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Posts posted by Luna
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As far as I can figure out – the boxes are spawned with this lines on the server_functions.sql
[] execVM "\z\addons\dayz_server\addons\skalisty_island_lottery.sqf";
[]execVM "\z\addons\dayz_server\addons\spawn_box_skalisty_island.sqf";//random box on Skalisty Island THIS IS SETUP FOR OVERPOCH WEAPONS, IF YOU ARE ONLY RUNNING EPOCH--DO NOT USE
So if you have no loot, make sure you got them and that you have the Sqf files in your addons folder.
I can not see that the above have anything to do with loot, ort to be AI's and Mission Spawn position (The island)
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How many AI per Unit ?
I want to change the number of AI’s in lines like this one
[[13671.355, 2892.8167, -1.5258789e-005],2,"easy","Random",4,"Random","Bandit2_DZ","Random","Bandit] call spawn_group; //ground troops//But how do I know how many AI’s are in the unit / groupe ? Or does the 2 mean 2 AI's spawn in ? Can I have number be 0.5 ?
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Hi – Just installed this last week, and been playing around with it – Love it, it’s great fun. :)
A few things nag me, pretty much all of them has to do with the loot, hope someone here can help.
I have an Epoch server, and wanted some more loot and even though the instructions say NOT to use ‘spawn_box_skalisty_island.sqf’ on Epoch – I did anyway :rolleyes:
I removed everything that did not have to do with Epoch and the gems – so that ort to be okay – I think.
The Lottery box next to the palace spawns fine.
A weapons create spawns in the camp just after the bridge.But the last weapons create keeps messing with me – There is supposed to be 2 weapons creates right ?
So there are 3 loot boxes total on the Island ?I don’t see any error in the RPT regarding a box not spawing.
There is no smoke - There is to be smoke like normal WAI missions ?
Thanks for makking this Thug
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Make the changes shown here: https://github.com/vbawol/DayZ-Epoch/commit/8af00ef28429a8751e0ad619dbf5e7e278b28087
Thank you - Works nicely.
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Hi – does anyone know how to fix the smelt (gems) system ?
It just runs in a loop when you try to smelt gold.
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Shouldn't there be a message warning the user that the vehicle will despawn after server restart, if the option to NOT save vehicles to database is selected?
Edit: For now i've added this to the end of: custom_publish_vehicle.sqf , so far it works fine.
_vehicle addEventHandler ["GetIn",{_nil = [nil,(_this select 2),"loc",rTITLETEXT,"Warning: This vehicle will disappear on server restart!","PLAIN DOWN",5] call RE;}];
Can someone please clearfy for me where this goes ? I tryed adding it at the very bottom, but did not work.
Only got this warning in the RPT
7:59:47 Error in expression < + str(_uid)); };
}];
};
_vehicle
};
_vehicle addEventHandler ["GetIn",{_nil >
7:59:47 Error position: <_vehicle addEventHandler ["GetIn",{_nil >
7:59:47 Error Undefined variable in expression: _vehicle
7:59:47 File z\addons\dayz_server\WAI\compile\custom_publish_vehicle.sqf, line 196
7:59:47 Error in expression < + str(_uid)); };
}];
};
_vehicle
};
_vehicle addEventHandler ["GetIn",{_nil >
7:59:47 Error position: <_vehicle addEventHandler ["GetIn",{_nil >
7:59:47 Error addeventhandler: Undefined variable in expression: _vehicle
7:59:47 File z\addons\dayz_server\WAI\compile\custom_publish_vehicle.sqf, line 196
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Sound like you are looking for this
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Hi
I have implemented this on my server, and it is work much better then it use to however I have these 2 problem - Anyone know how to fix this ?
Problem 1:
We get a lot broadcasts saying ‘Died of natural causes’ I think mainly when players die to one shot kills.
"Accidental Death: X died of natural causes!"
"PVP Attack: B 1-1-F:1 (X) REMOTE was hit by B 1-1-C:1 (Y) REMOTE with Winchester1866 from 24.7815m with 1.4604 dmg"Problem 2:
This I written in the RPT log to – I think is when you get killed by an armored car / chopper
"PVP Attack: B 1-3-A:1 (X) REMOTE was hit by <NULL-object> with Unknown from 1e+010m with 6.24675 dmg"
Anyone have a suggestion on how to fix this ?
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Hi thanks for making this – love it :)
We been having fun running it on our test server, works like a charm. Only had this small issue….
If a player is in combat in a chopper and combat logs then the box is in the sky, not on the ground
We decided to use it for target practice and it blow up :lol:
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Cheers this will keep me busy for a while :)
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Then I would start to open google and enter e.g.: "arma2 scripting"
You find links like this:
https://community.bistudio.com/wiki/Category:Scripting_Commands_ArmA2
...and you dive deeper and deeper into the topic :)
I did google before writing here :P
Apparently just did not enter the right search word to get anything useful.
