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Bags2247

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  1. Like
    Bags2247 reacted to OtterNas3 in [RELEASE] Vehicle Key Changer - For making Masterkey - V 1.4 (Updated 06/15/2014)   
    Just finished it and thought someone could like it...
    You have many, many (many, ...) Vehicles? You have many, many (many, ...) different Keys? Already need to attach a list with Key = Vehicle to your Monitor to keep track of em? Need 30 minutes to start driving because you dont have such a list? Frustrated? ALL OVER!
     
    This little script allows you and the Players on your Server to copy Vehicles, that you got the Key for, to another Key that's in your Inventory!
     
    Example:
    Car 1: Red Skoda - Red Key (1234)
    Car 2: Green Skoda - Green Key (4321)
     
    You need a Keymakers Kit!
    Put both keys in your Inventory, look at the Car 1 and select "Change Vehicle Key" from the action menu.
     
    You get a list with all Keys in your Inventory, to select from a menu. In this case the list would just be one: Green Key (4321)
    Not in the list is the Key for Car 1, so no Red Key (1234)
     
    Select the new Key you want to put the car on and: voila!
     
    You can throw away the unneeded Red Key (1234)
    The Old vehicle Key gets added to your Backpack
    Car 1 & Car 2 are both now on the Green Key (4321)
     
    You can allow players to "Claim" Vehicles that are dynamic spawned on the Map and does not yet need a Key.
    This is a option you can turn On/Off!
    You can set a price for claiming vehicles also.
     
    THIS DOES NOT HOWEVER INCLUDE MISSIONVEHICLES THAT ARE NOT SPAWNED CORRECTLY!
    IF YOU WANT TO BE ABLE TO CLAIM MISSIONVEHICLES, TELL THE MISSION DEVELOPER TO SETUP HIS SPAWNCODE FOR VEHICLES TO A CORRECT WAY!
     
    Changelog 1.4
    I changed some functions and implemented some small fixes mentioned by other users in this Thread.
    Specially for just bought vehicles and the "get not saved after driving" thing.
    This should also fix the duping for some of you, i never had it yet and cant reproduce. just made the call a bit different now.
     
     
    If it doesnt work as it should, gimme a shout.
     
    And for people that think this Mod is a total mess. Dont use it?
    It works on my Server for a loooooooooooooong time now without any errors!
     
     
     
    Demo Video
    http://www.youtube.com/watch?v=bEUmLrje_5o
     
     
    Like?
     
    DOWNLOAD:
    https://www.dropbox.com/s/mq0dvpzawtwmam8/VehicleKeyChanger_v1.4.zip
     
     Install Instructions:
    1. Download and unzip VehicleKeyChanger_v1.4.zip
    2. unpbo MPMissions\YOURMISSIONNAME.pbo
    3. copy the custom folder from the unziped VehicleKeyChanger_v1.4.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 closing bracket };
    _nil = [] execVM "custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf"; 5.
    Configuration:
    Edit custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf
     
    Edit this block to your likings!

    ///////////////////////////////////////////////// ///////////////////////////////////////////////// // Edit these settings to fit your needs/likes // ///////////////////////////////////////////////// ///////////////////////////////////////////////// /// Claim Vehicles that does not yet need Key /// ///////// 0 = Not allowed | 1 = Allowed ///////// vkc_claiming = 0; ///////////////////////////////////////////////// //////// Claim Vehicles costs this Item ///////// /// Any Item can be used here, some examples: /// //// ItemTinBar, ItemSilverBar, ItemGoldBar, //// ////// ItemSilverBar10oz, ItemGoldBar10oz, ////// ///// ItemBriefcase20oz, ItemBriefcase100oz ///// //////// set to "0" to disable the costs //////// vkc_claimingPrice = "ItemGoldBar10oz"; ///////////////////////////////////////////////// ////////// Change Key costs this Item /////////// ////////////// see above examples /////////////// //////// set to "0" to disable the costs //////// vkc_Price = "ItemSilverBar"; ///////////////////////////////////////////////// /////// Need KeyKit to use this function //////// ////////// 0 = Not needed | 1 = Needed ////////// vkc_needKeykit = 1; ///////////////////////////////////////////////// ///////////////////////////////////////////////// /////////////// DONT EDIT BELOW ! /////////////// ///////////////////////////////////////////////// 5. repbo MPMissions\YOURMISSIONNAME\
    - upload it to your server -
     
