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Mr.Exodus

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  1. Like
    Mr.Exodus reacted to juandayz in [RELEASE] Custom Debug Monitor   
    to not get rpt errors "wrong element null"  just called from init.sqf but into  if (!isDedicated) then {  section.
  2. Like
    Mr.Exodus reacted to Fully in Need help setting up BEC Auto restarts.   
    Here is my my server restart information.
    <?xml version="1.0" encoding="UTF-8" standalone="yes"?> <Scheduler>     <job id="0">         <time>024500</time>         <delay>000000</delay>         <day>1,2,3,4,5,6,7</day>         <loop>0</loop>         <cmd>say -1 Restart in 15 minutes! </cmd>             <cmdtype>0</cmdtype>     </job>     <job id="1">         <time>025500</time>         <delay>000000</delay>         <day>1,2,3,4,5,6,7</day>         <loop>0</loop>         <cmd>say -1 Restart in 5 minutes! </cmd>             <cmdtype>0</cmdtype>     </job>          <job id="2">         <time>025900</time>         <delay>000000</delay>         <day>1,2,3,4,5,6,7</day>         <loop>0</loop>         <cmd>say -1 Restart in 1 minute! </cmd>             <cmdtype>0</cmdtype>     </job>          <job id="3">         <time>025955</time>         <delay>000000</delay>         <day>1,2,3,4,5,6,7</day>         <loop>0</loop>         <cmd>c:\Epoch\serverstart.bat</cmd>             <cmdtype>1</cmdtype>     </job>          <job id="4">         <time>030000</time>         <delay>000000</delay>         <day>1,2,3,4,5,6,7</day>         <loop>0</loop>         <cmd>#shutdown</cmd>             <cmdtype>0</cmdtype>     </job> </Scheduler> Job 3 restarts the server.
    Server start .bat that I use
    timeout 5 @echo off echo Starting Dayz Server :: start the server.. set dayzpath="C:\Epoch" cd %dayzpath% start "arma2" /min "Expansion\beta\arma2oaserver.exe" -port=2302 "-config=instance_11_Chernarus\config.cfg" "-cfg=instance_11_Chernarus\basic.cfg" "-profiles=instance_11_Chernarus" -name=instance_11_Chernarus "-world=Chernarus" "-mod=@DayZ_Epoch;@DayZ_Epoch_Server;"start "DayZ" "DayZ_Epoch_instance_11_Chernarus.bat" timeout 40 echo echo Starting Bec :: start bec set becpath="C:\Epoch_Tools\Bec" cd /d %becpath% start "Bec" "bec.exe" -f myserver.cfg timeout 20 echo. echo Server Started 100% cls @exit
  3. Like
    Mr.Exodus reacted to Chino in [RELEASE] Custom Debug Monitor   
    no, not give any mistake .. if you follow the steps as such this should go in the most correct way. :) 
  4. Like
    Mr.Exodus reacted to f3cuk in [Fixed] Animated Crash Spawner 1051   
    Current release 1.3.2

    Fixed
    Issue where marker would only be set once; Issue where sometimes plane would instantly crash; MiscIntensified fire/smoke. ---
    Release 1.3.1

    Added
    Marker cleanup after the first person has secured the crashsite; Added a "Survivors have secured the crash site" message; Added vehicle start damage to planes (will cause them to smoke); Ability to hide or show marker; Ability to hide or show crahsname. FixedCorrected marker placement (it always spawned on pre-defined crash site, even if taken down or crashed somewhere else); Fixed issue where you would sometimes see the pilot bailing and getting deleted as soon as landed; Set the correct facing direction on the crash model; Crashing into sea stops loot from spawning at the bottom of the ocean, does not display a marker and show a message that the helicopter or plane has crashed into the ocean. MiscChanged the starting positions for Chernarus (with help of Richie); Lowered the speed of planes; Lowered the altitude of planes; Enhanced damage models; Enhanced loot tables per vehicle. How to installAdd a animated_crash_spawner.sqf to your dayz_server/modules folder Edit your EpochEvents array in init.sqf to include animated_crash_spawner E.g.
    EpochEvents = [ ["any","any","any","any",0,"animated_crash_spawner"], ["any","any","any","any",10,"crate_military"], ["any","any","any","any",20,"crate_supply_items"], ["any","any","any","any",30,"crash_spawner"], ["any","any","any","any",40,"crate_construction"], ["any","any","any","any",50,"supply_drop"] ];Download animated_crash_spawner.sqf
    version 1.3.2

     
     
     
    Can i safely add this to other maps then Chernarus?

