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deadeye

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  1. Like
    deadeye reacted to hambeast in Zombie loot   
    Just replied to a PM about this.  You need to do the following to make epoch use the new mission files:
     
    change:
    } count getArray (configFile >> "cfgLoot" >> getText(_lootType)); to:
    } count getArray (missionConfigFile >> "cfgLoot" >> getText(_lootType)); edit: just want to say there's probably a bug in the default loot tables regarding zombies... Changing it over to my mission file defined loot tables seems to clear it up.  Also added a check to make sure that it logs issues if they are thrown.
     
     
    Here's my whole zombie_generate.sqf
    https://gist.github.com/deadfred666/49a26c8b1b47f89ed812
  2. Like
    deadeye got a reaction from Kisvakond in Where to find that fancy printout when entering a city or area   
    You use a function called BIS_fnc_infoText
     
    One example is in dayz_code/system/player_spawn_1.sqf 
     
    Also see:
    http://www.ofpec.com/COMREF/index.php?action=read&id=231#infotext
  3. Like
    deadeye got a reaction from Havoc302 in Maintain Area epoch_returnchange   
    This works for me (with limited testing):

    Create a file in your scripts folder called maintain_area.sqf with this code:
     
    //Code developed by Axe Cop - Massiv improvments && performance tunes by Skaronator - simplified by Deadeye private ["_textMissing","_target","_objectClasses","_range","_objects","_requirements","_count","_cost","_itemText","_option","_objects_filtered"]; if (DZE_ActionInProgress) exitWith { cutText [(localize "STR_EPOCH_ACTIONS_2") , "PLAIN DOWN"]; }; DZE_ActionInProgress = true; player removeAction s_player_maintain_area; s_player_maintain_area = 1; player removeAction s_player_maintain_area_preview; s_player_maintain_area_preview = 1; _target = cursorTarget; // Plastic_Pole_EP1_DZ _objectClasses = DZE_maintainClasses; _range = DZE_maintainRange; // set the max range for the maintain area _objects = nearestObjects [_target, _objectClasses, _range]; //filter to only those that have 10% damage _objects_filtered = []; { if (damage _x >= DZE_DamageBeforeMaint) then { _objects_filtered set [count _objects_filtered, _x]; }; } count _objects; _objects = _objects_filtered; // TODO dynamic requirements based on used building parts? _count = count _objects; if (_count == 0) exitWith { cutText [format[(localize "STR_EPOCH_ACTIONS_22"), _count], "PLAIN DOWN"]; DZE_ActionInProgress = false; s_player_maintain_area = -1; s_player_maintain_area_preview = -1; }; _requirements = []; switch true do { case (_count <= 10): {_requirements = ["ItemGoldBar10oz",1]}; case (_count <= 20): {_requirements = ["ItemGoldBar10oz",2]}; case (_count <= 35): {_requirements = ["ItemGoldBar10oz",3]}; case (_count <= 50): {_requirements = ["ItemGoldBar10oz",4]}; case (_count <= 75): {_requirements = ["ItemGoldBar10oz",6]}; case (_count <= 100): {_requirements = ["ItemBriefcase100oz",1]}; case (_count <= 175): {_requirements = ["ItemBriefcase100oz",2]}; case (_count <= 250): {_requirements = ["ItemBriefcase100oz",3]}; case (_count <= 325): {_requirements = ["ItemBriefcase100oz",4]}; case (_count <= 400): {_requirements = ["ItemBriefcase100oz",5]}; case (_count <= 475): {_requirements = ["ItemBriefcase100oz",6]}; case (_count <= 550): {_requirements = ["ItemBriefcase100oz",7]}; case (_count <= 625): {_requirements = ["ItemBriefcase100oz",8]}; case (_count > 625): {_requirements = ["ItemBriefcase100oz",9]}; }; _option = _this select 3; switch _option do { case "maintain": { if !([[_requirements],0] call epoch_returnChange) then { _textMissing = getText(configFile >> "CfgMagazines" >> _requirements select 0 >> "displayName"); cutText [format[(localize "STR_EPOCH_ACTIONS_6"), _requirements select 1, _textMissing], "PLAIN DOWN"]; } else { player playActionNow "Medic"; [player,_range,true,(getPosATL player)] spawn player_alertZombies; cutText [format[(localize "STR_EPOCH_ACTIONS_4"), _count], "PLAIN DOWN", 5]; PVDZE_maintainArea = [player,1,_target]; publicVariableServer "PVDZE_maintainArea"; }; }; case "preview": { //_cost = ""; _itemText = getText(configFile >> "CfgMagazines" >> _requirements select 0 >> "displayName"); _cost = str(_requirements select 1) + " of " + _itemText; cutText [format[(localize "STR_EPOCH_ACTIONS_7"), _count, _cost], "PLAIN DOWN"]; }; }; DZE_ActionInProgress = false; s_player_maintain_area = -1; s_player_maintain_area_preview = -1;Then in your fn_selfActions.sqf:
    change
    s_player_maintain_area = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA"], "\z\addons\dayz_code\actions\maintain_area.sqf", "maintain", 5, false]; s_player_maintain_area_preview = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "\z\addons\dayz_code\actions\maintain_area.sqf", "preview", 5, false];to
    s_player_maintain_area = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA"], "scripts\maintain_area.sqf", "maintain", 5, false]; s_player_maintain_area_preview = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "scripts\maintain_area.sqf", "preview", 5, false];If you put it somewhere other than your scripts folder, change it to match the location.
  4. Like
    deadeye got a reaction from Cinjun in [Release] Vehicle Service Point (Refuel, Repair, Rearm) [Script]   
    in the files:
    service_point_rearm.sqf
    service_point_refuel.sqf
    service_point_repair.sqf
     
    find the line near the top of each file that reads:
    if !([_costs] call player_checkAndRemoveItems) exitWith {}; and replace it with this:
    if !([[[_costs select 0, _costs select 1]],0] call epoch_returnChange) exitWith {};
  5. Like
    deadeye got a reaction from OneManGang in [Release] Vehicle Service Point (Refuel, Repair, Rearm) [Script]   
    in the files:
    service_point_rearm.sqf
    service_point_refuel.sqf
    service_point_repair.sqf
     
    find the line near the top of each file that reads:
    if !([_costs] call player_checkAndRemoveItems) exitWith {}; and replace it with this:
    if !([[[_costs select 0, _costs select 1]],0] call epoch_returnChange) exitWith {};
  6. Like
    deadeye got a reaction from Axe Cop in [Release] Vehicle Service Point (Refuel, Repair, Rearm) [Script]   
    in the files:
    service_point_rearm.sqf
    service_point_refuel.sqf
    service_point_repair.sqf
     
    find the line near the top of each file that reads:
    if !([_costs] call player_checkAndRemoveItems) exitWith {}; and replace it with this:
    if !([[[_costs select 0, _costs select 1]],0] call epoch_returnChange) exitWith {};
  7. Like
    deadeye got a reaction from Fuchs in [EMS] 0.2.6 Epoch Mission System   
    @Fuchs, it looks like you have an incorrect line in some of the missions, maybe where you changed to random spawn?
     
    you have this:
    call BISfnc_findSafePos;  
    when it should be this:
    call BIS_fnc_findSafePos;
  8. Like
    deadeye reacted to Fuchs in [EMS] 0.2.6 Epoch Mission System   
    A big thx to the guys that were making this project better!
    Im drunk im out ^^^^^^ way on tunis
  9. Like
    deadeye got a reaction from Fuchs in [EMS] 0.2.6 Epoch Mission System   
    If we have some potential fixes Is it better to do a pull request or just post here?
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