    6. unpbo @DayZ_Epoch_Server\addons\dayz_server.pbo
     
    7 copy server_updateObject.sqf from your unziped VehicleKeyChanger_v1.4.zip to @DayZ_Epoch_Server\addons\dayz_server\compile\  and overwrite the existing one. (This just adds a function for this mod nothing else changed)
    If you already have a custom server_updateObjects.sqf you need to compare my file with yours and make the changes yourself!
     
    8. repbo @DayZ_Epoch_Server\addons\dayz_server\
    - upload it to your server -
     
    9 copy this file to your Servers BattlEye filters folder:
    publicvariableval.txt
     
    FYI: INFISTAR AdminCheat, ummm sorry meant AntiCheat, users!
    Cause he uses his own BE filter files should not copy paste this file over your existing one, else you will get kicked for all the cool nice admin functions that comes with your Infistar! You need to do the change yourself if you get kicked for anything regarding this script.
    I dont had and will not have a look at Infistar's BE files to sort things out!
     
    10. Restart your server
    11. Enjoy it and cleanup your vaults!
     
    12. DONT LOOSE YOUR MASTERKEY! :rolleyes:
     
     
    -- Additional Information ---
     
    For InfiStar AdminCheat (ummm sorry meant AntiCheat...) users:

     
     
    Have fun with it!
     
    - If you like it - Like it - So I can count Downloads - I like that
     
    #####################################
    #                      Support my work                      #
    #                                    &                                #
    #                                Donate                           #
    #####################################

  2. Like
    Bags2247 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                           #
    #####################################

     
  3. Like
    Bags2247 got a reaction from 31_D!4b10 in [TUTORIAL] Custom Starting Loadout and Admin/Mod/Donator Loadouts (w/ UIDs)   
    Thinking about it MYSTIC, I'm thnking that you could even add a default skin inside the donators, and the other loadout's, say for a clan of something like that..
    //CLAN Loadout if ((getPlayerUID player) in ["########"]) then { //Clan: Name, Name DefaultMagazines = ["ItemBandage","ItemBandage","ItemBandage","ItemBandage","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemMorphine","ItemPainkiller","ItemBloodbag","ItemWaterbottleBoiled","ItemWaterbottleBoiled","FoodSteakCooked","8Rnd_B_Beneli_Pellets","8Rnd_B_Beneli_Pellets","8Rnd_B_Beneli_74Slug"]; DefaultWeapons = ["M9SD","Remington870_lamp","Binocular","ItemMap","ItemCompass","ItemFlashlightRed","ItemKnife","ItemMatchbox","ItemHatchet"]; DefaultBackpack = "DZ_GunBag_EP1"; DefaultModel = "Rocket_DZ"; DefaultBackpackWeapon = ""; }; Have no idea if such a thing would work... thinking that the code there for the skin would be wrong but, personally have NFI
     
     
    Anyone got suggestions on how that would work.
     
