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SideShowFreak

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Posts posted by SideShowFreak

  1. i have been working on this as well but using the deploy anything script to add them to an existing parcel. I can get it to change the clothes and save after restart but no matter what after you change into a new skin you cannot change back into any other skin using parcels.  Not sure where to go with it from here.  I posted a help thread a couple days ago but so far no joy.  i can post up what i have  as of right now if its any use to you.

  2. Inside the file for each mission near where the calls for the AI groups are will be lines like this:

     

    [[[(_position select 0) - 15, (_position select 1) + 15, 8]],"M2StaticMG",0.8,"TK_INS_Soldier_AT_EP1",1,2,"","Random",true] call spawn_static;

     

    Each line is for 1 Static MG

    If you want to Dumb just the Machine guns down adjust the 0.8 to like 0.5 and try that out.

    Or just remove 1,2 or however many you want.

     

    Hope this helps.

    [sSF] Sideshowfreak
  3. OK now its my turn to ask for some help.  I have been working on adding second/third skins to clothes parcels and using some bits of Freds wardrobe script to get inspiration/some code.  All credit goes to Fred,Zupa, and Boyd as i wrote nothing and am merely trying to adapt some of it for my needs/wishes.

     

    What i have functioning is: the actual change clothes sqf  for each skin and  have them added to the deploy anything script (<3 that BTW).  The skin shows on the menu, character changes clothes,  parcel is removed etc, thats all fine.  

     

    After that i cannot change clothes into a different parcel.  This is driving me crazy.

     

    Yes i have the model added to variables under all players and the skin saves after restart fine, its just this cannot change into anything after that's killing me.

     

    Anyone have any idea where i should look or what to do to fix this issue?

     

    I really want to add the skins to already existing parcels and not use a skin trader or wardrobe script.

     

    Thanks in advance  any help is appreciated!!

     

    [sSG] Sideshowfreak

     

  4. 15:59:34 Warning Message: Script z\addons\dayz_server\init\server_functions.sqf not found
    15:59:34 Warning Message: Script z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf not found
    15:59:34 Warning Message: Script z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf not found

    15:59:34 Warning Message: Script z\addons\dayz_server\system\server_monitor.sqf not found

     

    These are what was stopping, it, see the space between Script and the Z

    Unless you have a custom location for those the location is wrong, if you are trying to move them mission side for easier editing then "usually"  the address would be something like:   Custom\Fixes\server_functions.sqf

    Most of these tho i dont believe you would need to move mission side from their original locations.

     

    When you restart the server give it a good 5 minutes before you try to log in for the server to restart and the mission to load.  that screen you showed "usually" will only happen while the mission itself is loading then after it loads you will automatically move along into the game.

     

    Hope this helps!

    [sSG] Sideshowfreak

  5. double check your SafeZones.sqf file and check the positons listed to be sure they are accurate for what you want to do:

     

    1.        [[6325.6772,7807.7412],200,true],
    2.         [[4063.4226,11664.19],200,true],
    3.         [[11447.472,11364.504],200,true],
    4.         [[1606.6443,7803.5156],150,true],
    5.         [[12944.227,12766.889],150,true],
    6.         [[5068.6636,9723.4248],100,true]
    These are listed by default in the safezone.sqf  these would be the areas and distance of the safezone itself so you can adjust the radius.
    You may also have to adjust the lines for those traders you wish to add in your mission.sqm to mimick the other safezones that work as far as triggers.
     
    Hope this helps!
    [sSF] Sideshowfreak
  6. Little help needed... im using re-worked WAI; ( )

     

    Just need little help,

    1.which file can i disable the heli patrols?

    2.which file do i edit to turn the AI hardness down ( want the to stop bit harder and shoot less accurate )

    3.how do i decrease amount of AI at missions?

     

    Thanks

    1:  Heli Patrols, vehicle patrols and any static turrets or foot patrols are all in the  customSpawns.sqf 

    2:  Ai difficulty can be adjusted in the AIconfig.sqf      this is where you can change weapons allowed, backpacks, gear tools, difficulty  etc

                              Please note each individual mission has settings for which difficulty setting it chooses so either change each mission or adjust the settings in the AIconfig.sqf

    3:  Number of AI called in each mission is in the individual mission file for each mission.   WAI\missions\missions/XXXXXXMission Name.sqf

         Inside each mission file will be a section similar to this        

    //Group Spawning

    _rndnum = round (random 3) + 4;
    [[_position select 0, _position select 1, 0],_rndnum,1,"Random",4,"","FR_OHara_DZ","Random",true] call spawn_group;
    [[_position select 0, _position select 1, 0],4,1,"Random",4,"","FR_OHara_DZ","Random",true] call spawn_group;
    [[_position select 0, _position select 1, 0],4,1,"Random",4,"","FR_OHara_DZ","Random",true] call spawn_group;
    [[_position select 0, _position select 1, 0],4,1,"Random",4,"","FR_OHara_DZ","Random",true] call spawn_group;
    [[_position select 0, _position select 1, 0],4,1,"Random",4,"","FR_OHara_DZ","Random",true] call spawn_group;
     
    These are the AI calls for the groups to spawn a this mission.  
    Change  this number      [[_position select 0, _position select 1, 0],4,1,"Random",4,"","FR_OHara_DZ","Random",true] call spawn_group 
    for what amount you would like.  This mission would spawn minimum of 17 AI.
     
