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freakystyle

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  1. Like
    freakystyle got a reaction from Chong in global chat voice kick   
    create a sqf (novoice.sqf) or yourtext.sqf paste this in your sqf.
    [] spawn { disableSerialization; DS_really_loud_sounds = {[60,15] call fnc_usec_pitchWhine;for "_i" from 1 to 15 do {playSound format ["%1",_this select 0];};}; DS_double_cut = {1 cutText [format ["%1",_this select 0],"PLAIN DOWN"];2 cutText [format ["%1",_this select 0],"PLAIN"];}; DS_slap_them = {_randomnr = [2,-1] call BIS_fnc_selectRandom;(vehicle player) SetVelocity [_randomnr * random (4) * cos getdir (vehicle player), _randomnr * random (4) * cos getdir (vehicle player), random (4)];}; while {true} do { waitUntil {sleep 1;((!isNull findDisplay 63) && (!isNull findDisplay 55))}; if (ctrlText ((findDisplay 55) displayCtrl 101) == "\ca\ui\textures\mikrak.paa") then { if (ctrlText ((findDisplay 63) displayCtrl 101) == localize "STR_SIDE_CHANNEL") then { [] spawn { if (isNil "reset_timer") then { reset_timer = true; sleep 90; disconnect_me = nil; warn_one = nil; warn_last = nil; reset_timer = nil; }; }; if (isNil "disconnect_me") then {disconnect_me = 0;} else {disconnect_me = disconnect_me + 1;}; if (disconnect_me == 0) then { if (isNil "warn_one") then { warn_one = true; systemChat ("Please do not use voice on sidechat, this is your first and final warning."); [] spawn DS_slap_them; ["beat04"] spawn DS_really_loud_sounds; ["NO VOICE ON SIDE"] spawn DS_double_cut; }; }; if (disconnect_me >= 3) then { if (isNil "warn_last") then { warn_last = true; playMusic ["PitchWhine",0]; [] spawn DS_slap_them; ["beat04"] spawn DS_really_loud_sounds; ["We warned you..."] spawn DS_double_cut; sleep 0.5; 1 fademusic 10; 1 fadesound 10; player setDamage 1; }; }; }; }; sleep 1; }; }; open init.sqf
     
    and paste this: [] execVM "yourtext.sqf" in your init.sqf,
  2. Like
    freakystyle reacted to wingtip in Epoch Videos   
    Here is my pos video

     
    be sure to watch the HIGH DEF VERSION
  3. Like
    freakystyle reacted to deadlokd in clothesTaken error!   
    ok sorry about the delay, i havnt tested this in my server yet. but i will install it tonight possibly.. Otherwise this is what i see..
     
    you didnt add the :
    init.sqf: Code (Text): fnc_usec_selfActions = compile preprocessFileLineNumbers "scripts\fn_selfActions.sqf"; just after this code: init.sqf: Code (Text): call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; progressLoadingScreen 1.0;  which is understandable. but you should try it with that code in the init.sqf..   try this before other changes and see if it helps.. 
     
     
     
    also i noticed this, i understand you made a TAKE CLOTHES Folder in your scripts folder which is understandable.. but did you also rename the file that Zabn sent.. becuase i also noticed this..:::
     
    this is from his site::
    _clothesTaken = _cursorTarget getVariable["clothesTaken",false]; // Take clothes by Zabn if (_isMan and !_isAlive and !_isZombie and !_clothesTaken) then { if (s_player_clothes < 0) then { s_player_clothes = player addAction [("<t color='#0096ff'>")+("Take Clothes")+("</t>"), "scripts\player_takeClothes_v2.sqf",[_cursorTarget], -10, false, true, "",""]; }; } else { player removeAction s_player_clothes; s_player_clothes = -1; };                                             Zabn's code above says:      player_takeClothes_v2.sqf
     
    and in your code you have:::below you have ::                 player_takeClothes.sqf 
    _clothesTaken = cursorTarget getVariable["clothesTaken",false]; if (_isMan and !_isAlive and !_isZombie and !_clothesTaken) then { if (s_player_clothes < 0) then { s_player_clothes = player addAction [("<t color='#0096ff'>")+("Take Clothes")+("</t>"), "Scripts\TakeClothes\player_takeClothes.sqf",cursorTarget, -10, false, true, "",""]; }; } else { player removeAction s_player_clothes; s_player_clothes = -1; };    also one more thing i couldnt understand why Zabn on his instructions says to add this on the bottom.. even tho its already in his code above.. 
    5) add this code: fn_selfActions.sqf: Code (Text): // Take Clothes by Zabn player removeAction s_player_clothes; s_player_clothes = -1; anyway i will try to add this script into my server today so hopefully i'll let you know if i get your errors.. 
    but based on your files these were the things i noticed.. hope this helps.. 
    if anyone has any other input feel free to comment.. 
  4. Like
    freakystyle reacted to Zupa in clothesTaken error!   
    Brace yourself for Arma 3 Epoch ^^
  5. Like
    freakystyle reacted to f3cuk in [Release] Anti Combat Log   
    Anti Combat Log
     
    Grew tired with the combat logging on our server and felt like I had to do something about it. What I came up with was actually pretty easy - and as such - has probably already been done loads of times before but since i couldn't find it -> here goes.

