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xBowBii

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  1. Like
    xBowBii reacted to kat in Overpoch Database Trader Entries   
    Config:
    GitHub: Database Entries
     
    ;) I've made some entries for my custom traders for the new overpoch weapons/ammo.
    Your trader TID will be different than mine so you will have to change that. 
     
    I've separated them into each class. *note some may be in the wrong section, forgive me, i'm not a gun nut...  :rolleyes:
    Feel free to adjust the prices etc.
     
    I'm using navicat so It may be different using other methods.
    But to add, create a new query and simply paste the below entries.
     
    *note your "traders_data" may be different, change to suit your database.
    *If you find any mistakes or feel that something needs to be more balanced price wise please comment and ill update, Thanks   ;)
    AK Variants:




    G3 Variants:




    Sidearms:




    Masada ACR




    SCAR Rifles:




    HK416's




    HK417's




    LMG's




    Snipers:



     
    ACR snow camo:
      ACR black camo:
  2. Like
    xBowBii reacted to kat in Overpoch Database Trader Entries   
    ACR tan camo:
      ACR woodland camo:
      Ammunition:


     
    Vehicles:
     
    350z:
     



     
    Monaro:
     



     
    Police cars:
     



  3. Like
    xBowBii reacted to Razorman in Server Hosting is not easy   
    Dear All,
     
    having spent many a happy hour here learning how to host, script & operate a server I would like to share some thoughts.
     
    There is no plug & play easy way to host a server, I see many here asking for answers to questions that have been answered many times before.
    I see people here who seem to think it's easy & want everyone else to do it all for them, pay offers, requests to fix it all.
     
    We sorry to burst ya bubbles but this shit whilst not rocket science isn't easy.
     
    Do your time, learn the ropes & invest in some research, that way lies success.
     
    Don't waste your money on renting servers that you have no clue about operating, a fool & his money are easily parted, you are fodder for the hosting companies & the only winners are them.
     
    This may rattle the odd cage but it has to be said.
     
    Good luck.
     
     
  4. Like
    xBowBii reacted to raymix in [1.4.1] Snap Building PRO   
    Download files, updates and Installation instructions on:
    Github
    HQ Screenshot of an in-game Tutorial dialog
    Ever wanted to run hardcore server with 3rd person cam disabled? Now's your chance.
     
    Credits and Contributors:
    Awol - player_build.sqf, Epoch and permission to modify script.
    Mudzereli - Commanding menus
    Rimblock - with modular build (github)
    PryMary - with Plot for Life
    KamikazeXeX - Support for
    striker - using snap pro as a base for
     
    Github contributors - mattispro, Mikeeeyy
     
     
    Legal:
    You can use/modify/redistribute this file as long as it complies with License. You can not use this script to promote donations or shops.
    This script is open source, you are allowed to add it to your @mods as long as appropriate credits and terms of license are met.
  5. Like
    xBowBii reacted to raymix in [Tutorial] Overpoch - Custom traders, all weapons/ammo/vehicles in menus   
    You might want to refer to this tutorial instead then.
  6. Like
    xBowBii reacted to Richie in Pay to Win server   
    £105 I think he said once :unsure: He only offers humanity changes for donations, no bases or weapons etc
  7. Like
    xBowBii reacted to cen in Proposed UI change   
    I prefer mine :D
     

  8. Like
    xBowBii reacted to hogscraper in Proposed UI change   
    Hello everyone, I wanted to put this out there and see what you guys think. I was reading on Github where vbawol said he removed the eye and ear from the UI altogether because he didn't like the new Dayz versions and that he wanted a more simple interface. I also have a few friends that are color blind and have always disliked having to deal with the changes from red to green. The changing icons never really helped them as intended as the icons change color from gray to gray and the icons actually become less obtrusive the more important it is for them to notice them,(where the picture fades to nothing). 
     
    I wanted to set out with all of this information and create something that was unobtrusive when it was not needed, and only becomes more prominent as the player needs to pay attention to it. With that in mind, I decided to go back to the old eye/ear icons to have them make more sense to new players but I removed the bars. I also wanted to make everything the same color since all green icons with one glaring red one for temp always kind of irked me. I also can't even count how many times I've been laying down some metal floors or cinder walls and didn't notice my character was starving to death until it clicked in my head that the color was almost entirely gone from the screen. 
     
