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piggd

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piggd last won the day on July 11 2014

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About piggd

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  1. No I am sorry it is a little out of scope for me. I use a custom player UID to tie all my objects too so my servers do not use keys at all. When you buy a vehicle or claim it on my sever it is tied to the players custom id and vehicle access is all key-less.
  2. What is the error your are getting in your server and client rpt files? My guess is you have typo somewhere.
  3. I do not use infistar and can not provide any support on it. Maybe somone who has it can help guide you?
  4. I do not use infistar but my guess would be has something to do with changing the Humanity
  5. I think that is a well thought out idea and great for standardization.
  6. Found the issue there was a short in the interface between the floor and my keyboard :) Apparently I had not reopened my dayz Commander in a while and did not notice that I had an older version of Origins loaded on my home pc. The sever version is current so for two days I was playing with an older version on my client than the sever of Origins which was causing some kind of object desych, Showed up in game especially in the middle north of the map on the west shore. I would have mission spawn and be floating in the air above the water and vehicles doing the same thing. So I upgraded my version of Origins to the current version and all the error messages went away and that shoreline looks normal now. CAUSE: Running an older client version of Origins than the server. FIX: Upgrade client to match server version.
  7. Description: Ever wish you could show a player some data but it is too big to dump to system chat? Wish you had a handy dialog box to display that data too but your not good at dialog boxes? Now you can. I designed texxBoxx because I wanted to display all the objects around my players plot poles and did not have a good medium to display them in. i also wanted a way to display my server list, rules, mods and admin lists. I am not just starting to write my in game help system code and using textBoxx to display the information. Mod Features: Display 50 character wide, 100 character wide and 150 character wide text boxes from an array of text, Re useable and not application specific. Easy to configure new windows using the templates each addon you want to use it with, texxBoxx50 textBoxx100 textBoxx150 textBoxx Demo Script Known Issues: textBoxx was designed for resolutions 1300x#### and above. Some of the boxes will consume the whole screen on the lower resolutions. Installation: 1. Download from my textBoxx GitHub (Contains a vanilla epoch chernarus mission.pbo example file). 2. Create a directory called mission_pbo 3 Take your mission.pbo file and extract it into the mission_pbo directory 4. Unzip the zip file you download from my github and move the custom directory into your mission_pbo directory. 5. Edit your init.sqf file and make the following modifications: from: //Load in compiled functions call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) to: //Load in compiled functions call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) //------------------------------------------------------------------------ TextBoxx Start --------------------------------------------------------------------------------- call compile preprocessFileLineNumbers "custom\textBoxx\textBoxx_init.sqf"; //------------------------------------------------------------------------ TextBoxx End ----------------------------------------------------------------------------------- 6. Edit description.ext add the following lines to the end of the file. //------------------------------------------------------------------------ TxtBoxx Start --------------------------------------------------------------------------------- // Uses the same common as Chameleon leave comment out the line below if using Chameleon common.hpp #include "custom\textBoxx\dialog\common.hpp" #include "custom\textBoxx\dialog\textBoxxGui.hpp" //------------------------------------------------------------------------ TxtBoxx End ----------------------------------------------------------------------------------- ** NOTE if using only one common.hpp needs to be used. Comment out the 2nd one by placing a // in front of the include. They share the same common file. Configuration: Displaying Static Data: 1) Create a directory in custom\textBoxx that is meaningful for example if I was creating a file to display information about my server such as an admin list , I would create a directory called custom\textBoxx\serverInfo 2) copy custom\textBoxx\template\template_textBoxx50_dialog.sqf to custom\textBoxx\serverInfo\admin_list_dialog.sqf 3) edit the file to look something like this: Remember to change the title and replace the example lines with your own array of text leaving the comma off the last element. /* textBoxx by piggd Email: [email protected] Website: http://dayzpiggd.enjin.com Donations Accepted via paypal to [email protected] */ //TextBoxxTitle = "1234567890ABCDEFGHIJ1234567890ABCDEFGHIJ1234567"; private ["_textBoxxSaveLine"]; _textBoxxSaveLine = " "; TextBoxxTitle = "Piggd Admin List"; textBoxx_TEXT_LIST = [ "Big Green - Cmdr. Hall", "Commander Dark - DUKE", "Dutch5o- Euro", "Father McGruder - Fixxer", "iSaeko - Jane Doe", "jumpshot - Kevin", "Knightsofra1 - Laura", "Lithh - Lorgar", "Mack Bolan - Master_Yoda", "Meat Shield - piggd", "Pvt Beans - Raven", "Shadowlee - Spike Spiegel", "Warmonkey" ]; textBoxx_TEXT_LIST set [(count textBoxx_TEXT_LIST),_textBoxxSaveLine]; createDialog "DisplaytextBoxx50"; 4) Then in your self action or a menu program you might have a block of code that looks something like this: if( _canDo) then { if (s_player_display_admnin_list < 0) then { s_player_display_admnin_list = player addaction [("<t color=""#0074E8"">" + ("Display Admin List") +"</t>"),"custom\textBoxx\serverInfo\admin_list_dialog.sqf","",1,false,true,"",""]; }; } else { player