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Darth_Rogue

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  1. Like
    Darth_Rogue reacted to OtterNas3 in [RELEASE] Build Snapping - Extended v1.6 (Updated 02/20/2014)   
    Hey Survivors,
     
    i started this new Thread for the Mod so it's easier for players to find it and for me to support it!
    This will also stop the confusion with the mod when you use Maca's or mine and have problems with it.
     
    I got Maca's permission to do it and ALL credits for the idea and the first coding goes to Maca!
    Thanks again Maca for this amazing idea/script!
     
    Ok here we go...
     
    This Mod adds a "Toggle Snapping" function to these Epoch Buildable objects:
    MetalFloor_DZ WoodFloor_DZ CinderWall_DZ CinderWallDoorway_DZ CinderWallDoorLocked_DZ CinderWallDoor_DZ CinderWallSmallDoorway_DZ CinderWallDoorSmallLocked_DZ CinderWallHalf_DZ CinderWallDoorSmall_DZ WoodLargeWall_DZ Land_DZE_LargeWoodDoor WoodLargeWallWin_DZ WoodLargeWallDoor_DZ Land_DZE_GarageWoodDoor Land_DZE_GarageWoodDoorLocked Land_DZE_LargeWoodDoorLocked WoodSmallWallThird_DZ WoodSmallWallDoor_DZ WoodSmallWall_DZ WoodSmallWallWin_DZ Land_DZE_WoodDoor Land_DZE_WoodDoorLocked Sandbag1_DZ MetalPanel_DZ Fence_corrugated_DZ StickFence_DZ Land_HBarrier1_DZ Land_HBarrier3_DZ Land_HBarrier5_DZ Fort_RazorWire Objects can be snapped to another object of the same type like:
    Metal_Floor_DZ <-> Metal_Floor_DZ
    Sandbag1_DZ <-> Sandbag1_DZ
     
    or any Wall combination if its the same Material like:
    WoodSmallWall_DZ <-> WoodSmallWall_DZ
    WoodSmallWall_DZ <-> WoodSmallWallWin_DZ
    CinderWallHalf_DZ <-> CinderWallHalf_DZ
    CinderWallHalf_DZ <-> CinderWallDoorway_DZ
     
    When you start building a new object you will get a "Toggle Snapping" option if the object is supported.
    Hit it to activate the snapping.
     
    Distance between the two objects has to be lower then 1.5m.
    So move your object to almost same height and next to one side, near the top or near the bottom of the object you want to snap it to.
    SNAP!
    This allows you to build a Floor or a Wall on the same height in a perfect line.
     
    It is also possible to make perfect 90° angles with it, for this you also have to bring the object almost in the desired angle to the other object and it will snap to it.
     
    So What makes this version "Extended"?
     
    Well...
    Snapping will work on more then one  Floor Snapping will work while building over Water Snapping a object on Top/Bottom of eachother Snapping with set rotation (for set Door open directions) More objects supported Code for finding snap points redone Demo Video:
    http://youtu.be/j5SXctN8WHA
     
    Download (install instructions included):
    https://www.dropbox.com/s/e1x7mcfuvy7mwyj/Snapping_v1.6.zip
     
    Installation instructions:
     
    1.
    Download and extract Snapping_v1.6.zip
     
    2.
    unpbo MPMissions\YOURMISSIONNAME.pbo
     
    3.
    Copy custom folder from the extracted Snapping_v1.6 to MPMissions\YOURMISSIONNAME\
     
    4.
    Open MPMissions\YOURMISSIONNAME\init.sqf
    Find this line:

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; and add this line RIGHT BELOW it:
    call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf"; so it will look like:
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf"; 5.
    Open MPMissions\YOURMISSIONNAME\description.ext
    Add this line to the VERY BOTTOM of it! (Yeah this means AFTER the last closing bracket!)
    It has to be the VERY LAST LINE of the File!

    #include "custom\snap_build\points.hpp" 6.
    repbo MPMissions\YOURMISSIONNAME\ - upaload - reload - snap - smile!
     
