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    • By Vladick
      BSBS Server IP: 216.244.93.103:7802
      Website: https://bsbsepoch.000webhostapp.com/
      Discord: https://discord.gg/PVn8PvG
      Server Features:
      PvPvE Database wiped 1/5/18 ESS V3 spawn selection Coins and Global Banking WAI missions and Roaming DZAI Bandits Customized map additions Skalisky Bridge Skalisky Island Bandit Camp with high loot (fun mission!) Garage Door Opener Virtual Garage Deploy bike Refuel, Repair, Rearm Take clothes Bury Body Butcher Body Locate vehicle with keys and GPS One plot poll per player Indestructible bases Trader Safe Zones Day/Night Schedule 4-hour restarts
    • By JakeQue
      Hi, me again.
       
      For some reason when i spawn in and collect coins or loadout the next time i disconnect and come back it puts me back into spawn and money is all disappeared. 

      There's no hive errors.
      The only error in the Server RPT is :
      And I have 2 errors in my client RPT. Looks like they relate to zsc but I have reinstalled it from scratch and still the same.
      and 
       
      Sorry to be such a noob with this one!!
    • By iben
      Hello guys,
      do you remember old "Paint vehicles" script? Let's look back to idea fathers:
      ===
      CREDITS:
      All credits goes to its original authors:
      DayZ Epoch developers, collaborators and contributors (thank you guys for your excellent work!) (visit them on github)
      Maca134 for orginal color vehicle script.
      @Zupa for the idea of painting vehicles in two different colors.
      @0verHeaT for script public release - this version we are updating for 1.0.6.1+ (see original thread)
      @raymix for list of paintable vehicles for this script (see original thread)
      ---
      Special Thank you goes to @DAmNRelentless for taking care of Github repo.
       ===
      This script was updated for Epoch 1.0.6.2 and upgraded.
      ===
      FEATURES:
      Vehicles can be painted in two different colors Only vehicles which you own can be painted (vehicles with key) Only vehicles in ColourVehicles array can be painted Script is designed to be used along with Single currency. Player will pay for painting vehicles. UPDATED: Color values are saved in the worldspace field in database NEW: Vehicles can be unpainted to default state (default textures are loaded) UPDATED: Vehicles can be painted using GUI with visual enhancements. Use PaintVehicles defines.hpp for defining custom GUI color scheme UPDATED: Script is now fully compatible with Virtual Garage and Vehicle Key Changer (VKC) script thanks to @salival (2017-08-22).
      All scripts by @salival and this one prior update date should be upgraded to get much better player experience! UPDATED: for Epoch 1.0.6.2 ===
      Changelog:
      [2017-05-22], v1.0 | Initial release [2017-05-25], v1.1 | Optimized compiles: 5 files reduced to 1. See changes: [commit  ae29c13] [2017-08-20], v1.2 | Regular code maintenance. See changes: [commit 682f99a] and [commit 7cd8fce] [2017-10-23], v1.3 | Roll back to full version of player_forceSave (uniCoins fix: Issue not related to script itself). [2017-12-04], v1.4 | Safer manipulation with data sending to server. Basic defines fix - from sqf to hpp.  See changes: [commit 2735dea] [2017-29-04], v1.5 | Update for Epoch 1.0.6.2 [2017-29-04], v1.5.1 | FIX: fn_selfAction path (thx @hooty): [commit 38fe105] ===
      How it looks like:

      === database screenshot

      ===
      MiniShowcase
      ===
      How to install:
      We are not using common way how is script included to current folder structure (like grab whole folder and put it to the root of mission folder) - 
      that's why read carefully, use repo folder structure (or similar) and compare tool like diffmerge! If you have troubles, just ask here or send me PM.
      Source files are available at Github repo. You can download them from here.
      For client side we need these folders in the root of your 'MPMissions\Dayz_Epoch_11.Chernarus' folder:
      actions: we will store file with scroll action menu command Paint vehicle here compile: we will store core script client files here Configs: we will store defines && dialog config files for script GUI here gui:  we will store your "Money" or "Coins" picture here (Change path inside: `dayz_code\compile\player_paintVehicle.sqf`) init: we will load all compiles and variables from here ... and finaly files:
      description.ext: we will load your defines and dialogs from here via master.hpp init.sqf: we will load your custom compiles and variables from here For server side (dayz_server) we need to touch these files:
      compiles\paintVehicles  (copy whole folder to compiles) compiles\server_updateObject.sqf system\server_monitor.sqf init\server_functions.sqf (compile init.sqf) ===
      Battleye
      // Add an exception to publicvariable.txt !="PVDZE_veh_Color" ===
      infiSTAR
      // Add an exception to allowed dialogs 571113 ===
      ...that's all, Have Fun!!
      Cheers...
      ===
    • By Bricktop
      **NEW** Manup-PvPvE | v1.0.6.2 | 5-Mil + KITS | Player Teleport | VirtGarage | Banks | Checks | Perks | Cap&Hold | GemCraft | Semi-Mil | High [email protected]@T

