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Gromillla

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  1. Like
    Gromillla reacted to Litl Lebowski in help solve the error in RPT   
    wow wow man y angry fury
    im give y
    comment line 6 and be happy
  2. Thanks
    Gromillla 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 The AI monitor loop has been replaced by a modified version of the server scheduled function sched_corpses.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
     
     
  3. Like
    Gromillla reacted to salival in [Release] Remote vehicle locking/engine/eject [Updated for 1.0.7]   
    Remote Vehicle is part of Epoch 1.0.7.1 now.
     
    Hi,
    Here's a script I wrote that does the following from right clicking your key in your toolbelt:
    Unlock/lock vehicle. Turn engine on/off. Eject players not in your group. Thanks to @Pattohfor the idea for this script.
    For downloading and install instructions, see my github: https://github.com/oiad/remoteVehicle
  4. Like
    Gromillla reacted to theduke in [RELEASE] Sanford and Son Salvage (new trader)   
    --------------
    Created by: Theduke™ Payden and Spider from Elite SLK Gaming
    --------------
    Welcome to Sanford and Son Trader.
    Sadly this trader does not accept gold, only coins
    "Hero or not, we buy just about everything
    you can bring us. Certainly at a discounted price.
    We will pay you 75% of what the other guys
    give you. But I can guarantee you’ll never
    unload everything all at once if you visit them!"
    Video
    https://www.youtube.com/watch?v=5qIS9V0lLHw
    The Idea was to create a trader where you could sell EVERYTHING...well, just about everything ;)
     
    New players sometimes arn't able to sell hero items, or maybe you have a vehicle full of junk
    you might not want anymore and why not make a bit of cash from it, right?
    This trader will NOT be a install and go type of mod.
    You will need to take YOUR server items from the trader files, and change the price at the discount you choose.
    (you can leave your prices the same if you want, completely up to you)
    This is because every server most likely has different prices on items.
    Going through each file and changing each price manually just isnt feasible.
    How to do this will be explained later in the post. (its not as scary as it sounds)
    Many thanks to @Payden for creating the run.bat  file and doing the leg work for creating the sanfordandson.hpp file and instructions.
    Many thanks to Spider for creating the trader buildings.
    DOWNLOAD
    https://github.com/theduke77/Sanford-and-Son-Salvage-Trader
    Tools you will need.
    Notepad++
    PBO Manager
    Excel
    ...Maybe a sandwich and a drink lol
     
    FOR NOW WE WILL ONLY USE CHERNARUS - WE HAVE LINGOR WORKING ALSO
    Lets start with the easy part, server sided
    1. Open your dayz_server\traders\chernarus11.sqf
    Anywhere in the middle, add this
    //Sandford and son Salvage ["Gangsta_merc7", [9910.58,5432.17,0.00143433],106.201],    
    2. Still in the dayz_server folder, put the sanford.sqf from the download in the objects folder.  If you don't have the objects folder create one.
    So the sanford.sqf should be in a folder path like this. dayz_server\objects\sanford.sqf
    3. Open the init folder, then server_functions.sqf
    Look for this
     
    spawn_vehicles = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_vehicles.sqf"; Add this bellow
     
    execVM "\z\addons\dayz_server\objects\sanford.sqf"; Thats it for the server sided
     
    Now for the mission
    1. Open your server_traders.sqf
    At the top you will see a list of traders,
    add this, but make sure if its your last entry, there shouldn't be a comma at the end
    "Gangsta_merc7", 2. still in server_traders.sqf
    Add this at the bottom
     
