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cen

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  1. Like
    cen got a reaction from maca134 in Any help for a new server owner?   
    Come join us!
  2. Like
    cen reacted to OtterNas3 in [RELEASE] Build Snapping - Extended v1.6 (Updated 02/20/2014)   
    Hey Survivors,
     
    i started this new Thread for the Mod so it's easier for players to find it and for me to support it!
    This will also stop the confusion with the mod when you use Maca's or mine and have problems with it.
     
    I got Maca's permission to do it and ALL credits for the idea and the first coding goes to Maca!
    Thanks again Maca for this amazing idea/script!
     
    Ok here we go...
     
    This Mod adds a "Toggle Snapping" function to these Epoch Buildable objects:
    MetalFloor_DZ WoodFloor_DZ CinderWall_DZ CinderWallDoorway_DZ CinderWallDoorLocked_DZ CinderWallDoor_DZ CinderWallSmallDoorway_DZ CinderWallDoorSmallLocked_DZ CinderWallHalf_DZ CinderWallDoorSmall_DZ WoodLargeWall_DZ Land_DZE_LargeWoodDoor WoodLargeWallWin_DZ WoodLargeWallDoor_DZ Land_DZE_GarageWoodDoor Land_DZE_GarageWoodDoorLocked Land_DZE_LargeWoodDoorLocked WoodSmallWallThird_DZ WoodSmallWallDoor_DZ WoodSmallWall_DZ WoodSmallWallWin_DZ Land_DZE_WoodDoor Land_DZE_WoodDoorLocked Sandbag1_DZ MetalPanel_DZ Fence_corrugated_DZ StickFence_DZ Land_HBarrier1_DZ Land_HBarrier3_DZ Land_HBarrier5_DZ Fort_RazorWire Objects can be snapped to another object of the same type like:
    Metal_Floor_DZ <-> Metal_Floor_DZ
    Sandbag1_DZ <-> Sandbag1_DZ
     
    or any Wall combination if its the same Material like:
    WoodSmallWall_DZ <-> WoodSmallWall_DZ
    WoodSmallWall_DZ <-> WoodSmallWallWin_DZ
    CinderWallHalf_DZ <-> CinderWallHalf_DZ
    CinderWallHalf_DZ <-> CinderWallDoorway_DZ
     
    When you start building a new object you will get a "Toggle Snapping" option if the object is supported.
    Hit it to activate the snapping.
     
    Distance between the two objects has to be lower then 1.5m.
    So move your object to almost same height and next to one side, near the top or near the bottom of the object you want to snap it to.
    SNAP!
    This allows you to build a Floor or a Wall on the same height in a perfect line.
     
    It is also possible to make perfect 90° angles with it, for this you also have to bring the object almost in the desired angle to the other object and it will snap to it.
     
    So What makes this version "Extended"?
     
    Well...
    Snapping will work on more then one  Floor Snapping will work while building over Water Snapping a object on Top/Bottom of eachother Snapping with set rotation (for set Door open directions) More objects supported Code for finding snap points redone Demo Video:
    http://youtu.be/j5SXctN8WHA
     
    Download (install instructions included):
    https://www.dropbox.com/s/e1x7mcfuvy7mwyj/Snapping_v1.6.zip
     
    Installation instructions:
     
    1.
    Download and extract Snapping_v1.6.zip
     
    2.
    unpbo MPMissions\YOURMISSIONNAME.pbo
     
    3.
    Copy custom folder from the extracted Snapping_v1.6 to MPMissions\YOURMISSIONNAME\
     
    4.
    Open MPMissions\YOURMISSIONNAME\init.sqf
    Find this line:

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; and add this line RIGHT BELOW it:
    call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf"; so it will look like:
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf"; 5.
    Open MPMissions\YOURMISSIONNAME\description.ext
    Add this line to the VERY BOTTOM of it! (Yeah this means AFTER the last closing bracket!)
    It has to be the VERY LAST LINE of the File!

