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Found 116 results

  1. juandayz

    Virus Cure

    i want to share it... make it sometime ago.. but never was tested (so really dont know if works or not)....(VERY SORY FOR POST SOMETHING THAT WAS NOT TESTED-but i dont want loose it :) ) its about a trader who offer the cure to the Z virus.... you can get sick and suffer an epilepsy attack,lose blood,lost humanity..get sick and get in pain or get a reward,and humanity if works. The install process its the same as "alchemy lab". INSTALL: virus.sqf ( put into MPMISSIONS/YOURINSTANCE/CUSTOM/ ). 2-Now open your server_traders_cherno_11.sqf ( for coins users ) or server_traders.sqf ( for goldbars users) and choose one of the traders IDs. The trader you pick will have the option to execute the alchemy lab in this example i will choose RU_Functionary1 3-In your CUSTOM fn_selfactions.sqf: find: if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then { above paste: if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "RU_Functionary1")) then { if (s_player_virus < 0) then { s_player_virus = player addAction ["<t color='#ff5200'>Try Virus Cure</t>", "custom\virus.sqf", [], 5, false]; }; } else { player removeAction s_player_virus; s_player_virus = -1; }; 4-Near of the end of fn_selfactions: Find lines in grey and add only lines in blue.
  2. ***ALLOW PLAYERS TO TRY TO CRAFT EMERALDS USING AN ALCHEMY LAB WITH A SPECIFIC TRADER*** ...Players will need have a ItemSledge && Goldbar && SilverBar in inventory... 1-Create this sqf: alchemylab.sqf ( put into MPMISSIONS/YOURINSTANCE/CUSTOM/ ). NOTE: if u wanna change the items to allow the script (change _hasitem and _remove variables and in if (_rand <= 200 && _rand > 121) then { you also will need change the two player addMagazine ) Also you will need a sledge but you can change it by another tool in _hasSledge variable. 2-Now open your server_traders_cherno_11.sqf ( for coins users ) or server_traders.sqf ( for goldbars users) and choose one of the traders IDs. The trader you pick will have the option to execute the alchemy lab in this example i will choose RU_Functionary1 3-In your CUSTOM fn_selfactions.sqf: find: if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then { above paste: if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "RU_Functionary1")) then { if (s_player_alchemylab < 0) then { s_player_alchemylab = player addAction ["<t color='#ff5200'>AlchemyLab</t>", "custom\alchemylab.sqf", [], 5, false]; }; } else { player removeAction s_player_alchemylab; s_player_alchemylab = -1; }; 4-Near of the end of fn_selfactions: Find lines in grey and add only lines in blue.
  3. juandayz