    These ideas all took form in the video below. I decided to make them a dark charcoal color that changes to white as the item becomes something the player needs to deal with. The end result was something that even surprised me as I first loaded the below video and didn't even notice the icons at first. I know this is a radical departure from what we've gotten used to since Dayz first came out but I think it could really help with immersion and overall satisfaction with the game UI. The differences at night in the video were even more immersive when everything is fine and you're trying to be stealthy. 
     
    Also, since only one of my friends with color blindness was available to test this out,(he's completely color blind), I was hoping that if anyone here suffers from CB to please take the time to review the video and see what you think. My friend said it really helped him to notice when things were going wrong but he is a friend and only one person so I wanted more feedback on this.
    Let me know what you think. Would this help you or do you think the UI is fine the way it is?
     

     
    Edited with new video to show old style/proposed style comparison. Also updated code to gradually shift combat icon from white to black as combat timer runs down.
     

  9. Like
    xBowBii reacted to mudzereli in Scroll-Menu - How to order   
    you have to find the lines where the actions are added and change the priority.
     
    https://community.bistudio.com/wiki/addAction
     
    examples:
     
    default/middle of list:
    s_building_snapping = player addAction ["<t color="#ffbb33"">Toggle Snapping</t>", "custom\snap_build\player_toggleSnapping.sqf",_classname, 1.5, true, false, "","];
     
    higher up on list:
    s_building_snapping = player addAction ["<t color="#ffbb33"">Toggle Snapping</t>", "custom\snap_build\player_toggleSnapping.sqf",_classname, 10, true, false, "","];
     
    lower down on list:
    s_building_snapping = player addAction ["<t color="#ffbb33"">Toggle Snapping</t>", "custom\snap_build\player_toggleSnapping.sqf",_classname, 0, true, false, "","];
     
     
    etc... you get the idea
  10. Like
    xBowBii reacted to FJack in Pay to Win server   
    acting like a ****?
    His one post didnt reek of schmegma imo. He's simply asking a question.
    Hosts that would get offended by that question should probably avoid pointing themselves out since it would be a sign that the offended person is not complying with BI's policies either.
    Players that got offended by that question probably got scammed into buying items in exchange for real money. Sorry if that's the case.

    Either way, just looks bad to get offended by the OP for wanting to help clean up the gaming industry in a cruel attempt to report people selling other people's property.

    I doubt you would call a neighbour a dick for calling the cops if they saw a stranger selling your stuff outside your home... so if this guy wants to report someone abusing then they do have choices.
  11. Like
    xBowBii reacted to vbawol in 125548 on DayZ Commander   
    Just talked to DotJosh today and he asked if we were good to use the latest arma oa patch with epoch. I gave him the go ahead so we should see DZC updated soon.
  12. Like
    xBowBii reacted to raymix in Why are there still some servers on DAYZ Commander   
    Guys at Gamespy are trolling us
  13. Like
    xBowBii reacted to IT07 in [Napf] Redesigned Epoch/Overpoch trader cities   
    This comment has been Removed
  14. Like
    xBowBii reacted to IT07 in [Napf] Redesigned Epoch/Overpoch trader cities   
    Redesigned Epoch/Overpoch Napf Traders
    by IT07 Version 0.2.2.1 SafeZone Edition
     
     
    Info
    This is a mod for ArmA 2 DayZ Epoch (Overpoch compatible) that replaces the default traders.
    Locations of some traders are slightly different than the default ones but do not expect any crazy trader location differences.
    Also, the traders work with the default traders database setup so you can leave your current trader database as it is and will work with these.
     
     
    Screenshots
    http://imgur.com/a/BBVDd
     
    Requirements
    A tool for unpacking Pbo's
     
    Recommendations for versions earlier than V.0.2.2.1

     
    Changelog V.0.2.2.1
    [ADDED] optional objects for all traders that will prevent bullets from firing/hitting players/vehicles in the safezone.
    Can be set to true/false through mission.sqf that comes with the download.
     