    Yes you can, Richie and BetterDeadThanZed have been so kind to make a set of starting coordinates for all of the below mentioned maps. Simply replace the _heliStart line with one of the following. Your map not included? Ask (nicely) and you'll probably get served.

    Taviana (Origins)

    _heliStart = [[7637.1768, 4182.0859],[2154.2883, 17062.283],[8839.4092, 10396.975],[8821.5313, 19403.178],[15097.905, 15839.728],[17291.035, 7203.6821],[18815.258, 2757.0435],[13402.826, 12238.75],[12001.367, 15047.333],[5200.9824, 8429.251],[9564.2949, 5238.4321]] call BIS_fnc_selectRandom;Taviana 2.0
    _heliStart = [[11558.516, -56.829834],[7787.207, 3972.2046],[2279.2651, 6822.7891],[5548.9434, 8449.1914],[9465.4697, 7223.2925],[17441.467, 5454.5791],[13474.444, 11853.039],[8848.6611, 18823.994],[16224.908, 13310.733],[15171.845, 7629.0879]] call BIS_fnc_selectRandom;Napf
    _heliStart = [[3458.7625, 2924.917],[11147.994, 1516.9348],[14464.443, 2533.0981],[18155.545, 1416.5674],[16951.584, 5436.3516],[16140.807, 12714.08],[14576.426, 14440.467],[8341.2383, 15756.525],[2070.4771, 8910.4111],[16316.533, 17309.357]] call BIS_fnc_selectRandom;Sauerland
    _heliStart = [[3143.7053, 519.72656],[14047.064, 736.25336],[19551.301, 1638.9634],[22871.928, 3194.9937],[3216.1506, 8066.9844],[15430.821, 7462.8496],[22722.418, 8578.207],[3399.9622, 13945.776],[16220.508, 14363.767],[10220.176, 18679.586]] call BIS_fnc_selectRandom;Panthera
    _heliStart = [[2354.8118, 2898.7732],[6441.2544, 604.39148],[5837.6265, 3852.1699],[3434.9966, 7324.9521],[1250.1727, 8301.4199],[6353.0869, 5563.6592],[3011.1584, 4440.96],[4967.9551, 6376.479],[8340.8125, 4563.1436],[4582.7534, 2080.5737]] call BIS_fnc_selectRandom;Namalsk
    _heliStart = [[5046.9678, 5943.2656],[6360.792, 6582.0723],[3544.4153, 6451.7793],[7504.9102, 5786.3271],[7752.436, 7067.6895],[3920.3354, 7530.4941],[6448.9805, 8406.374],[6098.7876, 10094.43],[4745.8853, 10273.457],[8271.7441, 10356.828]] call BIS_fnc_selectRandom;Takistan
    _heliStart = [[2877.6855, 703.94592],[7118.8374, 10659.661],[7281.5488, 690.51361],[9251.5283, 2722.7166],[3742.7253, 3439.4333],[1300.1748, 3303.4463],[6000.7114, 5670.394],[9339.2139, 6650.0625],[11687.854, 9396.415],[3025.9387, 9983.293]] call BIS_fnc_selectRandom;Lingor
    _heliStart = [[862.89911, 816.75781],[2884.9204, 1093.1793],[3923.7927, 1078.5016],[6571.9326, 1575.0684],[3046.9241, 2413.4119],[5652.1348, 2944.7871],[1866.0063, 4954.5566],[3748.3994, 5456.0498],[6348.8232, 4448.1694],[8368.7148, 7673.5293]] call BIS_fnc_selectRandom;
  5. Like
    Mr.Exodus reacted to Poncho in Development path? A message for the Devs.   
    I am writing this to try and understand what sort of development path you guys (the devs) will be following. I know everyone really wants to get in and play the game, we all loved the Arma2 mod and we know that this will be even better.
            But one massive problem I (and indeed many others) had with the Arma2 DayZ Epoch mod, was how you updated and developed the game. Constant updates to the mod version, followed by various patches and hotfixes. This made life very difficult for the people (myself included) that were running servers, As players always want the most up-to-date version, both existing and potential. 
     
