Mig Posted March 13, 2020 Report Share Posted March 13, 2020 Hi, Epoch 1.0.6.2 / OriginsMod 1.8.3 pack This is the salival pack that I modified to adapt it to Taviana 3.0. https://epochmod.com/forum/topic/44789-salivals-mod-pack-all-my-mods-tested-working/ I added the following mods to it: - DZAI - WAI - Select Spawn I made some modifications so that the mod works on Taviana 3.0. There is still some modification to make, I will update regularly. *** download: *** https://github.com/MigSDev5/Epoch_origins_pack Edit: if you want me to add things in particular, please let me know. higgibaby and Schalldampfer 1 1 Link to comment Share on other sites More sharing options...
000000 Posted March 15, 2020 Report Share Posted March 15, 2020 thanks dude i will take a look. Link to comment Share on other sites More sharing options...
Student Posted April 19, 2020 Report Share Posted April 19, 2020 Great job! Running correctly, but have some little problem in GUI Link to comment Share on other sites More sharing options...
Mig Posted April 20, 2020 Author Report Share Posted April 20, 2020 10 hours ago, Student said: Great job! Running correctly, but have some little problem in GUI What's the problem ? Link to comment Share on other sites More sharing options...
Alsekwolf Posted May 31, 2020 Report Share Posted May 31, 2020 I don't believe there are blackmarket traders placed, I just added them to normal weapons but you might want to change that unless I just didn't see them. Link to comment Share on other sites More sharing options...
higgibaby Posted October 3, 2020 Report Share Posted October 3, 2020 Hey! @Mig Great job! Two Problems! I get an error when joining the lobby. "No entry bin\config.bin/RscDisplayMultiplayerSetup/controls/CA_B_West.colorShade" The next error I get at joining the Game "Picture \z\aadons\day_code\gui\status_bloo_inside_ca.paa not found" In MPMissions ist no Link to that file! I think the error must found in there, because the error just comes with fresh missionfile upload. For me it`s not possible to solve! Can anybody help me please? Thx for help! Link to comment Share on other sites More sharing options...
higgibaby Posted May 26, 2021 Report Share Posted May 26, 2021 Hey @Mig, will you transfer your great job to Epoch 1.0.7? Or is it possible to explain how to do it ? Thank you for your work! Link to comment Share on other sites More sharing options...
Mig Posted May 27, 2021 Author Report Share Posted May 27, 2021 On 5/26/2021 at 8:22 AM, higgibaby said: Hey @Mig, will you transfer your great job to Epoch 1.0.7? Or is it possible to explain how to do it ? Thank you for your work! yep, I'm working on it :) Link to comment Share on other sites More sharing options...
higgibaby Posted May 29, 2021 Report Share Posted May 29, 2021 On 5/27/2021 at 8:31 AM, Mig said: yep, I'm working on it :) Oh. Nice! Thank you! I am very excited about it! :-) Link to comment Share on other sites More sharing options...
higgibaby Posted June 4, 2021 Report Share Posted June 4, 2021 Hi @Mig! Can you help me? My server works and is playable, now. The only problem is that the Origins-status-icons (GUI?) are still showing. I've been trying to solve the problem for a few hours now. Is it possible to deactivate these properties? I have attached a screenshot. When I'm done, I'd like to make the files available to you, - if you like. Thank you very much for helping me! Higgi Link to comment Share on other sites More sharing options...
Schalldampfer Posted June 5, 2021 Report Share Posted June 5, 2021 6 hours ago, higgibaby said: Hi @Mig! Can you help me? My server works and is playable, now. The only problem is that the Origins-status-icons (GUI?) are still showing. I've been trying to solve the problem for a few hours now. Is it possible to deactivate these properties? I have attached a screenshot. When I'm done, I'd like to make the files available to you, - if you like. Thank you very much for helping me! Higgi Try this if (!isDedicated) then { //OriginsFix ui_initDisplay = { private ["_ctrlBleed","_ctrlFracture"]; disableSerialization; _display = uiNamespace getVariable 'DAYZ_GUI_display'; _control = _display displayCtrl 1204; _control ctrlShow false; if (!r_player_injured) then { _ctrlBleed = _display displayCtrl 1303; _ctrlBleed ctrlShow false; }; if (!r_fracture_legs && !r_fracture_arms) then { _ctrlFracture = _display displayCtrl 1203; _ctrlFracture ctrlShow false; }; { _ctrl = _display displayCtrl _x; _ctrl ctrlShow false; } count [1705,1706,1707,1708,1709,73190,73180,73191,73181,73192,73182,73193,73183,73194,73184,73195,73185,73196,73186,73197,73187,73198,73188,73199,73189,1206,1209,1210,1211,1212,1213,73173,1308,1309,1310,1311,1312,1313,1314,1315,1316,1205,1214,1317,1712,1711,1713,1704,1703,1710]; }; gear_ui_hide = { private["_display","_BP","_ctrl"]; disableSerialization; _display = findDisplay 106; _BP = unitBackpack player; if (ctrlShown (_display displayCtrl 159)) then {//prevent background images in backpack view for "_i" from 1006 to 1011 do { (_display displayCtrl _i) ctrlShow false; }; } else { for "_i" from 1006 to 1011 do { if (!(ctrlShown (_display displayCtrl _i))) then { (_display displayCtrl _i) ctrlShow true; }; }; }; //hide buttons if unnecessary if (isNull _BP || ((typeOf _BP) == "")) then { (_display displayCtrl 132) ctrlShow false; (_display displayCtrl 157) ctrlShow false; (_display displayCtrl 158) ctrlShow false; }; if ((DZE_TwoPrimaries == 0) && {primaryWeapon player == "" && {dayz_onBack != ""} && {!(dayz_onBack in MeleeWeapons)}}) then { //["gear"] call player_switchWeapon; 0 call dz_fn_switchWeapon; closeDialog 0; }; if ((DZE_TwoPrimaries == 1) && {primaryWeapon player != "" && {dayz_onBack != ""} && {!(dayz_onBack in MeleeWeapons)} && {!(primaryWeapon player in MeleeWeapons)}}) then { //["gear"] call player_switchWeapon; 0 call dz_fn_switchWeapon; closeDialog 0; }; if ((DZE_TwoPrimaries == 0) && {primaryWeapon player != ""} && {primaryWeapon player in MeleeWeapons || dayz_onBack in MeleeWeapons}) then { (_display displayCtrl 1204) ctrlShow true; } else { if ((DZE_TwoPrimaries > 0) && {primaryWeapon player != ""}) then { (_display displayCtrl 1204) ctrlShow true; } else { (_display displayCtrl 1204) ctrlShow false; }; }; if (DayZ_onBack != "") then { (_display displayCtrl 1208) ctrlShow true; } else { (_display displayCtrl 1208) ctrlShow false; }; for "_i" from 0 to (lbSize (_display displayCtrl 105)) - 1 do { (_display displayCtrl 105) lbSetColor [_i, [0.06, 0.05, 0.03, 1]]; }; //Fix Gear menu { _ctrl ctrlShow false; _ctrl = _display displayCtrl _x; _ctrl ctrlSetText ""; _ctrl ctrlSetTextColor [0,0,0,0]; _ctrl ctrlSetActiveColor [0,0,0,0]; _ctrl ctrlSetPosition [0,0,0,0]; _ctrl ctrlSetFade 1; _ctrl ctrlCommit 0; } count [510,73200,73201,73175,73176,73177,73178,73179,73180,73181,73182]; }; }; higgibaby 1 Link to comment Share on other sites More sharing options...
