Jump to content
juandayz

[1.6] TEST TOOLS UPDATED 06/13/17

Recommended Posts

i was installed my old infiStar. 

 

in init.sqf little script checking if is admin

AdminsList = ["UID","UID","UID"];

myUID = gatPlayerUID player;

if (myUID in AdminsList) then {
	dayz_antihack = 0;
    dayz_antiWallHack = 0; 
    dayz_REsec = 0; 
	dayz_enableRules = false;
} else {
	dayz_antihack = 1;
	dayz_antiWallHack = 1; 
	dayz_REsec = 1; 
	dayz_enableRules = true;
};

 

Share this post


Link to post
Share on other sites
2 hours ago, Linux said:

i was installed my old infiStar. 

 

in init.sqf little script checking if is admin

AdminsList = ["UID","UID","UID"];

myUID = gatPlayerUID player;

if (myUID in AdminsList) then {
	dayz_antihack = 0;
    dayz_antiWallHack = 0; 
    dayz_REsec = 0; 
	dayz_enableRules = false;
} else {
	dayz_antihack = 1;
	dayz_antiWallHack = 1; 
	dayz_REsec = 1; 
	dayz_enableRules = true;
};

 

do you say something like this.. to use in first server?

//Game settings
_adminsList= [];  //An array of adms
if((getPlayerUID player) in _adminsList) then {

//enable options and disable antihack for admis
dayz_antihack = 0;  
[] execVM "custom\testtools\testtools_activate.sqf";      
} else {

//disable testtools and enable antihack for normal players
dayz_antihack = 1; 
};
dayz_antiWallHack = 1; //DayZ AntiWallhack / 1 = enabled // 0 = disabled, Adds items to the map to plug holes.
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).  
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
dayz_POIs = true;
dayz_infectiousWaterholes = true;
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.

 

Share this post


Link to post
Share on other sites

updated: a lil more options:

Spoiler

*Teleport to any  map location.

*Suicide.

*Custom Gear.

*Spawn Random Crate.

*Spawn Weapons Crate.

*Spawn Zeds

*Zeds Shield

*Phanthom (invisible)

*Healme

*HumanityChanger/be hero/bandit/survivor

 

 

Share this post


Link to post
Share on other sites
51 minutes ago, Cubitron said:

Nice Tool, works good , a delete Button would be fine (crates ,vehicles)

crates delete automatically :

_distance = 300;

waitUntil {(player distance _crate) > _distance};
deleteVehicle _crate;

			
titleText ["weapons crate was deleted","PLAIN DOWN"]; titleFadeOut 4;			
		

 

Share this post


Link to post
Share on other sites

Hello!

Trying use testtools, but i have an error after choosing "Test tools" in scroll menu:

23:30:52 Player W0LF kicked off by BattlEye: Script Restriction #48
23:30:52 Player W0LF disconnected.

scripts.log (in battleeye folder in instance folder):

29.12.2016 23:30:52: W0LF (192.168.1.1:2316) 79c989738c3e7bcfeb7df92a357564fa - #48 ", [13], "", -3, [["expression", ""]], "1", "1"]
]; 



showCommandingMenu "#USER:testtoolsmain"; "

part of my init.sqf:

if((getPlayerUID player) == "76561198000206238") then {
	//disable antihack for admis and enable testtools option
	dayz_antihack		= 0;
	dayz_antiWallHack	= 0;		// DayZ AntiWallhack / 1 = enabled // 0 = disabled, Adds items to the map to plug holes.
	dayz_REsec			= 0;		// DayZ RE Security / 1 = enabled // 0 = disabled
	[] execVM "custom\testtools\testtools_activate.sqf";      
} else {
	//disable testtools and enable antihack for normal players
	dayz_antihack		= 1; 
	dayz_antiWallHack	= 1;		// DayZ AntiWallhack / 1 = enabled // 0 = disabled, Adds items to the map to plug holes.
	dayz_REsec			= 1;		// DayZ RE Security / 1 = enabled // 0 = disabled
};

Where I failed?

Share this post


Link to post
Share on other sites
1 minute ago, ViktorReznov said:

Clean install, installed only test tools, zeds will not move, they will attack and hurt, but will not move. Did before install of mod. Any ideas?

mmm well not,, thers nothing about zed in test tools exept for the zed shield (remove zeds around player) and spawn zeds.. but nothing about zeds was touched in dayz_server or dayz_code. to broke your zeds spawns. do you set the walker zeds in init.sqf?

Share this post


Link to post
Share on other sites
11 minutes ago, juandayz said:

mmm well not,, thers nothing about zed in test tools exept for the zed shield (remove zeds around player) and spawn zeds.. but nothing about zeds was touched in dayz_server or dayz_code. to broke your zeds spawns. do you set the walker zeds in init.sqf?

negative, however, after a little further game play, im getting some do move and some dont

Share this post


Link to post
Share on other sites
Spoiler

/*    
    For DayZ Epoch
    Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
*/

//Server settings
dayZ_instance = 11; //Instance ID of this server
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)

//Game settings
dayz_antihack = 0; // DayZ Antihack / 1 = enabled // 0 = disabled
dayz_antiWallHack = 1; //DayZ AntiWallhack / 1 = enabled // 0 = disabled, Adds items to the map to plug holes.
dayz_REsec = 0; // DayZ RE Security / 1 = enabled // 0 = disabled
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
dayz_POIs = true;
dayz_infectiousWaterholes = true;
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
dayz_randomMaxFuelAmount = 5000; //Puts a random amount of fuel in all fuel stations.+
AdminsList = ["XXXXXXXXXXXXXXX"];

//admin tools settings
if((getPlayerUID player) in AdminsList) then {
//enable options and disable antihack for admis
dayz_antihack = 0;
[] execVM "custom\testtools\testtools_activate.sqf";      
} else {
//disable testtools and enable antihack for normal players
dayz_antihack = 1; 
};

dayz_antiWallHack = 1; //DayZ AntiWallhack / 1 = enabled // 0 = disabled, Adds items to the map to plug holes.
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).  
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
dayz_POIs = true;
dayz_infectiousWaterholes = true;
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.

