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How To Make A Custom Folder With The Need's


(AOW)Recon

Question

How to make a Custom "compiles.sqf"

 

  • In you "init.sqf" find:
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";	          //Compile regular functions
  • And Under That insert:
call compile preprocessFileLineNumbers "Custom\compiles.sqf";	          //Compile regular functions
  • So it look's like this:
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;
(NOTE YOU CAN MARK THE OTHER ONE OUT)

//call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";          //Compile regular functions

call compile preprocessFileLineNumbers "custom\compiles.sqf";                            //Compile custom compiles
progressLoadingScreen 0.5;

 

Then Make a "Custom" Folder in your main mission file.

After you have done that make a "compiles.sqf" and in side the "Custom" folder and paste:

 

//Player only

if (!isDedicated) then {
"filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
 
BIS_Effects_Burn = compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombie
player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them
fnc_usec_damageActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageActions.sqf"; //Checks which actions for nearby casualty
fnc_inAngleSector = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf"; //Checks which actions for nearby casualty
fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; //Checks which actions for self
fnc_usec_unconscious = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf";
player_temp_calculation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf"; //Temperatur System //TeeChange
player_weaponFiredNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponFiredNear.sqf";
player_animalCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_animalCheck.sqf";
player_spawnCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf";
//player_spawnLootCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnlootCheck.sqf";
//player_spawnZedCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnzedCheck.sqf";
building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf";
//player_taskHint = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_taskHint.sqf";
building_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf";
//animal_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\animal_monitor.sqf";
//building_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\building_monitor.sqf";
player_fired = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf"; //Runs when player fires. Alerts nearby Zeds depending on calibre and audial rating
player_packTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf";
//control_zombieAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\control_zombieAgent.sqf";
player_updateGui = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGui.sqf";
player_crossbowBolt = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_crossbowBolt.sqf";
stream_locationFill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\stream_locationFill.sqf";
stream_locationDel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\stream_locationDel.sqf";
stream_locationCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\stream_locationCheck.sqf";
player_music = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_music.sqf"; //Used to generate ambient music
//player_login = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_login.sqf"; //Used to generate ambient music
player_death = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_death.sqf";
player_switchModel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf";
player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf";
world_sunRise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_sunRise.sqf";
world_surfaceNoise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_surfaceNoise.sqf";
player_humanityMorph = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf";
player_throwObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_throwObject.sqf";
player_alertZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_alertZombies.sqf";
player_fireMonitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf";
player_countMagazines = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_countMagazines.sqf";
player_forceSave = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_forceSave.sqf";
player_Bubble = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_Bubble.sqf";
 
//Objects
object_roadFlare = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_roadFlare.sqf";
object_setpitchbank = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_setpitchbank.sqf";
object_monitorGear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_monitorGear.sqf";
 
//Zombies
zombie_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_findTargetAgent.sqf";
zombie_loiter = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_loiter.sqf"; //Server compile, used for loiter behaviour
zombie_generate = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf"; //Server compile, used for loiter behaviours
 
//actions
player_addToolbelt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addToolbelt.sqf";
player_addtoBack = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addtoBack.sqf";
player_reloadMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_reloadMags.sqf";
player_tentPitch = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\tent_pitch.sqf";
player_createstash = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_createstash.sqf";
player_drink = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_drink.sqf";
player_eat = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_eat.sqf";
player_useMeds = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useMeds.sqf";
player_fillWater = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\water_fill.sqf";
player_makeFire = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_makefire.sqf";
player_chopWood = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_chopWood.sqf";
player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf";
object_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_build.sqf";
player_wearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf";
player_dropWeapon = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_dropWeapon.sqf";
player_setTrap = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_setTrap.sqf";
object_pickup = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\object_pickup.sqf";
player_flipvehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_flipvehicle.sqf";
player_sleep = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sleep.sqf";
player_combineMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_combineMags.sqf";
player_createquiver = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_createQuiver.sqf";
player_fillquiver = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_fillQuiver.sqf";
player_takearrow = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_takeArrow.sqf";
player_switchWeapon = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_switchWeapon.sqf";
player_goFishing = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_goFishing.sqf";
player_gather = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_gather.sqf";
 
//ui
player_selectSlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf";
player_gearSet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSet.sqf";
ui_changeDisplay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_changeDisplay.sqf";
    ui_gear_sound = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_gear_sound.sqf";
 
//playerstats
horde_epeen_fnc_fill_page = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\fill_page_fnc.sqf";
horde_epeen_determine_humanity_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\determine_humanity_fnc.sqf";
horde_epeen_setText_journal_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\epeen_setText_journal.sqf";
horde_epeen_setText_humanity_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\epeen_setText_humanity.sqf";
horde_epeen_setText_stats_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\epeen_setText_stats.sqf";
horde_epeen_show_humanity_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\show_humanity_fnc.sqf";
 
//System
player_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_monitor.sqf";
player_spawn_1 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_1.sqf";
player_spawn_2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_2.sqf";
onPreloadStarted "dayz_preloadFinished = false;";
onPreloadFinished "dayz_preloadFinished = true;";
infectedcamps = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_infectedcamps.sqf";
camp_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\camp_spawnZombies.sqf"; //Server compile, used for loiter behaviour
 
//Crafting
fn_updateCraftUI = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_updateCraftUI.sqf";
player_craftItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf";
player_checkRecipe = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_checkRecipe.sqf";
 
// TODO: need move it in player_monitor.fsm
// allow player disconnect from server, if loading hang, kicked by BE etc.
 
//This is still needed but the fsm should terminate if any errors pop up.
 
[] spawn {
private["_timeOut","_display","_control1","_control2"];
disableSerialization;
_timeOut = 0;
dayz_loadScreenMsg = "";
diag_log "DEBUG: loadscreen guard started.";
_display = uiNameSpace getVariable "BIS_loadingScreen";
if (!isNil "_display") then {
_control1 = _display displayctrl 8400;
_control2 = _display displayctrl 102;
};
 
// 120 sec timeout (12000 * 0.01)
while { _timeOut < 12000 } do {
if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!"; };
 
if (!isNil "_display") then {
if ( isNull _display ) then {
waitUntil { !dialog; };
startLoadingScreen ["","RscDisplayLoadCustom"];
_display = uiNameSpace getVariable "BIS_loadingScreen";
_control1 = _display displayctrl 8400;
_control2 = _display displayctrl 102;
};
 
if ( dayz_loadScreenMsg != "" ) then {
_control1 ctrlSetText dayz_loadScreenMsg;
dayz_loadScreenMsg = "";
};
 
_control2 ctrlSetText format["%1",round(_timeOut*0.01)];
};
 
_timeOut = _timeOut + 1;
 
if (_timeOut >= 12000) then {
1 cutText [localize "str_player_login_timeout", "PLAIN DOWN"];
sleep 10;
endLoadingScreen;
endMission "END1";
};
 
sleep 0.01;
};
};
 
dayz_losChance = {
//private["_agent","_maxDis","_dis","_val","_maxExp","_myExp"];
_agent = _this select 0;
_dis = _this select 1;
_maxDis = _this select 2;
//diag_log ("VAL:  " + str(_this));
_val = (_maxDis - _dis) max 0;
_maxExp = ((exp 2) * _maxDis);
_myExp = ((exp 2) * (_val)) / _maxExp;
_myExp = _myExp * 0.7;
_myExp
};
 
ui_initDisplay = {
private ["_ctrlBleed","_ctrlFracture"];
disableSerialization;
_display = uiNamespace getVariable 'DAYZ_GUI_display';
_control = _display displayCtrl 1204;
_control ctrlShow false;
if (!r_player_injured) then {
_ctrlBleed = _display displayCtrl 1303;
_ctrlBleed ctrlShow false;
};
if (!r_fracture_legs and !r_fracture_arms) then {
_ctrlFracture = _display displayCtrl 1203;
_ctrlFracture ctrlShow false;
};
};
 
dayz_angleCheck = {
private ["_degree","_tPos","_zPos","_inAngle"];
_target = _this select 0;
_agent = _this select 1;
_degree = _this select 2;
_inAngle = false;
_tPos = (getPosASL _target);
_zPos = (getPosASL _agent);
_eyeDir = (direction _agent);
_inAngle = [_zPos,_eyeDir,_degree,_tPos] call fnc_inAngleSector;
_inAngle
};
 
dayz_AttackCheck = {
private ["_cantSee","_attackCheck"];
_target = _this select 0;
_agent = _this select 1;
_degree = _this select 2;
_attackCheck = false;
_inAngle = [_target,_agent,_degree] call dayz_angleCheck;
if (_inAngle) then  {
_cantSee = [_target,_agent] call dayz_losCheck;
if (!_cantSee) then {
_attackCheck = true;
};
};
_attackCheck
};
 
dayz_losCheck = {
private "_cantSee";
_target = _this select 0; // PUT THE PLAYER IN FIRST ARGUMENT!!!!
_agent = _this select 1;
_cantSee = true;
if (!isNull _target) then {
private ["_tPos","_zPos"];
_tPos = eyePos _target;
_zPos = eyePos _agent;
if ((count _tPos > 0) and (count _zPos > 0)) then {
_cantSee = terrainIntersectASL [_tPos, _zPos];
if (!_cantSee) then {
_cantSee = lineIntersects [_tPos, _zPos, _agent, vehicle _target];
};
};
};
_cantSee
};
 
