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Bungle

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  1. Like
    Bungle got a reaction from Draay in Detailed death messages and massgrave question   
    I set mine to 10 over the default 5.. 
    MaxHeliCrashes= 10; // Default = 5 Now I cant stop finding them! haha
     
    Still yet to find a mass grave thought so I can catch me some of dem steroid flies for fishing. :D
  2. Like
    Bungle got a reaction from gunnar in denmark Pack (new towns)   
    Looking at the images alone that's a lot of time and effort.
    They all look pretty nice and I know how hard it is sometimes to find good places on the map to work with.
     
    Hats off to you for sharing.
    +1
  3. Like
    Bungle got a reaction from iPrismmm in Looking for someone to install scripts? Send me a PM - Now Including OverPoch   
    Bump... because twice in one day is not enough!
     
    If only I was still a mod this would of been locked/removed as I don't think you are bumping just to help people...
     
    To all server owners: Adding scripts using tutorials is easy if you just read it through and always backup prior to changes. Often the threads in this forum will also have reply's with problems people face and plausible solutions.
    Just Read.
     
    To Prominentalex: If you are offering your help that's great, charging people for that help is just wrong.  If they however are grateful and wish to give you something in return for your time, that's warranted.
  4. Like
    Bungle reacted to (GSG) Az in [WIP] DZHC - Extendable DayZ Headless Client Framework   
    Hi all,
     
    I just wanted to post to share a project that I am almost finished and get some input/suggestions as to the degree of features and flexibility I will add.
    I'll start by providing a current overview of what this can and cant do, and leave the floor open for criticism, suggestions and the like.
     
    I started this after becoming frustrated with the lack of decent modifiable headless clients available for ARMA and ARMA mods alike. Each HC was designed with a particular purpose in mind and was not easily configurable. I then decided that the HC's available simply were not going to cut it and set out to write my own - But with a few differences.
     
    Key Features
    Standalone framework Multiple headless client support Server controlled headless clients Start/Stop headless clients in realtime. Assign priorities to headless client tasks Server/Client/Headless handover support Client framework for client specific variables Headless client automation system Minimal network usage Easy set up and configuration Object Orientated design for performance (To come, this one is HARD) AND my personal favorite;
    Dynamic response to low client/server FPS. Ill go over some of these in a little more detail;
     
    Standalone framework
     
    None of the code is reliant on DayZ, Epoch or otherwise. It should easily be compatible with any ARMA server or modification.
     
    Server controlled HC
     
    The HC is controlled 100% by the server. The server issues commands, monitors the HC's connection status, issues the override commands and terminates any appropriate threads. I made it this way because there will be circumstances where interaction with the HC might be desired by the admin and automation of tasks required it. This will mean that you can override a particular HC's default function from within the game environment. 
     
    Start/Stop HC in realtime
     
    As a consequence of the above, the ability to control HC's is paramount. The HC already has an inbuilt automation system (see below) but allows for manual override at any time. This means admins actively monitoring their performance can kick in a another HC and offload a task currently assigned to another HC to it. If your HC is maxing its threads, you can manually hand-off some code to another HC to cope with the load. 
     
    Assign priorities to headless client tasks
     
    Each hand-off is deemed as a HC task. You can assign priorities to these tasks to ensure peak performance at all times. If a HC is struggling with load, it will dynamically seek to remedy the issue by offloading lower priority tasks to either the server, client or another HC.
     
    Client framework for client specific variables
     
    A set of event handlers designed to handle client specific variables (player etc). This is so even client scripts could technically be handed off to a HC for processing and only the end result gets processed on the client. This should result in massive FPS improvements for clients and server alike. 
     
    Headless client automation system
     
    Each HC is controlled by the server and the server is designed to dynamically allocate tasks to available HC's. It also makes sure that they are still connected and responds appropriately if a HC disconnects without warning. It knows exactly what tasks the HC was running and tries to reallocate these tasks to an available HC, and if none are available, it hands them back to the client/server and waits for a HC to connect. Once there is a HC available, its will reallocate these tasks back to the HC. 
     
    Dynamic response to low client/server FPS.
     
    Perhaps my favorite idea, this means that the server and clients actively monitor their FPS in bursts. If these values fall below their thresholds (configurable), then the server/client will kick in and request a HC hand-off. Both clients and server will have to assign which scripts are capable of an override and assign priorities to them, but the idea is simple. When the client/server suffers - offload everything it can to an available HC.
     