     
    Bags
  4. Like
    Bags2247 got a reaction from itsatrap in New GUI   
    Fair call mate...understood
  5. Like
    Bags2247 reacted to prominentalex in [Release] WPD's Action Menu (Deploy Vehicle/View Distance/Color Filters/Self Bloodbag/Suicide/Flip Vehicle)   
    What it does\includes:
     
    It's a scroll wheel menu that you get whenever you'd like. It allows you to do:
     
    Self Bloodbag
    Suicide with confirmation
    Flip Vehicle
    Deploy Bike
    Deploy Gyro
    Deploy Motorcycle
    Pack Vehicle
    Change Color Filters
    Change View Distance
    Spawn Donator boxes

    https://github.com/prominentalex/WPDs-Action-Menu
     
    Outdated** Video

    *This outdated video doesn't include deploy/pack vehicle or suicide & no longer contains Emotes
     
    Instructions:
     
    Step 1: In your MPmission folder, go into your init.sqf & at the very bottom copy and paste
     
     
    Step 2: Extract the files downloaded into your MPmission folder
     
    Step 3 (If using antihack): Add these to whitelist the CMD Menus
     
    Customization:
     
    Rules: Go to the ActionMenu\Tools\help.sqf you will find text. Here is where you can edit the rules to fit your server.
     
    Donator Boxes: In Donations you'll see a T3.sqf, that can be edited to spawn a box of gear that you desire. You can add more boxes by making a copy of the file, editing the contents & adding it to the DonatorMenu in the ActionMenu_main.sqf
     
    Player UID: In the ActionMenu_main.sqf you'll see a player ID section at the top, delete mine and replace it with yours so you can have access to the donator menu.
     
    Self Bloodbag: Change the infection rate and health gain on the self bloodbag by going to ActionMenu\Tools\bloodbag.sqf and editing the config at the top.
     
    Changing the Menu Color: Go to ActionMenu\actionmenu_activate.sqf & Find #00FFFF. Once you've done that go to this website: http://www.w3schools.com/html/html_colors.asp. Copy and paste a color code and replace the one in the file.
     
    Bugs/Features to Add (Please help or give input if you can):
     
    Disappears when switching skins - forced to relog
    No way of disabling snow
    Togglable Debug Monitor
    Disappears sometimes when logging in
    How could I add this to a self action?
     
     
    Special Thanks to:
     
    Krixes
    FreakingFred
    Shogun
    BluePhoenix
    Rosska85
  6. Like
    Bags2247 got a reaction from dayzgreywolf in Adding Traders.   
    go to where your trader is gonna be, and logout...
    Go into your database and find your world space in it..
     
    then use a quote from gorsy over at opendayz.net... I copied it and saved it onto my pc, so it wouild always be accessible for me
     
    "Yeh co-ords shud be X,Z,Y

        Getting co-ords from database
        taken from your survivors world location in ur database wud look like
        [107,[1234.56,6543.21,0.00012]]
        DIR X Y Z

        Dir= Direction you are facing
        X = horizontal
        Y = vertical
        Z = height

        So what u need to do is get rid of Direction and Height

        So all you will be left with is

        1234.56 and 6543.21

        Soo now what you need to do is put them in your sensors table

        position[]={1234.56,###,6543.21};
        X Z Y



        Setting Z
        Z works from the ground up, so if you set this to 500, your dome wud go from 0 (ground level) upto 500 meters in the sky

        so your final position would look like

        position[]={1234.56,500,6543.21};
        X Z Y

    Gorsy"
     
    Make sure you move yourself after you have the CO-ORDS though.. i've killed myself a couple of times not thinking about this
     
    At least this is how I find a specific spot to put a marker down for something
  7. Like
    Bags2247 got a reaction from amandabif in Lol   
    same
  8. Like
    Bags2247 got a reaction from chi in Any need for a proper desktop admin tool suite for Epoch?   
    Well, Axe Cop... I'm interested in something like this...
    Somehow I missed reading your OP during my reading here... I'd say people were waiting on you to say that you had a working model for it mate before they started hounding you for details/installation help or somesuch..
     
    Personally I can't see how any ADMIN wouldn't want access to another tool that will help them admin their server...
     
    Bags
  9. Like
    Bags2247 reacted to mrkarp in [Tutorial] How To(s)   
    Well I see that with many of these releases, people are asking/requesting for video tutorials on "how to" install mods/addons/scripts.
    Even though most of the authors provide a text based installation method, some are not as easy to follow as others. So I have taken it upon myself to make you guys some videos on how to install mods/addons/scripts to your server.
     
