Buck0
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Buck0 reacted to SchwEde in Safes, tents and plotpoles.
ok here it is:
For PP4L Users:
after the variables
_classname
is defined place this:
_hasPole = false; if (_classname == "Plastic_Pole_EP1_DZ") then { _hasPole = [] call Schwedes_Plot_Check; }; if (_hasPole) exitWith { DZE_ActionInProgress = false; cutText ["You cannot build another Pole!", "PLAIN DOWN"];}; go to your compiles.sqf
place this in the !isDedicated Section
Schwedes_Plot_Check = compile preprocessFileLineNumbers "Path_to\maxplotcheck.sqf"; create a file called maxplotcheck
paste this in there and safe everything:
//Author: Schwede //Credits: ElDubya private ["_hasPole","_Pole","_playerUID"]; _playerUID = getPlayerUID player; //get all the Poles on Map _Pole = []; _Pole = [0,0,0] nearEntities [["Plastic_Pole_EP1_DZ"], 10000000]; { //get Owner ID for each Pole if ((_x getVariable["OwnerPUID","0"]) == _playerUID) exitWith { _hasPole = true;}; } count _Pole; _hasPole Safe and Done
This will allow players only to have one Pole on the Map, but it also could be added an option to have a max number of plots.
Will add this in if you guys want it, till then...wll here you go, a plot pole limitation ;D
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Buck0 reacted to SchwEde in Safes, tents and plotpoles.
wouldnt it be easier to define an array in player_build with items which require a pole instead of including new configs?
EDIT: Something like this:
player_build.sqf
search for
_requireplot = DZE_requireplot; if(isNumber (configFile >> "CfgVehicles" >> _classname >> "requireplot")) then { _requireplot = getNumber(configFile >> "CfgVehicles" >> _classname >> "requireplot"); }; add after:
if (_classname in schwedes_requirePlot) then { _requireplot = 1; }; in your variables.sqf
search for
DZE_UnLockedStorage = ... add below
schwedes_requirePlot = ["VaultStorage","VaultStorageLocked","TentStorage","TentStorageDomed","TentStorageDomed2"]; buildings which should require a plot you can add/remove as many buildings as you want to,
test it tell us the results =)
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Buck0 reacted to Donnovan in [Release] Casca Vehicles Convoy for any Map
[script removed due to be outdated] -
Buck0 got a reaction from Gr8 in Plot4Life Install - GTXGaming Host
Best look at hosting a minecraft server instead, p4l is well documented and very easy to install
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Buck0 got a reaction from SchwEde in people brute forcing
Try the search function
This has been asked multiple times
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Buck0 reacted to mgm in Freeze Units, while Player is not near
I found something that is in the same spirit with 1st post here.
This script claims to improve FPS from 4 to 49 by caching unnecessary objects such as AI units with no players near by and so on.
http://www.armaholic.com/page.php?id=26093
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Buck0 reacted to grafzahl in Fixing the damn Vein-Duping-Glitch
Insert this to the client-only part of your init.sqf or put it in an external sqf-file and execute it via execVM-Call:
"dayzEpochRmvWreck" addPublicVariableEventHandler { private["_list","_iPos","_iType"]; _iType = (_this select 1) select 1; _iPos = (_this select 1) select 0; _list = nearestObjects [_iPos, [_iType], 3]; {deleteVehicle _x;} foreach _list; }; I gues you already use a customized remove.sqf? Then here are my changes...
Find the line that says "sleep 0.1;", BEFORE this line you add the following:
private["_notNearestPlayer"]; _notNearestPlayer = _obj call dze_isnearest_player; if (_notNearestPlayer) then { cutText ["Another player is to close - Canceled deconstruction", "PLAIN DOWN"]; r_doLoop = false; }; Now search for the line that says
if (_isMine) then { and after it you insert:
dayzEpochRmvWreck = [getPos _obj,_objType]; publicVariable "dayzEpochRmvWreck"; I hope i havent forgot anything, ah... you need to adjust your publicvariable.txt of battleye... just add !="dayzEpochRmvWreck" to the first kick-line.
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Buck0 reacted to Sandbird in [Release] Manual execution of Epoch Events
In your dayz_server.pbo files open server_function.sqf
under waituntill put:
superadmins = ["xxxxxx","xxxxxx"]; //where xxx are the guids publicVariable "superadmins"; remove all the variables like :
_adminsList= call compile preProcessFileLineNumbers "superadmins.sqf"; and then instead of using:
if((getPlayerUID player) in _adminsList) then { do:
if ((getPlayerUID player) in superadmins) then { where _adminsList has been replaced by the superadmins public variable coming from server_functions.sqf
done.
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Buck0 reacted to Halvhjearne in Delete vehicles parked in safezones on restart
tbh i dont know, i havent tried like that, but i think not ... read my answer below about switches
it is checking untill it finds the right exit, if we are talking one or two ifs, against a switch true do (where it checks if each statement is true), then you are correct that it is slower, but when used directly with the result like i do it is way faster than going through 10 if statements, also a switch gives more choices and allows you to expand your code more easily.
btw, this is a very old script wich could need an update to my current one, i just havent had the time to do so ...
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Buck0 got a reaction from SchwEde in DayZ Epoch Department Store! (Selling from players to players)
so in the same spirit, how did u manage to get a HC working?
i heard BE broke all HC?
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Buck0 reacted to Rotzloch in problem with wai missions vehicles
Hello
i have make a pull request to fix this problem:
https://github.com/f3cuk/WICKED-AI/pull/142
There you see what you need to change.
greets Rotzloch
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Buck0 reacted to SchwEde in Help set up my server? Will Pay!
Whait...What?!
Maybe someone can explain this to me who is better with this language then i am, but do read that right, that you are planning to make some money out of your server?
