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gernika

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  1. Like
    gernika reacted to iben in Not understanding remote_messages.sqf   
    Hi @azzdayz,
    let me try to clarify confusion about remote msgs.
    You're mixing two types of code which do the same, but slightly differently.
    I'll guess: you visited topic in this section "Dynamic text issue" and used customized file for
    remote msgs. If so, here is the start of your confusion:
    The first code for remote msg showing above in the first spoiler is default one, using radio msgs only
    and calling, in this case, default RE function for remote msg (which means, uses two types of public EH
    - default one from arma files, second one from WAI to call default one from arma)
    The second piece of code is customized version and it uses just one custom public EH + added possibility
    to use more types of msgs. The main reason of custom remote msgs file is use it not just along with WAI,
    but everywhere in your scripts so you can change the default behaviour of your msgs.
    You wrote about changing color with BIS_fnc_dynamicText function.
    The reason why it's not working for you is this: you have to change code in WAI file named "mission_winorfail.sqf"
    // This is part of mission_winoffail.sqf that needs to be changed: // Mission start msg if (wai_radio_announce) then { RemoteMessage = ["radio","[RADIO] " + _msgstart]; publicVariable "RemoteMessage"; } else { [nil,nil,rTitleText,_msgstart,"PLAIN",10] call RE; }; // Mission win msg if (wai_radio_announce) then { RemoteMessage = ["radio","[RADIO] " + _msgwin]; publicVariable "RemoteMessage"; } else { [nil,nil,rTitleText,_msgwin,"PLAIN",10] call RE; }; // Mission fail msg if (wai_radio_announce) then { RemoteMessage = ["radio","[RADIO] " + _msglose]; publicVariable "RemoteMessage"; } else { [nil,nil,rTitleText,_msglose,"PLAIN",10] call RE; }; // ... all of this has to be changed ===
    If you want to use dynamic text with customized version of remote msgs file, you have to change:
    (it's needed everytime you decide to use different type of remote msg (radio, global chat, dyn. text etc - just follow instructions in code)
    RemoteMessage = ["dynamic_text","["your text 1line","your text 2line"]]; // custom text 2 lines publicVariable "RemoteMessage"; RemoteMessage = ["dynamic_text","[_msgstart,"your text 2line"]]; // default WAI text 1line, custom text 2line publicVariable "RemoteMessage"; // The confusion part is, dynamic text case comes with two paramaters in array: _message = _this select 1; // in the beginning of code //...for dynamic text (check the source code) it's: [_message select 0, _message select 1] // in dyn. text part ===
    You can of course change customized code to fits you needs.
    If I may to give you any advice, I would say something like:
    stay with your default file on live server and use it safely. Try to change and customize and play with remote msg on your local machine so you can experiment safely.
    ===
    Cheers
  2. Like
    gernika reacted to juandayz in Not understanding remote_messages.sqf   
    yes if u use something like:
    [nil,nil,rTitleText,"MESSAGE HERE","PLAIN",7.5] call RE;   
    thes yes youre not using the function and the pv of remote_messages.sqf
    remember it took me almost 3monts to understand how remotemsg works
  3. Like
    gernika reacted to juandayz in Not understanding remote_messages.sqf   
    this is my example for epoch events.. but is the same---
    event.sqf (see lines in red)
