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Found 8 results

  1. I assume someone's already made something of the like however I'm struggling to find anything that fits what I'm looking for. Basically what you'd have is a script that just broadcasts a global message (in chat, red text) a random message from say an array every X amount of seconds Has this been done before? I have no knowledge of coding in arma whatsoever so I wouldn't even know how to start if I wanted to.
  2. shote

    BEC Messages Restart

    Hello all, So i have my server 99% done, so the last thing i have to make work is SCHEDULER.XML . The custom messages I have made to anounce the server restart and some "rules". So, the auto server restart its working very good, I have make it restart every 4 Hours and is good. So the thinng i want to make work is the Battleye messages (BEC/Config/ SCHEDULER.xml) Im going to past here all my SCHEDULE.XML and if someone see somemistake I will apreciate it a lot if share with me. SCHEDULER.xml - http://pastebin.com/rpt9dBMU same here SCHEDULER Thanks for help. shote
  3. Hi All, I am looking for a way to, as an In-game admin, send instant messages to everyone, preferable in bolder and perhaps colored text to announce events, upcoming changes etc. Preferably not in the standard text box, but some kind of message that is clear to everyone, regardless of current channel. I have searched through the forums but cant find anything like this (perhaps I am searching for wrong keywords though, as I am sure others have already accomplished this), do any of you perhaps know if a mod/script exists that will allow me to do this? Thanks DusstD
  4. I upgraded my server to the version Epoch_Server_0.3.0.1_b22,and death messages are not displayed when a player kills another.Anyone know of anything that can help me?
  5. Better Load Messages Only recommended for more advanced server owners/scripters. FIRST TEST THIS ON A TEST SERVER. If you dont like my name in there, look for "Zupa Info" in compiles.sqf And change that to whatever you want ( Server Info for example) Bored of the loading messages which are simple plain "Authenticating" and " Character data". Now i made some simmple additions which allows servers ( defenatly handy for when the server is starting up) to have more messages showing, to actually show you whats going on with the server. It will also disable to timeout until the person actually starts pinging to login. Messages coming from server: Getting Objects from Hive Spawning 5683 objects and vehicles Spawned 250 of 5683 objects Loading trader data Spawning 25 new vehicles Finishing up the server Server running These messages will be completed with "& " + whatever the normal messages are ( Mostly "Authenticated user"). Players will know if they login takes longer because of server of because of himself. I'm planning to even make this better in the future. Instructions In your compiles.sqf ( The client is ging to catch the publicVariable from the server, and after that he is going to show you the message) THIS ALSO FIXES YOUR SERVER HANING ON BLACK SCREEN BUT HEARING SOUND. Change the following code block: //This is still needed but the fsm should terminate if any errors pop up. [] spawn { private["_timeOut","_display","_control1","_control2"]; disableSerialization; _timeOut = 0; dayz_loadScreenMsg = ""; diag_log "DEBUG: loadscreen guard started."; _display = uiNameSpace getVariable "BIS_loadingScreen"; if (!isNil "_display") then { _control1 = _display displayctrl 8400; _control2 = _display displayctrl 102; }; if (!isNil "dayz_DisplayGenderSelect") then { waitUntil {!dayz_DisplayGenderSelect}; }; // 120 sec timeout (12000 * 0.01) while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!"; }; if (!isNil "_display") then { if ( isNull _display ) then { waitUntil { !dialog; }; startLoadingScreen ["","RscDisplayLoadCustom"]; _display = uiNameSpace getVariable "BIS_loadingScreen"; _control1 = _display displayctrl 8400; _control2 = _display displayctrl 102; }; if ( dayz_loadScreenMsg != "" ) then { _control1 ctrlSetText dayz_loadScreenMsg; dayz_loadScreenMsg = ""; }; _control2 ctrlSetText format["%1",round(_timeOut*0.01)]; }; _timeOut = _timeOut + 1; if (_timeOut >= 12000) then { 1 cutText [localize "str_player_login_timeout", "PLAIN DOWN"]; sleep 10; endLoadingScreen; endMission "END1"; }; sleep 0.01; }; }; Into: Zupa_LoadingMessage = ["Loading up server."]; // innitial message before the server ever sends a message to the client. "PVDZE_Z_LoadMessage" addPublicVariableEventHandler {Zupa_LoadingMessage = _this select 1;}; //This is still needed but the fsm should terminate if any