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xBowBii

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  1. Like
    xBowBii reacted to Namindu in both antihack infistar activate a command /dance   
    You got it wrong, its:
     
    climbing is more fish than yellow.
  2. Like
    xBowBii reacted to BetterDeadThanZed in [Howto/Release] Tie PlayerUID To All Buildable Objects / Keep plot pole after death [No SQL Triggers] UPDATE 16/04/2014   
    Now if we could convince AWOL that losing access to your plot pole upon death is really bad, and to integrate this into the next version of Epoch, we'd be good.
  3. Like
    xBowBii reacted to Sukkaed in Custom Buildings/ Cities spawned in over each other   
    Tutorial please!
  4. Like
    xBowBii reacted to MrPredatorr in base decay and database issues,   
    You might have the same issue that I had a few weeks ago lol.
    In your HiveExt.ini change:
    ;CleanupPlacedAfterDays = 6
    To 
    CleanupPlacedAfterDays = 6
     
    The ";" at the start will mess it all up, I hope it's all fixed now :)
  5. Like
    xBowBii reacted to Flosstradamus in DayZ Epoch Hand Cuff/Arrest players [HELP]   
    You know how many times people have told you that you keep posting in the wrong section for this? Please post in the right section next time.
  6. Like
    xBowBii reacted to carl101 in Hacker temporarily removed some items: Attn Dev team   
    At least he said sorry
  7. Like
    xBowBii reacted to MGT in Hacker temporarily removed some items: Attn Dev team   
    Check your deletevehicle.log
     
    It's a hack
     
    Add this to deletevehicles.txt and it should kick the hacker doing it before they do too much damage
     
    5 "SUV_"
    5 "MAP_"
  8. Like
    xBowBii reacted to Buck0 in Better Tag Friendlies   
    Add filters

    Based in how you help people those two words just cost you $4.99
  9. Like
    xBowBii reacted to Defent in please give a working marker   
    Like this marker?

    Other than that, try:
    _survbase = createMarker ["survbase", [3907.27,7872.66]]; _survbase setMarkerText "Survivor T City"; _survbase setMarkerShape "mil_dot"; _survbase setMarkerColor "ColorRed";
  10. Like
    xBowBii reacted to Mist in This hacker forgot his god mode as we came back into epoch   
    Thanks! I envy your internet speed haha
  11. Like
    xBowBii reacted to Achmed in [HOW TO] Adding Intro Music!   
    finally got this to work.... 
     
    it helps if you paste the correct install instructions ;)
     
    http://opendayz.net/threads/blur-gaming-custom-spawn-tutorial.9785/
  12. Like
    xBowBii reacted to Sandbird in [Request] Manual execution of Epoch Events [Solved]   
    To allow admins to manually start events. Something like this:

    Spawning event:
    server_adminspawnEvent = compile preprocessFileLineNumbers '\z\addons\dayz_server\compile\server_adminspawnEvent.sqf'; ['mycustomEvent'] spawn server_adminspawnEvent; server_adminspawnEvent.sqf
    private ["_date","_key","_result","_outcome","_handle","_datestr","_event"]; diag_log("MANUAL EPOCH EVENT INIT"); _event = _this select 0; while {true} do { _key = "CHILD:307:"; _result = _key call server_hiveReadWrite; _outcome = _result select 0; if(_outcome == "PASS") then { _date = _result select 1; _datestr = str(_date); diag_log ("RUNNING EVENT: " + (_event) + " on " + _datestr); _handle = [] execVM "\z\addons\dayz_server\modules\" + (_event) + ".sqf"; }; sleep 10; }; If its not too much to ask....
  13. Like
    xBowBii reacted to insertcoins in Anyone who says antihack isn't needed   
    lol wow your talking about the old ass scripts that me an my brother uses on arma 2 coop really your haveing a shit fit over that wich dont even work for dayz WOW!!
     
    :p
  14. Like
    xBowBii reacted to Sequisha in Reticulan Alien in Arma 3   
    That was a joke originally. Also by the looks of that texture, it's a bump map which no one uses anymore in gaming; because the engine would have to do more work establishing a proper normal map from geometrical face and vertex normals.
    As for the "Alien Gray" archetype, I've never particularly been a fan.  Also, if we were to include such a thing, I would create it myself ;)
  15. Like
    xBowBii reacted to LordDan1989 in [Release] Quick and easy way to sell your Gemstones   
    Quick and easy Gemstone Trade
    Epoch 1.0.4.2
     

     
    ____________________________________________________________________________________________________________________________________________
     
    What is this?
    This is a very simple way to quickly allow players to sell Gemstones. It's nothing new or custom, in fact, most experienced modders are likely already aware of this method.
    It makes use of the same code that allows you to trade 1 Empty Whiskey Bottle for one 1 1oz Copper Bar.
     
