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Found 123 results

  1. Made this in my free time awhile ago thought id make it public. Right Alt is the key to open the menu. Install instructions are inside the download. https://github.com/NWDZ-Trapxxgods/traps-menu here is a picture of the server menu
  2. Hey guys, I never liked, the unfinished west end of the coast road on the Tschernarus map. Now I spent some time to make it look better with a mod script , which I basically created in the 3D editor. Still have some things to fix, but than i could uplod it, if anyone is interested. BEFORE: AFTER:
  3. Ok so I'm helping out manage a server and they want me to make a change to the loading screen. I thought I knew how but the guides I have found conflict with what I see in the files on the server. If anyone could give me the exact file paths of the pbo I need to unpack and pack that has the image in it. I see everywhere it says mission.pbo but all i see is the server.pbo and it doesn't have what i'm looking for. Thanks!
  4. THANK YOU FOR READING. This debug is very similar to one offered by a service. After so long, I armed my own Latin American server. I had everything in place as wanted, but something was missing .. I was missing the debug. I've been looking for various topics, several forums, or maybe if there was someone who could share it with the community, and I have not succeeded. So why (besides being a beginner) I read about how. I will come to share that secure more than one (like me) you are looking for. THESE ARE THE STEPS. Step 1) Go to your "MPMissions" folder, then "DayZ_Epoch_11.Chernarus" (or as your folder is called). If you have a folder named "Custom" in there create a folder called "Debug" and create a file with the following custom_monitor.sqf in and keep within it. Step 2) Within the "Debug" folder create another debug_init.sqf file with the following. IMPORTANT: This debug is hidden by mouse wheel. Since doing so by a key is broken. Step 3) Go to your "init.sqf" and go to the bottom of everything and paste the following. If all goes well, when you open the server will see the debug so. View image. :) Well, I hope you like it. It's my first "edition" you could say, so try to do it the best way. I hope to move forward and continue sharing. Many thanks to user "Juandayz" for all the support he gave me. See you soon!
  5. Hey guys, so I saw that there are lot of people asking how to get an GUI looking like this: This is not my work, I'm only posting a tutorial on how to do it. This is from user Cen who was so nice to share it with us. All credits go to: Cen Tutorial: 1.) First download these files and extract them in the root of your mission folder or mission.pbo. Download Link or Attached files. 2.) Add this to the bottom of description.ext class RscPictureGUI { access = 0; type = 0; idc = -1; colorBackground[] = {0,0,0,0}; colorText[] = {0.38,0.63,0.26,0.75}; font = "TahomaB"; sizeEx = 0; lineSpacing = 0; text = ""; style = "0x30 + 0x100"; x = 0; y = 0; w = 0.2; h = 0.15; }; class RscTextGUIK { type = 0; idc = -1; style = 0x02; colorBackground[] = {0,0,0,0}; colorText[] = {1, 1, 1, 0.5}; //color[] = {1, 1, 1, 0.5}; font = "TahomaB"; size = 0.03; sizeEx = 0.03; x = 0; y = 0; w = 0.1; h = 0.2; }; #include "dayz_code\gui\ATD_Hud.h" 3.) Add this line to a custom compiles.sqf or overwrite the path in the existing compiles.sqf (depends how you call yours). I will not do a tutorial on how to add custom compiles as there are plenty of them already out here on this forum. player_updateGui = compile preprocessFileLineNumbers "dayz_code\compile\player_updateGui.sqf"; 4.) Edit ATD_Hud.h to your liking. And that should be it! If you have any questions or problems with it, please post down below and I'll try to get back to you as soon as possible or send me a PM. Let me know how I did for my first tutorial and thanks again to Cen for the HUD and letting me post a tutorial on this. ATD-HUD-FILES.zip
  6. Hi there, I would like to move this file to my server pbo. I have moved it to my mission pbo and tested by changing the call to this and it spawns fine. For some reason however I can not get it to spawn if it is placed server side and executed from server_functions.sqf either using [] execVm, execVm or call compile preprocessFileLineNumbers. The main reason for wanting to move this file is that when I edit my map I dont want to place any objects over existing ones. If it is not going to be possible then an alternative will be to load the buildings in the 3d editor make my map and just remove the duplicates that already spawn/exist in chernarus11.sqf Contents of chernarus11.sqf below extracted from dayz_code. Thanks in advance !
  7. Hi Epoch community, Have you ever wanted a way for players to be able to see your server rules while in-game? Are you tired of repeating yourself with simple answers to simple questions? Looking for a different way to deploy items or call certain scripts? Our community uses mostly scripts from this awesome epoch community. Its our time to give back :) I've decided to make a release version of my GUI for everyone to use. Download UPDATED FOR 1061: https://github.com/theduke77/Custom-Menu Or follow this link https://epochmod.com/forum/topic/43462-release-custom-gui-menu-updated-for-1061/In the video, i have my community colors in the GUI, the release version I tried to match the zupa colors. Video I've received tremendous help from SHIX. Most of the credit goes to him for explaining to me how to do this. also, I've used the code he provided as a template and built this from that. He kindly allowed me to share with all of you Ok, now for the fun part. This is NOT for someone new to the world of epoch server management. (probly because of my instructions lol) This is NOT a plug-n-play addon. You must configure all the files and customize the menu I would strongly suggest you have a test server to be able to test it as you create new pages. Try one page to make sure it looks good, then go from there. If you want to change the colors of stuff, check out the options section before creating pages. I will do my best to explain to the best of my knowledge. I'm far from being a coder lol Tools required Notepad ++ PBO Tool patience...with my instructions ;) TextView (optional) Installation: How to create new pages OPTIONAL Known issues Many thanks to SHIX. Without him explaining this GUI stuff to me I wouldn't of made it lol Thanks to Kill Zone kids blogs, they are amazing to learn from. Hope you guys enjoy it. I will support this to the best of my knowledge :) 16/02/2017 UPDATE Thank you to @Casual_Jeff for this 1.0.6 FIX
