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DayZ.st + Watermark?


smallp0x

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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.

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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?

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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="";
			};
		};
	};
};
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