AG.Ndogg97 Posted July 19, 2014 Report Share Posted July 19, 2014 Definatly a must have with dayz's glitchy zeds going through walls thanks man! Cinjun 1 Link to comment Share on other sites More sharing options...
KamikazeXeX Posted July 20, 2014 Report Share Posted July 20, 2014 Anyone having an issue with this working on the latest 125548 patch? Link to comment Share on other sites More sharing options...
SideShowFreak Posted July 30, 2014 Report Share Posted July 30, 2014 (edited) now im having an odd issue, installed this per the instructions and modified it to run off a plot pole, that works fine. You get the scroll wheel options to cycle it on and off but after you initially look at the pole and get the scroll wheel options they wont go away until you log out and back in, no matter the distance from object or wether you are looking at it or the sky. i added the s_player_ZombieShield_on = -1; player removeAction s_player_ZombieShield_off; s_player_ZombieShield_off = -1; in the self actions, so not sure what the issue is, i really like the option but just having a brain fart atm on it i guess. any help from anyone is appreciated. thanks. [sSG] SideShowFreak EDIT: it seems it actually does go away but it takes a few minutes to do so. anyone have any idea on how to make it vanish when you look away? like sooner that a few mintues? Edited July 30, 2014 by SideShowFreak Link to comment Share on other sites More sharing options...
Cinjun Posted July 31, 2014 Report Share Posted July 31, 2014 Anyone having an issue with this working on the latest 125548 patch? I implemented it using and it works great! now im having an odd issue, installed this per the instructions and modified it to run off a plot pole, that works fine. You get the scroll wheel options to cycle it on and off but after you initially look at the pole and get the scroll wheel options they wont go away until you log out and back in, no matter the distance from object or wether you are looking at it or the sky. i added the s_player_ZombieShield_on = -1; player removeAction s_player_ZombieShield_off; s_player_ZombieShield_off = -1; in the self actions, so not sure what the issue is, i really like the option but just having a brain fart atm on it i guess. any help from anyone is appreciated. thanks. [sSG] SideShowFreak EDIT: it seems it actually does go away but it takes a few minutes to do so. anyone have any idea on how to make it vanish when you look away? like sooner that a few mintues? I am having the same issue. Menus sticks around for several minutes. Link to comment Share on other sites More sharing options...
KamikazeXeX Posted July 31, 2014 Report Share Posted July 31, 2014 I implemented it using and it works great! I can build it fine, i use a custom version of snap build pro i editied that uses the Extra-RC from WGC but i can't actually use the shield gen, the script does nothing anymore Link to comment Share on other sites More sharing options...
KamikazeXeX Posted August 2, 2014 Report Share Posted August 2, 2014 I implemented it using and it works great! I am having the same issue. Menus sticks around for several minutes. Just noticed this xD to fix this i removed this from the force save section in tutorial player removeAction s_player_ZombieShield_on; s_player_ZombieShield_on = -1; player removeAction s_player_ZombieShield_off; s_player_ZombieShield_off = -1; And moved it to the bottom of fn_self here player removeAction s_player_deleteBuild; s_player_deleteBuild = -1; player removeAction s_player_butcher; s_player_butcher = -1; //ZedShield player removeAction s_player_ZombieShield_on; s_player_ZombieShield_on = -1; player removeAction s_player_ZombieShield_off; s_player_ZombieShield_off = -1; player removeAction s_player_cook; s_player_cook = -1; Link to comment Share on other sites More sharing options...
KamikazeXeX Posted August 3, 2014 Report Share Posted August 3, 2014 So its just come to my attention that something in the 125548 patch has broken this, theres 2 scripts I've tried and it really doesn't work, I can build it and get the options to activate it but it doesn't activate it, it was working on 1.63.112555 Link to comment Share on other sites More sharing options...
SideShowFreak Posted August 3, 2014 Report Share Posted August 3, 2014 Awesome thanks for the fix. I'll have to check tonight after work exactly what version my server is running. Link to comment Share on other sites More sharing options...
Cinjun Posted August 4, 2014 Report Share Posted August 4, 2014 Seems to be working (1.0.5.1/122548) though I am getting kicked when trying to activate/deactivate using infiStar; looking into what's kicking me now. Link to comment Share on other sites More sharing options...