    //Sanford and Son Trader menu_Gangsta_merc7 = [ [["Sanford And Son Salvage",666]], [], "neutral" ]; Save and close the file.
    4. Put the sanford folder from the download in your custom folder in your mission. If you dont have a custom folder create one.
    5. Open your description.ext
    Look for
    class CfgSounds { add this before the closing bracket
    class sanford { name = "sanford"; sound[] = {custom\sanford\sanford.ogg,1.0,1}; titles[] = {}; }; 6.Open your mission.sqm
    look for
    class Sensors
    add this block of code, before the class sensors closing bracket.
    Pay attention to the class item6. They need to be incremental and you will need to adjust the items6 to items 7 right bellow class sensors also.
    class Item6 { position[]={9910.58,0,5432.17}; a=15; b=15; activationBy="WEST"; repeating=1; interruptable=1; age="UNKNOWN"; name="zonesanford"; expCond="(player distance zonesanford) < 25;"; expActiv="sanford = [] execVM ""custom\sanford\music.sqf"";"; expDesactiv="terminate sanford; titleText [""Thanks For visiting us! Come Again"", ""PLAIN DOWN"", 3];"; class Effects { }; }; 7. Still in the mission.sqm
    look for
    class Markers { add this before the closing bracket of class markers
    class Item20 { position[]={9910.58,5432.17}; name="SanfordSonSalvage"; text="Sanford & Son Salvage"; type="mil_circle"; colorName="ColorBlack"; }; ALWAYS MAKE SURE your class item is incremental in number and make sure the Items right bellow class markers you increase it by 1. so if you have items18, it'll be items19.
    Alright the easy part is done lol
    Now is the time to configure your prices for the trader.
    Optional/Disclaimer
    This part Payden will take over the instructions
    I decided to make a video based on what Payden explained to me
    Video can be found bellow
    ****************************
    Building the Scrap Trader File:
    1. Put all trader files (YOUR MISSION\dayz_code\configs\Category) in a single directory. Rename any Hero or Epic Hero files to resolve duplicate names
    2. Put the run.bat file from the download in that folder also.
    Run the bat file, it will compile all your files into one and should create a file called "output.txt"
    Now the fun part begins.
    3. In order to import into excel and properly change the prices. You need to change the format of the files.
    Open output.txt with notepad++.
    In notepad++, click on view>Show Symbol>Show All Characters
    This will show all spaces, tabs, line breaks...everything.
    when done, it should look like this
    class    G36C_DZ    {type=“trade_weapons";buy[]={    60000    ,”worth”};sell[]={    20000    ,”worth”};};
    and not this
    class G36C_DZ    {
    type=“trade_weapons";
    buy[]={    60000,”worth”};
    sell[]={20000,”worth”};
    };
    - All whitespace is TAB characters.  Tabs between "class" and classname, between classname and {type=..., before and after buy price, before and after sell price.
    4. Import the plain text file into Excel. You should end up with everything separated by columns:


        1. class and ClassName (e.g., M4A1_HWS_GL_camo)
        2. All before the buy price (e.g., {type=“trade_any_vehicle";buy[]={)
        3. Buy price
        4. All between buy price and sell price (e.g., ,”worth”};sell[]={)
        5. Sell price
        6. All after sell price (e.g., ,”worth”};};)
        
        If you're like me, you'll need to repeat this process several times to get everything correct.  Filters will help you find the oddball entries in each row.
        
    5. Use Excel's conditional formatting to highlight duplicate classnames.  Compare prices, pick the one you will use, delete the other entry
    6. Set all buy prices to -1
    7. Decide on your discount (our scrap trader pays 75% of standard trader prices) and calculate/replace the original sell prices using excel formulas
    8. Use Excel's filters to either hide or delete rows containing only classnames or filenames.  Also remove extra "};" where needed to make these lines a single class
    8. Use Excel to save/export the file to Formatted Text (Space delimited).  You'll need to widen the Excel columns to ensure nothing is truncated.
    9. If you're like me, you'll need to repeat this step also to ensure your class is correct and no data fields were truncated.
    10. Change the filename extension from PRN to HPP if you haven't already.
    VIDEO:

    **************************
    11. Now you need to navigate to your trader files, and drop the sanfordandson.hpp you just created with the rest of your trader files.
    The path should be dayz_code\configs\category
    12. Open your cfgServerTrader.hpp. Located in dayz_code\configs
    add this in the middle anywhere
    #include "category\SanfordAndSon.hpp" Thats it you're done.
    Hope you enjoy Sanford and Son Salvage Trader
  5. Thanks
    Gromillla reacted to salival in [RELEASE] Vehicle Key Changer [Updated for 1.0.7]   
    Vehicle Key Changer is part of Epoch 1.0.7.1 now.
     
    Hi,
    Here's my version of  @OtterNas3 vehicle key changer.  It was subsequently modified by @Grahame for epoch 1.0.6. Updated for 1.0.7.
    This adds support for briefcases, gems and coins as well as using the epoch vehicle upgrade system to do the key changing/claiming.
    * original discussion url: https://epochmod.com/forum/topic/5972-release-vehicle-key-changer-for-making-masterkey-v-14-updated-06152014/
    * updated discussion url: https://epochmod.com/forum/topic/43048-release-vehicle-key-changer-for-making-masterkey-v-141-updated-for-epoch-106/
    Github link with install directions: https://github.com/oiad/vkc
    **EDIT* Link to a working locate Vehicle script that is able to find multiple vehicles per key: 
     
    **** For Epoch 1.0.6.2 only **** >> Download <<
    Visit this link: https://github.com/oiad/vkc/tree/vkc-Epoch-1.0.6.2
  6. Like
    Gromillla reacted to salival in [Release] Vehicle Service Point (Refuel, Repair, Rearm) [Updated for 1.0.7]   
    This should never happen.
    I would think you have set one of your prices to something like this:
    ["Air","4000"], // 4000 worth is 4 10oz gold. where it should be like this:
    ["Air",4000], // 4000 worth is 4 10oz gold.  
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