    What this does
     
    Whenever a player combat logs from the server ALL of his gear will be taken from his body and put in a crate right where he logged off. This way, when it was a malicious log, the other side has the possibility to get the (well deserved) gear. When it was an accident log, there is a good chance the box will still be there when the player logs back in and he can safely take his stuff back.
     
    Installation instructions
     
    1.) Unpack your dayz_server.pbo
     
    2.) Open compiles/server_onPlayerdisconnect.sqf
     
    Find

    private ["  
    Replace with

    private ["_removebackpack","_pos","_backpack","_weapons","_weapons_backpack","_magazines","_current_magazine","_magazines_backpack","_loot_box","  
    Find
    _playerPos = []; Add below
    _removebackpack = false;  
    Find
    _playerObj setVariable["NORRN_unconscious",true, true]; _playerObj setVariable["unconsciousTime",300,true]; diag_log format["COMBAT LOGGED: %1 (%2) at location %3", _playerName,_timeout,(getPosATL _playerObj)]; //diag_log format["SET UNCONCIOUSNESS: %1", _playerName]; // Message whole server when player combat logs _message = format["PLAYER COMBAT LOGGED: %1",_playerName]; [nil, nil, rTitleText, _message, "PLAIN"] call RE; Replace with
            _playerObj setVariable["NORRN_unconscious",true,true];         _playerObj setVariable["unconsciousTime",120,true];         _pos                 = getPosAtl _playerObj;         _backpack            = unitBackpack _playerObj;         _weapons            = weapons _playerObj;         _weapons_backpack     = getWeaponCargo _backpack;         _magazines            = magazines _playerObj;         _current_magazine    = currentMagazine _playerObj;         _magazines_backpack = getMagazineCargo _backpack;         _loot_box             = createVehicle ["USBasicAmmunitionBox",_pos,[],0,"CAN_COLLIDE"];         clearMagazineCargoGlobal _loot_box;         clearWeaponCargoGlobal _loot_box;         {             _loot_box addWeaponCargoGlobal [_x,1];         } count (_weapons);         _magazines set [(count _magazines),_current_magazine];         {             _loot_box addMagazineCargoGlobal [_x,1];         } count (_magazines);         if (typename _weapons_backpack == "ARRAY") then {             _i = 0;             {                 _loot_box addWeaponCargoGlobal [_x,((_weapons_backpack select 1) select _i)];                 _i = _i + 1;             } count (_weapons_backpack select 0);         };         if (typename _magazines_backpack == "ARRAY") then {             _i = 0;             {                 _loot_box addMagazineCargoGlobal [_x,((_magazines_backpack select 1) select _i)];                 _i = _i + 1;             } count (_magazines_backpack select 0);         };         if(typeOf _backpack != "") then {             _loot_box addBackpackCargoGlobal[(typeOf _backpack),1];         };              diag_log format["COMBAT LOGGED: %1 (%2) at location %3 - DEBUG: Weapons: (%4 - %5) / Magazines: (%6 - %7) / Backpack: (%8)",_playerName,_timeout,(getPosATL _playerObj),_weapons,_weapons_backpack,_magazines,_magazines_backpack,_backpack];         _message = format["PLAYER COMBAT LOGGED: %1",_playerName];         [nil, nil, rTitleText, _message, "PLAIN"] call RE;         _removebackpack = true;         {             _playerObj removeMagazine _x;         } count magazines _playerObj;         {             _playerObj removeWeapon _x;         } count _weapons; Find
    [_playerObj,_magazines,true,true,_isplayernearby] call server_playerSync; Replace with
    [_playerObj,_magazines,true,true,_isplayernearby,_removebackpack] call server_playerSync;  
    3.) Open compiles/server_playersync.sqf
    Find

    private ["  
    Replace with

    private ["_removebackpack","
    Find _playerwasNearby = false; Add below
    _removebackpack = false; Find
    if ((count _this) > 4) then {     _playerwasNearby = _this select 4; }; Add below
    if ((count _this) > 5) then {     _removebackpack = _this select 5; }; Find
        if (_isNewGear || _forceGear) then {         //diag_log ("gear..."); sleep 0.05;         _playerGear = [weapons _character,_magazines];         //diag_log ("playerGear: " +str(_playerGear));         _backpack = unitBackpack _character;         if(_playerwasNearby) then {             _empty = [[],[]];             _playerBackp = [typeOf _backpack,_empty,_empty];         } else {             _playerBackp = [typeOf _backpack,getWeaponCargo _backpack,getMagazineCargo _backpack];         };     }; Add below
        if(_removeBackpack) then {         _playerBackp = ["",[[],[]],[[],[]]];     };  
    3.) That's it, save, close, repack and you're all set!
  6. Like
    freakystyle reacted to Rythron in [Release] 2.1 Plot Management - UPDATED Object Counter   
    _option = _this select 3; must be _option = _this select 0;
  7. Like
    freakystyle reacted to Sukkaed in [Release] 2.1 Plot Management - UPDATED Object Counter   
    :D  :D  :D  amazing.. thank you, made my day.
  8. Like
    freakystyle reacted to Zupa in [Release] 2.1 Plot Management - UPDATED Object Counter   
    Error in expression <}; }; _option = _this select 3; must be _option = _this select 0; switch _opt> Error position: <be _option = _this select 0; switch _opt> Error Missing ; File mpmissions\__CUR_MP.panthera2\custom\plotManagement\maintain_area.sqf, line 60 Error in expression <}; }; _option = _this select 3; must be _option = _this select 0; switch _opt> Error position: <be _option = _this select 0; switch _opt> Error Missing ; File mpmissions\__CUR_MP.panthera2\custom\plotManagement\maintain_area.sqf, line 60 HAHA XD LOL, sorry but u made my day xD
     
