Making Tie Up] with a lil help of my friends.
@oldmatechoc
take care about the mouse disabled
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gernika reacted to juandayz in [Making Tie Up] with a lil help of my friends.
private["_body","_positionp","_stick","_waitTime","_hastools","_inventory","_break_free","_waitcut"]; _body = _this select 0; _waitTime = 60; _waitcut =10; _inventory = items player; _hastools = "ItemKnife" in _inventory; diag_log("tie up attempt on:" + str(_body) + " and I am: " + str(player) ); if (_body == player) then { diag_log("tied up!"); _positionp = [player] call FNC_GetPos; _stick = createVehicle ["Plastic_Pole_EP1",_positionp, [], 0, "CAN_COLLIDE"]; _body attachTo [_stick, [0, 0, 0]]; player setVariable ["dayz_tieup",true]; if (_hastools) then { if (s_player_cut < 0) then { s_player_cut = player addaction [("<t color=""#C0A172"">" + ("cutoff") +"</t>"),"dayz_code\actions\player_breakfree.sqf","",5,false,true,"",""]; }; } else { player removeAction s_player_cut; s_player_cut = -1; // disableuserinput true; disableuserinput true; disableuserinput true; // player playMove "AmelPercMstpSnonWnonDnon_zasah6hlava"; [player,10,true,(getPosATL player)] spawn player_alertZombies; cutText ["You've been tied up! You will be released in 1min!", "PLAIN DOWN"]; sleep _waitTime; deleteVehicle _stick; cutText ["Releasing you now!", "PLAIN DOWN"]; // disableuserinput false;disableuserinput false;disableuserinput false; player setVariable ["dayz_tieup",false]; // call dayz_resetSelfActions; }; };
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gernika reacted to juandayz in [Making Tie Up] with a lil help of my friends.
@oldmatechoc @Cherdenko or another variant, to execute automatically a user menu if the player have the knife to cut the rope
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gernika reacted to Tech_Support in [RELEASE] Server/Bec-Monitor-Auto Restart-Auto Backup Sql DB Script
Script from
And
I just made it 1 .bat file easy to use all you need to do is edit the Config settings section and the command line.
Make a new .bat file on your desktop of your windows vps or dedi
Paste this in it
If you run multiple servers create a file for each server on your desktop all you have to do is change the command lines and the config settings to suit each server on each file.
This script will re-run everything from this label :arma2oaserver every time the server cmd box is closed so yes if bec shuts down the server after x amount of hrs the script will backup your sql will re-start Bec & the Server
If your server cmd box closes for some unknown reason this will terminate connection with Bec and so Bec shuts down but dont worry the script will backup your database then restart bec and your server (dont believe me try it run this script then close your server cmd box while this script is running and watch the magic lol)
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gernika reacted to juandayz in [RELEASE] Server/Bec-Monitor-Auto Restart-Auto Backup Sql DB Script
1-create monitor.bat
paste inside: (edit lines in red to put your paths)
save it into your server root c:\epochserver\.
2-download and place battleyefolder into your server root \instance_11_Chernarus\ overwrite your battleyefolder
Download BEC Here: http://www.mediafire.com/file/jtq8bd7b68llp1d/BattlEye1.6.rar
3-
open YOUR SERVER ROOT\instance_11_Chernarus\BattlEye\Bec\Config\Config.cfg
BePath = C:\epochserver\instance_11_Chernarus\BattlEye change for your path
4- Here im a lil confused cuz i think tech uses a shutdown by his S.O
open YOUR SERVER ROOT\instance_11_Chernarus\BattlEye\Bec\Config\scheduler.xml
<job id="4">
<time>00:00:10</time>
<delay>000000</delay>
<day>1,2,3,4,5,6,7</day>
<loop>0</loop>
<cmd>C:\epochserver\monitor.bat</cmd>
<cmdtype>1</cmdtype>
</job>
change in every where for your path:
example: (see lines in red)
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gernika reacted to juandayz in [Making Tie Up] with a lil help of my friends.
NICE!! TNKS FOR THE TEST MATE!!!!!
also another suggestion by @Cherdenko restrict the safezones in fn_selfactions
and the update for tie_up2.sqf with a variation on detach
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gernika reacted to juandayz in [Making Tie Up] with a lil help of my friends.
ok so the tie_up2.sqf stop to work here:
so maybe this line [player] attachTo [_stick, [0, 2, 0]];
_body attachTo [_stick, [0, 2, 0]];
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gernika reacted to juandayz in [Making Tie Up] with a lil help of my friends.
yup youre right friend, but we need to know if main idea works, the rest is details. i think :
1-We need know if scroll menu to tie up appear on the other player.
2-if the tie_up2.sqf made something on the victim player
3-if tie_up2.sqf complete well his script secuense.
4-safezones restrictions
5-filters.
any way this is only an idea. and many tnks for take the call guys!!!!