/* //not actually used
dayz_losCheck_attack = {
private["_target","_agent","_cantSee"];
_target = _this select 0;
_agent = _this select 1;
_cantSee = true;
if (!isNull _target) then {
_tPos = [_target select 0, _target select 1, eyePos _target select 2];
_zPos = [_agent select 0, _agent select 1, eyePos _agent select 2];
if ((count _tPos > 0) and (count _zPos > 0)) then {
_cantSee = terrainIntersectASL [_tPos, _zPos];
if (!_cantSee) then {
_cantSee  = lineIntersects [_tPos, _zPos, _agent, _target];
};
};
};
_cantSee
}; */
 
dayz_spaceInterrupt = {
private "_handled";
_dikCode = _this select 1;
_shiftState = _this select 2;
_ctrlState = _this select 3;
_altState = _this select 4;
_handled = false;
 
// Disable ESC after death (not sure if needed but it's here to make sure)
if (_dikCode == 0x01 && r_player_dead) then {
_handled = true;
};
 
switch (_dikCode) do {
case 0x02: {
["rifle"] spawn player_switchWeapon;
_handled = true;
};
case 0x03: {
["pistol"] spawn player_switchWeapon;
_handled = true;
};
case 0x04: {
["melee"] spawn player_switchWeapon;
_handled = true;
};
default {
if (_dikCode in [0x58,0x57,0x44,0x43,0x42,0x41,0x40,0x3F,0x3E,0x3D,0x3C,0x3B,0x0B,0x0A,0x09,0x08,0x07,0x06,0x05]) then {
_handled = true;
};
};
};
 
if ((_dikCode in actionKeys "Gear") and (vehicle player != player) and !_shiftState and !_ctrlState and !_altState && !dialog) then {
createGearDialog [player, "RscDisplayGear"];
_handled = true;
};
 
//if (_dikCode in actionKeys 'MoveForward' or _dikCode in actionKeys 'MoveBack') then {r_interrupt = true};
//Prevent exploit of drag body
if ((_dikCode in actionKeys "Prone") and r_drag_sqf) then { force_dropBody = true; };
if ((_dikCode in actionKeys "Crouch") and r_drag_sqf) then { force_dropBody = true; };
 
if (_dikCode in actionKeys "MoveLeft") then {r_interrupt = true};
if (_dikCode in actionKeys "MoveRight") then {r_interrupt = true};
if (_dikCode in actionKeys "MoveForward") then {r_interrupt = true};
if (_dikCode in actionKeys "MoveBack") then {r_interrupt = true};
if (_dikCode in actionKeys "ForceCommandingMode") then {_handled = true};
if (_dikCode in actionKeys "PushToTalk" and (time - dayz_lastCheckBit > 10)) then {
dayz_lastCheckBit = time;
[player,15,true,(getPosATL player)] call player_alertZombies;
};
if (_dikCode in actionKeys "VoiceOverNet" and (time - dayz_lastCheckBit > 10)) then {
dayz_lastCheckBit = time;
[player,15,true,(getPosATL player)] call player_alertZombies;
};
if (_dikCode in actionKeys "PushToTalkDirect" and (time - dayz_lastCheckBit > 10)) then {
dayz_lastCheckBit = time;
[player,5,false,(getPosATL player)] call player_alertZombies;
};
if (_dikCode in actionKeys "Chat" and (time - dayz_lastCheckBit > 10)) then {
dayz_lastCheckBit = time;
[player,15,false,(getPosATL player)] call player_alertZombies;
};
if (_dikCode in actionKeys "User20" or _dikCode in actionKeys "NetworkStats") then {
if (!dayz_isSwimming and !dialog) then {
[player,4,true,(getPosATL player)] call player_alertZombies;
createDialog "horde_journal_front_cover";
};
_handled = true;
};
if ((_dikCode in [0x3E,0x0F,0xD3]) and (time - dayz_lastCheckBit > 10)) then {
dayz_lastCheckBit = time;
call player_forceSave;
};
if (_dikCode in [0xB8,0x38,0x3E,0x2A,0x36,0x01]) then {
_displayg = findDisplay 106;
if (!isNull _displayg) then {
call player_forceSave;
} else {
if (dialog) then {
call player_forceSave;
};
};
};
_object = player getVariable ["constructionObject", objNull];
if (!isNull _object and _dikCode in actionKeys "LeanLeft") then {
_dir = getDir _object - 3;
_object setDir _dir;
_handled = true;
};
if (!isNull _object and _dikCode in actionKeys "LeanRight") then {
_dir = getDir _object + 3;
_object setDir _dir;
_handled = true;
};
_handled
};
 
player_guiControlFlash = {
//private["_control"];
//_control = _this;
if (ctrlShown _this) then {
_this ctrlShow false;
} else {
_this ctrlShow true;
};
};
 
gear_ui_offMenu = {
private["_control","_parent","_menu","_grpPos"];
disableSerialization;
_control = _this select 0;
_parent = findDisplay 106;
if (!(_this select 3)) then {
for "_i" from 0 to 9 do {
_menu = _parent displayCtrl (1600 + _i);
_menu ctrlShow false;
};
_grpPos = ctrlPosition _control;
_grpPos set [3,0];
_control ctrlSetPosition _grpPos;
_control ctrlShow false;
_control ctrlCommit 0;
};
};
 
 
gear_ui_init = {
//private["_control","_parent","_menu","_grpPos"];
disableSerialization;
_parent = findDisplay 106;
_control = _parent displayCtrl 6902;
for "_i" from 0 to 9 do {
_menu = _parent displayCtrl (1600 + _i);
_menu ctrlShow false;
};
_grpPos = ctrlPosition _control;
_grpPos set [3,0];
_control ctrlSetPosition _grpPos;
_control ctrlShow false;
_control ctrlCommit 0;
};
 
gear_ui_hide = {
//private["_display","_BP"];
disableSerialization;
_display = findDisplay 106;
_BP = unitBackpack player;
if (ctrlShown (_display displayCtrl 159)) then {//prevent background images in backpack view
for "_i" from 1006 to 1011 do {
(_display displayCtrl _i) ctrlShow false;
};
} else {
for "_i" from 1006 to 1011 do {
if (!(ctrlShown (_display displayCtrl _i))) then {
(_display displayCtrl _i) ctrlShow true;
};
};
};
//hide buttons if unnecessary
if (isNull _BP || ((typeOf _BP) == "")) then {
(_display displayCtrl 132) ctrlShow false;
(_display displayCtrl 157) ctrlShow false;
(_display displayCtrl 158) ctrlShow false;
};
 