Like charging people for some "exclusive" extras (P2W) or even just on joining your server? Maybe something similar like the Origins-Devs did it?
If thats the case, then dont expect any kind of help from me! I will not support any kind of server which have some sort of ingame shop or doing any kind of P2W.
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Buck0 got a reaction from DangerRuss in [HELP] "Cannot Load Mission" then loads mission...
You have an error in your mission.sqf
Check the ammount of defined safezones and map markers v how many you actually have
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Buck0 got a reaction from moonunit42 in [Release] Cen's Custom GUI for Epoch/Overpoch
is there any reason my gui wouldnt be updating? only updating on relog?
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Buck0 reacted to TheVampire in [Release] DayZ Mission System
Newest DayZ may have changed how the humanity is set.
The code in DZMSAIKilled should be fixed on github now.
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Buck0 got a reaction from Mendo in Safe ownership VIA SQL/Player UID
it would still make sense to have this information in the database, rather than all these workarounds
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Buck0 reacted to Cannon in [1.4.1] Snap Building PRO
We've got a few players on our server that like to build water bases 1km or so from shore but we've found that once you get more than 20 or so floors from shore snap stops working?
The preview items will have snap points but the built objects won't, this only effects objects after a certain distance from land...
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Buck0 got a reaction from Black Stormy in [PROJECT] Gold Coin based Single Currency & Banking System
you should help them out macca :)
your coin system should be shared with the world
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Buck0 reacted to RimBlock in SQL Clean Up
Ok, actually, let me confirm tonight. I def have it in my head that they are but the details are a little fuzzy about the testing as it was a while ago. I will recheck.
Personally I would rather remove based on last updated than the numeric value as if they are not reused then they should be else the number is just going to keep going up.
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Buck0 reacted to Zupa in [Release] Skin Trader 0.6 (Buy any arma skin)
Guys, you can just disable cheking if the skin is in the variable:
Delete this from dayz_server/compile/server_playerLogin.sqf:
if (!(_model in AllPlayers)) then { _model = "Survivor2_DZ"; }; It checks if the db variable skin is in the list. If not then he give default.
Just comment out the check and all skins are allowed.
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Buck0 reacted to cen in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership
This is how epoch does it by default. I don't want safe owners getting lazy and never having to remember their safe/lockbox codes.
I found a way to do it. Here is what I did:
Removed player_lockVault.sqf Removed player_packVault.sqf Removed player_unlockVault.sqf In fn_selfActions.sqf I defined a new variable for _ownerID
_ownerID = _cursorTarget getVariable ["ownerPUID","0"]; _ownerID2 = _cursorTarget getVariable ["CharacterID","0"]; This new var uses CharacterID instead of ownerPUID.
Then for all the vault actions I used the new var:
//Allow owner to unlock vault if((_typeOfCursorTarget in DZE_LockableStorage) && _ownerID2 != "0" && (player distance _cursorTarget < 3)) then { if (s_player_unlockvault < 0) then { if(_typeOfCursorTarget in DZE_LockedStorage) then { if(_ownerID2 == dayz_combination || _ownerID2 == dayz_playerUID) then { _combi = player addAction [format[localize "STR_EPOCH_ACTIONS_OPEN",_text], "\z\addons\dayz_code\actions\vault_unlock.sqf",_cursorTarget, 0, false, true, "",""]; s_player_combi set [count s_player_combi,_combi]; } else { _combi = player addAction [format[localize "STR_EPOCH_ACTIONS_UNLOCK",_text], "\z\addons\dayz_code\actions\vault_combination_1.sqf",_cursorTarget, 0, false, true, "",""]; s_player_combi set [count s_player_combi,_combi]; }; s_player_unlockvault = 1; } else { if(_ownerID2 != dayz_combination && _ownerID2 != dayz_playerUID) then { _combi = player addAction [localize "STR_EPOCH_ACTIONS_RECOMBO", "\z\addons\dayz_code\actions\vault_combination_1.sqf",_cursorTarget, 0, false, true, "",""]; s_player_combi set [count s_player_combi,_combi]; s_player_unlockvault = 1; }; }; }; } else { {player removeAction _x} count s_player_combi;s_player_combi = []; s_player_unlockvault = -1; }; //Allow owner to pack vault if(_typeOfCursorTarget in DZE_UnLockedStorage && _ownerID2 != "0" && (player distance _cursorTarget < 3)) then { if (s_player_lockvault < 0) then { if(_ownerID2 == dayz_combination || _ownerID2 == dayz_playerUID) then { s_player_lockvault = player addAction [format[localize "STR_EPOCH_ACTIONS_LOCK",_text], "\z\addons\dayz_code\actions\vault_lock.sqf",_cursorTarget, 0, false, true, "",""]; }; }; if (s_player_packvault < 0 && (_ownerID2 == dayz_combination || _ownerID2 == dayz_playerUID)) then { s_player_packvault = player addAction [format["<t color='#ff0000'>%1</t>",(format[localize "STR_EPOCH_ACTIONS_PACK",_text])], "\z\addons\dayz_code\actions\vault_pack.sqf",_cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_packvault; s_player_packvault = -1; player removeAction s_player_lockvault; s_player_lockvault = -1; }; Now when someone dies, they are forced to re-enter the combination of the vault/lockbox.
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Buck0 reacted to cen in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership
OK got it all working now. Is there a way to remove the fact that the safe owner never has to enter a combination again?
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Buck0 reacted to raymix in [1.4.1] Snap Building PRO
If you read the guide on bottom-right screen, it tells you to press [F] to snap or pick up object again :>
It does not snap automatically, some might find this confusing, but there are more ups than downs for this method. Basically - more control for players over what's happening.