//DayZMod presets
dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite"

//Only need to edit if you are running a custom server.
if (dayz_presets == "Custom") then {
    dayz_enableGhosting = false; //Enable disable the ghosting system.
    dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again.
    dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
    dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
    dayz_spawnCrashSite_clutterCutter = 0;    // heli crash options 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_bleedingeffect = 3; //1 = blood on the ground, 2 = partical effect, 3 = both
    dayz_OpenTarget_TimerTicks = 60 * 10; //how long can a player be freely attacked for after attacking someone unprovoked
    dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
    dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
};

//Temp settings
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
dayz_maxGlobalZeds = 2000; //Limit the total zeds server wide.
dayz_temperature_override = false; // Set to true to disable all temperature changes.

enableRadio false;
enableSentences false;

// EPOCH CONFIG VARIABLES START //
#include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line
// See the above file for a full list including descriptions and default values
// Uncomment the lines below to change the default loadout
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
dayz_paraSpawn = false; // Halo spawn
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
DZE_BuildOnRoads = true; // Allow building on roads
DZE_PlayerZed = false; // Enable spawning as a player zombie when players die with infected status
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
DZE_slowZombies = false; // Force zombies to always walk
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
DZE_GodModeBase = false; // Make player built base objects indestructible
DZE_requireplot = 1; // Require a plot pole to build  0 = Off, 1 = On
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
MaxDynamicDebris = 750; // Max number of random road blocks to spawn around the map
MaxVehicleLimit = 1000; // Max number of random vehicles to spawn around the map
spawnArea = 1400; // Distance around markers to find a safe spawn position
spawnShoremode = 1; // Random spawn locations  1 = on shores, 0 = inland
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
// EPOCH CONFIG VARIABLES END //


diag_log 'dayz_preloadFinished reset';
dayz_preloadFinished=nil;
onPreloadStarted "diag_log [diag_tickTime,'onPreloadStarted']; dayz_preloadFinished = false;";
onPreloadFinished "diag_log [diag_tickTime,'onPreloadFinished']; dayz_preloadFinished = true;";
with uiNameSpace do {RscDMSLoad=nil;}; // autologon at next logon

if (!isDedicated) then {
    enableSaving [false, false];
    startLoadingScreen ["","RscDisplayLoadCustom"];
    progressLoadingScreen 0;
    dayz_loadScreenMsg = localize 'str_login_missionFile';
    progress_monitor = [] execVM "\z\addons\dayz_code\system\progress_monitor.sqf";
    0 cutText ['','BLACK',0];
    0 fadeSound 0;
    0 fadeMusic 0;
};

initialized = false;
call compile preprocessFileLineNumbers "custom\variables.sqf";
progressLoadingScreen 0.05;
call compile preprocessFileLineNumbers "custom\publicEH.sqf";
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "custom\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus11.sqf"; //Add trader city objects locally on each machine early
initialized = true;

setTerrainGrid 25; //grass draw distance (50=no grass, 25=normal, 12.5=far)
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";

if (isServer) then {
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf";
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\traders\chernarus11.sqf"; //Add trader agents
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\server_monitor.sqf";
    //Must be global spawned, so players don't fall through buildings (might be best to spilt these to important, not important)
    if (dayz_POIs && (toLower worldName == "chernarus")) then { execVM "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf"; };
    //Get the server to setup what waterholes are going to be infected and then broadcast to everyone.
    if (dayz_infectiousWaterholes && (toLower worldName == "chernarus")) then {execVM "\z\addons\dayz_code\system\mission\chernarus\infectiousWaterholes\init.sqf";};
};

// Lootable objects from CfgTownGeneratorDefault.hpp
if (dayz_townGenerator) then { execVM "\z\addons\dayz_code\system\mission\chernarus\LegacyTownGenerator\MainLootableObjects.sqf"; };

if (!isDedicated) then {
    if (dayz_antiWallHack != 0) then {
        //Enables Map Plug items
        execVM "\z\addons\dayz_code\system\mission\chernarus\security\init.sqf";
        //Enables Plant lib fixes
        call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\antihack.sqf";
    };
    
    if (toLower(worldName) == "chernarus") then {
        diag_log "WARNING: Clearing annoying benches from Chernarus";
        ([4654,9595,0] nearestObject 145259) setDamage 1;
        ([4654,9595,0] nearestObject 145260) setDamage 1;
    };
    
    if (dayz_enableRules && (profileNamespace getVariable ["streamerMode",0] == 0)) then { dayz_rulesHandle = execVM "rules.sqf"; };
    if (!isNil "dayZ_serverName") then { execVM "\z\addons\dayz_code\system\watermark.sqf"; };
    execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf";
    execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
    if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};
    waitUntil {scriptDone progress_monitor};
    cutText ["","BLACK IN", 3];
    3 fadeSound 1;
    3 fadeMusic 1;
    endLoadingScreen;
};

[] execVM "custom\testtools\testtools_activate.sqf"; 

Think it could be due to using a customs folder for compiles, etc?

