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Posts posted by FragZ
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I tried changing one of the skin on here to my needs, and it seemed nice on photoshop. Ingame though its a diff story...
saving them in 512x512 on 7 quality on photoshop...
PHOTOSHOP OUTPUT (JPG): http://prntscr.com/55ilzyINGAME: http://prntscr.com/55img8
Take note: the moderator skin which is green works perfectly fine and renders like the original file... I am lost right now!
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C: No problems, dude.
Another problem though: My admin skin everyone can see it, but the mod skin only the person wearing it can.
Any fix for that?
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yeah of course:
something like that:
in init.sqf !!! change path and model
{ _moderated = _x getVariable ["moderated",0]; if( !isNil "_moderated" && _moderated != 0)then{ _x setObjectTexture [0, "scripts\gui\upg\moder.jpg"]; }; }forEach playableUnits; // if your antihack doesnt allow this use nearestObjects[player, ["Survivor2_DZ"],25000];
In infistar:
In menu of moder
adminadd = adminadd + [" Suit UP",moderskinning,"0","0","0","1",[0,0.8,1,1]];
and that after _adminskinning !!!!! !!! change path
moderskinning = { PVOZ_moderSkin = [player , "scripts\gui\upg\moder.jpg" ]; // (or color , "#(argb,1,1,1)color(0,0,0,1)" ) publicVariable "PVOZ_moderSkin"; player setObjectTexture [0, "scripts\gui\upg\moder.jpg"]; // (to also see it yourself) player setVariable["adminated",1,true]; };
Done lol :3
That was my guess I just was not sure hahahah! Thank you for clearing that up
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Is it possible to make multiple levels of skins? Say lowlevel admins (moderators in my case) would get a diff skin with the *mod* tag and diff color, normal admins would get an admin skin, and super admins would get like Super admin or owner tags etcetc (I know I am making 3 diff images atm...) so would it be possible?
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Check your first set or cords - [13624.906, 3200.7109, -8.392334e-005], the last bit looks wrong, + you have space in between the 3 different sets (dont know if that will stop it) The rest is the same as mine that works
MegaZ
Found out it was only the Skin classname.
Coords are correct
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Anything like the vector building or door management?
Reason I ask is because I had the same errors which was due to me having door management installed and then installing vector building. Vector building overwrote the install for door managment in the server_monitor.
After reinstalling the required part fixed it for me
I do not have those mods
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What recent mods have you added? Maybe one where you have edited the server_monitor.sqf?
I would assume WAI, ESS, or DZAI... I am not quite sure...
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I get spammed with some stuff that does not make sense to me... such as the following
RPT:
if(isnil "dayz_MapA> 14:29:54 Error position: <spawn_mineveins; }; if(isnil "dayz_MapA> 14:29:54 Error Undefined variable in expression: spawn_mineveins 14:29:54 File z\addons\dayz_server\system\server_monitor.sqf, line 327 14:29:54 Error in expression <x" from 1 to MaxMineVeins do { [] spawn spawn_mineveins; }; if(isnil "dayz_MapA> 14:29:54 Error position: <spawn_mineveins; }; if(isnil "dayz_MapA> 14:29:54 Error Undefined variable in expression: spawn_mineveins 14:29:54 File z\addons\dayz_server\system\server_monitor.sqf, line 327 14:29:54 Error in expression <x" from 1 to MaxMineVeins do { [] spawn spawn_mineveins; };
I get spammed with that... and some other similar errors like Roadblocks in the same file etc!
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I am still struggling to spawn static AIs for my AI bases...
