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Found 9 results

  1. Release 1.0 Zupastats. What is it? A webapp that you can host on your php capable environment to display stats about kills, deatch and server rankings. Technology? Front-End: AngularJS Back-End: PHP + PRedis PHP 5.5 Required Demo: Download: on 24 feb 2015 http://www.mediafire.com/download/xm59fk069cxzru7/ZupaStats1.0.rar Instructions: PHP 5.5 Required Unzip the folder in your apache enviremont ( xampp htdocs) for example. ( More info about this later). Go to the server/config.php and fill in your server data. $myRedisPass = "redispass"; $myRedisPort = 6379; $myRedisHost = ''; // If php and redis are on the same server, this suffices ALSO ADD YOUR SERVERS IN THIS FILE If next line doesnt apply for you, go to the Continue line IF PHP and REDIS are on different servers ( you need to open the redis Port on that server AND bind your public ip in redis config !) Example redis.conf: ( Restart redis to activate this). bind Continue here: Now browse to your website in a browser. ( localhost or externally). The server list takes the picture with same name as your server map. So put a picture called altis.png in image folder if u want to show that picture for an altis server. Your servre needs PHP 5.5 Screenshots:
  2. Okay guys, I have seen a lot of people having trouble adding weapons and items to their traders. I will admit that I was having the same problem as well. So I decided to make a program for myself to help out with the problem. Today I finally decided to release the program to the community to help others out. :) So first things first, You can download the program from Here Check out all of the spoilers for help. When you open it up it will look something like this, depending on your version of windows. And just so everyone feels a little safer. http://virusscan.jotti.org/en/scanresult/4bfc071e4742ab59a219a0d2e6b4eab6b138023f https://www.virustotal.com/en/file/338be750f28a82f855525615e8ff1f851dd555947e3d4fbee782097068ef5685/analysis/1400816403/
  3. So I've been working on a script using the extra_rc.hpp script to make a new tool function. A headlamp or lantern if you prefer. (In effect it is really more like the latter.) The lamp part works perfectly, but I am unable to shut it off afterwards. Here is what I have so far: if (isNil "headlamp") then { headlamp = 0; }; if (headlamp == 0) then { _hlight = "#lightpoint" createVehicle (getpos player); _hlight setLightAmbient [.15, .15, .15]; _hlight setLightColor [.15, .12, .10]; _hlight setLightBrightness .25; setaperture -1; _hlight setDir (getDir player); _hlight attachTo [(vehicle player), [0,0,1.5]]; Sleep 0.1; headlamp = 1; hint "Headlamp ON"; } else { Sleep 0.1; detach _hlight; _hlight setPosATL [-10000,-10000,100000]; Sleep 0.1; deleteVehicle _hlight; Sleep 0.1; headlamp = 0; hint "Headlamp OFF"; }; It never makes it to "Headlamp OFF". It is having trouble detaching the light from the player and it can't delete it while it is attached. Any ideas? Am I just using the command wrong?
  4. Hi, I've tried to install blue phoenix's admin tools on my epoch server, everything seems fine after i installed it on my server and i was able to play on the server without error messages about scripts or something. I also use a custom fn_Selfactions.sqf for self bloodbag and some other things. I think i need to add some extra thing into the fn_Selfactions because the admin menu just does not show up. Anyone got this admin tool working with a custom fn_Selfactions? Or am i thinking in the wrong direction?