    My hopes are that you won't bow to the pressure of the 'I WANT IT NOW!!!' side of the community, and give us something that is stable and functional, and if you intend to do an initial release with multiple versions to follow, that you don't release small, highly frequent, and insufficiently tested versions that give the community, and those of us that finance and admin servers for them, so much trouble.
     
    I am a significant donator, both simply for the truly great experience you have provided us with, and more recently for the nifty looking T-Shirt :p So please don't consider this a rant/rage post. Consider it simply as friendly advice/feedback from a long time supporter and genuine fan. I love ArmA 3 and have been looking forward to this mod as much as I have titles such as 'The Division', 'The Witcher 3', and 'Star Citizen'. I am not sure how you as developers think of the game you have made and are now making, but there are many of us here that put it in the same class as the titles I have mentioned, and we know you won't let us down.
     
    Any response from you guys would be great.
     
    Good luck and many thanks, 
    Poncho.
  6. Like
    Mr.Exodus reacted to Defent in [EMS] 0.3.1 Defents Edit   
    Check this file:
    EMS/Scripts/DZMSBox.sqf Then change this:
    /////////////////////////////////////////////////////////////////// // Epoch Supply Crates if (_type == "supply") then { // load tools _scount = count DZMSConTools; for "_x" from 0 to 2 do { _sSelect = floor(random _sCount); _item = DZMSConTools select _sSelect; _crate addWeaponCargoGlobal [_item, 2]; }; // load construction _scount = count DZMSConSupply; for "_x" from 0 to 15 do { _sSelect = floor(random _sCount); _item = DZMSConSupply select _sSelect; _crate addMagazineCargoGlobal [_item,(round(random 15))]; }; }; Change the item values to your liking. Sounds weird that you get 44 floors since that it's limited to 15 items out of the DMSConSupply array which lists:
    EMSSupplyCon = ["ItemWoodWallLg","PartPlywoodPack","PartPlankPack","ItemWoodWallGarageDoor","CinderBlocks","MortarBucket","ItemWoodFloor","ItemWoodFloor","ItemWoodFloor","metal_floor_kit"]; You can try removing a instance of Wood flor here. I have an extra added because I want them to be more frequent on my servers. 
  7. Like
    Mr.Exodus reacted to raymix in [Tutorial] Overpoch - Custom traders, all weapons/ammo/vehicles in menus   
    This Video Tutorial covers:
    Add custom Traders anywhere on map
    Find positions on map (also covering safezones/sensors a little bit)
    Add your own custom Menus to traders
    Add all Overwatch weapons, ammo and vehicles to your menus
    Use notepad++ to convert Loot CFG (or literary ANY) file into SQL query that you can to insert items faster into database.
     
    Notepad++ tricks:
    I will show you some cool tricks how to clean out junk data from files, filter out only stuff you need and convert it into a different code that can be used elsewhere.
    In this video I will be using Macros, TextFX and Find&Replace options to show you awesome stuff you can do with notepad++ to affect thousands of lines automatically!
    You will need TextFX plugin.
     
    SQL:
    I am using Heidi SQL to edit my databases. Any other tool is very well capable of doing the same job well. I just love filtering on heidi. It's also free.
    This is by no means targeted towards advanced users, beginners only. If you are advanced user and dislike the method, please share your method instead for all of us to learn from.
    I am not sharing actual SQL code because database names differs for different hosts, also I think notepad++ tricks are awesome thing to know, might be handy in future.
    In fact If database structure ever changes, you can reuse tricks learned here instead to update it quickly.
     
    Overwatch vehicles used in video:



    Alternative list of all Overwatch weapons/ammo/vehicles (Test out your new Notepad++ skill and convert it into SQL!)
    PROTIP: if using alternative list - to filter out ammo from weapons Write Ammo Type: in search, leave search window open. Then create macro:
    [Home] > [F3] > [shift]+[END] > [DEL] > [Down] > [Home]
    This will delete last part on all rows that says ammo and leave weapons only. Apply similar method to delete weapons instead.
     
    Credits and [How to] Install server: infiSTAR for awesome AH/Admin tool
     

     
    00:00 - 20:00 Adding traders 20:00 - 35:05 Notepad++ filtering out the junk 35:05 - 36:40 Notepad++ TextFX deleting duplicate rows 36:40 - 41:55 Notepad++ Seperating ammo from weapons using macros 41:55 - 57:42 Converting classnames into SQL query (adding stuff to traders in database) 57:42 - Final in-game test
  8. Like
    Mr.Exodus reacted to OtterNas3 in [RELEASE] Build Snapping - Extended v1.6 (Updated 02/20/2014)   
    Hey Survivors,
     
    i started this new Thread for the Mod so it's easier for players to find it and for me to support it!
    This will also stop the confusion with the mod when you use Maca's or mine and have problems with it.
     
