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Found 135 results

  1. tyrant50187

    Safe's/Lockboxe's with Eyescan option!

    Im looking for the ability to add Script allowing Eyescan (retina scan) For Safe's and lockboxes, ether or, its something i havent found any script for but have found mentions and seen, any suggestions, links, or scripts are welcome, please Let me know!
  2. Hi guys, I decided to make my Overpoch Skin chaning public. ( Screenshots on bottom) UPDATED to 3.0 ( CLEAN AND EFFECTIVE) Uses my defines from all my mods now. I release a version for Epoch and Overpoch. The scripts let u right click a clothing and give u a dialog to choose serveral linked skins to that specific skin. It shows you every possible skin you can have with your current inventory. No more trader needed. Make it harder to find a skin! You can change skin even when you are wearing a overwatch or arma skin! It also allows you to pickup skins! Screenshots: Download files: https://github.com/DevZupa/DayZEpochArmaOverpochClothing- MY switchmodel supports the following dscripts/fixes Correct Char Id after changing AI still shoot at you Coins transferred ( 2.0) Coins transferred (1.0) Install Instructions OVERPOCH: 1. Place the following under AllPlayers = ... in your custom "variables.sqf" Clothing1 = ["FR_Ohara_DZ","FR_Miles","FR_Cooper","FR_Rodriguez_DZ","FR_Sykes","FR_AC","FR_AR","FR_Assault_GL","FR_Assault_R","FR_Commander"]; Clothing2 = ["Soldier1_DZ","USMC_Soldier","USMC_Soldier2","USMC_SoldierM_Marksman","USMC_SoldierS","USMC_SoldierS_Sniper","USMC_Soldier_AA","USMC_Soldier_Pilot"]; Clothing3 = ["Ins_Soldier_GL_DZ","CDF_Soldier","CDF_Commander","CDF_Soldier_AR","CDF_Soldier_Crew","CDF_Soldier_Light","CDF_Soldier_Pilot"]; Clothing4 = ["GUE_Soldier_Crew_DZ","RU_Soldier","RU_Soldier_Crew","RU_Soldier_Light","RU_Soldier_Pilot","RUS_Commander","RUS_Soldier1","MVD_Soldier_Sniper"]; Clothing5 = ["Graves_Light_DZ","Drake","Graves","Herrera","Pierce","US_Delta_Force_Assault_EP1","US_Soldier_AR_EP1","US_Soldier_AT_EP1","US_Soldier_MG_EP1","US_Pilot_Light_EP1","US_Soldier_SL_EP1"]; Clothing6 = ["CZ_Special_Forces_GL_DES_EP1_DZ","CZ_Soldier_AT_DES_EP1","CZ_Soldier_Light_DES_EP1","CZ_Special_Forces_DES_EP1","CZ_Special_Forces_TL_DES_EP1"]; Clothing7 = ["Bandit2_DZ","MVD_Soldier_Sniper","GER_Soldier_EP1","GER_Soldier_MG_EP1","GER_Soldier_TL_EP1"]; Clothing8 = ["Soldier_Bodyguard_AA12_PMC_DZ","CIV_Contractor2_BAF","BAF_crewman_DDPM","BAF_Soldier_FAC_DDPM","BAF_Soldier_N_DDPM","BAF_Soldier_Marksman_DDPM","BAF_Soldier_Officer_DDPM","BAF_Soldier_L_DDPM"]; Clothing9 = ["TK_INS_Soldier_EP1_DZ","TK_Commander_EP1","TK_Soldier_Crew_EP1","TK_Soldier_MG_EP1","TK_Special_Forces_MG_EP1","TK_INS_Bonesetter_EP1"]; Clothing10 = ["Survivor2_DZ"]; Clothing11 = ["FR_Rodriguez_DZ","FR_Corpsman","FR_GL","FR_Light","FR_Marksman","FR_R","FR_Sapper","FR_TL","Mercenary_Default20b","Mercenary_Default20c","Mercenary_Default20d"]; // Abit of Overpoch in here // Overwatch //Hero Clothing12 = ["Drake_Light_DZ","arma1_us_soldier_sabass","arma1_us_soldier_sabmark","arma1_us_soldier_sabot","frb_tl","frb_tl_mask","frb_gl","frb_gl_mask","frb_mg","frb_mg_mask","frb_mark","frb_mark_mask","frb_stealth_tl","frb_stealth_rifleman","frb_stealth_sabot","frb_stealth_mark"]; Clothing13 = ["Soldier_Sniper_PMC_DZ","SBH_Alpha_Soldier1","SBH_Alpha_Soldier2","SBH_Alpha_Soldier3","SBH_Alpha_Soldier4","SBH_Alpha_Soldier5","SBH_Alpha_Soldier6","SBH_Alpha_Soldier7","SBH_Alpha_Soldier8","SBH_Alpha_Soldier9","SBH_Alpha_Soldier10","SBH_Alpha_Soldier11","SBH_Alpha_Soldier12"]; Clothing14 = ["CZ_Soldier_Sniper_EP1_DZ"]; Clothing15 = ["Camo1_DZ","US_Delta_Force_TL_EP1","US_Delta_Force_EP1","US_Delta_Force_AR_EP1","US_Delta_Force_Medic_EP1","US_Delta_Force_Marksman_EP1","US_Delta_Force_Air_Controller_EP1"]; Clothing16 = ["Rocket_DZ","SFSG_des_tl","SFSG_des_op","SFSG_des_ar","SFSG_des_med","SFSG_des_demo","SFSG_des_mrk","SFSG_des_jtac","SFSG_mtp_tl","SFSG_mtp_op","SFSG_mtp_ar","SFSG_mtp_med","SFSG_mtp_demo","SFSG_mtp_mrk","SFSG_mtp_jtac","SFSG_wdl_tl","SFSG_wdl_op","SFSG_wdl_ar","SFSG_wdl_med","SFSG_wdl_demo","SFSG_wdl_mrk","SFSG_wdl_jtac","SFSG_mtpw_tl","SFSG_mtpw_op","SFSG_mtpw_ar","SFSG_mtpw_med","SFSG_mtpw_demo","SFSG_mtpw_mrk","SFSG_mtpw_jtac"]; Clothing17 = ["Sniper1_DZ","Navy_SEAL_TL","Navy_SEAL_GL","Navy_SEAL_MG","Navy_SEAL_AT","Navy_SEAL_Medic","Navy_SEAL_Marksman","Navy_SEAL_diver","Navy_SEAL_diver_medic","Navy_SEAL_diver_land","Navy_SEAL_AC","Navy_SEAL_ACa","Navy_SEAL_ACb","Navy_SEAL_Shotgun","Navy_SEAL_Sabot","Navy_SEAL_SD"]; Clothing18 = ["Soldier_TL_PMC_DZ","G_WDL_Mercenary_Default0","G_WDL_Mercenary_Default1","G_WDL_Mercenary_Default2","G_WDL_Mercenary_Default3","G_WDL_Mercenary_Default4","G_WDL_Mercenary_Default5","G_WDL_Mercenary_Default6","G_WDL_Mercenary_Default7","G_WDL_Mercenary_Default8","G_WDL_Mercenary_Default9","G_WDL_Mercenary_Default10","G_WDL_Mercenary_Default11","G_WDL_Mercenary_Default12","G_WDL_Mercenary_Default13","G_WDL_Mercenary_Default14","G_WDL_Mercenary_Default15","G_WDL_Mercenary_Default16"]; Clothing19 = ["GUE_Soldier_Sniper_DZ","UKSF_des_tl","UKSF_des_op","UKSF_des_ar","UKSF_des_med","UKSF_des_demo","UKSF_des_mrk","UKSF_des_jtac","UKSF_wdl_tl","UKSF_wdl_op","UKSF_wdl_ar","UKSF_wdl_med","UKSF_wdl_demo","UKSF_wdl_mrk","UKSF_wdl_jtac","UKSF_des_tl_l","UKSF_des_op_l","UKSF_des_ar_l","UKSF_des_med_l","UKSF_des_demo_l","UKSF_des_mrk_l","UKSF_des_jtac_l","UKSF_wdl_tl_l","UKSF_wdl_op_l","UKSF_wdl_ar_l","UKSF_wdl_med_l","UKSF_wdl_demo_l","UKSF_wdl_mrk_l","UKSF_wdl_jtac_l"]; Clothing20 = ["TK_INS_Warlord_EP1_DZ","gsc_military_helmet_wdl","gsc_military_helmet_wdl_AT","gsc_military_helmet_grey_AT","gsc_military_helmet_wdlSNP","gsc_military_helmet_greySNP","gsc_military_helmet_grey","gsc_military_head_grey","gsc_military_head_greySNP","gsc_military_head_wdlSNP","gsc_military_head_wdl","gsc_military_head_wdl_AT","gsc_military_head_grey_AT","gsc_scientist1","gsc_scientist1_head","gsc_scientist2","gsc_scientist2_head","gsc_eco_stalker_mask_fred","gsc_eco_stalker_head_fred","gsc_eco_stalker_mask_camo","gsc_eco_stalker_head_camo1","gsc_cloth_loner_head","gsc_eco_stalker_mask_duty","gsc_eco_stalker_head_duty","gsc_eco_stalker_mask_neutral","gsc_eco_stalker_head_neutral","nof_fsk_tl","nof_fsk_marksman","nof_fsk_grenadier","nof_fsk_heavy","nof_fsk_corpsman","MVD_Soldier"]; //Bandit Clothing21 = ["Bandit1_DZ","Winter_SOF_Sabot","Winter_SOF_MG","Winter_SOF_TL","Winter_SOF_Medic","Winter_SOF_Marksman","Winter_SOF_GL","Winter_SOF_AT","Winter_SOF_AC","Winter_SOF_DA1","Winter_SOF_DA1a","Winter_SOF_DA1b","Winter_SOF_DA1c","Winter_OPFOR1","Winter_OPFOR2","Winter_OPFOR3","Winter_OPFOR4","Winter_OPFOR5","Winter_OPFOR6","Winter_OPFOR7","Winter_OPFOR8","Winter_OPFOR9","Winter_OPFOR10","EWinter_OPFOR1","EWinter_OPFOR2","EWinter_OPFOR3","EWinter_OPFOR4","EWinter_OPFOR5","EWinter_OPFOR6","EWinter_OPFOR7","EWinter_OPFOR8","EWinter_OPFOR9","EWinter_OPFOR10"]; Clothing22 = ["Bandit2_DZ","Gangsta_merc1","Gangsta_merc2","Gangsta_merc3","Gangsta_merc4","Gangsta_merc5","Gangsta_merc6","Gangsta_merc7","Gangsta_merc8","Gangsta_merc9","Gangsta_merc10","EGangsta_merc1","EGangsta_merc2","EGangsta_merc3","EGangsta_merc4","EGangsta_merc5","EGangsta_merc6","EGangsta_merc7","EGangsta_merc8","EGangsta_merc9","EGangsta_merc10","Taliban1","Taliban2","Taliban3","Taliban4","Taliban5","Taliban6","Taliban7","Taliban8","Taliban9","Taliban10","Taliban11","Taliban12","ETaliban1","ETaliban2","ETaliban3","ETaliban4","ETaliban5","ETaliban6","ETaliban7","ETaliban8","ETaliban9","ETaliban10","ETaliban11","ETaliban12","Terrorist1","Terrorist2","Terrorist3","Terrorist4","Terrorist5","Terrorist6","Terrorist7","Terrorist8","Terrorist9","Terrorist10","Terrorist11","Terrorist12","ETerrorist1","ETerrorist2","ETerrorist3","ETerrorist4","ETerrorist5","ETerrorist6","ETerrorist7","ETerrorist8","ETerrorist9","ETerrorist10","ETerrorist11","ETerrorist12"]; Clothing23 = ["BanditW1_DZ"]; // DIrty Women Clothing24 = ["BanditW2_DZ"]; // DIrty Women Clothing25 = ["GUE_Commander_DZ","US_Army_Soldier_Light","US_Army_Soldier_GL","US_Army_Soldier2","US_Army_Soldier_Officer","US_Army_Soldier_SL","US_Army_Soldier_TL","US_Army_Soldier_LAT","US_Army_Soldier_AT","US_Army_Soldier_HAT","US_Army_Soldier_AA","US_Army_Soldier_Medic","US_Army_Soldier_AR","US_Army_Soldier_MG","US_Army_SoldierS_SniperH","US_Army_SoldierM_Marksman","US_Army_SoldierS"]; Clothing26 = ["GUE_Soldier_2_DZ","Desert_SOF_TL","Desert_SOF_GL","Desert_SOF_MG","Desert_SOF_AT","Desert_SOF_Medic","Desert_SOF_Marksman","Desert_SOF_AC","Desert_SOF_Shotgun","Desert_SOF_Sabot","Desert_SOF_DA1","Desert_SOF_DA1a","Desert_SOF_DA1b","Desert_SOF_DA2","WDL_Mercenary_Default0","WDL_Mercenary_Default1","WDL_Mercenary_Default2","WDL_Mercenary_Default3","WDL_Mercenary_Default4","WDL_Mercenary_Default5","WDL_Mercenary_Default5a","G_WDL_Mercenary_Default5a","WDL_Mercenary_Default6","WDL_Mercenary_Default7","WDL_Mercenary_Default8","WDL_Mercenary_Default9","WDL_Mercenary_Default10","WDL_Mercenary_Default11","WDL_Mercenary_Default12","WDL_Mercenary_Default13","WDL_Mercenary_Default14","WDL_Mercenary_Default15","WDL_Mercenary_Default16"]; Clothing27 = ["GUE_Soldier_CO_DZ","G_Mercenary_Default9a","G_Mercenary_Default9b","Mercenary_Default10","Mercenary_Default11","Mercenary_Default12","Mercenary_Default13","Mercenary_Default14","Mercenary_Default15","Mercenary_Default16","Mercenary_Default17","Mercenary_Default18","Mercenary_Default19","Mercenary_Default19a","G_Mercenary_Default19a","Mercenary_Default20","Mercenary_Default22","Mercenary_Default23","Mercenary_Default24","Mercenary_Default25","Mercenary_Default26","Mercenary_Default27","Mercenary_Default28","G_Mercenary_Default0","G_Mercenary_Default1","G_Mercenary_Default2","G_Mercenary_Default3","G_Mercenary_Default4","G_Mercenary_Default5","G_Mercenary_Default6","G_Mercenary_Default7","G_Mercenary_Default8","G_Mercenary_Default9","G_Mercenary_Default10","G_Mercenary_Default11","G_Mercenary_Default12","G_Mercenary_Default13","G_Mercenary_Default14","G_Mercenary_Default15","G_Mercenary_Default16","G_Mercenary_Default17","G_Mercenary_Default18","G_Mercenary_Default19","G_Mercenary_Default20","G_Mercenary_Default20b","G_Mercenary_Default21","G_Mercenary_Default22","G_Mercenary_Default23","G_Mercenary_Default24","G_Mercenary_Default25","G_Mercenary_Default26","G_Mercenary_Default27","G_Mercenary_Default28"]; AllPlayers = AllPlayers + Clothing1 + Clothing2 + Clothing3 + Clothing4 + Clothing5 + Clothing6 + Clothing7 + Clothing8 + Clothing9 + Clothing10 + Clothing11 + Clothing12 + Clothing13 + Clothing14 + Clothing15 + Clothing16 + Clothing17 + Clothing18 + Clothing19 + Clothing20 + Clothing21+ Clothing22+ Clothing23+ Clothing24+ Clothing25+ Clothing26+ Clothing27 ; 2. Put the following on the bottom of your "description.sqf ONLY ADD THIS DEFINES IF YOU DO NOT USE A DEFINES FROM my other mods ( = the same) #include "zupa\skins\defines.hpp" #include "zupa\skins\SkinGui.hpp" 3. In your compiles.sqf place after if (!isDedicated) then { The following FillSkinList = compile preprocessFileLineNumbers "zupa\skins\getList.sqf"; ApplySkinList = compile preprocessFileLineNumbers "zupa\skins\changeClothes.sqf"; player_wearClothes = compile preprocessFileLineNumbers "zupa\skins\player_wearClothes.sqf"; player_switchModel = compile preprocessFileLineNumbers "zupa\skins\player_switchModel.sqf"; And comment out the normal player_wearclothes and player_switchModel // player_wearClothes = .. // player_switchModel = .. 4. Look for the following fn_selfactions.sqf // logic vars _player_cook = false; _player_boil = false; Add the following right above the previous lines //Remove CLOTHES if (_isMan and !_isAlive and !_isZombie and !_isAnimal) then { if (s_clothes < 0) then { s_clothes = player addAction [("" + ("Take Clothes") + ""), "zupa\skins\removeclothes.sqf",cursorTarget, 1, false, true, "",""]; }; } else { player removeAction s_clothes; s_clothes = -1; }; Now look in your selfactions for the following lines on the bottom: player removeAction s_player_fillfuel; s_player_fillfuel = -1; player removeAction s_player_studybody; s_player_studybody = -1; And add the following under those lines //remove clothes player removeAction s_clothes; s_clothes = -1; 5. Now drop the files from the zip files in your missions pbo. 6. You might have some Antihack troubles, more updates on that later. add "s_clothes" to your AHconfig 7. Add the follwoing to AH CMenu list: "MenClothing" and as number 20001 Epoch Only the first is different: 1. Place the following under AllPlayers = ... in your custom "variables.sqf" // Arma 2 Clothing1 = ["FR_Ohara_DZ","FR_Miles","FR_Cooper","FR_Rodriguez_DZ","FR_Sykes","FR_AC","FR_AR","FR_Assault_GL","FR_Assault_R","FR_Commander"]; Clothing2 = ["Soldier1_DZ","USMC_Soldier","USMC_Soldier2","USMC_SoldierM_Marksman","USMC_SoldierS","USMC_SoldierS_Sniper","USMC_Soldier_AA","USMC_Soldier_Pilot"]; Clothing3 = ["Ins_Soldier_GL_DZ","CDF_Soldier","CDF_Commander","CDF_Soldier_AR","CDF_Soldier_Crew","CDF_Soldier_Light","CDF_Soldier_Pilot"]; Clothing4 = ["GUE_Soldier_Crew_DZ","RU_Soldier","RU_Soldier_Crew","RU_Soldier_Light","RU_Soldier_Pilot","RUS_Commander","RUS_Soldier1","MVD_Soldier_Sniper"]; Clothing5 = ["Graves_Light_DZ","Drake","Graves","Herrera","Pierce","US_Delta_Force_Assault_EP1","US_Soldier_AR_EP1","US_Soldier_AT_EP1","US_Soldier_MG_EP1","US_Pilot_Light_EP1","US_Soldier_SL_EP1"]; Clothing6 = ["CZ_Special_Forces_GL_DES_EP1_DZ","CZ_Soldier_AT_DES_EP1","CZ_Soldier_Light_DES_EP1","CZ_Special_Forces_DES_EP1","CZ_Special_Forces_TL_DES_EP1"]; Clothing7 = ["Bandit2_DZ","MVD_Soldier_Sniper","GER_Soldier_EP1","GER_Soldier_MG_EP1","ER_Soldier_TL_EP1"]; Clothing8 = ["Soldier_Bodyguard_AA12_PMC_DZ","CIV_Contractor2_BAF","BAF_crewman_DDPM","BAF_Soldier_FAC_DDPM","BAF_Soldier_N_DDPM","BAF_Soldier_Marksman_DDPM","BAF_Soldier_Officer_DDPM","BAF_Soldier_L_DDPM"]; Clothing9 = ["TK_INS_Soldier_EP1_DZ","TK_Commander_EP1","TK_Soldier_Crew_EP1","TK_Soldier_MG_EP1","TK_Special_Forces_MG_EP1","TK_INS_Bonesetter_EP1"]; Clothing10 = ["Survivor2_DZ"]; Clothing11 = ["FR_Rodriguez_DZ","FR_Corpsman","FR_GL","FR_Light","FR_Marksman","FR_R","FR_Sapper","FR_TL"]; // Overwatch //Hero Clothing12 = ["Drake_Light_DZ"]; Clothing13 = ["Soldier_Sniper_PMC_DZ"]; Clothing14 = ["CZ_Soldier_Sniper_EP1_DZ"]; Clothing15 = ["Camo1_DZ"]; Clothing16 = ["Rocket_DZ"]; Clothing17 = ["Sniper1_DZ"]; Clothing18 = ["Soldier_TL_PMC_DZ"]; Clothing19 = ["GUE_Soldier_Sniper_DZ"]; Clothing20 = ["TK_INS_Warlord_EP1_DZ"]; //Bandit Clothing21 = ["Bandit1_DZ"]; Clothing22 = ["Bandit2_DZ"]; Clothing23 = ["BanditW1_DZ"]; Clothing24 = ["BanditW2_DZ"]; Clothing25 = ["GUE_Commander_DZ"]; Clothing26 = ["GUE_Soldier_2_DZ"]; Clothing27 = ["GUE_Soldier_CO_DZ"]; AllPlayers = AllPlayers + Clothing1 + Clothing2 + Clothing3 + Clothing4 + Clothing5 + Clothing6 + Clothing7 + Clothing8 + Clothing9 + Clothing10 + Clothing11 + Clothing12 + Clothing13 + Clothing14 + Clothing15 + Clothing16 + Clothing17 + Clothing18 + Clothing19 + Clothing20 + Clothing21+ Clothing22+ Clothing23+ Clothing24+ Clothing25+ Clothing26+ Clothing27 ; Follow Overpoch 2 and so on Zupa.
  3. Bloodthirsty

