juandayz Posted May 3, 2017 Report Share Posted May 3, 2017 ALL CREDITS FOR @Sandbird Walk Amongst The Dead - (Hide from zombies like "The Walking Dead") original post 1.0.5.1 Spoiler *Allow players to walk through zeds and they dsnt been detected. *The diference with the old walk amongst is that you get the cammo directly from zeds, not using itemzombiepart. *Also i remove the rain wash (sory sandbird) (this was awesome but burn my brain ) but i added an option to wash the cammo in lakes. *Another diference is when you shoot a weapon the cammo go away inmediatly, and the icon is diferent. INSTALL: 1-init.sqf Spoiler at very bottom add call compile preprocessFileLineNumbers "scripts\zedutility\walkamongstthedead\config.sqf"; 2- Description.ext (ONLY IF URE USING COINS) Spoiler Find : class RscTitles { below paste: class zCamoStatusGUI { idd = -1; fadeout=0; fadein=0; onLoad = "uiNamespace setVariable ['zCamo_GUI_display', _this select 0]"; duration = 10e10; name= "zCamoGui"; controlsBackground[] = {}; objects[] = {}; class controls { class zCamoIcon:RscPictureGUI { idc = 1; text="scripts\zedutility\walkamongstthedead\zombie.paa"; x="0.958313 * safezoneW + safezoneX"; y="0.43 * safezoneH + safezoneY"; w=0.059999999; h=0.079999998; colorText[]={1,1,1,1}; }; }; }; 3-custom fn_selfactions.sqf Spoiler A-Find: if (_isMan && {!(isPlayer _cursorTarget)} && {_typeOfCursorTarget in serverTraders} && {!_isPZombie}) then { above Add this line: if (!_isAlive && {(_cursorTarget isKindOf "zZombie_base")}) then { _wasguted = _cursorTarget getVariable["wasguted",false]; if (!_wasguted) then { if (s_player_zhide2 < 0) then { s_player_zhide2 = player addAction [format["<t color='#0096ff'>SmearGutsOnYou</t>"], "scripts\zedutility\walkamongstthedead\smear_guts.sqf",_cursorTarget,0, false,true]; }; } else { player removeAction s_player_zhide2; s_player_zhide2 = -1; }; }; B-Find: } else { //Engineering below add:_ player removeAction s_player_zhide2; s_player_zhide2 = -1; 4-custom Variables.sqf Spoiler Find: //Player self-action handles dayz_resetSelfActions = { below paste s_player_zhide2 = -1; s_player_cleanguts = -1; 5-Download from here: http://www.mediafire.com/file/9d74axmfym1tz16/zedutility.rar and place the "zedutility" folder into mpmissions\the instance that youreusing\scripts\ 6- Open the config.sqf located in \zedutility\walkamongstthedead\ to add more or less time to your cammo before he wash automatically DZ_ZCAMO_USE_TIME = 30;//30 seconds for default. gernika, Clark and .-=Franky=-. 2 1 Link to comment Share on other sites More sharing options...
Kimarik Posted May 3, 2017 Report Share Posted May 3, 2017 Thats good i´ll try it right now. now i the zombies can run again. ^^ Link to comment Share on other sites More sharing options...
Relentless Posted May 3, 2017 Report Share Posted May 3, 2017 I think it's not a good idea to make people commenting the description.hpp as it contains the base classes. Why didn't you just add the additional classes you are using to a new hpp and insert it with a "#include" in description.ext? This way there are no conflicts and the base classes can still be used. If you add so many classes to description.ext, it gets messy. I mean at the end that is your choice but this is my personal suggestion. juandayz 1 Link to comment Share on other sites More sharing options...
juandayz Posted May 3, 2017 Author Report Share Posted May 3, 2017 2 minutes ago, DAmNRelentless said: I think it's not a good idea to make people commenting the description.hpp as it contains the base classes. Why didn't you just add the additional classes you are using to a new hpp and insert it with a "#include" in description.ext? This way there are no conflicts and the base classes can still be used. If you add so many classes to description.ext, it gets messy. I mean at the end that is your choice but this is my personal suggestion. yes your right but to not complicate the thing,, i just comment the default include of description.. and copy paste his code into descrption.ext. gernika 1 Link to comment Share on other sites More sharing options...
