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[Release] Walk Amongst The Dead - (Hide from zombies like "The Walking Dead")


Sandbird

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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.

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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  

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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?

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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:

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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...

 

b_560_95_1.png

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  • 3 weeks later...

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;
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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.

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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"

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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)?

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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.

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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
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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

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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

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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?

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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.

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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

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