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Achmed

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  1. Like
    Achmed got a reaction from Aslan247 in [HOW TO] Adding Intro Music!   
    finally got this to work.... 
     
    it helps if you paste the correct install instructions ;)
     
    http://opendayz.net/threads/blur-gaming-custom-spawn-tutorial.9785/
  2. Like
    Achmed got a reaction from DZKitty in [How To] Set up a local server   
    After seeing a lot of people having problems setting up a local server for testing or just a few friends to play on I decided to do this how to guide.   To make sure we don't mess up the Arma2/Arma2OA folders we will make a copy of them in a new folder. You are going to need between 20GB and 25GB of free hard drive space for this along with a small amount for the database.   Having wrote this from memory there may be some mistakes or missing parts. If you have any problems let me know and i will update the post.   [Required Downloads & Installs]   Latest version of Epoch server and client files. Available from http://epochmod.com/ After download extract them to your desktop ready for later.   Install Visual C++ x86 Redistribution Packages for Visual Studio 2013. Available from http://www.microsoft.com/en-us/download/details.aspx?id=40784 The file required is called "vcredist_x86.exe".   Install a MySQL server. A lot of people recommend XAMPP however I had nothing but problems with it so I use MySQL server. Available from http://dev.mysql.com/downloads/mysql/    Install HeidiSQL to edit the database. Available from http://www.heidisql.com/     [Creating the server]   1) Create a new folder where you want the server to be located and give it a name. Personally I have mine on my second hard drive called "Dayz Epoch Server" however the location and name are not important.   2) Copy all files from your Arma2 folder ("C:\Program Files (x86)\Steam\SteamApps\common\Arma 2" if purchased through steam) to the folder you created in step 1   3) When step 2 has completed, copy all files excluding any folder that starts with a "@" from your Ama2 OA folder to the folder ("C:\Program Files (x86)\Steam\SteamApps\common\Arma 2 Operation Arrowhead" if purchased through steam) you created in step 1. When prompted, click overwrite all files.   4) Copy the "@DayZ_Epoch" folder from the Epoch client files to the folder you created in step 1   5) Copy the "@DayZ_Epoch_Server" folder from the Epoch Server files to the folder you created in step 1   6) Copy all files and folders from "Epoch Server Files\Config-Examples\" to the folder you created in step 1   7) Copy the folder "MPMissions" from the Epoch Server Files to the folder created in step 1. If asked, click yes to merge the folders.   8) Copy the folder "Keys" from the Epoch Server Files to the folder created in step 1. If asked, click yes to merge the folders.   9) Copy the .dll files from the Epoch Server Files to the folder created in step 1     [setting up the database]   By now you should already have a MySQL database installed, if not go back to the "Required Downloads & Installs" section and complete the installs.   1) Using HeidiSQL, login to your database using "localhost" as the hostname and what ever username/password you set up while installing the MySQL database.   2) Right Click on "Local Server" (Near top left of screen), navigate to "Create New" and click on "Database". Name your database "dayz_epoch" and use collation "utf8_general_ci". Close HeidiSQL   3) In the "Epoch Server Files\SQL" double click on "epoch.sql". Providing you have set up HeidiSQL correctly this will now launch, connect to your database and select your database. Then click the blue play button in the tool bar. After it has finished it may show you a couple of errors, this is normal.      [Configuring the server]   1) Inside the folder you created back in step 1 of creating the server, open the "instance_11_Chernarus" folder and edit "HiveExt.ini". Most of the information in here should be correct already, but you will have to change the database username & password to match what you set yours to.   2) In the same folder as step 1, edit the "config.cfg" file to change your server name, give it a password etc.   [Running the server]   1) Inside the folder you created back in step 1 of creating the server, double click on "DayZ_Epoch_instance_11_Chernarus.bat"
  3. Like
    Achmed got a reaction from Lieutenant LoKi in [Release] Indestructible Items (For 1.0.5.1)   
    I started a new thread for this as the way it is done is different from ToejaM's ()
     
    I take no credit for this, all I have done is take information from both ToejaM's and Epoch's indestructible scripts and pull it together to give the ability to select what items are indestructible.
     
    I have it set to make only Cinder walls, Metal floors, ladders, ramps & stairs indestructible however its easy to add more to the list.
     
    All items set in the array take no damage when created, upgraded, downgraded or after server restart.
     