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Hi
So I need some help or advice if you will
I run an Epoch server and so far I been doing allright by just copy / pasting stuff and reading the post for the script that I was interested in.
But I like to be able to understand just a very small part of the codes that I am copy / pasting.
That’s where I hit my first problem, I don’t even know what program language is used in the scripts for Arma2 Epoch. :(
Can anyone tell me ? so I have an idea on when to learn about.
Sorry guess it’s a really noob question, but as the saying goes ‘a girl got to start somewhere’ :P
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Hi thanks for this, nice to spread a little Christmas feeling ;)
I have this running on my test server, server side. But I have one question – when does the Christmas lights on the trees turn on and off ?
Can I change them to always on ? -
Try this
if (!isDedicated) then { player_build = compile preprocessFileLineNumbers "custom\snap_pro\player_build.sqf"; snap_build = compile preprocessFileLineNumbers "custom\snap_pro\snap_build.sqf"; dayz_spaceInterrupt = compile preprocessFileLineNumbers "custom\snap_pro\dayz_spaceInterrupt.sqf"; call compile preprocessFileLineNumbers "custom\player_murderMenu.sqf"; };
Cheers it is working now, thanks :)
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Here you go
//Load in compiled functionscall compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early)progressLoadingScreen 0.1;call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlersprogressLoadingScreen 0.2;call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medicalprogressLoadingScreen 0.4;call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functionscall compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compilesprogressLoadingScreen 0.5;call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configsprogressLoadingScreen 1.0;fnc_usec_selfActions = compile preprocessFileLineNumbers "clothes\fn_selfActions.sqf"; -
Nope. But the fix for that can be found on the official github. Since it is a client file and the current release (1051) has the bugged code you need to get it to your mission folder and change the compile path in your compiles.sqf.
Bugga still not working :( I have a feeling that my error is in how I call the player_murderMenu.sqf in the compiles.sqf
Is this right ?
if (!isDedicated) then { player_build = compile preprocessFileLineNumbers "custom\snap_pro\player_build.sqf"; snap_build = compile preprocessFileLineNumbers "custom\snap_pro\snap_build.sqf"; dayz_spaceInterrupt = compile preprocessFileLineNumbers "custom\snap_pro\dayz_spaceInterrupt.sqf"; player_murderMenu = compile preprocessFileLineNumbers "custom\player_murderMenu.sqf"; };
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Nope. But the fix for that can be found on the official github. Since it is a client file and the current release (1051) has the bugged code you need to get it to your mission folder and change the compile path in your compiles.sqf.
Hi can someone please tell me what I am doing wrong here – I want to use the above fix for the dead boards
In my Init.sqf I have
call compile preprocessFileLineNumbers "custom\compiles.sqf";
In that compiles.sqf – I added this, to what was already there
player_murderMenu = compile preprocessFileLineNumbers "custom\player_murderMenu.sqf";
In my custom folder I have placed the player_murderMenu.sqf
I still only get the first kill on the dead board - so I must be doing something wrong :(
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I replaced the two files and nothing has changed, no death messages.
Only guessing now – but if you get no kill message at all. You might want to look in your init.sqf to make sure you have:
DZE_DeathMsgGlobal = true;
DZE_DeathMsgSide = true;
DZE_DeathMsgTitleText = true;
‘X was killed by Y with weapon Z’ is the ‘advanced’ kill message – and I think the 3 lines need to be in the init.sqf for it to work.
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Is this to fix the dead board in traders too ? (sorry - dont understand code language)
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So since the skin 'Skin_Santa1_DZ' from DayZ+ does that mean I cannot add it to the vendor in epoch?
So if I can....can someone please add to Zupa's 'how to', cuz that does not make much sense to me :unsure: (sorry Zupa)
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I remember Taviana.eu (now Origins) had santa zeds one year, It get's old quickly
Yea I imagen Zeds as Santa will got old very quickly
We only talked about adding the skin to the vendor - because we are planing on a few event, where they might be fun to have.. ;)
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hmm have to ask - What is DayZ+ ? :unsure:
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Hi
(I think ) I remember seen a video of DayZ and players running around in Santa skins…
Anyone know anything about that ? The only thing I been able to google is a skin named: Skin_Santa1_DZ
But adding it to the vendor, does not do it, so I guess the skin has to be added somewhere else ?
Anyone know if it is even possible ?/Luna
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Can you clearfy this for me - plz
I tryed
root = Database name
localhost = database hostname
but that does not work :huh:
I will defintly try Logi script aswell - But yea its 2 diffent thing, both would be nice though ;)
[Release] Vehicle Service Point (Refuel, Repair, Rearm) [Script]
in A2: Epoch Mods (1.0.5.1)
Posted
Are you running InfiStar ? If I remember correctly there is a variable in that it will disable mouse wheel.
Maybe that’s it.