MattL Posted July 6, 2014 Author Report Share Posted July 6, 2014 you can add random quantities easy. I had this issue only on 112555 and could only replicate it on that beta patch. see above That'd be extremely hard as you would have to populate a list of players and have it show on some sort of menu...The carepackage part, or at least the booby trap part of it, would not be hard at all but the menu would be where I wouldn't be able to help. I could probably add a random chance to spawn a grenade or other large explosive shell when the player who called it comes near it on that last part, maybe a seperate carepackage that has 'better loot' but has a chance to explode? Link to comment Share on other sites More sharing options...
MattL Posted July 6, 2014 Author Report Share Posted July 6, 2014 is it possible to stop the parachute from floating away from the called position? dont want the loot landing in the sea/treetops/bear cave... You would have to disable the animation, which I believe would prevent it from actually falling without some other additional code Link to comment Share on other sites More sharing options...
MattL Posted July 6, 2014 Author Report Share Posted July 6, 2014 Here is a edited version of the regular script that includes the disabling of the chute's simulation (I let the chute run for a couple seconds then do it so it gets the velocity properly) if anyone would mind testing it. https://www.dropbox.com/s/tfhj261531ugy59/testpackage.sqf EDIT 1 : there is a high chance of this not working, but I don't have a server to test it on anymore so input from the community on whether or not this works (and if it doesnt, the specific errors you encounter) would be lovely! EDIT 2 : Sorry for the spam all of a sudden, just got home from vacation :D Link to comment Share on other sites More sharing options...
tarvin Posted July 6, 2014 Report Share Posted July 6, 2014 Hi. i test testpackage.sqf. Not work form me:( Just spawn box on ground:) Not use parachute. For call I use script mudzereili: if (!isDedicated) then { DZE_CLICK_ACTIONS = DZE_CLICK_ACTIONS + [["ItemBriefCase100oz","Call Drop Now","execVM 'addons\calldrop\testpackage.sqf';"]]; }; Box spawn before me and blue smock on ground ;) And timer next spawn not work two :( Link to comment Share on other sites More sharing options...
MattL Posted July 6, 2014 Author Report Share Posted July 6, 2014 Hi. i test testpackage.sqf. Not work form me:( Just spawn box on ground:) Not use parachute. For call I use script mudzereili: if (!isDedicated) then { DZE_CLICK_ACTIONS = DZE_CLICK_ACTIONS + [["ItemBriefCase100oz","Call Drop Now","execVM 'addons\calldrop\testpackage.sqf';"]]; }; Box spawn before me and blue smock on ground ;) And timer next spawn not work two :( Is the chute spawning? Any errors in the rpt? Link to comment Share on other sites More sharing options...
tarvin Posted July 6, 2014 Report Share Posted July 6, 2014 are you using the normal version or the test version I just put up? Is the chute spawning? Any errors in the rpt? on normal version - carepackage.sqf paradrop good but not take any item on box :( on test version all good take but box just spawn on ground i test it both nowl -> if (!isDedicated) then { // DZE_CLICK_ACTIONS = DZE_CLICK_ACTIONS + [["ItemBriefCase100oz","Call Drop Now","execVM 'addons\calldrop\testpackage.sqf';"]]; DZE_CLICK_ACTIONS = DZE_CLICK_ACTIONS + [["ItemBriefCase100oz","Call Drop Now","execVM 'addons\calldrop\carepackage.sqf';"]]; }; And i see another code for paradrop on UKR forum: SQS: // player exec "MENU\TRANS\radio_chat.sqs" // _man = _this select 1 _fla = _this select 2 _transport1 = getpos player ~5 _transport1 = createVehicle ["M1030_US_DES_EP1", position player, [], 100, "fly"]; _fla = "F_40mm_Red" createVehicle [getPos _transport1 select 0,getPos _transport1 select 1,+50] ~0.2 _chute = createVehicle ["ParachuteMediumWest_EP1", position _transport1, [], 0, "fly"]; _chute setpos [(getpos _transport1 select 0),(getpos _transport1 select 1),(getpos _transport1 select 2)+100] #start _flar attachto [_transport1,[0,0,+1]] _fla attachto [_transport1,[0,0,-1]] _transport1 attachto [_chute,[0,0,+1]] _transport1 setdir getdir _chute _transport1 setdir getdir _transport1 ? (not alive _transport1):goto "start" _man removeAction trans1; _man removeAction trans2; _man removeAction trans3; _man removeAction trans4; _man removeAction trans5; ~25 _flar = "F_40mm_Green" createVehicle [getPos _transport1 select 0,getPos _transport1 select 1,+50] hint localize "MN_CHAT_1" ~5 _smoke = createVehicle ["SmokeShellGreen", _transport1, [], 5, "None"] ~ 15 _smokes = createVehicle ["SmokeShellBlue", _transport1, [], 5, "None"] #flare ? (!isNull _flare1) : deletevehicle _flare1 _flare1 = "F_40mm_Red" createVehicle [getPos _transport1 select 0,getPos _transport1 select 1,+150] @ ((getpos _flare1 select 2 <= 5) || ((player distance _transport1) < 10)) ? ((player distance _transport1) < 10) : goto "end" ? ((getpos _flare1 select 2 <= 5) && ((player distance _transport1) > 10)) : goto "flare" #end _a=1800 #timer _a=_a-1 ~1 hintsilent format [(localize "MN_TIMER" + "%1"), _a] ?(_a==0):goto "timerend" goto "timer" #timerend hint localize "MN_CHAT_2" ~0.1 _man addAction [localize "MN_MAIN","MENU\player_MENU.sqf",[], 10, false, false, "", "_target == player"] exit Autor create loot box or vehicle and use logic: Create parachute on player pos -> atach box, -> atach flaer, -> box para-down through ground ->clear box. -> create second box in coord first box down. ->fill loot second box -> profit. And attach second flaer when box down please :) Link to comment Share on other sites More sharing options...
MattL Posted July 6, 2014 Author Report Share Posted July 6, 2014 on normal version - carepackage.sqf paradrop good but not take any item on box :( on test version all good take but box just spawn on ground i test it both nowl -> if (!isDedicated) then { // DZE_CLICK_ACTIONS = DZE_CLICK_ACTIONS + [["ItemBriefCase100oz","Call Drop Now","execVM 'addons\calldrop\testpackage.sqf';"]]; DZE_CLICK_ACTIONS = DZE_CLICK_ACTIONS + [["ItemBriefCase100oz","Call Drop Now","execVM 'addons\calldrop\carepackage.sqf';"]]; }; And i see another code for paradrop on UKR forum: SQS: // player exec "MENU\TRANS\radio_chat.sqs" // _man = _this select 1 _fla = _this select 2 _transport1 = getpos player ~5 _transport1 = createVehicle ["M1030_US_DES_EP1", position player, [], 100, "fly"]; _fla = "F_40mm_Red" createVehicle [getPos _transport1 select 0,getPos _transport1 select 1,+50] ~0.2 _chute = createVehicle ["ParachuteMediumWest_EP1", position _transport1, [], 0, "fly"]; _chute setpos [(getpos _transport1 select 0),(getpos _transport1 select 1),(getpos _transport1 select 2)+100] #start _flar attachto [_transport1,[0,0,+1]] _fla attachto [_transport1,[0,0,-1]] _transport1 attachto [_chute,[0,0,+1]] _transport1 setdir getdir _chute _transport1 setdir getdir _transport1 ? (not alive _transport1):goto "start" _man removeAction trans1; _man removeAction trans2; _man removeAction trans3; _man removeAction trans4; _man removeAction trans5; ~25 _flar = "F_40mm_Green" createVehicle [getPos _transport1 select 0,getPos _transport1 select 1,+50] hint localize "MN_CHAT_1" ~5 _smoke = createVehicle ["SmokeShellGreen", _transport1, [], 5, "None"] ~ 15 _smokes = createVehicle ["SmokeShellBlue", _transport1, [], 5, "None"] #flare ? (!isNull _flare1) : deletevehicle _flare1 _flare1 = "F_40mm_Red" createVehicle [getPos _transport1 select 0,getPos _transport1 select 1,+150] @ ((getpos _flare1 select 2 <= 5) || ((player distance _transport1) < 10)) ? ((player distance _transport1) < 10) : goto "end" ? ((getpos _flare1 select 2 <= 5) && ((player distance _transport1) > 10)) : goto "flare" #end _a=1800 #timer _a=_a-1 ~1 hintsilent format [(localize "MN_TIMER" + "%1"), _a] ?