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gernika

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  1. Like
    gernika reacted to kingpapawawa in [Release] Virtual Garage [Updated for 1.0.7]   
    Maybe this?
    /*  Check Actions ?       */ _CSA = false;    /* true or false */    /* this checks mousewheel actions */
  2. Like
    gernika got a reaction from juandayz in Capture Points   
    so for test it i just need add a class sensor in my mission.sqm  for example in my phantera map:
    class Item11 { position[]={3807,0,7661}; TRGDEF name="zonebf"; expCond="(vehicle player) in thislist;"; expActiv="zonebf = [] execVM ""scripts\capturePoint.sqf"";"; expDesactiv="terminate zonebf;"; };  
  3. Like
    gernika reacted to juandayz in You will be allowed(permission) to enter vehicle in trader?   
    (not my code)
     
  4. Like
    gernika reacted to juandayz in Capture Points   
  5. Like
    gernika reacted to juandayz in [OUTDATED] Time Control   
    i not try it yet... but great work @Schalldampfer  replacing the old time_control.sqf and tnks for share it!
  6. Like
    gernika reacted to Schalldampfer in [OUTDATED] Time Control   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 :
     
  7. Like
    gernika reacted to salival in [Release] Virtual Garage [Updated for 1.0.7]   
    Virtual Garage is part of Epoch 1.0.7.1 now.
    Hi guys,
    Here's my version of Virtual Garage, it's not far off a full rewrite but includes some of the original code that the original author contributed.
    Fixes a lot of problems and adds a lot of newer features:
    Single UI for storing/retrieving vehicles Dynamic pricing based on vehicle type/classname Dynamic limits based on vehicle type/classname Adds support for removing a helipad nearby Able to see storage in stored vehicles RPT logging for storing/retrieving vehicles Fixes dupes for more than 2 people depositing the same vehicle Supports briefcases and coins Localization support (currently german and russian) Please see my github repo for install instructions:
    https://github.com/oiad/virtualGarage
  8. Like
    gernika reacted to juandayz in 1.6.2 [Remote Lock/Unlock Veh] USING KEYBOARD.sqf   
    hey nova,, i dont know if is possible... but you can try use some other command with engine on.. .like force speed...  for example in this line
    if (!isEngineOn _vehicle) then {_vehicle engineOn true;_vehicle forceSpeed 1;}; but maybe the car go away alone
  9. Like
    gernika reacted to Relentless in Capture Points   
    And next time, please ask here as these sections are made for releases and not for questions.
    https://epochmod.com/forum/forum/35-scripting/
  10. Like
    gernika reacted to juandayz in Capture Points   
    @Expherion  here you got one that i wrote with @iben  for my deathmatch mod.
    Thers no crate spawns at the end.. but you can add one very easy.  (Players wins money every 60 seconds for hold the position)
    player_deathmatch_enter.sqf
    player_deathmatch_leave.sqf
     
    mission.sqm  (use this file to set a pos and ratio where this area is located)
     
     
    heres another variant that i wrote for nuclear wars.. wheres the script spawns waves of 3 enemy ai.
    bandits.sqf
     
  11. Like
  12. Like
    gernika reacted to Cherdenko in [EPOCH-DEATHMATCH MOD]   
    i was earlier on the server and had a 300ms ping so no i would not recommend on joining on there from germany.
    i will also get a server up next month hosting and testing the mission for juan
  13. Like
    gernika reacted to Relentless in [EPOCH-DEATHMATCH MOD]   
    I'd love too, really but first reason I can't is that my windows is broke and I am currently reinstalling it. Currently I am still using it because Chrome still works while copying files on an external drive and second reason is that I am from Germany and brazil is quite far and my ping would screw myself up. xD
    I would just rage because getting killed from somewhere 2 secconds delayed. :D
    But thank you for the offer.
  14. Like
    gernika reacted to juandayz in [EPOCH-DEATHMATCH MOD]   
    in this moiment thers a brazilian server by wagner running it. if u wanna join we are playing now :D
  15. Like
    gernika reacted to juandayz in [EPOCH-DEATHMATCH MOD]   
    Well this is the result of my best enemy "what if?". I just start it as a simple mod.. but with the running of the days the "what if" appear more and more, ending in a mod who uses all epoch files.
    Many tnks to @iben  @oldmatechoc @Hooty   @Th3-Hunter333    for all support and tests.
    *What is DEATHMATCH: Is a mixture of Wasteland and Epoch with a system of Ranks Exclusive only for UTES map. You can choise between play a clasic DeathMatch or Epoch-DeathMatch
    *Mission Cache Size: Less than 500kb.
    *Install: The install is pretty simple, you just need 10 minutes for create a fresh server files, create a database, overwrite all with DeathMatch files and edit some paths.
    *What´s inside?:
    *What´s was writed exclusive for DEATHMATCH?
     
