Virtual Garage will by default tie the garage to the nearest plot pole, if no plot pole is found (i.e a communal garage) then it's done by the playerUID of the person.
https://github.com/oiad/virtualGarage/blob/master/dayz_code/init/variables.sqf#L10
Set that to false to disable the behaviour you are describing
yes, you exempt the public variable that is kicking you.
Can't help you with out details of what the kick is however. (post the relevant kick from your publicvariable.log)
Hello guys,
I've decided to leave this community. And that's why I'd like to say two things:
Thank you guys for all your work for community. It was honor to be here! I wish you the best in your life...
All my repos from Github are available. If you feel you would like to take ownership and take care of them, just let me know.
I'll be happy to do it. All repos stays public for couple weeks, after that they will be removed. (Edit: Now available at @DAmNRelentless Github account)
We are talking about:
Paint vehicles
IWAC: Autoclaim addon for WAI
extDB: extDB3 : distribution pack for DayzEpoch modder (in shared mode)
Enjoy game, stay cool!
Cheers...
iben
*** I claim no credit for this code - Credit goes to blurgaming and all the "welcome messages and intro music" script writers out there.
- I just want to share what I did to make it work on 1061 since the init.sqf is different now.
=======================================
1) Create your introSong.ogg file and place it in the mission folder (same location as init.sqf)
I use this - https://audio.online-convert.com/convert-to-ogg
2) Create a file named playerspawn.sqf with this code and place it in the mission folder (same location as init.sqf)
Screenshot of messages - https://imgur.com/a/Xk5Aw
3) Add the code in red to the class CfgSounds section in the description.ext located in your mission folder
- it should look something like this
4) Add the code in red to your init.sqf
All done!
*** Don't forget to edit the playerspawn.sqf unless you want to advertise my server :)
===
Credits:
All credit belongs to all authors of used source files:
DayZ Epoch developers, collaborators and contributors (thank you guys for your excellent work!)
@Markk311, @f3cuk, @Jossy, @BangL, @nerdalertdk, @Caveman - creators of this system
@JasonTM, @salival, @ebayShopper - for keeping system alive, further developing and fantastic support
Special Thanks goes to:
@_Lance_ for deep addon testing and most usefull feedback. Thanks to him we know, how IWAC works under heavy load on populated server (12 concurrent missions :))
@totis, who brings great ideas into this script and did a great tester job!
@DAmNRelentless for offering German translation and taking care of addon Github repo.
@salival for his ZSC remote msg script which we are using
... all great guys helping make WAI better (I'm pretty sure I forgot a lot of people...). Thank you all for your great job!
===
Download v1.3.1 [Last update: 2018-01-16]
===
Introduction:
... once upon a time, *mr. yeahBUT* and *mr. no_name* chatting:
---
Q: mr. yeahBUT
IWAC? OMG, what is it?
A: mr. no_name
Well, it's Autoclaim addon for WAI mission system.
---
Q: mr. yeahBUT
...yeah, but is it usefull? What it can do?
A: mr. no_name
Not sure about the first question part... but it could be.
If one of your server rules says somenthing like: "Player has to claim mission in sidechat and mark mission on map with name", well, this addon is just for you.
It's fully automatic, which means - no more sentences like: "I forgot...", "Who is doing mission xy?", "Could you please remove your marker once mission is finished?" etc.
This little addon will make all the job for you and your players.
---
Q: mr. yeahBUT
pffff... I have PVP server. Totally useless!
A: mr. no_name
Probably yes... Do you wanna hear more?
---
Q: mr. yeahBUT
hmmm.. not really, but I have nothing to do right now, so continue...
A: mr. no_name
...OK my friend. I have certainly nothing to do either, so I will... :) What's your question?
---
Q: mr. yeahBUT
ok.. let's start with somenthing I can picture in my mind. Do you have any screenshot so I can see it in action?
A: mr. no_name
yeah, sure...
---
Q: mr. yeahBUT
What is that red circle around mission?
A: mr. no_name
This is somenthing I call it "claiming zone". You can configure it using these variables:
iben_wai_ACzoneActivate = true; // Turn claiming border ON/OFF
iben_wai_ACzoneMarkerColor = "ColorRed"; // Border color
iben_wai_ACdistance = 1300; // Distance from mission center to claiming border
---
Q: mr. yeahBUT
hm.. 1300m? It's a little bit too much. Should be much shorter distance.
A: mr. no_name
It's completely up to you. If you want to be loved by your snipers, set it to 400m and set AI skills to max - no kidding, I experienced this setup already :))
Also remember - there is somenthing called timeout distance in WAI - you can search variable `wai_timeout_distance` in WAI config.
If `wai_timeout_distance` < `iben_wai_ACdistance`, mission can dissapear in front of player's face (which doesn't mean it's a bad thing...)