  8. *This jet Start in Krasnostav Airfield and fly around a specifics waypoints droping fake bombs. *Can be set in Air To Air combat too. *Can`t be defeated. but u can set it to be defeated. *Bomb exploit in a defined area. Therefore its more a scare than a danger. Install: 1-open your init.sqf and paste at very bottom: 2-Create a new sqf file and paste into: (To remove JET NO DAMAGE: Delete lines in red////// \\\\\\To add AIR-AIR COMBAT: Delete lines in blue.) 3-Save as "su34.sqf" and drop into your MPMISSION/Chernarus_11/custom/ folder. TEST: Restart your Server Go to Berezino , at market in north. Jet must be fly over the market and drop first bomb in 1 or 2 minutes. heres the location for first bomb:http://postimg.org/image/7zed2dzg1/
  9. Custom textures for player skins. This guide will show you how you can change textures on an excisting skins IF this skin supports the texture. In more detail, I will show you how to give admin a certain skin on command. You can use this for other ideas ( clan skins, event clothing, make fun of the admin skin?). Screenshots (My work): Screenshots (raymix): As you can see, you can make some nice stuff with custom texture The first one is build on a civilian model ( default ) and raymix uses a different one ( i dont know which one that is) NOW HOW DO I DO THIS 1) in your compiles.sqf add a public event handeler inside if (!isDedicated) then { add "PVOZ_adminSkin" addPublicVariableEventHandler { _obj = (_this select 1) select 0 ; _colour = (_this select 1) select 1; // this can also be a color or an image (color format = #(rgb,8,8,3)color(1,0,0,1) _obj setObjectTexture [0, _colour]; };(THIS ACTIVATES admin skin on all clients) 2) now in your init.sqf, add the following at the bottom { _adminated = _x getVariable ["adminated",0]; if( !isNil "_adminated" && _adminated != 0)then{ _x setObjectTexture [0, "gui\upg\admin.jpg"]; }; }forEach playableUnits; // if your antihack doesnt allow this use nearestObjects[player, ["Survivor2_DZ"],25000]; ( this will check all players if they have adminate active and reskin their skin) , THIS IS SO IF a client LOGS IN HE ALSO sees that the admin has adminskin on) 3) to activate , i'll show u how i do it in infistar I add a option "Suit up" above "teleport to player" add them to each level u want adminadd = adminadd + [" Suit UP",adminskinning,"0","0","0","1",[0,0.8,1,1]]; now look for admint2me = { and add ABOVE: ( change the image path to your image) adminskinning = { PVOZ_adminSkin = [player , "gui\upg\admin.jpg" ]; // (or color , "#(argb,1,1,1)color(0,0,0,1)" ) publicVariable "PVOZ_adminSkin"; player setObjectTexture [0, "gui\upg\admin.jpg"]; // (to also see it yourself) player setVariable["adminated",1,true]; }; To deavtivate your skin, just change into another skin! The skin image must be in your missions pbo IMPORTANT BATTLEYE Add the following exeptioon to publicvariable.txt in your battleye folder on line 2 or 1 ( depends how it is made) on the FIRST line that start with 5 add add the very end ( see there is a space between this and the last item) !="PVOZ_adminSkin" IMAGE SIZE: 1024px x 1024 px !! example images: (MINE, quickly made with limitted time ^^) raymix probably did this quite better https://www.dropbox.com/s/crd2qjk2zczj8kb/admin.jpg?dl=0 or CHANGE THIS TO 1024 x 1024 to work ( By Sukkaed)
  10. GenesisPC Epoch Server Auto refuel Self Blood Bag Tow & Lift Vehicle Salvage Vector & Building Snap Group Management Advanced Trading Deploy Bike Repair & Rearm Stations ElectroPLUS Klen Castle Black Forest Base Bor Outpost Checkpoint Charlie Dishina Outpost Skalisty Ai Fortress UN Ai Vehicle Convoys Custom Buildings Custom Airfields Custom Crashsites Starting Loadouts 133 Missions Bountys Top Hero Top bandit Player voted events New Player Starter Packs 8 Levels of Humanity Based Spawns Teamspeak Server Active Admins Anti Hack Great Community of Players Can you survive here ? Can you Dance ? Server Website www.suckitupprincess.org Teamspeak3 Server
  11. Hey, everyone I have built a cave with added trees and more I use on my server it can be used for a custom Ai mission or whatever you would like to use it for on the map Chernarus! Just add in the ai or what you want. Use notepad++ or whatever you normally use and make a mission.sqm file place this code (Below) inside of it. At the bottom of the code where it says "Hallows Cave" you can rename it whatever you like. Use the A2 editor and merge this with your original mission.sqm make sure to keep the original mission.sqm from your server in case you do not like it. Hope you like it! :) version=11; class Mission { addOns[]= { "map_eu", "caair2_uh1y", "CAMisc", "camisc3", "chernarus" }; addOnsAuto[]= { "map_eu", "caair2_uh1y", "CAMisc", "camisc3", "chernarus" }; randomSeed=7826573; class Intel { startWeather=0.40000001; forecastWeather=0.25; year=2008; month=10; day=11; hour=14; minute=20; }; class Vehicles { items=65; class Item0 { position[]={1308.886,0.1181917,5812.1128}; azimut=175.6563; id=0; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1308.886, 5812.1128, 0.1181917];"; }; class