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Found 82 results

  1. webbie

    Vehicle Flip

    Hi all, Ive been looking for a while now for a vehicle flip script for a single player. Ive tried stuff ive used on previous servers but its not allowing the option so im guessing epoch has something that interferes with it. If anyone knows of a simple script to allow players to do this could you link it to me please, Thanks in advance. PS. Im aware the jacks flip vehicles but I actually find this to be incredibly painstaking unless theirs a trick to it.
  2. Vehicle Godmode in Plotpoles & Safezones & Everywhere Locked 2.0 Fixed This scripts adds a configurable file where u can set the following options: Vechicles godmode in safezones Vechiles godmode in plotpole areas Locked or all vehicles godmoded ​Only donaters godmode vehicles in plotpole areas. As soon someone is in them, DESTROY THEM Added later: Locked Vechicles all over the map. Added later: Option to allow damage on vehicles with gear in them even when locked at plotpoles In your compiles.sqf ABOVE: initialized = true; place fnc_usec_damageVehicle = compile preprocessFileLineNumbers "zupa\fn_damageHandlerVehicle.sqf"; //Event handler run on damage vehicle_handleDamage = compile preprocessFileLineNumbers "zupa\vehicle_handleDamage.sqf"; and make a file in "zupa" folder called "vehicle_handleDamage.sqf" with inside: FIXED CODE private["_selection","_state","_strH","_total","_unit"]; //***Zupa Config ****// _godmodeVechilesEverywhere = false; // Godmode on all locked vehicles _onlyLockedVehicles = true; //Plotarea: Godmode for Only locked vehicles (true) or locked and unlocked(false) _onlyVehicleWithoutGear = true; // Only godmode on vehicles that hold no gear. _safeZoneGodVehicle = true; // Godmode vehicles in safezones. (or specific zone's) // donator plotpole only works with PLOT FOR LIFE, set FALSE if you dont have it. _donatorsPlots = false; // True = only godmode vehicles for donaters in the list, False = godmode for every guy. _plotDonators = ["76561198101253426","505"]; // PUID's of poeple who donated for plotpole // Chernarus safezone area's - change these to other coordinates for other maps. ( You can also add specific locations on the map. _safezones = [ [[5070.75,9729.54],100,"Air"], [[1606.6443,7803.5156],100,"Bandit"], [[4063.4226,11664.19],100,"Bash"], [[12944.227,12766.889],100,"Hero"], [[11447.472,11364.504],100,"Klen"], [[6315.88,7791.3],100,"Stary"] // [[x,y],distance,"just name"] ]; //***END Config ****// _unit = _this select 0; _selection = _this select 1; _total = _this select 2; _state = true; _HPBefore = -1; if (_selection != "") then { _strH = "hit_" + _selection; _HPBefore = [_unit,_strH] call object_getHit; } else { _strH = "totalDmg"; _HPBefore = getDammage _unit; }; if(_total > _HPBefore)then{ if((locked _unit && _godmodeVechilesEverywhere && (count (crew _unit)) < 1))then{_state = false; }; if(_state)then{ if(_safeZoneGodVehicle )then{ {if ((_unit distance (_x select 0)) < (_x select 1)) then {_state = false; };} forEach _safezones; }; }; if(_state)then{ _gearCount = 0; if(_onlyVehicleWithoutGear)then{ //_weaps = count(getWeaponCargo _unit); //_mags = count(getMagazineCargo _unit); //_backs = count(getBackpackCargo _unit); //_gearCount = _gearCount + _weaps + _mags + _backs; }; _plots = nearestObjects [_unit, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0]; if((count(_plots) > 0))then{ _thePlot = _plots select 0; _plotOwner = _thePlot getVariable ["ownerPUID",0]; if ( (_gearCount == 0) &&(locked _unit || !(_onlyLockedVehicles) ) && (count (crew _unit)) < 1 && ( !(_donatorsPlots) || (_plotOwner in _plotDonators))) then {_state = false; }; }; }; }; //fix if(_state)then{ if (_total >= 0.98) then { _total = 1.0; }; if (local _unit) then { if (_total > 0) then { _unit setVariable [_strH, _total, true]; _unit setHit [_selection, _total]; if (isServer) then { [_unit, "damage"] call server_updateObject; } else { PVDZE_veh_Update = [_unit,"damage"]; publicVariableServer "PVDZE_veh_Update"; }; }; } else { // vehicle is not local to this client, ask the client which vehicle is local to set damage /* PVS/PVC - Skaronator */ PVDZE_send = [_unit,"VehHandleDam",_this]; publicVariableServer "PVDZE_send"; }; }else{ _total = _HPBefore; }; // all "HandleDamage event" functions should return the effective damage that the engine will record for that part _total AND in "zupa" folder: fn_damageHandlerVehicle.sqf scriptName "Functions\misc\fn_damageHandler.sqf"; /*********************************************************** PROCESS DAMAGE TO A UNIT - Function - [unit, selectionName, damage, source, projectile] call fnc_usec_damageHandler; ************************************************************/ private ["_unit","_hit","_damage","_total"]; _unit = _this select 0; _hit = _this select 1; _damage = _this select 2; //_source = _this select 3; //_ammo = _this select 4; _total = _damage; _state = true; //***Zupa Config ****// _godmodeVechilesEverywhere = false; // Godmode on all locked vehicles _onlyLockedVehicles = true; //Plotarea: Godmode for Only locked vehicles (true) or locked and unlocked(false) _onlyVehicleWithoutGear = true; // Only godmode on vehicles that hold no gear. _safeZoneGodVehicle = true; // Godmode vehicles in safezones. (or specific zone's) // donator plotpole only works with PLOT FOR LIFE, set FALSE if you dont have it. _donatorsPlots = false; // True = only godmode vehicles for donaters in the list, False = godmode for every guy. _plotDonators = ["76561198101253426","505"]; // PUID's of poeple who donated for plotpole // Chernarus safezone area's - change these to other coordinates for other maps. ( You can also add specific locations on the map. _safezones = [ [[5070.75,9729.54],100,"Air"], [[1606.6443,7803.5156],100,"Bandit"], [[4063.4226,11664.19],100,"Bash"], [[12944.227,12766.889],100,"Hero"], [[11447.472,11364.504],100,"Klen"], [[6315.88,7791.3],100,"Stary"] // [[x,y],distance,"just name"] ]; //***END Config ****// systemChat "checks"; if((locked _unit && _godmodeVechilesEverywhere && (count (crew _unit)) < 1))then{_state = false; }; if(_state)then{ if(_safeZoneGodVehicle )then{ {if ((_unit distance (_x select 0)) < (_x select 1)) then {_state = false; };} forEach _safezones; }; }; if(_state)then{ _gearCount = 0; if(_onlyVehicleWithoutGear)then{ //_weaps = count(getWeaponCargo _unit); //_mags = count(getMagazineCargo _unit); //_backs = count(getBackpackCargo _unit); //_gearCount = _gearCount + _weaps + _mags + _backs; }; _plots = nearestObjects [_unit, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0]; if((count(_plots) > 0))then{ _thePlot = _plots select 0; _plotOwner = _thePlot getVariable ["ownerPUID",0]; if ( (_gearCount == 0) &&(locked _unit || !(_onlyLockedVehicles) ) && (count (crew _unit)) < 1 && ( !(_donatorsPlots) || (_plotOwner in _plotDonators))) then {_state = false; }; }; }; //diag_log ("DAMAGE VEH: " + typeof(_unit) + " / " + str(_hit) + " / " + str(_damage) + " / " + str(getDammage _unit)); if (local _unit && _state) then { _total = [_unit,_hit,_damage] call object_setHitServer; }; _total
  3. thegdog