Kimarik Posted May 3, 2017 Report Share Posted May 3, 2017 Hi so i testet it, but it doesn´t work. I got two mousewheel options. Check Zombie and Smear guts on you. Check Zombie works fine, but Smeargutsonyou doesn´t work. It looks like the player allways cuts zombie parts from the zombie and this is endless and doesn´t work. The zombies attack me further. i got an error in ArmA2OA.rpt Error in expression <rue; while {true} do { _combatVal = 1 - dayz_combat; if (_combatVal == 0) then {> Error position: <dayz_combat; if (_combatVal == 0) then {> Error Nicht definierte Variable in Ausdruck: dayz_combat File mpmissions\__CUR_MP.chernarus\scripts\walkamongstthedead\walkamongstthedead.sqf, line 36 The only thing i have changed is the instal path from zedutility\ to scripts\ i changed them in all files juandayz 1 Link to comment Share on other sites More sharing options...
juandayz Posted May 3, 2017 Author Report Share Posted May 3, 2017 13 minutes ago, Kimarik said: Hi so i testet it, but it doesn´t work. I got two mousewheel options. Check Zombie and Smear guts on you. Check Zombie works fine, but Smeargutsonyou doesn´t work. It looks like the player allways cuts zombie parts from the zombie and this is endless and doesn´t work. The zombies attack me further. i got an error in ArmA2OA.rpt Error in expression <rue; while {true} do { _combatVal = 1 - dayz_combat; if (_combatVal == 0) then {> Error position: <dayz_combat; if (_combatVal == 0) then {> Error Nicht definierte Variable in Ausdruck: dayz_combat File mpmissions\__CUR_MP.chernarus\scripts\walkamongstthedead\walkamongstthedead.sqf, line 36 check... youre changing the path-- adding scripts folder.. thers another sqf who uses the paths--- try with the default path please Link to comment Share on other sites More sharing options...
JonasF Posted May 3, 2017 Report Share Posted May 3, 2017 I would love to get this script on the server, but now when I add it in I get ErrorMessage: File mpmissions\DayZ_Epoch_11.Chernarus\description.ext, line 282: .RscTitles: Member already defined. And on that line its nothing but the other RscTitles I have is class RscTitles { #include "dayz_code\configs\zschud.hpp" class wm_disp { idd = -1; onLoad = "uiNamespace setVariable ['wm_disp', _this select 0]"; fadein = 0; fadeout = 0; duration = 10e10; controlsBackground[] = {}; objects[] = {}; class controls { class wm_text2 { idc = 1; x = safeZoneX+0.027;//safeZoneW*0.01; y = safeZoneY+safeZoneH-0.16; w = 0.151*safeZoneH; h = 0.057*safeZoneH; shadow = 2; class Attributes { font = "EtelkaNarrowMediumPro"; color = "#24FFFFFF"; align = "left"; // put "center" here if you want some background valign = "middle"; shadow = 2; }; colorBackground[] = { 1, 0.3, 0, 0 }; // uncomment and increase 4th number to have a background font = "EtelkaNarrowMediumPro"; size = 0.06*safeZoneH; type = 13; style = 0; text = ""; }; }; }; }; How do I continue to get this in there... Im to tired to think and never really messed with classes and such.. I would love to have this script though! Link to comment Share on other sites More sharing options...
Kimarik Posted May 3, 2017 Report Share Posted May 3, 2017 have u got Single Currency (Coins) on your server? Link to comment Share on other sites More sharing options...
JonasF Posted May 3, 2017 Report Share Posted May 3, 2017 Yes I do, using zupas single currency And Im to noob to know how to combine this with single currency in that file... would love help! Link to comment Share on other sites More sharing options...