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gernika reacted to Cherdenko in [Making Tie Up] with a lil help of my friends.
also another thing @juandayz you should maybe restrict tying up in safezones
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gernika reacted to juandayz in [Making Tie Up] with a lil help of my friends.
so the main idea works? the scroll option appear on the other player to tie up? the pole spawns, but the player is not attached?
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gernika reacted to juandayz in [Making Tie Up] with a lil help of my friends.
Hey few days ago i posted a new and stupid mod "whistle" ,but from here comes the idea to made a tie up players and whistle zeds to come and eat the player tied up.
I ask for help of everyone here, can be nice made a new script/mod thogeters
I think use the old knock out system as base to write it:
BASE MODS:
INSTALLING: (WORKING): (07/3/17)
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gernika reacted to juandayz in SCRIPT BASE TO CRAFT OBJETS.
more than 1 object do you say-
you will need a variable.sqf then find
DayZ_SafeObjects = above paste:
DZE_CUSTOMOBJECTS = ["ALL","YOUR","OBJECTS"];
now into
DayZ_SafeObjects = change by:
DayZ_SafeObjects = DZE_CUSTOMOBJECTS + ["the others default objects from epoch",""]; now go to your server_monitor.sqf
find:
_isPlot = _type == "Plastic_Pole_EP1_DZ"; bellow paste
_isCustomObjects = _type in DZE_CUSTOMOBJECTS; Now find:
if( (count _inventory > 0) && !_isPlot && !_doorLocked) then { change by:
if( (count _inventory > 0) && !_isPlot && !_doorLocked && !_isCustomObjects) then {
hope it help you
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gernika reacted to killerkiwi in Battlefield 2.0
hi guys have new battlefield script here are the files i will up date this with instructions please call this from server side not mission side will now work
https://drive.google.com/file/d/0B9Hx4yLjmp8cbEdNV1ZCSWJUeUU/view?usp=sharing
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gernika reacted to juandayz in 1.6.2 NEW RUBBLETOWN
rubble_town.sqf
https://pastebin.com/hAb8v5kj
add the call in init.sqf like the others events.
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gernika reacted to theduke in [Outdated][RELEASE] Virtual Garage update for 1061
Alright so here is the virtual garage.
ALL CREDITS go to the original authors.
GZA David for the Virtual Garage script
Torndeco for the EXT Database
All i did was change a few variables to update it for 1.0.6.1
DOWNLOAD
https://github.com/theduke77/Virtual-Garage
I use the script a little different than intended.
The only difference, i use vehicle and air traders to access the virtual garage, intended for use with garages, but requires gem crafting...
The original instructions are in the download in case someone wants to do it that way
so on with the instructions..
Tools Required
Notepad ++
PBO Tool
SQL tool such as HeidiSQL
First we start with the mission folder.
copy the scripts folder from the downloads into your mission folder.
1. Open your init.sqf
look for
dayz_randomMaxFuelAmount add this bellow
DZE_garagist = ["Profiteer4","Worker3","RU_Profiteer4","Hooker1","Worker2"]; save and close
2. Open your description.ext
add this at the bottom
#include "scripts\garage\common.hpp" #include "scripts\garage\vehicle_garage.hpp" save and close
4. Open your fn_selfactions.sqf
look for
//Player Deaths add this above
//Garage if((_typeOfCursorTarget in DZE_garagist) && (player distance _cursorTarget < 5)) then { if (s_garage_dialog2 < 0) then { s_garage_dialog2 = player addAction ["Vehicle Garage", "scripts\garage\vehicle_dialog.sqf",_cursorTarget, 3, true, true, "", ""]; }; if (s_garage_dialog < 0) then { s_garage_dialog = player addAction ["Store Vehicle in Garage", "scripts\garage\vehicle_store_list.sqf",_cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_garage_dialog2; s_garage_dialog2 = -1; player removeAction s_garage_dialog; s_garage_dialog = -1; }; still in the fn_selfactions.sqf
look for
player removeAction s_player_fuelauto2; s_player_fuelauto2 = -1; player removeAction s_player_manageDoor; s_player_manageDoor = -1; add this bellow
player removeAction s_garage_dialog2; s_garage_dialog2 = -1; player removeAction s_garage_dialog; s_garage_dialog = -1; save and close.