higgibaby Posted June 5, 2021 Report Share Posted June 5, 2021 Hi @Mig! Wow. That is a lot of code; I would never have made it. Thank you very much! Now, my tiny server is going to be a lot of fun. Weekend is save! EDIT: I've done it into compiles. But the problem persists. Here is my custom compiles: Quote if (isServer) then { call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf"; }; if (!isDedicated) then { //"filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic"; //"filmic" setToneMappingParams [0.07, 0.31, 0.23, 0.37, 0.011, 3.750, 6, 4]; setToneMapping "filmic"; //DayZ Vanilla "filmic" setToneMappingParams [0.4, 0.35, 0.18, 0.1, 0.1, 5, 6, 3.8]; setToneMapping "filmic"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\util\compile.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\loot\init.sqf"; if (Z_SingleCurrency) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\zsc\zscFunctions.sqf";}; call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\handleGearFunctions.sqf"; fn_handleGear = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\handleGear.sqf"; object_pickup = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pickupActions\object_pickup.sqf"; fn_dropItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dropItem.sqf"; fn_dynamicTool = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dynamicTool.sqf"; fn_exitSwim = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_exitSwim.sqf"; fn_loopAction = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_loopAction.sqf"; fn_nearWaterHole = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_nearWaterHole.sqf"; player_zombieCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieCheck.sqf"; //Run on a players computer, checks if the player is near a zombie player_zombieAttack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_zombieAttack.sqf"; //Run on a players computer, causes a nearby zombie to attack them player_attackdelay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_attackfsmdelay.sqf"; fnc_usec_damageActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageActions.sqf"; //Checks which actions for nearby casualty fnc_inAngleSector = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inAngleSector.sqf"; //Checks which actions for nearby casualty fnc_usec_selfActions = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selfActions.sqf"; //Checks which actions for self fnc_usec_unconscious = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_unconscious.sqf"; player_temp_calculation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_temperatur.sqf"; //Temperatur System //TeeChange player_weaponFiredNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_weaponFiredNear.sqf"; player_spawnCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_spawnCheck.sqf"; building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf"; building_spawnZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnZombies.sqf"; player_fired = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_fired.sqf"; //Runs when player fires. Alerts nearby Zeds depending on calibre and audial rating player_packTent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packTent.sqf"; player_updateGui = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_updateGui.sqf"; player_crossbowBolt = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_crossbowBolt.sqf"; player_music = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_music.sqf"; //Used to generate ambient music player_death = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_death.sqf"; player_switchModel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_switchModel.sqf"; player_checkStealth = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_checkStealth.sqf"; world_sunRise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_sunRise.sqf"; world_surfaceNoise = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_surfaceNoise.sqf"; player_humanityMorph = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityMorph.sqf"; player_throwObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_throwObject.sqf"; player_alertZombies = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_alertZombies.sqf"; player_fireMonitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\fire_monitor.sqf"; player_countMagazines = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_countMagazines.sqf"; player_countMagazinesWBackpack = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_countMagazinesWBackpack.sqf"; player_regularSave = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_regularSave.sqf"; player_forceSave = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_forceSave.sqf"; vehicle_getOut = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getOut.sqf"; submarine_surface = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\submarine_surface.sqf"; //Objects object_setpitchbank = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_setpitchbank.sqf"; object_monitorGear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_monitorGear.sqf"; //Zombies zombie_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_findTargetAgent.sqf"; zombie_loiter = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_loiter.sqf"; //Server compile, used for loiter behaviour zombie_generate = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_generate.sqf"; //Server compile, used for loiter behaviours // Medical player_medBandage = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medBandaged.sqf"; player_medEpi = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medEpi.sqf"; player_medTransfuse = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medTransfuse.sqf"; player_medMorphine = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medMorphine.sqf"; player_medPainkiller = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medPainkiller.sqf"; player_medAntiBiotics = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medAntibiotics.sqf"; player_medABWipe = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\publicEH\medABwipe.sqf"; //actions userActionConditions = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\userActionConditions.sqf"; player_addToolbelt = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addToolbelt.sqf"; player_addtoBack = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_addtoBack.sqf"; player_reloadMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_reloadMags.sqf"; player_consume = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_consume.sqf"; player_emptyContainer = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_emptyContainer.sqf"; player_useMeds = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useMeds.sqf"; player_useAttchment = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useAttchment.sqf"; player_attachAttachment = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_attachAttachment.sqf"; player_removeAttachment = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_removeAttachment.sqf"; player_fillWater = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\water_fill.sqf"; player_mineStone = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_mineStone.sqf"; if (DZE_modularBuild) then { player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\modular_build.