    #include "custom\snap_build\points.hpp" 6.
    repbo MPMissions\YOURMISSIONNAME\ - upaload - reload - snap - smile!
     
     
    I hope i could clarify the !IMPORTANCE! that you copy the lines i mentioned to the VERY BOTTOM!
    Else:
    No Snap - No Smile - unneded questions
     
     
     
    Have fun with it,
    Otter
    aka Bob der Baumeister
     
     
    - If you like it - Like it - So I can count Downloads - I like that
     

    #####################################
    #                      Support my work                      #
    #                                    &                                #
    #                                Donate                           #
    #####################################

  3. Like
    cen got a reaction from NAIL in [RELEASE] Vehicle Key Changer - For making Masterkey - V 1.4 (Updated 06/15/2014)   
    FYI if anyone is running infistar AH you need to whitelist the menu and the action.
     
    Menu name is '#USER:_keyMenu'
  4. Like
    cen reacted to OtterNas3 in [RELEASE] Vehicle Key Changer - For making Masterkey - V 1.4 (Updated 06/15/2014)   
    Just finished it and thought someone could like it...
    You have many, many (many, ...) Vehicles? You have many, many (many, ...) different Keys? Already need to attach a list with Key = Vehicle to your Monitor to keep track of em? Need 30 minutes to start driving because you dont have such a list? Frustrated? ALL OVER!
     
    This little script allows you and the Players on your Server to copy Vehicles, that you got the Key for, to another Key that's in your Inventory!
     
    Example:
    Car 1: Red Skoda - Red Key (1234)
    Car 2: Green Skoda - Green Key (4321)
     
    You need a Keymakers Kit!
    Put both keys in your Inventory, look at the Car 1 and select "Change Vehicle Key" from the action menu.
     
    You get a list with all Keys in your Inventory, to select from a menu. In this case the list would just be one: Green Key (4321)
    Not in the list is the Key for Car 1, so no Red Key (1234)
     
    Select the new Key you want to put the car on and: voila!
     
    You can throw away the unneeded Red Key (1234)
    The Old vehicle Key gets added to your Backpack
    Car 1 & Car 2 are both now on the Green Key (4321)
     
    You can allow players to "Claim" Vehicles that are dynamic spawned on the Map and does not yet need a Key.
    This is a option you can turn On/Off!
    You can set a price for claiming vehicles also.
     
    THIS DOES NOT HOWEVER INCLUDE MISSIONVEHICLES THAT ARE NOT SPAWNED CORRECTLY!
    IF YOU WANT TO BE ABLE TO CLAIM MISSIONVEHICLES, TELL THE MISSION DEVELOPER TO SETUP HIS SPAWNCODE FOR VEHICLES TO A CORRECT WAY!
     
    Changelog 1.4
    I changed some functions and implemented some small fixes mentioned by other users in this Thread.
    Specially for just bought vehicles and the "get not saved after driving" thing.
    This should also fix the duping for some of you, i never had it yet and cant reproduce. just made the call a bit different now.
     
     
    If it doesnt work as it should, gimme a shout.
     
    And for people that think this Mod is a total mess. Dont use it?
    It works on my Server for a loooooooooooooong time now without any errors!
     
     
     
    Demo Video
    http://www.youtube.com/watch?v=bEUmLrje_5o
     
     
    Like?
     
    DOWNLOAD:
    https://www.dropbox.com/s/mq0dvpzawtwmam8/VehicleKeyChanger_v1.4.zip
     
     Install Instructions:
    1. Download and unzip VehicleKeyChanger_v1.4.zip
    2. unpbo MPMissions\YOURMISSIONNAME.pbo
    3. copy the custom folder from the unziped VehicleKeyChanger_v1.4.zip to MPMissions\YOURMISSIONNAME\
    4. open MPMissions\YOURMISSIONNAME\init.sqf
     
    Find this block:
    if (!isDedicated) then { 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; }; And insert this line above the closing bracket };
    _nil = [] execVM "custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf"; 5.
    Configuration:
    Edit custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf
     
    Edit this block to your likings!

