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KamikazeXeX

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  1. 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
  2. Like
    KamikazeXeX reacted to raymix in [How to/Update] Snap Build Pro W/ Admin Fast Build + Upgrade and Extra RC Building system   
    Thanks for the credit, added this to Q&A section, too.
  3. Like
    KamikazeXeX got a reaction from raymix in [How to/Update] Snap Build Pro W/ Admin Fast Build + Upgrade and Extra RC Building system   
    Updated OP with new versions and added 2 extra credits, i think most of issues are ironed out now as i've had no reports of things not working anymore! I'll continue to update these with each version of each mod, P4L version will get updated as soon as i get the chance to, so busy with my server recently that i've not had time to update anything other than the snap build pro side of things, enjoy people!
  4. Like
    KamikazeXeX reacted to PryMary in [How to/Update] Snap Build Pro W/ Admin Fast Build + Upgrade and Extra RC Building system   
    You sir are legendary!!! I have been staring at this for a week trying to work out how!!!
     
    My beans go to you!
     
    Pry
  5. Like
    KamikazeXeX reacted to striker in [Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)   
    https://www.youtube.com/watch?v=gsa44JO02VQ&feature=youtu.be
     
    Credit Is Due Where Due
     

     

    Special Thanks to Raymix and his Script!
    Special Thanks to RimBlock and his 
    Special Thanks to Jossy and the future improvements I hope to see from him! Check out his work
    Special Thanks to KamikazeXeX for his changes to the AdminBuild for Snap Building Pro and his help!
     
    Notice
    These files have been tested and work on the maps Chernarus and Taviana.

    Installation
    Warning: This script is fairly untested and could cause unforeseen problems. USE AT YOUR OWN RISK!
    Please backup your database before you implement this encase something goes wrong!

    Newest Build Vectors Installation (version 4)
     
    Snap Build Pro Only
    Files & Install guide
    http://bitly.com/BuildVectorsSBPv4
     
    Plot 4 Life & Snap Build Pro
    Files:
    http://bitly.com/BuildVectorsV4

    Install Guide:
    https://github.com/strikerforce/DayzBuildVectors


    Legacy Installation (version 3)




    Road Map
    Keep menus up when clicked for better user experience Known Issues
    None Change Log




    Version 1:
    Released
    Version 1.1:
    Updated server_monitor.sqf to make sure the vector is the correct format.
    Version 2:
    Updated files for the snap building pro update v1.3.
    Added files for Adminbuild and Right Clickables.
    Version 3:
    Updated files for snap building pro v1.4.1
    Ghost preview supported (Thanks Jossy!)
    Version 4:
    Cleaned up some of the HORRENDOUS code :P
    Fixed issue with objects not snapping correctly to objects of a certain degree after restart. ;)
     
     
    Appreciate and support my work?
  6. Like
    KamikazeXeX reacted to ZarX in [Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)   
    Arg I really want this.. but I don't want to give up geeks admin build. It is awesome for building stuff for admin events. Lets you set them up super fast. Is there any way to add geeks admin build to this?
  7. Like
    KamikazeXeX reacted to MGT in Namalsk Weather/EMP Storms[HELP]   
    Drop on my Nam server 188.165.250.119:6302 and look at the mission file, have cold weather and snow working fine
  8. Like
    KamikazeXeX reacted to MGT in Namalsk Weather/EMP Storms[HELP]   
    Yes DayZ Namalsk 0.75
  9. Like
    KamikazeXeX got a reaction from MGT in Namalsk Weather/EMP Storms[HELP]   
    Thanks MGT, I'll take a look, you have the EVR stuff going too?

    EDIT: NVM I See it all, thanks guys, i've played on your servers a couple times, enjoyed my stay whilst i was around

    EDIT2: MGT Are you running dayz_namalsk or the regular map server side, i was able to join using the regular map fine
  10. Like
    KamikazeXeX reacted to Zupa in Custom HiveExt.dll Release...   
    Hey man, I love the work you have done on this.
     
    But Loud also did a dll. 
     
    And both your versions work well and are awesomely made!
     
    But, Loud one will be the one were we will work further one, For the following reasons:
     
    I only will say the differences between yours and his:
     
    - His bank value is in player_data (new field),
    This will support having the same bank for axe's multychar script for every character. This will keep your bank if a character gets deleted or get corrupt. ( Can u imagina a char not saving and his bank just gets erased as well or cleanup script deletes his dead char before he logged in again) THose 2 are the only reason.
     
