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KamikazeXeX

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  1. Like
    KamikazeXeX got a reaction from Badgerator in Changing Loading Picture | Simple Way!   
    You can load .jpg in fine on A2 :P my loadscreen has always been done like that :P
  2. Like
    KamikazeXeX got a reaction from ZENITHOVMAN in Custom Loadouts for Admins and Regular Players   
    I have a random uniform role on my server, part of a spawn selection system but the same method could be applied to any item/weapon using BIS_fnc_selectRandom

    Default_Loadout is simply a call compile to a loadout definition file and when the skin is added it calls the loadout for respawns, one thing that we need to get is a freshspawn variable, one for when a player loads in for the first time, not respawns after dying

    Heres my random uniform role file

    EDIT: The reason for storing classnames in variables in this instance is to make it easier changing things in my opinion :D
     
    _UniOne = "U_O_CombatUniform_ocamo"; _UniTwo = "U_O_GhillieSuit"; _UniThree = "U_O_PilotCoveralls"; _UniFour = "U_O_Wetsuit"; _UniFive = "U_OG_Guerilla1_1"; _UniSix = "U_OG_Guerilla2_1"; _UniSeven = "U_OG_Guerilla2_2"; _UniEight = "U_OG_Guerilla2_3"; _UniNine = "U_OG_Guerilla3_1"; _UniTen = "U_OG_Guerilla3_2"; _UniEleven = "U_OG_leader"; _UniTwelve = "U_C_Poloshirt_stripped"; _UniThirteen = "U_C_Poloshirt_blue"; _UniWOne = "U_BasicBodyFemale"; _UniWTwo = "U_Wetsuit_uniform"; _UniWThree = "U_Wetsuit_White"; _UniWFour = "U_Wetsuit_Blue"; _UniWFive = "U_Wetsuit_Purp"; _UniWSix = "U_Wetsuit_Camo"; _UniWSeven = "U_Camo_uniform"; _UniWEight = "U_ghillie1_uniform"; _UniWNine = "U_ghillie2_uniform"; _UniWTen = "U_ghillie3_uniform"; _UniWEleven = "U_CamoBlue_uniform"; _UniWTwelve = "U_CamoBrn_uniform"; _UniWThirteen = "U_CamoRed_uniform"; _modelMale = (typeOF player == "Epoch_Male_F"); _modelFemale = (typeOF player == "Epoch_Female_F"); if (_modelMale) then { _KamiUniform = [_UniOne,_UniTwo,_UniThree,_UniFour,_UniFive,_UniSix,_UniSeven,_UniEight,_UniNine,_UniTen,_UniEleven,_UniTwelve,_UniThirteen] call BIS_fnc_selectRandom; player forceAddUniform _KamiUniform; }; if (_modelFemale) then { _KamiUniform = [_UniWOne,_UniWTwo,_UniWThree,_UniWFour,_UniWFive,_UniWSix,_UniWSeven,_UniWEight,_UniWNine,_UniWTen,_UniWEleven,_UniWTwelve,_UniWThirteen] call BIS_fnc_selectRandom; player forceAddUniform _KamiUniform; }; call Default_Loadout; systemChat ('Random Uniform Selected'); cutText [" \nRandom Uniform Selected","PLAIN"];
  3. Like
    KamikazeXeX reacted to WGC GeekGarage in [How To/Update] Build Snap with Right Click custom build, admin fast build + upgrade Version 1.6.5 IMPORTANT UPDATE: extra_rc   
    By request I have updated the player_build file for snapping so it will work with admin fast build (not remove) and right click custom build
     
    Always do a backup of your own player_build.sqf before going further!
     