Item1 { position[]={1337.8951,0.00010681152,5812.9761}; azimut=-183.59708; id=1; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1337.8951, 5812.9761, 0.00010681152];"; }; class Item2 { position[]={1279.5168,-3.0517578e-005,5810.7354}; azimut=-184.08788; id=2; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1279.5168, 5810.7354, -3.0517578e-005];"; }; class Item3 { position[]={1263.7977,3.0517578e-005,5797.2485}; azimut=83.567741; id=3; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1263.7977, 5797.2485, 3.0517578e-005];"; }; class Item4 { position[]={1353.0201,-1.5258789e-005,5791.4214}; azimut=-100.02558; id=4; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1353.0201, 5791.4214, -1.5258789e-005];"; }; class Item5 { position[]={1352.4172,0.00015258789,5756.6089}; azimut=-95.953461; id=5; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1352.4172, 5756.6089, 0.00015258789];"; }; class Item6 { position[]={1266.1676,0.00033569336,5757.0713}; azimut=78.796616; id=6; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1266.1676, 5757.0713, 0.00033569336];"; }; class Item7 { position[]={1292.1116,25.500643,5798.3506}; azimut=175.98927; id=7; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1292.1116, 5798.3506, 25.500643];"; }; class Item8 { position[]={1330.1263,26.658922,5798.1104}; azimut=177.82625; id=8; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1330.1263, 5798.1104, 26.658922];"; }; class Item9 { position[]={1292.7681,24.582647,5781.6655}; azimut=172.31401; id=9; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1292.7681, 5781.6655, 24.582647];"; }; class Item10 { position[]={1332.5977,25.092699,5782.042}; azimut=177.05884; id=10; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1332.5977, 5782.042, 25.092699];"; }; class Item11 { position[]={1288.6293,25.61083,5763.2319}; azimut=178.23929; id=11; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1288.6293, 5763.2319, 25.61083];"; }; class Item12 { position[]={1327.7802,27.711185,5760.9395}; azimut=170.81143; id=12; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1327.7802, 5760.9395, 27.711185];"; }; class Item13 { position[]={1330.2716,23.567842,5746.3193}; azimut=182.9642; id=13; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1330.2716, 5746.3193, 23.567842];"; }; class Item14 { position[]={1289.9707,23.964474,5744.1226}; azimut=183.20248; id=14; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1289.9707, 5744.1226, 23.964474];"; }; class Item15 { position[]={1343.7726,0.00018310547,5738.4648}; id=15; side="EMPTY"; vehicle="MAP_R2_RockTower"; skill=0.2; init="this setpos [1343.7726, 5738.4648, 0.00018310547];"; }; class Item16 { position[]={1310.6842,6.1035156e-005,5731.2124}; id=16; side="EMPTY"; vehicle="MAP_R2_RockTower"; skill=0.2; init="this setpos [1310.6842, 5731.2124, 6.1035156e-005];"; }; class Item17 { position[]={1280.5291,0.00012207031,5737.0176}; id=17; side="EMPTY"; vehicle="MAP_R2_RockTower"; skill=0.2; init="this setpos [1280.5291, 5737.0176, 0.00012207031];"; }; class Item18 { position[]={1386.9114,-15.594225,5725.9766}; id=18; side="EMPTY"; vehicle="MAP_R2_RockTower"; skill=0.2; init="this setpos [1386.9114, 5725.9766, -15.594225];"; }; class Item19 { position[]={1230.8561,-15.415525,5720.2939}; id=19; side="EMPTY"; vehicle="MAP_R2_RockTower"; skill=0.2; init="this setpos [1230.8561, 5720.2939, -15.415525];"; }; class Item20 { position[]={1319.9504,0.00019836426,5730.3481}; id=20; side="EMPTY"; vehicle="MAP_R2_Stone"; skill=0.2; init="this setpos [1319.9504, 5730.3481, 0.00019836426];"; }; class Item21 { position[]={1327.1923,4.5776367e-005,5738.917}; id=21; side="EMPTY"; vehicle="MAP_R2_Boulder2"; skill=0.2; init="this setpos [1327.1923, 5738.917, 4.5776367e-005];"; }; class Item22 { position[]={1337.9111,7.6293945e-005,5754.7773}; id=22; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1337.9111, 5754.7773, 7.6293945e-005];"; }; class Item23 { position[]={1285.358,7.6293945e-005,5729.2915}; id=23; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1285.358, 5729.2915, 7.6293945e-005];"; }; class Item24 { position[]={1284.3668,0.00016784668,5751.1152}; id=24; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1284.3668, 5751.1152, 0.00016784668];"; }; class Item25 { position[]={1310.3997,-3.0517578e-005,5719.9819}; id=25; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1310.3997, 5719.9819, -3.0517578e-005];"; }; class Item26 { position[]={1272.9858,-3.0517578e-005,5802.6533}; id=26; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1272.9858, 5802.6533, -3.0517578e-005];"; }; class Item27 { position[]={1345.4098,-4.5776367e-005,5729.5298}; id=27; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1345.4098, 5729.5298, -4.5776367e-005];"; }; class Item28 { position[]={1319.2845,0,5751.3809}; id=28; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; }; class Item29 { position[]={1302.6494,0.00012207031,5723.6025}; id=29; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1302.6494, 5723.6025, 0.00012207031];"; }; class Item30 { position[]={1333.9025,4.5776367e-005,5737.189}; id=30; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1333.9025, 5737.189, 4.5776367e-005];"; }; class Item31 { position[]={1318.0431,1.5258789e-005,5784.6226}; id=31; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1318.0431, 5784.6226, 1.5258789e-005];"; }; class Item32 { position[]={1263.4698,4.5776367e-005,5722.6357}; id=32; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1263.4698, 5722.6357, 4.5776367e-005];"; }; class Item33 { position[]={1293.6953,1.5258789e-005,5764.6636}; id=33; side="EMPTY"; vehicle="MAP_R2_Boulder1"; skill=0.2; init="this setpos [1293.6953, 5764.6636, 1.5258789e-005];"; }; class Item34 { position[]={1358.4407,4.5776367e-005,5730.458}; id=34; side="EMPTY"; vehicle="MAP_R2_Boulder2"; skill=0.2; init="this setpos [1358.4407, 