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Rythron

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  1. Like
    Rythron reacted to Zupa in [Release] 2.1 Plot Management - UPDATED Object Counter   
    that must be select 0 not  3; my bad ^^
  2. Like
    Rythron reacted to NoxSicarius in [Release] Custom Debug Monitor   
    I know this is a relatively common item to come across, but I have seen a large number of questions relating to these and have also been asked to make one by a few people so here it is!
     
    GitHub Link
     

     
    Installation of this monitor will remove the default one.
    This is also toggle-able using the Insert key. Press it once to turn the monitor off, press it again to turn it back on.
     
    If you already have your own debug monitor, but want to be able to toggle it like mine?
    Follow the readme, rename your debug monitor to debug_monitor.sqf, and replace the one in the download!
     
    Error Reporting:
     
    BEFORE posting an issue on Github or on this forum:
    Review the installation instructions and be sure you've done every step EXACTLY as stated. They are not forgiving. If one step is done incorrectly, it won't work. Check your server's RPT log for errors. This will identify 99% of problems with the menu. Be ready to copy/paste the RPT log into Pastebin or Gist in an issue or in the discussion forum for help with troubleshooting. If all else fails, install these tools onto a fresh, unedited mission.pbo and server.pbo to get it working, then start installing additional addons/mods one at a time until the admin tools break in order to identify the conflict. If your problem persists after doing the above:
    Do a quick search on this forum for a fix to your problem. If you do not find a fix to your problem: post your problem on  forum If the problem you are posting is a bug and not a general install problem then post it to this forum and to the github issues page.  
    Don't know how to code, but still want to help? Donate!
     

     
    I also accept Crypto Currency: 
    Bitcoin: 1GkzMzwnVwVpnUCVFaAyLDsgD9cqSfigdm
    Litecoin: LbUrUxXzA557VeTWXM8jP7hNf3uZHEqW5b
  3. Like
    Rythron reacted to Logi in [Release] Vehicle locator and key identifier   
    I will install the masterkey script on my test server and give it a go, I have just been trying to sort the Infistar issue first.
     
    I was able to get a little look at the infistar script and I think that there should be a very simple solution to get this working with Infistar for non-admin.
    I must warn you that this may make your server more vulnerable to exploits or hackers that may use the local map marker or vehicles commands.
    Information on the vehicles command can be found here: https://community.bistudio.com/wiki/vehicles
    Basically you do what Coco-Nuts suggested and find this bit of code in your AH.sqf file.
    } forEach ['lbsetpicture','createDiaryRecord','createTask','createSimpleTask', 'buttonSetAction','processDiaryLink','createDiaryLink','lbSetData','createTeam','profileNamespace', 'exec','addGroupIcon','setGroupIconParams','markerText','setMarkerAlpha','setMarkerBrush','setMarkerColor', 'setMarkerDir','setMarkerPos','setMarkerShape','setMarkerSize','setMarkerText','setMarkerType','addWeaponCargo', 'addMagazineCargo','setVehicleAmmo','setVehicleAmmoDef','setWeaponReloadingTime','setVehicleInit','processInitCommands', 'addMPEventHandler','createVehicleLocal','setWaypointStatements','addWaypoint','toLower','toUpper','loadFile','rcallVarcode', 'saveStatus','loadStatus','saveVar','drawIcon','setMarkerDirLocal','setMarkerAlphaLocal','setMarkerPosLocal','setMarkerTextLocal','setMarkerTypeLocal', 'setMarkerColorLocal','setMarkerBrushLocal','setMarkerSizeLocal','setMarkerShapeLocal','createMarkerLocal']; Then remove these from the list, or set them to false if yours looks like Better Dead Than Zed's:
    'createMarkerLocal'
    'setMarkerShapeLocal' 'setMarkerTypeLocal' 'setMarkerColorLocal' 'setMarkerSizeLocal' 'setMarkerTextLocal'  
    Then a couple of lines below that, you should see:
    } forEach ['allUnits','entities','allMissionObjects','vehicles','playableUnits']; Just remove 'vehicles' and the script should work for non-admin.
    This is because my script uses a foreach loop on the array of vehicles to check if any of the CharacterID's match the key.
    I will see if I can find a better solution to this when I have a chance.
  4. Like
    Rythron reacted to 0verHeaT in [Release] Custom Kill Messages   
    Description
     
    Get all kill notification nicely displayed in the left upper corner. This will include the picture of the gun and the shot distance.
     
    The format will look like that:
     
    [killer] ['image'] [victim] ['distance in meters']
     
    To see how it will look like in game:



     
    UPDATE
    fixed bug where dead players spawn near their bodies with their old gear message will only appear when a player is shot by someone else if an attacker killed another player with a vehicle the message will show the picture of the vehicle instead of the gun  
    Download and installation
     
    http://github.com/0verHeaT/kill_msg
     
     
    Step by Step Guide (if you have already other mods)
     
    (Has been removed! Please use my Github!)
     
    Done.
  5. Like
    Rythron reacted to Brockie in [RELEASE] VASP - Vehicle and Skin preview on Traders v1.2 (Updated 06/18/2014)   
    I hesitated to add this to my server thinking it was going to be another time consuming effort to make this mod work for me, but thankfully it already has everything I was looking for!
     
    Recorded my test with fraps, thought I would share it: http://youtu.be/N0nIY-um7E4
     
     I had a complaint by player not being able to leave the preview but I suspect it is my infiStar.. and regardless I'm sure I will figure out a way to fix it so.. Thanks for the great script!
  6. Like
    Rythron reacted to OtterNas3 in [RELEASE] VASP - Vehicle and Skin preview on Traders v1.2 (Updated 06/18/2014)   
    Hey folks,
     
    some time ago i pushed something to the public, but here is next!
     
     
    "Damn which Truck was the open Camouflage one?"
    "Bah cant remember which of the Vehicles holds the most amount of Magazines and Weapons..."
    "How many Players can Drive in XYZ Vehicle?"
    "How fast can that Vehicle go?"
     
    "What the hell a 'Donald' skin look like?"
    "'Rocker 1 2 3 whats the difference?"
     
    Ever had such questions?
     
     
    Here you go - VASP - Vehicle and Skin Preview
     
     
    This little Mod let you Preview any Vehicle or Skin in the TraderMenu.
    Vehicles will show additional Infos like:
    Max Speed Max Seats Max Cargo Weapons Max Cargo Magazines Max Cargo Backpacks Max Fuel Max Armor All stuff is totally client side spawned and will not be visible to any other Player on Server!
     
    The Player clicks in the Tradermenu on a Vehicle or a Skin and he will get a hint message to press F5 for a preview of it.
     
    While in preview, you can use these Hotkeys:
    Zoom in/out:       Arrowkeys up/down
    Rotate left/right: Arrowkeys left/right
    Close preview:   F5
     
    After preview the Tradermenu will open again on the same spot the Player left it for the preview.
    Just hit Buy and the last previewed item get bought.
     
