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SideShowFreak reacted to JohnnyBravo666 in Anyone have Bury Body, Gut Human, Swap Kit, Check Wallet working on 1.0.6 yet ?
Thank you very much for this. I can finally stop ripping out my hair lol.
I didn't have this line before in there _isZombie = _cursorTarget isKindOf "zZombie_base"; and I think that was a contributor to it not working. Added it and instantly the options came up on the scroll wheel :D
I never did get storage coins to work in the safes and whatnot, it was just the "online Banking", but I was only running that until storage coins were working, which I'm about to try the fix in the last post on the thread right now and try it. If it works, I'm removing the online banking as I have bankers in the trader cities already.
Will post again after trying the storage coins fix.
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SideShowFreak reacted to salival in Anyone have Bury Body, Gut Human, Swap Kit, Check Wallet working on 1.0.6 yet ?
You need to be running this fix that I pushed to github, it's in 1.0.6.1. https://github.com/EpochModTeam/DayZ-Epoch/commit/ce75f87e1da90c5eb13fcd214b4ebef0a8bd566f
I also helped @A Man with his coins saving/reading from safes correctly here:
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SideShowFreak got a reaction from JohnnyBravo666 in Anyone have Bury Body, Gut Human, Swap Kit, Check Wallet working on 1.0.6 yet ?
I have bury bodies, gutting and check wallet working. I'll post up when I get home from work.
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SideShowFreak reacted to juandayz in Automatic Server Restart, Help!
@LostKaus
here you have my files: http://www.mediafire.com/file/6afp6inam56tfq2/autorestart.rar
1-Drop battleye folder into serverRoot\instance_11_Chernarus\
2-The others 3 .bat files must be in your serverRoot-
3-now you need change the paths in the files:
A-open "monitor.bat" (located in your serverroot) and change the paths for your server route.
B-open "Premod_restart.bat" (located in your serverroot) and change the paths for your server route.
C-open "BEC_Control_Epoch.bat" (located in serverRoot\instance_11_Chernarus\BattlEye\Bec) and change the paths for your server route.
D-open "Config.cfg"(located in YourServerRoot\instance_11_Chernarus\BattlEye\Bec\Config\) and change the paths for your server route.
E-open "Shedule.xml" (located in YourServerRoot\instance_11_Chernarus\BattlEye\Bec\Config\)
and needs add this at each last shedule id job:
<cmd>C:\Users\Administrador\Desktop\Dayz Epoch Server\Premod_restart.bat</cmd> (change for ur server paths).
My example:
<Scheduler> <!-- 12:00 AM restart --> <job id="0"> <time>23:45:00</time> <delay>000000</delay> <day>1,2,3,4,5,6,7</day> <loop>0</loop> <cmd>say -1 This server will restart in 15 minutes</cmd> <cmdtype>0</cmdtype> </job> <job id="1"> <time>23:55:00</time> <delay>000000</delay> <day>1,2,3,4,5,6,7</day> <loop>0</loop> <cmd>say -1 This server will restart in 5 minutes</cmd> <cmdtype>0</cmdtype> </job> <job id="2"> <time>23:59:00</time> <delay>000000</delay> <day>1,2,3,4,5,6,7</day> <loop>0</loop> <cmd>say -1 This server will restart in 1 minute, Log out now!</cmd> <cmdtype>0</cmdtype> </job> <job id="3"> <time>00:00:00</time> <delay>000000</delay> <day>1,2,3,4,5,6,7</day> <loop>0</loop> <cmd>#shutdown</cmd> <cmdtype>0</cmdtype> </job> <job id="4"> <time>00:00:10</time> <delay>000000</delay> <day>1,2,3,4,5,6,7</day> <loop>0</loop> <cmd>C:\Users\Administrador\Desktop\Dayz Epoch Server\Premod_restart.bat</cmd> <cmdtype>1</cmdtype> </job> <!-- End 12:00 AM restart -->
for now on,, start your server clicking on "monitor.bat".. the restart will be each 3hours. example 00:00hs , 03:00am, 06am, 09am, 12pm, 15pm, 18pm, 21pm, 00,00am. To test it.. change the hour of your pc.. for example put 23:55am. start your server with monitor.bat and when your pc clock shows 00:00hs server must be made the restart.
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SideShowFreak reacted to juandayz in [1.6 Harvestable hemp, smoking weed, pot farms]
DRUGS
Before star... you should add this items into your traders menus.