    ///////////////////////////////////////////////// ///////////////////////////////////////////////// // Edit these settings to fit your needs/likes // ///////////////////////////////////////////////// ///////////////////////////////////////////////// /// Claim Vehicles that does not yet need Key /// ///////// 0 = Not allowed | 1 = Allowed ///////// vkc_claiming = 0; ///////////////////////////////////////////////// //////// Claim Vehicles costs this Item ///////// /// Any Item can be used here, some examples: /// //// ItemTinBar, ItemSilverBar, ItemGoldBar, //// ////// ItemSilverBar10oz, ItemGoldBar10oz, ////// ///// ItemBriefcase20oz, ItemBriefcase100oz ///// //////// set to "0" to disable the costs //////// vkc_claimingPrice = "ItemGoldBar10oz"; ///////////////////////////////////////////////// ////////// Change Key costs this Item /////////// ////////////// see above examples /////////////// //////// set to "0" to disable the costs //////// vkc_Price = "ItemSilverBar"; ///////////////////////////////////////////////// /////// Need KeyKit to use this function //////// ////////// 0 = Not needed | 1 = Needed ////////// vkc_needKeykit = 1; ///////////////////////////////////////////////// ///////////////////////////////////////////////// /////////////// DONT EDIT BELOW ! /////////////// ///////////////////////////////////////////////// 5. repbo MPMissions\YOURMISSIONNAME\
    - upload it to your server -
     
    6. unpbo @DayZ_Epoch_Server\addons\dayz_server.pbo
     
    7 copy server_updateObject.sqf from your unziped VehicleKeyChanger_v1.4.zip to @DayZ_Epoch_Server\addons\dayz_server\compile\  and overwrite the existing one. (This just adds a function for this mod nothing else changed)
    If you already have a custom server_updateObjects.sqf you need to compare my file with yours and make the changes yourself!
     
    8. repbo @DayZ_Epoch_Server\addons\dayz_server\
    - upload it to your server -
     
    9 copy this file to your Servers BattlEye filters folder:
    publicvariableval.txt
     
    FYI: INFISTAR AdminCheat, ummm sorry meant AntiCheat, users!
    Cause he uses his own BE filter files should not copy paste this file over your existing one, else you will get kicked for all the cool nice admin functions that comes with your Infistar! You need to do the change yourself if you get kicked for anything regarding this script.
    I dont had and will not have a look at Infistar's BE files to sort things out!
     
    10. Restart your server
    11. Enjoy it and cleanup your vaults!
     
    12. DONT LOOSE YOUR MASTERKEY! :rolleyes:
     
     
    -- Additional Information ---
     
    For InfiStar AdminCheat (ummm sorry meant AntiCheat...) users:

     
     
    Have fun with it!
     
    - If you like it - Like it - So I can count Downloads - I like that
     
    #####################################
    #                      Support my work                      #
    #                                    &                                #
    #                                Donate                           #
    #####################################

  5. Like
    cen got a reaction from WEB11 in Anti Salvage??   
    Replace this section in fn_selfActions.sqf with the one below: 
    //Repairing Vehicles if ((dayz_myCursorTarget != _cursorTarget) and _isVehicle and !_isMan and _hasToolbox and (damage _cursorTarget < 1) and !_isDisallowRepair) then { _hasKey = _ownerID in _temp_keys; _oldOwner = (_ownerID == dayz_playerUID); if (s_player_repair_crtl < 0) then { dayz_myCursorTarget = _cursorTarget; _menu = dayz_myCursorTarget addAction ["Repair Vehicle", "\z\addons\dayz_code\actions\repair_vehicle.sqf",_cursorTarget, 0, true, false, "",""]; s_player_repairActions set [count s_player_repairActions,_menu]; if(!locked _cursorTarget) then { _menu1 = dayz_myCursorTarget addAction ["Salvage Vehicle", "\z\addons\dayz_code\actions\salvage_vehicle.sqf",_cursorTarget, 0, true, false, "",""]; s_player_repairActions set [count s_player_repairActions,_menu1];}; s_player_repair_crtl = 1; } else { {dayz_myCursorTarget removeAction _x} forEach s_player_repairActions;s_player_repairActions = []; s_player_repair_crtl = -1; }; };
  6. Like
    cen got a reaction from Richie in New logo for A3 Epoch Mod   
    Just means he spams a lot :D
  7. Like
    cen got a reaction from lDexter in server.rpt   
    Most likely your debug monitor is being called in the wrong spot in init.sqf
  8. Like
    cen got a reaction from SupremeHorse in MySQL queries not working.   
    Epoch database doesn't use instance_vehicle.
     