    Files are now on github here https://github.com/mathewjknott/Dayz-Epoch-Indestructible-Items
     
     
    Installation instructions - (last updated 08/07/14 @ 18:30)
     
     
    PART A (setting up mission file file structure)
     
    Step 1)
     
    Unpack your dayz_code.pbo in @DayZ_Epoch\addons\
     
     
    Step 2)
     
    Create a new folder in your missions files called "dayz_code"
    Create 3 new folders in the newly created "dayz_code" folder called "actions", "compile" & "init"
     
     
    Step 3)
     
    Copy variables.sqf from @DayZ_epoch\addons\dayz_code\init\ to dayz_code\init\
    Copy compiles.sqf from @DayZ_epoch\addons\dayz_code\init\ to dayz_code\init\
    Copy fn_selfActions.sqf  from @DayZ_epoch\addons\dayz_code\compile\ to dayz_code\compile\
    Copy player_build.sqf from @DayZ_epoch\addons\dayz_code\actions\ to dayz_code\actions\
    Copy player_upgrade.sqf from @DayZ_epoch\addons\dayz_code\actions\ to dayz_code\actions\
    Copy player_buildingDowngrade.sqf from @DayZ_epoch\addons\dayz_code\actions\ to dayz_code\actions\
     
     
    Step 4)
     
    Open mission files\init.sqf
     
    Replace
    "\z\addons\dayz_code\init\variables.sqf"; with
    "dayz_code\init\variables.sqf"; Replace
    "\z\addons\dayz_code\init\compiles.sqf"; with
    "dayz_code\init\compiles.sqf"; Step 5)
     
    Open mission files\dayz_code\compiles.sqf
     
    replace
    "\z\addons\dayz_code\compile\fn_selfActions.sqf"; with
    "dayz_code\compile\fn_selfActions.sqf"; replace
    "\z\addons\dayz_code\actions\player_build.sqf";  with
    "dayz_code\actions\player_build.sqf";  Step 6)
     
    Open mission files\day_code\compile\fn_selfActions.sqf
     
    replace
    "\z\addons\dayz_code\actions\player_upgrade.sqf" with
    "dayz_code\actions\player_upgrade.sqf" replace
    "\z\addons\dayz_code\actions\player_buildingDowngrade.sqf" with
    "dayz_code\actions\player_buildingDowngrade.sqf"  PART B (mission file Edits for mod)
     
     
    Step 1)
     
    Open mission files\dayz_code\init\variables.sqf
     
    find
    dayz_allowedObjects add below
    //#########################INDESTRUCTIBLE ITEMS######################### indestructible = ["CinderWallHalf_DZ","CinderWall_DZ","CinderWallSmallDoorway_DZ","CinderWallDoorSmall_DZ","CinderWallDoorSmallLocked_DZ","CinderWallDoorway_DZ","CinderWallDoor_DZ","CinderWallDoorLocked_DZ","MetalFloor_DZ","WoodLadder_DZ","WoodStairs_DZ","WoodStairsSans_DZ","WoodStairsRails_DZ","WoodRamp_DZ"]; //###################################################################### N.B - add/remove items to this list to have them indestructible.
     
     
    Step 2)
     
    open mission files\dayz_code\actions\player_build.sqf
     
    find
    // Start Build _tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; N.B - _tmpbuilt may be _object if you are using snap building.
     
    add after
    //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _tmpbuilt) in indestructible) then { _tmpbuilt addEventHandler ["HandleDamage", {false}]; _tmpbuilt enableSimulation false; }; //###################################################################### N.B - If _tmpbuilt is _object, change all _tmpbuilt in above code to _object.
     
     
    Step 3)
     
    open mission files\dayz_code\actions\player_upgrade.sqf
     
    find
    // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; add after
    //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _object) in indestructible) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; }; //###################################################################### Step 4)
     
    open mission files\dayz_code\actions\player_buildingDowngrade.sqf
     
    find
    // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; add after
    //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _object) in indestructible) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; }; //###################################################################### PART C (Server file Edits for mod)
     
     
    Step 1)
     
    Open dayz_server\system\server_monitor.sqf
     
    find
    if (DZE_GodModeBase) then { _object addEventHandler ["HandleDamage", {false}]; } else { _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; }; replace with
    //#########################REMOVED FOR INDESTRUCTIBLE ITEMS######################### // if (DZE_GodModeBase) then { // _object addEventHandler ["HandleDamage", {false}]; // } else { // _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; // }; //################################################################################## Find
    _object setDamage _damage; add after
    //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _object) in indestructible) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; } else { _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; }; //###################################################################### For those of you that want to use "Plot for life (2.2.6)", "Snap build Pro(1.4)" and this script, i have created a set of files that for a vanilla server could just be uploaded. The mission files are for NAPF but it would not take much to use them on another map.
     