    I got Maca's permission to do it and ALL credits for the idea and the first coding goes to Maca!
    Thanks again Maca for this amazing idea/script!
     
    Ok here we go...
     
    This Mod adds a "Toggle Snapping" function to these Epoch Buildable objects:
    MetalFloor_DZ WoodFloor_DZ CinderWall_DZ CinderWallDoorway_DZ CinderWallDoorLocked_DZ CinderWallDoor_DZ CinderWallSmallDoorway_DZ CinderWallDoorSmallLocked_DZ CinderWallHalf_DZ CinderWallDoorSmall_DZ WoodLargeWall_DZ Land_DZE_LargeWoodDoor WoodLargeWallWin_DZ WoodLargeWallDoor_DZ Land_DZE_GarageWoodDoor Land_DZE_GarageWoodDoorLocked Land_DZE_LargeWoodDoorLocked WoodSmallWallThird_DZ WoodSmallWallDoor_DZ WoodSmallWall_DZ WoodSmallWallWin_DZ Land_DZE_WoodDoor Land_DZE_WoodDoorLocked Sandbag1_DZ MetalPanel_DZ Fence_corrugated_DZ StickFence_DZ Land_HBarrier1_DZ Land_HBarrier3_DZ Land_HBarrier5_DZ Fort_RazorWire Objects can be snapped to another object of the same type like:
    Metal_Floor_DZ <-> Metal_Floor_DZ
    Sandbag1_DZ <-> Sandbag1_DZ
     
    or any Wall combination if its the same Material like:
    WoodSmallWall_DZ <-> WoodSmallWall_DZ
    WoodSmallWall_DZ <-> WoodSmallWallWin_DZ
    CinderWallHalf_DZ <-> CinderWallHalf_DZ
    CinderWallHalf_DZ <-> CinderWallDoorway_DZ
     
    When you start building a new object you will get a "Toggle Snapping" option if the object is supported.
    Hit it to activate the snapping.
     
    Distance between the two objects has to be lower then 1.5m.
    So move your object to almost same height and next to one side, near the top or near the bottom of the object you want to snap it to.
    SNAP!
    This allows you to build a Floor or a Wall on the same height in a perfect line.
     
    It is also possible to make perfect 90° angles with it, for this you also have to bring the object almost in the desired angle to the other object and it will snap to it.
     
    So What makes this version "Extended"?
     
    Well...
    Snapping will work on more then one  Floor Snapping will work while building over Water Snapping a object on Top/Bottom of eachother Snapping with set rotation (for set Door open directions) More objects supported Code for finding snap points redone Demo Video:
    http://youtu.be/j5SXctN8WHA
     
    Download (install instructions included):
    https://www.dropbox.com/s/e1x7mcfuvy7mwyj/Snapping_v1.6.zip
     
    Installation instructions:
     
    1.
    Download and extract Snapping_v1.6.zip
     
    2.
    unpbo MPMissions\YOURMISSIONNAME.pbo
     
    3.
    Copy custom folder from the extracted Snapping_v1.6 to MPMissions\YOURMISSIONNAME\
     
    4.
    Open MPMissions\YOURMISSIONNAME\init.sqf
    Find this line:

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; and add this line RIGHT BELOW it:
    call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf"; so it will look like:
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf"; 5.
    Open MPMissions\YOURMISSIONNAME\description.ext
    Add this line to the VERY BOTTOM of it! (Yeah this means AFTER the last closing bracket!)
    It has to be the VERY LAST LINE of the File!

    #include "custom\snap_build\points.hpp" 6.
    repbo MPMissions\YOURMISSIONNAME\ - upaload - reload - snap - smile!
     