5730.458, 4.5776367e-005];"; }; class Item35 { position[]={1351.8339,9.1552734e-005,5722.1943}; id=35; side="EMPTY"; vehicle="MAP_R2_Boulder2"; skill=0.2; init="this setpos [1351.8339, 5722.1943, 9.1552734e-005];"; }; class Item36 { position[]={1316.3303,0.00012207031,5721.6694}; id=36; side="EMPTY"; vehicle="MAP_R2_Boulder2"; skill=0.2; init="this setpos [1316.3303, 5721.6694, 0.00012207031];"; }; class Item37 { position[]={1278.1462,6.1035156e-005,5727.2095}; id=37; side="EMPTY"; vehicle="MAP_R2_Boulder2"; skill=0.2; init="this setpos [1278.1462, 5727.2095, 6.1035156e-005];"; }; class Item38 { position[]={1348.8813,1.5258789e-005,5725.9893}; id=38; side="EMPTY"; vehicle="MAP_t_carpinus2s"; skill=0.2; init="this setpos [1348.8813, 5725.9893, 1.5258789e-005];"; }; class Item39 { position[]={1278.8987,0,5723.5278}; id=39; side="EMPTY"; vehicle="MAP_t_carpinus2s"; skill=0.2; }; class Item40 { position[]={1312.1283,6.1035156e-005,5716.896}; id=40; side="EMPTY"; vehicle="MAP_t_acer2s"; skill=0.2; init="this setpos [1312.1283, 5716.896, 6.1035156e-005];"; }; class Item41 { position[]={1224.8661,4.5776367e-005,5812.3364}; id=41; side="EMPTY"; vehicle="MAP_t_betula2s"; skill=0.2; init="this setpos [1224.8661, 5812.3364, 4.5776367e-005];"; }; class Item42 { position[]={1267.177,1.5258789e-005,5691.4517}; id=42; side="EMPTY"; vehicle="MAP_t_betula2s"; skill=0.2; init="this setpos [1267.177, 5691.4517, 1.5258789e-005];"; }; class Item43 { position[]={1391.4387,4.5776367e-005,5717.2666}; id=43; side="EMPTY"; vehicle="MAP_t_betula2s"; skill=0.2; init="this setpos [1391.4387, 5717.2666, 4.5776367e-005];"; }; class Item44 { position[]={1362.6277,0.00018310547,5691.1436}; azimut=66.556885; id=44; side="EMPTY"; vehicle="MAP_t_betula2s"; skill=0.2; init="this setpos [1362.6277, 5691.1436, 0.00018310547];"; }; class Item45 { position[]={1372.9424,0.00010681152,5646.2871}; id=45; side="EMPTY"; vehicle="MAP_t_fagus2f"; skill=0.2; init="this setpos [1372.9424, 5646.2871, 0.00010681152];"; }; class Item46 { position[]={1303.2216,0.00015258789,5666.5625}; id=46; side="EMPTY"; vehicle="MAP_t_fagus2f"; skill=0.2; init="this setpos [1303.2216, 5666.5625, 0.00015258789];"; }; class Item47 { position[]={1335.0012,1.5258789e-005,5623.2314}; id=47; side="EMPTY"; vehicle="MAP_t_fagus2f"; skill=0.2; init="this setpos [1335.0012, 5623.2314, 1.5258789e-005];"; }; class Item48 { position[]={1293.4785,-0.00021362305,5616.0273}; id=48; side="EMPTY"; vehicle="MAP_t_fagus2f"; skill=0.2; init="this setpos [1293.4785, 5616.0273, -0.00021362305];"; }; class Item49 { position[]={1361.7677,0.0001373291,5605.0732}; id=49; side="EMPTY"; vehicle="MAP_t_fagus2f"; skill=0.2; init="this setpos [1361.7677, 5605.0732, 0.0001373291];"; }; class Item50 { position[]={1395.4496,0.00010681152,5770.7378}; id=50; side="EMPTY"; vehicle="MAP_t_fagus2f"; skill=0.2; init="this setpos [1395.4496, 5770.7378, 0.00010681152];"; }; class Item51 { position[]={1387.2894,0.0002746582,5826.9111}; id=51; side="EMPTY"; vehicle="MAP_t_fagus2f"; skill=0.2; init="this setpos [1387.2894, 5826.9111, 0.0002746582];"; }; class Item52 { position[]={1333.8317,3.0517578e-005,5666.271}; id=52; side="EMPTY"; vehicle="MAP_t_picea2s"; skill=0.2; init="this setpos [1333.8317, 5666.271, 3.0517578e-005];"; }; class Item53 { position[]={1291.162,0.00051879883,5633.918}; id=53; side="EMPTY"; vehicle="MAP_t_picea2s"; skill=0.2; init="this setpos [1291.162, 5633.918, 0.00051879883];"; }; class Item54 { position[]={1245.4023,9.1552734e-005,5722.3335}; id=54; side="EMPTY"; vehicle="MAP_t_picea2s"; skill=0.2; init="this setpos [1245.4023, 5722.3335, 9.1552734e-005];"; }; class Item55 { position[]={1382.7906,0.00015258789,5688.6479}; id=55; side="EMPTY"; vehicle="MAP_t_picea2s"; skill=0.2; init="this setpos [1382.7906, 5688.6479, 0.00015258789];"; }; class Item56 { position[]={1317.1052,0.00010681152,5610.771}; id=56; side="EMPTY"; vehicle="MAP_t_picea2s"; skill=0.2; init="this setpos [1317.1052, 5610.771, 0.00010681152];"; }; class Item57 { position[]={1304.2625,3.0517578e-005,5696.6387}; id=57; side="EMPTY"; vehicle="MAP_t_picea3f"; skill=0.2; init="this setpos [1304.2625, 5696.6387, 3.0517578e-005];"; }; class Item58 { position[]={1329.5486,0.00016784668,5707.4805}; id=58; side="EMPTY"; vehicle="MAP_t_picea3f"; skill=0.2; init="this setpos [1329.5486, 5707.4805, 0.00016784668];"; }; class Item59 { position[]={1338.825,6.1035156e-005,5618.6816}; id=59; side="EMPTY"; vehicle="MAP_t_picea3f"; skill=0.2; init="this setpos [1338.825, 5618.6816, 6.1035156e-005];"; }; class Item60 { position[]={1292.2566,0.00018310547,5660.4814}; azimut=-189.29378; id=60; side="EMPTY"; vehicle="UH1Wreck"; skill=0.2; init="this setpos [1292.2566, 5660.4814, 0.00018310547];"; }; class Item61 { position[]={1357.3984,0.00033569336,5723.8389}; azimut=55.139076; id=61; side="EMPTY"; vehicle="hiluxWreck"; skill=0.2; init="this setpos [1357.3984, 5723.8389, 0.00033569336];"; }; class Item62 { position[]={1326.6917,18.652861,5740.6152}; azimut=-10.305964; id=62; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1326.6917, 5740.6152, 18.652861];"; }; class Item63 { position[]={1285.3906,18.872669,5737.8501}; id=63; side="EMPTY"; vehicle="MAP_R2_RockWall"; skill=0.2; init="this setpos [1285.3906, 5737.8501, 18.872669];"; }; class Item64 { position[]={1311.3625,-9.6852903,5776.6274}; azimut=46.218235; id=64; side="EMPTY"; vehicle="MAP_R2_RockTower"; skill=0.2; init="this setpos [1311.3625, 5776.6274, -9.6852903];"; }; }; class Markers { items=1; class Item0 { position[]={1307.9352,6.1035156e-005,5755.5313}; name="Hallows Cave"; text="Hallows Cave"; type="Dot"; colorName="ColorBlack"; }; }; }; class Intro { addOns[]= { "chernarus" }; addOnsAuto[]= { "chernarus" }; randomSeed=7826573; class Intel { startWeather=0.40000001; forecastWeather=0.25; year=2008; month=10; day=11; hour=14; minute=20; }; }; class OutroWin { addOns[]= { "chernarus" }; addOnsAuto[]= { "chernarus" }; randomSeed=7826573; class Intel { startWeather=0.40000001; forecastWeather=0.25; year=2008; month=10; day=11; hour=14; minute=20; }; }; class OutroLoose { addOns[]= { "chernarus" }; addOnsAuto[]= { "chernarus" }; randomSeed=7826573; class Intel { startWeather=0.40000001; forecastWeather=0.25; year=2008; month=10; day=11; hour=14; minute=20; }; };