    Download from here
  4. Like
    Achmed got a reaction from Scaris in [scarCODE] S.R.W. (Server Restart Warnings) by IT07   
    your missing a ; after execVM "semClient.sqf"
  5. Like
    Achmed reacted to vbawol in Make ArmA Not War - Winners   
    Richie, Thanks for the luck! We made it to the finalists so I think we are in the right category.

    B4ND1T, I see nothing wrong with attempting to win a contest (that anybody can enter) with a mod that we were already going to make. 
     
    Choppra, While I would have liked work on A3 Epoch for another year before release. The contest did have a deadline so we simply submitted what we had at that time and continue to push towards 1.0 (100%) every day.
  6. Like
    Achmed got a reaction from IT07 in [scarCODE] S.R.W. (Server Restart Warnings) by IT07   
    your missing a ; after execVM "semClient.sqf"
  7. Like
    Achmed reacted to CCG_Michael in Maca CCG Overpoch Response   
    Can I please start getting some credit for my posts and work? Everytime I do something, it gets blamed on Maca. I even made that post! Can a moderator please edit the title to "Michael CCG Overpoch Response".
     
    Also, we only accept PayPal
  8. Like
    Achmed reacted to vbawol in What is Overpoch?   
    Overpoch is not a mod it is an attempt to rebrand Epoch by Maca from CCG. It is nothing more than Epoch with a weapon pack and a few changes.
     
    It is easy criticize something that is already made for you. 
     
    We released A3 Epoch for Alpha testing not so it could be modded, that will come later after sources are released.
     
    I challenge Maca, and company to make there own mod from scratch like we did for A3 Epoch.
  9. Like
    Achmed got a reaction from Dew in [Release] Indestructible Items (For 1.0.5.1)   
    I started a new thread for this as the way it is done is different from ToejaM's ()
     
    I take no credit for this, all I have done is take information from both ToejaM's and Epoch's indestructible scripts and pull it together to give the ability to select what items are indestructible.
     
    I have it set to make only Cinder walls, Metal floors, ladders, ramps & stairs indestructible however its easy to add more to the list.
     
    All items set in the array take no damage when created, upgraded, downgraded or after server restart.
     
    Files are now on github here https://github.com/mathewjknott/Dayz-Epoch-Indestructible-Items
     
     
    Installation instructions - (last updated 08/07/14 @ 18:30)
     
     
    PART A (setting up mission file file structure)
     
    Step 1)
     
    Unpack your dayz_code.pbo in @DayZ_Epoch\addons\
     
     
    Step 2)
     
    Create a new folder in your missions files called "dayz_code"
    Create 3 new folders in the newly created "dayz_code" folder called "actions", "compile" & "init"
     
     
    Step 3)
     
    Copy variables.sqf from @DayZ_epoch\addons\dayz_code\init\ to dayz_code\init\
    Copy compiles.sqf from @DayZ_epoch\addons\dayz_code\init\ to dayz_code\init\
    Copy fn_selfActions.sqf  from @DayZ_epoch\addons\dayz_code\compile\ to dayz_code\compile\
    Copy player_build.sqf from @DayZ_epoch\addons\dayz_code\actions\ to dayz_code\actions\
    Copy player_upgrade.sqf from @DayZ_epoch\addons\dayz_code\actions\ to dayz_code\actions\
    Copy player_buildingDowngrade.sqf from @DayZ_epoch\addons\dayz_code\actions\ to dayz_code\actions\
     
     
    Step 4)
     
    Open mission files\init.sqf
     
    Replace
    "\z\addons\dayz_code\init\variables.sqf"; with
    "dayz_code\init\variables.sqf"; Replace
    "\z\addons\dayz_code\init\compiles.sqf"; with
    "dayz_code\init\compiles.sqf"; Step 5)
     
    Open mission files\dayz_code\compiles.sqf
     
    replace
    "\z\addons\dayz_code\compile\fn_selfActions.sqf"; with
    "dayz_code\compile\fn_selfActions.sqf"; replace
    "\z\addons\dayz_code\actions\player_build.sqf";  with
    "dayz_code\actions\player_build.sqf";  Step 6)
     
    Open mission files\day_code\compile\fn_selfActions.sqf
     
    replace
    "\z\addons\dayz_code\actions\player_upgrade.sqf" with
    "dayz_code\actions\player_upgrade.sqf" replace
    "\z\addons\dayz_code\actions\player_buildingDowngrade.sqf" with
    "dayz_code\actions\player_buildingDowngrade.sqf"  PART B (mission file Edits for mod)
     
     
    Step 1)
     
    Open mission files\dayz_code\init\variables.sqf
     
    find
    dayz_allowedObjects add below
    //#########################INDESTRUCTIBLE ITEMS######################### indestructible = ["CinderWallHalf_DZ","CinderWall_DZ","CinderWallSmallDoorway_DZ","CinderWallDoorSmall_DZ","CinderWallDoorSmallLocked_DZ","CinderWallDoorway_DZ","CinderWallDoor_DZ","CinderWallDoorLocked_DZ","MetalFloor_DZ","WoodLadder_DZ","WoodStairs_DZ","WoodStairsSans_DZ","WoodStairsRails_DZ","WoodRamp_DZ"]; //###################################################################### N.B - add/remove items to this list to have them indestructible.
     