     
    I hope i could clarify the !IMPORTANCE! that you copy the lines i mentioned to the VERY BOTTOM!
    Else:
    No Snap - No Smile - unneded questions
     
     
     
    Have fun with it,
    Otter
    aka Bob der Baumeister
     
     
    - If you like it - Like it - So I can count Downloads - I like that
     

    #####################################
    #                      Support my work                      #
    #                                    &                                #
    #                                Donate                           #
    #####################################

  9. Like
    Mr.Exodus reacted to Darihon in [WIP/RELEASE] Bank Robbery V3.   
    Current state: V3 [W.I.P]
     
    Hello,
     
    I've been working on this script for atleast a few days now and it's ready for it's release. It is still a work in progress and gets updated on people's feedback and/or problems. 
     
    The script works very easy:
    Whenever a player looks at a laptop an option shows up: "Rob Bank". Whenever they activate the script they have a 30% chance for it to go succesfully. If the bank robbery goes succesful, the script picks a random number and a random loot based on the random number. The script is only runable once per restart!
     
    Installation:
     
    Add to if(isServer) { in init.sqf:
    execVM "rob\bank_building.sqf"; Add in the 'fn_selfactions.sqf' file (around line 100): 
    // Bank Robbery _bankrobbery = cursorTarget isKindOf "Notebook";     if ((speed player <= 1) && _bankrobbery && (player distance cursorTarget < 5)) then {         if (s_player_bankrob < 0) then {             s_player_bankrob = player addAction ["Rob the bank","rob\robbank.sqf",cursorTarget, 0, false, true, "",""];         };     } else {         player removeAction s_player_bankrob;         s_player_bankrob = -1;     }; // Bank Robbery END Add the AI: Just add the "ai.sqf" inside of the "robbank.sqf" folder and the AI will spawn :)     Configuration options:
      Download: Version 2.5 [DROPBOX] Version 2.9 [DROPBOX] [not working correctly]     Feedback, problems: Everything is appreciated. Feedback can make this script better and improves the fun of it.    Thanks to: Halvhjearne Boyd Peipo118 Ebayn.0.0b
  10. Like
    Mr.Exodus reacted to Charlatan in Preview: Ghost of Chernarus Epoch-Specific Map Pack   
    Since this has been asked before, and my current availability of time creates so many delays, I've uploaded the raw Work-In-Progress map files of BSI.
     
    This doesn't mean I'm stopping  , just that people can look/use/optimize them too :)
     
    http://www.charlatan.at/DayZ/BSI%20WIP%20Files.rar
  11. Like
    Mr.Exodus reacted to DoS-gaming in Vilayer custom map additions help please 1.0.4.2   
    Another way is to put them in your server pbo, that will keep the mission file size down and people can't steal your custom made things etc.
    at the very bottom of your server_functions.sqf
    execVM "\z\addons\dayz_server\init\lopatino.sqf"; could make a special folder in your server pbo for it, like maps for example then it would become
    execVM "\z\addons\dayz_server\maps\filename.sqf"; and then place the files in the maps folder ofcourse
  12. Like
    Mr.Exodus reacted to mysticviperx in [TUTORIAL] Custom Starting Loadout and Admin/Mod/Donator Loadouts (w/ UIDs)   
    So I have been getting a lot of help from here with setting up my server, so I figured I would start making Tutorials on what I have learned.
     
    As follows are the instructions to change the starting gear from the default "bandage/painkiller/flashlight" to what ever you want, and how to set up custom gear for different users based on their UIDs. This is not completely my work, some came from Axeman and AsianKid.
     
    Original Post
     
    Setting Up the Default Load-out (no custom loadouts)
     
    To start, this is tested on 1.0.2.4-5, and uses variables that Epoch Devs added to the Server Code.
    DefaultMagazines = []; DefaultWeapons = []; DefaultBackpack = ""; DefaultMagazines is for any item you place in your primary(food, ammo, parts, money) or secondary(bandages, clips, m203 rounds) inventory.
    DefaultWeapons is for any guns/rifles or kit(hatchet, map, Bbnoculars, NVGs) items.
    DefaultBackpack is as it would sound, the pack you start out with.
     
    You will also see DefaultBackpackWeapon = ""; in my loadout script, I assume it adds items to your back pack, but I don't know its limitations, if I can use guns and ammo.
     
    Inserting it into your code is easy. Open the init.sqf in your mission folder or mission.pbo.
     
