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(HPG) Heavy

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Posts posted by (HPG) Heavy

  1. Ok guys, I'm not very good in script developpment but I worked hard to do this.

     

    So, the concept is the same but I put a Vault Storage when the robbery end.

    Also, during the robbery, a red arrow appear to prevent where the Vault will spawn cause the Vault is transparent.

     

    To prevent another player to start the robbery again, there is the fonction (_nearVault) to check if anyone is near of the spawned Vault.

    If it's true, so you can't start the robbery.

     

    As requested, I put the message that the "Bank is getting robbed" in the global Chat using "call RE"

    Same thing when the robbery is finished.

     

    You can see the entire of the robbery system by looking this video :

     

     

     

    I just modified the file robbank.sqf

    You can download it here -----------> robbank.sqf

     

    Coco, your sqf did the trick so thank you very much.  I tweaked it a lil to fit my needs but so far everything works and the script finishes...of course minus the SUV spawning in.  I'm curious, to delete the left over AI when the safe disappears, could you use the following?...

     

    deleteVehicle _ObjVault;

    deleteVehicle _aiGroup;  <<<--- or something similar?

  2. Greets...

     

    For some time now I've been using a modified version of the Epoch admin tools running along side with infiSTAR's anti-hack.  I really like the feature of setting timers on admin crates, which is something infiSTAR's script doesn't offer.  The problem I'm having, specifically with newer versions of infiSTAR, the scroll option to spawn a box from the Epoch admin tools works at least once (usually when you first log in) and then quits working after the one use of the tool.  I thought maybe there was an additional action or command menu that needed to be whitelisted, but looks like all of those have been added.  I'm pretty sure the newer anti-hack is causing the issue but thought I would ask if anyone is having similar problems running these tools together?

     

    *resolved* reworked some of the Activate.sqf code, sorry for the bother :)~

  3. I doubt the anti-hack would cause this issue but thought I would ask.  I checked some Epoch code, specifically where it looks for either heli pad when spawning a vehicle and it lists HeliHCivil and HeliHempty (with a lower case "e").  I don't think case sensitivity plays a part however I did change the three HeliHEmpty I added to HeliHempty and doing so didn't help.

  4. I did the following...

    _vehicle_3445 = objNull;
    if (true) then
    {
      _this = createVehicle ["HeliHCivil", [10381.017, 8254.3301, -1.5258789e-005], [], 0, "CAN_COLLIDE"];
      _vehicle_3445 = _this;
      _this setPos [10381.017, 8254.3301, -1.5258789e-005];
    };
    
    _vehicle_3445 = objNull;
    if (true) then
    {
      _this = createVehicle ["HeliHEmpty", [10381.017, 8254.3301, -1.5258789e-005], [], 0, "CAN_COLLIDE"];
      _vehicle_3445 = _this;
      _this setPos [10381.017, 8254.3301, -1.5258789e-005];
    };
    
    _vehicle_3458 = objNull;
    if (true) then
    {
      _this = createVehicle ["HeliHCivil", [15093.325, 16403.578, 3.4332275e-005], [], 0, "CAN_COLLIDE"];
      _vehicle_3458 = _this;
      _this setDir -42.604416;
      _this setPos [15093.325, 16403.578, 3.4332275e-005];
    };
    
    _vehicle_3458 = objNull;
    if (true) then
    {
      _this = createVehicle ["HeliHEmpty", [15093.325, 16403.578, 3.4332275e-005], [], 0, "CAN_COLLIDE"];
      _vehicle_3458 = _this;
      _this setDir -42.604416;
      _this setPos [15093.325, 16403.578, 3.4332275e-005];
    };
    
    _vehicle_3463 = objNull;
    if (true) then
    {
      _this = createVehicle ["HeliHCivil", [5139.6553, 4866.1377], [], 0, "CAN_COLLIDE"];
      _vehicle_3463 = _this;
      _this setDir -10.412536;
      _this setPos [5139.6553, 4866.1377];
    };
    