     
    Step 2)
     
    open mission files\dayz_code\actions\player_build.sqf
     
    find
    // Start Build _tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; N.B - _tmpbuilt may be _object if you are using snap building.
     
    add after
    //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _tmpbuilt) in indestructible) then { _tmpbuilt addEventHandler ["HandleDamage", {false}]; _tmpbuilt enableSimulation false; }; //###################################################################### N.B - If _tmpbuilt is _object, change all _tmpbuilt in above code to _object.
     
     
    Step 3)
     
    open mission files\dayz_code\actions\player_upgrade.sqf
     
    find
    // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; add after
    //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _object) in indestructible) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; }; //###################################################################### Step 4)
     
    open mission files\dayz_code\actions\player_buildingDowngrade.sqf
     
    find
    // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; add after
    //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _object) in indestructible) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; }; //###################################################################### PART C (Server file Edits for mod)
     
     
    Step 1)
     
    Open dayz_server\system\server_monitor.sqf
     
    find
    if (DZE_GodModeBase) then { _object addEventHandler ["HandleDamage", {false}]; } else { _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; }; replace with
    //#########################REMOVED FOR INDESTRUCTIBLE ITEMS######################### // if (DZE_GodModeBase) then { // _object addEventHandler ["HandleDamage", {false}]; // } else { // _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; // }; //################################################################################## Find
    _object setDamage _damage; add after
    //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _object) in indestructible) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; } else { _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; }; //###################################################################### For those of you that want to use "Plot for life (2.2.6)", "Snap build Pro(1.4)" and this script, i have created a set of files that for a vanilla server could just be uploaded. The mission files are for NAPF but it would not take much to use them on another map.
     
    Download from here
  10. Like
    Achmed got a reaction from Sandbird in Web Based Tools ( PrivateHiveTools )   
    Any chance of a update to this to support overpoch origins?
  11. Like
    Achmed got a reaction from Gank in Reliable Epoch Server Hosts?   
    I'm using ViLayer and have been for the past month.
     
    I'm not going to lie and say its been problem free as it has not however it has mostly been me learning how to use the ACP. There support is not great however they have responed to me within 24h each time i have contacted support.
     
    They update epoch quite fast, in fact 1.0.1.5 was updated the day after it was released!! With ViLayer you also have the option to update the files your self and not wait for them to do the live sync. I will be posting how to do this soon on the install board.
     
    The main thing is the host is right for you, I'm in England and so a lot of host was no good as didn't have a server in England, ViLayer did so that's why i chose them. Also they give full source file access and the ability to edit files while the server is running and the changes get implemented the next time the server restarts.
  12. Like
    Achmed got a reaction from psychosis in [Release] Indestructible Items (For 1.0.5.1)   
    I started a new thread for this as the way it is done is different from ToejaM's ()
     
    I take no credit for this, all I have done is take information from both ToejaM's and Epoch's indestructible scripts and pull it together to give the ability to select what items are indestructible.
     
    I have it set to make only Cinder walls, Metal floors, ladders, ramps & stairs indestructible however its easy to add more to the list.
     
    All items set in the array take no damage when created, upgraded, downgraded or after server restart.
     
    Files are now on github here https://github.com/mathewjknott/Dayz-Epoch-Indestructible-Items
     
     
    Installation instructions - (last updated 08/07/14 @ 18:30)
     
     
    PART A (setting up mission file file structure)
     
    Step 1)
     
    Unpack your dayz_code.pbo in @DayZ_Epoch\addons\
     
     
    Step 2)
     
    Create a new folder in your missions files called "dayz_code"
    Create 3 new folders in the newly created "dayz_code" folder called "actions", "compile" & "init"
     
     
    Step 3)
     
