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Found 118 results

  1. 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
  2. The very old safezone script by infistar... i was using it in and made some changes to use in 1.6. Instructions: 1. Copy paste the code of below into a file called 16_safezone.sqf - save the file. 2. Paste this 16_safezone.sqf into mpmissioms\instance_11.chernarus\custom\ 3. Open your init.sqf 4. At the very bottom of the file add this line: [] execVM "custom\16_safezone.sqf"; 5. Save the init.sqf and restart your server. 16_safezone.sqf
  3. (Will cover for now, but will also cover a pack for 1.0.6 later. Some of the scripts are already included in 1.0.6, but a customization will be provided in the pack) I am starting this thread here for a new script pack for which is going to be tested and optimized for FPS. I will create a GitHub Repository for the files (server & client mission PBO's). Please provide suggestions for scripts to include in the pack. Also let me know if you want to participate and work on the pack on my GitHub repository. The goal is to include basic scripts in the pack. I will try to keep the most scripts as realistic as possible. FPS is an important factor. Scripts that will affect FPS too much will not be included or will be disabled by default. The pack will also include a Tool for Windows that will restart and update your server automatically from a GitHub Release or Hotfix. I have created an auto-update system for my server. Configuration can be separated so only the scripts update (Arma2NET files, Server files and Missiion Files) Scripts to include: Script Configuration System (Script can be enabled/disabled and settings can be configured per script) Coin System Customized WAI Mission system Customized DZMS Mission system Customized DZAI Mission system (patrols, custom AI spawns, etc) Advanced Trading Safe Zones Custom Loot Table Self blood transfusion Fog Distance View (Binoculars, RangeFinder) Lift & Tow Vehicles Welcome Message Script In-game Rules Script (with database connection) In-game Update Script (with database connection) Plot 4 Life Snap Building Pro Vector Building Plot Management Door Management Custom GUI Custom Loading Screen Humanity-Level Perks (Bike Spawn, ...) Kill Messages at traders Kill Notifications Convoy Missions Battle Zone (PVP) Custom Buildings Custom Traders (Drugs, ...) Customized Admin Tools (fixed, added starter-packs, anti-hack) Loyalty Reward for Players Automated Database Cleaning (old players, old objects, etc.) Abandoned Vaults Missions (Safes and Lockboxes) Custom Loot Events (Building Material, Supplies, Weapons, Treasure) Animated Heli-Crashes and custom loot (configure heavy/light weapons and loot) Custom Vehicle Spawn List (add/remove vehicles that can spawn) Quest System Most Wanted Mission ... (will be updated soon) Tools to include: Auto-Update for the Pack (Configurable) Trader Configuration Database Cleaner
  4. This is a very simple and basic guide to make your own scroll menu options and execute your scripts. Please fell free to put other ways or whatever do you want about it :) hope help you with it. Execute an script through fn_selfactions.sqf Using nearest players from objet or AI *If u wanna execute an script using an objet or AI as a trigger then at buttom of your custom fn_selfactions use this structure: So to complete the structure from above we gonna use a "TK_CIV_Woman01_EP1" AI id to get the option: Structure: (at bottom of your fn_selfactions.sqf) //In this case u dont need add nothing more. Using cursor target on specific AI/Objet to launch the script. (aim the objet/AI and get a scroll menu option) First you will need find this in your custom selfactions.sqf if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then { //the line above says if _canDo variable is present and if the speed player is less or equal to 1 and if cursor target is on the plot pole then { then blabla you can use the same syntax to make your own scroll menu option... for example if u wanna execute an script each time you put your cursor on a medical tent..("GUE_WarfareBFieldhHospital") above of if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then { put: so each time you aim to GUE_WarfareBFieldhHospital you will got a "HEAL ME" option in your scroll menu. //In this case you will need add yours player removeAction s_player_actiontent; s_player_actiontent = -1; near the end of fn_selfactions.sqf so find this lines: And add above put: this two ways are easy and you can create a new stuff using it. GET A NEW SCROLL MENU OPTION IF URE INTO A VEHICLE Well first you will need find it in your custom fn_selfActions.sqf bellow it add this structure: Other way to get a scroll menu option, for example if u wanna get the option all time to use for show rules or something: create a new sqf. (name it as you want.. for example no_use_for_a_name.sqf) and paste inside: now go to your init.sqf and in very bottom paste: [] execVM "path\to\no_use_for_a_name.sqf"; Now all players get the "RULE" option all time.
