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Adding Namalsk Bloodsuckers & Cold Weather


NamalskHero

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hi can anyone help me with adding the namalsk bloodsuckers and cold weather to my namalsk epoch server please. Any help would be so great as ive tryed so many times and cant do it.

 

Heres my description.ext file

 

#include "addons\blowout\config\sound.hpp"
respawn = "BASE";
respawndelay = 5;
onLoadMission= "DayZ Epoch";
OnLoadIntro = "http://epochmod.com/";
OnLoadIntroTime = False;
OnLoadMissionTime = False;
disabledAI = true;
disableChannels[]={0,2,6}; //0 = Global 1 = Side 2 = Command 3 = Group 4 = Vehicle 5 = Direct 6 = System
enableItemsDropping = 0;

briefing = 0;
debriefing = 0;

onPauseScript = "";
loadScreen = "\nst\ns_dayz\data\dayznamalsk_logo_ca.paa";

class Header
{
 gameType = COOP;
 minPlayers = 1;
 maxPlayers = 100;
};

aiKills = 1;
diagRadio = 1;
diagHit = 1;

//Loads all hpp files
#include "CONFIGS\MissionInit.hpp"
#include "custom\snap_pro\snappoints.hpp"

 

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

And heres my init.sqf file

 

/*Mission Loading*/
startLoadingScreen ["","RscDisplayLoadCustom"];
cutText ["","BLACK OUT"];
enableSaving [false, false];

//REALLY IMPORTANT VALUES
dayZ_instance = 15;                    //The instance
dayZ_serverName = "Namalsk";
dayzHiveRequest = [];
initialized = false;
dayz_previousID = 0;

// Values for the blowout script
ns_blowout = true;                 // true / false
ns_blowout_dayz = true;            // true / false
ns_blow_delaymod = 0.74;         // blowout delay
ns_blow_itemapsi = "NVGoggles"; // ItemAPSI replacement
ns_blow_playerdamage = 4000;     // damage players without ns_blow_itemapsi can get per blowout
ns_blow_emp = false;             // Namalsk Only

//disable greeting menu 
player setVariable ["BIS_noCoreConversations", true];
//disable radio messages to be heard and shown in the left lower corner of the screen

//disable radio messages
enableRadio true;

// Prevent messages from NPC
enableSentences false;

// DayZ Epoch config
spawnShoremode = 1; // Default = 1 (on shore)
spawnArea= 1500; // Default = 1500
dayz_MapArea = 8000; // Default = 10000

//Load in compiled functions
diag_log "Loading Server Options";
execVM "OPTIONS\EpochConfig.sqf";
call compile preprocessFileLineNumbers "OPTIONS\Loader.sqf";
diag_log "Server Options Loaded";

// Dayz Epoch Events
EpochEvents = [["any","any","any","any",5,"crash_spawner"],["any","any","any","any",10,"crash_spawner"],["any","any","any","any",15,"supply_drop"],["any","any","any","any",25,"ikea"],["any","any","any","any",35,"supply_drop"],
["any","any","any","any",40,"crash_spawner"],["any","any","any","any",45,"supply_drop"],["any","any","any","any",50,"ikea"]];

//Load in compiled functions
call compile preprocessFileLineNumbers "DAYZ_CODE\INIT\variables.sqf";
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.4;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
call compile preprocessFileLineNumbers "custom\compiles.sqf";
progressLoadingScreen 0.6;
call compile preprocessFileLineNumbers "DAYZ_CODE\INIT\compiles.sqf";
progressLoadingScreen 0.7;
call compile preprocessFileLineNumbers "DAYZ_CODE\COMPILE\player_traderMenu.sqf";
progressLoadingScreen 0.8;
call compile preprocessFileLineNumbers "TRADERS\server_traders.sqf";
progressLoadingScreen 1.0;

"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";

diag_log "Loading Server Monitor & Server Executions!";
if (isServer) then {
    //Compile vehicle configs
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_15.namalsk\dynamic_vehicle.sqf";                
    // Add trader citys
    _nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_15.namalsk\mission.sqf";

    _serverMonitor =     [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
};

diag_log "Loading Dedicated Executions!";
if (!isDedicated) then {
    //Conduct map operations
    0 fadeSound 0;
    waitUntil {!isNil "dayz_loadScreenMsg"};
    dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
    
    //Run the player monitor
    _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    _playerMonitor =     [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
    
    //Remote Messages
    _nil = [] execVM "DAYZ_CODE\COMPILE\remote_message.sqf";

    //Mod Loader
    execVM "OPTIONS\ModConfig.sqf";
};

execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";

if (!isNil "dayZ_serverName") then {
    [] spawn {
        waitUntil {(!isNull Player) and (alive Player) and (player == player)};
        waituntil {!(isNull (findDisplay 46))};
        5 cutRsc ["wm_disp","PLAIN"];
        ((uiNamespace getVariable "wm_disp") displayCtrl 1) ctrlSetText dayZ_serverName;
    };
};

// More Blowout script stuff
if (isServer) then { _bul = [ns_blow_emp] execVM "addons\blowout\module\blowout_server.sqf"; };
if (!isDedicated) then { _bul = [] execVM "addons\blowout\module\blowout_client.sqf"; };

diag_log "Finalizing Server Startup, Loading BIS_Effects";
#include "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
execVM "service_point\service_point.sqf";
 

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me and my mate are trying to get the cold weather script working and we cant get it to work on the server could you help us please as we have tried so many times now. And the 3 compiles being called i don't know why that is i just do what mods and scripts tell me to do. If you think its wrong or something else let me know thank you. 