    New Arma 2 Overpoch Server, Need Assistance

    Hey I just need some files for this server, any and all you guys can come up with and think it deserve post that shit in chat rn. I want to see some crazy ideas and additions if you got em :) Lets see what you guys can come up with
  4. Donnovan

    BRPVP Zombies for Epoch Mod

    14 FEBRUARY 2018 - INSTALLATION INSTRUCTIONS UPDATED (REMOTE EXEC WHITE LIST)! 04 FEBRUARY 2018 - WE ARE ON v002! Thanks to the Discord pals for helping in tailore BRPVP Zombies to Epoch. Hi: My name is Donnovan and i bring here the BRPVP Zombies for Epoch Mod. (You can know more about BRPVP here: http://www.brpvp.com) BRPVP Zombies are made of: code, +code, some few images and sounds. Here the files v002 (size 432Kb): 4 February 2018 - https://drive.google.com/file/d/1ANHL_SaFdKlJOLrDV6CakOD7HTNwVr4T/view?usp=sharing License: http://creativecommons.org/licenses/by/4.0/ You must use the words "BRPVP zombies" or "BRPVP-Z" in your server name and give proper credits to the Author (Andre Luis AKA Donnovan). BRPVP Zombies was done completelly stand alone, but with Epoch in mind. BE Filters Info: 1 - The variables set on zombies and target, with setVariable, have the prefix "brpvp_", for easy BE Filter management. 2 - BRPVP Zombies make use of 3 public variables, the variable names start with "BRPVP_" for easy BE Filters management. Remote Exec White List: You need that in your description.ext: class CfgRemoteExec { class Functions { mode = 1; jip = 0; class BRPVP_remoteExec { allowedTargets = 0; jip = 1; }; }; }; If you already have a class CfgRemoteExec {...}; declaration in your description.ext you will need to merge the above with the one you have. Custom Epoch "FiredMan" Event Handler: Get the code inside player addEventHandler ["FiredMan",{...this code...}]; in the file brpvp_zombies_stuff_client.sqf and put it in the Epoch file EPOCH_custom_EH_FiredMan.sqf (see https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_code/customs/EPOCH_custom_EH_FiredMan.sqf). description.ext file: BRPVP Zombies have some sound declarations in description.ext. You will need to merge it with your description.ext. Gameplay: BRPVP Zombies add two types of zombies: 1 - Fixed zombies in infected cities: they stay on some cities and can be triggered from near or from far, with your proximity or with bullet hit. Here the configuration for fixed zombies and infected cities: //FIXED ZOMBIES ON DEDICATED SERVER BRPVP_fixedZombiesAmount = [ [[1],[10],35,["NameVillage"]], [[1],[10],35,["NameVillage"]], [[1],[10],35,["NameVillage"]], [[1],[10],35,["NameVillage"]], [[2],[15],40,["NameVillage"]], [[2],[15],40,["NameVillage"]], [[2,3],[40,60],100,["NameCity","NameVillage"]], [[4,5],[120,160],150,["NameCityCapital","NameCity"]] ]; BRPVP_fixedZombiesReviveTime = 1800; //SECONDS TO A FIXED ZOMBIE TO REVIVE, THEY ONLY REVIVE IF THERE IS NO PLAYER NEAR Reading above, you will have 8 infected cities on your mission. Explaning line 7: [[2,3],[40,60],100,["NameCity","NameVillage"]] Zombies will have its force random selected from 2 or 3, they will be in number of 40 if force is 2 and will be in number of 60 if force is 3. The spawn radius in the city will be 100 meters, and the city selected for those zombies will be randonly picked from the list of Cities and Villages provided by the map. 2 - Context spawned zombies: those zombies will spawn when you are in places with near houses or buildings. You can avoid those zombies to spawn by obscuring your self like walking near walls, entering in houses, going crouch or prone, stay high from the ground, stay near big objects like wreck cars and all kind of objects or group of objects that can block the perception of you. Configuration: All the BRPVP Zombies configurations can be found in this file: brpvp_zombies_config.sqf. Older files: v001: https://drive.google.com/file/d/1Q4cavJQdqwxcz-O6DBFo_fKfEG-_g8bj/view?usp=sharing
  5. randall421