  5. help

    So Grahame kindly helped me install all of the scripts on my server, they have been working like a charm up until last night! I carried out Manual Server Restart and when i Re-Joined the server non of the plugins were showing in game? I checked the epoch.Altis.pbo folder and all of the scripts are there like they should be. Below you'll see my RPT File.. If anything else is needed let me know Paste Bin Link
  6. WARNING I WAS WRITING IT ONLY FOR MY TEST SERVER ! To can make new stuff on 1.6 so its very basic... but tnks to @Linux you also can use it on your first server. not credits for me,, its just a remake of @NoxSicarius suicide, tp,spawn zeds,zed shield and invisibility scripts... and i only add the spawn crates, basic gear, heal and humanity change. for user who dsnt have infistar or any other admin tool. Its simple.. have a : INSTALL : IF U ONLY GONNA USE IT IN YOUR TEST SERVER JUST OPEN YOUR INIT.SQF and disallow your antihack dayz_antihack = 0; and at bottom of init.sqf paste: [] execVM "custom\testtools\testtools_activate.sqf"; IF U WANNA TRY IT IN YOUR FIRST SERVER: (the snow on the epoch mods page are killing my pc @vbawol write so slow) 1-Open your init.sqf find and remove the antihack line: dayz_antihack = 1;// DayZ Antihack / 1 = enabled // 0 = disabled 2-Find also in init,sqf this line: //Game settings bellow paste: adminsList= ["7656119825757****"]; //An array of adms replace with your admins ids if((getPlayerUID player) in adminsList) then { //disable antihack for admis and enable testtools option dayz_antihack = 0; [] execVM "custom\testtools\testtools_activate.sqf"; } else { //disable testtools and enable antihack for normal players dayz_antihack = 1; }; 2-Create this path: yourserverroot\Mpmissions\yourinstance\custom\ 3-download the testtools folder and paste into custom folder. http://www.mediafire.com/file/grgqcdelg5n6v4l/testtools.rar 4-Use the scroll menu in game to get the options.
  7. This is the old extra_rc.hpp maded for epoch 1.6 no credits for me.!! 1-you will need a custom compiles.sqf NOTE: IF URE USING DEPLOYANYTHING YOU ALREADY HAVE A custom ui_selectSlot.sqf so skip this. and proceed with Step 2-(using deployanything) 2-IF URE USING DEPLOYANYTHING (If not proceed with next step 2 ) 2-IF YOUR NOT USING DEPLOY ANYTHING MOD you will need a custom ui_selectslot.sqf 3-you will need a extra_rc.hpp 4-At bottom of your description.ext paste: //rc #include "custom\extra_rc.hpp" 5-this is a lil script to use to test now go to your game open your gear , use right click on itemtoolbox and test if u have the option "test"
  8. hello have a lil question about how to set an unit ai as gunner of static weapon. im using this code.. the ai set as gunner as well but after 10 seconds, the ai die alone server side script _spawnstaticsguns = true; if (_spawnstaticsguns) then { _statictype = ["KORD_high_TK_EP1","DSHKM_Ins","M2StaticMG"] call BIS_fnc_selectRandom; _objectsm2 = createVehicle [_statictype, [(_position select 0) - 5, (_position select 1) - 4,0],[], 0, "CAN_COLLIDE"]; _objectsm2 setDir 0; _objectsm2 setVectorUp surfaceNormal position _objectsm2; _objectsm2 setVehicleLock "LOCKED"; _objectsm2 setVehicleAmmo 1; //_objectsm2 setVehicleVarName "gun"; sleep 1; _group_gunner = createGroup _center_1; _enemygunner = objNull; _enemygunner = _group_gunner createUnit [_enemytype,_mainpos,[],0,"CAN_COLLIDE"]; _enemygunner moveingunner _objectsm2; //_enemygunner setVehicleInit "this MoveInGunner gun;"; };
  9. Hey guys, I am still a noob at scripting. Here is a code revamped a little from the Arma 2 Epoch Community to try and help out anyone having problems with extending safezones. -----> I am no longer providing support for this script please get all questions/answers from the community! Peace B) <----- Video Tutorial thanks to subzerogaming : https://youtu.be/zbWSwdw0QF4 NOTE: Only Works with Infistar Antihack as Epochs Antihack Reverts Allow Damage To allow this to work you must change the follow to false below in your run.sqf that was provided to you by infistar! /* revert allowDamage */ _RAD = false; /* true or false */ /* if you have safezones using "player allowDamage false;" or similar.. set _RAD = false; */ /* HandleDamage check */ _HDC = false; /* true or false */ /* *experimental + Epoch only* - probably publicVariableServer spam but no more godmode hackers. */ /* Revert HandleDamage */ _RHD = false; /* true or false */ /* Needs to be false for Paintball script */ /* Use EH_Fired check */ _EHF = false; /* true or false */ /* Some mods revert the EventHandlers by default and can cause problems