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Cletus_Van_Damme

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Posts posted by Cletus_Van_Damme

  1. Have you read the WAI config file?

    There's an option to blacklist certain areas.

    If you use DZE_SafeZonePosArray in your configvariables, copy those coords.

    Make sure you don't have a , after the last entry.

  2. On 7/28/2018 at 5:29 PM, Warburgg said:

    I am creating my DayZ MOD server and I have seen that the only mission system compatible with Vanilla is DZMS but AI is very dumb. Even with the skill at 1.0 she does not see me in front of her.

     

    Thanks for help

    ...

  3. Haven't tried it with buildings from a trader, but you could use trade_any_vehicle instead of trade_items.

    Make sure you're near an invisible helipad (like a vehicle trader) so the item will spawn in a good place.

    Then use the tow/lift load in feature to load the item into a vehicle for transport and placement when back at base.

    As I said haven't tried it but that method used to work for static weapons / ammo crates.

  4. Hi,

    I would like to change epoch event notifications from 'title text' to dynamic text, just like WAI has.

    Using this example from Juandayz

    Spoiler

    //New Rubbletown for epoch1.6.
    //Original for 1.0.5.1 by Caveman.
    //Rewrited by Juandayz for 1.6.


    private ["_spawnChance","_markerRadius","_debug","_enemytype","_loot_box","_loot_lists","_loot","_loot2","_loot_amount","_wait_time","_start_time","_spawnRadius","_spawnMarker",
    "_position","_event_marker","_positionarray","_loot_pos","_vehclass","_debug_marker","_this","_center_1","_group_1","_waypointsrange","_enemy","_enemy1","_enemy2","_enemy3","_enemy4","_xpos",
    "_ypos","_waypos1","_waypos2","_waypos3","_waypos4","_waypointend","_box","_baserunover","_baserunover1","_baserunover2","_baserunover3","_baserunover4","_baserunover5","_baserunover6",
    "_baserunover7","_baserunover8","_baserunover9","_baserunover10",
    "_baserunover11","_baserunover12","_baserunover13","_baserunover14","_baserunover15","_baserunover16","_baserunover17","_baserunover18","_despawn_timer","_missiontimeout","_cleanmission",
    "_playerPresent","_starttime","_currenttime"];

    _spawnChance =  0.69; // Percentage chance of event happening
    _markerRadius = 350; // Radius the loot can spawn and used for the marker
    _debug = true; // Puts a marker exactly were the loot spawns

    _enemytype = "TK_Commander_EP1";

    _loot_box = "USVehicleBox";
    _loot_lists = [
    [
    ["BAF_LRR_scoped","DMR_DZ","SCAR_H_LNG_Sniper","M240_DZ"],
    ["5Rnd_86x70_L115A1","5Rnd_86x70_L115A1","5Rnd_86x70_L115A1","20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_B_SCAR","20Rnd_762x51_B_SCAR","100Rnd_762x51_M240","100Rnd_762x51_M240","Skin_TK_INS_Soldier_AR_EP1_DZ","Skin_RUS_Commander_DZ","FoodbaconCooked","FoodGoatCooked","ItemSodaFranka","ItemSodaMzly","PartGeneric"]
    ],
    [
    ["revolver_gold_EP1"],
    ["6Rnd_45ACP","6Rnd_45ACP","6Rnd_45ACP","SmokeShellGreen","HandGrenade_west","HandGrenade_west","HandGrenade_east","HandGrenade_east","1Rnd_HE_M203","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","PipeBomb"]
    ],
    [
    ["Binocular_Vector","NVGoggles","ItemMatchbox","ItemEtool","ItemHatchet","ItemMachete","ItemPickaxe","ItemSledge"],
    ["ItemLightBulb","ItemMixOil","plot_pole_kit","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz"]
    ],
    [
    ["ChainSaw"],
    ["ItemSandbag","ItemWire","equip_brick","ItemDesertTent","ItemPole","ItemPole","ItemPole","ItemPole","ItemPole","ItemPole","ItemPole","ItemPole","ItemPole","ItemPole","ItemPole","ItemComboLock","ItemGenerator"]
    ],
    [
    ["RPK_DZ","RPK_DZ","PKM_DZ","PKM_DZ"],
    ["75Rnd_545x39_RPK","75Rnd_545x39_RPK","75Rnd_762x39_RPK","75Rnd_762x39_RPK","100Rnd_762x54_PK","100Rnd_762x54_PK","100Rnd_762x54_PK","100Rnd_762x54_PK","ItemSodaPepsi","ItemSodaPepsi","ItemSodaPepsi","ItemSodaPepsi","ItemSodaPepsi","ItemSodaPepsi","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp"]
    ],
    [
    ["L110A1_DZ"],
    ["ItemAntibiotic","ItemAntibacterialWipe","bloodBagONEG","bloodBagBPOS","transfusionKit","bloodTester","equip_gauze","equip_rag","equip_herb_box","equip_string","ItemMorphine"]
    ],
    [
    ["Crossbow_DZ","MR43_DZ","RedRyder","Mosin_DZ","LeeEnfield_DZ"],
    ["12Rnd_Quiver_Wood","1Rnd_Bolt_Tranquilizer","1Rnd_Bolt_Explosive","5Rnd_762x54_Mosin","5Rnd_762x54_Mosin","10Rnd_303British","10Rnd_303British","equip_gauzepackaged","equip_rope","equip_rag","ItemMorphine","ItemMorphine","MortarBucket","MortarBucket","MortarBucket","MortarBucket","MortarBucket","MortarBucket","transfusionKit","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks"]
    ],
    [
    ["M4SPR","M14_DZ","M24_des_EP1"],
    ["5Rnd_17HMR","5Rnd_17HMR","5Rnd_762x51_M24","5Rnd_762x51_M24","20Rnd_762x51_DMR","20Rnd_762x51_DMR","10Rnd_762x54_SVD","10Rnd_762x54_SVD","10Rnd_762x54_SVD"]
    ],

