Bungle Posted June 16, 2013 Author Report Share Posted June 16, 2013 Ahh so the same issue I have.. Glad I am not going crazy then :D Link to comment Share on other sites More sharing options...
MadMartyr Posted June 16, 2013 Report Share Posted June 16, 2013 I have R3F Lift and Tow working just fine here. Only things you should need are as follows: In MPMissions/Instance/init.sqf execVM "R3F_ARTY_AND_LOG\init.sqf"; Then update the class names for vehicles in MPMissions\Instance\R3F_ARTY_AND_LOG/addons_config/arma2_CO_objects.sqf Link to comment Share on other sites More sharing options...
MadMartyr Posted June 16, 2013 Report Share Posted June 16, 2013 I'm working on some changes to the fog removal mod to provide admins with some finer controls (and to make it easier). I'll post it when I'm done. Link to comment Share on other sites More sharing options...
lolw00t Posted June 16, 2013 Report Share Posted June 16, 2013 MadMartyr would it just be easier to change the DynamicWeatherEffects that way you dont have to make any changes to BE on behalf of weather(read fog :D ) and you can increase(or decrease) wind,rain & overcast(less overcast will make it easier to see at night. Link to comment Share on other sites More sharing options...
MadMartyr Posted June 16, 2013 Report Share Posted June 16, 2013 Isn't that a client-side bit? EDIT: I tried it anyway. Pulled it out of dayz_code.pbo, changed my values, called it in compiles.sqf, no change. Link to comment Share on other sites More sharing options...
Absolution Posted June 17, 2013 Report Share Posted June 17, 2013 To remove fog first create an effects.sqf looking like this: setviewdistance 3000; bis_fog = 0; setviewdistance 3000; 0 setovercast 0; 0 setrain 0; //0 setfog 0; 0 setfog bis_fog; [] spawn { _delay = 3; sleep 0.01; while {true} do { _delay setovercast 0; _delay setrain 0; _delay setfog bis_fog; sleep _delay ; }; }; Place it in the root of mission.pbo Then go to your init.sqf and find: if (!isDedicated) then { //Conduct map operations 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); Make it say: if (!isDedicated) then { [] execVM "effects.sqf"; //Conduct map operations 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); Re-Pack and it should be gone You might get a script restriction but I assume you know how to fix those in BE. Link to comment Share on other sites More sharing options...
MadMartyr Posted June 17, 2013 Report Share Posted June 17, 2013 Well, I have the rest of the weather mods working, but I'm betting the fog I still see is due to a limitation in the DayZ code (reports abound that 2500m is locked in somehow). Here's my weatherControl.sqf, place in a folder under your mission called "custom": /** * Weather Modification Script * By MadMartyr (http://www.anthonygcyphers.com) * Based on the No Fog Script originally by CommanderRetra and AudioRejectz (http://opendayz.net/threads/no-fog-script.9579/) * Last Update: 6/16/2013 * ----------------------------------------------------------------------------- * Add to init.sqf: * dayz_enableWeatherMods = true; // Determines if the weather modifications below are modified. * dayz_viewDistance = 1000; // Default = 1000 * dayz_enableRain = true; // Default = true, controls rain (at least at server-up) * dayz_enableOvercast = true; // Default = true, controls overcast (at least at server-up) * dayz_enableFog = true; // Default = true, controls fog effect (at least at server-up) * [] execVM "weatherControl.sqf"; */ diag_log("DEBUG: WeatherControl Initialized" ); if (dayz_enableWeatherMods) then { diag_log( "DEBUG: WeatherControl Mods Enabled with viewDistance=" + str(dayz_viewDistance) + ", enableFog=" + str(dayz_enableFog) + ", enableOvercast=" + str(dayz_enableOvercast) + ", enableRain=" + str(dayz_enableRain) + "." ); if (!dayz_enableFog) then { bis_fog = 0; } else { bis_fog = 1; }; if (!dayz_enableOvercast) then { mm_Overcast = 0; } else { mm_Overcast = 1; }; if (!dayz_enableRain) then { mm_Rain = 0; } else { mm_Rain = 1; }; 0 setfog bis_fog; 0 setOvercast mm_Overcast; 0 setRain mm_Rain; setViewDistance dayz_viewDistance; [] spawn { _delay = 3; sleep 0.01; while {true} do { _delay setovercast mm_Overcast; _delay setrain mm_Rain; _delay setfog bis_fog; setViewDistance dayz_viewDistance; sleep _delay; }; }; Called from init.sqf under the if (!isDedicated) then { line at the bottom of the file (last line before the closing bracket in that conditional statement): _void = [] execVM "custom\weatherControl.sqf"; And options in init.sqf (mine is just before my custom loadout definitions): dayz_enableWeatherMods = true; // Determines if the weather modifications below are modified. dayz_viewDistance = 1000; // Default = 1000 dayz_enableRain = false; // Default = true, controls rain (at least at server-up) dayz_enableOvercast = false; // Default = true, controls overcast (at least at server-up) dayz_enableFog = false; // Default = true, controls fog effect (at least at server-up) Link to comment Share on other sites More sharing options...
cake eater Posted June 24, 2013 Report Share Posted June 24, 2013 Freds zombie bait & bombhttp://opendayz.net/threads/release-freds-zombie-bait-wip.10701/ Freds zombie fieldhttp://opendayz.net/threads/release-freds-anti-zombie-frequency-emitter-aka-zombie-shield.10778/ Tent sleep healhttp://opendayz.net/threads/krixes-tent-sleep-healing-script.9260/ I didnt see these guys listed on the release thread... are you planning to add them as well? I cant tell you how many people you guys are making happy with the work you are all doing... I know theres a lot of others like me that have no plans of 'pro' server and just want something we have a little control over for a few friends and family to play on... :wub: Link to comment Share on other sites More sharing options...
cake eater Posted June 24, 2013 Report Share Posted June 24, 2013 Oh yeah... you also mentioned mmmyum's Zed Changes in one of the other threads... this and a quick easy way to change zombie damage and I would have everything I really want!... well until I see you guys talk about something else anyway! :P Link to comment Share on other sites More sharing options...
lolw00t Posted June 25, 2013 Report Share Posted June 25, 2013 Cake Eater i know the tent sleep heal will be in the custom package at some point im having a little problem with white listing Fred´s stuff in BE, but when i find out i will properly also be in the package anyone had success with white listing Freds stuff ? Link to comment Share on other sites More sharing options...
Bungle Posted June 25, 2013 Author Report Share Posted June 25, 2013 Ask Fred? He is a nice guy always willing to assist. If its for a custom pack to stop the questions I think he will be all for it :) Link to comment Share on other sites More sharing options...
lolw00t Posted June 25, 2013 Report Share Posted June 25, 2013 will do that when i look at them again cake eater 1 Link to comment Share on other sites More sharing options...
SoWxH3ADSH0T Posted September 26, 2013 Report Share Posted September 26, 2013 Does anyone know how to get admin tools teleporting working? Link to comment Share on other sites More sharing options...
ahughes3 Posted October 24, 2013 Report Share Posted October 24, 2013 Does anyone know where I could get (happy to pay for) a custom mod pack for dayz epoch that will work with 1.0.2.4. I'm looking for: self blood auto-refuel missions no fog short nights lights kill messages If anyone has something already, can point me in the direction or is willing to script it for me I'd be happy to compensate you. Thanks Andy B) Link to comment Share on other sites More sharing options...
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