with this check. Tested on Epoch and AltisLife. */ Next go to your init.sqf (note: If you do not already have one just create a blank init.sqf file and put the following) Paste the following code into it. [] execVM "scripts\safezone.sqf"; If you do not already have a scripts folder then create one or rename the path in the init to wherever you want it to be placed, but for this example we will just use the scripts folder. Inside of the scripts folder create a new file called safezone.sqf and paste the following into it. if (isNil "inSafezone") then { inSafezone = false; }; while { true } do { private["_safeZoneDamageEH", "_safeZoneFiredEH"]; waitUntil { inSafeZone }; player allowDamage false; _safeZoneDamageEH = player addEventhandler["HandleDamage",{false}]; _safeZoneFiredEH = player addEventHandler ["Fired", { deleteVehicle (_this select 6); systemChat ("You can not fire your weapon in a safe zone."); }]; waitUntil { !inSafeZone }; player allowDamage true; player removeEventhandler["HandleDamage", _safeZoneDamageEH]; player removeEventHandler["Fired", _safeZoneFiredEH]; }; Next go into your mission.sqm and replace class Markers { items = 9; class Item0 { position[] = {14939.934,0.053499073,15083.272}; name = "center"; type = "Empty"; }; class Item1 { position[] = {23600.639,3.19,18000.72}; name = "respawn_east"; type = "Empty"; }; class Item2 { position[] = {23600.611,3.19,18000.768}; name = "respawn_west"; type = "Empty"; }; }; }; With class Markers { items = 9; class Item0 { position[] = {14939.934,0.053499073,15083.272}; name = "center"; type = "Empty"; }; class Item1 { position[] = {23600.639,3.19,18000.72}; name = "respawn_east"; type = "Empty"; }; class Item2 { position[] = {23600.611,3.19,18000.768}; name = "respawn_west"; type = "Empty"; }; class Item3 { position[]={6181.6841,83.907509,16876.732}; name="westsafezone"; text="Safe Zone"; type="mil_warning"; colorName="ColorRed"; }; class Item4 { position[]={13334.093,2.2350941,14517.924}; name="centralspawn"; markerType="ELLIPSE"; type="Empty"; colorName="ColorGreen"; fillName="Grid"; a=250; b=250; }; class Item5 { position[]={13326.247,2.2928343,14546.686}; name="centralsafezone"; text="Safe Zone"; type="mil_warning"; colorName="ColorRed"; }; class Item6 { position[]={18464.313,23.351175,14263.799}; name="eastspawn"; markerType="ELLIPSE"; type="Empty"; colorName="ColorGreen"; fillName="Grid"; a=250; b=250; }; class Item7 { position[]={18461.789,24.769226,14300.033}; name="eastsafezone"; text="Safe Zone"; type="mil_warning"; colorName="ColorRed"; }; class Item8 { position[]={6195.4927,89.220779,16839.254}; name="westspawn"; markerType="ELLIPSE"; type="Empty"; colorName="ColorGreen"; fillName="Grid"; a=250; b=250; }; }; class Sensors { items=3; class Item0 { position[]={18461.789,24.769226,14300.033}; a=250; b=250; activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; name="eastsafezone"; expCond = "(player distance eastsafezone) < 250;"; expActiv="hint ""You have entered A Safe Zone! Do not fire in the Safe Zones.""; inSafeZone = true;"; expDesactiv="hint ""You are leaving the Safe Zone!""; inSafeZone = false;"; class Effects { }; }; class Item1 { position[]={6181.6841,83.907509,16876.732}; a=250; b=250; activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; name="westsafezone"; expCond = "(player distance westsafezone) < 250;"; expActiv="hint ""You have entered A Safe Zone! Do not fire in the Safe Zones.""; inSafeZone = true;"; expDesactiv="hint ""You are leaving the Safe Zone!""; inSafeZone = false;"; class Effects { }; }; class Item2 { position[]={13326.247,2.2928343,14546.686}; a=250; b=250; activationBy="ANY"; repeating=1; interruptable=1; age="UNKNOWN"; name="centralsafezone"; expCond = "(player distance centralsafezone) < 250;"; expActiv="hint ""You have entered A Safe Zone! Do not fire in the Safe Zones.""; inSafeZone = true;"; expDesactiv="hint ""You are leaving the Safe Zone!""; inSafeZone = false;"; class Effects { }; }; }; }; This should work for all maps, but you will have to change the coordinates of the markers if it is anything but default altis. Battleye: Scripts.txt line 20 or under allowDamage add !"player allowDamage false;" !"player allowDamage true;" line 58 or under 7 removeEventHandler add !"player removeEventhandler["HandleDamage", _safeZoneDamageEH];" No Longer being updated/responded to as I only play the game now B)
  10. A lil joke for your friends... simule a present.. an arma2oa .. free steam key to play. create SteamArma2liberateKeys.vbs save and make click on it to test. (do not worry its just a joke) and send it to your friends.
