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Posts posted by SideShowFreak
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here is the investigation folder
it has detain, escort, search and release
I had mine located in Custom\Scripts folders so if your is different then change the paths accordingly
and add this into selfactions
Spoiler//----------------Detain-------------------------------------------------------------------------- //Player Detain, Search, Release if (_isMan and _isAlive and !inSafeZone and !_isZombie and !_isAnimal && !(_traderType in serverTraders)) then { if (s_player_investo < 0) then { s_player_investo = player addAction [("<t color='#ffa500'>")+("Detain")+("</t>"), "Custom\Scripts\investigation\Detain.sqf",cursorTarget, 5, false, true, "",""]; }; if (s_player_investoTwo < 0) then { s_player_investoTwo = player addAction [("<t color='#ffa500'>")+("Search")+("</t>"), "Custom\Scripts\investigation\Search.sqf",cursorTarget, 5, false, true, "",""]; }; if (s_player_investoThree < 0) then { s_player_investoThree = player addAction [("<t color='#ffa500'>")+("Escort")+("</t>"), "Custom\Scripts\investigation\Escort.sqf",cursorTarget, 5, false, true, "",""]; }; if (s_player_investoFour < 0) then { s_player_investoFour = player addAction [("<t color='#ffa500'>")+("Release")+("</t>"), "Custom\Scripts\investigation\Release.sqf",cursorTarget, 5, false, true, "",""]; }; } else { player removeAction s_player_investo; s_player_investo = -1; player removeAction s_player_investoTwo; s_player_investoTwo = -1; player removeAction s_player_investoThree; s_player_investoThree = -1; player removeAction s_player_investoFour; s_player_investoFour = -1; }; //------------------------------------------------------------------------------------------------
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Sure Juan here is my remote.sqf
Spoilerfnc_remote_message = {
private["_type","_message"];
_type = _this select 0;
_message = _this select 1;call {
if(_type == "radio") exitWith {
if(player hasWeapon "ItemRadio") then {
if(player getVariable["radiostate",true]) then {
systemChat _message;
[objNull,player,rSAY,"Radio_Message_Sound",30] call RE;
};
};
};
if(_type == "private") exitWith { if(getPlayerUID player == (_message select 0)) then { systemChat (_message select 1); }; };
if(_type == "global") exitWith { systemChat _message; };
if(_type == "dynamic_text") exitWith {
[
format["<t size='0.40' color='#FFFFFF' align='center'>%1</t><br /><t size='0.70' color='#d5a040' align='center'>%2</t>",(_message select 0),(_message select 1)],
0,
0,
10,
0.5
] spawn BIS_fnc_dynamicText;
};
};
};/* WIP
fnc_remote_marker = {
private["_req","_location","_shape","_color","_size","_alpha","_timeout","_marker","_name"];
_req = _this select 0;
if(player hasWeapon "_req") then {
_location = _this select 1;
_shape = _this select 2;
_color = _this select 3;
_size = _this select 4;
_alpha = _this select 5;
_timeout = _this select 6;
_name = _this select 7;_marker = createMarkerLocal[_name,_location];
_marker setMarkerShapeLocal _shape;
_marker setMarkerColorLocal _color;
_marker setMarkerAlphaLocal _alpha;
_marker setMarkerSizeLocal[(_size),(_size)];[_timeout,_marker] spawn {
sleep (_this select 0);
deleteMarkerLocal (_this select 1);
};};
};
*/
"RemoteMessage" addPublicVariableEventHandler { (_this select 1) spawn fnc_remote_message; };
//"RemoteMarker" addPublicVariableEventHandler { (_this select 1) spawn fnc_custom_marker; };and here is a snippet from a DZMS mission
RemoteMessage = ["radio","[RADIO] Bandits have Overrun a NATO Weapons Cache!"];
publicVariable "RemoteMessage";But looking at remote.sqf im not seeing any
if(_type == "hint") =
which might be an issue, im pretty sure "hint" would need to be defined in remote.sqf
maybe the "dynamic text" is the one you are looking for? i dont think so though
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On 7/4/2016 at 4:17 PM, juandayz said:
well cant make it works....