    I will take requests and provide as much help/feedback as I can, but this thread is mainly on providing you with step-by-step instructions on how to install mods/addons/scripts to your Epoch server.
     
    The only thing I ask from you, is that you have a basic knowledge of:
    Connecting to your database and being able to modify it
    Being able to modify files from your server, or from your computer
    Knowing your way around the server folder(s) & file(s)
    Basic knowledge with a text based editor (Notepad++ is amazing, and free!)
    Being able to use Google, seriously
    Being able to install software that I, or other mod authors provide/ use as an example, such as a .pbo extractor, and archive'r which I will teach you how to use
    Not getting pissed and rage quitting because you don't understand, that's why I am here
     
     
    Though I haven't installed all of them, I am confident I can provide enough information, and visual steps, to help you install requested mods/addons/scripts that I haven't yet took a look at.
     
    The first one I will upload today will be on installing and using Mikero's Pbo Extractor, and Maker.
    Then I will upload my 1st tutorial on how to install, use, and edit the Custom Epoch Event(s) or custom missions.
  10. Like
    Bags2247 reacted to Axe Cop in [Release] Multiple Character Support (now compatible with Epoch 1.0.5.1)   
    My new mod may change the way you play DayZ, simply put this mod enables all players on the server to get the choice of using multiple characters (without having to buy multiple copies of ArmA2:CO  :P). I've set up a prototype on my test server with a 3 character selection dialog (see picture below), this may be improved but the base mechanics itself are working great so far.   So when you join a server after the loading screen you see a dialog like this: you have to chose one of 3 character slots every time you log into the server, each character slot is completely independent (different humanity and other stats, like different players). the slot count isn't static but I though 3 is a good start, admins can change the character selection dialog to a different number of slots, if you want you can have 100 slots for each player. :D   This mod can't be archived with a little script, but I've tried to made the installation as easy as possible. For an overview this is what I've done to get this mod working: Database schema: added one extra column "Slot" to the "character_data" table (the database stays fully compatible to the default HiveExt.dll) Custom HiveExt.dll to add a new method for loading all character data of a player (CHILD:100), also a small change to the current load player method to support multiple characters (CHILD:101). I could have made completely new methods for the login process, but this way only a very few modifications are necessary in the Hive code and the script files, but this also means my modified HiveExt.dll is not compatible with servers who don't have the "Slot" column in the "character_data" table one new script for the server and a small change in the server_playerLogin.sqf (to send the slot id to the hive) for the client files I've changed the player monitor to inject the character selection before the login process (see player_monitor.fsm changes below) To visualize the changes made to the login process, take a look at this state machine diagram of the player_monitor.fsm (changes are highlighted in green):

