prue420 Posted December 31, 2013 Report Share Posted December 31, 2013 Id there anyone out there that can help with a tutorial on how to install a Dayz Epoch Namalsk with Blood suckers and EVR blowouts? Link to comment Share on other sites More sharing options...
0 Radec59437 Posted January 6, 2014 Report Share Posted January 6, 2014 Maybe but you whould need all files that had something to do with it.Fair enough. Problem being, I would probably need those files running on clients too.That would be problematic :P Link to comment Share on other sites More sharing options...
0 Kakurenbo Posted January 6, 2014 Report Share Posted January 6, 2014 MGT already posted it on page 1 Maybe but you whould need all files that had something to do with it. yes i know, but the link is dead :/ Link to comment Share on other sites More sharing options...
0 Mr.Pig Posted January 7, 2014 Report Share Posted January 7, 2014 Ok, Hopefully I can help you. This is what I did: 1. Open you init.sqf in your mission file and add call compile preprocessFileLineNumbers "\nst\ns_modules\blowout\blowout_init.sqf"; progressLoadingScreen 1.0; also in your init.sqf you need: ns_blowout = true; // Make this false for disabling random EVR discharges (blowout module) ns_blowout_dayz = true; // Leave this always true or it will create a very huuuge mess ns_blow_delaymod = 0.74; Put it above: // DZEdebug = true; //Load in compiled functions This should get your EVR Blowouts working. I have played around with a lot of files to do with cold breath, temperature, blowouts so I may have missed something. Link to comment Share on other sites More sharing options...
0 cletus Posted January 13, 2014 Report Share Posted January 13, 2014 Thanks for everyones input on getting EVR blowouts working in epoch namalsk. I am still struggling with getting blood suckers in I've followed several threads and suggestions but no luck. I have added the below to my init.sqf in mission folder call compile preprocessFileLineNumbers "dayz_code\init\compiles.sqf"; dzn_ns_bloodsucker = true; // Make this false for disabling bloodsucker spawn dzn_ns_bloodsucker_den = 400; // Spawn chance of bloodsuckers, max 400, ignore if i have added the below to building_spawnZombies.sqf, it was pulled from dayz code and moved to my mission.sqf //Add bloodsuckers if ((_type == "Land_bspawn" || _type == "Land_A_FuelStation_Feed" || _type == "Land_fuelstation_w" || _type == "HeliCrash" || _type == "HeliCrash_No50s" || _type == "Land_aii_upper_part" || _type == "Land_Mil_Barracks_i") && dzn_ns_bloodsucker && ((random 400) < dzn_ns_bloodsucker_den)) then { private["_content"]; _rnd = random 1; if (_rnd < 0.18562) then { //_content = "this addMagazine 'ItemBloodbag'"; } else { //_content = ""; }; "ns_bloodsucker" createUnit [[(_originalPos select 0) + (random 60), (_originalPos select 1) - (random 60), 0], group sefik, _content, 1, "CORPORAL"]; diag_log "Condition met to create bloodsucker"; }; compiles.sqf in mission folder building_spawnZombies = compile preprocessFileLineNumbers "dayz_code\compile\building_spawnZombies.sqf"; i added ns_mutants into my mission.sqm under addonsauto while looking through ns_mutants i found a mutants spawning script which i am calling through my init.sqf. but no luck either _logic = _this select 0; _logic setPos [1000,10,0]; if (isServer) then { _fsm = [] execfsm "nst\ns_modules\mutants\fsms\Mutants_main.fsm"; }; i keep seeing references to this "nst" folder but cannot locate it. i see references to it in the blowout script and the script seems to be fine. id really like to get blood suckers working, anyone else had more luck? Link to comment Share on other sites More sharing options...
0 cletus Posted January 14, 2014 Report Share Posted January 14, 2014 by adding the code below to one of the random missions that spawn ai, i can hear the bloodsucker but it is not decloaking. closer.... "ns_bloodsucker" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"CORPORAL"]; edit: bloodsuckers can be shot and killed, just not decloaking. Link to comment Share on other sites More sharing options...