1.Create this path: mpmissions\your instance\scripts\drugs\
2-Create the sqfs into the new path.
3.Now you need extra_rc.hpp or deploy anything mod.
4.Now we gonna create an epoch event to spawn weed fields.
Now this is optional... since i do not use road blocks for anything... i just change it by weed plants.. so if u wanna do the same:
1-Open spawn_roadblocks.sqf located in dayz_server\compile\
then change this line:
_spawnveh = DZE_isWreck call BIS_fnc_selectRandom; by:
_spawnveh = "Fiberplant"; 2-open your init.sqf find this line to manage the amount of fiber plants spawned.
MaxDynamicDebris = 20; // was changed by juandayz to spawn fiberplants
Optional too. Create a police Drugs check point. (if player cross that check point with drugs police gonna remove it)
You will need create the map addon.. i just give you the code for remove drugs.
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SideShowFreak reacted to juandayz in Dynamics Map Addons
Use this extructure to get different loot places/map addons , then your map will be look diferent on each server restar.
1-Place all your mapaddons into dayz_server/maps/
2-in your server_functions.sqf at very bottom paste:
Note: you can add any amount of map addons just change the random numbers.
example if u have 10 files of map addons:
OPTIONAL!!!! (prevent issues with not included addons/buildings)
in mission.sqm find:
change by:
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SideShowFreak reacted to salival in Epoch 1.0.6
You need to apply the fix for bodies as per this pull request: https://github.com/ebayShopper/WICKED-AI/commit/a8d1e07b4006c1b2228e51ed1dd9a2229a130ab8 specifically the bodyName setVariable: https://github.com/ebayShopper/WICKED-AI/blob/a8d1e07b4006c1b2228e51ed1dd9a2229a130ab8/WAI/compile/on_kill.sqf#L27
Also, this would have been the better place to ask since it's not a problem with Epoch:
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SideShowFreak reacted to juandayz in [1.6.2 FLYBE Player_supply] EVENT
1/06/2018
The msg system is based on the remote_message.sqf provided by ZSC. (if u dont use ZSC change the msg system)
player_supply.sqf
https://pastebin.com/VENCekKu
init.sqf
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SideShowFreak reacted to juandayz in [DEATH BODY LOST EVENT] 1.6
UPDATE 13-6-17
Spawn a marker with 350 of radius.
Inside, lost in somewhere thers a corpse with a jewells reward in his inventory. (the body agonize so shoot on him).
1-Open your init.sqf be sure this line is seted as true;
EpochUseEvents = true;
2- in this line add the event:
EpochEvents = [["any","any","any","any",18,"deathcorpse"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
3-create deathcorpse.sqf and drop into: dayz_server.pbo\modules\ ¡
VIDEO:
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SideShowFreak got a reaction from juandayz in 106 traders
It's because it is in dayz_code not in dayz_server. dayz_code is run on the client side as well so each player would need your custom dayz_code file to work properly.
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SideShowFreak reacted to Grahame in [RELEASE] Vehicle Key Changer - For making Masterkey - V 1.4.1 (Updated for Epoch 1.0.6)
I take no credit for this mod created by @OtterNas3, I have simply made the few small changes necessary for it to work on Epoch 1.0.6 servers. See the following thread for more details:
https://epochmod.com/forum/topic/5972-release-vehicle-key-changer-for-making-masterkey-v-14-updated-06152014/
UPDATE, 01072017: Added Tank class vehicles to those able to be claimed and unlocked
Instructions:
(1) Download the new archive from dropbox
(2) Download and unpack your mission file.
(a) Copy the contents of custom/VehicleKeyChanger to a custom/VehicleKeyChanger folder in your mission file.
(b) Open your missions init.sqf in your editor of choice. Find the line that reads,
//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; and add the following line after it:
_nil = [] execVM "custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf"; (3) Repack the mission file and upload it back to your server.
(4) Download your dayz_server PBO file and unpack it. Copy the server_updateObject.sqf file in the downloaded archive to the compile folder in there.
(5) Repack the dayz_server.pbo and upload it to your server.
You are good to go. For config and other options see the original thread listed above.