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\snap_functions.sqf"; snap_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\snap_build.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BuildVectors\vector_functions.sqf"; build_vectors = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BuildVectors\build_vectors.sqf"; } else { player_build = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf"; }; FNC_find_plots = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_find_plots.sqf"; player_wearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf"; player_dropWeapon = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_dropWeapon.sqf"; player_combineMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_combineMags.sqf"; player_combineAntibiotics = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_combineAntibiotics.sqf"; player_combinePainkiller = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_combinePainkiller.sqf"; player_combineMatches = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_combineMatches.sqf"; player_createquiver = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_createQuiver.sqf"; player_fillquiver = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_fillQuiver.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_switchWeapon.sqf"; player_gather = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_gather.sqf"; player_tearClothes = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_tearClothes.sqf"; player_sharpen = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_sharpen.sqf"; player_butcher = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\gather_meat.sqf"; player_pushPlane = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_pushPlane.sqf"; //ui player_toggleSoundMute = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_toggleSoundMute.sqf"; player_toggleStreamerMode = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_toggleStreamerMode.sqf"; player_selectSlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf"; player_selectWeapon = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_selectWeapon.sqf"; player_markMap = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_markMap.sqf"; player_gearSet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSet.sqf"; ui_changeDisplay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_changeDisplay.sqf"; ui_gear_sound = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_gear_sound.sqf"; ui_updateControls = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_updateControls.sqf"; //playerstats horde_epeen_fnc_fill_page = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\fill_page_fnc.sqf"; horde_epeen_determine_humanity_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\determine_humanity_fnc.sqf"; horde_epeen_setText_journal_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\epeen_setText_journal.sqf"; horde_epeen_setText_humanity_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\epeen_setText_humanity.sqf"; horde_epeen_setText_stats_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\epeen_setText_stats.sqf"; horde_epeen_show_humanity_fnc = compile preProcessFile "\z\addons\dayz_code\actions\playerstats\show_humanity_fnc.sqf"; //System player_spawn_2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_spawn_2.sqf"; //Crafting player_craftItem = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_craftItem.sqf"; // EPOCH ADDITIONS dayz_autoRunOff = {dayz_autoRun = false; terminate dayz_autoRunThread; if (speed player > 0) then {player playActionNow "Stop"};}; dog_findTargetAgent = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dog_findTargetAgent.sqf"; dze_deathMessage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dze_deathMessage.sqf"; dze_filterCheats = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_filterCheats.sqf"; dze_isnearest_player = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dze_isNearestPlayer.sqf"; dze_buildChecks = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dze_buildChecks.sqf"; dze_requiredItemsCheck = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dze_requiredItemsCheck.sqf"; dze_surrender_off = {player setVariable ["DZE_Surrendered",false,true]; DZE_Surrender = false;}; epoch_generateKey = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_generateKey.sqf"; epoch_tempKeys = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_tempKeys.sqf"; epoch_totalCurrency = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_totalCurrency.sqf"; epoch_itemCost = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_itemCost.sqf"; epoch_returnChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\epoch_returnChange.sqf"; fn_gearMenuChecks = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_gearMenuChecks.sqf"; fn_pauseMenuChecks = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_pauseMenuChecks.sqf"; fn_waitForObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_waitForObject.sqf"; player_onPause = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_onPause.sqf"; player_addDuplicateTool = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_addDuplicateTool.sqf"; player_antiWall = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_antiWall.sqf"; player_changeCombo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_changeCombo.sqf"; player_checkItems = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_checkItems.sqf"; player_copyKey = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_copyKey.sqf"; player_deathBoard = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\list_playerDeathsAlt.sqf"; player_harvest = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_harvest.sqf"; player_harvestPlant = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_harvestPlant.sqf"; player_hasTools = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_hasTools.sqf"; player_loadCrate = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_loadCrate.sqf"; player_lockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_lockVault.sqf"; player_packVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_packVault.sqf"; player_removeNearby = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_removeNearby.sqf"; player_removeObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\remove.sqf"; player_surrender = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_surrender.sqf"; player_traderCity = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_traderCity.sqf"; player_unlockDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockDoor.sqf"; player_unlockVault = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_unlockVault.sqf"; player_upgradeVehicle = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_upgradeVehicle.sqf"; if (DZE_permanentPlot) then { PlotGetFriends = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotGetFriends.sqf"; PlotNearbyHumans = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotNearbyHumans.sqf"; PlotAddFriend = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotAddFriend.sqf"; PlotRemoveFriend = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotRemoveFriend.sqf"; PlotObjects = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotObjects.sqf"; PlotPreview = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\plotManagement\plotToggleMarkers.sqf"; }; if (DZE_doorManagement) then { DoorGetFriends = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\doorGetFriends.sqf"; DoorNearbyHumans = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\doorNearbyHumans.sqf"; DoorAddFriend = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\doorAddFriend.sqf"; DoorRemoveFriend = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\doorRemoveFriend.sqf"; player_manageDoor = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\initDoorManagement.sqf"; player_enterCode = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\player_enterCode.sqf"; }; MaintainPlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\maintain_area.sqf"; FNC_check_access = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_check_access.sqf"; fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damage fnc_radioState = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\radioState.sqf"; // Toggle radio on and off fnc_localizeMessage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_localizeMessage.sqf"; fnc_remoteMessage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_remoteMessage.sqf"; // Weather if (DZE_Weather in [3,4]) then { fnc_snowfall = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\weather\snowfall.sqf"; fnc_blizzard = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\weather\blizzard.sqf"; fnc_breathFog = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\weather\breathFog.sqf"; }; fnc_setWeather = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\weather\setWeather.sqf"; fnc_groundFog = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\weather\groundFog.sqf"; // Compiles of all trading related functions call compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\AdvancedTrading\compiles.sqf"; fnc_alertZombies = { private ["_unit","_pos","_dis","_sfx"]; _unit = _this select 0; _pos = _this select 1; _dis = _this select 2; _sfx = _this select 3; [_unit,_sfx,0,false,_dis] spawn dayz_zombieSpeak; [_unit,_dis,true,_pos] spawn player_alertZombies; }; dayz_losChance = { private["_agent","_maxDis","_dis","_val","_maxExp","_myExp"]; _agent = _this select 0; _dis = _this select 1; _maxDis = _this select 2; //diag_log ("VAL: " + str(_this)); _maxDis = 0.1 max _maxDis; _val = (_maxDis - _dis) max 0; _maxExp = ((exp 2) * _maxDis); _myExp = ((exp 2) * (_val)) / _maxExp; _myExp = _myExp * 0.7; _myExp }; ui_initDisplay = { private ["_ctrlBleed","_ctrlFracture","_display","_control"]; disableSerialization; _display = uiNamespace getVariable 'DAYZ_GUI_display'; _control = _display displayCtrl 1204; _control ctrlShow false; if (!r_player_injured) then { _ctrlBleed = _display displayCtrl 1303; _ctrlBleed ctrlShow false; }; if (!r_fracture_legs && {!r_fracture_arms}) then { _ctrlFracture = _display displayCtrl 1203; _ctrlFracture ctrlShow false; }; { _ctrl = _display displayCtrl _x; _ctrl ctrlShow false; } count [1705,1706,1707,1708,1709,73190,73180,73191,73181,73192,73182,73193,73183,73194,73184,73195,73185,73196,73186,73197,73187,73198,73188,73199,73189,1206,1209,1210,1211,1212,1213,73173,1308,1309,1310,1311,1312,1313,1314,1315,1316,1205,1214,1317,1712,1711,1713,1704,1703,1710]; }; dayz_angleCheck = { private ["_degree","_tPos","_zPos","_inAngle","_agent","_target","_eyeDir"]; _target = _this select 0; _agent = _this select 1; _degree = _this select 2; _inAngle = false; _tPos = getPosASL _target; _zPos = getPosASL _agent; _eyeDir = direction _agent; _inAngle = [_zPos,_eyeDir,_degree,_tPos] call fnc_inAngleSector; _inAngle }; dayz_losCheck = { private ["_cantSee","_target","_agent"]; _target = _this select 0; // PUT THE PLAYER IN FIRST ARGUMENT!!!! _agent = _this select 1; _cantSee = true; if ((!isNull _target) && {!isNull _agent}) then { private ["_tPos","_zPos"]; _tPos = eyePos _target; _zPos = eyePos _agent; if ((count _tPos > 0) && {count _zPos > 0}) then { _cantSee = terrainIntersectASL [(eyePos _target), (eyePos _agent)]; //diag_log ("terrainIntersectASL: " + str(_cantSee)); if (!_cantSee) then { _cantSee = lineIntersects [(eyePos _target), (eyePos _agent)]; //diag_log ("lineIntersects: " + str(_cantSee)); }; }; }; _cantSee }; dayz_NutritionSystem = { private ["_type","_baseRegen","_nutrition","_calorieCount","_hungerCount","_thirstCount","_tempCount"]; //["type",regen,[NutritionTable,thirst(Working Class),hunger(Working Class)]] //info to be added _type = _this select 0; _baseRegen = _this select 1; _nutrition = _this select 2; //Nutrition array _calorieCount = _nutrition select 0; //gain _hungerCount = _nutrition select 1; _thirstCount = _nutrition select 2; _tempCount = _nutrition select 3; //3610 is based on a 80kg male 180cm tall if (_calorieCount > 0) then { _hungerCount = _hungerCount + (SleepFood * (((ln ((_calorieCount / 3610) * 100)) * (1 - (dayz_hunger / SleepFood))) / 100)); _thirstCount = _thirstCount + (SleepWater * (((ln ((_calorieCount / 3610) * 100)) * (1 - (dayz_thirst / SleepWater))) / 100)); }; call { if (_type == "FoodDrink") exitwith { //hunger if (_hungerCount > 0) then { if (dayz_hunger > _hungerCount) then { dayz_hunger = dayz_hunger - (_hungerCount); } else { dayz_hunger = 0; }; }; //thirst if (_thirstCount > 0) then { if (dayz_thirst > _thirstCount) then { dayz_thirst = dayz_thirst - _thirstCount; } else { dayz_thirst = 0; }; }; //temp if (_tempCount > 0) then { dayz_temperatur = dayz_temperatur + _tempCount; }; //calorie if (_calorieCount > 0) then { dayz_nutrition = dayz_nutrition + _calorieCount; }; //blood if (_baseRegen > 0) then { r_player_bloodregen = r_player_bloodregen + _baseRegen; }; }; if (_type == "Working") exitwith { if (_calorieCount > 0) then { dayz_nutrition = dayz_nutrition - (_calorieCount / ((DZE_NutritionDivisor select 0) max 0.1)); }; if (_thirstCount > 0) then { dayz_thirst = dayz_thirst + (_thirstCount / ((DZE_NutritionDivisor select 1) max 0.1)); }; if (_hungerCount > 0) then { dayz_hunger = dayz_hunger + (_hungerCount / ((DZE_NutritionDivisor select 2) max 0.1)); }; if (_tempCount > 0) then { dayz_temperatur = dayz_temperatur + (_tempCount / ((DZE_NutritionDivisor select 3) max 0.1)); }; }; }; dayz_thirst = (dayz_thirst min SleepWater) max 0; dayz_hunger = (dayz_hunger min SleepFood) max 0; dayz_temperatur = (dayz_temperatur min dayz_temperaturmax) max dayz_temperaturmin; //systemChat str [ "nutrition, r_player_bloodregen+=",_baseRegen,"dayz_nutrition+=", _calorieCount, "dayz_thirst+=", _thirstCount, "dayz_hunger+=", _hungerCount ]; //systemChat format ["%6, Nutrition add: %1, Nutrition Total: %2, Thirst: %3, Hunger: %4, dayz_temperatur: %5",_this,dayz_nutrition,dayz_thirst,dayz_hunger,dayz_temperatur]; //diag_log format ["%6, Nutrition add: %1, Nutrition Total: %7/%2, Thurst: %3, Hunger: %4, BloodRegen: %5",_this,r_player_Nutrition,_Thirst,_Hunger,_bloodregen,_type,_golbalNutrition]; }; gearDialog_create = { private ["_i","_dialog"]; if (!isNull (findDisplay 106)) then { (findDisplay 106) closeDisplay 0; }; openMap false; closeDialog 0; if (gear_done) then {sleep 0.001;}; DZE_GearCheckBypass = true; //Bypass gear menu checks since dialog will always open on player's gear skipGearSound = true; //Don't play sound when checking backpack mags ammo count player action ["Gear", player]; if (gear_done) then {sleep 0.001;}; _dialog = findDisplay 106; _i = 0; while {isNull _dialog} do { _i = _i + 1; _dialog = findDisplay 106; if (gear_done) then {sleep 0.001;}; if (_i in [100,200,299]) then { closeDialog 0; DZE_GearCheckBypass = true; //Bypass gear menu checks since dialog will always open on player's gear skipGearSound = true; //Don't play sound when checking backpack mags ammo count player action ["Gear", player]; }; if (_i > 300) exitWith {}; }; if (gear_done) then {sleep 0.001;}; _dialog = findDisplay 106; if ((parseNumber(_this select 0)) != 0) then { ctrlActivate (_dialog displayCtrl 157); if (gear_done) then { waitUntil {ctrlShown (_dialog displayCtrl 159)}; sleep 0.001; }; }; skipGearSound = false; _dialog }; gear_ui_offMenu = { private["_control","_parent","_menu","_grpPos"]; disableSerialization; _control = _this select 0; _parent = findDisplay 106; if (!(_this select 3)) then { for "_i" from 0 to 9 do { _menu = _parent displayCtrl (1600 + _i); _menu ctrlShow false; }; _grpPos = ctrlPosition _control; _grpPos set [3,0]; _control ctrlSetPosition _grpPos; _control ctrlShow false; _control ctrlCommit 0; }; }; gear_ui_init = { private["_control","_parent","_menu","_grpPos"]; disableSerialization; _parent = findDisplay 106; _control = _parent displayCtrl 6902; for "_i" from 0 to 9 do { _menu = _parent displayCtrl (1600 + _i); _menu ctrlShow false; }; _grpPos = ctrlPosition _control; _grpPos set [3,0]; _control ctrlSetPosition _grpPos; _control ctrlShow false; _control ctrlCommit 0; }; gear_ui_hide = { private["_display","_BP","_ctrl"]; disableSerialization; _display = findDisplay 106; _BP = unitBackpack player; if (ctrlShown (_display displayCtrl 159)) then {//prevent background images in backpack view for "_i" from 1006 to 1011 do { (_display displayCtrl _i) ctrlShow false; }; } else { for "_i" from 1006 to 1011 do { if (!(ctrlShown (_display displayCtrl _i))) then { (_display displayCtrl _i) ctrlShow true; }; }; }; //hide buttons if unnecessary if (isNull _BP || ((typeOf _BP) == "")) then { (_display displayCtrl 132) ctrlShow false; (_display displayCtrl 157) ctrlShow false; (_display displayCtrl 158) ctrlShow false; }; if ((DZE_TwoPrimaries == 0) && {primaryWeapon player == "" && {dayz_onBack != ""} && {!(dayz_onBack in MeleeWeapons)}}) then { //["gear"] call player_switchWeapon; 0 call dz_fn_switchWeapon; closeDialog 0; }; if ((DZE_TwoPrimaries == 1) && {primaryWeapon player != "" && {dayz_onBack != ""} && {!(dayz_onBack in MeleeWeapons)} && {!(primaryWeapon player in MeleeWeapons)}}) then { //["gear"] call player_switchWeapon; 0 call dz_fn_switchWeapon; closeDialog 0; }; if ((DZE_TwoPrimaries == 0) && {primaryWeapon player != ""} && {primaryWeapon player in MeleeWeapons || dayz_onBack in MeleeWeapons}) then { (_display displayCtrl 1204) ctrlShow true; } else { if ((DZE_TwoPrimaries > 0) && {primaryWeapon player != ""}) then { (_display displayCtrl 1204) ctrlShow true; } else { (_display displayCtrl 1204) ctrlShow false; }; }; if (DayZ_onBack != "") then { (_display displayCtrl 1208) ctrlShow true; } else { (_display displayCtrl 1208) ctrlShow false; }; for "_i" from 0 to (lbSize (_display displayCtrl 105)) - 1 do { (_display displayCtrl 105) lbSetColor [_i, [0.06, 0.05, 0.03, 1]]; }; //Fix Gear menu { _ctrl ctrlShow false; _ctrl = _display displayCtrl _x; _ctrl ctrlSetText ""; _ctrl ctrlSetTextColor [0,0,0,0]; _ctrl ctrlSetActiveColor [0,0,0,0]; _ctrl ctrlSetPosition [0,0,0,0]; _ctrl ctrlSetFade 1; _ctrl ctrlCommit 0; } count [510,73200,73201,73175,73176,73177,73178,73179,73180,73181,73182]; }; dayz_lowHumanity = { private "_unit"; _unit = _this; if ((_unit distance player) < 15) then { private "_humanity"; _humanity = _unit getVariable["humanity",0]; dayz_heartBeat = true; if (_humanity < -3000) then { private "_delay"; _delay = ((10000 + _humanity) / 5500) + 0.3; playSound "heartbeat_1"; uiSleep _delay; }; dayz_heartBeat = false; }; }; dz_fn_meleeMagazines = { if (_this) then { { player addMagazine _x } foreach MeleeMagazines; } else { { player removeMagazines _x } foreach MeleeMagazines; }; }; dayz_meleeMagazineCheck = { private["_wpnType","_ismelee"]; _wpnType = primaryWeapon player; _ismelee = (getNumber (configFile >> "CfgWeapons" >> _wpnType >> "melee") == 1); if (_ismelee) then { private ["_meleeNum","_magType"]; _magType = ([] + getArray (configFile >> "CfgWeapons" >> _wpnType >> "magazines")) select 