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[OLD Release] Custom Chernarus Server Pack 1.2.1 - For Epoch 1.0.1.4 (Development Stopped)


Bungle

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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 :)

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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.

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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.

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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.

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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.

 
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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?

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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.

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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.

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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; */
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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; 
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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

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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; 
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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.

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