// Prevent carrying 2 rifles 'exploit'
if (primaryWeapon player == "" && dayz_onBack != "" && !(dayz_onBack in MeleeWeapons)) then {
["gear"] call player_switchWeapon;
};
 
if (primaryWeapon player != "" && (primaryWeapon player in MeleeWeapons || dayz_onBack in MeleeWeapons)) then {
(_display displayCtrl 1204) ctrlShow true;
} else {
(_display displayCtrl 1204) ctrlShow false;
};
 
if (DayZ_onBack != "") then {
(_display displayCtrl 1208) ctrlShow true;
} else {
(_display displayCtrl 1208) ctrlShow false;
};
 
for "_i" from 0 to (lbSize (_display displayCtrl 105)) - 1 do {
(_display displayCtrl 105) lbSetColor [_i, [0.06, 0.05, 0.03, 1]];
};
};
 
dayz_lowHumanity = {
//private["_unit","_humanity","_delay"];
_unit = _this;
if ((_unit distance player) < 15) then {
private "_humanity";
_humanity = _unit getVariable["humanity",0];
dayz_heartBeat = true;
if (_humanity < -3000) then {
private "_delay";
_delay = ((10000 + _humanity) / 5500) + 0.3;
playSound "heartbeat_1";
sleep _delay;
};
dayz_heartBeat = false;
};
};
 
dayz_meleeMagazineCheck = {
//private["_meleeNum","_magType","_wpnType","_ismelee"];
_wpnType = primaryWeapon player;
_ismelee = (gettext (configFile >> "CfgWeapons" >> _wpnType >> "melee"));
if (_ismelee == "true") then {
private ["_meleeNum","_magType"];
_magType = ([] + getArray (configFile >> "CfgWeapons" >> _wpnType >> "magazines")) select 0;
_meleeNum = ({_x == _magType} count magazines player);
if (_meleeNum < 1) then {
player addMagazine _magType;
};
};
};
 
/* //not actually used...
dayz_futurePos = {
private ["_vehicle","_velo","_speed","_nextPlayerPos"];
 
_vehicle = (vehicle _this);
_velo = velocity _vehicle;
_speed = ([0, 0, 0] distance (_velo)); // buggy: if player/veh is blocked by an object, speed is not zero
_nextPlayerPos = getPosATL _this;
if (_speed > 0) then {
// try compute next player pos. This works both whether player is bare foot, or in a vehicle, whatever his place.
_velo = [ (_velo select 0) / _speed, (_velo select 1) / _speed, (_velo select 2) / _speed];  // normalize speed vector
_nextPlayerPos set [0, (_nextPlayerPos select 0) + (_velo select 0) * 1]; // 1  = a meter alongside the movement
_nextPlayerPos set [1, (_nextPlayerPos select 1) + (_velo select 1) * 1];
_nextPlayerPos set [2, (_nextPlayerPos select 2) + (_velo select 2) * 1];
};
 
_nextPlayerPos
}; */
 
dayz_originalPlayer = player;
};
 
progressLoadingScreen 0.8;
 
//Both
BIS_fnc_selectRandom = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selectRandom.sqf"; //Checks which actions for nearby casualty
fnc_buildWeightedArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf"; //Checks which actions for nearby casualty
zombie_initialize = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\zombie_init.sqf";
//object_vehicleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_vehicleKilled.sqf"; //Event handler run on damage
object_getHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_getHit.sqf"; //gets the hit value for a HitPoint (i.e. HitLegs) against the selection (i.e. "legs"), returns the value
object_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
object_processHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf"; //process the hit in the REVO damage system (records and sets hit)
//object_delLocal = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_delLocal.sqf";
//object_cargoCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_cargoCheck.sqf"; //Run by the player or server to monitor changes in cargo contents
fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damage
// Vehicle damage fix
fnc_veh_handleDam = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleDam.sqf";
fnc_veh_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleKilled.sqf";
fnc_veh_handleRepair = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleRepair.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
fnc_veh_ResetEH = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\veh_ResetEH.sqf"; //Initialize vehicle
fnc_veh_setFixServer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_setFixServer.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles)
fnc_inString = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inString.sqf";
fnc_isInsideBuilding = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding;
dayz_zombieSpeak = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_speak.sqf"; //Used to generate random speech for a unit
vehicle_getHitpoints = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getHitpoints.sqf";
local_gutObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf"; //Generated on the server (or local to unit) when gutting an object
local_zombieDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf"; //Generated by the client who created a zombie to track damage
local_setFuel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_setFuel.sqf"; //Generated when someone refuels a vehicle
local_eventKill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf"; //Generated when something is killed
//player_weaponCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponCheck.sqf"; //Run by the player or server to monitor whether they have picked up a new weapon
//curTimeStr = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_curTimeStr.sqf";
player_medBandage = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf";
player_medInject = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medInject.sqf";
player_medEpi = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medEpi.sqf";
player_medTransfuse = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medTransfuse.sqf";
player_medMorphine = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medMorphine.sqf";
player_medPainkiller = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medPainkiller.sqf";
player_medAntiBiotics = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medAntibiotics.sqf";
player_humanityChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityChange.sqf";
spawn_loot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\spawn_loot.sqf";
player_projectileNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_projectileNear.sqf";
 
call compile preprocessFileLineNumbers "\z\addons\dayz_code\traps\init.sqf";
 
player_sumMedical = {
private["_character","_wounds","_legs","_arms","_medical", "_status"];
_character = _this;
_wounds = [];
if (_character getVariable["USEC_injured",false]) then {
{
_status = _character getVariable["hit_"+_x,false];
if ((typeName _status == "BOOLEAN") AND {(_status)}) then {
_wounds set [count _wounds,_x];
};
} forEach USEC_typeOfWounds;
};
_legs = _character getVariable ["hit_legs",0];
_arms = _character getVariable ["hit_arms",0];
_medical = [
_character getVariable["USEC_isDead",false],
_character getVariable["NORRN_unconscious", false],
_character getVariable["USEC_infected",false],
_character getVariable["USEC_injured",false],
_character getVariable["USEC_inPain",false],
_character getVariable["USEC_isCardiac",false],
_character getVariable["USEC_lowBlood",false],
_character getVariable["USEC_BloodQty",12000],
_wounds,
[_legs,_arms],
_character getVariable["unconsciousTime",0],
_character getVariable["messing",[0,0]]
];
_medical
};
 
fn_niceSpot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_niceSpot.sqf";
 
//Server Only
if (isServer) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf";
} else {
eh_localCleanup = {};
};
 
//Start Dynamic Weather
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
initialized = true;

 
Your done with the "compiles.sqf"
 
How to make a Custom "variables.sqf"
 
  • In your "init.sqf" find:
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";				//Initilize the Variables (IMPORTANT: Must happen very early)
  • And under that put:
call compile preprocessFileLineNumbers "Custom\variables.sqf";				//Initilize the Variables (IMPORTANT: Must happen very early)
  • So It look's like this:
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early)
call compile preprocessFileLineNumbers "custom\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early)
progressLoadingScreen 0.1 

(NOTE YOU CAN MARK THE OTHER ONE OUT)

//call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early)

call compile preprocessFileLineNumbers "custom\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early)

progressLoadingScreen 0.1

 

Then make a "Custom" folder in your mission file, if you dont have one already.

After that make a "variables.sqf" in your "Custom" folder and paste:

 

disableSerialization;

 
// Enable
// 0=False/off, 1=True/on
dayz_Trash = 1;
 
 
//Model Variables
Bandit1_DZ = "Bandit1_DZ";
BanditW1_DZ = "BanditW1_DZ";
Survivor1_DZ = "Survivor2_DZ";
Survivor2_DZ = "Survivor2_DZ";
SurvivorW2_DZ = "SurvivorW2_DZ";
Sniper1_DZ = "Sniper1_DZ";
Sniper2_DZ = "Sniper2_DZ";
Sniper3_DZ = "Sniper3_DZ";
Sniper4_DZ = "Sniper4_DZ";
Sniper5_DZ = "Sniper5_DZ";
Sniper6_DZ = "Sniper6_DZ";
Camo1_DZ = "Camo1_DZ";
Camo2_DZ = "Camo2_DZ";
Camo3_DZ = "Camo3_DZ";
Camo4_DZ = "Camo4_DZ";
Camo5_DZ = "Camo5_DZ";
Camo6_DZ = "Camo6_DZ";
Camo7_DZ = "Camo7_DZ";
Camo8_DZ = "Camo8_DZ";
Camo9_DZ = "Camo9_DZ";
Camo10_DZ = "Camo10_DZ";
Camo11_DZ = "Camo11_DZ";
Camo12_DZ = "Camo12_DZ";
Camo13_DZ = "Camo13_DZ";
Camo14_DZ = "Camo14_DZ";
Camo15_DZ = "Camo15_DZ";
Camo16_DZ = "Camo16_DZ";
Camo17_DZ = "Camo17_DZ";
Camo18_DZ = "Camo18_DZ";
Camo19_DZ = "Camo19_DZ";
Camo20_DZ = "Camo20_DZ";
Camo21_DZ = "Camo21_DZ";
Camo22_DZ = "Camo22_DZ";
Camo23_DZ = "Camo23_DZ";
Camo24_DZ = "Camo24_DZ";
Camo25_DZ = "Camo25_DZ";
Camo26_DZ = "Camo26_DZ";
Camo27_DZ = "Camo27_DZ";
Soldier1_DZ = "Soldier1_DZ";
Rocket_DZ = "Rocket_DZ";
 
