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Radec59437

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  1. Like
    Radec59437 reacted to uniflare in Unofficial F.A.Q - Common Setup Problems   
    Just thought I would do a good deed and try get thread spam lower :).
     
    Here I will cover the most common problems for installing 0.2.5.1 on a Windows Server;
    START WITH VANILLA (NO CUSTOM MODS ETC). ONCE THE SERVER WORKS, THEN EDIT WHAT YOU WANT / ADD ADMIN ETC. ONE THING AT A TIME.
    Battleye: Public Variable Restriction #0 When a player joins they get kicked
    Check the RPT log, probably mentions something like SERVER VERSION MISMATCH or something. Client doesnt have the same version as the server.
    When using the admin tool you get kicked:
    Make sure you are using the latest server files and the latest BE Filters included in the SC/Battleye Folder.
    Check the Paths to your Battleye folder (in files @EpochHive/EpochServer.ini and BEC/Config/Config.cfg) point to the SC/BattlEye Folder.
    Check to make sure BEC has loaded the Watchdog plugin correctly (It should say in the BEC console window).
    If you still get kicked there may be a bug (unconfirmed) where your txt filters will be overridden with incorrect values every restart, If this is the case, be patient for a fix.
    Workarounds modifying publicvar.txt manually can cause security issues.
    (Could be the log rotator, need confirmation).
    Mission Read From Bank / Server Auto-Closes or Crash Upon Joining / Stuck at Server Initializing / Server not Ready (Error 02) This occurs when there is a problem loading the mod. This could be due to several causes:
    Redis Database Server Problems:
    Check Redis Database Server Issues below for the solution.
    Incorrect Configuration of Database:
    Check your DB/Redis.conf file and make sure the ip/port and the password you chose is correct;
    Then check your @EpochHive/EpochServer.ini file and make sure the ip/port and password are the same as in redis.conf.
    Incorrect Configuration of Server/Mod Files:
    Check that anything you modified in any of the following files didnt cause any syntax errors/problems (best to start fresh just to get it working):
    @EpochHive/epochAH.hpp
    @EpochHive/epochconfig.hpp
    SC/config.cfg
    SC/basic.cfg
    SC/Users/SC/SC.Arma3Profile
    Check that you have placed all the files (DB/SC/MPMissions/@EpochHive/Keys Folders etc) in the correct locations in the correct place etc, just copy the entire contents of the server file zip to your arma 3 main directory, where your arma3server.exe is located.
    Redis Database Server Issues Nothing is saving to the database:
    Either your configuration (ip/port/passsword) dont match (check Mission Read From Bank ->Incorrect Configuration of Database)
    or the redis-server.exe in not running. If the redis-server.exe is not in the process list then check below;
    Redis-Server.exe not in Process list/No Console window:
    There are two causes I know of for this, the first is to check if you have all the redistributables required (it is like extra Microsoft files that the program needs to work).
    To do this, check your event log (start menu->type event viewer. On the left pane click Windows Logs->Application). Look for "Side-By-Side" Errors, you need to find the part of the error description that gives you a package name, for ex. "Dependent Assembly Microsoft.VC90.CRT".
    Put that string in google and you should find the package you need quite easily.
    The second cause could be a low filespace/virtual memory/ram issue. To check this, Hold shift and right click in the redis-server.exe folder (DB folder) and select "Open Command Line Here". Type "redis-server.exe redis.conf". You should get and error or some kind of output stating a process fork failed due to space/memory issues.
    If this is the case you can either lower the "maxmemory" config in redis.conf (Minimum I would say 2gb, but personally I prefer the second option next) or you can increase your Paging File Size, You may need to experiment with this to get it stable, I currently have 16gb page file and it seems to run perfectly fine with maxmemory=4gb on a 3gb RAM machine.
    BEC Closes/Wont Connect/Scheduler Issues BEC Auto Closes when you try to run it
    Make sure you have the correct Visual C++ Redistributables, vc 2008 and vc 2003 should be sufficient, you can check your event log (windows->startmenu->type event viewer) under windows logs->applications and look for "side by side" errors for bec.exe. Google the description you find.
    BEC Wont connect to the server
    Make sure your ip from your command line is your actual IP address, also make sure the IP in the BEC/Config/Config.cfg file is correct.
    Or alternatively you can try omitting the -ip parameter from your command line and using the IP 127.0.0.1 in the BEC Config file.
    BEC Scheduler is not working, no messages/restarts/errors
    First thing to check is that you have un-commented the Scheduler Path line in your BEC Config. If not simply remove the # from start of the line
    If you setup your scheduler paths correct and it still will not work you should get some "error loading scheduler.xml" in the BEC Console window. If not, then maybe your timings are off? Consult the Scheduler Help File inside the BEC Config Directory.
    Some things to note: The scheduler must be in _precise_ format. eg,
    Id starts at 0 and increments by one for each new job.
    Older syntax from BEC prior to 1.6 will not work, they need to be modified (very simple)
    Data type none
    You might have forgotten to rename "example_BEServer.cfg" to "BEServer.cfg" in "Arma/SC/Battleye" folder. (Thanks to hogscraper)
     
