Jump to content
Sign in to follow this  
juandayz

[EPOCH CEMETARY]

Recommended Posts

This might cause people to camp cemeteries for easy gear, even build bases nearby.

I would suggest that you rather randomise it with multiple locations of cemeteries instead.

_cemeteries = [
	[[0,0,0],"Name of Cemetery"],
	[[0,0,0],"Name of Cemetery"],
	[[0,0,0],"Name of Cemetery"],
	[[0,0,0],"Name of Cemetery"],
	[[0,0,0],"Name of Cemetery"],
	[[0,0,0],"Name of Cemetery"]
];

_rand = floor random (count _cemeteries);
_cemetery = _cemeteries select _rand select 0;
_cemeteryName = _cemeteries select _rand select 1;
systemchat format ["Your body was buried in %2 at %1",_cemetery, _cemeteryName]; //or hint or whatever

 

Share this post


Link to post
Share on other sites
Just now, harcosgoogle said:

@juandayz

How to change coin/gold (convert crate item?)

For goldsystem...

1-call player_death.sqf from your custom compiles.sqf

 

2-  create player_death.sqf

Spoiler

private ["_crossType","_backPackMag","_backPackWpn","_backPack","_crate","_crosspos","_cross","_position","_customPosition","_killer","_coins","_ammo","_body","_distance","_infected","_playerID","_sourceName","_sourceWeapon","_sourceVehicleType","_isBandit","_punishment","_humanityHit","_myKills","_kills","_killsV","_display","_myGroup","_camera","_deathPos","_animState","_animStateArray","_animCheck","_source","_method","_realSource"];

if (deathHandled) exitWith {};
deathHandled = true;

// Get reference to player object before respawn into new unit (respawnDelay=0 in description.ext)
if (typeName (_this select 0) == "ARRAY") then {
	_body = (_this select 0) select 0;
	_source = (_this select 0) select 1;
} else {
	_body = player;
	_source = _this select 0;
};


_cemeteries = [
	[[5205.2866, 8582.541,0],"kabanino"],
	[[8332.0488, 5945.0884, 0],"kumyrna"],
	[[10020.204, 5512.1753,0],"staroye"],
	[[11184.681, 12290.43,0],"krasnostav"],
	[[8531.7148, 11980.951,0],"Gvozdno"],
	[[6201.606, 10397.821,0],"Grishino"],
	[[4569.5361, 6375.5166,0],"pogorevka"],
	[[7417.0859, 5195.2876,0],"mogilevka"]
];

_rand = floor random (count _cemeteries);
_cemetery = _cemeteries select _rand select 0;
_cemeteryName = _cemeteries select _rand select 1;
systemchat format ["Your body was buried in The Church of: %2 at %1",_cemetery, _cemeteryName];
_customPosition = _cemetery; // CEMETARY POS
_deathPos = getPos _body;
_playerID = getPlayerUID player;


_camera = "camera" camCreate _customPosition;
_camera camSetDir 0;
_camera camSetFOV 1;
_camera cameraEffect ["Internal","back"];
_camera camSetTarget _customPosition;
_camera camSetPos [_customPosition select 0, (_customPosition select 1) + 2, 5];
_camera camCommit 0;

//SetDamage immediately so Arma registers the player as dead and respawns them into new unit
if (typeName (_this select 0) != "ARRAY") then {
    player setDamage 1;
};

if (dayz_onBack != "") then {
	_body addWeapon dayz_onBack;
};

//Get killer information immediately. Weapon, distance or vehicle can change in seconds.
_infected = if (r_player_infected && DZE_PlayerZed) then {1} else {0};
_sourceName = "unknown";
_sourceWeapon = "";
_distance = 0;

_method = switch true do {
	case (_this select 1 != "find"): {_this select 1}; //Manually passed method
	case (dayz_lastDamageSource != "none" && diag_tickTime - dayz_lastDamageTime < 30): {dayz_lastDamageSource}; //Major event takes priority for cause of death (zombie, melee, shot, fell, etc.)
	case (dayz_lastMedicalSource != "none" && diag_tickTime - dayz_lastMedicalTime < 10): {dayz_lastMedicalSource}; //Starve, Dehyd, Sick
	default {"bled"}; //No other damage sources in last 30 seconds
};
_ammo = if (count _this > 2) then {_this select 2} else {""};

if (!isNull _source) then {
	if (!isNull _body) then {
		_distance = round (_body distance _source);
	};
	