    Loot spawn cycling issue

    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
  6. calinova22

    Code for blocking humanity?

    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.
  7. Matijs

    Random Spawn Script

    This might be not the way to do this, but I dont reallly care, because it works. This script was made for a server to be able to have random spawns. (Spawn points given by the administrator.) Make a script called spawnpoints.sqf: if (isNil "inSpawnPoint") then { inSpawnPoint = false; }; while {true} do { waitUntil { inSpawnPoint }; titleText [format["Entering Spawn Point."],"PLAIN DOWN"]; titleFadeOut 4; waitUntil { player == vehicle player }; thePlayer = vehicle player; _spawnpointsarray = [ [1745,2107,0.1], [2737,1980,0.1], [3663,2130,0.1], [4109,2317,0.1], [4813,2086,0.1], [5825,2023,0.1], [6357,2082,0.1], [7198,2533,0.1], [7226,2187,0.1], [8045,2835,0.1], [8577,2320,0.1], [9286,1902,0.1], [9840,1786,0.1], [10466,1886,0.1], [10243,1576,0.1], [10857,2275,0.1], [11939,3402,0.1], [11105,3009,0.1], [13509,6166,0.1], [13081,7804,0.1], [12940,9326,0.1], [13170,10292,0.1] ]; systemChat "[DeadZ] Selecting spawn point..."; _selectspawnpoint = _spawnpointsarray select floor random count _spawnpointsarray; sleep 1; systemChat "[DeadZ] Spawn point selected. Spawning..."; sleep 1; thePlayer setPos _selectspawnpoint; waitUntil { !inSpawnPoint }; titleText [format["Exiting Spawn Point. Have fun."],"PLAIN DOWN"]; titleFadeOut 4; }; In the init.sqf add this: if (!isDedicated) then { [] execVM "spawnpoints.sqf"; }; In your mission sqm, create a sensor called SPAWNPOINT like this: class Sensors { items=1; class Item0 { position[]={6325.6772,0,7807.7412}; //Spawnpoint coords (same as respawn_west & east) activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; name="SPAWNPOINT"; expCond="(player distance SPAWNPOINT) < 50;"; expActiv="inSpawnPoint = true;"; expDesactiv="inSpawnPoint = false;"; class Effects { }; }; }; And it should spawn you automaticaly after 2 seconds randomly. Also you need to remove your portals, or place them -x in the ground. Tell me if you like it. This is very nooby, but it works, so no hate. EDIT: I think you can remove the sleep 1;, im not sure about this, I just added it in for safety, so the player is definetaly going to a new location. Greetings, Matijs
  8. I had an idea about doing an elevator script to extend the base building a little or just for some fun with ArmA/Epoch! :D Here is a video of the current prototype: (and don't laugh I got stuck after I fell from the roof :P) Just recorded another video to show how to call an elevator, I've placed 4 stops around the house, looks kinda funny yeah :D If anyone is wondering, I use the preview version of the metal floor to display the stop points of the elevator.. some item has to be present so you can call the elevator there and the positions get saved to the database. This item can be changed in the config but the preview items have no collisions so you can just travel through it and it's easy to see where the elevator can stop. Everything is saved to the database without any need to modify the server files or database structure. It only updates the "CharacterID" field in the "object_data" table like safes or locked door also do in Epoch, I don't want to bore you with the technical details but I encoded the elevator and stop point ID's in an 8 digit long code, always starting with "6976" (that is ASCII code for "EL" :P), the next 3 digits are the elevator ID and the last the elevator stop ID. Meaning you can have up to 10 stops per elevator (0-9) for now. It looks like this (without the "-"), just in case you want to find an elevator in the database or whatever. ID 8 digits: EL-ID-STID = 6976-###-# e.g the ID's of an elevator with 2 additional stop points: 69760010 -> 69760011 -> 69760012 The elevator can be build similar to the in-place upgrade system from Epoch, so just look at a metal floor (item can also be changed in the config) and you will get an option "Upgrade to Elevator" and "Upgrade to Elevator Stop", the elevator stop can only be build if there is an elevator in range (max. range for the elevator to travel can be changed, default 25m), you have to select an elevator first (the select action will be available if you look at an elevator, also new built elevator are selected by default). Once you have built an elevator with at least 1 stop point you can just look at it and select "Activate Elevator: Next Stop" or "Activate Elevator: Previous Stop", it will then find and move to the next/previous stop. If there is no stop in range you get a message and nothing happens, the menu could be hidden if there is no next stop for the elevator but in the first version the actions are always shown. You can also call the elevator at any stop point, it will travel along the way, stopping at every stop point and wait there (default 5 sec. can be changed in the config). Installation and configuration Ok now to the installation and configuration of the elevator script. The script is only client side, so very easy to add to your mission file! You can get the current scripts here: https://github.com/vos/dayz/tree/master/elevator just download the whole folder and extract it to your mission file. To enable the script on your server add this line to your init.sqf at the end of the block "if (!isDedicated) then {" (so just above the next "};" should be fine): ["elevator"] execVM "elevator\elevator_init.sqf"; Assuming your have the elevator folder with the scripts in your mission root, the only parameter of the script "elevator" is the folder relative to your mission file, it's needed to load the other scripts from that folder. You can change it to "scripts\elevator" if your put the elevator-folder there for example. That is all you have to do to install the elevator script on your server, there are some config variables you can change, take a look at the file "elevator_init.sqf" where it says "global variables", you can change the values there, but I would suggest changing it in your init.sqf like the Epoch settings, e.g.: ELE_MaxRange = 100; // maximum range the elevator can travel / stop points can be built (in meter) ELE_Speed = 5; // speed of the elevator (meters per second) ELE_StopWaitTime = 0; // disable the wait time if you call the elevator ... ["elevator"] execVM "elevator\elevator_init.sqf"; Added building requirements and upgrade animation to build the elevator and elevator stops. Default requirements are: ELE_RequiredBuildTools = ["ItemToolbox", "ItemCrowbar"]; // required tools for building an elevator and elevator stop ELE_RequiredBuildItems = [["PartGeneric",4], "PartEngine", "ItemGenerator", "ItemJerrycan"]; // required items to build an elevator ELE_RequiredBuildStopItems = [["PartGeneric",4]]; // required items to build an elevator stop You will get the default messages from Epoch if you are missing the tools or items. There are no access restrictions yet! Any player can built or use an elevator with this version, so keep that in mind if you want to use it on a live server. I already have some ideas to use the default car keys to use an elevator, that should work.. unless your have some better ideas for access control? :) Just one more thing, as I use the "MetalFloor_Preview_DZ" for the elevator stop by default, if you want to keep it like that you have to add that class to your allowed objects in Epoch, otherwise Epoch will delete it right after you upgrade a metal floor to a stop point. To do that the class needs to be added to the file "dayz_code\init\variables.sqf", at line 466 there is a list "dayz_allowedObjects", just add "MetalFloor_Preview_DZ" to that list and copy the file to your mission folder as usual (the file is referenced in the init.sqf). if you don't want to do that just replace the stop class with this config variable: ELE_StopClass = "MetalFloor_Preview_DZ"; Replace the classname with whatever you like, I didn't test any other but the elevator will just travel there and you can call the elevator with looking at that object. Remember this is still work in progress, there might be bugs and maybe the elevator ID gets changed so already built elevators might not work after an update, but you can already play around with the script and tell me what you think, Ideas are welcome... :)
  9. totis

