MassBoobage
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MassBoobage reacted to vbawol in Epoch Mod for Arma 3
Arma 3 Epoch Mod will be a total conversion mod coded from the ground up, and no longer based on DayZ. Many of the key ideas from DayZ Epoch will play a major role in Epoch Mod however everything else will change!
More will be announced early this year.
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MassBoobage reacted to Anarior in [Outdated] [release] 1.0.6 - Deploy Anything 2.8.2 - Now with Epoch building! | Customizable: DB saving | Plot | Vehicles/Buildings | Packing
In player_deploy.sqf
Replace:
_limit = 3; if (DZE_StaticConstructionCount > 0) then { _limit = DZE_StaticConstructionCount; } else { if (isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then { _limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount"); }; }; With:
_limit = 1; -
MassBoobage reacted to Jossy in [Release] Wicked AI 2.2.0
You would get all RPG's lol.
I'll rewrite it the way I think it should be handled and see what f3cuk thinks, it seems to work well, they all have guns and shoot still, and they pull out the rocket launcher if they need it
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MassBoobage reacted to f3cuk in [Howto] Add all upgraded vehicles to Chernarus Hero trader
Title says it all.
ALWAYS BACK UP YOUR DATABASE BEFORE DOING CHANGES
1.) First run this query to add the category (double check if 143 is the hero trader for you)
INSERT INTO `trader_tids` (`sort`, `name`, `trader`) VALUES (NULL, 'Upgraded Vehicles', 143); Copy the id of the inserted row.
---
2.) Then run this query to add the vehicles:
IMPORTANT: Replace [iNSERT TRADER ID HERE] with the id of the inserted row. Change prizes to suit your needs INSERT INTO `traders_data` (`item`,`qty`,`buy`,`sell`,`order`,`tid`,`afile`) VALUES ('["SUV_TK_CIV_EP1_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["SUV_Green_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["SUV_Yellow_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["SUV_White_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["SUV_Silver_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["SUV_Red_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["SUV_Pink_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["SUV_Orange_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["SUV_Charcoal_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["SUV_Blue_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["SUV_Camo_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["Offroad_DSHKM_Gue_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["VolhaLimo_TK_CIV_EP1_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["Volha_1_TK_CIV_EP1_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["Volha_2_TK_CIV_EP1_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["VWGolf_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["Skoda_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["SkodaBlue_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["SkodaRed_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["SkodaGreen_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["car_hatchback_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["car_sedan_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["datsun1_civil_1_open_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["datsun1_civil_3_open_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["Lada1_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["Lada2_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["LadaLM_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["Lada1_TK_CIV_EP1_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["Lada2_TK_CIV_EP1_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["hilux1_civil_1_open_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["hilux1_civil_2_covered_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["hilux1_civil_3_open_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["UAZ_CDF_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["UAZ_INS_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["UAZ_RU_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["UAZ_Unarmed_TK_EP1_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["UAZ_Unarmed_UN_EP1_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'), ('["UAZ_Unarmed_TK_CIV_EP1_DZE4",2]', 250, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]',0, [INSERT TRADER ID HERE], 'trade_any_vehicle'); 3.) Find server_traders.sqf in your mission PBO and add
IMPORTANT: Replace [iNSERT TRADER ID HERE] with the id of the inserted row Note: Place it somewhere else in the array if you want to change the sort position ["Upgraded Vehicles",[INSERT TRADER ID HERE]], After
["Military Armed",562] 4.) Additionaly you can also add the documents to the trader, use this
IMPORTANT: Replace [iNSERT TRADER ID HERE] with the id of the inserted row. change prizes to suit your needs INSERT INTO `traders_data` (`item`, `qty`, `buy`, `sell`, `order`, `tid`, `afile`) VALUES ('["ItemORP",1]', 250, '[1,"ItemGoldBar10oz",1]', '[5,"ItemGoldBar",1]', 0, [INSERT TRADER ID HERE], 'trade_items'), ('["ItemTNK",1]', 250, '[1,"ItemGoldBar10oz",1]', '[5,"ItemGoldBar",1]', 0, [INSERT TRADER ID HERE], 'trade_items'), ('["ItemLRK",1]', 250, '[1,"ItemGoldBar10oz",1]', '[5,"ItemGoldBar",1]', 0, [INSERT TRADER ID HERE], 'trade_items'), ('["ItemAVE",1]', 250, '[1,"ItemGoldBar10oz",1]', '[5,"ItemGoldBar",1]', 0, [INSERT TRADER ID HERE], 'trade_items'); --
Edit: Almost perfect. Anyone know a fix how to add the vehicles names and not only show the classnames?