     
    I can add some scheduler templates if people find it necessary though the scheduler has a very nice readme that explains everything you need to know.
    Admin Menu Wont Show/Spawn Menu Greyed Out etc No admin menu when F1 is pressed:
    Basically put - assuming you havn't disabled the anti-hack, your steamid64 is not in the admin list in epochAH.hpp
    You need to get your steamid64 (You can get your normal steam id here, you can then convert that to steamid64 here.
    Admin menu shows, but Spawn or other options are greyed out (Server is currently disabled)
    Looks like you put your steamid64 into the wrong admin slot, make sure you just put your id into the owner slot, once, that will give you full permissions. for ex;
    adminMenu_Owner[] = {{"7656xxxxxxxxxxx21","Any name you like (will go in admin log)"}}; Mission Select Screen Joining Server Server Files Is out of date
    If you have access to the server file system and can execute, update your server files using STEAMCMD.
    Plenty of tutorials online on updating dedicated arma 3 servers, same routine.
    ex. http://forums.bistudio.com/showthread.php?147537-Tutorial-How-to-run-ArmA3-on-a-dedicated-server
    Startup Command-line Incorrect (Not loading SC/Config.cfg File)/Servername not same as in config.cfg
    Either you have something wrong with your startup parameters, or
    A problem with your config.cfg file, or - more likely;
    Your command line parameters are setup incorrectly.
    To remedy this:
    Make sure you copied the SC folder from the zip file to your arma3 server directory. Then use this command line to start your server:
    arma3server.exe -mod=@Epoch;@EpochHive; -config=C:\Path\to\Arma3server\SC\config.cfg -ip=xxx.xxx.xxx.xxx -port=2302 -profiles=SC -cfg=C:\Path\to\Arma3server\SC\basic.cfg -name=SC
    Be sure to replace "C:\Path\to\Arma3server" with the correct path to your arma 3 server directory. (With arma3server.exe inside)
    Also replace "xxx.xxx.xxx.xxx" with the servers remote IP address. (The one the public see, not your lan/local address, you can use http://whatismyipaddress.com/).
    Note: You may omit the "-ip=xx... parameter completely if BEC still wont connect after reading the above tips.
    Note: You can also omit the full path to your config params, (Thanks to Scoo) eg
    -config=SC\config.cfg -cfg=SC\basic.cfg Feel free to post anything that I may have missed or that you would like to contribute to this faq.
    I can guaruntee there are spelling errors but this will do for now :).
     
    Good Luck!
  2. Like
    Radec59437 got a reaction from STENCHOVDETH in AI recruitment for epoch   
    This only works when they recognize the target as an enemy already, such as other AI and zombies (using STENCHOVDETH's fix).
    No luck for other players and such.
  3. Like
    Radec59437 reacted to Darihon in [WIP] MySQL code generator for Traders   
    Hello,
     
    Since I started working on my C++ skills, I thought I would make something that has use. 
     
    What is it?
    This tool is basically a normal console that allows you to generate the code that you use to add weapons, vehicles and items to the traders (Eg. ('["1Rnd_HE_M203",1]',10,'[4,"ItemGoldBar",1]','[2,"ItemGoldBar",1]',0,60,'trade_items')).
     
    Any ETA?
    Not yet, the coding process is long, because every item (weapon, vehicle and items)  have 10+ lines of code. I'm currently only done with adding the weapon list. Rough ETA: next week.
     
    Why did I post it this early?
    I want to know your guys opinion about it, if it's worth to keep going with this project.
     
    Pictures:






     
    Current ammount of lines: 464
  4. Like
    Radec59437 reacted to STENCHOVDETH in AI recruitment for epoch   
    Thank You Lacost,  :D
    My players and I love this addon.
    But what I have found was the survivor model was invisible to me so I changed the model to the "CZ_Special_Forces_GL_DES_EP1_DZ" model and it works fine now.
    I also added this line to a custom "zombie_generate.sqf" around line 118 add this      _agent addRating -1000000; for the AI to attack Z's.
    I have also changed there price to 2x10oz.
    I have given the AI backpacks and changed their loadouts and all seems to be working well.
     
    On the following line what are the [1,2,3,4,5,6] Values represent?
    {_unit addMagazine "30Rnd_556x45_Stanag"} forEach [1,2,3,4,5,6];
     
    Thanks in advance
    STENCH
  5. Like
    Radec59437 reacted to Lacost in AI recruitment for epoch   
    Original script http://www.armaholic.com/page.php?id=12113   Download:   https://www.dropbox.com/s/q9v46zx0ul6hefn/bon_recruit_units.rar   Install:   1. Open description.ext at very bottom add this: #include "bon_recruit_units\dialog\common.hpp" #include "bon_recruit_units\dialog\recruitment.hpp" 2. Open init.sqf at very bottom   [] execVM "bon_recruit_units\init.sqf";   3. Open missin.sqm around 42 line.  change  class Groups { items=2; to   class Groups { items=3; 4. Around 1155 line after this    class Item1 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={8810.7705,138.52499,11751.518}; id=50; side="LOGIC"; vehicle="FunctionsManager"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; }; };   add this   class Item2 { side="GUER"; class Vehicles { items=1; class Item0 { position[]={8260.7832,4.104394,15461.444};//Trader City Lenzburg azimut=138.222; special="NONE"; id=101; side="GUER"; vehicle="UN_CDF_Soldier_SL_EP1"; leader=1; skill=0.60000002; init="this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0;this enableSimulation false;this setcaptive true;this addAction [""Recruit Units"",""bon_recruit_units\open_dialog.sqf""]"; }; }; }; 5. Copy bon_recruit_units to your MPMissions folder.
      P.s. 3,4 step only for NAPF vanila map. If you want to use the script on a different map. You must change trader position. position[]={8260.7832,4.104394,15461.444};//Trader City Lenzburg Known bugs: 1. Problem with safe zones. Bots can shoot in safe zones.
  6. Like
    Radec59437 reacted to Mercules in Servers that don't suck?   
    Supposedly moderators who have no life of their own and do nothing but watch players, where they are in relation to each other, and what they are doing. They never log off and trolls never hop onto those servers, get just enough gear to camp traders, kill people, hide the body, and log off when confronted by an Admin.... nope... doesn't happen. 
  7. Like
    Radec59437 reacted to lipemr in Servers that don't suck?   
    and was always empty.
     
    Epoch without safezones gets too frustrating, as any asshole that gets a CZ from a nearby barn can ruin all your days of work.
     
    And it's not easy to find a decent group to play with
     
    Some people dont have the time nor the patience to lose everything several times in a row.
     
    And how exactly a rule prohibiting trader camping differs from a safezone? lol.
  8. Like
    Radec59437 got a reaction from smallp0x in Bloodsuckers 100% Working - All Maps - Release *TBC*   
    Any news on this?
  9. Like
    Radec59437 reacted to WGC GeekGarage in [How To/Update] Build Snap with Right Click custom build, admin fast build + upgrade Version 1.6.5 IMPORTANT UPDATE: extra_rc   
    By request I have updated the player_build file for snapping so it will work with admin fast build (not remove) and right click custom build
     
    Always do a backup of your own player_build.sqf before going further!
     