(_a==0):goto "timerend" goto "timer" #timerend hint localize "MN_CHAT_2" ~0.1 _man addAction [localize "MN_MAIN","MENU\player_MENU.sqf",[], 10, false, false, "", "_target == player"] exit Autor create loot box or vehicle and use logic: Create parachute on player pos -> atach box, -> atach flaer, -> box para-down through ground ->clear box. -> create second box in coord first box down. ->fill loot second box -> profit. And attach second flaer when box down please :) I need to know of the errors in the arma2oaserver.rpt with testpackage.sqf and also what beta you're running. Link to comment Share on other sites More sharing options...
tarvin Posted July 6, 2014 Report Share Posted July 6, 2014 dayzepoch 1.5.0.1 betapath 112555 i use infistar and battleye but i off both on test. my RPT : carepackage.sqf (in start this post) ->>> 3:28:34 "Deleting object ParachuteMediumEast with invalid ID at pos [7846.08,11370.4,0.0256805]" my RPT : testpackage.sqf (on last version) clear switch off or remove the connection infistar or battleeye had no impact on the result is not, nor logs. Link to comment Share on other sites More sharing options...
MattL Posted July 6, 2014 Author Report Share Posted July 6, 2014 dayzepoch 1.5.0.1 betapath 112555 i use infistar and battleye but i off both on test. my RPT : carepackage.sqf (in start this post) ->>> 3:28:34 "Deleting object ParachuteMediumEast with invalid ID at pos [7846.08,11370.4,0.0256805]" my RPT : testpackage.sqf (on last version) clear switch off or remove the connection infistar or battleeye had no impact on the result is not, nor logs. 112555 is the cause of the vast majority of your issues with these scripts. Please update to 125548 or anything more recent than 112555. Link to comment Share on other sites More sharing options...
tarvin Posted July 6, 2014 Report Share Posted July 6, 2014 112555 last path on non steam version 80% players use dayz comander for play dayzepoch not use steam:) . And on steam path 125548 scrip not work two :) Link to comment Share on other sites More sharing options...
MattL Posted July 6, 2014 Author Report Share Posted July 6, 2014 125548 is stable. I have many server owner friends who use it and have very popular servers. 112555 is a legitimate broken patch, and is known to be broken. DayZ Commander *SHOULD* be updated soon, but until then players with playwithsix and who are smart enough to use a .bat file can still join the server. Link to comment Share on other sites More sharing options...
Magz Posted July 7, 2014 Report Share Posted July 7, 2014 on that last part, maybe a seperate carepackage that has 'better loot' but has a chance to explode? Matt, I was thinking not to actually call it directly for the person via a menu, but instead to call a deliberate explosive care package while you're near the person so they see it come down thinking you called it for yourself. The player calling it of course wouldn't interact with it, but the player(s) close by would, then BOOM! Is it possible to call a carepackage somewhere via the map. For example, I'm on the coast (just died) a friend of mine is in our base. That friend pulls some briefs from my safe and calls a care package which opens the map and he chooses where to drop it on the coast for me. I run to it and proceed? I honestly don't know if that's possible, but your scripts make me think a lot of the time that anythings possible and if anyone would know if it can be done, you would. Link to comment Share on other sites More sharing options...