AllPlayers = ["SurvivorW2_DZ","Survivor2_DZ","Sniper1_DZ","Soldier1_DZ","BanditW1_DZ","Bandit1_DZ","Survivor3_DZ","Pilot_DZ, INS_Lopotev_DZ","Rocker3_DZ","gsc_eco_stalker_mask_duty","Soldier_Crew_PMC","Sniper2_DZ","Sniper3_DZ","Sniper4_DZ","Sniper5_DZ","Sniper6_DZ","Camo1_DZ","Camo2_DZ","Camo3_DZ","Camo4_DZ","Camo5_DZ","Camo6_DZ","Camo7_DZ","Camo8_DZ","Camo9_DZ","Camo10_DZ","Camo11_DZ","Camo12_DZ","Camo13_DZ","Camo14_DZ","Camo15_DZ","Camo16_DZ","Camo17_DZ","Camo18_DZ","Camo19_DZ","Camo20_DZ","Camo21_DZ","Camo22_DZ","Camo23_DZ","Camo24_DZ","Camo25_DZ","Camo26_DZ","Camo27_DZ","Rocket_DZ"];
 
MeleeWeapons = ["MeleeHatchet","MeleeCrowbar","MeleeMachete","MeleeBaseball","MeleeBaseBallBat","MeleeBaseBallBatBarbed","MeleeBaseBallBatNails","MeleeFishingPole"];
MeleeMagazines = ["hatchet_swing","crowbar_swing","Machete_swing","Bat_Swing","BatBarbed_Swing","BatNails_Swing","Fishing_Swing"];
Dayz_fishingItems = ["MeleeFishingPole"];
Dayz_plants = ["Dayz_Plant1","Dayz_Plant2","Dayz_Plant3"];
 
//New Zeds
DayZ_ViralZeds = ["z_new_villager2","z_new_villager3","z_new_villager4","z_new_worker2","z_new_worker3","z_new_worker4"];
//Bags
DayZ_Backpacks = ["DZ_Patrol_Pack_EP1","DZ_Assault_Pack_EP1","DZ_Czech_Vest_Puch","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_British_ACU","DZ_CivilBackpack_EP1","DZ_Backpack_EP1"];
 
SafeObjects = ["Land_Fire_DZ", "TentStorage", "Wire_cat1", "Sandbag1_DZ", "Hedgehog_DZ", "StashSmall", "StashMedium", "BearTrap_DZ", "DomeTentStorage", "CamoNet_DZ", "Trap_Cans", "TrapTripwireFlare", "TrapBearTrapSmoke", "TrapTripwireGrenade", "TrapTripwireSmoke", "TrapBearTrapFlare"];
 
//Cooking
meatraw = [
    "FoodSteakRaw",
    "FoodmeatRaw",
    "FoodbeefRaw",
    "FoodmuttonRaw",
    "FoodchickenRaw",
    "FoodrabbitRaw",
    "FoodbaconRaw",
    "FoodgoatRaw",
"FishRawTrout",
"FishRawSeaBass",
"FishRawTuna"
];
meatcooked = [
    "FoodSteakCooked",
    "FoodmeatCooked",
    "FoodbeefCooked",
    "FoodmuttonCooked",
    "FoodchickenCooked",
    "FoodrabbitCooked",
    "FoodbaconCooked",
"FoodgoatCooked",
"FishCookedTrout",
"FishCookedSeaBass",
"FishCookedTuna"
];
 
//Eating
no_output_food = [
"FoodMRE",
"FoodPistachio",
"FoodNutmix",
"FoodCandyAnders",
"FoodCandyLegacys",
"FoodCandyMintception"
]+meatcooked+meatraw;
 
food_with_output=[
    "FoodCanBakedBeans",
    "FoodCanSardines",
    "FoodCanFrankBeans",
    "FoodCanPasta",
"FoodCanGriff",
"FoodCanBadguy",
"FoodCanBoneboy",
"FoodCanCorn",
"FoodCanCurgon",
"FoodCanDemon",
"FoodCanFraggleos",
"FoodCanHerpy",
"FoodCanDerpy",
"FoodCanOrlok",
"FoodCanPowell",
"FoodCanTylers",
"FoodCanUnlabeled",
"FoodCanRusUnlabeled",
"FoodCanRusPork",
"FoodCanRusPeas",
"FoodCanRusMilk",
"FoodCanRusCorn",
"FoodCanRusStew",
"FoodChipsSulahoops",
"FoodChipsMysticales"
];
 
food_output = [
    "TrashTinCan",
    "TrashTinCan",
    "TrashTinCan",
    "TrashTinCan",
"FoodCanGriffEmpty",
"FoodCanBadguyEmpty",
"FoodCanBoneboyEmpty",
"FoodCanCornEmpty",
"FoodCanCurgonEmpty",
"FoodCanDemonEmpty",
"FoodCanFraggleosEmpty",
"FoodCanHerpyEmpty",
"FoodCanDerpyEmpty",
"FoodCanOrlokEmpty",
"FoodCanPowellEmpty",
"FoodCanTylersEmpty",
"FoodCanUnlabeledEmpty",
"FoodCanRusUnlabeledEmpty",
"FoodCanRusPorkEmpty",
"FoodCanRusPeasEmpty",
"FoodCanRusMilkEmpty",
"FoodCanRusCornEmpty",
"FoodCanRusStewEmpty",
"FoodChipsSulahoopsEmpty",
"FoodChipsMysticalesEmpty"
];
//Drinking
no_output_drink = ["ItemWaterbottle", "ItemWaterbottleBoiled"];
 
drink_with_output = [
    "ItemSoda",  //just to define item for ItemSodaEmpty
    "ItemSodaCoke",
    "ItemSodaPepsi",
    "ItemSodaMdew",
    "ItemSodaMtngreen",
    "ItemSodaR4z0r",
    "ItemSodaClays",
    "ItemSodaSmasht",
    "ItemSodaDrwaste",
    "ItemSodaLemonade",
    "ItemSodaLvg",
    "ItemSodaMzly",
    "ItemSodaRabbit"
];
drink_output = [
    "ItemSodaEmpty",
    "ItemSodaCokeEmpty",
    "ItemSodaPepsiEmpty",
    "ItemSodaMdewEmpty",
    "ItemSodaMtngreenEmpty",
    "ItemSodaR4z0rEmpty",
    "ItemSodaClaysEmpty",
    "ItemSodaSmashtEmpty",
    "ItemSodaDrwasteEmpty",
    "ItemSodaLemonadeEmpty",
    "ItemSodaLvgEmpty",
    "ItemSodaMzlyEmpty",
    "ItemSodaRabbitEmpty"
];
boil_tin_cans = [
    "TrashTinCan",
"FoodCanGriffEmpty",
"FoodCanBadguyEmpty",
"FoodCanBoneboyEmpty",
"FoodCanCornEmpty",
"FoodCanCurgonEmpty",
"FoodCanDemonEmpty",
"FoodCanFraggleosEmpty",
"FoodCanHerpyEmpty",
"FoodCanDerpyEmpty",
"FoodCanOrlokEmpty",
"FoodCanPowellEmpty",
"FoodCanTylersEmpty",
"FoodCanUnlabeledEmpty",
"FoodCanRusUnlabeledEmpty",
"FoodCanRusStewEmpty",
"FoodCanRusPorkEmpty",
"FoodCanRusPeasEmpty",
"FoodCanRusMilkEmpty",
"FoodCanRusCornEmpty",
    "ItemSodaEmpty",
    "ItemSodaCokeEmpty",
    "ItemSodaPepsiEmpty",
    "ItemSodaMdewEmpty",
    "ItemSodaMtngreenEmpty",
    "ItemSodaR4z0rEmpty",
    "ItemSodaClaysEmpty",
    "ItemSodaSmashtEmpty",
    "ItemSodaDrwasteEmpty",
    "ItemSodaLemonadeEmpty",
    "ItemSodaLvgEmpty",
    "ItemSodaMzlyEmpty",
    "ItemSodaRabbitEmpty"
];
 
canPickup = false;
pickupInit = false;
 