        Download latest version for Epoch 1.0.5 and 1.0.5.1: http://dl.bintray.com/vos/dayz/multichar1.3.3.zip Older versions are available here (for other Epoch version since 1.0.3.1).   Installation instructions I've tried to make the installation as easy as possible and still do it the proper way and change the files like the Epoch devs would do it. Some steps could be changed and the code simply be put in the init.sqf instead of changing the Epoch files, if you have some experience with ArmA script you can do that but if you follow my instructions it is the best way to do it like this in my opinion.   Pre-requirements: a PBO manager and basic knowledge of ArmA script editing.   Note: I've added all changed files to the download package, so you can see how they should look like with the changes applied. If you didn't make any custom changes to those files you can also just use them instead of following my instructions to change the files below.   run the SQL query to add the "Slot" column to the "Character_DATA" table in your Epoch database:
    ALTER TABLE `Character_DATA` ADD COLUMN `Slot` TINYINT UNSIGNED NOT NULL DEFAULT 1 AFTER `PlayerUID`; copy the file HiveExt.dll to the @DayZ_Epoch_Server folder (overwrite the Epoch file) Note: the source code of the HiveExt with my changes can be found here. unpack your dayz_server.pbo and copy the file server_playerCharacters.sqf to the compile sub-folder open the file compile\server_playerLogin.sqf, around line 47 replace
    _key = format["CHILD:101:%1:%2:%3:",_playerID,dayZ_instance,_playerName]; with
    _key = format["CHILD:101:%1:%2:%3:%4:",_playerID,dayZ_instance,_playerName,_this select 2]; open the file init\server_functions.sqf and add the line
    server_playerCharacters = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerCharacters.sqf"; after the line 9
    BIS_Effects_Burn = {}; repack your dayz_server.pbo unpack your mission.pbo (e.g. DayZ_Epoch_11.Chernarus.pbo) if necessary and copy the file RscDisplayCharacterSelect.hpp into the mission folder, open the file description.ext and add this line at the very bottom:
    #include "RscDisplayCharacterSelect.hpp" unpack your dayz_code.pbo (on your PC @DayZ_Epoch\addons\dayz_code.pbo) and copy the files init\publicEH.sqf and system\player_monitor.sqf to a "custom" folder in your mission folder (if you don't already have custom versions of those files), change the references to those files in your init.sqf to something like "custom\publicEH.sqf" and "custom\player_monitor.sqf" copy my custom file player_monitor.fsm to your "custom" folder (the changes in this file are not easy to reproduce, so it may be best you use my custom file instead of adding the changes yourself) open the file publicEH.sqf and add this line above the line starting with "PVDZE_plr_Login" (around line 54):
    "PVDZE_plr_Characters" addPublicVariableEventHandler {_id = (_this select 1) spawn server_playerCharacters}; open the file player_monitor.sqf and change the path to my custom player_monitor.fsm so that the line looks something like this:
    _id = [] execFSM "custom\player_monitor.fsm"; repack your mission.pbo if necessary   That's it! Yeah I know not the easiest mod to install, but that is DayZ/Epoch.. I Hope I didn't forget anything, but I think that is all.  :P     Restrictions (since version 1.1) I've added two restrictions to minimize the possibilities for players to abuse quick character switching: character switch timeout - how often a player can switch to another living character (in minutes), the last used slot is always available and the player can also spawn fresh if he has a dead character or never used slot minimum distance to dead bodies of the same player - calculates the distance to previously died characters of the player (in meters), this will prevent the player from "stacking" two or more characters at the same place (like a base) and switch to another character if one dies There are global config variables for changing the default settings for the restrictions:
    DZE_CharacterSwitchTimeout = 30; // default 30 minutes timeout (0 to disable) DZE_CharacterMinDistance = 1000; // default 1000 meters min distance (0 to disable) You can add those variables to the config section in the init.sqf.
     
    Here a screenshot how it may look like with active restrictions:

    Disabled character slots are displayed with a red disabled button (cannot be pressed) with info text on the button.
    If one or more restrictions apply there is also be an info text displayed at the bottom of the screen.
     
    Note: at the moment there is no automatic timer or anything to count the timeout down, you have to manually press the refresh button to refresh the character data and last login time.
     
     
    Suggestions and ideas welcome. Also for the character selection dialog what do you like to see on there?
  11. Like
    Bags2247 reacted to Scenic in [Release] Multiple Character Support (now compatible with Epoch 1.0.5.1)   
    Axe cop this is probably the most amazing thing I've seen yet, with a bit of editing to the screen (by myself :D) I will be implementing this to my servers!
  12. Like
    Bags2247 got a reaction from Uro in Plot Poles   
    Actually I think ToeJaM nailed it with his reply, #17 if you want to read it...
     
