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FragZ

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Posts posted by FragZ

  1. That way grabs the player objects. 

     

    The player object can be used to get the players SteamID but the SteamID is just a unique reference to a player and not to their player object. 

     

    It is better to have the player object recorded as it is the representation of the player in the game world and everything is or can be linked from it to do with the player (ie. steamID) or the players object (ie. inventory, blood level, health state, location). 

    So that means it will calculate and put in every stats I need in order for this mission to work?

    I am kinda dumb and not understand english all the time, mind explaining a bit?

    And what about the rest of the script? Am I on the right way>?

  2. It is still at a concept phase, so everything is welcome. Thanks for the replies but indeed, I read that Pushback works only in A3.

    I mostly need help on how to assign a variable to the Designed player (designed by the random UID selection) and I need some people to help me fix any potential errors...


    I had a lot of questions in the first creation post for a reason, it is just a scratch.

  3. First creation (With alot of questions to answer...)

     

    if (isPlayer) then{
    _uid = getPlayerUID player;
    _ListOfPlayers= _ListOfPlayers + [_uid];  // Or maybe I should use _ListOfPlayers set [ count _ListOfPlayers, [_uid]];  ???
    };
    uisleep 30;
    _Uptime = (floor(serverTime/3600));
    _rnd = floor (random (count _ListOfPlayers));
    VIPTargetUID = _ListOfPlayers select _rnd;
    
    if (_uid in VIPTargetUID) then {
    titleText [format ["%1, you are the target!! Survive 1 hour to get the reward..",name player], "PLAIN DOWN", 3];
    player setVariable ["VIPTarget",true]; //Is something like this working? Any ways to do it?
    VIPTargetName = name player; //Define the name of the target?? Since its in the UID portion of assassination?
    //How would I define VIPTarget (see the marker part to see what im talking about, I want to attach the market to his position)
    //Is there any way to create a marker that sticks to the target?
    } else {
    //Any way to find the name of the Assassination mission by his UID? I am lost here.
    tittleText [format["%1 is now the target! Kill him to get the money!",VIPTargetName],"PLAIN DOWN", 3];
    };
    //Mark target on map
    _markerobj = createMarker ["targetmarker",[0,0]];                                                                                
    _markername= "targetmarker";                                                                                                                        
    _markerobj setMarkerShape "ICON";                                
    "targetmarker" setMarkerType "Marker";                                        
    "targetmarker" setMarkerColor "ColorRed";                                                                                                                        
    "targetmarker" setMarkerText "Assassination target";                                
    _markername SetMarkerPos _start;
    "targetmarker" setmarkerpos getpos VIPtarget;
    
    /**Identify killer**/
    _VIPKiller = _victim getVariable["AttackedByName", "nil"]; //How can you identify the killer?
    /**Finish the mission**/
    if (!alive VIPTarget && alive VIPKiller) exitWith { //Would this verify if the player is alive or no? How would such thing work!?
                
                 _VIPKiller addMagazineCargo "ItemBriefCase50oz";
                 hint "Good job! He deserved to die anyways.";
            };
    if (_Uptime == 1 && alive VIPTarget) exitWith {
                hint "You survived the hunt. You keep the money.";
                _VIPKiller addMagazineCargo "ItemBriefCase50oz";
    };
    

    If people can help me resolve the parts in comments, I would appreciate it,

  4. All player controlled playable units (the example at the end):

    https://community.bistudio.com/wiki/playableUnits

     

    To randomize (select a random one from the array of all):

    _unit = Array_with_all_players call BIS_fnc_selectRandom;

     

    In dayz_server/compile/server_player_died.sqf you see how that works to identify the killer who then should get the bounty.

     

    Have a look how other events work to start this...you also need to check in the loop of the event if the target player logs out or already died before (on his own) I guess.

    To make an array of all players, would something like this work?

    if (isPlayer) then{

    _uid = getPlayerUID player;

    _ListOfPlayers= _ListOfPlayers + [_uid];  // Or maybe I should use _ListOfPlayers set [ count _ListOfPlayers, [_uid]];  ???

    };

  5. DZAI has randomized ai attacks mayb u can modify the code to fit your needs,

     

    also arma 2 has missions built in systems like kill the target , and other things built in to the barracks training , would be cool to get thos missions for players 

    Indeed, it makes me wonder. I am lookign into that atm.

     

    In Islandlife, it gets this:

    VIPtarget = _group createUnit ["Functionary1_EP1", _pos, [], _radius, "FORM"];

    Which create an AI named VIPtarget, and at the end there is this:

    if (!alive VIPtarget and alive player) exitWith

        

            {

    "server globalchat ""The VIP target has been killed!"";" call broadcast;

    };

  6. I though of something earlier today.

    I know there is a mission in WAI that you need to assassinate the mayor, what if, every restart, you would get the same type of deal but for a player? There is also a mission in ISLAND LIFE which assassins can get assassination jobs which create an AI to kill. Is something like that do-able as a player target?