removeAction s_player_display_admnin_list; s_player_display_admnin_list = -1; }; Displaying Dynamic Data From a script/addon: 1) Create a directory in custom\textBoxx that is meaningful ( I would use the addon name or script function name) for example if I was creating a script to display all the objects around a player in a 100m radius , I would create a directory called custom\textBoxx\objects 2) copy custom\textBoxx\template\example_with _script_call_dialog.sqf to custom\textBoxx\objects\display_objects_100m_dialog.sqf 3) edit the file to look something like this: You need to change the custom\textBoxx\template\example_script.sqf with the name of the script you want to execute display_objects_100m.sqf for this example. You would also need to change DisplaytextBoxx100 to the size you want DisplaytextBoxx50, DisplaytextBoxx100, or DisplaytextBoxx150 . It set to 100 for the example. /* textBoxx by piggd Email: [email protected] Website: http://dayzpiggd.enjin.com Donations Accepted via paypal to [email protected] */ private ["_textBoxxSaveLine","_handle"]; _textBoxxSaveLine = " "; TextBoxxTitle = "Show All Objects 100m from the Character"; textBoxx_TEXT_LIST = []; //_handle = player execVM "custom\textBoxx\template\example_script.sqf"; _handle = player execVM "custom\textBoxx\objects\display_objects_100m.sqf"; waitUntil {scriptDone _handle}; textBoxx_TEXT_LIST set [(count textBoxx_TEXT_LIST),_textBoxxSaveLine]; createDialog "DisplaytextBoxx100"; 4) Create your script or modify your addon: In your script you want to initialize the variable textBoxx_TEXT_LIST = []; to make sure that it is empty. Then you need to format your text data and insert it into your array as I have done in the example with these two lines. _textBoxxSaveLine = format["Object %1 - %2 is with in a 100m radius from %3.",_indx, _x, dayz_playerName]; textBoxx_TEXT_LIST set [(count textBoxx_TEXT_LIST),_textBoxxSaveLine]; /* textBoxx by piggd Email: [email protected] Website: http://dayzpiggd.enjin.com Donations Accepted via paypal to [email protected] */ private ["_tmpList","_indx","_textBoxxSaveLine"]; // Make sure the player UID has been converted before moving forward. _tmpList = []; // Empties the DialogBox list since it is a global variable. textBoxx_TEXT_LIST = []; _indx = 0; //Gets all the objects wih in a 100m of the player _tmpList = (getPosATL player ) nearObjects ["All",100]; { // These two line load the global array with the text that will be displayed when the script exits excution when called from the dialog program. _indx = _indx + 1; _textBoxxSaveLine = format["Object %1 - %2 is with in a 100m radius from %3.",_indx, _x, dayz_playerName]; textBoxx_TEXT_LIST set [(count textBoxx_TEXT_LIST),_textBoxxSaveLine]; } count _tmpList; Email: [email protected] Website: Piggd Dayz Gaming Donate to piggd
  8. Your basic.cfg settings can have a huge impact on the above.
  9. I stood up an Overpoch Origins sever and I noticed these being dumped into both sever and client rpt files on a pretty regular bassis. I can not find any reference to what the root cause might be. Has anyone seen these errors before and any idea what my be causing them? Link cannot be resolved Object id a909c514 (1300) not found in slot 312,328 Link cannot be resolved Object id a909c672 (1650) not found in slot 312,328 Link cannot be resolved Object id a929c7be (1982) not found in slot 312,329 Link cannot be resolved Object id a929c7b7 (1975) not found in slot 312,329 Link cannot be resolved Object id a929c783 (1923) not found in slot 312,329 Link cannot be resolved Object id a929c7b0 (1968) not found in slot 312,329 Link cannot be resolved Object id a909cfb1 (1969) not found in slot 313,328 Link cannot be resolved Object id a909cfbb (1979) not found in slot 313,328 Link cannot be resolved Object id a909c875 (117) not found in slot 313,328 Link cannot be resolved Object id a909c877 (119) not found in slot 313,328 Link cannot be resolved Object id a909c878 (120) not found in slot 313,328 Link cannot be resolved Object id a909bc89 (1161) not found in slot 311,328 Link cannot be resolved Object id a909bf77 (1911) not found in slot 311,328
  10. I have had it happen a couple times on the switch. But after it is fine. Seems when the pack is empty ? I look into it more when I get a minute. Do you know what skins so I can repproduce it?
  11. If you make this change in your compiles it has worked as work aorudn for me for months now. Find this line in your compiles.sqf if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!"; }; if (dayz_clientPreload && dayz_authed) exitWith { endLoadingScreen; diag_log "PLOGIN: Login loop completed!"; }; This should hook you up.
  12. Sounds like your running into the humanity bug some people have been reporting. Humanity being saved to teh data base is outside what the mod does. I update it make the clal to teh system to do the update to the DB. We have nto had an issue with this...try me my users be screaming boody murger if they were losing money. Did you by chnace change clothes in the same session? When it happens it seems to be around that event.
  13. I updated the player menu code yesterday to clean it up. Nothing major other than the player menu will not be available in vehicles. it will come back once you exit.
  14. I think you should be able to put it on a vendor following boyd's instruction but my default it runs off a separate menuing system. I am not an expert in this area but my understanding is when your character gets created it gets assigned to a side to the "west" side and in DZAI for instance these lines are in the init //Set side relations createCenter east; east setFriend [west, 0]; west setFriend [east, 0]; 1st line is needed so the AI can talk to each other then it basically is saying east hates west and west hates east. So I do not think it controlled by what skin you wear but how the character and AI are created. But I have not had any reports of any players not being shot at by AI they seem to like to kill people ;) If someone knows better than i please speak up this is my layman understanding of the issue,
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