    Though how to make it work like that, is a completely different matter, for better heads than mine anyway
     
     
    Bags
  13. Like
    Bags2247 reacted to ToejaM in Plot Poles   
    I was trying to work out why this didn't sit well with me and I almost posted that I completely agree with it. As I do agree that dying should be a punishment, however the problem is to reclaim the land you have to remove it and replace it and this requires destroying it completely if you have died yourself.
     
    The issue is, if you connected it all to the plot pole it would easily be abused. Glitching is still easy to do due to Arma limitations and there is still one very easy way to do it and no doubt other ways thanks to the wonderful engine that is Arma 2. If ownership was linked solely to the plot pole with no security, people would replace it and then remove the entire base. Theres a fine line between balance, realism and gameplay here.
     
    As a server who had base building before it was cool in Epoch (its cooler now than before ;)).. the best feature I have seen for this is that when you placed the item, it gave you a code, this code was simply the unique ID code inside the database, you then got an option on each buildable to enter this code to remove it but it was around 15 digits long.
     
    This was enough of a ballache with only one level of building allowed, as it snapped all buildables to the floor.. so with Epoch, this is unreasonable to expect from players with a base of many floors.
     
    Someone (kikyou2 - not sure if he even still runs a server) modified this to a much shorter code and allowed players to change the code if they were:
     
    1) Object owner - Like what you have now, if they died this option disappeared and they needed the code
    or
    2) Had the original 15 or 4 digit code.
     
    This works but is not ideal due to the sheer amount of objects, it puts removal into the hands of players and its as secure as the player wants it to be.
     
    Suggestions for codes on bases:
     
    1)
    You already have the code to create safes, this would work fine as long as players could change the code but changing these codes would be monotonous and remembering 100s of different codes, even written down would require an architects plan so really would need a universal code.
     
    2)
    Even better would be if they could set a code when they were about to build so that they didn't have to keep changing it while building or writing down 100's of different codes as above.
     
    3)
    What I think would work best.
     
    When you place the plot pole, it gives you a removal code. This for security could just be kept at a long 15 digit code and unchangeable unless via the database by an admin.
     
    You implemented the area base maintenance option, an extra option could be for setting all codes within the area to XXXX. So once building is done players can use this to unify their base for making adjustments themselves.
     
    Alternatively, the buildables around the area would seek this plot pole and use its unique ID as the code needed for removal.
     
    Punishment
    If the player dies, to access this pole they need the code again and what ever financial punishment you wish to inflict on them.
     
    Why a financial punishment? Because it means they can go out and loot and play the game, rather than playing a crafting simulator or playing mummies and addies inside their 'houses'. It means that the risk is perpetually dying if they cannot meet the 'cost of dying' therefore cannot change their base, if they've already got a wealth together then they already play the game!
     
    You could maybe make it a unique item that cannot be stored, something that has to be bought from a trader and transported back, this will stop hoarding of death tokens if you want people to go out and play. I'm not sure if this is even possible though.
     
    As a server host
    I get the need for punishment for dying and making people not take risks but the current system just isn't friendly to players nor admins, as many things as possible need to be in the hands of the players to look after. Right now, we are babysitting players and I say that in the nicest way possible but it requires teams of 10+ just to keep a busy server running smoothly and removing base objects is a huge chore for us, we do it daily because people screw up or just don't like what they've created. If we refuse, they'll go elsewhere where others will help them. Of course, we've never refused as we believe players should be able to remove objects themselves without losing their entire base and we'll continue to help them until a via player controlled alternative is in place.
     
    Players literally live the game, they put a lot of time and effort into it and for the time it takes to put a base together, players are not willing to let it be taken from them easily and they want as much control over their own possessions as possible.
     
    Finding the perfect balance will always be difficult but I really don't think I'm wrong with this post, again as someone who gets a lot of requests from players and sees what they want, I think I'm in one of the best positions to offer advice.
  14. Like
    Bags2247 reacted to cen in 1.0.3.1 updated files   
    It's really not difficult at all to do guys. Took me 10 min per server x3.
     