KamikazeXeX Posted August 4, 2014 Report Share Posted August 4, 2014 Seems to be working (1.0.5.1/122548) though I am getting kicked when trying to activate/deactivate using infiStar; looking into what's kicking me now. Hows your setup as its almost as if my fn_self code doesn't forward me onto the zedshield code Link to comment Share on other sites More sharing options...
Cinjun Posted August 4, 2014 Report Share Posted August 4, 2014 Hows your setup as its almost as if my fn_self code doesn't forward me onto the zedshield code I use a custom folder to put all my custom stuff and overrides in; I have a custom compiles where I am overriding the call to fn_selfActions.sqf. In my custom compiles.sqf: if (!isDedicated) then { fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\fn_selfActions.sqf"; }; In my init.sqf is where I call the custom compiles and variables: //Load in compiled functions call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) call compile preprocessFileLineNumbers "custom\variables.sqf"; progressLoadingScreen 0.1; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlers progressLoadingScreen 0.2; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical progressLoadingScreen 0.4; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions call compile preprocessFileLineNumbers "custom\compiles.sqf"; progressLoadingScreen 0.5; call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs progressLoadingScreen 1.0; Link to comment Share on other sites More sharing options...
KamikazeXeX Posted August 4, 2014 Report Share Posted August 4, 2014 Hmm same here, is the rest the same in the tutorial? Everything up until clicking the activate option on sheildgens works, i just can't activate them anymore all of a sudden I have this //Zombie Shield if (_cursorTarget isKindof TypeOfZShield) then { if (EnableZShield == 1) then { if (s_player_ZombieShield_on < 0) then { s_player_ZombieShield_on = player addAction [format[("<t color="#FFF700"">" + ("Zombie Shield On") +"</t>"),_adminText], "custom\dayz_code\actions\ZombieShield.sqf", [_lever, true], 6, true, true, "", "]; }; if (s_player_ZombieShield_off < 0) then { s_player_ZombieShield_off = player addAction [format[("<t color="#FFF700"">" + ("Zombie Shield Off") +"</t>"),_adminText], "custom\dayz_code\actions\ZombieShield.sqf", [_lever, false], 6, false, true, "", "]; }; } else { if (s_player_ZombieShield_on < 0) then { s_player_ZombieShield_on = player addAction [format[("<t color="#FFF700"">" + ("Zombie Shields are disabled on this server") +"</t>"),_adminText], "", [], 6, false, true, "", "]; }; player removeAction s_player_ZombieShield_off; s_player_ZombieShield_off = -1; }; } else { player removeAction s_player_ZombieShield_on; s_player_ZombieShield_on = -1; player removeAction s_player_ZombieShield_off; s_player_ZombieShield_off = -1; }; //End Shield underif(_player_deleteBuild) then { if (s_player_deleteBuild < 0) then { s_player_deleteBuild = player addAction [format[localize "str_actions_delete",_text], "custom\dayz_code\actions\remove.sqf",_cursorTarget, 1, true, true, "", ""]; }; } else { player removeAction s_player_deleteBuild; s_player_deleteBuild = -1; }; the code that the tutorial says to put in variables is in the exact same place, no changes and there is no changes to the ZedShields.sqf. Before hand i could select the activate option and i'd get the message saying it was activating now it just does nothing after hitting the option Link to comment Share on other sites More sharing options...
Leigham Posted August 4, 2014 Report Share Posted August 4, 2014 anyone able to help me add this to my server, im a complete noob when it comes to things like this Link to comment Share on other sites More sharing options...
Cinjun Posted August 4, 2014 Report Share Posted August 4, 2014 Hmm same here, is the rest the same in the tutorial? Everything up until clicking the activate option on sheildgens works, i just can't activate them anymore all of a suddenYep, everything apart from that is the same for me. I did have to add an exception to my AH to keep from getting kicked when activating/deactivating.BTW, your fix for the menu items hanging around worked as well. Link to comment Share on other sites More sharing options...
Cinjun Posted August 4, 2014 Report Share Posted August 4, 2014 anyone able to help me add this to my server, im a complete noob when it comes to things like thisI can guide you I suppose although it is pretty straight forward.Do you have any other mods installed that would cause you to already have a custom compiles and/or variables override? Link to comment Share on other sites More sharing options...