    spawning vehicles glitch

    2:08:04 Error Type Any, expected String 2:08:04 File z\addons\dayz_server\compile\server_playerSync.sqf, line 41 2:08:12 Server: Object 3:54 not found (message 70) 2:08:12 "Server_PublishVehicle2 error: Wrong parameter format" 2:08:12 "Trader Menu: jeffdog (76561198147272349) purchased 1x BAF_Merlin_DZE into gear at Aircraft Trader for 1 ItemObsidian" 2:08:12 Error in expression <ceFoot = 0; trying to buy aircraft from the default aircraft trader. never touched any of it and it giving this error. no vehicle spawns. it shows the arrow. EDIT: i tried other traders, all vehicles dont spawn when bought.
  4. Hallo zusammen, Die glorreiche Idee den Fahrzeugen das Volumen zu nehmen war jetzt nicht gerade der Bringer. Alle beschweren. Jetzt hab ich mal geschaut aber finde nix wo die Kapazität der Fahrzeuge drin steht. Jemand Erfahrung damit? Hi, how can i change the Vehicle capacity? THX
  5. Hello. I was wondering if there was a way for gunners in a vehicle weither its in a ground or flying vehicle, to gain or lose humanity while killing players or a.i? Say for example you are on foot and you shoot either a player or a.i, you will lose or gain humanity but in a vehicle your humanity doesnt change.
  6. 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... :)
  7. This is How-to reskin/retexture vehicles. I do not take credit for any of the script. I just made a how-to because a few people asked for it. For advanced user: This was created after a lot of searching and at least 100 different ways of trial and error. It's unbelievably simple and I'm sure someone has posted this before but I hope it helps. Features: No noticeable server startup lag. Easy to install. Works on the fly for purchased vehicles. Works for dynamic vehicles. Works on server restarts. Tested with 7 custom vehicle skins setup on traders and dynamic, worked flawlessly and tested restarts too. Credits [VB]AWOL whose postethe proper way to do this. [VB]AWOL + Epoch Dev Team and EpochMod.com community for sharing awesome mods. Requirements Custom texture files that are known to work. Ability to edit sqf files PBO Manager Notepad++ Installation Step 1. Get some custom textures and put them in your mission folder somewhere. Write down the folder structure for future use. For my example textures are in the custom folder in my mission file. Step 2. Unpack your dayz_server pbo Step 3. open these three files: server_publishVehicle2.sqf, server_publishVehicle3.sqf, and server_monitor.sqf Step 4. In your server_monitor.sqf find this: _lockable = 0; if(isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then { And ABOVE it put this if (_type == "SUV_TK_CIV_EP1") then {_object setVehicleInit 'this setObjectTexture [0, ''custom\SUV.jpg''];';}; Change the Vehicle Classname and the texture pathing for your texture and vehicle. Keep adding more lines like this for each texture that you need. Step 5. Again in your server_monitor.sqf find this: // # END SPAWN OBJECTS # And below it put this: processInitCommands; Step 6. In server_publishVehicle2.sqf find this: } else { _object = createVehicle [_class, _location, [], 0, "CAN_COLLIDE"]; }; And BELOW it put this: if (_class == "SUV_TK_CIV_EP1") then {_object setVehicleInit 'this setObjectTexture [0, ''custom\SUV.jpg''];';}; Notice the only difference is _class instead of _type. Again keep adding more lines like this for each texture that you need. Step 7. This Step is for BOTH: server_publishVehicle2.sqf AND server_publishVehicle3.sqf find this: publicVariable "PVDZE_veh_Init"; And BELOW it put this: processInitCommands; Step 8. Now in server_publishVehicle3.sqf find this: //Add weapons _objWpnTypes = _weapons select 0; _objWpnQty = _weapons select 1; And ABOVE it put this: if (_class == "SUV_TK_CIV_EP1") then {_object setVehicleInit 'this setObjectTexture [0, ''custom\SUV.jpg''];';}; It's the same line from server_publishVehicle2.sqf with _class instead of _type. again repeat more lines exactly like this for more textures. Step 9. Save Changes and Repack PBO Congrats your done! Note: This could also be done by creating a function and then calling the function from each file, i think.... but I prefer to do it this way.
  8. Schalldampfer

    AI Bus stucking to invisible obstacles