	_sourceVehicleType = typeOf (vehicle _source);
	_sourceWeapon = currentWeapon _source;
	_sourceWeapon = switch true do {
		case (_ammo in ["PipeBomb","Mine","MineE"]): {_ammo};
		case ({_sourceVehicleType isKindOf _x} count ["LandVehicle","Air","Ship"] > 0): {_sourceVehicleType};
		case (_sourceWeapon == "Throw"): {(weaponState _source) select 3};
		default {_sourceWeapon};
	};
	
	if (alive _source) then {
		_sourceName = if (isPlayer _source) then {name _source} else {"AI"};
	} else {
		if (_source == _body) then {_sourceName = dayz_playerName;};
	};
};

//Send Death Notice
diag_log format["Player_Death: Body:%1 BodyName:%2 Infected:%3 SourceName:%4 SourceWeapon:%5 Distance:%6 Method:%7",_body,dayz_playerName,_infected,_sourceName,_sourceWeapon,_distance,_method];
PVDZ_plr_Death = [dayz_characterID,0,_body,_playerID,toArray dayz_playerName,_infected,toArray _sourceName,toArray _sourceWeapon,_distance,_method]; //Send name as array to avoid publicVariable value restrictions
publicVariableServer "PVDZ_plr_Death";

_body setVariable ["deathType", if (_method == "suicide") then {"shot"} else {_method}, true];
////

_position = [_customPosition, 1, 20, 2, 0, 20, 0] call BIS_fnc_findSafePos;

_crossType = "GraveCrossHelmet";
_cross = createVehicle [_crosstype, _position, [], 0, "CAN_COLLIDE"];
_crosspos = getPosATL _cross;



_crate = createVehicle ["USOrdnanceBox_EP1",_crosspos,[],0,"CAN_COLLIDE"];
clearMagazineCargoGlobal _crate;
clearWeaponCargoGlobal _crate;
_crate setposATL [(_crosspos select 0)+0.5,(_crosspos select 1)+0.5,_crosspos select 2];
_crate setVariable ["permaLoot",true,true];

_backPack = typeOf (unitBackPack _body);
if (_backPack != "") then {
	_backPackWpn = getWeaponCargo unitBackpack _body;
	_backPackMag = getMagazineCargo unitBackpack _body;

	if (count _backPackWpn > 0) then {{_crate addWeaponCargoGlobal [_x,(_backPackWpn select 1) select _forEachIndex]} forEach (_backPackWpn select 0);};
	if (count _backPackMag > 0) then {{_crate addMagazineCargoGlobal [_x,(_backPackMag select 1) select _forEachIndex]} forEach (_backPackMag select 0);};

	_crate addBackpackCargoGlobal [_backPack,1];
};

{ _crate addWeaponCargoGlobal [_x, 1] } forEach weapons _body;
{ _crate addMagazineCargoGlobal [_x ,1] } forEach magazines _body;




if (!local _source && isPlayer _source && !(_body isKindOf "PZombie_VB")) then { //If corpse is a player zombie do not give killer a human or bandit kill
	//Values like humanity which were setVariabled onto player before death remain on corpse.
	_isBandit = (_body getVariable["humanity",0]) <= -2000;
	//_isBandit = (typeOf _body in ["Bandit1_DZ","BanditW1_DZ"]);
	
	//if you are a bandit or start first - player will not recieve humanity drop
	_punishment = (_isBandit or {_body getVariable ["OpenTarget",false]});
	_humanityHit = 0;
	_realSource = effectiveCommander vehicle _source;

	if (!_punishment) then {
		//I'm "not guilty" - kill me and be punished
		_myKills = (_body getVariable ["humanKills",0]) * 33.3;
		// how many non bandit players have I (the dead player) killed?
		// punish my killer 2000 for shooting a surivor
		// but subtract 500 for each survivor I've murdered
		_humanityHit = -(2000 - _myKills);
		_kills = _realSource getVariable ["humanKills",0];
		_realSource setVariable ["humanKills",(_kills + 1),true];
		PVDZ_send = [_realSource,"Humanity",[_humanityHit,300]];
		publicVariableServer "PVDZ_send";
	} else {
		// im guilty kill me as bandit
		_killsV = _realSource getVariable ["banditKills",0];
		_realSource setVariable ["banditKills",(_killsV + 1),true];
	};
	
		
	//Setup for study bodys.

