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JakeQue

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  1. Thanks
    JakeQue reacted to FG_Trap in Taser Fix Overpoch 1.0.6.2   
    This is a fix for the currently broken taser that comes with overwatch.
     
    Download and install instructions-- https://github.com/Trapxxgods/Overpoch-Taser-Fix
  2. Like
    JakeQue reacted to Darihon in [WIP/RELEASE] Bank Robbery V3.   
    First of all, I'm sorry for not updating this project. I've been very busy. Secondly, I'd like to know if there is still interest in this script. If there is, I'll redo the whole script and make it much more advanced. Please let me know.
  3. Thanks
    JakeQue reacted to Schalldampfer in [RELEASE] WAI 2.2.6   
    wai_keep_vehicles        = false; // save vehicles to database and keep them after restart
    (if you want to make only a certain vehicle not to be permanent, then set wai_*** = false just before spawning it and wai_*** = true after it spawned.)
     
  4. Like
    JakeQue reacted to Relentless in [RELEASE] WAI 2.2.6   
    Most of them using hints. You can look that up here: https://community.bistudio.com/wiki/hint
    It's easy to do. It's somehow like doing a debug monitor.
    You can also use something like my function:
    But you would have to update some things yourself or wait or my update in case you want to use it and have no clue.
  5. Haha
    JakeQue got a reaction from Airwaves Man in Remove Backspace menu when hitting F2   
    You my friend are a life saver. Thank you so much! 
  6. Thanks
    JakeQue reacted to Airwaves Man in Remove Backspace menu when hitting F2   
    @JakeQue search for the array that blocks the DIK_F keys in your keyboard.sqf. It should be above of
    if (dayz_groupSystem) then { Looks mostly like that:
    [[ DIK_F12, DIK_F8,DIK_F7,DIK_F6,DIK_F5, DIK_F2,DIK_9, DIK_8,DIK_7,DIK_6,DIK_5,DIK_4], _block] call _addArray; If you have not entered DIK_F2 add it there.
  7. Thanks
    JakeQue got a reaction from Schalldampfer in [Outdated][1.6.1 RELEASE] WORKSHOP UPDATED   
    Right guys, for updating this to 1.0.6.2 you need to replace 3 files. This will fix objects placed remaining after restart, and will fix removing the items from player when purchasing static weapons.
    statics.sqf
    useful.sqf
     
    cctv\craft.sqf
     
  8. Thanks
    JakeQue reacted to Schalldampfer in [Outdated][1.6.1 RELEASE] WORKSHOP UPDATED   
    it's throwing the error like "Server_PublishObj error: Wrong parameter format". (and it's not helping us so much)
     
    I found a hint for fix:
  9. Haha
    JakeQue got a reaction from Schalldampfer in [Outdated][1.6.1 RELEASE] WORKSHOP UPDATED   
    I just literally found this then my man, I'm gonna try it and i'll let you know. Thank you so much for your help!
  10. Like
    JakeQue reacted to Relentless in Systemchat format to selected player   
    You should read the wiki: systemChat
    As you can see, the systemChat is only visible on the machine, the code is being executed on. Running it server-side will broadcast it to everyone.
  11. Like
    JakeQue reacted to Schalldampfer in Systemchat format to selected player   
    I use this code to do a similar job:
    _x is the player to warn. 
    If you finish messing up WAI, you can use remote_message for it
    also, _x is the player to warn. 
     