//Hunting Variables
dayZ_partClasses = [
"PartFueltank",
"PartWheel",
//"PartGeneric", //No need to add, it is default for everything
"PartEngine"
];
dayZ_explosiveParts = [
"palivo",
"motor"
];
//Survival Variables
SleepFood = 2160; //minutes (48 hours)
SleepWater = 1440; //minutes (24 hours)
SleepTemperatur = 90 / 100; //Firs Value = Minutes untill Player reaches the coldest Point at night (without other effects! night factor expected to be -1) //TeeChange
 
//Server Variables
allowConnection = false;
dayz_serverObjectMonitor = [];
 
//Streaming Variables (player only)
dayz_Locations = [];
dayz_locationsActive = [];
 
//GUI
Dayz_GUI_R = 0.38; // 0.7 .38
Dayz_GUI_G = 0.63; // -0.63
Dayz_GUI_B = 0.26; // -0.26
 
//actions blockers
a_player_cooking = false;
a_player_boil = false;
a_player_jerryfilling = false;
a_player_repairing = false;
 
//Player self-action handles
dayz_resetSelfActions = {
s_player_equip_carry = -1;
s_player_dragbody = -1;
s_player_fire = -1;
s_player_cook = -1;
s_player_boil = -1;
s_player_fireout = -1;
s_player_butcher = -1;
s_player_packtent = -1;
s_player_fillwater = -1;
s_player_fillwater2 = -1;
s_player_fillfuel = -1;
s_player_grabflare = -1;
s_player_removeflare = -1;
s_player_painkiller = -1;
s_player_studybody = -1;
s_build_Sandbag1_DZ = -1;
s_build_Hedgehog_DZ = -1;
s_build_Wire_cat1 = -1;
s_player_deleteBuild = -1;
s_player_forceSave = -1;
s_player_flipveh = -1;
s_player_stats = -1;
s_player_sleep = -1;
s_player_selfBloodbag = -1;
s_player_fillfuel20 = -1;
s_player_fillfuel5 = -1;
s_player_siphonfuel = -1;
s_player_repair_crtl = -1;
s_player_fishing = -1;
s_player_fishing_veh = -1;
s_player_gather = -1;
};
call dayz_resetSelfActions;
 
//Engineering variables
s_player_lastTarget = objNull;
s_player_repairActions = [];
 
//for carry slot since determining mouse pos doesn't work right
mouseOverCarry = false;
 
//Initialize Medical Variables
force_dropBody = false;
r_interrupt = false;
r_doLoop = false;
r_self = false;
r_self_actions = [];
r_drag_sqf = false;
r_action = false;
r_action_unload = false;
r_player_handler = false;
r_player_handler1 = false;
r_player_dead = false;
r_player_unconscious = false;
r_player_infected = false;
//infection from hits
r_player_Sepsis = [false, 0];
r_player_injured = false;
r_player_inpain = false;
r_player_loaded = false;
r_player_cardiac = false;
r_fracture_legs = false;
r_fracture_arms = false;
r_player_vehicle = player;
r_player_blood = 12000;
//Blood Regen
r_player_bloodregen = 0;
//Blood Gain Per Sec
r_player_bloodgainpersec = 0;
//Blood Loss Per Sec
r_player_bloodlosspersec = 0;
//Blood Per Sec (gain - loss)
r_player_bloodpersec = 0;
//Food Stack
r_player_foodstack = 1;
//player skill
r_player_lowblood = false;
r_player_timeout = 0;
r_player_bloodTotal = r_player_blood;
r_public_blood = r_player_blood;
r_player_bloodDanger = r_player_bloodTotal * 0.2;
r_player_actions = [];
r_handlerCount = 0;
r_action_repair = false;
r_action_targets = [];
r_pitchWhine = false;
r_isBandit = false;
 
//count actions
r_action_count = 0;
 
//ammo routine
r_player_actions2 = [];
r_action2 = false;
r_player_lastVehicle = objNull;
r_player_lastSeat = [];
r_player_removeActions2 = {
if (!isNull r_player_lastVehicle) then {
{
r_player_lastVehicle removeAction _x;
} forEach r_player_actions2;
r_player_actions2 = [];
r_action2 = false;
};
};
 
USEC_woundHit = [ // limbs hit given by arma engine when fnc_usec_damageHandler is called
"",
"body",
"hands",
"legs",
"head_hit"
];
DAYZ_woundHit = [
[
"body",
"hands",
"legs",
"head_hit"
],
[ 0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,2,2,3]
];
DAYZ_woundHit_ok = [
[
"body",
"hands",
"legs"
],
[0,0,0,0,0,1,1,1,2,2]
];
USEC_MinorWounds = [
"hands",
"legs"
];
USEC_woundPoint = [ // translation table USEC_woundHit -> SV suffixes
["Pelvis","aimpoint"],
["aimpoint"], //,"RightShoulder","LeftShoulder"
["lelbow","relbow"],
["RightFoot","LeftFoot"],
["neck","pilot"]
];
USEC_typeOfWounds = [ // used by player_sumMedical, should contains all limbs described in USEC_woundPoint. These limbs statuses are saved by server_playerSync in HIVE if they are bleeding (medical select 8)
"Pelvis",
"aimpoint",
"lelbow","relbow",
"RightFoot","LeftFoot",
"neck","pilot"
];
 
//Initialize Zombie Variables
dayz_zombieTargetList = [
["SoldierWB",50],
["Air",500],
["LandVehicle",200]
];
PVDZ_obj_Publish = []; //used for eventhandler to spawn a mirror of players tent
PVCDZ_obj_HideBody = objNull;
 
//DayZ settings
dayz_maxAnimals = 5;
dayz_maxPlants = 3;
dayz_animalDistance = 600;
dayz_plantDistance = 600;
 
dayz_maxMaxModels = 100; // max quantity of Man models (player or Z, dead or alive) around players. Below this limit we can spawn Z // max quantity of loot piles around players. Below this limit we can spawn some loot
dayz_spawnArea = 200; // radius around player where we can spawn loot & Z
dayz_cantseeDist = 150; // distance from which we can spawn a Z in front of any player without ray-tracing and angle checks
dayz_cantseefov = 70; // half player field-of-view. Visible Z won't be spawned in front of any near players
dayz_canDelete = 300; // Z, further than this distance from its "owner", will be deleted
 
//init global arrays for Loot Chances
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\loot_init.sqf";
 
if(isServer) then {
dayz_players = [];
dead_bodyCleanup = [];
needUpdate_objects = [];
Server_InfectedCamps = [];
//dayz_spawnCrashSite_clutterCutter=0; // helicrash spawn... 0: loot hidden in grass, 1: loot lifted, 2: no grass 
//dayz_spawnInfectedSite_clutterCutter=0; // infected base spawn... 0: loot hidden in grass, 1: loot lifted, 2: no grass 
dayz_traps = [];
dayz_traps_active = [];
dayz_traps_trigger = [];
};
 
if(!isDedicated) then {
//Establish Location Streaming
_funcGetLocation =
{
dayz_Locations = [];
for "_i" from 0 to ((count _this) - 1) do
{
private ["_location","_config","_locHdr","_position","_size","_type"];
//Get Location Data from config
_config = (_this select _i);
_position = getArray (_config >> "position");
_locHdr = configName _config;
_size = getNumber (_config >> "size");
dayz_Locations set [count dayz_Locations, [_position,_locHdr,_size]];
};
};
_cfgLocation = configFile >> "CfgTownGeneratorChernarus";
_cfgLocation call _funcGetLocation;
 
dayz_buildingMonitor = []; //Buildings to check
dayz_bodyMonitor = [];
dayz_flyMonitor = []; //used for monitor flies
dayz_zedMonitor = [];
dayz_buildingBubbleMonitor = [];
 
dayz_baseTypes = getArray (configFile >> "CfgBuildingLoot" >> "Default" >> "zombieClass");
 