  12. The loot spawning on my server will respawn or cycle right infrnt of you if you move more than 5m away or if someone else near you moves 5ft away. I check player_spawncheck.sqf and it looks fine. player_spawncheck.sqf //player_spawncheck.sqf private ["_isWreck","_maxControlledZombies","_looted","_zombied","_doNothing","_spawnZedRadius","_serverTime","_age","_nearbyBuildings","_position","_speed","_radius","_maxlocalspawned","_maxWeaponHolders","_currentWeaponHolders","_maxtoCreate","_inVehicle","_isAir","_isLand","_isSea","_Controlledzeddivided","_totalcrew","_nearby","_type","_config","_canSpawn","_dis","_checkLoot","_islocal","_bPos","_zombiesNum"]; _age = -1; //_nearbyBuildings = []; _position = [player] call fnc_getPos; _speed = speed (vehicle player); _radius = 200; //150*0.707; Pointless Processing (106.5) _spawnZedRadius = 20; /* //Tick Time PVDZ_getTickTime = player; publicVariableServer "PVDZ_getTickTime"; */ //Total Counts _maxlocalspawned = round(dayz_spawnZombies); _maxControlledZombies = round(dayz_maxLocalZombies); _maxWeaponHolders = round(dayz_maxMaxWeaponHolders); _currentWeaponHolders = round(dayz_currentWeaponHolders); //Limits (Land,Sea,Air) _inVehicle = (vehicle player != player); /* _isAir = vehicle player iskindof "Air"; _isLand = vehicle player iskindof "Land"; _isSea = vehicle player iskindof "Sea"; if (_isLand) then { } else { }; if (_isAir) then { } else { }; if (_isSea) then { } else { }; */ _doNothing = false; if (_inVehicle) then { _Controlledzeddivided = 0; //exit if too fast if (_speed > 25) exitwith {_doNothing = true;}; //Crew can spawn zeds. _totalcrew = count (crew (vehicle player)); if (_totalcrew > 1) then { _Controlledzeddivided = 2; //Dont allow driver to spawn if we have other crew members. if (player == driver (vehicle player)) exitwith {_doNothing = true;}; } else { _Controlledzeddivided = 4; }; if (_Controlledzeddivided > 0) then { _maxControlledZombies = round(_maxControlledZombies / _Controlledzeddivided); r_player_divideinvehicle = _Controlledzeddivided; }; }; if (_doNothing) exitwith {}; /*if ("ItemMap_Debug" in items player) then { deleteMarkerLocal "MaxZeds"; deleteMarkerLocal "Counter"; deleteMarkerLocal "Loot30"; deleteMarkerLocal "Loot120"; deleteMarkerLocal "Agro80"; _markerstr = createMarkerLocal ["MaxZeds", _position]; _markerstr setMarkerColorLocal "ColorYellow"; _markerstr setMarkerShapeLocal "ELLIPSE"; _markerstr setMarkerBrushLocal "Border"; _markerstr setMarkerSizeLocal [_radius, _radius]; _markerstr1 = createMarkerLocal ["Counter", _position]; _markerstr1 setMarkerColorLocal "ColorRed"; _markerstr1 setMarkerShapeLocal "ELLIPSE"; _markerstr1 setMarkerBrushLocal "Border"; _markerstr1 setMarkerSizeLocal [_radius+100, _radius+100]; _markerstr2 = createMarkerLocal ["Agro80", _position]; _markerstr2 setMarkerColorLocal "ColorRed"; _markerstr2 setMarkerShapeLocal "ELLIPSE"; _markerstr2 setMarkerBrushLocal "Border"; _markerstr2 setMarkerSizeLocal [80, 80]; _markerstr2 = createMarkerLocal ["Loot30", _position]; _markerstr2 setMarkerColorLocal "ColorRed"; _markerstr2 setMarkerShapeLocal "ELLIPSE"; _markerstr2 setMarkerBrushLocal "Border"; _markerstr2 setMarkerSizeLocal [30, 30]; _markerstr3 = createMarkerLocal ["Loot120", _position]; _markerstr3 setMarkerColorLocal "ColorBlue"; _markerstr3 setMarkerShapeLocal "ELLIPSE"; _markerstr3 setMarkerBrushLocal "Border"; _markerstr3 setMarkerSizeLocal [120, 120]; diag_log ("LocalZombies: " +str(dayz_spawnZombies) + "/" +str(dayz_maxLocalZombies)); //Logging diag_log (format["%1 Local.Agents: %2/%3, NearBy.Agents: %8/%9, Global.Agents: %6/%7, W.holders: %10/%11, (radius:%4m %5fps).","SpawnCheck", _maxlocalspawned, _maxControlledZombies, _radius, round diag_fpsmin,dayz_currentGlobalZombies, dayz_maxGlobalZeds, dayz_CurrentNearByZombies, dayz_maxNearByZombies, _currentWeaponHolders,_maxWeaponHolders]); };*/ // nearObjects is faster than nearestObjects when sorting by distance isn't needed // "Building" includes House and all of its child classes (Crashsite, IC_Fireplace1, IC_Tent, etc.) _nearby = _position nearObjects ["Building",_radius]; _maxlocalspawned = _maxlocalspawned max floor(_maxControlledZombies*.8); if (_maxlocalspawned > 0) then { _spawnZedRadius = _spawnZedRadius * 3; }; //Spawn Zeds & loot in buildings { _type = typeOf _x; _config = missionConfigFile >> "CfgLoot" >> "Buildings" >> _type; _canSpawn = isClass (_config); if (_canSpawn) then { _dis = _x distance player; _checkLoot = (count (getArray (_config >> "lootPos"))) > 0; _islocal = _x getVariable ["", false]; // object created locally via TownGenerator. //Make sure wrecks always spawn Zeds _isWreck = _x isKindOf "CrashSite"; //Loot if (getNumber(_config >> "lootChance") > 0) then { if (_currentWeaponHolders < _maxWeaponHolders) then { //Basic loot check if ((_dis < 125) and (_dis > 30) and !_inVehicle and _checkLoot) then { _serverTime = serverTime; _looted = (_x getVariable ["looted",_serverTime]); _age = _serverTime - _looted; //Building refresh rate if (_age == 0 or (_age > getNumber(_config >> "lootRefreshTimer"))) then { _x setVariable ["looted",_serverTime,!_islocal]; _x call building_spawnLoot; if (!(_x in dayz_buildingBubbleMonitor)) then { dayz_buildingBubbleMonitor set [count dayz_buildingBubbleMonitor, _x]; }; //diag_log [ diag_tickTime, "new loot at",_x,"age:", _age, "serverTime:", _serverTime]; }/* else { diag_log [ diag_tickTime, "won't spawn loot at",_x,"age:", _age, "serverTime:", _serverTime]; }*/; }; }; }; //Zeds if (getNumber(_config >> "zombieChance") > 0) then { if (_dis > _spawnZedRadius) then { _serverTime = serverTime; _zombied = (_x getVariable ["zombieSpawn",_serverTime]); _age = _serverTime - _zombied; if ((_age == 0) or (_age > 300)) then { if (!