---
Q: mr. yeahBUT
Well, it's too bad. Can you imagine what happen if two or three missions spawns close to each other? You think it's not a problem player could claim multiple missions?
A: mr. no_name
How should I answer this question...? Let's start with this: When you try to setup any system, you should think about it.
I mean - there are variables `wai_avoid_missions` and `wai_avoid_traders` in WAI config for example.
Just use bellow formulas and you should prevent mission (mission claim zones) overlapping:
wai_avoid_missions = ((iben_wai_ACdistance * 2) + 500);
wai_avoid_traders = (iben_wai_ACdistance + 200 + 500);
// ... also see picture bellow:
---
Q: mr. yeahBUT
That's nice, but I've already experienced mission placement is not perfect... there is a chance player will claim two missions!
A: mr. no_name
In fact, it's not possible. If player is already 'claimer', he is registered and system doesn't allow him to claim multiple times (you can see it in the video at the bottom).
---
Q: mr. yeahBUT
Alright... what's that flag with name? I don't want to expose player name!
A: mr. no_name
It's up to you again. You can configure all about player marker using these variables:
iben_wai_ACshowNames = true; // If false, text = "Claimed by a player [realtime status info]"
iben_wai_ACmarkerType = "hd_flag";
iben_wai_ACmarkerColor = "ColorBlack";
---
Q: mr. yeahBUT
ok... yeah, but it's too bad to expose player by setting marker on his position...
A: mr. no_name
You are not exposing his position. Marker is created in random spot within given range. You can adjust it by setting variable:
iben_wai_ACmarkerRange = 400;
---
Q: mr. yeahBUT
cool... so why not create flag object to be visible close mission? Cool idea, huh?
A: mr. no_name
yeah, sure it is :) You can use these variables:
iben_wai_ACcreateFlagOjb = true;
iben_wai_ACmarkerFlagClass = "FlagCarrierINDFOR_EP1";
// ... see the picture bellow:
---
Q: mr. yeahBUT
How will player know about claiming is happening?
A: mr. no_name
You can enable message system and let player know. Just use bellow variable and install client side files:
iben_wai_ACplayerMsg = true;
---
Q: mr. yeahBUT
Yeah, but... still. Why should all players force to read useless msg that are not about them?
Also... that's server resources waste to broadcoast so many msgs...!
A: mr. no_name
Actually msg is private. Only player involved is informed and can see the msg.
---
Q: mr. yeahBUT
Yeah... but there is couple more troubles. For example: Mission just spawn close to my position or I'm just passing by location.
I don't want to be a part of mission fight, but still... I'm in zone... That's not good.
A: mr. no_name
You can use bellow variable and set it to some reasonable value in seconds.
That gives passing by players enough time to decide to stay or leave claiming area.
iben_wai_ACsafeClaimDelay = 60;
---
Q: mr. yeahBUT
Too many troubles... what about players in bases?
A: mr. no_name
Just make your decision if you want to allow players fight missions from base or not. You can use following variables.
This way you can force autoclaim system to ignore these players.
iben_wai_ACplotRestriction = true;
iben_wai_ACplotRange = 30; // If 'iben_wai_ACplotRestriction' is true, what distance from plotpole is not allowed?
---
Q: mr. yeahBUT
Hm, but what if player claimed the mission and dies, loses connection etc. What then, ha...?
A: mr. no_name
As you can see at the above picture, there is marker with player name (or anonymous name) and so called `realtime status`.
If player is alive and fighting inside claiming zone, status is `Active`. If player is gone - timeout is fired.
That means, system will wait given time for claimer return. If timeout runs off, mission is free for claiming.
You can set some reasonable time for timeout in seconds:
iben_wai_ACtimeout = 300;
---
Q: mr. yeahBUT
What about my admins? I don't want them to claim missions just because they are helping inside zone...
A: mr. no_name
Yeah, got it. You can exclude your admins from system:
iben_wai_ACexcludeAdmins = true;
iben_wai_ACadmins = ["0","0"]; // List your admins UID's
---
Q: mr. yeahBUT
Wait! I'm using moving missions like 'patrol'. It's a nonsense to use autoclaim for that kind of missions!
A: mr. no_name
Agree. If you have any kind of moving missions, or custom missions you want to be free for all, just exclude them:
iben_wai_ACexcludedTypes = ["patrol"];
---
Q: mr. yeahBUT
Ok then. So... I have couple more minutes before my favourite movie starts. So last a few questions:
I believe you will face problems in such scenarios like: multiple players in the same time in the zone - who will be first?
What about other players? And what about player or better players in vehicle?
You will not be able to sort them out and it's gonna be chaos!
A: mr. no_name
Well, I made the best I could in given time and space. I don't want to go too deep, but imagin autoclaim system as somenthing like simple `memory buffer`.