5. Open your variables.sqf
look for dayz_resetSelfActions = {
add this before the closing bracket };
s_garage_dialog = -1; s_garage_dialog2 = -1; save and close
6. Open your compiles.sqf
look for
fn_dropItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dropItem.sqf"; add this above
player_getVehicle = compile preprocessFileLineNumbers "scripts\garage\getvehicle.sqf"; player_storeVehicle = compile preprocessFileLineNumbers "scripts\garage\player_storeVehicle.sqf"; vehicle_info = compile preprocessFileLineNumbers "scripts\garage\vehicle_info.sqf"; Still in the compiles, add this at the bottom
SC_fnc_removeCoins= { private ["_player","_amount","_wealth","_newwealth", "_result"]; _player = _this select 0; _amount = _this select 1; _result = false; _wealth = _player getVariable[Z_MoneyVariable,0]; if(_amount > 0)then{ if (_wealth < _amount) then { _result = false; } else { _newwealth = _wealth - _amount; _player setVariable[Z_MoneyVariable,_newwealth, true]; _player setVariable ["moneychanged",1,true]; _result = true; call player_forceSave; }; }else{ _result = true; }; _result }; SC_fnc_addCoins = { private ["_player","_amount","_wealth","_newwealth", "_result"]; _player = _this select 0; _amount = _this select 1; _result = false; _wealth = _player getVariable[Z_MoneyVariable,0]; _player setVariable[Z_MoneyVariable,_wealth + _amount, true]; call player_forceSave; _player setVariable ["moneychanged",1,true]; _newwealth = _player getVariable[Z_MoneyVariable,0]; if (_newwealth >= _wealth) then { _result = true; }; _result }; vehicle_gear_count = { private["_counter"]; _counter = 0; { _counter = _counter + _x; } count _this; _counter }; save and close
7A. Open your publicEH.sqf
If you don't have a custom publicEH.sqf already, go to step 7B
look for
if (dayz_groupSystem) then { "PVDZ_Server_UpdateGroup" addPublicVariableEventHandler {(_this select 1) spawn server_updateGroup}; }; add this bellow
"PVDZE_queryGarageVehicle" addPublicVariableEventHandler {(_this select 1) spawn server_queryGarageVehicle};
"PVDZE_spawnVehicle" addPublicVariableEventHandler {(_this select 1) spawn server_spawnVehicle};
"PVDZE_storeVehicle" addPublicVariableEventHandler {(_this select 1) spawn server_storeVehicle};
7B. Only do this step if you DON'T have a custom publicEH.sqf
Open your init.sqf again
look for
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; replace it with this
call compile preprocessFileLineNumbers "scripts\garage\publicEH.sqf"; Thats it for the mission file
Now for the server
Copy the garage folder from the download, into the compiles folder in your dayz_server folder
1. Open your server_functions.sqf
look for this
spawn_vehicles = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_vehicles.sqf"; add this bellow
"extDB" callExtension "9:DATABASE:Database2"; "extDB" callExtension format["9:ADD:DB_RAW_V2:%1",1]; "extDB" callExtension "9:LOCK"; server_queryGarageVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\server_queryGarageVehicle.sqf"; server_spawnVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\server_spawnVehicle.sqf"; server_storeVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\server_storeVehicle.sqf"; fn_asyncCall = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\garage\fn_async.sqf"; Save and close
Thats it for the server PBO
BattlEye
Add to publicvariable.txt:
!="PVDZE_queryGarageVehicle" !="PVDZE_storeVehicle" !="PVDZE_spawnVehicle"
Infistar
Infistar:
Add to _ALLOWED_Dialogs:
2800,3800
Now for the database
Using heidi (or your favorite sql tool)
Open SQL.txt and copy everything in there and run a query on your database.
This will create a database called extdb
Copy the @extdb folder to the root of your server.
In your server launch BAT. add @extdb; before @dayz_epoch_server
Open the @extdb folder, edit the extdb-conf.ini and change the username and password to suit your needs.
(you might need to give all permissions for that user for the new database in heidi)
All done. Log in and go visit your vehicle traders!
Cheers Enjoy!
EDIT: updated the instructions for the fix of ANY/gear and it not taking coins. Please refer to step 6
EDIT 22/03/2017 : Added a fix for client RPT error (Step 5) Also changed the variable for the currency
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gernika reacted to juandayz in Safezone epoch 1.6
mmm i dont know exactly what your script does but,,, are you using a check for safezones???
example
The first code i give you its only for check if is a player on a safezone
_safezones = [[6325,7807,0],[4063,11664,0],[11447,11364,0],[1606,7803,0],[12944,12766,0],[4361.4937,2259.9526,0], [12060,12640,0]]; _safezonesRad = 150; _inSafezone = false; _player = player; if (_player distance _x < _safezonesRad) then { _inSafezone = true; }; } forEach _safezones; Now are you saying what happend if thers a player?
this code
if(_inSafezone ) then { //What happend if thers players in safezone }else{ //What happend if thers no players in safezones };
so its looks:
private ["_safezones","_safezonesRad","_inSafezone","_player"]; _safezones = [[6325,7807,0],[4063,11664,0],[11447,11364,0],[1606,7803,0],[12944,12766,0],[4361.4937,2259.9526,0], [12060,12640,0]]; _safezonesRad = 150; _inSafezone = false; _player = player; if (_player distance _x < _safezonesRad) then { _inSafezone = true; }; } forEach _safezones; if(_inSafezone ) then { //What happend if thers players in safezone }else{ //What happend if thers no players in safezones };
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gernika reacted to juandayz in Safezone epoch 1.6
nice,, if is only text.. maybe you can use the mission.sqm or the safezone.sqf (this have custom texts for default)
this
this line for show msg when players are in safezones
_msg = 'You entered a Safe Zone!'; this other when they leave
_msg = 'You left the Safe Zone!';