    Let me explain myself.



    If you would to get all players UIDs, and then randomise and get one of them, and put a bounty on him say 50oz gold or something, how could such thing be possible

     

    EDIT 1: First creation (just a scratch of ideas and questions...)
    Code:

    if (isPlayer) then{
    _uid = getPlayerUID player;
    _ListOfPlayers= _ListOfPlayers + [_uid];  // Or maybe I should use _ListOfPlayers set [ count _ListOfPlayers, [_uid]];  ???
    };
    uisleep 30;
    _Uptime = (floor(serverTime/3600));
    _rnd = floor (random (count _ListOfPlayers));
    VIPTargetUID = _ListOfPlayers select _rnd;
    
    if (_uid in VIPTargetUID) then {
    titleText [format ["%1, you are the target!! Survive 1 hour to get the reward..",name player], "PLAIN DOWN", 3];
    player setVariable ["VIPTarget", true]; //Is something like this working? Any ways to do it?
    VIPTargetName = name player; //Define the name of the target?? Since its in the UID portion of assassination?
    //How would I define VIPTarget (see the marker part to see what im talking about, I want to attach the market to his position)
    //Is there any way to create a marker that sticks to the target?
    } else {
    //Any way to find the name of the Assassination mission by his UID? I am lost here.
    tittleText [format["%1 is now the target! Kill him to get the money!",VIPTargetName],"PLAIN DOWN", 3];
    };
    //Mark target on map
    _markerobj = createMarker ["targetmarker",[0,0]];                                                                                
    _markername= "targetmarker";                                                                                                                        
    _markerobj setMarkerShape "ICON";                                
    "targetmarker" setMarkerType "Marker";                                        
    "targetmarker" setMarkerColor "ColorRed";                                                                                                                        
    "targetmarker" setMarkerText "Assassination target";                                
    _markername SetMarkerPos _start;
    "targetmarker" setmarkerpos getpos VIPtarget;
    
    /**Identify killer**/
    _VIPKiller = _victim getVariable["AttackedByName", "nil"]; //How can you identify the killer?
    /**Finish the mission**/
    if (!alive VIPTarget && alive VIPKiller) exitWith { //Would this verify if the player is alive or no? How would such thing work!?
                
                 _VIPKiller addMagazineCargo "ItemBriefCase50oz";
                 hint "Good job! He deserved to die anyways.";
            };
    if (_Uptime == 1 && alive VIPTarget) exitWith {
                hint "You survived the hunt. You keep the money.";
                _VIPKiller addMagazineCargo "ItemBriefCase50oz";
    };
    
  7. I had to laugh , sorry

    Updated posts, sorry me french so bad english

    What I meant is that even when they are moved, they keep same coord which is weird

     

    Coords will change in game as soon as the vehicle moves. You need to check that that the vehicle is being updated to the database. Most likely not if they are reverting back to their position stored in the DB.

     

    If spawned in they need to be spawned correctly so Epoch recognises them.

     

    btw, pastebin link not working..

    Updated link, wrong one lol

  8. Hi there!

    Im very very very beginner to all arma stuff and as well this mod.

    But what i thought...

     

    Is it possible to add new item (not entirely actually).

    For example i would like to spawn an item, in this case let it be GOLDBAR (dunno class name).

     

    This GOLDBAR should have another name, for example: "Flawless Gold Bar".

    And among with this i could right click it and press "Check" and it would give u for example randomly 1-10gold bars.

     

    Just is this possble? :)

     

    Thanks for response.

     

    P.s. if this is possible and already done by someone, could i ask for any info about that ? :P

     

    Regards, se7en

    I do know there is a script out there doing kinda the same thing with Mystery brief. It takes an existing Brief case name that is not used in the game to make it turn into a reward brief.

     

    You could do that but modify it so it fits your needs.

  9. Some people have been reporting this to us lately.

    Some of their cars would go back to a previous location on each restart. For example, a friend of mine has an MTVR which he parks near NEAF.
    Next restart (30mins after arrival), the MTVR is back at Lopatino, same shape and angle and location as before he touches it.


    Same issue with some other people. Always tried moving them on different time frames, still end up with that weird glitch>>>


    Any help?

  10. For those who don't use Infistar and run a missionpbo Admin Tool and want to change the vehicle textures on the run.

    I recommend the following code, because the one above is producing tons of failures in my Server .RPT AND the texture is the old one again, if YOU Admin have relogged!