This buffer is **(a)** able to recognize all players in area (including all players inside vehicles); **(b)** is able to sort them out by distance.
It's very small probability two players will reach the same distance in the same time - the only exception crossed my mind are players
n the same vehicle - they share the same distance. But system is able to recognize them and sort them from driver to cargo.
But anyway, system is able to handle these scenarios pretty well (at least I hope so according to test results); **(c)** System works in layers - from register list, wait list to claim list. Each layer is equiped by self-cleaning mechanism,
so each list is real image of status in claiming zone. (self-cleaning means, once player leave area etc., he is kicked from list
and next player in list takes his place - there are no `dead souls in list`).
---
Q: mr. yeahBUT
OK... here we go. So another loop for WAI. It's already server performace killer as it is...!
A: mr. no_name
Hm... good point! And no, we are not creating any extra loop (not single one...). We are using already existing loops -
and we are using these loops only and only if it's reasonable and exiting them immediately if condition isn't met.
According to couple weeks testing on populated server with cca 20 players, no FPS drop was recognized.
BTW: you can add some debug logs to loop critical points and see the result.
---
Q: mr. yeahBUT
...yeah, but I can imagine how installation is gonna be difficult...
A: mr. no_name
Actually, it's not. Visit this github repo and clone or download files. Follow repo structure and merge it with your server/client files.
---
Q: mr. yeahBUT
That's all you can say about installation??? Are you serious??
A: mr. no_name
No and yes. One more thing - addon is designed the way so you don't need to touch any of WAI core files (except a few lines in init).
If you will follow repo structure, you can quickly switch between default WAI files and addon files by setting bellow variable to true/false.
iben_wai_ACuseAddon = true;
// :: WARNING > If you don't know what I mean by "merge files" at this momment,
// :: you should probably wait a little bit and learn, before you start to play with (especially) server-side files.
---
Q: mr. yeahBUT
Hmmm... my movie has just started... have to go now. And BTW... your English sucks... and this addon too... bye...
A: mr. no_name
:( ... I know... bye...
===
Later in time...
===
Q: mr. yeahBUT
Hey! IWAC is now part of WAI by default?
A: mr. no_name
Yes, it is. Since v1.2. It's updated for Epoch 1.0.6.2...
---
Q: mr. yeahBUT
I don't get it... Seems v1.3.1 is out and it's not the same version as WAI has inside the package. What does it mean?
A: mr. no_name
Well, it's just a little improvement. Couple days ago several people made a fix for "mission overlapping". We decided to stick with our approach.
If you update to v1.3.1, you will get 2 new options in your 'customsettings.sqf' file (see bellow + detailed info in 'customsettings.sqf'_).
Now, what is important:
'iben_wai_ACcoordProtectorTimer' gvar means:
"If you give me any value > 0 in seconds, I'm gonna protect your just finished mission area against new mission spawn for given time."
Protection is processed only if:
valid spot for new mission was already found;
there is at least 1 item in 'iben_wai_ACprotectedCoord' array
(that means, at least one mission was completed and coordinates has to be protected agains new mission spawn).
If you decide to update and you don't want use this fix, just set 'iben_wai_ACcoordProtectorTimer' value to 0.
Default position fnc will be used with default WAI fix (note: if you've already updated your WAI core files).
iben_wai_ACcoordProtectorTimer = 300; // @since v1.3
if (iben_wai_ACdevmode) then {
iben_waiACfindPosLimiter = 999; // @since v1.3
};
// :: If iben_wai_ACcoordProtectorTimer > 0 && iben_wai_ACdevmode is true,
// :: you will see in your server RPT somenthing like that:
// 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> 'iben_wai_ACcoordProtectorTimer' active (300s) >> Initialising custom position FNC for mission coord protection..."
// 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [IBEN_fnc_AC.sqf] >> Currently protected missions coordinates (iben_wai_ACprotectedCoord) >> [[561.226,[12890.3,11228.4,0.0142517],"MainHero1"]]"
// 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> Spot found. Checking if spot is in protected coordinates >> iben_wai_ACprotectedCoord >> [[561.226,[12890.3,11228.4,0.0142517],"MainHero1"]]"
// 19:14:07 "=== [IBEN WAI AUTOCLAIM ADDON, v1.3] || DEBUG [find_position.sqf] >> Loop complete valid position >> [6129.23,8784.35,0] >> in 1/999 attempts"
---
The end.
===
Showcase:
===
IWAC - private server msgs, map markers, status, respawn:
===
===
IWAC - multiple claiming protection, exclude plotpole area option:
===
===
That's all I've got... enjoy, have fun...
Cheers...
