unconditional
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Posts posted by unconditional
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Hi everybody...
sometimes happens that the mission stuck:
kill all ai but mission do not complete and marker stay and no flare, no smoke and no stuffs in crate...
What reason?
Thanks in advance...
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Hi everybody,
scuse me for intrusion :)
If I did not make mistakes ... maybe I could create a script to unlock the doors through use of the hotwirekit...
I did not understand how the system of credits on scripts works ... so I want to clarify that my work was based on a script of @salival to which I wrote in private before publishing this. I waited a week but not having received an answer...i think it is still right to make available to the community as much as I did...
So all the credits go @salival because i am based on his garagedooropener...Now...this is my work:
-1) custom variable.sqf:
Spoilerbelow this
s_player_manageDoor = -1;
add this
s_player_hwdoor_opener_ctrl = -1;
-2) custom fn_selfActions.sqf:
Spoilerbelow this
} else {
player removeAction s_player_manageDoor;
s_player_manageDoor = -1;
};add this
//Hotwire doors
if (DZE_doorManagement && (_typeOfCursorTarget in DZE_DoorsLocked) && (_hasHotwireKit)) then {
_hasAccess = [player, _cursorTarget] call FNC_check_access;
if (s_player_hwdoor_opener_ctrl < 0 && (!(_hasAccess select 0) or !(_hasAccess select 2) or !(_hasAccess select 3) or !(_hasAccess select 4) or !(_hasAccess select 5))) then {
s_player_hwdoor_opener_ctrl = player addAction [format["<t color='#ffffff'>Hotwire Door</t>"],"scripts\hwDoorOpener.sqf",_cursorTarget, 1, false];
};
} else {
player removeAction s_player_hwdoor_opener_ctrl;
s_player_hwdoor_opener_ctrl = -1;
};-3) in custom script folder (under mission folder);
red text in the script below is needed only if you want to log in .rpt when someone try a hotwiring. If you want this, you have to leave red text in the script and you also have to do step 4
Spoilercreate a new sqf file named hwDoorOpener.sqf and paste into it this code
/*
Author: Unconditional
Credits: Based on Garage door opener by salival (https://github.com/oiad)
*/if (dayz_actionInProgress) exitWith {"You are already performing an action, wait for the current action to finish." call dayz_rollingMessages;};
dayz_actionInProgress = true;private ["_cursortarget","_hotchance","_rollchance","_combi"];
_cursortarget = _this select 3;
_hotchance = 15;
_rollchance = round(random 100);if (isNull _cursortarget) exitWith {dayz_actionInProgress = false; systemChat "Selected door is NULL!";};
axeDiagLog = format["HOTWIRING tried: %1 at %2 ", (name player), (mapGridPosition getPos player)];
publicVariable "axeDiagLog";if (_rollchance <= _hotchance) then {
player removeMagazine "ItemHotwireKit";
_combi = _cursortarget getVariable ["CharacterID","0"];
sleep 1;
format ["Lucky, HOTWIRED DOOR, COMBINATION IS: %1", _combi] call dayz_rollingMessages;
} else {
player removeMagazine "ItemHotwireKit";
sleep 1;
titleText ["DAMN...Your HOTWIRE IT'S BROKEN...", "PLAIN DOWN", 3];
};
dayz_actionInProgress = false;STEP 4 and 5 to do ONLY if you want to see log in .rpt
-4) in inf.sqf (mission folder);
Spoilerbelow this
if (isServer) then {
add this
axe_server_log = compile preprocessFileLineNumbers "scripts\logtorpt.sqf";
"axeDiagLog" addPublicVariableEventHandler {_id = (_this select 1) spawn axe_server_log};-5) in custom script folder (under mission folder);
Spoilercreate a new sqf file named logtorpt.sqf and paste into it this code
private ["_targetObj"];
_targetObj = _this;
diag_log format["ADVICE: %1",_targetObj];- FINISH :-)
Obviously i think it can be improved and for this reason i make it public, so that those who know more than me can suggest additions or modifications...
For example ... I added a public variable to know via the .rpt file when a hotwire was used and whether it was successful or not.
Maybe you can also add a routine to signal in the map or through text message for all the players that someone is trying to force a door...
I tried it on my server and it seems to work fine.
I await your observations and suggestions.