    I do NOT take credit for anything other than the changes to the file. The majority of the script was done by Maca134 and OtterNas3 and Epoch Dev Team
     
    Requirements:
    - Install Maca134's right click script - http://epochservers.com/viewtopic.php?f=14&t=13
    - Install Build Snap Extended - 
     
     
    Now to the update
    Download this SQF file and replace the player_build.sqf in your Mission PBO\custom\snap_build folder:
    http://www.wreckinggames.net/download/player_build.sqf
     
    in your variables.sqf add this line
    WG_adminBuild = ["123456789","987654321"];  near the top just below
    disableSerialization; add player UID's to this array (change the example UID's) for those players who should have fast build
     
     
    Here is an example of the extra_rc.hpp, i have used the ruby as a test inventory item
    class ExtraRc { class ItemRuby { class menuItem1 { text = "Sandbag Tower"; script = "[""Land_Fort_Watchtower_EP1"",[""ItemToolbox"",""ItemHatchet_DZE""],[[""ItemRuby"", 1],[""PartGeneric"", 1]],[0,6.5,2.5]] execVM ""custom\snap_build\player_build.sqf"";"; }; }; }; Here is how the array works:
    script = "[""Land_Fort_Watchtower_EP1"",[""ItemToolbox"",""ItemHatchet_DZE""],[[""ItemRuby"", 1],[""PartGeneric"", 1]],[0,6,2.5]] execVM ""custom\snap_build\player_build.sqf"";";
     
    ""Land_Fort_Watchtower_EP1"" is the object you want to build
     
    [""ItemToolbox"",""ItemHatchet_DZE""] is the toolbelt items needed to build the object
     
    [[""ItemRuby"", 1],[""PartGeneric"", 1]] List of items needed to build construction. Only have one of each item name and then set the number to how many of that item. If only a single item the array should look like this [[""PartGeneric"", 1]]
     
    [0,6,2.5] is the item offset from your character. First number is Left/Right offset, second number is front/back offset, last number is Up/Down offset. Remember that comma is the seperator between the number and period is decimal seperator!
     
    also remember the double quotes are VERY important around class names!
     
    To be able to remove custom items as an owner only this is how you would go about it:
    In your variables.sqf i would recommend near dayz_allowedObjects create a new public array containing the objects you would be able to remove i call mine 
    WG_OwnerRemove =[];  insert any classname you want from the custom build system.
     
    in the custom fn_selfAction.sqf find
    _isModular = _cursorTarget isKindOf "ModularItems";  and change it to 
    _isModular = (_cursorTarget isKindOf "ModularItems") or ((typeOf _cursorTarget) in WG_OwnerRemove); remember to add your custom objects in "dayz_allowedObjects" and "DZE_maintainClasses" in your variables.sqf any object added to "DZE_isRemovable" every one have a chance to remove!
     
    Remember to share any objects that you might add so we all don't need to sit and create offsets for the same items and please only for items that you cannot already build in Epoch system
    http://dayzepoch.com/wiki/index.php?title=Modular_Building_System
    http://dayzepoch.com/wiki/index.php?title=Crafting_System
     
    ________________________________________________________________
     
    Now to the admin fast upgrade, download the following file
    http://www.wreckinggames.net/download/player_upgrade.sqf
    Now just redirect in your fn_selfaction.sqf to the new player_upgrade.sqf where the current player_upgrade.sqf is being called
     
    This requires that you have "WG_adminBuild" in your variables.sqf!
     
    The reason why i added fast build and upgrade for admins is that I suck at using the 3D map editor, but wanted to build some event houses here and there on the map, so i use this fast build to do it. Just know that i think that admin fast build should not be misused by admins in any way just because you don't like to wait, if you play with your players, do it fully legit or you are a coward.
    ________________________________________________________________
     
    To be able to remove non-target able objects you need to copy object_removeNet.sqf from dayz_code\compile and put it into your mission file.
    Then in compiles.sqf you need to redirect it to your mission file and then open it and add the item to the array with the nets.
    Now when standing on heli pad you can right click your toolbox and use the remove net option and it will remove the heli pad
    ________________________________________________________________
     
    I'm hosting the files myself so it won't get deleted by accident
     
    If you like my small update please visit my servers :) all info on www.wreckinggames.net
     
    - GeekGarage
  4. Like
    KamikazeXeX got a reaction from Defent in AI MISSIONS?   
    As per the license you are allowed to make changes all you like and share the instructions but you're not allowed to share the files themselves directly