    Copy variables.sqf from @DayZ_epoch\addons\dayz_code\init\ to dayz_code\init\
    Copy compiles.sqf from @DayZ_epoch\addons\dayz_code\init\ to dayz_code\init\
    Copy fn_selfActions.sqf  from @DayZ_epoch\addons\dayz_code\compile\ to dayz_code\compile\
    Copy player_build.sqf from @DayZ_epoch\addons\dayz_code\actions\ to dayz_code\actions\
    Copy player_upgrade.sqf from @DayZ_epoch\addons\dayz_code\actions\ to dayz_code\actions\
    Copy player_buildingDowngrade.sqf from @DayZ_epoch\addons\dayz_code\actions\ to dayz_code\actions\
     
     
    Step 4)
     
    Open mission files\init.sqf
     
    Replace
    "\z\addons\dayz_code\init\variables.sqf"; with
    "dayz_code\init\variables.sqf"; Replace
    "\z\addons\dayz_code\init\compiles.sqf"; with
    "dayz_code\init\compiles.sqf"; Step 5)
     
    Open mission files\dayz_code\compiles.sqf
     
    replace
    "\z\addons\dayz_code\compile\fn_selfActions.sqf"; with
    "dayz_code\compile\fn_selfActions.sqf"; replace
    "\z\addons\dayz_code\actions\player_build.sqf";  with
    "dayz_code\actions\player_build.sqf";  Step 6)
     
    Open mission files\day_code\compile\fn_selfActions.sqf
     
    replace
    "\z\addons\dayz_code\actions\player_upgrade.sqf" with
    "dayz_code\actions\player_upgrade.sqf" replace
    "\z\addons\dayz_code\actions\player_buildingDowngrade.sqf" with
    "dayz_code\actions\player_buildingDowngrade.sqf"  PART B (mission file Edits for mod)
     
     
    Step 1)
     
    Open mission files\dayz_code\init\variables.sqf
     
    find
    dayz_allowedObjects add below
    //#########################INDESTRUCTIBLE ITEMS######################### indestructible = ["CinderWallHalf_DZ","CinderWall_DZ","CinderWallSmallDoorway_DZ","CinderWallDoorSmall_DZ","CinderWallDoorSmallLocked_DZ","CinderWallDoorway_DZ","CinderWallDoor_DZ","CinderWallDoorLocked_DZ","MetalFloor_DZ","WoodLadder_DZ","WoodStairs_DZ","WoodStairsSans_DZ","WoodStairsRails_DZ","WoodRamp_DZ"]; //###################################################################### N.B - add/remove items to this list to have them indestructible.
     
     
    Step 2)
     
    open mission files\dayz_code\actions\player_build.sqf
     
    find
    // Start Build _tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; N.B - _tmpbuilt may be _object if you are using snap building.
     
    add after
    //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _tmpbuilt) in indestructible) then { _tmpbuilt addEventHandler ["HandleDamage", {false}]; _tmpbuilt enableSimulation false; }; //###################################################################### N.B - If _tmpbuilt is _object, change all _tmpbuilt in above code to _object.
     
     
    Step 3)
     
    open mission files\dayz_code\actions\player_upgrade.sqf
     
    find
    // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; add after
    //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _object) in indestructible) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; }; //###################################################################### Step 4)
     
    open mission files\dayz_code\actions\player_buildingDowngrade.sqf
     
    find
    // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; add after
    //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _object) in indestructible) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; }; //###################################################################### PART C (Server file Edits for mod)
     
     
    Step 1)
     
    Open dayz_server\system\server_monitor.sqf
     
    find
    if (DZE_GodModeBase) then { _object addEventHandler ["HandleDamage", {false}]; } else { _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; }; replace with
    //#########################REMOVED FOR INDESTRUCTIBLE ITEMS######################### // if (DZE_GodModeBase) then { // _object addEventHandler ["HandleDamage", {false}]; // } else { // _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; // }; //################################################################################## Find
    _object setDamage _damage; add after
    //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _object) in indestructible) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; } else { _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; }; //###################################################################### For those of you that want to use "Plot for life (2.2.6)", "Snap build Pro(1.4)" and this script, i have created a set of files that for a vanilla server could just be uploaded. The mission files are for NAPF but it would not take much to use them on another map.
     
    Download from here
  13. Like
    Achmed got a reaction from Wheaticus in infiSTAR SafeZone   
    why not? As long as the admin only uses the tools when needed to assist players there is no problem with admin playing.

    I play on my server and only use the tools when needed. After I put my self back to where I was and carry on with what I was doing
  14. Like
    Achmed got a reaction from Defent in Teamspeak 3 License   
    got mine ages ago but good to know. passed on to a friend who was after one
  15. Like
    Achmed got a reaction from th3c0re in [Release] Indestructible Items (For 1.0.5.1)   
    I started a new thread for this as the way it is done is different from ToejaM's ()
     
    I take no credit for this, all I have done is take information from both ToejaM's and Epoch's indestructible scripts and pull it together to give the ability to select what items are indestructible.
     