Edit: I'm an idiot, forgot to add the vehicles using 2. Working fine now.
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MassBoobage reacted to Zupa in [RELEASE] Vehicle Godmode in Plotpoles & Safezones & Everywhere Locked 2.0
Vehicle Godmode in Plotpoles & Safezones & Everywhere Locked 2.0 Fixed
This scripts adds a configurable file where u can set the following options:
Vechicles godmode in safezones Vechiles godmode in plotpole areas Locked or all vehicles godmoded Only donaters godmode vehicles in plotpole areas. As soon someone is in them, DESTROY THEM Added later: Locked Vechicles all over the map.
Added later: Option to allow damage on vehicles with gear in them even when locked at plotpoles
In your compiles.sqf ABOVE:
initialized = true; place
fnc_usec_damageVehicle = compile preprocessFileLineNumbers "zupa\fn_damageHandlerVehicle.sqf"; //Event handler run on damage vehicle_handleDamage = compile preprocessFileLineNumbers "zupa\vehicle_handleDamage.sqf"; and make a file in "zupa" folder called "vehicle_handleDamage.sqf" with inside:
FIXED CODE
private["_selection","_state","_strH","_total","_unit"]; //***Zupa Config ****// _godmodeVechilesEverywhere = false; // Godmode on all locked vehicles _onlyLockedVehicles = true; //Plotarea: Godmode for Only locked vehicles (true) or locked and unlocked(false) _onlyVehicleWithoutGear = true; // Only godmode on vehicles that hold no gear. _safeZoneGodVehicle = true; // Godmode vehicles in safezones. (or specific zone's) // donator plotpole only works with PLOT FOR LIFE, set FALSE if you dont have it. _donatorsPlots = false; // True = only godmode vehicles for donaters in the list, False = godmode for every guy. _plotDonators = ["76561198101253426","505"]; // PUID's of poeple who donated for plotpole // Chernarus safezone area's - change these to other coordinates for other maps. ( You can also add specific locations on the map. _safezones = [ [[5070.75,9729.54],100,"Air"], [[1606.6443,7803.5156],100,"Bandit"], [[4063.4226,11664.19],100,"Bash"], [[12944.227,12766.889],100,"Hero"], [[11447.472,11364.504],100,"Klen"], [[6315.88,7791.3],100,"Stary"] // [[x,y],distance,"just name"] ]; //***END Config ****// _unit = _this select 0; _selection = _this select 1; _total = _this select 2; _state = true; _HPBefore = -1; if (_selection != "") then { _strH = "hit_" + _selection; _HPBefore = [_unit,_strH] call object_getHit; } else { _strH = "totalDmg"; _HPBefore = getDammage _unit; }; if(_total > _HPBefore)then{ if((locked _unit && _godmodeVechilesEverywhere && (count (crew _unit)) < 1))then{_state = false; }; if(_state)then{ if(_safeZoneGodVehicle )then{ {if ((_unit distance (_x select 0)) < (_x select 1)) then {_state = false; };} forEach _safezones; }; }; if(_state)then{ _gearCount = 0; if(_onlyVehicleWithoutGear)then{ //_weaps = count(getWeaponCargo _unit); //_mags = count(getMagazineCargo _unit); //_backs = count(getBackpackCargo _unit); //_gearCount = _gearCount + _weaps + _mags + _backs; }; _plots = nearestObjects [_unit, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0]; if((count(_plots) > 0))then{ _thePlot = _plots select 0; _plotOwner = _thePlot getVariable ["ownerPUID",0]; if ( (_gearCount == 0) &&(locked _unit || !(_onlyLockedVehicles) ) && (count (crew _unit)) < 1 && ( !(_donatorsPlots) || (_plotOwner in _plotDonators))) then {_state = false; }; }; }; }; //fix if(_state)then{ if (_total >= 0.98) then { _total = 1.0; }; if (local _unit) then { if (_total > 0) then { _unit setVariable [_strH, _total, true]; _unit setHit [_selection, _total]; if (isServer) then { [_unit, "damage"] call server_updateObject; } else { PVDZE_veh_Update = [_unit,"damage"]; publicVariableServer "PVDZE_veh_Update"; }; }; } else { // vehicle is not local to this client, ask the client which vehicle is local to set damage /* PVS/PVC - Skaronator */ PVDZE_send = [_unit,"VehHandleDam",_this]; publicVariableServer "PVDZE_send"; }; }else{ _total = _HPBefore; }; // all "HandleDamage event" functions should return the effective damage that the engine will record for that part _total AND in "zupa" folder: fn_damageHandlerVehicle.sqf