    At about line 20 of a stock Epoch init.sqf file you will find this:
    // DayZ Epoch config spawnShoremode = 1; // Default = 1 (on shore) spawnArea= 1500; // Default = 1500 MaxHeliCrashes= 5; // Default = 5 MaxVehicleLimit = 300; // Default = 50 MaxDynamicDebris = 500; // Default = 100 dayz_MapArea = 14000; // Default = 10000 dayz_maxLocalZombies = 30; // Default = 30 Below this, add the following:
    //Default Loadout DefaultMagazines = ["ItemBandage","ItemBandage","17Rnd_9x19_glock17","17Rnd_9x19_glock17","ItemMorphine","ItemPainkiller","ItemWaterbottleBoiled","FoodSteakCooked"]; DefaultWeapons = ["glock17_EP1","ItemFlashlight","ItemHatchet"]; DefaultBackpack = "DZ_Patrol_Pack_EP1"; DefaultBackpackWeapon = ""; Here I have configured the default load-out to be a G17 and 2 clips, 2 bandages, one Morphine, Painkillers, Clean Water, Cooked Steak, a Flashlight and Hatchet. You can change the variables your self to what would be best for your server, including removing everything so players don't even get the stock dayz load-out.
     
    Custom Load-Outs (includes default load-out)
     
    But, you want even more controls, like load-outs for donators or admins. Thats easy, instead of the above we are going to put all the settings in a loadout.sqf and save that to a "Scripts" folder in our mission folder or mission.pbo.
     
    First, create a new folder in the Mission folder or PBO named Scripts.
    Then Create a new text document in that folder called "loadout.sqf", is will warn you that you are changing the file type, thats ok.
     
    Copy this code into your new lodout.sqf:
    //Default Loadout DefaultMagazines = ["ItemBandage","ItemBandage","17Rnd_9x19_glock17","17Rnd_9x19_glock17","ItemMorphine","ItemPainkiller","ItemWaterbottleBoiled","FoodSteakCooked"]; DefaultWeapons = ["glock17_EP1","ItemFlashlight","ItemHatchet"]; DefaultBackpack = "DZ_Patrol_Pack_EP1"; DefaultBackpackWeapon = ""; //Admin Loadout if ((getPlayerUID player) in ["12345678","98765432"]) then { //Admins: Nobody, Somebody DefaultMagazines = ["ItemBandage","ItemBandage","ItemBandage","ItemBandage","17Rnd_9x19_glock17","17Rnd_9x19_glock17","ItemMorphine","ItemPainkiller","ItemBloodbag","ItemWaterbottleBoiled","ItemWaterbottleBoiled","FoodSteakCooked","20Rnd_B_AA12_74Slug","20Rnd_B_AA12_Pellets","20Rnd_B_AA12_Pellets","ItemGoldBar10oz"]; DefaultWeapons = ["glock17_EP1","AA12_PMC","Binocular_Vector","NVGoggles","ItemMap","ItemCompass","ItemGPS","ItemWatch","ItemKnife","Itemtoolbox","ItemCrowbar","Itemetool","ItemHatchet"]; DefaultBackpack = "DZ_LargeGunBag_EP1"; DefaultBackpackWeapon = ""; }; //Moderator Loadout if ((getPlayerUID player) in ["14725836"]) then { //Moderators: ThatOtherGuy DefaultMagazines = ["ItemBandage","ItemBandage","ItemBandage","ItemBandage","17Rnd_9x19_glock17","17Rnd_9x19_glock17","ItemMorphine","ItemPainkiller","ItemBloodbag","ItemWaterbottleBoiled","ItemWaterbottleBoiled","FoodSteakCooked","8Rnd_B_Saiga12_Pellets","8Rnd_B_Saiga12_Pellets","8Rnd_B_Saiga12_74Slug","ItemGoldBar10oz"]; DefaultWeapons = ["glock17_EP1","Saiga12K","Binocular_Vector","NVGoggles","ItemMap","Itemtoolbox"]; DefaultBackpack = "DZ_Backpack_EP1"; DefaultBackpackWeapon = ""; }; //Pro-Donator Loadout if ((getPlayerUID player) in ["96385274"]) then { //Pro-Donators: MoneyBags 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","ItemGoldBar10oz"]; DefaultWeapons = ["M9SD","Remington870_lamp","Binocular","ItemMap","ItemCompass","ItemFlashlightRed","ItemKnife","ItemMatchbox","ItemHatchet"]; DefaultBackpack = "DZ_GunBag_EP1"; DefaultBackpackWeapon = ""; }; //Donator Loadout if ((getPlayerUID player) in ["456789123"]) then { //Donators: Nobody DefaultMagazines = ["ItemBandage","ItemBandage","ItemBandage","ItemBandage","ItemMorphine","ItemPainkiller","ItemGoldBar","15Rnd_W1866_Slug","15Rnd_W1866_Slug"]; DefaultWeapons = ["glock17_EP1","Winchester1866","ItemMap","ItemFlashlightRed","ItemHatchet"]; DefaultBackpack = "DZ_ALICE_Pack_EP1"; DefaultBackpackWeapon = ""; }; Hit save then start looking it over. Here we set the default loadout, then we check to see if the player is anyone we know from admins to donators, and set their loadout outs accordingly.
     
