Alheimrod Posted January 1, 2014 Report Share Posted January 1, 2014 ît does not work. Always says "waiting for server to start authentification" Link to comment Share on other sites More sharing options...
Richie Posted January 1, 2014 Report Share Posted January 1, 2014 ît does not work. Always says "waiting for server to start authentification" Then you done something wrong, It works perfectly. I'll make a guess that your PBO tools are corrupting the files but it could be anything. Link to comment Share on other sites More sharing options...
Alheimrod Posted January 1, 2014 Report Share Posted January 1, 2014 Then you done something wrong, It works perfectly. I'll make a guess that your PBO tools are corrupting the files but it could be anything. I am using PBO Manager for unpacking and cpbo for packing... Can someone install this for me? I'm pretty frustrated right now... I'll upload dayz_server and dayz_private_1.epoch.chernarus. Thanks in advance https://www.dropbox.com/s/861j5oonoml9kt6/dayz_private_1.epoch.chernarus.pbo https://www.dropbox.com/s/tqizewxpn25wb13/dayz_server.pbo Link to comment Share on other sites More sharing options...
Richie Posted January 1, 2014 Report Share Posted January 1, 2014 (edited) I'll do it for you :) *Edit* Done and sent back to you via PM Edited January 1, 2014 by Richie Link to comment Share on other sites More sharing options...
Mr.BorisBritva Posted January 7, 2014 Report Share Posted January 7, 2014 Hi to all! Sorry!! i`m a noob. Please help me!! i drop 4 files to MPMissions\DayZ_Epoch_11.Chernarus\newmissions i made remote_messages.sqf put it to my MPMissions\DayZ_Epoch_11.Chernarus\custom after i made changes in server_playerDied.sqf after i add changes to init.sqf 1. add this line _nil = [] execVM "custom\remote_messages.sqf"; after if (!isDedicated) then { //Conduct map operations 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); 2. in bottom [] execVM "newmissions\Construction.sqf"; [] execVM "newmissions\Military.sqf"; [] execVM "newmissions\Supplyitems.sqf"; [] execVM "newmissions\Treasure.sqf"; in my remote_messages.sqf i put this: /* Remote messages by maca134 [[email protected]] This allows you to send globalchat/hint/titlecut from the server to all or a specific player without having to use remote exec (if you have resec.sqf then you can only do titletext via RE) I wants to dp sidechat/groupchat too but it didnt work. To install add '_nil = [] execVM "custom\remote_messages.sqf";' to your init.sqf inside the 'if (!isDedicated) then {' block. Global chat can only be sent to a single user and requires 'enableRadio true;' in init.sqf Here are some examples: customRemoteMessage = ['globalChat', "say something in globalChat", _unit]; publicVariable "customRemoteMessage"; customRemoteMessage = ['titleCut', "say something in titleCut", _unit]; publicVariable "customRemoteMessage"; customRemoteMessage = ['hint', "say something in hint", _unit]; publicVariable "customRemoteMessage"; customRemoteMessage = ['titleCut', "say something in titleCut"]; publicVariable "customRemoteMessage"; customRemoteMessage = ['hint', "say something in hint"]; publicVariable "customRemoteMessage"; customRemoteMessage = ["titleText", "say something in hint"]; publicVariable "customRemoteMessage"; customRemoteMessage = ["titleText", "say something in hint", _unit]; publicVariable "customRemoteMessage"; */ fnc_remote_message = { private ["_type", "_message", "_player"]; _type = _this select 0; _message = _this select 1; if (count _this > 2) then { _player = _this select 2; if (_player == player) then { switch (_type) do { case "globalChat": { player globalChat _message; }; case "hint": { hint _message; }; case "titleCut": { titleCut [_message, "PLAIN DOWN", 3]; }; case "titleText": { titleText [_message, "PLAIN DOWN"]; titleFadeOut 10; }; }; }; } else { switch (_type) do { case "hint": { hint _message; }; case "titleCut": { titleCut [_message,"Plain Down",3]; }; case "titleText": { titleText [_message, "PLAIN DOWN"]; titleFadeOut 10; }; }; }; }; "customRemoteMessage" addPublicVariableEventHandler {(_this select 1) call fnc_remote_message;}; Please tell me how to do it correct! Link to comment Share on other sites More sharing options...