    Changelog V0.2.1.1
    [FIXED] no vehicle spawnpoint of bandit trader
     
    Changelog V.0.2.1
    [REMOVED] several object from several traders to improve client FPS performance
    [CHANGED] several trader units to eliminate bug when Wicked AI is being used on the server
    [REORGANIZED] Bandit, Hero and Lenz trader
    [ADDED] container north boat dealer. (was missing in previous versions)
    [NEW] removeAllWeapons applied to traders as a fix for the traders pointing their gun at you. (some people find that annoying and I understand)
     
     
    Download
    Click to download version 0.2.2.1
     
    How to install?
    Just read the README.md included in the download :)
  15. Like
    xBowBii reacted to NorthyPark in [Release] Easy Epoch config   
    Well the title says it all. a simple config for all the Epoch Variables.
     
    I have had this for a very long time and added more and more Variables after each update, so why not release it?
     
    Install:
    Create a file called epochconfig.sqf or download This and place it in your MPmission.pbo file
     
    If you created the file, copy and paste this into the file:
    //Enable purchased vehicle parachute spawning setting this to true. (Default: false) DZE_TRADER_SPAWNMODE = false; //Set the Amount of possible heli Crashes on Spawn MaxHeliCrashes= 5; // Default = 5 //Enable full moon nights by setting this to true. (Default: false) dayz_fullMoonNights = true; //Controls the max overall vehicle limit if this limit is reached no new vehicles will spawn. MaxVehicleLimit = 300; //Experimental feature that will parachute spawn all players into the game. (Default: false) dayz_paraSpawn = false; //Allows adding more potential spawn points. PLEASE NOTE: The extra markers named spawn5 - spawn10 must exist. (Default: 4) //spawnMarkerCount = 4; //Controls animal spawn limits (Default: 8) dayz_maxAnimals = 8; //Enables the ability to tame dogs with raw meat. (Default: false) dayz_tameDogs = false; //Sets the lowest possible damage a fresh spawned vehicle will have. (Default: 0) DynamicVehicleDamageLow = 0; //Sets the highest possible damage a fresh spawned vehicle will have. (Default: 100) DynamicVehicleDamageHigh = 100; //Sets the lowest possible fuel level a fresh spawned vehicle will have. (Default: 0) DynamicVehicleFuelLow = 0; //Sets the highest possible fuel level a fresh spawned vehicle will have. (Default: 100) DynamicVehicleFuelHigh = 100; //Max number of zombies spawned per player. (Default: 40) dayz_maxLocalZombies = 40; // Default = 30 //Total zombie limit (Default: 500) dayz_maxZeds = 500; //Disables zombies attacking vehicles. (Default: false) dayz_zedsAttackVehicles = true; //Controls the distance that you can sell a vehicle to the traders. dayz_sellDistance = 20; dayz_sellDistance_vehicle = 20; dayz_sellDistance_boat = 30; dayz_sellDistance_air = 40; //true will enable debug so that road debris and new vehicle spawns are visible via map markers. Also debug will enable "Save to arma.RPT" that allows access of a tool to obtain lootpos information for buildings used for adding support for additional maps. (Default: false) DZEdebug = false; //To change how many debris spawn edit the MaxDynamicDebris variable in the missions init.sqf. MaxDynamicDebris = 100; // Max number of road debris spawns (Default: 100) //Customize fresh spawn loadout DefaultMagazines = ["ItemBandage","ItemBandage","ItemPainkiller","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag"]; DefaultWeapons = ["ItemMap"]; DefaultBackpack = ""; DefaultBackpackItems = [""]; //Customize Death Messages //Enables global chat messaging of player deaths. (Also requires enableRadio true;?) (Default: false) DZE_DeathMsgGlobal = true; //Enables side chat messaging of player deaths. (Also requires enableRadio true;?) (Default: false) DZE_DeathMsgSide = false; //For DeathMsg enableRadio false; //Enables