    Minimal network usage/optimisation
     
    All network messages sent and received are strict - they are only issued to the machine that actually needs them. The HC system is also smart enough to know when a message is being sent by a headless client and will queue other messages until it is ok to send them. This results in far better performance and minimises the risk of duplicate messages/threads being initialised. During periods of network congestion (Perhaps an ill fated basic.cfg) it will respond by reallocating the task back to the client/server (to prevent network lag at the locality the script belongs to).
     
     
     
     
     
    Things that I want to implement;
     
    Secure script system
     
    The ability to encode your current scripts that are mission side (Buildings/AI/Whatever) so that they are harder to be stolen without your server.pbo. This will work based of UID's of the server (unsure if possible yet, its just an idea). 
     
    Online Headless Compatibility Wizard
     
    A wizard that allows you to post your current code and check for compatibilty issues with the headless framework (variables like player, addMagazine etc) and provide suggestions for how to fix the issues. 
     
     
    Github link (Coming soon)
     
    So guys and gals.... What do we think?
  5. Like
    Bungle reacted to gunnar in denmark Pack (new towns)   
    After some private messages to reupp Skalisty, here is it. For Medvedskoye and Skalisty i spent a lot of time to create, so a thx will not hurt. Dont ask for biedi file, i will not release it.
     
     
     
    Medvedskoye
    description: a 3,5km long road from Pobeda Dam leads to the new Town
    screenshot: http://imgur.com/a/hkyi#0
     
    Skalisty Island
    description: huge improvement, nearly whole island is now a city
    screenshot: http://imgur.com/a/7Tvv#0
     
    North-East-Airfield
    description: more interesting because of new barracks and hangars
    screenshot: http://imgur.com/a/YD5g#0
     
    Cherno Blocks
    description: added some apartment Blocks to the north of Cherno
    screenshot: http://imgur.com/a/dwUD#0
     
    Cherno Base
    description: a base east of Cherno on the small Hill
    screenshot: https://imgur.com/a/qAbX#0
     
     
    NEW added 5.June 2014
     
     
    Gvozdno-Petrovka Road + Village
    description: a road directly connects these both villages, in the middle some houses added
    screenshot: http://imgur.com/a/FqGN#10
     
    Solnichniy Factory Addon
    description: larger Factory now + some more Objects in Solnichniy
    screenshot: http://imgur.com/a/2E6L#0
     
    North-West-Airfield
    description: added much more Foliage to the Field but dont destroys the Layout of this Airfield
    screenshot: no Screenshots, sorry
  6. Like
    Bungle got a reaction from Buck0 in Looking for someone to install scripts? Send me a PM - Now Including OverPoch   
    Bump... because twice in one day is not enough!
     
    If only I was still a mod this would of been locked/removed as I don't think you are bumping just to help people...
     
    To all server owners: Adding scripts using tutorials is easy if you just read it through and always backup prior to changes. Often the threads in this forum will also have reply's with problems people face and plausible solutions.
    Just Read.
     
    To Prominentalex: If you are offering your help that's great, charging people for that help is just wrong.  If they however are grateful and wish to give you something in return for your time, that's warranted.
  7. Like
    Bungle got a reaction from Rythron in Ingame Camera with Monitor control   
    I know its still not a camera.. but what about a projector instead of the loudspeaker for now?
     
    Item Class: MAP_misc_videoprojector
     

  8. Like
    Bungle got a reaction from williamjbrown in [RELEASE] Bexs Bunker Trader   
    Very nice work!
     
    Things I would be looking to include/change.
     
    1. Make the overall bunker smaller and less hallway. 
    2. Apply a client side colour correction when entering the bunker, making it darker if possible.
    3. Beg the epoch team to create a cellar door model and add it so you can add them behind houses to function like this. 
  9. Like
    Bungle got a reaction from Turtle in Epoch v1.0.1 item list.   
    AS50.. Pffft Who cares... [Added] ItemFishingPole Toolbelt
     
    All we need is ItemFishingPoleMelee and my life is complete.  :D 
  10. Like
    Bungle got a reaction from JohnesNumb in What a Nice Video Editor Can Bring   
    What does a nice video editor bring to a mod/game development..
     
    https://www.youtube.com/watch?v=iQ3uqbqKBGk
     
    Hype! Looks to be quite amazing.
     
     
     
    P.S
     
    Sorry Epoch Team, don't mean to steer anyone away from this amazing mod also but Its looking like my Favs are going to soon be.
     