Kimarik Posted May 3, 2017 Report Share Posted May 3, 2017 in decription there is Spoiler class RscTitles { #include "dayz_code\configs\zschud.hpp" class wm_disp { idd = -1; onLoad = "uiNamespace setVariable ['wm_disp', _this select 0]"; fadein = 0; fadeout = 0; duration = 10e10; controlsBackground[] = {}; objects[] = {}; class controls { class wm_text2 { idc = 1; x = safeZoneX+0.027;//safeZoneW*0.01; y = safeZoneY+safeZoneH-0.16; w = 0.151*safeZoneH; h = 0.057*safeZoneH; shadow = 2; class Attributes { font = "EtelkaNarrowMediumPro"; color = "#24FFFFFF"; align = "left"; // put "center" here if you want some background valign = "middle"; shadow = 2; }; colorBackground[] = { 1, 0.3, 0, 0 }; // uncomment and increase 4th number to have a background font = "EtelkaNarrowMediumPro"; size = 0.06*safeZoneH; type = 13; style = 0; text = ""; }; }; }; }; from SC install. Copie the Red line and delete this block. Now past it in the new block that juandayz told you for discription. It should look like this Spoiler class RscPictureGUI { access=0; type=0; idc=-1; colorBackground[]={0,0,0,0}; colorText[]={0.38,0.63,0.25999999,0.75}; font="TahomaB"; sizeEx=0; lineSpacing=0; text=""; style="0x30 + 0x100"; x=0; y=0; w=0.2; h=0.15000001; }; class RscText { type = 0; idc = -1; x = 0; y = 0; h = 0.037; w = 0.3; style = 0x100; font = Zeppelin32; SizeEx = 0.03921; colorText[] = {1,1,1,1}; colorBackground[] = {0, 0, 0, 0}; linespacing = 1; }; 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 RscLoadingText : RscText { style = 2; x = 0.323532; y = 0.666672; w = 0.352944; h = 0.039216; sizeEx = 0.03921; colorText[] = {0.543,0.5742,0.4102,1.0}; }; class RscProgress { x = 0.344; y = 0.619; w = 0.313726; h = 0.0261438; texture = "\ca\ui\data\loadscreen_progressbar_ca.paa"; colorFrame[] = {0,0,0,0}; colorBar[] = {1,1,1,1}; }; class RscProgressNotFreeze { idc = -1; type = 45; style = 0; x = 0.022059; y = 0.911772; w = 0.029412; h = 0.039216; texture = "#(argb,8,8,3)color(0,0,0,0)"; }; class DayZ_loadingScreen { idd = -1; duration = 10e10; fadein = 0; fadeout = 0; name = "loading screen"; class controlsBackground { class blackBG : RscText { x = safezoneX; y = safezoneY; w = safezoneW; h = safezoneH; text = ""; colorText[] = {0,0,0,0}; colorBackground[] = {0,0,0,1}; }; }; class controls { class Title1 : RscLoadingText { text = "$STR_LOADING"; // "Loading" text in the middle of the screen }; class CA_Progress : RscProgress // progress bar, has to have idc 104 { idc = 104; type = 8; // CT_PROGRESS style = 0; // ST_SINGLE texture = "\ca\ui\data\loadscreen_progressbar_ca.paa"; }; class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse { idc = 103; }; class Name2: RscText // the text on the top-left { idc = 101; x = 0.05; y = 0.029412; w = 0.9; h = 0.04902; text = ""; sizeEx = 0.05; colorText[] = {0.543,0.5742,0.4102,1.0}; }; }; }; // logo watermark class RscTitles { #include "dayz_code\configs\zschud.hpp" class zCamoStatusGUI { idd = -1; fadeout=0; fadein=0; onLoad = "uiNamespace setVariable ['zCamo_GUI_display', _this select 0]"; duration = 10e10; name= "zCamoGui"; controlsBackground[] = {}; objects[] = {}; class controls { class zCamoIcon:RscPictureGUI { idc = 1; text="scripts\walkamongstthedead\zombie.paa"; x="0.958313 * safezoneW + safezoneX"; y="0.43 * safezoneH + safezoneY"; w=0.059999999; h=0.079999998; colorText[]={1,1,1,1}; }; }; }; class wm_disp { idd = -1; onLoad = "uiNamespace setVariable ['wm_disp', _this select 0]"; fadein = 0; fadeout = 0; duration = 10e10; controlsBackground[] = {}; objects[] = {}; class controls { class wm_text2 { idc = 1; x = safeZoneX+0.027;//safeZoneW*0.01; y = safeZoneY+safeZoneH-0.16; w = 0.151*safeZoneH; h = 0.057*safeZoneH; shadow = 2; class Attributes { font = "EtelkaNarrowMediumPro"; color = "#24FFFFFF"; align = "left"; // put "center" here if you want some background valign = "middle"; shadow = 2; }; colorBackground[] = { 1, 0.3, 0, 0 }; // uncomment and increase 4th number to have a background font = "EtelkaNarrowMediumPro"; size = 0.06*safeZoneH; type = 13; style = 0; text=""; }; }; }; }; and uncommend #include "dayz_code\gui\description.hpp" like this //#include "dayz_code\gui\description.hpp" sry for my bad english juandayz, gernika and JonasF 3 Link to comment Share on other sites More sharing options...
juandayz Posted May 3, 2017 Author Report Share Posted May 3, 2017 17 minutes ago, JonasF said: Yes I do, using zupas single currency And Im to noob to know how to combine this with single currency in that file... would love help! follow the kimarik instructions and should be work. gernika and JonasF 2 Link to comment Share on other sites More sharing options...
JonasF Posted May 3, 2017 Report Share Posted May 3, 2017 Thank you very much! I will try this but now I also understand more how this works... will try it and it should work now :) Link to comment Share on other sites More sharing options...
JonasF Posted May 3, 2017 Report Share Posted May 3, 2017 And yes, Thank you! I did get in on the test server now and it does work, but need to check that config file as the effect stays a very short time. juandayz 1 Link to comment Share on other sites More sharing options...
juandayz Posted May 3, 2017 Author Report Share Posted May 3, 2017 4 minutes ago, JonasF said: And yes, Thank you! I did get in on the test server now and it does work, but need to check that config file as the effect stays a very short time. yup it have 30 seconds as default.. put a higer value in seconds for example 90 to have 2 minutes of cammo. gernika 1 Link to comment Share on other sites More sharing options...
JonasF Posted May 3, 2017 Report Share Posted May 3, 2017 Yes I tested the increase in the configfile and put 240 and it indeed does work, I have walking zombies on the server but the guys that is building servers will love this :D Thank you very much for the help and the script! gernika 1 Link to comment Share on other sites More sharing options...
gernika Posted May 3, 2017 Report Share Posted May 3, 2017 TNKSSSSSSSSSSS for take the work to update it and allways sharing and helping for free! i also use the attach zeds and love it. works great! Link to comment Share on other sites More sharing options...
juandayz Posted May 3, 2017 Author Report Share Posted May 3, 2017 tnks gernika! also tnks to sandbird do not forgot he invent it. Link to comment Share on other sites More sharing options...
Sandbird Posted May 4, 2017 Report Share Posted May 4, 2017 Awesome! You got it working in 1.6 ! :) ahaha nice. Enjoy guys :) I'll add a link to the original thread that the mod is continued here. Thanks juandayz for creds and continuing this addon :) juandayz and Zoranth 1 1 Link to comment Share on other sites More sharing options...
juandayz Posted May 4, 2017 Author Report Share Posted May 4, 2017 3 hours ago, Sandbird said: Awesome! You got it working in 1.6 ! :) ahaha nice. Enjoy guys :) I'll add a link to the original thread that the mod is continued here. Thanks juandayz for creds and continuing this addon :) my respects BIG LEGEND! your old post was added in main post. Sandbird and Zoranth 1 1 Link to comment Share on other sites More sharing options...