i replace one of mission files by:
private ["_missName","_coords","_vehicle","_hint"];
//Name of the Mission
_missName = "Bandit Squad";//DZMSFindPos loops BIS_fnc_findSafePos until it gets a valid result
_coords = call DZMSFindPos;//[nil,nil,rTitleText,"A Bandit Squad has been spotted!\nStop them from completing their patrol!", "PLAIN",10] call RE; //ORIGINAL MISSION TEXT FORMAT
_hint = parseText format["<t align='center' color='#FFFF66' shadow='2' size='1.75'>mission text</t><br/><t align='center' color='#ffffff'>MISSION TEXT</t>"];
customRemoteMessage = ['hint', _hint];
publicVariable "customRemoteMessage";
//DZMSAddMinMarker is a simple script that adds a marker to the location
[_coords,_missName] ExecVM DZMSAddMinMarker;and added in init.sqf
if (!isDedicated) then {
//Conduct map operations//other codes
_nil = [] execVM "custom\remote\remote.sqf";
remote.sqf
if(!isDedicated) then {
fnc_remote_message = {
private ["_type","_message","_player"];
_type = _this select 0;
_message = _this select 1;
call {
if(_type == "radio") exitWith {
if(player hasWeapon "ItemRadio") then {
if(player getVariable["radiostate",true]) then {
systemChat _message;
[objNull,player,rSAY,"Radio_Message_Sound",30] call RE;
};
};
};
if(_type == "global") exitWith { systemChat _message; };
};
};
"RemoteMessage" addPublicVariableEventHandler { (_this select 1) call fnc_remote_message; };};
remote_ready = true;
try too into remote.sqf
fnc_remote_message = {
private ["_type", "_message", "_player"];
_type = _this select 0;
_message = _this select 1;
if (count _this > 2) then {
_player = _this select 2;
if (_player == player) then {
switch (_type) do {
case "globalChat": {
player globalChat _message;
};
case "hint": {
hint _message;
};
case "titleCut": {
titleCut [_message, "PLAIN DOWN", 3];
};
case "titleText": {
titleText [_message, "PLAIN DOWN"]; titleFadeOut 10;
};
};
};
} else {
switch (_type) do {
case "hint": {
hint _message;
};
case "titleCut": {
titleCut [_message,"Plain Down",3];
};
case "titleText": {
titleText [_message, "PLAIN DOWN"]; titleFadeOut 10;
};
};
};
};"customRemoteMessage" addPublicVariableEventHandler {(_this select 1) call fnc_remote_message;};
but my server stop before read db.
rpt error
17:09:45 Warning Message: Script z\addons\dayz_server\init\server_functions.sqf not found
17:09:45 Warning Message: Script z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf not found
17:09:45 Warning Message: Script z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf not found
17:09:45 Warning Message: Script z\addons\dayz_server\system\server_monitor.sqf not foundJuan try it like this:
_hint = parseText format["<t align='center' color='#FFFF66' shadow='2' size='1.75'>mission text</t><br/><t align='center' color='#ffffff'>MISSION TEXT</t>"];
RemoteMessage = ['hint', _hint];
publicVariable "RemoteMessage";as RemoteMessage not customRemoteMessage.
Thats how mine works, i use radio messages but my calls are using the same remote message script
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not sure but i think you would have to tie buildables to puid like P4L does as character ID changes every death.
or check this out:
http://opendayz.net/threads/allow-buildables-to-be-removed-after-death.18942/
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3 minutes ago, lucho said:
thanks!
peeked at the example in the bunker file for self actions
This should do the trick for ya
if ( cursorTarget isKindOf "Infostand_1_EP1" && (player distance cursorTarget) < 2 && (player getVariable"humanity") < 5000) then {
if (s_player_bunker < 0) then {
s_player_bunker = player addaction[("<t color=""#0000ff"">" + ("In den Bunker") +"</t>"),"fixes\actions\bunkerin.sqf","",5,false,true,"", ""];
};
} else {
player removeAction s_player_bunker;
s_player_bunker = -1;
}; -
2 hours ago, lucho said:
its possible that poeples only with 5000 humanity can get in bunker?