    Why am I releasing this?
    Because it's nice to give back to people who spend time making awesome mods that I couldn't make myself.
    Also, when searching for a way to sell Gems my options were hacking files and code around or adding a new "Gems" category to the trader and inserting them to
    the database. Okay, fine, that does indeed work, but this also allows you to Buy the gems, which I didn't want or need. I finally stumbled upon this Empty Whiskey -> Copper Bar
    code and had a eureka moment.
     
    Limitations
    This method only checks your personal inventory, this means this method cannot be used to sell any primary or secondary weapons, including the Chainsaw (I tried). If it is possible, I've missed it completely.
    You cannot trade for multiple items. That is, trading one item, for two different items, you can however trade for multiple of the same item.
    E.g. Trade 1 Emerald for 4 Gold Bar - Possible!
    E.g. Trade 1 Emerald for 5 Gold Bar and 2 Silver Bar - Not Possible!
     
    How to make use of this method
    Start by extracting your server_traders.sqf from your mission.pbo and open the file in your text editor of choice. Look through the code and decide which trader you wish to use for the Gemstone Trade. I decided the Black-market Trader was a good choice. // Black market, Stary menu_FR_Rodriguez = [     [["Black Market Ammo",527],["Black Market Weapons",526],["Explosives",529]],     [],     "neutral" ]; Change to the following // Black market, Stary menu_FR_Rodriguez = [ [["Black Market Ammo",527],["Black Market Weapons",526],["Explosives",529]], [ ["ItemGoldBar10oz","ItemRuby",1,1,"buy","Ruby","Gold Bar (10oz)",101], ["ItemGoldBar10oz","ItemObsidian",1,1,"buy","Obsidian","Gold Bar (10oz)",101], ["ItemGoldBar10oz","ItemAmethyst",1,1,"buy","Amethyst","Gold Bar (10oz)",101], ["ItemGoldBar10oz","ItemTopaz",1,1,"buy","Topaz","Gold Bar (10oz)",101], ["ItemGoldBar10oz","ItemCitrine",1,1,"buy","Citrine","Gold Bar (10oz)",101], ["ItemGoldBar10oz","ItemEmerald",1,1,"buy","Emerald","Gold Bar (10oz)",101], ["ItemGoldBar10oz","ItemSapphire",1,1,"buy","Sapphire","Gold Bar (10oz)",101] ], "neutral" ]; Updates
    29th March 14 - Sapphire added to the list, thanks for Snakeeyes for spotting
  16. Like
    xBowBii reacted to Achmed in Anyone who says antihack isn't needed   
    Lol you have to love how they always try and claim to be innocent.

    Reminds me of this kid who's brother came on to play with him and got instantly banned. They came on teamspeak to insist on him being innocent and claimed that "he didn't know where the file came from" when I told him what file he was using to cheat. Even then he tried to blame steam, yes steam of all things for downloading the cheat to his pc with out him knowing!
  17. Like
    xBowBii reacted to MGT in Anyone who says antihack isn't needed   
    Ladies and gentlemens, http://www.mgtrolls.eu/forum/m/12045571/viewthread/11712910-banned-after-my-frist-step-on-panthera-server/page/1
     
    Im going to see where this goes
     
     
     
    So I checked the logs and found this in the hacklog BadFile: (\LoganNZL\[email protected]) which is an old script based menu hack with tools like esp and god mode etc etc
     
    Getting my popcorn popped ready for this :D
  18. Like
    xBowBii reacted to General FinnBat in Elevator in big hangar   
    It was really a nice script to add and elevator look so good in those big hangars.
     
    http://www.youtube.com/watch?v=c6KmvUrmWKE&feature=share&list=UUYnN3MLreWnLui2H387PgHA&index=1
     
  19. Like
    xBowBii reacted to vbawol in Devs, I've found your new game engine.   
    UNREAL ENGINE 4 looks promising, we are thinking of making a game using another game engine after A3 Epoch Mod is up and running.
  20. Like
    xBowBii reacted to Sandbird in [Release] Dayz.Epoch.3d.Editor.Live.Mission   
    Dayz.Epoch.3d.Editor.Live.Mission
     

    -=Youtube Demo=-
     
    What is this
    A custom mission file for the purpose of testing/writing scripts for DayZ Epoch without the need of a server. It emulates the dayz_server and dayz_mission files, for live testing of code inside the 3d editor.
     