0; _meleeNum = ({_x == _magType} count magazines player); if (_meleeNum < 1) then { player addMagazine _magType; }; }; // combine matchboxes private ["_matches","_fullBox","_remain"]; _matches = 0; { if (configName inheritsFrom (configfile >> "cfgWeapons" >> _x) == "ItemMatchbox") then { // iskindOf does not work here?! _matches = _matches + getNumber(configfile >> "cfgWeapons" >> _x >> "matches"); player removeWeapon _x; }; } count (items player); // limit to 1 fullbox and 1 used matchbox _fullBox = floor (_matches / 5); _remain = _matches % 5; if (_fullBox > 0) then { player addWeapon "Item5Matchbox"; }; if (_fullBox > 1) then { player addWeapon "Item4Matchbox"; } else { if (_remain > 0) then { player addWeapon ("Item"+str(_remain)+"Matchbox"); }; }; }; dayz_rollingMessages = { private "_showText"; disableSerialization; _showText = { private "_textLine"; 15 cutRsc ["RSC_DZ_Messages","plain"]; _textLine = (uiNamespace getVariable "DZ_Messages") displayCtrl 3; _textLine ctrlSetStructuredText (parseText _this); _textLine ctrlCommit 0; }; if (typeName _this == "ARRAY") exitWith {(_this select 0) call _showText}; //Special or multi-line message if ((diag_ticktime - Message_1_time) < 5) then { if ((time - Message_2_time) < 5) then { Message_3 = Message_2; Message_3_time = Message_2_time; } else { Message_3 = ""; }; Message_2 = Message_1; Message_2_time = Message_1_time; } else { Message_2 = ""; Message_3 = ""; }; Message_1 = _this; Message_1_time = diag_ticktime; //Cut and title text "PLAIN DOWN" fit a max of 3 lines on screen at once. They are still covered by gear and other dialogs even with \n\n. //cutText [format ["%1\n%2\n%3", Message_1, Message_2, Message_3], "PLAIN DOWN"]; (format ["%1<br></br>%2<br></br>%3", Message_1, Message_2, Message_3]) call _showText; }; dayz_killFeed = { private ["_distance","_offset","_icon","_playerName","_sourceName"]; _playerName = _this select 1; _sourceName = _this select 2; _distance = _this select 4; _icon = _this select 5; if (_icon == "") exitWith {}; if (diag_ticktime - death_1_time < 10) then { if (time - death_2_time < 10) then { if (time - death_3_time < 10) then { death_4 = death_3; death_4_time = death_3_time; } else { death_4 = ""; }; death_3 = death_2; death_3_time = death_2_time; } else { death_3 = ""; death_4 = ""; }; death_2 = death_1; death_2_time = death_1_time; } else { death_2 = ""; death_3 = ""; death_4 = ""; }; //Weapon images point left in A2 death_1 = format["<t size='.6' align='left' color='#ffffff'>%1 </t><img size='.8' align='left' image='%2'/><t size='.6' align='left' color='#ffffff'> %3 (%4m)</t>",_playerName,_icon,_sourceName,_distance]; death_1_time = diag_ticktime; //Prevent covering vehicle health bar HUD _offset = if (vehicle player == player) then {0} else {0.1}; [(format ["%1<br />%2<br />%3<br />%4",death_1,death_2,death_3,death_4]),(safeZoneX + _offset),safeZoneY,10,0,0,8000] spawn BIS_fnc_dynamicText; }; dayz_originalPlayer = player; // recent murders menu call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_murderBoard.sqf"; dayz_inflame_showMenu = { private ["_object","_ret","_flame","_islit","_hasTool","_whatIwant"]; _object = _this select 0; _whatIwant = _this select 1; _ret = false; _islit = (inflamed _object); _hasTool = false; if (!_islit) then { { if (_x in items player) exitWith { _hasTool = true; }; } count DayZ_Ignitors; }; _ret = (_whatIwant && {!_islit} && {_hasTool}) or (!_whatIwant && {_isLit}); _ret }; dayz_reduceItems = { private ["_item","_class","_amount","_qtyRemaining"]; _item = _this select 0; //Item in current inventory. _class = _this select 1; //Class type to use. //Does player have the original item? (Not Really needed player_useMeds checks) if (_item in magazines player) exitWith { //Amount in current box (will be -1 for a random chance to start the reducing) _amount = getNumber(configfile >> "CfgMagazines" >> _item >> _class >> "amount"); //Item to move too if there is some left _qtyRemaining = getText(configfile >> "CfgMagazines" >> _item >> _class >> "qtyRemaining"); //Only run for the random amount. if (_amount == -1) then { //Chance to start the reduction if ([getNumber(configfile >> "CfgMagazines" >> _item >> _class >> "chance")] call fn_chance) then { player removeMagazine _item; player addMagazine _qtyRemaining; }; } else { player removeMagazine _item; player addMagazine _qtyRemaining; }; }; true }; dayz_inflame_showMenu_other = { private ["_fireplace","_ret","_flame","_islit","_hasTool","_whatIwant"]; _fireplace = _this select 0; _whatIwant = _this select 1; _ret = false; // return a boolean. true <=> player can put out the lit fire, can light a fire with match _flame = nearestObjects [_fireplace, ["flamable_DZ"], 1]; _flame = if (count _flame > 0) then { _flame select 0 } else { objNull }; _islit = !(isNull _flame) && {(inflamed _flame)}; _hasTool = false; if (!_islit) then { { if (_x in items player) exitWith { _hasTool = true; }; } count DayZ_Ignitors; }; _ret = (_whatIwant && !_islit && _hasTool) or (!_whatIwant && _isLit); //systemChat str [_flame, _hasTool, _islit, _ret]; _ret }; DZE_PVE_Group_Check = { private ["_player", "_body", "_nameBody", "_ingroup", "_name"]; _player = _this select 0; _body = _this select 1; _name = name _player; _nameBody = _body getVariable ["bodyName","unknown"]; _ingroup = false; { if (_nameBody == name _x) exitwith { _ingroup = true; }; } count (units group _player); if ((_nameBody != "unknown") && !(_name == _nameBody) && !_ingroup) exitwith { true }; false }; DZ_KeyDown_EH = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\keyboard.sqf"; dayz_EjectPlayer = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\dze_ejectPlayer.sqf"; }; //Both BIS_fnc_selectRandom = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_selectRandom.sqf"; BIS_fnc_vectorAdd = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_vectorAdd.sqf"; BIS_fnc_halo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_halo.sqf"; BIS_fnc_findNestedElement = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_findNestedElement.sqf"; BIS_fnc_param = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\BIS_fnc\fn_param.sqf"; BIS_fnc_relativeDirTo = compile("private '_dir';_dir=_this call{" + (preprocessFileLineNumbers "ca\modules\Functions\geometry\fn_relativeDirTo.sqf")+"};if(_dir>180)then{_dir=_dir-360;};if(_dir<-180)then{_dir=_dir+360;};_dir"); fnc_buildWeightedArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_buildWeightedArray.sqf"; //Checks which actions for nearby casualty fnc_getPos = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_getPos.sqf"; fnc_spawnObjects = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_spawnObjects.sqf"; object_getHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_getHit.sqf"; //gets the hit value for a HitPoint (i.e. HitLegs) against the selection (i.e. "legs"), returns the value object_setHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_setHit.