    Important!: this not was writed thinking in infistar. You can use it with infi but you will need entry a lot of filters.
    VIDEO:
     
     
    heres the rpt: https://pastebin.com/mtV4Ppk1
     
    Install:
    dowload latest version from here: http://www.mediafire.com/file/yhls7avnhatq7b8/UTES+DEATHMATCH+v2.rar
    OUT OF DATE DO NOT USE IT: http://www.mediafire.com/file/jekbn6o45wxm1g6/UTES+DEATHMATCH.rar
     
    DETAILED CONFIGS by @Cherdenko
    https://mega.nz/#!yMADTRwb!l9OUVYDXwQFtbBBhtKhsZE8Xmwr5ndk4A-hgUXEr_xw
  16. Like
    gernika reacted to juandayz in Repair and Salvage Script 1.0.6.1?   
    in configvariables.sqf thers an option
    DZE_salvageLocked = true; //Enable or disable salvaging of locked vehicles, useful for stopping griefing on locked vehicles.
  17. Like
    gernika got a reaction from harcosgoogle in Repair and Salvage Script 1.0.6.1?   
    Think is included by default in init or configvsriables men
  18. Like
    gernika reacted to harcosgoogle in Repair and Salvage Script 1.0.6.1?   
    Hi!
     
    Repair and Salvage Script 1.0.6.1?
     
     
  19. Like
    gernika reacted to juandayz in 1.6.2 [Remote Lock/Unlock Veh] USING KEYBOARD.sqf   
    sory but this guy comes asking for a merge my code with your option to eject (and he put your link).
     
    I dont need give you credits for nothing its more than obvoius that bunch of code its yours:
    and im not selling nothing here.. and i dont have this part im my main post, and i post this update with keyboard before yours, and I when i saw your update i had the descency to delete my old right click action and redirect to yours. So dont know what more you want.. And this is not all i want say you,.. but is all i can say in english... so whish u can speack spanish. So i think the best thing for us .. is jsut keep ignoring me as i ignore you. 
     
    Here you got the original post ...the guy who have the idea of it. if u want give some credits in your post:
    And about main post take a look on the hours

    and after all of thhis sh***  .. more of the tasted of each one.. great work with the new right click. But i still think you were bad comes here to leve me notes.
  20. Like
    gernika reacted to salival in [Release] Remote vehicle locking/engine/eject [Updated for 1.0.7]   
    Remote Vehicle is part of Epoch 1.0.7.1 now.
     
    Hi,
    Here's a script I wrote that does the following from right clicking your key in your toolbelt:
    Unlock/lock vehicle. Turn engine on/off. Eject players not in your group. Thanks to @Pattohfor the idea for this script.
    For downloading and install instructions, see my github: https://github.com/oiad/remoteVehicle
  21. Like
    gernika reacted to juandayz in 1.6.2 [Remote Lock/Unlock Veh] USING KEYBOARD.sqf   
    NP TEst it with real players and regards for youre players in spain from argentina saludos a los jugadores de españa desde argentina.
  22. Like
    gernika reacted to juandayz in 1.6.2 [Remote Lock/Unlock Veh] USING KEYBOARD.sqf   
    @gernika  ok here you got.. dont have players to test.. but i do it with a BOT.
    remote_key.sqf  (with the eject players adition)
    video: (the bot is stupid and get into the car ..he dosnt matter if is locked or not.. but players cant made it.)
     