    Hope this helps.
    [sSF] Sideshowfreak
  7. just wondering, ive tried over and over to put custom items in and i end up having to reinstall the script, so i was wondering, if i give someone a document, of what i would like if they could put it in my config file ? i would be eternaly grateful. 

     

     

    Many thanks Objectives 

    Here is a link to an edited original config that will work,just uncomment or comment out what you want/don't want

     

    https://www.dropbox.com/s/2galjlnw97frw35/config.sqf

     

    If you look at the original config you installed there ia a line that was commented out with the comma removed at the end, when you enable that it messes up the script if you don't add the comma.  I also figured out that some items only have 6 instead of 7 true/false statements  that's why those items wont work when enabled as well. So either debug yours with those in mind or use mine, either way.  

     

    Also be sure to add "MMT_Civ"  to your safevehicle array in your variables.sqf or else you will get killed when hopping on the bike. 

     

    Hope this helps!    [sSF] Sideshowfreak

  8. Hi guys ive installed this on my server and when i right click to deploy bike it spawns but when i get on it it kills me instantly can some tell me what i need to do to stop that thanks

    In your variables.sqf there is a line  named  safe_vehicles  add your bikes class name after the 2 parachute entries there.

  9. Kami  double check your paths to          "custom\dayz_code\actions\ZombieShield.sqf"

    Personally i use a  "Custom\Scripts\ZombieShield.sqf"  location 

    Unless you have the ZombieShield.sqf inside a folder named actions inside a folder named dayz_code inside a folder named custom in your mission file.  If you know what i mean

  10. As separate systems yes they will. You cannot just copy the missions tho. Personally I use DZMS for random missions and just wrote a bunch more and added them. I use WAI with missions disabled for static ai compounds etc. Major difference in my opinion is DZMS you can choose to not have the vehicles save to the database. WAI vehicles will stay and clog up the map after a while if not removed. Hope this helps!

    [sSG] Sideshowfreak

  11. So if you wanted 6 ai it would be:[[(_coords select 0) - 0.5635,(_coords select 1) + 0.3173,0],6,1,"DZMSUnitsMajor"] call DZMSAISpawn;

    sleep 5;

    Soryy for multiple posts I'm on my phone ATM. Anyway. Hope this helps!

    [sSG] Sideshowfreak

  12. See that single 3 listed in the line[[(_coords select 0) - 0.5635,(_coords select 1) + 0.3173,0],3,1,"DZMSUnitsMajor"] call DZMSAISpawn;

    sleep 5;

    Change that to the number of ai you want to spawn and voila! Hope this helps

  13. Let me try to explain a bit further: each building type has an initial loot spawn % and each type listed under it has its own spawn % as well. The military line item will be the one you want. Hope this helps.

  14. Best bet is to edit your existing loot files and up the military spawn percentage for each type of building. Ie:farm loot etc. Just up it from like 0.12% to like 0.25% or whatever you want. I noticed the same with a fresh install last week. Hope this helps.

  15. now im having an odd issue, installed this per the instructions and modified it to run off a plot pole,  that works fine.  You get the scroll wheel options to cycle it on and off but after you initially look at the pole and get the scroll wheel options they wont go away until you log out and back in, no matter the distance from object or wether you are looking at it or the sky.  i added  the             s_player_ZombieShield_on = -1;

                player removeAction s_player_ZombieShield_off;
                s_player_ZombieShield_off = -1;

     

    in the self actions, so not sure what the issue is, i really like the option but just having a brain fart atm on it i guess.  any help from anyone is appreciated.  thanks.            [sSG]   SideShowFreak

     

     

     

    EDIT:  it seems it actually does go away but it takes a few minutes to do so.  anyone have any idea on how to make it vanish when you look away?  like sooner that a few mintues?

  16. i too am running overpoch on vilayer  but not taviana.

     

    Vilayer  has  anew icon on their control panel named epoch events.  under there you will see a new item on the list named  install overwatch files, this will install the overwatch files for you.  From there you will need to configure loot, dynamic vehicles  etc like normal, but they made it way easier to install the overwatch server files.  There is also one named  change map.  I would change the map first,  verify the map as standard epoch is working , then install the overwatch files and check that out.  Then start installing custom loot  etc.

     

    I am workin now on my test server.  It is 1.0.5.1 Overpoch Chernarus.  Runs fine, just did vehicles and loot.  now to start installing scripts.  

     

    When you get to your expansions menu under arma 2  be sure  Overwatch is enabled and physically higher up on the list than Epoch and you will be able to search by filter for your server and join.

     

     

    Edit:  Sorry  O.P.  just saw this was way off topic but related to others questions.

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