    be script.txt

    Can somebody filters guru help me a bit here? im using aeg to except code. using default epoch filters i eliminated all except execvm exceptions. Im stuck in these (2 for example): 1.. kick: #27 "script = {((ctrlParent (_this select 0)) closeDisplay 7782); execvm 'custom\menu\basics2_init.sqf';}; 1.. exception= !="script = {((ctrlParent (_this select 0)) closeDisplay 7782); execvm 'custom\\menu\\basics2_init.sqf';}; \npreviousscript = {((ctrlP" 2.. kick: #27 "65 execVM 'scripts\deployanything\addons\bike\deploy.sqf';" 2.. exception= !="65 execVM 'scripts\\deployanything\\addons\\bike\\deploy.sqf';" These exception dont work, keep generating same kicks over and over. Any ideas how to except?
  10. Hi This is a restriction to vehicle seat according to humanity. It may be handy to PVE servers out there. Special thanks to Juandayz with his fantastic skills and salival. Both sometimes working unseen for the benefit of this community. Step 1. Make a new file, Name it veh_hum.sqf with the below contents and put into dayz_epoch/addons folder. If you dont have addons just create one. In this example we have a hero superhero and agenthero traders with 20k/40k/60k humanity respectively. Adjust according to your needs. private ["_vehicle","_inVehicle","_driver","_humanity","_txt"]; while {true} do { _vehicle = vehicle player; _inVehicle = (_vehicle != player); if (_inVehicle) then { _driver = driver (vehicle player); if (({(isPlayer _driver) && (alive _driver)} count (crew _vehicle) > 0)) then { _humanity = _driver getVariable["humanity",0]; if (typeOf _vehicle in DZE_heroHumanity && _humanity <= 20000 || (typeOf _vehicle in DZE_superHeroHumanity && _humanity <= 40000) || (typeOf _vehicle in DZE_agentHumanity && _humanity <= 60000)) then { player action ["getOut", (vehicle player)]; titleText ["","WHITE IN"]; _txt = "<img image='addons\vehicon.paa' /><br/><t size='0.7' color='#ea2828' align='center'>prohibited vehicle</t>"; [_txt, [safezoneX, safezoneW], [0.20 * safezoneH + safezoneY, 0.3 * safezoneH], 2, 0.5] spawn BIS_fnc_dynamicText; }; }; }; sleep 3; }; Step 2: Download this file http://www.mediafire.com/file/bdpt5d96o5cttk3/vehicon.rar Unzip and put paa file into addons folder. Step 3: Edit your custom variables file dayz_code/init/variables.sqf Put the vehicles you want to restrict below call dayz_resetselfactions; ike this: // Custom below s_givemoney_dialog = -1; s_bank_dialog = -1; s_player_checkWallet = -1; s_bank_dialog1 = -1; s_bank_dialog2 = -1; s_player_copyToKey = -1; s_player_claimVehicle = -1; s_collect_heli = -1; }; call dayz_resetSelfActions; DZE_heroHumanity = ["Mi17_rockets_RU","Mi24_D","UH1Y_DZE"]; DZE_superHeroHumanity = ["Mi24_V","Mi24_P","Ka52"]; DZE_agentHumanity = ["AV8B2","AV8B","A10","F35B"]; DZE_safeVehicle = DZE_heroHumanity + DZE_superHeroHumanity + DZE_agentHumanity +["ParachuteWest","ParachuteC"]; Step 4: Edit your init file to exec the script. Above the (false,12)execVm.... like below [] execVM "addons\veh_hum.sqf"; //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; Thats it. Enjoy! Hide contents
  11. Narines