    I do NOT take credit for anything other than the changes to the file. The majority of the script was done by Maca134 and OtterNas3 and Epoch Dev Team
     
    Requirements:
    - Install Maca134's right click script - http://epochservers.com/viewtopic.php?f=14&t=13
    - Install Build Snap Extended - 
     
     
    Now to the update
    Download this SQF file and replace the player_build.sqf in your Mission PBO\custom\snap_build folder:
    http://www.wreckinggames.net/download/player_build.sqf
     
    in your variables.sqf add this line
    WG_adminBuild = ["123456789","987654321"];  near the top just below
    disableSerialization; add player UID's to this array (change the example UID's) for those players who should have fast build
     
     
    Here is an example of the extra_rc.hpp, i have used the ruby as a test inventory item
    class ExtraRc { class ItemRuby { class menuItem1 { text = "Sandbag Tower"; script = "[""Land_Fort_Watchtower_EP1"",[""ItemToolbox"",""ItemHatchet_DZE""],[[""ItemRuby"", 1],[""PartGeneric"", 1]],[0,6.5,2.5]] execVM ""custom\snap_build\player_build.sqf"";"; }; }; }; Here is how the array works:
    script = "[""Land_Fort_Watchtower_EP1"",[""ItemToolbox"",""ItemHatchet_DZE""],[[""ItemRuby"", 1],[""PartGeneric"", 1]],[0,6,2.5]] execVM ""custom\snap_build\player_build.sqf"";";
     
    ""Land_Fort_Watchtower_EP1"" is the object you want to build
     
    [""ItemToolbox"",""ItemHatchet_DZE""] is the toolbelt items needed to build the object
     
    [[""ItemRuby"", 1],[""PartGeneric"", 1]] List of items needed to build construction. Only have one of each item name and then set the number to how many of that item. If only a single item the array should look like this [[""PartGeneric"", 1]]
     
    [0,6,2.5] is the item offset from your character. First number is Left/Right offset, second number is front/back offset, last number is Up/Down offset. Remember that comma is the seperator between the number and period is decimal seperator!
     
    also remember the double quotes are VERY important around class names!
     
    To be able to remove custom items as an owner only this is how you would go about it:
    In your variables.sqf i would recommend near dayz_allowedObjects create a new public array containing the objects you would be able to remove i call mine 
    WG_OwnerRemove =[];  insert any classname you want from the custom build system.
     
    in the custom fn_selfAction.sqf find
    _isModular = _cursorTarget isKindOf "ModularItems";  and change it to 
    _isModular = (_cursorTarget isKindOf "ModularItems") or ((typeOf _cursorTarget) in WG_OwnerRemove); remember to add your custom objects in "dayz_allowedObjects" and "DZE_maintainClasses" in your variables.sqf any object added to "DZE_isRemovable" every one have a chance to remove!
     
    Remember to share any objects that you might add so we all don't need to sit and create offsets for the same items and please only for items that you cannot already build in Epoch system
    http://dayzepoch.com/wiki/index.php?title=Modular_Building_System
    http://dayzepoch.com/wiki/index.php?title=Crafting_System
     
    ________________________________________________________________
     
    Now to the admin fast upgrade, download the following file
    http://www.wreckinggames.net/download/player_upgrade.sqf
    Now just redirect in your fn_selfaction.sqf to the new player_upgrade.sqf where the current player_upgrade.sqf is being called
     
    This requires that you have "WG_adminBuild" in your variables.sqf!
     
    The reason why i added fast build and upgrade for admins is that I suck at using the 3D map editor, but wanted to build some event houses here and there on the map, so i use this fast build to do it. Just know that i think that admin fast build should not be misused by admins in any way just because you don't like to wait, if you play with your players, do it fully legit or you are a coward.
    ________________________________________________________________
     
    To be able to remove non-target able objects you need to copy object_removeNet.sqf from dayz_code\compile and put it into your mission file.
    Then in compiles.sqf you need to redirect it to your mission file and then open it and add the item to the array with the nets.
    Now when standing on heli pad you can right click your toolbox and use the remove net option and it will remove the heli pad
    ________________________________________________________________
     
    I'm hosting the files myself so it won't get deleted by accident
     
    If you like my small update please visit my servers :) all info on www.wreckinggames.net
     
    - GeekGarage
  10. Like
    Radec59437 reacted to bsmaff in Bloodsuckers 100% Working - All Maps - Release *TBC*   
    After posting that I had Bloodsuckers working on Namalsk, but I have now managed to get them working on other maps.
     
    I will release the code when I have perfected it and got it working with various AI addons and most importantly.
     
    I WILL ONLY RELEASE WHEN I HAVE PERMISSION TO USE THE FILES ON ALL MAPS....
     
    Here is a short video showing them working and running on my Chernarus test server.
     

  11. Like
    Radec59437 reacted to Gwandoya in [RELEASE] Vehicle Key Changer - For making Masterkey - V 1.4 (Updated 06/15/2014)   
    Hi!
     
    In first line thanks for the author for this great idea and code!
     
    To solve the problem with disappearing and replaced vehicles, open VehicleKeyChanger_init.sqf and place the following code after function ON_fnc_vkc_reset in line 56:
    dayz_objectUID_vkc = { private["_position","_dir","_key","_object"]; _object = _this; _position = getPosATL _object; _dir = direction _object; _key = [_dir,_position] call dayz_objectUID2_vkc; _key }; dayz_objectUID2_vkc = { private["_position","_dir","_key"]; _dir = _this select 0; _key = ""; _position = _this select 1; { _x = _x * 10; if ( _x < 0 ) then { _x = _x * -10 }; _key = _key + str(round(_x)); } forEach _position; _key = _key + str(round(_dir)); _key }; I suggest to reset some variables as well, place the following code after waitUntil {!isNil "dayz_animalCheck"}; in line 83:
    s_player_copyToKey=-1; lastKeyChangeCursorTarget = [objNull,objNull,objNull,objNull,objNull]; I also changed the self action menu text in that case when you claim a vehicle without a key, text "Change Vehicle Key" changed to "Claim Vehicle" in line 118.
     