Share this post


Link to post
Share on other sites

here is your issue

//admin tools settings
if((getPlayerUID player) in AdminsList) then {
//enable options and disable antihack for admis
dayz_antihack = 0;
[] execVM "custom\testtools\testtools_activate.sqf";      
} else {
//disable testtools and enable antihack for normal players
dayz_antihack = 1; 
};

 

first.. you are calling twice the testools._activate.sqf

first here:

dayz_antihack = 0;
[] execVM "custom\testtools\testtools_activate.sqf";     

 

and second at bottom of init.

 

try with this init.sqf

Spoiler


/*    
    For DayZ Epoch
    Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
*/

//Server settings
dayZ_instance = 11; //Instance ID of this server
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)

//Game settings
//admin tools settings
AdminsList = ["YOUR ID HERE"];
if((getPlayerUID player) in AdminsList) then {
//enable options and disable antihack for admis
dayz_antihack = 0;
[] execVM "custom\testtools\testtools_activate.sqf";      
} else {
//disable testtools and enable antihack for normal players
dayz_antihack = 1;
};

dayz_antiWallHack = 1; //DayZ AntiWallhack / 1 = enabled // 0 = disabled, Adds items to the map to plug holes.
dayz_REsec = 0; // DayZ RE Security / 1 = enabled // 0 = disabled
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
dayz_POIs = true;
dayz_infectiousWaterholes = true;
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
dayz_randomMaxFuelAmount = 5000; //Puts a random amount of fuel in all fuel stations.+

 


dayz_antiWallHack = 1; //DayZ AntiWallhack / 1 = enabled // 0 = disabled, Adds items to the map to plug holes.
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).  
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
dayz_POIs = true;
dayz_infectiousWaterholes = true;
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.

//DayZMod presets
dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite"

//Only need to edit if you are running a custom server.
if (dayz_presets == "Custom") then {
    dayz_enableGhosting = false; //Enable disable the ghosting system.
    dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again.
    dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
    dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
    dayz_spawnCrashSite_clutterCutter = 0;    // heli crash options 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_bleedingeffect = 3; //1 = blood on the ground, 2 = partical effect, 3 = both
    dayz_OpenTarget_TimerTicks = 60 * 10; //how long can a player be freely attacked for after attacking someone unprovoked
    dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
    dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
};

//Temp settings
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
dayz_maxGlobalZeds = 2000; //Limit the total zeds server wide.
dayz_temperature_override = false; // Set to true to disable all temperature changes.

enableRadio false;
enableSentences false;

// EPOCH CONFIG VARIABLES START //
#include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line
// See the above file for a full list including descriptions and default values
// Uncomment the lines below to change the default loadout
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
dayz_paraSpawn = false; // Halo spawn
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
DZE_BuildOnRoads = true; // Allow building on roads
DZE_PlayerZed = false; // Enable spawning as a player zombie when players die with infected status
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
DZE_slowZombies = false; // Force zombies to always walk
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
DZE_GodModeBase = false; // Make player built base objects indestructible
DZE_requireplot = 1; // Require a plot pole to build  0 = Off, 1 = On
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
MaxDynamicDebris = 750; // Max number of random road blocks to spawn around the map
MaxVehicleLimit = 1000; // Max number of random vehicles to spawn around the map
spawnArea = 1400; // Distance around markers to find a safe spawn position
spawnShoremode = 1; // Random spawn locations  1 = on shores, 0 = inland
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
// EPOCH CONFIG VARIABLES END //


diag_log 'dayz_preloadFinished reset';
dayz_preloadFinished=nil;
onPreloadStarted "diag_log [diag_tickTime,'onPreloadStarted']; dayz_preloadFinished = false;";
onPreloadFinished "diag_log [diag_tickTime,'onPreloadFinished']; dayz_preloadFinished = true;";
with uiNameSpace do {RscDMSLoad=nil;}; // autologon at next logon

if (!isDedicated) then {
    enableSaving [false, false];
    startLoadingScreen ["","RscDisplayLoadCustom"];
    progressLoadingScreen 0;
    dayz_loadScreenMsg = localize 'str_login_missionFile';
    progress_monitor = [] execVM "\z\addons\dayz_code\system\progress_monitor.sqf";
    0 cutText ['','BLACK',0];
    0 fadeSound 0;
    0 fadeMusic 0;
};

initialized = false;
call compile preprocessFileLineNumbers "custom\variables.sqf";
progressLoadingScreen 0.05;
call compile preprocessFileLineNumbers "custom\publicEH.sqf";
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "custom\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus11.sqf"; //Add trader city objects locally on each machine early
initialized = true;

setTerrainGrid 25; //grass draw distance (50=no grass, 25=normal, 12.5=far)
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";

if (isServer) then {
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf";
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\traders\chernarus11.sqf"; //Add trader agents
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\server_monitor.sqf";
    //Must be global spawned, so players don't fall through buildings (might be best to spilt these to important, not important)
    if (dayz_POIs && (toLower worldName == "chernarus")) then { execVM "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf"; };
    //Get the server to setup what waterholes are going to be infected and then broadcast to everyone.
    if (dayz_infectiousWaterholes && (toLower worldName == "chernarus")) then {execVM "\z\addons\dayz_code\system\mission\chernarus\infectiousWaterholes\init.sqf";};
};