I use the default.sqf filestatic_missions = true;
in config.sqfHere is my default.sqf:
if(isServer) then { //Custom Spawns file// /* Custom group spawns Eg. [ [953.237,4486.48,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", or ["Random","at"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; Place your custom group spawns below */ [ [13624.906, 3200.7109, -8.392334e-005], // Position 28, // Number Of units "hard", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Soldier_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; [ [9610.84,11279.6,0], // Position 15, // Number Of units "hard", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Soldier_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; [ [4481.76,10249.8,0], // Position 10, // Number Of units "hard", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Soldier_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; /* Custom static weapon spawns Eg. (with mutiple positions) [ [ // Position(s) (can be multiple) [911.21,4532.76,2.62], [921.21,4542.76,2.62] ], "M2StaticMG", // Classname of turret "easy", // Skill level of unit (easy, medium, hard, extreme, Random) "Bandit2_DZ", // Skin classname, use "Random" or classname here "Bandit", // AI Type, "Hero" or "Bandit". "Random", // Primary gun set number. "Random" for random weapon set 2, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random" // Gearset classname, use "Random" or classname here ] call spawn_static; Place your custom static weapon spawns below */ /* Custom Chopper Patrol spawn Eg. [ [725.391,4526.06,0], // Position to patrol [0,0,0], // Position to spawn chopper at 2000, // Radius of patrol 10, // Number of waypoints to give "UH1H_DZ", // Classname of vehicle (make sure it has driver and two gunners) "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn heli_patrol; Place your heli patrols below */ /* Custom Vehicle patrol spawns Eg. (Watch out they are stupid) [ [725.391,4526.06,0], // Position to patrol [725.391,4526.06,0], // Position to spawn at 200, // Radius of patrol 10, // Number of waypoints to give "HMMWV_Armored", // Classname of vehicle (make sure it has driver and gunner) "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn vehicle_patrol; Place your vehicle patrols below this line */ /* Paradropped unit custom spawn Eg. [ [911.21545,4532.7612,2.6292224], // Position that units will be dropped by [0,0,0], // Starting position of the heli 400, // Radius from drop position a player has to be to spawn chopper "UH1H_DZ", // Classname of chopper (Make sure it has 2 gunner seats!) 5, // Number of units to be para dropped "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", or ["Random","at"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Bandit2_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". true // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. ] spawn heli_para; Place your paradrop spawns under this line */ diag_log "WAI: Static mission loaded"; };
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Still need help :/
Fixed mission.sqm still need to fix irondome.sqf
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Here are some files...
I REALLY NEED HELP :(irondome (working dome): https://www.dropbox.com/s/487753tm280h06m/irondome.sqf?dl=0
smallbase dome (not working but should be, its the default version of irondomes...) : https://www.dropbox.com/s/3ggy0jf2megl6dx/sbase1.sqf?dl=0
mission.sqm : https://www.dropbox.com/s/kckrkxijxyw69fz/mission.sqm?dl=0That means the problem is with the mission.sqm I think, and the first irondome needs reworking cuz it TP in water and when you go back in dome it still TP you but does not break legs like it should be.
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I have one working dome out of like 12... And it does TP me out But in the water xD
And if I come back it does not break legs... -
1) IMPORTANT QUESTION ^^ DO you have a tpmarker?? ^^
2) Have you checked your Client RPT?
try SetPostATL , BUT U need the marker to be set somewhere, cus they get teleported to there.
(vehicle player) SetPosATL [(getMarkerPos _baseMARKER select 0),(getMarkerPos _baseMARKER select 1),0];
I did have TP markers in the mission.sqm
I'll try that thank you Zupa!
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I cannot spawn static AIs. How would I do so? I added my configs to Chernarus.sqf in the static folder...
Looks like this:
Place your custom group spawns below */ [ [13624.906, 3200.7109, -8.392334e-005], // Position 28, // Number Of units "hard", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Soldier_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; [ [9610.84,11279.6,0], // Position 15, // Number Of units "hard", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Soldier_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; [ [4481.76,10249.8,0], // Position 10, // Number Of units "hard", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Soldier_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group;
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Anyone? :(
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Still need help
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I say it would be a good idea to just make it so when people spawn, they have a godmode time.
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That's odd. Works on our server. Do you have an AH?
I do have InfiSTAR antihack and my own one (which only checks for activated variables and some other stuff I don't want to talk too much about hahaha!)
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I share something like this
I don't want that version since I want to make it TP, then second entry break legs, then last kill.
The first version of my dome worked well.
What skin are you wearing when you test? We're running a pretty vanilla version and it works well. We used to have the ability for players to buy any Dayz/Overwatch/Origins skins but found that some skins make the player invisible to the dome - the same skins that make them invisible to the AI. By restricting skins to just those that aren't invisible, it works as intended.
I was wearing default survivor skin. The first part of the dome works, by that I mean if you are whitelisted it shows welcome message so that is why I think the problem is with the second part of the script.
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I'd like a modified version of irondome for our admin base but that does not kill players.
I have looked into P2's dome script from zombz servers, and I tried using it:
EDIT:
irondome (working dome but with just TP in water??): https://www.dropbox.com/s/487753tm280h06m/irondome.sqf?dl=0
That means the problem is with the mission.sqm I think, and the first irondome needs reworking cuz it TP in water and when you go back in dome it still TP you but does not break legs like it should be.
Here is the version of irondome I should have working.
EDIT 2: I Fixed the mission.sqm... had a missing Item so everything under it would not execute. I still need to FIX THE GOD DANG IRONDOME script so it TPs you out to the marker set by _baseMARKER, and when you re enter it it breaks your legs and TP, and then kill etcetc..