    Easy as Pie.

     
    Demo Video
      http://youtu.be/KN8MAEpTC8I
     
    Download:
    https://www.dropbox.com/s/a2ziauc6rudqk97/VASP_v1.2.zip
     
    Install instructions:
    1. Download und unzip VASP_v1.2.zip
    2. unpbo MPMissions\YOURMISSIONNAME.pbo (If your hoster has just folders you can skip this obviously ^^)
    3. Copy the custom folder from unziped VASP_v1.2.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 last closing bracket };
           _nil = [] execVM "custom\VASP\VASP_init.sqf"; If you dont have already a custom pulicEH.sqf continue on 5a) else continue on 5b)
     
    5a)
    Still in the init.sqf Find this line:
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; and replace with:
    call compile preprocessFileLineNumbers "custom\VASP\publicEH.sqf"; 5b)
    open your custom publicEH.sqf and find this line:

    "PVDZE_plr_SetDate" addPublicVariableEventHandler {setDate (_this select 1);}; and replace with:
    "PVDZE_plr_SetDate" addPublicVariableEventHandler {if (!(player getVariable["Preview",false])) then {setDate (_this select 1);};}; If you dont have already a custom compiles.sqf continue on 6a) else continue on 6b)
     
    6a)
    Still in the init.sqf Find this line:
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; and replace with:
    call compile preprocessFileLineNumbers "custom\VASP\compiles.sqf";                //Compile regular functions 6b)
    Open your custom compiles.sqf and find this block:

    // trader menu code if (DZE_ConfigTrader) then { call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuConfig.sqf"; }else{ call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderMenuHive.sqf"; }; and replace with:
    // trader menu code if (DZE_ConfigTrader) then { call compile preprocessFileLineNumbers "custom\VASP\player_traderMenuConfig.sqf"; }else{ call compile preprocessFileLineNumbers "custom\VASP\player_traderMenuHive.sqf"; }; Find this line:
    fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; //Checks which actions for self and replace with:
    fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\VASP\fn_selfActions.sqf"; //Checks which actions for self If you already use a custom fn_selfActions.sqf open it and find this line:
    _buy = player addAction [localize "STR_EPOCH_PLAYER_289", "\z\addons\dayz_code\actions\show_dialog.sqf",(_traderMenu select 0), 999, true, false, "",""]; and add ABOVE:
    LastTraderMenu = (_traderMenu select 0); 7. repbo MPMissions\YOURMISSIONNAME\ - upload - restart server - enjoy!
     
     
    - Configuration -
    Open VASP_init.sqf and edit this block to your liking:
    /****************************/ /* Configuration */ /****************************/ /* Vehicle Preview on/off */ /* true = ON / false = OFF */ VASP_VehiclePreview = true; /****************************/ /* Skin Preview on/off */ /* true = ON / false = OFF */ VASP_SkinPreview = true; /****************************/ /* !!! DONT EDIT BELOW !!! */  
    - Additional Information -
     
    For those who have MORE then the standard Epoch Skins buyable at the Traders you would need to open MPMissions\YOURMISSIONNAME\custom\VASP\VASP_init.sqf
     
    and add them to this block:

        AllAllowedSkins = [         "Skin_Survivor2_DZ","Skin_SurvivorWcombat_DZ","Skin_SurvivorWdesert_DZ",         "Skin_SurvivorWurban_DZ","Skin_SurvivorWsequishaD_DZ","Skin_SurvivorWsequisha_DZ",         "Skin_SurvivorWpink_DZ","Skin_SurvivorW3_DZ","Skin_SurvivorW2_DZ",         "Skin_Bandit1_DZ","Skin_Bandit2_DZ","Skin_BanditW1_DZ",         "Skin_BanditW2_DZ","Skin_Soldier_Crew_PMC","Skin_Sniper1_DZ",         "Skin_Camo1_DZ","Skin_Soldier1_DZ","Skin_Rocket_DZ",         "Skin_Rocker1_DZ","Skin_Rocker2_DZ","Skin_Rocker3_DZ",         "Skin_Rocker4_DZ","Skin_Priest_DZ","Skin_Functionary1_EP1_DZ",         "Skin_GUE_Commander_DZ","Skin_Ins_Soldier_GL_DZ","Skin_Haris_Press_EP1_DZ",         "Skin_Pilot_EP1_DZ","Skin_RU_Policeman_DZ","Skin_Soldier_TL_PMC_DZ",         "Skin_Soldier_Sniper_PMC_DZ","Skin_Soldier_Bodyguard_AA12_PMC_DZ","Skin_Drake_Light_DZ",         "Skin_CZ_Special_Forces_GL_DES_EP1_DZ","Skin_TK_INS_Soldier_EP1_DZ","Skin_TK_INS_Warlord_EP1_DZ",         "Skin_FR_OHara_DZ","Skin_FR_Rodriguez_DZ","Skin_CZ_Soldier_Sniper_EP1_DZ",         "Skin_GUE_Soldier_MG_DZ","Skin_GUE_Soldier_Sniper_DZ","Skin_GUE_Soldier_Crew_DZ",         "Skin_GUE_Soldier_CO_DZ","Skin_GUE_Soldier_2_DZ","Skin_TK_Special_Forces_MG_EP1_DZ",         "Skin_TK_Soldier_Sniper_EP1_DZ","Skin_TK_Commander_EP1_DZ","Skin_RU_Soldier_Crew_DZ",         "Skin_INS_Lopotev_DZ","Skin_INS_Soldier_AR_DZ","Skin_INS_Soldier_CO_DZ",         "Skin_INS_Bardak_DZ","Skin_INS_Worker2_DZ"     ]; This is ONLY needed if you have custom Skins that are buyable on the Traders!
     