     
    read that and try to figure it out xD
     
    this is too good xp
  9. Like
    freakystyle reacted to Zupa in [Release] Walkers Zombies / Disable running on zeds   
    This little edit will change the run speed of zombies chasing poeple.
     
    Change in your compiles.sqf ( You need an own compiles.sqf ofcourse). If you do not, get it from the epoch pbo's: dayz_code\init\compiles.sqf and change the path in init.sqf)
    zombie_generate = .... wild_spawnZombies = ... to
    zombie_generate =     compile preprocessFileLineNumbers "zupa\walkers\zombie_generate.sqf"; wild_spawnZombies = compile preprocessFileLineNumbers "zupa\walkers\wild_spawnZombies.sqf"; and place the following files in your missions pbo
     
    https://github.com/DevZupa/Walkers
     
     
    What did i edit?
     
    I simple edited the zombie monitor, it force speed to 2 instead of 10 on chasing zombies.
     
     
     
  10. Like
    freakystyle reacted to ZamboniBambino in [WIP] Player Voting for Night/Day   
    http://epochmod.com/forum/index.php?/topic/11709-wip-zfm-dynamic-modular-mission-system-pre-alpha-release-available-not-production-ready-testers-required/?p=85624  :)
  11. Like
    freakystyle reacted to Zupa in [Release] 2.1 Plot Management - UPDATED Object Counter   
    You didnt add maintainplot in compiles
  12. Like
    freakystyle reacted to FragZ in [TUTORIAL] Harvestable hemp, smoking weed, pot farms.   
    Hello guys! This is my first complete tutorial.

    Today I will show you how to install the Hemp farms scripts and the smoking script.

    First, you will need to install maca's right clickable system, which can be found here:   http://www.epochservers.com/viewtopic.php?f=14&t=13&sid=4d68d5283b8d5635f8323b5ed02979bf

    Then, open up extra_rc.hpp and copy this code in it:
     
    class ExtraRc { class ItemKnife { class farmhemp { text = "Harvest the weed"; script = "execVM 'scripts\hemp.sqf'"; }; }; class ItemKiloHemp { class smokeweed { text = "Smoke the shit"; script = "execVM 'scripts\smokeshit.sqf'"; }; }; }; Edit the text and paths to fit your needs.


    Now create a new text document and paste this in it:

     
    /* put together for DayZ Epoch Credits to Shogun338 from Insurrection gaming modified for separate "gather weed" script */ private ["_gearmenu","_playerPos","_nearWeed","_weed","_objectID","_objectUID"]; _playerPos = getPosATL player; _hempqty = {_x == "ItemKiloHemp"} count magazines player; _nearWeed = count nearestObjects [_playerPos, ["fiberplant"], 4] > 0; _weed = nearestObject [player, "fiberplant"]; if !(_nearWeed) exitWith { cutText [format["You need to be near the weed plants in order to gather."], "PLAIN DOWN"]; }; if (_hempqty > 2) exitWith { cutText [format["WARNING: %1, You have maximum amount of weed in your inventory! You could get arrested by the police ;)", name player], "PLAIN DOWN"]; }; if (dayz_combat == 1) then { cutText [format["You are in Combat and Cannot Gather the Weed."], "PLAIN DOWN"]; } else { disableSerialization; _gearmenu = FindDisplay 106; _gearmenu CloseDisplay 106; player playActionNow "Medic"; r_interrupt = false; sleep 6; _objectID = _weed getVariable["ObjectID","0"]; _objectUID = _weed getVariable["ObjectUID","0"]; deleteVehicle _weed; [_objectID,_objectUID] call server_deleteObj; _weed setDamage 1; player addMagazine "ItemKiloHemp"; sleep 2; cutText [format["You've Gathered Some Weed! Smoke that shit or sell it at Black market dealer!!"], "PLAIN DOWN"]; }; Save it as hemp.sqf and put it in your scritps folder in the mission pbo.


