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W4lly

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  1. Like
    W4lly reacted to Airwaves Man in [Release] HearthQuake Mission MOD   
    No worries mate. I saw that you took already the new weapon classnames. You missed two of them the M40A3 should be M40A3_DZ and the BAF_L85A2_RIS_Holo should be L85_Holo_DZ.
  2. Like
    W4lly got a reaction from Airwaves Man in [Release] HearthQuake Mission MOD   
    Updated to  0.3.1 correct version tnx to A MAN for test
  3. Like
    W4lly got a reaction from Airwaves Man in [Release] HearthQuake Mission MOD   
    Mission Mod for Arma2 Epoch - Tested on Epoch 1.0.6 RC1 - Dayz 1.8.8
    HearthQuake Simulation Mission ALPHA 0.3.2 (is alpha , working in my server but not tested in 1.0.5.x)
    Description/Features
    Generates earthquakes around map after a time ... in the radius destroys a lot of Buildings, Spawn a loots crate and if selected (recommended) groups of AI Enemy ...
    It increases the difficulty of game... may happen to be in a building in the earthquake area... and die. It is not a classic mission because unknown location of crate in a radius of one km in a devasted area where there are various groups of AI is difficult to complete.
    HeartQuake in Random Zone with a lot of Buildings Destroyed Spawn Crate inside HQ Zone in Random Coords Spawn Some Groups of AI inside HQ Zone Player Effects      HearthQuake Marker in map            Ability to define HQ zone and dimension Ability to define blacklist coords Ability to define blacklist buildings Ability to define AI spawn or not AI Ability to use WAI or DZMS instead of AI included (disabled in ALPHA - can enable WAI - or DZMS working but not remove units when mission end for now) and more... AI included in mission are WAI inspired (all credits to F3cuk - https://github.com/f3cuk/WICKED-AI)
    Installation Server
    UnPbo dayz_server.pbo with pbo manager and copy inside dayz_server directory , downloaded folder HeartQuake (MOD_HEARTHQUAKE\server\Heartquake) (HearthQuake folder only) ·         Open init\server_functions.sqf and at the bottom add
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\HearthQuake\starter.sqf";
    ·         Open destroy.sqf and setup center coords and radius of HearthQuake Zone, HQ can Happen Random inside this area, normally setup center of Map and Radius (half map length) Setup too coords of blacklist places and Buildings (if u want) and others settings. Open spawncrates_HQ.sqf if u want setup type and numbers of loot thst spawn in crate. ·         Inside folder AI open ai_spawn.sqf if u want setup groups or numbers or other about AI.
    ·         repack dayz_server folder with pbo manager dayz_server.pbo
    Installation Mission
    Open/unpbo mission folder and copy or merge if exist downloaded Sounds folder and file HearthQuakeEffects.sqf Open description.ext and add or merge class CfgSounds (inside descripton.ext downloaded) Open init.sqf and add to the bottom [] execVM ' hearthQuakeEffects.sqf'; pack/close mission folder BE FILTERS I dont use BE and the filters are not provided certainly need to add to publicvariable.txt
    !=" effectHQ"  
     DOWNLOAD
  4. Like
    W4lly got a reaction from Mr.XXX in blckeagls' Real Zombies v0.0.5   
    i would try to change for a spawn type like this  :)
     
    https://youtu.be/P-ZM49u6yR4
     
    but need reduce distance from player and maybe damage...
  5. Like
    W4lly got a reaction from bombajack in blckeagls' Real Zombies v0.0.5   
    i would try to change for a spawn type like this  :)
     
    https://youtu.be/P-ZM49u6yR4
     
    but need reduce distance from player and maybe damage...
  6. Like
    W4lly reacted to umfufu in blckeagls' Real Zombies v0.0.5   
    Sry W4lly but this was a response to Wesd (Continue to spawn,No errors .rpt)
     
    Also for the class sensors use unique names , same name no safezone
     
     class Sensors
     {
     items = 3;  
     class Item0
            {
                position[] = {13326.5,0.16426,14515.2};
                a = 75;
                b = 75;
                activationBy = "ANY";
                repeating = 1;
                interruptable = 1;
                age = "UNKNOWN";
                name = "centresafezone";            
                expCond = "(player distance centresafezone) < 75;";
                expActiv = "hint ""You have entered A Safe Zone!""; inSafeZone = true;";
                expDesactiv = "hint ""You are leaving the Safe Zone!""; inSafeZone = false;";
                class Effects{};
            };
     class Item1
            {
                position[] = {6192.46, 0.00154114, 16834};
                a = 100;
                b = 100;
                activationBy = "ANY";
                repeating = 1;
                interruptable = 1;
                age = "UNKNOWN";
                name = "westsafezone";
                expCond = "(player distance westsafezone) < 100;";
                expActiv = "hint ""You have entered A Safe Zone!""; inSafeZone = true;";
                expDesactiv = "hint ""You are leaving the Safe Zone!""; inSafeZone = false;";
                class Effects{};
            };
     class Item2
            {
                position[] = {18451.9, 0.00143814, 14278.1};
                a = 100;
                b = 100;
                activationBy = "ANY";
                repeating = 1;
                interruptable = 1;
                age = "UNKNOWN";
                name = "eastsafezone";
                expCond = "(player distance eastsafezone) < 100;";
                expActiv = "hint ""You have entered A Safe Zone!""; inSafeZone = true;";
                expDesactiv = "hint ""You are leaving the Safe Zone!""; inSafeZone = false;";
                class Effects{};
            };
        };
     
