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BushWookie

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Posts posted by BushWookie

  1. thanks, might be a problem with the "screen safezone" of the ArmA UI, since all positions are relative and might be dependant on your screen resolution or however ArmA calculates that stuff..

    you screenshot has a resolution of 1898x1008, what is that? :D

     

    what you can try is to adjust the positions in the dialog file RscDisplayCharacterSelect.hpp, change the y-position of the button "RscCharacterSelectButton" at line 195:

    y = 0.687 * safezoneH + safezoneY;
    

    increase the value to 0.7 or play with the value a little (0.0 is at the top of the safezone area and 1.0 at the bottom). not easy to get all the info on the screen you know. :D

    thats cus i put it into windowed mode to take the screen shot using gyazo but it was running at 1920x1080 

    i will play with the y value a little thanks for the tip

  2. Update: Download and installation instructions added to the first post!

    I hope that is not to complicated to install, but you can do it! :)

     

    I am still thinking about some restrictions like that, the login timer might be an option but how do you want to use it for that?

    That is not the time the player changes a character, only the last time he logged in with it, but I could come up with something like you can only switch the character if the last login of ALL characters was at least x minutes ago.

    There might be a "problem" with that, because if you want to switch to another character slot you have to play with the one character for at least 3 hours (in your example) or wait at the login screen.. might work if you stop playing for some hours and come back, then you can choose whatever you want!?

    Also if your character dies, you can only use that slot and spawn fresh (which will reset the last login time of course), but there has to some restriction even when you die, because if your base gets attacked or whatever and you have 2+ chars in your base you can just switch to another and willbe back where you just died.. not that easy :)

    got this running on my server the install was extremely easy good job one thing i have noticed is the spawn button slightly covers up the  bottom of the last login text

    cc77023a18e8fc15630b8eb19cfc238c.png

  3.  

    I'm trying to get the mission AI kills to count for the players again. the below "bodyclean.sqf" worked but once I updated to 1.0.3 and now updated to 1.0.3.1 the kill count code has stoped working. Anyone have this working again?

     

    The humanity update still works.

    _ai = _this select 0;
    _aikiller = _this select 1;
    _humanityBoost = 5; //Set this to whatever you want the humanity to increase by
    
    _humanity = _aikiller getVariable ["humanity",0];
    _humanity = _humanity + _humanityBoost;
    _aikiller setVariable["humanity", _humanity,true];
    
    _banditkills = _aikiller getVariable["banditKills",0];
    _aikiller setVariable["banditKills",_banditkills+1,true];
    
    sleep 600;
    deletevehicle _ai;
    

     

    add

    [_this,"banditKills"] call local_eventKill;

    to your AI's killed event handler

    should look something like this (this is taken from my own AI so it will be differant)

    _aiunit addEventHandler ['killed',{_this spawn AI_BodyClean;_this call AI_Killed;[_this,"banditKills"] call local_eventKill;}];
  4.  

    Not sure if this rpt message is related?

     
    17:56:58   bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDnon_medic3
    17:56:58   bin\config.bin/CfgMovesZombie/States/AinvPknlMstpSnonWnonDnon_medic.ConnectTo: Bad move AinvPknlMstpSnonWnonDr_medic3

    that doesnt have anything to do with it

  5. I don't have a custom variables.sqf. Do you have [] execVM "custom\service_point\service_point.sqf"; in the same place as me?