     
    by the way,
    you have a typo after _owenerID.  and...
    _cursorTarget getVariable ["ownerPUID","0"]; ...what are you looking at?
  12. Like
    JakeQue reacted to JasonTM in [RELEASE] WAI 2.2.6   
    Update
    There were additional problems with the localization. The patrol missions had to be updated as well as several other functions/files. One of the cannibal cave missions had an incorrect string name. Github has been updated with all of the changes. After I made the updates, I downloaded and installed the new files and did not get any errors when running the new files.
    The files that have been changed:
    remote_messages.sqf - https://github.com/worldwidesorrow/WICKED-AI/commit/cd71d0cd13a936c3a4a901c6507f7cdd81c336af
    functions.sqf - https://github.com/worldwidesorrow/WICKED-AI/commit/7c96db853a668b5451e79519d36a24b0f56f195c
    compile\patrol.sqf - https://github.com/worldwidesorrow/WICKED-AI/commit/4cc4a0e9d8fa13c7b7592b82feb8833fe7d8645f
    missions\bandit\patrol.sqf - https://github.com/worldwidesorrow/WICKED-AI/commit/db0cd7ac8b30739c39c44b2279e7ff74be71dafd
    missions\hero\patrol.sqf - https://github.com/worldwidesorrow/WICKED-AI/commit/792a713ac5d6382aebd1bc55df97e227dfbf9e61
    missions\hero\cannibal_cave.sqf - https://github.com/worldwidesorrow/WICKED-AI/commit/813c071d1b59c5609c4052604cf6c33044825861
    Also, @Schalldampfersaid that he noticed that the AI crew could claim the vehicle in the patrol missions. I could not get that to happen, but I added the check anyways.
    https://github.com/worldwidesorrow/WICKED-AI/commit/cf50b1b447180d878d55aa16c7bec31cf190d8a3
  13. Thanks
    JakeQue reacted to salival in Bases are decaying after force maintain   
    I sent you an email, it is definitely infistar breaking it.
  14. Like
    JakeQue reacted to Hooty in Bases are decaying after force maintain   
    It is infistar I had the same problem when i updated it couple updates ago. Simple fix real easy.
  15. Like
    JakeQue reacted to salival in Bases are decaying after force maintain   
    Hey,
    Check events are running in the database, mySQL ships with it disabled
    You need to check if objects are actually being maintained correctly when you force maintain as well.
    So force maintain a base, then go check in the database and sort by last updated, your recently maintained base should be top of the listing, if it isn't then you have issues.
  16. Thanks
    JakeQue reacted to juandayz in Script idea - drink red bull and fly   
    @JakeQue  @Cherdenko   using noxisacrius flying.  using coke drink  cuz dont know the id for redbull. (you can add others drinks if u want)
     
    1-create player_consume.sqf  in somewhere into mpmissions\instance\
    2-call it from your custom compiles.sqf
    player_consume = compile preprocessFileLineNumbers "your\path\player_consume.sqf"; 3-at bottom of init.sqf
    call compile preprocessFileLineNumbers "your path\flying.sqf"; 4-create flying.sqf in your path.
     