    I have it set to make only Cinder walls, Metal floors, ladders, ramps & stairs indestructible however its easy to add more to the list.
     
    All items set in the array take no damage when created, upgraded, downgraded or after server restart.
     
    Files are now on github here https://github.com/mathewjknott/Dayz-Epoch-Indestructible-Items
     
     
    Installation instructions - (last updated 08/07/14 @ 18:30)
     
     
    PART A (setting up mission file file structure)
     
    Step 1)
     
    Unpack your dayz_code.pbo in @DayZ_Epoch\addons\
     
     
    Step 2)
     
    Create a new folder in your missions files called "dayz_code"
    Create 3 new folders in the newly created "dayz_code" folder called "actions", "compile" & "init"
     
     
    Step 3)
     
    Copy variables.sqf from @DayZ_epoch\addons\dayz_code\init\ to dayz_code\init\
    Copy compiles.sqf from @DayZ_epoch\addons\dayz_code\init\ to dayz_code\init\
    Copy fn_selfActions.sqf  from @DayZ_epoch\addons\dayz_code\compile\ to dayz_code\compile\
    Copy player_build.sqf from @DayZ_epoch\addons\dayz_code\actions\ to dayz_code\actions\
    Copy player_upgrade.sqf from @DayZ_epoch\addons\dayz_code\actions\ to dayz_code\actions\
    Copy player_buildingDowngrade.sqf from @DayZ_epoch\addons\dayz_code\actions\ to dayz_code\actions\
     
     
    Step 4)
     
    Open mission files\init.sqf
     
    Replace
    "\z\addons\dayz_code\init\variables.sqf"; with
    "dayz_code\init\variables.sqf"; Replace
    "\z\addons\dayz_code\init\compiles.sqf"; with
    "dayz_code\init\compiles.sqf"; Step 5)
     
    Open mission files\dayz_code\compiles.sqf
     
    replace
    "\z\addons\dayz_code\compile\fn_selfActions.sqf"; with
    "dayz_code\compile\fn_selfActions.sqf"; replace
    "\z\addons\dayz_code\actions\player_build.sqf";  with
    "dayz_code\actions\player_build.sqf";  Step 6)
     
    Open mission files\day_code\compile\fn_selfActions.sqf
     
    replace
    "\z\addons\dayz_code\actions\player_upgrade.sqf" with
    "dayz_code\actions\player_upgrade.sqf" replace
    "\z\addons\dayz_code\actions\player_buildingDowngrade.sqf" with
    "dayz_code\actions\player_buildingDowngrade.sqf"  PART B (mission file Edits for mod)
     
     
    Step 1)
     
    Open mission files\dayz_code\init\variables.sqf
     
    find
    dayz_allowedObjects add below
    //#########################INDESTRUCTIBLE ITEMS######################### indestructible = ["CinderWallHalf_DZ","CinderWall_DZ","CinderWallSmallDoorway_DZ","CinderWallDoorSmall_DZ","CinderWallDoorSmallLocked_DZ","CinderWallDoorway_DZ","CinderWallDoor_DZ","CinderWallDoorLocked_DZ","MetalFloor_DZ","WoodLadder_DZ","WoodStairs_DZ","WoodStairsSans_DZ","WoodStairsRails_DZ","WoodRamp_DZ"]; //###################################################################### N.B - add/remove items to this list to have them indestructible.
     
     
    Step 2)
     
    open mission files\dayz_code\actions\player_build.sqf
     
    find
    // Start Build _tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; N.B - _tmpbuilt may be _object if you are using snap building.
     
    add after
    //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _tmpbuilt) in indestructible) then { _tmpbuilt addEventHandler ["HandleDamage", {false}]; _tmpbuilt enableSimulation false; }; //###################################################################### N.B - If _tmpbuilt is _object, change all _tmpbuilt in above code to _object.
     
     
    Step 3)
     
    open mission files\dayz_code\actions\player_upgrade.sqf
     
    find
    // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; add after
    //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _object) in indestructible) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; }; //###################################################################### Step 4)
     
    open mission files\dayz_code\actions\player_buildingDowngrade.sqf
     
    find
    // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; add after
    //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _object) in indestructible) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; }; //###################################################################### PART C (Server file Edits for mod)
     
     
    Step 1)
     
    Open dayz_server\system\server_monitor.sqf
     
    find
    if (DZE_GodModeBase) then { _object addEventHandler ["HandleDamage", {false}]; } else { _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; }; replace with
    //#########################REMOVED FOR INDESTRUCTIBLE ITEMS######################### // if (DZE_GodModeBase) then { // _object addEventHandler ["HandleDamage", {false}]; // } else { // _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; // }; //################################################################################## Find
    _object setDamage _damage; add after
    //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _object) in indestructible) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; } else { _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; }; //###################################################################### For those of you that want to use "Plot for life (2.2.6)", "Snap build Pro(1.4)" and this script, i have created a set of files that for a vanilla server could just be uploaded. The mission files are for NAPF but it would not take much to use them on another map.
     