    Here's my process:
     
    Open up folder with 1.0.3 PBOs and dock it to left half of monitor Open up folder with default 1.0.3.1 PBOs and dock it to right half of monitor Start with server pbo (easier) and copy over files you need (Side missions, custom buildings, AH, etc...) Compare files to see if you need to merge your changes (most likely server_functions.sqf, server_monitor.sqf, server_cleanup.fsm) Pack server pbo, move on to mission pbo Copy over everything from old PBOs IMPORTANT grab all CLIENT SIDE files from the new @DayZ_Epoch folder. This includes fn_selfActions.sqf, compiles.sqf, player_switchModel.sqf, player_spawn_1.sqf, variables.sqf, etc... Compare the old files with the new ones and merge in ONLY your added changes Pack mission pbo Test on your local computer where you've set up a server (optional, but well worth the effort!) Optional: Look for any updated keys and sql updates The more updates you do the better/faster it will become.
     
    Take your time at first, then you don't even have to think about it, and chances are you already know exactly which files you need to modify :D
  15. Like
    Bags2247 reacted to Axe Cop in Auto-Refuel Script   
    If you want check out my script, has more features and easy to install: http://dayzepoch.com/forum/index.php?/topic/3935-release-vehicle-service-point-refuel-repair-rearm-script/
    By default i just use the dayz_fuelpumparray variable from Epoch, that should work on all maps supported by Epoch:
    dayz_fuelpumparray = ["FuelPump_DZ","Land_A_FuelStation_Feed","Land_Ind_FuelStation_Feed_EP1","Land_FuelStation_Feed_PMC","FuelStation","Land_ibr_FuelStation_Feed","Land_fuelstation_army","Land_fuelstation","land_fuelstation_w","Land_benzina_schnell"]; the last one "Land_benzina_schnell" should be at least one of the gas stations on panthera.
  16. Like
    Bags2247 got a reaction from Poncho in How to make Custom map content [ Tutorial & Ongoing Support ]   
    And to back PONCHO up on this, any AI added won't be able to walk or shoot through it either..
     
    IMHO, easily the best way to do them
     
    just my 2cents worth btw.
     
    Bags
  17. Like
    Bags2247 reacted to ruubje11 in Changing a mission script into an RANDOM epoch event   
    Running events through epoch is possible and epoch optimized this:
     
    Go to your init.sqf in the mission file and look for this
     
    EpochEvents = [["any","any","any","any",30,"crash_spawner"],
     
    This runs scripts that are in your module folder in the server.pbo
     
    This is the official topic about it : http://dayzepoch.com/forum/index.php?/topic/987-what-is-an-epoch-event/
     
    My guess would be to put the earthquake.sqf in the module folder in your server.pbo and add this in your init
     
    EpochEvents = [["any","any","any","any",any,"earthquake"],
     
    Don't remove the hello_world & crash_spawner ones, just add the earthquake one :)
  18. Like
    Bags2247 reacted to JoSchaap in Changing a mission script into an RANDOM epoch event   
    to randomize the missions you add you can put them into an array and grab one each time using http://community.bistudio.com/wiki/BIS_fnc_selectRandom
  19. Like
    Bags2247 reacted to Scenic in Advertisement Graphics | Free   
    simply explain what you want haha, 
     
    Colors
    Text
    Images
    Animations
     
    I'm pretty good with most animations:
     
    Scrolling text
    flashing text
    color changing text
    flashing images
    zooming images
    fading images
     
    If you were looking for a "un animated" logo I have ways of implementing them ingame aswell, I have mentioned this to axecop and didn't intend on releasing my secret but it's very useful if you want a permanent logo in the corner :)
  20. Like
    Bags2247 got a reaction from Agnia-reR in Advertisement Graphics | Free   
    I was actually wondering how you got your signature like that mate..
     
