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Found 10 results

  1. Vehicle Service Point is part of Epoch now. Hi, With Axe Cops permission I am releasing my updated version of his amazing Service Points script. This includes support for original briefcases, gems (from epoch 1.0.7) and coins. (original github url: https://github.com/vos/dayz/tree/master/service_point) (original install/discussion url: https://epochmod.com/forum/topic/3935-release-vehicle-service-point-refuel-repair-rearm-script/) **** *REQUIRES DAYZ EPOCH 1.0.7* **** Major Changes: This version adds support for both single currency and gems (from the epoch 1.0.6 update) as well as the original epoch briefcase currency system. Instead of pricing things like the original way, prices are now done on a "worth" similar to how coins are done. The price value of items are below. If you are using coins, I would recommend using the _currencyModifier variable since coins typically are 10x the value of briefcase based currency (1 brief == 100,000 coins) (You can either set this _currencyModifier variable to 1 then set the proper value or use the modifier, the modifier is mainly for dual currency servers) 1 silver = 1 worth 1 10oz silver = 10 worth 1 gold = 100 worth 1 10oz gold = 1,000 worth 1 briefcase = 10,000 worth Please see dayz_code\configVariables.sqf for the value of gems (DZE_GemWorthArray) and their relevant worth if they are enabled. Example config settings for _refuel_costs, _repair_costs and _rearm_costs: All 3 sections can either be made free, disabled or a specifc price with the following examples: ["Air","free"] will make the vehicle config class of "Air" free for the specific action. ["Air","disabled"] will make the vehicle config class of "Air" disabled for the specific action. ["Air",2000] will make the vehicle config class of "Air" have a worth of 2000 for the specific action. ["Armored_SUV_PMC",2000] will make the specific vehicle have a worth of 2000 for the specific action. ["Armored_SUV_PMC","free"] will make the specific vehicle be free for the specific action. ["Armored_SUV_PMC","disabled"] will make the specific vehicle be disabled for the specific action. Valid vehicle config classes as an example: "Air", "AllVehicles", "All", "APC", "Bicycle", "Car", "Helicopter", "Land", "Motorcycle", "Plane", "Ship", "Tank" Visit my Github page to download and read the README.MD : https://github.com/oiad/service_points Old Epoch Version can be found here: https://github.com/oiad/service_points/archive/refs/tags/Epoch_1.0.6.2.zip
  2. I was personally looking for a repair / re-arming script for arma 3 epoch and noticed that there wasnt really any good out there yet, so i decide to do something about that. i went back in my a2 mission file and fetched this scrip that was originally written by ported it to work with crypto changed it so it allows you to re-arm all types of magazines for all types of weapons (from drivers seat), removed re-fuel (as fuel is auto and free on any fuelstation) and added a few extra features like a banned weapons array, banned magazines array, max global amount of magazines, max magazines for each weapon and colour of scroll action, you can check out here: http://pastebin.com/uMrvqiGT http://pastebin.com/7MNi6KZc http://pastebin.com/ySETb79x for anyone who does not know how to add this: put all files in a folde called addons\service_point\ in your mission if you already have an init.sqf, add the line from the code tag below to the bottom of yours: if you do not have an init,sqf in your mission, then make an empty file, call it init.sqf and add the lines in code tag below: if(hasInterface) then{ [] execVM "addons\service_point\service_point.sqf"; }; or you can edit the line: _folder = "addons\service_point\"; // folder where the service point scripts are saved, relative to the mission file and put it wherever you want. By default, this will only work with "Land_CarService_F" building types, but you can add any building/vehicle type you like in the array on line 8 of service_point.sqf, like this: _servicePointClasses = ["Land_CarService_F","myaddedbuilding1","myaddedbuilding2","anotherbuilding2"]; // service point classes (can be house, vehicle and unit classes) i put notes by the options you can change, so go through the beginning of service_point.sqf and checkout what you can change. all credits goes to axe cop for his original code. have fun regards Halvhjearne Edit: Since it is not possible to remove or add crypto to the player from the player himself (wich is ridicules really), i made this little addition and updated the scripts, to ensure the crypto is removed from the player: https://github.com/Halvhjearne/HALV_takegive_crypto to use it updatet the service point script files with the updated code and put both of the .sqf files from github in a folder called custom in your mission.pbo. then add this line to the bottom of your init.sqf: [] execVM "custom\HALV_takegive_crypto_init.sqf"; now it will actually remove the crypto from the player ...