//temperature variables
dayz_temperatur = 36; //TeeChange
dayz_temperaturnormal = 36; //TeeChange
dayz_temperaturmax = 42; //TeeChange
dayz_temperaturmin = 27; //TeeChange
 
//player special variables
dayZ_lastPlayerUpdate = 0;
dayz_hunger = 0;
dayz_thirst = 0;
dayz_preloadFinished = true;
dayz_statusArray = [1,1];
dayz_disAudial = 0;
dayz_disVisual = 0;
dayz_firedCooldown = 0;
dayz_damageCounter = time;
dayz_lastSave = time;
dayz_isSwimming = true;
dayz_currentDay = 0;
dayz_hasLight = false;
dayz_surfaceNoise = 0;
dayz_surfaceType = "None";
dayz_noPenalty = [];
dayz_heavenCooldown = 0;
deathHandled = false;
dayz_firstGroup = group player;
dayz_originalPlayer = player;
dayz_playerName = "Unknown";
dayz_sourceBleeding = objNull;
dayz_clientPreload = false;
dayz_authed = false;
dayz_panicCooldown = 0;
dayz_areaAffect = 3.5;
dayz_monitorPeriod = 0.6; // number of seconds between each player_zombieCheck calls
dayz_heartBeat = false;
//Current local
dayz_spawnZombies = 0;
dayz_swarmSpawnZombies = 0;
//Max local
dayz_maxLocalZombies = 30; // max quantity of Z controlled by local gameclient, used by player_spawnCheck. Below this limit we can spawn Z
//Current NearBy
dayz_CurrentNearByZombies = 0;
//Max NearBy
dayz_maxNearByZombies = 60; // max quantity of Z controlled by local gameclient, used by player_spawnCheck. Below this limit we can spawn Z
//Current total
dayz_currentGlobalZombies = 0;
//Max global zeds.
dayz_maxGlobalZeds = 3000;
//Animals
dayz_currentGlobalAnimals = 0;
dayz_maxGlobalAnimals = 100;
//Plnats
dayz_currentGlobalPlants = 0;
dayz_maxGlobalPlants = 100;
//Loot
dayz_currentWeaponHolders = 0;
dayz_maxMaxWeaponHolders = 80;
dayz_inVehicle = false;
dayzGearSave = false;
dayz_unsaved = false;
dayz_scaleLight = 0;
dayzDebug = false;
dayzState = -1;
dayz_onBack = "";
dayz_onBackActive = false;
dayz_fishingInprogress = false;
dayz_siphonFuelInProgress = false;
dayz_salvageInProgress = false;
lastSpawned = diag_tickTime;
lastSepsis = 0;
//uiNamespace setVariable ['DAYZ_GUI_display',displayNull];
//if (uiNamespace getVariable ['DZ_displayUI', 0] == 2) then {
// dayzDebug = true;
//};
};

 
Your done with the "variables.sqf"
 
How to make a "fn_selfActions.sqf"
 
  • In your "compiles.sqf" find:
fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf";		//Checks which actions for self
  • And change that too:
fnc_usec_selfActions = compile preprocessFileLineNumbers "Custom\fn_selfActions.sqf";		//Checks which actions for self

Then make a "Custom" folder in your mission file, if you dont have one already.

After that make a "fn_selfActions.sqf" in your "Custom" folder and paste:

 

scriptName "Functions\misc\fn_selfActions.sqf";

/***********************************************************
ADD ACTIONS FOR SELF
- Function
- [] call fnc_usec_selfActions;
************************************************************/
_vehicle = vehicle player;
_inVehicle = (_vehicle != player);
_cursorTarget = cursorTarget;
_primaryWeapon = primaryWeapon player;
_currentWeapon = currentWeapon player;
_onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;
 
 
 
_nearLight = nearestObject [player,"LitObject"];
_canPickLight = false;
if (!isNull _nearLight) then {
if (_nearLight distance player < 4) then {
_canPickLight = isNull (_nearLight getVariable ["owner",objNull]);
};
};
_canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder);
 
//Krixes Self Bloodbag 
_mags = magazines player;
 
// Krixes Self Bloodbag
if ("ItemBloodbag" in _mags) then {
hasBagItem = true;
} else { hasBagItem = false;};
if((speed player <= 1) && hasBagItem && _canDo) then {
if (s_player_selfBloodbag < 0) then {
s_player_selfBloodbag = player addaction[("<t color="#c70000"">" + ("Self Bloodbag") +"</t>"),"\z\addons\ow_assets\actions\player_selfbloodbag.sqf","",5,false,true,"", "];
};
} else {
player removeAction s_player_selfBloodbag;
s_player_selfBloodbag = -1;
};
 
//Grab Flare
if (_canPickLight and !dayz_hasLight) then {
if (s_player_grabflare < 0) then {
_text = getText (configFile >> "CfgAmmo" >> (typeOf _nearLight) >> "displayName");
s_player_grabflare = player addAction [format[localize "str_actions_medical_15",_text], "\z\addons\dayz_code\actions\flare_pickup.sqf",_nearLight, 1, false, true, "", ""];
s_player_removeflare = player addAction [format[localize "str_actions_medical_17",_text], "\z\addons\dayz_code\actions\flare_remove.sqf",_nearLight, 1, false, true, "", ""];
};
} else {
player removeAction s_player_grabflare;
player removeAction s_player_removeflare;
s_player_grabflare = -1;
s_player_removeflare = -1;
};
 
if (dayz_onBack != "" && !dayz_onBackActive && !_inVehicle && !_onLadder && !r_player_unconscious) then {
if (s_player_equip_carry < 0) then {
_text = getText (configFile >> "CfgWeapons" >> dayz_onBack >> "displayName");
s_player_equip_carry = player addAction [format[localize "STR_ACTIONS_WEAPON", _text], "\z\addons\dayz_code\actions\player_switchWeapon.sqf", "action", 0.5, false, true];
};
} else {
player removeAction s_player_equip_carry;
s_player_equip_carry = -1;
};
 
//fishing
if ((_currentWeapon in Dayz_fishingItems) && !dayz_fishingInprogress && !_inVehicle && !dayz_isSwimming) then {
if (s_player_fishing < 0) then {
s_player_fishing = player addAction [localize "STR_ACTION_CAST", "\z\addons\dayz_code\actions\player_goFishing.sqf",player, 0.5, false, true];
};
} else {
player removeAction s_player_fishing;
s_player_fishing = -1;
};
if ((_primaryWeapon in Dayz_fishingItems) && !dayz_fishingInprogress && (_inVehicle and (driver _vehicle != player))) then {
if (s_player_fishing_veh < 0) then {
s_player_fishing_veh = _vehicle addAction [localize "STR_ACTION_CAST", "\z\addons\dayz_code\actions\player_goFishing.sqf",_vehicle, 0.5, false, true];
};
} else {
_vehicle removeAction s_player_fishing_veh;
s_player_fishing_veh = -1;
};
 
if (!isNull _cursorTarget and !_inVehicle and (player distance _cursorTarget < 4)) then { //Has some kind of target
 
_isVehicle = _cursorTarget isKindOf "AllVehicles";
_isMan = _cursorTarget isKindOf "Man";
_isAnimal = _cursorTarget isKindOf "Animal";
_isZombie = _cursorTarget isKindOf "zZombie_base";
_isDestructable = _cursorTarget isKindOf "BuiltItems";
_isTent = _cursorTarget isKindOf "TentStorage";
_isStash = _cursorTarget isKindOf "StashSmall";
_isMediumStash = _cursorTarget isKindOf "StashMedium";
_isHarvested = _cursorTarget getVariable["meatHarvested",false];
_ownerID = _cursorTarget getVariable ["characterID","0"];
_isVehicletype = typeOf _cursorTarget in ["ATV_US_EP1","ATV_CZ_EP1"];
_isFuel = false;
_hasFuel20 = "ItemJerrycan" in magazines player;
_hasFuel5 = "ItemFuelcan" in magazines player;
_hasFuelE20 = "ItemJerrycanEmpty" in magazines player;
_hasFuelE5 = "ItemFuelcanEmpty" in magazines player;
_hasKnife = "ItemKnife" in items player;
_hasMatches = "ItemMatchbox" in items player;
_hasToolbox = "ItemToolbox" in items player;
_hasbottleitem = "ItemWaterbottle" in magazines player;
_isAlive = alive _cursorTarget;
_canmove = canmove _cursorTarget;
_text = getText (configFile >> "CfgVehicles" >> typeOf _cursorTarget >> "displayName");
_isPlant = typeOf _cursorTarget in Dayz_plants;
if (_hasFuelE20 or _hasFuelE5) then {
_isFuel = (_cursorTarget isKindOf "Land_Ind_TankSmall") or (_cursorTarget isKindOf "Land_fuel_tank_big") or (_cursorTarget isKindOf "Land_fuel_tank_stairs") or (_cursorTarget isKindOf "Land_wagon_tanker");
};
 