    _vehicle_3463 = objNull;
    if (true) then
    {
      _this = createVehicle ["HeliHEmpty", [5139.6553, 4866.1377], [], 0, "CAN_COLLIDE"];
      _vehicle_3463 = _this;
      _this setDir -10.412536;
      _this setPos [5139.6553, 4866.1377];
    };
    

    ...and did not resolve the issue. :unsure:

  5. Hey Zed, any chance you could paste an example of one of the empty heli pads you added that corresponds with a visible one?  I assume that each new vehicle added (an empty heli pad) needs it's own vehicle number? No duplicates numbers right?

     

    As a test, I changed all the visible heli pads to "empty" ones and that did not help.  I double checked the coordinates of the visible heli pads before I changed them, and the coords seem to be correct so I have no idea what would be causing this spawn issue.

  6. I added a "HeliHEmpty" to each of the "HeliHCivil" while using the same coords and such (of course changing both vehicle numbers for each "empty")

    _vehicle_2722 = objNull;
    if (true) then
    {
      _this = createVehicle ["HeliHEmpty", [8283.61, 15491.1], [], 0, "CAN_COLLIDE"];
      _vehicle_2722 = _this;
      _this setPos [8283.61, 15491.1];
    };
    
    _vehicle_2880 = objNull;
    if (true) then
    {
      _this = createVehicle ["HeliHEmpty", [12414.461, 5068.3276], [], 0, "CAN_COLLIDE"];
      _vehicle_2880 = _this;
      _this setDir 26.303728;
      _this setPos [12414.461, 5068.3276];
    };
    
    _vehicle_3015 = objNull;
    if (true) then
    {
      _this = createVehicle ["HeliHEmpty", [15527.813, 13237.481, 1.2155863], [], 0, "CAN_COLLIDE"];
      _vehicle_3015 = _this;
      _this setDir -227.60321;
      _this setPos [15527.813, 13237.481, 1.2155863];
    };
    
    _vehicle_3140 = objNull;
    if (true) then
    {
      _this = createVehicle ["HeliHEmpty", [15476.641, 13191.995, -7.6293945e-006], [], 0, "CAN_COLLIDE"];
      _vehicle_3140 = _this;
      _this setPos [15476.641, 13191.995, -7.6293945e-006];
    };
    
    _vehicle_3445 = objNull;
    if (true) then
    {
      _this = createVehicle ["HeliHCivil", [10381.017, 8254.3301, -1.5258789e-005], [], 0, "CAN_COLLIDE"];
      _vehicle_3445 = _this;
      _this setPos [10381.017, 8254.3301, -1.5258789e-005];
    };
    
    _vehicle_3446 = objNull;
    if (true) then
    {
      _this = createVehicle ["HeliHEmpty", [10381.017, 8254.3301, -1.5258789e-005], [], 0, "CAN_COLLIDE"];
      _vehicle_3446 = _this;
      _this setPos [10381.017, 8254.3301, -1.5258789e-005];
    };
    
    _vehicle_3458 = objNull;
    if (true) then
    {
      _this = createVehicle ["HeliHCivil", [15093.325, 16403.578, 3.4332275e-005], [], 0, "CAN_COLLIDE"];
      _vehicle_3458 = _this;
      _this setDir -42.604416;
      _this setPos [15093.325, 16403.578, 3.4332275e-005];
    };
    
    _vehicle_3459 = objNull;
    if (true) then
    {
      _this = createVehicle ["HeliHEmpty", [15093.325, 16403.578, 3.4332275e-005], [], 0, "CAN_COLLIDE"];
      _vehicle_3459 = _this;
      _this setDir -42.604416;
      _this setPos [15093.325, 16403.578, 3.4332275e-005];
    };
    
    _vehicle_3462 = objNull;
    if (true) then
    {
      _this = createVehicle ["HeliHCivil", [5139.6553, 4866.1377], [], 0, "CAN_COLLIDE"];
      _vehicle_3462 = _this;
      _this setDir -10.412536;
      _this setPos [5139.6553, 4866.1377];
    };
    