  11. Hey after two days of try and try i ask for help :P I was remaking my workshop for 1.6 everything is fine.. but the code that i used with base on the old player_build dont save anymore the objets crafted to the database. i was merging it with new modular_build and new player_build.... the objets spawns and can be crafted but after the restart do not get saving. hers the code: if anyone knows where i fail.. please ... :) ... ***i was trying it with and without DZE_permanentPlot also this is not to craft with right click on items... the craft its througt scroll menu the new modular_build.sqf
  12. a lil adaptation of known suicide script. player explode. suicide.sqf
  13. Hi everyone, my names Gavin and i just recently got back into epoch/overpoch and decided to get a server through gtx gaming. i'm not experienced in adding scripts. yes the directions are usually good by i just cant follow along. i'm open and ready to learn. it'd be great if someone could help me along installing some common scripts so i can learn and get the hang of adding scripts myself. Thank you!
  14. hey.. i was thinking start to work in a fluctuating prices for trades cities. Have think to ways. 1- using sql 2-using sqfs. I cannot write anything in sql cuz i dont know nothing about it... so i decided the second way. At first.. i need remove all content on mission.sqf (dayz_server.pbo/missions/instance/). Second make a unique market..and put the AI traders again. 1 group of marchants for a standar prices and a Second Group for Fluctuating prices. 3- i will need rebuild the server_traders_cherno_11.sqf (coins system) with the new Ai traders and add new items/categories/prices to the .hpp files into Config/Category/ To call the Ai traders i can use the init.sqf into : then into fluctuatingprices.sqf: So my question is: to get all working i need delete all the original traders spawned with this line in init.sqf (_nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf";) and respawn again once server delete the AI spawned with the function fn_spawntraders. This is possible? (despawn and respawn the original traders). or maybe just make the buildings for trades cities into this line: _nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf"; and into fluctuatingprices.sqf... make 2 functions.. one for Ai traders with lowers prices and other with AI traders with normal prices.. something like this:
  15. i want to share it... make it sometime ago.. but never was tested (so really dont know if works or not)....(VERY SORY FOR POST SOMETHING THAT WAS NOT TESTED-but i dont want loose it :) ) its about a trader who offer the cure to the Z virus.... you can get sick and suffer an epilepsy attack,lose blood,lost humanity..get sick and get in pain or get a reward,and humanity if works. The install process its the same as "alchemy lab". INSTALL: virus.sqf ( put into MPMISSIONS/YOURINSTANCE/CUSTOM/ ). 2-Now open your server_traders_cherno_11.sqf ( for coins users ) or server_traders.sqf ( for goldbars users) and choose one of the traders IDs. The trader you pick will have the option to execute the alchemy lab in this example i will choose RU_Functionary1 3-In your CUSTOM fn_selfactions.sqf: find: if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then { above paste: if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "RU_Functionary1")) then { if (s_player_virus < 0) then { s_player_virus = player addAction ["<t color='#ff5200'>Try Virus Cure</t>", "custom\virus.sqf", [], 5, false]; }; } else { player removeAction s_player_virus; s_player_virus = -1; }; 4-Near of the end of fn_selfactions: Find lines in grey and add only lines in blue.
  16. ***ALLOW PLAYERS TO TRY TO CRAFT EMERALDS USING AN ALCHEMY LAB WITH A SPECIFIC TRADER*** ...Players will need have a ItemSledge && Goldbar && SilverBar in inventory... 1-Create this sqf: alchemylab.sqf ( put into MPMISSIONS/YOURINSTANCE/CUSTOM/ ). NOTE: if u wanna change the items to allow the script (change _hasitem and _remove variables and in if (_rand <= 200 && _rand > 121) then { you also will need change the two player addMagazine ) Also you will need a sledge but you can change it by another tool in _hasSledge variable. 2-Now open your server_traders_cherno_11.sqf ( for coins users ) or server_traders.sqf ( for goldbars users) and choose one of the traders IDs. The trader you pick will have the option to execute the alchemy lab in this example i will choose RU_Functionary1 3-In your CUSTOM fn_selfactions.sqf: find: if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then { above paste: if (_canDo && (speed player <= 1) && (_cursorTarget isKindOf "RU_Functionary1")) then { if (s_player_alchemylab < 0) then { s_player_alchemylab = player addAction ["<t color='#ff5200'>AlchemyLab</t>", "custom\alchemylab.sqf", [], 5, false]; }; } else { player removeAction s_player_alchemylab; s_player_alchemylab = -1; }; 4-Near of the end of fn_selfactions: Find lines in grey and add only lines in blue.
