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Vladick

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  1. Thanks
    Vladick reacted to looter809 in [SOLVED] Trader Vehicles not spawning   
    Yes, just have your epoch database selected and then run the SQL script on it. You don't even have to restart the server to see the fix, it will work immediately after you add the procedure to the database.
  2. Like
    Vladick reacted to Mig in [Release] Epoch Recipes Previews   
    https://github.com/ZzBombardierzZ/epoch-recipes
  3. Thanks
    Vladick reacted to oldmatechoc in [Release] Epoch Recipes Previews   
    - Searches Epoch files for items that can be built by players.


    The coding could be better optimized but I had trouble getting the return recipe outputs in a way I could display nicely.
    please have a crack at fixing this! :D
     


    https://github.com/ch0c/epoch-recipes


     
  4. Thanks
    Vladick reacted to oldmatechoc in [Outdated] [Release] Trader Catalogue / Previews   
    @Vladick
     
    if (_dikCode == 0x15) then { []execVM "scripts\catalogue\catalog_menu.sqf"; }; 0x15 = Y

    https://community.bistudio.com/wiki/DIK_KeyCodes
  5. Thanks
    Vladick reacted to oldmatechoc in [Outdated] [Release] Trader Catalogue / Previews   
    @Vladick
    Looks like you havent redirected the custom keyboard.sqf In your compiles correctly.
     
    add
    DZ_KeyDown_EH = compile preprocessFileLineNumbers "path_to your\keyboard.sqf";
    some where under
     
    if (!isDedicated) then { in your compiles.sqf
  6. Thanks
    Vladick reacted to Voltan in [RELEASE] WAI 2.2.6   
    If I was going to spawn crates in 1.0.7, I'd give Salival's crate script a go, and modify it to my needs, changing all the classnames and spawn locations etc.
    https://github.com/oiad/lootCrate
  7. Thanks
    Vladick reacted to Voltan in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    Hello there!
    The error message you're referencing is from player_getVehicle.sqf:
    if ((count _heliPad == 0) && ((_vehicle select 1) isKindOf "Air")) exitWith {localize "STR_CL_VG_NEED_HELIPAD" call dayz_rollingMessages;}; Which just says that it cannot see a _helipad within range. The list of helipads is defined by vg_heliPads, which is defined in ConfigVariables:
    https://github.com/oiad/modPack/blob/368d65c9d0d9ef0093f3d85b3b1074381be71fa2/DayZ_Epoch_11.Chernarus/dayz_code/configVariables.sqf#L188
    Are the helipads that your players are putting down these types of helipads? What method are your players using to build helipads?
    Hope this helps 
     
     
  8. Thanks
    Vladick reacted to Voltan in [RELEASE] WAI 2.2.6   
    Your problem is right here:
    16:06:52   Error Undefined variable in expression: wai_crate_setup I see in your spoilered part that your crate config calls on it many times, but where is it defined?
    Take a look through your old WAI files and search for wai_crate_setup and find where it was defined. As I don't have your full crate config file, I cannot look through the whole thing, but if it is defined in there, it is being defined late for the script, causing issues so it would need to be defined earlier.
  9. Like
    Vladick reacted to WLF in Epoch Antihack / Admin Tools   
    Sorry, it was private pastebin. Try one more time.
  10. Like
    Vladick got a reaction from looter809 in Epoch Antihack / Admin Tools   
    Thanks for this, I am really enjoying it! I really like that you including options for the safe zones, including removing zeds that spawn near. I'm wondering if it would also be possible to add an anti AI option to this script so that AI are also removed. Otherwise, another safe zone script is needed and I really like this one. Is there some other option for removing AI around the safe zones? I checked in DZAI but did not find any options.
    Thanks!
  11. Thanks
    Vladick reacted to Mig in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    https://github.com/MigSDev5/BTC_Logistic_Modified_Epoch_Version/blob/78602bde8d6283be1993c27ed3103a29bfb581c3/mpmission/%3DBTC%3D_Logistic/%3DBTC%3D_Logistic_Init.sqf#L23
  12. Thanks
    Vladick reacted to Mig in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    try this 
    https://github.com/MigSDev5/BTC_Logistic_Modified_Epoch_Version
  13. Thanks
    Vladick reacted to Mig in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    https://github.com/F507DMT/BTC_Logistic_Modified_Epoch_Version
  14. Thanks
    Vladick reacted to Mig in [RELEASE] New Event The Fugitive.   
    updated
  15. Thanks
    Vladick reacted to nova in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    @Vladick AHconfig.sqf i believe you are looking for 
     
  16. Thanks
    Vladick reacted to nova in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    try this in ahconfig.sqf. if not then im out of ideas haha
     