     
    I hope i could clarify the !IMPORTANCE! that you copy the lines i mentioned to the VERY BOTTOM!
    Else:
    No Snap - No Smile - unneded questions
     
     
     
    Have fun with it,
    Otter
    aka Bob der Baumeister
     
     
    - If you like it - Like it - So I can count Downloads - I like that
     

    #####################################
    #                      Support my work                      #
    #                                    &                                #
    #                                Donate                           #
    #####################################

  2. Like
    Darth_Rogue reacted to OtterNas3 in [RELEASE] Vehicle Key Changer - For making Masterkey - V 1.4 (Updated 06/15/2014)   
    Just finished it and thought someone could like it...
    You have many, many (many, ...) Vehicles? You have many, many (many, ...) different Keys? Already need to attach a list with Key = Vehicle to your Monitor to keep track of em? Need 30 minutes to start driving because you dont have such a list? Frustrated? ALL OVER!
     
    This little script allows you and the Players on your Server to copy Vehicles, that you got the Key for, to another Key that's in your Inventory!
     
    Example:
    Car 1: Red Skoda - Red Key (1234)
    Car 2: Green Skoda - Green Key (4321)
     
    You need a Keymakers Kit!
    Put both keys in your Inventory, look at the Car 1 and select "Change Vehicle Key" from the action menu.
     
    You get a list with all Keys in your Inventory, to select from a menu. In this case the list would just be one: Green Key (4321)
    Not in the list is the Key for Car 1, so no Red Key (1234)
     
    Select the new Key you want to put the car on and: voila!
     
    You can throw away the unneeded Red Key (1234)
    The Old vehicle Key gets added to your Backpack
    Car 1 & Car 2 are both now on the Green Key (4321)
     
    You can allow players to "Claim" Vehicles that are dynamic spawned on the Map and does not yet need a Key.
    This is a option you can turn On/Off!
    You can set a price for claiming vehicles also.
     
    THIS DOES NOT HOWEVER INCLUDE MISSIONVEHICLES THAT ARE NOT SPAWNED CORRECTLY!
    IF YOU WANT TO BE ABLE TO CLAIM MISSIONVEHICLES, TELL THE MISSION DEVELOPER TO SETUP HIS SPAWNCODE FOR VEHICLES TO A CORRECT WAY!
     
    Changelog 1.4
    I changed some functions and implemented some small fixes mentioned by other users in this Thread.
    Specially for just bought vehicles and the "get not saved after driving" thing.
    This should also fix the duping for some of you, i never had it yet and cant reproduce. just made the call a bit different now.
     
     
    If it doesnt work as it should, gimme a shout.
     
    And for people that think this Mod is a total mess. Dont use it?
    It works on my Server for a loooooooooooooong time now without any errors!
     
     
     
    Demo Video
    http://www.youtube.com/watch?v=bEUmLrje_5o
     
     
    Like?
     
    DOWNLOAD:
    https://www.dropbox.com/s/mq0dvpzawtwmam8/VehicleKeyChanger_v1.4.zip
     
     Install Instructions:
    1. Download and unzip VehicleKeyChanger_v1.4.zip
    2. unpbo MPMissions\YOURMISSIONNAME.pbo
    3. copy the custom folder from the unziped VehicleKeyChanger_v1.4.zip to MPMissions\YOURMISSIONNAME\
    4. open 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\VehicleKeyChanger\VehicleKeyChanger_init.sqf"; 5.
    Configuration:
    Edit custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf
     
    Edit this block to your likings!

    ///////////////////////////////////////////////// ///////////////////////////////////////////////// // Edit these settings to fit your needs/likes // ///////////////////////////////////////////////// ///////////////////////////////////////////////// /// Claim Vehicles that does not yet need Key /// ///////// 0 = Not allowed | 1 = Allowed ///////// vkc_claiming = 0; ///////////////////////////////////////////////// //////// Claim Vehicles costs this Item ///////// /// Any Item can be used here, some examples: /// //// ItemTinBar, ItemSilverBar, ItemGoldBar, //// ////// ItemSilverBar10oz, ItemGoldBar10oz, ////// ///// ItemBriefcase20oz, ItemBriefcase100oz ///// //////// set to "0" to disable the costs //////// vkc_claimingPrice = "ItemGoldBar10oz"; ///////////////////////////////////////////////// ////////// Change Key costs this Item /////////// ////////////// see above examples /////////////// //////// set to "0" to disable the costs //////// vkc_Price = "ItemSilverBar"; ///////////////////////////////////////////////// /////// Need KeyKit to use this function //////// ////////// 0 = Not needed | 1 = Needed ////////// vkc_needKeykit = 1; ///////////////////////////////////////////////// ///////////////////////////////////////////////// /////////////// DONT EDIT BELOW ! /////////////// ///////////////////////////////////////////////// 5. repbo MPMissions\YOURMISSIONNAME\
    - upload it to your server -
     