       
      ==============================
      M A N U P - 1.0.6.2 - U P D A T E
      The NEW SERVER is Unlocked! 
      DayZ Overpoch Chernarus 1.0.6.2
      IP: 216.244.87.253:6302
      This is a PvPvE Militarized Server with High Loot and High Risk 
      $5,000,000 Start coins + Cinder & Metal Base kit

      ==============================
      MODS - EDITS - SCRIPTS
      ==============================
      > Suicide
      > Earplugs
      > Auto Run
      > Tow & Lift
      > Safe Zones
      > Flip Vehicle 
      > Plot For Life
      > Bury Bodies
      > Take Clothes
      > Click Actions
      > Harvest Hemp
      > Service Points
      > Locate Vehicle
      > Virtual Garage
      > Player Teleport
      > Custom Traders
      > Global Banking
      > Free Spawn Kits
      > Tanks and APC's
      > Attack Choppers
      > Scan For Players
      > Deploy Anything
      > KO Melee Combat
      > Plot Management
      > Scan For Animals
      > Scan For Zombies
      > Treasure Hunting
      > Turn On/Off Grass 
      > Snap With Vectors
      > Custom Trader City
      > Group Management
      > Garage Door Opener
      > Safe Zone Relocate
      > Custom Action Wheel 
      > Vehicle Key Changer
      > Humanity Spawn Kits
      > Custom Event Crates
      > No Spawn Restriction
      > Sell On Site Missions
      > Change View Distance
      > Custom Debug Monitor
      > Player Zombie Shields
      > remote vehicle options
      > Humanity spawn vehicles 
      > Community Localizations
      > Humanity Spawn Classes
      > Custom Military locations
      > Custom Cap & Hold Missions
      > Custom NEAF / NWAF / BALOTA
      > Door Management With Eye Scan
      > More custom stuff inside ....

      ==============================
      Special thanks to @salival  for all his help with the conversion. I couldn't of done it with out you!
      ==============================
      Thanks For Playing ManUp - Enjoy and Please report any bugs.
      http://steamcommunity.com/groups/manupsurvival#
      https://discord.gg/V85spbD