    EDIT: But I'm no expert on this stuff, but yeah I shared the file name and the line of code, its down to you guys if you choose to use the edited package that will allow you to make the changes just you'll be give no official tech support from it, I'm staying out of the politics from now but again you can make the changes and work on it with mroe flexibility but thats only provide you chose to use the modified file located on the interwebs and work out the rest of the code yourself, you break it, you fix it, we're not allowed to provide any files only instructions on what code in what files to edit etc
  5. Like
    KamikazeXeX reacted to axeman in AI MISSIONS?   
    @ kamikaze keep it to yourself mate. Here isn't the place, developers talking sshh..
  6. Like
    KamikazeXeX reacted to Flosstradamus in Maca CCG Overpoch Response   
    Hate on them all you want but you're just jealous of their popularity.
  7. Like
    KamikazeXeX got a reaction from MPG in Maca CCG Overpoch Response   
    Why can't people understand that communities want and have to do their own thing in order to keep that level of gameplay quality they use to get themselves where they are, CCG is no exception to this and if it wasn't for the adjustments Maca makes they wouldn't be the popular community they are today, I speak for all communities here that make all their adjustments to add their personal touches that keep them unique and keep their players interested, we put our time, work and most importantly our personal funds into the servers we host so IMO unless epoch want to start paying for the community servers that get no attention because of the bland and dull experience every has on the stock servers then we'll continue to make our unique touches, end of my contributions to these annoying and petty posts of jealousy
  8. Like
    KamikazeXeX reacted to Creep in Maca CCG Overpoch Response   
    670+ Epoch Servers Most of them empty... Well the ones who found a way to get popular now get hated...

    What a coincidence..
  9. Like
    KamikazeXeX reacted to Flosstradamus in Maca CCG Overpoch Response   
    They didn't steal anything. Stop sucking the devs dick so fucking hard.
  10. Like
    KamikazeXeX reacted to Flosstradamus in Maca CCG Overpoch Response   
    In CCG's defense they did absolutely nothing wrong. Axle said it himself in that post. CCG didn't modify the epoch files in any way.
  11. Like
    KamikazeXeX reacted to Zupa in How to give the zombie gold?   
    change the study body check to allow Zeds to :) in selfactions.
     
    Comon guys ^^ some logical thinking!! 
     
    I won't be always here to aswer these things
  12. Like
    KamikazeXeX reacted to L3G0 in [Suggestion/Prototype] Planting System   
    Following my Plans, sure why not? One has to build walls to protect the plants :D
     
    Edit: How about Plants vs. Zombies 2.0? :blink:
  13. Like
    KamikazeXeX got a reaction from oSoDirty in [Release] Wicked AI 2.2.0   
    Good to hear man :D I'm going to make some custom stuff later on, want to re-write the old stoner C130 carrying weed crash that was posted in the smoke weed script thread over to the new 2.2.0 Beta ^_^ I'll post it here when I'm done :)
  14. Like
    KamikazeXeX reacted to oSoDirty in [Release] Wicked AI 2.2.0   
    yep =] was just coming to report back lol
     
    i did
     
    _coord1 =
    _coord2 =
    _posistion =........
     
    but yea, im a noob lol. i just poke through other scripts and what not till i find something that works.  But thanks! good to know if i had no luck elsewhere this would have been solved here! =]
  15. Like
    KamikazeXeX reacted to Zupa in [Release] 3.0 Door Management - No More Codes   
    I just say comment out, so it reduces load time, because the files get loaded otherwise and overwritten later, so double loading for a function.
  16. Like
    KamikazeXeX got a reaction from oSoDirty in [Release] Wicked AI 2.2.0   
    just do something like this 

    _pos1 = [X,Y,Z];
    _pos2 = [X,Y,Z];
    _pos3 = [X,Y,Z];
    _pos4 = [X,Y,Z];
    _position = [_pos1,_pos2,_pos3,_pos4] call BIS_fnc_selectRandom;