    _vehicle_3463 = objNull;
    if (true) then
    {
      _this = createVehicle ["HeliHEmpty", [5139.6553, 4866.1377], [], 0, "CAN_COLLIDE"];
      _vehicle_3463 = _this;
      _this setDir -10.412536;
      _this setPos [5139.6553, 4866.1377];
    };
    
    _vehicle_3467 = objNull;
    if (true) then
    {
      _this = createVehicle ["HeliHEmpty", [6780.2842, 16963.049, 0.029153228], [], 0, "CAN_COLLIDE"];
      _vehicle_3467 = _this;
      _this setPos [6780.2842, 16963.049, 0.029153228];
    };
    
    _vehicle_3468 = objNull;
    if (true) then
    {
      _this = createVehicle ["HeliHEmpty", [16871.145, 5268.6265, 0.15640032], [], 0, "CAN_COLLIDE"];
      _vehicle_3468 = _this;
      _this setPos [16871.145, 5268.6265, 0.15640032];
    };
    

    However doing so did not work.  I tested the three traders that have visible helipads and vehicles still spawn far from where they should.  Also, for s&g I downloaded a new mission sqf from the Epoch site and that didn't help either.   

  7. Hey Zed, thanks for the reply,

     

    Here are the defaults for all the Napf vehicle traders...

    _vehicle_2722 = objNull;
    if (true) then
    {
      _this = createVehicle ["HeliHEmpty", [8283.61, 15491.1], [], 0, "CAN_COLLIDE"];
      _vehicle_2722 = _this;
      _this setPos [8283.61, 15491.1];
    };
    
    _vehicle_2880 = objNull;
    if (true) then
    {
      _this = createVehicle ["HeliHEmpty", [12414.461, 5068.3276], [], 0, "CAN_COLLIDE"];
      _vehicle_2880 = _this;
      _this setDir 26.303728;
      _this setPos [12414.461, 5068.3276];
    };
    
    _vehicle_3015 = objNull;
    if (true) then
    {
      _this = createVehicle ["HeliHEmpty", [15527.813, 13237.481, 1.2155863], [], 0, "CAN_COLLIDE"];
      _vehicle_3015 = _this;
      _this setDir -227.60321;
      _this setPos [15527.813, 13237.481, 1.2155863];
    };
    
    _vehicle_3140 = objNull;
    if (true) then
    {
      _this = createVehicle ["HeliHEmpty", [15476.641, 13191.995, -7.6293945e-006], [], 0, "CAN_COLLIDE"];
      _vehicle_3140 = _this;
      _this setPos [15476.641, 13191.995, -7.6293945e-006];
    };
    
    _vehicle_3445 = objNull;
    if (true) then
    {
      _this = createVehicle ["HeliHCivil", [10381.017, 8254.3301, -1.5258789e-005], [], 0, "CAN_COLLIDE"];
      _vehicle_3445 = _this;
      _this setPos [10381.017, 8254.3301, -1.5258789e-005];
    };
    
    _vehicle_3458 = objNull;
    if (true) then
    {
      _this = createVehicle ["HeliHCivil", [15093.325, 16403.578, 3.4332275e-005], [], 0, "CAN_COLLIDE"];
      _vehicle_3458 = _this;
      _this setDir -42.604416;
      _this setPos [15093.325, 16403.578, 3.4332275e-005];
    };
    
    _vehicle_3463 = objNull;
    if (true) then
    {
      _this = createVehicle ["HeliHCivil", [5139.6553, 4866.1377], [], 0, "CAN_COLLIDE"];
      _vehicle_3463 = _this;
      _this setDir -10.412536;
      _this setPos [5139.6553, 4866.1377];
    };
    