SideShowFreak Posted August 4, 2014 Report Share Posted August 4, 2014 Kami double check your paths to "custom\dayz_code\actions\ZombieShield.sqf" Personally i use a "Custom\Scripts\ZombieShield.sqf" location Unless you have the ZombieShield.sqf inside a folder named actions inside a folder named dayz_code inside a folder named custom in your mission file. If you know what i mean Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted August 4, 2014 Report Share Posted August 4, 2014 This is a great idea which I plan to add to our servers. Thanks for posting this mod. I was thinking it might be fun to add a requirement to have some sort of generator nearby in order to be able to turn the shield on. Any thoughts ? Link to comment Share on other sites More sharing options...
Objectives__ Posted August 5, 2014 Report Share Posted August 5, 2014 when i put in the Extrarc class it crashed the server onlogin but with the standard Extrarc code eg test 1 test 2 it works o.O Link to comment Share on other sites More sharing options...
Objectives__ Posted August 5, 2014 Report Share Posted August 5, 2014 AFTER 4 HOURS OF TRYING TO INSTALL THIS SCRIPT i get the rightclick option to build Zombie Shield then nothing happened, then when i go to build again, it just says crafting in progress !! ! Link to comment Share on other sites More sharing options...
Objectives__ Posted August 5, 2014 Report Share Posted August 5, 2014 And the scroll wheel isnt working we have tried it on VaultStorage (OPENSAFE) and Generator_DZ (Placed Generator) Link to comment Share on other sites More sharing options...
Vindomire Posted August 5, 2014 Report Share Posted August 5, 2014 i just took the original code and altered it, the hook into player build listed wasn;t quite right and when i fixed the line it would lock you in building, so i altered it to be a generator and then altered it some more so it only works when the generator is running. That way it makes noise and players can track a player down using the generator. Link to comment Share on other sites More sharing options...
Cinjun Posted August 5, 2014 Report Share Posted August 5, 2014 i just took the original code and altered it, the hook into player build listed wasn;t quite right and when i fixed the line it would lock you in building, so i altered it to be a generator and then altered it some more so it only works when the generator is running. That way it makes noise and players can track a player down using the generator. Care to share your altered script? Link to comment Share on other sites More sharing options...
KamikazeXeX Posted August 6, 2014 Report Share Posted August 6, 2014 Yep, everything apart from that is the same for me. I did have to add an exception to my AH to keep from getting kicked when activating/deactivating. BTW, your fix for the menu items hanging around worked as well. LOL DERP! I missed out the _lever = cursorTarget; line above the zed shield statement _lever = cursorTarget; //Zombie Shield if (_cursorTarget isKindof TypeOfZShield) then { Hopefully it'll work now Link to comment Share on other sites More sharing options...
Vindomire Posted August 6, 2014 Report Share Posted August 6, 2014 Sure: fn_self Actions: Under: if (DZE_ActionInProgress) exitWith {}; // Do not allow if any script is running. add (for undefined variable error): _lever = -1; Under: } else { player removeAction s_player_deleteBuild; s_player_deleteBuild = -1; }; _lever = _cursorTarget; //Zombie Shield if(_cursorTarget isKindOf "Generator_DZ"&& (_lever getVariable ["GeneratorRunning", false])) then { if (s_player_ZombieShield_on < 0 && !zshieldActive) then { s_player_ZombieShield_on = player addAction [format[("<t color=""#FFF700"">" + ("Zombie Shield On") +"</t>"),_adminText], "shield\ZombieShield.sqf", [_lever, true], 6, true, true, "", ""]; }; if (s_player_ZombieShield_off < 0 && zshieldActive) then { s_player_ZombieShield_off = player addAction [format[("<t color=""#FFF700"">" + ("Zombie Shield Off") +"</t>"),_adminText], "shield\ZombieShield.sqf", [_lever, false], 6, false, true, "", ""]; }; } else { player removeAction s_player_ZombieShield_on; player removeAction s_player_ZombieShield_off; s_player_ZombieShield_on = -1; s_player_ZombieShield_off = -1; }; //End Shield In the //Engineering section near bottom: player removeAction s_player_ZombieShield_off; player removeAction