scriptName "Functions\misc\fn_damageHandler.sqf"; /*********************************************************** PROCESS DAMAGE TO A UNIT - Function - [unit, selectionName, damage, source, projectile] call fnc_usec_damageHandler; ************************************************************/ private ["_unit","_hit","_damage","_total"]; _unit = _this select 0; _hit = _this select 1; _damage = _this select 2; //_source = _this select 3; //_ammo = _this select 4; _total = _damage; _state = true; //***Zupa Config ****// _godmodeVechilesEverywhere = false; // Godmode on all locked vehicles _onlyLockedVehicles = true; //Plotarea: Godmode for Only locked vehicles (true) or locked and unlocked(false) _onlyVehicleWithoutGear = true; // Only godmode on vehicles that hold no gear. _safeZoneGodVehicle = true; // Godmode vehicles in safezones. (or specific zone's) // donator plotpole only works with PLOT FOR LIFE, set FALSE if you dont have it. _donatorsPlots = false; // True = only godmode vehicles for donaters in the list, False = godmode for every guy. _plotDonators = ["76561198101253426","505"]; // PUID's of poeple who donated for plotpole // Chernarus safezone area's - change these to other coordinates for other maps. ( You can also add specific locations on the map. _safezones = [ [[5070.75,9729.54],100,"Air"], [[1606.6443,7803.5156],100,"Bandit"], [[4063.4226,11664.19],100,"Bash"], [[12944.227,12766.889],100,"Hero"], [[11447.472,11364.504],100,"Klen"], [[6315.88,7791.3],100,"Stary"] // [[x,y],distance,"just name"] ]; //***END Config ****// systemChat "checks"; if((locked _unit && _godmodeVechilesEverywhere && (count (crew _unit)) < 1))then{_state = false; }; if(_state)then{ if(_safeZoneGodVehicle )then{ {if ((_unit distance (_x select 0)) < (_x select 1)) then {_state = false; };} forEach _safezones; }; }; if(_state)then{ _gearCount = 0; if(_onlyVehicleWithoutGear)then{ //_weaps = count(getWeaponCargo _unit); //_mags = count(getMagazineCargo _unit); //_backs = count(getBackpackCargo _unit); //_gearCount = _gearCount + _weaps + _mags + _backs; }; _plots = nearestObjects [_unit, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0]; if((count(_plots) > 0))then{ _thePlot = _plots select 0; _plotOwner = _thePlot getVariable ["ownerPUID",0]; if ( (_gearCount == 0) &&(locked _unit || !(_onlyLockedVehicles) ) && (count (crew _unit)) < 1 && ( !(_donatorsPlots) || (_plotOwner in _plotDonators))) then {_state = false; }; }; }; //diag_log ("DAMAGE VEH: " + typeof(_unit) + " / " + str(_hit) + " / " + str(_damage) + " / " + str(getDammage _unit)); if (local _unit && _state) then { _total = [_unit,_hit,_damage] call object_setHitServer; }; _total -
MassBoobage reacted to Sp4rkY in MF-Tow (a towing script for DayZ Epoch mod)
Listen the sentence again, then you know it.
_vehicle lock true; is a local client only command, try pasting this handy epoch variable logic after it
And there is an error in the line. It have to be PVDZE_veh_Lock and not VDZE_veh_Lock.
So the code in tow_attach.sqf have to be:
_vehicle lock true; PVDZE_veh_Lock = [_vehicle,true]; publicVariable "PVDZE_veh_Lock"; and for the tow_detach.sqf it have to be:
_vehicle lock false; PVDZE_veh_Lock = [_vehicle,false]; publicVariable "PVDZE_veh_Lock"; -
MassBoobage reacted to Marct27 in [OLD] JAEM - Just another Evac-Chopper Mod v1.4 (Updated 06/14/2014) ** OUT OF DATE **
Managed to do a bit of hunting around and found a workaround which I have tried and appears to work.