    Features
    Fully working GUI, zombies, hit registration, addactions, everything! Write code and execute it on the fly. No need to start a server and join with a client to test things. 99% of your scripts should work ! (dynamic weather, default loadouts, custom scripts etc) 2 setups. DefaultLoadout from init.sqf or a Fake database entry. (copy/paste your character info from the database) Includes most of BIS_fnc functions, so actions like BIS_fn_invAdd will work (with some changes, see bellow) Installation

    DayzEpochTemplate.Chernarus
     
    Head over to the GitHub where the project is. Click Download on the right sidebar Extract the Chernarus mission file in your \My Documents\ArmA 2\missions Copy the DayzEpoch.bat file (included in the .zip) in your Arma2 OA root directory and execute it When the game launches, press Alt+E, select Chernarus, then Load and select mission DayzEpochTemplate Start editing your files located in \My Documents\ArmA 2\missions\DayzEpochTemplate with your customizations. Customizing and Important Notes

    Default setup vs Fake Database setup
    There are 2 ways of initializing your player.
    The default Epoch loadout (like the one in your init.sqf) A manually entry of fake database data (coordinates, medical states, inventory etc) The 1st way has no bugs (so far), and its the easiest thing you could start with.
    Just open the dayz_code\init\setupChar.sqf and at the bottom of the file change the values to your liking.
    Make sure in the init.sqf, DefaultTruePreMadeFalse is set to true; and also from there you can change the Default loadout of the player.

    The 2nd option is a bit more complicated. It works, but sometimes it bugs out, when you select Restart instead of Loading again the Mission file.
    I left the PlayerUID in the debug monitor...so IF you see that it is set to 0 then you know something went wrong...Just reload the mission file and you should be fine.
    To setup your character with the second method open dayz_code\init\variables.sqf. The first 55 lines until //Model Variables is where the magic happens.

    Some things have to be set twice. CharacterID and playerUID so we set them up here at first.
    player setIdentity "My_Player";                   //check description.ext file....There is no way to get the name of player otherwise in the editor. player setVariable ["CharacterID", "1", true];    // same as the line 28 (Your charID. Must be the same number) player setVariable ["playerUID", "111111", true]; // Your player's UID Further down is our first fake database entry. The first and second value, leave it like that. The 3rd has to be the same value as the one above.
    The only extra addition to this is the _survival state of the player. That is created in the dayz_server.pbo so i had to emulate the values.
        /*         OK or Error    = _primary select 0;         Is newPlayer (true/false) = _primary select 1;         _charID                   = _primary select 2;         _isInfected (1/0)         = _primary select 3;         _inventory                = _primary select 4;         _backpack                 = _primary select 5;         _survival                 = _primary select 6;  //last ate+ last drunk +totalminutes alive         _model                    = _primary select 7;         _hiveVer                  = _primary select 8;     */     primaryPre = [     "OK",     false,     "1", // My charID     "0",     [["ItemMap","ItemWatch","ItemToolbox","ItemFlashlightRed","Binocular_Vector","M9SD","NVGoggles","ItemRadio","ItemEtool","ItemHatchet_DZE","ItemCrowbar","ItemMatchbox_DZE","M4A1_HWS_GL_SD_Camo","ItemKnife","ItemCompass"],["30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","FoodSteakCooked","ItemSodaCoke","PartGeneric","PartGeneric","PartWheel","PartWheel","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemBandage","ItemBandage","ItemBandage"]],     ["DZ_Backpack_EP1",[["AK_47_S"],[1]],[["ItemBloodbag"],[2]]],     [4320,114.9,42.753],   // ------ This is the only extra thing i had to add: 4320 means 3 days (survival time) in minutes, 114.9: last ate, 42.753: last drunk   -----     "TK_Commander_EP1_DZ",     11]; The second part is this
        /*         OK or Error        = _primary select 0;         _medical           = _primary select 1;         _stats             = _primary select 2;         _state             = _primary select 3;         _worldspace        = _primary select 4;         _humanity          = _primary select 5;         _lastinstance      = _primary select 6;     */     secondaryPre = [     "OK",     [false,false,false,false,false,false,false,6000,[],[0,0],0,[114.9,42.753]], // 6000 blood     [10,20,1,22], // Kill stats     ["M9SD","aidlpknlmstpsraswpstdnon_player_idlesteady02",42,["222222","333333"]],  //42 is the temperature, ["222222","333333"] are my friend UIDs     [91,[4965.1968,10002.998,0.001]], // Coordinates     11000,     11]; This is the medical condition, kill stats, stance, friendlist, coordinates, humanity and instance of the player.

    Like i said the 2nd option is a bit buggy, you have to reload or restart the mission sometimes, to get accurate results.
    Most of the scripts you'll test/write should work fine...but if you want to write code for something that requires more complex stuff,
    like for example that requires the friendsarray, then make sure the mission was loaded correctly.
    Loading the mission again doesn not affect your custom scripts. It will reload the mission.beidi file.