// Lootable objects from CfgTownGeneratorDefault.hpp
if (dayz_townGenerator) then { execVM "\z\addons\dayz_code\system\mission\chernarus\LegacyTownGenerator\MainLootableObjects.sqf"; };

if (!isDedicated) then {
    if (dayz_antiWallHack != 0) then {
        //Enables Map Plug items
        execVM "\z\addons\dayz_code\system\mission\chernarus\security\init.sqf";
        //Enables Plant lib fixes
        call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\antihack.sqf";
    };
    
    if (toLower(worldName) == "chernarus") then {
        diag_log "WARNING: Clearing annoying benches from Chernarus";
        ([4654,9595,0] nearestObject 145259) setDamage 1;
        ([4654,9595,0] nearestObject 145260) setDamage 1;
    };
    
    if (dayz_enableRules && (profileNamespace getVariable ["streamerMode",0] == 0)) then { dayz_rulesHandle = execVM "rules.sqf"; };
    if (!isNil "dayZ_serverName") then { execVM "\z\addons\dayz_code\system\watermark.sqf"; };
    execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf";
    execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
    if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};
    waitUntil {scriptDone progress_monitor};
    cutText ["","BLACK IN", 3];
    3 fadeSound 1;
    3 fadeMusic 1;
    endLoadingScreen;
};

 

 

Share this post


Link to post
Share on other sites

or if ure using it in a test server without players.. then just use it:

Spoiler

 

/*    
    For DayZ Epoch
    Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
*/

//Server settings
dayZ_instance = 11; //Instance ID of this server
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)

//Game settings

dayz_antihack = 0;

dayz_antiWallHack = 1; //DayZ AntiWallhack / 1 = enabled // 0 = disabled, Adds items to the map to plug holes.
dayz_REsec = 0; // DayZ RE Security / 1 = enabled // 0 = disabled
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
dayz_POIs = true;
dayz_infectiousWaterholes = true;
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
dayz_randomMaxFuelAmount = 5000; //Puts a random amount of fuel in all fuel stations.+

 


dayz_antiWallHack = 1; //DayZ AntiWallhack / 1 = enabled // 0 = disabled, Adds items to the map to plug holes.
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).  
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
dayz_POIs = true;
dayz_infectiousWaterholes = true;
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.

//DayZMod presets
dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite"

//Only need to edit if you are running a custom server.
if (dayz_presets == "Custom") then {
    dayz_enableGhosting = false; //Enable disable the ghosting system.
    dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again.
    dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
    dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
    dayz_spawnCrashSite_clutterCutter = 0;    // heli crash options 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_bleedingeffect = 3; //1 = blood on the ground, 2 = partical effect, 3 = both
    dayz_OpenTarget_TimerTicks = 60 * 10; //how long can a player be freely attacked for after attacking someone unprovoked
    dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
    dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
};

//Temp settings
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
dayz_maxGlobalZeds = 2000; //Limit the total zeds server wide.
dayz_temperature_override = false; // Set to true to disable all temperature changes.

enableRadio false;
enableSentences false;

// EPOCH CONFIG VARIABLES START //
#include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line
// See the above file for a full list including descriptions and default values
// Uncomment the lines below to change the default loadout
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
dayz_paraSpawn = false; // Halo spawn
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
DZE_BuildOnRoads = true; // Allow building on roads
DZE_PlayerZed = false; // Enable spawning as a player zombie when players die with infected status
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
DZE_slowZombies = false; // Force zombies to always walk
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
DZE_GodModeBase = false; // Make player built base objects indestructible
DZE_requireplot = 1; // Require a plot pole to build  0 = Off, 1 = On
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
MaxDynamicDebris = 750; // Max number of random road blocks to spawn around the map
MaxVehicleLimit = 1000; // Max number of random vehicles to spawn around the map
spawnArea = 1400; // Distance around markers to find a safe spawn position
spawnShoremode = 1; // Random spawn locations  1 = on shores, 0 = inland
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
// EPOCH CONFIG VARIABLES END //


diag_log 'dayz_preloadFinished reset';
dayz_preloadFinished=nil;
onPreloadStarted "diag_log [diag_tickTime,'onPreloadStarted']; dayz_preloadFinished = false;";
onPreloadFinished "diag_log [diag_tickTime,'onPreloadFinished']; dayz_preloadFinished = true;";
with uiNameSpace do {RscDMSLoad=nil;}; // autologon at next logon

if (!isDedicated) then {
    enableSaving [false, false];
    startLoadingScreen ["","RscDisplayLoadCustom"];
    progressLoadingScreen 0;
    dayz_loadScreenMsg = localize 'str_login_missionFile';
    progress_monitor = [] execVM "\z\addons\dayz_code\system\progress_monitor.sqf";
    0 cutText ['','BLACK',0];
    0 fadeSound 0;
    0 fadeMusic 0;
};

initialized = false;
call compile preprocessFileLineNumbers "custom\variables.sqf";
progressLoadingScreen 0.05;
call compile preprocessFileLineNumbers "custom\publicEH.sqf";
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "custom\compiles.sqf";
progressLoadingScreen 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus11.sqf"; //Add trader city objects locally on each machine early
initialized = true;

setTerrainGrid 25; //grass draw distance (50=no grass, 25=normal, 12.5=far)
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";

if (isServer) then {
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf";
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\traders\chernarus11.sqf"; //Add trader agents
    call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\server_monitor.sqf";
    //Must be global spawned, so players don't fall through buildings (might be best to spilt these to important, not important)
    if (dayz_POIs && (toLower worldName == "chernarus")) then { execVM "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf"; };
    //Get the server to setup what waterholes are going to be infected and then broadcast to everyone.
    if (dayz_infectiousWaterholes && (toLower worldName == "chernarus")) then {execVM "\z\addons\dayz_code\system\mission\chernarus\infectiousWaterholes\init.sqf";};
};