From the SetEvacChopper.sqf if you remove the "_playerUID" out of the private line and add in the following
_playerUID = getPlayerUIDOld player;
Again in the EcacChopper_init.sqf @ line 82 change the following from getPlayerUID to getPlayerUIDOld
This seems to convert the steam ID in to the old UID format.
I have tested on restart and everything seems to work fine :D
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MassBoobage reacted to Glenn in [OLD] JAEM - Just another Evac-Chopper Mod v1.4 (Updated 06/14/2014) ** OUT OF DATE **
For Antihacks, I believe you need to add the following to the Action whitelist:
s_player_evacCall,s_player_makeEvacChopper,s_player_clearEvacChopper **** This post has been updated with a new action (s_player_clearEvacChopper) to whitelist as well. ****
**** Updated: Feb 9, 2014. ****
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MassBoobage 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
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MassBoobage reacted to Jossy in [Release] Wicked AI 2.2.0
I forgot the initialization of the variable so don't forget that, :rolleyes: yeah mines is the same
the format is position radius minimum, maximum, number of mines if(wai_enable_minefield) then { _mines = [_position,50,100,50] call minefield; }; -
MassBoobage reacted to Jossy in [Release] Wicked AI 2.2.0
you would need to add this into each mission file
Up the top you'll need this
private ["_tanktraps"]; _tanktraps = []; and this
// deploy roadkill defense (or not) if(wai_enable_tank_traps) then { _tanktraps = [_position] call tank_traps; }; and also the cleanup section down the bottom
if (_playerPresent) then { [1] call mission_type; [_box,"The supplies have been secured by survivors!",[_tanktraps]] call mission_succes; } else { [[_box,_baserunover,_tanktraps],"Survivors did not secure the supplies in time"] call mission_failure; }; -
MassBoobage got a reaction from Nyx Grimlock in Custom HiveExt.dll Release
@Nyx Grimlock Thanks for the change clothes fix. Works perfecto
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MassBoobage reacted to Uro in 125548 on DayZ Commander
Wow, there is some seriously flawed information on how to update your Arma2OA in this thread, uncluding wiping and reinstalling WTF??
Here's what I told my players to do, and NONE of them have had any issues:
1. How-to update your Steam beta version to stable:
Go to your Steam Library Right click on Arma2 Operation Arrowhead Goto Properties Goto tab BETAS In the drop down box select NONE- Let Steam update. - If Steam does not download anything, see section 2. Close the Properties window. Your Arma2OA is up to date and running on Steam version If you game successfully updated Go to section 3.
2. If the game does NOT update:
(You can tell by looking in the downloads section in Steam to see if it has downloaded anything for Arma2OA)
Steam will not update if you have replaced the Arma2OA.exe in the A2OA root folder with the beta version (manually or via DZC), as it does not know the file has changed because it wasn't done by Steam
In the BETAS tab, select the 1.62 beta version of the game. Stay in the BETAS tab. Let Steam Update. Select NONE again. Let Steam Update. Close the Properties window. Your Arma2OA is up to date and running on Steam version.
***** Verifying your game cache of Arma2OA via Steam is not required but optional if you choose to do so. *****
3. DayzCommander setup:
In Dayz Commander click on Settings UNCHECK the "Replace original Arma2OA files with Beta so Steam works" option. Click Done. If you do not uncheck this option DZC will replace the Steam version executable with your previously installed beta-version, giving you "Bad version" errors when you try to connect.
If you recieve the above error on connecting you will have to back up to Section 2 and do that part of the guide again and double check your DayzCommander setup before launching the game!!
All of my players have followed this guide, as well as my guide for them to give me thier SteamID's so I can update my databases with thier new information.
None have reported issues after we updated all servers to the Steam version.
OT: Our transition to the Steam version has went a lot smoother than I was expecting, primarily because I informed all my players PRIOR to updating via scheduled BEC messages and threads on our forums about the issue. I also had these guides up in plenty of time before the update.
Hope this helps anyone lost on how to update :)