global title text messaging of player deaths. (Default: false) DZE_DeathMsgTitleText = true; //Change amount of ammo boxes that spawn on the server. MaxAmmoBoxes = 5; //Change amount of mining veins on the server. MaxMineVeins = 50; //Enables Helicopter Lifting DZE_HeliLift = true; //Enables Player to Spawn as Zombie after being killed by them DZE_PlayerZed = false; // (Default: 25) DZE_HumanityTargetDistance = 25; // (Default: true) DZE_FriendlySaving = true; //If True will allow building on roads DZE_BuildOnRoads = true; // Custom Mission Loot Table (Default: false) DZE_MissionLootTable = false; // Loot Spawn Timer (Default: 10) DZE_LootSpawnTimer = 10; //Enable/Disable backpack contents being wiped if logging out or losing connection beside another player. DZE_BackpackGuard = false; //Default = true, true to enable, false to disable //Change the number of constructed objects within range of a 30m Plot Pole. (default=150). Be very carefull with this number, as setting it too high will cause a huge amount of local lag** DZE_BuildingLimit = 500; //Non destructable bases DZE_GodModeBase = false; //DZE_requireplot override variable added DZE_requireplot = 1; //DZE_R3F_WEIGHT = true or false DZE_R3F_WEIGHT = true; //Steps to build. Default: 3 DZE_StaticConstructionCount = 3; //Random start skins (Epoch 1.0.5) DZE_defaultSkin = [["Male skin1","Male skin2"],["Female skin1","Female skin2"]] //SelfBB DZE_SelfTransfuse = false; //SelfBB Values Remove // if you want to use //DZE_selfTransfuse_Values = [blood amount, infection chance, cool-down (seconds)]; //Force Names in trader DZE_ForceNameTagsInTrader = false; //Config based trader setup option that is more performant, however does not track inventory. Add #include "\dayz_epoch_b\CfgServerTrader\cfgServerTrader.hpp" in description.ext if you want to use DZE_ConfigTrader = false; //Control what damage level is needed for the maintain option to appear Default Unsure Remove // if you want to use //DZE_DamageBeforeMaint = 0.1; //Plotpole size (DZE_PlotPole = [x,y]) Default [30,45] DZE_PlotPole = [30,45] then open init.sqf and look for this:
    // DayZ Epoch config spawnShoremode = 1; // Default = 1 (on shore) spawnArea= 1500; // Default = 1500 dayz_MapArea = 18000; // Default = 10000 dayz_minpos = -1000; dayz_maxpos = 26000; MaxVehicleLimit = 300; // Default = 50 MaxDynamicDebris = 500; // Default = 100 dayz_maxLocalZombies = 30; // Default = 30 dayz_paraSpawn = false; dayz_sellDistance_vehicle = 10; dayz_sellDistance_boat = 30; dayz_sellDistance_air = 40; dayz_maxAnimals = 5; // Default: 8 dayz_tameDogs = true; DynamicVehicleDamageLow = 0; // Default: 0 DynamicVehicleDamageHigh = 100; // Default: 100 DZE_BuildOnRoads = false; // Default: False delete all the config lines and add
    //Epoch Config Variables call compile preprocessFileLineNumbers "epochconfig.sqf"; so it looks like this:
    // DayZ Epoch config spawnShoremode = 1; // Default = 1 (on shore) spawnArea= 1500; // Default = 1500 dayz_MapArea = 18000; // Default = 10000 dayz_minpos = -1000; dayz_maxpos = 26000; //Epoch Config Variables call compile preprocessFileLineNumbers "epochconfig.sqf"; But remember, do not delete these lines
    spawnShoremode = 1; // Default = 1 (on shore) spawnArea= 1500; // Default = 1500 dayz_MapArea = 18000; // Default = 10000 dayz_minpos = -1000; dayz_maxpos = 26000; Thats it!
     
    And btw i haven't tested this for 1.0.5 yet, just updated it. so tell me if there is any error :)
     
    pluss if i forgot any Variables (DZE_ stuff) post them here and ill add them :)
     
    I use it cause i want my missionfile clean :P
  16. Like
    xBowBii reacted to MattL in [RELEASE] Carepackages   
    What this does:
     
    It spawns a carepackage above the player that floats down around the player. It can be filled with whatever you want. By default the carepackage costs two brief cases to buy.
     