    Download from here
  16. Like
    Achmed got a reaction from Slimdickens in [Release] Indestructible Items (For 1.0.5.1)   
    I started a new thread for this as the way it is done is different from ToejaM's ()
     
    I take no credit for this, all I have done is take information from both ToejaM's and Epoch's indestructible scripts and pull it together to give the ability to select what items are indestructible.
     
    I have it set to make only Cinder walls, Metal floors, ladders, ramps & stairs indestructible however its easy to add more to the list.
     
    All items set in the array take no damage when created, upgraded, downgraded or after server restart.
     
    Files are now on github here https://github.com/mathewjknott/Dayz-Epoch-Indestructible-Items
     
     
    Installation instructions - (last updated 08/07/14 @ 18:30)
     
     
    PART A (setting up mission file file structure)
     
    Step 1)
     
    Unpack your dayz_code.pbo in @DayZ_Epoch\addons\
     
     
    Step 2)
     
    Create a new folder in your missions files called "dayz_code"
    Create 3 new folders in the newly created "dayz_code" folder called "actions", "compile" & "init"
     
     
    Step 3)
     
    Copy variables.sqf from @DayZ_epoch\addons\dayz_code\init\ to dayz_code\init\
    Copy compiles.sqf from @DayZ_epoch\addons\dayz_code\init\ to dayz_code\init\
    Copy fn_selfActions.sqf  from @DayZ_epoch\addons\dayz_code\compile\ to dayz_code\compile\
    Copy player_build.sqf from @DayZ_epoch\addons\dayz_code\actions\ to dayz_code\actions\
    Copy player_upgrade.sqf from @DayZ_epoch\addons\dayz_code\actions\ to dayz_code\actions\
    Copy player_buildingDowngrade.sqf from @DayZ_epoch\addons\dayz_code\actions\ to dayz_code\actions\
     
     
    Step 4)
     
    Open mission files\init.sqf
     
    Replace
    "\z\addons\dayz_code\init\variables.sqf"; with
    "dayz_code\init\variables.sqf"; Replace
    "\z\addons\dayz_code\init\compiles.sqf"; with
    "dayz_code\init\compiles.sqf"; Step 5)
     
    Open mission files\dayz_code\compiles.sqf
     
    replace
    "\z\addons\dayz_code\compile\fn_selfActions.sqf"; with
    "dayz_code\compile\fn_selfActions.sqf"; replace
    "\z\addons\dayz_code\actions\player_build.sqf";  with
    "dayz_code\actions\player_build.sqf";  Step 6)
     
    Open mission files\day_code\compile\fn_selfActions.sqf
     
    replace
    "\z\addons\dayz_code\actions\player_upgrade.sqf" with
    "dayz_code\actions\player_upgrade.sqf" replace
    "\z\addons\dayz_code\actions\player_buildingDowngrade.sqf" with
    "dayz_code\actions\player_buildingDowngrade.sqf"  PART B (mission file Edits for mod)
     
     
    Step 1)
     
    Open mission files\dayz_code\init\variables.sqf
     
    find
    dayz_allowedObjects add below
    //#########################INDESTRUCTIBLE ITEMS######################### indestructible = ["CinderWallHalf_DZ","CinderWall_DZ","CinderWallSmallDoorway_DZ","CinderWallDoorSmall_DZ","CinderWallDoorSmallLocked_DZ","CinderWallDoorway_DZ","CinderWallDoor_DZ","CinderWallDoorLocked_DZ","MetalFloor_DZ","WoodLadder_DZ","WoodStairs_DZ","WoodStairsSans_DZ","WoodStairsRails_DZ","WoodRamp_DZ"]; //###################################################################### N.B - add/remove items to this list to have them indestructible.
     
     
    Step 2)
     
    open mission files\dayz_code\actions\player_build.sqf
     
    find
    // Start Build _tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"]; N.B - _tmpbuilt may be _object if you are using snap building.
     
    add after
    //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _tmpbuilt) in indestructible) then { _tmpbuilt addEventHandler ["HandleDamage", {false}]; _tmpbuilt enableSimulation false; }; //###################################################################### N.B - If _tmpbuilt is _object, change all _tmpbuilt in above code to _object.
     
