juandayz Posted December 16, 2016 Report Share Posted December 16, 2016 Fully Rewrited for this 2017 xmas. MERRY XMAS EPOCH MOD!!!!!! 1-Download from here: http://www.mediafire.com/file/6iax6nymsdnotva/xmas2017.rar 2-Open your init.sqf Spoiler below of: //DayZMod presets paste: xmas = true; //change by false after enuary 6 3-Open your custom variables.sqf Spoiler paste in somewhere: xmas_obj = ["MAP_Sphere","MAP_t_picea1s","Land_Bag_EP1","Land_Sack_EP1","Land_Pillow_EP1","Suitcase","MAP_box_c","ASC_EU_BulbGRNB","ASC_EU_BulbREDB","ASC_EU_BulbWHTB","ASC_EU_BulbYELB","ASC_EU_BulbBLUB"]; DayZ_SafeObjects = xmas_obj + DayZ_SafeObjects; DZE_maintainClasses = DZE_maintainClasses + xmas_obj; Find: dayz_resetSelfActions = { Paste Below: s_player_xmastree = -1; s_player_xmas = -1; 4-Open fn_selfactions.sqf Spoiler find: if (_restrict || _isModular || _isModularDoor || _isGenerator || _typeOfCursorTarget in DZE_isDestroyableStorage) then { replace by: if (_restrict || _isModular || _isModularDoor || _isGenerator || _typeOfCursorTarget in DZE_isDestroyableStorage || _typeOfCursorTarget in xmas_obj) then { find: if (s_player_plot_boundary < 0 && (_allowed or (_hasAccess select 1))) then { s_player_plot_boundary = player addAction [localize "STR_EPOCH_PLOTMANAGEMENT_SHOW_BOUNDARY", "\z\addons\dayz_code\actions\plotManagement\plotToggleMarkers.sqf", "", 1, false]; }; Below paste: if (s_player_xmas < 0) then { s_player_xmas = player addAction ["<t color='#66CCFF'>Xmas Tree</t>", "scripts\xmas\xmas_init.sqf", [], 5, false]; }; Find: } else { player removeAction s_player_plotManagement; s_player_plotManagement = -1; player removeAction s_player_maintain_area; s_player_maintain_area = -1; player removeAction s_player_maintain_area_force; s_player_maintain_area_force = -1; player removeAction s_player_maintain_area_preview; s_player_maintain_area_preview = -1; player removeAction s_player_plot_boundary; s_player_plot_boundary = -1; Paste below: player removeAction s_player_xmas; s_player_xmas = -1; Find: //Towing with tow truck /* if(_typeOfCursorTarget == "TOW_DZE") then { if (s_player_towing < 0) then { if(!(_cursorTarget getVariable ["DZEinTow", false])) then { s_player_towing = player addAction [localize "STR_EPOCH_ACTIONS_ATTACH" "\z\addons\dayz_code\actions\tow_AttachStraps.sqf",_cursorTarget, 0, false, true]; } else { s_player_towing = player addAction [localize "STR_EPOCH_ACTIONS_DETACH", "\z\addons\dayz_code\actions\tow_DetachStraps.sqf",_cursorTarget, 0, false, true]; }; }; } else { player removeAction s_player_towing; s_player_towing = -1; }; */ Belwo paste: //xmas tree if (_cursorTarget isKindOf "MAP_t_picea1s") then { if (s_player_xmastree < 0) then { s_player_xmastree = player addAction [format["<t color='#0096ff'>MANAGE TREE</t>"], "scripts\xmas\xmas_init.sqf",_cursorTarget,0, false,true]; }; } else { player removeAction s_player_xmastree; s_player_xmastree = -1; }; Find: player removeAction s_player_upgrade_build; s_player_upgrade_build = -1; player removeAction s_player_maint_build; s_player_maint_build = -1; player removeAction s_player_downgrade_build; s_player_downgrade_build = -1; player removeAction s_player_towing; s_player_towing = -1; player removeAction s_player_fuelauto; s_player_fuelauto = -1; player removeAction s_player_fuelauto2; s_player_fuelauto2 = -1; player removeAction s_player_manageDoor; s_player_manageDoor = -1; Below paste: player removeAction s_player_xmastree; s_player_xmastree = -1; player removeAction s_player_xmas; s_player_xmas = -1; 5-Open server_monitor.sqf Spoiler Find: _doorLocked = _type in DZE_DoorsLocked; _isPlot = _type == "Plastic_Pole_EP1_DZ"; paste below: _xmas_obj = _type in xmas_obj; Find: if((count _inventory > 0) && !_isPlot && !_doorLocked) then { Replace by: if((count _inventory > 0) && !_isPlot && !_doorLocked && !_xmas_obj) then { 6-Open Description.ext and into class sound add the xmas sound.. take a look in this example: Spoiler class CfgSounds { sounds5[] = { xmas }; class xmas { name="electric"; sound[]={scripts\xmas\xmas.ogg,0.9,1}; titles[] = {}; }; }; 7-INFISTAR Spoiler A-This line must be false_BCM = false; /* true or false */ /* we don't need commandingMenus. so have this true as well. */ B-Into _cMenu =[]; paste:,"#USER:xmastree" C-Into _dayzActions =[]; Paste:,"s_player_xmastree","s_player_xmas" 8-BEFILTERS If u have some issues with battleyes open createvehicle.txt Spoiler 5 "MAP_" !="MAP_t_picea1s" !="MAP_Sphere" !="MAP_box_c" !="Land_Sack_EP1" !="ASC_EU_BulbGRNB" !="Land_Bag_EP1" !="Land_Pillow_EP1" !="Suitcase" !="ASC_EU_BulbREDB" !="ASC_EU_BulbWHTB" !="ASC_EU_BulbYELB" !="ASC_EU_BulbBLUB" oldmatechoc, Schalldampfer, Grahame and 7 others 9 1 Link to comment Share on other sites More sharing options...