    [
    ["SVD_DZ","SVD_DZ","SVD_des_EP1","SVD_des_EP1"],
    ["PartWheel","PartWheel","PartWheel","PartGlass","PartGlass","PartGlass","PartEngine","PartEngine","PartVRotor","PartVRotor","PartFueltank","PartFueltank","ItemFuelcan","ItemFuelcan","ItemJerrycan","ItemJerrycan","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","10Rnd_762x54_SVD","10Rnd_762x54_SVD"]
    ]

    ];
    _loot = _loot_lists call BIS_fnc_selectRandom;
    _loot2 = _loot_lists call BIS_fnc_selectRandom;

    _loot_amount = 75;
    _wait_time = 900;


    // Dont mess with theses unless u know what yours doing
    _start_time = time;
    _spawnRadius = 5000;
    _spawnMarker = 'center';


    // Random location
    _position = [getMarkerPos "center",0,5500,10,0,2000,0] call BIS_fnc_findSafePos;


    diag_log(format["Spawning loot event at %1", _position]);


    _event_marker = createMarker [ format ["loot_event_marker_%1", _start_time], _position];
    _event_marker setMarkerShape "ELLIPSE";
    _event_marker setMarkerType "Cricle01";
    _event_marker setMarkerColor "ColorOrange";
    _event_marker setMarkerAlpha 0.8;
    _event_marker setMarkerBrush "DiagGrid";
    _event_marker setMarkerSize [(_markerRadius + 50), (_markerRadius + 50)];

    _positionarray = [
    [(_position select 0) - 14.5, (_position select 1) - 21,-0.012],
    [(_position select 0) - 20, (_position select 1) - 20,-0.012],
    [(_position select 0) + 25, (_position select 1) + 5,-0.012],
    [(_position select 0) + 16, (_position select 1) - 14,-0.012],
    [(_position select 0) + 49, (_position select 1) + 17.5,-0.012],
    [(_position select 0) + 38.5, (_position select 1) - 16,-0.012]
    ];
    _loot_pos = _positionarray call BIS_fnc_selectRandom;


    _vehclass = cargo_trucks call BIS_fnc_selectRandom;


    if (_debug) then {
    _debug_marker = createMarker [ format ["loot_event_debug_marker_%1", _start_time], _loot_pos];
    _debug_marker setMarkerText "New RubbleTown";
    _debug_marker setMarkerShape "ICON";
    _debug_marker setMarkerType "SupplyVehicle";
    _debug_marker setMarkerColor "ColorRed";
    _debug_marker setMarkerAlpha 1;
    _debug_marker setMarkerSize [1,1];
    };

    _this = createCenter east;

    _this setFriend [west, 0];