    Next up, create a new text document and paste this in it (NOTE ALL CREDITS TO INFISTAR FROM DAYZANTIHACK.COM):
     
    /* by: http://infiSTAR.de Credits to infistar for the actual script Edited by FragZ */ //Add this part after *while {true} do {* to add a smoke effect /*Flare = "SmokeShellGreen" createVehicle position player;         if (vehicle player != player) then { Flare attachTo [vehicle player,[0,0,0.]];}         else {Flare attachTo [player,[0,0,0.]];} */ [] spawn { hint "You took drugs YOLOLOLO"; player removeMagazine 'ItemKiloHemp'; Remove_Drug_effects = { { ppEffectDestroy _x; } forEach (_this select 0); ppEffectDestroy nonapsi_ef; ppEffectDestroy wetdist1; ppEffectDestroy ppe; ppEffectDestroy ppe2; ppEffectDestroy ppe3; setaperture 0; "dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 16; "colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 0.0]]; "colorCorrections" ppEffectCommit 0; }; _time = time; _effects = []; while {true} do { nonapsi_ef = ppEffectCreate ["colorCorrections", 1555]; _effects = _effects + [nonapsi_ef]; nonapsi_ef ppEffectEnable true; nonapsi_ef ppEffectAdjust [1.0, 1.0, -0.03, [0.0, 0.0, 0.0, 0.0], [3.0, 5.0, 9.0, 5.0],[0.4,0.0,0.0, 0.7]]; nonapsi_ef ppEffectCommit 1; sleep random(1); wetdist1 = ppEffectCreate ["wetDistortion", 2006]; _effects = _effects + [wetdist1]; wetdist1 ppEffectAdjust [0, 8, 0.8,8,8, 0.2, 1, 0, 0, 0.08, 0.08, 0, 0, 0, 0.77]; wetdist1 ppEffectEnable true; wetdist1 ppEffectCommit 0; ppe = ppEffectCreate ["colorCorrections", 1555]; _effects = _effects + [ppe]; ppe ppEffectAdjust [1, 1, 0, [1.5,6,2.5,0.5], [5,3.5,5,-0.5], [-3,5,-5,-0.5]]; ppe ppEffectCommit 1; ppe ppEffectEnable true; ppe2 = ppEffectCreate ["chromAberration", 1555]; _effects = _effects + [ppe2]; ppe2 ppEffectAdjust [0.01,0.01,true]; ppe2 ppEffectCommit 1; ppe2 ppEffectEnable true; ppe3 = ppEffectCreate ["radialBlur", 1555]; _effects = _effects + [ppe3]; ppe3 ppEffectEnable true; ppe3 ppEffectAdjust [0.02,0.02,0.15,0.15]; ppe3 ppEffectCommit 1; sleep random(1); wetdist1 = ppEffectCreate ["wetDistortion", 2006]; _effects = _effects + [wetdist1]; wetdist1 ppEffectAdjust [1, 1.16, 0.32, 2.56, 0.8, 0.64, 2.64, 0, 0, 1.08, 0.08, 0, 0, 0, 1.77]; wetdist1 ppEffectEnable true; wetdist1 ppEffectCommit 0; sleep random(1); nonapsi_ef = ppEffectCreate ["colorCorrections", 1555]; _effects = _effects + [nonapsi_ef]; nonapsi_ef ppEffectEnable true; nonapsi_ef ppEffectAdjust [1.0, 1.0, -0.02, [9.5, 1.5, 2.5, 0.2], [2.0, 7.0, 6.0, 2.0],[0.4,0.0,0.0, 0.7]]; nonapsi_ef ppEffectCommit 1; sleep random(1); if (_time + 60 < time) exitWith {[_effects] call Remove_Drug_effects;}; }; }; Save it as smokeshit.sqf and put it in the scripts folder of your mission.pbo
     
    NOTE: THIS SCRIPT LOOKS LIKE  A LSD TRIP. Go to the OPTIONAL part of the tutorial for a mellow version.
     
     
    Finally, open the arma 2 oa map editor and place down whatever buildings you want the weed to be into. Place any type of bushes or barrels or rocks in the editor where you want the weed to be (in my example I used "MAP_b_betulaHumilis". Save the mission.sqf and go to your DOCUMENTS/Arma 2 Other Profiles/Yourprofilename/mission.sqf and open it.



    Change every  MAP_b_betulaHumilis (or any object you placed)
    _vehicle_5 = objNull; if (true) then { _this = createVehicle ["MAP_b_betulaHumilis", [4048.9565, 7805.9746], [], 0, "CAN_COLLIDE"]; _vehicle_5 = _this; _this setPos [4048.9565, 7805.9746]; }; to
     
    _vehicle_5 = objNull; if (true) then { _this = createVehicle ["fiberplant", [4050.6616, 7809.3203], [], 0, "CAN_COLLIDE"]; _vehicle_5 = _this; _this setPos [4050.6616, 7809.3203]; }; Do the usual changes for a building file and save it as weedfarm.sqf  then go to your server.pbo and put it in buildings folder.
     
    You can also use this script made by HALV to spawn random fields each restart.
    http://pastebin.com/juMsuJ1r


    Finally, call it in the init/system_functions.sqf at the bottom just like so:
     
    execVM "\z\addons\dayz_server\buildings\weedfarm.sqf"; OPTIONNAL:

    -If you want people to be able to sell it you can add ItemKiloHemp in the traders DATA from your sql table so you can make them be sold.
    Don't forgot to add it to Traders items as well
    - Add this right above while {true} do in smokeshit.sqf  :)
    player playMoveNow "ActsPercMstpSnonWpstDnon_sceneBardak01"; This will add an animation to the player.
    -For a little bit less exagerated smokeshit.sqf script, use this one made by ZeroK00L:
     
    /* by: ZeroK00L */ [] spawn { hint "You roll a fatty and smoke it! Damn! That shit is the chronic!"; player removeMagazine 'ItemKiloHemp'; Remove_Drug_effects = { { ppEffectDestroy _x; } forEach (_this select 0); ppEffectDestroy ppe2; ppEffectDestroy ppe3; setaperture 0; }; _time = time; _effects = []; player playMoveNow "ActsPercMstpSnonWpstDnon_sceneBardak01"; 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); if (_time + 60 < time) exitWith {[_effects] call Remove_Drug_effects;}; }; }; If you have any questions you can ask me.