    The description.ext has your character's name in it. If you ever need to check player name...it will get it from there.
        class My_Player     {         name="DemoPlayer";         face="Face20";         glasses="None";         speaker="Dan";         pitch=1.1;     }; Important info

    Related to coding
    Since this is an emulation of the dayz_server some things will never work.
    For example:
    _playerUID = getPlayerUID player; will never work in the editor.
    To get the _playerUID you have to do this:
    _playerUID = player getVariable ["playerUID", "0"];
    This is the most important thing to remember. Lots of scripts use getPlayerUID. You have to remember to change it every time you want to use it.
    findDisplay 46 does not work in the editor :/ so scripts like the CCTV wont work

    Also some BIS_fnc functions have to be included in the dayz_code\init\compiles.sqf for them to work. For example i had to include:
    BIS_fnc_invAdd = compile preprocessFileLineNumbers "dayz_code\system\functions\inventory\fn_invAdd.sqf";     If your code has BIS_fnc functions in it then check the folder dayz_code\system\functions for the function and include it in the compiles.sqf.
    I am sure there is a way to parse the folder and add a BIS_ infront of all the files, like epoch does it...but i didnt want to waste time and ran into problems,
    so manually adding the files is fine by me.
    Use the debug option in the init.sqf if you are using the 2nd method (fake database entry). And ALWAYS check your RPT log file for debugging. Its located at : %AppData%\Local\ArmA 2 OA
    Also enable this in the init.sqf if you want more details:
    DZEdebug = true;  // Debug messages on log file Dont let the file names trick you...These are heavily modified files...Dont overwrite them with your own files. Add to them instead of replacing them.

    Related to mission file included
    You'll notice when you start the mission there are 2 bots standing there. If you double click the soldier you'll see that he initiates this script scripts\BotInit.sqf.
    I left that in purpose in case you want to do some scripting that requires 'another player', and you want to initialize the fake player like that.
    The other bot can be deleted. I just left it there because i was testing a Tag Friendly script, and needed a 3rd 'player' that has me as a friend. (i got no friends lol).
     
    In most of my scripts i use the playerUID to validate checks between owner and objects. Some default Epoch files use the characterID...meaning if you die...you lose ownership.
    Thats why i changed most of the stuff to playerUID instead...If for some reason you are using scripts that check CharacterID instead of playerUID, i would suggest you change that, because some things (with the 2nd method) might not work...due to the fact that my files are checking playerUID for validation. Worst case scenario if you cant edit the files....just use the same CharacterID and playerUID...so its always the same :)
     
    Example on how to use the superadmins.sqf (for actions restricted to admins only, just add your fake UID in the array)
     
    (In your fn_self_actions.sqf)
    //_adminList = call compile preProcessFileLineNumbers "superadmins.sqf"; // This line is already at the top of the file. _cursorTarget = cursorTarget; _typeOfCursorTarget = typeOf _cursorTarget; _ownerID = _cursorTarget getVariable ["CharacterID","0"]; _playerUID = player getVariable ["playerUID", 0]; // Example on how to use _adminList if((typeOf(cursortarget) == "Plastic_Pole_EP1_DZ") and _ownerID != "0" and (player distance _cursorTarget < 2)) then { if (_playerUID in _adminList) then { cutText [format["Plot Pole Owner PUID is: %1",_playerUID], "PLAIN DOWN"]; }; }; Bugs
    I disabled the call player_switchModel, on the Fake database method..meaning it wont switch the player to your skin when you press Preview, because it deletes one player and creates a new one. When this happens it kinda breaks tons of stuff. If you want to enable it its at line 70 in the dayz_code\init\setupChar_Database.sqf Sometimes the player will spawn twice. That's because when you Preview the map you are also the Server and the Player. The code runs twice....hence the bugs with the 2nd method with the fake database. Sometimes the dayz_Login and Setup method get all messed up cause in the 3d editor you have to have a Playable character for the mission to start...but dayz server doesnt work this way. I did my best to 'ignore' the manually added player in the beidi file and use the player the game makes (2nd method) but sometimes this whole isServer isPlayer as well messes up things. There are no .fsm files so dont try to include them. 3d editor will not work with them, thats why i broke the player_monitor.fsm to 2 .sqf files...One emulates 'login to the server', and one 'setup of player'. findDisplay 46 doesnt work :/ in editor...if anyone knows a way to make it work...please post it.  
    Final Notes

    These files took me alot of time to make. It wasnt easy, and i am sure you'll find bugs or some things could have been writen a better way.
    The whole purpose of this project was to not waste any more time trying to code on this god forsaken Arma engine. I cant believe that there isnt an option to write code 'on the fly'. With a proper debugger...
    Sure there are little tricks and hacks you can add to diag_log variables, but to write an actual script that requires interaction with the environment or beta testing custom script ??? Forget it.
    I've included the Deploy bike and Self bloodbag scripts in the pack...just to see how easy it is to add/run/debug them. (Check the youtube video).
     