    https://github.com/andgregor/dayZ-AI-Bus-Route While testing this old script in Epoch 1.0.6.1, I got an issue: When I ride on the bus which an AI is driving, the bus start driving well. But after running about some ten or hundred meters away, the bus suddenly stop and damage me as if there's an invisible barrier in front of me, and it starts bouncing like a football there. I want any idea to make the script works well. --- I have changed a part of init_bus.sqf from to to make it work in 1061, and player_axebus.qf to to make it work for any player skin.
  9. Tested as working on a blank Epoch 1.0.6.1 This adds support for multiple vehicles per key (https://github.com/oiad/vkc) Designed to be light weight and optimized. REPORTING ERRORS/PROBLEMS Please, if you report issues can you please attach (on pastebin or similar) your CLIENT rpt log file as this helps find out the errors very quickly. To find this logfile: C:\users\<YOUR WINDOWS USERNAME>\AppData\Local\Arma 2 OA\ArmA2OA.RPT Install: This uses Click Actions by Mudzereli as a dependancy: https://github.com/mudzereli/DayZEpochDeployableBike/tree/master/overwrites/click_actions LocateVehicle GitHub Repo >> Download <<
  10. Based on Hacked Vehicles release by @Bricktop and Additional code by @Hooty from here: This is my first release This mod and code is not all my original work. Credits to: @Bricktop for the "Hacked Vehicles" https://epochmod.com/forum/topic/43750-hacked-vehicles-1061/ @Hooty for his input in Bricktop's release on how to install it differently and to add support for Virtual Garage. What I did is took their information and made it modular and easier to install / customize. This way, you just need to #include which weapon systems you want to add into each vehicle that you want to modify. >> DOWNLOAD HERE << CURRENTLY ON HOLD DUE TO UNFORESEEN ERROR Install Directions: 1. Copy the Vehicle_Weapons directory into the root of your dayz_server directory 2. Next paste #include "\z\addons\dayz_server\Vehicle_Weapons\Add_Vehicle_Weapons.sqf"; in dayz_server\system\sever_monitor.sqf under 3. Then paste #include "\z\addons\dayz_server\Vehicle_Weapons\Add_Vehicle_Weapons.sqf"; in dayz_server\compile\server_publishVehicle2.sqf under 4. Then paste #include "\z\addons\dayz_server\Vehicle_Weapons\Add_Vehicle_Weapons.sqf"; in dayz_server\compile\spawn_vehicles.sqf under Installation with Virtual Garage: If you have @salival's Virtual Garage installed then add : #include "\z\addons\dayz_server\Vehicle_Weapons\Add_Vehicle_Weapons.sqf"; to dayz_server\compile\garage\server_spawnVehicles.sqf under How To Customize: If you would like to create your very own weapons pack for a vehicle, use the following instructions: 1. Make a copy of "\z\addons\dayz_server\Vehicle_Weapons\vehicles\Generic_Add_Weapon.sqf" rename it like "<vehicle_classname>_Add_Weapons.sqf". Replace the <vehicle_classname> with the actual classname of the vehicle you want to add weapons to. 2. Comment out or Delete the Weapon_Systems that you do not want to use on your new vehicle. 3. Make a new #include "\z\addons\dayz_server\Vehicle_Weapons\vehicles\<Class_Name>_Add_Weapons.sqf"; line with your new vehicle file and add it to "\z\addons\dayz_server\Vehicle_Weapons\Add_Vehicle_Weapons.sqf"; 4. In the new vehicle file you just made. Rearrange the Weapon_Systems in an order that makes sense to you. For example, list all guns, then all missiles so they are grouped together in your scroll menu for easier selection. Adding / Restricting an Ammo Type For Weapon_Systems that have multiple ammo types, You can go into that specific file and comment out an ammo type or make an extra file with just the ammo you want if you want to restrict it from your server. Example: In the file: "\z\addons\dayz_server\Vehicle_Weapons\Vehicles\Weapon_Systems\D81_125mm_Cannon.sqf". You could comment out an Ammo Type as shown Below. If you do this, you will want to save that as a new file such as : "D81_125mm_Cannon_SABOT_ONLY.sqf. List of Vehicle Weapons and Ammo: WARNING: Not all Weapon Systems work with all vehicles. For example, You obviously do not want to put a "GBU12_Bomb_Launcher" on an "ArmoredSUV_PMC", or "MLRS Rocket System" on the "ArmoredSUV_PMC". These weapons spawn on the vehicle when purchased and remain after restart. This does not work with admin spawned vehicles nor does it work (for now) with the Deploy Anything Mod. I do not have Virtual Garage installed on my test server,so I am unable to test that but it should work. Have Fun
  11. harcosgoogle