// Lootable objects from CfgTownGeneratorDefault.hpp
if (dayz_townGenerator) then { execVM "\z\addons\dayz_code\system\mission\chernarus\LegacyTownGenerator\MainLootableObjects.sqf"; };

if (!isDedicated) then {
    if (dayz_antiWallHack != 0) then {
        //Enables Map Plug items
        execVM "\z\addons\dayz_code\system\mission\chernarus\security\init.sqf";
        //Enables Plant lib fixes
        call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\antihack.sqf";
    };
    
    if (toLower(worldName) == "chernarus") then {
        diag_log "WARNING: Clearing annoying benches from Chernarus";
        ([4654,9595,0] nearestObject 145259) setDamage 1;
        ([4654,9595,0] nearestObject 145260) setDamage 1;
    };
    
    if (dayz_enableRules && (profileNamespace getVariable ["streamerMode",0] == 0)) then { dayz_rulesHandle = execVM "rules.sqf"; };
    if (!isNil "dayZ_serverName") then { execVM "\z\addons\dayz_code\system\watermark.sqf"; };
    execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf";
    execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
    //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
    if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};
    waitUntil {scriptDone progress_monitor};
    cutText ["","BLACK IN", 3];
    3 fadeSound 1;
    3 fadeMusic 1;
    endLoadingScreen;
};


[] execVM "custom\testtools\testtools_activate.sqf"; 

 

Share this post


Link to post
Share on other sites
On 2.12.2016 at 10:02 PM, juandayz said:

UPDATED 06/13/2017

Sin_t_tulo.jpg

I WROTE THIS ADM PANEL FOR MY TEST SERVER. IS A REMAKE OF @NoxSicarius admintools. like a little admintools or something like this and have an easier install.

You can see the options that it have from above (in the pic).

 

INSTALL:

 

  Hide contents

1-You will need made a custom keyboard.sqf (i assume you alredy have one or know how to do it.)

2-Open your custom keyboard.sqf and at buttom but before the last "_handled" paste:


 if (_dikCode == 0x3D) then {execVM "MyAdmin\init_MyAdmin.sqf";};//ADM MENU F3

3-Open your init.sqf and find this lines:


//Game settings
dayz_antihack = 1;

Then replace by:


//Game settings
adminsList = ["111111111111111111"];//PUT YOUR ADMINS ID HERE
if((getPlayerUID player) in adminsList) then {
dayz_antihack = 0; 
}else{
dayz_antihack = 1;
};

4-Open your description.ext and at very very bottom paste:


#include "MyAdmin\dialog.hpp"

5-Download files from here:  http://www.mediafire.com/file/cx6lhh3jxtpxa2a/MyAdmin.rar   and paste "MyAdmin" folder into Mpmissions\your Instance\  (Do not change the path).

 

DONE! Do not forgot add your id in adminList and go in game and press F3 to open the panel

 

 

 

 

old version

 

 

you say i need a custum keyboard.sqf ? i tried to use the one in dayz_code and the menu does not show up so can u maybe give me an example of a custom one? i called it with "call compile preprocessFileLineNumbers "custom\keyboard.sqf";" and the keyboard.sqf contains

Spoiler
// (c) [email protected], licensed to DayZMod for the community

#include "\ca\editor\Data\Scripts\dikCodes.h"

_dikCode = _this select 1;
_shiftState = _this select 2;
_ctrlState = _this select 3;
_altState = _this select 4;
_handled = false;

if (isNil "keyboard_keys") then {
    _cancelBuild = {
		DZE_cancelBuilding = true;
		call dayz_EjectPlayer;
		_handled = false;
		if (r_player_dead) then {_handled = true;}; // Disable ESC after death
    };
	_dze_f = {
		 if (!_ctrlState && !_altState) then {DZE_F = true;};
	};
	_dze_q = {
		 if (!_ctrlState && !_altState) then {DZE_Q = true;};
		 if (!_ctrlState && _altState) then {DZE_Q_alt = true;};
		 if (_ctrlState && !_altState) then {DZE_Q_ctrl = true;};
	};
	_dze_z = {
		 if (!_ctrlState && !_altState) then {DZE_Z = true;};
		 if (!_ctrlState && _altState) then {DZE_Z_alt = true;};
		 if (_ctrlState && !_altState) then {DZE_Z_ctrl = true;};
	};
	_autoRun = {
		if (!dayz_autoRun) then {
			dayz_autoRun = true;
			dayz_autoRunThread = [] spawn {
				_weapon = currentWeapon player;
				while {dayz_autoRun} do {
					// SurfaceIsWater does not work for ponds
					// Check weapon to detect Arma action (dayz action is handled in dz_fn_switchWeapon)
					if (player != vehicle player or (surfaceIsWater getPosASL player) or ((call fn_nearWaterHole) select 0) or (currentWeapon player != _weapon) or r_fracture_legs) exitWith {
						call dayz_autoRunOff;
					};
					player playAction "FastF";
					uiSleep 0.5;
				};
			};
		} else {
			call dayz_autoRunOff;
		};
		