Draundenth Posted May 10, 2017 Report Share Posted May 10, 2017 i have problem with installing this mod, can anybody help me ? Link to comment Share on other sites More sharing options...
juandayz Posted May 10, 2017 Author Report Share Posted May 10, 2017 @Draundenth 1-init.sqf At the very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very very end after this line: endLoadingScreen; }; paste: call compile preprocessFileLineNumbers "zedutility\walkamongstthedead\config.sqf"; 2-description.ext after this lines: aiKills = 1; diagRadio = 1; diagHit = 1; paste: Spoiler class RscPictureGUI { access=0; type=0; idc=-1; colorBackground[]={0,0,0,0}; colorText[]={0.38,0.63,0.25999999,0.75}; font="TahomaB"; sizeEx=0; lineSpacing=0; text=""; style="0x30 + 0x100"; x=0; y=0; w=0.2; h=0.15000001; }; ///////////// class RscText { type = 0; idc = -1; x = 0; y = 0; h = 0.037; w = 0.3; style = 0x100; font = Zeppelin32; SizeEx = 0.03921; colorText[] = {1,1,1,1}; colorBackground[] = {0, 0, 0, 0}; linespacing = 1; }; 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 RscLoadingText : RscText { style = 2; x = 0.323532; y = 0.666672; w = 0.352944; h = 0.039216; sizeEx = 0.03921; colorText[] = {0.543,0.5742,0.4102,1.0}; }; class RscProgress { x = 0.344; y = 0.619; w = 0.313726; h = 0.0261438; texture = "\ca\ui\data\loadscreen_progressbar_ca.paa"; colorFrame[] = {0,0,0,0}; colorBar[] = {1,1,1,1}; }; class RscProgressNotFreeze { idc = -1; type = 45; style = 0; x = 0.022059; y = 0.911772; w = 0.029412; h = 0.039216; texture = "#(argb,8,8,3)color(0,0,0,0)"; }; // // the loading screen itself // class DayZ_loadingScreen { idd = -1; duration = 10e10; fadein = 0; fadeout = 0; name = "loading screen"; class controlsBackground { class blackBG : RscText { x = safezoneX; y = safezoneY; w = safezoneW; h = safezoneH; text = ""; colorText[] = {0,0,0,0}; colorBackground[] = {0,0,0,1}; }; }; class controls { class Title1 : RscLoadingText { text = "$STR_LOADING"; // "Loading" text in the middle of the screen }; class CA_Progress : RscProgress // progress bar, has to have idc 104 { idc = 104; type = 8; // CT_PROGRESS style = 0; // ST_SINGLE texture = "\ca\ui\data\loadscreen_progressbar_ca.paa"; }; class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse { idc = 103; }; class Name2: RscText // the text on the top-left { idc = 101; x = 0.05; y = 0.029412; w = 0.9; h = 0.04902; text = ""; sizeEx = 0.05; colorText[] = {0.543,0.5742,0.4102,1.0}; }; }; }; // logo watermark class RscTitles { class zCamoStatusGUI { idd = -1; fadeout=0; fadein=0; onLoad = "uiNamespace setVariable ['zCamo_GUI_display', _this select 0]"; duration = 10e10; name= "zCamoGui"; controlsBackground[] = {}; objects[] = {}; class controls { class zCamoIcon:RscPictureGUI { idc = 1; text="zedutility\walkamongstthedead\zombie.paa"; x="0.958313 * safezoneW + safezoneX"; y="0.43 * safezoneH + safezoneY"; w=0.059999999; h=0.079999998; colorText[]={1,1,1,1}; }; }; }; class wm_disp { idd = -1; onLoad = "uiNamespace setVariable ['wm_disp', _this select 0]"; fadein = 0; fadeout = 0; duration = 10e10; controlsBackground[] = {}; objects[] = {}; class controls { class wm_text2 { idc = 1; x = safeZoneX+0.027;//safeZoneW*0.01; y = safeZoneY+safeZoneH-0.16; w = 0.151*safeZoneH; h = 0.057*safeZoneH; shadow = 2; class Attributes { font = "EtelkaNarrowMediumPro"; color = "#24FFFFFF"; align = "left"; // put "center" here if you want some background valign = "middle"; shadow = 2; }; colorBackground[] = { 1, 0.3, 0, 0 }; // uncomment and increase 4th number to have a background font = "EtelkaNarrowMediumPro"; size = 0.06*safeZoneH; type = 13; style = 0; text=""; }; }; }; }; /////// now delete this whole line: (in description.ext) #include "\z\addons\dayz_code\gui\description.hpp" 3-custom fn_selfactions.sqf ( HERE YOU NEED MADE A CUSTOM FN_SELFACTIONS.sqf and to make it, you also need made a custom compiles.sqf) so before proceed made this: Spoiler A-open \@DayZ_Epoch\addons\dayz_code\init\ and copy this file: compiles.sqf (to open dayz_code.pbo you will need pbo manager.) B- go to: ............\MPMissions\DayZ_Epoch_11.Chernarus\ and create a new folder called "custom". Then paste inside the compiles.sqf C-open \@DayZ_Epoch\addons\dayz_code\compiles\ and copy fn_selfactions.sqf D-go to: ............\MPMissions\DayZ_Epoch_11.Chernarus\custom\ and paste fn_selfactions.sqf E-open your init.sqf and find this line: call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; replace by: call compile preprocessFileLineNumbers "custom\compiles.sqf"; F-Open your new custom compiles.sqf (the one located in custom folder) find this line: fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; replace by: fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\fn_selfActions.sqf"; 3-Once you have your new custom compiles.sqf and fn_Selfactions.. proceed with step 3. Open your new fn_selfactions (in custom folder) Spoiler A-Find: /* 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; }; */ and below Add this line: if (!_isAlive && {(_cursorTarget isKindOf "zZombie_base")}) then { _wasguted = _cursorTarget getVariable["wasguted",false]; if (!_wasguted) then { if ("ItemKnife" in _itemsPlayer) then { if (s_player_zhide2 < 0) then { s_player_zhide2 = player addAction [format["<t color='#0096ff'>SmearGutsOnYou</t>"], "zedutility\walkamongstthedead\smear_guts.sqf",_cursorTarget,0, false,true]; }; } else { player removeAction s_player_zhide2; s_player_zhide2 = -1; }; }; _lootzed = _cursorTarget getVariable["lootzed",false]; if (!_lootzed) then { if (s_player_zhide3 < 0) then { s_player_zhide3 = player addAction [format["<t color='#0096ff'>CheckZed</t>"], "zedutility\walkamongstthedead\lootzed.sqf",_cursorTarget,0, false,true]; }; } else { player removeAction s_player_zhide3; s_player_zhide3 = -1; }; }; B-Find: } else { //Engineering below add:_ player removeAction s_player_zhide2; s_player_zhide2 = -1; player removeAction s_player_zhide3; s_player_zhide3 = -1; 4-Here you need made a custom variables.sqf (same as you did with selfactuions and compiles.sqf) So go to ...\@DayZ_Epoch\addons\dayz_code\init\ and copy variables.sqf Now paste variables.sqf in "custom" folder Open your init.sqf find this line call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; replace by: call compile preprocessFileLineNumbers "custom\variables.sqf"; 4-Now in this new variables.sqf (the one into custom folder) Spoiler Find: //Player self-action handles dayz_resetSelfActions = { below paste s_player_zhide2 = -1; s_player_zhide3 = -1; 5-Download from here: http://www.mediafire.com/file/9d74axmfym1tz16/zedutility.rar and place the "zedutility" folder into ...\Mpmissions\DayZ_Epoch_11.Chernarus\ 6- Open the config.sqf located in \zedutility\walkamongstthedead\ to add more or less time to your cammo before he wash automatically DZ_ZCAMO_USE_TIME = 30;//30 seconds for default. for example DZ_ZCAMO_USE_TIME = 120;//for 2 minutes Clark 1 Link to comment Share on other sites More sharing options...