  5. I could not find any ArmA2 debug tool that worked with Epoch so I developed my own little script and dialog to do just some simple things like execute SQF code on the fly (client and server side via custom remote execution). Also I have added my own little extension (DLL) for remote logging to a separate window on the server, so essentially if you want to log some debug info it pops up in that window and not in the RPT file. That logging extension is optional of course but i use it for debgging myself, not on the live server. Is there any interest in tools like this? I can publish my stuff if any admin or script/mod developer may need something like this.. :) Here a simple screenshot what the debug dialog looks like atm: you can enter any valid SQF script code in the large text field and then execute it locally on the client or via remote execution on the server, the result of the code is displayed in the lower text field (also the result of remote exec), just to simplify it so you won't have to add a log call or "hint str (1+2+3)" instead of just call "1+2+3" or whatever (and yes you can use this as a calculator lol) some screenshots of the remote log: I've just added a simple log filter at the bottom, so you are able to filter the log entries to match a specified text in real time. the number in the bottom right cornor means 9 log entries filters out of 26 log entries overall. this ain't pretty but might help with script debugging a lot. the code to log something in this example is pretty simple: format["Refueling %1 with %2 fuel",_name,_fuel] call DT_fnc_log; this is called in my service point refuel script, just as an example how it can be used (keep in mind the refuel script is client side and the log window on the server). :) Download: http://dl.bintray.com/vos/dayz/ArmaDebugTool1.0.zip Installation Script Console copy the files RscDebugDialog.hpp and debug.sqf to your MPMission folder/PBO open your description.ext file and include the debug dialog at the end of the file like this: #include "RscDebugDialog.hpp" execute the debug.sqf from your init.sqf (at the very bottom it needs to be executed on the client and server) execVM "debug.sqf"; you can open the debug console by invoking the function DT_fnc_openDialog yourself or by default just press the minus key on the numpad to open it if you are in-game (key can be changed with DT_openKey variable in the debug.sqf file) call DT_fnc_openDialog; you can now use the debug console in game, be aware the custom remote execution on the server might be tricky if you leave BattlEye enabled because many script values are just blacklisted in the publicvariableval.txt filter file, also you need to add BattlEye exceptions for publicvariable.txt: !="DT_logMessage" !="DT_remoteExec" I suggest to just disable BattlEye if you want to make use of the remote execution, since this script is only intended for use on a test server anyway ond not for a live server! If you want to use this on a live server make sure only admins have access to the script console! :P Installation Remote Log Extension (optional) If you want to use the external log window in combination with my log command DT_fnc_log you need to install the extension first. By default the log window is displayed on the server only, it can be used on the client but on the server makes more sense I think. The following steps are only server side! copy the files jni.dll, jni.conf and ArmaDebugTool.jar in your ArmA:OA installation directory (next to Database.dll and the other Epoch files) since the extension is written in Java you need to install a 32-bit (x86) Java 7 Runtime Environment (JRE), if you don't already have that on your server open the jni.conf and change the JAVA_HOME path to your JRE installation if necessary that should be all, you can now use the DT_fnc_log function on the client or server and it should open a separate window with the first log call. e.g. "log text" call DT_fnc_log; (position player) call DT_fnc_log; // on the client (count vehicles) call DT_fnc_log; // server or client or whatever you want to log, string conversion is done automatically so you can log any value or object. If there are any problems with calling the ArmaDebugTool.jar or Java-VM there should be a jni.log file next to the jni.dll with error information in it. Also for performance reasons the log window is limited to 1000 log entries, it will remove the oldest one from the top if you log more messages. References The Java Extension for Arma 3 (jni.dll) was created by micovery: http://forums.bistudio.com/showthread.php?167749-Java-Extension-for-Arma-3-(jni-dll) Source code for my debug scripts: https://github.com/vos/dayz/tree/master/debug Source code for the log extension (ArmaDebugTool.jar): https://github.com/vos/ArmaDebugTool
  6. I realise that tools will break at random intervals but its highly annoying when removing something that has 8 steps and you have to start over. Wouldn't it be better if the tool still broke but the item you were collapsing/deconstructing remained at the stage the tool broke? Amount of times I've tried to take down my Triple H barriers and the crowbar snapped half way through stage 7 of 8 is rediculous, surely it should stay at stage 7 and then you carry on from there with a new tool? A screw wouldn't magicly screw itself back into a wall if the screwdriver snapped would it? Just a suggestion anyway. Cheers for the good work so far.