    Try this:
    update object_data set hitpoints='[]',fuel=1,damage=0 WHERE `Classname` NOT IN ('VaultStorage','LockboxStorage','VaultStorageLocked','LockboxStorageLocked','WoodShack_DZ','StorageShed_DZ','TentStorageDomed','TentStorageDomed2','TentStorage') AND `Inventory` <> '[]' AND `Inventory` IS NOT NULL;
  9. Like
    cen got a reaction from DrDru in tbmalloc.dll then hive problems   
    grab all the .dll files from the binaries folder in the epoch server files. Should be 3 in there.
  10. Like
    cen got a reaction from darklord in Prevent remove parts from locked vehicles   
    Replace the section in fn_selfActions.sqf with the one below:
     
    //Repairing Vehicles if ((dayz_myCursorTarget != _cursorTarget) and _isVehicle and !_isMan and _hasToolbox and (damage _cursorTarget < 1) and !_isDisallowRepair) then { _hasKey = _ownerID in _temp_keys; _oldOwner = (_ownerID == dayz_playerUID); if (s_player_repair_crtl < 0) then { dayz_myCursorTarget = _cursorTarget; _menu = dayz_myCursorTarget addAction [localize "STR_EPOCH_PLAYER_REPAIRV", "\z\addons\dayz_code\actions\repair_vehicle.sqf",_cursorTarget, 0, true, false, "",""]; s_player_repairActions set [count s_player_repairActions,_menu]; if(!locked _cursorTarget) then { _menu1 = dayz_myCursorTarget addAction [localize "STR_EPOCH_PLAYER_SALVAGEV", "\z\addons\dayz_code\actions\salvage_vehicle.sqf",_cursorTarget, 0, true, false, "",""]; s_player_repairActions set [count s_player_repairActions,_menu1]; s_player_repair_crtl = 1; } } else { {dayz_myCursorTarget removeAction _x} forEach s_player_repairActions;s_player_repairActions = []; s_player_repair_crtl = -1; }; };
  11. Like
    cen got a reaction from WMWElmo in Plot Pole   
    Plenty of threads discussing this. Change your SQL routine to set damage to 0.2 instead of 0.1 and it will be fixed.
  12. Like
    cen got a reaction from amandabif in Vehicle Classnames Changing at Restart   
    Anyone has this one happen where a vehicle classname will change after a restart?
     
    Just happened to one of my players after a restart, his vodnik turned into a red golf and the key no longer works...
     
     
  13. Like
    cen got a reaction from frartombabogy in Maintain Area Broken   
    it's not broken, it only shows you items that you need to maintain.
     
    Set an object to damage over 0.1, restart your server then check the plot pole.
  14. Like
    cen got a reaction from amandabif in 1.0.3 RC1 Bug Reports   
    Excited!!!
  15. Like
    cen got a reaction from Agnia-reR in Maintain Area Broken   
    it's not broken, it only shows you items that you need to maintain.
     
    Set an object to damage over 0.1, restart your server then check the plot pole.
  16. Like
    cen got a reaction from chi in 1.0.3.1 updated files   
    Epoch devs owe you nothing, they put out a hotfix to fix a few bugs from the release. If you really have been in IT for 25 years then you know EXACTLY why they pushed out another update a week after.
     