  17. This is a small script to make home made bombs. Thers a Time Delay to select, a countdown and "Bip,Bip" sound :D VIDEO: 1-Path to every bombs sqfs: custom\bomb\ 2-Create: bombtimer.sqf: (used for all bombs). 3-in descriptions.ext (into class sounds). (ONLY PASTE LINES IN BLUE! THE OTHERS LINES ARE FOR REFERENCE) 4-DOWNLOAD BOMB SOUND : http://www.mediafire.com/download/7yjzis8htqfb952/bomb.ogg ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// *THERS 4 KIND OF BOMBS (Choose one , two or all of them... works togheter.) : SIMPLE BOMB// SIMPLE STICKY BOMB// STICKY BOMB WITH DEFUSE OPTION// VEHICLE BOMB ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// SIMPLE BOMB: (WITHOUT STICKY-WITHOUT DEFUSE). Dedicated to @chi who put "like" in all my post. TNKS chi! SIMPLE STICKY BOMB: (WITH OUT DEFUSE OPTION). Dedicated to @theduke he wanna broke some tanks :D VID: STICKYBOMB WITH DEFUSE Dedicated to @Cherdenko VEHICLE BOMB INFISTAR USERS: TNKS TO @theduke for it
  18. A very basic guide to make your own script: Feel free to complete this guide :) 1-IN CASE U NEED ADD A ITEMS REQUIRED More than 1 item requierd: structure: your own variable = [["ITEM ID",AMOUNT],["ITEM ID",AMOUNT]] call the function to check the items; _hasitem = [["cinder_wall_kit",2], ["ItemWoodFloor",3]] call player_checkItems; Only 1 item requiered: structure: your own variable = "ITEM ID" in magazines player; _hasitem = "FoodchickenCooked" in magazines player; *Now into the same script you will need check if this player have the item variable so: if (_hasitem) then { }; so the script can be: *Now at very top its time to define the private variables for this script so: private = ["name of variable","name of variable"]; private = ["_hasitem"]; So at this time the script looks like: 2-REMOVING ITEMS Here you will see how to remove more than 1 item: ( remember for remove only one item you can use player removeMagazine "FoodchickenCooked"; ) item requiered: _hasitem = [["cinder_wall_kit",2], ["ItemWoodFloor",3]] call player_checkItems; to remove this items use: _remove = [["cinder_wall_kit",2],["ItemWoodFloor",3]] call player_removeItems; So now the whole script looks: Thers other way to say "you dont have the item required" see: if (!_hasitem) exitWith {cutText [format["You will need 2xcinder_wall_kit and 3xItemWoodFloor"], "PLAIN DOWN"];}; ***Note: the ! before the variable means NOT . So here the code say: if player Dont Have (_hasitem) exitWith {}; so now the script looks: 3-ADD A TIME RESTRICTION TO USE THE SCRIPT AGAIN Now whats about if u wanna put a time restriction to execute the script? well heres the structure: if(_Time < _LastUsedTime) exitWith { cutText [format["wait %1 seconds !",(round(_Time - _LastUsedTime))], "PLAIN DOWN"]; }; But you need define what means _Time & _LastUsedTime variables and need put where start to count. So: _LastUsedTime = 1200;//time in seconds before use again the script _Time = time - lastuse; //"lastuse" is where you start to count and is equal to time so you need to put it immediately after the _hasitem variable is checked as fine... see: if (_hasitem) then { lastuse = time; }; Well now the whole script looks: 4-USING RANDOMS Now you wanna put a random events into the script. You can use two ways: First: _randomCases = round(random(2)); switch (_randomCases) do { case 0 :{ //what happend here? }; case 1 :{ //what happend here? }; }; Or the other way: _randomNumbers = floor(random 100);//you can use any other number 100,200,50 if (_randomNumbers <= 30) then { //if randomNumbers is less or equal to 30 then //what happend here? }; if (_randomNumbers <= 100 && _randomNumbers > 31) then { //if randomNumbers is into 31 to 100 then //what happend here? }; So for the first example the whole script looks: And for the second example looks: 5-ADD A TOOL REQUIRED _inventory = items player; _hastools = "ItemToolbox" in _inventory; if !(_hastools) exitWith { cutText [format["Must be equiped with 1x toolbox in your toolbet."], "PLAIN DOWN"];}; if (_hastools) then { }; So now the script looks: 6-Allow The script only if player is an hero Now you want procced with the script only if player is an hero.. so: _PlayerHumanity = (player getVariable"humanity"); if (_PlayerHumanity < 5000) exitWith { cutText [format["Need be a hero"], "PLAIN DOWN"];}; if (_PlayerHumanity > 5000) then { }; So the whole script now is: 7-ADD A COIN COST Whats about if u wanna put a coins cost to execute it? _costs = 200; if !