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Reaper5150 last won the day on December 12 2019

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  1. Unfortunately it does not work! It will not execute script.
  2. I would like to have this only for high level players only (But cant figure out the humanity part for like 25000 heros and bandits) or even remove the god mode all together and just raise the players blood making it a little harder to kill them.
  3. Simple but fun little script I put together awhile ago. What it does? It is bound to a object in this case "ItemObsidian" as a right click, but can be changed to whatever you want. It then will sends out a message to the players on the server and marks the player with red smoke and a marker on the map. The player will then get 2 mins of god mod acting like the amour. Once the amour takes damage (All it is is a countdown timer really) The god mode is then disabled so they can be killed. I'm still working on this and will update it when it is done. If any of you better scriptwriters then myself ( I'm still a noob lol) have any ideas on how to improve this? contact me so I can give you credit in the update :) Known bugs: marker sometimes stays on map Credits to : @Schalldampfer For helping me understand map markers Install: Place this in your scripts folder name it something like Jugg.sqf //======================================================== //========= Juggernaut script-Written by Reaper5150 =========== //======================================================= sleep 2; [nil,nil,rTitleText,"THERE IS A JUGGERNAUT,FIND HIM AND KILL HIM IF YOU CAN!!!","PLAIN",3] call RE; sleep 1; [nil, player, rSAY, "YOURSOUND.OGG", 100] call RE; //Add your custom sound here when Juggernaut spawns [] spawn { player removeMagazine 'ItemObsidian';//Add whatever object you want and bound to your right click function sleep 5; [nil,nil,rTitleText,"THE JUGGERNAUT HAS BODY ARMOR,WE CAN'T KILL HIM...HELP!!!","PLAIN",3] call RE; ////////Set marker///////////////////////////////////////////////////////////////////// [] execVM "scripts\marker.sqf"; //Start Smoke Marker////////////////////////////////////////////////////////////////////////// sleep 5; PJ_grenade = "SmokeShellRed" createVehicle position player; PJ_grenade attachto [vehicle player,[0.1,0,0]]; sleep 2; [nil,nil,rTitleText,"THE JUGGERNAUT (PLAYER) HAS BEEN MARKED WITH SMOKE AND ON THE MAP!!!","PLAIN",3] call RE; //Temp Godmode for 2 mins//////////////////////////////////////////////////// (vehicle player) removeAllEventHandlers "handleDamage"; (vehicle player) addEventHandler ["handleDamage", { false }]; (vehicle player) allowDamage false; //Acts like a countdown timer////////////////////////////////////////////////////////////////// sleep 90; [nil,nil,rTitleText,"THE JUGGERNAUTS ARMOR HAS TAKEN 30% DAMAGE","PLAIN",3] call RE; sleep 100; [nil,nil,rTitleText,"THE JUGGERNAUTS ARMOR HAS TAKEN 50% DAMAGE","PLAIN",3] call RE; sleep 110; [nil,nil,rTitleText,"THE JUGGERNAUTS ARMOR HAS TAKEN 90% DAMAGE","PLAIN",3] call RE; uiSleep 120; [nil,nil,rTitleText,"THE JUGGERNAUTS ARMOR IS WEAK...TAKE HIM OUT NOW!!!","PLAIN",3] call RE; sleep 2; //Start ending Juggernaut/////////////////////////////////// (vehicle player) addEventHandler ["handleDamage", { true }]; (vehicle player) removeAllEventHandlers "handleDamage"; (vehicle player) allowDamage true; uiSleep 240; deleteVehicle PJ_grenade; END; Call it from your right click ["ItemObsidian","JUGGERNAUT","execVM 'scripts\Jugg.sqf';","true"], marker.sqf: _unit = player; _nameP = name _unit; _markerobjp = createMarker [_namep,[0,0]]; _markerobjp setMarkerShape "ICON"; _markerobjp setMarkerType "mil_dot"; _markerobjp setMarkerColor "ColorRed"; _markerobjp setMarkerText _nameP; _markerobjp setMarkerSize [1,1]; while {alive _unit} do { _markerobjp setmarkerdir (getdir _unit); _markerobjp setMarkerPos (getPos _unit); _markerobjp setMarkerText _nameP; sleep 5; }; //////////////////////////////////////////// uiSleep 240; deleteMarker _markerobjp;