    Epoch, Aftermath and Zero
  11. Like
    Bungle got a reaction from bFe in [Multi-Release] Cherno Race Track's and Custom camps/towns   
    Hi Guys,
     
    I had a lot of requests back in the day when I was running the Dayz Madhouse about my original map upgrades and if they were public. They weren't. However now they are to the Dayz Epoch Community.
    I have done my best to place these buildings in viable flat areas. You wont find big clumps of barracks or hopefully many/any buildings on leans where their cups would fall off the table..
    For everyone that wants to add some more loot opportunity at the expense of more zombies you can now add my pack to your own mission/server.
     
    To Download right click here and save to your mission folder: https://www.dropbox.com/s/5y4kp55bxw75g8t/buildings.sqf
     
    Currently at 89kb - 344 Objects. (Not all enter-able buildings .. Clutter, fencing etc added as well but all enter-able buildings spawn loot and zombies) 
    Please note if you have your own or other building pack addins they may overlap or intrude some of the ones from this pack.
     
    You can turn this on/off by adding the following to the bottom of your init.sqf files after adding the buildings.sqf to your mission pack folder/bpo.
    [] execVM "buildings.sqf"; //Extra Chernarus Buildings - By Bungle (ON) //[] execVM "buildings.sqf"; //Extra Chernarus Buildings - By Bungle (OFF) I will be including this in my master pack soon but also release here for people to grab as they wish and turn on/off.
     
    Pictures:
     
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    There are lots more extras but don't want to spoil everything and it will be getting upgrades over time to include more where needed.
    I will be focusing more on my custom towns soon to make them feel more in place with fencing and overall town clutter.
    If you find any issues please let me know and I can look to address them soon. 
     
    Cheers,
     
    Mr B
  12. Like
    Bungle got a reaction from WEB11 in dayz night time   
    To change the weather you need to change the complies.sqf ran to a copy version on server side in the Mission Files / BPO
     
    Example.
    //call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile Regular Functions call compile preprocessFileLineNumbers "compiles.sqf"; //Compile Custom Functions and/or Weather If you put complies in a folder rename accordingly.
    call compile preprocessFileLineNumbers "folder\compiles.sqf"; //Compile Custom Functions and Weather Down the bottom of the compiles.sqf you will see this.
    //Start Dynamic Weather execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf"; initialized = true; Change that to this.
    //Start Dynamic Weather execVM "DynamicWeatherEffects.sqf"; initialized = true; And add this file to your mission folder: https://www.dropbox.com/s/585fo3neffd6cg9/DynamicWeatherEffects.sqf
     
    Once again if you put this file in a folder rename accordingly like above.
     
    This should be No rain, fog.. pretty much Perfect Gold Coast Australia Weather :D
     
    If you want the minimal rain with no fog version just get the one out of the 1.0 pack.
     
    Enjoy,
     
    Mr B
     
     
       
     
     
  13. Like
    Bungle got a reaction from amandabif in Team Speak server   
    Have never done this personally, but pretty sure its a DNS entry that links your IP to your domain via your name server..
     
    http://forum.teamspeak.com/showthread.php/76030-How-can-i-use-an-DNS-address-for-my-server
  14. Like
    Bungle got a reaction from goldenpsp in Day/night cycles   
    You could set a static time to 2 Hours before dark in your hiveext.ini
     
    [Time] ;Possible values: Local, Custom, Static ;You cannot use Static on OFFICIAL Hive, it will just revert to Local Type = Static ;If using Custom type, offset from UTC in hours (can be negative as well) ;Offset = +3 ;If using Static type (Hour value always the same on every server start), the value (0-24) to set the Hour to Hour = 18   And have 4 Hour restarts?   That should start the server at 6pm and run till 10pm. Then Restart.   EDIT: Experiment with the times as 1800 Hours may not be right for the static date.
  15. Like
    Bungle got a reaction from amandabif in No public release of DayZ Aftermath server files   
    You would really spill it already over to this forum.. My thoughts of you were a lot higher Dave...
    Whilst the aftermath team have made a decision I do not 100% agree upon I can see both sides of the argument and back the decisions made. 
     
    They are not the second coming of Gamers Platoon.. and would appreciate it if you did not spread propaganda around.
     
    Cheers,
     
    Mr B
  16. Like
    Bungle got a reaction from Baron in Show Off Your Base   
    Confirmed that My TV Stays up on the table.. If only I could get some damn reception.
    If anyone finds a DVD player in Chernarus let me know! I will provide the Pistachios. 
     