//variables for the TP _baseMARKER = "smallbase7_tp2_marker"; _dir = random 359; //Warn em titleText ["You are entering a restricted area, please leave or you will be teleported out in 5 seconds.", "PLAIN DOWN", 3]; uisleep 5; //TPnKill script by p2 edited by fragz (vehicle player) SetPos [(getMarkerPos _baseMARKER select 0),(getMarkerPos _baseMARKER select 1)]; (vehicle player) setDir _dir; '+_zonevariable+' = 0; cutText ["ACCESS DENIED! Please leave or your legs will be broken.","PLAIN"]; systemChat ("ACCESS DENIED! Please leave or your legs will be broken."); '+_zonevariable+' = '+_zonevariable+' + 1; if ('+_zonevariable+' == 1) then { _unit = player; _selection = "legs"; _damage = 1; _unit setHit[_selection,_damage]; cutText ["ACCESS DENIED! Please leave or you will be killed.","PLAIN"]; systemChat ("ACCESS DENIED! Please leave or you will be killed."); }; if ('+_zonevariable+' >= 2) then { cutText ["We warned you...","PLAIN DOWN"]; systemChat ("We warned you..."); uisleep 1; }; player setDamage 1
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This code will spawn 2 vehicles at the nwaf, edit it to your liking and BOOM vehicles spawn in the same position each restart.
Vroom vroom.
if (isServer) then {
private ["_object","_uniqueid"];
_vehicle_9998 = objNull;
if (true) then
{
_this = createVehicle ["MH6J_DZ", [4828.4443, 9768.4717], [], 0, "CAN_COLLIDE"];
_vehicle_9998 = _this;
_this setDir -210.79807;
_this setPos [4828.4443, 9768.4717];
_object setVariable ["MalSar",1,true];
_uniqueid = str(round(random 999999));
_object setVariable ["ObjectID", _uniqueid, true];
_object setVariable ["ObjectUID", _uniqueid, true];
};
_vehicle_9999 = objNull;
if (true) then
{
_this = createVehicle ["SUV_TK_CIV_EP1", [4819.5127, 9761.2656, 3.0517578e-005], [], 0, "CAN_COLLIDE"];
_vehicle_9999 = _this;
_this setDir -208.42464;
_this setPos [4819.5127, 9761.2656, 3.0517578e-005];
_object setVariable ["MalSar",1,true];
_uniqueid = str(round(random 999999));
_object setVariable ["ObjectID", _uniqueid, true];
_object setVariable ["ObjectUID", _uniqueid, true];
};
};
With this method I can drive fine for like 1 minute, then you die from it... just like the rest But like delayed.
Help!@
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Tried adding this to my extra_rc.hpp file for the gps, but it won't activate? i've tried two methods.
Notice that the script line is the only changing one. I get the option ingame, but when i press "scan area" nothing happens. What am i doing wrong? :(
Method1:
class ItemGPS { class Playercount { text = "Scan Area"; script = "[] execVM ""scripts\cp.sqf"";"; }; };
Method2:
class ItemGPS { class Playercount { text = "Scan Area"; script = "execVM 'scripts\cp.sqf'"; }; };
I do not know what is wrong really. I use this layout for my actions so far:
class ExtraRc { class ItemKnife { class farmhemp { text = "Harvest the weed"; script = "execVM 'scripts\hemp.sqf'"; }; }; class ItemRadio { class GroupManagement { text = "Group Management"; script = "execVM 'dzgm\loadGroupManagement.sqf'"; }; }; class ItemKiloHemp { class smokeweed { text = "Smoke the shit"; script = "execVM 'scripts\smokeweed.sqf'"; }; }; };
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This code will spawn 2 vehicles at the nwaf, edit it to your liking and BOOM vehicles spawn in the same position each restart.
Vroom vroom.
if (isServer) then {
private ["_object","_uniqueid"];
_vehicle_9998 = objNull;
if (true) then
{
_this = createVehicle ["MH6J_DZ", [4828.4443, 9768.4717], [], 0, "CAN_COLLIDE"];
_vehicle_9998 = _this;
_this setDir -210.79807;
_this setPos [4828.4443, 9768.4717];
_object setVariable ["MalSar",1,true];
_uniqueid = str(round(random 999999));
_object setVariable ["ObjectID", _uniqueid, true];
_object setVariable ["ObjectUID", _uniqueid, true];
};
_vehicle_9999 = objNull;
if (true) then
{
_this = createVehicle ["SUV_TK_CIV_EP1", [4819.5127, 9761.2656, 3.0517578e-005], [], 0, "CAN_COLLIDE"];
_vehicle_9999 = _this;
_this setDir -208.42464;
_this setPos [4819.5127, 9761.2656, 3.0517578e-005];
_object setVariable ["MalSar",1,true];
_uniqueid = str(round(random 999999));
_object setVariable ["ObjectID", _uniqueid, true];
_object setVariable ["ObjectUID", _uniqueid, true];
};
};
Tyvm kind sir. Will give feed back!
[Release] 1.0 Custom Skin Textures
in A2: Epoch Mods (1.0.5.1)
Posted
Worker skin