MoorZ Posted May 28, 2014 Report Share Posted May 28, 2014 and the error message i am getting is this: Line 197 /RscTitles/zCamoStatusGUI/controls.zCamolcon: undefined base class 'RscpictureGUI' any ideas? Link to comment Share on other sites More sharing options...
Sandbird Posted May 28, 2014 Author Report Share Posted May 28, 2014 and the error message i am getting is this: Line 197 /RscTitles/zCamoStatusGUI/controls.zCamolcon: undefined base class 'RscpictureGUI' any ideas? Well its obvious :) Where is your RscPictureGUI class, from step 4. it should be placed above // DayZ Watermark so the class bellow can use it. Link to comment Share on other sites More sharing options...
MoorZ Posted May 28, 2014 Report Share Posted May 28, 2014 ok i have done it but the zombies are not ignoring me! they still attacking me as normal! Link to comment Share on other sites More sharing options...
MoorZ Posted May 28, 2014 Report Share Posted May 28, 2014 ignore that, it works fine, only little issue is that if you accidently use only 1 zombie part it tells you you need to use another , but when you try to use another it says you already have zombie parts on you. I guess for now players have to remember it takes two zombie parts to be fully camo. thanks Link to comment Share on other sites More sharing options...
darksoon Posted May 28, 2014 Report Share Posted May 28, 2014 hey, i have infistar and as admin works this fine. but when a player use the camo they will be kicked with reason: player_zombieAttack. I have the "s_player_cleanguts" inside the ah config but it doesent work. anyone have a solution? Link to comment Share on other sites More sharing options...
Sandbird Posted May 28, 2014 Author Report Share Posted May 28, 2014 hey, i have infistar and as admin works this fine. but when a player use the camo they will be kicked with reason: player_zombieAttack. I have the "s_player_cleanguts" inside the ah config but it doesent work. anyone have a solution? Posted before...you got an older version of AH: Here: Link to comment Share on other sites More sharing options...
SadBoy1981 Posted June 2, 2014 Report Share Posted June 2, 2014 V4 Changes (17-5-14) - Fixed flashing icon not flashing when in combat - Fixed camo not getting reactivated properly when 1st camo finishes and new one applied - Added value in config.cfg to NOT disable Z camo when you fire your weapon...so it stays on - (if you are updating from previous versions just change your walkamongstthedead.sqf, and config.sqf files) After fix was working good, but now again, after i use zombie parts second time, timer is only 1 second... ((( I try few times than works again, than again timer is 1 second, so its work first time, than few times wont work, than again good, than again wont work... Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted June 21, 2014 Report Share Posted June 21, 2014 Thanks for making this. I am testing it out on my server now. I played on a server with it and it was pretty cool. Sandbird 1 Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted June 25, 2014 Report Share Posted June 25, 2014 Is there a way to set a time limit on how long the camo works? Link to comment Share on other sites More sharing options...
RC_Robio Posted June 26, 2014 Report Share Posted June 26, 2014 Is there a way to set a time limit on how long the camo works? In the config at the very top: /* Amount of time it takes (in seconds) until the zombie camo wears off. (Default: 30min. Set to 0 to always have zombie camo ON when applied, until you wash it off) */ DZ_ZCAMO_USE_TIME = 1800; Sandbird 1 Link to comment Share on other sites More sharing options...
Nekuan Posted June 26, 2014 Report Share Posted June 26, 2014 For some reason when I'm using the zombieparts I get the message that the zombie.paa file can't be found. Yes I adjusted the path inside the description.ext for it. The effect itself works like a charm though Link to comment Share on other sites More sharing options...