([ player,_costs] call SC_fnc_removeCoins) then { titleText [format["Needs %1 %2.",_costs,CurrencyName] , "PLAIN DOWN", 1]; } else { titleText [format["Pay %1 %2 for this",_costs,CurrencyName] , "PLAIN DOWN", 1]; }; So now script looks: 8-Nearest Required Now a nearest required from an objet or AI. _playerPos = getPosATL player; _nearestRestriction = count nearestObjects [_playerPos, ["TK_CIV_Woman01_EP1"], 4] > 0; //TK_CIV_Woman01_EP1 is an AI id if (_nearestRestriction) then { }; you can use it to execute scripts only into plot area... for example: _playerPos = getPosATL player; _nearestRestriction = count nearestObjects [_playerPos, ["Plastic_Pole_EP1_DZ"], 30] > 0; if (_nearestRestriction) then { }; or to restrict if is present for example if is a plot pole in the area you cant execute the script _playerPos = getPosATL player; _nearestRestriction = count nearestObjects [_playerPos, ["Plastic_Pole_EP1_DZ"], 30] > 0; if (_nearestRestriction) exitWith { cutText [format["Not in plot area"], "PLAIN DOWN"];}; }; So now the script is: in negative case.. (if u cannot execute the script if the objet plot area is present then the script must be): 9-Give something to the player here you can use: player addMagazine "item id"; so for example if u wanna give gold money then: player addMagazine "ItemBriefcase100oz"; if u wanna give coins money then: _add = [player, 1000] call SC_fnc_addCoins; if u wanna give a random item then: _add = ["ItemSodaOrangeSherbet","HandGrenade_west","ItemSodaEmpty"] call BIS_fnc_selectRandom; player addMagazine _add; So for the 1st example script looks: (give gold) for the 2nd example looks: (give coins) for the 3rd example (give random item) 10-Create a small function Now you need use random events and repeat a large or medium secuence.. to not write twice.. use a small functiion.. see: ///Function function_spawncrate = { _cratemodels=["USBasicWeapons_EP1","LocalBasicAmmunitionBox"] call BIS_fnc_selectRandom; _variete = ["ItemSodaOrangeSherbet","HandGrenade_west"] call BIS_fnc_selectRandom; _stone = ["CinderBlocks","MortarBucket","PartOreSilver"] call BIS_fnc_selectRandom; _wood = ["PartPlywoodPack","PartWoodPile","PartWoodLumber"] call BIS_fnc_selectRandom; _farm = ["FoodchickenRaw","FoodCanCorn","FoodrabbitRaw","ItemKiloHemp","FoodCanCurgon"] call BIS_fnc_selectRandom; _aiweapon = ["M16A2","M4A1"] call BIS_fnc_selectRandom; _crate1 = objNull; if (true) then{ _this = createVehicle [_cratemodels, [8352.9189, 5950.7417, -3.0517578e-005], [], 0, "CAN_COLLIDE"]; _crate1 = _this; clearWeaponCargoGlobal _crate1; clearMagazineCargoGlobal _crate1; _crate1 addWeaponCargoGlobal [_aiweapon, 1]; _crate1 addmagazinecargoglobal [_variete, 2]; _crate1 addmagazinecargoglobal [_wood, 5]; _crate1 addmagazinecargoglobal [_stone, 3]; _crate1 addmagazinecargoglobal [_farm, 3]; _crate1 setVariable ["permaLoot",true]; }; sleep 400; deleteVehicle _crate1; }; ////////////////////////////////END FUINCTON script looks: other way is call an external script into main script see: [] execVM 'path\to\external\script.sqf'; so the variant to not make the small function as above is call this external.sqf your main.sqf and you can put into external.sqf same codes as function_spawncrate external.sqf 11-Some "Commands" sleep ( you can use it to leave in "stand by" your script for some seconds ) example: ( wait 40 seconds and proceed to delete a crate called _crate1 ) sleep 40; deleteVehicle _crate1; also you can use a variable to define the time and make wait the variable with sleep command: _wait_time = 40; sleep _wait_time; deleteVehicle _crate1; Other way to let the script in "stand by" is use waitUntil command. for example wait for nearest player from an objet: _distance = 10; waitUntil {(player distance _xobjet) < _distance}; //proceed with the rest of the script so with waitUntil also you can wait to complete some conditions as above, where script wait for player 10 mts near the _xobjet removeAllWeapons player; //leave a player without weapons removeBackpack player; //without backpack {player removeMagazine _x} forEach magazines player; //without items player setVariable['USEC_BloodQty',12000,true]; //set blood amount on player r_player_infected = true; //infect player [player,-100] call player_humanityChange;//modify humanity of the player 12-Count amount of item _ Now you need count how many items had this player in his inventory, to stop giving same item for example if thers more than 2 _bloodbagAmount = {_x == "ItemBloodbag"} count magazines player; if (_bloodbagAmount > 2) exitWith { cutText [format["WARNING: %1, YOure Full of bloodbags", name player], "PLAIN DOWN"]; }; 13-Leave the script if player is in combat if (dayz_combat == 1) exitWith { cutText [format["IN COMBAT."], "PLAIN DOWN"]; }; 14-Attach to _player = player;//create a _player variable _mark = "RoadFlare" createVehicle getPosATL _player;//create a roadflare called _mark with the same location of _player _mark attachTo [_player, [0,0,0]];//attach _mark to _player with 0/0/0 axis values In this case we create a "RoadFlare" in the _player position and proceed to attach it with the player
