smallp0x Posted December 3, 2013 Report Share Posted December 3, 2013 Is this possible to do? For the life of me I can't get it to show up. frartombabogy 1 Link to comment Share on other sites More sharing options...
0 Defent Posted December 3, 2013 Report Share Posted December 3, 2013 It uses the same files as the custom loading screen uses so I don't see why not. Have you followed a specific guide? Got any errors in the RPT or any other side effects? Link to comment Share on other sites More sharing options...
0 smallp0x Posted December 3, 2013 Author Report Share Posted December 3, 2013 Well I've followed this guide, but for some reason but I get stuck on "waiting for host" when joining.http://dayzepoch.com/forum/index.php?/topic/1157-servername-watermark/ I also tried adding dayZ_serverName = "name"; // Servername (country code + server number) to my init.sqf but that yielded no results. smallp0x 1 Link to comment Share on other sites More sharing options...
0 Defent Posted December 3, 2013 Report Share Posted December 3, 2013 http://dayz.st/w/Watermark_Logo Try this guide, I'm not sure if it works but I've found a lot of guides from their wiki to be stable. Link to comment Share on other sites More sharing options...
0 smallp0x Posted December 3, 2013 Author Report Share Posted December 3, 2013 Yeah I tried following that one too. It says find //dayZ_serverName = "######"; // Servername (country code + server number) and remove the slashes but that didn't exist and adding it without the slashes didn't do anything :/ Link to comment Share on other sites More sharing options...
0 Defent Posted December 3, 2013 Report Share Posted December 3, 2013 Are you sure you added the code that is needed to come with that change? http://pastebin.com/WqkRt21X Link to comment Share on other sites More sharing options...
0 smallp0x Posted December 3, 2013 Author Report Share Posted December 3, 2013 I wasn't under the impression I had to add that unless my watermark was more than 6 characters. I'll try it though. Edit: It says to REPLACE #include "\z\addons\dayz_code\system\mission\description.sqf with that pastebin code above, but that line doesn't exist in my description.ext, should I just add the code in anyway? Because the following line after that it tells me to look for w = 0.151*safeZoneH; doesn't exist either. Link to comment Share on other sites More sharing options...
0 Defent Posted December 3, 2013 Report Share Posted December 3, 2013 Always make a backup before you edit anything that doesn't exist. Or edit anything at all for that matter. Seeing as you do not have these lines and probably not description.sqf for that matter I'd say, don't try this. I don't have any other clues on how to add water marks. I'd say give http://dayzepoch.com/forum/index.php?/topic/1157-servername-watermark/ another shot. Do you get any errors in the RPT when you try to join? Link to comment Share on other sites More sharing options...
0 smallp0x Posted December 3, 2013 Author Report Share Posted December 3, 2013 This is the only thing that I see that could be related in the RPT. ErrorMessage: Config : some input after EndOfFile. Here is my init.sqf: /* For DayZ Epoch Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz */ startLoadingScreen ["","RscDisplayLoadCustom"]; cutText ["","BLACK OUT"]; enableSaving [false, false]; //REALLY IMPORTANT VALUES dayZ_instance = 3583; //The instance dayzHiveRequest = []; initialized = false; dayz_previousID = 0; server_name = "STM"; // Enabling this option will disable the instant map features involving player healing and loadout changes dayz_REsec = 0; // DayZ RE Security / 1 = enabled // 0 = disabled //disable greeting menu player setVariable ["BIS_noCoreConversations", true]; //disable radio messages to be heard and shown in the left lower corner of the screen enableRadio false; // DayZ Epoch config spawnShoremode = 1; // Default = 1 (on shore) spawnArea= 1500; // Default = 1500 MaxHeliCrashes= 5; // Default = 5 MaxVehicleLimit = 50; // Default = 50 MaxDynamicDebris = 100; // Default = 100 dayz_MapArea = 14000; // Default = 10000 dayz_maxLocalZombies = 30; // Default = 30 dayz_paraSpawn = false; dayz_maxAnimals = 8; // Default: 8 dayz_tameDogs = true; DynamicVehicleDamageLow = 0; // Default: 0 DynamicVehicleDamageHigh = 85; // Default: 100 DynamicVehicleFuelLow = 0; DynamicVehicleFuelHigh = 35; DZE_vehicleAmmo = 1; //Default = 0, deletes ammo from vehicles with machine guns every restart if set to 0. DZE_BackpackGuard = false; //Default = True, deletes backpack contents if logging out or losing connection beside another player if set to true. DZE_BuildingLimit = 150; //Default = 150, decides how many objects can be built on the server before allowing any others to be built. Change value for more buildings. DZE_TRADER_SPAWNMODE = true; //Vehicles bought with traders will parachute in instead of just spawning on the ground. EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]]; dayz_fullMoonNights = true; //Load in compiled functions call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) progressLoadingScreen 0.1; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlers progressLoadingScreen 0.2; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical progressLoadingScreen 0.4; // WARNING: If you need to modify the compiles.sqf and want to maintain the ability to drag/drop players on the map // then you must know what you are doing as we had to make an exclusion to the anti-teleport code. // Unfortunately we're forced to include this in the mission file.... I hate this workaround. // Maybe I'll think of something better later. - BP @ DayZ.ST call compile preprocessFileLineNumbers "ATPExclusion\compiles.sqf"; //Compile