RC_Robio Posted June 26, 2014 Report Share Posted June 26, 2014 For some reason when I'm using the zombieparts I get the message that the zombie.paa file can't be found. Yes I adjusted the path inside the description.ext for it. The effect itself works like a charm though class RscTitles { #include "addons\R3F_ARTY_AND_LOG\desc_rsct_include.h" class zCamoStatusGUI { idd = -1; fadeout=0; fadein=0; onLoad = "uiNamespace setVariable ['zCamo_GUI_display', _this select 0]"; duration = 10e10; name= "zCamoGui"; controlsBackground[] = {}; objects[] = {}; class controls { class zCamoIcon:RscPictureGUI { idc = 1; text="custom\walkamongstthedead\zombie.paa"; x="0.958313 * safezoneW + safezoneX"; y="0.43 * safezoneH + safezoneY"; w=0.059999999; h=0.079999998; colorText[]={1,1,1,1}; }; }; }; }; This is part of my description. Maybe you can compare. Link to comment Share on other sites More sharing options...
Nekuan Posted June 26, 2014 Report Share Posted June 26, 2014 Thank you but except from the path (mine is located in a "scripts" folder) I don't see any differences. copied it over anyways and will test this. Link to comment Share on other sites More sharing options...
Nekuan Posted June 27, 2014 Report Share Posted June 27, 2014 Nope still can't find the file >:< Propably got an extremely stupid mistake as always maybe someone can spot it? :> description.ext: respawn = "BASE"; respawndelay = 5; onLoadMission= "DayZ Epoch Chernarus"; OnLoadIntro = "Welcome to DayZ Epoch Chernarus"; OnLoadIntroTime = False; OnLoadMissionTime = False; disabledAI = true; disableChannels[]={0,2,6}; enableItemsDropping = 0; #include "Scripts\Customloot\CfgBuildingLoot.hpp" #include "Scripts\snap_build\points.hpp" briefing = 0; debriefing = 0; onPauseScript = ""; loadScreen = "Scripts\loadingscreen.paa"; class Header { gameType = COOP; //DM, Team, Coop, ... minPlayers = 1; //min # of players the mission supports maxPlayers = 100; //Max # of players the mission supports }; aiKills = 1; diagRadio = 1; diagHit = 1; class RscText { type = 0; idc = -1; x = 0; y = 0; h = 0.037; w = 0.3; style = 0x100; font = Zeppelin32; SizeEx = 0.03921; colorText[] = {1,1,1,1}; colorBackground[] = {0, 0, 0, 0}; linespacing = 1; }; class RscPicture { access=0; type=0; idc=-1; style=48; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="TahomaB"; sizeEx=0; lineSpacing=0; text=""; }; class RscLoadingText : RscText { style = 2; x = 0.323532; y = 0.666672; w = 0.352944; h = 0.039216; sizeEx = 0.03921; colorText[] = {0.543,0.5742,0.4102,1.0}; }; class RscProgress { x = 0.344; y = 0.619; w = 0.313726; h = 0.0261438; texture = "\ca\ui\data\loadscreen_progressbar_ca.paa"; colorFrame[] = {0,0,0,0}; colorBar[] = {1,1,1,1}; }; class RscProgressNotFreeze { idc = -1; type = 45; style = 0; x = 0.022059; y = 0.911772; w = 0.029412; h = 0.039216; texture = "#(argb,8,8,3)color(0,0,0,0)"; }; // // the loading screen itself // class DayZ_loadingScreen { idd = -1; duration = 10e10; fadein = 0; fadeout = 0; name = "loading screen"; class controlsBackground { class blackBG : RscText { x = safezoneX; y = safezoneY; w = safezoneW; h = safezoneH; text = ""; colorText[] = {0,0,0,0}; colorBackground[] = {0,0,0,1}; }; /* class nicePic : RscPicture { style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO x = safezoneX + safezoneW/2 - 0.25; y = safezoneY + safezoneH/2 - 0.2; w = 0.5; h = 0.4; text = "img\nicePic.paa"; }; */ }; class controls { class Title1 : RscLoadingText { text = "$STR_LOADING"; // "Loading" text in the middle of the screen }; class CA_Progress : RscProgress // progress bar, has to have idc 104 { idc = 104; type = 