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Posts posted by iben
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Ok, developing new addon at these days, enjoying cup of coffee ... '-showScriptErrors' ON ...
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starting ... waiting .... reading mission .... black square ==> 'Error: missing ; ' ==> cancel == > back to start line...
fixing missing ';' ... still '-showScriptErrors' ON ... starting ... waiting ... reading mission .... black square ==> 'Error: missing ; ' .... ==> 'Error: undefined variable ' ...
===Well, sometime seems I woke up with startup parameters: '-EmpyWorld; -noFilePatching; noLand;-noSound;-donothing;-noLogs;-noPause;-cpuCount=0;-exThreads=0'
Do you know that feeling??? :))
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9 hours ago, iben said:
Warning Message: Script z\addons\dayz_code\compile\vehicle_handleDamage.sqf not found
Maybe I'm wrong, but ... for example this warning msg means, script is looking for 1.0.5.1 vehicle_handleDamage.sqf. This file doesn't exists anymore - I mean, it's veh_handleDam.sqf now. This is prove it's old code - and with combination with call wild_spawnZombies it's most likely safezone script...
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1 minute ago, Anhor said:
infiSTAR
...or someone hacked my Metis
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2 hours ago, tade922 said:
Client RPT
Warning Message: Script z\addons\dayz_code\compile\wild_spawnZombies.sqf not found
Warning Message: Script z\addons\dayz_code\compile\vehicle_handleDamage.sqf not found
Warning Message: Script z\addons\dayz_code\compile\wild_spawnZombies.sqf not found
Warning Message: Script z\addons\dayz_code\compile\vehicle_handleDamage.sqf not foundI'm pretty sure it's related to old infiSTAR safezone code... he is using it in 1.0.6.1 and script is looking for files which doesn't exists anymore... use this version, it's upgraded...
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16 hours ago, Hooty said:
Can someone test the Tunguska to make sure its just not my stupid self lol. I have noticed it will not blow up in 1061. I have gbu the crap out of it, shot I dont know how many hell fires at it, and I even drove around under the ocean to see if it would blow up. This is the only vehicle that does this. @BigEgg thinks it may be the dayz patch. Does anyone know?
Just tested on my server... one metis, Tungushka down... how do you spawn it?
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3 minutes ago, Dzhabrailov said:
Removal of technology is working, but my ATV did not retire after the restart, but everything is removed, except the ATV
Only noticed
yeah, just go to your 'server_deleteObjInsafezone.sqf' and find:
// file: server_deleteObjInSafezone.sqf // find around line ::42 _defdelar = ["Bicycle","Motorcycle","CSJ_GyroC","CSJ_GyroCover","CSJ_GyroP"]; // ...and change it to: _defdelar = ["Bicycle","Motorcycle","CSJ_GyroC","CSJ_GyroCover","CSJ_GyroP","ATV_Base_EP1"]; // @readme: this will deletes ATV's after restart
PS: we are solving problems for another script here: please, send me PM so we don't spam another topic here. Thank You...
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2 minutes ago, theduke said:
Yes this is a problem and im one of them to have his mission all messed up. I started 2 years ago and the bad habit stayed with me lol.
Im actually in the process of redoing my missions so that it does reflect the same paths for the dayz client files. Its a good habit to have.
Tell me about this... :)))
Last couple days I spent hours to help guys organize their files.... and that's exactly why I decided to give install instruction as they look like... :))
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2 hours ago, Kimarik said:
Super work, but I find it very complicated to paste into an already made script pack. You have to take a few files apart.
for example CfgSounds, besides, it is not quite clear to me where I must insert some entries.
Many server admins have already made their own script pack and are now either to start over again or to implement numerous experiments with the implementation of Vehicle Paint.Sry for my english. i have used google translation
1 hour ago, Anhor said:Very nice. But I agree with @Kimarik. Maybe a solution in which the client does not need to install any modification? Just serverside?
Hello guys,
thank you for feedback. I can hear you and understand, thank you!
10 hours ago, iben said: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.I wrote this in installation description, because during past days I helped couple guys to cleanup mess with scripts conflicts which comes from installation instructions like: 'grab all folder and put it in root... then...'
The thing is, more scripts you install, bigger chance to go to conflict (mainly with defines and dialogs - description.ext mess) - and a lot of duplicity code (like basic defines).
So I decided to follow original dayz_code structure and give all admins and owners alternative, so they can decide, where they put files so it fit their own script pac.
And for example 'CfgSounds' - this is not related to script at all - this file was included just because to make all sense in description.ext (I mean how to load correctly all in right order in description.ext using master.hpp).
Anyway, I can think anything, but it doesn't mean I'm right.
And what's important - this script is for you, so if more people find installation confusing, I'll definitely create another branch in Github and make client side in one pack as usuall.Cheers
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Just now, Dzhabrailov said:
I heard that there are a lot of mistakes and dups, but if it is not so, why not ^^
Well, I haven't installed this script yet... so I cannot tell you if it's true. But generally speaking, the idea is really good - for game and server performance. That's all I can say...
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25 minutes ago, Dzhabrailov said:
Oh, it worked. Thank you. And there is a script Server_DeleteObjInsafezone on 1.0.6.1 and then I put old 1.5 and the script does not work
I think I know what are you reffering to... probably you mean this old script "delete vehicles parked in safezones on restart"? If so, it working, because I'm using it.