    the in your remote_msg
    if u wanna play sound change the hint line by
    if (_type == "hint")             exitWith {hint _message;playSound "Radio_Message_Sound";};
  4. Like
    gernika got a reaction from juandayz in [DEATH BODY LOST EVENT] 1.6   
    test and works for me... Many thanks juandayz for this awesome event!
  5. Like
    gernika reacted to juandayz in [DEATH BODY LOST EVENT] 1.6   
    @dayz noob  test it and works..
    to make your test.. just change this line
    _marker = createMarker ["DeathLostBody", _position];
    by
    _marker = createMarker ["DeathLostBody", _mainpos];
    Then you will know whers exactly the body
  6. Like
    gernika reacted to juandayz in [DEATH BODY LOST EVENT] 1.6   
    no, the code do not show the exact position
    to make your test.. just change this line _marker = createMarker ["DeathLostBody", _position]; by _marker = createMarker ["DeathLostBody", _mainpos]; Then you will know whers exactly the body *The body spawns.. the loot wait until thers players nearest to spawn.
  7. Like
    gernika got a reaction from iben in [RE-RELEASE, v1.5.1] Paint Vehicles script using single currency (updated to 1.0.6.2)   
    tnks iben for it!!!!
  8. Like
    gernika reacted to iben in [RE-RELEASE, v1.5.1] Paint Vehicles script using single currency (updated to 1.0.6.2)   
    Hello guys,
    do you remember old "Paint vehicles" script? Let's look back to idea fathers:
    ===
    CREDITS:
    All credits goes to its original authors:
    DayZ Epoch developers, collaborators and contributors (thank you guys for your excellent work!) (visit them on github)
    Maca134 for orginal color vehicle script.
    @Zupa for the idea of painting vehicles in two different colors.
    @0verHeaT for script public release - this version we are updating for 1.0.6.1+ (see original thread)
    @raymix for list of paintable vehicles for this script (see original thread)
    ---
    Special Thank you goes to @DAmNRelentless for taking care of Github repo.
     ===
    This script was updated for Epoch 1.0.6.2 and upgraded.
    ===
    FEATURES:
    Vehicles can be painted in two different colors Only vehicles which you own can be painted (vehicles with key) Only vehicles in ColourVehicles array can be painted Script is designed to be used along with Single currency. Player will pay for painting vehicles. UPDATED: Color values are saved in the worldspace field in database NEW: Vehicles can be unpainted to default state (default textures are loaded) UPDATED: Vehicles can be painted using GUI with visual enhancements. Use PaintVehicles defines.hpp for defining custom GUI color scheme UPDATED: Script is now fully compatible with Virtual Garage and Vehicle Key Changer (VKC) script thanks to @salival (2017-08-22).
    All scripts by @salival and this one prior update date should be upgraded to get much better player experience! UPDATED: for Epoch 1.0.6.2 ===
    Changelog:
    [2017-05-22], v1.0 | Initial release [2017-05-25], v1.1 | Optimized compiles: 5 files reduced to 1. See changes: [commit  ae29c13] [2017-08-20], v1.2 | Regular code maintenance. See changes: [commit 682f99a] and [commit 7cd8fce] [2017-10-23], v1.3 | Roll back to full version of player_forceSave (uniCoins fix: Issue not related to script itself). [2017-12-04], v1.4 | Safer manipulation with data sending to server. Basic defines fix - from sqf to hpp.  See changes: [commit 2735dea] [2017-29-04], v1.5 | Update for Epoch 1.0.6.2 [2017-29-04], v1.5.1 | FIX: fn_selfAction path (thx @hooty): [commit 38fe105] ===
    How it looks like:

    === database screenshot

    ===
    MiniShowcase
    ===
    How to install:
    We are not using common way how is script included to current folder structure (like grab whole folder and put it to the root of mission folder) - 
    that's why read carefully, use repo folder structure (or similar) and compare tool like diffmerge! If you have troubles, just ask here or send me PM.
    Source files are available at Github repo. You can download them from here.
    For client side we need these folders in the root of your 'MPMissions\Dayz_Epoch_11.Chernarus' folder:
    actions: we will store file with scroll action menu command Paint vehicle here compile: we will store core script client files here Configs: we will store defines && dialog config files for script GUI here gui:  we will store your "Money" or "Coins" picture here (Change path inside: `dayz_code\compile\player_paintVehicle.sqf`) init: we will load all compiles and variables from here ... and finaly files:
    description.ext: we will load your defines and dialogs from here via master.hpp init.sqf: we will load your custom compiles and variables from here For server side (dayz_server) we need to touch these files:
    compiles\paintVehicles  (copy whole folder to compiles) compiles\server_updateObject.sqf system\server_monitor.sqf init\server_functions.sqf (compile init.sqf) ===
    Battleye
    // Add an exception to publicvariable.txt !="PVDZE_veh_Color" ===
    infiSTAR
    // Add an exception to allowed dialogs 571113 ===
    ...that's all, Have Fun!!
    Cheers...
    ===
  9. Like
    gernika reacted to salival in [Release] Safe Zone Relocate   
    Hi,
    Here's a simple safe zone relocation script for vehicles. 
    Simple relocate only safe zone script.
    Extremely quick and low overhead since we're only scanning the safe zone array instead of every vehicle.
    Uses the Epoch DZE_SafeZonePosArray for convenience.
    Install instructions and download link: https://github.com/oiad/safeZoneRelocate
  10. Like
    gernika reacted to RHE24 in Mega Loot Tables Epoch 1.0.6.1   
    Loottables-for-Epoch-1.0.6.1 and Legacy-1.0.5.1
    [for 1.0.6.1 see down below!!]
    =============1.0.5.1===========================
    Installation Steps: Download the Archive: https://github.com/RHE24/Loottables-for-Epoch-1.0.6.1-Legacy-1.0.5.1/archive/master.zip
    Extract the MegaLoot Ordner and copy it in your mission.pbo.
    In your init.sqf: find DZE_MissionLootTable = false; set it to true.
    Like this: DZE_MissionLootTable = true; //Custom Loot Tables
    then go to your description.ext and paste this:
    #include "MegaLoot\CfgBuildingLoot.hpp"
    at the top of your description.ext
    thats it, you are done Now happy Looting
    =============1.0.5.1===========================
    =============1.0.6.1===========================
    Installation Steps: Download the Archive: https://github.com/RHE24/Loottables-for-Epoch-1.0.6.1-Legacy-1.0.5.1/archive/master.zip
    Extract the dayz_code Ordner and copy it in your mission.pbo.
    In your init.sqf: find DZE_MissionLootTable = false; set it to true.
    Like this: DZE_MissionLootTable = true; //Custom Loot Tables
    then go to your description.ext and paste this:
    #include "dayz_code\Configs\CfgLoot\CfgLoot.hpp"
    at the top of your description.ext
    then find:  #include "\z\addons\dayz_code\Configs\CfgLoot\CfgLoot.hpp"   exclude or delete it
    thats it, you are done Now happy Looting
    =============1.0.6.1===========================
    our Post on Epoch Mod: https://epochmod.com/forum/topic/43914-mega-loot-tables-epoch-1061/
    ==================================================================
    This is an example of how to use your own Loot Tables on your Mission :)
    ==================================================================
  11. Like
    gernika reacted to oldmatechoc in Disable loot in safezones   
    Not 100% on this but you could try
    if (_canSpawn) && !isInTraderCity then { https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/player_spawnCheck.sqf#L114
  12. Like
    gernika got a reaction from juandayz in THE Z-IMS   
    well after some test in my server i need to say everyone in my server love it! and they (also i) cant wait for the expanse about sex and everything you said.. any progress?
  13. Like
    gernika reacted to juandayz in 1.6.2 [Remote Lock/Unlock Veh] USING KEYBOARD.sqf   
    ui_Selectslot.sqf  delete all about this mod and the other and
    find:
    _pos set [3,_height]; above paste:
     
     
  14. Like
    gernika reacted to juandayz in 1.6.2 [Remote Lock/Unlock Veh] USING KEYBOARD.sqf   
    if u are talking about this mod
    use tthe custom ui_selectslot.sqf (the salival mod use the ui_selctslot from deployanything so..)
    find this line
    and just below paste:
     
  15. Like
    gernika reacted to juandayz in THE Z-IMS   
    hooker , vans.. sounds great
  16. Like
    gernika got a reaction from JohnnyBravo666 in Death messages script? 1.0.6.1?   
    i think we need a buttom for give like to the arrogance of some people who wrote 3 stupid mods and feels like zupa with an awesome new mod.
  17. Like
    gernika reacted to Anhor in Death messages script? 1.0.6.1?   
    Why is there really no dislike button in the forum? For some comment or behavior that would be appropriate ............
     
  18. Like
    gernika reacted to juandayz in Death messages script? 1.0.6.1?   
    @harcosgoogle
    MAKE YOUR CUSTOM CONFIGVARIABLES.sqf 
    Ok, configvariables.sqf needs be taking off the @Dayz_Epoch folder to start to use it as a custom file so:
    1-Open your \@DayZ_Epoch\addons\dayz_code\
    in the root of dayz_code you will find the configvariables.sqf copy and paste into Mpmissions\yourInstance\custom\
    2-Open your init,sqf, find "configvariables.sqf" and change the line by:
    #include "custom\configVariables.sqf" and its done... open the configvariables.sqf located in custom folder and start to change it as iwbuk said .
    and do not worry if things that are obvious for somes to you are not all time all of us are learning here
     