    _center_1 = _this;
    _group_1 = createGroup _center_1;

    _waypointsrange = 20;//range to move ai for waypoints
    //

    //spawnai
    _enemy = objNull;
    _enemy = _group_1 createUnit [_enemytype,_loot_pos,[],0,"CAN_COLLIDE"];    
    _enemy enableAI "TARGET";
    _enemy enableAI "AUTOTARGET";
    _enemy enableAI "MOVE";
    _enemy enableAI "ANIM";
    _enemy enableAI "FSM";
    _enemy setCombatMode "YELLOW";
    _enemy setBehaviour "COMBAT";


    _enemy1 = objNull;
    _enemy1 = _group_1 createUnit [_enemytype,_loot_pos,[],0,"CAN_COLLIDE"];
    _enemy1 enableAI "TARGET";
    _enemy1 enableAI "AUTOTARGET";
    _enemy1 enableAI "MOVE";
    _enemy1 enableAI "ANIM";
    _enemy1 enableAI "FSM";
    _enemy1 setCombatMode "YELLOW";
    _enemy1 setBehaviour "COMBAT";

    _enemy2 = objNull;
    _enemy2 = _group_1 createUnit [_enemytype,_loot_pos,[],0,"CAN_COLLIDE"];
    _enemy2 enableAI "TARGET";
    _enemy2 enableAI "AUTOTARGET";
    _enemy2 enableAI "MOVE";
    _enemy2 enableAI "ANIM";
    _enemy2 enableAI "FSM";
    _enemy2 setCombatMode "YELLOW";
    _enemy2 setBehaviour "COMBAT";


    _enemy3 = objNull;
    _enemy3 = _group_1 createUnit [_enemytype,_loot_pos,[],0,"CAN_COLLIDE"];
    _enemy3 enableAI "TARGET";
    _enemy3 enableAI "AUTOTARGET";
    _enemy3 enableAI "MOVE";
    _enemy3 enableAI "ANIM";
    _enemy3 enableAI "FSM";
    _enemy3 setCombatMode "YELLOW";
    _enemy3 setBehaviour "COMBAT";

    _enemy4 = objNull;
    _enemy4 = _group_1 createUnit [_enemytype,_loot_pos,[],0,"CAN_COLLIDE"];
    _enemy4 enableAI "TARGET";
    _enemy4 enableAI "AUTOTARGET";
    _enemy4 enableAI "MOVE";
    _enemy4 enableAI "ANIM";
    _enemy4 enableAI "FSM";
    _enemy4 setCombatMode "YELLOW";
    _enemy4 setBehaviour "COMBAT";


    _xpos = _position select 0;
    _ypos = _position select 1;

    // These are 4 waypoints in a NorthSEW around the center
    _waypos1 = [_xpos, _ypos+20, 0];
    _waypos2 = [_xpos+20, _ypos, 0];
    _waypos3 = [_xpos, _ypos-20, 0];
    _waypos4 = [_xpos-20, _ypos, 0];


    _wp1 = _group_1 addWaypoint [_waypos1, _waypointsrange];
    _wp1 setWaypointType "MOVE";
    _wp2 = _group_1 addWaypoint [_waypos2, _waypointsrange];
    _wp2 setWaypointType "MOVE";
    _wp3 = _group_1 addWaypoint [_waypos3, _waypointsrange];
    _wp3 setWaypointType "MOVE";
    _wp4 = _group_1 addWaypoint [_waypos4, _waypointsrange];
    _wp4 setWaypointType "MOVE";


    _waypointend = _group_1 addWaypoint [[_xpos,_ypos, 0], _waypointsrange];
    _waypointend setWaypointType "CYCLE";


    sleep 2;


    // Create ammo box
    _box = createVehicle [_loot_box,_loot_pos,[], 0, "NONE"];
    clearMagazineCargoGlobal _box;
    clearWeaponCargoGlobal _box;
    //_box setVariable ["permaLoot",true];
     