    And I got an odd 'general error' in some cases (probably when I had no key in my inventory but all other requirements were fullfilled)

    so, I changed
    if (_carKey != "0") then { to
    } else { Now open VehicleKeyChanger.sqf and add the following code to line 129:
    /* Giving unique UID for claimed vehicles */ if (_targetVehicleUID=="0") then { _targetVehicleUID = _targetVehicle call dayz_objectUID_vkc; _targetVehicle setVariable ["ObjectUID",_targetVehicleUID,true]; // It does probably nothing and it's not needed :) }; With these modfifications you can Claim a server spawned vehicle which has only ObjectID (MySQL primary, autoincremented ID) but ObjectUID=0.

    On our server you can claim mission vehicles as well, because for mission vehicles we generate ObjectID="0" and ObjectUID=_vehicle call dayz_objectUID; (Server side call.)

    dayz_objectUID and dayz_objectUID2 are standard ObjectUID generator functions from server_functions.sqf, and we had to place them to client side (_vkc added to names).

    To fix objects stored in your database with ObjectUID=0 just run this MySQL command on object_data table:
    UPDATE object_data SET ObjectUID=ROUND(RAND(1)*1000000000000000) WHERE ObjectUID=0
     
    [ Modifications made for Vehicle Key Changer - For making Masterkey - V 1.3 (Updated 02/20/2014) ]
  12. Like
    Radec59437 got a reaction from kiel367 in [RELEASE] Bexs Bunker Trader   
    The attachment seems to be broken at the moment.
     
    But hey, nice little script.
    A little bit of effects added here and there, plus actual buildings instead of Epoch ones, and it'll be perfect :)
  13. Like
    Radec59437 got a reaction from ToejaM in [Official Release] EMS 0.3   
    At line 95 of DZMSFunctions.sqf, replace the values with this:
    _pos = [_centerPos,0,6000,20,0,2000,0] call BIS_fnc_findSafePos; It should give you a similar effect to the original EMS missions, I widened the distance from the center a bit and higher maximum distance from an object from 20 to 2000; this should randomize locations a little bit again.
  14. Like
    Radec59437 reacted to jOoPs in [HowTo] add Chernarus-Spawnselection   
    People asked for it and here it is... All necessary files are included in the zip-archive. The rest is basic knowledge.
     
    first a list of modified files (which are not part of zip-archive!)
     
    - description.ext
    - init.sqf
    - mission.sqm
     
    (dayz_server.pbo)
    - compile/server_playerSetup.sqf
     
    added folders and files (content of zip-archive)
     
    - dayz_code/config/
      - RscDisplaySpawnSelecter.hpp
     
    - dayz_code/system/
      - player_monitor.fsm
      - player_monitor.sqf
     
    ------------------
     
    download the attached zip-archive  and extract the file(s) from client-folder into your missionfolder. Copy and replace the file(s) from server-folder in your dayz_server.pbo. If you use other folderstructures/filenames, change the given paths. for DZE v1.0.4 download player_monitor-104.zip and replace with the given from first zip-archive!
     
    ------------------
     
    in description.ext add at bottom ...
    #include "dayz_code\config\RscDisplaySpawnSelecter.hpp"
     
     
    in init.sqf add to listed variables
    dayz_spawnselection = 1; // DayZ Spawnselection / 1 = enabled // 0 = disabled, No current spawn limits.
     
    in init.sqf delete following line ...
    _playerMonitor =     [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
    and replace with that one...
    _playerMonitor =     [] execVM "dayz_code\system\player_monitor.sqf";
     
     
    in mission.sqm replace class Markers with that ones...



     
    thats all
     
    credits for main-code/graphics goes to thevisad
     
    note:
    - never set spawnArea to 0 ...or you spawn at map-center
    - markers are changed for chernarus instance 11
    - you need 6 spawnpoints in marker-class ... look for comments
    - spawn0 to spawn5 marker are used for random
     
    Chernarus-Spawnselection.zip
    player_monitor_1042.zip
    player_monitor_1051.zip
  15. Like
    Radec59437 reacted to OtterNas3 in [RELEASE] Vehicle Key Changer - For making Masterkey - V 1.4 (Updated 06/15/2014)   
    UPDATE v1.3
     
    [FIXES]
    Vehicle moevement after Keychange No keychange for Motorcycles/ATV's Deleting/Replace of the Vehicles Inventory Vehicles had full Fuel and got full Repaired after Keychange Vehicle duping for some server configurations [ADDED]
    Configuration variable for the price of changing Vehicle Keys Configuration variable for the price of Claiming Vehicles that does not yet need a Key New server_updateObjects function to allow the Keychange without replacing the Vehicle by delete and create a new one instead it now just changes the Database entry for the Vehicle, this is needed for the above fixes!  
    Moo,
    Otter
  16. Like
    Radec59437 reacted to jOoPs in [HowTo] EVR BlowOut map independent   
    Users asked if it is possible to use the EVR BlowOut/Storm, however called, on other maps then Namalsk. Yes, it is. All necessary files are included in the rar-archive.
     
    first a list of modified files (which are not part of rar-archive!)
     
    - description.ext
    - init.sqf
     
    added folder and files (content of rar-archive)
     
    - addons/blowout/config/sound.hpp
    - addons/blowout/external/fn_isInsideBuilding.sqf
    - addons/blowout/module/
      - blowout_client.sqf
      - blowout_server.sqf
    - addons/blowout/sounds/
      - apsi_off.ogg
      - apsi_start.ogg
      - blowout_begin.ogg
      - blowout_detect.ogg
      - blowout_full_wave.ogg
      - blowout_hit_1.ogg
      - blowout_hit_2.ogg
      - blowout_hit_3.ogg
      - blowout_psy_voices.ogg
      - blowout_wave_1.ogg
      - blowout_wave_2.ogg
      - blowout_wave_3.ogg
      - fx_drone1.ogg
      - fx_drone2.ogg
      - fx_misc4.ogg
     
    ------------------
     
    download the given rar-archive and extract into your missionfolder. If you use other folderstructures/filenames, change the given paths.
     