  17. Thanks
    JakeQue got a reaction from JasonTM in [RELEASE] WAI 2.2.6   
    Hi mate, one more error we have noticed, I have turned off autoclaim but when you get into a mission vehicle, It's alerting all players that the player has claimed that vehicle? 
  18. Thanks
    JakeQue reacted to JasonTM in [RELEASE] WAI 2.2.6   
    Wicked AI 2.2.6
    This release is for DayZ Epoch/Overpoch 1.0.6.2.
    <<<Download Here>>>
    Due to reports of poor performance on high population servers. I have rewritten this mod so it runs more efficiently.
    Most of the work is code optimization and bug fixes, but I did add some new features.
    Review of changes
    Each mission only spawns one thread with one loop unless it has a para-drop, then it spawns two. The patrol missions also spawn two threads for now. The mission files no longer suspend, waiting for the mission to complete to spawn the crate loot and remove the mission data. The minefield feature no longer spawns an individual thread for each mine. It uses a player check radius. Players in vehicles receive a bold red warning when they are 200 meters from the edge of a mine field. Optional mission vehicle entry messages. Improved mission clean up. All mission objects and data are deleted including unclaimed vehicles and AI unit groups. The AI monitor loop has been replaced by a modified version of the server scheduled function sched_corpses. AI vehicles no longer spawn their own vehicle monitoring threads. It is all handled in the mission thread in a queue. The invisible static gun glitch has been fixed. The static spawns have a dedicated monitoring loop much like the mission system. One loop manages all vehicles and deletes AI unit groups. Where possible, I moved commonly used code blocks to compiled functions. I made a few new missions - hero outpost, bandit outpost, and farmer. Captured MV-22, medical camp, and weapon cache missions have been reworked for improved aesthetics and/or functionality. Rewritten auto claim feature that is fully integrated. Boat patrols - examples in the static mission files. Redundant and\or unnecessary code has been removed from some of the files. I cleaned up and standardized the formatting in the mission files and elsewhere. Helicopters for AI drops and patrols start at a random distance of 3k to 4k away from the mission instead of way down by debug island. Added a new check for mission locations. As they are used, positions get added to an array and checked in find_position.sqf, so missions will not spawn in the same spot twice. Optional indestructible mission vehicles. The AI and mission clean up times and spawn schedule in config.sqf have been converted to minutes for easier reading. Fixed an issue with the spawn time delays in the mission init file. Adjusted the distance the vehicles spawn from the crate so there is no trouble with accessing gear when near a locked vehicle. You can disable static gun placements, vehicle patrols, and paratrooper drops on missions with variables in config.sqf AI numbers have been standardized on all missions. You can adjust the numbers. Easy = 5-10, Medium = 10-15, Hard = 15-20, Extreme = 20-25. I removed the cache units feature because it spawns a thread with a monitoring loop for each unit group and it only works on ground troops. I moved the Dynamic Text mission announcements up the screen and made the text a little smaller so it is not so overwhelming. Added a second dynamic text option for the minefield warnings. Fixed the "auto-repair" glitch on mission vehicles. This also fixes the inability to repair mission vehicles due to the hitpoint variables not being set. Notes
    The AK_74 and RPK_74 variants have been disabled in config.sqf until the 1.0.6.3 patch because the 45rnd 5.45mm magazine was removed in the A2 OA 1.64 corepatch and they post errors to the logs. The format of the missions has changed, so if you have your own custom missions they will have to be adjusted. I have updated the mission example file and created a new mission example file for a single spawn point mission. They are heavy on comments to help server owners create their own missions. I have left extensive comments throughout the updated files if you want to understand more about how the updated code and functions work. Since this is a major coding overhaul, this release will not be merged into the main github repository until all potential bugs, errors, and incompatibilities have been corrected. Please report errors, discrepancies, and general weirdness in this topic.
    Also, most of the files have been altered, so please use this version as a base and merge your custom files into it, paying attention to the changes.
     
     
    Optional Mission Vehicle Entry Messages
    If you turn this option on players will get a message that says either "You have claimed this vehicle! It is now saved to the database." or "WARNING: This vehicle will be deleted at restart!" depending on if you have vehicle hive saving turned on or not. This feature can be toggled with this variable:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L101
    Indestructible Mission Vehicles
    This option will disable the damage handlers on mission vehicles until a player enters them. It can be toggled on and off with this variable:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L99
    Avoid Same Spot
    This option will prevent a mission spawning in the same spot twice by adding the position to an array. The find position function will check that a new position will not be selected that is within 200 meters of one that was previously used.
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L80
    Enable/Disable Static Gun Placements, Vehicle Patrols, and Paradrops
    I added this feature for scalability and because someone asked for it. These are the variables to set true or false.
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L115-L117
    Auto-Claim
    The original author of the auto-claim feature is no longer a part of this community. I wrote my own version of it which is fully integrated. I never really used this mod myself in the past, so please let me know if I need to add features that were there previously.
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L222-L229
    Boat Patrols
    There is really no difference between a boat patrol and a land vehicle patrol other than the classname of the vehicle the fact that they spawn offshore. I have placed examples in the static mission files and I left my Skalisty Island test boat patrols commented in the chernarus.sqf file. To activate them, enable the static_per_world feature in config.sqf and remove the comments from this section:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/static/Chernarus.sqf#L114-L147
    When creating boat patrols you should make sure that the distance you place them offshore is at least the distance of the radius used for waypoints, otherwise the waypoints will be on land and the AI might not handle the boat correctly.
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/static/Chernarus.sqf#L140
    Mission Cleanup
    All mission data and mission objects will be removed from the map after mission completion or mission timeout, including the ai unit groups and unclaimed mission vehicles. You can remove the crates from cleanup if  you want them to remain on the map for looting by toggling this variable to false:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/config.sqf#L94
    If a player is within 75 meters of the crate, it will not be deleted as it is assumed that it is still being looted.
    To "claim" a mission vehicle, a player simply has to get into it and it will not be deleted.
    Invisible Static Gun Glitch
    Credit to salival for discovering that this was a JIP issue and the fix is to have the AI get out and back into the static gun at regular intervals. During testing, I could not even see this happening unless I added a sleep, so players shouldn't notice.
    Static Spawn Manager
    Instead of having each static spawned group and vehicle spawn its own monitoring thread, the data is added to a multi-dimensional array and monitored in one loop. The monitor is spawned from the static init.sqf file and will shut down when all null AI groups have been removed from the array.
     
