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Hatchet Bug


SLash

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Well I don`t know it is a 1.0.2.4 bug but when you use some automatic gun and then put a hatchet in your hands, it works like a machinegun...

Have tried it several times and it is so OP... I can destory even a Cinder wall during 5 minutes...

For Wood wall it`s like 1 minute..

 

Please fix it...

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What is the reason that epoch creators and developers ignore / don`t reply to this topic?

My bad english skill or post count?

 

When I searched in google for my problems solution - this post was the number 4 in the list so I think that many other Epoch server owners also have the same problem...

Can Administraion be so kind and at least anwser me, where I need to search this bug - I can try to fix it by myself...

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I've done it with multiple weapons for examlple like Bison SD and M249.

I think that main idea is that weapon primary fire need to be full auto...

The only custom addons I have are following: Tip: The same addons I had on last 1.0.2.3 version of Epoch and there was no bugs like this one...

Basic steps:

1. Take out M249 weapon and shoot some bullets...

2. Put weapon into the backpack and take hatchet

3. Star to hit something with a hatchet and it will be auto... (works 80 %)

 

1. debug.sqf

 

if (isNil "custom_monitor") then {custom_monitor = true;} else {custom_monitor = !custom_monitor;};

while {custom_monitor} do
{
    _kills =         player getVariable["zombieKills",0];
    _killsH =         player getVariable["humanKills",0];
    _killsB =         player getVariable["banditKills",0];
    _humanity =        player getVariable["humanity",0];
    _headShots =     player getVariable["headShots",0];
    hintSilent parseText format ["
    <t size='2'font='Bitstream'align='center'>%1</t><br/>
    <t size='1'font='Bitstream'align='left'>Blood:</t><t size='1' font='Bitstream'align='right'>%2</t><br/>
    <t size='1'font='Bitstream'align='left'>Humanity:</t><t size='1'font='Bitstream'align='right'>%3</t><br/>
    <t size='1'font='Bitstream'align='left'>Murders:</t><t size='1'font='Bitstream'align='right'>%4</t><br/>
    <t size='1'font='Bitstream'align='left'>Bandits Killed:</t><t size='1'font='Bitstream'align='right'>%5</t><br/>
    <t size='1'font='Bitstream'align='left'>Zombies Killed:</t><t size='1'font='Bitstream'align='right'>%6</t><br/>
    <t size='1'font='Bitstream'align='left'>Headshots:</t><t size='1'font='Bitstream'align='right'>%7</t><br/>
    <t size='1'font='Bitstream'align='left'>Survived:</t><t size='1'font='Bitstream'align='right'>%8 Days</t><br/>
    <t size='1'font='Bitstream'align='left'>FPS:</t><t size='1'font='Bitstream'align='right'>%9</t><br/>
    <t size='2'font='Bitstream'align='center'>www.Line2.lv</t><br/>

    ",dayz_playerName,r_player_blood,round _humanity,_killsH,_killsB,_kills,_headShots,(dayz_Survived),floor(diag_fps)];
sleep 1;
};
 

2. safezone.sqf

 

//Base protection for Players with Eventhandler
//
//requires Trigger with activation BLUEFOR and OPFOR with name Basis_West and Basis_East
//
// you can't fire out of your own Base
//
//Those who hit or kill Enemy in it's Base, will be killed
//
// Parameters: [name of the side trigger for the Base Area]
//
//Center_West:
//if (playerSide == WEST) then {[basis_West] execVM "safezone.sqf"};
//
//Center_East:
//if (playerSide == EAST) then {[basis_East] execVM "safezone.sqf"};
 
 
Private ["_Basis","_EH_Fired","_EH_Hit","_EH_Killed"];
 
 
_Basis = _this select 0; //Basisname
 
while {true} do
  {
    //wait until Player is in base, then start Eventhandler
    waitUntil {vehicle player in list _Basis};
    player groupchat "i am in Baseshield!";
    _EH_Fired  = vehicle player addEventHandler ["Fired", { NearestObject [_this select 0,_this select 4] setPos[0,0,0]}];
    _EH_Hit    = vehicle player addEventHandler ["Hit",  {_this select 1 setdammage 1; player setDammage 0; vehicle player setDammage 0}];
    _EH_Killed = vehicle player addEventHandler ["Killed",{_this select 1 setdammage 1}];