		_handled = true;
	};
	_filterCheat = {
		//Overriding default engine handling does not stop cheat input, need manual disableUserInput too
		_handled = [displayNull,_dikCode,_shiftState] call dze_filterCheats;
	};
	_openGroups = {
		if (dayz_requireRadio && !("ItemRadio" in items player)) then {
			localize "STR_EPOCH_NEED_RADIO" call dayz_rollingMessages;
		} else {
			if (isNull findDisplay 80000) then {
				if (!isNil "dayz_groupInit") then {[] spawn dayz_openGroupDialog;};
			} else {
				findDisplay 80000 closeDisplay 2;
			};
		};
		_handled = true;
	};
	_muteSound = {
		call player_toggleSoundMute;
		_handled = true;
	};
    _rifle = {
		2 call dz_fn_switchWeapon;
        _handled = true;
    };
    _pistol = {
		3 call dz_fn_switchWeapon;
        _handled = true;
    };
    _melee = { // Also works for rifle on back if DZE_TwoPrimaries = 2;
		4 call dz_fn_switchWeapon;
        _handled = true;
    };
    _throwable = { // select next non empty throwable weapon
        if (vehicle player == player) then {
            _ammo_throwable = [];
            _muzzles_throwable = [];
            _weapon_throwable = [];
            {
                _weapon = _x;
                _muzzles = getArray(configFile >> "cfgWeapons" >> _weapon >> "muzzles");
                if (count _muzzles == 0) then { _muzzles = [_weapon ]; };
                {
                    _muzz = _x;
                    {
                        if (_x in magazines player) then {
                            _ammo_throwable set [ count _ammo_throwable, getText(configFile >> "cfgMagazines" >> _x >> "ammo") ];
                            _muzzles_throwable set [ count _muzzles_throwable, _muzz ];
                            _weapon_throwable set [ count _weapon_throwable, _weapon ];
                        };                      
                    } forEach getArray(configFile >> "cfgWeapons" >> _weapon >> _muzz >> "magazines");
                } forEach _muzzles;
            } forEach ["Throw"];

            _magCount = count _ammo_throwable;
            if (_magCount > 0) then {
                if (isNil "KB_CurrentThrowable") then { KB_CurrentThrowable = -1; };
                _currentAmmo = (weaponState player) select 3;       
                _idx = _ammo_throwable find _currentAmmo;
                if (_idx >= 0) then { KB_CurrentThrowable = _idx; };
                KB_CurrentThrowable = (KB_CurrentThrowable + 1) mod _magCount;
                player selectWeapon (_muzzles_throwable select KB_CurrentThrowable);
                _handled = true;
            };
        };
    };
	_surrender = {
		call player_surrender;
		_handled = true;
    };
    _gear = {
        if ((vehicle player != player) and !_shiftState and !_ctrlState and !_altState && !dialog) then {
            createGearDialog [player, "RscDisplayGear"];
            _handled = true;
        }
        else { if ((vehicle player == player) and (speed vehicle player > 0)) then {
            //[objNull, player, rSwitchMove,""] call RE;
            _handled = true;
        };};
    };
    _forcesave = {
        dayz_lastCheckBit = diag_ticktime;
        call player_forceSave;
		call dayz_EjectPlayer;
    };
    _forcesave2 = {
        if ((!isNull (findDisplay 106)) OR dialog) then {
            call player_forceSave;          
        };
    };
    _drop = {
		if (r_drag_sqf) then {
			_doors = nearestObjects [player, DayZ_DropDrageeObjects, 3]; //Prevent dropping dragged player through objects
			if (count _doors > 0) then {_handled = true;};
			force_dropBody = true;
		} else {
			_doors = nearestObjects [player, DZE_DoorsLocked, 3];
			if (count _doors > 0 && {speed player > 0}) then {_handled = true;}; //Prevent sprint and prone through doors glitch
		};
    };
    _interrupt = {
		if (vehicle player == player) then { //allow med actions in moving vehicles
			r_interrupt = true;
		};
		if (DZE_Surrender) then {call dze_surrender_off};
		if (dayz_autoRun) then {call dayz_autoRunOff;};
    };
    // TODO: left/right, when gear open: onKeyDown = "[_this,'onKeyDown',0,107,0,107] execVM '\z\addons\dayz_code\system\handleGear.sqf'";
    _noise = {
		//Overriding default engine handling does not stop combination binds, need manual disableUserInput too
		_handled = [displayNull,_dikCode,_shiftState] call dze_filterCheats;
		
        if (diag_ticktime - dayz_lastCheckBit > 10 && !(_dikCode in channel_keys)) then {
            dayz_lastCheckBit = diag_ticktime;
            [player,20,true,(getPosATL player)] call player_alertZombies;
        };
    };
    _journal = {
        if (!dayz_isSwimming and !dialog) then {
            [player,4,true,(getPosATL player)] call player_alertZombies;
            createDialog 'horde_journal_front_cover';
        };
        _handled = true;
    };