    The Overwatch configs have been moved to its own file in the configs folder. The file is not loaded unless the Overwatch mod is detected.
    According to KillZone Kid and other Arma super nerds, when selecting random things from arrays, it is faster to use a statement like this: selection = array select (floor (random (count array))); instead of calling BIS_fnc_selectRandom. I replaced several instances in files where it is called repeatedly like dynamic crate and group spawning. This might save a millisecond or two :).
    That is all of the updates I can think of right now. If I can remember more, I will add them.
     
     
    Thanks to @MerlijnD and @LadyVal for testing my initial files.
    Credit to @salivalfor the invisible static gun glitch fix.
    Credit to @ibenfor the original IWAC.
    Credit to @BigEgg for the localization solution
    Credit to @Schalldampfer for testing and finding bugs
    Credit to @Grahame for assistance in discord with mission vehicle spawning issue
     
     
  19. Thanks
    JakeQue reacted to salival in [Release] Virtual Garage [Updated for 1.0.7]   
    When I get a chance I'll look into it.
  20. Like
    JakeQue reacted to Airwaves Man in Help RPT _Log Epoch 1.0.6.2   
    @JakeQue This is normal and cannot be changed until the next epoch patch. Removing it from traders, loot and AI mission will not change it. because it gets loaded from the ak74 and rpk74 configs.
  21. Like
    JakeQue reacted to salival in Can't gut animal (No text displaying error)   
    By default, animals and zombies should not get the option since i'm using _isMan to check, unless they fall into that category which I doubt
    https://github.com/oiad/TakeClothes/blob/master/dayz_code/compile/fn_selfActions.sqf#L807-L814
  22. Like
    JakeQue reacted to salival in Loot is appearing and disappearing on a cycle in front of face   
    If using custom loot tables CfgLoot.hpp must include this line:
    https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/Configs/CfgLoot/CfgLoot.hpp#L111
    [NEW] Admins can now change the lootRefreshTimer for each building type from the default 15 minutes. CfgLoot.hpp must be updated if using custom loot https://github.com/EpochModTeam/DayZ-Epoch/blob/master/CHANGE LOG 1.0.6.2.txt#L17
  23. Like
    JakeQue reacted to Airwaves Man in Can't gut animal (No text displaying error)   
    This is working as well and better if you are using _isZombie and _isAnimal multiple times. I have it in my fn_selfactions as well. But you forgo the {} It is not necessary but faster. You can add it again.
  24. Like
    JakeQue reacted to totis in Can't gut animal (No text displaying error)   
    But for showing that in the rpt you may have it somewhere in your files, so look in ur traders, wai crates or any other mission system u use and remove the ammo '45Rnd_545x39_RPK' . It will show the error when u join but it will be fixed in later updates
  25. Like
    JakeQue reacted to Airwaves Man in Can't gut animal (No text displaying error)   
    @JakeQue You can ignore the Warning Message: No entry 'bin\config.bin/CfgMagazines.45Rnd_545x39_RPK'.  for now. It will be fixed in the next epoch patch.
    For the other error, make sure you have in your configVariables.sqf DZE_ZombieSpeed = [0,0]; or a value you like. It was changed from boolean to array if I remember correctly.
    https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/configVariables.sqf#L35
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