    ------------------
     
    in inti.sqf add to listed variables
    ns_blowout = true; // true / false
    ns_blowout_dayz = true;// true / false
    ns_blow_delaymod = 0.74; //blowout delay
    ns_blow_itemapsi = "NVGoggles"; //ItemAPSI replacement
    ns_blow_playerdamage = 4000; // damage players without ns_blow_itemapsi can get per blowout
    ns_blow_emp = false; //Namalsk Only
     
    in inti.sqf add before #include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"
    if (isServer) then { _bul = [ns_blow_emp] execVM "addons\blowout\module\blowout_server.sqf"; };
    if (!isDedicated) then { _bul = [] execVM "addons\blowout\module\blowout_client.sqf"; };
     
     
    in description.ext add at top
    #include "addons\blowout\config\sound.hpp"
     
    in description.ext add at bottom



     
    thats all
     
    note: - if you have class CfgSounds and RscTitles previously defined, then you need to extend these classes with given subclasses.
             - further bl_bleez vehicle and emp(ns_blow_emp) works only on Namalsk!
  17. Like
    Radec59437 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                           #
    #####################################

  18. Like
    Radec59437 reacted to OtterNas3 in [RELEASE] Vehicle Key Changer - For making Masterkey - V 1.4 (Updated 06/15/2014)   
    Update v1.2
     
    [FIXED]
    Wrong Key selected to move in backpack when player had more then 3 Keys in Inventory  
    [ADDED]
    Configuration variable for the need of a Keymakers Kit Ability to "Claim" Vehicles that are spawned on dynamic Vehicle spawn and does NOT need a Key Configuration variable for claiming "Keyless" Vehicles  
    Have fun,
    Otter
  19. Like
    Radec59437 reacted to NAIL in [Release] Adding higher end currency to traders. v1.1 -working   
    Add end game currency to the traders. v1.1  Working for Epoch v1.0.4.2
     
    Here is how I added a ruby to my server, a ruby is already in the game, just not implemented yet.
      *This tutorial is based of an already basic knowledge of modding your server, you should already have a custom compiles.sqf and fn_selfActions.sqf.  If you do not have this already on your server or have no idea what I am talking about I suggest you learn how to add a self blood bag script as this is the most basic script that will explain to you what a fn_selfActions.sqf does.  
    The first step is we need to be able to trade brief cases for rubies.
     
    If you don't want to be able to "buy" the end game currency then skip to part B.
     
     
    in fn_selfActions.sqf find:
    // Database menu _buy = player addAction [localize "STR_EPOCH_PLAYER_289", "\z\addons\dayz_code\actions\show_dialog.sqf",(_traderMenu select 0), 999, true, false, "",""]; s_player_parts set [count s_player_parts,_buy]; Add the following below:
    // Add static metals trader options under sub menu _metals_trader = player addAction ["Trade Gems", "scripts\trade_metals.sqf",["na"], 0, true, false, "",""]; s_player_parts set [count s_player_parts,_metals_trader]; Next we need to add the trade_metals.sqf to the scripts folder.  I call mine "scripts" but you can call yours whatever you like or already have.  This folder is the same folder that has your custom compiles.sqf and fn_selfActions.sqf.
     
    Next we need to define the costs of the end game currency and add the menu for each.
     
    In your same "scripts" folder open a new file and save the following code as trade_metals.sqf 
    private ["_buy","_metals_conversion","_cancel"]; //diag_log format["DEBUG TRADE METALS: %1", _x]; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_103") , "PLAIN DOWN"]; }; DZE_ActionInProgress = true; {player removeAction _x} forEach s_player_parts;s_player_parts = []; s_player_parts_crtl = 1; _metals_conversion = [ //["(vendors item)","(player item)",(vendorQty),playerQty),"buy","(player item description)","(vendor item description)",99] ["ItemObsidian","ItemBriefcase100oz",1,6,"buy","Full Briefcases","Obsidian",99], ["ItemBriefcase100oz","ItemObsidian",4,1,"buy","Obsidian","Full Briefcases",99], ["ItemTopaz","ItemBriefcase100oz",1,6,"buy","Full Briefcases","Topaz",99], ["ItemBriefcase100oz","ItemTopaz",4,1,"buy","Topaz","Full Briefcases",99], ["ItemRuby","ItemBriefcase100oz",1,12,"buy","Full Briefcases","Ruby",99], ["ItemBriefcase100oz","ItemRuby",10,1,"buy","Ruby","Full Briefcases",99] ]; // Static Menu { //diag_log format["DEBUG TRADER: %1", _x]; _buy = player addAction [format["Trade %1 %2 for %3 %4",(_x select 3),(_x select 5),(_x select 2),(_x select 6)], "\z\addons\dayz_code\actions\trade_items_wo_db.sqf",[(_x select 0),(_x select 1),(_x select 2),(_x select 3),(_x select 4),(_x select 5),(_x select 6)], (_x select 7), true, true, "",""]; s_player_parts set [count s_player_parts,_buy]; } forEach _metals_conversion; _cancel = player addAction ["Cancel", "\z\addons\dayz_code\actions\trade_cancel.sqf",["na"], 0, true, false, "",""]; s_player_parts set [count s_player_parts,_cancel]; DZE_ActionInProgress = false; Now your vendor will "sell" you  a ruby for 12 briefcases, and buy one for 10.
     
    Step B.
     
    Selling an Item for end game currency is done in your database.  For example, I sell a UH60M with ammo for 1 ruby.
     
    in my database I have:
       [item]                              [qty]        [buy]                          [sell]                                        [order]           [tid]         [afile]  ["UH60M_EP1_DZ",2]     [10]        [1,"ItemRuby",1]         [3,"ItemBriefcase100oz",1]        0                  512         trade_any_vehicle_old   you need to add the _old to the afile or the vendor will not take payment.  
    if you need help with this look up how to add items to vendors and how to change prices.
  20. Like
    Radec59437 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                           #
    #####################################

  21. Like
    Radec59437 reacted to Poncho in How to make Custom map content [ Tutorial & Ongoing Support ]   
    I have noticed a few map additions with incorrect coding for certain buildings, this simply results in the building you have added not spawning any loot. 
     
