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Raryin

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  1. Like
    Raryin reacted to Mikeeeyy in [Release] Steerable Parachute (Vehicle Eject)   
    Steerable Parachute
    What is it?
    Ever felt like a sitting, or in this case flying, duck when you eject from a helicopter? This addition to your server will replace that parachute with a steerable one so you can influence your landing position.
     
    Can I see a video?
    Click here.
     
    How do I install?
    ​Grab yourself a copy of veh_resetEH.sqf (dayz_code\init\) and do the whole custom compiles.sqf, overwrite thing. If you already have a custom one, open it up. Look for: if (isServer) then { then look for the closing brace:
    }; Replace the closing brace with: } else { 0 = _this addEventHandler ["GetOut", { _unit = _this select 2; if (_unit != player) exitWith {}; _parachute = vehicle _unit; if (!(_parachute isKindOf "ParachuteBase")) exitWith {}; deleteVehicle _parachute; [_unit] spawn BIS_fnc_halo; systemChat "<Steerable Parachute> This parachute is steerable!"; }]; }; Done! How do I thank you for the best script ever?
    I kid but if you're feeling generous, click here.
  2. Like
    Raryin reacted to GZA in {Request} Vehicle Garage   
    @f3cuk Agree with you. This guy should get banned.
     
    But good news for everyone who wants the virtual garage. I will release my source code so you have a base to enhance it and modify to your needs. (Approximately this weekend)
     
    Short demonstration:
     
    https://www.youtube.com/watch?v=teIyjZK0qhc&list=UUBL3yQOfqF66ijA8CP6jpCg
  3. Like
    Raryin reacted to se7en in [Release] 1.0 Custom Skin Textures   
    For anyone that use AdminEpochTools - to add custom option to menu:
     
    First Edit: Epoch\MPMissions\DayZ_Epoch_11.Chernarus\admintools\AdminToolsMain.sqf
     
    Add:

    ["Admin Skin",[],"", -5, [["expression", format[_EXECscript1,"adminskin.sqf"]]], "1", "1"], somewhere u want this menu to appear.
     
    Create adminskin.sqf in Epoch\MPMissions\DayZ_Epoch_11.Chernarus\admintools\tools\ folder and Paste this in:

    PVOZ_adminSkin  =  [player , "gui\admin.jpg" ]; // (or color , "#(argb,1,1,1)color(0,0,0,1)" ) publicVariable "PVOZ_adminSkin"; player setObjectTexture [0, "gui\admin.jpg"]; // (to also see it yourself) player setVariable["adminated",1,true]; Dont forget to change "gui\admin.jpg" to point location of ur Admin Texture.
     
    ;)
  4. Like
    Raryin reacted to dayzjarhead in A call for sanity   
    Hey guys...
     
    I´m not very good at scripting myself but I´ve been running DayZ and Arma-servers for quite a while now. Some of them very popular, some of them more like meh. So I know my way around, but pro scripter might see me as n00bish-stfu.
     
    What I noticed, the qualtiy of scripts has improved a lot in the last years, but there are still some nuisances, that drive me crazy, when I evaluate and test scripts to get them on the live servers.  

    Here are some simple points, that could make live a lot easier for server admins, make getting into the whole topic easier and might even eleminate 25% of support calls in the epoch forums.
     
    And... don´t take this as a rant, please.  :D
     
     
    1. Class Names in HPP/H-Files 
     
    If you define stuff in hpp-files... please, PLEASE FOR THE SAKE OF SANITY provide your classes with unique classnames.  :)
     
    e.g. RscListBox --> RscListBoxXY (while XY might be you name for the script)
    This would solve A LOT of errors. As I skimmed through most of the script-threads I noticed in almost every thread there were calls for help "uuhm my server crashes... says some error in description.ext. HALP!"
     
    If you include more than one mod on your server (which most of us do), you most likely run into this problem. Not a problem for the exprienced server admin, but I huge barrier for newbies.
     
    So... unique classe names. Problem solved.
     
     
    2. Path to your Script as Variable is viable
     
    Please dump the paths to your scripts-files in variable (maybe in a config-file), so it can be conveniently changed in one place, without having to skim through all files of a script.  :D
     
     
    3. Keep it tidy, kid
     
    Please don´t make people throw all your files in the main mission directory... I personally put all the scripts in a "scripts/" directory, other do "custom/" or even "addons/". Having a variable for the script path, should give you the freedom to organize your script structure as you like it. Just keep in in one directory.  :D
     
     
    4. Don´t spam the RPT, please?
     
    What I noticed in some of the more popular scripts... the RPT log gets spammed with useless information. Please rethink, what might be usefull, what not. Provide a debug switch, so the admin can decide.
     
    5. Battleye, the big WTF
     
    Everyone hates it, no one can do without it. If you script needs Battleye Filters, please, PLEASE don´t put the filter settings in a file , combined with all other filters. Just list, what kind of filter, in which file. Everything else is most likely to mess things up.
     