    6. unpbo @DayZ_Epoch_Server\addons\dayz_server.pbo
     
    7 copy server_updateObject.sqf from your unziped VehicleKeyChanger_v1.4.zip to @DayZ_Epoch_Server\addons\dayz_server\compile\  and overwrite the existing one. (This just adds a function for this mod nothing else changed)
    If you already have a custom server_updateObjects.sqf you need to compare my file with yours and make the changes yourself!
     
    8. repbo @DayZ_Epoch_Server\addons\dayz_server\
    - upload it to your server -
     
    9 copy this file to your Servers BattlEye filters folder:
    publicvariableval.txt
     
    FYI: INFISTAR AdminCheat, ummm sorry meant AntiCheat, users!
    Cause he uses his own BE filter files should not copy paste this file over your existing one, else you will get kicked for all the cool nice admin functions that comes with your Infistar! You need to do the change yourself if you get kicked for anything regarding this script.
    I dont had and will not have a look at Infistar's BE files to sort things out!
     
    10. Restart your server
    11. Enjoy it and cleanup your vaults!
     
    12. DONT LOOSE YOUR MASTERKEY! :rolleyes:
     
     
    -- Additional Information ---
     
    For InfiStar AdminCheat (ummm sorry meant AntiCheat...) users:

     
     
    Have fun with it!
     
    - If you like it - Like it - So I can count Downloads - I like that
     
    #####################################
    #                      Support my work                      #
    #                                    &                                #
    #                                Donate                           #
    #####################################

  3. Like
    Darth_Rogue got a reaction from WEB11 in BEC server messages not working   
    Double check your config file to make sure the '#' is removed from the line where your scheduler is enabled.  I had the same problem initially and it ended up being just that simple.  :)
  4. Like
    Darth_Rogue reacted to Swash in New Helicopters?   
    YAY! Thank You!
     
    The *NEW* Epoch.. (some assemble required)(classnames not included) *ducks*
  5. Like
    Darth_Rogue reacted to cen in 1.0.3 .rpt spam   
    Here's what I'm using in init.sqf now and it works:
     
    DZE_DiagFpsSlow = true; DZE_DiagFpsFast = false; DZE_DiagVerbose = false;
  6. Like
    Darth_Rogue reacted to Torndeco in Map addons...Server side vs Mission Side   
    http://community.bistudio.com/wiki/
     
    Very handy for lookin up coding references for arma etc..
     
    The main difference is
    execVM will spawn run the building code in a seperate thread
    call compile preProcessFileLineNumbers will run the code before it moves on the next line init.sqf
     
    I prefer the call method for spawning buildings in, but thats just cause i have traders in a seperate file to all the custom buildings.
    If i used the execVM method there would be a race, between creating buildings + spawning the traders.
    Sometimes trader could have spawned before the building + is on ground floor instead of on the second floor.
     
    That and since its only run once @ startup, having the code wait for buildings to spawn in wont take to long
  7. Like
    Darth_Rogue got a reaction from frartombabogy in Show us your loadScreen!   
    Simple, but it works!  ;)
  8. Like
    Darth_Rogue reacted to ispan55 in When the Arma 3 Epoch mod is released..   
    ARMA3 + Epoch , Good!!!!   best mod 

  9. Like
    Darth_Rogue 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.
  10. Like
    Darth_Rogue got a reaction from amandabif in Show us your loadScreen!   
    Simple, but it works!  ;)
  11. Like
    Darth_Rogue reacted to Axle in Chainsaw epicness!   
    http://www.youtube.com/watch?v=DpUT8wk3L3Y
  12. Like
    Darth_Rogue reacted to BetterDeadThanZed in Epoch Mod Installer/configurator   
    These scripts all come with very detailed instructions. opendayz.net is a great source. I learned everything about modifying my server simply by reading the topics. In my opinion, if you can't install these scripts with the directions provided with them, you have no place running a server or you should just ok with running a vanilla server.
  13. Like
    Darth_Rogue reacted to bsmaff in Map addons...Server side vs Mission Side   
    I use server side.
     