  19. Like
    gernika reacted to juandayz in 1.6 Safezone   
    try changing this line as false since youre using custom position
    USE_TraderCity = true;
  20. Like
    gernika reacted to iben in 1.6 Safezone   
    I remember time I had similar problem... later I found out, I loaded script inside (!isDedicated) section in init... just in case... @harcosgoogle, make sure you loading file at very bottom of your init.sqf outside any (is...) section...
  21. Like
    gernika reacted to juandayz in THE Z-IMS   
    HELLO. THIS IS THE SECOND VERSION TO TEST. ITS FULLY WORKING JUST RIGHT NOW. BUT NEEDS SOME TESTS IN REAL SERVERS. SO I GONNA POST  HERE TO EVERYONE WHO WANNA USE THIS MOD IN HES SERVER AND WANNA SHARE HERE ABOUT HIS EXPERIENSE (cause lag, rpt errors, etc).
    https://ibb.co/jkBAo5
    *WHAT ITS THIS: 
    *Players need piss: ( every time you drink thers a chance to need pee. Get a tree to make pee)
    *Players need poop: ( every time you eat thers a chance to need poop. Get a tree to make pee) (use toilet paper and waterbottles to get a better clean)
    *Players need fix tooths: ( every time you drink or eat thers a chance to get a broken/rotten tooth) (use a knife, string and nails to fix your tooth) (use antibacterial wipe and antibiotics to get a better fix)
    *Players need sex:  (every time players spawns thers a chance to need sex) (sex alone, sex with death animals, dead zeds, others players). (get a tent to masturbate if u don like zeds,humans or animals)
    *Woman characters can be pregnant: (pregnancy gonna made loose blood)
    *Womans need abort her child: (you will need the sames items to fix tooth to made your abort)
    *Randoms Heart attacks on players: (get epinephrine to stop the heart attack)
     
    Tnks to @iben (take a look on this guy i think he gonna be the next zupa here) for find some errors and fix them. Tnks to @Hooty ,  @S4M  @Kimarik for tests and ideas They was very helpfull. Tnks to @oldmatechoc for helpme with icon positions. And Tnks to @Sandbird this idea becomes to me when i was updating his walk amongst dead mod, So this mod have a strong base on his code.
     
    DOWNLOAD: http://www.mediafire.com/file/o9eb7h99202zv5s/zims.rar
     
    UNINSTALL THE FIRST TEST REALIZE  (only if u already install it) TO GET THE LAST VERSION.
     
     
    *INSTALL THE LAST VERSION
     
    YOU GONNA NEED A CUSTOM VARIABLE.sqf and CUSTOM COMPILES.sqf and CUSTOM FN_SELFACTIONS.sqf   (i guess you alredy have one or know how to do it.)
    1-Open your init.sqf and at VERY BOTTOM PASTE:
    2-Open your description.ext  
     
    3-Custom Compiles.sqf
    4-In your variables.sqf (custom)
    5-Changing your custom PublicEH.sqf
    6-In your custom fn_selfactions.sqf
    7- Paste the zims folder into mpmissions\yourinstance\scripts\
  22. Like
    gernika got a reaction from juandayz in 1.0.6.1+ Links to all mods by username   
    @juandayzThis is and will be of great help over time! Tnks for do it!
    i never did a mod
  23. Like
    gernika reacted to juandayz in 1.0.6.1+ Links to all mods by username   
    Will be updated  
    @BigEgg mods:
     
    @mudzereli mods:
    @theduke mods:
    @ebayShopper mods:
    @Hooty mods:
    @salival mods:
    @JasonTM mods:
    @DAmNRelentless mods:
    @Anhor mods:
    @juandayz mods:
    @S4M mods:
    @Cherdenko mods:
    @Schalldampfer mods:
    @killerkiwi mods:
    @Bricktop mods:
    @Brody mods:
    @omc // @oldmatechoc mods:
    @neverwinter80
    @icomrade mods:
    @Joshyy mods:
    @Grahame mods:
    @hellraver mods.:
    @kingpapawawa mods:
    @TheVampire Mods:
     
  24. Like
    gernika got a reaction from juandayz in [Outdated] Attach Zeds to vehicles.   
    very very glad to see new things!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!  @juandayz tnks its works amazing.. and if i can help you to the update required by @DAmNRelentless just call me.
  25. Like
    gernika reacted to Hooty in [Outdated] Attach Zeds to vehicles.   
    @juandayz you done it again !!! Nice work home dog grilled cheese dill pickle.
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