Richie Posted January 7, 2014 Report Share Posted January 7, 2014 Hi to all! Sorry!! i`m a noob. Please help me!! <snip> Please tell me how to do it correct! Try following the install instructions on page 1 :) You have them in the mission file, they go server side and are events, it's all explained in this thread. Link to comment Share on other sites More sharing options...
Mr.BorisBritva Posted January 7, 2014 Report Share Posted January 7, 2014 Try following the install instructions on page 1 :) You have them in the mission file, they go server side and are events, it's all explained in this thread. Thanks!!! It WORKS!!!!!!!!!!!!!!!!!!!!!!! Link to comment Share on other sites More sharing options...
tarvin Posted January 9, 2014 Report Share Posted January 9, 2014 Help me!!! Help me!!! Hi! Everything works fine. But there is a small problem. Infistar debug monitor. If it is off, everything is fine showing. If enabled. Messages that closed immediately after the (showing less than a second and then immediately pops debug) / Somebody solved this problem. I want to see the beautiful message via _hint and at the same time, that was a debug. Help dispute between users. Some want to debug the second message :) Display debug messages does not work. PS: not message on simple text in center screen, but like hint on right bottom need :( Link to comment Share on other sites More sharing options...
tarvin Posted January 9, 2014 Report Share Posted January 9, 2014 For WAI mission system good wooks two! On any misiion file change //comment standart message: //[nil,nil,rTitleText,"Bandits have disabled a Convoy! Check your map for the location!", "PLAIN",10] call RE; [_position,"Disabled Convoy"] execVM "\z\addons\dayz_server\WAI\missions\compile\markers.sqf"; // Send Top Right message to users , requires Remote message script _hint = parseText format["<t align='left' color='#FFFF9F' shadow='2' size='1.75'>WAI mission:</t><br/><t align='left' color='#FFFFF9F'>Bandits have disabled a Convoy! Check your map for the location!</t>"]; customRemoteMessage = ['hint', _hint]; publicVariable "customRemoteMessage"; And any message two :) you have mission message in like style. :) Link to comment Share on other sites More sharing options...
cayote Posted January 10, 2014 Report Share Posted January 10, 2014 For WAI mission system good wooks two! On any misiion file change //comment standart message: //[nil,nil,rTitleText,"Bandits have disabled a Convoy! Check your map for the location!", "PLAIN",10] call RE; [_position,"Disabled Convoy"] execVM "\z\addons\dayz_server\WAI\missions\compile\markers.sqf"; // Send Top Right message to users , requires Remote message script _hint = parseText format["<t align='left' color='#FFFF9F' shadow='2' size='1.75'>WAI mission:</t><br/><t align='left' color='#FFFFF9F'>Bandits have disabled a Convoy! Check your map for the location!</t>"]; customRemoteMessage = ['hint', _hint]; publicVariable "customRemoteMessage"; And any message two :) you have mission message in like style. :) Yeah the message system is cool but causes minor glitches elsewhere. Link to comment Share on other sites More sharing options...
Fluffy Posted January 11, 2014 Report Share Posted January 11, 2014 Hey Could anyone help me set up the messages in corner of screen like on the [MGT] servers i have the supply drops working with markers but no messages and i would really like messages for screen anyone help??? Link to comment Share on other sites More sharing options...
Mochan Posted January 11, 2014 Report Share Posted January 11, 2014 My Server gets stuck on Waiting for Server to Start Authentication? Any help? **EDIT FIXED** All working fine. Link to comment Share on other sites More sharing options...