  19. I made an DayZ Epoch Chernarus server for friends with some scripts. Does anyone know other cool, useful scripts we could use? When I finished this 'project' I will give it to some newbies, who has problems with setting up a server. The current scripts are: - Walking Zed - DZAI - WAI - DZMS - Snap Building Pro - Take Clothes - JAEM Evac Chopper + modified call by Radio - Service Point - Ai Recruitment - Salvage all vehicle parts - Animated Helicrashes - Self BB (Epoch) - custom Trader - custom map Content (Kamenka Ore Mine, Big Hemp Plantation, Weedfarms) - custom Startgear - Nox's Admintool + SafeZones + Custom Debugscreen - Combo-Key-Changer - Vehicle Key Changer - Plot Management - Harvest + Smoke Weed - R3F Lift and Tow - DayZ Group Management - Spawn Selection - Right Click System Bug fixes and others: - Waterbottle(1-9oz) can now be filled, too - Smelting fixed - Waterbottle can be filled on Outhouse
  20. hey i was working on anti camper script but i lost my server so cant test , and cant keep working on it if anyone want to test or keep this work i give the codes where i left. first create this path: mpmissions\instance 11...\nokill\ nokillarea.sqf punish.sqf *Now in mission.sqm needs create a new class sensor this is only for test 600mts around Stary
  21. Updated 7/8/2016 Damaged Gaming Community Current Server(s) Website: http://damagedgaming.net TeamSpeak: ts3.damagedgaming.net For more information about our server(s) and our gaming community, read the next post.
  22. Hello there! We'd like to introduce you to Crimson Flood! Crimson Flood was once known for fantastic Mods and a great community player base back in the day. We are back with more Mods and a fantastic Staff waiting to assist you! At the moment our Overpoch server has only been live for about a few weeks now. We are working on getting back the player-base we once had. Our long-term goal is to insure that while you're playing on our server, all of your needs are met at the same time. So, what are you waiting for? Join the FUN! SERVER IP: TeamSpeak 3 IP: pbl.clandns.com We are regularly updating our Overpoch server to insure extreme amounts of fun! Current Mod list: Advanced Traiding System Self Bloodbag Spawn Selection Class Selection Turn off Grass/Environment sounds (Easily Accessible by pressing I) Utilize Ear Plugs (Easily Accessible by pressing U) Set View distance (Easily accessible by right-clicking your Range Finder) Group System (Easily accessible by right-clicking your radio) Single currency coin system Banking System Safezones in traders Custom AI missions and behaviors. (No more easy AI) Vehicle Repair/Refuel from Gas stations Abandoned Safes that reset to 0000 Snapbuild with custom vectors Paint Vehicles There are some heavy military vehicles for your heavy duty missions :) More coming! Our Staff works around the clock to insure our server stays how we intend it to for our players. Just so you're aware, Briefcases are worth $108,000 coins. Come and give us a try as I'm sure you'll all love to stay and play! -PBL Clan Feel free to register on our website at http://PBLClan.com We are recruiting ;)
  23. Hello i was trying to help @lonewolfgaming with rubble town event..he wanna delete crates and markers once player loot the crate and not wait for the sleep _wait_time variable (900ssecnds) I think put a check if nearest players and once player get the loot put a waituntil player distance from crate > 50 mts. to delete the crate and markers... else wait the sleep _wait_time variable and delete all. heres is the code for it: rubbletown.sqf this not work.. maybe thers an error in syntax or something?
  24. Hey guys setting up our own server and a bit confused on some installations of mods is anyone out there who can help would be grateful thanks!!!!