_zombies = _Basis nearEntities ["zZombie_Base",150];
_count = count _zombies;
 
for "_i" from 0 to (_count -1) do
{
_zombie = _zombies select _i;
_zombie setpos [-3367.739,-120.84577,-8247.0625];
};
 
    //wait until Player left base, then delete EventHandler
    waitUntil {! (vehicle player in list _Basis)};
    player groupchat "i have left Baseshield!";
    player removeEventHandler ["Fired", _EH_Fired];
    player removeEventHandler ["Hit",  _EH_Hit];
    player removeEventHandler ["Killed",_EH_Killed];
  }

 

3. kh_actions.sqf and kh_vehicle_refuel.sqf

 

 

    private ["_vehicle", "_vehicle_refuel_id"];
    //Awesomely Edited by Seven, Then modified by Muddr
    _vehicle = objNull;
    diag_log "Running ""kh_actions"".";
     
    _distance = 15; // Distance from object to display Refuel Message
    _amount= 0.02; // Amount of fuel to add per loop. Default was 0.005
     
    while {true} do
    {
        if (!isNull player) then {
            private ["_currentVehicle", "_isNearFeed", "_countFuel"];
                    _currentVehicle = vehicle player;
                    _countFuel = (count ((position _currentVehicle) nearObjects ["Land_Fuel_tank_big", _distance]));
                    _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_A_FuelStation_Feed", _distance]));
                    _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_Ind_TankSmall", _distance]));
                    _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_Ind_TankSmall2", _distance]));
                    _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_Ind_TankSmall2_EP1", _distance]));
                    _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_fuel_tank_stairs", _distance]));
                    _isNearFeed = _countFuel > 0;
     
            if (_vehicle != _currentVehicle) then {
                if (!isNull _vehicle) then {
                    _vehicle removeAction _vehicle_refuel_id;
                    _vehicle = objNull;
                };
     
                if (_currentVehicle != player && _isNearFeed && !(_currentVehicle isKindof "Bicycle")) then {
                    _vehicle = _currentVehicle;
     
                    _vehicle_refuel_id = _vehicle addAction ["Refuel", "Scripts\kh_vehicle_refuel.sqf", [_amount], -1, false, true, "", "vehicle _this == _target && local _target"];
                };
            };
       
            if (!_isNearFeed) then {
                _vehicle removeAction _vehicle_refuel_id;
                _vehicle = objNull;
            };
        };
        sleep 2;
    }
 

 

 

    private ["_target", "_caller", "_id"];
     
    _target = _this select 0;
    _caller = _this select 1;
    _id = _this select 2;
    _args = _this select 3;
    _amount = _args select 0;
     
    if (isNil "ib_refueling_in_progress") then { ib_refueling_in_progress = false; };
     
    if (!ib_refueling_in_progress) then {
     
            ib_refueling_in_progress = true;
     
            titleText ["Refueling", "PLAIN DOWN", 3];
     
            while {(vehicle _caller == _target) and (local _target)} do {
                    private ["_velocity", "_cfcust"];
       
                    _velocity = velocity _target;
                    _cfcust = fuel _target;
     
                    if ((_velocity select 0 > 1) or (_velocity select 1 > 1) or (_velocity select 2 > 1)) exitWith {
                            titleText ["Refueling Stopped", "PLAIN DOWN", 3];
                    };
                    if (_cfcust >= 1.0) exitWith {
                            titleText ["Done Refueling", "PLAIN DOWN", 3];
                    };
     
                    sleep 0.5;
     
                    _cfcust = _cfcust + _amount;
     
                    if (_cfcust >= 1.0) then { _cfcust = 1.0; };
     
                    _target setFuel _cfcust;
            };
     
            titleFadeOut 1;
     
            ib_refueling_in_progress = false;
    };
 

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Only thing I noticed with my hatchet is that it has become non-sellable to the vendors....the inventory no longer picks it up as an item in my possession for selling.  It appears all of the hatchets I have found to date have become like this (still playing on the 1.0.2.4 version due to the problems with newer version).

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