s_player_ZombieShield_on; s_player_ZombieShield_on = -1; s_player_ZombieShield_off = -1; shield\ZombieShield.sqf: //This script is used to toggle the zombie shield on/off private ["_id","_shieldGen",_doZombieShield,"_generator","_shieldRadius","_doShield","_zombieFreaks","_zombieFreak","_count","_shieldGenStatus"]; _id = _this select 2; _shieldGen = _this select 3 select 0; _doZombieShield = _this select 3 select 1; //_shieldGen removeAction _id; _shieldRadius = ZShieldRadius; zshieldActive = _this select 3 select 1; _func_zombie_shield = { //diag_log ["Stage 3 here"]; if (_doShield) then { //diag_log ["Stage 4 here"]; _shieldGen = _this select 0; _shieldGen setVariable ["ZombieShield", "true", true]; [nil,_shieldGen,rSAY,["engine_12s", _shieldRadius]] call RE; while {(_shieldGen getVariable ["ZombieShield","false"]) == "true"} do { //diag_log ["Stage 5 here"]; //_staticSounds = ["PMC_ElectricBlast1","PMC_ElectricBlast2"] call BIS_fnc_selectRandom; //[nil,_shieldGen,rSAY,[_staticSounds,_shieldRadius]] call RE; _zombieFreaks = (position _shieldGen) nearEntities ["zZombie_Base", _shieldRadius]; _count = count _zombieFreaks; for "_i" from 0 to (_count -1) do { if((_shieldGen getVariable ["GeneratorRunning", false])) then { _zombieFreak = _zombieFreaks select _i; if (ZShieldClean == 1) then { deleteVehicle _zombieFreak; } else { _zombieFreak setDamage 1; }; sleep 1; } else { _doShield = false; s_player_ZombieShield_on = -1; player removeAction s_player_ZombieShield_off; _i = 0; zshieldActive = false; _shieldGen setVariable ["ZombieShield", "false", true]; }; }; }; } else { //diag_log ["Stage 4.5 here"]; _shieldGen = _this select 0; _shieldGen setVariable ["ZombieShield", "false", true]; }; }; Variables.sqf: in dayz_resetSelfActions = { put: s_player_ZombieShield_on = -1; s_player_ZombieShield_off = -1; at bottom (some of these values are usless but i just left them as is): /**************************************************** Zombie Shield Generator Settings ****************************************************/ EnableZShield = 1; TypeOfZShield = "Generator_DZ"; AllZShieldTypes = ["CDF_WarfareBUAVterminal","Generator_DZ"]; MaxZShields = 1; ZShieldRadius = 50; ZShieldClean = 0; zshieldActive = false; The only issue i found in the bit of testing i did was if multiple players started messing with the generator some players would get some of the actions stuck in their scroll menu until relog. You only get the option to start zshield when generator is running, if you shut off the generator it will automatically shut off the zshield. if anyone wants to run with this and fix it up a bit more for multiple players go right ahead. Link to comment Share on other sites More sharing options...
rosska85 Posted August 23, 2014 Report Share Posted August 23, 2014 should give some credits to the original zombie-shield, Freaking Fred, I "believe" its his work that was used in the base building http://opendayz.net/threads/release-freds-anti-zombie-frequency-emitter-aka-zombie-shield.12340/ I actually wrote this one and it did take a bit of trial and error. This code is pulled straight from my Base Building 1.3 code for the zombie shield, just with a file name change and the BB 1.3 flag and generator checks removed. You can still see all my diag_log entries which are commented out from when I was testing to make sure it progressed through each stage as it should. It even includes variables which aren't being used because it's missing huge chunks of the relevant code needed for them. TypeOfZShield - That will work, but the BB 1.3 code includes an entry in the server_monitor.sqf tied to the next variable AllZShieldTypes - Used in conjunction with the server_monitor code, it looks for all items in that list during startup with an owner ID tied to them, and if it finds any then it checks to see if they match the current 'TypeOfZShield' and if they don't it'll change them to the current type so they still work. MaxZShields - That wont do anything without the BB 1.3 base code in which I stored the playerUID to the inventory slots of the database for base building items. In BB 1.3 the script runs a check across all other ZShield generators in the DB for the players UID and if it finds a match >= to the value of the variable then it wont let them build another. Link to comment Share on other sites More sharing options...
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