Nazrabji Posted July 5, 2013 Report Share Posted July 5, 2013 got 2-shotted while looking gear in my truck <_< Link to comment Share on other sites More sharing options...
Achmed Posted July 5, 2013 Report Share Posted July 5, 2013 Where abouts is the 3rd city located? Link to comment Share on other sites More sharing options...
traffiq Posted July 5, 2013 Report Share Posted July 5, 2013 Traffiq if u have the knockout script aswell there is this huge bug, so if u knockout players in the safezone they never will be given the hourglass until they are out of the safezone I changed that so it is fine :) Just change the following file: custom\knockout.sqf Add this: if (isNil "inSafezone") then { inSafezone = false; } if (inSafezone == true) then { exitWith {cutText ["You can't knock a player out while you're in a safezone; don't you know anything?" , "PLAIN DOWN"]}; } after that: if (_onLadder) exitWith {cutText ["You can't knock a player out while you're on a ladder; don't you know anything?" , "PLAIN DOWN"]}; Edit: What that does is that players in safezones can no longer knockout other people. I figured that makes sense because what you don't want to happen while you're in a safezone is: - get killed - get knockout and get your stuff stolen or get raped :) lolw00t 1 Link to comment Share on other sites More sharing options...
Achmed Posted July 5, 2013 Report Share Posted July 5, 2013 I changed that so it is fine :) Just change the following file: custom\knockout.sqf Add this: if (isNil "inSafezone") then { inSafezone = false; } if (inSafezone == true) then { exitWith {cutText ["You can't knock a player out while you're in a safezone; don't you know anything?" , "PLAIN DOWN"]}; } after that: if (_onLadder) exitWith {cutText ["You can't knock a player out while you're on a ladder; don't you know anything?" , "PLAIN DOWN"]}; Edit: What that does is that players in safezones can no longer knockout other people. I figured that makes sense because what you don't want to happen while you're in a safezone is: - get killed - get knockout and get your stuff stolen or get raped :) How would i add this to the take clothes script as some players on my server have said your able to take a players clothes that are standing next to a trader. it then ports them to the debug area and kills them. Link to comment Share on other sites More sharing options...
traffiq Posted July 5, 2013 Report Share Posted July 5, 2013 How would i add this to the take clothes script as some players on my server have said your able to take a players clothes that are standing next to a trader. it then ports them to the debug area and kills them. Open up the file dayz_code\fn_selfActions.sqf in your mission.pbo Search for: /////////////////////////////////////////////////////////////////////////// // Remove Clothes if (_isMan and !_isAlive and !_isZombie and !_isAnimal) then { if (s_clothes < 0) then { s_clothes = player addAction [("<t color=""#FF0000"">" + ("Take Clothes!") + "</t>"), "custom\clothes.sqf",cursorTarget, 1, false, true, "",""]; }; } else { player removeAction s_clothes; s_clothes = -1; }; //////////////////////////////////////////////////////////////////////////// replace with that: /////////////////////////////////////////////////////////////////////////// // Remove Clothes if (isNil "inSafezone") then { inSafezone = false; } if (inSafezone == false) then { if (_isMan and !_isAlive and !_isZombie and !_isAnimal) then { if (s_clothes < 0) then { s_clothes = player addAction [("<t color=""#FF0000"">" + ("Take Clothes!") + "</t>"), "custom\clothes.sqf",cursorTarget, 1, false, true, "",""]; }; } else { player removeAction s_clothes; s_clothes = -1; }; } //////////////////////////////////////////////////////////////////////////// With that change players will not get the option to take away clothes in safezones. Bungle 1 Link to comment Share on other sites More sharing options...
Achmed Posted July 5, 2013 Report Share Posted July 5, 2013 ta :) Link to comment Share on other sites More sharing options...
MALUK3N Posted July 5, 2013 Report Share Posted July 5, 2013 Having an issue where vehicle keys and locking options no longer work... nor does fill jerrycan or toolbox functions... Any ideas? Link to comment Share on other sites More sharing options...
Bungle Posted July 5, 2013 Author Report Share Posted July 5, 2013 Do they stop working or don't work from the get go? Any extras on top of my pack? As all those functions are working fine it seems still for me. I have seen however salvage options not coming up on some of the new locked vehicles. Link to comment Share on other sites More sharing options...
MALUK3N Posted July 5, 2013 Report Share Posted July 5, 2013 Nevermind, sorted it hehe Sorry! Hadn't had my coffee yet! Link to comment Share on other sites More sharing options...
Achmed Posted July 5, 2013 Report Share Posted July 5, 2013 ViLAYER Server Custom Pack 1.2 Instructions Step 1: Download Custom Pack from the link above Step 2: If you don't already have one, download a PBO viewer program, a FTP program and notepad++ (For these instructions i am using PBO Manager) Step 3: Extract Custom Pack 1.2 from the .zip file Step 4: Right click on Dayz_Server.pbo and using PBO Manager "Extract to dayz_server\". You will now have 3 folders (Battleye Files, dayz_Server & Mission Files), the PBO file can be deleted. Step 5: Using your FTP program, connect to your server. (Check your DayZ Package Provisioning Completed email for FTP info) Step 6: Copy all files in the Mission Files folder to "vilayercodecustom/missions/epoch.chernarus" Step 7: Copy all files in the dayz_server folder to "vilayercodecustom/dayz_epoch" Step 8: Copy all files in the Battleye Files folder to "#######_MasterConfiguration/BattlEye" (where ###### is your username) Step 9: Restart your server. If you want to edit any files, do so either before uploading using notepad++ or after uploading using your file manager. Bungle 1 Link to comment Share on other sites More sharing options...