    But no disrespect, i will def give u credit for this amazing work!
  11. Like
    KamikazeXeX reacted to Soul in Custom HiveExt.dll Release   
    well thats alot of information provided from your side right there, euhm let me see.
    Your problem is that ... euhm, i have no clue mate!
  12. Like
    KamikazeXeX got a reaction from titan in Custom HiveExt.dll Release...   
    Its a highly modified zupa system but after double checking my files as to why my coins on my custom hud wasn't working yet my bank was it came to my attention that whilst i was working on my towing fix that is called from desc.ext my custom hud was being called after the towing code in RscTtitles, turns out my hud also used RscTitles so it was throwing an error so i made a fix that i moved my hud into desc.ext rather than a dedicated hpp and my towing code was called in the same section in desc.ext (see bellow) turns out i left the original file in my gold folder and was editing that to change my headshots value to wealth and it was as i said causing me to not be able to see my wallet balance or transfer back to my bank, nor was i able to buy from traders, till i realised that i moved the hud to desc.ext and commented the call for hud in gold folder xD all working now! now to get it all fine tuned and updated back to my custom + zupa's 1.1 hybrid system as i believe yours is 1.0?
    aiKills = 1; diagRadio = 1; diagHit = 1; class RscTitles { class MTrader { idd = -1; fadeout=0; fadein=0; onLoad = "uiNamespace setVariable ['wealth', _this select 0]"; duration = 10e10; name= "MTraderGui"; controlsBackground[] = {}; objects[] = {}; class controls { class MTraderMoney:RscStructuredText { idc = 1; size = 0.040; text = ""; x = 0.895313 * safezoneW + safezoneX; y = 0.58 * safezoneH + safezoneY; w = 0.20; h = 0.20; }; }; }; class MBTrader { idd = 11; fadeout=0; fadein=0; onLoad = "uiNamespace setVariable ['bank', _this select 0]"; duration = 10e10; name= "MBTraderGui"; controlsBackground[] = {}; objects[] = {}; class controls { class MBTraderMoney:RscStructuredText { idc = 11; size = 0.040; text = ""; x = 0.895313 * safezoneW + safezoneX; y = 0.61 * safezoneH + safezoneY; w = 0.20; h = 0.20; }; }; }; #include "R3F_ARTY_AND_LOG\desc_rsct_include.h" }; class RscText { type = 0; idc = -1; x = 0; y = 0; h = 0.037; w = 0.3; style = 0x100; font = Zeppelin32; SizeEx = 0.03921; colorText[] = {1,1,1,1}; colorBackground[] = {0, 0, 0, 0}; linespacing = 1; };
  13. Like
    KamikazeXeX reacted to titan in Custom HiveExt.dll Release...   
    YES  ;)
  14. Like
    KamikazeXeX reacted to raymix in Dayz Epoch - Build with Vectors (WIP-ish)   
    Did you also make custom hive dll? You can't really store vector rotations to database currently, I know that A3E will change that.
    Other than that, merging with snap pro should take like 5 mins, depending on how complex your player controls are in terms of code  :ph34r:
     
    Edit: scratch that, I think it's possible, just gotta modify few files here and there and should work with fresh servers.
  15. Like
    KamikazeXeX reacted to RimBlock in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Snap Build Pro is actually very fluid at the moment.  I am using the original release with the infinite drag issue but it is otherwise working fine with PryMarys originally provided merged player_build file.
     
    Once Snap Build Pro calms down a little with the releases we can try to get a stable merged player_Build file out with a version number for this mod and the Snap Build Pro.
  16. Like
    KamikazeXeX reacted to PryMary in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    @RimBlock, funny you should ask! I merged it last night with the latest Snap_Pro but I also implemented the admin build etc to it also so don't have a "clean" version. Give me an hour or so and I will merge one quickly for everyone. I am having no issues with Snap_Pro or P4L and the server / client (me) are now using the new steam patch - 1.63.125548 - I have placed a plot pole - commited suicide - respawned - went back to plot pole (still there and tied to me) and showed the plot boundry and continued building with items snapping.
     
    If you want it all - P4L / Snap_Pro / Instant Admin Build / Instant Admin Upgrade - use this Player_Build.sqf: (Thanks go to @KamikazeXeX - For getting the admin insta-build working)
     



     
    As stated I will merge a player_build with the recent Snap_Pro and P4L and post an edit to this one so as to avoid confusion.
     
    EDIT:
     
    Well that was easier than I thought:
     



     
    For those not sure where to put this, it goes into the snap_pro directory in your custom folder (ONLY HAVE ONE PLAYER_BUILD FILE) then in your compiles.sqf point it to the snap_pro directory NOT PLOTFORLIFE (Sorry RimBlock).
     
     
    Regards,
     
    Pry
  17. Like
    KamikazeXeX got a reaction from Kolle in [How to/Update] Snap Build Pro W/ Admin Fast Build + Upgrade and Extra RC Building system   
    So, (prepare for a bit of reading) everyone has been posting in both raymix's thread and WGC GeekGarage's thread about whether Admin Fast Build/Upgrade can be included into Snap Build Pro, I decided I was going to look into the matter, it took me some time to get it worked out so i present to you, Snap Build Pro with Admin Instant Build/Upgrade.