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

  7. Like
    Rythron reacted to TolH in Server_Monitor.sqf Error   
    You could always use this:
    UPDATE `object_data` SET `Inventory`='[]' WHERE `Classname`='Plastic_Pole_EP1_DZ';
  8. Like
    Rythron reacted to hogscraper in Advanced Alchemical Crafting v3.3   
    Hello Epoch forums! I was working on a custom crafting system when I found Raymix's Emerald Interiors.  I really liked what he had in his system but saw that he was no longer working on it or updating it. My system had a menu but didn't have many items in it so I talked to him about using his item lists and bringing out an in depth crafting system with tons of items. Where my old system had 77 items, and his had 193, this new system has over 550! The name of this mod came from a couple users asking how in the world can you make a bed out of a Ruby and someone said Alchemy!   So what does this add that other systems do not? An easy to use interface that also includes a preview function so players can tell the difference between MAP_Misc_Well and Land_Misc_Well_C before they run out and scavenge materials to make them. I also tried to add realistic ingredient and tool lists to most items but for most of the misc or small items I went with just a gemstone and/or gold costs. The main reason I added the extra costs was to limit players from having hundreds of these items all over the map as they do save to the database like Epoch craftables. I wanted this to be something more for player's to work towards. On our server we have a rather large Sector B mission that unfolds in three stages and the rewards at the end include gemstones. While we have a gem trader to buy and sell the gems it seemed like a waste to have nothing else to do with the gemstones.   Demonstration Videos: Where I live is very loud with traffic and outside noise so they have music instead of me talking. If you don't care for heavy metal you may want to mute your speakers :) This video is of v1.3 so there are many more items included now but I kept the general categories for each gemstone the same.   Demo of the menu system itself: I re-purposed an old UAV script I had written a while back for vanilla Arma 2 for the preview function   Installation guide:   PLEASE DO NOT SKIP THE CONFLICTS SECTION!   Multiple people in this thread have run into issues with certain parts of my script causing problems for other scripts like Snap Pro and Deploy anything and the fixes are currently listed in the conflicts sections.  UPDATE! Added more conflict resolutions including one for Zupa's single currency.   Assumptions in this guide: You have a basic understanding of scripting for Arma2.  You are familiar with using custom files and overriding values via script. If you do not use any of the listed below files you will need to use Google to find out how to unpack your pbos and utilize these custom files.    STEP 1. Create a folder in your mission folder called custom if you do not already have one.  Download the attached file, (Buildables.zip). Unzip and place the Buildables folder into your custom folder. Buildables.zip   STEP 2. Changes you need to make to your files:
      Antihack edits: If you do not use BE filters you can skip STEP 2.d and if you do not use Infistar Antihack you can skip STEP 2.e. Step 2.d keeps players from being kicked when they attempt to create an item with box in it's name. Step 2.e will allow your admins to use Infistar's base delete tool to remove items crafted with this system as well as the Epoch items.   
      You are now ready to get crafting!    User guide:
      Item categories you can craft:
      Notes on possible conflicts with the included files:
    I also have redefined a custom dayz_spaceInterrupt in my Crafting_Compiles.sqf. That section of code is necessary as it not only allows players to spin the item in small increments using the 1 & 3 keys but it also captures any key presses that then trigger the Preview menu to close and return to the main crafting screen. Without that code, any player using the Preview will have to log out if they hit ESC or Backspace as it will simply close out the dialog buttons that allow them to Return and leave them staring at the item.    I do not use Plot for Life so I do not know what may or may not conflict with that addon while using this addon. My system does utilize a custom player_build and does check for plot poles so if you are using that plot pole addon you may need to edit the custom_builds.sqf. I have not tested the below code but it was submitted by StiflersM0m as a fix for plotforlife. I included it here as a quick ref for anyone reading this first before immediately downloading.  
        Thank you to stiflersM0M and emwilsh for the heads up on Snap Pro. Thank you also to Stranger for pointing out a couple typos that might have hemmed some of you up. If you are using Snap Pro system you can integrate my system with that one by opening my Crafting_Compiles.sqf and deleting the dayz_spaceinterrupt function from the bottom of that file. This function starts on line 256. Delete everything from line 256 to the end of the file. Then navigate to custom\Snap_Pro\dayz_spacensterrupt.sqf and open that file.   You will need to add    GlobalPreviewVariable = 1;   into the empty space on line 3.   And near the very bottom, you need to add   // num 1 or 3 above qwerty if (_dikCode == 0x02) then { AAC_1 = true; }; if (_dikCode == 0x04) then { AAC_3 = true; };   just BEFORE\ABOVE the line   _handled       I disabled the functionality of the 2 button for now as what I wanted it to do isn't working. Adding those two things to Raymix's dayz_spaceinterrupt.sqf will stop the conflicts between the two systems.   If you are using the Deploy Anything script, Epoch forums user Calamity has worked up a fix that will allow my script to work with it. Please see for the correct format.   If you would like to add the detach with F like in Snap Pro,The Hound posted this reply on page six: For anyone who has snap pros space interrupt and wants the F key function from it in this here is the custom_build http://pastebin.com/Sx3BK5TC.    Thank you to Zupa for making a combined defines.hpp that eliminates the conflict between his mods and this one.   Just delete my crafting_defines.hpp, remove #include "custom\Buildables\Crafting_Defines.hpp" from your description.ext and replace his defines.hpp with the one in the above link.     If you find any other addons that conflict with this one please let me know and I will add them to this section. I may not have the time to test out or work out a fix but I will include any issues and fixes that you guys come up with in this section.   Known Issues:
      NEW! HOW TO ADD NEW CATEGORIES!
    I spent a lot of time on the offsets for these items to ensure that the item was at a good distance from the player, but if you find something that could be better, please post the item and offset below. Many items that are grouped together have similar offsets and I did that to cut out a few thousand lines of code from the MT_Defines.hpp. In some cases this means an item may be a little closer or further than what would be perfect, but when you look at everything in the group it makes sense to that group. In some cases like the Topaz items, many items have their own definitions.   I have been running this on a Cherno server with just Epoch as well as an Origins Epoch server that just used the Origins map and vehicles without issues. If you do find you are having trouble with this on another map, just let me know and I will do what I can to help you out. It works with edited BE filters and Infistar and is working on both of the above servers with 1.0.5.1/125548. I also had this previously running under 1.0.4.2/112555 and 1.0.5.1/112555. Now that I've tested it out quite a bit I wanted to give v3.3 to the community and hope other people can get some use out it.   Thank you guys for any feedback you can give and if you find an issue or mistake in this guide, please let me know!    Thank you to: Maca for his Right Click script: http://epochservers.com/viewtopic.php?f=14&t=13   Raymix for Emerald Interiors that made me realize that I didn't have to settle on just 10 items in a menu list from maca's right click script   vbawol for all his awesome work on getting Epoch out there in the first place   [GOM] Simbo for helping me test this out and getting a lot of the earlier bugs out of the way.   [AFLA] Rick Grimes for helping me test this out on other maps and getting the delete sorted.   [OG] Kenshinz and everyone at Origins Gaming Server for helping to test this in a live environment. You can find my system currently running on his server at : 192.99.16.15:2372   EDITED!: Buildables_Experimental.zip If you have read through page 7 of this thread and are interested in the updated version here it is. Please follow my instructions above and do not download this file if you haven't read the post where I talk about it. This is an experimental build and has not been tested.
  9. Like
    Rythron reacted to NoxSicarius in [Release] Epoch Admin Tools V1.10.0   
    New feature in the test branch: base manager can now export bases to the admin tools log folder and is ready to be copied into the base script.
  10. Like
    Rythron reacted to f3cuk in [Release] Wicked AI 2.2.0   
    THIS VERSION WILL NOT WORK WITH DAYZ EPOCH 1.0.6.1 PLEASE USE THIS VERSION: https://github.com/ebayShopper/WICKED-AI
     
