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martuk66

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  1. Like
    martuk66 reacted to mudzereli in [Outdated] [release] 1.0.6 - Deploy Anything 2.8.2 - Now with Epoch building! | Customizable: DB saving | Plot | Vehicles/Buildings | Packing   
    Outdated, does not work with Epoch 1.0.7
    DEPLOYABLE BIKE 2.8.2
    all of this information is available in an easier-to-read format on github pages>>
    version 2.8.2 updates the code to work with Epoch Mod 1.0.6. Thanks @ebaydayz!
    version 2.8.1 should hopefully fix the long-standing non-moving-bike problem! Thanks @SchwEde!
    FYI: 2.8.0 adds the _condition and _ammo parameters to the config array so you will need to add a value for these parameter in each record of the DZE_DEPLOYABLES_CONFIG array in the appropriate spot if you are upgrading from 2.6
     
    Out of the box, it adds a deployable bike with a right click action on a toolbox and a couple other neat deployables.
    Really, it can be used to deploy just about anything. See the configuration section below.
    For some samples of what it can do, check out this gallery on imgur
     
    Installation
    download the files extract the addons and overwrites folder from the downloaded zip file into your mission file root find this line in your mission file init.sqf (warning: if you have a custom compiles file, find that line instead of the one below!) call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; place this line directly after the line you found call compile preprocessFileLineNumbers "addons\bike\init.sqf"; edit addons\bike\config.sqf to change some options or add different deployables (see configuration section for more info) Warning:
    due to the way the way arma handles numbers and the way addon is coded, using the save-to-database option may not allow you to re-pack some objects if you have Character ID's over 500,000 (which I don't think will be an issue for 99.99% of people).  
    Adding Your Own Custom Actions
    If you use another right click method like extra_rc.hpp and want to switch to my method, see my click actions configuration github page.
    The click actions script is included in the deploy script as part of the core, so you don't need to download anything, just follow the instructions for adding your own actions.
    * note: before attempting to troubleshoot issues with adding your own actions, make sure you are using the most recent version of the addon.
     
    Configuration
    This addon is highly configurable, you can deploy just about anything, not just bikes.
    open addons\bike\config.sqf and edit the array to add your own deployables.
     