0 cletus Posted January 15, 2014 Report Share Posted January 15, 2014 guess i will just keep talking to myself in here :p the bloodsucker scripts for attack and follow are in ns_modules.pbo. the scripts are called by cfgvehicles.hpp in config.bin in ns_mustants.pob. i began merging them into the dayz_code config.bin but realized i would have to distribute this file to everyone that joined??? is there a simpler way of calling this code elsewhere?? class eventHandlers { init = "_this execVM ""\nst\ns_modules\mutants\scripts\mut_follow.sqf""; _this execVM ""\nst\ns_modules\mutants\scripts\zomb_sounds.sqf"";"; }; class ns_bloodsucker : NS_zombie1 { model = "\nst\NS_mutants\blood\bloodsucker.p3d"; accuracy = 1000; // accuracy needed to recognize type of this target armor = 46; faction = MUT; camouflage = 0.01; // how dificult to spot - bigger - better spotable zombieLoot = "bloodsucker"; moves = "NS_CfgMoves_Bloodsucker"; displayName = "Bloodsucker"; vehicleClass = "NST_mut"; hiddenSelections[] = {"invisible"}; class eventHandlers { init = "_this execVM ""\nst\ns_modules\mutants\scripts\blood_follow.sqf""; _this execVM ""\nst\ns_modules\mutants\scripts\blood_sounds.sqf"";"; }; class HitDamage { class Group0 { hitSounds[] = {{{"nst\ns_sounds\mutants\bloodsucker\Hit01.ogg", 0.177828, 1, 120}, 0.2}, {{"nst\ns_sounds\mutants\bloodsucker\Hit02.ogg", 0.177828, 1, 120}, 0.2}, {{"nst\ns_sounds\mutants\bloodsucker\Hit03.ogg", 0.177828, 1, 120}, 0.2}, {{"nst\ns_sounds\mutants\bloodsucker\Hit01.ogg", 0.177828, 1, 120}, 0.1}, {{"nst\ns_sounds\mutants\bloodsucker\Hit02.ogg", 0.177828, 1, 120}, 0.1}, {{"nst\ns_sounds\mutants\bloodsucker\Hit03.ogg", 0.177828, 1, 120}, 0.1}, {{"nst\ns_sounds\mutants\bloodsucker\Hit04.ogg", 0.177828, 1, 120}, 0.1}}; damageSounds[] = {{"body", {"nst\ns_sounds\mutants\bloodsucker\Hit01.ogg", 0.056234, 1, 120, 0.25, 5, 6, 10}}, {"body", {"nst\ns_sounds\mutants\bloodsucker\Hit02.ogg", 0.056234, 1, 120, 0.25, 5, 7.5, 10}}, {"body", {"nst\ns_sounds\mutants\bloodsucker\Hit03.ogg", 0.056234, 1, 120, 0.25, 5, 6, 10}}, {"body", {"nst\ns_sounds\mutants\bloodsucker\Hit04.ogg", 0.056234, 1, 120, 0.25, 5, 7.5, 10}}, {"hands", {"nst\ns_sounds\mutants\bloodsucker\Hit01.ogg", 0.056234, 1, 120, 0.5, 0, 2.5, 5}}, {"hands", {"nst\ns_sounds\mutants\bloodsucker\Hit02.ogg", 0.056234, 1, 120, 0.5, 0, 2.5, 5}}, {"legs", {"nst\ns_sounds\mutants\bloodsucker\Hit03.ogg", 0.056234, 1, 120, 0.5, 0, 1, 2}}, {"legs", {"nst\ns_sounds\mutants\bloodsucker\Hit04.ogg", 0.056234, 1, 120, 0.5, 0, 1, 2}}}; }; }; }; Link to comment Share on other sites More sharing options...