    You will need the Players UID you can ask them for it, or if they have been on your server and you have database access then you can find it under "player_data".
     
    In the code put their UID in the same place you see the seven or eight number groupings surrounded by parenthesis "  and seperated by commas , if you are setting more than one user for that group. I also write their names at the end of the line in the order that they are placed so I can go back and remember them later.
     
    You can edit the different load-outs for each User Group and add more by copying one group and changing the UIDs.
     
    Safe the file and Open your init.sqf in your mission folder or mission.pbo. Fine the following lines:
    if (!isDedicated) then { //Conduct map operations 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); //Run the player monitor _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; _void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf"; //Lights //[0,0,true,true,true,58,280,600,[0.698, 0.556, 0.419],"Generator_DZ",0.1] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; }; Above "//Run the player monitor" add the following:
    //Custom Loadouts [] ExecVM "Scripts\loadout.sqf"; Now we have called the load-out script, and the world is a better place. Save your work, upload your files, and start your server to test out the scripts. Remember, you have to re-spawn for it to work.
     
     
    UPDATE
    So with each update the epoch devs are giving us server admins more varibles to call and edit in our init.sqf. My hope is they will add a varible to set the default skin when you load in. (logic must be applied when users select between a Male and Female character. Either it ignores females, or it allows for a array to be set: ["Male_Skin","Female_Skin"]) 
     
    Further, I would like to make it easyier to set up items in these arrays, but as with everything, it becomes hard. I myself had to visit no less that 5 diffrent sorces to find all the "Item IDs" for diffrent items. But, my current data base is pretty current, with most of the non-OP items listed. Here is a link of the items you can buy and sell on my server all listed by their "ItemID" and organised in a way thats easy to read.
     
    As for posts 8-13, I can give no reasoning why the script is failing for them. I my self have broken it many times by forgetting a comma between UIDs, but this only leads to players not getting their custom loadouts, I have not experianced any server issues or stalls from this edit, and I will be the first to admit I dont always know what I'm doing and I am always breaking my server with something.
  13. Like
    Mr.Exodus 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.
  14. Like
    Mr.Exodus reacted to Sofabear in SectorB (CHERNARUS MAP) A.I Camp   
    Yeah thanks BetterDeadThanZed. But i've "cleaned" up my sqf file so it doesn't contain any vehicle_ID's anymore nor vehicles. In the sqf file the objects look like this
     
    bldObj = objNull; if (true) then {   _bldObj = createVehicle ["MAP_nav_pier_C_R30", [4055.7273, 2685.4817, 5.1371379], [], 0, "CAN_COLLIDE"];   _bldObj setDir 108.386;   _bldObj setPos [4055.7273, 2685.4817, 5.1371379]; };   So i really can't get a new biedi file? can i? i mean i do not know the last "vehicle_ID" in the file so.   But thanks anyway :)   EDIT: I Got it working! Thanks man! HAVE MY BEANS.
  15. Like
    Mr.Exodus got a reaction from Sofabear in SectorB (CHERNARUS MAP) A.I Camp   
    This is great, i have been looking for a new Ai city as a challenge or event for my server! ;)
     
    What Ai system are you using for it?
  16. Like
    Mr.Exodus reacted to OmigaaaD in OmigaaaD's weapon modification script   
    Hey, Sorry for the broken link, I'll fix it asap
     
    edit: fixed now
     
    Reply to Mr. Exodus
     
    I have been running it on my 2 servers for a while now and I havent noticed any problems except people doesnt seem to use it haha
  17. Like
    Mr.Exodus reacted to ThaThing in [EMS] 0.2.6 Epoch Mission System   
    I had the same problem untill i found out that i at first misunderstood the part on how to change the server_updateObject.sqf.
     