    DZE_DEPLOYABLES_CONFIG format -- (note no comma after last array entry)
    DZE_DEPLOYABLES_CONFIG = [ [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_hive,_plot,_simulation,_deployables,_near,_parts], [_clickItem,_deployOffset,_packDistance,_damageLimit,_packAny,_cargo,_hive,_plot,_simulation,_deployables,_near,_parts], [...more stuff here...] ]; DZE_DEPLOYABLES_CONFIG array values (view on github to read easier):
    parameter | description | type | example --------------|---------------------------------------------------------------------|--------|-------- _clickItem | class name of the item to click on | string | "ItemToolbox" _deployOffset | [_side,_front,_up] array to offset the deployable when buiding | array | [0,2,1] _packDistance | how close does the packer need to be to pack the object? | number | 5 _damageLimit | item can't be repacked if damage is > this. (-1 = no re-packing) | number | 0.1 _packAny | can anyone repack the deployable? | bool | false _cargo | clear the cargo of the deployable? | bool | false _ammo | should vehicle ammo be cleared? (does not persist through restart) | bool | true _hive | write deployable to database? | bool | false _plot | require a plot from the owner to build the deployable? | bool | false _simulation | enable simulation (movement/damage) for the object? (true for cars) | bool | true _road | enable road building for this object? | bool | true _deployables | array of class names that can be deployed with this method | array | ["MMT_Civ"] _near | array of items required nearby to build (workshop/fire/fueltank) | array | [] _parts | array of parts required to build (will be taken from player) | array | ["ItemToolbox"] _condition | string of code to evaluate to determine whether action is shown | string | "!(isNull player) && {(getPlayerUID player) in DZE_DEPLOYABLE_ADMINS}" DZE_DEPLOYABLE_NAME_MAP array -- allows you to rename the deployable (on the right click/messages)
    format (note no comma after last array entry)
    DZE_DEPLOYABLE_NAME_MAP = [ [_class,_name], [_class,_name], [... more ...] ];  array parameters
    parameter    | description                                                         |  type  | example --------------|---------------------------------------------------------------------|--------|-------- _class        | class name of the item you want to replace the name of              | string | "Notebook" _name         | new name to display when right clicking                             | string | "Macbook Pro" Change Log
    version | change --------|------- 2.8.2 | updates for 1.0.6! Thanks @ebaydayz! 2.8.1 | fix from SchwEde that should fix bike not moving. Thanks @SchwEde! 2.8.0 | option to clear vehicle ammo 2.7.1 | better exit reasons 2.7.0 | option to add condition for showing action in config 2.6.1 | fix for unrideable bikes 2.6.0 | road building options, deployable name mapping 2.5.1  | fix a bug where preview items would sometimes disappear  2.5.0  | now uses a modified epoch building system to deploy the objects  2.4.3  | better click actions build conflict detection  2.4.2  | updated for new click actions handler build  2.4.1  | fixed deployables spawning in locked after restart  2.4.0  | multi-part deployables. yay!  2.3.1  | big fix on packing temp objects  2.3.0  | optional saving to database with post-restart memory of deployed items (see warning below about this) | configurable damage limits on re-packing | admin list for packing/deploying instantly & being able to remove all deployables  2.2.1  | positioning fix for deployed items  2.2.0  | option for clearing cargo of spawned items  2.1.0  | change way dependency call is made, only one line needed in init.sqf now for setup  2.0.0  | major update, allow multiple deployables, pretty much any class  1.1.0  | configuration options / code optimization  1.0.0  | release Issues/FAQ
    1) people are getting kicked for createvehicle restriction when building a stone wall
    open your battleye filter createvehicle.txt and change this line
    5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" to this:
    5 "Fort_" !="Fort_RazorWire" !="Fort_RazorWirePreview" != "Fort_StoneWall_EP1" 2) I am using "A Plot For Life" and this is not working!
  2. Like
    martuk66 reacted to MrTesla in [Tutorial] Disabling R3F Tow/Lift for Locked Vehicles   
    This will disable the functions of the R3F Artillery & Logistics addon (tow, lift, load in, and move) for vehicles that are locked.
     
    Requirements:
    -Something to unpack pbo files, such as PBO Manager.
    -Text editor (Notepad++ recommended)
     
    1. Unpack these files:
    -dayz_code.pbo from your @DayZ_Epoch folder in your Arma 2 OA directory
    -mission pbo
    -server pbo (dayz_server.pbo)
     
    2. Copy the "local_lockunlock.sqf" from "dayz_code\compile\" folder and the "compiles.sqf" from the "dayz_code\init\" folder and place them into your mission file. For this tutorial, they'll be placed in a folder call "Custom".
    NOTE: If you already have a custom "compiles.sqf" in your mission file (such as for self BB and other addons) you don't need to copy it over. Just use the one you already have and skip step 5.
     
    3. In the "local_lockunlock.sqf", change this section (and only this section):
    if (local _vehicle) then { if(_status) then { _vehicle setVehicleLock "LOCKED"; } else { _vehicle setVehicleLock "UNLOCKED"; }; }; to this:
    if (local _vehicle) then { if(_status) then { _vehicle setVehicleLock "LOCKED"; _vehicle setVariable ["R3F_LOG_disabled",true,true]; } else { _vehicle setVehicleLock "UNLOCKED"; _vehicle setVariable ["R3F_LOG_disabled",false,true]; }; }; 4. In "compiles.sqf", change the file path in this line to point to your edited "local_lockunlock.sqf":
    local_lockUnlock = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehicle So for this tutorial, it would be changed to this:
    local_lockUnlock = compile preprocessFileLineNumbers "Custom\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehicle 5. In your mission file's "init.sqf", change the file path in this line to point to your edited "compiles.sqf":
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions For this tutorial, it would be changed to this:
    call compile preprocessFileLineNumbers "Custom\compiles.sqf"; //Compile regular functions 6. Repack the mission file and upload it to your server.
     