  3. Hey all, trying to track down the code that determines what the multigun Vehicle attachment will fix. Here is why. A player of mine noticed that the vtols can not be repaired. After some testing on both the epoch and vanilla variant I couldn't get either to work and actually found I couldn't do much with repair on them at all, I'm wondering if this is the same as the Hitpoint issue??? As always thx in advance for any help or suggestions, always appreciated :)
  4. Hi! Repair and Salvage Script
  5. Just made a new script for proper vehicle service points where you are able to refuel, repair and rearm your vehicles! (I could not find a good one, so I did it myself) "Proper" meaning everything is done like it should be in Epoch and saved to the database, e.g. the script is really repairing all vehicle parts and not just setting the damage to 0, so it's the same as if you would repair every damaged part yourself. Main Features: dynamic service points where you are able to select the options (default at every fuel station, if you want it's easy to add the epoch fuel pumps so you can build a service point in your base, you can also add vehicles or units if you want, like a NPC trader) you can refuel and repair any vehicle by just sitting inside and get close to a service station (default 10m), then you get the actions menu attached to the vehicle, with rearm you have to be in the gunner seat because only that turret will be rearmed (for all cases the vehicle has to be local to your PC, so your have to be the driver/pilot or are alone in the vehicle) the services don't have to be for free, you can add a price to every option like the traders (e.g. refuel is free but repair would cost 2 gold and rearm 3 10oz gold) dynamic costs based on vehicle type you can also disable any option if you don't want or need it, like disabling the rearm option completely anything important is configurable in one place with config variables (there are comments in the config block, just take a look at the file service_point.sqf) The Installation is pretty simple, it's just a client side script. Add this to your init.sqf in the "if (!isDedicated) then { PUT HERE SOMEWHERE (at the end is ok) }" block (so it will only be started on your client and not the server): if (!isDedicated) then { // ... some other stuff ... // add the next line somewhere in this block execVM "service_point\service_point.sqf"; }; Download all files from here into a folder "service_point" inside your mission folder: https://github.com/vos/dayz/tree/master/service_point If you want to change the path, there is one config variable in the file service_point.sqf called "_folder", you have to change that so it can access the other files needed for the script. Here a screenshot how it looks like (click on the preview to show a full screenshot with the UAZ DShKM): Feel free to add features and tell me your ideas. :)
  6. cmSALVAGE and REARM SCRIPT I am currently working on a script to allow a player to salvage some metal or parts from vehicles. I am more than half-way done with the script, I would like to share it when it is complete. Currently, it allows you to salvage some metal or repair parts from a vehicle, and with each attempt (chance of failure) the vehicle itself becomes more dmaged. I will have a toggle to allow the option of allowing a chance for the vehicle to explode from too many salvages. At the moment, I am working on the arrays of items to give, as well as making sure there's no way to spam or exploit it from a players position. I will be adding files, videos, and other goodies in the near future. -computermancer EDIT: current alpha version, without any BE filter instructions... CLICK HERE , GOODLUCK! http://youtu.be/bScgV-8IddM http://youtu.be/N7PZvUcng5s
  7. Mod Features: Configurable Service points (service_point.sqf) Adjustable pricing of each service. (service_point.sqf) Disable dfeatures you do not want ((service_point.sqf)) Rearms by vehicle postion and turrent. Non-Epoch vehicles will rearm like a re-arm truck back to there spawned loadout Pulls the loadout from the ingame configuration instead of the config file ( This is important if you mod your vehicles on spawn ) Epoch vehicles spawn with 0 magazines so rearm+ will add one magazine to the turrent. Download: 1) Download from GutHub 2) Left side towards the bottom click download zip. 3) Unzip and move cusom into your mission pbo. Installation: Edit your init.sqf Modify the following block of code: if (!isDedicated) then { //Conduct map operations 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); //Run the player monitor _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; //anti Hack [] execVM "\z\addons\dayz_code\system\antihack.sqf"; //Lights //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; }; if (!isDedicated) then { //Conduct map operations 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); //Run the player monitor _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; //anti Hack [] execVM "\z\addons\dayz_code\system\antihack.sqf"; //Lights //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; // Service Point Rearm+ [] execVM "custom\service_point\service_point.sqf"; }; Refuel and Repair scripts are 100% Axe Cops work. Rearm was rewritten to provide new rearm capabilities. Email: [email protected] Website: Piggd Dayz Gaming Donate to piggd
  8. Hey guys, just wondering how to repair vehicles. I got something called a "vehicle repair" but it doesnt seem to work. Any tips would be great.
  9. short version: Looking for where the "Tag Friendly" script is located in Epoch. long version: There was a dayz mod when you tagged them Friendly it would add a little glowing globe around their wrist that only you could see. it was small so i switched the globe to a Down Red Arrow that would be over the persons head.. no missing it. you could change _tag = "Sign_sphere10cm_EP1" createVehicleLocal _position; to whatever you wanted.. a huge POW flag attached to the player, whatever.. Im looking to implement the code below in to the epoch script. // create tags { if (isPlayer _x) then { _rcharID = _x getVariable ["characterID", "0"]; _rfriendlies = _x getVariable ["friendlies", []]; _rfriendlyTo = _x getVariable ["friendlyTo", []]; if ((_rcharID in _friendlies) and (_charID in _rfriendlies)) then { if (!(_charID in _rfriendlyTo)) then { _position = [0,0,0]; _tag = "Sign_sphere10cm_EP1" createVehicleLocal _position; _tag attachTo [_x,[0,0,0],"lwrist"]; _tag setVariable ["belongsTo", _rcharID]; _rfriendlyTo set [count _rfriendlyTo, _charID]; _x setVariable ["friendlyTo", _rfriendlyTo, true]; _tagList set [count _tagList, [_x, _tag]]; player setVariable ["tagList", _tagList]; titleText [format["You and %1 are now tagged as friendlies.", (name _x)], "PLAIN DOWN"]; }; }; };
  10. Hello, In patch 1.0.4 I noticed this issue with salvage script as palaying on my server. Basically the all salvage script lets you remove up to 8 wheels even from the bike, which generally defeats the purpose of vehicles being broke. You can just swap the middle and rf2 lf2 wheels whith the wheels that are required for car to move (e.g. rb, lb, rf, lf,wheels) and be on your way. I tried to use this , didn't seem to work. does anybody have a proper fix for it or may be a custom script? Any help would be apriciated.
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