    Bombguy suicide

    a lil adaptation of known suicide script. player explode. suicide.sqf
  4. A very basic guide to make your own script: Feel free to complete this guide :) 1-IN CASE U NEED ADD ONE ITEMS REQUIRED (only one) 2-IN CASE U NEED ADD A ITEMS REQUIRED (more than one) *Now into the same script you will need check if this player have the item variable so: if (_hasitem) then { }; so the script can be: *Now at very top its time to define the private variables for this script so: private = ["name of variable","name of variable"]; private = ["_hasitem"]; So at this time the script looks like: 2-REMOVING ITEMS Here you will see how to remove more than 1 item: ( remember for remove only one item you can use player removeMagazine "FoodchickenCooked"; ) item requiered: _hasitem = [["cinder_wall_kit",2], ["ItemWoodFloor",3]] call player_checkItems; to remove this items use: _remove = [["cinder_wall_kit",2],["ItemWoodFloor",3]] call player_removeItems; So now the whole script looks: Thers other way to say "you dont have the item required" see: if (!_hasitem) exitWith {cutText [format["You will need 2xcinder_wall_kit and 3xItemWoodFloor"], "PLAIN DOWN"];}; ***Note: the ! before the variable means NOT . So here the code say: if player Dont Have (_hasitem) exitWith {}; so now the script looks: 3-ADD A TIME RESTRICTION TO USE THE SCRIPT AGAIN Now whats about if u wanna put a time restriction to execute the script? well heres the structure: if(_Time < _LastUsedTime) exitWith { cutText [format["wait %1 seconds !",(round(_Time - _LastUsedTime))], "PLAIN DOWN"]; }; But you need define what means _Time & _LastUsedTime variables and need put where start to count. So: _LastUsedTime = 1200;//time in seconds before use again the script _Time = time - lastuse; //"lastuse" is where you start to count and is equal to time so you need to put it immediately after the _hasitem variable is checked as fine... see: if (_hasitem) then { lastuse = time; }; Well now the whole script looks: 4-USING RANDOMS Now you wanna put a random events into the script. You can use two ways: First: _randomCases = round(random(2)); switch (_randomCases) do { case 0 :{ //what happend here? }; case 1 :{ //what happend here? }; }; Or the other way: _randomNumbers = floor(random 100);//you can use any other number 100,200,50 if (_randomNumbers <= 30) then { //if randomNumbers is less or equal to 30 then //what happend here? }; if (_randomNumbers <= 100 && _randomNumbers > 31) then { //if randomNumbers is into 31 to 100 then //what happend here? }; So for the first example the whole script looks: And for the second example looks: 5-ADD A TOOL REQUIRED _inventory = items player; _hastools = "ItemToolbox" in _inventory; if !(_hastools) exitWith { cutText [format["Must be equiped with 1x toolbox in your toolbet."], "PLAIN DOWN"];}; if (_hastools) then { }; So now the script looks: 6-Allow The script only if player is an hero Now you want procced with the script only if player is an hero.. so: _PlayerHumanity = (player getVariable"humanity"); if (_PlayerHumanity < 5000) exitWith { cutText [format["Need be a hero"], "PLAIN DOWN"];}; if (_PlayerHumanity > 5000) then { }; So the whole script now is: 7-ADD A COIN COST Whats about if u wanna put a coins cost to execute it? _costs = 200; if !([ player,_costs] call SC_fnc_removeCoins) then { titleText [format["Needs %1 %2.",_costs,CurrencyName] , "PLAIN DOWN", 1]; } else { titleText [format["Pay %1 %2 for this",_costs,CurrencyName] , "PLAIN DOWN", 1]; }; So now script looks: 8-Nearest Required Now a nearest required from an objet or AI. _playerPos = getPosATL player; _nearestRestriction = count nearestObjects [_playerPos, ["TK_CIV_Woman01_EP1"], 4] > 0; //TK_CIV_Woman01_EP1 is an AI id if (_nearestRestriction) then { }; you can use it to execute scripts only into plot area... for example: _playerPos = getPosATL player; _nearestRestriction = count nearestObjects [_playerPos, ["Plastic_Pole_EP1_DZ"], 30] > 0; if (_nearestRestriction) then { }; or to restrict if is present for example if is a plot pole in the area you cant execute the script _playerPos = getPosATL player; _nearestRestriction = count nearestObjects [_playerPos, ["Plastic_Pole_EP1_DZ"], 30] > 0; if (_nearestRestriction) exitWith { cutText [format["Not in plot area"], "PLAIN DOWN"];}; }; So now the script is: in negative case.. (if u cannot execute the script if the objet plot area is present then the script must be): 9-Give something to the player here you can use: player addMagazine "item id"; so for example if u wanna give gold money then: player addMagazine "ItemBriefcase100oz"; if u wanna give coins money then: _add = [player, 1000] call SC_fnc_addCoins; if u wanna give a random item then: _add = ["ItemSodaOrangeSherbet","HandGrenade_west","ItemSodaEmpty"] call BIS_fnc_selectRandom; player addMagazine _add; So for the 1st example script looks: (give gold) for the 2nd example looks: (give coins) for the 3rd example (give random item) 10-Create a small function Now you need use random events and repeat a large or medium secuence.. to not write twice.. use a small functiion.. see: ///Function function_spawncrate = { _cratemodels=["USBasicWeapons_EP1","LocalBasicAmmunitionBox"] call BIS_fnc_selectRandom; _variete = ["ItemSodaOrangeSherbet","HandGrenade_west"] call BIS_fnc_selectRandom; _stone = ["CinderBlocks","MortarBucket","PartOreSilver"] call BIS_fnc_selectRandom; _wood = ["PartPlywoodPack","PartWoodPile","PartWoodLumber"] call BIS_fnc_selectRandom; _farm = ["FoodchickenRaw","FoodCanCorn","FoodrabbitRaw","ItemKiloHemp","FoodCanCurgon"] call BIS_fnc_selectRandom; _aiweapon = ["M16A2","M4A1"] call BIS_fnc_selectRandom; _crate1 = objNull; if (true) then{ _this = createVehicle [_cratemodels, [8352.9189, 5950.7417, -3.0517578e-005], [], 0, "CAN_COLLIDE"]; _crate1 = _this; clearWeaponCargoGlobal _crate1; clearMagazineCargoGlobal _crate1; _crate1 addWeaponCargoGlobal [_aiweapon, 1]; _crate1 addmagazinecargoglobal [_variete, 2]; _crate1 addmagazinecargoglobal [_wood, 5]; _crate1 addmagazinecargoglobal [_stone, 3]; _crate1 addmagazinecargoglobal [_farm, 3]; _crate1 setVariable ["permaLoot",true]; }; sleep 400; deleteVehicle _crate1; }; ////////////////////////////////END FUINCTON script looks: other way is call an external script into main script see: [] execVM 'path\to\external\script.sqf'; so the variant to not make the small function as above is call this external.sqf your main.sqf and you can put into external.sqf same codes as function_spawncrate external.sqf 11-Some "Commands" sleep ( you can