    I DO NOT TAKE CREDITS FOR THE HARVESTING SCRIPT. Credits to original authors.
  13. Like
    freakystyle reacted to 0verHeaT in [Release] Paint Vehicles   
    Description
     
    This script is a public version of the notorious Vehicle Paint script which idea and code are originally 'invented' by maca134.
     
    This mod allows you to retexture any vehicle on your server with any colour you choose.
     
     
    Features
     
       -   Vehicles can be painted in two different colours
       -   Only vehicles with a CharacterID can be painted (Vehicles with key)
       -   Colours will be bound to to the Object(Vehicle) and will be persistent
       -   Colours codes are saved in the Worldspace field in the database
       -   Vehicles can be manually added or removed from an Array in your variables.sqf
     
     
    Screenshots
     



     



     
    FAQ
     
      Q: Will this script be compatible with Plot4Life because it uses the same gap in the database ?
      A: Yes. The colour will only be safed in this gap if the object is a vehicle.
     
      Q: I am not using Zupa's Singley Curreny System. Am I able to use this script as well ?
      A: Yes. The download includes files which are usable with the traditional curreny system.
     
     
    USEFUL:  by raymix
     
     
    Installation
     
     
    Download the required files here
     
      1. Server Files:

     
     
    2. Mission Files



     
    3. Infistar
    Add the number to allowed dialogs
    571113 4. Battleye
    Put this in your publicvariable.txt
    !="PVDZE_veh_Colour" Credits
    Maca134: Made the orginal colour vehicle script. Without his idea of painting vehicles in any colour as well as the style of his dialogs this script would not exist. Zupa: The idea of painting vehicles in two different colours. 
  14. Like
    freakystyle reacted to MGT in [Release] Custom Kill Messages   
    ok, the fix is as follows
     
    Change
    _pic = gettext(configFile >> 'cfgWeapons' >> (currentWeapon _killer) >> 'picture'); _kill_txt = format ["<t align='left' size='0.9'>%1 </t>",_killerName,_pic,_victimName,(ceil _distance)]; _kill_txt = _kill_txt + format ["<img size='1.0' align='left' image='%2'/>",_killerName,_pic,_victimName,(ceil _distance)]; _kill_txt = _kill_txt + format ["<t align='left' size='0.9'> %3 </t>",_killerName,_pic,_victimName,(ceil _distance)]; _kill_txt = _kill_txt + format ["<t align='left' size='0.9'>[%4m]</t>",_killerName,_pic,_victimName,(ceil _distance)]; to
    _pic = gettext(configFile >> 'cfgWeapons' >> (currentWeapon _killer) >> 'picture'); _kill_txt = format ["<t align='left' size='0.9'>%1 </t>",_killerName,_pic,_victimName,_distance]; _kill_txt = _kill_txt + format ["<img size='1.0' align='left' image='%2'/>",_killerName,_pic,_victimName,_distance]; _kill_txt = _kill_txt + format ["<t align='left' size='0.9'> %3 </t>",_killerName,_pic,_victimName,_distance]; _kill_txt = _kill_txt + format ["<t align='left' size='0.9'>[%4m]</t>",_killerName,_pic,_victimName,_distance]; Ceil is trying to round up a string _distance as it's not a number, so incorrect syntax, by removing ceil you remove the rounding up and you get no error
  15. Like
    freakystyle reacted to 0verHeaT in [Release] Custom Kill Messages   
    Description
     
    Get all kill notification nicely displayed in the left upper corner. This will include the picture of the gun and the shot distance.
     
    The format will look like that:
     
    [killer] ['image'] [victim] ['distance in meters']
     
    To see how it will look like in game:



     
    UPDATE
    fixed bug where dead players spawn near their bodies with their old gear message will only appear when a player is shot by someone else if an attacker killed another player with a vehicle the message will show the picture of the vehicle instead of the gun  
    Download and installation
     
    http://github.com/0verHeaT/kill_msg
     
     
    Step by Step Guide (if you have already other mods)
     
    (Has been removed! Please use my Github!)
     
    Done.
  16. Like
    freakystyle reacted to ThaKang in [Release] Cen's Custom GUI for Epoch/Overpoch   
    I decided to sit down and move the GUI to the bottom center of the screen. It's not perfect but I'm only an amateur :lol:
    Anyway, posted info below for anyone who fancies using it.
     