    WICKED AI 2.2.0
    Since I really like (read love) the Wicked AI missions and support for them has gone in the latest patches, I decided to dust off the old files and start making these 1.0.5+ compatible. Starting with a few minor bugfixes and some custom loadouts, but quickly turning into a proper redo with awesome help of the - very much alive - mod community!
    ---
    Error reporting
    Please use the form below for reporting errors. I will not reply on help requests that fail to do a proper problem report.
    [b][size=6](Problem title, e.g. Kill type missions sometimes fail to despawn)[/size][/b] [b]WAI Version[/b] (E.g. 2.1.4) [b]World:[/b] (E.g. Taviana 2.0) [b]Mods:[/b] (E.g. @Overpoch, @Origins, @Epoch1051,) [b]Installed add-ons[/b] (Especially the ones that spawn AI, E.g. DZMS, EMT, etc.) [b]Custom loot files[/b] Yes or No [b]Problem description[/b] Tell us your exact problem in as much details as possible [b]What i tried so far[/b] Tell us exactly what you have done to try and fix this problem [b]Config file[/b] [spoiler] -- paste config.sqf here --[/spoiler] [b]Server RPT[/b] [spoiler] -- paste arma2oaserver.RPT here --[/spoiler] ---
    Release 2.2.0
    Native Linux server support Multiple mission support Automatic ammo finder (no need to specify ammo in weaponarray - config.sqf) Option: Locked vehicles with keys randomly on AI Option: Friendly AI Added: Bandit Patrol mission And much more Version history
    06-06-2015 : Release 2.2.0 11-11-2014 : BETA release v3 (2.2.0) 11-11-2014 : BETA release v2 (2.2.0) 16-10-2014 : BETA release (2.2.0) 03-09-2014 : Minor bugfixes (2.1.4) 03-09-2014 : Minor bugfixes (2.1.3) 02-09-2014 : Minor bugfixes and improvements (2.1.2) 01-09-2014 : Minor bugfixes (2.1.1) 31-08-2014 : Release (2.1.0) 26-08-2014 : BETA release (2.1.0) 24-08-2014 : Minor bugfixes (2.0.5) 20-08-2014 : Minor bugfixes (2.0.4) 20-08-2014 : Minor bugfixes (2.0.3) 19-08-2014 : Minor bugfixes (2.0.2) 17-08-2014 : Minor bugfixes (2.0.1) 17-08-2014 : Major update to (2.0.0) 13-08-2014 : Added anti abuse options (1.9.3) 12-08-2014 : Normalization update (1.9.2) 12-08-2014 : Bugfix medi camp (1.9.1) 09-08-2014 : Major dynamic update (1.9.0) 03-08-2014 : Bugfix MV22 mission (1.8.2) 02-08-2014 : Restructured and code cleaned (1.8.1) Installation Instructions
    Download the latest release. Extract the downloaded folder to your desktop and open it Go to your server pbo and unpack it. Navigate to the new dayz_server folder and copy the WAI folder into this folder. Navigate to the system folder and open server_monitor.sqf Find this code at the bottom of the file: allowConnection = true; And past the following code above it: [] ExecVM "\z\addons\dayz_server\WAI\init.sqf"; Repack your server pbo. Optional Radio messages
    Note: These are on by default, change wai_radio_announce in config.sqf to false in order to disable them.
    Go to your mission pbo and unpack it. Open init.sqf Find:
    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; Add below: _nil = [] execVM "custom\remote\remote.sqf"; Copy the remote_message folder into your custom folder, if you do not have this one yet simply create it. If you want to be able to switch the radio on or off go to step 5 (note: right click by maca required), else go to step 6 and both remove switch_on_off.sqf and radio.ogg from the remote folder. Open extra_hc.hpp Find:
    class ExtraRc { Add below: class ItemRadio { class switchOnOff { text = "Switch ON/OFF"; script = "execVM 'custom\remote\switch_on_off.sqf'"; }; }; Open description.ext Find:
    class DayZ_loadingScreen Add above class CfgSounds { sounds[] = { Radio_Message_Sound }; class Radio_Message_Sound { name = "Radio_Message_Sound"; sound[] = {custom\remote\radio.ogg,0.4,1}; titles[] = {}; }; }; Repack your mission pbo. Versioning
    For transparency into our release cycle and in striving to maintain backward compatibility, bootstrap is maintained under the Semantic Versioning guidelines. Sometimes we screw up, but we'll adhere to those rules whenever possible.
    Dev team
    Developer f3cuk Developer Jossy Linux support BangL Helping hand nerdalertdk Download
    Wicked AI 2.2.0
  11. Like
    Rythron reacted to f3cuk in [Release] Wicked AI 2.2.0   
    WICKED AI BETA 2.1.0
     
    Unlike before we are releasing a public beta for the upcoming 2.1.0 release. Anyone willing to test out this new release on their server is free to do so but please keep in mind it doesn't have a lot of testing hours in it. Help us by reporting any bugs you find. Special thanks for Jossy for doing great work on this update, if this was an android release we'd probably have to call this one WAI 2.1.0 Orange Jossy or something (so dont like this post, but like the one above). We hope you guys like it and welcome any feedback.
     
    Release BETA 2.1.0
    Bandit and hero missions More missions Multi mission support Better markers And much more Upcoming in 2.2.0+
    C130 Missions More missions Dynamic loot revisited Version history
    26-08-2014 : BETA release (2.1.0) 24-08-2014 : Minor bugfixes (2.0.5) 20-08-2014 : Minor bugfixes (2.0.4) 20-08-2014 : Minor bugfixes (2.0.3) 19-08-2014 : Minor bugfixes (2.0.2) 17-08-2014 : Minor bugfixes (2.0.1) 17-08-2014 : Major update to (2.0.0) 13-08-2014 : Added anti abuse options (1.9.3) 12-08-2014 : Normalization update (1.9.2) 12-08-2014 : Bugfix medi camp (1.9.1) 09-08-2014 : Major dynamic update (1.9.0) 03-08-2014 : Bugfix MV22 mission (1.8.2) 02-08-2014 : Restructured and code cleaned (1.8.1) Installation Instructions
    Unpack dayz_server.pbo Open the download and extract the WAI folder to your dayz_server directory In server_monitor.sqf find allowConnection = true; add above ExecVM "\z\addons\dayz_server\WAI\init.sqf"; Repack dayz_server.pbo Github
    This project has been published on Github and development will be ongoing there. Git(hub) helps keeping things in one place. Any issues with this mod can both be posted either there or in this topic (however we'd slightly prefer over there).