errors pop up. [] spawn { private["_timeOut","_display","_control1","_control2"]; disableSerialization; _timeOut = 0; dayz_loadScreenMsg = ""; diag_log "DEBUG: loadscreen guard started."; _display = uiNameSpace getVariable "BIS_loadingScreen"; if (!isNil "_display") then { _control1 = _display displayctrl 8400; _control2 = _display displayctrl 102; }; if (!isNil "dayz_DisplayGenderSelect") then { waitUntil {!dayz_DisplayGenderSelect}; }; // 120 sec timeout (12000 * 0.01) while { _timeOut < 12000 } do { if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!"; endLoadingScreen; }; if (!isNil "_display") then { if ( isNull _display ) then { waitUntil { !dialog; }; startLoadingScreen ["","RscDisplayLoadCustom"]; _display = uiNameSpace getVariable "BIS_loadingScreen"; _control1 = _display displayctrl 8400; _control2 = _display displayctrl 102; }; _control1 ctrlSetText format["Zupa Info: %1 & %2.",Zupa_LoadingMessage select 0 ,dayz_loadScreenMsg]; _control2 ctrlSetText format["%1",round(_timeOut*0.01)]; }; if( Zupa_LoadingMessage select 0 != "Server running")then{ _timeOut = 0; }else{ _timeOut = _timeOut + 1; }; if (_timeOut >= 12000) then { 1 cutText [localize "str_player_login_timeout", "PLAIN DOWN"]; sleep 10; endLoadingScreen; endMission "END1"; }; sleep 0.01; }; }; Now we going to the server_monitor.sqf ( server sided) 1) Add PVDZE_Z_LoadMessage = ["Getting Objects from Hive"]; publicVariable "PVDZE_Z_LoadMessage"; Above serverVehicleCounter = []; _hiveResponse = []; 2) add _ammountOfObject = count (_BuildingQueue + _objectQueue); _theMessage = format ["Spawning %1 objects and vehicles", _ammountOfObject]; PVDZE_Z_LoadMessage = [_theMessage]; publicVariable "PVDZE_Z_LoadMessage"; _currentCount = 0; _newMileStone = 50; above _totalvehicles = 0; { _idKey = _x select 1; _type = _x select 2; _ownerID = _x select 3; 3) add if( _currentCount == _newMileStone)then{ // to reduce bandwith _newMileStone = _newMileStone + 50; // every 50 items loaded refresh message _theMessage = format ["Spawned %1 of %2 objects",_currentCount, _ammountOfObject]; PVDZE_Z_LoadMessage = [_theMessage]; publicVariable "PVDZE_Z_LoadMessage"; }; _currentCount = _currentCount + 1; above } count (_BuildingQueue + _objectQueue); // # END SPAWN OBJECTS # 4) add _theMessage = "Loading trader data"; PVDZE_Z_LoadMessage = [_theMessage]; publicVariable "PVDZE_Z_LoadMessage"; AFTER if !(DZE_ConfigTrader) then { 5) add _theMessage = format["Spawning %1 new vehicles", _vehLimit]; PVDZE_Z_LoadMessage = [_theMessage]; publicVariable "PVDZE_Z_LoadMessage"; AFTER // spawn_vehicles _vehLimit = MaxVehicleLimit - _totalvehicles; 6) add _theMessage = "Finishing up the server"; PVDZE_Z_LoadMessage = [_theMessage]; publicVariable "PVDZE_Z_LoadMessage"; BEFORE // spawn_roadblocks diag_log ("HIVE: Spawning # of Debris: " + str(MaxDynamicDebris)); for "_x" from 1 to MaxDynamicDebris do { [] spawn spawn_roadblocks; }; 7 LAST) add _theMessage = format["Server running", _vehLimit]; PVDZE_Z_LoadMessage = [_theMessage]; publicVariable "PVDZE_Z_LoadMessage"; AFTER diag_log format["Total Number of spawn locations %1", actualSpawnMarkerCount];
  6. Server Credits Install Instructions: In your Init.sqf Add this line //Server Message execVM "txt.sqf"; Make a file called txt.sqf Add this into your txt.sqf hint format["INSERT CUSTOM MESSAGE HERE"]; sleep 900; execVM "txt.sqf"; you can tweak how frequent the message shows up by editing the line sleep 900; (900 is 15mins) battleye filters add this to your scripts.txt above 7 forceRespawn 2# line 3 "BIS_fnc_dynamictext" !", 0, 1, 5, 2, 0, 1] spawn bis_fnc_dynamictext;" !", 0, 0.4, 5, 2, 0, 2] spawn bis_fnc_dynamictext;" !"snil '_fnc_scriptName') then {_fnc_scriptName}" this is what it looks like in game credit to Drsubo
  7. Hey guys, We have built our server with Epoch with this forum for many many fixes on our coding! Firstly I would like to say thanks to the Epoch devs for the awesome mod and secondly to the modders that have made the awesome add ons! Now we have managed to get our server popular enough that people get kicked for it being full. How the hell do we turn off these incredibly annoying battleye messages? I've googled but I can't find anything on it and our main Tech guy is currently away. Any help will be received with eternal gratitude! Thanks!
  8. hi i keep getting this message "you cannot play/edit this mission; it is dependent on downloadle content that has been deleted. glt_m300t, sigisolde, suv_col, csj_gyroac, map_eu" this message will start with a players name. can i fix this because players cannot join my server because of this plz help
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