  4. @nova Yes! it is for counting plot objects in the radius and displaying the last time they where maintained on the maintain dialog, I beleve it was written by BiggEgg but I can not find the link to it anymore. just drop it in your scripts folder and call it from your compiles.sqf PlotObjects = compile preprocessFileLineNumbers "scripts\plotObjects.sqf"; If this is not what your needing here is my server_maintainArea.sqf or you can PM me and we can try and findout what is happening on your end :) /* Maintain Area - written by Skaronator */ /* 1: PVDZE_maintainArea = [player,1,[[Object, _objectID, _objectUID],[Object, _objectID, _objectUID]...etc]]; 2: PVDZE_maintainArea = [player,2,[Object, _objectID, _objectUID]]; */ private ["_player","_option","_obj","_name","_objectsInfo","_UID","_ID","_key"]; _player = _this select 0; _option = _this select 1; _objectsInfo = _this select 2; if (_option == 1) then { { _obj = _x select 0; _ID = _x select 1; _UID = _x select 2; if (_ID == "0") then { if (_UID != "0") then { _obj setDamage 0; _key = format["CHILD:397:%1:", _UID]; _key call server_hiveWrite; }; } else { _obj setDamage 0; _key = format["CHILD:396:%1:", _ID]; _key call server_hiveWrite; }; } count _objectsInfo; _name = if (alive _player) then { name _player; } else { "Dead Player"; }; diag_log format ["MAINTAIN AREA BY %1 - %2 Objects at %3", _name, (count _objectsInfo), (getPosATL _player)]; } else { _obj = _objectsInfo select 0; _ID = _objectsInfo select 1; _UID = _objectsInfo select 2; if (_ID == "0") then { if (_UID != "0") then { _obj setDamage 0; _key = format["CHILD:397:%1:", _UID]; _key call server_hiveWrite; }; } else { _obj setDamage 0; _key = format["CHILD:396:%1:", _ID]; _key call server_hiveWrite; }; };
  5. @nova Just have them force maintain after they move the plot pole, It should pick up the object within the radius! I use this on my server and have not had a issue with it as of yet. Here is mine (I have not changed anything but it is working) hope this helps :) private ["_range","_buildables","_near","_count","_numclr","_damage","_dmg","_dmgclr","_ctrl"]; disableSerialization; _range = DZE_PlotPole select 0; _target = (([player] call FNC_getPos) nearEntities ["Plastic_Pole_EP1_DZ",15]) select 0; // Also count safes, lockboxes, vanilla buildables, tents and stashes against DZE_BuildingLimit _buildables = DZE_maintainClasses + DZE_LockableStorage + ["DZ_buildables","DZ_storage_base"]; _near = nearestObjects [_target,_buildables,_range]; _count = count(_near); _numclr = "#FFFFFF"; if (_count / DZE_BuildingLimit * 100 < 40) then {_numclr = "#00FF00";}; if (_count / DZE_BuildingLimit * 100 > 75) then {_numclr = "#FF0000";}; _damage = 0; { _dmg = damage _x; if (_dmg > _damage) then {_damage = _dmg}; } count _near; _damage = round(_damage * 10); _dmgclr = "#00FF00"; if (_damage >= 5) then {_dmgclr = "#FFFF00";}; if (_damage >= 8) then {_dmgclr = "#FF0000";}; _ctrl = findDisplay 711194 displayCtrl 7014; _ctrl ctrlSetStructuredText parseText format["<t color='%1'>%2 / %3</t><t color='#FFFFFF'> : </t><t color='%4'>Last Maintained %5 Day(s) Ago</t>", _numclr, _count, DZE_BuildingLimit, _dmgclr, _damage];
  6. *SOLVED* Remove: cutText ["ROUND STARTS IN...", "PLAIN DOWN"]; Then replace with: sleep 10; ["<t size='0.60' font='Zeppelin32' color='#B22222' shadow='2' align='center'>Add text here</t><br />",0,1,3,0.9] spawn BIS_fnc_dynamicText;//Change color code and text
  7. How would one go about only allowing certain players with a set amount of humanity to only be able to use this? Say players with 5000 and -5000? Thanks,
  8. Could anyone tell me what I'm doing wrong here? I'm wanting these PAA images to change on the players hud based on the humanity they currently have. _humanity = player getVariable['humanity',0]; if(_humanity > 999999)then { _humanity = [_humanity] call fnc_format_humanity; _humanity = toArray _humanity; _humanity = _humanity - [44]; _humanity = toString _humanity; }; // text _ctrl = _display displayCtrl 7020; _ctrl ctrlSetText format ["%1", _humanity]; // Humanity icons if (_humanity < -5000) then { _path = "HUD\images\bandit.paa"; }; }; if (_humanity < -20000) then { _path = "HUD\images\Pro.paa"; } else { if (_humanity > 5000) then { _path = "HUD\images\hero.paa"; }; }; if (_humanity > 20000) then { _path = "HUD\images\Pro.paa"; } else { _path = "HUD\images\survivor.paa"; }; }; _ctrl = _display displayCtrl 7010; _ctrl ctrlSetText _path;
  9. 1. Place in your fn_selfActions.sqf above //Allow owner to pack vault add this. //--------------------- hotwire vault ------------------------------------- if (_typeOfCursorTarget in DZE_LockableStorage) then { if (s_player_hotwirevault < 0) then { s_player_hotwirevault = player addaction [("<t color=""#B40404"">" + ("Crack Safe") +"</t>"), "Scripts\forcevault.sqf",_cursorTarget, 0, false, true, "", ""]; }; } else { player removeAction s_player_hotwirevault; s_player_hotwirevault = -1; }; if (_typeOfCursorTarget in DZE_UnLockedStorage) then { player removeAction s_player_hotwirevault; s_player_hotwirevault = -1; }; //------------------------------------ 2. In your variables at the bottom of dayz_resetSelfActions = { s_player_hotwirevault = -1; 3. make a sqf called forcevault.sqf add this and