looter809 Posted December 16, 2016 Report Share Posted December 16, 2016 Great script! I love it. And if you use the Right Click Options by mudzereli you can add the class itemEtool { class xmas { text = "xmasTree"; script = "execVM 'custom\xmas\xmas.sqf'"; }; }; to it by just doing ["ItemEtool","Deploy Xmas Tree","execVM 'custom\xmas\xmas.sqf';","true"], in the config.sqf of the click actions folder. juandayz 1 Link to comment Share on other sites More sharing options...
juandayz Posted December 16, 2016 Author Report Share Posted December 16, 2016 1 hour ago, looter809 said: Great script! I love it. And if you use the Right Click Options by mudzereli you can add the class itemEtool { class xmas { text = "xmasTree"; script = "execVM 'custom\xmas\xmas.sqf'"; }; }; to it by just doing ["ItemEtool","Deploy Xmas Tree","execVM 'custom\xmas\xmas.sqf';","true"], in the config.sqf of the click actions folder. tnks for it looter! Link to comment Share on other sites More sharing options...
looter809 Posted December 18, 2016 Report Share Posted December 18, 2016 Pretty sure I followed it correctly. I am getting this error in the client.rpt Error in expression <1; }; }; } else { player removeAction s_player_removexmas; s_player_removexmas> Error position: <s_player_removexmas; s_player_removexmas> Error Undefined variable in expression: s_player_removexmas File mpmissions\__CUR_MP.Chernarus\custom\fn_selfActions.sqf, line 1121 Edit: Also you do not need workshop + portables+ in your custom variables unless you are using the portables and workshop script. Otherwise you will get errors in client rpt. juandayz 1 Link to comment Share on other sites More sharing options...
juandayz Posted December 18, 2016 Author Report Share Posted December 18, 2016 13 hours ago, looter809 said: Pretty sure I followed it correctly. I am getting this error in the client.rpt Error in expression <1; }; }; } else { player removeAction s_player_removexmas; s_player_removexmas> Error position: <s_player_removexmas; s_player_removexmas> Error Undefined variable in expression: s_player_removexmas File mpmissions\__CUR_MP.Chernarus\custom\fn_selfActions.sqf, line 1121 Edit: Also you do not need workshop + portables+ in your custom variables unless you are using the portables and workshop script. Otherwise you will get errors in client rpt. oh yes tnks i change it in main post... ( i just copy my private line of code with portables and workshop.. and forgot delete this two) gernika and Liquid84 2 Link to comment Share on other sites More sharing options...
looter809 Posted December 21, 2016 Report Share Posted December 21, 2016 If you are like me and for some reason Infistar or the default BE scripts now have a block on creating all vehicles, you need to add these to your BE createvehicle.txt (if you get restriction #0 add it to line 2 ( first line after "//new") ) !="MAP_t_picea1s" !="ASC_EU_BulbGRNB" !="ASC_EU_BulbREDB" 1="ASC_EU_BulbWHTB" !="ASC_EU_BulbYELB" !="ASC_EU_BulbBLUB" !="Land_Bag_EP1" !="Land_Sack_EP1" !="Land_Pillow_EP1" !="Suitcase" !="MAP_box_c" !="MAP_Sphere" Edit: Also, in scripts.txt (for me it was) line 9 (Restriction #7) !="and_Bag_EP1\",\"Land_Sack_EP1\",\"Land_Pillow_EP1\",\"Suitcase\",\"MAP_box_c\",\"MAP_Sphere\",\"ASC_EU_BulbGRNB" !="and_Bag_EP1\",\"Land_Sack_EP1\",\"Land_Pillow_EP1\",\"Suitcase\",\"MAP_box_c\"] call BIS_fnc_selectRandom;\n\n_classname = \"MAP_Sphere\"; " !="and_Bag_EP1\",\"Land_Sack_EP1\",\"Land_Pillow_EP1\",\"Suitcase\",\"MAP_box_c\"] call BIS_fnc_selectRandom;\n\n_classname = _presents; " Also, in createvehicle.txt (for me) line 16 (Restriction #14) !="Land_Pillow_EP1" !="Land_Sack_EP1" !="Land_Bag_EP1" Merry Christmas! juandayz 1 Link to comment Share on other sites More sharing options...
looter809 Posted December 1, 2017 Report Share Posted December 1, 2017 Just wanted to bump this since it is back and after being edited was not put back at the top of the epoch mods page. so.... *bump* juandayz and Schalldampfer 2 Link to comment Share on other sites More sharing options...
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