    Download
    Wicked AI BETA 2.1.0
  12. Like
    Rythron 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                           #
    #####################################

     
  13. Like
    Rythron got a reaction from pure3 in Rite's Shooting Range   
    Hello all,   I had some time to build a shooting range for Chernarus. I Hope you like it.   Pictures are on the github.   Place the file RiteShootingRange.sqf in your mission file were you have your custom map scripts.   EXAMPLE: @DayZ_Epoch_Server\addons\dayz_server\buildings\   in @DayZ_Epoch_Server\addons\dayz_server\init\server_functions.sqf   add this line to the bottom   //Rite's Shooting Range [] ExecVM "\z\addons\dayz_server\buildings\RiteShootingRange.sqf";   pack your mission PBO     In mission.sqm add the following class item  
      class Item37 // <--- class follow up number { position[]={6529.25,12717.1, 9279.8}; name="RitesRange"; text="Rite's Shooting Range"; type="mil_dot"; colorName="ColorOrange"; };  Screenshots / Map Locations: Rite's Shooting Range
    Download : Rite's Shooting Range
     
    Have fun with it!
    Rythron
  14. Like
    Rythron reacted to boyd in [Release] Skin Trader 0.6 (Buy any arma skin)   
    I have finally made a release able version of my skin trader, it is far from being done but it works great.
     
    The skin trader has all skins from Arma but if your on Overpoch or any other Addons on your server, you can easily add the skins to the list of either men or woman clothing.
    Before you buy a new skin you have to make sure your not wearing a backpack, once you bought a skin you can no longer use the epoch skins to change into any other skin you need to buy the skin on top of the list to do this again.
     
    As this is not a final release any bugs or problems are all welcome and i will try to solve them.
     
    Video



     
    Q&A



     
     
    Installation:
     
    Download link here.
     
    1. Open description.ext at very bottom add this:
    //Skin Trader #include "Skin_Trader\dialog\common.hpp" #include "Skin_Trader\dialog\SkinGui.hpp" 2. Open your custom variables and change this:
    //Model Variables Bandit1_DZ = "Bandit1_DZ"; Bandit2_DZ = "Bandit2_DZ"; BanditW1_DZ = "BanditW1_DZ"; BanditW2_DZ = "BanditW2_DZ"; Survivor1_DZ = "Survivor2_DZ"; Survivor2_DZ = "Survivor2_DZ"; SurvivorW2_DZ = "SurvivorW2_DZ"; SurvivorW3_DZ = "SurvivorW2_DZ"; Sniper1_DZ = "Sniper1_DZ"; Camo1_DZ = "Camo1_DZ"; Soldier1_DZ = "Soldier1_DZ"; Rocket_DZ = "Rocket_DZ"; AllPlayers = ["Survivor2_DZ","SurvivorWcombat_DZ","SurvivorWdesert_DZ","SurvivorWurban_DZ","SurvivorWsequishaD_DZ","SurvivorWsequisha_DZ","SurvivorWpink_DZ","SurvivorW3_DZ","SurvivorW2_DZ","Bandit1_DZ","Bandit2_DZ","BanditW1_DZ","BanditW2_DZ","Soldier_Crew_PMC","Sniper1_DZ","Camo1_DZ","Soldier1_DZ","Rocket_DZ","Rocker1_DZ","Rocker2_DZ","Rocker3_DZ","Rocker4_DZ","Priest_DZ","Functionary1_EP1_DZ","GUE_Commander_DZ","Ins_Soldier_GL_DZ","Haris_Press_EP1_DZ","Pilot_EP1_DZ","RU_Policeman_DZ","pz_policeman","pz_suit1","pz_suit2","pz_worker1","pz_worker2","pz_worker3","pz_doctor","pz_teacher","pz_hunter","pz_villager1","pz_villager2","pz_villager3","pz_priest","Soldier_TL_PMC_DZ","Soldier_Sniper_PMC_DZ","Soldier_Bodyguard_AA12_PMC_DZ","Drake_Light_DZ","CZ_Special_Forces_GL_DES_EP1_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ","FR_OHara_DZ","FR_Rodriguez_DZ","CZ_Soldier_Sniper_EP1_DZ","Graves_Light_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_Sniper_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_CO_DZ","GUE_Soldier_2_DZ","TK_Special_Forces_MG_EP1_DZ","TK_Soldier_Sniper_EP1_DZ","TK_Commander_EP1_DZ","RU_Soldier_Crew_DZ","INS_Lopotev_DZ","INS_Soldier_AR_DZ","INS_Soldier_CO_DZ","INS_Bardak_DZ","INS_Worker2_DZ"]; To this:
    AllPlayers set [count AllPlayers, "Bandit1_DZ", "Bandit2_DZ", "BanditW1_DZ", "BanditW2_DZ", "Survivor2_DZ", "SurvivorW2_DZ", "Sniper1_DZ", "Camo1_DZ", "Soldier1_DZ", "Rocket_DZ"]; 3. Now look for this in your Mission.sqm
        class Groups     {         items=2; Change it to:
    class Groups { items=3; Now look for this at around line 1155:
    class Item1 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={8810.7705,138.52499,11751.518}; id=50; side="LOGIC"; vehicle="FunctionsManager"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; }; }; After the "};" add this:
    class Item2 { side="GUER"; class Vehicles { items=1; class Item0 { position[]={6303.8,0.001,7795.03};//Trader City Stary azimut=138.222; special="NONE"; id=101; side="GUER"; vehicle="UN_CDF_Soldier_SL_EP1"; leader=1; skill=0.60000002; init="this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;this enableSimulation false;this setcaptive true;this addAction [""Men Clothing"",""Skin_Trader\open_dialog.sqf""];this addAction [""Women Clothing"",""Skin_Trader\open_dialog2.sqf""]"; }; }; }; 4. Now copy the Skin_Trader to your MPMissions folder.
     
     
    Infistart FIX
     
    Open AHconfig.sqf and find this:
    /*  ALLOWED Dialogs       */ _ALLOWED_Dialogs = [-1,106,2200,6900,6901,6902,6903,420420,41144]; Change it to this:
    /*  ALLOWED Dialogs       */ _ALLOWED_Dialogs = [-1,106,2200,6900,6901,6902,6903,420420,41144,20001,20002,20003,20004,20005,20006]; Future Plans:
     
    The ability to preview the skin with a better camera view.
     
    Change log:
     
    0.6
    Removed all the clothing from men and woman that are being used by traders from any map.
    Removed all woman clothing that din't work, only civilian left now.
     
    Credits:
     
    Original script: http://www.armaholic.com/page.php?id=12113
  15. Like
    Rythron reacted to raymix in [Discontinued] Emerald Interior Designer   
    @PryMary
    Try http://epochmod.com/forum/index.php?/topic/10665-release-emerald-interior-designer/?p=77638 I am not using that mod on servers
     
    @Stenchovdeth 
    I will update infistar later on and see what's going on
  16. Like
    Rythron reacted to PryMary in [Discontinued] Emerald Interior Designer   
    Confirming this fixed it Raymix :)
     
    Thanks to Rythrons for the fix.
     