    I almost have my server the way I like, except for some more players tbh...
    (minus AXECOP's awesome looking elevator,Tent-sleep healing, Cannabilize,  and some variety of vehicles my current playerbase wants)
     
    And I know that I'm not what you would consider a creative person, such as ART stuff goes..
    I'd accept some sort of AD that could raise my playerbase up
     
    Bags
     
    p.s. what are the requirements of said images or such you need
  21. Like
    Bags2247 got a reaction from amandabif in Advertisement Graphics | Free   
    I was actually wondering how you got your signature like that mate..
     
    I almost have my server the way I like, except for some more players tbh...
    (minus AXECOP's awesome looking elevator,Tent-sleep healing, Cannabilize,  and some variety of vehicles my current playerbase wants)
     
    And I know that I'm not what you would consider a creative person, such as ART stuff goes..
    I'd accept some sort of AD that could raise my playerbase up
     
    Bags
     
    p.s. what are the requirements of said images or such you need
  22. Like
    Bags2247 reacted to Richie in People ask, you offer, they bitch! lol   
    You can't please them all so fuck him or her.
    Don't let it bother you, the world is full of wankers but there are also just as many nice grateful people :)
  23. Like
    Bags2247 reacted to MatthewK in People ask, you offer, they bitch! lol   
    Anyone else here offered a certain someone on here asking for an Epoch server to join, a place on your server and then had them send you a long snotty nosed ill-informed uneducated reply full of bullshit about lag related features connected with your server, like animated heli crashes and "a butt load of other scripts".  My server runs at 45-50fps with half load, with all my scripts running and this upstart who obviously has a stick up his arse replies to my offer telling me before he's even tried my server, that my server does not meet his very high standards, for many reasons but mostly that all my scripts WILL cause massive lag (he talks like he's the wizzard of dayz or something), not to mention that animated heli crashes cause massive lag too you know (fact, apparently).. He goes on to mention that having bandit camps at NE and Skali makes it difficult for others to build bases (wtf?) and that my 30+ bandit missions are laggy and make it difficult for base building or something, I lost interest after 2 paragraphs of him slagging off my efforts.  
     
    He ends his message by saying "I'll keep searching"..
     
    Yeah, good...
     
    *$&£~@:"$%! hate people like that.. Makes me 3 times as grumpy than normal..  
     
    I don't care what people say, every server owner I know works bloody hard to keep the lag issues down, not to mention even harder to keep their players happy.  So, MR Lag-Be-Gone , if you're so ****** knowledgeable on this shit, build your own server and join that..
     
    Lots of love,
    Mr Grumpy, 
  24. Like
    Bags2247 got a reaction from Fuchs in [EMS] Epoch Mission System - Release 0.2.1   
    Can't tell you about the error, because it's got me screwed over as well, thought I had done something wrong with my config to begin with,
     
    Cool about the removing of mission if no-one does it... whenever you have it mate,,, I'll see if I can come up with something.
     
    And I'll go back into test mode for that new co-ords thing there ,mate
     
    Bags
     
    BTW guys, nice work, appreciated, at least by me and my playerbase
  25. Like
    Bags2247 reacted to MaxPowers in Black Lake Castle   
    Hello. Here is a castle I made in the middle of Black lake. But here's the catch I have this working beautifully on my server hosted by HFB but when I put it into my second server hosted by Vilayer any of the objects that I leveled with this INIT code do not stay leveded. The INIT code that I used is the following 
     
    _this setVehicleInit "this setpos [getpos this select 0, getpos this select 1,((getpos this select 2) + 2)]; this setVectorUp [0,0,+0.1]";   This code works fine with HFB but not with Vilayer.

     
     
    Images:http://imgur.com/a/ZGiIq#0
    Pastbin :http://pastebin.com/QN4393a3
     
    I would very much appreciate any info as to why the INIT code will not work on Vilayer hosted servers.
     
    Oh more info I have the file in my server PBO in a file called map and it's commented in server_functions.sqf as [] execVM "\z\addons\dayz_server\map\black_lake_castle.sqf";
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