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Found 4 results

  1. 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
  2. Hello, This post should help users that are looking for answers and have something unclear with the vehicle locking/unlocking dynamics. I will edit the 1st post to keep the answers up to date. "This way" - Ill mention topics that could help specify what I mean by the question deeper and also show you I know now and am not 100% sure of 1.) What does it mean an vehicle is LOCKED? - Only the original player that LOCKED can UNLOCK it back again? (TRUE/FALSE ?) This is TRUE - for some time, after the LOCK timer counts off (different to each server) anyone can UNLOCK the vehicle. - Server Restart clears the link between vehicle and player? (TRUE - everyone can unlock? / FALSE ?) This is FALSE - server restarts do not affect this link - only LOCK timer (different from server to server) does. - Group members can UNLOCK an vehicle that their group member locked? (TRUE/FALSE ?) - Can be locked only when in state UNLOCKED and NOONE is sitting inside. (TRUE/FALSE ?) This is TRUE, both must be true to LOCK a vehicle. 2.) What does it mean an vehicle is UNLOCKED? - If found UNLOCKED any player can LOCK? (TRUE/FALSE ?) 3.) Is there a way of stealing/changing ownership of an LOCKED vehicle? - Killing the owner (he is standing next to it) - does that do anything? (TRUE / FALSE ?) Killing the owner of an LOCKED vehicle does nothing, sorry :-( - Anything else... ? Nothing beside LOCK timer thicking off.. 4.) LOOTING an vehicle can be done only when in UNLOCKED state, right? True. SCENARIOS: 1.) I see a guy driving a KART (obviously UNLOCKED since he is driving) and I shoot him I can take his KART and use it as if I have bought it. True/False? This is a TRUE scenario. 2.) I see a LOCKED vehicle and I would really love to use it (I cant UNLOCK it - there was no restart since locking) what can I do to take ownership? - hide and wait for the owner to come and kill him right after he unlocks True. - wait for server restart and return afterwards? False. Server restart does not affect this. The lock timer does. - anything else? Nope. Sorry :( Lockpicks may come later 3.) It is 3AM and I see an empty base with a chopper on top. Obviously there has been an restart, If I come there with my friend and a chopper, am I able to steal it? Half true half false. The restart is not important - the lock timer is, so if that is gone, you may come and steal it very much! 4.) If I see a chopper landing in the safezone, and I am able to hide myself, as soon as he land, and gets out, in the time of <him getting out> and <locking> am I able to LOCK his chopper? - if all players should take care if landing going up to the safezone with players near True. Yet, its a 'dick' move and if you do it, ur a dick. :P Thank you
  3. Hello, This post should help users that are looking for answers and have something unclear with the BASE RAIDING techniques. I will edit the 1st post to keep the answers up to date. "This way" - Ill mention topics that could help specify what I mean by the question deeper and also show you I know now and am not 100% sure of 1.) Essential for BASE BUILDing is the Frequency JAMMER, it reserves a certain area wher only the owner of the FREQUENCY JAMMER is able to build, correct? Yes, this is correct and TRUE. 2.) The FREQUENCY JAMMER can be destroyed, correct? Yes, this is correct and TRUE, BUT: it may take an HUGE (~20) amount of expolosice satchels to do so, and even this may vary from server to server. In addition, dont forget to check the rules, its a big difference between lootin, and stealing/destroying... 3.) What happens if an FREQUENCY JAMMER is destroyed? - can I move with the walls? and get in without any trouble? True. - can I place my own near and "take over" the base? Use it as my own? True. Yet check rules. 4.) Can WALLS be destroyed? Yes they can, so TRUE. 5.) What is the toughest building material and what the weakest? - when thinking over which part to strike, where to start? Cinder? Steel? Wood? Use common sense: Wood is the easiest to destroy - Cinderblocks the hardest. 6.) What is the best way to destroy a wall? - satchel charge? how many for which wall? - mine? grenade? any weapons? Basicly anything tha does 'damage' works, it may vary how much needed from wall to wall and from server to server, just try it out, but satchel charges are the most powerfull and prepare at least few (5+) for your attack. SCENARIOS: 1. I have a chopper and find a nice base, noone in sight, I land inside, place a satchel charge, blow off the frequency jammer, place my own and voila the place is mine. Possible? Well... No. A Jammer could take at least 20 satchel explosions and still be in tact .. So I would not count on that. But in theory, it may happen.
  4. If you've been lucky enough to find a sledgehammer, have you found a use for it yet? Can it be used to break down a wood wall? How about cement? If so how many hits, approximately, does it take? I've been searching the forums and the net and I haven't found a straight answer on this topic yet. I've heard that it can be used to mine ore around Epicenters? If so, is anything else needed to collect the ore I should know? Can it be used to take down a frequency jammer? .....Or, is it just a giant paperweight at this stage in the fight? :huh: There's gotta be someone out there with some real insight on the sledge hammer, right? -Astro
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