use it to leave in "stand by" your script for some seconds ) example: ( wait 40 seconds and proceed to delete a crate called _crate1 ) sleep 40; deleteVehicle _crate1; also you can use a variable to define the time and make wait the variable with sleep command: _wait_time = 40; sleep _wait_time; deleteVehicle _crate1; Other way to let the script in "stand by" is use waitUntil command. for example wait for nearest player from an objet: _distance = 10; waitUntil {(player distance _xobjet) < _distance}; //proceed with the rest of the script so with waitUntil also you can wait to complete some conditions as above, where script wait for player 10 mts near the _xobjet removeAllWeapons player; //leave a player without weapons removeBackpack player; //without backpack {player removeMagazine _x} forEach magazines player; //without items player setVariable['USEC_BloodQty',12000,true]; //set blood amount on player r_player_infected = true; //infect player [player,-100] call player_humanityChange;//modify humanity of the player 12-Count amount of item _ Now you need count how many items had this player in his inventory, to stop giving same item for example if thers more than 2 _bloodbagAmount = {_x == "ItemBloodbag"} count magazines player; if (_bloodbagAmount > 2) exitWith { cutText [format["WARNING: %1, YOure Full of bloodbags", name player], "PLAIN DOWN"]; }; 13-Leave the script if player is in combat if (dayz_combat == 1) exitWith { cutText [format["IN COMBAT."], "PLAIN DOWN"]; }; 14-Attach to _player = player;//create a _player variable _mark = "RoadFlare" createVehicle getPosATL _player;//create a roadflare called _mark with the same location of _player _mark attachTo [_player, [0,0,0]];//attach _mark to _player with 0/0/0 axis values In this case we create a "RoadFlare" in the _player position and proceed to attach it with the player
  5. This is a very simple and basic guide to make your own scroll menu options and execute your scripts. Please fell free to put other ways or whatever do you want about it :) hope help you with it. Execute an script through fn_selfactions.sqf Using nearest players from objet or AI *If u wanna execute an script using an objet or AI as a trigger then at buttom of your custom fn_selfactions use this structure: So to complete the structure from above we gonna use a "TK_CIV_Woman01_EP1" AI id to get the option: Structure: (at bottom of your fn_selfactions.sqf) //In this case u dont need add nothing more. Using cursor target on specific AI/Objet to launch the script. (aim the objet/AI and get a scroll menu option) First you will need find this in your custom selfactions.sqf if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then { //the line above says if _canDo variable is present and if the speed player is less or equal to 1 and if cursor target is on the plot pole then { then blabla you can use the same syntax to make your own scroll menu option... for example if u wanna execute an script each time you put your cursor on a medical tent..("GUE_WarfareBFieldhHospital") above of if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then { put: so each time you aim to GUE_WarfareBFieldhHospital you will got a "HEAL ME" option in your scroll menu. //In this case you will need add yours player removeAction s_player_actiontent; s_player_actiontent = -1; near the end of fn_selfactions.sqf so find this lines: And add above put: this two ways are easy and you can create a new stuff using it. GET A NEW SCROLL MENU OPTION IF URE INTO A VEHICLE Well first you will need find it in your custom fn_selfActions.sqf bellow it add this structure: Other way to get a scroll menu option, for example if u wanna get the option all time to use for show rules or something: create a new sqf. (name it as you want.. for example no_use_for_a_name.sqf) and paste inside: now go to your init.sqf and in very bottom paste: [] execVM "path\to\no_use_for_a_name.sqf"; Now all players get the "RULE" option all time.
  6. I made an DayZ Epoch Chernarus server for friends with some scripts. Does anyone know other cool, useful scripts we could use? When I finished this 'project' I will give it to some newbies, who has problems with setting up a server. The current scripts are: - Walking Zed - DZAI - WAI - DZMS - Snap Building Pro - Take Clothes - JAEM Evac Chopper + modified call by Radio - Service Point - Ai Recruitment - Salvage all vehicle parts - Animated Helicrashes - Self BB (Epoch) - custom Trader - custom map Content (Kamenka Ore Mine, Big Hemp Plantation, Weedfarms) - custom Startgear - Nox's Admintool + SafeZones + Custom Debugscreen - Combo-Key-Changer - Vehicle Key Changer - Plot Management - Harvest + Smoke Weed - R3F Lift and Tow - DayZ Group Management - Spawn Selection - Right Click System Bug fixes and others: - Waterbottle(1-9oz) can now be filled, too - Smelting fixed - Waterbottle can be filled on Outhouse
  7. Hello there! We'd like to introduce you to Crimson Flood! Crimson Flood was once known for fantastic Mods and a great community player base back in the day. We are back with more Mods and a fantastic Staff waiting to assist you! At the moment our Overpoch server has only been live for about a few weeks now. We are working on getting back the player-base we once had. Our long-term goal is to insure that while you're playing on our server, all of your needs are met at the same time. So, what are you waiting for? Join the FUN! SERVER IP: 198.154.118.37:3802 TeamSpeak 3 IP: pbl.clandns.com We are regularly updating our Overpoch server to insure extreme amounts of fun! Current Mod list: Advanced Traiding System Self Bloodbag Spawn Selection Class Selection Turn off Grass/Environment sounds (Easily Accessible by pressing I) Utilize Ear Plugs (Easily Accessible by pressing U) Set View distance (Easily accessible by right-clicking your Range Finder) Group System (Easily accessible by right-clicking your radio) Single currency coin system Banking System Safezones in traders Custom AI missions and behaviors. (No more easy AI) Vehicle Repair/Refuel from Gas stations Abandoned Safes that reset to 0000 Snapbuild with custom vectors Paint Vehicles There are some heavy military vehicles for your heavy duty missions :) More coming! Our Staff works around the clock to insure our server stays how we intend it to for our players. Just so you're aware, Briefcases are worth $108,000 coins. Come and give us a try as I'm sure you'll all love to stay and play! -PBL Clan Feel free to register on our website at http://PBLClan.com We are recruiting ;)
  8. juandayz