8; // CT_PROGRESS style = 0; // ST_SINGLE texture = "\ca\ui\data\loadscreen_progressbar_ca.paa"; }; class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse { idc = 103; }; class Name2: RscText // the text on the top-left { idc = 101; x = 0.05; y = 0.029412; w = 0.9; h = 0.04902; text = ""; sizeEx = 0.05; colorText[] = {0.543,0.5742,0.4102,1.0}; }; }; class RscPictureGUI { access=0; type=0; idc=-1; colorBackground[]={0,0,0,0}; colorText[]={0.38,0.63,0.25999999,0.75}; font="TahomaB"; sizeEx=0; lineSpacing=0; text=""; style="0x30 + 0x100"; x=0; y=0; w=0.2; h=0.15000001; }; class RscTitles { class zCamoStatusGUI { idd = -1; fadeout=0; fadein=0; onLoad = "uiNamespace setVariable ['zCamo_GUI_display', _this select 0]"; duration = 10e10; name= "zCamoGui"; controlsBackground[] = {}; objects[] = {}; class controls { class zCamoIcon:RscPictureGUI { idc = 1; text="Scripts\walkamongstthedead\zombie.paa"; x="0.958313 * safezoneW + safezoneX"; y="0.43 * safezoneH + safezoneY"; w=0.059999999; h=0.079999998; colorText[]={1,1,1,1}; }; }; }; }; class CfgSounds { sounds[] ={z_wzombie1,z_wzombie2}; class z_wzombie1 { name = ""; sound[] = {"Scripts\walkamongstthedead\dayz_sfx\femalezombie_attack_04.ogg",0.3,1,40}; titles[] = {0, ""}; }; class z_wzombie2 : z_wzombie1 { sound[] = {"Scripts\walkamongstthedead\dayz_sfx\femalezombie_spotted_01.ogg",0.3,1,40}; }; }; }; #include "admintools\dialog.hpp" #include "Scripts\extra_rc.hpp" //Skin Trader #include "Skin_Trader\dialog\common.hpp" #include "Skin_Trader\dialog\SkinGui.hpp" //Walk Amongst the Dead #include "Scripts\walkamongstthedead\watd.hpp" Link to comment Share on other sites More sharing options...
HellWalker Posted June 27, 2014 Report Share Posted June 27, 2014 Is this script working with the 1.0.5.1 version of dayz overpoch? I tried to put this on my server, but didn't worked.. Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted June 27, 2014 Report Share Posted June 27, 2014 In the config at the very top: /* Amount of time it takes (in seconds) until the zombie camo wears off. (Default: 30min. Set to 0 to always have zombie camo ON when applied, until you wash it off) */ DZ_ZCAMO_USE_TIME = 1800; Thanks for that. i didn't even look at the config. :) Any way to make it so camo will wash off if the player enters water (ocean, pond, etc)? Link to comment Share on other sites More sharing options...
Sandbird Posted June 27, 2014 Author Report Share Posted June 27, 2014 Is this script working with the 1.0.5.1 version of dayz overpoch? I tried to put this on my server, but didn't worked.. No idea...but it should...not using anything code breaking global variables Thanks for that. i didn't even look at the config. :) Any way to make it so camo will wash off if the player enters water (ocean, pond, etc)? Dude did you even read the description of what this mod does ? It washes off in water or rain. Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted June 27, 2014 Report Share Posted June 27, 2014 No idea...but it should...not using anything code breaking global variables Dude did you even read the description of what this mod does ? It washes off in water or rain. Dude, it doesn't wash off in the ocean or ponds. I tried it. Link to comment Share on other sites More sharing options...
Sandbird Posted June 27, 2014 Author Report Share Posted June 27, 2014 Dude, it doesn't wash off in the ocean or ponds. I tried it. Right click water bottle, or swim, use mouse scroll on wells, ponds If you have Infistar Antihack add this as well in your _dayzActions s_player_cleanguts Link to comment Share on other sites More sharing options...