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles) object_processHit = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_processHit.sqf"; //process the hit in the REVO damage system (records and sets hit) // Vehicle damage fix fnc_veh_handleDam = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleDam.sqf"; fnc_veh_handleKilled = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleKilled.sqf"; fnc_veh_handleRepair = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleRepair.sqf"; //process the hit as a NORMAL damage (useful for persistent vehicles) fnc_veh_ResetEH = compile preprocessFileLineNumbers "\z\addons\dayz_code\init\veh_ResetEH.sqf"; //Initialize vehicle fnc_inString = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_inString.sqf"; fnc_isInsideBuilding = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_isInsideBuilding.sqf"; //_isInside = [_unit,_building] call fnc_isInsideBuilding; dayz_zombieSpeak = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_speak.sqf"; //Used to generate random speech for a unit vehicle_getHitpoints = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\vehicle_getHitpoints.sqf"; local_gutObject = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_gutObject.sqf"; //Generated on the server (or local to unit) when gutting an object local_zombieDamage = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandlerZ.sqf"; //Generated by the client who created a zombie to track damage local_setFuel = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_setFuel.sqf"; //Generated when someone refuels a vehicle local_eventKill = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_eventKill.sqf"; //Generated when something is killed player_humanityChange = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_humanityChange.sqf"; //New player_projectileNear = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_projectileNear.sqf"; player_bloodCalc = compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\bloodCalc.sqf"; fn_selectRandomLocation = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selectRandomLocation.sqf"; fn_addCargo = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_addCargo.sqf"; fn_chance = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_selectRandomChance.sqf"; fn_getModelName = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_getModelName.sqf"; fnc_Obj_FenceHandleDam = {}; //Needed for vanilla fences to prevent rpt errors object_roadFlare = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\object_roadFlare.sqf"; fn_shuffleArray = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_shuffleArray.sqf"; zombie_initialize = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\zombie_initialize.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_code\traps\init.sqf"; fnc_fieldOfView = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_fieldOfView.sqf"; fnc_deleteAt = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_deleteAt.sqf"; if (dayz_townGenerator) then { call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\psrnd.sqf"; // pseudo random for plantSpanwer } else { //Spawn waterHoleProxies manually if townGenerator is disabled if (!isDedicated && (toLower worldName in ["chernarus","namalsk","napf"])) then { execVM ("\z\addons\dayz_code\system\mission\" + (toLower worldName) + "\waterHoleProxy.sqf"); }; }; // EPOCH ADDITIONS BIS_fnc_numberDigits = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_numberDigits.sqf"; BIS_fnc_numberText = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_numberText.sqf"; local_lockUnlock = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lockUnlock.sqf"; //When vehicle is local to unit perform locking vehicle FNC_GetSetPos = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fnc_getSetPos.sqf"; dayz_groupInvite = compile preprocessFileLineNumbers "\z\addons\dayz_code\groups\handleInvite.sqf"; player_sumMedical = { private["_character","_wounds","_legs","_arms","_medical","_status"]; _character = _this; _wounds = []; if (_character getVariable["USEC_injured",false]) then { { _status = _character getVariable["hit_"+_x,false]; if ((typeName _status == "BOOLEAN") && {(_status)}) then { _wounds set [count _wounds,_x]; }; } forEach USEC_typeOfWounds; }; _legs = _character getVariable ["hit_legs",0]; _arms = _character getVariable ["hit_arms",0]; _medical = [ _character getVariable["USEC_isDead",false], _character getVariable["NORRN_unconscious", false], _character getVariable["USEC_infected",false], _character getVariable["USEC_injured",false], _character getVariable["USEC_inPain",false], _character getVariable["USEC_isCardiac",false], _character getVariable["USEC_lowBlood",false], _character getVariable["USEC_BloodQty",12000], _wounds, [_legs,_arms], _character getVariable["unconsciousTime",0], _character getVariable["blood_type",""], _character getVariable["rh_factor",""], _character getVariable["messing",[0,0,0]], _character getVariable["blood_testdone",false] ]; _medical }; dayz_inflame = { private "_object"; _object = _this select 0; if (_this select 1) then { // light the fire if (["matches",0.12] call fn_dynamicTool) then { _object inflame true; }; } else { // put out the fire _object inflame false; }; }; dayz_inflame_other = { private ["_fireplace","_flame","_pos"]; _fireplace = _this select 0; if (_this select 1) then { // true = light the fire _flame = nearestObjects [_fireplace, ["flamable_DZ"], 1]; _flame = if (count _flame > 0) then { _flame select 0 } else { objNull }; if (isNull _flame) then { //_flame = if (local _fireplace) then { "flamable_DZ" createVehicleLocal getMarkerpos "respawn_west" } else { createVehicle [ "flamable_DZ", getMarkerpos "respawn_west", [], 0, "CAN_COLLIDE"] }; _flame = createVehicle ["flamable_DZ", [0,0,0], [], 0, "CAN_COLLIDE"]; // fireplace can be local (towngenerator, poi...) but flames will be networked _pos = getPosASL _fireplace; if (surfaceIsWater _pos) then { // modelToWorld changes with wave height _flame setPosASL [_pos select 0,_pos select 1,(_pos select 2)+0.2]; } else { _pos = _fireplace modelToWorld (_fireplace selectionPosition "ohniste"); // ATL _flame setPosATL _pos; }; }; if (["matches",0.12] call fn_dynamicTool) then { _flame inflame true; }; } else { // put out the fire _flame = nearestObjects [_fireplace, ["flamable_DZ"], 1]; if (count _flame > 0) then { (_flame select 0) inflame false; }; }; }; isInflamed = { private "_flame"; _flame = nearestObjects [_this, ["flamable_DZ"], 1]; _flame = if (count _flame > 0) then { _flame select 0 } else { objNull }; !