smallp0x
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Posts posted by smallp0x
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Has anyone figured this out? I'm trying to get AI to spawn on this but they keep showing up on the nearest shoreline. Cheers.
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Thanks for this Bex. After some modifying, I thought I'd share what I ended up with. No traders just a cool loot spot ;)
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This is great work Jay. Would love to see a remake of the southern one as well!
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Infistar AntiHack http://dayzantihack.com/
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Pardon my ignorance, but where am I making this change?
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Hey all!
I'm trying to replace the current metal currency with gems, but updating them in the database alone did not work. The gems are not being removed after buying an item.
Anyone know what I have to do to make this work? :mellow:
Thanks!
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Working like a charm. Anyone know how to stop it from snowing inside buildings?
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How was this fixed? I'm in the same boat...
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Well thanks for taking a look at it anyway. I appreciate the help. I'll post an update if I get it working, lol.
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This is the only thing that I see that could be related in the RPT.
ErrorMessage: Config : some input after EndOfFile.
Here is my 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 = 3583; //The instance dayzHiveRequest = []; initialized = false; dayz_previousID = 0; server_name = "STM"; // Enabling this option will disable the instant map features involving player healing and loadout changes dayz_REsec = 0; // DayZ RE Security / 1 = enabled // 0 = disabled //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= 5; // Default = 5 MaxVehicleLimit = 50; // Default = 50 MaxDynamicDebris = 100; // Default = 100 dayz_MapArea = 14000; // Default = 10000 dayz_maxLocalZombies = 30; // Default = 30 dayz_paraSpawn = false; dayz_maxAnimals = 8; // Default: 8 dayz_tameDogs = true; DynamicVehicleDamageLow = 0; // Default: 0 DynamicVehicleDamageHigh = 85; // Default: 100 DynamicVehicleFuelLow = 0; DynamicVehicleFuelHigh = 35; DZE_vehicleAmmo = 1; //Default = 0, deletes ammo from vehicles with machine guns every restart if set to 0. DZE_BackpackGuard = false; //Default = True, deletes backpack contents if logging out or losing connection beside another player if set to true. DZE_BuildingLimit = 150; //Default = 150, decides how many objects can be built on the server before allowing any others to be built. Change value for more buildings. DZE_TRADER_SPAWNMODE = true; //Vehicles bought with traders will parachute in instead of just spawning on the ground. 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"; //Initilize the Variables (IMPORTANT: Must happen very early) 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; // WARNING: If you need to modify the compiles.sqf and want to maintain the ability to drag/drop players on the map // then you must know what you are doing as we had to make an exclusion to the anti-teleport code. // Unfortunately we're forced to include this in the mission file.... I hate this workaround. // Maybe I'll think of something better later. - BP @ DayZ.ST call compile preprocessFileLineNumbers "ATPExclusion\compiles.sqf"; //Compile regular functions progressLoadingScreen 0.5; call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compiles call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs 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 // Add trader citys _nil = [] execVM "mission.sqf"; _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf"; }; if (!isDedicated) then {[] execVM "Scripts\kh_actions.sqf"; //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;}]; _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.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"; }; if (dayz_REsec == 1) then { #include "\z\addons\dayz_code\system\REsec.sqf" }; call compile preprocessFileLineNumbers "addons\UPSMON\scripts\Init_UPSMON.sqf"; call compile preprocessFileLineNumbers "addons\SHK_pos\shk_pos_init.sqf"; [] execVM "addons\SARGE\SAR_AI_init.sqf"; // if (!isDedicated) then {[] execVM "Stats\j0k3r5_stats.sqf"}; [] execVM "debug\addmarkers.sqf"; [] execVM "debug\addmarkers75.sqf"; [] execVM "fixes\effects.sqf"; [] execVM "hide_churches.sqf"; if (!isDedicated) then { [] execVM "lights\house_lights.sqf"; }; if (isServer) then { axe_server_lampObjs = compile preprocessFileLineNumbers "lights\fnc_returnLampWS.sqf"; "axeLampObjects" addPublicVariableEventHandler {_id = (_this select 1) spawn axe_server_lampObjs}; }; if (!isDedicated) then { //StreetLights [] execVM "lights\street_lights.sqf"; }; //DayZ Watermark if (!isNil "server_name") then { [] spawn { waitUntil {(!isNull Player) and (alive Player) and (player == player)}; waituntil {!(isNull (findDisplay 46))}; 5 cutRsc ["wm_disp","PLAIN"]; ((uiNamespace getVariable "wm_disp") displayCtrl 1) ctrlSetText server_name; }; };