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SideShowFreak reacted to juandayz in [Outdated][1.6.1 RELEASE] WORKSHOP UPDATED
THIS IS OPTIONAL. IF U WANNA REMOVE AMMO FROM MOUNTED WEAPONS AFTER SERVER RESTART
A-open server_functions.sqf find:
B-OPEN THIS 3 FILES AND MAKE THE SAME CHANGES FOR EACH ONE.
server_monitor.sqf // server_publishVehicle2.sqf // server_publishVehicle3.sqf
C-Now create "fnc_wra.sqf" and drop into ....\@DayZ_Epoch_Server\addons\dayz_server\compile\
Done. You can repack your dayz_server.pbo.
fnc_wra.sqf
D-In your \MPMissions\DayZ_Epoch_11.Chernarus\custom\workshop\sqfs\
make the same change for this two files:
updshkm.sqf // upm2.sqf
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SideShowFreak reacted to juandayz in [Outdated][1.6.1 RELEASE] WORKSHOP UPDATED
Fully rewrited. (So if u have it installed.. remove everything).
1-Open your custom fn_selfactions.sqf
2-Open custom variables.sqf
3-Open server_monitor.sqf
4.INFISTAR USERS
5-BE Filters. If u have some issues with battleyes open createvehicle.txt
6.OPTIONAL (add workshop objects to the sql damageonage function)
Download from here:http://www.mediafire.com/file/zzbv97adzdl2pex/workshopLITTLE2.rar
and place the "workshop" folder into mpmissions\your instance\scripts\
OPTIONAL : add electrify fences. (needs deploy anything)
If u dont wanna use this optional step remove the "optional" folder into workshop folder.
Contain:
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SideShowFreak reacted to juandayz in 1.6 Safezone
I JUST LEAVE THIS ONE CUZ I KNOW YOU GUYS GONNA NEED IT..
The very old safezone script by infistar... i was using it in 1.0.5.1 and made some changes to use in 1.6.
Instructions:
1. Copy paste the code of below into a file called 16_safezone.sqf - save the file.
2. Paste this 16_safezone.sqf into mpmissioms\instance_11.chernarus\custom\
3. Open your init.sqf
4. At the very bottom of the file add this line: [] execVM "custom\16_safezone.sqf";
5. Save the init.sqf and restart your server.
6-WARNING!!! if ure using some kind of mod that allow vehicles with GodMode out of safezones.. then you will need in 16_safezone.sqf change the path for veh_handleDam.sqf by the path that youre using your custom veh_handleDam.sqf
this line: fnc_veh_handleDam = compile preprocessFileLineNumbers '\z\addons\dayz_code\compile\veh_handleDam.sqf';
16_safezone.sqf
OPTIONAL:
@BetterDeadThanZed here you got.
REMOVE LOOT FROM TRADER CITIES AND PLOT POLES. (should removes zeds from trader places and poles too)
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SideShowFreak reacted to ebayShopper in [Release] ESSV3 - Enhanced Spawn Selection [Updated for 1.0.7.1+]
Updated for Epoch 1.0.7.1+:
https://github.com/AirwavesMan/ESSV3
Old 1.0.6.2
https://github.com/ebayShopper/ESSV3
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SideShowFreak reacted to salival in [Release] ESSV3 - Enhanced Spawn Selection [Updated for 1.0.7.1+]
I submitted a pull request to @ebaydayzto fix this.
https://github.com/ebayShopper/ESSV3/pull/1/commits/7885e5e8ff9b567532759a9b14102564bb4387c1
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SideShowFreak reacted to juandayz in [INFOSERVER]
This is a small addon to get some info about server or something to your player by a scroll menu option.
not credits for me, its just a mixture of varius scripts.
INSTALL:
at bottom of your init.sqf
*create this path MPmissions\instance you use \custom\info\
*Paste all this sqf´s into the info folder
*create a sqf called :
info_activate.sqf
info_execute.sqf
info_main.sqf (blue lines for text you want) (red lines for name of scripts)
1.sqf (this is only one example, you will need create 8 sqf. 1,2,3,4,5,6,7 and 8.sqf) paste into "info" folder
*Also if u want, you can execute scripts.. for example if u wanna give players ability of count survived days... then create
2.sqf
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SideShowFreak reacted to juandayz in [RELEASE][WORKSHOP][1.0.5.1]
UPDATE V2. for 1.5.0.1
tnks @theduke & @Cherdenko for all the help.
