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kevin 385874

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Posts posted by kevin 385874

  1. I Wanted to know if it is possible to get working cameras with models maybe like a projecter and have a working viewer so that everyone in my base can see(can help me prototect my server admin base)

  2. under which heading did you paste the command? and did you remove ; from the front?

    Under lemme past part of my init

     

    //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;
    // May prevent "how are you civillian?" messages from NPC
    enableSentences false;
     
    // DayZ Epoch config
    spawnShoremode = 1; // Default = 1 (on shore)
    spawnArea= 1500; // Default = 1500
    DZE_requireplot = 0; 
    DZE_GodModeBase = true;
    DZE_R3F_WEIGHT = false;
    //Default Loadout
    DefaultMagazines = ["ItemBandage","ItemBandage","ItemMorphine","ItemPainkiller","ItemWaterbottleBoiled","FoodSteakCooked","15Rnd_9x19_M9","15Rnd_9x19_M9"];
    DefaultWeapons = ["Binocular","ItemToolbox","M9"],["FoodSteakCooked","FoodSteakCooked","ItemBandage","ItemBandage","ItemPainkiller","ItemMorphine","HandChemBlue","HandChemBlue","15Rnd_9x19_M9","15Rnd_9x19_M9"];
    DefaultBackpack = "DZ_Assault_Pack_EP1";
    DefaultBackpackWeapon = "";
     
     
    MaxVehicleLimit = 300; // Default = 50
    MaxDynamicDebris = 500; // Default = 100
    dayz_MapArea = 14000; // Default = 10000
    dayz_maxLocalZombies = 30; // Default = 30 
     
    dayz_paraSpawn = false;
     
    dayz_sellDistance_vehicle = 10;
    dayz_sellDistance_boat = 50;
    dayz_sellDistance_air = 60;
  3.  

    Simple togglable police sirens and blinking head lights to Black SUV, Police Car and Police Lada :)

     

    Add to description.ext right above "class RscLoadingText : RscText"

    class CfgSounds
    {
        sounds[] = {siren};
        class siren
        {
    	name = "siren";
    	sound[] = {Scripts\sirens\siren.ogg,0.5,1};
    	titles[] = {};
        };
    };
    

    Add to fn_selfActions.sqf right above "//Grab Flare"

    //Sirens
    _isCopcar = typeOf _vehicle in ["SUV_TK_CIV_EP1","SUV_TK_CIV_EP1_DZE1","SUV_TK_CIV_EP1_DZE2","SUV_TK_CIV_EP1_DZE3","SUV_TK_CIV_EP1_DZE4","LadaLM","LadaLM_DZE1","LadaLM_DZE2","LadaLM_DZE3","LadaLM_DZE4","policecar"];
    
    if (_inVehicle and _isCopcar and (driver _vehicle == player)) then {
            dayz_addsirens = _vehicle;
        if (s_player_sirens_on < 0) then {
            s_player_sirens_on = dayz_addsirens addAction ["Siren on","Scripts\sirens\sirens_on.sqf",dayz_addsirens,2,false,true,"",""];
            s_player_sirens_off = dayz_addsirens addAction ["Siren off","Scripts\sirens\sirens_off.sqf",dayz_addsirens,2,false,true,"",""];
            };
        } else {
            dayz_addsirens removeAction s_player_sirens_on;
            dayz_addsirens removeAction s_player_sirens_off;
            s_player_sirens_on = -1;
            s_player_sirens_off = -1;
        };
    

    Make "Scripts" folder to your mission file root if you don't have it yet and place "sirens" folder inside.

     

    DOWNLOAD

     

    Optional:

    Add police car to traders

    INSERT INTO `traders_data` (`id`, `item`, `qty`, `buy`, `sell`, `order`, `tid`, `afile`) VALUES 
    (0, '["policecar",2]', 50, '[1,"ItemGoldBar10oz",1]', '[5,"ItemGoldBar",1]', 0, 565, 'trade_any_vehicle'),
    (0, '["policecar",2]', 50, '[1,"ItemGoldBar10oz",1]', '[5,"ItemGoldBar",1]', 0, 568, 'trade_any_vehicle'),
    (0, '["policecar",2]', 50, '[1,"ItemGoldBar10oz",1]', '[5,"ItemGoldBar",1]', 0, 591, 'trade_any_vehicle'),
    (0, '["policecar",2]', 50, '[1,"ItemGoldBar10oz",1]', '[5,"ItemGoldBar",1]', 0, 661, 'trade_any_vehicle');
    

    awesome

  4. Hey Survivors,

     

    i started this new Thread for the Mod so it's easier for players to find it and for me to support it!

    This will also stop the confusion with the mod when you use Maca's or mine and have problems with it.

     

    I got Maca's permission to do it and ALL credits for the idea and the first coding goes to Maca!

    Thanks again Maca for this amazing idea/script!

     

    Ok here we go...

     

    This Mod adds a "Toggle Snapping" function to these Epoch Buildable objects:

    • MetalFloor_DZ
    • WoodFloor_DZ
    • CinderWall_DZ
    • CinderWallDoorway_DZ
    • CinderWallDoorLocked_DZ
    • CinderWallDoor_DZ
    • CinderWallSmallDoorway_DZ
    • CinderWallDoorSmallLocked_DZ
    • CinderWallHalf_DZ
    • CinderWallDoorSmall_DZ
    • WoodLargeWall_DZ
    • Land_DZE_LargeWoodDoor
    • WoodLargeWallWin_DZ
    • WoodLargeWallDoor_DZ
    • Land_DZE_GarageWoodDoor
    • Land_DZE_GarageWoodDoorLocked
    • Land_DZE_LargeWoodDoorLocked
    • WoodSmallWallThird_DZ
    • WoodSmallWallDoor_DZ
    • WoodSmallWall_DZ
    • WoodSmallWallWin_DZ
    • Land_DZE_WoodDoor
    • Land_DZE_WoodDoorLocked
    • Sandbag1_DZ
    • MetalPanel_DZ
    • Fence_corrugated_DZ
    • StickFence_DZ
    • Land_HBarrier1_DZ
    • Land_HBarrier3_DZ
    • Land_HBarrier5_DZ
    • Fort_RazorWire