    Pry
  17. Like
    Rythron reacted to RimBlock in [WIP] - Better refueling (Accurate fuel capacity, multiple fuel sources, choose vehicle to refuel, GUI).   
    Epoch Better Refueling.
     
    GIThub: Better Refueling.
    Dropbox: Better Refueling.
     
    Overall status: This is now a work in progress. 
    Current Phase being worked on: Phase 1 & 2 [Fuel truck Beta released].
     
    Overview
    This is a  mod aimed at improving the fuel pump / fuel truck setup in Epoch. 
     
    Current release.
    Realistic fuel capacity for air and sea vehicles (an AH6 is faster to fill than a Blackhawk for example). Faster flood fill for large vehicles from the fuel truck. Refueling 'cycles' depend on capacity from the fuel truck. Choose which vehicle in range to refuel from the fuel truck. Fully configurable via variables.  You can change Flood fill vehicle list (default is realistic vehicles) Vehicle capacities (default is actual vehicles fuel capacities) Fuel Truck fueling litres / cycle (default would be realistic if one cycle = 1 minute - which it does not) Flood fill litres / cycle (default would be realistic if one cycle = 1 minute - which it does not) Fuel truck refuel range. This project is being done in my own spare time and will be provided to all, free of charge.  Peoples entitlement level is directly relational to the cost :D.
     
    I am very happy to have others join me in creating this mod. I firmly believe in pooling resources from the community to make a better end product. If you wish to join me then let me know here or PM me. All contributors will be listed here and in the readme file that will come with the mod download.  Contributors can, of course, remain anonymous if they prefer.
     
    Planned features by phase
    (current status in []);
     



     
    Install Instructions
     



     
    Other contributors to this project.
     



     
    Comments, suggestions, desirables all welcome. 
     
    RB
  18. Like
    Rythron reacted to RimBlock in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership   
    Plot For Life v2.5 with Snap Pro v1.4.1 & Precise Base Building 1.0.4 (Built for Epoch 1.0.5.1)   Current Version Note: If you are also going to use other building mods (Vector build etc) then please check the other mods have been updated to work with v2.5 before installing.  If they have not then please use A Plot for Life v2.35 which can be downloaded from the links further down this post.   Dropbox: A Plot for Life v2.5 GitHub: A Plot for Life v2.5   V2.4 -> 2.5 upgrade.    1. Download and replace the following files in MPMissions\[Mapname]\Custom\Compile. fn_check_owner.sqf fn_find_plots.sqf 2. Download and merge (see the diffmerge tutorial links further down) the server files found in $SERVERHOME\custom (changes are fairly minimal).   That is it.   New features. Merged in Precise Base Building from his kind permission.  Please show your appreciation to him as well.
      Core Features. The whole system is is switchable between characterID and PlayerUID by setting a variable. All items built after the mod is installed with have the PlayerUID and the characterID stored for ownership checking (locked buildables will only have the PlayerUID stored as the characterID field is used for the lock code). Includes the 1.0.5.2. code to allow either SteamID or BIS PUID (written by icomrade). You can turn on the plot boundary from the plot pole and remove it.  Currently I am using the road cones with lights on top which are also visible at night.  They can be changed. Take Ownership is available from the plot pole to the plot poles owner and allows them to take ownership of all buildables in range excluding  locked storage (safes / lockboxes), tents, locked doors.  This can be changed as it is all controlled via variables.  The core idea is that this will align peoples bases to the new system for steamID storage on legacy bases.  It also means that raiders can raid a base, replace the plot pole, take ownership and not get full access to locked areas but not have 6 cycles to remove stuff etc after taking over.  Depending on the size of the base, number of objects etc this could put a bit of load on the server / DB.  It is also turn off or on-able via a variable so you can set it only to allow players to realign their bases and then disable the option. New function to check ownership or friendly status of a given object. Merged with Snap Pro and Modular build framework with permission from Raymix Please show you appreciation to Raymix as well). Uses the modular build system.
    New functions to reduce instances of common code in the building system.  Both are small and precompiled.
    fn_check_owner.sqf to check ownership and friendly status
    fn_find_plots to get all nearby plot poles and return a count and the nearest alive one (if one exists).
    Optimised code changing nearestobjects to nearEntities.
    Added delay in the Take Ownership function so the Hiveext / DB does not get spammed when taking ownership of large bases.
    Player_build.sqf is no longer used at all and had been removed from the distribution.
    Optimised code what has saved between 20k & 30k in the mission package size.
      Install Instructions are in the zip file (A Plot for Life v2.5).   Guides on how to use Diffmerge and how to integrate scripts together.   Please backup your databases and thoroughly test before putting live.   Report any bugs / suggestions in the thread.   Previous version 2.35 Dropbox: A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1 GitHub (v2.35 stable): A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1   Outstanding issues None reported. Next Version: 3.0
    Include a action menu (scroll wheel menu) for plot options and builder / owner management ()  
    Beta Testing
    As it seems theres no with an interest to do any beta testing I need to sweeten the deal.  Anyone who helps with beta testing will get access to boobytrapping doors 4 weeks before it is released publicly.  The 4 weeks will start from the v2.4 release date and will include any bug fixing period.  
     
    Boobytrapping Doors - If you have a hand grenade then you can upgrade a locked door to boobytrap it.  If the incorrect door code is entered then the hand grenade will be dropped at the position the player was when they boobytrapped the door (make sure you are on the correct side of the door when setting the trap  ;) ).
     
     
    Releases   Naming convention  

     
    Previous releases (Majors)
     


      Use and Distribution License details.   This mod is licensed under the DayZ Mod License Share Alike (DML) license.   Usage For people wishing to use the mod for their own servers, please use away.  If advertising the mod as a feature of your servers then a shoutout and a linkback to here would be appreciated but is not a requirement.   Distribution For people wishing to modify and distribute my code for this mod, the requirements are different. 1. You contact me and ask (common courtesy really). 2. You make it clear who the original creator is and provide a link to this thread.   Included mods. A Plot for Life v2.35 (Rimblock). <- is fine.
     
    Included mods.
    A Plot for Life
     
    "credits to each addon / script creator" <- is not.
     
    3. The person distributing the mod explicitly states that they are responsible for any issues with their modified version of the mod and not the original creator (i.e. me).
     