Cold weather with warm clothing and breath fog

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Okay, so everyone has to learn this way, by trying. I will try to help but you have to clean up this init up to start . This is what I would do, there are other ways I'm sure. Between progressLoadingScreen 0.5; and 1.0  I do not add any progressLoadingScreen. This is taken care of elsewhere.There are 2 ways I can bring my compiles to my mission. Here is all you need.................EXAMPLE=

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

You can COPY your whole compiles.sqf from dayz_code and put it in your mission, then comment out the call to dayz_code. Edit it any way you like. That makes the mission download bigger.

Or you can make a blank compiles and put JUST your EDITS in it and run it so it overwrites the the dayz_code ( like the example above).

Anyway you do it you put all your compile edits in one custom compile and change your paths. Be patient. No errors.

I don't know "cold weather script".  There are 3 things I do......., cold , snow falling, and snow on map.

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First make it snow...In case you don't have it snowing, this is easy. Make a folder called ... well , "Weather", put it in your MP mission. Download then put these files in it.......

/////// DynamicWeatherEffects.sqf = http://pastebin.com/Bisq5G8A

////// fn_dzn_snowfall.sqf = http://pastebin.com/nmmFrJyZ

 >>comment out the call in your init, when you're done it will look like this...........

//execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";

//start winter
    execVM "Weather\DynamicWeatherEffects.sqf";

>>you may edit this file so it snows a lot or whatever. Now I place this .................

class CfgFunctions {
    class DZN {
        class Functions {
            class snowfall {
                description = "Simple snowfall script";
                file = "Weather\fn_dzn_snowfall.sqf";
            };
        };
    };
};

>>under "class RscPicture", in description.ext so it looks like this...................................

class RscPicture
{
    access=0;
    type=0;
    idc=-1;
    style=48;
    colorBackground[]={0,0,0,0};
    colorText[]={1,1,1,1};
    font="TahomaB";
    sizeEx=0;
    lineSpacing=0;
    text="";
};
class CfgFunctions {
    class DZN {
        class Functions {
            class snowfall {
                description = "Simple snowfall script";
                file = "Weather\fn_dzn_snowfall.sqf";
            };
        };
    };
};

In your description.ext it appears you have moved this..??.....That is snowfall. Very simple.This is  Namalsk stuff . Thanks goes to them.

 

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For cold weather = make a folder called whatever you want to call it, "custom" in this example.Put it in your mp missions.Go to your client file / dayz_code/compile/ and COPY fn_temperature.sqf. Put it in the "custom" folder.
Go to dayz_code/actions/and COPY player_useMeds.sqf. Put it in the "custom" folder.
////////////////////////////////////
If you overwrite your compiles.sqf just put the calls in like this=
player_temp_calculation = compile preprocessFileLineNumbers "custom\fn_temperatur.sqf";
player_useMeds = compile preprocessFileLineNumbers "custom\player_useMeds.sqf";
////////////////////////////////
If you have your complete compiles.sqf in mission you would edit it like this=comment out this line then add your path like this=

//player_temp_calculation=compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf";

player_temp_calculation = compile preprocessFileLineNumbers "custom\fn_temperatur.sqf";

///////////////////////////////////
Do the same for player_useMeds.sqf if you want extra hot heatpacks.
////////////////////////////////////////////

you will be editing this part in fn_temps, these are mine for Chernarus with some extra stuff, mess with the settings until you're satisfied.

/////////////////////////////////////////
//Factors are equal to win/loss of factor*basic value
    //All Values can be seen as x of 100: 100 / x = minutes from min temperetaure to max temperature (without other effects)
_vehicle_factor = 7;
_moving_factor = 5;
 _fire_factor = 100; // more than snowfall/snow/night/wind total
_building_factor = 10;
_sun_factor = 1   

_water_factor = -50;
_rain_factor = -20;
_snowfall_factor = -30;   //   ADDED /K.
_snow_factor = -15;       // ADDED chernarus winter surface/ K.
_night_factor = -10;
_wind_factor = -20;
//////////////////////////////////////////
if(isNil ("snow")) then {snow = 0};
_snowfall = if(snow > 0) then {true} else {false};          //ADDED K.
_raining = if(rain > 0) then {true} else {false};
_sunrise = call world_sunRise;
/////////////////////////////////////

Edit your player_useMeds.sqf, this gives extra heat for heatpacks. This will take it from freezing to death to cozy warm.
Change dayz_temperatur + to 15, like this example.

case "ItemHeatPack": {
      player removeMagazine "ItemHeatPack";
     dayz_temperatur = (dayz_temperatur + 15) min dayz_temperaturmax;   //edited K.
    cutText [localize "str_player_27", "PLAIN DOWN"];
};


That is it ...........you are cold.

 

 

 

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  • 5 months later...

Description.ext looks nothing like that anymore, Where do I paste this now ? 

 

};
class CfgFunctions {
    class DZN {
        class Functions {
            class snowfall {
                description = "Simple snowfall script";
                file = "Weather\fn_dzn_snowfall.sqf";
            };
        };
    };
};

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