    Automatic vehicle unlock (2) after day ?

    Hi! Automatic vehicle unlock (2) after day ? (Inactive players,locked vehicle Example) Thanks
  12. Hi guys, need a few updates for the vehicle garage if possible. I need to limit the amount of vehicles per player... Also need to stop overpowered vehicles being stored in the garage. I have updated my player_storeVehicle.sqf with the following code but it's not working, it still stores them : // Developed by [GZA] David for German Zombie Apocalypse Servers (https://zombieapo.eu/) private["_unit","_obj","_wogear","_charID","_objectID","_keyavailable","_keyColor","_added","_objectUID","_key","_class","_noStore"]; if(lbCurSel 3802 == -1) exitWith {hint "No Vehicle selected"}; _unit = player; _obj = StoreVehicleList select (lbCurSel 3802); StoreVehicleList = nil; _wogear = _this select 0; closeDialog 0; _noStore = _obj in ["AH64D"]; if (_noStore) exitWith { cutText ["Woah, that vehicle is too overpowered. You can't store that here!", "PLAIN DOWN"]; }; _charID = _obj getVariable ["CharacterID","0"]; _objectID = _obj getVariable ["ObjectID","0"]; _objectUID = _obj getVariable ["ObjectUID","0"]; if (_objectID == "1") exitWith {cutText ["Can not store mission vehicle.", "PLAIN DOWN"];}; // Check for mission vehicle WAI Script _keyavailable = false; _keyColor = ["ItemKeyYellow","ItemKeyBlue","ItemKeyRed","ItemKeyGreen","ItemKeyBlack"]; if(_charID != "0") then { { if (configName(inheritsFrom(configFile >> "CfgWeapons" >> _x)) in _keyColor) then { if (str(getNumber(configFile >> "CfgWeapons" >> _x >> "keyid")) == _charID) then { _key = _x; _keyavailable = true; }; }; } count (items _unit); } else {_keyavailable = true;}; if (!_keyavailable) exitWith {cutText ["You need the key of the vehicle.", "PLAIN DOWN"];}; _added = false; if (!_wogear) then { _added = [player, Pricegear] call SC_fnc_removeCoins; } else {_added = true;}; Pricegear = nil; if(!_added) exitWith {cutText ["You don't have enough money.", "PLAIN DOWN"];}; if(_charID != "0") then { [_unit,_key] call BIS_fnc_invRemove; cutText ["Key removed!", "PLAIN DOWN"]; }; _obj setvehiclelock "locked"; PVDZE_storeVehicle = [_obj, _unit, _wogear]; publicVariableServer "PVDZE_storeVehicle"; waitUntil {!isNil "PVDZE_storeVehicleResult"}; PVDZ_obj_Destroy = [_objectID,_objectUID,_unit]; publicVariableServer "PVDZ_obj_Destroy"; deleteVehicle _obj; PVDZE_storeVehicleResult = nil; sleep 2; cutText ["Stored Vehicle in Garage.", "PLAIN DOWN"]; Also would be nice to maybe implement an sql event which removes them out the garage after 14 days if anyone could write that? Merci ! xD
  13. Kovicson