    Screenshot
    https://dl.dropboxusercontent.com/u/7898591/ArmA2OA%202014-09-17%2008-23-00-501.png
     
    Code for the ATD_Hud
    http://pastebin.com/sr3s4nDc
    Don't forget to update the locations for the icons/UI to wherever you have them.
  17. Like
    freakystyle reacted to calamity in Teargas smoke   
    [WIP]
    This is a mixture of krixes church healing and FragZ's havest and smoke hemp
    I just kinda mixed em together to get a teargas effect..
     
    If anyone wants to alter it please feel free and share
     
    1.place at bottom of  init.sqf
    _null = [] execVM "custom\teargas.sqf"; 2. create teargas.sqf  place in custom folder
     
    While{true} do { waituntil{ ((nearestObject [getpos player, "SmokeShell"]) distance player < 15) and (getpos (nearestObject [getpos player, "SmokeShell"]) select 2 < 0.5) }; cuttext ["You got Tear-gassed...", "PLAIN DOWN"]; Remove_Drug_effects =             {                     {                             ppEffectDestroy _x;                     } forEach (_this select 0);                     ppEffectDestroy nonapsi_ef;                     ppEffectDestroy wetdist1;                     ppEffectDestroy ppe;                     ppEffectDestroy ppe2;                     ppEffectDestroy ppe3;                     setaperture 0;                     "dynamicBlur" ppEffectAdjust [0];                     "dynamicBlur" ppEffectCommit 16;                     "colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1],  [1, 1, 1, 0.0]];                     "colorCorrections" ppEffectCommit 0;             }; CC_really_loud_sounds = {[60,15] call fnc_usec_pitchWhine;for "_i" from 1 to 15 do {playSound format ["%1",_this select 0];};}; CC_slap_them = {_randomnr = [2,-1] call BIS_fnc_selectRandom;(vehicle player) SetVelocity [_randomnr * random (4) * cos getdir (vehicle player), _randomnr * random (4) * cos getdir (vehicle player), random (4)];};             _time = time;             _effects = []; sleep 2;             while {true} do             { [] spawn CC_slap_them;        ["beat04"] spawn CC_really_loud_sounds;                     nonapsi_ef = ppEffectCreate ["colorCorrections", 1555];                     _effects = _effects + [nonapsi_ef];                     nonapsi_ef ppEffectEnable true;                     nonapsi_ef ppEffectAdjust [1.0, 1.0, -0.03, [0.0, 0.0, 0.0, 0.0], [3.0, 5.0, 9.0, 5.0],[0.4,0.0,0.0, 0.7]];                     nonapsi_ef ppEffectCommit 1;                     sleep random(1);                     wetdist1 = ppEffectCreate ["wetDistortion", 2006];                     _effects = _effects + [wetdist1];                     wetdist1 ppEffectAdjust [0, 8, 0.8,8,8, 0.2, 1, 0, 0, 0.08, 0.08, 0, 0, 0, 0.77];                     wetdist1 ppEffectEnable true;                     wetdist1 ppEffectCommit 0;                     ppe = ppEffectCreate ["colorCorrections", 1555];                     _effects = _effects + [ppe];                     ppe ppEffectAdjust [1, 1, 0, [1.5,6,2.5,0.5], [5,3.5,5,-0.5], [-3,5,-5,-0.5]];                     ppe ppEffectCommit 1;                     ppe ppEffectEnable true;                     ppe2 = ppEffectCreate ["chromAberration", 1555];                     _effects = _effects + [ppe2];                     ppe2 ppEffectAdjust [0.01,0.01,true];                     ppe2 ppEffectCommit 1;                     ppe2 ppEffectEnable true;                     ppe3 = ppEffectCreate ["radialBlur", 1555];                     _effects = _effects + [ppe3];                     ppe3 ppEffectEnable true;                     ppe3 ppEffectAdjust [0.02,0.02,0.15,0.15];                     ppe3 ppEffectCommit 1;                     sleep random(1);                     wetdist1 = ppEffectCreate ["wetDistortion", 2006];                     _effects = _effects + [wetdist1];                     wetdist1 ppEffectAdjust [1, 1.16, 0.32, 2.56, 0.8, 0.64, 2.64, 0, 0, 1.08, 0.08, 0, 0, 0, 1.77];                     wetdist1 ppEffectEnable true;                     wetdist1 ppEffectCommit 0;                     sleep random(1);                     nonapsi_ef = ppEffectCreate ["colorCorrections", 1555];                     _effects = _effects + [nonapsi_ef];                     nonapsi_ef ppEffectEnable true;                     nonapsi_ef ppEffectAdjust [1.0, 1.0, -0.02, [9.5, 1.5, 2.5, 0.2], [2.0, 7.0, 6.0, 2.0],[0.4,0.0,0.0, 0.7]];                     nonapsi_ef ppEffectCommit 1;                     sleep random(1);                     if (_time + 60 < time) exitWith {[_effects] call Remove_Drug_effects;};             };     };
  18. Like
    freakystyle reacted to Defent in Admin Base Vyshnoye   
    People are so creative.. my base is literally 4 wooden walls, a roof and a lockbox with like 1 goldbar.
  19. Like
    freakystyle reacted to Zupa in [RELEASE] Shared Plot Poles   
    Something like this


     

  20. Like
    freakystyle reacted to f3cuk in [Release] Wicked AI 2.2.0   
    WICKED AI BETA 2.1.0
     
    Unlike before we are releasing a public beta for the upcoming 2.1.0 release. Anyone willing to test out this new release on their server is free to do so but please keep in mind it doesn't have a lot of testing hours in it. Help us by reporting any bugs you find. Special thanks for Jossy for doing great work on this update, if this was an android release we'd probably have to call this one WAI 2.1.0 Orange Jossy or something (so dont like this post, but like the one above). We hope you guys like it and welcome any feedback.
     