MattL Posted July 7, 2014 Author Report Share Posted July 7, 2014 Matt, I was thinking not to actually call it directly for the person via a menu, but instead to call a deliberate explosive care package while you're near the person so they see it come down thinking you called it for yourself. The player calling it of course wouldn't interact with it, but the player(s) close by would, then BOOM! Is it possible to call a carepackage somewhere via the map. For example, I'm on the coast (just died) a friend of mine is in our base. That friend pulls some briefs from my safe and calls a care package which opens the map and he chooses where to drop it on the coast for me. I run to it and proceed? I honestly don't know if that's possible, but your scripts make me think a lot of the time that anythings possible and if anyone would know if it can be done, you would. that probably is possible actually. Link to comment Share on other sites More sharing options...
MattL Posted July 8, 2014 Author Report Share Posted July 8, 2014 no longer relevant Link to comment Share on other sites More sharing options...
choppra Posted July 8, 2014 Report Share Posted July 8, 2014 ill test this tonight and let you know Link to comment Share on other sites More sharing options...
MattL Posted July 8, 2014 Author Report Share Posted July 8, 2014 also going to be working on the onMapClick thing that MagZ was looking for Magz 1 Link to comment Share on other sites More sharing options...
choppra Posted July 8, 2014 Report Share Posted July 8, 2014 so i just tested it out.. spawns nice and it looks great but i cant remove anything from the crate. Any idea why? I am running BEC and Infistar. Link to comment Share on other sites More sharing options...
MattL Posted July 8, 2014 Author Report Share Posted July 8, 2014 so i just tested it out.. spawns nice and it looks great but i cant remove anything from the crate. Any idea why? I am running BEC and Infistar. I'm gonna guess that you are running 112555. This has been addressed a couple of times before, on this post. 112555 is a broken patch. also, you might have to turn the hacked box check off. Link to comment Share on other sites More sharing options...
choppra Posted July 8, 2014 Report Share Posted July 8, 2014 Ah, my mistake. Didnt package my pbo after change. Testing now. Love the fact that the smoke launches - it will give your position away. Link to comment Share on other sites More sharing options...
choppra Posted July 8, 2014 Report Share Posted July 8, 2014 hey, so i'm running 125548 on 1.0.5.1 with the same issue. You stated you have people running this on 125548, correct? (i may have misread). Link to comment Share on other sites More sharing options...
MattL Posted July 8, 2014 Author Report Share Posted July 8, 2014 I ran this on my test server with no problems accessing the gear and taking items out of it, on 1051, 125548 hey, so i'm running 125548 on 1.0.5.1 with the same issue. You stated you have people running this on 125548, correct? (i may have misread). Link to comment Share on other sites More sharing options...
choppra Posted July 8, 2014 Report Share Posted July 8, 2014 ok, might be doing something wrong. I'll back track and check. Could it be Infistar? I've never added anything yet to whitelist so i may have done that incorrectly. Link to comment Share on other sites More sharing options...
MattL Posted July 8, 2014 Author Report Share Posted July 8, 2014 ok, might be doing something wrong. I'll back track and check. Could it be Infistar? I've never added anything yet to whitelist so i may have done that incorrectly. in the ahconfig check that the hacked box check is turned off. I know for a fact that specific function will cause issues Link to comment Share on other sites More sharing options...
Magz Posted July 8, 2014 Report Share Posted July 8, 2014 also going to be working on the onMapClick thing that MagZ was looking for This is going to be awesome! Link to comment Share on other sites More sharing options...
MattL Posted July 8, 2014 Author Report Share Posted July 8, 2014 This is going to be awesome! probably have it out for you tomorrow night. Magz 1 Link to comment Share on other sites More sharing options...
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