    With this it is permanent UNTIL RESTART.

    private ["_target","_testVehicleTexture","_texturing"];
    
    _target = cursorTarget;
    
    _testVehicleTexture = ["\z\addons\dayz_epoch\textures\suv_body_pink_co.paa"];
    
    if ((typeOf _target) == "Mi17_Civilian_DZ") then { _testVehicleTexture = ["\CA\air\data\mi8_body_g_CHDKZ_CO.paa", "ca\air\data\mi8_det_g_co.paa", "ca\air\data\clear_empty.paa", "ca\air\data\mi8_decals_ca.paa"]; };
    if ((typeOf _target) == "Mi17_DZE") then { _testVehicleTexture = ["\CA\air_E\data\mi17_body_UN_CO.paa", "\CA\air_E\data\mi17_det_UN_CO.paa", "\ca\air_E\Data\mi17_decals2_UN_CA.paa", "\ca\air_E\Data\mi17_decals_UN_CA.paa"]; };
    
    _texturing = "";
    for "_i" from 0 to (count _testVehicleTexture) - 1 do {
    	_texturing = _texturing + format ["this setObjectTexture [%1, '%2'];", _i, (_testVehicleTexture select _i)];
    };
    /* executing _Texturing */
    diag_log _texturing;
    _target setVehicleInit _texturing;
    processInitCommands;
    

    This code will change the texture always to the one of the Pink SUV, on every Vehicle. Regardless if this texture suits the targeted vehicle or not. (its kind of funny on some vehicles...)

    Because the default texture to set is always the Pink SUV one:

    _testVehicleTexture = ['\z\addons\dayz_epoch\textures\suv_body_pink_co.paa'];
    

    Here you can specify the texture for specific vehicles, just add another line with your vehicle and textures:

    if ((typeOf _target) == "Mi17_Civilian_DZ") then { _testVehicleTexture = ["\CA\air\data\mi8_body_g_CHDKZ_CO.paa", "ca\air\data\mi8_det_g_co.paa", "ca\air\data\clear_empty.paa", "ca\air\data\mi8_decals_ca.paa"]; };
    if ((typeOf _target) == "Mi17_DZE") then { _testVehicleTexture = ["\CA\air_E\data\mi17_body_UN_CO.paa", "\CA\air_E\data\mi17_det_UN_CO.paa", "\ca\air_E\Data\mi17_decals2_UN_CA.paa", "\ca\air_E\Data\mi17_decals_UN_CA.paa"]; };
    

    These ones are for Helicopters, which need more than one texture!

     

    The second one for "Mi17_DZE" unfortunately doesn't work! Because the chosen vehicle NEEDs to have something written in this class array hiddenselectionstextures!

     

    You can check this here http://browser.six-projects.net/cfg_vehicles/tree?utf8=%E2%9C%93&version=66&commit=Change

    Click on the vehicle class of the vehicle you want to retexture and then on CONFIG. The vehicle class will open, if you cant find hiddenselectionstextures then press on SHOW FULL at the top or use a Top-class of your vehicle.

     

    Also here you can find textures from Arma Vehicles, which are not implemented in Epoch to change in. Just copy the hiddenselectionstextures array in the _testVehicleTexture array.

     

    You WILL NOT find the Epoch vehicles here! The "Mi17_DZE" Epoch Helicopter has the Top-class "Mi17_base" and the hiddenselectionstextures array is empty for this, so the texture can't be changed.

     

    At least with this methode, perhaps someone knows how it works in another way?!

     

     

    Hope this was understandable ^^.

     

    regards

    This did not work for me.

  11. I get those error in RPT:

    It spams around 10000 times

    if (_class == "SUV_Yellow_DZE4") then {_obje>
     0:19:19   Error position: <_class == "SUV_Yellow_DZE4") then {_obje>
     0:19:19   Error Undefined variable in expression: _class
     0:19:19 File z\addons\dayz_server\system\server_monitor.sqf, line 144
     0:19:19 Error in expression <riable ["ObjectID", _idKey, true];


    And it wont work ingame...

  12. whatch original rsctitles before mods ah ok its watermark correct

    Can you show me? I dont get it XD I just woke up im kinda still tired... Spent 5 hours yesterday trying to get this working. Yeah wm_disp is the watermark!, but I remove it to see if it worked, and still the thing you showed me does not work. Same error, but on line 167 apparently...

     

    On the default description.ext that Zupa provided for the mod, it is at the bottom and exactly how it is in mine... I dont get it!

    https://github.com/EpochSC/SingleCurrencyStorage/blob/master/DayZ_Epoch_11.Chernarus/description.ext

     

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