NEW WORKSHOP OPTIONS:
VIDEO PREVIEW OF NEW OPTIONS:
INSTALLING:
***You will need a custom: fn_selfactions.sqf//compiles.sqf//variables.sqf
DOWNLOAD HERE:http://www.mediafire.com/download/pyewpbmawt0k1d1/workshopV2.rar
1-IN INIT.SQF
2-IN DESCRIPTION.EXT
A-
B-Again in description.ext but at very bottom paste:
4-NOW IN CUSTOM FN_SELFACTIONS.SQF
A-
B-
C-Again but now bellow of : if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then {
D-Bellow it u will find:
So steps B,C,D looks:
E-
5-IN CUSTOM COMPILES.SQF
A-
6-IN CUSTOM VARIABLES.SQF
A-
B-
C-
D-
***SO STEPS A,B,C,D looks: (see lines in blue)***
F:
7-NOW YOU NEED GO TO YOUR dayz_server.pbo UNPACK IT.
A-open server_functions.sqf find:
B-OPEN THIS 3 FILES AND MAKE THE SAME CHANGES FOR EACH ONE.
server_monitor.sqf // server_publishVehicle2.sqf // server_publishVehicle3.sqf
C-Now take the "fnc_wra.sqf" located in download folder and drop it into ....\@DayZ_Epoch_Server\addons\dayz_server\compile\
Done. You can repack your dayz_server.pbo.
8-CREATE THE PATH AND PLACE DOWNLOAD FOLDER
create: ......\MPMissions\DayZ_Epoch_11.Chernarus\custom\scripts\
and drop "workshop" folder inside.
9-ONLY INFISTAR USERS
tell infistar to notblock the dialogs, so go to your AHconfig.sqf ( tnks @Cherdenko)
in there we have to add these two dialofg numbers under:
AND ITS DONE.
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SideShowFreak got a reaction from juandayz in Is there any way to make AI attack players with hatched.
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"
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SideShowFreak reacted to juandayz in [RELEASE][CRAFT HOUSES BASED ON SURVIVED TIME]
/////////Allow players by right click on Etool to:
*Build Small Houses: (Survive 2 days + 4 WoodWalls + 1 FloorCelling)
*Build Medium Houses: (Survive 5 days + 2 CinderWalls + 1 FloorCelling)
*Build Large Houses: (Survive 8 days + 4 CinderWalls + 1 FloorCelling)
*Build Hero Hospital Tent : (Survive 2 days// PlayerHumanity+5000 // 2 WoodWalls + 1 FloorCelling)
//////////INCLUDED:
*Only 1 house per plot area restriction.
*Info Menu about requiere items and days survived in plot pole cursor target.
*Heal script for Hero Hospital Tent.
*Houses recognized as Maintein Class.
*Remove option only for owners (not tested on friends but it should work).
*Keep Same position after restart.
PICS:
/////////INSTALL:
*First at all you need a custom fn_selfActions.sqf, variables.sqf ,compiles.sqf
*And DZE_ click actions mod:
1- your custom fn_selfActions.sqf :
A:
B:
***So step A & B must look like this:
C:
D:
E:
*Done with selfActions.sqf
2- Now in your Custom variables.sqf
A:
B:
C:
3-Now in your Custom compiles.sqf
A:
4- Extra_Rc.hpp if u use group management.
4- extra_rc.hpp if u DONT! use group management.
IF DONT HAVE Extra_rc.hpp AND URE USING DEPLOY ANYTHING (Tnks @Cherdenko)
open your config.sqf in addons folder and add the lines in blue
**** download all sqf from here: http://www.mediafire.com/download/orbkco94qn9s4vp/crafthuouses.zip (FIXED)
////////IF U DOWNLOAD THE FILE YOU DONT NEED NOTHING MORE, JUST PLACE "custom" download folder into "Mpmissions\your instance\" ////////////////////////////
***IF DOWNLOAD LINK IS DEAD THEN:
5-Create the sqf´s and folders.
A: FOLDERS
SQFS (drop all sqf into "Mpmissions/your instance/ custom/ scripts/house/" )
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SideShowFreak got a reaction from juandayz in DZMS Change color text of info spawn missions
Sure Juan here is my remote.sqf
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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SideShowFreak got a reaction from Chino in delete broken open vehicles and vehicles
so you want no default naturally spawned map vehicles?
in your init.sqf change to
MaxVehicleLimit = 0;
i would guess, you will have to manually remove the vehicles already in the DB though.
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SideShowFreak got a reaction from juandayz in DZMS Change color text of info spawn missions
Juan 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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SideShowFreak got a reaction from juandayz in pplayer_build.sqf
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/