Robert261171 Posted June 17, 2017 Report Share Posted June 17, 2017 (edited) Can't get this working, but I dont think it the script itself, Every time I add anything to the fn_selfactions.sqf I loose the trader menu and can't get the walking dead menu up, Edited June 17, 2017 by Robert261171 to big Link to comment Share on other sites More sharing options...
juandayz Posted June 17, 2017 Author Report Share Posted June 17, 2017 @Robert261171 gonna take a look. pleas edit your post and put the code into a spoiler or use pastebin to share largest codes. Ok your selfactions seems be fine.. but just for be sure.. relocate the walkamongst dead code above of take clothes code...and give one test. Are you testing it with a ItemKnife in your inventory? other thing can you paste your init.sqf and the path wheres located the selfactions that you paste above? please Link to comment Share on other sites More sharing options...
Robert261171 Posted June 17, 2017 Report Share Posted June 17, 2017 Yes Ive tried all of the above, Ive had this before with other scripts Spoiler /* For DayZ Epoch Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz */ //Server settings dayZ_instance = 24; //Instance ID of this server dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number) //Game settings adminsList= ["76561197984693753"]; //your admins ids if((getPlayerUID player) in adminsList) then { //disable antihack for admin dayz_antihack = 0; } else { //enable antihack for normal players dayz_antihack = 1; }; 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 = false; //Adds Point of Interest map additions (negatively impacts FPS) dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS) 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 (negatively impacts FPS), 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 dayz_enableFlies = true; // Enable flies on dead bodies (negatively impacts FPS). }; //Temp settings dayz_DamageMultiplier = 5; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies. dayz_maxGlobalZeds = 500; //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 "dayz_code\compile\configVariables.sqf" // Don't remove this line dayz_paraSpawn = false; // Halo spawn DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones DZE_BuildOnRoads = true; // Allow building on roads DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status DZE_R3F_WEIGHT = false; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly. DZE_slowZombies = true; // Force zombies to always walk DZE_StaticConstructionCount = 1; // Steps required to build. If greater than 0 this applies to all objects. DZE_GodModeBase = true; // Make player built base objects indestructible DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On DZE_PlotPole = [50,65]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases. DZE_BuildingLimit = 1500; // Max number of built objects allowed in DZE_PlotPole radius DZE_SelfTransfuse = true; // Allow players to bloodbag themselves DZE_selfTransfuse_Values = [2000, 10, 30]; // [blood amount given, infection chance %, cooldown in seconds] MaxDynamicDebris = 300; // Max number of random road blocks to spawn around the map MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map spawnArea = 1400; // Distance around markers to find a safe spawn position spawnShoremode = 0; // Random spawn locations 1 = on shores, 0 = inland EpochUseEvents = true; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule. EpochEvents = [ ["any","any","any","any",10,"drug_bust"], ["any","any","any","any",30,"bombcrate"], ["any","any","any","any",50,"gems"] // Remember last one doesnt have a comma ( , ) ]; // EPOCH CONFIG VARIABLES END // LimitPlotPoles = true; // Limit the amount of plot poles a player can own? if (LimitPlotPoles) then { PlotPoleLimit = 2; // Amount of plot poles each individual player is allowed to own }; LimitBuildHeight = true; // Limit the maximum height a player can build at if (LimitBuildHeight) then { MaxBuildHeight = 65; // Maximum build height in meters }; // Restrict building near specific buildings BlacklistedBuildings = [ // ["YOU CAN NOT BUILD HERE", "Class name of building you want to block", Distance around that building to block (radius in