     
    Using http://epochservers.com/viewtopic.php?f=14&t=13 add this to your extra_rc.hpp 
    class ItemBriefcase100oz { class carepackage { text = "Call carepackage"; script = "execVM 'scripts\carepackage.sqf'"; }; }; change the filepath as necessary. 
     
    Now find the hacker check in your server_functions.sqf and replace 
    if(vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x)  && !((typeOf vehicle _x) in DZE_safeVehicle)) then { with
    if(vehicle _x != _x && (vehicle _x getVariable ["Mission",0] != 1) && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then { save and repack. 
     
    Download link - contains all three versions. for any of the map click versions you will need to make the extra_rc point to the clickpackage.sqf
    You can change the _cost (how many briefs it requires), you can change the _distance until the box is deleted, you can change the _smoke color, you can change the items and weapon types also. You can change the way the box is arranged on the chute, but I wouldn't touch it as it can mess with the chute or make the box float above the ground. You can also change the height that the carepackage spawns at, on line 23 
    _position = [_getPos select 0, _getPos select 1, 25]; change the 25 at the end. 
     
    EDIT: You may have to whitelist a few things in the createvehicle.txt like 
    !="USVehicleBox_EP1" !="ParachuteMediumEast" !="SmokeShellBlue" I don't use BE personally so I can't really help any more than that.
     
    and
     
    If you are running infistar antihack remove: onMapSingleClick ''; from AH.sqf  
     
    Enjoy.
     
    To view a video of this system click HERE
     
    If you like the script, please consider donating below.
     
     
    Credits : Infistar, he helped majorly with weapon mag selection. 
  17. Like
    xBowBii reacted to MattL in [RELEASE] Random Skin based on Sex   
    before I released it, when I was still stress testing it, some of the female skins would get you stuck in debug fields on morph, pre-release I isolated these skins and removed them from the morph list but left the notice up there as a warning that anything can, and probably will happen haha.
  18. Like
    xBowBii reacted to MattL in [RELEASE] Random Skin based on Sex   
    Hollowaddiction requested this one from me after being bugged by a female player for a couple weeks. What this does (the way I have it set up) is select a random skin (from the list given) and either spawns the player as that skin OR adds the skin to their inventory at random. This is configurable. You can add it in to your server in a couple of different ways, like as a pay for skin option when right clicking on gold or whatever you want, really. 
    ​ Requirements (PBO Manager and Notepad ++)
    Easy = Blue <10 Installation Steps - 
    1. go into your dayz_server\compiles folder and find server_playerSetup.sqf, locate the line that looks like 
    dayzPlayerLogin2 = [_worldspace,_state]; and replace it with 
    dayzPlayerLogin2 = [_worldspace,_state,_randomSpot]; and repack your server pbo
     
    2. open up your mission folder / pbo and open the init.sqf and put this at the bottom : 
    sexcheck = compile preprocessFileLineNumbers "scripts\sexcheck.sqf"; waitUntil {!isNil ("PVDZE_plr_LoginRecord")}; if (dayzPlayerLogin2 select 2) then { player spawn sexcheck; }; change the filepath accordingly
    3. download this file and place it in a scripts folder 
    4. configure
    5. enjoy
     
    Credits -
    HollowAddiction for the idea
  19. Like
    xBowBii reacted to david in help with script?   
  20. Like
    xBowBii reacted to OtterNas3 in [RELEASE] VASP - Vehicle and Skin preview on Traders v1.2 (Updated 06/18/2014)   
    Hey folks,
     
    some time ago i pushed something to the public, but here is next!
     
     
    "Damn which Truck was the open Camouflage one?"
    "Bah cant remember which of the Vehicles holds the most amount of Magazines and Weapons..."
    "How many Players can Drive in XYZ Vehicle?"
    "How fast can that Vehicle go?"
     
    "What the hell a 'Donald' skin look like?"
    "'Rocker 1 2 3 whats the difference?"
     
    Ever had such questions?
     
     
    Here you go - VASP - Vehicle and Skin Preview
     
     
    This little Mod let you Preview any Vehicle or Skin in the TraderMenu.
    Vehicles will show additional Infos like:
    Max Speed Max Seats Max Cargo Weapons Max Cargo Magazines Max Cargo Backpacks Max Fuel Max Armor All stuff is totally client side spawned and will not be visible to any other Player on Server!
     