    CHANGELOG:
     
    Update #9: Updated variant 2 + 3 to A Plot for life v2.34
     
    Update #8: Added new variant from variant 2 but now includes needed changes for build vectors.
     
    Update #7: Fixed 3 lines that caused objects to not snap to each other this occurred during the 1.4 to 1.4.1 update.
     
    Update #6: Removed ghostriders changes as it seems to cause a building already in progress loop as it did on earlier versions.
     
    Update #5: Updated Snap Build Pro to version 1.4 and merged in Ghostriders fixes, thanks for that broski!
     
    Update #4: Updated to A Plot For Life v2.2.6 and changed the build distance checks as castle walls were causing a cancelled building issue.
     
    Update #3: Updated Snap Build Pro to version 1.3.1.
     
    Update #2: Updated Snap Build Pro to version 1.3.
     
    Update #1: Updated distances so you can move up to 20 meters from where you started building on both versions and updated the the plot for life version to a plot for life v2.2.4.
    INSTALLATION:

    As I'm going to assume you all have Snap Build Pro installed already I will assume you already have a custom compiles, if you are yet to have installed Snap Build Pro, do so now and verify it works before trying this out, you will also need a custom variables file, again I'm not going to provide instructions on how to do this, there is plenty of information out there on how its done.  :P

    As I'm running A Plot for life and Indestructible items for 1.0.5.1 with my Snap Build pro the file bellow is so you can be lazy without making the adjustments and just swap it out with mine.
     
    Head to my github below and check for the version you wish to use.
      Use the SnapPro+A files if you want the plain version of Snap Build Pro with Admin Build only.

    Use the SnapPro+A+P4L+Inde files If you want the version of Snap Build Pro that has Admin Build, A Plot For Life and Indestructible items for 1.0.5.1.

    Use the SnapPro+A+P4L+Inde+BuildVect files If you want the version of Snap Build Pro that has Admin Build, A Plot For Life, Indestructible items for 1.0.5.1 and Build Vectors.
      https://github.com/KamikazeXeX/SnapPro-AdminBuild  
    Once you have verified that Snap Build Pro works, download whatever version of my files you need, if you wish to install different mods later I would recommend that you use the SnapPro+A set of files on Github, simply replace your current player_build.sqf with the one from the zip file.
    FAST UPGRADE
    Now, for fast upgrade you will need to go into your fn_selfActions.sqf and look for this
    s_player_upgrade_build = player addAction [format[localize "STR_EPOCH_ACTIONS_UPGRADE",_text], "\z\addons\dayz_code\actions\player_upgrade.sqf",_cursorTarget, -1, false, true, "",""]; and change to
    s_player_upgrade_build = player addAction [format[localize "STR_EPOCH_ACTIONS_UPGRADE",_text], "PATH-TO-YOUR-CUSTOM-SCRIPTS\player_upgrade.sqf",_cursorTarget, -1, false, true, "",""]; Replace PATH-TO-YOUR-CUSTOM-SCRIPTS with the path to the directory in which you will be storing your custom scripts, e.g "custom\scripts\player_upgrade.sqf".
     
    from there you need to go into your custom variables file and add this line
    WG_adminBuild = ["0","0","0"]; very near the top just below this line
    disableSerialization; Replace the 0's with your PlayerUID/SteamUID's for the players and admins that you want to have access to instant building.  :D

    REMOVING
    For your players to be able to remove the custom buildables they make you will need to do the following.
    Go into your custom variables again and find this line.
    dayz_allowedObjects = just below this line
    WG_OwnerRemove =[]; and insert any of the class names of items you want in the custom build system.

    Go back into your fn_selfActions.sqf and find
    _isModular = _cursorTarget isKindOf "ModularItems"; and change it to this
    _isModular = (_cursorTarget isKindOf "ModularItems") or ((typeOf _cursorTarget) in WG_OwnerRemove); you must remember to add your custom items to the "dayz_allowedObjects" and "DZE_maintainClasses" sections in your variables.sqf any object you add to "DZE_isRemovable" will be removable by anyone!

    That's it from me, from here you will want to go over to WGC GeekGarage's main post and read up on how to add the rest of the right click system and add the custom buildables in, here is a link to the original thread 

    Credits to WGC GeekGarage and raymix for the original scripts, Acmed for Indestructible items for 1.0.5.1, RimBlock for Plot for Life, OtterNas3 for the original snap building that was a backbone for this project, Maca134 for originally creating the SnapBuild concept Otter's is based off and also his Extra RC, striker for Build Vectors in variant 3 and lastly Nekuan for keeping on pushing me to get this going!