Brutus Posted June 28, 2014 Report Share Posted June 28, 2014 Hi ; I v got a small problem to use this... I already in my compile.sqf player_selectSlot = compile preprocessFileLineNumbers "custom\ui_selectSlot.sqf"; And the right clik on the zombie part doesnt work. I suppose it's because the path isnt right. How to fix it? I looked up on the walkamongstthedead files but didnt found where to edit the path Link to comment Share on other sites More sharing options...
Sandbird Posted June 28, 2014 Author Report Share Posted June 28, 2014 Hi ; I v got a small problem to use this... I already in my compile.sqf player_selectSlot = compile preprocessFileLineNumbers "custom\ui_selectSlot.sqf"; And the right clik on the zombie part doesnt work. I suppose it's because the path isnt right. How to fix it? I looked up on the walkamongstthedead files but didnt found where to edit the path No no, since you overwritten the ui_selectSlot.sqf then you just have to edit your file. Do step 9 in YOUR ui_selectslot.sqf wherever you have it. I was just giving instructions on how to overwrite it....its the same file....the changes should be the same. You probably just added some stuff there...but 99% that doesnt affect my changes Link to comment Share on other sites More sharing options...
Brutus Posted June 28, 2014 Report Share Posted June 28, 2014 Ok i know why i doesnt work i guess so. Here it's your add for selectslot: _erc_cfgActions = (missionConfigFile >> "WaTd" >> _item); _erc_numActions = (count _erc_cfgActions); if (isClass _erc_cfgActions) then { for "_j" from 0 to (_erc_numActions - 1) do { _menu = _parent displayCtrl (1600 + _j + _numActions); _menu ctrlShow true; _config = (_erc_cfgActions select _j); _text = getText (_config >> "text"); _script = getText (_config >> "script"); _height = _height + (0.025 * safezoneH); uiNamespace setVariable ['uiControl', _control]; _menu ctrlSetText _text; _menu ctrlSetEventHandler ["ButtonClick",_script]; }; }; Here is mine ( for my own add on right click option // Add extra context menus _erc_cfgActions = (missionConfigFile >> "ExtraRc" >> _item); _erc_numActions = (count _erc_cfgActions); if (isClass _erc_cfgActions) then { for "_j" from 0 to (_erc_numActions - 1) do { _menu = _parent displayCtrl (1600 + _j + _numActions); _menu ctrlShow true; _config = (_erc_cfgActions select _j); _text = getText (_config >> "text"); _script = getText (_config >> "script"); _height = _height + (0.025 * safezoneH); uiNamespace setVariable ['uiControl', _control]; _menu ctrlSetText _text; _menu ctrlSetEventHandler ["ButtonClick",_script]; }; }; So i cannot replace mine with your or it will disabled mine but can i just edit it like that: // Add extra context menus zombie camo _erc_cfgActions = (missionConfigFile >> "WaTd" >> _item); _erc_numActions = (count _erc_cfgActions); if (isClass _erc_cfgActions) then { for "_j" from 0 to (_erc_numActions - 1) do { _menu = _parent displayCtrl (1600 + _j + _numActions); _menu ctrlShow true; _config = (_erc_cfgActions select _j); _text = getText (_config >> "text"); _script = getText (_config >> "script"); _height = _height + (0.025 * safezoneH); uiNamespace setVariable ['uiControl', _control]; _menu ctrlSetText _text; _menu ctrlSetEventHandler ["ButtonClick",_script]; }; }; // Add extra context menus harvest _erc_cfgActions = (missionConfigFile >> "ExtraRc" >> _item); _erc_numActions = (count _erc_cfgActions); if (isClass _erc_cfgActions) then { for "_j" from 0 to (_erc_numActions - 1) do { _menu = _parent displayCtrl (1600 + _j + _numActions); _menu ctrlShow true; _config = (_erc_cfgActions select _j); _text = getText (_config >> "text"); _script = getText (_config >> "script"); _height = _height + (0.025 * safezoneH); uiNamespace setVariable ['uiControl', _control]; _menu ctrlSetText _text; _menu ctrlSetEventHandler ["ButtonClick",_script]; }; }; _pos set [3,_height]; Or its maybe better to move your Watd.hpp into my extrarc.hpp ... i guess it will be better this way isnt it? Link to comment Share on other sites More sharing options...