    • By chi
      Can someone tell me if im doing something wrong here? Im trying to spawn a random amount of coins on Zombies when they die.
      This is my zombie_generate.sqf and im calling it from my custom compiles. Sorry, but im on my phone and cant find a spoiler box button.
      #include "\z\addons\dayz_code\loot\Loot.hpp"
      private ["_bypass","_position","_unitTypes","_radius","_method","_agent","_maxlocalspawned","_doLoiter","_wildspawns","_maxControlledZombies",
      "_cantSee","_isOk","_zPos","__FILE__","_fov","_safeDistance","_farDistance","_xasl","_eye","_ed","_deg","_skipFOV","_wildSpawns","_tooClose",
      "_type","_loot","_array","_rnd","_lootType","_index","_weights","_loot_count","_favStance","_lootGroup"];
      _position = _this select 0;
      _doLoiter = _this select 1; // wonder around
      _unitTypes = _this select 2; // class of wanted models
      //_wildspawns = _this select 3;
      _bypass = _this select 3;
      _maxlocalspawned = round(dayz_spawnZombies);
      //Lets check if we need to divide the amount of zeds
      if (r_player_divideinvehicle > 0) then {
          _maxlocalspawned = round(dayz_spawnZombies / r_player_divideinvehicle);
      };
      _maxControlledZombies = round(dayz_maxLocalZombies);
      _cantSee = {
          private "_isOk";
          _isOk = true;
          _zPos = +(_this select 0);
          if (count _zPos < 3) exitWith {
              diag_log format["%1::_cantSee illegal pos %2", __FILE__, _zPos];
              false
          };
          _zPos = ATLtoASL _zPos;
          _fov = _this select 1; // players half field of view
          _safeDistance = _this select 2; // minimum distance. closer is wrong
          _farDistance = _this select 3; // distance further we won't check
          _zPos set [2, (_zPos select 2) + 1.7];
          {
              _xasl = getPosASL _x;
              if (_xasl distance _zPos < _farDistance) then {
                  if (_xasl distance _zPos < _safeDistance) then {
                      _isOk = false;
                  } else {
                      _eye = eyePos _x; // ASL
                      _ed = eyeDirection _x;
                      _ed = (_ed select 0) atan2 (_ed select 1);
                      _deg = [_xasl, _zPos] call BIS_fnc_dirTo;
                      _deg = (_deg - _ed + 720) % 360;
                      if (_deg > 180) then { _deg = _deg - 360; };
                      if ((abs(_deg) < _fov) && {( // in right angle sector?
                              (!(terrainIntersectASL [_zPos, _eye]) // no terrain between?
                              && {(!(lineIntersects [_zPos, _eye]))}) // and no object between?
                          )}) then {
                          _isOk = false;
                      };
                  };
              };
              if (!_isOk) exitWith {false};
          uiSleep 0.001;
          } forEach playableUnits;
          _isOk
      };
      _skipFOV = false;
      if ((_maxlocalspawned < _maxControlledZombies) && (dayz_CurrentNearByZombies < dayz_maxNearByZombies) && (dayz_currentGlobalZombies < dayz_maxGlobalZeds)) then {
          if (_bypass) then {  
              _skipFOV = true;
              _position = [_position,3,20,1] call fn_selectRandomLocation;
          };
          if (surfaceIsWater _position) exitWith { diag_log "Location is in Water Abort"; };
          if ((_skipFOV) or {([_position, 15, 10, 70] call _cantSee)}) then {
              _tooClose = {isPlayer _x} count (_position nearEntities ["CAManBase",30]) > 0;
              if (_tooClose) exitwith { diag_log "Zombie_Generate: was too close to player."; };
              
              if (count _unitTypes == 0) then {
                  _unitTypes = getArray (missionConfigFile >> "CfgLoot" >> "Buildings" >> "Default" >> "zombieClass");
              };
              
              // lets create an agent
              _type = _unitTypes call BIS_fnc_selectRandom;
              _radius = 5;
              //_method = if (_doLoiter) then {"CAN_COLLIDE"} else {"NONE"};
              _agent = createAgent [_type, _position, [], _radius, "CAN_COLLIDE"]; 
              uiSleep 0.03;
              
              //add to global counter 
              dayz_spawnZombies = dayz_spawnZombies + 1;
              dayz_CurrentNearByZombies = dayz_CurrentNearByZombies + 1;
              dayz_currentGlobalZombies = dayz_currentGlobalZombies + 1;
              
              //Add some loot
              if (0.3 > random 1) then {
                  _lootGroup = configFile >> "CfgVehicles" >> _type >> "zombieLoot";
                  if (isText _lootGroup) then {
                      //_lootGroup = dayz_lootGroups find getText (_lootGroup);
                      _lootGroup = Loot_GetGroup(getText _lootGroup);
                      //[_agent, _lootGroup, 1] call loot_insert;
                      Loot_Insert(_agent, _lootGroup, 1);
                  };
              };
              
              _agent setVariable["agentObject",_agent];
              if (!isNull _agent) then {
                  _agent setDir random 360;
                  uiSleep 0.03;
                  _position = getPosATL _agent;
                  _favStance = (
                      switch ceil(random(3^0.5)^2) do {
                          //case 3: {"DOWN"}; // prone
                          case 2: {"middle"}; // Kneel "middle"
                          default {"Up"}; // stand-up
                      }
                  );
                  _agent setUnitPos _favStance;
                  _agent setVariable ["stance", _favStance];
                  _agent setVariable ["BaseLocation", _position];
                  _agent setVariable ["doLoiter", _doLoiter]; // true: Z will be wandering, false: stay still
                  
                  _coinsRandom = random 1;
                  if (_coinsRandom <= 0.5) then {
                  _cash = round(random 20) * 5; // number between 0 and 200 Add Coins to Zombie
                  _agent setVariable["CashMoney",_cash ,true]; // Add Coins to Zombie
                  };
              };
          };
      };
       
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