    And a personal note....You will NEVER find an easier way to code stuff for Dayz....period. I've been begging both here and on Opendayz for a Guru to point me to the right direction for fast coding/debugging code in  Dayz and i got nothing. Only some debuggers for a glorified diag_log option. This is the fastest way to write code and see it in action.

    Hope this code will help you write code faster and easier :)
  21. Like
    xBowBii reacted to ZGLando in DELETED.   
    Since that topic is locked I'd just like to say this....
     
     
    A donation is a gift given by physical or legal persons, typically for charitable purposes and/or to benefit a cause. A donation may take various forms, including cash offering
     
    Straight from the wiki page he posts there. Donations are to support a cause, to benefit them. It can benefit a community, seeing as almost every server is modified that makes them unique. Therefore they can profit if benefiting community with profits. Goals need to be made, and most servers have goals. Our server is making donor perks and our goal is to get a community paypal to fund our server and keep it running even if we can't afford it. It allows people who really like the way we run things and us as people to contribute and keep us afloat. We may have a few holes in the boat but we plug them. We even plan to make additional servers with different games if supported enough. There is no crime to this. If something EPOCH is offered as a reward for donating , it doesn't have to have anything to do with the donation itself, but the kindness of the server owner to show appreciation. There is nothing wrong with that.
  22. Like
    xBowBii reacted to OtterNas3 in [OLD] JAEM - Just another Evac-Chopper Mod v1.4 (Updated 06/14/2014) ** OUT OF DATE **   
    Hey Survivors,
     
    time for my next release!
     
    JAEM - Just another Evac-Chopper Mod!
     
     
    If you ever wanted to have your own Evac-Chopper you can place anywhere you want, that picks you up where and when you want.
    This is the Mod you would like to have!
     
    This Mod allows you to make a Evac-Chopper Field next to your Base or another place you like and use it with any Chopper on it as a Evac-Chopper.
    If you start fresh all you need is a Chopper with a Key, which you should have in your Inventory, and for the Evac-Field marking a full Briefcase as payment.
     
    This will make a Evac-Chopper field under your Chopper.
    If this Chopper gets destroyed or stolen or just lost, no problem just place any other Chopper you like on it and it will act as your Evac-Chopper!
     
    The "Call Evac-Chopper" action menu entry is just shown if you have a Evac-Chopper field, it checks on activation for:
    Chopper is on the field Enough fuel Damage status The Evac-Chopper locks itself on start so no passenger can hop in.
    It will stay locked when reaching the Evac-Zone until the player who called it gets close to the Evac-Chopper.
    This way no thief could get it before the player is in it.
     
    If the player dies, before or after the Evac-Chopper has reached the Evac-Zone, the Evac-Chopper will be reset to Evac-Field!
     
    JAEM 1.4 changelog:
     
    "evac_AllowedChoppers = ["x","y","z"]"
    A new configuration entry is in the EvacChopper_init.sqf
    With that configuration entry you can decide which Choppers are allowed as Evac-Choppers!
    With many thanks to ebayn0.0b for the Chopper-List in his post, the default config should now implement all available Choppers from Arma2 and Epoch.
    I'm really not sure and never tested it if you can use the MV-22 aka Osprey as a Evac-Chopper i just leaved it in the list.
     
    "BE Filters"
    Again thanks to ebayn0.0b for solving that, never got very familiar with these BE filters anyway ^^
    Changed the files as you suggested!
     
    "Join lag"
    The lag was due to the fact that every player had to search for all Evac-Chopper-Fields on Server themself.
    To support all kinda Maps, also the hughe ones like Sauerland, i had to put in a very high number to the "nearestObjects" call, that caused the join lag
     
    I decided to put the Evac-Chopper-Fields in a Array now.
    A function in the scripts send a PublicVariableServer call to the server to add/rem a field from that array and send that array again via publicVariable to all players.
     
    On Serverstart the Array gets filled with all available Evac-Chopper-Fields on Server and is then send via publicVariable to connecting players.
    This should remove the join lag!
     
     
    "PlayerUID with Characters"
    A new check is implemented for these Players with the Arma2 anniversary edition.
    Like RimBlock wrote me in a PM these Players have characters in their PlayerUID and cause the Database entry just hold numeric it doesnt worked good for them.
     