    Move Trader Vehicle Spawns (solved)

    Hi folks! I'm trying to move the Vehicle Spawns for Traders, Especially Klen and Bash. Seems like the vehicles spawn right next to the trader that sells vehicles wondering how on earth do I move them! As far as I know.. you add the "HeliHCivil" but apart from I dunno how to link up the trader to that spawn Any help would be great! Thank you
  14. Hi! Trader - Server restart (3hour) unlock vehiles in trade? So the vehicle will open at restart Unlock vehicle trader restart (3 hours) Many leave it in vehicle Sorry no speak English
  15. TheVampire

    Vampire's Vehicle Degradation

    Vampire's Vehicle Degradation ------------------------------------------- Are you tired of those perfect drivers who never have to repair their vehicles? Are you tired of the unrealistic effects of vehicles not wearing down with use? Do you think that players need to spend more money to keep their vehicles running? Well then I have a script for you! What is it? This script allows you to configure vehicles to take damage over time while they are in use. You set an amount of time a player must be driving and an amount of damage to give to the vehicle for them driving that amount. You can also configure the locations to damage the vehicle, the type of vehicle, how far they have to have moved in the time limit, and more! Where can I get it? It's available here: https://github.com/SMVampire/Vamp-Vehicle-Degradation What if I have issues? You can post about it here to see if others can help you, or you can open an issue on the github here: https://github.com/SMVampire/Vamp-Vehicle-Degradation/issues Can I alter your code and release it as a different mod and/or combine it with a different mod? This code is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0): https://creativecommons.org/licenses/by-nc-sa/4.0/ If you are unsure if your intended use is in violation of my license, please send me a PM.
  16. Hi. why is not working? Napf map. (Test coordinated) WAI 2.2.0 wai/static/default.sqf config if(isServer) then { //Custom Spawns file// /* Custom group spawns Eg. [ [18707,17069.5,0.00152969], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", or ["Random","at"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; Place your custom group spawns below */ /* Custom static weapon spawns Eg. (with mutiple positions) [ [ // Position(s) (can be multiple) [18703.4,17068.6,0.0014534], [18707,17069.5,0.00152969] ], "M2StaticMG", // Classname of turret "easy", // Skill level of unit (easy, medium, hard, extreme, Random) "Bandit2_DZ", // Skin classname, use "Random" or classname here "Bandit", // AI Type, "Hero" or "Bandit". "Random", // Primary gun set number. "Random" for random weapon set 2, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random" // Gearset classname, use "Random" or classname here ] call spawn_static; Place your custom static weapon spawns below */ /* Custom Chopper Patrol spawn Eg. [ [18707,17069.5,0.00152969], // Position to patrol [0,0,0], // Position to spawn chopper at 2000, // Radius of patrol 10, // Number of waypoints to give "UH1H_DZ", // Classname of vehicle (make sure it has driver and two gunners) "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn heli_patrol; Place your heli patrols below */ /* Custom Vehicle patrol spawns Eg. (Watch out they are stupid) [ [18707,17069.5,0.00152969], // Position to patrol [18707,17069.5,0.00152969], // Position to spawn at 200, // Radius of patrol 10, // Number of waypoints to give "HMMWV_Armored", // Classname of vehicle (make sure it has driver and gunner) "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn vehicle_patrol; Place your vehicle patrols below this line */ /* Paradropped unit custom spawn Eg. [ [18707,17069.5,0.00152969], // Position that units will be dropped by [0,0,0], // Starting position of the heli 400, // Radius from drop position a player has to be to spawn chopper "UH1H_DZ", // Classname of chopper (Make sure it has 2 gunner seats!) 5, // Number of units to be para dropped "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Bandit2_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". true // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. ] spawn heli_para; Place your paradrop spawns under this line */ //Sector 1 [ [18707,17069.5,0.00152969], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", or ["Random","at"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; diag_log format["WAI: Static mission for %1 loaded", missionName]; };
  17. SryImAnooB

    Salvage Vehicle Bug?!