     
    And ive reduced Chuma's @zombi/addons a bit so its a zombi event , no need for old Dayz-mod items or whatevers (itembandage ???)
     
    https://mega.co.nz/#!CZZxlBzR!MuHC8b7PlfpZb5nPEzLfNESCzzk95blEPKSTU9-PyRk
     
    Read the  "just 3 pbo's needed.txt"  , to reduce the @zombi/addons size
  7. Like
    W4lly got a reaction from Wesd in blckeagls' Real Zombies v0.0.5   
    yea if sensors and variable are setup correctly  not damage to players .. 
     
    try this .... 
    fnc_Zmarkers.sqf
    /* file: fn_zombieinit.sqg author: corvobrok descripttion: create random zombies near the player (more zombies if you are in a city) */ _units = ["zedcivil2","z_deadsurvivor","zZombie_Base","z_policeman","z_soldier_heavy","z_soldier","z_soldier_pilot","z_villager3","z_villager2"]; _suoni = ["zomb1","zomb2","zomb3"]; _marker = zombiemkr select 0; if (isNil "inSafeZone") then { inSafeZone = false; }; while {true} do { if !(inSafeZone)then{ { if (player distance getmarkerpos _x < player distance getmarkerpos _marker) then { _marker = _x; }; sleep 0.01; }foreach zombiemkr; if (player distance getmarkerpos _marker < markerdist) then { if (count zarray < zombielimit) then { _pos = [(position player select 0) + floor (random 400)-200, (position player select 1) +floor (random 400)-200, 0]; _type = _units call BIS_fnc_selectRandom; _type createUnit [_pos, groupZMB,"[this]spawn fncZcontact;"]; sleep 0.2; }; } else {sleep 3;}; sleep 1; _rand = floor (random 2); if (count zarray >2 && _rand > 0) then { _one = zarray call BIS_fnc_selectRandom; _two = _suoni call BIS_fnc_selectRandom; _one say3d _two; }; if (zdebugging > 0) then { if (!isdedicated) then { hintsilent format ["DEBUGGING MENU\n>single player<\n\n>Spawned zombies: %1\n>Nearest Marker: %2m",(count zarray),floor (player distance getmarkerpos _marker)]; }else { hintsilent format ["DEBUGGING MENU\n>dedicated server<\n\n>Spawned zombies: %1\n>Nearest Marker: %2m",(count zarray),floor (player distance getmarkerpos _marker)]; }; }; }; }; fnc_Zproximity.sqf
    /* file: fn_proximity.sqf author: corvobrok descripttion: create random zombies near the player (more zombies if you are in a city) */ _maxnum = zombielimit; _units = ["zedcivil2","z_deadsurvivor","zZombie_Base","z_policeman","z_soldier","z_soldier_pilot","z_villager3"]; _suoni = ["zomb1","zomb2","zomb3"]; _zombienum=0; if (isNil "inSafeZone") then { inSafeZone = false; }; while {true} do { if !(inSafeZone)then{ _house= getPos player nearObjects ["House",120]; _nhouse =count _house; if (zombielimit > 50) then {_zombienum = _nhouse;}; if (zombielimit > 20 && zombielimit < 51)then {_zombienum =floor (_nhouse/2);}; if (zombielimit < 21) then {_zombienum =floor (_nhouse/3);}; if (_zombienum > _maxnum) then {_zombienum = _maxnum;}; if (count zarray < _zombienum) then { _pos = [(position player select 0) + floor (random 400)-200, (position player select 1) +floor (random 400)-200, 0]; _type = _units call BIS_fnc_selectRandom; _zombie = groupZMB createUnit [_type, _pos, [], 0, "NONE"]; [_zombie]spawn fncZcontact; sleep 0.2; }; sleep 1; _rand = floor (random 2); if (count zarray >2 && _rand > 0) then { _one = zarray call BIS_fnc_selectRandom; _two = _suoni call BIS_fnc_selectRandom; _one say3d _two; }; if (zdebugging > 0) then { if (!isdedicated) then { hintsilent format ["DEBUGGING MENU\n>single player<\n\n>Spawned zombies: %1\n>House near player: %2\nMax Zombies: %3",(count zarray),count _house,_zombienum]; }else { hintsilent format ["DEBUGGING MENU\n>dedicated server<\n\n>Spawned zombies: %1\n>House near player: %2\nMax Zombies: %3",(count zarray),count _house,_zombienum]; }; }; }; }; if sensors and variable are correct cant spawn zombies ... u have hint message enter /exit safezones?
    Edited...
  8. Like