    I tooked the function from RimBlock his "A Plot for life v1.1" and implemented it in the JAEM scripts so that should not be a problem anymore
    As i took this function from RimBlock his scripts i gave Credits to him here! Dont know who wrote it first if it not was RimBlock himself!
    "Cant call after Die / Call is always available even if no Evac-Field / and other cal/set/clear related errors"
    Clear Evac-Chopper so Field gets delted - CHECK
    Set new Evac-Chopper so old field gets deleted - CHECK
    Call-Evac-Chopper on login - CHECK
    Call-Evac-Chopper on relog - CHECK
    Call-Evac-Chopper after die - CHECK
     
    Sorry that the update took such a long time now but this mod was now completely running on my Headless-Client and the port to a working Missionfile system was not that easy!
     
    JAEM 1.4 changelog END
     
     
     
    Demo Video:
    http://www.youtube.com/watch?v=ui5lm70ii8I
     
    Download:
    https://www.dropbox.com/s/k19pqd6k77rp4d7/JAEM_v1.4.zip
     
    Install instructions:
     
    1. Download JAEM_v1.4.zip and extract it
    2. unpbo MPMissions\YOURMISSIONNAME.pbo
    3. copy the custom folder from the extracted JAEM_v1.4.zip to MPMissions\YOURMISSIONNAME\
    4. Edit MPMissions\YOURMISSIONNAME\init.sqf
     
    Find this block:
    if (!isDedicated) then { 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; }; And insert this line above the closing bracket };
    _nil = [] execVM "custom\JAEM\EvacChopper_init.sqf"; If you dont have already a custom variables.sqf do step 4a) else do step 4b)
     
    4a)
    Find this line:
    call compile preprocessFileLineNumbers "z\addons\dayz_code\init\variables.sqf"; and ADD BELOW
    call compile preprocessFileLineNumbers "custom\JAEM\variables.sqf"; 4b)
    Copy this line to the very bottom of your custom variables.sqf
     
    dayz_allowedObjects = dayz_allowedObjects + ["HeliHRescue"]; Whoever says that this line not works, i do it like this for almost a year now on my Server!
     
    5.
    Copy these 3 files from the downloaded JAEM_v1.4 to your Servers BattlEye filters folder:
    If you already have edited ones you need to compare my changes!
    remoteexec.txt
    waypointcondition.txt
    waypointstatement.txt
     
    6.
    Configuration:
    Edit custom\JAEM\EvacChopper_init.sqf
     
    Edit this block to your likings!
    ///////////////////////////////////////////////// ///////////////////////////////////////////////// // Edit these settings to fit your needs/likes // ///////////////////////////////////////////////// ///////////////////////////////////////////////// /// Amount of Briefcases a Evac-Chopper costs /// /////////// Any amount between 1-12 ///////////// evac_chopperPrice = 3; ///////////////////////////////////////////////// ////// Need a Radio to call Evac-Chopper? /////// ////// 1 = Need Radio | 0 = No need Radio /////// evac_needRadio = 0; ///////////////////////////////////////////////// // Evac-Zone marker type Smoke or Landingpad? /// ////////// 0 = Landingpad | 1 = Smoke /////////// evac_zoneMarker = 0; ///////////////////////////////////////////////// /// Minimum Distance to call for Evac-Chopper /// ///////// Dont set this lower then 500! ///////// evac_minDistance = 500; ///////////////////////////////////////////////// ///  Allowed Choppers to use as Evac-Chopper  /// evac_AllowedChoppers = [     "AH1Z","AH64D_EP1","AH64D","AH64D_Sidewinders","AH6X_DZ",     "AH6X_EP1","AH6J_EP1","AW159_Lynx_BAF","BAF_Apache_AH1_D","BAF_Merlin_HC3_D",     "CH_47F_BAF","CH_47F_EP1","CH_47F_EP1_DZ","CH_47F_EP1_DZE","CSJ_GyroC",     "CSJ_GyroCover","CSJ_GyroP","Ka137_MG_PMC","Ka137_PMC","Ka52",     "Ka52Black","Ka60_GL_PMC","Ka60_PMC","Mi17_CDF","Mi17_Civilian",     "Mi17_Civilian_DZ","Mi17_DZ","Mi17_Ins","Mi17_medevac_CDF","Mi17_medevac_INS",     "Mi17_medevac_RU","Mi17_rockets_RU","Mi17_TK_EP1","Mi17_UN_CDF_EP1","Mi171Sh_CZ_EP1",     "Mi171Sh_rockets_CZ_EP1","Mi24_D","Mi24_D_TK_EP1","Mi24_P","Mi24_V",     "MH60S","MH6J_DZ","MH6J_EP1","MV22","MV22_DZ",     "pook_H13_medevac","pook_H13_medevac_CDF","pook_H13_medevac_TAK","pook_H13_medevac_INS","pook_H13_medevac_UNO",     "pook_H13_medevac_PMC","pook_H13_medevac_GUE","pook_H13_medevac_CIV","pook_H13_medevac_CIV_RU","pook_H13_gunship",     "pook_H13_gunship_CDF","pook_H13_gunship_UNO","pook_H13_gunship_PMC","pook_H13_gunship_GUE","pook_H13_gunship_TAK",     "pook_H13_gunship_INS","pook_H13_transport","pook_H13_transport_CDF","pook_H13_transport_UNO","pook_H13_transport_PMC",     "pook_H13_transport_GUE","pook_H13_transport_TAK","pook_H13_transport_INS","pook_H13_civ","pook_H13_civ_white",     "pook_H13_civ_slate","pook_H13_civ_black","pook_H13_civ_yellow","pook_H13_civ_ru","pook_H13_civ_ru_white",     "pook_H13_civ_ru_slate","pook_H13_civ_ru_black","pook_H13_civ_ru_yellow","UH1H_DZ","UH1H_DZE",     "UH1H_TK_EP1","UH1H_TK_GUE_EP1","UH1Y_DZ","UH1Y_DZE","UH60M_EP1",     "UH60M_EP1_DZ","UH60M_EP1_DZE","UH60M_MEV_EP1" ]; ///////////////////////////////////////////////// /////////////// DONT EDIT BELOW ! /////////////// ///////////////////////////////////////////////// - Config notes -
    If you set evac_needRadio to 1 and you dont have Radios in your respawn loadout, this breaks the call Evac-Chopper for respawners!
    If you set evac_zoneMarker to 1 the Smoke in the evac-zone will not last until the Chopper arrives if the distance is very far!
    In "evac_AllowedChoppers" the LAST entry in the list DOES NOT HAVE A COMMA ON THE END!
     