    4. Any other requirements under the  DayZ Mod License Share Alike (DML) license.
     
  19. Like
    Rythron got a reaction from Garett1169 in [How To/Update] Build Snap with Right Click custom build, admin fast build + upgrade Version 1.6.5 IMPORTANT UPDATE: extra_rc   
    here are some house builds i'm using.
    class ExtraBc4 { class ItemCitrine { class menuItem1 { text = "Place House"; script = "[""Land_dum_istan3_hromada2"",[""ItemToolbox"",""ItemHatchet_DZE"",""ItemMatchbox_DZE""],""ItemCitrine"",[0,13,5]] execVM ""custom\snap_build\player_build.sqf"";"; }; class menuItem2 { text = "Place House 1"; script = "[""MAP_sara_Domek_sedy"",[""ItemToolbox"",""ItemHatchet_DZE"",""ItemMatchbox_DZE""],""ItemCitrine"",[0,13,2.7]] execVM ""custom\snap_build\player_build.sqf"";"; }; class menuItem3 { text = "Place House 2"; script = "[""MAP_deutshe_mini"",[""ItemToolbox"",""ItemHatchet_DZE"",""ItemMatchbox_DZE""],""ItemCitrine"",[0,13,3]] execVM ""custom\snap_build\player_build.sqf"";"; }; class menuItem4 { text = "Place House 3"; script = "[""hruzdum"",[""ItemToolbox"",""ItemHatchet_DZE"",""ItemMatchbox_DZE""],""ItemCitrine"",[0,13,5]] execVM ""custom\snap_build\player_build.sqf"";"; }; class menuItem5 { text = "Place House 4"; script = "[""dum_rasovna"",[""ItemToolbox"",""ItemHatchet_DZE"",""ItemMatchbox_DZE""],""ItemCitrine"",[0,13,3]] execVM ""custom\snap_build\player_build.sqf"";"; }; }; };
     
    https://www.youtube.com/watch?v=oN0MjhXvlag
  20. Like
    Rythron got a reaction from Sandbird in [Release] Dayz.Epoch.3d.Editor.Live.Mission.With.Database.Interaction   
    Great Job.. very nice. 
  21. Like
    Rythron reacted to Sandbird in [Release] Dayz.Epoch.3d.Editor.Live.Mission.With.Database.Interaction   
    Dayz.Epoch.3d.Editor.Live.Mission with Database Interaction


    -=Youtube Demo=-
     
    What is this
    A custom mission file for the purpose of testing/writing scripts for DayZ Epoch without the need of a server.
    It emulates the dayz_server and dayz_mission files, so you can write scripts using the 3d editor. No need to use a dayz_server for debugging anymore. We all know how time consuming that is.

    Features
    Full Database integration (yes thats right... :) ). I rewrote all hivext calls, so they can be used with Arma2Net. And tweak all files needed to work in the editor.
    I would suggest to have a maximum of 200 objects in your object_data table for faster results. It took 5min to load 10000 obsj from my real database. Fully working GUI, zombies, hit registration, addactions, everything! Write code and execute it on the fly. No need to start a server and join with a client to test things. 100% of your scripts will work! (i've tried, selfbb, deploy veh, maintenance, gem trade, vehicle master key and even wrote all my custom scripts there) 2 setups. A default 3d editor player with a default loadout from init.sqf or a Real database character based on your UID Includes most of BIS_fnc functions, so actions like BIS_fn_invAdd will work (i've added most common ones...more included though...check details bellow.) Everything works...when i say everything i mean EVERYTHING !. (Spawning objects on mission start, traders (buy/sell), maintenance, salvage character update, stats...etc. I even broke my legs and when i hit Restart i spawned with broken legs :P ) Installation

    Requirements:
    A mysql server on the same machine as your Arma2 editor. Well...a remote PC would work as well...just make sure YOU ARE NOT using your original database. Make a copy of it!. This mission will interact with your database !
    If you dont have a mysql server on your pc...i suggest you get WampServer. Its the easiest php/mysql server out there. 3d.live.DayzEpochTemplate.Chernarus
    Head over to the GitHub where the project is. Click Download on the right sidebar, and extract the rar file. Copy the 3d.live.DayzEpochTemplate.Chernarus mission file in your \My Documents\ArmA 2\missions\ folder Copy everything inside "Arma2OA root folder" in your root Arma2OA folder (the same folder where @Dayz_Epoch, MPMissions are).
    The real_date.dll...(Thanks to killzonekid) is used to get your machine's date/time to be used for live day/night cycles inside the game (...you can set a fixed day if you want...details bellow) Open ArmaOA\Arma2NETMySQLPlugin\Databases.txt and add your test database data there. Example: mysql,dayz_epoch,127.0.0.1,3306,dayz,mydbpass # dayz_epoch is the name of the database # 127.0.0.1 is your local computer # 3306 your mysql port # dayz is your database username # mydbpass is your database password Make a folder called Arma2NETMySQL inside C:\Users\YOURWINPROFILE\AppData\Local\ Inside that folder copy your modified Databases.txt you edited above (keep it also there dont move it) and also make a new folder called logs Copy the 3d.live.mission.Arma2Net.bat file (included in the .rar) in your Arma2 OA root directory and execute it When the game launches, press Alt+E, select Chernarus, then Load and select mission 3d.live.DayzEpochTemplate.Chernarus Open \My Documents\ArmA 2\missions\3d.live.DayzEpochTemplate.Chernarus\init.sqf and at the top of the file...put your database name. The one you put in Databases.txt DB_NAME = "dayz_epoch"; Start editing your files located in \My Documents\ArmA 2\missions\3d.live.DayzEpochTemplate.Chernarus with your customizations. If you want to use my default fn_selfactions.sqf...i wrote some functions in it that will unlock vehicles, give plotpole IDs etc...All you need to do to activate them is put your fake/or real UID (depending on which initialization you prefer), in the superadmins.sqf. Initialize player and customizing the mission

    Default setup vs Database setup
    There are 2 ways of initializing your player.
    A default 3d editor player with a basic loadout (like the one you set in your init.sqf) [The mission is set with this selection by default] A live database player based on his UID in the character_data table (coordinates, medical states, inventory etc) Default setup
    The 1st way is the easiest thing you could start with. This setup DOES NOT initialize the character based on a database entry. Instead it uses some premade stats that you set.
    The loadout of the player is set in the init.sqf.
    But everything else should work fine with the database....like traders, salvaging, etc...Basically anything that doesnt require a legit UID.
    Just open the dayz_code\init\setupChar.sqf and at the bottom of the file change the values to your liking.
    Make sure in the init.sqf, DefaultTruePreMadeFalse is set to true; and also from there you can change the Default loadout of the player.

    Database setup (Arma2Net)
    The 2nd option is a bit more complicated.
    I left the PlayerUID in the debug monitor...so IF you see that it is set to 0 then you know something went wrong...Just reload the mission file and you should be fine.
    To setup your character with the second method open dayz_code\init\variables.sqf.
    On line 8 is where the magic happens.
     
    player setIdentity "My_Player"; //check description.ext file....There is no other way to get the name of the player in the editor. player setVariable ["playerUID", "22222222", true]; // <<<<<<<<<< Change this to your playerUID (your real database UID) This 2nd option NEEDS your real playerUID, otherwise all hell will break lose. IF you want you can use another player's UID..The mission will initialize with his details then.
    As long as that playerUID exists on the character_data table...and the player is alive....it will start the mission with that player.
    Everything is database based..so no need to do anything else. The mission will start with all your stats, inventory, conditions and spawn you where your world coordinates are.
     