    Hey guys, got a problem. If i try to salvage a vehicle it shows me the aviable dmaged parts, but when i click on them nothing happens. After i ran around a bit(seems like the action is canceled then) i get the option again but this time it says: Already Salvaging!. Someone can confirm or is it me fucked something up?! :D FIXED Im not quite sure why i have to do this. I use Infistar and maybe thats colliding with eachother. Didnt test it without Infistar, its just a idea. In salvage.sqf i uncommented this: { if ((_vehicle distance (_x select 0)) < (_x select 1)) exitWith {_cancel = true;}; } count DZE_SafeZonePosArray; if (_cancel) exitWith { (localize "str_salvage_safezone") call dayz_rollingMessages;}; like this:
  18. SryImAnooB

    Lock/Unlock option for BMP 2

    Hey guys, i want to add the Bmp 2 ( BMP2_HQ_TK_EP1) but got the problem that there is no option for Lock or Unluck it. Any ideas?
  19. Hey guys, i have an issue with ym server it is kicking me for Create Vehicle Restriction#0 and trying to spawn me as a bird, I have looked through my create Vehicle.txt and can see the seagull part but dont know enough about coding to fix this can someone shed some light please? My Create Vehicle.txt is below
  20. Setting up one of the AI Citys that I use on Epoch 106. Everything works, but two of the vehicles patrols do not come in. Can someone point me in the right direction. My script worked fine in 1.0.5.1 Do I have to add the vehicles to the variables.sqf?? I get this in the RTP 2:31:26 "HIVE: Request sent" 2:31:26 "HIVE: Streamed 353 objects" 2:31:39 "HIVE: BENCHMARK - Server_monitor.sqf finished streaming 353 objects in 13.0137 seconds (unscheduled)" 2:31:39 "Total Number of spawn locations 6" 2:31:39 "[DZAI] Initializing DZAI version 2.2.1 Release Build 20141208 using base path z\addons\dayz_server\DZAI." 2:31:39 "[DZAI] Reading DZAI configuration file." 2:31:39 "[DZAI] DZAI configuration file loaded." 2:31:39 "CLEANUP: INITIALIZING Vehicle SCRIPT" 2:31:39 "[DZAI] Compiling DZAI functions." 2:31:39 ["z\addons\dayz_server\system\scheduler\sched_sync.sqf","TIME SYNC: Local Time set to:",[2012,8,2,17,31],"Fullmoon:",true,"Date given by HiveExt.dll:",[2017,2,20,17,31]] 2:31:39 ["z\addons\dayz_server\system\scheduler\sched_safetyVehicle.sqf","KILLING A HACKER","Haikal Saikal"," IN ","HMMWV_M1151_M2_CZ_DES_EP1_DZ"] 2:31:39 ["z\addons\dayz_server\system\scheduler\sched_safetyVehicle.sqf","KILLING A HACKER","Mikhail Bulgakov"," IN ","HMMWV_M1151_M2_CZ_DES_EP1_DZ"] 2:31:39 ["z\addons\dayz_server\system\scheduler\sched_safetyVehicle.sqf","KILLING A HACKER","Qadeer Hakimi"," IN ","M1A2_TUSK_MG"] 2:31:39 ["z\addons\dayz_server\system\scheduler\sched_safetyVehicle.sqf","KILLING A HACKER","Arkadiy Morozov"," IN ","M1A2_TUSK_MG"] 2:31:40 "HIVE: WRITE: "CHILD:306:365:[["glass1",1],["glass2",1],["glass3",1],["glass4",1],["telo",0.019]]:0.66:"" 2:31:42 "HIVE: WRITE: "CHILD:306:401:[["NEtrup",0.604],["motor",1],["elektronika",1],["mala vrtule",0.193],["velka vrtule",1],["munice",0],["sklo predni P",0],["sklo predni L",0],["glass1",0.041],["glass2",0.041],["glass3",0.643],["glass4",0.64],["glass5",1],["glass6",0]]:0.242:"" 2:31:42 "[DZAI] DZAI functions compiled." 2:31:42 "DayZ (Default) classnames loaded." 2:31:42 "[DZAI] DZAI settings: Debug Level: 0. DebugMarkers: false. WorldName: chernarus. ModName: (Ver: dayz epoch 1.0.6). DZAI_dynamicWeaponList: true. VerifyTables: true." 2:31:42 "[DZAI] AI spawn settings: Static: false. Dynamic: true. Random: false. Air: true. Land: false." 2:31:42 "[DZAI] AI settings: DZAI_findKiller: true. DZAI_useHealthSystem: true. DZAI_weaponNoise: false. DZAI_zombieEnemy: true." 2:31:42 "[DZAI] DZAI loading completed in 3.48047 seconds." 2:31:42 "CRASHSPAWNER: Starting crash site spawner. Frequency: 25±20 min. Spawn chance: 0.75" 2:31:42 "INFO - Player: PID#3(Zoranth)(UID:76561198084105705/CID:20) Status: LOGGING IN" 2:31:43 Server: Object 3:6 not found (message 94) 2:31:59 Server: Object 3:9
  21. 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. :)