    _vehicle_3467 = objNull;
    if (true) then
    {
      _this = createVehicle ["HeliHEmpty", [6780.2842, 16963.049, 0.029153228], [], 0, "CAN_COLLIDE"];
      _vehicle_3467 = _this;
      _this setPos [6780.2842, 16963.049, 0.029153228];
    };
    
    _vehicle_3468 = objNull;
    if (true) then
    {
      _this = createVehicle ["HeliHEmpty", [16871.145, 5268.6265, 0.15640032], [], 0, "CAN_COLLIDE"];
      _vehicle_3468 = _this;
      _this setPos [16871.145, 5268.6265, 0.15640032];
    };
    

    I'm a bit confused as to why you would need a visible as well as an invisible heli pad for each vehicle trader, if that's what you're saying Zed?  Using Trader City Lenzburg as an example, there is no visible heli pad but the vehicle still spawns at the coordinates for the invisible one.  I don't believe the mod would care whether or not its visible, as long as there is a reference point to spawn the vehicle at. I understand the concept of using either a visible or hidden heli pad, just a bit perplexed as to why even after modifying coordinates or for that matter using a default file, they still spawn in same, wrong locations. Zed, I notice you have a Napf server, would you be willing to share your mission.sqf with me?  I've been pulling my hair out for the last week or so trying to figure this out.

     

    Many thanks :D

  8. It appears most of the vehicle spawn points for Napf traders are considerably off. e.g. AWOL's airfield, purchased a LB, and instead of LB spawning on the heli pad, the LB spawns next to building about 5 meters off the ground.  Another example is the Bandit Trader, the purchased vehicle spawns in back of the trader, not on the heli pad.  I have modified the mission.sqf, specifically the spawn points (the sqf located at \dayz_server\missions\DayZ_Epoch_24.Napf) with more precise coordinates which didn't help.  Modifying such coords, say on the Chernarus map works fine, but not on Napf.  Anyone run into this problem?  Possible fix? Apologize if this was posted in the wrong section and appreciate the help.

  9. I've been away from dayz for quite awhile and I'd like to start playing again, so I'm hoping to find some people to play with as well as a PvE server as I never liked the whole PvP aspect in open world survival games. Any help is greatly appreciated, thanks.

     

    Check out HPG's Survivors United PVE/No PVP or Stealing server - 107.150.34.194:2332 http://heavypcgaming.enjin.com/

     

    I just added a couple gemstone traders with military vehicles available for purchase. Converted the bandit trader into another hero dealer with new weapons and vehicles as well. If you feel brave enough I setup a bandit stronghold on Skalisty island that has tons of gear you can raid (if you survive). Server is heavily scripted, running DZAI w/heli patrols and dual AI mission systems. There's lots to do, active admins and friendly players. Come check us out!

  10. I just wish 1.0.5 would be released and that DayzCommander would be updated to the latest Arma 2 patch so we can all be on the same version again. My servers are still running 103718 because of the bug that makes purchased vehicles vanish.

     

    comment out the following in the server_updateObject. I believe its line 39...

    //if (_isNotOk) exitWith { deleteVehicle _object; diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",typeOf _object,_object_position select 0,_object_position select 1, _object_position select 2]); };

  11. Thanks vampire!  going to test now : )

     

    Edit: After testing for about an hour and a half, all is well : )  Thanks Vampire for the fix! (tested 5 missions)  Now just need to figure out DZAI and parachute cleanup : ) 

     

    Same thing here. Mission system still working, now without errors. Thanks Vamp, I give you dibs on me blood :)

  12. Yea my AI are spawning correctly and missions are running correctly for the most part.  DZAI when you blow up a heli and AI parachutes out, the parachutes do not get cleaned up and an error gets thrown about clean up can not cleanup parachutes because of an unknown location.  And i agree with the rpt spam errors, its getting massive in just an hours time.  I need to test more to actually see if everything is working correctly though.  

     

    I was going to do this but im a little OCD and have to know if errors are being thrown lol.  

     

    Same thing here ranoko, also the parachutes from the WAI paratroopers do not disappear as well.

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