I repeat: ALL CREDITS GO TO @SALIVAL
Thanks for the attention. -
2 hours ago, Tanita-Corp said:
its work)))
erorr rpt:
Error in expression <R_VG_MAINTAIN_GARAGE", vg_maintainCost, _itemText]; }; }; vg_init = true; }; pr> Error position: <_itemText]; }; }; vg_init = true; }; pr> Error Undefined variable in expression: _itemtext File mpmissions\__CUR_MP.Chernarus\custom\virtualGarage\virtualGarage.sqf, line 22
after open garage
And any problem: player can steal other vehicles
any idea?
Hi,
about stealing other players vehicles, if i don't mistake, you have to set in custom variables:
vg_tiedToPole = false;
Regards.
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1 hour ago, totis said:
I have this issue that some vehicles and without any difference from other vehis are duplicating in the garage.
Issue happens when someone is storing the vehicle, it results in 2 vehicles. one in the garage and one outside.
Anyone is experiencing this or has a fix?
Epoch 1.0.6.2 ???
Last version of vgarage ???
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3 hours ago, theduke said:
Thx @unconditional & @salival
My noob careless mistake lol
Fixed.
https://github.com/theduke77/Advanced-Gem-crafting/commit/55726952443b6f55fcb77d8ab136837154f422f5
Glad to have been helpful...
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On 31/12/2017 at 5:47 PM, theduke said:
Thanks @Schalldampfer
Git has been updated.
https://github.com/theduke77/Advanced-Gem-crafting/commit/4748720f9ff4b5b27f405c52efe12cf3c786cda5
Hi everybody,
i'm not a coder...but if i don't mistake...it need to add
publicVariableServer "PVDZ_obj_Publish";
so ultimately it should be:
if (DZE_permanentPlot) then {
_tmpbuilt setVariable ["ownerPUID",dayz_playerUID,true];
PVDZ_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location,dayz_playerUID],[],player,dayz_authKey];} else {
PVDZ_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location],[],player,dayz_authKey];
};
publicVariableServer "PVDZ_obj_Publish";I tested on my server...without publicVariableServer "PVDZ_obj_Publish"; the buildings disappear at server restart.
With it...the buildings remain.
I hope this is correct...
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15 minutes ago, lwbuk said:
I've installed this on two servers in the last two weeks with it running on the main database with no issues. Doesn't need to be a separate database.
Have you added @extdb to your launch parameters.
yes
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24 minutes ago, JakeQue said:
I had the same issue. Is your database a different one to your main epoch database? It must be different.
Make sure in your ext-db.ini that you just have [Database] and not [Database2] and that database type is MYSQL and not SQLITE.
Is [Database]. Is MYSQL.
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2 minutes ago, lwbuk said:
Can you confirm you added the details in the extdb config without the <>
so you changed this
Name = <DATABASE_NAME_CHANGE_HERE>
To
Name = Mydatabasename
Yes. Without <>.
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39 minutes ago, lwbuk said:
Have you added the correct database details in the extdb-conf.ini
Have you successfully uploaded the extdb.dll file to you server (if on a game host, most do not allow you to upload dll files, you need to ask them to do it)
If you aren't getting the connected to database message, I would presume you've Inputted the details wrong in the config
The detail are correct... dbname, username and password of my main database.
No game host. Server in house.
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Hi,
i have installed the garage. But when i select "virtual garage" it open a window with only "scan vehicle" and button "cancel".
In rpt nothing error but i don't seen the diag "connected to database".
Help me...
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Hi everybody,
i'm new in the forum.
I hope to give my little contribute with this integration to manage coin.
It may be useful to others.
Regards.
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Hi everybody,
i'm new in the forum and step by step, with the forum's tutorial, i creating a epoch server 1.0.6.1.
I'm not a programmer, but after two night without sleep, i think founded a solution for integrate "add/remove coin" in Noxsicarius Admin Tool 1.10.7.
Maybe someone will have done it already, but i still want to share this my little satisfaction with you and contribute to the forum. :)
How to proceed:
Of course it must already be installed the Admin Tools 1.10.7 on Epoch server 1.0.6.1.