===
The first one looks for vehicles that a player might of lost the key. So a purchased vehicle without a key, gets deleted after 2 days
The second one deletes map spawn vehicles to allow new ones to spawn, but only if they havnt been touched in 3 days
This is a new version of a safezone script and an a.i/a.i vehicle remover. To be used in conjunction with the 1061 safezone script. So say your safe zone is being bombarded with roaming a.i and you are tired of going to safe zones to delete them this will do it automatically when you go within 350 meters of an roaming a.i while in a safezone. The distance is customizable. The new safezone script allows you to receive god mode for 20 secs after you leave the safe zone IF you have stayed in the safezone long enough. This will avoid players from touching the safe zone and taking off for a way to avoid combat from other players. All credits go to @juandayz for this. Uploaded with his permission.
1- into mpmission\your instance\scripts\ create a new folder called "safezone"
2-into this folder create this sqf:
safezone_ai_remover.sqf
3-open your init.sqf
4-Now if ure using DZAI:
5-If ure using DZMS then do the same:
6-If you are using some kind of other script that spawns enemy ai vehicles then add the same variable.. for example:
^ Echo what hooty said, overpoch server here too and targeting works the same way it does in OA for everything (well except the scud I'm yet to get that figured out). I think hitting the tab key switches to targeting if I remember right, try that if you haven't already gotten it working.
Just look at how the markers in WAI are done. That shouldn't be to complicated.
I took a look into that and they are done in "WAI\compile\mission_init.sqf":
The only difference is that you need a static marker for your trader, means you have to set it in your mission.sqm.
I JUST LEAVE THIS ONE CUZ I KNOW YOU GUYS GONNA NEED IT..
The very old safezone script by infistar... i was using it in 1.0.5.1 and made some changes to use in 1.6.
Instructions:
1. Copy paste the code of below into a file called 16_safezone.sqf - save the file.
2. Paste this 16_safezone.sqf into mpmissioms\instance_11.chernarus\custom\
3. Open your init.sqf
4. At the very bottom of the file add this line: [] execVM "custom\16_safezone.sqf";
5. Save the init.sqf and restart your server.
6-WARNING!!! if ure using some kind of mod that allow vehicles with GodMode out of safezones.. then you will need in 16_safezone.sqf change the path for veh_handleDam.sqf by the path that youre using your custom veh_handleDam.sqf
this line: fnc_veh_handleDam = compile preprocessFileLineNumbers '\z\addons\dayz_code\compile\veh_handleDam.sqf';
16_safezone.sqf
OPTIONAL:
@BetterDeadThanZed here you got.
REMOVE LOOT FROM TRADER CITIES AND PLOT POLES. (should removes zeds from trader places and poles too)
I wont go into the details of the dupe, but yes, kind of.
The way I have it now, people wont be able to be near the vehicle being stored which should stop the dupe.
Hello guys,
...just released update to v1.2 (see changelog above)
===
Main headlines: Thanks to great cooperation with @salival we managed make paint vehicles script compatible with Virtual garage and Key vehicle changer (VKC). That means for exmaple:
no more recoloring delay (cca 5sec) when vehicle was spawned from virtual garage
no more losing colors when player changed key of colored vehicle
If you have paint vehicle script installed and along with virtual garage and VKC, you should definitely update all scripts to the latest version for better player experience.
===
Paint vehicles script v1.2 you can download from here.
===
Check updated version of scripts in action:
===
Cheers... have fun!
do you try with call compile?
at bottom of server_functions.sqf
call compile preProcessFileLineNumbers "z\addons\dayz_server\PATH\BRIDGE.sqf";
or at bottom of server_monitor.sqf
execVM "\z\addons\dayz_server\PATH\BRIDGE.sqf";
Or just put the bridge function at bottom of server_functions.sqf?
EDIT:
@totis LOL now we need vote thogeter the selenaparat post.. is the real answer to be in first place
you can use exec in server_functions .. but i always use call compile in this file.. anyway is hard to me explain it in my bad english and without totally knowless about it... but check this post maybe help you better than me to understand
https://forums.bistudio.com/forums/topic/115016-call-execvm-and-spawn-which-and-when/
Hi guys... @DAKA,
first version of autoclaim system was done 10 days ago.
Since that time it's running on live populated server as testing sample.
Currently I'm working on upgraded version which will include some findings from the test. So stay tuned for couple next more days, public release is on the way :)
This is picture from older version - in two days new more advanced version will be ready for test run...
PS: In case, yes, passing players through mission zone - plotpoles inside zone - who will be first if... - what happen if claimer dies etc - all is considered :)
Cheers...
===
As promised, making public solution for mission autoclaim. If anyone interested, download source files from github.
Tnx Duke. I have a test server already. Thing is its my coding skills that are non existent hehe
Well ill get there eventually, over the last 2 months i learned a great deal..