    The Player clicks in the Tradermenu on a Vehicle or a Skin and he will get a hint message to press F5 for a preview of it.
     
    While in preview, you can use these Hotkeys:
    Zoom in/out:       Arrowkeys up/down
    Rotate left/right: Arrowkeys left/right
    Close preview:   F5
     
    After preview the Tradermenu will open again on the same spot the Player left it for the preview.
    Just hit Buy and the last previewed item get bought.
     
    Easy as Pie.

     
    Demo Video
      http://youtu.be/KN8MAEpTC8I
     
    Download:
    https://www.dropbox.com/s/a2ziauc6rudqk97/VASP_v1.2.zip
     
    Install instructions:
    1. Download und unzip VASP_v1.2.zip
    2. unpbo MPMissions\YOURMISSIONNAME.pbo (If your hoster has just folders you can skip this obviously ^^)
    3. Copy the custom folder from unziped VASP_v1.2.zip to MPMissions\YOURMISSIONNAME\
    4. open 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 last closing bracket };
           _nil = [] execVM "custom\VASP\VASP_init.sqf"; If you dont have already a custom pulicEH.sqf continue on 5a) else continue on 5b)
     
    5a)
    Still in the init.sqf Find this line:
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; and replace with:
    call compile preprocessFileLineNumbers "custom\VASP\publicEH.sqf"; 5b)
    open your custom publicEH.sqf and find this line:

    "PVDZE_plr_SetDate" addPublicVariableEventHandler {setDate (_this select 1);}; and replace with:
    "PVDZE_plr_SetDate" addPublicVariableEventHandler {if (!(player getVariable["Preview",false])) then {setDate (_this select 1);};}; If you dont have already a custom compiles.sqf continue on 6a) else continue on 6b)
     
    6a)
    Still in the init.sqf Find this line:
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; and replace with:
    call compile preprocessFileLineNumbers "custom\VASP\compiles.sqf";                //Compile regular functions 6b)
    Open your custom compiles.sqf and find this block:

    // trader menu code if (DZE_ConfigTrader) then { call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuConfig.sqf"; }else{ call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuHive.sqf"; }; and replace with:
    // trader menu code if (DZE_ConfigTrader) then { call compile preprocessFileLineNumbers "custom\VASP\player_traderMenuConfig.sqf"; }else{ call compile preprocessFileLineNumbers "custom\VASP\player_traderMenuHive.sqf"; }; Find this line:
    fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; //Checks which actions for self and replace with:
    fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\VASP\fn_selfActions.sqf"; //Checks which actions for self If you already use a custom fn_selfActions.sqf open it and find this line:
    _buy = player addAction [localize "STR_EPOCH_PLAYER_289", "\z\addons\dayz_code\actions\show_dialog.sqf",(_traderMenu select 0), 999, true, false, "",""]; and add ABOVE:
    LastTraderMenu = (_traderMenu select 0); 7. repbo MPMissions\YOURMISSIONNAME\ - upload - restart server - enjoy!
     
     
    - Configuration -
    Open VASP_init.sqf and edit this block to your liking:
    /****************************/ /* Configuration */ /****************************/ /* Vehicle Preview on/off */ /* true = ON / false = OFF */ VASP_VehiclePreview = true; /****************************/ /* Skin Preview on/off */ /* true = ON / false = OFF */ VASP_SkinPreview = true; /****************************/ /* !!! DONT EDIT BELOW !!! */  
    - Additional Information -
     
    For those who have MORE then the standard Epoch Skins buyable at the Traders you would need to open MPMissions\YOURMISSIONNAME\custom\VASP\VASP_init.sqf
     
    and add them to this block:

        AllAllowedSkins = [         "Skin_Survivor2_DZ","Skin_SurvivorWcombat_DZ","Skin_SurvivorWdesert_DZ",         "Skin_SurvivorWurban_DZ","Skin_SurvivorWsequishaD_DZ","Skin_SurvivorWsequisha_DZ",         "Skin_SurvivorWpink_DZ","Skin_SurvivorW3_DZ","Skin_SurvivorW2_DZ",         "Skin_Bandit1_DZ","Skin_Bandit2_DZ","Skin_BanditW1_DZ",         "Skin_BanditW2_DZ","Skin_Soldier_Crew_PMC","Skin_Sniper1_DZ",         "Skin_Camo1_DZ","Skin_Soldier1_DZ","Skin_Rocket_DZ",         "Skin_Rocker1_DZ","Skin_Rocker2_DZ","Skin_Rocker3_DZ",         "Skin_Rocker4_DZ","Skin_Priest_DZ","Skin_Functionary1_EP1_DZ",         "Skin_GUE_Commander_DZ","Skin_Ins_Soldier_GL_DZ","Skin_Haris_Press_EP1_DZ",         "Skin_Pilot_EP1_DZ","Skin_RU_Policeman_DZ","Skin_Soldier_TL_PMC_DZ",         "Skin_Soldier_Sniper_PMC_DZ","Skin_Soldier_Bodyguard_AA12_PMC_DZ","Skin_Drake_Light_DZ",         "Skin_CZ_Special_Forces_GL_DES_EP1_DZ","Skin_TK_INS_Soldier_EP1_DZ","Skin_TK_INS_Warlord_EP1_DZ",         "Skin_FR_OHara_DZ","Skin_FR_Rodriguez_DZ","Skin_CZ_Soldier_Sniper_EP1_DZ",         "Skin_GUE_Soldier_MG_DZ","Skin_GUE_Soldier_Sniper_DZ","Skin_GUE_Soldier_Crew_DZ",         "Skin_GUE_Soldier_CO_DZ","Skin_GUE_Soldier_2_DZ","Skin_TK_Special_Forces_MG_EP1_DZ",         "Skin_TK_Soldier_Sniper_EP1_DZ","Skin_TK_Commander_EP1_DZ","Skin_RU_Soldier_Crew_DZ",         "Skin_INS_Lopotev_DZ","Skin_INS_Soldier_AR_DZ","Skin_INS_Soldier_CO_DZ",         "Skin_INS_Bardak_DZ","Skin_INS_Worker2_DZ"     ]; This is ONLY needed if you have custom Skins that are buyable on the Traders!
     

     
    ~ Have fun with it ~
     
    Questions - Bugs - Tell me!
     
    - If you like it - Like it - So I can count Downloads - I like that
     
    #####################################
    #                      Support my work                      #
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    #                                Donate                           #
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  21. Like
    xBowBii reacted to Mr. Snatchit in RPT for Overpoch, Mind takin a look?   
    Thanks guys but I figured out the problem, when I posted this I had my launch params for the server set up as -mod=DayzOverwatch;@dayz_epoch;@dayz_epoch_server, not realizing i forgot the @ in front of Dayzoverwatch :D but its working now no problems, thanks for the help tho :3
  22. Like
    xBowBii reacted to RimBlock in [Resource list] Windows based tools for admins and mod makers.   
    Thanks for the info. 
     
    Looks good and pretty powerful. 
     
    Will add it to the first post.
  23. Like
    xBowBii reacted to Fully in [WIP] Chernarus Train Service   
    Being working on this for a few days.
    YES thats right North Berezino - Electro fully working so far =)
    Makes track sounds, level crossings sounds as well as stops at every train station along the way =)
    Still WIP so not quite finished yet......:/


     
     
    - Electro
     

     
     
    Still working on collecting the track ids from here to Kamenka =)