meters)] ["Land_Mil_ControlTower","Land_SS_hangar","Land_Mil_Barracks_i","Land_Mil_Barracks","Land_budova4_in","LAND_A_FuelStation_Feed","LAND_A_Hospital", 150] ]; // Restrict building near map areas RestrictedBuildingZones = [ // ["YOU NOT BUILD ON AI ISLAND", [Choords of place to block], Distance around that area to block (radius in meters)] ["AI ISLAND", [16291.282, 18426.584], 1500] ]; 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 _verCheck = (getText (configFile >> "CfgMods" >> "DayZ" >> "version") == "DayZ Epoch 1.0.6.1"); if (!isDedicated) then { enableSaving [false, false]; startLoadingScreen ["","RscDisplayLoadCustom"]; progressLoadingScreen 0; [] execVM "scripts\service_points\service_point.sqf"; dayz_loadScreenMsg = localize 'str_login_missionFile'; if (_verCheck) then { progress_monitor = [] execVM "DZE_Hotfix_1.0.6.1A\system\progress_monitor.sqf"; } else { 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 "\z\addons\dayz_code\init\variables.sqf"; call compile preprocessFileLineNumbers "dayz_code\init\variables.sqf"; progressLoadingScreen 0.05; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; progressLoadingScreen 0.1; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; progressLoadingScreen 0.15; call compile preprocessFileLineNumbers "dayz_code\init\compiles.sqf"; if (_verCheck) then { #include "DZE_Hotfix_1.0.6.1A\init\compiles.sqf" }; progressLoadingScreen 0.25; call compile preprocessFileLineNumbers "scripts\traders\server_traders.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\napf.sqf"; call compile preprocessFileLineNumbers "admintools\config.sqf"; // Epoch admin Tools config file call compile preprocessFileLineNumbers "admintools\variables.sqf"; // Epoch admin Tools variables call compile preprocessFileLineNumbers "logistic\init.sqf"; initialized = true; setTerrainGrid 25; if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";}; execVM "scripts\weather\DynamicWeatherEffects.sqf"; if (isServer) then { if (dayz_POIs && (toLower worldName == "chernarus")) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";}; call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\server_monitor.sqf"; execVM "\z\addons\dayz_server\traders\napf.sqf"; //Add trader agents execVM "\z\addons\dayz_server\bankTraders\napf.sqf"; //Add banking agents execVM "\z\addons\dayz_server\buildings\Barracks.sqf"; execVM "\z\addons\dayz_server\buildings\southairfield.sqf"; execVM "\z\addons\dayz_server\buildings\southairfield2.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\MainLootableObjects.sqf"; }; }; if (!isDedicated) then { //Enables Plant lib fixes [] execVM "admintools\antihack\antihack.sqf"; // Epoch Antihack with bypass 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_townGenerator) then { execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf"; }; call compile preprocessFileLineNumbers "spawn\init.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";}; execVM "scripts\launchers\rpgfix.sqf"; execVM "scripts\customloadout\loadout.sqf"; call compile preprocessFileLineNumbers "scripts\zsc\zscInit.sqf"; call compile preprocessFileLineNumbers "scripts\zsc\zscATMInit.sqf"; [] execVM "DZAI_Client\dzai_initclient.sqf"; execVM "scripts\zsc\playerHud.sqf"; [] execVM "dayz_code\compile\remote_message.sqf"; waitUntil {scriptDone progress_monitor}; cutText ["","BLACK IN", 3]; 3 fadeSound 1; 3 fadeMusic 1; endLoadingScreen; }; call compile preprocessFileLineNumbers "zedutility\walkamongstthedead\config.sqf"; [] execVM "admintools\Activate.sqf"; [] execVM "scripts\safezone\16_safezone.sqf"; [] execVM "scripts\Blood_Regeneration\regenblood.sqf"; [] execVM "scripts\PlotProtection\init.sqf"; [] execVM "scripts\kick\kick.sqf"; [] execVM "scripts\Creates\init.sqf"; []execVM "scripts\HUD\init_HUD.sqf"; Link to comment Share on other sites More sharing options...
juandayz Posted June 17, 2017 Author Report Share Posted June 17, 2017 Just now, Robert261171 said: Yes Ive tried all of the above, Ive had this before with other scripts ok.. are u changing the fn_selfactions that is called from this compiles? dayz_code\init\compiles.sqf the one in dayz_code\compile\fn_selfactions.sqf Link to comment Share on other sites More sharing options...
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