    Delete Markers and Crates in event

    Hello i was trying to help @lonewolfgaming with rubble town event..he wanna delete crates and markers once player loot the crate and not wait for the sleep _wait_time variable (900ssecnds) I think put a check if nearest players and once player get the loot put a waituntil player distance from crate > 50 mts. to delete the crate and markers... else wait the sleep _wait_time variable and delete all. heres is the code for it: rubbletown.sqf this not work.. maybe thers an error in syntax or something?
  9. Hey guys setting up our own server and a bit confused on some installations of mods is anyone out there who can help would be grateful thanks!!!!
  10. juandayz

    Anti campers around traders cities

    hey i was working on anti camper script but i lost my server so cant test , and cant keep working on it if anyone want to test or keep this work i give the codes where i left. first create this path: mpmissions\instance 11...\nokill\ nokillarea.sqf punish.sqf *Now in mission.sqm needs create a new class sensor this is only for test 600mts around Stary
  11. juandayz

    waituntil

    hey, i need use waituntil and display a scroll menu option in server side using random cases. i had to wait if thers almost 1 player near of my custom crate to execute the random scroll menu option. this works by client side.. but not in server side: *I was trying to replace by it to make its work by server side.. the First waitUntil now works... but no the scroll menu option. any idea?
  12. juandayz

    HomeMade Bomb

    This is a small script to make home made bombs. Thers a Time Delay to select, a countdown and "Bip,Bip" sound :D VIDEO: 1-Path to every bombs sqfs: custom\bomb\ 2-Create: bombtimer.sqf: (used for all bombs). 3-in descriptions.ext (into class sounds). (ONLY PASTE LINES IN BLUE! THE OTHERS LINES ARE FOR REFERENCE) 4-DOWNLOAD BOMB SOUND : http://www.mediafire.com/download/7yjzis8htqfb952/bomb.ogg ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// *THERS 4 KIND OF BOMBS (Choose one , two or all of them... works togheter.) : SIMPLE BOMB// SIMPLE STICKY BOMB// STICKY BOMB WITH DEFUSE OPTION// VEHICLE BOMB ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// SIMPLE BOMB: (WITHOUT STICKY-WITHOUT DEFUSE). Dedicated to @chi who put "like" in all my post. TNKS chi! SIMPLE STICKY BOMB: (WITH OUT DEFUSE OPTION). Dedicated to @theduke he wanna broke some tanks :D VID: STICKYBOMB WITH DEFUSE Dedicated to @Cherdenko VEHICLE BOMB INFISTAR USERS: TNKS TO @theduke for it
  13. juandayz

