
Buck0
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Posts
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Buck0 got a reaction from arkmal in Adding smoke to epoch events
//Create Visible Marker with SMOKE _dayTime = dayTime; if (_dayTime > 6 && _dayTime < 18.5) then { _smokeMarker = "SmokeShellRed" createVehicle getPosATL _loot_box; _smokeMarker setPosATL (getPosATL _loot_box); _smokeMarker attachTo [_loot_box,[0,0,0]]; }; if (_dayTime > 18.5 && _dayTime < 6) then { _smokeMarker = "ARTY_Flare_Medium" createVehicle getPosATL _loot_box; _smokeMarker setPosATL (getPosATL _loot_box); _smokeMarker attachTo [_loot_box, [0,0,0]]; }; problem is, thats being called before the lootbox is created, that code should work
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Buck0 reacted to RimBlock in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership
Issue confirmed.
Just checking the code now.
Found a bug that stopped you building after placing a plot pole until the server rebooted: Fixed.
Looking at not being able to remove items: False alarm. My character had no crowbar :lol: .
Just rezipping.
Also did a diffmerge and the only file with any differences from 1.0.5.1 was the server_monitor.sqf which I have now brought up to date so this version is for Epoch 1.0.5.1.
First post updated.
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Buck0 reacted to cen in Overpoch servers doomed
If anyone is interested feel free to modify them for your own server.
http://atdgaming.net/tools/ATDBatFiles.zip
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Buck0 reacted to RimBlock in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership
Update
Tested (ARMA II OA - 125548 with SteamID and Epoch 1.0.5);
Place plot pole.
Build cinder doorway.
Build metal floor.
Restart server - Items correctly saved to DB and persistent.
Remove metal floor.
Upgrade cinder wall.
Build tent.
Pack tent (only available after reboot - Need to check the code).
Upgrade garage doorway with lock
Unlock door
Lock door
Downgrade garage door (remove lock).
Safe build / open / lock / pack.
Safe locking and unlocking requires no code for the safe owner by default, only for third parties :D .
Basic testing complete. Only a couple of paths found incorrect and fixed. No other issues found.
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Buck0 reacted to cen in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership
Keep up the good work Rim! This is a great mod to have and my players are missing it!
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Buck0 reacted to TheVampire in Scary Forest - how to?
He can create if via script just fine.
Your error OP is in your formatting of the CfgSounds, it doesn't look like it has a closing bracket.
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Buck0 reacted to cen in [RELEASE] Build Snapping - Extended v1.6 (Updated 02/20/2014)
1.0.5 player_build.sqf with working snapping:
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Buck0 reacted to Halvhjearne in Gryo Grenades on deploy
if you dont have a way for the players to rearm or dont care if they rearm them, you can just do this:
_myobject setVehicleAmmo 0; else you need to remove the grenade launcher from the gyro when you spawn it
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Buck0 reacted to RimBlock in [WIP] - Better refueling (Accurate fuel capacity, multiple fuel sources, choose vehicle to refuel, GUI).
Repair menu seems to be working (the vehicle just didn't have anything to repair si it was not coming up) but the salvage menu is also not bringing anything up and I think that should work for any vehicle. The safe unlock is also playing up.... It is possible that has something to do with my base dematerialising and the safe floating though.
Will apply the code to a new server build and go from there.
Vbawol has also acepted the request to update the vehicle hpp files to include the fuelcapacity variable so after I get a Git setup on GitHub I will be able to update them. That will cut down the code a bit and make things simplier.
The other side of the equation though is the fuel usage rate. I need to set the capacity in which ever script calculates the fuel usage when the vehicle is moving. I have not found the script that does so yet though.
If anyone knows which script controls that then please let me know.
Failing that I will have to write an override script that will work out the burn rate and overwrite the normal process. Not very efficent but I see no other way if I cannot find the original script, or if it is a built in function of the ARMA II engine).
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Buck0 reacted to hambeast in [Release] Vehicle Service Point (Refuel, Repair, Rearm) [Script]
Hey AC!
I modified the script again. These changes will mostly be useful for militarized servers but I think they could be helpful for others as well. Here are the changes:
* Re-arm pilot-gunner vehicles - Now you can re-arm helis and jets.