_isWreck) then { if ((dayz_spawnZombies < _maxControlledZombies) and (dayz_CurrentNearByZombies < dayz_maxNearByZombies) and (dayz_currentGlobalZombies < dayz_maxGlobalZeds)) then { _bPos = getPosATL _x; _zombiesNum = count (_bPos nearEntities ["zZombie_Base",(((sizeOf _type) * 2) + 10)]); if (_zombiesNum == 0) then { _x setVariable ["zombieSpawn",_serverTime,!_islocal]; if (!(_x in dayz_buildingBubbleMonitor)) then { //add active zed to var dayz_buildingBubbleMonitor set [count dayz_buildingBubbleMonitor, _x]; }; //start spawn [_x] call building_spawnZombies; }; //diag_log (format["%1 building. %2", __FILE__, _x]); }; } else { _bPos = getPosATL _x; _zombiesNum = count (_bPos nearEntities ["zZombie_Base",(((sizeOf _type) * 2) + 30)]); //Should be a wreck if (_zombiesNum == 0) then { [_x,_isWreck] call building_spawnZombies; }; }; }; }; }; }; } forEach _nearby; At first I thought it was a respawn timer issue or something like that but if you don't move the loot will stay, you have to back away from it or someone else has to get within range and its not like you have to run away for this to happen, you can just back up a few steps and watch the loot change right infront of you. I have been playing around with it just trying to see if i can figure it out but if anyone knows what i should do or can at least point me in the right direction it would be a huge help. Thanks
  13. I was wondering if it is possible to make it so that a players humanity would not change for a certain amount of time? I have a PVP arena with a teleport in and I was wanting to make it so people could TP in and fight without worrying about gaining or losing humanity.
  14. How would I go about adding custom vehicles to my server? I want to have an F35B with no weapons. I know how to remove the weapons, just cant find the file for the jet itself to edit.
  15. dodget90

    weapon attachments

    whats involved in creating custom weapon attachments? for example, if I wanted to right click my Makarov and attach the pistol flashlight attachment from the weapon trader or add an acog scope to my kar 98 rifle
  16. ARMA 3 Epoch | APEX | PVP | High Loot | Survival | | Custom | 24/7 My aim with this server is to grow it as a community, I will be doing nothing for my-self (By this i mean decisions will be community based). I want to expand this server over and over again!. Server IP: Server Page Status - ONLINE! Required Mods: Epoch Mod DLC's: Karts Helicopters Marksmen APEX! Scripts Installed: DayZ style Helicopter Crash Sites Black Market Traders ( There are 3 Traders Based Around The Map ) Custom Status Bar ( A status Bar Located In the Bottom Of your screen tells you "Drink %, Food %, Number Of Players On The Server, Health %, Stamina Level, Krypto Amount (Money), FPS ) Custom Spawn In Option ( Allows you to choose from a verity of spawn locations when you first join or Die ) Custom Ear Plug Script ( Automatic Ear Plug's, Activate when you are parachuting or driving a Vehicle ) Other Information: Restarts Occur Every 3 Hours ( Just so the server can stay FRESH and CLEAN ), Don't worry a WARNING is issued every 10 Minutes and 5 Minutes before the RESTART. Full Support ( Staff and Myself are pretty much online 24/7, So if there's anything you need? don't be afraid to ask us we don't bite ) No Restrictions ( Build Your base wherever you wish, all we ask is that it's at least 700m Away from Trader Safe Zones ) PVP & PVE ( The Server Features "Player VS Player" So keep Your Eye's Open, It also Features "Player VS Enemy ( AI's ), Hear a Drone? Be careful Enemy AI's may be approaching ) Server Staff: HAWK ( Which Is Myself ) Andy ( Awesome Guy, Loves a Good Laugh ) StarLight ( Another Nutter On The Team! Watch Him Guys "He's Dodgy xD" ) - Coming Soon - New Weapons, Clothing, Items, Vehicles, Skins + More If you have any Suggestions.. Or an item you'd like to see added? Let me know below. Can i just say a huge thank you to "Grahame" for helping me set up this server! Absolute Saint . Grahame
  17. So one of the admins on our community has been playing with the editor for a bit now. Hes gotten real good and his attention to detail is amazing. He made this for our server, and it was so nice, i asked him if he would make a oval track around the racetrack. He kindly allowed me to share it here with everyone to use. The only condition we ask, is please leave the "Elite SLK" made of tires in the middle of the track :) ALL CREDIT GOES TO OBDURATE, admin on Elite SLK gaming community. Here are some pics http://tinypic.com/r/x6dls3/9 http://tinypic.com/r/11gt9g6/9 It is Located South West of Chernarus. About 500m North West of Pavlovo. You'll need epoch and overwatch for this. Download https://github.com/theduke77/Chernarus-Race-Track There are some ambient sounds around the track, if you dont like it, search in the code for sounds and delete the block of code associated with it. Also. We had custom billboards at the entrance of the racetrack. They are commented out in this script im posting (at the bottom of the script). You can make your own texture and uncomment them and change the paths Installation: In your server PBO, place the file in a folder called "objects". If you don't have one, create the folder. In your server_functions.sqf, find this line server_sendToClient = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_sendToClient.sqf"; Add this bellow execVM "\z\addons\dayz_server\objects\racetrack.sqf"; Re-Pack your server PBO and enjoy. NOTE: This was in the 1051 legacy forum, but i thought id re-post it here in case some thought it didnt work. Also on the Git now.