    1.  Seems to increase the frame rate of players.
    2.  People can't steal what you have created,
    3.  It can massively reduce the size of your mission file, my mission file is 600k, my server file is 1.3mb.
  14. Like
    Darth_Rogue reacted to asremix in How to setup a custom patrol for SARGE AI or DZAI ?   
    Thank you . I try it.
  15. Like
    Darth_Rogue reacted to Darth_Rogue in [Solved] 100000 Desync   
    Do some research on the arma wiki regarding settings in your basic.cfg file and associated network settings. From my own personal experience I can tell you that the PSA guide on the DayZ forums is full of crap and will only give you problems. I had similar issues and fixed them by following the arma wiki.
  16. Like
    Darth_Rogue reacted to Fuchs in [EMS] 0.2.6 Epoch Mission System   
    EMS 0.2.6   https://github.com/TheFuchs/EMS-0.2.6   Version 0.26 Credits: Vampire, Lazyink, TheSzerdi, Falcyn, TAWTonic, EPOCH DEV's
    Merged DayZ Mission System's from Vampire, TheSzerdi, Lazyink with permission.
    THX for the permissions from Vampire, TheSzerdi, Lazyink THX to MimiC,Torndeco,waTTe,Mochnant,deadeye2,iFear,umfufu,skynetdev for their help/fixes !! Option to save vehicles to the database! If Vehicle Saving is off, Users get warned when entering vehicles! Randomized Crate Loot! No more static crate loot! Adjustable Body Despawn Time! Optional: AI Ran Over have no gear! Epoch Mission System [EMS] is a modified version of Vampire, Lazyink, TheSzerdi's DayZ Mission Systems. 
     
    [Let their bodies hit the floor]
     