place into your scripts folder. //---------------------------------------------------------------- /** ORIGINAL Author: SchwEde aka shinySonic **/ /** REWRITED BY juandayz and dedicated for Pillbox and NOVA :D **/ //---------------------------------------------------------------- //Fixes by "a man" and "shawn" thanks guys for the help //---------------------------------------------------------------- private ["_Message","_ownerID","_hasitem","_vault","_isunlockable","_open","_SetChanceToFail"]; _vault = _this select 3; _isunlockable = (((typeOf _vault) == "VaultStorageLocked") || ((typeOf _vault) == "LockboxStorageLocked")); _open= round(random 10); _SetChanceToFail = 4;//1 chance to unlock /9 chance to cannot unlock _hasitem = "ItemHotwireKit" in magazines player; _ownerID = cursorTarget getVariable ["ownerPUID","0"]; player removeAction s_player_hotwirevault; s_player_hotwirevault = -1; if (!_hasitem) exitWith { systemChat("You need a hotwire kit in your inventory"); }; dayz_actionInProgress = true; player removeMagazine "ItemHotwireKit"; if (_isunlockable) then { if (_open < _SetChanceToFail) exitWith { dayz_actionInProgress = false; systemChat("Bad Luck, i could not open it and broke the Hotwire Kit"); _Message = format ["%1 (%2) IS TRYING TO BREAK INTO A SAFE OR LOCKBOX @ %3 Owner: %4",dayz_playerName,dayz_playerUID,(mapGridPosition getPos player),_ownerID]; ["CrackSafe_log",_Message,true] call fnc_log; }; systemChat("Done! The safe has been cracked"); dayz_combination = _vault getVariable["CharacterID","0"]; _vault spawn player_unlockVault; dayz_actionInProgress = false; _Message = format ["%1 (%2) HAS BROKEN INTO A SAFE OR LOCKBOX @ %3 Owner: %4",dayz_playerName,dayz_playerUID,(mapGridPosition getPos player),_ownerID]; ["CrackSafe_log",_Message,true] call fnc_log; }; }; Tested and working on my server currently! :)
  10. Anyone know how to add a player marker on the map all players can see and updates as the player moves about? I'm needing it to be a solid red circle with a black dot in the middle with the players name? Thanks,
  11. I wanted to add a little something else to this to make it a little more fun for my players...So here it is! This adds a green smoke grenade to the player and plays a sound file (Whatever you want to add) The sound can be heard by players in the area within 100m (Tested and working) :) Remove your old smoke.sqf and replace with this one if you want the smoke and sound. smoke.sqf /* rewritten by juandayz for epoch 1.6 modified by Reaper5150 //Added smoke and sound credits to ZeroK00L... */ [] spawn {; player removeMagazine 'ItemKiloHemp'; Remove_Drug_effects = { { ppEffectDestroy _x; } forEach (_this select 0); ppEffectDestroy ppe2; ppEffectDestroy ppe3; setaperture 0; }; _grenade = "SmokeShellGreen" createVehicle position player; _grenade attachto [player, [0, 0.15, 0], "neck"]; _time = time; _effects = []; player playMoveNow "ActsPercMstpSnonWpstDnon_sceneBardak01"; [nil, player, rSAY, "YOURSOUNDNAME", 100] call RE; //Add your own sound name here while {true} do { ppe2 = ppEffectCreate ["chromAberration", 1555]; _effects = _effects + [ppe2]; ppe2 ppEffectAdjust [random 0.25,random 0.25,true]; ppe2 ppEffectCommit 1; ppe2 ppEffectEnable true; ppe3 = ppEffectCreate ["radialBlur", 1555]; _effects = _effects + [ppe3]; ppe3 ppEffectEnable true; ppe3 ppEffectAdjust [random 0.02,random 0.02,0.15,0.15]; ppe3 ppEffectCommit 1; sleep random(1); [nil, player, rSAY, "YOURSOUNDNAME", 100] call RE; //And again here uiSleep 10; if (_time + 10 < time) exitWith {[_effects] call Remove_Drug_effects;}; }; }; To add sound: In your description.ext add under class CfgSounds { class YOURFILENAME{ name="YOURFILENAME"; sound[]={Sounds\YOURFILENAME.ogg,0.9,1}; titles[] = {}; }; }; Grab a sound you like from wherever and use Audacity to convert to a .ogg file Add that .ogg to wherever you keep your sounds at or just make a new folder named Sounds and drop it in your mission root. There you go, Thanks juandayz and ZeroK00L for this cool script :)
  12. I know this is a old post but I got everything working and love this script but when I remove the _this addEventHandler ["handleDamage", {false}]; So players can shoot it down it does not spawn the jet. Has anyone found a fix for this?? It would also be great to have it mark the jet on the map so players can see where it is :) Thanks,
  13. I got it working! for some reason or another I messed something up with the sql missing columns in my DB went back and fixed it and changed the Hive.dll to the one provided. I blame it on lack of sleep :) Thanks guys,
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