Kraz Posted July 5, 2013 Report Share Posted July 5, 2013 I'm trying to get the admin to work. I've edited the file where I've put in my PUID. I'm guessing the menu is the blue writing that says "Tools Menu" when I select it from the mouse wheel nothing happens and I lose my ability to mouse scroll for about 5 to 10 seconds. Any idea on what to do to fix it? Link to comment Share on other sites More sharing options...
Bungle Posted July 5, 2013 Author Report Share Posted July 5, 2013 There are 2 files I think that need your PUID's Explained in the init.sqf Activate.sqf && AdminToolsMain.sqf I just filled out all the of admin levels with the same PUID's and it worked for and me another test subject. Kraz 1 Link to comment Share on other sites More sharing options...
mbelholm Posted July 5, 2013 Report Share Posted July 5, 2013 Bungle About the Sarge AI, is it possible to code where they shall spawn and there they not shall spawn ?. Link to comment Share on other sites More sharing options...
Bungle Posted July 5, 2013 Author Report Share Posted July 5, 2013 You can customize the grids and also setup static AI. Not sure as yet to play with it, but its all in the Sarge_config.sqf, the Grps and Grids in the maps area for the map you are on. Link to comment Share on other sites More sharing options...
mbelholm Posted July 5, 2013 Report Share Posted July 5, 2013 Is there a guide on Google on how to do it ?. It looks hard when you don't have the knowledge to code it :). Link to comment Share on other sites More sharing options...
traffiq Posted July 5, 2013 Report Share Posted July 5, 2013 Is there a guide on Google on how to do it ?. It looks hard when you don't have the knowledge to code it :). Yes there is, Just google Sarge AI Configuration. Link to comment Share on other sites More sharing options...
Kraz Posted July 5, 2013 Report Share Posted July 5, 2013 There are 2 files I think that need your PUID's Explained in the init.sqf Activate.sqf && AdminToolsMain.sqf I just filled out all the of admin levels with the same PUID's and it worked for and another test subject. Thanks man. Had a derpy moment and didn't read it properly. Link to comment Share on other sites More sharing options...
Nazrabji Posted July 5, 2013 Report Share Posted July 5, 2013 Whats the diffirence between this: SAR_dynamic_spawning = true; and SAR_dynamic_spawning = false; Link to comment Share on other sites More sharing options...
Bungle Posted July 5, 2013 Author Report Share Posted July 5, 2013 False should turn off the dynamic spawns I guess.. Allowing on those added statically if any to be in game. Link to comment Share on other sites More sharing options...
Nazrabji Posted July 5, 2013 Report Share Posted July 5, 2013 Okay. Well i was also wonderring about if you can out-comment a location for then to spawn. I mean will this work? From SAR_cfg_grps_chernarus.sqf // Petrovka2, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su /* [["max_grps","rnd_grps","max_p_grp"],[[2,0,0],[75,0,0],[3,0,0]],"SAR_area_2_5"] call SAR_AI_mon_upd; */ Link to comment Share on other sites More sharing options...
mbelholm Posted July 5, 2013 Report Share Posted July 5, 2013 if we want to disable a group totally and the code is // Devils Castle, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su [["max_grps","rnd_grps","max_p_grp"],[[2,0,0],[75,0,0],[3,0,0]],"SAR_area_2_4"] call SAR_AI_mon_upd; Isn't it enough to do this ? // Devils Castle, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_2_4"] call SAR_AI_mon_upd; Link to comment Share on other sites More sharing options...
MiniChiken Posted July 5, 2013 Report Share Posted July 5, 2013 if we want to disable a group totally and the code is // Devils Castle, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su [["max_grps","rnd_grps","max_p_grp"],[[2,0,0],[75,0,0],[3,0,0]],"SAR_area_2_4"] call SAR_AI_mon_upd; Isn't it enough to do this ? // Devils Castle, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_2_4"] call SAR_AI_mon_upd; You could do that yeah, but it adds a lot of clutter to your code. Best to just comment out the second line. //[["max_grps... etc Link to comment Share on other sites More sharing options...
mbelholm Posted July 5, 2013 Report Share Posted July 5, 2013 MiniChiken What shall we do to make them not to "road ambush", but stay inside Devils Castle ?. - I saw something about that road ambush, but don't know how to write it. // Devils Castle, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su [["max_grps","rnd_grps","max_p_grp"],[[2,0,0],[75,0,0],[3,0,0]],"SAR_area_2_4"] call SAR_AI_mon_upd; Link to comment Share on other sites More sharing options...
MiniChiken Posted July 5, 2013 Report Share Posted July 5, 2013 MiniChiken What shall we do to make them not to "road ambush", but stay inside Devils Castle ?. - I saw something about that road ambush, but don't know how to write it. // Devils Castle, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su [["max_grps","rnd_grps","max_p_grp"],[[2,0,0],[75,0,0],[3,0,0]],"SAR_area_2_4"] call SAR_AI_mon_upd; You'll want to turn off their dynamic spawning. Go to lines 74-136 in SAR_cfg_grps_chernarus.sqf and remove the bandits individually from each dynamic spawning area, or comment them out entirely if you don't want AI spawning in those areas. Link to comment Share on other sites More sharing options...
mbelholm Posted July 5, 2013 Report Share Posted July 5, 2013 Okay thank you. Link to comment Share on other sites More sharing options...
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