     
    However my fire wont light, and when building a fire on top it seems to float.. weird...
     
    However it did allow us to get some awesome planking done..
     

  17. Like
    Bungle got a reaction from Baron in Show Off Your Base   
    Because I am working so hard .. and My base got raided recently.. Yeah I usually like to expand on a house at the end of a dirt road in Chernarus...big woop wanna fight about it?
     
    I built myself a "Starter Present" in the editor..
     
    Its of the track a bit for me and my Lady Friend. Not a single zombie spawns.. Yeah I know.. that's cheating.. :P still gonna get raided eventually :ph34r:
     
    But until the Dev Team perfects the housing system I want a place to call home..and expand onto.  B)
     
    I have since crafted wooden stick fences and shacks to support the Camp. Will get some more pics soon. :D
     
    Pics:
     

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  18. Like
    Bungle got a reaction from Forgot in self bloodbag   
    It should just be a matter of:
     
    1. Add the latest compiles.sqf and fn_seflActions.sqf to your MPmission from the client dayz_code.bpo
    2. Modify your init to use add/replace with the new complies.sqf
     
    i.e 
    //call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile Regular Functions call compile preprocessFileLineNumbers "compiles.sqf"; //Compile Custom Functions  3. Modify your compiles.sqf to add/replace the new fn_selfactions.sqf
     
    i.e 
    //fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; // Checks which actions for selffnc_usec_selfActions = compile preprocessFileLineNumbers "fn_selfActions.sqf"; // Checks which custom actions for self 4. Modify the fn_selfActions.sqf to add this:
    ///////////////////////////////////////////////////////////////////////////     //Krixes Self Bloodbag _mags = magazines player;     // Krixes Self Bloodbag     if ("ItemBloodbag" in _mags) then {         hasBagItem = true;     } else { hasBagItem = false;};     if((speed player <= 1) && hasBagItem && _canDo) then {         if (s_player_selfBloodbag < 0) then {             s_player_selfBloodbag = player addaction[("<t color=""#c70000"">" + ("Self Bloodbag") +"</t>"),"player_selfbloodbag.sqf","",5,false,true,"", ""];         };     } else {         player removeAction s_player_selfBloodbag;         s_player_selfBloodbag = -1;     }; /////////////////////////////////////////////////////////////////////////// Just After (roughly line 15)
    _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1; _canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder); 5. Add player_bloodbag.sqf to your mission folder.
     
    6. Bloodbag Self via scroll red menu option in game when ItemBloodbag is in Magazines/Inventory
     
     

  19. Like
    Bungle got a reaction from Bags2247 in self bloodbag   
    It should just be a matter of:
     
    1. Add the latest compiles.sqf and fn_seflActions.sqf to your MPmission from the client dayz_code.bpo
    2. Modify your init to use add/replace with the new complies.sqf
     
    i.e 
    //call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile Regular Functions call compile preprocessFileLineNumbers "compiles.sqf"; //Compile Custom Functions  3. Modify your compiles.sqf to add/replace the new fn_selfactions.sqf
     
    i.e 
    //fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; // Checks which actions for selffnc_usec_selfActions = compile preprocessFileLineNumbers "fn_selfActions.sqf"; // Checks which custom actions for self 4. Modify the fn_selfActions.sqf to add this:
    ///////////////////////////////////////////////////////////////////////////     //Krixes Self Bloodbag _mags = magazines player;     // Krixes Self Bloodbag     if ("ItemBloodbag" in _mags) then {         hasBagItem = true;     } else { hasBagItem = false;};     if((speed player <= 1) && hasBagItem && _canDo) then {         if (s_player_selfBloodbag < 0) then {             s_player_selfBloodbag = player addaction[("<t color=""#c70000"">" + ("Self Bloodbag") +"</t>"),"player_selfbloodbag.sqf","",5,false,true,"", ""];         };     } else {         player removeAction s_player_selfBloodbag;         s_player_selfBloodbag = -1;     }; /////////////////////////////////////////////////////////////////////////// Just After (roughly line 15)
    _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1; _canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder); 5. Add player_bloodbag.sqf to your mission folder.
     
    6. Bloodbag Self via scroll red menu option in game when ItemBloodbag is in Magazines/Inventory
     
     

  20. Like
    Bungle got a reaction from bFe in [Discussion] "Epoch" Server Scripts   
    Hi All,
     
    With the epoch team being so generous and sharing their code and time with us all. I would hope that server owners would be be grateful and do the same.
     