     
  24. Like
    xBowBii reacted to fr1nk in i would like to know how to get scripts for arma 3 epoch when its avable   
    We can probably help you, but come back in 5-6 months.
  25. Like
    xBowBii reacted to RimBlock in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Plot For Life v2.5 with Snap Pro v1.4.1 & Precise Base Building 1.0.4 (Built for Epoch 1.0.5.1)   Current Version Note: If you are also going to use other building mods (Vector build etc) then please check the other mods have been updated to work with v2.5 before installing.  If they have not then please use A Plot for Life v2.35 which can be downloaded from the links further down this post.   Dropbox: A Plot for Life v2.5 GitHub: A Plot for Life v2.5   V2.4 -> 2.5 upgrade.    1. Download and replace the following files in MPMissions\[Mapname]\Custom\Compile. fn_check_owner.sqf fn_find_plots.sqf 2. Download and merge (see the diffmerge tutorial links further down) the server files found in $SERVERHOME\custom (changes are fairly minimal).   That is it.   New features. Merged in Precise Base Building from his kind permission.  Please show your appreciation to him as well.
      Core Features. The whole system is is switchable between characterID and PlayerUID by setting a variable. All items built after the mod is installed with have the PlayerUID and the characterID stored for ownership checking (locked buildables will only have the PlayerUID stored as the characterID field is used for the lock code). Includes the 1.0.5.2. code to allow either SteamID or BIS PUID (written by icomrade). You can turn on the plot boundary from the plot pole and remove it.  Currently I am using the road cones with lights on top which are also visible at night.  They can be changed. Take Ownership is available from the plot pole to the plot poles owner and allows them to take ownership of all buildables in range excluding  locked storage (safes / lockboxes), tents, locked doors.  This can be changed as it is all controlled via variables.  The core idea is that this will align peoples bases to the new system for steamID storage on legacy bases.  It also means that raiders can raid a base, replace the plot pole, take ownership and not get full access to locked areas but not have 6 cycles to remove stuff etc after taking over.  Depending on the size of the base, number of objects etc this could put a bit of load on the server / DB.  It is also turn off or on-able via a variable so you can set it only to allow players to realign their bases and then disable the option. New function to check ownership or friendly status of a given object. Merged with Snap Pro and Modular build framework with permission from Raymix Please show you appreciation to Raymix as well). Uses the modular build system.
    New functions to reduce instances of common code in the building system.  Both are small and precompiled.
    fn_check_owner.sqf to check ownership and friendly status
    fn_find_plots to get all nearby plot poles and return a count and the nearest alive one (if one exists).
    Optimised code changing nearestobjects to nearEntities.
    Added delay in the Take Ownership function so the Hiveext / DB does not get spammed when taking ownership of large bases.
    Player_build.sqf is no longer used at all and had been removed from the distribution.
    Optimised code what has saved between 20k & 30k in the mission package size.
      Install Instructions are in the zip file (A Plot for Life v2.5).   Guides on how to use Diffmerge and how to integrate scripts together.   Please backup your databases and thoroughly test before putting live.   Report any bugs / suggestions in the thread.   Previous version 2.35 Dropbox: A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1 GitHub (v2.35 stable): A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1   Outstanding issues None reported. Next Version: 3.0
    Include a action menu (scroll wheel menu) for plot options and builder / owner management ()  
    Beta Testing
    As it seems theres no with an interest to do any beta testing I need to sweeten the deal.  Anyone who helps with beta testing will get access to boobytrapping doors 4 weeks before it is released publicly.  The 4 weeks will start from the v2.4 release date and will include any bug fixing period.  
     
    Boobytrapping Doors - If you have a hand grenade then you can upgrade a locked door to boobytrap it.  If the incorrect door code is entered then the hand grenade will be dropped at the position the player was when they boobytrapped the door (make sure you are on the correct side of the door when setting the trap  ;) ).
     
     
    Releases   Naming convention  

     
    Previous releases (Majors)
     


      Use and Distribution License details.   This mod is licensed under the DayZ Mod License Share Alike (DML) license.   Usage For people wishing to use the mod for their own servers, please use away.  If advertising the mod as a feature of your servers then a shoutout and a linkback to here would be appreciated but is not a requirement.   Distribution For people wishing to modify and distribute my code for this mod, the requirements are different. 1. You contact me and ask (common courtesy really). 2. You make it clear who the original creator is and provide a link to this thread.   Included mods. A Plot for Life v2.35 (Rimblock). <- is fine.
     
    Included mods.
    A Plot for Life
     
    "credits to each addon / script creator" <- is not.
     
    3. The person distributing the mod explicitly states that they are responsible for any issues with their modified version of the mod and not the original creator (i.e. me).
     
    4. Any other requirements under the  DayZ Mod License Share Alike (DML) license.
     
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