    _build_left = {
		DZE_4 = true;
        // fence construction
        if (0 != count Dayz_constructionContext) then {
            _angleRef = Dayz_constructionContext select 1;
            _dir = _angleRef - (getDir player) -5;
            if (_dir > 180) then {_dir = _dir - 360}; 
            if (_dir < -180) then {_dir = _dir + 360};
            if ( _dir > -75) then {
                _new = floor((_angleRef - 5)/5)*5;
                Dayz_constructionContext set [ 1, _new]; // favorite angle
                r_interrupt = true;
            };
            _handled = true;
        };
        // tents and stash construction
        _object = player getVariable ["constructionObject", objNull];
        if (!isNull _object) then {
            _dir = getDir _object - 3;
            _object setDir _dir;
            _handled = true;
        };
        dayz_dodge = true;
    };
    _build_right = {
		DZE_6 = true;
        if (0 != count Dayz_constructionContext) then {
            _angleRef = Dayz_constructionContext select 1;
            _dir = _angleRef - (getDir player) +5;
            if (_dir > 180) then { _dir = _dir - 360; }; 
            if (_dir < -180) then { _dir = _dir + 360; };
            if (_dir < 75) then {
                _new = ceil((_angleRef + 5)/5)*5;
                Dayz_constructionContext set [ 1, _new]; // favorite angle
                r_interrupt = true;
            };
            _handled = true;
        };
        // tents and stash construction
        _object = player getVariable ["constructionObject", objNull];
        if (!isNull _object) then {
            _dir = getDir _object + 3;
            _object setDir _dir;
            _handled = true;
        };
        dayz_dodge = true;
    };

    _build_camOnOff = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildCamera.sqf";

    _build_str8OnOff = {
        if (0 != count Dayz_constructionContext) then {
            Dayz_constructionContext set [ 5, !(Dayz_constructionContext select 5) ];
            _handled = true;
            r_interrupt = true;
        };
		
		if (animationState player in ["bunnyhopunarmed","bunnyhoprifle"]) then {
			//Fixes invisible weapon switch glitch if double tapping vault with no weapon in hands
			_handled = true;
		};
		if (player isKindOf  "PZombie_VB") then {
			_handled = true; // do not allow player zombies to vault or jump
		} else {
			_nearbyObjects = nearestObjects[getPosATL player, dayz_disallowedVault, 8];
			if (count _nearbyObjects > 0) then {
				if ((diag_tickTime - dayz_lastCheckBit > 4)) then {
					[objNull, player, rSwitchMove,"GetOver"] call RE;
					player playActionNow "GetOver";
					dayz_lastCheckBit = diag_tickTime;
				} else {
					_handled = true;
				};
			};
		};
    };

    _block = {
        _handled = true;
    };
	
    _addArray = {
        {
            keyboard_keys set [_x, _this select 1];
        } forEach (_this select 0);
    };

    keyboard_keys = [];
	channel_keys = [];
	voice_keys = [];
	{voice_keys = voice_keys + (actionKeys _x)} count voice_actions;
	{channel_keys = channel_keys + (actionKeys _x)} count ["NextChannel","PrevChannel"];
    keyboard_keys resize 256;
    [[DIK_ESCAPE], _cancelBuild] call _addArray;
	[[DIK_INSERT], {DZE_Q_alt = true;}] call _addArray;
	[[DIK_A,DIK_D,DIK_LEFT,DIK_RIGHT], _interrupt] call _addArray;
	[[DIK_F], _dze_f] call _addArray;
	[[DIK_PRIOR], _dze_q] call _addArray;
	[[DIK_NEXT], _dze_z] call _addArray;
	[[DIK_Q], {DZE_4 = true;}] call _addArray;
	[[DIK_E], {DZE_6 = true;}] call _addArray;
	[[DIK_0], _autoRun] call _addArray;
	[[DIK_NUMPADMINUS,DIK_LSHIFT], _filterCheat] call _addArray;
	[[DIK_SPACE], {DZE_5 = true;}] call _addArray;
	[actionKeys "User6", {DZE_F = true;}] call _addArray;
	[actionKeys "User7", {DZE_Q_ctrl = true;}] call _addArray;
	[actionKeys "User8", {DZE_Z_ctrl = true;}] call _addArray;
	[actionKeys "User13", {DZE_Q_alt = true;}] call _addArray;
	[actionKeys "User14", {DZE_Z_alt = true;}] call _addArray;
	[actionKeys "User15", {DZE_Q = true;}] call _addArray;
	[actionKeys "User16", {DZE_Z = true;}] call _addArray;
	[actionKeys "User17", {DZE_4 = true;}] call _addArray;
	[actionKeys "User18", {DZE_6 = true;}] call _addArray;
	[actionKeys "User19", {DZE_5 = true;}] call _addArray;
	[actionKeys "Surrender", _surrender] call _addArray;
    [[DIK_1], _rifle] call _addArray;
    [[DIK_2], _pistol] call _addArray;
    [[DIK_3], _melee] call _addArray;
    //[[DIK_4], _throwable] call _addArray;
    [actionKeys "Gear", _gear] call _addArray;
    [actionKeys "Prone", _drop] call _addArray;
    [actionKeys "Crouch", _drop] call _addArray;
    [actionKeys "MoveLeft", _interrupt] call _addArray;
    [actionKeys "MoveRight", _interrupt] call _addArray;
    [actionKeys "MoveForward", _interrupt] call _addArray;
    [actionKeys "MoveBack", _interrupt] call _addArray;
    [actionKeys "TurnLeft", _interrupt] call _addArray;
    [actionKeys "TurnRight", _interrupt] call _addArray;
	[actionKeys "PushToTalk", _noise] call _addArray;
	[actionKeys "PushToTalkAll", _noise] call _addArray;
	[actionKeys "PushToTalkCommand", _noise] call _addArray;
	[actionKeys "PushToTalkDirect", _noise] call _addArray;
	[actionKeys "PushToTalkGroup", _noise] call _addArray;
	[actionKeys "PushToTalkSide", _noise] call _addArray;
	[actionKeys "PushToTalkVehicle", _noise] call _addArray;
    [actionKeys "VoiceOverNet", _noise] call _addArray;
	[actionKeys "NextChannel", _noise] call _addArray;
	[actionKeys "PrevChannel", _noise] call _addArray;
    [actionKeys "Chat", _noise] call _addArray;
    [actionKeys "User20", _journal] call _addArray;
    [actionKeys "Diary", _journal] call _addArray;
    [actionKeys "NetworkStats", _journal] call _addArray;
	[[DIK_F1], _muteSound] call _addArray;
    //[[DIK_F4, DIK_TAB, DIK_DELETE], _forcesave] call _addArray;
    //[[DIK_F4, DIK_RMENU, DIK_LMENU,DIK_LSHIFT,DIK_RSHIFT,DIK_ESCAPE], _forcesave2] call _addArray;
    [actionKeys "LeanLeft", _build_left ] call _addArray;
    [actionKeys "LeanRight", _build_right ] call _addArray;
    [actionKeys "PersonView", _build_camOnOff ] call _addArray; // Camera Mode
    [actionKeys "GetOver", _build_str8OnOff ] call _addArray; // V
//  [[DIK_NUMPAD7], _rotate_left] call _addArray;
//  [[DIK_NUMPAD9], _rotate_right] call _addArray;
    [actionKeys "ForceCommandingMode", {DZE_5 = true;_handled = true;}] call _addArray;
    [[  DIK_F9,DIK_F10,DIK_F11,DIK_F12,
        DIK_F8,DIK_F7,DIK_F6,DIK_F5,DIK_F4,
        DIK_F3,DIK_F2,DIK_9,
        DIK_8,DIK_7,DIK_6,DIK_5,DIK_4], _block] call _addArray;
	if (dayz_groupSystem) then {
		[[DIK_F5], _openGroups] call _addArray;
		[[DIK_LWIN,DIK_RWIN], {dayz_groupNameTags = !dayz_groupNameTags;_handled = true;}] call _addArray;
		[actionKeys "TacticalView", _block] call _addArray;
	};
	diag_log "keyboard_keys reset";
	if (!isNil "bis_fnc_halo_keydown_eh") then {bis_fnc_halo_keydown_eh = (finddisplay 46) displayaddeventhandler ["keydown","_this call bis_fnc_halo_keydown;"];}; // halo in progress
};