  18. Hello there! Not my first work, but also not the best! I'm just starting a own server, and adding a bit of customstuff for the future players. I wanted to share that stuff with you, so you can use it aswell, if you going to like it. Screenshots at the end Quote Tested on a ARMA 2 DAYZ Epoch server - I also changed the important "Map_" classnames to "Land_" so there will be loot in all the barracks, and the Super market :) Download: http://www.mediafire.com/file/b2winspp45saavs/balota.sqf 1. Create folder for all your buildings in your dayz_server.pbo // Skip this if you already got one! 2. Put the downloaded balota.sqf in this folder" 3. Go to your dayz_server.pbo again, head to the "init" folder, and add at the bottom from server_functions.sqf this: 4. Repack your dayz_server-pbo, upload it again - There you go! Screenshots: If youre are interested in the server, take look here: Community Server by Impact eSport Thanks for tuning in! If you find any bugs, just let me know them!
  19. -------------- Created by: Theduke™ Payden and Spider from Elite SLK Gaming -------------- Welcome to Sanford and Son Trader. Sadly this trader does not accept gold, only coins "Hero or not, we buy just about everything you can bring us. Certainly at a discounted price. We will pay you 75% of what the other guys give you. But I can guarantee you’ll never unload everything all at once if you visit them!" Video https://www.youtube.com/watch?v=5qIS9V0lLHw The Idea was to create a trader where you could sell EVERYTHING...well, just about everything ;) New players sometimes arn't able to sell hero items, or maybe you have a vehicle full of junk you might not want anymore and why not make a bit of cash from it, right? This trader will NOT be a install and go type of mod. You will need to take YOUR server items from the trader files, and change the price at the discount you choose. (you can leave your prices the same if you want, completely up to you) This is because every server most likely has different prices on items. Going through each file and changing each price manually just isnt feasible. How to do this will be explained later in the post. (its not as scary as it sounds) Many thanks to @Payden for creating the run.bat file and doing the leg work for creating the sanfordandson.hpp file and instructions. Many thanks to Spider for creating the trader buildings. DOWNLOAD https://github.com/theduke77/Sanford-and-Son-Salvage-Trader Tools you will need. Notepad++ PBO Manager Excel ...Maybe a sandwich and a drink lol FOR NOW WE WILL ONLY USE CHERNARUS - WE HAVE LINGOR WORKING ALSO Lets start with the easy part, server sided 1. Open your dayz_server\traders\chernarus11.sqf Anywhere in the middle, add this //Sandford and son Salvage ["Gangsta_merc7", [9910.58,5432.17,0.00143433],106.201], 2. Still in the dayz_server folder, put the sanford.sqf from the download in the objects folder. If you don't have the objects folder create one. So the sanford.sqf should be in a folder path like this. dayz_server\objects\sanford.sqf 3. Open the init folder, then server_functions.sqf Look for this spawn_vehicles = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_vehicles.sqf"; Add this bellow execVM "\z\addons\dayz_server\objects\sanford.sqf"; Thats it for the server sided Now for the mission 1. Open your server_traders.sqf At the top you will see a list of traders, add this, but make sure if its your last entry, there shouldn't be a comma at the end "Gangsta_merc7", 2. still in server_traders.sqf Add this at the bottom //Sanford and Son Trader menu_Gangsta_merc7 = [ [["Sanford And Son Salvage",666]], [], "neutral" ]; Save and close the file. 4. Put the sanford folder from the download in your custom folder in your mission. If you dont have a custom folder create one. 5. Open your description.ext Look for class CfgSounds { add this before the closing bracket class sanford { name = "sanford"; sound[] = {custom\sanford\sanford.ogg,1.0,1}; titles[] = {}; }; 6.Open your mission.sqm look for class Sensors add this block of code, before the class sensors closing bracket. Pay attention to the class item6. They need to be incremental and you will need to adjust the items6 to items 7 right bellow class sensors also. class Item6 { position[]={9910.58,0,5432.17}; a=15; b=15; activationBy="WEST"; repeating=1; interruptable=1; age="UNKNOWN"; name="zonesanford"; expCond="(player distance zonesanford) < 25;"; expActiv="sanford = [] execVM ""custom\sanford\music.sqf"";"; expDesactiv="terminate sanford; titleText [""Thanks For visiting us! Come Again"", ""PLAIN DOWN"", 3];"; class Effects { }; }; 7. Still in the mission.sqm look for class Markers { add this before the closing bracket of class markers class Item20 { position[]={9910.58,5432.17}; name="SanfordSonSalvage"; text="Sanford & Son Salvage"; type="mil_circle"; colorName="ColorBlack"; }; ALWAYS MAKE SURE your class item is incremental in number and make sure the Items right bellow class markers you increase it by 1. so if you have items18, it'll be items19. Alright the easy part is done lol Now is the time to configure your prices for the trader. Optional/Disclaimer This part Payden will take over the instructions I decided to make a video based on what Payden explained to me Video can be found bellow **************************** Building the Scrap Trader File: 1. Put all trader files (YOUR MISSION\dayz_code\configs\Category) in a single directory. Rename any Hero or Epic Hero files to resolve duplicate names 2. Put the run.bat file from the download in that folder also. Run the bat file, it will compile all your files into one and should create a file called "output.txt" Now the fun part begins. 3. In order to import into excel and properly change the prices. You need to change the format of the files. Open output.txt with notepad++. In notepad++, click on view>Show Symbol>Show All Characters This will show all spaces, tabs, line breaks...everything. when done, it should look like this class G36C_DZ {type=“trade_weapons";buy[]={ 60000 ,”worth”};sell[]={ 20000 ,”worth”};}; and not this class G36C_DZ { type=“trade_weapons"; buy[]={ 60000,”worth”}; sell[]={20000,”worth”}; }; - All whitespace is TAB characters. Tabs between "class" and classname, between classname and {type=..., before and after buy price, before and after sell price. 