1) Go to the yourmissionfolder\admintools and open (with notepad++) the file AdminToolsMain.sqf
2) Find the line
EAT_adminMenu = EAT_adminMenu + [["Humanity Menu >>",[],"#USER:EAT_humanityMenu", -5, [["expression", ""]], "1", "1"]];
and add below
EAT_adminMenu = EAT_adminMenu + [["Coin Menu >>",[],"#USER:EAT_coinMenu", -5, [["expression", ""]], "1", "1"]];
3) Now, find the line
EAT_humanityMenu = EAT_humanityMenu + [["Main Menu", [20], "#USER:EAT_mainMenu", -5, [["expression", ""]], "1", "1"]];
and add below
//Main menu to handle coin changing
EAT_coinMenu = [["",true]];
EAT_coinMenu = EAT_coinMenu + [["-- Coin Change Menu --", [], "", -5,[["expression", ""]], "1", "0"]];
EAT_coinMenu = EAT_coinMenu + [["Add to self or target", [],"", -5, [["expression", '["add"] execVM "admintools\tools\coinChanger.sqf"']], "1", "1"]];
EAT_coinMenu = EAT_coinMenu + [["Remove from self or target", [],"", -5, [["expression", '["remove"] execVM "admintools\tools\coinChanger.sqf"']], "1", "1"]];
EAT_coinMenu = EAT_coinMenu + [["Reset to 0", [],"", -5, [["expression", '["reset"] execVM "admintools\tools\coinChanger.sqf"']], "1", "1"]];
EAT_coinMenu = EAT_coinMenu + [["", [], "", -5,[["expression", ""]], "1", "0"]];
EAT_coinMenu = EAT_coinMenu + [["Main Menu", [20], "#USER:EAT_mainMenu", -5, [["expression", ""]], "1", "1"]];4) Save and close the file.
5) Go to the yourmissionfolder\admintools\tools and create a new sqf file and rename it coinChanger.sqf.
6) Now paste into this file this lines
/*
Add or remove the selected coin amount from player.
*/private ["_target","_player","_Z_MoneyVariable","_addOrRemove"];
_addOrRemove = _this select 0;
_target = cursorTarget;
_player = player;if(!isPlayer _target) then {_target = _player;};
coinGain = -1;
_Z_MoneyVariable = _target getVariable[Z_MoneyVariable, 0];if(_addOrRemove != "reset") then {
EAT_coinChange = [
["",true],
["Select coin amount:", [-1], "", 0, [["expression", ""]], "1", "0"],
["100", [2], "", -5, [["expression", "coinGain=100;"]], "1", "1"],
["500", [3], "", -5, [["expression", "coinGain=500;"]], "1", "1"],
["5000", [4], "", -5, [["expression", "coinGain=5000;"]], "1", "1"],
["10000", [5], "", -5, [["expression", "coinGain=10000;"]], "1", "1"],
["50000", [6], "", -5, [["expression", "coinGain=50000;"]], "1", "1"],
["Exit", [8], "", 0, [["expression", ""]], "1", "1"]
];showCommandingMenu "#USER:EAT_coinChange";
waitUntil{(commandingMenu == "")};
if((coinGain == -1)) exitWith {};if(_addOrRemove == "remove") then {
coinGain = coinGain - (coinGain * 2);
};_target setVariable[Z_MoneyVariable, _Z_MoneyVariable + coinGain, true];
cutText [format["%1 coin has been added (total: %2) for player %3", coinGain, _Z_MoneyVariable + coinGain, name _target],"PLAIN DOWN"]; titleFadeOut 10;// Tool use logger
if(EAT_logMinorTool) then {
EAT_PVEH_usageLogger = format["%1 %2 -- has added %3 to %4's coin (total %5)",name _player,getPlayerUID _player,coinGain,name _target,_Z_MoneyVariable + coinGain];
[] spawn {publicVariable "EAT_PVEH_usageLogger";};
};
}else{
coinGain = _Z_MoneyVariable - (_Z_MoneyVariable * 2);
_target setVariable[Z_MoneyVariable, 0, true];
cutText [format["Coin reset to 0 for player %1", name _target],"PLAIN DOWN"]; titleFadeOut 10;// Tool use logger
if(EAT_logMinorTool) then {
EAT_PVEH_usageLogger = format["%1 %2 -- has RESET %3's coin to 0",name _player,getPlayerUID _player,name _target];
[] spawn {publicVariable "EAT_PVEH_usageLogger";};
};
};7) Save and close the file.
8) Start the server.
Surely the most mindful will have realized that I have not simply duplicated the management of humanity by adapting it to coin. :)
I hope to have done what you like and above all to have been useful.
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Hi,
i'm new in the forum and i have an issue. I hope somebody help me. I installed essv3 on my server but at the login of a freshspawn both class selection that spawn selection are empty. I have to press esc.
I controlled all steps of installations. I have installed admintool, debug monitor and bec.
Help me... Thanks.
[Release] Wicked AI 2.2.3 [1.0.6+]
in A2: Epoch Mods
Posted
I will try to set 50...
Thanks for the reply... :)