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Ghost got a reaction from Crankyfist in Armored SUV Gun Animations
I managed to make the Armored SUV turret opens and closes, the only issue is the gunner sticks out of the SUV when the turret is closed.
I utilized this thread as a reference
http://opendayz.net/threads/armored-suv-gun-animations.14848/
along with this one
http://opendayz.net/threads/release-mv22-ramp-door-animations.12520/
and I'm currently trying to see if the lock turret portion of this script can be utilized to finish it or if the turret can be opened automatically when a player enters the gunner seat if closed
http://www.armaholic.com/page.php?id=18709
Anyone got any ideas?
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Ghost got a reaction from Snobby in Armored SUV Gun Animations
Additional Information:
Install Instructions
1) Download the attached script and extract in your main mpmission folder.
i.e. \MPMissions\DayZ_Epoch_11.Chernarus\
2) In your mpmission folder open your init.sqf file
and find:
if (!isDedicated) then { Insert the following line under the _playerMonitor = [] execVM ....... _Armored_SUV_PMC_DZE_turret = [] execVM "Custom\VehicleActions\suvpmc_init.sqf";
Files:
suvpmc_init.sqf
suvpmc_addAction.sqf
suvpmc_functions.sqf
Included 2 versions one for DZE and one for DZ Vehicles Armored SUV DZ Turret Script.zip
Armored SUV DZE Turret Script.zip
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Ghost got a reaction from Rythron in Armored SUV Gun Animations
Additional Information:
Install Instructions
1) Download the attached script and extract in your main mpmission folder.
i.e. \MPMissions\DayZ_Epoch_11.Chernarus\
2) In your mpmission folder open your init.sqf file
and find:
if (!isDedicated) then { Insert the following line under the _playerMonitor = [] execVM ....... _Armored_SUV_PMC_DZE_turret = [] execVM "Custom\VehicleActions\suvpmc_init.sqf";
Files:
suvpmc_init.sqf
suvpmc_addAction.sqf
suvpmc_functions.sqf
Included 2 versions one for DZE and one for DZ Vehicles Armored SUV DZ Turret Script.zip
Armored SUV DZE Turret Script.zip
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Ghost got a reaction from frartombabogy in Maintain Area Broken
Anyone having issues with the maintain area script not detecting any objects?
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Ghost got a reaction from Agnia-reR in Maintain Area Broken
Anyone having issues with the maintain area script not detecting any objects?
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Ghost reacted to Wheaticus in Proposing a MySQL Database Change
So I'm in the process of trying to create an event that deletes items built by users that have not logged on in over 30 days. This should be fairly easy if not for two things, MySql has problems doing a table update from a sub query select from statement, and 2nd, the 1st would not be a problem if placed items were tied to the CharacterUID and not the CharacterID (which changes on character death).
I understand the reasoning back when everyone was running vanilla DayZ, when you die, in theory, you're a new person and can't pack up your previous life's tent, got it.
However this no longer really applies to Epoch. If Epoch followed that same logic, upon death a players combo locks and safe combos should change so that a "new" character would have no prior knowledge of what those combos were.
Obviously this defeats the purpose of having combo locks and safes, if they were one life use, no one would use them.
So with that logic in mind, what would it take to change the database tables to base the items built keyed to the CharacterUID instead of the CharacterID?
I'll go ahead and post the script I was working on, maybe someone smarter than me with MySQL and can make it work without altering the DB tables, if so I'd love to see it. This script does take into account the fact that the CharacterID of a user changes upon death.
What it does not take into account, and cannot take into account is that if a user builds a base with another user. If user 1 does not login for X number of days, the items would be deleted, leaving user 2 with a funky looking base. In this case it would be user 2's responsibility to notify an admin that user 1 hasn't been on in a while and would like to take ownership of built items (not vehicle/safe items) before the X DELETE day mark. There's no way around that with a script currently.
Anyway:
DELETE FROM object_data WHERE CharacterID in ( SELECT CharacterID FROM object_data WHERE CharacterID IN ( SELECT CharacterID FROM character_data WHERE LastLogin < DATE_SUB(NOW(), INTERVAL 30 DAY) AND PlayerUID NOT IN ( SELECT PlayerUID FROM character_data WHERE LastLogin > DATE_SUB(NOW(), INTERVAL 30 DAY)))) -
Ghost reacted to vbawol in [Suggestion] Uses for books, documents etc
Next patch the newspaper will allow a one time view of recent murders or obituaries. The current documents are just to test the framework. We will be adding more items that will each have its own use.
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Ghost got a reaction from crckdns in Walking Dead Zombies
I'm looking around and experimenting to see if there is any way of making those changes within the mission file by using a custom dayz_code within the mission file. That would eliminate the changes on the clients.
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Ghost got a reaction from DavemanDingo in [OLD Release] Custom Chernarus Server Pack 1.2.1 - For Epoch 1.0.1.4 (Development Stopped)
Just tested this and added to my server. Works Great!, and it adds more role play for PVE servers or more aggressive PVP for regular servers I recommend it for the next custom mission. http://opendayz.net/threads/release-dayzchernarus-mission-system.12169/
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Ghost got a reaction from Bungle in Epoch Duala Traders
Thanks for the assist, I will be working further on the trader cities and markers. Once I get it done I'll re-post it.