     
    6. -showScriptErrors and the Brain explodes
     
    If you haven´t done it, yet... please take a look at the script errors in runtime. Some of the scripts throw a lot (I mean, really... A LOT) of script errors. Most of them are undefined variables, some of them even typos. So please... -showScriptErrors
     
     
    7. Define your Variables
     
    Title says it all. Most script errors are undefined variables.
       
    8. Crunch your assets
     
    Great, your script is colorful, has PAA gfx, even Ogg-Sounds. But please... no highres. And nobody needs door creaks and zombie moans in CD quality. Don´t waste your players time with downloading huge assets.
     
     
    9. Guidance
     
    Releasing a script comes with some responsability. Don´t throw stuff at the interwebs and then pull back and feast upon their screams of agony. Write a comprehensive guide (yeah, I know, it sucks... but it helps in the long term). There are a lot of scripters who do a really great job here.

    Comment your code. A lot. I mean, A LOT! Really.
     
    And if you provide files from the "dayz_code" (pulling some compiles mission side), don´t delete the comments there. Leave them in, please!
     
     
    10. Release it as a package!
      I´ve noticed some of the scripts are just thown in to the forums (in spoiler alerts, some of them). Don´t do that. Compile a package, a zip-file maybe, rar does it well, hey, even 7z. Provide a directory structure. But don´t scatter it in the posts of your release. 
     
    The more geeky lads around might even get a git-hub account, which is perfect. Version control, debugging, code merging.. so much stuff to profit from.  :D Great for the scripter, great for the leech.
     
     
     
    Sooo... keep on scripting AND THANKS FOR THE AMAZING WORK FOR THE COMMUNITY!!!!
     
     
    Got more? Keep´em coming!!
  5. Like
    Raryin reacted to SSG in Help and Support   
    Can you please help me its been like 3 days and i cant just get the files for the coin script for my server its the entire mission and server pbo, when i sell stuff no money is given to them, I can just put a number into the bank and i can put in money without having it, and when you log out no money is saved its like its not reaching the database. Im using souls custom pack and vilayer is my host. (vilayer has preset overpoch server files so i put files in floders named these instead of epoch ones, Server:dayz_overpoch Mission:overpoch.chernarus) And i get repeated errors in the rpt like this(its only some of it because i cant figure out how to use spoilers so i dont want to take up the whole page):


    # d;
    _object&gt;
    19:25:11 Error Undefined variable in expression: _vnew
    19:25:11 File z\addons\dayz_server\init\server_functions.sqf, line 549
    19:25:11 Error in expression &lt;_killsH,_killsB,_currentModel,_humanity,_cashMoney];
    _key call server_hiveWrite;&gt;
    19:25:11 Error position: &lt;_cashMoney];
    _key call server_hiveWrite;&gt;
    19:25:11 Error Undefined variable in expression: _cashmoney
    19:25:11 File z\addons\dayz_server\compile\server_playerSync.sqf, line 172
    19:25:47 Error in expression
    19:25:47 Error position: &lt;_vNew];
    _result = _vNew - _vOld;
    _object&gt;
    19:25:47 Error Undefined variable in expression: _vnew
    19:25:47 File z\addons\dayz_server\init\server_functions.sqf, line 549
    19:25:47 Error in expression &lt;_killsH,_killsB,_currentModel,_humanity,_cashMoney];
    _key call server_hiveWrite;&gt;
    19:25:47 Error position: &lt;_cashMoney];
    _key call server_hiveWrite;&gt;
    19:25:47 Error Undefined variable in expression: _cashmoney
    19:25:47 File z\addons\dayz_server\compile\server_playerSync.sqf, line 172
    19:26:16 Error in expression
    19:26:16 Error position: &lt;_vNew];
    _result = _vNew - _vOld;
  6. Like
    Raryin got a reaction from Skyway in [Release] 2.1 Plot Management - UPDATED Object Counter   
    Hello,
    After installing I'm having problems connecting to the server at all - I get stuck on 'wait for host'.
    Using Snap Pro, DZGM, Epoch Admin Tools, and a few others..
    I've already got a define.hpp file declared in description.ext from DZGM as well as 'dialog.hpp' from I'm not really sure how to combine them, or if they can exist simultaneously.
     
    Here is the define.hpp from DZGM
     



     
    Is it possible to just copy the relevant parts from Plot Management's define.hpp and paste it into my existing one?
    Also I made a custom copy of 'server_monitor.sqf' and redirected it in 'init.sqf', do I have to do the same for 'server_updateObject.sqf' ? If so, where do I enter the new file path (couldn't find in init)?
    I've already changed the filepaths for player_upgrade, player_buildingDowngrade and player_build.
     
    EDIT: Fixed - went through the .rpt file and looked at the errors individually.
  7. Like
    Raryin reacted to vbawol in Suggestion: Towable cars using road assistance vehicle   
    We do have plans to make that truck be able to tow.
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