    Release BETA 2.1.0
    Bandit and hero missions More missions Multi mission support Better markers And much more Upcoming in 2.2.0+
    C130 Missions More missions Dynamic loot revisited Version history
    26-08-2014 : BETA release (2.1.0) 24-08-2014 : Minor bugfixes (2.0.5) 20-08-2014 : Minor bugfixes (2.0.4) 20-08-2014 : Minor bugfixes (2.0.3) 19-08-2014 : Minor bugfixes (2.0.2) 17-08-2014 : Minor bugfixes (2.0.1) 17-08-2014 : Major update to (2.0.0) 13-08-2014 : Added anti abuse options (1.9.3) 12-08-2014 : Normalization update (1.9.2) 12-08-2014 : Bugfix medi camp (1.9.1) 09-08-2014 : Major dynamic update (1.9.0) 03-08-2014 : Bugfix MV22 mission (1.8.2) 02-08-2014 : Restructured and code cleaned (1.8.1) Installation Instructions
    Unpack dayz_server.pbo Open the download and extract the WAI folder to your dayz_server directory In server_monitor.sqf find allowConnection = true; add above ExecVM "\z\addons\dayz_server\WAI\init.sqf"; Repack dayz_server.pbo Github
    This project has been published on Github and development will be ongoing there. Git(hub) helps keeping things in one place. Any issues with this mod can both be posted either there or in this topic (however we'd slightly prefer over there).






    Download
    Wicked AI BETA 2.1.0
  21. Like
    freakystyle reacted to f3cuk in [Release] Wicked AI 2.2.0   
    THIS VERSION WILL NOT WORK WITH DAYZ EPOCH 1.0.6.1 PLEASE USE THIS VERSION: https://github.com/ebayShopper/WICKED-AI
     
    WICKED AI 2.2.0
    Since I really like (read love) the Wicked AI missions and support for them has gone in the latest patches, I decided to dust off the old files and start making these 1.0.5+ compatible. Starting with a few minor bugfixes and some custom loadouts, but quickly turning into a proper redo with awesome help of the - very much alive - mod community!
    ---
    Error reporting
    Please use the form below for reporting errors. I will not reply on help requests that fail to do a proper problem report.
    [b][size=6](Problem title, e.g. Kill type missions sometimes fail to despawn)[/size][/b] [b]WAI Version[/b] (E.g. 2.1.4) [b]World:[/b] (E.g. Taviana 2.0) [b]Mods:[/b] (E.g. @Overpoch, @Origins, @Epoch1051,) [b]Installed add-ons[/b] (Especially the ones that spawn AI, E.g. DZMS, EMT, etc.) [b]Custom loot files[/b] Yes or No [b]Problem description[/b] Tell us your exact problem in as much details as possible [b]What i tried so far[/b] Tell us exactly what you have done to try and fix this problem [b]Config file[/b] [spoiler] -- paste config.sqf here --[/spoiler] [b]Server RPT[/b] [spoiler] -- paste arma2oaserver.RPT here --[/spoiler] ---
    Release 2.2.0
    Native Linux server support Multiple mission support Automatic ammo finder (no need to specify ammo in weaponarray - config.sqf) Option: Locked vehicles with keys randomly on AI Option: Friendly AI Added: Bandit Patrol mission And much more Version history
    06-06-2015 : Release 2.2.0 11-11-2014 : BETA release v3 (2.2.0) 11-11-2014 : BETA release v2 (2.2.0) 16-10-2014 : BETA release (2.2.0) 03-09-2014 : Minor bugfixes (2.1.4) 03-09-2014 : Minor bugfixes (2.1.3) 02-09-2014 : Minor bugfixes and improvements (2.1.2) 01-09-2014 : Minor bugfixes (2.1.1) 31-08-2014 : Release (2.1.0) 26-08-2014 : BETA release (2.1.0) 24-08-2014 : Minor bugfixes (2.0.5) 20-08-2014 : Minor bugfixes (2.0.4) 20-08-2014 : Minor bugfixes (2.0.3) 19-08-2014 : Minor bugfixes (2.0.2) 17-08-2014 : Minor bugfixes (2.0.1) 17-08-2014 : Major update to (2.0.0) 13-08-2014 : Added anti abuse options (1.9.3) 12-08-2014 : Normalization update (1.9.2) 12-08-2014 : Bugfix medi camp (1.9.1) 09-08-2014 : Major dynamic update (1.9.0) 03-08-2014 : Bugfix MV22 mission (1.8.2) 02-08-2014 : Restructured and code cleaned (1.8.1) Installation Instructions
    Download the latest release. Extract the downloaded folder to your desktop and open it Go to your server pbo and unpack it. Navigate to the new dayz_server folder and copy the WAI folder into this folder. Navigate to the system folder and open server_monitor.sqf Find this code at the bottom of the file: allowConnection = true; And past the following code above it: [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; Repack your server pbo. Optional Radio messages
    Note: These are on by default, change wai_radio_announce in config.sqf to false in order to disable them.
    Go to your mission pbo and unpack it. Open init.sqf Find:
    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; Add below: _nil = [] execVM "custom\remote\remote.sqf"; Copy the remote_message folder into your custom folder, if you do not have this one yet simply create it. If you want to be able to switch the radio on or off go to step 5 (note: right click by maca required), else go to step 6 and both remove switch_on_off.sqf and radio.ogg from the remote folder. Open extra_hc.hpp Find:
    class ExtraRc { Add below: class ItemRadio { class switchOnOff { text = "Switch ON/OFF"; script = "execVM 'custom\remote\switch_on_off.sqf'"; }; }; Open description.ext Find:
    class DayZ_loadingScreen Add above class CfgSounds { sounds[] = { Radio_Message_Sound }; class Radio_Message_Sound { name = "Radio_Message_Sound"; sound[] = {custom\remote\radio.ogg,0.4,1}; titles[] = {}; }; }; Repack your mission pbo. Versioning
    For transparency into our release cycle and in striving to maintain backward compatibility, bootstrap is maintained under the Semantic Versioning guidelines. Sometimes we screw up, but we'll adhere to those rules whenever possible.
    Dev team
    Developer f3cuk Developer Jossy Linux support BangL Helping hand nerdalertdk Download
    Wicked AI 2.2.0
  22. Like
    freakystyle reacted to Zupa in [Outdated] [Release] Single Currency & Banking 1.1   
    Outdated, already built into Epoch 1.0.7
     