aaand the description.ext:
respawn = "BASE"; respawndelay = 5; onLoadMission= "DayZ Epoch Chernarus"; OnLoadIntro = "Welcome to DayZ Epoch Chernarus"; OnLoadIntroTime = False; OnLoadMissionTime = False; disabledAI = true; disableChannels[]={0,2,6}; enableItemsDropping = 0; #include "R3F_Realism\R3F_Weight\R3F_CfgWeight.h" briefing = 0; debriefing = 0; onPauseScript = ""; loadScreen = "ServerPicture.jpg"; class Header { gameType = COOP; //DM, Team, Coop, ... minPlayers = 1; //min # of players the mission supports maxPlayers = 100; //Max # of players the mission supports }; aiKills = 1; diagRadio = 1; diagHit = 1; class RscText { type = 0; idc = -1; x = 0; y = 0; h = 0.037; w = 0.3; style = 0x100; font = Zeppelin32; SizeEx = 0.03921; colorText[] = {1,1,1,1}; colorBackground[] = {0, 0, 0, 0}; linespacing = 1; }; class RscPicture { access=0; type=0; idc=-1; style=48; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="TahomaB"; sizeEx=0; lineSpacing=0; text=""; }; class RscLoadingText : RscText { style = 2; x = 0.323532; y = 0.666672; w = 0.352944; h = 0.039216; sizeEx = 0.03921; colorText[] = {0.543,0.5742,0.4102,1.0}; }; class RscProgress { x = 0.344; y = 0.619; w = 0.313726; h = 0.0261438; texture = "\ca\ui\data\loadscreen_progressbar_ca.paa"; colorFrame[] = {0,0,0,0}; colorBar[] = {1,1,1,1}; }; class RscProgressNotFreeze { idc = -1; type = 45; style = 0; x = 0.022059; y = 0.911772; w = 0.029412; h = 0.039216; texture = "#(argb,8,8,3)color(0,0,0,0)"; }; // // the loading screen itself // class DayZ_loadingScreen { idd = -1; duration = 10e10; fadein = 0; fadeout = 0; name = "loading screen"; class controlsBackground { class blackBG : RscText { x = safezoneX; y = safezoneY; w = safezoneW; h = safezoneH; text = ""; colorText[] = {0,0,0,0}; colorBackground[] = {0,0,0,1}; }; /* class nicePic : RscPicture { style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO x = safezoneX + safezoneW/2 - 0.25; y = safezoneY + safezoneH/2 - 0.2; w = 0.5; h = 0.4; text = "img\nicePic.paa"; }; */ }; class controls { class Title1 : RscLoadingText { text = "$STR_LOADING"; // "Loading" text in the middle of the screen }; class CA_Progress : RscProgress // progress bar, has to have idc 104 { idc = 104; type = 8; // CT_PROGRESS style = 0; // ST_SINGLE texture = "\ca\ui\data\loadscreen_progressbar_ca.paa"; }; class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse { idc = 103; }; class Name2: RscText // the text on the top-left { idc = 101; x = 0.05; y = 0.029412; w = 0.9; h = 0.04902; text = ""; sizeEx = 0.05; colorText[] = {0.543,0.5742,0.4102,1.0}; }; #include "addons\SARGE\SAR_define.hpp" }; }; // DayZ Watermark class RscTitles { class wm_disp { idd = -1; onLoad = "uiNamespace setVariable ['wm_disp', _this select 0]"; fadein = 0; fadeout = 0; duration = 10e10; controlsBackground[] = {}; objects[] = {}; class controls { class wm_text2 { idc = 1; x = safeZoneX+0.027;//safeZoneW*0.01; y = safeZoneY+safeZoneH-0.16; w = 0.151*safeZoneH; h = 0.057*safeZoneH; shadow = 2; class Attributes { font = "EtelkaNarrowMediumPro"; color = "#24FFFFFF"; align = "left"; // put "center" here if you want some background valign = "middle"; shadow = 2; }; colorBackground[] = { 1, 0.3, 0, 0 }; // uncomment and increase 4th number to have a background font = "EtelkaNarrowMediumPro"; size = 0.06*safeZoneH; type = 13; style = 0; text=""; }; }; }; };
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I wasn't under the impression I had to add that unless my watermark was more than 6 characters. I'll try it though.
Edit: It says to REPLACE #include "\z\addons\dayz_code\system\mission\description.sqf with that pastebin code above, but that line doesn't exist in my description.ext, should I just add the code in anyway? Because the following line after that it tells me to look for w = 0.151*safeZoneH; doesn't exist either.
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Yeah I tried following that one too. It says find //dayZ_serverName = "######"; // Servername (country code + server number) and remove the slashes but that didn't exist and adding it without the slashes didn't do anything :/
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Well I've followed this guide, but for some reason but I get stuck on "waiting for host" when joining.
http://dayzepoch.com/forum/index.php?/topic/1157-servername-watermark/
I also tried adding dayZ_serverName = "name"; // Servername (country code + server number) to my init.sqf but that yielded no results.
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Is this possible to do? For the life of me I can't get it to show up.
[RELEASE] Bexs Bunker Trader
in A2: Custom Bases (1.0.5.1)
Posted
Sounds like an issue with fn_selfActions.
Also, has anyone gotten TP working with the lastest Infistar? Even with auto-ban turned off it's still freaking out about TPs and banning on the 3rd attempt.
Latest work with the bunker on Napf! :D
https://www.youtube.com/watch?v=CzywPTDOMdg