if (r_player_unconsciousInputDisabled) exitWith {true};
_code = keyboard_keys select _dikCode;
if (!isNil "_code") then {
    call _code;
};
if (_dikCode == 0x3D) then {execVM "MyAdmin\init_MyAdmin.sqf";};//ADM MENU F3
_handled

 

when doing it like that i get the following rpt

21:02:29 Error in expression <narus\custom\keyboard.sqf"


_dikCode = _this select 1;
_shiftState = _this sele>
21:02:29   Error position: <_this select 1;
_shiftState = _this sele>
21:02:29   Error Nicht definierte Variable in Ausdruck: _this
21:02:29 File mpmissions\DayZ_Epoch_11.Chernarus\custom\keyboard.sqf, line 5
21:02:29 Error in expression <s = voice_keys + (actionKeys _x)} count voice_actions;
{channel_keys = channel_k>
21:02:29   Error position: <voice_actions;
{channel_keys = channel_k>
21:02:29   Error Nicht definierte Variable in Ausdruck: voice_actions
21:02:29 File mpmissions\DayZ_Epoch_11.Chernarus\custom\keyboard.sqf, line 266
21:02:29 "keyboard_keys reset"
21:02:29 Error in expression <th {true};
_code = keyboard_keys select _dikCode;
if (!isNil "_code") then {
cal>
21:02:29   Error position: <_dikCode;
if (!isNil "_code") then {
cal>
21:02:29   Error Nicht definierte Variable in Ausdruck: _dikcode
21:02:29 File mpmissions\DayZ_Epoch_11.Chernarus\custom\keyboard.sqf, line 342

 

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Similar Content

    • By Bloodthirsty
      Hey I just need some files for this server, any and all you guys can come up with and think it deserve post that shit in chat rn. I want to see some crazy ideas and additions if you got em :) Lets see what you guys can come up with

    • By juandayz
      I JUST LEAVE THIS ONE CUZ I KNOW YOU GUYS GONNA NEED IT..
       
      The very old safezone script by infistar... i was using it in 1.0.5.1  and made some changes to use in 1.6.
      Instructions:
          1. Copy paste the code of below into a file called 16_safezone.sqf - save the file.
          2. Paste this 16_safezone.sqf into mpmissioms\instance_11.chernarus\custom\
          3. Open your init.sqf
          4. At the very bottom of the file add this line:  [] execVM "custom\16_safezone.sqf";
          5. Save the init.sqf and restart your server.
          6-WARNING!!! if ure using some kind of mod that allow vehicles with GodMode out of safezones..  then you will need in 16_safezone.sqf change the path for veh_handleDam.sqf by the path that youre using your custom veh_handleDam.sqf
      this line:  fnc_veh_handleDam = compile preprocessFileLineNumbers '\z\addons\dayz_code\compile\veh_handleDam.sqf';
          16_safezone.sqf
       
      OPTIONAL:
      @BetterDeadThanZed here you got.
      REMOVE LOOT FROM TRADER CITIES AND PLOT POLES. (should removes zeds from trader places and poles too)
       
       
  • Advertisement
  • Supporters
  • Discord

×
×
  • Create New...