You have to be sure your file 'server_deleteObjInsafezone.sqf' is included in correct place in 'dayz_server\system\server_monitor.sqf'. Check the spoiler:
// file: server_monitor.sqf // ... code // ===================================================================== // @PAINT VEHICLES // ===================================================================== if (_object isKindOf "AllVehicles") then { // ===================================================================== private ["_pcolor","_pcolor2","_clrinit","_clrinit2"]; // ===================================================================== _object setVariable ["CharacterID", _ownerID, true]; _isAir = _object isKindOf "Air"; { _selection = _x select 0; _dam = if (!_isAir && {_selection in dayZ_explosiveParts}) then {(_x select 1) min 0.8;} else {_x select 1;}; _strH = "hit_" + (_selection); _object setHit[_selection,_dam]; _object setVariable [_strH,_dam,true]; } foreach _hitpoints; [_object,"damage"] call server_updateObject; // ======================================================================= if(count _worldspace >= 4) then { if (((typeName(_worldspace select 2)) == "STRING") and ((typeName(_worldspace select 3)) == "STRING")) then { _pcolor = _worldspace select 2; _pcolor2 = _worldspace select 3; if (_pcolor != "0") then { _object setVariable ["Colour",_pcolor,true]; _clrinit = format ["#(argb,8,8,3)color(%1)",_pcolor]; _object setVehicleInit "this setObjectTexture [0,"+str _clrinit+"];"; }; if (_pcolor2 != "0") then { _object setVariable ["Colour2",_pcolor2,true]; _clrinit2 = format ["#(argb,8,8,3)color(%1)",_pcolor2]; _object setVehicleInit "this setObjectTexture [1,"+str _clrinit2+"];"; }; }; }; // ======================================================================= _object setFuel _fuel; if (!_isSafeObject) then { _DZE_VehObjects set [count _DZE_VehObjects,_object]; _object call fnc_veh_ResetEH; if (_ownerID != "0" && {!(_object isKindOf "Bicycle")}) then {_object setVehicleLock "locked";}; _serverVehicleCounter set [count _serverVehicleCounter,_type]; // total each vehicle } else { _object enableSimulation true; }; // ===================================================================== // @safezone: Safezone cleanup script // ===================================================================== [_object] execVM "\z\addons\dayz_server\compile\server_deleteObjInsafezone.sqf"; // ===================================================================== } else { // ... rest of code
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17 minutes ago, Dzhabrailov said:
The server does not load after installing the script): and in RTP no errors
Did you check client && server RPT both? If server doesn't load, you probably did something wrong in serverside files.... use diffmerge and check all files in dayz_server again... (single comma can cause problem!)
In your RPT look beside "error" message also for message "warning: something wasn't found..."
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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.
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This script was updated for Epoch 1.0.6.2 and upgraded.
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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
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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
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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]
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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"
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infiSTAR
// Add an exception to allowed dialogs 571113
===
...that's all, Have Fun!!
Cheers...=== -
16 hours ago, OSMOX said:
anyone option to prevent ai shooting military warfare buildings in missions? It only happens when ai on static using launcher/grenade launcher/tank barrel.
This is really interesting question...
Just a thought... maybe you're using WAI (or DZAI) which uses fellowship of EAST, RESISTANCE and WEST (createCenter EAST..., WEST setFriend [EAST,0] etc).
Now random idea: if you're using some kind of custom building with military object class for example GUE_WarfareBAntiAirRadar, this class is used for side GUERR which is not in fellowship...
Try to change attacked object with WEST, EAST or RESISTANCE side (let's keep our example and change class to RU_WarfareBAntiAirRadar) and see if something change....
Let us please know...
Cheers
PS: You can use this library, or this library (original src from killzonekid), so you can quickly find your classes
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in your specific case (I don't want to quote your post here, because you didn't use spoiler) follow these instructions:
I created special branch which includes weaponHUD and other your specific files from your description.ext.
See this link to branch and merge with your files. Just remember:
In description.ext remove all from:
aiKills = 1; diagRadio = 1; diagHit = 1; //... starting with class cfgSounds
If you merge then your description.ext with the one in the repo, you will get all what you need.
All neccesary files are unified in dayz_code\Configs (loaded via master.hpp).
Because of that, you can safely remove them from your files (to prevent duplicite files).
Before you start removing, just copy all your content in rscTitles.hpp into the same file in dayz_code\Configs.
if you follow these and repo instructions, you're good (ask @S4M :))
Good luck,
Cheers
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Just now, S4M said:
I want to put the helmets over the ear...hahaha, I do not know if I explain myself
Using a little imagination yes, I can understend you well I think
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Just now, S4M said:
@ibenThanks a lot bro,With the earplugs.
So you've nail it !!! great work bro :)
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OK, give me momment, I'll create branch which will include weapon HUD. It's gonna be better then describe it in post - this way you can see it with your eyes...
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3 minutes ago, Dzhabrailov said:
How to install on the finished server where there are a lot of scripts ?
If you will follow link above and follow instruction and folder structure, you are gonna be good without conflict i hope.
The only sharp edge (but very important) is defines and configs hpp confusion - you have to load defines first, next goes configs... it's hard to advice in such a case. Be specific or better, post your description.ext file so I can take a look...
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1 minute ago, DAmNRelentless said:
@iben already updated this
@DAmNRelentless, hi mate,
my update is not full cen's conversion - i did git repo quickly for @S4M, but without earplugs (because I use different way). But generally it's usable. If you want to, you can create some kind of release post and use my repo or yours, doesn't matter. Just let's make it public... I'm currently busy at work...
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3 minutes ago, kheldar125 said:
Hi @kheldar125 :))
Oh man, this is the right place to ask silly question if any question is silly :))) Thx mate
And BTW, if it was what you needed, try checkout this post about kill coins rewards and specific part where is guide how to use these functions in real example...
cheers
[Release] Wicked AI 2.2.3 [1.0.6+]
in A2: Epoch Mods
Posted
@LuckBeWitYa, Hi,
check your server_monitor.sqf using diffmerge and compare with this file, eventually your init file, compare with this file. I guess you'll find something wrong....