Lucavi Posted January 13, 2014 Report Share Posted January 13, 2014 If I change the wait from 900 to any number higher, does that increase the amount of time that the event is active? Link to comment Share on other sites More sharing options...
Fluffy Posted January 13, 2014 Report Share Posted January 13, 2014 If I change the wait from 900 to any number higher, does that increase the amount of time that the event is active? Yes 1800 is 30 minutes Link to comment Share on other sites More sharing options...
Fluffy Posted January 13, 2014 Report Share Posted January 13, 2014 Yes 1800 is 30 minutes ok i should of worded i better 900 is 15 minutes and 1800 30 minutes so keep adding 900 to it to add 15 minutes Link to comment Share on other sites More sharing options...
Randomness Posted January 15, 2014 Report Share Posted January 15, 2014 holy shit, bots took over this topic Link to comment Share on other sites More sharing options...
CraigusMcGooch Posted January 16, 2014 Report Share Posted January 16, 2014 Seem to be running into a little issue. I done all that was asked of me on page one. Yet, when launching my server I get the background coastal noise and the loading bar doesn't fill up. After editing EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"],["any","any","any","any",10,"Military"],["any","any","any","any",25,"Treasure"],["any","any","any","any",40,"Supplyitems"],["any","any","any","any",55,"Construction"]]; I get passed the loadscreen but put to debug land after waiting 30 seconds. Any help appreciated. Regards. EDIT:- I managed to get the mission system working but the pop ups telling the players are not active. The part in the original installation noted moving pop up to the middle of the screen is that necessary for the pop ups to work? Link to comment Share on other sites More sharing options...
Wriggles Posted January 24, 2014 Report Share Posted January 24, 2014 Did anybody ever manage to figure out the whole "if (count PlayableUnits < 10) { exitwith { diag_log ["Not enough players online, cancelling event"]; };" and manage to get it working? Link to comment Share on other sites More sharing options...
Randomness Posted January 27, 2014 Report Share Posted January 27, 2014 Did anybody ever manage to figure out the whole "if (count PlayableUnits < 10) { exitwith { diag_log ["Not enough players online, cancelling event"]; };" and manage to get it working? I did fix this a few posts later i think? if ((count dayz_players) < 5) exitwith { diag_log ["Not enough players online, cancelling event"];}; Directly from the mission file i have now. ALternatively you could replace 5 with something like dze_event_minPlayer , and then define this value in your epoch settings in the init, so you would be able to edit this number without having to unpack & pack the pbo all the time justchil 1 Link to comment Share on other sites More sharing options...
GhostTown Posted February 3, 2014 Report Share Posted February 3, 2014 Awesome events! Is there a way to have the missions to still be on map when people die/relog? Link to comment Share on other sites More sharing options...
ValdisMD Posted February 11, 2014 Report Share Posted February 11, 2014 looks great, thanks a lot Link to comment Share on other sites More sharing options...
SaschQuasch Posted February 11, 2014 Report Share Posted February 11, 2014 4 Events working in dayzEpoch panthera ?? Can you help me? with this I did not understand a thing, and dono where to place events.sqf what server or mission custom scripts folder??? I too have panthera server. Please Link to comment Share on other sites More sharing options...
Achmed Posted February 11, 2014 Report Share Posted February 11, 2014 How would i go about disabling the map markers? I want to use this like the epoch supply drops where you have to just find them by chance Link to comment Share on other sites More sharing options...
FoamysWorld Posted February 15, 2014 Report Share Posted February 15, 2014 How would i go about disabling the map markers? I want to use this like the epoch supply drops where you have to just find them by chance /* */ comment out the marker section using the brackets above. Link to comment Share on other sites More sharing options...
Achmed Posted February 15, 2014 Report Share Posted February 15, 2014 thanks :) Link to comment Share on other sites More sharing options...
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