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Posts posted by Phone_Guy
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I am currently using Soul 2.0 SC. Everything is working fine currently. However on rare occasions players will slip into negative currency. Does anyone know how to prevent this from happening?
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Could we possible get a default template for other maps such as NAPF? Also if I place items while in preview mode, will they show up in the SQF after a save. If so this could allow a whole knew level of map additions as placement and snapping would allow us to build massive structures easily and import them as sqfs to the server.
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Thank you for the reply. I discovered when working with this code that my server host doesn't allow stored functions. It throws a fit when I try to create the trigger. My only other thought is something script related. While digging a while back I seen a section that had code related to on player death. If the scripts send the signal to the database to reset the data, would there be a way script wise to stall that function?
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So I have seen triggers to keep items on death but still need some help with this concept. I want my players to keep zombie kills on death. This was the total number of zombies killed can be used to gauge users experience level. Just need to know where to start.
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Great Job. I run this on our site and folks like to try to climb the list. Is their a way to set it only to poll live players? Also any chance on getting a category for those with the lowest humanity?
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That is awesome, Thank you Petunia!
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I recently started experimenting with the Right Click to Item script and used it to drop building objects onto the map. The problem is that they deploy a set direction and distance from the player. It was suggested to look at Epochs building script so when a player right clicks the item to deploy, it goes into the building phase and allows the player to move the object for better positioning and orientation. I tried to locate the script to get an idea of hows its done but no avail. If anyone could point me in the right direction I would be willing to share the finished script once I get working.
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You could use the Add Right Click to an item script and deploy the furniture.
http://epochmod.com/forum/index.php?/topic/4834-add-right-click-options-to-items/
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Nevermind turned out I had an outdated variables.sqf. Once I updated it with the most recent release its fixed the issue. Sorry for the bump.
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I confirmed the server_traders.sqf is the correct one. I also can confirm my Init file is point correctly at DayZ_Epoch_24.Napf\mission.sqf.
Oddly enough all the traders eyes seemed closed, like they are sleeping.
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I am currently having a similar issue on NPAF with Epoch 1.4.0.2. I can interact with the traders but all of their menus are blank. Its like they aren't connecting to the database.
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I like this script, any chance though it could be modified via "attachto" to allow the player to position the item then build? If so I could see allot of potential for the script.
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So currently when a player dies and spawns, a new character is generated in the database. When this happens everything except for Humanity resets. Is their anyway I could set it up that Zombie Kills, Headshots, Distance...ect remain after death? I have searched for a solution and haven't had much luck. Any assistance is appreciated.
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cen is correct and your understanding of the way it works is a bit skewed. There is no build timers there is only loops. To be more specific animation loops and you cannot change the values as such as they are in the config files (see here https://github.com/vbawol/DayZ-Epoch/blob/master/SQF/dayz_code/Configs/cfgVehicles.hpp look for constructioncount).
So if you want to change the amount of "time" it takes to construct something you will need to increase or decrease the number of loops it takes to complete it. I haven't done this myself but I believe the code for it is here
_limit = 3; if(isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then { _limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount"); };
You may be able to insert something after it like
if (_classname == "XYZ") then { _limit = 5; };
Or using an array which would mean you can adjust it for more than just one
if (_classname in ["ABC","XYZ"]) then { _limit = 5; };
You will need to test to see how and if it works of course.
And you will need to figure out a way to set it up such that the file is called via your mission file and not via the default epoch client files.
Thank you. This worked perfectly.
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So the link I posted works. I tested. Any vehicle in the hive on restart gets stripped of its weapons,ammo....ect. What I am wondering is there anyway to have this god execute when a vehicle spawns. For example can I get the code to apply to a vehicle as it is purchased at a trader?
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Obviously you have to use the same object... No wonder its not working :P
Yeah, its simple things that get me.
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_bldObj = objNull; if (true) then { _bldObj = createVehicle ["MAP_A_Castle_Bergfrit", [2630.4084, 1235.0073, 2.7270193], [], 0, "CAN_COLLIDE"]; _bldObj addEventHandler ["HandleDamage", {false}]; _bldObj enableSimulation false; _bldObj setDir 183.18703; _bldObj setPos [2630.4084, 1235.0073, 2.7270193]; };
This worked great. Thank you for the help!
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I tried to add addEventHandler ["handleDamage", { false }]; to the init and tested. The building still took damage and was destroyed.
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Sorry for the split topic. I didn't want to bog down your CPC thread with the solution if it was unconnected to the script.
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Not a good idea to move everything to the database, just apply the indestructible changes to the objects in the SQF file that has to work! :)
this script is just disableing the damage handler and the simulation like this, so what otter said should work!
_object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false;
that is all you have to apply to every single object in the SQF.
So I have that a shot here is snippet from my SQF that loads extra buildings.
_bldObj = objNull; if (true) then { _bldObj = createVehicle ["MAP_A_Castle_Bergfrit", [2630.4084, 1235.0073, 2.7270193], [], 0, "CAN_COLLIDE"]; _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; _bldObj setDir 183.18703; _bldObj setPos [2630.4084, 1235.0073, 2.7270193]; };
I updated the sqf with the added code. Restarted the server and the buildings still takes damage and collapses. Any advice?
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http://opendayz.net/threads/tutorial-remove-weapons-replace-weapons-on-vehicles.11070/
This worked on my server in the past. The key is to make sure you have the correct vehicle and weapon class names.
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So I added the building class names to CPC. It didn't work at first. I then added the buildings directly via the database. Those ones are now indestructible. Now I simply have to find an easy way to move my map additions from SQF to the Database. But the script it self works great and has allowed me to open up new avenues for combat without risking constant base destruction.
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When youre in the editor and create a object put this in the "init" line of it:
_this addEventHandler ["HandleDamage", {false}]; _this enableSimulation false;
Gave this a try but didn't seem to work. All the buildings I applied it to were still destroyable.
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Anyway this could be modified to work with buildings and objects added via script. For example if I build a base in the map editor and load it via SQF, the objects still can be destroyed. So far only objects created in game are indestructible.
Advanced Alchemical Crafting v3.3
in A2: Epoch Mods (1.0.5.1)
Posted
Noticed that the download for these seems to be bug, keeps throwing an error. Any alternative links?