0 Strikes Posted January 16, 2014 Report Share Posted January 16, 2014 I believe you can throw all those .sqf files into your MPMissions folder (DayZ_Epoch_15.namalsk) and then just change the complies.sqf or init.sqf (forgot which off-hand) to the MPMissions Root. I'm super new to a lot this; but it seems you can 'give people' the files my moving things over into the mission files as references? For example; I think... when we added this (below) to our init.sqf it started getting our blowouts to work. (EVR) Maybe the same works for the Mutants? I still haven't attempted to check/tackle those though; we're just now in process of getting a server up and testing for our next Season of FactionZ on Namalsk. call compile preprocessFileLineNumbers "\nst\ns_modules\blowout\blowout_init.sqf"; progressLoadingScreen 1.0; Instead of referring to \nst\ns_modules\etc... you would just put \blahblah.sqf and it would look right there in the root of the missions folder. Link to comment Share on other sites More sharing options...
0 Turtle Posted January 16, 2014 Report Share Posted January 16, 2014 One thing I really want is to get the weather all cold and snowy. I played on epic-havoc's server and I really like how the cold made it feel like I always needed to be on my toe's. Someone probably posted it already but if not can someone give me a little tut on how to get this weather thing going? Link to comment Share on other sites More sharing options...
0 cletus Posted January 18, 2014 Report Share Posted January 18, 2014 I believe you can throw all those .sqf files into your MPMissions folder (DayZ_Epoch_15.namalsk) and then just change the complies.sqf or init.sqf (forgot which off-hand) to the MPMissions Root. I'm super new to a lot this; but it seems you can 'give people' the files my moving things over into the mission files as references? For example; I think... when we added this (below) to our init.sqf it started getting our blowouts to work. (EVR) Maybe the same works for the Mutants? I still haven't attempted to check/tackle those though; we're just now in process of getting a server up and testing for our next Season of FactionZ on Namalsk. call compile preprocessFileLineNumbers "\nst\ns_modules\blowout\blowout_init.sqf"; progressLoadingScreen 1.0; Instead of referring to \nst\ns_modules\etc... you would just put \blahblah.sqf and it would look right there in the root of the missions folder. thanks for the response. i do have the above line in my init.sqf to get blowouts working. i added the code below into my initi.sqf for the bloodsuckers but getting undefined variables errors and logging into the server kicks you back out to the lobby. call compile preprocessFileLineNumbers "\nst\ns_modules\mutants\scripts\init.sqf"; in an attemtp to resolve the undefined variables errors in the server rpt, i added the code below to the end of my init.sqf if (isNil _logic) then { _logic = _this select 0; }; if (isNil ns_mut_leader) then { ns_mut_leader = _unit; }; it resolved one of the errors but still receiving the below error for ns_mut_leader. i havent found where this variable is defined in ns_modules but i see several lines of code passing different values into it. i too am a noob still but ive never had problems following guides and tutorials and i like this challenge. really wanna get blood suckers fully working. any more help is greatly appreciated 15:54:47 Error in expression <FindPlaceRadius = 200; _unit = ns_mut_leader;if (format ["%1", _unit]> 15:54:47 Error position: <ns_mut_leader;if (format ["%1", _unit]> 15:54:47 Error Undefined variable in expression: ns_mut_leader Link to comment Share on other sites More sharing options...
0 Line2.lv Posted February 10, 2014 Report Share Posted February 10, 2014 Welll this Disscusion is meesed up... Anyways non of the instructions works: in MGT reply information is not full, he says that I shoud add following line to my init.sqf but what is the point of that if in compiles file I have no link to blow out... call compile preprocessFileLineNumbers "Namalsk\compiles.sqf"; and when I try Mr.Pig solution on the second page, then when I`m trying to enter the server, it says that I need to download something in mission, in other words not working... I would be very thankful if somebody could help! :) Link to comment Share on other sites More sharing options...
0 cletus Posted February 12, 2014 Report Share Posted February 12, 2014 Mr. Pig's steps are for init.sqf. you must also make an addition to the mission.sqm file You must add a new Item to class Groups and increase the items value by one. Keep in mind Items starts at value 0. I have 0-3 class Groups so my items=4. so increase items by 1 class Groups { items=4; add this class at the end of class Groups and before class Markers. class Item3 could change if you already have an Item3 class Item3 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={709.88788,-50.00206,3315.8684}; id=53; side="LOGIC"; vehicle="AmbientBlowout_NS_BLOW"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; }; }; Good luck! Link to comment Share on other sites More sharing options...