  7. Hello guys, I just want to share my new script for simple base destruction (removal of abandoned bases) for server admins. :) First a video demonstration of my script (it's just a backup on my test server, I did not actually destroy that beautiful base of one of my regular players haha): With this script you can destroy and remove any epoch base building parts and vehicles (toggleable) inside a definable dome within seconds. The script in this version works with 3 simple steps (actions): Set the center of the dome (where you stand) Set the radius of the dome (distance between you and the center point) Hit the destroy option and everything inside the dome will be obliterated :P For security reasons there is a limit for the maximum radius of the dome, so you cannot destroy the whole map (by accident or whatever lol), this can be changed within the script (default 100m). There is a toggleable option to also destroy all vehicles in the destruction area, keep in mind even if you disable that there might be collateral damage to vehicles and players from the explosion of base building parts! Players, safes, lockboxes and other buildings are not affected by the script, you can change the items in the script if you want. There is a preview option (Show Dome), so you can actually see the dome in the game and what will be inside of your selection. For simplicity the dome will only be rendered with a circle on the ground and a small ceiling on the top to see the height and size. The dome will be rendered with the translucent wooden walls from epoch and automatically deleted after 30 secounds. To mark the center of the dome a plot pole will be used, in case you are wondering where that comes from. :D Ok here is the complete script: private ["_option","_location","_object","_objects","_objectClasses","_i","_dir","_objectID","_objectUID"]; // global vars //if (isNil "BD_center") then { BD_center = [0,0,0]; }; if (isNil "BD_radius") then { BD_radius = 10; }; _option = _this select 0; switch (_option) do { case "center": { BD_center = getPos player; cutText [format["center set to %1", BD_center], "PLAIN DOWN"]; }; case "radius": { if (isNil "BD_center") then { cutText ["center not set", "PLAIN DOWN"]; } else { BD_radius = player distance BD_center; cutText [format["radius set to %1 m", BD_radius], "PLAIN DOWN"]; }; }; case "dome": { if (isNil "BD_center") then { cutText ["center not set", "PLAIN DOWN"]; } else { _objects = []; // center _object = createVehicle ["Plastic_Pole_EP1_DZ", BD_center, [], 0, "CAN_COLLIDE"]; _objects set [0, _object]; // circle for "_i" from 0 to 360 step (270 / BD_radius) do { _location = [(BD_center select 0) + ((cos _i) * BD_radius), (BD_center select 1) + ((sin _i) * BD_radius), BD_center select 2]; _object = createVehicle ["WoodLargeWall_Preview_DZ", _location, [], 0, "CAN_COLLIDE"]; _dir = ((BD_center select 0) - (_location select 0)) atan2 ((BD_center select 1) - (_location select 1)); _object setDir _dir; _objects set [count _objects, _object]; }; // top _location = [BD_center select 0, BD_center select 1, (BD_center select 2) + BD_radius]; _object = createVehicle ["WoodFloor_Preview_DZ", _location, [], 0, "CAN_COLLIDE"]; _objects set [count _objects, _object]; sleep 30; { deleteVehicle _x; } forEach _objects; }; }; case "destroy": { if (isNil "BD_center") then { cutText ["center not set", "PLAIN DOWN"]; } else { if (BD_radius > 100) then { cutText [format["area is to large for base destruction (radius %1 > 100)", BD_radius], "PLAIN DOWN"]; } else { _objectClasses = ["TentStorage","TentStorageDomed","TentStorageDomed2","Hedgehog_DZ","Sandbag1_DZ","TrapBear","Fort_RazorWire","WoodGate_DZ","Land_HBarrier1_DZ","Land_HBarrier3_DZ","Fence_corrugated_DZ","M240Nest_DZ","CanvasHut_DZ","ParkBench_DZ","MetalGate_DZ","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","StorageShed_DZ","Plastic_Pole_EP1_DZ","Generator_DZ","StickFence_DZ","LightPole_DZ","FuelPump_DZ","DesertCamoNet_DZ","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ","SandNest_DZ","DeerStand_DZ","MetalPanel_DZ","WorkBench_DZ","WoodFloor_DZ","WoodLargeWall_DZ","WoodLargeWallDoor_DZ","WoodLargeWallWin_DZ","WoodSmallWall_DZ","WoodSmallWallWin_DZ","WoodSmallWallDoor_DZ","WoodFloorHalf_DZ","WoodFloorQuarter_DZ","WoodStairs_DZ","WoodStairsSans_DZ","WoodSmallWallThird_DZ","WoodLadder_DZ","Land_DZE_GarageWoodDoor","Land_DZE_LargeWoodDoor","Land_DZE_WoodDoor","Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","Land_DZE_WoodDoorLocked","CinderWallHalf_DZ","CinderWall_DZ","CinderWallDoorway_DZ","CinderWallDoor_DZ","CinderWallDoorLocked_DZ","CinderWallSmallDoorway_DZ","CinderWallDoorSmall_DZ","CinderWallDoorSmallLocked_DZ","MetalFloor_DZ","WoodRamp_DZ"]; if (BD_vehicles) then { _objectClasses = _objectClasses + ["LandVehicle","Helicopter","Plane","Ship"]; }; _objects = nearestObjects [BD_center, _objectClasses, BD_radius]; _i = 0; { if (alive _x) then { _x setDamage 1; deleteVehicle _x; //_objectID = _x getVariable ["ObjectID", "0"]; //_objectUID = _x getVariable ["ObjectUID", "0"]; //PVDZE_obj_Delete = [_objectID, _objectUID, player]; //publicVariableServer "PVDZE_obj_Delete"; _i = _i + 1; }; } forEach _objects; cutText [format["%1 of %2 objects destroyed and deleted", _i, count _objects], "PLAIN DOWN"]; }; }; }; }; And the menu I am using to set the options and activate it: if (isNil "BD_vehicles") then {BD_vehicles = true;}; BaseDestructionMenu = [ ["Base Destruction",true], ["Set Center", [2], "", -5, [["expression", '["center"] execVM "admintools\tools\basedestruction.sqf"']], "1", "1"], ["Set Radius", [3], "", -5, [["expression", '["radius"] execVM "admintools\tools\basedestruction.sqf"']], "1", "1"], ["Show Dome", [4], "", -5, [["expression", '["dome"] execVM "admintools\tools\basedestruction.sqf"']], "1", "1"], [format["Include Vehicles (%1)",BD_vehicles], [5], "", -5, [["expression", "BD_vehicles = !BD_vehicles;"]], "1", "1"], ["DESTROY ALL INSIDE DOME", [6], "", -5, [["expression", '["destroy"] execVM "admintools\tools\basedestruction.sqf"']], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [13], "", -3, [["expression", ""]], "1", "1"] ]; Change the path to match your folder structure. In case you don't know how do display the menu, just embed it in your admin tools like this: ["Base Destruction", [0], "#USER:BaseDestructionMenu", -5, [["expression", ""]], "1", "1"], or do something like this to just open it without any other admin menus: showCommandingMenu "#USER:BaseDestructionMenu"; Make sure to have proper access restriction, so only admins can use that menu and not every player on your server!! :D Also you might need to add exceptions to your BattlEye filters for setdamage.txt and deletevehicle.txt. Please write all questions or ideas in this thread, this was just a simple script I needed to get rid of old bases on my server. If there is a better way to do that please let me know and I will improve the script.