should eb able to add something like
if (player getVariable"humanity") < 5000) then {
blah blah exectute script
in your self actions where you would get the scroll option, so unless you have over 5k you wont get the option to scroll
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15 hours ago, oldmatechoc said:
hey guys just wondering if there's away to change the construction count? id like it to be instant, no animation.
derp sorry brain fart, i said add DZE_StaticConstructionCount = 1 but then i realized that you were referring to this script..and instant,
thinking about it, i think you can just go into player build and set the count to 0 instead of 1, check this post:
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Add them to your variables.sqf and they should stay after a restart.
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Make your changes and just repack it back in its original location.
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should be in there in the click actions folder
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the answer is ease of access thats all really. You can do just that make the changes in variables in self actions etc, just repack them into the server PBO and be sure all your scripts point to the correct location.
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how i have mine setup:
in mission root
folders:
1)add_ons\bike has config.sqf staring with
// **FORMAT** -- (note no comma after last array entry)
//
// DZE_DEPLOYABLES_CONFIG = [
// [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_ammo,_hive,_plot,_simulation,_road,_deployables,_near,_parts,_condition],
// [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_ammo,_hive,_plot,_simulation,_road,_deployables,_near,_parts,_condition],
// [...more stuff here...]
// ];also has deploy, pack, init,functions and wrapper.sqf's in it
2) scripts\click_actions
has config, init, and ui_selectslot in it
Personally i commented out the deploy bike in the deploy anything script as it was buggy and use an external bike script
my mission Init.sqf has
call compile preprocessFileLineNumbers "addons\bike\init.sqf";
NOTE!!!: go through the click_actions config.sqf and remove any un needed code for other scripts. if you dont feel comfortable just let me know and ill thin it out for you
Or use your files and use my setup as a template any which way!
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point it to the click_actions one and you should be good to go, mine is very similar (with a few other additions) but thats the one i use
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In the add ons\bike\init.sqf file line #53 check your file location and change as needed i had to change mine from:
call compile preprocessFileLineNumbers "overwrites\click_actions\init.sqf";
to
call compile preprocessFileLineNumbers "scripts\click_actions\init.sqf";
Same with click_actions\init.sqf check the file locations. im looking through any other related files looking for differences
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Are you using the Bike script (deploy anything i believe is the name) for the bike only? If so you can add it into extra_rc and call an external bike script. Doesnt explain why they wont work together tho. racking my brain atm to try and remember what i did to make them both work together, worst case ill post my files for both on dropbox and post ya the link and you can go from there.
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You are missing a comma after ["Notebook","Macbook Pro"]
at the bottom in this part it should be like this:
DZE_DEPLOYABLE_NAME_MAP = [
["Notebook","Macbook Pro"],
["MMT_Civ","Bicycle"]
];Hope this helps!
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It's in the packing of the server pbo or the pboprefix file. You using a mod pack? What server host?
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yeah i realized my issue wasnt related to this afterwards. i had a bad class # in my server Trader file. Appreciate the help!
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Could someone tell me where to add new exceptions for the AH? I can t seem to find it. Trying to add advanced trading and i think i need to add the exception.
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Im having an issue where i can deposit money into the bank say 250, it saves to the banking_data table just fine. Log out to lobby and come back in, go to banker and it shows 0 coins in the bank. The banking_data table shows 250 still but the banker shows 0. If i deposit more money it just replaces the current value and doesnt add to it. Anyone have any clue where to start looking for errors? I see nothing in the RPT.
Is there any way to make AI attack players with hatched.
in Scripting
Posted
cant you do it with
addMagazine
maybe
_crazy addWeapon " MeleeHatchet_DZE ";
_crazy addMagazine "Hatchet_Swing";
and see if that works, that way they have the "ammo" needed.
not sure honestly if they will attack with melee weapons but i think this would at least give them the right "ammo"