  22. If you like my work, please consider a donation. $USD $EURO *** WE ARE ON VERSION 2.0 *** UPDATED ON 10 OF OCTOBER OF 2014 *** *** UPDATE YOUR NITRO IS HIGLY RECOMENDED *** THANKYOU! *** THE BADIE: infiSTAR will disable the custom binds even if you set Disable Custon Binds to False. So if you use infiSTAR, a work arround is needed.You can try Lord George Fix: Hi, I want to say thanyou to Sandbird, for his Nitro script, that gave me the initial kick for Gelid Nitro. GELID NITRO 1.1) Nitro don't need to be installed. 1.2) Nitro is limited to a list of vehicles. 1.3) Fuel decrease faster, you can do 7/8 of the coast travel with Nitro on and full fuel. 2.0) Tree sounds: Nitro Injection / Air flow / Exhauster Pipe Blow. 3.0) The cost of speed: When the exhauster pipe blows, there is an sudenly extra gain in speed that can cause lost of vehicle control. So pay atention on the pipe blow. 4.1) Tweak: boost only happens if the vehicle is touching the ground. 4.2) Tweak: boost happens when the vehicle is facing the travel direction. 5.1) Aesthetics: impulse tweaked to not generate the "desync like" effect that happens when adding velocity to things. MISSION FILES: N.O.S. FILES All the new files goes to your mission folder, inside the folder NOS. Example: Arma 2 Operation Arrowhead\MPMissions\DayZ_Epoch_11.Chernarus\NOS. MISSION FILES: NEW FILE nitro.sqf donn_nitroOn = false; donn_speedometer = false; donn_nitroCars = [ "car_sedan", "car_sedan_DZE1", "car_sedan_DZE2", "car_sedan_DZE3", "car_sedan_DZE4", "VWGold", "VWGold_DZE1", "VWGold_DZE2", "VWGold_DZE3", "VWGold_DZE4", "car_hatchback", "car_hatchback_DZE1", "car_hatchback_DZE2", "car_hatchback_DZE3", "car_hatchback_DZE4", "datsun1_civil_1_open", "datsun1_civil_1_open_DZE1", "datsun1_civil_1_open_DZE2", "datsun1_civil_1_open_DZE3", "datsun1_civil_1_open_DZE4", "SUV_Camo", "SUV_Camo_DZE1", "SUV_Camo_DZE2", "SUV_Camo_DZE3", "SUV_Camo_DZE4", "datsun1_civil_3_open", "datsun1_civil_3_open_DZE1", "datsun1_civil_3_open_DZE2", "datsun1_civil_3_open_DZE3", "datsun1_civil_3_open_DZE4", "GLT_M300_ST", "HMMWV_DZ" ]; kDownFunc = { private ["_theCar","_keyDown"]; _keyDown = _this; if (_keyDown == 42 && donn_nitroOn) then { _theCar = vehicle player; if (isEngineOn _theCar && ((getPosATL _theCar) select 2) < 0.1 && speed _theCar >= 50) then { private ["_vel","_dir"]; _dir = direction _theCar; _vel = velocity _theCar; _theCar setVelocity [ (_vel select 0) + (sin _dir * 0.1), (_vel select 1) + (cos _dir * 0.1), (_vel select 2) ]; _theCar setFuel ((fuel _theCar) - 0.000035); if ((diag_tickTime - donn_airStarted) >= donn_airWait) then { [nil,_theCar, rSAY,["suction", 100]] call RE; if (donn_airWait == 3.5) then { [nil,_theCar, rSAY,["exhaustor", 100]] call RE; donn_airStarted = diag_tickTime; donn_airWait = 3; donn_problem = true; [] spawn { private ["_theCar","_vel","_calcDir","_magnitude","_dir","_intensity"]; _theCar = vehicle player; for "_x" from 1 to 200 do { if (vehicle player == _theCar && isEngineOn _theCar && ((getPosATL _theCar) select 2) < 0.1 && speed _theCar >= 50) then { _vel = velocity _theCar; _dir = direction _theCar; _magnitude = sqrt((_vel select 0)^2 + (_vel select 1)^2); if ((_vel select 0) < 0) then {_calcDir = 360 - aCos ((_vel select 1)/_magnitude);} else {_calcDir = aCos ((_vel select 1)/_magnitude);}; if (abs(_dir-_calcDir) <= 5) then { _theCar setVelocity [(_vel select 0) * 1.01, (_vel select 1) * 1.01, (_vel select 2)]; }; }; uiSleep 0.01; if (!donn_problem) exitWith {}; }; }; } else { donn_airStarted = diag_tickTime; donn_airWait = random 3.5; if (donn_airWait > 3) then {donn_airWait = 3.5;}; }; }; }; }; }; kUpFunc = { private ["_keyUp"]; _keyUp = _this; if (_keyUp == 41) then { donn_problem = false; }; if (_keyUp == 57) then { if (donn_nitroOn) then { donn_nitroOn = false; systemChat ("Nitro Off!"); } else { donn_nitroOn = true; systemChat ("Nitro On!"); if (donn_speedometer) then { [] spawn { while {donn_nitroOn} do { cutText [format ["Speed in Km/h: %1", round (speed (vehicle player))], "PLAIN"]; uiSleep 0.5; }; }; }; }; }; }; [] spawn { while {true} do { //WAIT TO BE IN VEHICLE waitUntil {sleep 0.25; vehicle player != player && (driver (vehicle