     

    "Land_A_FuelStation_Feed" should allow you to refuel/rearm/repair and any fuel pump as long as it's not one put there by a player, right?

    edit: could be a custom AH like infistars AH removing the addactions ?

    my if (!isDedicated) code block looks like this

    if (!isDedicated) then {
    	//Conduct map operations
    	0 fadeSound 0;
    	waitUntil {!isNil "dayz_loadScreenMsg"};
    	dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
    	"heliCrash" addPublicVariableEventHandler 
    	{
    		_list = nearestObjects [_this select 1, ["CraterLong"], 100];
    		{deleteVehicle _x;} foreach _list;
    	};
    	//Run the player monitor
    	_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    	_playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
    	_nul = [] execVM "service_point\service_point.sqf";//Repair, Reammo, Refuel script
    	_nul = [] execVM "Custom\cly_easyfly.sqf";//random script from Armaholic thats cool
    	_nul = [] execVM "Custom\baseZeds.sqf";//remove zeds near plotpoles
    };
    
  6. Is there a Ai Mission system that does not include roaming/patrols AI?

     

    My server is currently using basic Dayz Chern Missions..  would like to upgrade.

     

    Just curious..  Most seem to require sarge and roaming ai.  I'm not a big scripter.

     

    Thanks for your time..........

    im currently working on making the one i run on my server a standalone mission system but i use a few functions from DZAI like the dammage handler and the generating loot form the loot tables so i need to make them all standalone and get permission from buttface to use his scripts first

    atm its just the basic mission system with lots of optimisations, better AI patroling of mission using UPS, dynamic loadouts generated by DZAI's script, AI Damage handler that simulates a players health from DZAI and 2 new missions

  7. That looks cool!

     

    I'll give that a bash shortly - I guess I can trim out the loot bit if I don't want that - but how would I spawn a shed-load of Z's? I guess I could add something like:

    for "_i" from 1 to 30 do
    {
    (code here)
    }
    

    to spawn say, 30 zombies - but I'm not sure what bit of wrap that around - or even if it's the right way to do it :S

    pretty much yea

    zombieSpawner = compile preprocessFileLineNumbers "path\to\zedspawnscript.sqf";

    _i = 0; for "_i" from 0 to 30 do {[] spawn zombieSpawner;};

    something like that probably a better way to do that but worth a shot

  8.  

    When I was testing this on my server after updating to 1.0.3 it worked, but then sometime afterwards I noticed it wasn't working. I'm updating to 1.0.3.1 now and I'm trying to get this work again. It's a very simple script and should be easy, but for some reason it's not working.

     

    Here's the "is dedicated" section of my init.sqf:

    if (!isDedicated) then {
    //Conduct map operations
    0 fadeSound 0;
    waitUntil {!isNil "dayz_loadScreenMsg"};
    dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
     
    _nil = [] execVM "custom\remote_messages\remote_messages.sqf";
    [] execVM "custom\loadout\loadout.sqf";
    [] execVM "custom\markers\custommarkers.sqf";
    [] execVM "debug\addmarkers.sqf";
    [] execVM "debug\addmarkers75.sqf"; 
    [] execVM "custom\service_point\service_point.sqf";
     
    //Run the player monitor
    _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    _playerMonitor =  [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; 
     
    //anti Hack
    [] execVM "\z\addons\dayz_code\system\antihack.sqf";
     
    //Lights
    //[0,0,true,true,true,58,280,600,[0.698, 0.556, 0.419],"Generator_DZ",0.1] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
     
    };
     
    The script and it's files are located in custom\service_point and I've set the "folder" line in service_point.sqf to this:
     
    _folder = "custom\service_point\"; // folder where the service point scripts are saved, relative to the mission file
     
    When I pull up to a gas station, no option to refuel/rearm/repair. What simple mistake am I making!? :)

     

    worked fine for me just installed it how it came didn't change anything and it worked fine for me running Epoch 1.0.3.1 on panthera

    if you have a custom variables.sqf try checking this line is there

    dayz_fuelpumparray = ["FuelPump_DZ","Land_A_FuelStation_Feed","Land_Ind_FuelStation_Feed_EP1","Land_FuelStation_Feed_PMC","FuelStation","Land_ibr_FuelStation_Feed","Land_fuelstation_army","Land_fuelstation","land_fuelstation_w","Land_benzina_schnell"];