    Objects can be snapped to another object of the same type like:

    Metal_Floor_DZ <-> Metal_Floor_DZ

    Sandbag1_DZ <-> Sandbag1_DZ

     

    or any Wall combination if its the same Material like:

    WoodSmallWall_DZ <-> WoodSmallWall_DZ

    WoodSmallWall_DZ <-> WoodSmallWallWin_DZ

    CinderWallHalf_DZ <-> CinderWallHalf_DZ

    CinderWallHalf_DZ <-> CinderWallDoorway_DZ

     

    When you start building a new object you will get a "Toggle Snapping" option if the object is supported.

    Hit it to activate the snapping.

     

    Distance between the two objects has to be lower then 1.5m.

    So move your object to almost same height and next to one side, near the top or near the bottom of the object you want to snap it to.

    SNAP!

    This allows you to build a Floor or a Wall on the same height in a perfect line.

     

    It is also possible to make perfect 90° angles with it, for this you also have to bring the object almost in the desired angle to the other object and it will snap to it.

     

    So What makes this version "Extended"?

     

    Well...

    • Snapping will work on more then one  Floor
    • Snapping will work while building over Water
    • Snapping a object on Top/Bottom of eachother
    • Snapping with set rotation (for set Door open directions)
    • More objects supported
    • Code for finding snap points redone

     

    Demo Video:

    http://youtu.be/j5SXctN8WHA

     

    Download (install instructions included):

    https://www.dropbox.com/s/e1x7mcfuvy7mwyj/Snapping_v1.6.zip

     

    Installation instructions:

     

    1.

    Download and extract Snapping_v1.5.zip

     

    2.

    unpbo MPMissions\YOURMISSIONNAME.pbo

     

    3.

    Copy custom folder from the extracted Snapping_v1.5 to MPMissions\YOURMISSIONNAME\

     

    4.

    If you dont have a custom compiles.sqf do step ( A )

    If you already have a custom compiles.sqf do step ( B )

     

    ( A )

    Open MPMissions\YOURMISSIONNAME\init.sqf

    Find this line:

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
    

    and add this line RIGHT BELOW it:

    call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf";
    

    so it will look like:

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
    call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf";
    

    ( B )

    Open your custom compiles.sqf

    copy these lines to the VERY BOTTOM of your custom compiles.sqf

    if (!isDedicated) then {
    	player_build		= compile preprocessFileLineNumbers "custom\snap_build\player_build.sqf";
    	player_buildControls	= compile preprocessFileLineNumbers "custom\snap_build\player_buildControls.sqf";
    	snap_object		= compile preprocessFileLineNumbers "custom\snap_build\snap_object.sqf";
    };
    

    if you already have a player_build line in your custom compiles.sqf, it doesnt matter, IF you copied these line at the VERY BOTTOM, of your custom compiles.sqf!

     

    5.

    Open MPMissions\YOURMISSIONNAME\description.ext

    Add this line again to the VERY BOTTOM of it! (Yeah this means AFTER the last closing bracket!)

    It has to be the VERY LAST LINE of the File!

    #include "custom\snap_build\points.hpp"
    

    6.

    repbo MPMissions\YOURMISSIONNAME\ - upaload - reload - snap - smile!

     

     

    I hope i could clarify the !IMPORTANCE! that you copy the lines i mentioned to the VERY BOTTOM!

    Else:

    No Snap - No Smile - unneded questions

     

     

     

    Have fun with it,

    Otter

    aka Bob der Baumeister

     

     

    - If you like it - Like it - So I can count Downloads - I like that

    Link Broken

  5.  

    @MikkelBP

    1.Extract your dayz_server.pbo and make a new folder inside it called buildings

    2.Download the script you want or make your own and put it inside your new buildings folder

    3.Now find server_functions.sqf inside your init folder and edit it.

    4.All the way at the bottom add the following:

    //Custom Map Additions
    [] execVM "\z\addons\dayz_server\buildings\SCRIPT-NAME-HERE.sqf";
    5.Re-Pack, upload and play
    ;)

     

    You dont have to do this just go to your mp missions and open init.sqf go to very bottom go back to folder make a new folder called buildings or addon place sqf file there and use this code

    [] execVM "buildings\Building or script name here.sqf";

  6. at first i set it to -1 days but seemed that bases were still deacying after 6 or so day  but set it to 9999 days and fix that problem

     

     see if that works for u...  if not then u might have to seek help from someone with higher knowledge on how to fix this

     

    First off are you a player or owner?

     

    Second

     

    If you're a player, did you check your plot pole for base maintenance? 

     

    If you're the owner, do you have maintenance on? Check your HiveExt.ini, then look for Objects and see if you have something like this "CleanupPlacedAfterDays = x"

    First: I am the server owner.

    Second:It does say it but I usually forget to do this but also i disable DZE_requireplot because it was annoying 

    Third:Is there just a simple command for doing this because i actually dont have a hiveext.ini?

  7. what i think you are talking about is adding in custom gun mods like remington and pistol packs if not then change the loot tables located under dayz code/and search for building loot but if you want a custom gun mod download the mod and put it under dayz epoch and then go to you dayz epoch server mission.sqm and edit it you should find some addons listed at the weapon so if the weapons name is rhq_remington then put this for the addon                 "rhq_remington"  and then add the guns to building loot spawn

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