     
     
    The problem comes with how most people create these additions, simply by launching dayz through an epoch server via dayz commander will give you a working editor, but some buildings (such as Barracks, Hospitals, and Fire Stations) will not spawn any loot.
     
    This is because of their class names. The default ARMA editor makes most building classnames begin with "Map_" . All buildings of this type will not spawn loot in dayz, this is inherited from the EU_ update to the editor. You may simply read through your code and change all these manually to (for example) "Land_A_Hospital" instead of the original "Map_A_Hospital" to trigger loot spawns within those buildings.
     
     
     
    There is however an easier way for those of you unfamiliar with code, which also adds a few extra items in. This will however remove some options brought by the EU_ update such as being able to place rocks/cliffs e.t.c so it is important to pick when you want to use the editor I am about to show you.
     
    It is called the Jon-C5- Editor Update by (surprisingly enough) Jon-C5-. It is available  here http://www.armaholic.com/page.php?id=5932
     
    To turn your map edits into functioning dayz map additions simply follow the instructions below (If you do not wish to use the Jon-C5-Editor, skip to step 4):
     
    1) Download the zip file linked above.
     
    2) Drag/copy&paste it into your Arma2 Operation Arrowhead folder (where your @dayz and @dayzepoch folder are stored)
     
    3) Launch dayz with the following launch options (set via steam or dayz commander):
    -mod=@Jon_EditorUpdate 4) Once you are in the main menus press ALT+E
     
    5) This will open up the editor click the Chernarus map then click ok.
     
    6) A map view will then pop up, on the right hand side you will see a list of categories:
                - First click 'Centre' then right click on the map, select 'new',  and press ok,
                - Next click 'Group' then right click on the map, slect 'new'. and press ok,
                - Now click 'Unit' then right click on the map, select the unit you want - default may be 'Alsatian' the change from 'non-
                  playable' to 'playable'.
     
    7) You are now ready to start editing. To begin, enter the '3D View' and click on 'Vehicle' (this is where all the buildings are
         listed). Right click on the map and select 'new', The list will then appear.
     
    8) Once you have selected an item, the ALT key will allow you to raise or lower items, with the SHIFT key allowing you to spin it
        around.
     
    9) Once you are happy with the edit, save it (Name it something relative to the edit). Then check your edits, sometimes large
         items may shift from where you placed them.
     
    10) Locate the mission.sqf file, usually in My Documents > Arma 2 > Missions > "Your mission name"
     
    11) Open up the mission.sqf file, you must now make some small edits to allow it to add these items to your server. Example
           Below:
     
     
    Default mission.sqf code example, areas to edit show indicated.
    ----------------------------------------------------------Remove start Here activateAddons [ ]; Replace with: if (isServer) then { activateAddons []; initAmbientLife; ----------------------------------------------------------Remove End Here _vehicle_4 = objNull; if (true) then { _this = createVehicle ["Land_ruin_corner_2", [14110.31, 2782.1448, 3.8146973e-006], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setPos [14110.31, 2782.1448, 3.8146973e-006]; }; ------------------------------------------------------------------------------------------ Remove Start Here _this = createCenter west; _center_0 = _this; _group_0 = createGroup _center_0; _unit_2 = objNull; if (true) then { _this = _group_0 createUnit ["GER_Soldier_EP1", [14116.508, 2764.6309, 4.0054321e-005], [], 0, "CAN_COLLIDE"]; _unit_2 = _this; _this setUnitAbility 0.60000002; if (true) then {_group_0 selectLeader _this;}; if (true) then {selectPlayer _this;}; if (true) then {setPlayable _this;}; }; ----------------------------------------------------------------------------------------- Remove End Here _vehicle_192 = objNull; if (true) then { _this = createVehicle ["Land_a_stationhouse", [5160.0171, 2183.0002, 0.14117265], [], 0, "CAN_COLLIDE"]; _vehicle_192 = _this; _this setDir 211.89264; _this setPos [5160.0171, 2183.0002, 0.14117265]; }; ----------------------------------------------------------------------------------------Remove Start Here processInitCommands; runInitScript; Replace with: }; By Mr. Smith e.t.c finishMissionInit; ----------------------------------------------------------------------------------------Remove End Here Edited mission.sqf code example:
    if (isServer) then { _vehicle_4 = objNull; if (true) then { _this = createVehicle ["Land_ruin_corner_2", [14110.31, 2782.1448, 3.8146973e-006], [], 0, "CAN_COLLIDE"]; _vehicle_4 = _this; _this setPos [14110.31, 2782.1448, 3.8146973e-006]; }; _vehicle_192 = objNull; if (true) then { _this = createVehicle ["Land_a_stationhouse", [5160.0171, 2183.0002, 0.14117265], [], 0, "CAN_COLLIDE"]; _vehicle_192 = _this; _this setDir 211.89264; _this setPos [5160.0171, 2183.0002, 0.14117265]; }; }; // By Mr. Smith e.t.c **If the code editing is not done as follows, it will crash your server on start up. Mainly because of the unit spawn (in this example "GER_Soldier_EP1"), follow the instructions for editing the code and it will work fine**
     
     
     
    The Custom Content is now ready for publishing! Here is a quick, safe and guaranteed way to get your [working] edits into your server:
     
    1. Unpack your server.pbo
      2. Create a folder in the root of the server.pbo called: Maps   3. Drag your mapedit.sqf into this folder.   4. In the init folder you will find a file called server_functions.sqf, at the bottom of the file add this line: execVM "\z\addons\dayz_server\Maps\mapedit.sqf"; NOTE**:  Be sure to change the mapedit.sqf to whatever it is you have named your file, and that it corresponds with the execVM in your server_functions.sqf
     
     
    Phew... A long ass post, but it's pretty comprehensive. Still any questions just let me know.
     