    Add ATMs in traders (Altis)

    Hi, This script is extremely simple. 1 - In '@epochhive/addons' add the following pbo (traderATMs.pbo) : https://dl.dropboxusercontent.com/u/63143678/epoch_scripts/traderATMs.pbo 2 - In your 'MPMissions' folder, unpack 'epoch.Altis.pbo' 3 - In your unpacked 'epoch.Altis' folder, open init.sqf and add the following at the very top : if (isServer) then { execVM "\q\addons\traderATMs\init.sqf"; }; Note : if there is no init.sqf in the root of your unpacked 'epoch.Altis' folder, just create one. 4 - Repack 'epoch.Altis' into 'epoch.Altis.pbo' That's it ! **EDIT** Optimized following Kroenen's suggestions
  12. Script from And I just made it 1 .bat file easy to use all you need to do is edit the Config settings section and the command line. Make a new .bat file on your desktop of your windows vps or dedi Paste this in it If you run multiple servers create a file for each server on your desktop all you have to do is change the command lines and the config settings to suit each server on each file. This script will re-run everything from this label :arma2oaserver every time the server cmd box is closed so yes if bec shuts down the server after x amount of hrs the script will backup your sql will re-start Bec & the Server If your server cmd box closes for some unknown reason this will terminate connection with Bec and so Bec shuts down but dont worry the script will backup your database then restart bec and your server (dont believe me try it run this script then close your server cmd box while this script is running and watch the magic lol)
  13. harcosgoogle

    Death messages script? 1.0.6.1?

    Hi. Death messages script? 1.0.6.1?
  14. leegreaves

    NEAF Makeover

    Im putting up my script for a makeover of the NEAF. I did release this before back with 1.0.5.1. Since 1.0.6.1 has come out I decided to retest to see if it would still be fine , which it is. So im reposting it for anyone who might want to make use of it. Just put the following in a new file called NEAF.sqf (or whatever you want to call it and create a new folder called "buildings" (if you dont already have a folder called that) in the root directory of your server pbo. In your server_functions.sqf file in your init folder add the following to the bottom: call compile preProcessFileLineNumbers "\z\addons\dayz_server\buildings\NEAF.sqf"; I do ask that the credits ARE left in this file and that no other person claims credit for this version of a better North East Airfield. NEAF.sqf: Link to original post which includes images of NEAF:
  15. Expherion

    Capture Points

    Hello!!! I need some help, does anyone have a Capture Point script that is functioning on 1.0.6? The owner of the server desperately wants a Capture point style event where players must brawl for control over an area for around 10,15 minutes, then a crate spawns, granted players are in the vicinity, and if they are not in the vicinity, the crate is empty. If someone is willing to share this script or has it for a reasonable price (keep in mind my organization is not for profit), then I would be highly appreciative and so would the community!!! Please help a fellow out! Thanks in advance!!!
  16. PROJECT ON HOLD - TO BE RESUMED ONE DAY... TRANSPORT FOR ARMA INTRODUCTION This script bring the following functionality: [READY] Players can call an AI piloted land vehicle TaxiAnywhere and request it to take you to a point on map which YOU CHOOSE BY CLICKING ON MAP. Upon reaching destination AI-controlled-taxi-vehicle will stop and you can disembark. The taxi will then ride away and despawn away from player (for immersion). [READY] Players can call an AI piloted land vehicle FixedDestinationTaxi and request it to take you to ONE OF THE FEW PRE-CHOSEN (by ServerAdmin) points on map. Upon reaching destination AI-controlled-taxi-vehicle will stop and you can disembark. The taxi will then ride away and despawn away from player (for immersion). [WIP] Players can embark an AI piloted land vehicle PublicBus and it will automatically drive on its PRE-CHOSEN BUS ROUTE (by ServerAdmin). When a player wish to disembark, they can request a STOP-VEHICLE via the TfA-GUI & allow them to disembark. The bus will then ride away and carry on looping its route. PAYMENT SYSTEM NOTES Taxi Anywhere Taxis : Initial Booking Fee + 1st Mile Fee + Pay-as-you-Go Fee -- ServerAdmin can customize or disable any of the fees. Fixed Destination Taxis : 'Single Fee' -- Fee is calculated on the fly according to a pricing mechanism. ServerAdmin can customize or disable this fee. Public Buses : 'Single Fee' -- ServerAdmin can customize/disable the fee on any/all BusRoutes. LICENSE GNU GPL v3. You can do whatever you want with this mod as long as you give the same freedom to others on your derivative works. DOWNLOAD 29 Jan 2017 - git repo is gone. direct link to the last package (v.0.6.5b2 from 18th May 2016) http://www.filedropper.com/mgmtfav065build2 18th May 2016 - New version v.0.6.5b2 available! Release package direct link to 7zip archive file: https://gitlab.com/themgm/Transport_for_Arma/blob/master/release_packages/_autogenerated/v.0.6.5.build2/mgmTfA_v.0.6.5.build2.7z Installation Instructions: https://gitlab.com/themgm/Transport_for_Arma/blob/master/documentation/INSTALLATION_INSTRUCTIONS.txt Link to release directory where you can download the three additional files to verify integrity: https://gitlab.com/themgm/Transport_for_Arma/tree/master/release_packages/_autogenerated/v.0.6.5.build2 If you try this script, please let me know what you think :) FEEDBACK / SUGGESTIONS / BUG REPORTS / SUPPORT Please post in this thread. See it in action! Click below to go to post #2 - VIDEOS last edit: 29 Jan 17 - added latest version link & clarified project status.
  17. RHE24