  9. modified the spawn wild zombies script a tiny bit

    private ["_position","_doLoiter","_unitTypes","_loot","_array","_agent","_type","_radius","_method","_myDest","_newDest","_lootType","_isAlive","_rnd","_id"];
    _unitTypes = ["z_worker3", "z_worker2", "z_worker1", "z_villager1", "z_villager2", "z_villager3", "z_worker3", "z_worker2", "z_worker1", "z_villager1", "z_villager2", "z_villager3", "z_worker3", "z_worker2", "z_worker1", "z_villager1", "z_villager2", "z_villager3"];
    _doLoiter = 	true;
    
    _loot = 	"";
    _array = 	[];
    _agent = 	objNull;
    
    _type = _unitTypes call BIS_fnc_selectRandom;
    
    _radius = 40;
    _method = "NONE";
    
    _position = position player;
    
    _agent = createAgent [_type, _position, [], _radius, _method];
    
    if (_doLoiter) then {
    	_agent setDir round(random 180);
    };
    
    dayz_spawnZombies = dayz_spawnZombies + 1;
    
    if (random 1 > 0.7) then {
    	_agent setUnitPos "Middle";
    };
    
    if (isNull _agent) exitWith {
    	dayz_spawnZombies = dayz_spawnZombies - 1;
    };
    
    _isAlive = alive _agent;
    
    _myDest = getPosATL _agent;
    _newDest = getPosATL _agent;
    _agent setVariable ["myDest",_myDest];
    _agent setVariable ["newDest",_newDest];
    
    //Add some loot
    _rnd = random 1;
    if (_rnd > 0.3) then {
    	_lootType = 		configFile >> "CfgVehicles" >> _type >> "zombieLoot";
    	if (isText _lootType) then {
    		_array = []+ getArray (configFile >> "cfgLoot" >> getText(_lootType));
    		if (count _array > 0) then {
    			_loot = _array call BIS_fnc_selectRandomWeighted;
    			if(!isNil "_array") then {
    				_agent addMagazine _loot;
    			};
    		};
    	};
    };
    
    _id = [_position,_agent] execFSM "\z\AddOns\dayz_code\system\zombie_agent.fsm";
    
  10. why has no one mentioned using key down/key up event handlers so the debug is toggleable on a key press

    something along the lines of this

    fnc_debug = 
    {
    	while {debugMonitor} do
    	{
    		hintSilent parseText format ["<t size='0.95' font='Bitstream' align='left' >Debug Monitor Goes Here</t>"];
    	};
    };
    
    fnc_debugTog = 
    {
    	if (isNil 'debugMonitor') then 
    	{
    		debugMonitor = true;
    		[] spawn fnc_debug;
    	}
    	else
    	{
    		debugMonitor = !debugMonitor;
    		hintSilent '';
    		[] spawn fnc_debug;
    	};
    };
    
    keyDownEvent = 
    {
    	_key = _this select 1;
    	if (_key == 0xCF) then {[] spawn fnc_debugTog;};//0xCF is the END key go here for a list of key codes http://community.bistudio.com/wiki/DIK_KeyCodes
    };
    (findDisplay 46) displayAddEventHandler ['KeyUp','_this call keyDownEvent'];
    
  11. There are some other items that I've found to be non-removable once placed which I'd also like to take care of if possible.

    if you mean they respawn after a restart or just dont delete use this code to delete them

    _objectID = _obj getVariable ["ObjectID","0"];
    _objectUID = _obj getVariable ["ObjectUID","0"];
    if (isnil "server_deleteObj") then {server_deleteObj = {};};
    [_obj, "killed"] spawn server_updateObject;
    [_objectID,_objectUID] call server_deleteObj;
    _obj removeAllMPEventHandlers "MPKilled";
    _obj removeAllEventHandlers "Killed";
    _obj removeAllEventHandlers "HandleDamage";
    if (!isNull _obj) then {deleteVehicle _obj;};
    
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