     
    Step 3)
     
    open mission files\dayz_code\actions\player_upgrade.sqf
     
    find
    // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; add after
    //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _object) in indestructible) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; }; //###################################################################### Step 4)
     
    open mission files\dayz_code\actions\player_buildingDowngrade.sqf
     
    find
    // Create new object _object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"]; add after
    //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _object) in indestructible) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; }; //###################################################################### PART C (Server file Edits for mod)
     
     
    Step 1)
     
    Open dayz_server\system\server_monitor.sqf
     
    find
    if (DZE_GodModeBase) then { _object addEventHandler ["HandleDamage", {false}]; } else { _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; }; replace with
    //#########################REMOVED FOR INDESTRUCTIBLE ITEMS######################### // if (DZE_GodModeBase) then { // _object addEventHandler ["HandleDamage", {false}]; // } else { // _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; // }; //################################################################################## Find
    _object setDamage _damage; add after
    //#########################INDESTRUCTIBLE ITEMS######################### if ((typeOf _object) in indestructible) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; } else { _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; }; //###################################################################### For those of you that want to use "Plot for life (2.2.6)", "Snap build Pro(1.4)" and this script, i have created a set of files that for a vanilla server could just be uploaded. The mission files are for NAPF but it would not take much to use them on another map.
     
    Download from here
  17. Like
    Achmed reacted to Axle in Extortion and the joys of ARMA: Update v2   
    Small update to the exploit. I think we got their attention.
     

  18. Like
    Achmed got a reaction from Nakama Mind in Favourite Metal : Very Off Topic   
    Steel
     
    https://www.youtube.com/watch?v=lDeynJzc7ds
  19. Like
    Achmed got a reaction from orionjade in install instructions   
    Hardly pointless when if you read the forums you come across topics like this one  saying that part of the install instructions are missing  and http://epochmod.com/forum/index.php?/topic/16378-release-single-currency-souls-20-quick-install-lazy-people-edition/ where it shows the below in variables.sqf
    //-----------------------------------Currency & Banking Configs ---------------------------------// CurrencyName = "Zupa Coins"; // name of your currency DZE_ATM = ["Laptop_EP1"]; // items,objects classnames where u can bank. LimitOnBank = false; // false = no limits, true = banks are limited on the value below MaxBankMoney = 500000; // limit on bank for normal players DonatorListZupa = ["76561198012464696","111111111"]; // bigger bank PUID MaxDonatorBankMoney = 1000000; // Bank size donators //-----------------------------------Currency & Banking Configs END ---------------------------------// yet in the instructions it says 
    // Add on top so it looks like this disableSerialization; DZE_ATM = ["Laptop_EP1"]; // objects where u can bank, add them here if u want extra's. It dont take a rocket scientist to see there is a difference there so next time maybe thing twice before posting a pointless unwanted reply
  20. Like
    Achmed got a reaction from Kisvakond in [Help] Editing Overburdened values   
    no you cant change the dayz_code folder its self or people wont be able to join
     
    instead you need to move the file to the mission pbo file.
     
    the weight file is called from in the dayz_code\system\player_monitor.sqf so you will need to move that file along with changing the path in the init.sqf
  21. Like
    Achmed got a reaction from pufnstuf in [Help] Editing Overburdened values   
    no you cant change the dayz_code folder its self or people wont be able to join
     
    instead you need to move the file to the mission pbo file.
     
    the weight file is called from in the dayz_code\system\player_monitor.sqf so you will need to move that file along with changing the path in the init.sqf
  22. Like
    Achmed got a reaction from Kisvakond in Where to find that fancy printout when entering a city or area   
    http://opendayz.net/threads/disable-location-text.14591/
  23. Like
    Achmed got a reaction from Kerbo in Displaying server FPS in the log   
    not sure if they still work but these used to work
     
    DZE_DiagFpsSlow = true; DZE_DiagFpsFast = false; DZE_DiagVerbose = true;
  24. Like
    Achmed got a reaction from tonk in Map markers help please   
    It looks like you have some of the cords the wrong way. The smallest number will be the hight and should be in the middle. In the database it's on the end so you need to move it to the middle.

    eg boat dealer east is
    13106.087,8253.1543,3.9812155
    where should be
    13106.087,3.9812155,8253.1543
  25. Like
    Achmed got a reaction from raymix in [1.4.1] Snap Building PRO   
    Tested both deep water (top left of Napf map) and also building out from land and both worked fine both before and after a server restart
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