    7. repbo MPMissions\YOURMISSIONNAME - upload -
    8. unpbo @DayZ_Epoch_Server\addons\dayz_server.pbo
     
    9. Edit @DayZ_Epoch_server\addons\dayz_server\system\server_monitor.sqf
    Find this line:
     
    _totalvehicles = 0; and ADD BELOW:
    PVDZE_EvacChopperFields = []; Find this line:
    if ((typeOf _object) in dayz_allowedObjects) then { and ADD ABOVE:
    if ((typeOf _object) == "HeliHRescue") then { PVDZE_EvacChopperFields set [count PVDZE_EvacChopperFields, _object]; }; Copy this to the VERY BOTTOM of the file
    if (isServer && (isNil "EvacServerPreload")) then {     publicVariable "PVDZE_EvacChopperFields";          ON_fnc_evacChopperFieldsUpdate = {         private ["_action","_targetField"];         _action = _this select 0;         _targetField = _this select 1;                  if (_action == "add") then {             PVDZE_EvacChopperFields = PVDZE_EvacChopperFields + [_targetField];         };                  if (_action == "rem") then {             PVDZE_EvacChopperFields = PVDZE_EvacChopperFields - [_targetField];         };                  publicVariable "PVDZE_EvacChopperFields";     };     "PVDZE_EvacChopperFieldsUpdate" addPublicVariableEventHandler {(_this select 1) spawn ON_fnc_evacChopperFieldsUpdate};     EvacServerPreload = true; }; 10. repbo @DayZ_Epoch_Server\addons\dayz_server - upload - restart - smile -
     