    Requirements:
    Notepad++ PBO Manager Epoch 1.0.4+ Server Difficulty
     
    Easy : ~ 5 minutes
    Some knowledge of Epoch Server & Mission file locations How to use PBO manager to unpack and pack PBO files Easy : 10-15 minutes *[ATTENTION] Mission Vehicles disappear after a restart , EMS will not support saving them in any way !! *Develepod & Supported by Firefly and Fuchs  
    ## [EMS] Epoch Mission System  ### Version 0.2.6    _Credits: Lazyink, TheSzerdi, Falcyn , TAWTonic, EPOCH DEV's<br> Merged DayZ Mission System's from TheSzerdi and Lazyink with permission._   * THX for the permissions from TheSzerdi and Lazyink  * THX to MimiC,Torndeco,waTTe,Mochnant,deadeye2,iFear,umfufu,skynetdev for their help/fixes !! * [ATTENTION] Mission Vehicles disappear after a restart , EMS will not support saving them in any way !! * Current Development done by Firefly and Fuchs   Epoch Mission System ( EMS ) is a modified version of Lazyink & TheSzerdi's DayZ Mission System. The two projects were merged by Fuchs and released with some SargeAI configs to enhance the gameplay of Epoch Chernarus servers. The project was then renamed to "Epoch Mission System" after MimiC joined Fuchs and further development was done on it. It has now been released as a new project, with a total of 26 unique missions that are specific to Epoch servers. The Sarge AI conig has been removed.   (Let their bodies hit the floor)   _This mission system will not work properly on non-Epoch servers or servers that do not have DZAI already installed._   **Requirements:**   * Notepad++ * PBO Manager * Epoch 1.0.4+ Server   **Difficulty**   Easy : 10-15 minutes   * Some knowledge of Epoch Server & Mission file locations * How to use PBO manager to unpack and pack PBO files * Easy : 10-15 minutes *[ATTENTION] Mission Vehicles disappear after a restart , EMS will not support saving them in any way !!   ===========================================================================   ## Installation Instructions ### dayz_server PBO Instructions   Download and unpack the most recent release of EMS from <a href="https://github.com/TheFuchs/EMS-0.2.6">our GitHub Release Section</a>. Currently this is version 0.2.6   Make a copy of your <b>dayz_server.pbo</b> and rename it <b>dayz_server.pbo.bak</b>   Unpack your <b>dayz_server.pbo</b> to a folder called <b>dayz_server</b>   Copy the <b>Missions</b> folder from the EMS download ,copy and paste the EMS Folder into the unpacked dayz_server.pbo folder <b>dayz_server</b>     <b>Edit your server_functions.sqf</b><br>Located: dayz_server\init\server_functions.sqf<br>   <b>Around line 30 look for this:</b>       server_deaths = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerDeaths.sqf";   <b>Add this after it:</b>       fnc_hTime = compile preprocessFile "\z\addons\dayz_server\EMS\misc\fnc_hTime.sqf"; //Random integer selector for mission wait time   <b>Around line 540 look for this:</b>         dayz_recordLogin = {       private["_key"];       _key = format["CHILD:103:%1:%2:%3:",_this select 0,_this select 1,_this select 2];       _key call server_hiveWrite;     };     <b>Insert this after it:</b>         //----------InitMissions--------//     MissionGo = 0;     MissionGoMinor = 0;     if (isServer) then {        SMarray = ["SM1","SM2","SM3","SM4","SM5","SM6","SM7","SM8","SM9","SM10","SM11","SM12","SM13"];       [] execVM "\z\addons\dayz_server\EMS\major\SMfinder.sqf"; //Starts major mission system       SMarray2 = ["SM1","SM2","SM3","SM4","SM5","SM6","SM7","SM8","SM9","SM10","SM11","SM12","SM13"];       [] execVM "\z\addons\dayz_server\EMS\minor\SMfinder.sqf"; //Starts minor mission system     };     //---------EndInitMissions------//     <b>Edit server_updateObject.sqf</b><br>Located: dayz_server\compile\server_updateObject.sqf     <b>Insert the code below before : if (!_parachuteWest and !(locked _object)) then {:</b>       if (_object getVariable "Sarge" == 1) exitWith {};       if (!_parachuteWest and !(locked _object)) then {   <b>Around line 22 look for this:</b>       {        diag_log(format["Non-string Object: ID %1 UID %2", _objectID, _uid]);       //force fail       _objectID = "0";       _uid = "0";     };         <b>comment this out and add the line below :</b>     //if (_objectID == "0" && _uid == "0") then  if (_objectID == "0" && _uid == "0" && (vehicle _object getVariable ["Sarge",0] != 1)) then { _object_position = getPosATL _object;     _isNotOk = true; }; };   <b>Edit server_functions.sqf</b><br>Located: dayz_server\init\server_functions.fsm   <b>Around line 298 look for this:</b>       if(vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n   <b>Replace with this:</b>       if(vehicle _x != _x && !(vehicle _x in PVDZE_serverObjectMonitor) && (isPlayer _x) && (vehicle _x getVariable ["Sarge",0] != 1) && !((typeOf vehicle _x) in DZE_safeVehicle)) then {" \n   <b>Repack your dayz_server.pbo and replace your original one.</b>   =========================   ### Mission PBO Instructions   Unpack your mission PBO file using PBO Manager into a folder   Copy the <b>debug</b> folder from the EMS download to the root of your mission folder      
    Edit your init.sqf file
    Go to your init.sqf file paste the following block of code below the Lights:
    //Lights //[21,04,false,true,false,50,200,300,[0.698, 0.556, 0.419],"Generator_DZ",0.1] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; // Mission System Markers [thx to inkko] If (!isnil ("Ccoords")) then { [] execVM "debug\addmarkers.sqf"; }; If (!isnil ("MCoords")) then { [] execVM "debug\addmarkers75.sqf"; };   Understanding BIS_fnc_findSafePos
    http://tactical.nekromantix.com/wiki/doku.php?id=arma2:scripting:bis_fnc_findsafepos
    This will make the mission markers show up on the map for players that have died and respawn, or connect to the server after a mission has already spawned.
    Repack your mission PBO using PBO Manager and replace your existing mission.pbo file
    Testing DZAI Integration scheduled for February
  17. Like
    Darth_Rogue reacted to rac in [OLD Release] Custom Chernarus Server Pack 1.2.1 - For Epoch 1.0.1.4 (Development Stopped)   
    I'm by far not the most active poster here, but I feel obligated to respond to Better Dead's post.  I'm no code or computer whiz or coder, but the info I've gotten here has been invaluable as I learn more and more about how to enhance the gaming experience of my server's players.  The Guys doing the grunt work, the coders, the "try this" guys, and most of all, Bungle, are doing this work gratis, pro bono, FREE, at no cost.  I posted way earlier when talk of 1.2.2 started, "hurry, we're greedy and want more!".  Now I can only chastise myself.  I know we all want the latest and greatest and easiest fix possible, but the fact is that there are so many differences to the way so many hosts run a mod that's coded differently than any other mod for the Arma platform, that I'm sure it gives the guys who fit this in between family, jobs, lives and other daily necessities little time to rest , relax, much less think thru the next wonder gizmo for Epoch.  Please, I want it too, we're like junkies waiting for a fix, but for now, lets give the guys who supply us that fix a little slack.  Personally, I'm gonna continue to monitor this thread closely, help when I can and follow Dayz rule #1, "go prone and stay calm".
     