* Re-arm by ammo type - Now we get the option to re-arm a specific ammo type instead of the default (select 0)
* Block ammo types - Prevent certain ammo types from being re-armed (example is the 192 round s-5 rocket or the 1200 rnd 7.62)
* Block weapon types - Prevent certain weapons from being re-armed (want to block all guided missiles? No problem)
* Multiple magazines for ground units - Only ground units can reload multiple magazines, air units have default behavior
* added new function _fnc_getMagazines - Returns array of all magazines for selected turret
You can find the changes on my branch here: https://github.com/deadfred666/dayz/tree/master/service_point
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Buck0 reacted to RimBlock in [WIP] - Better refueling (Accurate fuel capacity, multiple fuel sources, choose vehicle to refuel, GUI).
Ok, it is now listing all vehicles in range and the % remaining in the fuel tank of each vehicle and you can then select which ones you want to fill. They are also colour coded...
< 80% = Blue
60% -> 79% = Yellow
59 -> 20% = Orange
< 20% = Red
The fill code needs to be fully tested still but being able to select a vehicle out of those in range and actually knowing how full each vehicle is was something I really wanted for my own server. Hopefully it will be useful for others too.
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Buck0 reacted to Halvhjearne in Players cannot connect after death!
perhaps something to do with fact that your rpt file spams all kinds of errors?
just a hunch ... idk
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Buck0 reacted to MGT in problems with database update mechanism?
Nice one, testing on my dev server now.
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Buck0 reacted to Meowzors in Safe code change script
K, created a new sqf that is the main workhorse for this script now... What it does is copies the info from current safe, deletes safe from database, creates a new safe with previous safes info and new combo, and then inserts new safe into database. Server restart isn't for another hour or so, I uploaded the files and will test upon restart (if I don't fall asleep). Will give results and HOPEFULLY post final files after test! :)
--Don't wanna post new files until I am sure they work
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Buck0 got a reaction from megaz in dami_SZ - Safe Zone - BattlEye: PublicVariable Restriction #0
Yeah my mistake typed this on my phpne, spelt it wrong
!="PVOZ_EPOCH_SAFEZONE"
Put it where I saif to in last post
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Buck0 reacted to Bungle 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.
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Buck0 got a reaction from xBowBii in Better Tag Friendlies
Add filters
Based in how you help people those two words just cost you $4.99
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Buck0 got a reaction from STENCHOVDETH in Need a Scripter for Heli/Tow and AI Missions - Will Pay
i blocked you, i was having my own server difficulties as i explained to you
i blocked you to stop the flood of messages coming from you
ive unblocked you and will fix your server, however instead of acting like a child next time wait patiently
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Buck0 reacted to cen in [Release] Deploy Bike Extendet
This is a much better method for pack.sqf:
if (false) then { // player is in combat and cant pack his bike cutText [format["You are in combat and cannot re-pack your bike."], "PLAIN DOWN"]; } else { if (typeOf cursorTarget == "Old_bike_TK_INS_EP1" || typeOf cursorTarget == "Old_bike_TK_CIV_EP1") then { // player is looking at a bike and the target has a bike classname // delete it first to avoid player changing to another target deletevehicle cursorTarget; player removeAction s_player_deploybike2; player playActionNow "Medic"; r_interrupt = false; player addWeapon "ItemToolbox"; _dis=10; _sfx = "repair"; [player,_sfx,0,false,_dis] call dayz_zombieSpeak; [player,_dis,true,(getPosATL player)] spawn player_alertZombies; sleep 6; cutText [format["You have packed your bike and been given back your toolbox"], "PLAIN DOWN"]; r_interrupt = false; player switchMove ""; player playActionNow "stop"; } else { // player is not looking at a bike, or target does not have a bike classname cutText [format["You have to be facing your bike to re-pack it!"], "PLAIN DOWN"]; }; }; -
Buck0 reacted to cen in [Tutorial] Clickable self-bloodbag with configurable limitations (Updated 02/21/2014)
Of course! Change this:
class ExtraRc { class ItemBloodbag { class Use { text = "Use Bloodbag"; script = "spawn player_useMeds;"; }; }; }; to this:
class ExtraRc { class ItemBloodbag { class Use { text = "Use Bloodbag"; script = "execVM 'custom\player_selfbloodbag.sqf'"; }; }; }; Then you can use the krixes file to customize.