    Single Currency & Banking
     
     
    Releases:
    999 Hive: 1.1 Arme2Net: 0 ExtDB: 0 Own Hive: 2.0 (NEW) DEFAULT HIVE: 3.0 recommended ->  EXCLUSIVE NEW
     
     
    Loud has did the dll changes to have our own support ( Titan did this great work aswell, but Loud his ones are better since it will give a nicer support on axe multichar ( 1 bank for 3 chars). + the bank is seperate from the character, linked to PUID. If character data is corrupt in titans version you will loose your bank.
     
     
    I will extend this post later ( i have to go in 10min). But find the Topic here already:
     
     
     
    About:
     
     
    This script adds virtual money on a players character. Next to that there is a global banking linked to your playerid. No more gold items in your precious inventory.
     
    Trade with gold coins (not an item) Give coins to other people Take coins from dead bodies Bank coins at ATM's Bank coins at Open Safes/Lockboxes Configurable currency name Configurable limits on bank for normal/donators. The current release will sacrefice your headshots coins for your money, other version releases will probably change this to an independent field. This option will stay for people not willing to change the database.
     
    PlayerMade Addons:
     
    Force Update on disconnect: (Soul)
     
    infiSTAR Anti-Hack Additions - Add Money to player (kaotix)
    http://devzupa.be/forum/viewtopic.php?id=3
     
    Issues:
     
    Please make a new topic for every big/issue you want to report. We will get to you as soon as possible.
     
    Known Issues:
     
     
     
    No Maintaining with the 999 hive 
     
     
    We are going to revive axes maintain to solve this for the 999 version.
     
    Download and instructions:
     
     
     
    Currently on an external website, will be made more clear later
     
     
     
    http://devzupa.be/#/dayz/sc999
     
    Changelog:
     
     
     
    1.1:
     
     
    Fixed money duping Configurable banks and Currency name 1.0
    Innitial release.
     
     
    Future:
     
     
     
    We are planning to release multiple versions with different backbones. We have 4 versions in mind who all be developped eventually. We know the 999 is the worst solution, but it works for now.
     
     
     
    Credits:
    Macca : Made the original single currency on ccg servers which is the skeleton of this project. AsReMix: Making the innitial fancy debug. MGM: Making a nice structured Thread and contacting people. All the people helping on the project ( individually added later) Screenshots:
     
     

     
    If you still using 1.0, this is the duping fix
     
     
     
     
    Change the followig in your server pbo, compiles/server_playerSync.sqf
    at line 117
    _headShots =     ["headShots",_character] call server_getDiff; to
    _headShots =     0;
  23. Like
    freakystyle got a reaction from mgm in Best Overpoch Missions?   
    //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    ////////////////////////////////////////////WAI Mission for OverPoch////////////////////////////////////////
    //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
    I edit the normal Wai Mission System to OverPoch !
     
    The Mission start send Top Right message! :P
     
    Do you not like the Right Message ? i can change this for you. Have fun.
    1#Download.
    https://www.dropbox.com/s/rb6b3u7dqc7byff/WAI%20edit%20by%20freakystyle.rar
     
    The Original 0,16 Version:
    Link:
     
    And the 0.173 Version:

  24. Like
    freakystyle got a reaction from mgm in overpoch WAI   
    Look my Post.


  25. Like
    freakystyle reacted to freakystyle in overpoch WAI   
    Look my Post.


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