    I hope everyone enjoys this! If anyone needs help I will be available on my teamspeak @ ts.xexgaming.org and here on the forums! I will try to keep this updated and work out how to fix any bugs that you may come across! :D

    ~KamikazeXeX from XeXGaming


    Credits

     (OtterNas3)

     (WGC GeekGarage)

    (Achmed)

    (Rimblock)

    (RayMix)

    (Striker)
  18. Like
    KamikazeXeX reacted to insertcoins in fix for dayz commander screw up   
    I, as a true dutchman, will arm both sides and deny everything.
  19. Like
    KamikazeXeX reacted to PryMary in fix for dayz commander screw up   
    So much this!!!!! Wwwwrrrrrrrraaaaaaaaarrrrrrr!!!
  20. Like
    KamikazeXeX got a reaction from DangerRuss in fix for dayz commander screw up   
    As a fellow Brit i'm down for this! Sledgehammer wars ayyy? Maybe even chainsaws!
  21. Like
    KamikazeXeX got a reaction from PryMary in fix for dayz commander screw up   
    As a fellow Brit i'm down for this! Sledgehammer wars ayyy? Maybe even chainsaws!
  22. Like
    KamikazeXeX got a reaction from PryMary in [W.I.P] Working Taser's For OverPoch   
    Have you two not actually seen my post that includes all you need in order to get it to work? I only posted it last night http://opendayz.net/threads/dayz-1-8-0-3-handcuff-player-help.15324/page-18#post-107995
  23. Like
    KamikazeXeX got a reaction from PryMary in [1.4.1] Snap Building PRO   
    Finally got it! Admin fast build + upgrade! 
  24. Like
    KamikazeXeX reacted to raymix in [1.4.1] Snap Building PRO   
    It's not mod related, there's nothing I can do to fix it, I've emailed log to Chris, he is well aware of the problem
     
     
    If points are showing up, then it's working fine, make sure no other mods/scripts that uses player_build are interfering 
     
     
    use this one instead (I might do an update removing cmd menus as they seem to cause problems with other mods lately):
    https://dl.dropboxusercontent.com/u/14423790/DayZ/snap_pro_clean.rar
     
     
    Did you modify player_build.sqf file by any chance? seems to be borked. Snap and spheres runs on different thread, but they depend on player_build to snap (pressing F key).
  25. Like
    KamikazeXeX reacted to mgm in [PROJECT] Gold Coin based Single Currency & Banking System   
    IMO Epoch mod is an excellent mod (otherwise I would not invest my precious time here).
    Even though I do not have information about the individuals in the development team, my assumption is they are brilliant as individuals and also working in harmony to create this in the first place and keep it going for this long without ruining the initial success as many projects do.
     
    This being the case, I cannot imagine a scenario where the minds produced this quality of a mod cannot comprehend using single currency will only help them retain existing players as they will be simplifying players life and transferring BORING/NEGATIVE time into FUN TIME, and also for the same reason, make it much more easy to gain new players. Also keeping on mind that this seems to be a time whole DayZ mod scene is losing popularity/players due to external factors beyond Epoch Mod Dev Team's control such as gamespy misfortune, patch segmentation, competition from other zombie theme games and so on. I have no stats to back this up just what I see from friends and from server stats page of some of the servers I keep an eye on. In short, I believe not adding this feature is only hurting popularity of this mod.
     
    In terms of both immersion and "practicalities of game engine/game world" aspects, I cannot imagine why single currency can be a game breaker (or even a "negative thing" to include). One slight argument could be some people are used to existing structure, which I guess can be easily prevented by keeping the existing structure in-game and using some sort of init.sqf parameter to give the server owner the choice: "use_single_currency = absolutely" to turn it on, "not_yet" to turn it off :)
     
    As we all know whomever quotes the Wikipedia wins any Internet argument lol so here we go:
     
    And to quote Epoch Mod's official background story:
    If we look into human history any sort of human civilization, as soon as material exchange begins, they invent some sort of coinage to make it convenient without going bananas for each transaction.
    This is something our game world is missing.
    We have plot pole, comfort of area maintenance, engine operated vehicles (even flying ones - work of the devil!), ability to store energy in small metal containers, walls with glass windows and so on all sort of technological items but in terms of payment methods in an unfortunate way we got stuck in a pre-2000 BC timehole.
     
     
    Considering all the above, my assumption is this:
    Development Team have ignored/refused this common feature request in the past ("let's have single currency?") -for whatever reason- and now, in the name of consistency they are somehow unable to disown their own previous team decision even though in any unbiased project review as of July 2014, single currency will come up as the most logical, most favorable major feature to add to the existing game with the potential of elevating immersion and player comfort to new heights.
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