0 Mr.Pig Posted February 13, 2014 Report Share Posted February 13, 2014 Line2.lv, Did you get this working? I will help you out. Just been really busy the past little bit here. Link to comment Share on other sites More sharing options...
0 bsmaff Posted February 24, 2014 Report Share Posted February 24, 2014 I now have bloodsuckers working perfectly on my server and despawn and everything works great. Link to comment Share on other sites More sharing options...
0 rhammer2003 Posted February 25, 2014 Report Share Posted February 25, 2014 Bsmaff, how did you get this working? Can you provide a step by step as i would like to add this to my sever. Link to comment Share on other sites More sharing options...
0 bsmaff Posted February 25, 2014 Report Share Posted February 25, 2014 Bsmaff, how did you get this working? Can you provide a step by step as i would like to add this to my sever. Sorry not prepared to release code for Bloodsuckers at present, your more than welcome to join my server and see them working. But at present I believe I am the only server to offer fully working Bloodsuckers and not the fake bloodsuckers which don't despawn. Link to comment Share on other sites More sharing options...
0 RRP47 Posted February 26, 2014 Report Share Posted February 26, 2014 been messing with the bloodsuckers for 3 days, can't get past an undefined variable, that I can't find anywhere. Lol Link to comment Share on other sites More sharing options...
0 insertcoins Posted March 12, 2014 Report Share Posted March 12, 2014 never mind! Link to comment Share on other sites More sharing options...
0 redcloud78 Posted March 13, 2014 Report Share Posted March 13, 2014 Why dont you pick apart the the breaking point dayz_code.pbo its obviously working in that mod with no problems https://onedrive.live.com/#cid=227505C0314E9B27&id=227505C0314E9B27!115 Link to comment Share on other sites More sharing options...
0 Stranger Posted July 24, 2014 Report Share Posted July 24, 2014 MGT this is an old topic, but could you please relink your blowout file? I opened a Namalsk Server and it would be really great to have it! THX Link to comment Share on other sites More sharing options...
0 bsmaff Posted August 26, 2014 Report Share Posted August 26, 2014 Will release my server and mission files at the end of the week.. Shouldn't take someone long to figure out how to do it. Link to comment Share on other sites More sharing options...
0 itsatrap Posted August 26, 2014 Report Share Posted August 26, 2014 Hi Have some oen grotten coldbreath Worning ? Link to comment Share on other sites More sharing options...
0 CartoonrBOY Posted March 10, 2015 Report Share Posted March 10, 2015 Has there been a release for bloodsuckers? I can get them to spawn and attack but they will not decloak. I have attempted picking apart the dayz code to no avail. Any help would be a huge benefit to the community... Link to comment Share on other sites More sharing options...
0 SchwEde Posted March 10, 2015 Report Share Posted March 10, 2015 have you tried what MGT posted, this worked for me. Are you using infistar? Link to comment Share on other sites More sharing options...
0 CartoonrBOY Posted March 10, 2015 Report Share Posted March 10, 2015 I am not using infistar. I did read that this was perhaps required. Thanks for the reply, but can you confirm that this is the case? Thanks again SchwEde... Link to comment Share on other sites More sharing options...
0 SchwEde Posted March 10, 2015 Report Share Posted March 10, 2015 I had this issue too but if I remember right there was a solution somewhere. I will check if I can find it. Try to follow the steps again, maybe you missed something CartoonrBOY 1 Link to comment Share on other sites More sharing options...
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prue420
Id there anyone out there that can help with a tutorial on how to install a Dayz Epoch Namalsk with Blood suckers and EVR blowouts?
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SchwEde
I had this issue too but if I remember right there was a solution somewhere. I will check if I can find it. Try to follow the steps again, maybe you missed something
SchwEde
i followed this tutorial here:
SchwEde
no you dont have to. this is only for admins who already using infistar! Have followed this tutorial completly?
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