    That will select a random pos from the array :D no need for multiple copies
  17. Like
    KamikazeXeX reacted to oSoDirty in [Release] Wicked AI 2.2.0   
    yea, im going to test it with multiple coords and see what i can do. i only use static coords in this particular mission for the ability/room to take off =]
     
    i aim to get it working without having to make repeats of the mission with different coords to ensure that you dont waste your time killing a bunch of ai in hopes of selling an air plane to find that there is no room to take off
  18. Like
    KamikazeXeX reacted to oSoDirty in [Release] Wicked AI 2.2.0   
    So i have a working and tested setup for C130 or cargo plane missions or whatever you want to call them =]  im using 2.2.0 beta v3
     
    THESE ARE TAVIANA COORDS CHANGE THE COORDS IN cargo_plane.sqf (hero and bandit) TO SUIT YOUR NEEDS!!!
     
     
    1st of all you need to add this line in the vehicle arrays in the config:
    cargo_planes = ["C130J_US_EP1_DZ","MV22_DZ","AN2_DZ"]; Note: You can add any aircraft you want the mission to choose from here.
     
     
    Now since were already in the config add
    ["cargo_plane",8] in each of the mission arrays.
     
    Note: change the 8 and other numbers to add up to 100 for you array to work properly
     
     
    Create 2 files (one in each of the mission folders-hero/bandit), both called cargo_plane.sqf  
     
    Paste this into the hero cargo_plane.sqf
     



     
    And this into the bandit cargo_plane.sqf 



     
    Remember to change the coords if you do not host a taviana or or epoch/overpoch-origins server.
     
    Hope you enjoy!!
  19. Like
    KamikazeXeX reacted to raymix in How's 1.0.5.2 coming along?   
    probably just lack of ideas, time or experience in the field.
    edit: lol thought you are being sarcastic
     
    -----
    Either way if anyone wants to contribute, feel free to take over interior mod
    https://github.com/raymix/epoch_interior
     
    classnames/objects
    https://community.bistudio.com/wiki/Arma_2_Sample_Models
     
    to add new hiddenselections, copy over some object from samples, open in oxygen, ctrl + a > create "camo" selection > press E and add transparent texture (https://db.tt/SCbGUte2). Then simply adjust model.cfg. Texture paths and new classnames defined in configs (examples provided).
    Simply pack a PBO and add it inside your @mod, it will automatically work.
    Feel free to PM me if any questions.
  20. Like
    KamikazeXeX reacted to RimBlock in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    @Tanita_Corp: No those are for an old version of the mod.  The structure has changed now.
     
    @KamikazeXex: Yep.  If anyone wants to compare the original Epoch 1.0.5.1 files and the ones in this release with WinDiff and create a set of changes than I am happy to link it.
  21. Like
    KamikazeXeX reacted to Nekuan in [How to/Update] Snap Build Pro W/ Admin Fast Build + Upgrade and Extra RC Building system   
    SWEET maybe your version actually works for me :D
  22. Like
    KamikazeXeX got a reaction from Nekuan in [How to/Update] Snap Build Pro W/ Admin Fast Build + Upgrade and Extra RC Building system   
    New variant added to include build vectors
  23. Like
    KamikazeXeX reacted to Just_R in Official DayZLauncher Thread   
    its trusted by LEGO, must be legit :)
     
  24. Like
    KamikazeXeX got a reaction from calamity in [How to/Update] Snap Build Pro W/ Admin Fast Build + Upgrade and Extra RC Building system   
    Sorry for the delayed reply, there is 2 variants i have on my github, 1 with Indestructibles for 1.0.5.1 and P4L and one without either mods just the upgrades, if you wish to use just Indestructibles for 1.0.5.1 then use my standalone variant and add in Indestructibles for 1.0.5.1 manually, if you use both additional mods then just swap out your files with mine
  25. Like
    KamikazeXeX got a reaction from raymix in [How to/Update] Snap Build Pro W/ Admin Fast Build + Upgrade and Extra RC Building system   
    Update for v1.4 is up
     
    I'm sure some will find this useful
     
    EDIT: What version is this, v1.4?
     
    EDIT2: Merged your fixes into public release
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