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Yarpii™ got a reaction from ItJustWorks2 in Coastal Tunnel (Map Edition)
btw i really love this one... just that it makes chernarus bit different
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Yarpii™ reacted to juandayz in [Release] Use a Trader to get a mission
U can pick any trader and add option to get a mission.
*Mission spawn 4 diferents random crates whit 4 diferents random locations for each crate. once per time.
*Mission have a item requiere to start
*Mission have a 20 min after same player call it again.
*Players needs to find the crate in 15 min or this crate will be deleted.
INSTALL:
1-copy any kind of trader ID from your server_trader.sqf or server_traders_cherno_11.sqf for coins system. for example : Dr_Annie_Baker_EP1
2-open your custom fn_selfaction.sqf and add this add very bottom:
3-Create a new sqf file save as "quest.sqf " into custom\quest\ folder and paste this inside:
*Now launch your server, go infront of Dr_Annie_Baker_EP1 for this example , use scroll menu and pick "ASK FOR MISSIONS". done.
Configs in quest.sqf :
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Yarpii™ reacted to ebayShopper in [Release] ESSV3 - Enhanced Spawn Selection [Updated for 1.0.7.1+]
Updated for Epoch 1.0.7.1+:
https://github.com/AirwavesMan/ESSV3
Old 1.0.6.2
https://github.com/ebayShopper/ESSV3
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Yarpii™ reacted to Joshyy in [Release] Safe zone vehicle management - 1.0.6
This will unlock vehicles that are left inside safezones and if they are not taken within 15 minutes it will remove them.
Step 1.
Define your safe zone positions in config Variables or below #include "configVariables"
DZE_SafeZonePosArray = [
[[4064,11665,0],510], // Bash
[[6326,7809,0],510], // Stary
[[11447,11364,0],510], // Klen
[[12944,12766,0],510], // Hero Camp
[[1606,7803,0],510] // Bandit camp
];
^^ above are my safezones, you could also add the aircraft dealer if you wish
Step 2.
go to your server_monitor.sqf located in dayz_server\system
find
then find this below it
add this directly below that
This is what it should look like
If you wish to change the settings e.g the range at which it deletes vehicles, or if you want vehicles to be removed faster or instantly simple edit the "uiSleep (60 * 15);" if you want to remove the 15 minute wait, just remove that line of code or comment it out.
Leave a comment if you need any help.
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Yarpii™ reacted to ItJustWorks2 in Coastal Tunnel (Map Edition)
A Post apocalyptic tunnel between Elektro and Berezino.
Images - https://imgur.com/a/VwathJx
Download - https://github.com/ItJustWorks2/DayZ/blob/master/CoastalTunnel.sqf
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Yarpii™ reacted to salival in [Release] Virtual Garage [Updated for 1.0.7]
@Yarpii™ and everyone else, here's the commit that adds support for removing thermal: https://github.com/oiad/virtualGarage/commit/ecebc332d5a3e11443a1d05b7876a976ff77e39f
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Yarpii™ reacted to salival in [Release] Virtual Garage [Updated for 1.0.7]
I tried pushing a commit on my phone but it won't work, I'm at work for another 6 hours, I'll push a fix when I get home.
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Yarpii™ reacted to BigEgg in HOW TO: Vehicles indestructible within plot area
Vehicles indestructible within plot is part of Epoch 1.0.7.1 now.
Looked around and saw that some people were requesting this, it is actually quite simple:
What it does:
Makes vehicles indestructible within the plot area (default 30 meters) , but only if they are locked and no players are in them.
Step 1:
In your custom compiles.sqf add: (NOTE - CHANGE THE FILE PATH TO FIT YOUR NEEDS)
fnc_veh_handleDam = compile preprocessFileLineNumbers "FILE\PATH\HERE\veh_handleDam.sqf"; below the if (!isDedicated) code block. Example:
if (!isDedicated) then { /*************/ /* Code Here */ /*************/ }; fnc_veh_handleDam = compile preprocessFileLineNumbers "FILE\PATH\HERE\veh_handleDam.sqf";
Step 2:
Copy veh_handleDam.sqf into your mission file from \z\addons\dayz_code\compile\veh_handleDam.sqf
Step 3:
In veh_handleDam.sqf find:
_total = _this select 2; Below it add:
if (locked _unit && {count (crew _unit) == 0} && {count (_unit nearEntities ["Plastic_Pole_EP1_DZ", DZE_PlotPole select 0]) > 0}) exitWith {0};
Done!
NOTE:
You can change the distance it applies to by changing the DZE_PlotPole variable:
DZE_PlotPole = [30,90]; Or, you can set it independent of the variable by changing it to this:
if (locked _unit && {count (crew _unit) == 0} && {count (_unit nearEntities ["Plastic_Pole_EP1_DZ", 40]) > 0}) exitWith {0}; and modifying the number (in this case it is 40) to whatever you would like. Keep in mind that the number represents the radius from the plot pole in meters.