4. Import the plain text file into Excel. You should end up with everything separated by columns: 1. class and ClassName (e.g., M4A1_HWS_GL_camo) 2. All before the buy price (e.g., {type=“trade_any_vehicle";buy[]={) 3. Buy price 4. All between buy price and sell price (e.g., ,”worth”};sell[]={) 5. Sell price 6. All after sell price (e.g., ,”worth”};};) If you're like me, you'll need to repeat this process several times to get everything correct. Filters will help you find the oddball entries in each row. 5. Use Excel's conditional formatting to highlight duplicate classnames. Compare prices, pick the one you will use, delete the other entry 6. Set all buy prices to -1 7. Decide on your discount (our scrap trader pays 75% of standard trader prices) and calculate/replace the original sell prices using excel formulas 8. Use Excel's filters to either hide or delete rows containing only classnames or filenames. Also remove extra "};" where needed to make these lines a single class 8. Use Excel to save/export the file to Formatted Text (Space delimited). You'll need to widen the Excel columns to ensure nothing is truncated. 9. If you're like me, you'll need to repeat this step also to ensure your class is correct and no data fields were truncated. 10. Change the filename extension from PRN to HPP if you haven't already. VIDEO: ************************** 11. Now you need to navigate to your trader files, and drop the sanfordandson.hpp you just created with the rest of your trader files. The path should be dayz_code\configs\category 12. Open your cfgServerTrader.hpp. Located in dayz_code\configs add this in the middle anywhere #include "category\SanfordAndSon.hpp" Thats it you're done. Hope you enjoy Sanford and Son Salvage Trader
  20. Custom Balota Airfield (my first Work) Hello to every looking at this post right now i made this really awesome custom military area to balota That contains alot of barracks, Med Tents and Loot spawns and this is my first work so i will like to get some Critic back so i can imporve making this and im willing to do custom map work and install for free since im bored as f**k Well here is some pictures Here is your download Link: https://www.dropbox.com/s/iwabhxxbipydkox/Balota%20Military%20Area.rar?dl=0 OBS! This is edited it just needs to be uploaded to your server and then enabled
  21. Based on Hacked Vehicles release by @Bricktop and Additional code by @Hooty from here: This is my first release This mod and code is not all my original work. Credits to: @Bricktop for the "Hacked Vehicles" https://epochmod.com/forum/topic/43750-hacked-vehicles-1061/ @Hooty for his input in Bricktop's release on how to install it differently and to add support for Virtual Garage. What I did is took their information and made it modular and easier to install / customize. This way, you just need to #include which weapon systems you want to add into each vehicle that you want to modify. >> DOWNLOAD HERE << CURRENTLY ON HOLD DUE TO UNFORESEEN ERROR Install Directions: 1. Copy the Vehicle_Weapons directory into the root of your dayz_server directory 2. Next paste #include "\z\addons\dayz_server\Vehicle_Weapons\Add_Vehicle_Weapons.sqf"; in dayz_server\system\sever_monitor.sqf under 3. Then paste #include "\z\addons\dayz_server\Vehicle_Weapons\Add_Vehicle_Weapons.sqf"; in dayz_server\compile\server_publishVehicle2.sqf under 4. Then paste #include "\z\addons\dayz_server\Vehicle_Weapons\Add_Vehicle_Weapons.sqf"; in dayz_server\compile\spawn_vehicles.sqf under Installation with Virtual Garage: If you have @salival's Virtual Garage installed then add : #include "\z\addons\dayz_server\Vehicle_Weapons\Add_Vehicle_Weapons.sqf"; to dayz_server\compile\garage\server_spawnVehicles.sqf under How To Customize: If you would like to create your very own weapons pack for a vehicle, use the following instructions: 1. Make a copy of "\z\addons\dayz_server\Vehicle_Weapons\vehicles\Generic_Add_Weapon.sqf" rename it like "<vehicle_classname>_Add_Weapons.sqf". Replace the <vehicle_classname> with the actual classname of the vehicle you want to add weapons to. 2. Comment out or Delete the Weapon_Systems that you do not want to use on your new vehicle. 3. Make a new #include "\z\addons\dayz_server\Vehicle_Weapons\vehicles\<Class_Name>_Add_Weapons.sqf"; line with your new vehicle file and add it to "\z\addons\dayz_server\Vehicle_Weapons\Add_Vehicle_Weapons.sqf"; 4. In the new vehicle file you just made. Rearrange the Weapon_Systems in an order that makes sense to you. For example, list all guns, then all missiles so they are grouped together in your scroll menu for easier selection. Adding / Restricting an Ammo Type For Weapon_Systems that have multiple ammo types, You can go into that specific file and comment out an ammo type or make an extra file with just the ammo you want if you want to restrict it from your server. Example: In the file: "\z\addons\dayz_server\Vehicle_Weapons\Vehicles\Weapon_Systems\D81_125mm_Cannon.sqf". You could comment out an Ammo Type as shown Below. If you do this, you will want to save that as a new file such as : "D81_125mm_Cannon_SABOT_ONLY.sqf. List of Vehicle Weapons and Ammo: WARNING: Not all Weapon Systems work with all vehicles. For example, You obviously do not want to put a "GBU12_Bomb_Launcher" on an "ArmoredSUV_PMC", or "MLRS Rocket System" on the "ArmoredSUV_PMC". These weapons spawn on the vehicle when purchased and remain after restart. This does not work with admin spawned vehicles nor does it work (for now) with the Deploy Anything Mod. I do not have Virtual Garage installed on my test server,so I am unable to test that but it should work. Have Fun
  22. This is MACA's Dynamic Traders. All I did was change 2 variables to get it working with 1061. ALL CREDIT goes to MACA. The instruction are in the readme in the download https://www.dropbox.com/s/kcpkzl7q91xnm1i/DynamicTraders.zip?dl=0
  23. CHERNARUS ENHANCEMENTS - Stary -------------------------------------------------------------- Redeveloped Stary Email: [email protected] Steam: http://steamcommunity.com/profiles/76561198104994458/ Download----) http://www.mediafire.com/file/0x09b36xslba3bg/stary+trader.rar
  24. Hi, I have a chernarus and lingor server, both with and custom loot is installed and working. However as the changes on loot in new epoch, I have noticed that in buildings of same type, one building can have loot and one totally empty. I have militarized so in the barracks I would love to have at least some loot in all of them. Is it something Im missing in the settings here or is it supposed to be like this ? On I managed to get every barrack to have loot.. Would be happy if someone can help me explain this :)
  25. Hi! How to add custom ai spawn Dzai or Wai? Napf map Explanation of DZAI_spawn_units (For spawning infantry AI) [ "1489.94,3657.41,0.002", //This is the marker name to be used as the patrol and spawning area. 2, //This trigger will spawn a group of 2 AI units. 1, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade) true //(OPTIONAL)* Respawn setting. True: AI spawned will respawn (Default). False: AI will not respawn. Spawn area will be deleted when all units have been killed. ] call DZAI_spawn_units; Not worked.
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