	_crate setVariable ["KillingBlow",[_realSource,_punishment],true];

};

disableSerialization;

//Prevent client freezes
_display = findDisplay 49;
if (!isNull _display) then {_display closeDisplay 0;};
if (dialog) then {closeDialog 0;};
if (visibleMap) then {openMap false;};

disableUserInput true;

[_body,20,true,_customPosition] call player_alertZombies;
if (dayz_soundMuted) then {call player_toggleSoundMute;}; // hide icon before fadeSound
0.1 fadeSound 0;

_body setVariable ["NORRN_unconscious", false, true];
_body setVariable ["unconsciousTime", 0, true];
_body setVariable ["USEC_isCardiac",false,true];
_body setVariable ["medForceUpdate",true,true];
_body setVariable ["bloodTaken", false, true];
_body setVariable ["startcombattimer", 0]; //remove combat timer on death
_body setVariable ["inCombat", false, true];
r_player_unconscious = false;
r_player_cardiac = false;
dayz_autoRun = false;

terminate dayz_musicH;
terminate dayz_slowCheck;
terminate dayz_monitor1;

//Reset (just in case)
//deleteVehicle dayz_playerTrigger;
//disableUserInput false;
r_player_dead = true;

//Player is dead!
3 fadeSound 0;

dayz_originalPlayer enableSimulation true;
addSwitchableUnit dayz_originalPlayer;
setPlayable dayz_originalPlayer;
selectPlayer dayz_originalPlayer;

_myGroup = group _body;
[_body] joinSilent dayz_firstGroup;
deleteGroup _myGroup;

80000 cutText ["","PLAIN"]; //Clear group tags
3 cutRsc ["default", "PLAIN",3];
4 cutRsc ["default", "PLAIN",3];

_body setVariable["combattimeout", 0, true];

_animState = toLower (animationState _body);
_animStateArray = toArray _animState;
_animCheck = toString ([(_animStateArray select 0),(_animStateArray select 1),(_animStateArray select 2),(_animStateArray select 3)]);
if ((_body == (vehicle _body)) && {_animState != "deadstate" && {_animCheck != "adth"}}) then { //fix running corpses - death anims begin with Adth
	[nil, _body, rSWITCHMOVE, ""] call RE;
	_body SWITCHMOVE "";
	PVDZ_plr_SwitchMove = [_body,""];
	publicVariableServer "PVDZ_plr_SwitchMove";
};

[_body,_camera,_customPosition] spawn {	
	_body = _this select 0;
	_camera = _this select 1;
	_customPosition = _this select 2;
	
	waitUntil {camCommitted _camera};
	_camera camSetPos [_customPosition select 0, (_customPosition select 1) + 2, 25];
	_camera camCommit 8;
	uiSleep 8;
	
	1 cutRsc [if (DZE_DeathScreen) then {"DeathScreen_DZE"} else {"DeathScreen_DZ"},"BLACK OUT",3];
	playMusic "dayz_track_death_1";
	uiSleep 2;

	for "_x" from 5 to 1 step -1 do {
		titleText [format[localize "str_return_lobby", _x], "PLAIN DOWN", 1];
		uiSleep 1;
	};

	PVDZ_Server_Simulation = [_body, false];
	publicVariableServer "PVDZ_Server_Simulation";
	
	_camera cameraEffect ["Terminate","BACK"];
	camDestroy _camera;
deleteVehicle _body;



	endMission "END1";
};

 

3-Nothing more. (gold system not require modifys in fn_selfactions)----  Done.

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...
Sign in to follow this  

  • 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...