    electrify fence

    well after 3 days i decided ask for help :) working on electrify fances.. i have it working... my unique issue is i need only electrify the fence around a plot area. but with my way i was electrify all fences in the map... its cuz im. using the objet name to recognize the fence.. but i dont know another way... if anyone can helpme .. heres the script. i execute it trouht a hpp button. init_electrify.sqf electrify.sqf
  14. juandayz

    rotate objets before place

    is there any way to execute the player_built actions rotate, down and rise objets on a script executed out of right click actions? for example... i deploy this objetc using the scroll menu: (works fine, its writed on db and keep his position... but not have "ghost" preview and cannot choice where put it.) try it... objet attach to player...can rotate up, down... but when press "space bar" dsnt appear into the world
  15. juandayz

    [INFOSERVER]

    This is a small addon to get some info about server or something to your player by a scroll menu option. not credits for me, its just a mixture of varius scripts. INSTALL: at bottom of your init.sqf *create this path MPmissions\instance you use \custom\info\ *Paste all this sqf´s into the info folder *create a sqf called : info_activate.sqf info_execute.sqf info_main.sqf (blue lines for text you want) (red lines for name of scripts) 1.sqf (this is only one example, you will need create 8 sqf. 1,2,3,4,5,6,7 and 8.sqf) paste into "info" folder *Also if u want, you can execute scripts.. for example if u wanna give players ability of count survived days... then create 2.sqf
  16. I set this, AI spawns but not attack the player. IF i change hatched by any other weapon for example makarov,, then AI attack as well. maybe needs setup ammo in hatched? but sintax dosnt work with setAmmo. its there any other way to call setAmmo? removeAllWeapons _crazy; _crazy addWeapon " MeleeHatchet_DZE "; _crazy setAmmo [primaryWeapon _crazy, 1000000];
  17. any one know how to change the color of text of DZMS or WAI missions
  18. halfgamerz