(isNull _flame) && {(inflamed _flame)} }; dayz_engineSwitch = { private["_vehicle","_state"]; _vehicle = _this select 0; _state = _this select 1; if (local _vehicle) then { _vehicle engineOn _state; } else { PVDZ_send = [_vehicle,"SetEngineState",[_vehicle,_state]]; publicVariableServer "PVDZ_send"; }; }; DZE_SafeZonePosCheck = { private ["_customRadius","_position","_skipPos"]; _position = _this select 0; _customRadius = count _this > 1; _skipPos = false; if (!DZE_SafeZoneZombieLoot or _customRadius) then { { if ((_position distance (_x select 0)) < (if (_customRadius) then {_this select 1} else {_x select 1})) exitWith {_skipPos = true;}; } forEach DZE_SafeZonePosArray; }; _skipPos; }; fnc_lockCode = { private ["_color","_code","_cText"]; if (_this == "") exitWith {0}; _code = [_this,parseNumber _this] select (typeName _this == "STRING"); if (_code < 10000 || {_code > 10299}) exitWith {0}; _color = ""; _code = _code - 10000; if (isDedicated) then { // Always show the code server side non localized. _cText = ["Red","Green","Blue"]; } else { _cText = [localize "STR_TEAM_RED",localize "STR_TEAM_GREEN",localize "STR_TEAM_BLUE"]; }; if (_code <= 99) then {_color = _cText select 0;}; if (_code >= 100 && {_code <= 199}) then {_color = _cText select 1; _code = _code - 100;}; if (_code >= 200) then {_color = _cText select 2; _code = _code - 200;}; if (_code <= 9) then {_code = format["0%1", _code];}; _code = format ["%1%2",_color,_code]; _code }; // Enable this if your server got nuked on Chernarus or Chernarus Winter. /* if (toLower worldName in ["chernarus","chernarus_winter"]) then { //need to add building coordinates for other maps { local _fckingcode = { local _building = _this select 0; local _part = _this select 1; local _dmgLvl = 1 min (_this select 2); local _who = _this select 3; local _ammo = _this select 4; if (_part != 'glass' && _dmgLvl > 0.01) then { if (isServer) then { diag_log ['Log building damage', _this]; } else { local _dis = 0; if (isNull _who) then { if (_ammo != "" && _ammo isKindOf "HelicopterExploSmall") then { _who = player; _dist = round (_who distance _building); PVDZ_sec_atp = format ["UID#%1 d4maged %2 %5 to %3pct with ammo %4 at dist4nce %6m.", getPlayerUID _who, typeOf _building, round (100 * _dmgLvl), _ammo, _part, _dist]; publicVariableServer "PVDZ_sec_atp"; }; } else { if (_who == player) then { _dist = round (_who distance _building); PVDZ_sec_atp = format ["UID#%1 d4maged %2 %5 to %3pct with ammo %4 at dist4nce %6m.", getPlayerUID _who, typeOf _building, round (100 * _dmgLvl), _ammo, _part, _dist]; publicVariableServer "PVDZ_sec_atp"; }; }; }; }; if ((!isNull _who) && {(_who distance _building < 150)}) then {_dmgLvl} else {0} }; local _building = [_x select 0,_x select 1,0] nearestObject (_x select 2); _building removeAllEventHandlers "handleDamage"; _building addEventHandler ["handleDamage", _fckingcode]; } forEach [ [7069,7727,206458], [6009,7815,203486], [10638,8016,272598], [6553,5598,223435], [6914,11431,141876], [4660,9596,145234], [4788,10257,143923], [11467,7479,276453], [4628,10489,137736], [4551,6395,212964], [3815,8948,132069], [3804,8925,132182], [11957,9120,261904], [12031,9158,261252], [12057,9103,261945], [12227,9518,256625], [12237,9493,262727], [12256,9508,262732], [12275,9479,262631], [3064,7975,172476], [3055,7855,172835], [12742,9593,259691], [11254,12210,236245], [12780,10128,257815], [12805,10089,258268], [12803,10119,258288], [11251,4274,353940], [13100,7177,297715], [7098,2738,966951], [6817,2702,966613], [6379,2791,965644], [6414,2760,965688], [6371,2747,965657], [6386,2735,965658], [6410,2716,965659], [6383,2691,965643], [6899,2561,969372], [6854,2556,969371], [6770,2525,968272], [6901,2484,969736], [6783,2485,968116], [6507,2532,967694], [6835,2388,969223], [6578,2402,968509], [6661,2345,968949], [6679,2302,969332], [2587,5069,188570], [6537,2302,968797], [10424,2562,362226], [10420,2368,363222], [10443,2345,363318], [10481,2358,363308], [10365,2241,363748], [10518,2288,364628], [10457,2256,363454], [10174,1810,366820], [3589,2175,328944] ]; };*/ Link to comment Share on other sites More sharing options...
Mig Posted June 6, 2021 Author Report Share Posted June 6, 2021 On 6/5/2021 at 8:05 AM, higgibaby said: Hi @Mig! Wow. That is a lot of code; I would never have made it. Thank you very much! Now, my tiny server is going to be a lot of fun. Weekend is save! EDIT: I've done it into compiles. But the problem persists. Here is my custom compiles: did you change the call to your compile.sqf in the init file? Link to comment Share on other sites More sharing options...
higgibaby Posted June 6, 2021 Report Share Posted June 6, 2021 53 minutes ago, Mig said: did you change the call to your compile.sqf in the init file? Yes, I did! Link to comment Share on other sites More sharing options...
000000 Posted June 6, 2021 Report Share Posted June 6, 2021 can sound stupid but i need to download the map..right? , i cant find taviana 3.0.. someone DM me the link where i can download it. thx in advance. Link to comment Share on other sites More sharing options...
higgibaby Posted June 6, 2021 Report Share Posted June 6, 2021 1 hour ago, 000000 said: can sound stupid but i need to download the map..right? , i cant find taviana 3.0.. someone DM me the link where i can download it. thx in advance. Hi! For Taviana 3.0 you must download Origins 1.8.3. For Download use the torrent file from the original Origins-Page or the Dayz-Launcher. Link to comment Share on other sites More sharing options...
000000 Posted June 6, 2021 Report Share Posted June 6, 2021 11 minutes ago, higgibaby said: Hi! For Taviana 3.0 you must download Origins 1.8.3. For Download use torrent file from original Origins-Page or Dayz-Launcher. ok thx. ! Link to comment Share on other sites More sharing options...
Schalldampfer Posted June 12, 2021 Report Share Posted June 12, 2021 I've made scripts to enable Triple/Double Bandages ("ItemBandL2","ItemBandL3") in Epoch+Origins https://github.com/Schalldampfer/OriginsBandage Link to comment Share on other sites More sharing options...
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