     
    Hope this helped! :)
     
     
    EXTRA HINTS AND TIPS:
     
    Having trouble moving roads and other similar items to where you want them?



     
    Want your buildings spawn straight and level like they do with the new epoch build system?



    _this setDir -415.88132; _this setVehicleInit "this setVectorUp [0,0,1];"; _this setPos [1939.5042, 14563.26, -0.068630017]; Beidi file should look as follows:
    Add the "INIT" line between the "AZIMUT" and "PARENT" lines.
    AZIMUT="-67.231117"; INIT="_this setVehicleInit "this setVectorUp [0,0,1];";"; PARENT=""; - Big thanks to Wesley for that one!
     
    Want to edit the trader camps / locations (Chernarus Only)?



     
    Having trouble with buildings 'double-spawning'? (often creating duplicate doors in a building)



     
    Here is a little example of how to remove grass from in/around your buildings:



  22. Like
    Radec59437 reacted to mysticviperx in [TUTORIAL] Custom Starting Loadout and Admin/Mod/Donator Loadouts (w/ UIDs)   
    So I have been getting a lot of help from here with setting up my server, so I figured I would start making Tutorials on what I have learned.
     
    As follows are the instructions to change the starting gear from the default "bandage/painkiller/flashlight" to what ever you want, and how to set up custom gear for different users based on their UIDs. This is not completely my work, some came from Axeman and AsianKid.
     
    Original Post
     
    Setting Up the Default Load-out (no custom loadouts)
     
    To start, this is tested on 1.0.2.4-5, and uses variables that Epoch Devs added to the Server Code.
    DefaultMagazines = []; DefaultWeapons = []; DefaultBackpack = ""; DefaultMagazines is for any item you place in your primary(food, ammo, parts, money) or secondary(bandages, clips, m203 rounds) inventory.
    DefaultWeapons is for any guns/rifles or kit(hatchet, map, Bbnoculars, NVGs) items.
    DefaultBackpack is as it would sound, the pack you start out with.
     
    You will also see DefaultBackpackWeapon = ""; in my loadout script, I assume it adds items to your back pack, but I don't know its limitations, if I can use guns and ammo.
     
    Inserting it into your code is easy. Open the init.sqf in your mission folder or mission.pbo.
     
    At about line 20 of a stock Epoch init.sqf file you will find this:
    // DayZ Epoch config spawnShoremode = 1; // Default = 1 (on shore) spawnArea= 1500; // Default = 1500 MaxHeliCrashes= 5; // Default = 5 MaxVehicleLimit = 300; // Default = 50 MaxDynamicDebris = 500; // Default = 100 dayz_MapArea = 14000; // Default = 10000 dayz_maxLocalZombies = 30; // Default = 30 Below this, add the following:
    //Default Loadout DefaultMagazines = ["ItemBandage","ItemBandage","17Rnd_9x19_glock17","17Rnd_9x19_glock17","ItemMorphine","ItemPainkiller","ItemWaterbottleBoiled","FoodSteakCooked"]; DefaultWeapons = ["glock17_EP1","ItemFlashlight","ItemHatchet"]; DefaultBackpack = "DZ_Patrol_Pack_EP1"; DefaultBackpackWeapon = ""; Here I have configured the default load-out to be a G17 and 2 clips, 2 bandages, one Morphine, Painkillers, Clean Water, Cooked Steak, a Flashlight and Hatchet. You can change the variables your self to what would be best for your server, including removing everything so players don't even get the stock dayz load-out.
     
    Custom Load-Outs (includes default load-out)
     
    But, you want even more controls, like load-outs for donators or admins. Thats easy, instead of the above we are going to put all the settings in a loadout.sqf and save that to a "Scripts" folder in our mission folder or mission.pbo.
     
    First, create a new folder in the Mission folder or PBO named Scripts.
    Then Create a new text document in that folder called "loadout.sqf", is will warn you that you are changing the file type, thats ok.
     
    Copy this code into your new lodout.sqf:
    //Default Loadout DefaultMagazines = ["ItemBandage","ItemBandage","17Rnd_9x19_glock17","17Rnd_9x19_glock17","ItemMorphine","ItemPainkiller","ItemWaterbottleBoiled","FoodSteakCooked"]; DefaultWeapons = ["glock17_EP1","ItemFlashlight","ItemHatchet"]; DefaultBackpack = "DZ_Patrol_Pack_EP1"; DefaultBackpackWeapon = ""; //Admin Loadout if ((getPlayerUID player) in ["12345678","98765432"]) then { //Admins: Nobody, Somebody DefaultMagazines = ["ItemBandage","ItemBandage","ItemBandage","ItemBandage","17Rnd_9x19_glock17","17Rnd_9x19_glock17","ItemMorphine","ItemPainkiller","ItemBloodbag","ItemWaterbottleBoiled","ItemWaterbottleBoiled","FoodSteakCooked","20Rnd_B_AA12_74Slug","20Rnd_B_AA12_Pellets","20Rnd_B_AA12_Pellets","ItemGoldBar10oz"]; DefaultWeapons = ["glock17_EP1","AA12_PMC","Binocular_Vector","NVGoggles","ItemMap","ItemCompass","ItemGPS","ItemWatch","ItemKnife","Itemtoolbox","ItemCrowbar","Itemetool","ItemHatchet"]; DefaultBackpack = "DZ_LargeGunBag_EP1"; DefaultBackpackWeapon = ""; }; //Moderator Loadout if ((getPlayerUID player) in ["14725836"]) then { //Moderators: ThatOtherGuy DefaultMagazines = ["ItemBandage","ItemBandage","ItemBandage","ItemBandage","17Rnd_9x19_glock17","17Rnd_9x19_glock17","ItemMorphine","ItemPainkiller","ItemBloodbag","ItemWaterbottleBoiled","ItemWaterbottleBoiled","FoodSteakCooked","8Rnd_B_Saiga12_Pellets","8Rnd_B_Saiga12_Pellets","8Rnd_B_Saiga12_74Slug","ItemGoldBar10oz"]; DefaultWeapons = ["glock17_EP1","Saiga12K","Binocular_Vector","NVGoggles","ItemMap","Itemtoolbox"]; DefaultBackpack = "DZ_Backpack_EP1"; DefaultBackpackWeapon = ""; }; //Pro-Donator Loadout if ((getPlayerUID player) in ["96385274"]) then { //Pro-Donators: MoneyBags DefaultMagazines = ["ItemBandage","ItemBandage","ItemBandage","ItemBandage","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemMorphine","ItemPainkiller","ItemBloodbag","ItemWaterbottleBoiled","ItemWaterbottleBoiled","FoodSteakCooked","8Rnd_B_Beneli_Pellets","8Rnd_B_Beneli_Pellets","8Rnd_B_Beneli_74Slug","ItemGoldBar10oz"]; DefaultWeapons = ["M9SD","Remington870_lamp","Binocular","ItemMap","ItemCompass","ItemFlashlightRed","ItemKnife","ItemMatchbox","ItemHatchet"]; DefaultBackpack = "DZ_GunBag_EP1"; DefaultBackpackWeapon = ""; }; //Donator Loadout if ((getPlayerUID player) in ["456789123"]) then { //Donators: Nobody DefaultMagazines = ["ItemBandage","ItemBandage","ItemBandage","ItemBandage","ItemMorphine","ItemPainkiller","ItemGoldBar","15Rnd_W1866_Slug","15Rnd_W1866_Slug"]; DefaultWeapons = ["glock17_EP1","Winchester1866","ItemMap","ItemFlashlightRed","ItemHatchet"]; DefaultBackpack = "DZ_ALICE_Pack_EP1"; DefaultBackpackWeapon = ""; }; Hit save then start looking it over. Here we set the default loadout, then we check to see if the player is anyone we know from admins to donators, and set their loadout outs accordingly.
     