    11. EVAC ME RIGHT NOW!
     
     
    - Addition Information for all Infistar users:
    in publicvariable.txt:
    5 "PVDZE_" !"PVDZE_player" !"PVDZE_send" !="PVDZE_veh_Update" !="PVDZE_plr_GutBody" !="PVDZE_plr_GutBodyZ" !="PVDZE_veh_Lock" !="PVDZE_plr_DeathB" !="PVDZE_maintainArea" !="PVDZE_obj_Publish" !="PVDZE_obj_Swap" !="PVDZE_plr_Save" !="PVDZE_obj_Delete" !="PVDZE_obj_Trade" !="PVDZE_veh_Publish2" !="PVDZE_zed_Spawn" !="PVDZE_plr_Died" !="PVDZE_obj_setlocalVars" !="PVDZE_plr_TradeMenu" !="PVDZE_obj_getlocalVars" !="PVDZE_veh_Upgrade" !="PVDZE_atp" !="PVDZE_plr_Login" !="PVDZE_plr_Login2" !="PVDZE_plr_LoginRecord" !="PVDZE_plr_DeathBResult" !="PVDZE_veh_SFix" !="PVDZE_plr_Hit" !="PVDZE_plr_HitV" !="PVDZE_veh_SFuel" !="PVDZE_plr_HideBody" !="PVDZE_plr_Morph" !="PVDZE_veh_Publish" !="PVDZE_plr_Characters" !="PVDZE_lockVault" replace with: 5 "PVDZE_" !"PVDZE_player" !"PVDZE_send" !="PVDZE_veh_Update" !="PVDZE_plr_GutBody" !="PVDZE_plr_GutBodyZ" !="PVDZE_veh_Lock" !="PVDZE_plr_DeathB" !="PVDZE_maintainArea" !="PVDZE_obj_Publish" !="PVDZE_obj_Swap" !="PVDZE_plr_Save" !="PVDZE_obj_Delete" !="PVDZE_obj_Trade" !="PVDZE_veh_Publish2" !="PVDZE_zed_Spawn" !="PVDZE_plr_Died" !="PVDZE_obj_setlocalVars" !="PVDZE_plr_TradeMenu" !="PVDZE_obj_getlocalVars" !="PVDZE_veh_Upgrade" !="PVDZE_atp" !="PVDZE_plr_Login" !="PVDZE_plr_Login2" !="PVDZE_plr_LoginRecord" !="PVDZE_plr_DeathBResult" !="PVDZE_veh_SFix" !="PVDZE_plr_Hit" !="PVDZE_plr_HitV" !="PVDZE_veh_SFuel" !="PVDZE_plr_HideBody" !="PVDZE_plr_Morph" !="PVDZE_veh_Publish" !="PVDZE_plr_Characters" !="PVDZE_lockVault" !="PVDZE_EvacChopperFieldsUpdate"  
    Have fun with it!
     
    - If you like it - Like it - So I can count Downloads - I like that
     
    #####################################
    #                      Support my work                      #
    #                                    &                                #
    #                                Donate                           #
    #####################################

     
  23. Like
    xBowBii reacted to Friendly in Right Click/Change View Distance with RangeFinders   
    This allows you to right click your range finders and change your view distance for those who get low fps!
     
    Warning: Some people might have a advantage over others with this script!
     
    I do NOT take credit for anything other than the small changes to the file. Some of the script was done by Maca134 and GeekGarage.
     
    Requirements:
    - Install Maca134's right click script - http://epochservers.com/viewtopic.php?f=14&t=13
     
     
    Then in the Extra_RC.hpp put the following!
     
    http://pastebin.com/CNnCFG3p
     
    Now you should be done and just repack and upload to your server.
  24. Like
    xBowBii reacted to Barrikade in Teleport script?   
    Hi,
    is there a way to add a teleport system to my server?
     
    What I would like to do is add teleportation points that would teleport players to different areas of the map
    Maybe with a cost and text attached for example..
     
    "This unit will teleport you to bandit city one for 1 10oz gold bar, do you accept?"
    And a scroll wheel selection to give the player the chioce
    1-Take me there
    2-I'm staying put
     
    Or maybe just a simple box that I could create in the editor that the player walks into and comes out at the other end
    I'm thinking like Jeff Goldblum in The Fly (without the side effects lol)
     
    I've been working hard on map edits for my Napf server and i just want to add a little extra something and teleporting would be a great way to get players to these new areas
    I've seen reference to teleporting in similar context but no actual scripts, searching usually just comes up with admin tools
    Any help would be much appreciated.
    Thanks.
       
     
  25. Like
    xBowBii reacted to WGC GeekGarage in Increase build limit   
    Wrong Section. you should ask a moderator to move it here
    /index.php?/forum/29-server-install-help/">http://epochmod.com/forum/index.php?/forum/29-server-install-help/
     
    You are here:
    Epoch Mod Community → /index.php?/forum/33-arma-2-dayz-mod-epoch-custom-scripting/" title="Return to ArmA 2 DayZ Mod: Epoch - Custom Scripting">ArmA 2 DayZ Mod: Epoch - Custom Scripting → /index.php?/forum/35-scripting-help/" title="Return to Scripting Help">Scripting Help  
    and should be here:
    Epoch Mod Community → /index.php?/forum/23-arma-2-dayz-mod-epoch-bugs-and-help/" title="Return to ArmA 2 DayZ Mod: Epoch - Bugs and Help">ArmA 2 DayZ Mod: Epoch - Bugs and Help → /index.php?/forum/29-server-install-help/" title="Return to Server Install help">Server Install help  
    And to answer your question, yes it should work, and since it doesn't then my question is, what mods are you running ?   :)
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