//gather
if(_isPlant and _canDo) then {
if (s_player_gather < 0) then {
_text = getText (configFile >> "CfgVehicles" >> typeOf _cursorTarget >> "displayName");
s_player_gather = player addAction [format[localize "str_actions_gather",_text], "\z\addons\dayz_code\actions\player_gather.sqf",_cursorTarget, 1, true, true, "", ""];
};
} else {
player removeAction s_player_gather;
s_player_gather = -1;
};
 
//Allow player to delete objects
if(_isDestructable and _hasToolbox and _canDo) then {
if (s_player_deleteBuild < 0) then {
s_player_deleteBuild = player addAction [format[localize "str_actions_delete",_text], "\z\addons\dayz_code\actions\remove.sqf",_cursorTarget, 1, true, true, "", ""];
};
} else {
player removeAction s_player_deleteBuild;
s_player_deleteBuild = -1;
};
 
//Allow player to force save
if((_isVehicle or _isTent or _isStash or _isMediumStash) and _canDo and !_isMan and (damage _cursorTarget < 1)) then {
if (s_player_forceSave < 0) then {
s_player_forceSave = player addAction [format[localize "str_actions_save",_text], "\z\addons\dayz_code\actions\forcesave.sqf",_cursorTarget, 1, true, true, "", ""];
};
} else {
player removeAction s_player_forceSave;
s_player_forceSave = -1;
};
 
//flip vehicle
if ((_isVehicletype) and !_canmove and _isAlive and (player distance _cursorTarget >= 2) and (count (crew _cursorTarget))== 0 and ((vectorUp _cursorTarget) select 2) < 0.5) then {
if (s_player_flipveh < 0) then {
s_player_flipveh = player addAction [format[localize "str_actions_flipveh",_text], "\z\addons\dayz_code\actions\player_flipvehicle.sqf",_cursorTarget, 1, true, true, "", ""];
};
} else {
player removeAction s_player_flipveh;
s_player_flipveh = -1;
};
 
//Allow player to fill Fuel can
if((_hasFuelE20 or _hasFuelE5) and _isFuel and !_isZombie and !_isAnimal and !_isMan and _canDo and !a_player_jerryfilling) then {
if (s_player_fillfuel < 0) then {
s_player_fillfuel = player addAction [localize "str_actions_self_10", "\z\addons\dayz_code\actions\jerry_fill.sqf",[], 1, false, true, "", ""];
};
} else {
player removeAction s_player_fillfuel;
s_player_fillfuel = -1;
};
 
//Auto Refuel
_gasolineras = nearestObjects[player,["Land_Ind_TankSmall","Land_fuel_tank_big","Land_fuel_tank_stairs","Land_wagon_tanker"],10];
_esGasolinera=(count _gasolineras) > 0;
    if((dayz_myCursorTarget != cursorTarget) and _isVehicle and  _esGasolinera and _canDo and !_isMan) then {
_vehicle = cursorTarget;
{dayz_myCursorTarget removeAction _x} forEach s_player_repairActions;s_player_repairActions = [];
dayz_myCursorTarget = _vehicle;
_string = "<t color='#ffff00'>Auto Refuel</t>"; 
_handle = dayz_myCursorTarget addAction [_string, "\z\addons\ow_assets\actions\refuel_auto.sqf",[_vehicle], 0, false, true, "",""];
s_player_repairActions set [count s_player_repairActions,_handle];                
};
//Allow player to fill vehicle 20L
if(_hasFuel20 and _canDo and !_isZombie and !_isAnimal and !_isMan and _isVehicle and (fuel _cursorTarget < 1) and (damage _cursorTarget < 1)) then {
if (s_player_fillfuel20 < 0) then {
s_player_fillfuel20 = player addAction [format[localize "str_actions_medical_10",_text,"20"], "\z\addons\dayz_code\actions\refuel.sqf",["ItemJerrycan"], 0, true, true, "", "'ItemJerrycan' in magazines player"];
};
} else {
player removeAction s_player_fillfuel20;
s_player_fillfuel20 = -1;
};
 
//Allow player to fill vehicle 5L
if(_hasFuel5 and _canDo and !_isZombie and !_isAnimal and !_isMan and _isVehicle and (fuel _cursorTarget < 1)) then {
if (s_player_fillfuel5 < 0) then {
s_player_fillfuel5 = player addAction [format[localize "str_actions_medical_10",_text,"5"], "\z\addons\dayz_code\actions\refuel.sqf",["ItemFuelcan"], 0, true, true, "", "'ItemFuelcan' in magazines player"];
};
} else {
player removeAction s_player_fillfuel5;
s_player_fillfuel5 = -1;
};
 
//Allow player to spihon vehicles
if ((_hasFuelE20 or _hasFuelE5) and !_isZombie and !_isAnimal and !_isMan and _isVehicle and _canDo and !a_player_jerryfilling and (fuel _cursorTarget > 0) and (damage _cursorTarget < 1)) then {
if (s_player_siphonfuel < 0) then {
s_player_siphonfuel = player addAction [format[localize "str_siphon_start"], "\z\addons\dayz_code\actions\siphonFuel.sqf",_cursorTarget, 0, true, true, "", ""];
};
} else {
player removeAction s_player_siphonfuel;
s_player_siphonfuel = -1;
};
 
//Harvested
if (!alive _cursorTarget and _isAnimal and _hasKnife and !_isHarvested and _canDo) then {
if (s_player_butcher < 0) then {
s_player_butcher = player addAction [localize "str_actions_self_04", "\z\addons\dayz_code\actions\gather_meat.sqf",_cursorTarget, 3, true, true, "", ""];
};
} else {
player removeAction s_player_butcher;
s_player_butcher = -1;
};
//Fireplace Actions check
if (inflamed _cursorTarget and _canDo) then {
/*
{
if (_x in magazines player) then {
_hastinitem = true;
};
} forEach boil_tin_cans;
 
_rawmeat = meatraw;
_hasRawMeat = false;
{
if (_x in magazines player) then {
_hasRawMeat = true;
};
} forEach _rawmeat;
*/
_hasRawMeat = {_x in meatraw} count magazines player > 0;
_hastinitem = {_x in boil_tin_cans} count magazines player > 0;
 
//Cook Meat
if (_hasRawMeat and !a_player_cooking) then {
if (s_player_cook < 0) then {
s_player_cook = player addAction [localize "str_actions_self_05", "\z\addons\dayz_code\actions\cook.sqf",_cursorTarget, 3, true, true, "", ""];
};
}; 
//Boil Water
if (_hastinitem and _hasbottleitem and !a_player_boil) then {
if (s_player_boil < 0) then {
s_player_boil = player addAction [localize "str_actions_boilwater", "\z\addons\dayz_code\actions\boil.sqf",_cursorTarget, 3, true, true, "", ""];
};
};
} else {
if (a_player_cooking) then {
player removeAction s_player_cook;
s_player_cook = -1;
};
if (a_player_boil) then {
player removeAction s_player_boil;
s_player_boil = -1;
};
};
 
if(_cursorTarget == dayz_hasFire and _canDo) then {
if ((s_player_fireout < 0) and !(inflamed _cursorTarget) and (player distance _cursorTarget < 3)) then {
s_player_fireout = player addAction [localize "str_actions_self_06", "\z\addons\dayz_code\actions\fire_pack.sqf",_cursorTarget, 0, false, true, "",""];
};
} else {
player removeAction s_player_fireout;
s_player_fireout = -1;
};
 
//DANCE
    if (inflamed cursorTarget and _canDo) then {
            if (s_player_dance < 0) then {
            s_player_dance = player addAction ["Dance","\z\addons\ow_assets\actions\dance.sqf",cursorTarget, 0, false, true, "",""];
        };
    } else {
        player removeAction s_player_dance;
        s_player_dance = -1;
    };
 