regular functions progressLoadingScreen 0.5; call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compiles call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs progressLoadingScreen 1.0; "filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic"; /* BIS_Effects_* fixes from Dwarden */ BIS_Effects_EH_Killed = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\killed.sqf"; BIS_Effects_AirDestruction = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestruction.sqf"; BIS_Effects_AirDestructionStage2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestructionStage2.sqf"; BIS_Effects_globalEvent = { BIS_effects_gepv = _this; publicVariable "BIS_effects_gepv"; _this call BIS_Effects_startEvent; }; BIS_Effects_startEvent = { switch (_this select 0) do { case "AirDestruction": { [_this select 1] spawn BIS_Effects_AirDestruction; }; case "AirDestructionStage2": { [_this select 1, _this select 2, _this select 3] spawn BIS_Effects_AirDestructionStage2; }; case "Burn": { [_this select 1, _this select 2, _this select 3, false, true] spawn BIS_Effects_Burn; }; }; }; "BIS_effects_gepv" addPublicVariableEventHandler { (_this select 1) call BIS_Effects_startEvent; }; if ((!isServer) && (isNull player) ) then { waitUntil {!isNull player}; waitUntil {time > 3}; }; if ((!isServer) && (player != player)) then { waitUntil {player == player}; waitUntil {time > 3}; }; if (isServer) then { call compile preprocessFileLineNumbers "dynamic_vehicle.sqf"; //Compile vehicle configs // Add trader citys _nil = [] execVM "mission.sqf"; _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf"; }; if (!isDedicated) then {[] execVM "Scripts\kh_actions.sqf"; //Conduct map operations 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); //Run the player monitor _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; _void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf"; //Lights //[0,0,true,true,true,58,280,600,[0.698, 0.556, 0.419],"Generator_DZ",0.1] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; }; if (dayz_REsec == 1) then { #include "\z\addons\dayz_code\system\REsec.sqf" }; call compile preprocessFileLineNumbers "addons\UPSMON\scripts\Init_UPSMON.sqf"; call compile preprocessFileLineNumbers "addons\SHK_pos\shk_pos_init.sqf"; [] execVM "addons\SARGE\SAR_AI_init.sqf"; // if (!isDedicated) then {[] execVM "Stats\j0k3r5_stats.sqf"}; [] execVM "debug\addmarkers.sqf"; [] execVM "debug\addmarkers75.sqf"; [] execVM "fixes\effects.sqf"; [] execVM "hide_churches.sqf"; if (!isDedicated) then { [] execVM "lights\house_lights.sqf"; }; if (isServer) then { axe_server_lampObjs = compile preprocessFileLineNumbers "lights\fnc_returnLampWS.sqf"; "axeLampObjects" addPublicVariableEventHandler {_id = (_this select 1) spawn axe_server_lampObjs}; }; if (!isDedicated) then { //StreetLights [] execVM "lights\street_lights.sqf"; }; //DayZ Watermark if (!isNil "server_name") then { [] spawn { waitUntil {(!isNull Player) and (alive Player) and (player == player)}; waituntil {!(isNull (findDisplay 46))}; 5 cutRsc ["wm_disp","PLAIN"]; ((uiNamespace getVariable "wm_disp") displayCtrl 1) ctrlSetText server_name; }; }; aaand the description.ext: respawn = "BASE"; respawndelay = 5; onLoadMission= "DayZ Epoch Chernarus"; OnLoadIntro = "Welcome to DayZ Epoch Chernarus"; OnLoadIntroTime = False; OnLoadMissionTime = False; disabledAI = true; disableChannels[]={0,2,6}; enableItemsDropping = 0; #include "R3F_Realism\R3F_Weight\R3F_CfgWeight.h" briefing = 0; debriefing = 0; onPauseScript = ""; loadScreen = "ServerPicture.jpg"; class Header { gameType = COOP; //DM, Team, Coop, ... minPlayers = 1; //min # of players the mission supports maxPlayers = 100; //Max # of players the mission supports }; aiKills = 1; diagRadio = 1; diagHit = 1; 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 nicePic : RscPicture { style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO x = safezoneX + safezoneW/2 - 0.25; y = safezoneY + safezoneH/2 - 0.2; w = 0.5; h = 0.4; text = "img\nicePic.paa"; }; */ }; 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}; }; #include "addons\SARGE\SAR_define.hpp" }; }; // DayZ Watermark class RscTitles { 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=""; }; }; }; }; Link to comment Share on other sites More sharing options...
0 Defent Posted December 3, 2013 Report Share Posted December 3, 2013 Seems quite weird, sadly I don't have any other ideas to why this is not working. :( Link to comment Share on other sites More sharing options...
0 smallp0x Posted December 4, 2013 Author Report Share Posted December 4, 2013 Well thanks for taking a look at it anyway. I appreciate the help. I'll post an update if I get it working, lol. Link to comment Share on other sites More sharing options...
0 BetterDeadThanZed Posted December 4, 2013 Report Share Posted December 4, 2013 Apparently you can make the area that displays the name larger by editing this line: w = 0.151*safeZoneH; Change the 0.151 to 1.151. I'm testing this now. Link to comment Share on other sites More sharing options...
0 BetterDeadThanZed Posted December 4, 2013 Report Share Posted December 4, 2013 Yup, changing it to 1.151 allowed more letters. I have "KillinZedz.net" on my watermark and it looks good. :) Link to comment Share on other sites More sharing options...
0 Gramps Posted August 2, 2014 Report Share Posted August 2, 2014 anyone know how to adjust size of font on watermark and also make it more opaque? thanks Link to comment Share on other sites More sharing options...
Question
smallp0x
Is this possible to do? For the life of me I can't get it to show up.
Link to comment
Share on other sites
13 answers to this question
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now