    Gigacraft Admin Menu A3-Epoch

    Hello Epoch Users, i (RHE24) & Stefan have a simple Admin Menu for your Epoch Server. We are Admins on the Gigacraft A3 Epoch Server. Its based on Arma3 Wiki and fusion13 and AltisLife Features Teleport Godmode Vehicle Spawn Weapon Spawn Group Spawn ESP Heal self and Players Spectate You can Download the 7z Archive https://sourceforge.net/projects/gama3epoch/files/latest/download Install: , extract to our Mission Folder. Insert this in your init.sqf //Gigacraft Admin Menu [] execVM "gigacraft_admin_menu\admin\activate.sqf"; [] execVM "gigacraft_admin_menu\admin\loop.sqf"; then in tools.sqf and activate.sqf search this if ((getPlayerUID player) in ["####", "####", "####", "####", "####", "####", "####"]) then { //all admins and in activate.sqf if ((getPlayerUID player) in ["####", "####", "####", "####", "####", "####", "####"]) then { ; replace "####" with your Admin UIDS, like 76xxxxxxxxxxx thats all, repack your to pbo and have a Menu :) --------------------------------------------------------------------- presentet by RHE24 & Stefan, we are Admins on our Arma3 Epoch Server. Server IP: gigacraft.de:2302
  18. Moist_Pretzels

    Script Restriction #29

    Yesterday I was playing with a couple of friends on a private epoch server, and it seemed like every 10-15 minutes some of us would get kicked. Reason for it? Script Restriction #29, I'm wondering if this is a client or server issue, I'm not a big coder so I wasn't able to find where exactly the problem was. If anyone can give me feedback I would appreciate it greatly.
  19. harcosgoogle

    Fps boost?

    Hi. How can server-side fps be increased? Database clean? Script?Mod? Clean? (Not game settings) Thanks
  20. What is this mod Its a mod that lets you setrange if you right click on a binocular and rangefinder (very easy you can even do it yourself) Any issues plz tell You Need extra_rc.hpp and a costum folder instal guide install link : https://www.dropbox.com/sh/4szrw32dsuszhxk/AADnUQwQ27tEFNcpmQLYPaO7a?dl=0 1. paste these lines in your extra_rc.hpp so it looks like this IF YOU DONT HAVE THE TEST IN HERE 2. paste the file setview into your custom folder from the download (in your mission file yourinstance\custom dont know if i need to give somebody credits :D
  21. Gabriel12237

    Search Lingor script

    Hello Community Sorry for my bad English. I Search a lingor Script With 2 mods. (Plot4life and plotmanagement) .can you send me pls a Script for Lingor With the 2 or more scripts? Thank you very much guys. Cheers
  22. Birgitte

    slow zombies

    Is there a script to slow the zombies for 1.0.5.1 like the setting in 1.0.6?
  23. So, as many will know, there is an issue in A2Epoch (possibily from DayZ) in the unique identifier generation not always producing unique identifiers. What is the unique identifier and how is it used ?. Epoch uses two object identifiers. ObjectID ObjectUID ObjectID is generated by the MySQL DB backend. ObjectUID is generated within the ARMA 2 game world via SQF code. Why two identifiers ?. For some reason... there is only one HiveExt.dll call to get the ObjectID for an object in the DB. This call is the one used to load all the DB objects in to ARMA. The offshoot of this is that when a new object is created and saved to the DB, the DB creates a unique objectID but this objectID cannot get back to the ARMA 2 game world until the ARMA 2 server process is restarted and all the objects are then read from the DB again. To get around this, the ObjectUID is created when a new object is created in the game world. This is used to reference the object in the game world and on the DB if the ARMA 2 engine does not know the DB assigned ObjectID. So, what is the problem ?. Whilst the code to generate a unique objectUID looks fairly good, it does not always create a unique ID. THis means that manipulation of any new objects that have not yet got an objectID in the game world (ie. created after the last server restart) but having an objectUID that matches the objectUID of an object currently in the DB will cause all sorts of problems. How is the objectUID calculated currently ?. There are three functions used to calculate the objectUID currently (all defined in server_functions.sqf). dayz_objectUID - No longer used it seems. dayz_objectUID2 - Used for objects objectUID generation. dayz_objectUID3 - Used for vehicle objectUID generation. dayz_objectUID just works out the required input parameters and then calls dayz_objectUID2. dayz_objectUID2 generates the objectUID for the object by applying the following calculation. x,y,z coords each multiplied by 10. Results made positive if required by multiplying by -10 and rounded to a whole number. 3 numbers are concatenated together (X + Y + Z). The objects direction (in degrees) after rounding is then concatenated to the result. dayz_objectUID3 does the same but adds the mission time (time in seconds since the ARMA 2 mission was started) to the direction value before adding it to the result for the x/y/x/ * 10 part. Worked example for dayz_objectUID2 Worldspace = [351.545[11079.8,11834.3,-0.380997]] = X = 11079.8 * 10 = 110798 Y = 11834.3 * 10 = 118343 Z = -0.380997 * 10 = -3.80997 * -10 (make positive) = 38.0997 round = 38 DIR = 351.545 rounded = 352 = concat 110798 + 118343 + 38 + 352 Calculated objectUID 11079811834338352 Stored ObjectUID 11079811834338352 So why is it not random ?. A set of coodinates ( [dir,[x,y,z]] ) for an object of [0,[1,1,10]] will produce the same result as a set of coordinates of [0,[1,10,1]]. The uniqueness plays on the probability of combination resulting in the same onjectUID being generated as unlikely. The more items you have in your DB then the more likely it is to happen. Ok, so what can we do about it ?. So this is the purpose of this thread. Both to highlight the issues to those who were not aware and to have a discussion on peoples thoughts on a better solution. I am curious as to why the code does not start at 0 and each time a objectUID is needed it just increments (possibly by 2 / 5 / 10). A server global variable could hold the current value and be populated on server restart by the highest objectUID found in the loaded objects. The only issue I can see is if multiple requests for a new objectUID resulted in the same objectUIDs being given out to multiple requestors as the global 'current objectUID' variable cannot be updated quickly enough. Presumabily that ould be managed by a basic schedualing system enforcing a FIFO queue so each request could be processed one at a time. Any other thoughts or observations ?. I am hoping we can all come up with a better solution that does not require any custom .dlls or DB table changes. Good news is that any new generation system should be pretty easy to plugin to Epoch. Over to you...
  24. 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. :)
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