player)) == player}; if ((typeOf (vehicle player)) in donn_nitroCars) then { donn_nosOk = true; donn_airStarted = diag_tickTime; donn_airWait = 1.5; donn_problem = false; [nil, (vehicle player), rSAY, ["nitro", 100]] call RE; [player,25,true,(getPosATL player)] spawn player_alertZombies; systemChat ("Press Space Bar to turn Nitro On/OFF!"); nosKeyDown = (findDisplay 46) displayAddEventHandler ["KeyDown","_this select 1 call kDownFunc; false;"]; nosKeyUp = (findDisplay 46) displayAddEventHandler ["KeyUp","_this select 1 call kUpFunc; false;"]; } else { donn_nosOk = false; }; //WAIT TO BE OUT OF THE VEHICLE waitUntil {sleep 0.25; vehicle player == player || (driver (vehicle player)) != player}; if (donn_nosOk) then { donn_nitroOn = false; donn_airStarted = nil; donn_airWait = nil; donn_problem = nil; (findDisplay 46) displayRemoveEventHandler ["KeyDown", nosKeyDown]; (findDisplay 46) displayRemoveEventHandler ["KeyUp", nosKeyUp]; }; }; }; MISSION FILES: NEW FILES SOUNDS Download the file in the link bellow and unzip it to the NOS folder. Those are the 3 sounds: https://www.dropbox.com/s/0p7xiu69f798rto/Donn%20Nitro%20Sounds%20v2.0.7z?dl=0 MISSION FILES: SOUND DECLARATIONS In your description.ext (this is not a new file), located in your mission folder, you need to declare the 3 sounds useds on Gelid Nitro. You may have other sounds already delcared, if so just add Gelid Nitro sounds along with then. The sound names are nitro, suction and exhaustor: class CfgSounds { class nitro { name="nitro"; sound[]={NOS\nitro.ogg,0.9,1}; titles[] = {}; }; class suction { name="suction"; sound[]={NOS\suction.ogg,0.1,1}; titles[] = {}; }; class exhaustor { name="exhaustor"; sound[]={NOS\exhaustor.ogg,1,1}; titles[] = {}; }; }; MISSION FILES: init.sqf At the end of your init.sqf add this code: [] execVM "nitro\nitro.sqf"; HOW TO USE 1 - Enter in a car that have Nitro, see list bellow. 2 - You will listem am initial air flow sound (this happens on cars that have Nitro). 3 - Press space bar to turn Nitro On/Off. 4 - When you reach 50 Km/h, the Nitro sound will start, and your car will receive a boost. List of cars with Nitro: donn_nitroCars = [ "car_sedan", "car_sedan_DZE1", "car_sedan_DZE2", "car_sedan_DZE3", "car_sedan_DZE4", "VWGold", "VWGold_DZE1", "VWGold_DZE2", "VWGold_DZE3", "VWGold_DZE4", "car_hatchback", "car_hatchback_DZE1", "car_hatchback_DZE2", "car_hatchback_DZE3", "car_hatchback_DZE4", "datsun1_civil_1_open", "datsun1_civil_1_open_DZE1", "datsun1_civil_1_open_DZE2", "datsun1_civil_1_open_DZE3", "datsun1_civil_1_open_DZE4", "SUV_Camo", "SUV_Camo_DZE1", "SUV_Camo_DZE2", "SUV_Camo_DZE3", "SUV_Camo_DZE4", "datsun1_civil_3_open", "datsun1_civil_3_open_DZE1", "datsun1_civil_3_open_DZE2", "datsun1_civil_3_open_DZE3", "datsun1_civil_3_open_DZE4", "GLT_M300_ST", "HMMWV_DZ" ];
  23. how do you make hotwire kits work on vehicle? so far i can make it work for safes and lockboxes but cant for the life of me find where i can make them work. any help would be appreciated!
  24. I can't seem to find a decent tutorial on setting allowed vehicles and their spawn rates. I've created a document already but running the server with it is creating errors in the server_functions.sqf within dayz_code and it disallowed vehicles such as HMMWVs are still spawning. However, some of the vehicles I added to the list like insurgent UAZs are spawning so it feels as though the script is sort of working but not entirely?? No idea what to do at this point! skype: george.galloway96 steam: http://steamcommunity.com/profiles/76561198133585498/ / [Bannanual Sales] (display name)
  25. Assomnia

    Vehicles appear on the map

    Hello everyone, I'm posting today because I have a issue on my OverPochIns server. I'm running Epoch 1.0.5.1, Origins 1.7.9.5 and Overwatch 0.2.5 + Infistar v1411 and a few scripts. I have a problem at each restart of the server, every vehicle on the map appear for all players (see screenshot). I have no idea where it's coming from but it's very bad stuff... Can somebody help me with this ? Any idea from where it can come ?
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