    In the install instructions is says:
    Around line 22 look for this:
    { diag_log(format["Non-string Object: ID %1 UID %2", _objectID, _uid]); //force fail _objectID = "0"; _uid = "0"; };  Insert this after it:
    if (_object getVariable "Sarge" == 1) exitWith {}; if (!_parachuteWest and !(locked _object)) then { //if (_objectID == "0" && _uid == "0") then if (_objectID == "0" && _uid == "0" && (vehicle _object getVariable ["Sarge",0] != 1)) then but actually you only need to insert the line that says: 
    if (_object getVariable "Sarge" == 1) exitWith {}; Then change the following:
    if (!_parachuteWest and !(locked _object)) then { if (_objectID == "0" && _uid == "0") then { _object_position = getPosATL _object; _isNotOk = true; }; }; to
    if (!_parachuteWest and !(locked _object)) then { //if (_objectID == "0" && _uid == "0") then if (_objectID == "0" && _uid == "0" && (vehicle _object getVariable ["Sarge",0] != 1)) then { _object_position = getPosATL _object; _isNotOk = true; }; }; Well that atleast fixed the problem for me, so if that's not your problem then i don't know, but atleast i might have helped someone who misunderstood the instructions as i did :)
  18. Like
    Mr.Exodus reacted to Halvhjearne in Call in airdrops ...   
    in settings, look for this:
    // Time in seconds before player can drop again, default 300=5min _dropCooldown = 300; spamming kind depends on what item you set to enable the laptop fix, seeing as i set it to a hotwire kit as default, its not likely to ever get spammed unless you put in a massive amount of hotwire kits on your server in some way.
     
    hotwire kits are by default found in random cars or on policeman zombies ... i also added a few to my missions and a slight chance from ai aswell as a chance for ai leaders to have a radio ... i also added radio to the vendor, so players can buy that if needed.
     
     
     
    just add hotwire kits to vendors and you got what you are asking for ;)
    (but tbh i think that is a little op, players should work hard for this!)
     
    edit:
       
    you can set this aswell, the admin drop only shows for the admin (obviusly), but i set it to broadcast a hint to all players when a drop is called in and when it is dropped (and where) by default ... this can be switched off in settings
  19. Like
    Mr.Exodus got a reaction from Coco-Nuts in Call in airdrops ...   
    I really like this idea, Great job! :)
     
    i have a question! 
    - how often is it possible to call airdrop?, (i dont want it to be spammed)
  20. Like
    Mr.Exodus reacted to Coco-Nuts in Call in airdrops ...   
    I like this idea too.
    Do you think it's possible to make paying the call ?
  21. Like
    Mr.Exodus reacted to Axe Cop in Redbulls makes you fly?   
    I chose option 3: makes you fly 500m high like a rocket and than execute the halo jump script hahah :D
    possible yes, i am not even kidding :P
  22. Like
    Mr.Exodus got a reaction from amandabif in Redbulls makes you fly?   
    So a friend and I just loves redbull but they don´t really have a purpose in dayz... :(
     
    So we where thinking is it possible to make a script so if you drink a redbull you will gain an passive that gives you a buff for a amount of time. :D
     
    1. Ignore shaking from running or if you are shot under a gun fight.
     
    2. you can´t get overburden.
     
    3. ?????
  23. Like
    Mr.Exodus reacted to Revoplay in Having a problem with a restriction   
    The Problem are the "(" and ")" in the Player Name
  24. Like
    Mr.Exodus reacted to Lanmanfm in Sarge AI and cleanup   
    are you using animated helo crashes? if so, then it needs to be changed to this line instead:



  25. Like
    Mr.Exodus reacted to Axe Cop in Removing things from Obejct.data   
    Hey,
    first of all every object is saved at one place, the object_data table.. that means vehicles, base building stuff (also safes), houses, whatever you add "in game" will be saved in there, so becareful what you delete. :)
    and yes you can delete or even truncate that table without any problems, but only change something if the server is not running (needs a restart for changes in the database anyways)
     
    an "easy" way to delete all vehicle would be an in-game script for admins, i would say "hacker style" destroy the vehicles and they won't come back after a restart and the server will respawn new vehicles like a new server.
    I think you can also delete the vehicles from the database instead of destroying them with a script, if you prefer not to make everything around them go "boom" lol
     
    BUT always do do a full database backup before you change anything!!! :D
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