  23. Like
    gernika reacted to juandayz in 1.6.2 [Remote Lock/Unlock Veh] USING KEYBOARD.sqf   
    @JohnnyBravo666 @Hooty @ViktorReznov@WLF @gernika @Cherdenko @S4M @kingpapawawa  Here you got guys the last remake.. just use one single file, and not need right click actions.. just keyboard. The engine start and shutdown alone.. If vehicle locked then unlock and start engine... if is unlocked and engine is working.. then shutdown the engine and lock the veh automatically.
    VIDEO:
    1-In your CUSTOM!!! keyboard.sqf at bottom but before the last "_handled" paste:
     
    2-Create remote_key.sqf  (mpmissions\your instance\scripts\ )
     
     
  24. Like
    gernika reacted to iben in Lottery   
    Hi guys,
    code bellow is adjusted to be used with fnc_SC_uniCoins function + some optimization for speed:
    private ["_moneyTarget","_Reward","_cost","_rand","_cardtext"]; _moneyTarget = "cache"; _Reward = 1000; _cost = 100; // Exit the game if player is low on money if !([player,_cost,"remove",_moneyTarget] call fnc_SC_uniCoins) exitWith { cutText[format["You need %1 coins to play this game!",_cost], "PLAIN DOWN"]; }; titleText [format["you pay %1 coins goodluck",_cost] , "PLAIN DOWN", 1]; _rand = floor(random 100); // Exit immedieatelly when first condition is true call { if (_rand <= 70) exitWith { _cardtext = ["24","22","23","25","19"] call BIS_fnc_selectRandom; titleText [format["You took %1 ...looser",_cardtext], "PLAIN DOWN",2]; }; if (_rand <= 100 && _rand > 71) exitWith { [player,_Reward,"add",_moneyTarget] call fnc_SC_uniCoins; [format["<t size='1.2' color='#D01000'>WOW 21!!!!%1</t><br/><t size='0.9'>WIN %2!!!!.</t>",(name player),_Reward],0,0,2,2] spawn BIS_fnc_dynamicText; }; }; Cheers gamblers... :)))
  25. Like
    gernika reacted to juandayz in Lottery   
    i had writed this old for my 1.0.5.1 is a Blackjack game... you can adjust to use in 1.6.1 using the new salival ZSC function to add-remove money or the iben function for the same.
    How this works? you set an scroll menu option on one of your trader and execute this scritp.
    @DAmNRelentless i think you can update it in a minute, its very easy... just need a time prevention to not use again and use
    Here you got a quick update to start to work.
    _depositMoneyin = "cache";//bank is the other option//works if u have the @iben function and true below _fn_SC_uniCoins = true;//set false if u dont have @iben funcion _Reward = 1000; _cost = 100; _coins = player getVariable [Z_moneyVariable,0]; if (_coins < _cost) then { cutText[format["You need %1 coins to play this game!",_cost], "PLAIN DOWN"]; } else { titleText [format["you pay %1 coins goodluck",_cost] , "PLAIN DOWN", 1]; sleep 1; player setVariable[Z_moneyVariable, (_coins - _cost), true]; _rand = floor(random 100); if (_rand <= 70) exitWith { _cardtext = [ "24", "22", "23", "25", "19" ]call BIS_fnc_selectRandom; titleText [format["You took %1 ...looser",_cardtext], "PLAIN DOWN",2]; }; if (_rand <= 100 && _rand > 71) then { [format["<t size='1.2' color='#D01000'>WOW 21!!!!%1</t><br/><t size='0.9'>WIN %2!!!!.</t>",(name player),_Reward],0,0,2,2] spawn BIS_fnc_dynamicText; if (_fn_SC_uniCoins) then { [player,_Reward,"add",_depositMoneyin] call fnc_SC_uniCoins; } else { _coins = _coins + _Reward; player setVariable[Z_moneyVariable,_coins,true]; }; }; };  
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