//Allow player to set tent on fire
    if(_isTent and _hasMatches and _canDo and !_isMan) then {
        if (s_player_igniteTent < 0) then {
            s_player_igniteTent = player addAction [format["Ignite Tent"], "\z\addons\dayz_code\actions\tent_ignite.sqf",cursorTarget, 1, true, true, "", ""];
        };
    } else {
        player removeAction s_player_igniteTent;
        s_player_igniteTent = -1;
    };
 
//Packing my tent
if(_cursorTarget isKindOf "TentStorage" and _canDo and _ownerID == dayz_characterID) then {
if ((s_player_packtent < 0) and (player distance _cursorTarget < 3)) then {
s_player_packtent = player addAction [localize "str_actions_self_07", "\z\addons\dayz_code\actions\tent_pack.sqf",_cursorTarget, 0, false, true, "",""];
};
} else {
player removeAction s_player_packtent;
s_player_packtent = -1;
};
 
//Sleep
if(_cursorTarget isKindOf "TentStorage" and _canDo and _ownerID == dayz_characterID) then {
if ((s_player_sleep < 0) and (player distance _cursorTarget < 3)) then {
s_player_sleep = player addAction [localize "str_actions_self_sleep", "\z\addons\dayz_code\actions\player_sleep.sqf",_cursorTarget, 0, false, true, "",""];
};
} else {
player removeAction s_player_sleep;
s_player_sleep = -1;
};
// Remove Parts from Vehicles - By SilverShot.
if( !_isMan and _canDo and _hasToolbox and (silver_myCursorTarget != cursorTarget) and cursorTarget isKindOf "AllVehicles" and (getDammage cursorTarget < 0.95) ) then {
_vehicle = cursorTarget;
_invalidVehicle = (_vehicle isKindOf "Motorcycle") or (_vehicle isKindOf "Tractor"); //or (_vehicle isKindOf "ATV_US_EP1") or (_vehicle isKindOf "ATV_CZ_EP1");
if( !_invalidVehicle ) then {
{silver_myCursorTarget removeAction _x} forEach s_player_removeActions;
s_player_removeActions = [];
silver_myCursorTarget = _vehicle;
 
_hitpoints = _vehicle call vehicle_getHitpoints;
 
{
_damage = [_vehicle,_x] call object_getHit;
 
if( _damage < 0.15 ) then {
 
//change "HitPart" to " - Part" rather than complicated string replace
_cmpt = toArray (_x);
_cmpt set [0,20];
_cmpt set [1,toArray ("-") select 0];
_cmpt set [2,20];
_cmpt = toString _cmpt;
 
_skip = true;
if( _skip and _x == "HitFuel" ) then { _skip = false; _part = "PartFueltank"; _cmpt = _cmpt + "tank"};
if( _skip and _x == "HitEngine" ) then { _skip = false; _part = "PartEngine"; };
if( _skip and _x == "HitLFWheel" ) then { _skip = false; _part = "PartWheel"; };
if( _skip and _x == "HitRFWheel" ) then { _skip = false; _part = "PartWheel"; };
if( _skip and _x == "HitLBWheel" ) then { _skip = false; _part = "PartWheel"; };
if( _skip and _x == "HitRBWheel" ) then { _skip = false; _part = "PartWheel"; };
if( _skip and _x == "HitGlass1" ) then { _skip = false; _part = "PartGlass"; };
if( _skip and _x == "HitGlass2" ) then { _skip = false; _part = "PartGlass"; };
if( _skip and _x == "HitGlass3" ) then { _skip = false; _part = "PartGlass"; };
if( _skip and _x == "HitGlass4" ) then { _skip = false; _part = "PartGlass"; };
if( _skip and _x == "HitGlass5" ) then { _skip = false; _part = "PartGlass"; };
if( _skip and _x == "HitGlass6" ) then { _skip = false; _part = "PartGlass"; };
if( _skip and _x == "HitHRotor" ) then { _skip = false; _part = "PartVRotor"; };
 
if (!_skip ) then {
_string = format["<t color='#0096ff'>Remove%1</t>",_cmpt,_color]; //Remove - Part
_handle = silver_myCursorTarget addAction [_string, "\z\addons\ow_assets\actions\ss_remove.sqf",[_vehicle,_part,_x], 0, false, true, "",""];
s_player_removeActions set [count s_player_removeActions,_handle];
};
};
 
} forEach _hitpoints;
};
};
 
//Repairing Vehicles
if ((dayz_myCursorTarget != _cursorTarget) and _isVehicle and !_isMan and _hasToolbox and (damage _cursorTarget < 1)) then {
if (s_player_repair_crtl < 0) then {
dayz_myCursorTarget = _cursorTarget;
_menu = dayz_myCursorTarget addAction [localize "str_actions_rapairveh", "\z\addons\dayz_code\actions\repair_vehicle.sqf",_cursorTarget, 0, true, false, "",""];
//_menu1 = dayz_myCursorTarget addAction [localize "str_actions_salvageveh", "\z\addons\dayz_code\actions\salvage_vehicle.sqf",_cursorTarget, 0, true, false, "",""];
s_player_repairActions set [count s_player_repairActions,_menu];
//s_player_repairActions set [count s_player_repairActions,_menu1];
s_player_repair_crtl = 1;
} else {
{dayz_myCursorTarget removeAction _x} forEach s_player_repairActions;s_player_repairActions = [];
s_player_repair_crtl = -1;
};
};
 
if (_isMan and !_isAlive and !_isZombie and !_isAnimal) then {
if (s_player_studybody < 0) then {
s_player_studybody = player addAction [localize "str_action_studybody", "\z\addons\dayz_code\actions\study_body.sqf",_cursorTarget, 0, false, true, "",""];
};
} else {
player removeAction s_player_studybody;
s_player_studybody = -1;
};
//Remove CLOTHES
    if (_isMan and !_isAlive and !_isZombie and !_isAnimal) then {
    if (s_clothes < 0) then {
            s_clothes = player addAction [("<t color="#FF0000"">" + ("Take Clothes") + "</t>"), "\z\addons\ow_assets\actions\removeclothes.sqf",cursorTarget, 1, false, true, "","];
        };
    } else {
        player removeAction s_clothes;
        s_clothes = -1;
    };
} else {
//Extras
//Remove Parts
{silver_myCursorTarget removeAction _x} forEach s_player_removeActions;s_player_removeActions = [];
silver_myCursorTarget = objNull;
//Engineering
{dayz_myCursorTarget removeAction _x} forEach s_player_repairActions;s_player_repairActions = [];
player removeAction s_player_repair_crtl;
s_player_repair_crtl = -1;
dayz_myCursorTarget = objNull;
//Others
player removeAction s_player_forceSave;
s_player_forceSave = -1;
player removeAction s_player_flipveh;
s_player_flipveh = -1;
player removeAction s_player_sleep;
s_player_sleep = -1;
player removeAction s_player_igniteTent;
s_player_igniteTent = -1;
player removeAction s_player_deleteBuild;
s_player_deleteBuild = -1;
player removeAction s_player_butcher;
s_player_butcher = -1;
player removeAction s_player_cook;
s_player_cook = -1;
player removeAction s_player_boil;
s_player_boil = -1;
player removeAction s_player_fireout;
s_player_fireout = -1;
player removeAction s_player_packtent;
s_player_packtent = -1;
player removeAction s_player_fillfuel;
s_player_fillfuel = -1;
player removeAction s_player_studybody;
s_player_studybody = -1;
//Dance
player removeAction s_player_dance;
s_player_dance = -1;
 
//Remove CLOTHES
player removeAction s_clothes;
    s_clothes = -1;
//fuel
player removeAction s_player_fillfuel20;
s_player_fillfuel20 = -1;
player removeAction s_player_fillfuel5;
s_player_fillfuel5 = -1;
//Allow player to siphon vehicle fuel
player removeAction s_player_siphonfuel;
s_player_siphonfuel = -1;
//Allow player to gather
player removeAction s_player_gather;
s_player_gather = -1;

};

 

Your done with the "fn_selfActions.sqf"

 

Thats it Want me to make more tut just PM me, Need help with sever stuff? Just PM me.

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