  8. I was thinking about developing a proper DayZ admin tool suite optimized for Epoch. What that means is the usual stuff like Player/Vehicle Map with inventory manager and all, but also specific epoch features I miss in all DayZ admin tools. List of possible features: Desktop application, no web interface for now, so better control of application states and user tracking, performance etc. Zoomable Map with all players, vehicles AND epoch base building and other objects# Player/Object search and filters to display only specific objects like Epoch safes or something (never seen in any other DayZ admin tool?) Character manager for players who are not online (e.g. to change their humanity or check their gear) Live view of players with tracking Live view of recently placed or changed objects to see hotspots where people building bases maybe? See all door codes and safe combinations on the map Epoch trader editor with the possibility to add new items and change prices etc. Keep a player log (tracking lines, character changes like humanity etc) in log files for as long as you like and compare them Remove many objects at once based on region selection (e.g. draw a circle on the map, list all objects inside the circle, filter them for base building objects and delete all at once -> useful for deleting a whole base with 2 clicks or something) Partial database rollbacks, just do a rollback within a specified area of the map in case a hacker attack targeted only one base and not the whole map and other players keep all their stuff! Maintenance features like vehicle and character cleanup Statistics about players, vehicles and whatever you can think of Realtime triggers and alerts of suspicious player behaviour (hacker detection) Log analysis of my other tool DayZ Logger (http://dayzepoch.com/forum/index.php?/topic/3040-dayz-logger-detailed-character-logs/), display player positions for any specific timeline (whole day maybe, so you don't need to keep the admin tool lgging but let it do serverside and just import the logs when you want), humanity graphs over weeks/month of a specific player or all players, search logs for suspicious items or frequent gear changes, ... Database access only, no rcon or FTP access needed? there are other tools to do just the rcon part very well I think? many more possibilities I haven't thought of maybe :D The tools will most likely be written in Java and completely open source, maybe with an plugin interface so it is easy to extend by other community members. Please tell me your opinions and ideas for this, maybe it is just me missing some of those features in other tools??? I hope not :)
  9. Guest

    Admin Tool: Add Key to Toolbelt

    Hi, im trying to make an admin tool which allows admins to make keys by looking at a locked car and executing the following script: _own = cursorTarget getVariable "CharacterID"; _num = parseNumber _own; sleep 2; diag_log(format["GETKEY: OwnerID: %1", _num]); _green = { _keyColor = "Green"; _keyNumber = _num; diag_log(format["Key is %1!", _keyColor]); }; _red = { _keyColor = "Red"; _keyNumber = (_num - 2500); diag_log(format["Key is %1!", _keyColor]); }; _blue = { _keyColor = "Blue"; _keyNumber = (_num - 5000); diag_log(format["Key is %1!", _keyColor]); }; _yellow = { _keyColor = "Yellow"; _keyNumber = (_num - 7500); diag_log(format["Key is %1!", _keyColor]); }; _black = { _keyColor = "Black"; _keyNumber = (_num - 10000); diag_log(format["Key is %1!", _keyColor]); }; _none = { cutText ["Error!", "PLAIN DOWN"]; exitWith{}; }; switch true do { case ((_num > 0) && (_num < 2501)) : _green; case ((_num > 2500) && (_num < 5001)) : _red; case ((_num > 5000) && (_num < 7501)) : _blue; case ((_num > 7500) && (_num < 10001)) : _yellow; case (_num > 10000) : _black; default _none; }; _keySelected = format[("ItemKey%1%2"), _keyColor, _keyNumber]; _object = format[("'%1'"), _keySelected]; diag_log(format["GETKEY: Adding Key %1!", _object]); GearAdd = (vehicle player); GearAdd addWeapon _object; i dont really know why it isnt working but probably someone has an idea. thanks for your help
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