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cen got a reaction from mgm in [EMS] 0.2.6 Epoch Mission System
Try this: (replace your current /Major/SM1.sqf)
//Weapons Cache by lazyink (Full credit for original code to TheSzerdi & TAW_Tonic) //Edited for EMS by Fuchs private ["_coords","_MainMarker","_wait","_uniqueid"]; [] execVM "\z\addons\dayz_server\EMS\SMGoMajor.sqf"; WaitUntil {MissionGo == 1}; _coords = [getMarkerPos "center",0,5500,100,0,20,0] call BIS_fnc_findSafePos; _uniqueid = str(round(random 999999)); diag_log "EMS: Major mission created (SM1)"; //Mission start [nil,nil,rTitleText,"Bandits have discovered a weapons cache! Check your map for the location!", "PLAIN",10] call RE; Ccoords = _coords; publicVariable "Ccoords"; [] execVM "debug\addmarkers.sqf"; _hummer = createVehicle ["UAZ_Unarmed_UN_EP1",[(_coords select 0) + 10, (_coords select 1) - 20,0],[], 0, "CAN_COLLIDE"]; _hummer1 = createVehicle ["UAZ_Unarmed_UN_EP1",[(_coords select 0) + 20, (_coords select 1) - 10,0],[], 0, "CAN_COLLIDE"]; _hummer2 = createVehicle ["SUV_Camo",[(_coords select 0) + 30, (_coords select 1) + 10,0],[], 0, "CAN_COLLIDE"]; _hummer setVariable ["ObjectID", _uniqueid, true]; _hummer setVariable ["ObjectUID", _uniqueid, true]; _hummer1 setVariable ["ObjectID", _uniqueid, true]; _hummer1 setVariable ["ObjectUID", _uniqueid, true]; _hummer2 setVariable ["ObjectID", _uniqueid, true]; _hummer2 setVariable ["ObjectUID", _uniqueid, true]; _crate = createVehicle ["USVehicleBox",_coords,[], 0, "CAN_COLLIDE"]; [_crate] execVM "\z\addons\dayz_server\EMS\misc\fillBoxes.sqf"; _crate setVariable ["permaLoot",true]; _aispawn = [_coords,80,6,6,1] execVM "\z\addons\dayz_server\EMS\add_unit_server.sqf";//AI Guards sleep 5; _aispawn = [_coords,80,6,6,1] execVM "\z\addons\dayz_server\EMS\add_unit_server.sqf";//AI Guards sleep 5; _aispawn = [_coords,40,4,4,1] execVM "\z\addons\dayz_server\EMS\add_unit_server.sqf";//AI Guards sleep 5; _aispawn = [_coords,40,4,4,1] execVM "\z\addons\dayz_server\EMS\add_unit_server.sqf";//AI Guards sleep 5; waitUntil{{isPlayer _x && _x distance _hummer < 30 } count playableunits > 0}; //Mission completed [nil,nil,rTitleText,"The weapons cache is under survivor control!", "PLAIN",6] call RE; MissionGo = 0; Ccoords = 0; publicVariable "Ccoords"; SM1 = 1; [0] execVM "\z\addons\dayz_server\EMS\major\SMfinder.sqf"; -
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cen got a reaction from ekroemer in Overpoch servers doomed
If anyone is interested feel free to modify them for your own server.
http://atdgaming.net/tools/ATDBatFiles.zip
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cen got a reaction from Turtle II in Overpoch + 1.63
Then you never had a quality player base to begin with...
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cen got a reaction from MGT in Incoming Steam Update with SteamID + Databases, Server admin discussion
I feel bad for Dave since that's all he gives out for donations :D
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cen got a reaction from MGT in How do you set up custom loot tables with 1.0.5.1?
Download all these files: https://github.com/vbawol/DayZ-Epoch/tree/Release_1.0.5.1/SQF/dayz_code/Configs/CfgLoot
Put them somewhere in your mission.pbo.
Open up description.ext and paste this line:
//EXISTING LINE enableItemsDropping = 0; //NEW LINE #include "PATHTO\NEWLOOTFOLDER\CfgBuildingLoot.hpp" Then open up init.sqf and paste the following variable:
DZE_MissionLootTable = true; Done!
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cen got a reaction from hambeast in Overpoch + 1.63
Then you never had a quality player base to begin with...
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cen got a reaction from TayTayTheKiller in Overpoch + 1.63
Then you never had a quality player base to begin with...
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cen got a reaction from Buck0 in Overpoch servers doomed
If anyone is interested feel free to modify them for your own server.
http://atdgaming.net/tools/ATDBatFiles.zip
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cen got a reaction from Buck0 in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership
Keep up the good work Rim! This is a great mod to have and my players are missing it!
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cen got a reaction from arkmal in 1.0.5 rpt bug with mission loot table
To add custom loot tables you only need to do the following:
open description.ext and add the following line under enableItemsDropping = 0; #include "YOURPATHTO\CfgBuildingLoot\CfgBuildingLoot.hpp" open init.sqf and add the following epoch variable DZE_MissionLootTable = true; download these files and place them in your mission pbo (make sure to update the path above in description.ext!) https://github.com/vbawol/DayZ-Epoch/tree/Release-1.0.5/SQF/dayz_code/Configs/CfgLoot
Then edit away!
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cen got a reaction from hambeast in 125548 on DayZ Commander
Make bat files for your users to join. That way you can ensure they are using the right launch parameters (in order)!
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cen got a reaction from calamity in [RELEASE] Build Snapping - Extended v1.6 (Updated 02/20/2014)
1.0.5 player_build.sqf with working snapping:
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cen got a reaction from ranoko in [TUTORIAL] How to install an overpoch server & custom loot tables
the #include is at the bottom of the CfgBuildingLoot.hpp file
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cen got a reaction from insertcoins in 1.0.5 + skin Change
Still happening in 1051 because I never updated to 105 lol
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cen got a reaction from raymix in Custom Loot Tables Typo - Fix Inside
To anyone using custom loot tables in mission pbo there's a typo in the CfgBuildingLoot.hpp file at the bottom:
#include "\dayz_epoch_b\CfgBuildingPos.hpp"
should be
#include "\dayz_epoch_b\CfgLootPos.hpp" -
cen got a reaction from HollowAddiction in [Release] Hollow's Nissan 350z's
These are awesome! Keep it up!
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cen got a reaction from Uro in New enterable buildings on 1.0.5 Napf
They replace the current models. I found this out running around elektro and the hospital glass didn't need to be shattered anymore and there were stairs :O
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cen got a reaction from MGT in 1.0.5 rpt bug with mission loot table
why are you guys copying over loot_init.sqf?
It already has all the necessary code in it to use mission loot tables...
if (DZE_MissionLootTable) then { _config = missionConfigFile >> "CfgBuildingLoot"; } else { _config = configFile >> "CfgBuildingLoot"; }; -
cen got a reaction from Buck0 in [RELEASE] Build Snapping - Extended v1.6 (Updated 02/20/2014)
1.0.5 player_build.sqf with working snapping:
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cen got a reaction from BetterDeadThanZed in [RELEASE] Build Snapping - Extended v1.6 (Updated 02/20/2014)
1.0.5 player_build.sqf with working snapping:
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cen got a reaction from Coffee in [RELEASE] Build Snapping - Extended v1.6 (Updated 02/20/2014)
1.0.5 player_build.sqf with working snapping:
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cen reacted to Flosstradamus in [Release/Addon] Build Snapping - Support for more buildables! (Safe, Storage Shed, 1/2 Floors, 1/4 Floors etc...)
Has Maca been forgotten?!