    As such I would like to collaborate a list of Tailored Epoch Server Scripts and generate quick and easy to follow tutorials on how to add them in. Even add a package that could have enable/disable options for all.
     
    Any server owners, coders or enthusiasts that feel they have an addition that suites the style of Dayz Epoch please post them to me with the maps you have tested them on and I will add them to this list.
     
    I understand the want and sometimes need to stand out from the crowd but with a crowd as big as Dayz the epoch community deserves more limelight in general.
     
     
    == SARGE AI - Customized for Epoch Chernarus == [70% Complete]
     
    Current Configuration
     
    Chernarus Grid Map: http://i.imgur.com/TEOflul.png

    Max Number of Groups per GRID
    Bandits = 1
    Soldiers = 1
    Survivors = 1
     
    Chance for a group to spawn (1-100) Bandits = 40 Soldiers = 30 Survivors = 40   Max Group Size Bandits   = 5
    Max Soldiers Group Size  = 4
    Max Survivors Group Size  = 5
     
    AI Killed by Players Broadcast to Server: Enabled
    Log AI kills in Debug = Enabled
    Time after which dead AI bodies are deleted: 10 minutes
    AI stealing vehicles: Disabled
    AI XP System: Enabled (They will get stronger over time)
    Humanity that gets SUBTRACTED for a survivor or soldier AI kill: 100
    Humanity that gets ADDED for a bandit AI kill: 150
    Humanity value below which a player will be considered Hostile by Friendlies: -2500
     
    Models [Details Coming Soon]
     
    Weapons and Loadouts [80% Complete - Just needs feedback and refinement]
    http://i.imgur.com/cZ6CFWA.jpg
     
     
    == R3F Logistics == [90% Complete] - Just needs Testing.
     
    Vehicles Able to Tow:
    - Large Trucks
    - Armored Vodniks
    - HMMWV Variants
    - LandRover Variants
    - UAZ Variants
    - SUV Variants
    - Pickup Truck Variants
    - Tractors
     
    Towable Options:
    - HMMWV Variants
    - LandRover Variants
    - UAZ Variants
    - SUV Variants
    - Pickup Truck Variants
    - Car Variants
     
    Choppers Able to Lift:
    - Chinook
    - M17 Variants
     
    Liftable Options:
    - HMMWV Variants
    - LandRover Variants
    - UAZ Variants
    - SUV Variants
    - Pickup Truck Variants
    - Car Variants
     
    Extra Vehicle Cargo Space:
    - C130J - 300 Slots
    - CH47 - 100 Slots
    - MI17 - 50 Slots
    - A2 - 50 Slots
    - Large Trucks - 50 Slots
    - Pickup Variants [Open] - 25 Slots
    - Pickup Variants [Closed] - 15 Slots
    - Boats - 10 Slots
    - LandRover Variants - 5 Slots
    - SUV Variants - 5 Slots
    - UAZ Variants - 5 Slots
     
    Cargo Options:
    - Small Vehicles - 100 Slots
    - Medium Vehicles - 200 Slots
    - Large Vehicles - 300 Slots
    - ATVs - 50 Slots
    - Motor Bikes - 25 Slots
    - Bikes - 10 Slots
    - Large Fuel Crate - 15 Slots
    - Large Weapon/Supply Crates - 10 Slots
    - Small Weapon/Supply Crates - 5 Slots
    - Water Drums - 5 Slots
     
    Player Movable Objects:
    - Motorbikes 
    - Bikes
    - Water/Fuel Barrels
    - Weapon/Supply Crates
     
    More Info and Class Names coming soon..
  21. Like
    Bungle got a reaction from Rawr in [Discussion] Bandit/Military Bases   
    Well with Excelsior's Skalisty Bridge added to the custom pack and not much to do on Skalisty Island itself I have done some editing work on a Base over there..
    It will have one Main Base and 2 Smaller Sub Bases that have been setup around castle ruins.
     
    The two smaller sub-bases I would like to tie in Power Generation and Telecommunications in the future to cut power to lights and also stop re-enforcement being called in.
     
    I Will be upgrading the Dynamic spawns on the Island and adding some Static Guards on the island and moving up and down the bridge guarding the island in the future if possible.
     