    I applaud them for doing it so soon rather than living with the bugs. If you can't take 30min out of your day to update your own server files then you shouldn't be running a server :D
  17. Like
    cen got a reaction from Bags2247 in 1.0.3.1 updated files   
    It's really not difficult at all to do guys. Took me 10 min per server x3.
     
    Here's my process:
     
    Open up folder with 1.0.3 PBOs and dock it to left half of monitor Open up folder with default 1.0.3.1 PBOs and dock it to right half of monitor Start with server pbo (easier) and copy over files you need (Side missions, custom buildings, AH, etc...) Compare files to see if you need to merge your changes (most likely server_functions.sqf, server_monitor.sqf, server_cleanup.fsm) Pack server pbo, move on to mission pbo Copy over everything from old PBOs IMPORTANT grab all CLIENT SIDE files from the new @DayZ_Epoch folder. This includes fn_selfActions.sqf, compiles.sqf, player_switchModel.sqf, player_spawn_1.sqf, variables.sqf, etc... Compare the old files with the new ones and merge in ONLY your added changes Pack mission pbo Test on your local computer where you've set up a server (optional, but well worth the effort!) Optional: Look for any updated keys and sql updates The more updates you do the better/faster it will become.
     
    Take your time at first, then you don't even have to think about it, and chances are you already know exactly which files you need to modify :D
  18. Like
    cen got a reaction from Black_Sheep in 1.0.3.1 updated files   
    It's really not difficult at all to do guys. Took me 10 min per server x3.
     
    Here's my process:
     
    Open up folder with 1.0.3 PBOs and dock it to left half of monitor Open up folder with default 1.0.3.1 PBOs and dock it to right half of monitor Start with server pbo (easier) and copy over files you need (Side missions, custom buildings, AH, etc...) Compare files to see if you need to merge your changes (most likely server_functions.sqf, server_monitor.sqf, server_cleanup.fsm) Pack server pbo, move on to mission pbo Copy over everything from old PBOs IMPORTANT grab all CLIENT SIDE files from the new @DayZ_Epoch folder. This includes fn_selfActions.sqf, compiles.sqf, player_switchModel.sqf, player_spawn_1.sqf, variables.sqf, etc... Compare the old files with the new ones and merge in ONLY your added changes Pack mission pbo Test on your local computer where you've set up a server (optional, but well worth the effort!) Optional: Look for any updated keys and sql updates The more updates you do the better/faster it will become.
     
    Take your time at first, then you don't even have to think about it, and chances are you already know exactly which files you need to modify :D
  19. Like
    cen got a reaction from MGT in Patch 1.0.3.1   
    Like MGT said, fn_selfActions and compiles has changed. Just did all 3 of mine and ready for DotJosh as well :D
  20. Like
    cen got a reaction from kf4tdv in Chainsaw epicness!   
    Awesome, now lets get this released so I can stop refunded players for lost safe gear :)
  21. Like
    cen got a reaction from TuBz in Server Admins / Hosts - Feedback Request   
    Oh no, TuBz is involved. I retract any help I was willing to give ;)
  22. Like
    cen got a reaction from TLDS in Taviana RPT Spam (Refers to a lot of missing objects and vehicles not spawning correct numbers)   
    Those are all standard with taviana :)
     
    The issue with the vodniks are discussed here: http://dayzepoch.com/forum/index.php?/topic/4815-vehicles-disappear-when-bought-taviana/#entry30135
  23. Like
    cen got a reaction from Darth_Rogue in 1.0.3 .rpt spam   
    Here's what I'm using in init.sqf now and it works:
     
    DZE_DiagFpsSlow = true; DZE_DiagFpsFast = false; DZE_DiagVerbose = false;
  24. Like
    cen got a reaction from ispan55 in Can't unlock cars?   
    @DayZ_Epoch\addons\@dayz_code.pbo\compile\fn_selfActions.sqf
  25. Like
    cen reacted to cen in Can't unlock cars?   
    @DayZ_Epoch\addons\@dayz_code.pbo\compile\fn_selfActions.sqf
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