  25. The following topic contains addons or rewritten scripts for single currency. Core Scripts Single Currency 3.0 Storage - Zupa New independet release, RECOMMENDED Single Currency 1.1 - Zupa The Scripts that makes this all happen. Currently always start installing the currency with this topic. It will set up your first version for you to choose to update to souls 2.0 updates (recommendend.) In the close future i will make an officia SC 2.0 release. Single Currency 2.0 ( Extension) - Soul The soon to be official release but currently only an update to 1.1. Install 1.1 and update to this version to enjoy the best performace and support on your server. Single Currency Development functions - Zupa These functions provide easy implementation of adding and removing money in your script to support single currency. They should be in the 1.1 and 2.0 release but better check to be sure. Single Currency Traders - Zupa This folder contains compatible traders with the cfgtraders provided. I'll try to extend it as soon as possible, if someone has working traders and is willing to share them to the list, please do contact me. SC Traders Script Extensions Maintain Single Currency (2.0 only) - Mcgough This script allows you maintain at a plotpole with cash. Smelting Items-Coins - Storm This script allows you to smelt your coins into bars and the otherway arround next to a burning object. Admins Tools & Infistar AH Single Currency actions on players - Rocu, Chunk This script allows an admin to remove/give coins from a player. Infistar AH Spectate players bank and cash - PeterBeer This script allows an admin to see cash and bank while spectating a person. Transfer Money from ATM - Rocu Allows you to transfer money form one account to antother one. Scripts made compatible with SC JAEM Chopper Evac SC - Zupa Changes to the original script to work with single currency. Axe Cop Service Points SC - Zupa Changes to the original script to work with single currency. http://epochmod.com/forum/index.php?/topic/15464-release-single-currency-axe-cop-service-points-for-sc/ Advanced Alchemical Crafting SC - Zupa Changes to the original script to work with single currency. http://epochmod.com/forum/index.php?/topic/16203-advanced-alchemical-crafting-v33/?p=126080 Axe Cop Multy Character Select SC - Soul Changes to the original script to work with single currency. Map Addons/Changes Central Chernarus Bank - Chunk, No Captain Chunk A big bank in stary http://epochmod.com/forum/index.php?/topic/16004-addon-central-chernarus-bank/ Napf Banks - Pwn3dNexus Banks for Napf Napf Banks Banker NPC's - MGM NPC's as bankers http://epochmod.com/forum/index.php?/topic/16597-release-banker-npcs-to-replace-atm-objects/ Sahrani Banks & Changes - KingRaymond795 Banks for Sahrani http://epochmod.com/forum/index.php?/topic/28432-sahrani-map-addons/ Usefull Guides Money on AI - Zupa Allows you to put money on AI. http://epochmod.com/forum/index.php?/topic/15737-put-coins-on-ai/?p=117979 Freeze Objects & Banks into place - Soul, Storm Allows you to make an item static, so it will never move. This stops players from knocking over banks. http://epochmod.com/forum/index.php?/topic/15485-how-to-stop-users-from-knocking-down-the-atm/?p=121203 Custom Debug Monitor - PeterBeer Guide + files for a more detailed debug monitor. http://epochmod.com/forum/index.php?/topic/15437-tutorial-custom-debug-stats/ Custom Default Ammount in Fields - Zupa Allows you to change the default 1 in your bank and give player dialogs. http://epochmod.com/forum/index.php?/topic/16591-resolved-in-banking-menu-default-amount-is-prepopulated-with-1/ Remove trade animations - Peterbeer, Zupa Allows you remove the trading animation http://epochmod.com/forum/index.php?/topic/15911-tutorial-remove-animation-for-trading/ Add Traders and TradersItems with Single Currency - Chunk Guide how to make new traders and add items to traders. http://epochmod.com/forum/index.php?/topic/16386-tutorial-adding-custom-traders-with-single-currency-extras/ Common Issues -> Fixed Bank Not Saving - Rocu, Soul, Zupa Common Solution to fix bank value not saving to DB. http://epochmod.com/forum/index.php?/topic/15924-issue-banking-data-not-saving-for-new-players-fixed/ Fix Money And Bank after skin change - Soul Fixes the reset of money and bank when you change clothes http://epochmod.com/forum/index.php?/topic/15449-fix-cashmoney-bankmoney-loss-after-skinchangehumanity-morph/ Fix - Better trade files - Rocu Fixes the issue of the rpt logs when trading. Does bettter logging of trade activties http://epochmod.com/forum/index.php?/topic/16750-fix-better-trade-files-proper-logging-etc/ More added later Do you think your scripts/addon/guide should get added? Give me a message and i will evaluate the possibility.