    W4lly got a reaction from kayzee in Suicide epoch   
    watch inside this  http://www.armaholic.com/page.php?id=26377  .. i dont know if is possible .. maybe AH stop this too....
  9. Like
    W4lly got a reaction from kayzee in Suicide epoch   
    if(!inSafeZone) then{ // need to be defined inSafeZone = true or false variable inside safezones triggers playSound "shot"; // select a sound of shot.ogg and add to sounds folder and add to description.ext player setdamage 1; // if not exist need to be BE filtered script.txt line 48 add !="player setdamage 1;" }else{ hint "You are in a Safe Zone ....You can't Suicide "; }; and need to be added into an "actionmenu" .. maybe u have one in your server...
  10. Like
    W4lly got a reaction from Halvhjearne in [Release] HS Blackmarket 1.6 | 'New' Trader System | Special Trader | Blackmarket   
    if anybody cares ......   Bornholm   coords hsb sea + hsb airfield + basic structure
    case "bornholm":{ _staticCoords = [ [[6217.34,3637.62,0],264.091,true], //sea [[3890.33,4668.73,0],24.8432,true] //airport ]; ["Land_TentHangar_V1_F",[3886.45,4662.18,0.00660706],32.2727,[[0.53395,0.845516,0],[0,0,1]],false], ["Land_CncBarrierMedium4_F",[3897.56,4667.82,0],36.3637,[[0.592908,0.80527,0],[0,0,1]],false], ["Land_CncBarrierMedium4_F",[3886.68,4674.15,0],36.3637,[[0.592908,0.80527,0],[0,0,1]],false], ["Land_CncBarrierMedium4_F",[3891.31,4674.54,0],36.3637,[[0.592908,0.80527,0],[0,0,1]],false], ["Land_CncBarrierMedium4_F",[3877.94,4657.15,-0.183092],36.3637,[[0.592908,0.80527,0],[0,0,1]],false], ["Land_CncBarrierMedium4_F",[3884.72,4652.4,-0.0973186],36.3637,[[0.592908,0.80527,0],[0,0,1]],false], ["Land_ScrapHeap_2_F",[3889.42,4657.56,0],0,[[0,1,0],[0,0,1]],false], ["Land_JetEngineStarter_01_F",[3883.61,4665.02,0],305.455,[[-0.814576,0.580057,0],[0,0,1]],false], ["Land_HelipadCircle_F",[3909.24,4693.02,0],0,[[0,1,0],[0,0,1]],false], ["Land_HelipadEmpty_F",[6211.48,3615.72,0],0,[[0,1,0],[0,0,1]],false], // for hsb sea spawn boats near shore
  11. Like
    W4lly got a reaction from Halvhjearne in [Release] HS Blackmarket 1.6 | 'New' Trader System | Special Trader | Blackmarket   
    limit vehicles in map reached .... remove some vehicles from map or increase number  in epochconfig.hpp  .... i have removed vehicles from other traders too ... 
  12. Like
    W4lly got a reaction from JohnesNumb in with Zoombie would be perfect   
    http://www.youtube.com/watch?v=J1mMfv0Mx1w
  13. Like
    W4lly got a reaction from Offroader in Graphical Spawn Select for Taviana   
    download link updated
  14. Like
    W4lly got a reaction from ispan55 in Graphical Spawn Select for Taviana   
  15. Like
    W4lly got a reaction from xBowBii in epoch bunker script   
    alternative idea .. :)

  16. Like
    W4lly got a reaction from boxman80 in epoch lighting   
    lighting works perfectly, in the streets, in cities, farms. etc. ..
    are not too many not too few and give the right atmosphere ..
    are perfect for me ... :)
  17. Like
    W4lly got a reaction from Axle in Bad first impression   
    but that's part of the game ..
    to destroy the basis of other players is danger of being discovered and killed ...
    but it is realistic....
    the only security you have is personal safe .. and it is already so much ..
    I come from another mod where the houses were closed .. but it is better to an open house in epoch mod, less certainty , that a million of lies and bullshit of retarded devs...
    epoch mod as it is now is still the best ....
  18. Like
    W4lly got a reaction from boxman80 in Bad first impression   
    I do not know what you mean because I killed a zombie in the city trader klem and stary .. yerstarday the last time ....  perhaps a bug
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