    Will throw up some more screen shots soon. But here is one of a pretty rock formation on the coast called the Matryoshka Dolls....  :D 
     

  22. Like
    Bungle got a reaction from MatthewK in self bloodbag   
    It should just be a matter of:
     
    1. Add the latest compiles.sqf and fn_seflActions.sqf to your MPmission from the client dayz_code.bpo
    2. Modify your init to use add/replace with the new complies.sqf
     
    i.e 
    //call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile Regular Functions call compile preprocessFileLineNumbers "compiles.sqf"; //Compile Custom Functions  3. Modify your compiles.sqf to add/replace the new fn_selfactions.sqf
     
    i.e 
    //fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; // Checks which actions for selffnc_usec_selfActions = compile preprocessFileLineNumbers "fn_selfActions.sqf"; // Checks which custom actions for self 4. Modify the fn_selfActions.sqf to add this:
    ///////////////////////////////////////////////////////////////////////////     //Krixes Self Bloodbag _mags = magazines player;     // Krixes Self Bloodbag     if ("ItemBloodbag" in _mags) then {         hasBagItem = true;     } else { hasBagItem = false;};     if((speed player <= 1) && hasBagItem && _canDo) then {         if (s_player_selfBloodbag < 0) then {             s_player_selfBloodbag = player addaction[("<t color=""#c70000"">" + ("Self Bloodbag") +"</t>"),"player_selfbloodbag.sqf","",5,false,true,"", ""];         };     } else {         player removeAction s_player_selfBloodbag;         s_player_selfBloodbag = -1;     }; /////////////////////////////////////////////////////////////////////////// Just After (roughly line 15)
    _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1; _canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder); 5. Add player_bloodbag.sqf to your mission folder.
     
    6. Bloodbag Self via scroll red menu option in game when ItemBloodbag is in Magazines/Inventory
     
     

  23. Like
    Bungle got a reaction from ispan55 in self bloodbag   
    It should just be a matter of:
     
    1. Add the latest compiles.sqf and fn_seflActions.sqf to your MPmission from the client dayz_code.bpo
    2. Modify your init to use add/replace with the new complies.sqf
     
    i.e 
    //call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile Regular Functions call compile preprocessFileLineNumbers "compiles.sqf"; //Compile Custom Functions  3. Modify your compiles.sqf to add/replace the new fn_selfactions.sqf
     
    i.e 
    //fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; // Checks which actions for selffnc_usec_selfActions = compile preprocessFileLineNumbers "fn_selfActions.sqf"; // Checks which custom actions for self 4. Modify the fn_selfActions.sqf to add this:
    ///////////////////////////////////////////////////////////////////////////     //Krixes Self Bloodbag _mags = magazines player;     // Krixes Self Bloodbag     if ("ItemBloodbag" in _mags) then {         hasBagItem = true;     } else { hasBagItem = false;};     if((speed player <= 1) && hasBagItem && _canDo) then {         if (s_player_selfBloodbag < 0) then {             s_player_selfBloodbag = player addaction[("<t color=""#c70000"">" + ("Self Bloodbag") +"</t>"),"player_selfbloodbag.sqf","",5,false,true,"", ""];         };     } else {         player removeAction s_player_selfBloodbag;         s_player_selfBloodbag = -1;     }; /////////////////////////////////////////////////////////////////////////// Just After (roughly line 15)
    _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1; _canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder); 5. Add player_bloodbag.sqf to your mission folder.
     
    6. Bloodbag Self via scroll red menu option in game when ItemBloodbag is in Magazines/Inventory
     
     

  24. Like
    Bungle got a reaction from ispan55 in Show Off Your Base   
    Because I am working so hard .. and My base got raided recently.. Yeah I usually like to expand on a house at the end of a dirt road in Chernarus...big woop wanna fight about it?
     
    I built myself a "Starter Present" in the editor..
     
    Its of the track a bit for me and my Lady Friend. Not a single zombie spawns.. Yeah I know.. that's cheating.. :P still gonna get raided eventually :ph34r:
     
    But until the Dev Team perfects the housing system I want a place to call home..and expand onto.  B)
     
    I have since crafted wooden stick fences and shacks to support the Camp. Will get some more pics soon. :D
     
    Pics:
     

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  25. Like
    Bungle reacted to Axle in No public release of DayZ Aftermath server files   
    Lets not start calling people out. Stay on topic.
     
    I don't see a problem with them holding onto files because it means they can keep a streamlined vision of the game and wont be running into servers that have been modded so much you wouldn't even want to call it Aftermath. 
     
     
    And about the donations thing, even I donate to Epoch. It doesn't matter if you do or don't. What matters is that you support the mod in the best way you can.
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