    Best Regards
    rac
  18. Like
    Darth_Rogue reacted to Wattles in [OLD Release] Custom Chernarus Server Pack 1.2.1 - For Epoch 1.0.1.4 (Development Stopped)   
    finally got that vehicle spawn working! thanks for all the help guys! the instance muck up was the one that fixed it
  19. Like
    Darth_Rogue reacted to Snstr86 in [OLD Release] Custom Chernarus Server Pack 1.2.1 - For Epoch 1.0.1.4 (Development Stopped)   
    @Wattles mdswish is correct. Inside the init.sqf in the Mission.pbo you will find a field to change the instance.
     
    If you are running a Dayz.st server your instance will not be 11 though, it will be the number of your Database or look at you database user name.
     
    If the instance is wrong it won't show vehicles on the map because its loading them into the wrong instance/database.
     
    Check your database and you will see a bunch of vehicles loaded but with the wrong instance. Delete them as they are useless.
     
    Correct the init.sqf instance number to match your database and they will appear. I made the mistake myself
     
    Also in order for my server to work I have to use my own PBOs from Dayz.st and manually add the Mods from Bingles pack. I use notepad++ with the compare plugin to see the difference between 2 files.
     
    By doing this I have Bingles pack 1.2.1 working with Epoch 1.0.1.5 with extras
    Swapped out Sarges AI for DZAI (Bandit AI) https://github.com/dayzai/DayZBanditAI (Runs in Server.pbo not mission.pbo)
    Added Animated Heli crashes https://github.com/Finest/Animated-Helicrash-script
    Added Animated C130 Crashes http://opendayz.net/threads/animated-c130-crashes-eventually-dropping-carepackages-at-way-points.12341/
    Added Night Fog http://opendayz.net/threads/creepy-night-fog.11205/
    Added House Lights http://opendayz.net/threads/dayz-house-lights.12316/
     
    Also the people having trouble with Admin Tools vehicle disappearing after a few seconds its due to Server_cleanup.fsm //Check for Hackers
    I changed mine to with DZAI:
     
    if(vehicle _x != _x && ((vehicle _x getVariable [""Sarge"",0] != 1) && (vehicle _x getVariable [""DZAI"",0] != 1)) && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"") then {" \n
     
    or without DZAI:
     
    if(vehicle _x != _x && ((vehicle _x getVariable [""Sarge"",0] != 1) && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"") then {" \n
     
    and all good (I don't advise Admin Tools on Main server, just on Test server to check that things are working properly)
     