  17. Thanks
    Vladick reacted to salival in [Release] Salivals Mod Pack [Updated for 1.0.7]   
    You can disable this by overwriting this variable:
    https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/configVariables.sqf#L33
    DZE_DisabledChannels = [(localize "str_channel_side"),(localize "str_channel_global"),(localize "str_channel_command")]; //List of disabled voice channels. Other channels are: "str_channel_group","str_channel_direct","str_channel_vehicle" If you put 
    DZE_DisabledChannels = [(localize "str_channel_global"),(localize "str_channel_command")]; //List of disabled voice channels. Other channels are: "str_channel_group","str_channel_direct","str_channel_vehicle"
    in your dayz_code\init\variables.sqf it will stop them from being frozen
  18. Thanks
    Vladick reacted to salival in [Release] ESSV3 - Enhanced Spawn Selection [Updated for 1.0.7.1+]   
    I copy pasted directly from your spoiler into a file, the shotgun magazines "8Rnd_12Gauge_slug" look wrong in notepad++ and in diffmerge, I dunno if that's your problem?
    I diffmerged yours against the default ESS (left), yours is on the right (This is a good trick to see if you've stuffed anything up BTW)
    I can't see anything obvious but sometimes these issues hide in plain sight

  19. Thanks
    Vladick reacted to Cyrus in Epoch 1.0.6.2 Class names full lists   
    i have seen a lot of people looking for epoch 1.0.6.2 class names with very little information available on where to find the full lists if you are planning on doing some custom loot crates for static mission spawns. I found on the Epoch Github Repo all the items available to 1.0.6.2.
    I hope that others find it as useful as I have.
    >Full lists here<
  20. Like
    Vladick got a reaction from JasonTM in [RELEASE] Epoch Server Events   
    Thanks JasonTM, this is awesome!
  21. Thanks
    Vladick reacted to JasonTM in [RELEASE] Epoch Server Events   
    Please note that the "Hint" message option occupies the same screen space as debug monitors. If you have the debug monitor enabled, then you will only see the event announcement flash on the screen and then get replaced by the debug monitor because it runs on a loop. Perhaps I should not have set that as the default. Anyways, you can change to TitleText on this line, in each event, if you have the debug monitor on all the time.
    https://github.com/worldwidesorrow/Epoch-Server-Events/blob/master/modules/building_supplies.sqf#L16
    The original files never included a center text marker for the events. I can add them as an option if you want.
  22. Thanks
    Vladick reacted to JasonTM in [RELEASE] Epoch Server Events   
    @Vladick
    The event files have been updated.
    I added the option for center dot markers with mission name text. They are set to false by default. You can turn them on by changing this line to true in each file:
    https://github.com/worldwidesorrow/Epoch-Server-Events/blob/master/modules/building_supplies.sqf#L14
    Somebody asked about disabling the timeout, so I added that. You just change the timeout variable value to -1.
    https://github.com/worldwidesorrow/Epoch-Server-Events/blob/master/modules/building_supplies.sqf#L12
    I set the announcement default to "titleText" with a warning about the "hint" announcements occupying the same screen space as common debug monitors.
    https://github.com/worldwidesorrow/Epoch-Server-Events/blob/master/modules/building_supplies.sqf#L17
  23. Thanks
    Vladick reacted to JohnnyBravo666 in [Release] ESSV3 - Enhanced Spawn Selection [Updated for 1.0.7.1+]   
    Not sure if you're still on this issue, but it sounds like you might have missed step 5 in the install instructions.
     
    If using body check, in dayz_server\compile\server_playerDied.sqf find _newObject setVariable ["bodyName",_playerName,true]; Add below:
    _newObject setVariable ["bodyUID",_playerID,true];
  24. Thanks
    Vladick reacted to JasonTM in [RELEASE] WAI 2.2.6   
    Does your heli_para.sqf have this line?
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/compile/heli_para.sqf
    It needs to be _this select 13
    Also, did you swap out the mission files I had listed above?
    They also need to use the new format.
  25. Thanks
    Vladick reacted to JasonTM in [RELEASE] WAI 2.2.6   
    @SchalldampferI appreciate you reporting these issues. I added the solution for paratrooper groups to have rocket launchers and fixed weapons. The file heli_para.sqf should be replaced. There were several changes.
    This is the line I used to test the President's mission:
    [[(_position select 0),(_position select 1),0],400,"UH60M_EP1_DZE","East",[3000,4000],150,1.0,200,10,"Random",["AKS_GOLD","AT"],4,"Random","Hero","Random","Hero",false,_mission] spawn heli_para;  
    I also added a solution so you can have the objects at your road block mission deleted when the mission is cleared.
    In config.sqf add this line:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L95
    Any mission name can be added to this array to override the mission cleanup time.
    In missionwinorfail.sqf replace your line with this one:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/compile/mission_winorfail.sqf#L321
    Killzone Kid's in string function is used to check the mission names for a match to override the mission clean time.
    Add your objects array to the passed variable array like this one:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/missions/hero/abandoned_trader.sqf#L67
    I also noticed there is a missing semicolon on this line, but it doesn't seem to affect anything. I'll change it later.
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/compile/spawn_group.sqf#L81
     
     
     
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