    Server Host Take Over

    Hi everyone, First of all, I would like to thank all for your time and hope to create new gaming relationships with you all. My Friend and I are owners of a gaming community called Half Gamerz, we currently own other game servers, and would really want to host an Arma3 epoch server. However, the problem we are facing is that neither one of us know how to build and manage a server like this. We currently own a Windows 2008 private dedicated server box with over 32 GB memory, we would like to know if there is a community who would like to co-own this server and manage the entire server for us. If your interested please let us know... Also to forum moderators I am sorry if I have posted this in the wrong place, I am new here; feel free to move this to the correct place if needed. All we ask is that, there is a way to be able to community with you and your community either by Teamspeak3 or Discord. Thank you, StarLord
  19. With this players can knock out others, and stole blood, and abuse. BASED IN KNOCK OUT SYSTEM OF PLAYER2 original : http://opendayz.net/threads/release-player2s-knockout.12533/ *Install: u will need a custom fn_selfActions.sqf . compiles.sqf , variables.sqf , PublicEh.sqf 1-making this custom sqf. paste fn_selfActions.sqf . compiles.sqf , variables.sqf , PublicEh.sqf in MPmissions\yourInstance\custom\ Now go to your init.sqf and change your lines by this lines in blue. (if u already have all this customs or just a few.. just add all you dont have.) 2-Go to your custom fn_SelfActions.sqf find: player removeAction s_player_studybody; s_player_studybody = -1; and add below player removeAction s_player_knockout; s_player_knockout = -1; player removeAction s_player_force; s_player_force = -1; player removeAction s_player_sblood; s_player_sblood = -1; Find: //Dog if (_isDog && _isAlive && (_hasRawMeat) && _ownerID == "0" && player getVariable ["dogID", 0] == 0) then { if (s_player_tamedog < 0) then { s_player_tamedog = player addAction [localize "str_actions_tamedog", "\z\addons\dayz_code\actions\tame_dog.sqf", _cursorTarget, 1, false, true, "", ""]; }; } else { player removeAction s_player_tamedog; s_player_tamedog = -1; }; add below //#### KNOCKOUT #### _unconscious = cursorTarget getVariable ["NORRN_unconscious", false]; if (_isMan and _isAlive and !_isZombie and _canDo and !_unconscious) then { if (s_player_knockout < 0) then { s_player_knockout = player addAction [("<t color=""#FF9800"">" + ("Knockout!") + "</t>"), "fixes\knockout.sqf",cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_knockout; s_player_knockout = -1; }; //############################## //********abuse/stole blood if (_isMan and _isAlive and !_isZombie and !_isAnimal and _unconscious and _canDo and (player distance cursorTarget < 3)) then { if (s_player_force < 0) then { s_player_force = player addAction [("<t color=""#FF9800"">" + ("Abuse") + "</t>"), "fixes\forced.sqf",cursorTarget, 0, false, true, "",""]; }; if (s_player_sblood < 0) then { s_player_sblood = player addAction [("<t color=""#FF9800"">" + ("StoleBlood") + "</t>"), "fixes\sblood.sqf",cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_force; s_player_force = -1; player removeAction s_player_sblood; s_player_sblood = -1; }; //********end of abuse/stole 3-Now go to custom compiles.sqf find: player_sleep = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sleep.sqf"; add below: player_knockout = compile preprocessFileLineNumbers "fixes\knockout2.sqf"; player_sblood2 = compile preprocessFileLineNumbers "fixes\sblood2.sqf"; player_force2 = compile preprocessFileLineNumbers "fixes\forced2.sqf"; 4- in custom variables.sqf find: canRoll = true; place above: dayz_knockout = []; dayz_sblood2 =[]; dayz_force2 =[]; 5-in custom PublicEH.sqf find: "PVDZE_obj_Fire" addPublicVariableEventHandler {nulexp=(_this select 1) spawn BIS_Effects_Burn}; place below: "dayz_knockout" addPublicVariableEventHandler {nul=(_this select 1) call player_knockout}; "dayz_sblood2" addPublicVariableEventHandler {nul=(_this select 1) call player_sblood2}; "dayz_force2" addPublicVariableEventHandler {nul=(_this select 1) call player_force2}; 6-Now, in MPMissions\yourinstance\ create a folder called "fixes". Then create and drop into all this .sqf knockout.sqf knockout2.sqf forced.sqf forced2.sqf sblood.sqf sblood2.sqf
  20. ALLOW PLAYERS TO SHOWER IN RIVER. When players are near of Lakes they can use Scroll Menu to "Take a Shower in Rivers" *Add Humanity+450/infection chance/time restriction. ***you will need a custom fn_selfActions.sqf*** 1-Create a sqf called showerON.sqf and put it into MPMISSIONS\YOURINSTANCE\fixes\ paste: 2-Now got at bottom of your fn_selfAction.sqf and paste 3- in fn_selfactions.sqf : find: player removeAction s_player_studybody; s_player_studybody = -1; add bellow: player removeAction s_player_shower; s_player_shower = -1;
  21. juandayz

    fn_unconsius.sqf

    hey any knows how to call fn_unconsius.sqf with other script? i making a script and a i need generate on the other player a fainthing. something like knockout. guess i need to call a new custom fn_unconsius.. with compiles.sqf too i have it my question is if is possible call the unconsius trough the script
  22. juandayz

    humanity

    Im working in a new script and need to know if anyone knows how is the code to add/remove humanity if player do some action. heres the script.. in blue whers players must be gain humanity
  23. Ghostrider-GRG

    resetting quantities in trader inventories

    I was looking at the post on cleaning up traders using redis-cli and wondered if one can change the number of items, such as for the case where the trader inventory reaches 100. Can it be set to 10 where it is greater than 50 as an aexample? Here is the original post:
  24. I have finally got my ArmA 2 DayZ Epoch Cherno server open to the public with over 31+ modifications and working scripts! I have a proper Tow & Lift script. And we are a Advanced Trader & Coin System server now as well. I will be adding custom AI missions and Loot zones very soon. Come and check my server out. We are the former owners of DayZ Rapture & Gamers World! Server IP= 198.154.118.36:9802 If you would like to see a list of scripts we have added to my server come check my official server website out! Hope to see you there! Server Website: http://strangeabyss.com/
  25. juandayz

    Server side Msgs

    Hello. I solved it. use if u want to call msgs from server side. calling it from init.sqf in "If isServer" section: heres the code.
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