    // Buildings and Objects
    _baserunover = createVehicle ["Land_a_stationhouse_ruins",[(_position select 0) - 5, (_position select 1) + 16,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover setDir 0;
    _baserunover setVectorUp surfaceNormal position _baserunover;
    _baserunover1 = createVehicle ["Land_kostel_trosky_ruins", [(_position select 0) + 1, (_position select 1) - 13,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover1 setDir 0;
    _baserunover1 setVectorUp surfaceNormal position _baserunover1;
    _baserunover2 = createVehicle ["Land_ruin_01", [(_position select 0) - 13, (_position select 1) - 3,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover2 setDir 0;
    _baserunover2 setVectorUp surfaceNormal position _baserunover2;
    _baserunover3 = createVehicle ["Land_ruin_chimney", [(_position select 0) + 14, (_position select 1) - 8,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover3 setDir 0;
    _baserunover3 setVectorUp surfaceNormal position _baserunover3;
    _baserunover4 = createVehicle ["Land_ruin_corner_2",[(_position select 0) + 17, (_position select 1) - 14,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover4 setDir 0;
    _baserunover4 setVectorUp surfaceNormal position _baserunover4;
    _baserunover5 = createVehicle ["Land_ruin_walldoor", [(_position select 0) - 12, (_position select 1) - 11,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover5 setDir 0;
    _baserunover5 setVectorUp surfaceNormal position _baserunover5;
    _baserunover6 = createVehicle ["MAP_rubble_bricks_02", [(_position select 0) + 7, (_position select 1) + 3,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover6 setDir 0;
    _baserunover6 setVectorUp surfaceNormal position _baserunover6;
    _baserunover7 = createVehicle ["MAP_rubble_wood_03", [(_position select 0) - 19, (_position select 1) - 9,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover7 setDir 0;
    _baserunover7 setVectorUp surfaceNormal position _baserunover7;
    _baserunover8 = createVehicle ["MAP_T34", [(_position select 0) - 7, (_position select 1) - 1,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover8 setDir 0;
    _baserunover8 setVectorUp surfaceNormal position _baserunover8;
    _baserunover9 = createVehicle ["MAP_Misc_trunk_water", [(_position select 0) - 9, (_position select 1) - 14,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover9 setDir 0;
    _baserunover9 setVectorUp surfaceNormal position _baserunover9;
    _baserunover10 = createVehicle ["MAP_HouseBlock_C1_ruins", [(_position select 0) + 30, (_position select 1) + 18,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover10 setDir 0;
    _baserunover10 setVectorUp surfaceNormal position _baserunover10;
    _baserunover11 = createVehicle ["MAP_HouseBlock_A3_ruins", [(_position select 0) + 41, (_position select 1) - 17,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover11 setDir -183.96;
    _baserunover11 setVectorUp surfaceNormal position _baserunover11;
    _baserunover12 = createVehicle ["MAP_Ind_Stack_Big_ruins", [(_position select 0) - 30, (_position select 1) - 28,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover12 setDir 0;
    _baserunover12 setVectorUp surfaceNormal position _baserunover12;
    _baserunover13 = createVehicle ["MAP_dulni_bs",[(_position select 0) + 48, (_position select 1) + 20,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover13 setDir 0;
    _baserunover13 setVectorUp surfaceNormal position _baserunover13;
    _baserunover14 = createVehicle ["MAP_rubble_rocks_01", [(_position select 0) + 49, (_position select 1) + 5,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover14 setDir -123.02;
    _baserunover14 setVectorUp surfaceNormal position _baserunover14;
    _baserunover15 = createVehicle ["HMMWVWreck", [(_position select 0) + 22, (_position select 1) + 8,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover15 setDir 0;
    _baserunover15 setVectorUp surfaceNormal position _baserunover15;
    _baserunover16 = createVehicle ["UralWreck", [(_position select 0) + 27, (_position select 1) + 3,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover16 setDir 33.81;
    _baserunover16 setVectorUp surfaceNormal position _baserunover16;
    _baserunover17 = createVehicle ["UralWreck", [(_position select 0) - 44, (_position select 1) + 11,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover17 setDir 45.3;
    _baserunover17 setVectorUp surfaceNormal position _baserunover17;
    _baserunover18 = createVehicle ["UralWreck", [(_position select 0) - 10, (_position select 1) - 23,-0.12],[], 0, "CAN_COLLIDE"];
    _baserunover18 setDir 200.2;
    _baserunover18 setVectorUp surfaceNormal position _baserunover18;


    // Add loot
    {
    _box addWeaponCargoGlobal [_x,1];
    } forEach (_loot select 0);
    {
    _box addMagazineCargoGlobal [_x,1];
    } forEach (_loot select 1);
    {
    _box addWeaponCargoGlobal [_x,1];
    } forEach (_loot2 select 0);
    {
    _box addMagazineCargoGlobal [_x,1];
    } forEach (_loot2 select 1);