    You will need the Players UID you can ask them for it, or if they have been on your server and you have database access then you can find it under "player_data".
     
    In the code put their UID in the same place you see the seven or eight number groupings surrounded by parenthesis "  and seperated by commas , if you are setting more than one user for that group. I also write their names at the end of the line in the order that they are placed so I can go back and remember them later.
     
    You can edit the different load-outs for each User Group and add more by copying one group and changing the UIDs.
     
    Safe the file and Open your init.sqf in your mission folder or mission.pbo. Fine the following lines:
    if (!isDedicated) then { //Conduct map operations 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); //Run the player monitor _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; _void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf"; //Lights //[0,0,true,true,true,58,280,600,[0.698, 0.556, 0.419],"Generator_DZ",0.1] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; }; Above "//Run the player monitor" add the following:
    //Custom Loadouts [] ExecVM "Scripts\loadout.sqf"; Now we have called the load-out script, and the world is a better place. Save your work, upload your files, and start your server to test out the scripts. Remember, you have to re-spawn for it to work.
     
     
    UPDATE
    So with each update the epoch devs are giving us server admins more varibles to call and edit in our init.sqf. My hope is they will add a varible to set the default skin when you load in. (logic must be applied when users select between a Male and Female character. Either it ignores females, or it allows for a array to be set: ["Male_Skin","Female_Skin"]) 
     
    Further, I would like to make it easyier to set up items in these arrays, but as with everything, it becomes hard. I myself had to visit no less that 5 diffrent sorces to find all the "Item IDs" for diffrent items. But, my current data base is pretty current, with most of the non-OP items listed. Here is a link of the items you can buy and sell on my server all listed by their "ItemID" and organised in a way thats easy to read.
     
    As for posts 8-13, I can give no reasoning why the script is failing for them. I my self have broken it many times by forgetting a comma between UIDs, but this only leads to players not getting their custom loadouts, I have not experianced any server issues or stalls from this edit, and I will be the first to admit I dont always know what I'm doing and I am always breaking my server with something.
  23. Like
    Radec59437 reacted to Fuchs in [EMS] 0.2.6 Epoch Mission System   
    DZAI is the AI u will have to use for 0.2.3

    The dzai will be fully implemented next year .

    Merry X-Mas

    Dont use sarge for patroling vehicles or chopper patrol !

    U will get a massive fps drop if u use it ! I dont say sarge is a bad AI but trust me u will get a massive fps drop !!!
  24. Like
    Radec59437 reacted to MatthewK in [EMS] 0.2.6 Epoch Mission System   
    One of the first things I noticed was how well documented the code is, there's a bit of learning curve but once you know which files do what, it's a real sinch. I find Sarge AI overly bulky and complicated in areas, where DZAI makes it much easier.  Heli patrols are more realistic and completely changes the game play, they spawn randomly around the map and travel wherever they want, engaging on site and really giving you a run for your money.  Sarge heli patrols just go from A to B , hover a little , do nothing for a bit , then repeat, where as with DZAI you can't predict their movements and they can just sneak up on you like a real life bandit! The way the developer has organised the files is beyond pro, he's got files ready for your own personal spawn points, static and patrol etc.. All which can be edited in the arma map editor (if you know what you're doing). I've used DZAI for less than 2 days and already I know exactly how to get my AI to do what I want , but with Sarge AI it took me months of fiddling around, asking questions, getting confused and eventually leaving it on default.  With DZAI I'm able to say right "AI here, this many, this amount of time and this tough) , DZAI then uses special formulas (for use of a better word) to create just the right loadout, just the right level of AI etc for the task in hand.  I know SARGE AI can do this, but it's certainly a lot quicker and less painful with DZAI :)
     
     
    .... and breath! 
     
    Edit: Oh yeah, and the AI's stay out of you vehicles.. Period! 
  25. Like
    Radec59437 got a reaction from Gamers Crowd in [EMS] Epoch Mission System - Release 0.2.1   
    SargeAI does offer much more customization, but I find it pretty worthless if that same amount of customization is about features which are virtually useless on a DayZ environment :P

    The reason so many servers switched to DZAI is specifically because it doesn't clog up the map with predictable AI, but actually tries to "simulate" dayz player bandits by spawning them dynamically near loot locations.

    This is only my opinion though.
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