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[Discussion] "Epoch" Server Scripts


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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
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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.

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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.

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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)
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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:

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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 ?

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  • 3 months later...
  • 4 weeks later...

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)

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