    Sorry for such a long post
  20. Like
    Darth_Rogue got a reaction from DBravo in [OLD Release] Custom Chernarus Server Pack 1.2.1 - For Epoch 1.0.1.4 (Development Stopped)   
    I have found a way to edit the kh_actions.sqf to include other fueling sources besides just the rusty fuel tanks.  Was just a simple matter of adding the other fuel tank types.  I have also added entries for both types of refueling trucks.  Just copy and paste this code in its entirety into your kh_actions.sqf file, replacing the entire contents of the old file.  Enjoy!
    private ["_vehicle", "_vehicle_refuel_id"]; //Awesomely Edited by Seven, Then modified by Muddr, Then modified again by Darth_Rogue _vehicle = objNull; diag_log "Running ""kh_actions""."; _distance = 10; // Distance from object to display Refuel Message _amount= 0.01; // Amount of fuel to add per loop. Default was 0.005 while {true} do { if (!isNull player) then { private ["_currentVehicle", "_isNearFeed", "_countFuel"]; _currentVehicle = vehicle player; _countFuel = (count ((position _currentVehicle) nearObjects ["MAP_GasMeterExt", _distance])); _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_A_FuelStation_Feed", _distance])); _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_Ind_TankSmall", _distance])); _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_Ind_TankSmall2", _distance])); _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_Ind_TankSmall2_EP1", _distance])); _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_fuel_tank_stairs", _distance])); _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["V3S_Refuel_TK_GUE_EP1_DZ", _distance])); _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["UralRefuel_TK_EP1_DZ", _distance])); _isNearFeed = _countFuel > 0; if (_vehicle != _currentVehicle) then { if (!isNull _vehicle) then { _vehicle removeAction _vehicle_refuel_id; _vehicle = objNull; }; if (_currentVehicle != player && _isNearFeed && !(_currentVehicle isKindof "Bicycle")) then { _vehicle = _currentVehicle; _vehicle_refuel_id = _vehicle addAction ["Refuel", "custom_scripts\kh_vehicle_refuel.sqf", [_amount], -1, false, true, "", "vehicle _this == _target && local _target"]; }; }; if (!_isNearFeed) then { _vehicle removeAction _vehicle_refuel_id; _vehicle = objNull; }; }; sleep 2; }
  21. Like
    Darth_Rogue got a reaction from Bungle in [OLD Release] Custom Chernarus Server Pack 1.2.1 - For Epoch 1.0.1.4 (Development Stopped)   
    I have found a way to edit the kh_actions.sqf to include other fueling sources besides just the rusty fuel tanks.  Was just a simple matter of adding the other fuel tank types.  I have also added entries for both types of refueling trucks.  Just copy and paste this code in its entirety into your kh_actions.sqf file, replacing the entire contents of the old file.  Enjoy!
    private ["_vehicle", "_vehicle_refuel_id"]; //Awesomely Edited by Seven, Then modified by Muddr, Then modified again by Darth_Rogue _vehicle = objNull; diag_log "Running ""kh_actions""."; _distance = 10; // Distance from object to display Refuel Message _amount= 0.01; // Amount of fuel to add per loop. Default was 0.005 while {true} do { if (!isNull player) then { private ["_currentVehicle", "_isNearFeed", "_countFuel"]; _currentVehicle = vehicle player; _countFuel = (count ((position _currentVehicle) nearObjects ["MAP_GasMeterExt", _distance])); _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_A_FuelStation_Feed", _distance])); _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_Ind_TankSmall", _distance])); _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_Ind_TankSmall2", _distance])); _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_Ind_TankSmall2_EP1", _distance])); _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_fuel_tank_stairs", _distance])); _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["V3S_Refuel_TK_GUE_EP1_DZ", _distance])); _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["UralRefuel_TK_EP1_DZ", _distance])); _isNearFeed = _countFuel > 0; if (_vehicle != _currentVehicle) then { if (!isNull _vehicle) then { _vehicle removeAction _vehicle_refuel_id; _vehicle = objNull; }; if (_currentVehicle != player && _isNearFeed && !(_currentVehicle isKindof "Bicycle")) then { _vehicle = _currentVehicle; _vehicle_refuel_id = _vehicle addAction ["Refuel", "custom_scripts\kh_vehicle_refuel.sqf", [_amount], -1, false, true, "", "vehicle _this == _target && local _target"]; }; }; if (!_isNearFeed) then { _vehicle removeAction _vehicle_refuel_id; _vehicle = objNull; }; }; sleep 2; }
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