    Init.sqf values [important !]
    DB_NAME = "dayz_epoch"; // At the top of the init.sqf....set your database name there as well. DefaultTruePreMadeFalse = true; // false: Read player's data from the database (based on UID), true: the normal player the editor has StaticDayOrDynamic = true; // A static date is set at the bottom of \dayz_server\init\server_function.sqf. Set this to false if you want real time/date inside the mission. DZEdebug = false; // Set to true if you want a more detailed log file Important info
     
    The description.ext has your character's name in it. If you ever need to check player name...it will get it from there.
    class My_Player { name="DemoPlayer"; face="Face20"; glasses="None"; speaker="Dan"; pitch=1.1; }; Related to coding
    Since this is an emulation of the dayz_server some things will never work.
    For example:
    _playerUID = getPlayerUID player; will never work in the editor. To get the _playerUID you have to do this:
    _playerUID = player getVariable ["playerUID", "0"];
    This is the most important thing to remember. Lots of scripts use getPlayerUID. You have to remember to change it every time you want to use it. findDisplay 46 does not work in the editor :/ so scripts like the CCTV wont work This is because you addPublicVariableEventHandler is not working inside the editor.
    The same goes for publicvariable and publicvariableServer. If you want to use addpublicvariableeventhandler you can do it with call/spawn commands. Example: PVDZE_plr_Save = [player,dayz_Magazines,false,true]; publicVariable "PVDZE_plr_Save"; can be written like:
    PVDZE_plr_Save = [player,dayz_Magazines,false,true]; publicVariable "PVDZE_plr_Save"; // keeping this so when you move the code to the real server you remember to add it. [player,dayz_Magazines,false,true] spawn server_playerSync; // what to call is usually inside publicEH.sqf. Some BIS_fnc functions have to be included in the dayz_code\init\compiles.sqf for them to work.
    For example i had to include:
      BIS_fnc_invAdd = compile preprocessFileLineNumbers "dayz_code\system\functions\inventory\fn_invAdd.sqf"; If your code has BIS_fnc functions in it then check the folder dayz_code\system\functions for the function and include it in the compiles.sqf.
    I am sure there is a way to parse the folder and add a BIS_ infront of all the files, like epoch does it...but i didnt want to waste time and ran into problems,so manually adding the files is fine by me. You can activate a debug in the init.sqf if you are using the 2nd method. And ALWAYS check your RPT log file for debugging. Its located at : %AppData%\Local\ArmA 2 OA
    To enable the debug value change this in your init.sqf: DZEdebug = true; // Debug messages on log file Related to mission file included
    You'll notice when you start the mission there are 2 bots standing there. If you double click the soldier you'll see that he initiates this script scripts\BotInit.sqf.
    I left that in purpose in case you want to do some scripting that requires 'another player', and you want to initialize the fake player like that.
    The other bot can be deleted. I just left it there because i was testing a Tag Friendly script, and needed a 3rd 'player' that has me as a friend. (i got no friends lol).

    In most of my scripts i use the playerUID to validate checks between owner and objects. Some default Epoch files use the characterID...meaning if you die...you lose ownership.
    Thats why i changed most of the stuff to playerUID instead...If for some reason you are using scripts that check CharacterID instead of playerUID, i would suggest you change that, because some things (with the 2nd method) might not work...due to the fact that my files are checking playerUID for validation. Worst case scenario if you cant edit the files....just use the same CharacterID and playerUID...so its always the same :)

    Example on how to use the superadmins.sqf (for actions restricted to admins only, just add your fake UID in the array)

    (In your fn_self_actions.sqf)
     
     
     
    //_adminList = call compile preProcessFileLineNumbers "superadmins.sqf"; // This line is already at the top of the file. _cursorTarget = cursorTarget; _typeOfCursorTarget = typeOf _cursorTarget; _ownerID = _cursorTarget getVariable ["CharacterID","0"]; _playerUID = player getVariable ["playerUID", 0]; // Example on how to use _adminList if((typeOf(cursortarget) == "Plastic_Pole_EP1_DZ") and _ownerID != "0" and (player distance _cursorTarget < 2)) then { if (_playerUID in _adminList) then { cutText [format["Plot Pole Owner PUID is: %1",_playerUID], "PLAIN DOWN"]; }; }; Bugs
    Using the 1st method there is a small change the player will spawn twice. That's because when you Preview the map you are also the Server and the Player. The code runs twice....hence the bugs with the 2nd method with the fake database. There are no .fsm files so dont try to include them. 3d editor will not work with them, thats why i broke the player_monitor.fsm into 2 .sqf files...One emulates 'login to the server', and one 'setup of player'. Final Notes

    These are heavily modified files...Dont overwrite them with your own files. Add to them instead of replacing them.

    These files took me alot of time to make. It wasnt easy, and i am sure you'll find bugs or some things could have been writen a better way.
    The whole purpose of this project was to not waste any more time trying to code on this god forsaken Arma engine. I cant believe that there isnt an option to write code 'on the fly'. With a proper debugger...
    Sure there are little tricks and hacks you can add to diag_log variables, but to write an actual script that requires interaction with the environment or beta testing custom script ??? Forget it.
    I've included the Deploy bike and Self bloodbag scripts in the pack...just to see how easy it is to add/run/debug them. (Check the youtube video).

    And a personal note....You will NEVER find an easier way to code stuff for Dayz....period.
    This is the fastest way to write code and see it in action.

    Hope this code will help you write code faster and easier !
     
    ps: If you use this, hit 'Like This'. Curious to see how many people use this :)
  22. Like
    Rythron reacted to kaotix in [Release] Dayz.Epoch.3d.Editor.Live.Mission.With.Database.Interaction   
    This is invaluable. I'm impressed with all the work you've put into this. Hopefully you get some more recognition for how usefull this could be for script writers and developers. Thank you!
  23. Like
    Rythron reacted to Sandbird in Testing out a spawn script   
  24. Like
    Rythron reacted to RimBlock in [Howto/Release] Tie PlayerUID To All Buildable Objects / Keep plot pole after death [No SQL Triggers] UPDATE 16/04/2014   
    Have put up a new updated release () based on the same solution concept but with a complete code rewrite (hence the new release).
     
    I have also provided a solution for items already built before installing the release so players do not loose their ownership of their current bases.
     
    Well deserved kudos to WGC GeekGarage given along with link backs to this thread.
     
    RB
  25. Like
    Rythron reacted to Donnovan in Dramatic Suicide Script   
    As i expected.
     
    But if you had any problem, i could do it for you.
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