    7. Open "server_publishVehicle2.sqf" in the "dayz_server\compile\" folder and "server_monitor.sqf" in the "dayz_server\system\" folder.
     
    8. In "server_publishVehicle2.sqf", after the 3rd line (_object setvehiclelock "locked";):
        if(!_donotusekey) then {         // Lock vehicle         _object setvehiclelock "locked";     }; add this line:
    _object setVariable ["R3F_LOG_disabled",true,true]; 9. Do the same thing in the "server_monitor.sqf" in this section:
    if(_ownerID != "0" and !(_object isKindOf "Bicycle")) then { _object setvehiclelock "locked"; }; so it should look like this:
    if(_ownerID != "0" and !(_object isKindOf "Bicycle")) then { _object setvehiclelock "locked"; _object setVariable ["R3F_LOG_disabled",true,true]; }; 10. Repack the server pbo and upload it to the server.
  3. Like
    martuk66 reacted to BetterDeadThanZed in Creating a custom compiles.sqf   
    Frequently I've seen people posting mods and instructing other players to "copy your compiles.sqf to your fixes/custom folder". Well, I've been doing this differently since I first started modding my server so I thought I'd share my knowledge here.
     
    The problem with copying your compiles.sqf to your custom folder is that with each new release, you have to copy the latest version and go through and edit it again. With this solution, you just have to add a line to init.sqf and copy your custom compiles.sqf into your custom folder with each update.
     
    Some people call their folder that contains their custom addons/scripts something other than "custom". Many use the name "fixes". In my example, I use "custom".
     
    1. In your "custom" folder, create a blank file called compiles.sqf. This is the file where anything that is supposed to be added/modified in the compiles.sqf file will go.
    2. In your init.sqf file, find this line:
    call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs Below it, put this code:
    call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compiles It should look similar to this:
    //Load in compiled functions call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) progressLoadingScreen 0.1; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlers progressLoadingScreen 0.2; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical progressLoadingScreen 0.4; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions progressLoadingScreen 0.5; call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compiles progressLoadingScreen 1.0; The only change I've had to make in my compiles.sqf is a redirect to a customized fn_selfActions.sqf, so as such, my entire custom compiles.sqf looks like this. Any time an addon/script tells you to "modify" your compiles.sqf, simply add that line to your custom compiles.sqf: fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\fn_selfActions.sqf";            // fnc_usec_selfActions - adds custom actions to dayz code
  4. Like
    martuk66 reacted to Richie in [Fixed] (1.0.4.1) Broken Napf, Sauerland, and panthera traders   
    Lines 30, 90 and 120 have a typo, remove the extra quote " after TrashJackDaniels
     
    Find
    "TrashJackDaniels""
     Change to
    "TrashJackDaniels"
  5. Like
    martuk66 reacted to vbawol in If map can use with Epoch it look good.   
    Very cool, good work with the hotfix, we made it official:
    https://github.com/vbawol/DayZ-Epoch/blob/master/CHANGE%20LOG%201.0.4.txt#L2
  6. Like
    martuk66 reacted to mckenziebrother in showing my base :D *proud*   
    since i'm proud of my lone work on it since months, i made 2 vids these days. tell me what you think about it :)
    it's not built to be a fortress, it's only to make some cool building. at the start i built a first house, 3 floors. then  i was bored having "only" this, so i built something bigger, all around, and gone 4 floors even higher. but a week ago, i was bored huntin bots or crafting stuff and all... because the plot pole limits makes me now unable to add anything to my base due to the fucking plot pole limits. so now... i will make a bigger base somewhere in the sky :D when i'm walking on my new helipad and put a dot on the map right under my feet, it actually says 56 meters high. now i want to read 100 meters for the min. in fact i already crafted 60 1/4 floors, and i already have 24 stairs so i'll cut some more wood, make at least 6 more stairs... ...and continue building to go over my 100 meters goal, just for fun.
    1mn30:


