Aundre
-
Posts
4 -
Joined
-
Last visited
Content Type
Profiles
Forums
Articles
Posts posted by Aundre
-
-
I also run a survivalservers server, I'm unsure when they are updating it. Keep up to date on their Twitter...this is the lastest feedback I read on.
https://twitter.com/SurvivalServers/status/409476570948964352
-
I was wondering on how I'd add in a custom debug monitor where it shows your vehicle your in, and where it also shows your guns.
This is my current custom one named custom_monitor.sqf
waitUntil {alive player}; while {true} do { _kills = player getVariable["zombieKills",0]; _killsH = player getVariable["humanKills",0]; _killsB = player getVariable["banditKills",0]; _humanity = player getVariable["humanity",0]; hintSilent parseText format [" <t size='1.50' font='Bitstream'align='center' color='#D60000'>Aundre's Epoch</t><br/> <t size='1.15' font='Bitstream'align='center' color='#5882FA'>Survived %2 Days</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Players Online: </t><t size='0.95 'font='Bitstream' align='right'>%3</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Murders: </t><t size='0.95' font='Bitstream' align='right'>%4</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Bandits Killed: </t><t size='0.95' font='Bitstream' align='right'>%5</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Zombies Killed: </t><t size='0.95' font='Bitstream' align='right'>%6</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Humanity: </t><t size='0.95' font='Bitstream' align='right'>%7</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>Blood: </t><t size='0.95' font='Bitstream' align='right'>%8</t><br/> <t size='0.95' font='Bitstream' align='left' color='#FFBF00'>FPS: </t><t size='0.95' font='Bitstream' align='right'>%9</t><br/> <t size='1.15' font='Bitstream'align='center' color='#5882FA'>Restart in %10 Minutes</t><br/>", dayz_playerName,(dayz_Survived),(count playableUnits),_killsH,_killsB,_kills,round _humanity,r_player_blood,(round diag_fps),(round(240-(serverTime) / 60)) ]; sleep 1; };
-
So I recently added in several scripts and after I found that they ALL worked, trader menu's did not after
Scrpits I used:
Sarge AI
Script used for intro music/text on screen
Along with more
init.sqf
/* For DayZ Epoch Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz */ startLoadingScreen ["","RscDisplayLoadCustom"]; cutText ["","BLACK OUT"]; enableSaving [false, false]; //REALLY IMPORTANT VALUES dayZ_instance = 11; //The instance dayzHiveRequest = []; initialized = false; dayz_previousID = 0; //disable greeting menu player setVariable ["BIS_noCoreConversations", true]; //disable radio messages to be heard and shown in the left lower corner of the screen enableRadio false; // DayZ Epoch config spawnShoremode = 1; // Default = 1 (on shore) spawnArea= 1500; // Default = 1500 MaxHeliCrashes= 25; // Default = 5 MaxVehicleLimit = 500; // Default = 300 MaxDynamicDebris = 500; // Default = 100 dayz_MapArea = 14000; // Default = 10000 dayz_maxLocalZombies = 90; // Default = 30 dayz_paraSpawn = false; dayz_maxAnimals = 8; // Default: 8 dayz_tameDogs = true; DynamicVehicleDamageLow = 0; // Default: 0 DynamicVehicleDamageHigh = 100; // Default: 100 EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]]; dayz_fullMoonNights = true; //Load in compiled functions call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; progressLoadingScreen 0.1; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlers progressLoadingScreen 0.2; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical progressLoadingScreen 0.4; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions progressLoadingScreen 0.5; call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs call compile preprocessFileLineNumbers "fixes\compiles.sqf"; //Compile custom compiles progressLoadingScreen 1.0; "filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic"; /* BIS_Effects_* fixes from Dwarden */ BIS_Effects_EH_Killed = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\killed.sqf"; BIS_Effects_AirDestruction = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestruction.sqf"; BIS_Effects_AirDestructionStage2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestructionStage2.sqf"; BIS_Effects_globalEvent = { BIS_effects_gepv = _this; publicVariable "BIS_effects_gepv"; _this call BIS_Effects_startEvent; }; BIS_Effects_startEvent = { switch (_this select 0) do { case "AirDestruction": { [_this select 1] spawn BIS_Effects_AirDestruction; }; case "AirDestructionStage2": { [_this select 1, _this select 2, _this select 3] spawn BIS_Effects_AirDestructionStage2; }; case "Burn": { [_this select 1, _this select 2, _this select 3, false, true] spawn BIS_Effects_Burn; }; }; }; "BIS_effects_gepv" addPublicVariableEventHandler { (_this select 1) call BIS_Effects_startEvent; }; if ((!isServer) && (isNull player) ) then { waitUntil {!isNull player}; waitUntil {time > 3}; }; if ((!isServer) && (player != player)) then { waitUntil {player == player}; waitUntil {time > 3}; }; if (isServer) then { call compile preprocessFileLineNumbers "dynamic_vehicle.sqf"; //Compile vehicle configs // SHK diag_log "SAR_AI - starting SHK_pos"; call compile preprocessfile "addons\SHK_pos\shk_pos_init.sqf"; // Add trader citys _nil = [] execVM "mission.sqf"; _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf"; }; if (!isDedicated) then { //Conduct map operations 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); //Run the player monitor _id = player addEventHandler ["Respawn", {_id = [] spawn player_death; _nul = [] execVM "playerspawn.sqf";}]; _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; _nul = [] execVM "playerspawn.sqf"; _void = [] execVM "R3F_Realism\R3F_Realism_Init.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"; }; /////////////////////////////////////////////////////////////////////////////////////////// // Logistics Area [] ExecVM "fixes\kh_actions.sqf"; // Refuel Script by Seven Then modified by Muddr // For more Refuel Locations add object classes to Line 14 of custom\kh_actions.sqf /////////////////////////////////////////////////////////////////////////////////////////// [] execVM "custom_monitor.sqf";
Safezones
in Scripting
Posted
To install safezones, follow these steps.
1) Unpack your mission pbo
2) Create a new file called: safezone.sqf , inside it paste: http://pastebin.com/yAhVhezp
3) at the end of init.sqf, paste this code block:
4) Repack pbo and upload.
You need PBO Manager.
I still use this on 1.0.2.5, unsure about 1.0.3