Sandbird Posted June 28, 2014 Author Report Share Posted June 28, 2014 Ok i know why i doesnt work i guess so. Or its maybe better to move your Watd.hpp into my extrarc.hpp ... i guess it will be better this way isnt it? Ok you need to find where your ExtraRc class is. You see this ? _erc_cfgActions = (missionConfigFile >> "ExtraRc" >> _item); You are loading a config file (.hpp) that has Class ExtraRc on the top. You need to find that .hpp file, open it and then inside that class (open my watd.hpp file as well) add my 2 subclasses. Example using my FrRc class that i added my 2 subclasses from watd.hpp since i had the same problem as you. class FrRc { class ItemGPS { class Test1 { text = "Toggle Friends"; script = "[] execVM ""custom\fr\friendlyGPS.sqf""; closeDialog 0;"; }; }; class ItemZombieParts { class Test1 { text = "Smear Guts on you"; script = "[] execVM ""custom\walkamongstthedead\smear_guts.sqf""; closeDialog 0;"; }; }; class ItemWaterbottle { class Test1 { text = "Wash zombie guts"; script = "[] execVM ""custom\walkamongstthedead\usebottle.sqf""; closeDialog 0;"; }; }; }; After you do that then there is no need in 'tweaking' ui_selectslot.sqf at all....since you have already tweaked it for your ExtraRc class...we just need to add the extra 2 classes (ItemZombieParts,ItemWaterbottle) in it for right click to work. Link to comment Share on other sites More sharing options...
Brutus Posted June 28, 2014 Report Share Posted June 28, 2014 That's why i supposed, thx for your help... And nice work for this addon Sandbird 1 Link to comment Share on other sites More sharing options...
HellWalker Posted June 28, 2014 Report Share Posted June 28, 2014 The rightclick option is not working for me.. don't know why, i double checked the files and is everything like the tutorial... Any idea? Maybe something with my ui_selectslot.sqf This is how it is atm.. compiles.sqf player_selectSlot= compile preprocessFileLineNumbers "scripts\ui_selectSlot.sqf"; Inside my MPMission i have a folder called scripts with the ui_selectslot.sqf in and this is the code there: ... ... ..._compile = format["_id = ['%2',%3] %1;",_script,_item,_array]; }; _menu ctrlSetText format[_type,_name]; _menu ctrlSetEventHandler ["ButtonClick",_compile]; }; _erc_cfgActions = (missionConfigFile >> "WaTd" >> _item); _erc_numActions = (count _erc_cfgActions); if (isClass _erc_cfgActions) then { for "_j" from 0 to (_erc_numActions - 1) do { _menu = _parent displayCtrl (1600 + _j + _numActions); _menu ctrlShow true; _config = (_erc_cfgActions select _j); _text = getText (_config >> "text"); _script = getText (_config >> "script"); _height = _height + (0.025 * safezoneH); uiNamespace setVariable ['uiControl', _control]; _menu ctrlSetText _text; _menu ctrlSetEventHandler ["ButtonClick",_script]; }; }; _pos set [3,_height]; //hint format["Obj: %1 \nHeight: %2\nPos: %3",_item,_height,_grpPos]; folder of the script is on the MPMission as well with the base directory from the tutorial MPMissions\DayZ_Epoch_11.Chernarus\custom\walkamongstthedead Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now