    and that one was just for fun. i was bored buildin stuff,and wanted to take the Beach Express to have some fun there with bots. 30sec:


    on the server we have bots everywhere lol, this is the kind of fun i'm talking about :) bots in every city, and trade cities aren't god mode enabled so even there, you're not safe. you're safe NOWHERE.  
    bandit bots visible on the map with little red dots. they have normal clothes, use random weapons from revolver only to pkp, mk48, golden AKs. once they're killed you have 10/15mn before new bandit bots spawns
    hero bots invisible on map, you don't know where they are, and even IF they are around. they spawn by teams of up to 6. they use SVD/MK48/M16 Acog (with M16 SD ammo!), spawn only once. once they're killed, they don't respawn.

    bandit bots randomly spawning 200 meters or less around you from time to time, by team of up to 3. marked on map.

    4 bot helis patrolling the map with 3 bandit bots inside (2 gunners/1pilot). Marked on map.
     
    3 bot UAZ patrolling the map too, with 4 bandit bots inside. marked on map.

    server is empty, no one ever connect on it due to bots and difficulty to find stuff. and when there was people on in the past, we always been friendly to each others, so we didn't had to fear having our vehicles destroyed, broken, with missing wheels/glasses, or simply our bases attacked. there was a trust between us, allowing us to build cool bases. now with the alhpa version of the standalone released... the bit of people that was there leaved :( but it's ok to me to be alone because bots are fun! :D
     
    here's now some screenies, from the time when i was new to the server and had no walls but only tents, safe, vehicles.




  7. Like
    martuk66 reacted to anthony in Server file updates... What is the proper method?   
    My update process is normally something like this:
    1) Download the server update file via whatever distribution method is offered
    2) Download the Epoch client files via DayZ Commander
    3) Extract the server update file
    4) Rename @DayZ_Epoch_Server directory from my ArmA2 directory to @DayZ_Epoch_Server_old
    5) Copy the new @DayZ_Epoch_Server directory over
    6) Replace and merge the old server files with any changes I may have made
    7) Copy the new/updated @DayZ_Epoch_Server directory to my ArmA2
    8) Rename the old DayZ_Epoch_11.Chernarus directory to DayZ_Epoch_11.Chernarus_old
    9) Copy the new DayZ_Epoch_11.Chernarus directory over
    10) Replace and merge the old mission directory with the new one
    11) Put in place the new SQL database
    12) Run some custom SQL stuff that adds items to various traders
    13) Compare the new and old HiveExt.ini for any changes
    14) Update config.cfg hostname with the Epoch version number
    15) Password lock the server
    16) Test the server for a bit, review logs, make any fixes for stuff I missed
    17) Once everything seems good, shut her down, remove the password, start her back up
     
    Usually takes me between 20 and 60 minutes, depending on whether or not I am having a derpy day.
  8. Like
    martuk66 reacted to vbawol in Epoch Mod for Arma 3   
    Arma 3 Epoch Mod will be a total conversion mod coded from the ground up, and no longer based on DayZ. Many of the key ideas from DayZ Epoch will play a major role in Epoch Mod however everything else will change!
     
    More will be announced early this year.
  9. Like
    martuk66 reacted to wangtangnoodle in Are all epoch servers suffering right now?   
    If COD:Ghosts has took some of your players away, consider it a godsend if that's what they're into.
  10. Like
    martuk66 reacted to wokkelwakker in Confused! vbawol say's don't give gear for donations, then teams with someone that 'sells' in-game gear???   
    I don't know about the other server owners, and people can't donate to me (yet),
     
    But if my players could/would donate to me, i would definitely also donate epoch a fair share. Which i currently haven't done yet.
     
    How much i would donate would of course depend on how many donations i would receive myself ;)....
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