    // Send center message to users
    [nil,nil,rTitleText,"Mercenaries stashed a loot crate in new rubble town]", "PLAIN",10] call RE;


    _despawn_timer = 500;
    _missiontimeout = true;
    _cleanmission = false;
    _playerPresent = false;
    _starttime = floor(time);
    while {_missiontimeout} do {
        sleep 10;
        _currenttime = floor(time);
        {if((isPlayer _x) && (_x distance _loot_pos <= 80)) then {_playerPresent = true};}forEach playableUnits;//check for nearest players
        if (_currenttime - _starttime >= _despawn_timer) then {_cleanmission = true;};
        if ((_playerPresent) || (_cleanmission)) then {_missiontimeout = false;};
    };

    if (_playerPresent) then {

    waitUntil{{isPlayer _x && _x distance _loot_pos > 250  } count playableunits > 0};


    // Clean up

    deleteVehicle _box;
    deleteMarker _event_marker;
    if (_debug) then {
    deleteMarker _debug_marker;
    };

    deleteVehicle _enemy;
    deleteVehicle _enemy1;
    deleteVehicle _enemy2;
    deleteVehicle _enemy3;
    deleteVehicle _enemy4;
    deleteVehicle _baserunover;
    deleteVehicle _baserunover1;
    deleteVehicle _baserunover2;
    deleteVehicle _baserunover3;
    deleteVehicle _baserunover4;
    deleteVehicle _baserunover5;
    deleteVehicle _baserunover6;
    deleteVehicle _baserunover7;
    deleteVehicle _baserunover8;
    deleteVehicle _baserunover9;
    deleteVehicle _baserunover10;
    deleteVehicle _baserunover11;
    deleteVehicle _baserunover12;
    deleteVehicle _baserunover13;
    deleteVehicle _baserunover14;
    deleteVehicle _baserunover15;
    deleteVehicle _baserunover16;
    deleteVehicle _baserunover17;
    deleteVehicle _baserunover18;


    // Send center message to users
    [nil,nil,rTitleText,"End Mission rubble town", "PLAIN",10] call RE;

    } else {

    // Wait
    sleep _wait_time;


    // Clean up

    deleteVehicle _box;
    deleteMarker _event_marker;
    if (_debug) then {
    deleteMarker _debug_marker;
    };

    deleteVehicle _enemy;
    deleteVehicle _enemy1;
    deleteVehicle _enemy2;
    deleteVehicle _enemy3;
    deleteVehicle _enemy4;
    deleteVehicle _baserunover;
    deleteVehicle _baserunover1;
    deleteVehicle _baserunover2;
    deleteVehicle _baserunover3;
    deleteVehicle _baserunover4;
    deleteVehicle _baserunover5;
    deleteVehicle _baserunover6;
    deleteVehicle _baserunover7;
    deleteVehicle _baserunover8;
    deleteVehicle _baserunover9;
    deleteVehicle _baserunover10;
    deleteVehicle _baserunover11;
    deleteVehicle _baserunover12;
    deleteVehicle _baserunover13;
    deleteVehicle _baserunover14;
    deleteVehicle _baserunover15;
    deleteVehicle _baserunover16;
    deleteVehicle _baserunover17;
    deleteVehicle _baserunover18;
    };

     

    I know this is the line that needs to be replaced, but could someone please give me an example of how to do it? I have ZSC and WAI which both use the remote_messages.sqf if that helps.

    Spoiler

    // Send center message to users
    [nil,nil,rTitleText,"Mercenaries stashed a loot crate in new rubble town]", "PLAIN",10] call RE;

    Thanks!

  5. Hi,

    My friends and I (squad of 8) are considering returning to A2 Epoch / Overpoch.

    We would like to find a server that is 'good'. When I say good, I mean a server that is unique, balanced, secure and well coded.

    Every highish pop server that I've scouted this weekend has been horrible.

    Same scripts, same laggy antihack (what happened to BE filters?), full of overpowered bullshit (tanks, launchers etc) and honestly just bad.

    Are there any good, unique servers that offer balanced gameplay? Some custom coding?

    Thanks for reading, if your server or the server that you play on sounds like what I'm looking for please leave a response.

    Cletus.

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