Popular Post OtterNas3 Posted January 16, 2014 Popular Post Report Share Posted January 16, 2014 Hey Survivors, time for my next release! JAEM - Just another Evac-Chopper Mod! If you ever wanted to have your own Evac-Chopper you can place anywhere you want, that picks you up where and when you want. This is the Mod you would like to have! This Mod allows you to make a Evac-Chopper Field next to your Base or another place you like and use it with any Chopper on it as a Evac-Chopper. If you start fresh all you need is a Chopper with a Key, which you should have in your Inventory, and for the Evac-Field marking a full Briefcase as payment. This will make a Evac-Chopper field under your Chopper. If this Chopper gets destroyed or stolen or just lost, no problem just place any other Chopper you like on it and it will act as your Evac-Chopper! The "Call Evac-Chopper" action menu entry is just shown if you have a Evac-Chopper field, it checks on activation for: Chopper is on the field Enough fuel Damage status The Evac-Chopper locks itself on start so no passenger can hop in. It will stay locked when reaching the Evac-Zone until the player who called it gets close to the Evac-Chopper. This way no thief could get it before the player is in it. If the player dies, before or after the Evac-Chopper has reached the Evac-Zone, the Evac-Chopper will be reset to Evac-Field! JAEM 1.4 changelog: "evac_AllowedChoppers = ["x","y","z"]" A new configuration entry is in the EvacChopper_init.sqf With that configuration entry you can decide which Choppers are allowed as Evac-Choppers! With many thanks to ebayn0.0b for the Chopper-List in his post, the default config should now implement all available Choppers from Arma2 and Epoch. I'm really not sure and never tested it if you can use the MV-22 aka Osprey as a Evac-Chopper i just leaved it in the list. "BE Filters" Again thanks to ebayn0.0b for solving that, never got very familiar with these BE filters anyway ^^ Changed the files as you suggested! "Join lag" The lag was due to the fact that every player had to search for all Evac-Chopper-Fields on Server themself. To support all kinda Maps, also the hughe ones like Sauerland, i had to put in a very high number to the "nearestObjects" call, that caused the join lag I decided to put the Evac-Chopper-Fields in a Array now. A function in the scripts send a PublicVariableServer call to the server to add/rem a field from that array and send that array again via publicVariable to all players. On Serverstart the Array gets filled with all available Evac-Chopper-Fields on Server and is then send via publicVariable to connecting players. This should remove the join lag! "PlayerUID with Characters" A new check is implemented for these Players with the Arma2 anniversary edition. Like RimBlock wrote me in a PM these Players have characters in their PlayerUID and cause the Database entry just hold numeric it doesnt worked good for them. I tooked the function from RimBlock his "A Plot for life v1.1" and implemented it in the JAEM scripts so that should not be a problem anymore As i took this function from RimBlock his scripts i gave Credits to him here! Dont know who wrote it first if it not was RimBlock himself!"Cant call after Die / Call is always available even if no Evac-Field / and other cal/set/clear related errors" Clear Evac-Chopper so Field gets delted - CHECK Set new Evac-Chopper so old field gets deleted - CHECK Call-Evac-Chopper on login - CHECK Call-Evac-Chopper on relog - CHECK Call-Evac-Chopper after die - CHECK Sorry that the update took such a long time now but this mod was now completely running on my Headless-Client and the port to a working Missionfile system was not that easy! JAEM 1.4 changelog END Demo Video:http://www.youtube.com/watch?v=ui5lm70ii8I Download:https://www.dropbox.com/s/k19pqd6k77rp4d7/JAEM_v1.4.zip Install instructions: 1. Download JAEM_v1.4.zip and extract it 2. unpbo MPMissions\YOURMISSIONNAME.pbo 3. copy the custom folder from the extracted JAEM_v1.4.zip to MPMissions\YOURMISSIONNAME\ 4. Edit MPMissions\YOURMISSIONNAME\init.sqf Find this block: if (!isDedicated) then { 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; }; And insert this line above the closing bracket }; _nil = [] execVM "custom\JAEM\EvacChopper_init.sqf"; If you dont have already a custom variables.sqf do step 4a) else do step 4b) 4a) Find this line: call compile preprocessFileLineNumbers "z\addons\dayz_code\init\variables.sqf"; and ADD BELOW call compile preprocessFileLineNumbers "custom\JAEM\variables.sqf"; 4b) Copy this line to the very bottom of your custom variables.sqf dayz_allowedObjects = dayz_allowedObjects + ["HeliHRescue"]; Whoever says that this line not works, i do it like this for almost a year now on my Server! 5. Copy these 3 files from the downloaded JAEM_v1.4 to your Servers BattlEye filters folder: If you already have edited ones you need to compare my changes!remoteexec.txtwaypointcondition.txtwaypointstatement.txt 6.Configuration: Edit custom\JAEM\EvacChopper_init.sqf Edit this block to your likings! ///////////////////////////////////////////////// ///////////////////////////////////////////////// // Edit these settings to fit your needs/likes // ///////////////////////////////////////////////// ///////////////////////////////////////////////// /// Amount of Briefcases a Evac-Chopper costs /// /////////// Any amount between 1-12 ///////////// evac_chopperPrice = 3; ///////////////////////////////////////////////// ////// Need a Radio to call Evac-Chopper? /////// ////// 1 = Need Radio | 0 = No need Radio /////// evac_needRadio = 0; ///////////////////////////////////////////////// // Evac-Zone marker type Smoke or Landingpad? /// ////////// 0 = Landingpad | 1 = Smoke /////////// evac_zoneMarker = 0; ///////////////////////////////////////////////// /// Minimum Distance to call for Evac-Chopper /// ///////// Dont set this lower then 500! ///////// evac_minDistance = 500; ///////////////////////////////////////////////// /// Allowed Choppers to use as Evac-Chopper /// evac_AllowedChoppers = [ "AH1Z","AH64D_EP1","AH64D","AH64D_Sidewinders","AH6X_DZ", "AH6X_EP1","AH6J_EP1","AW159_Lynx_BAF","BAF_Apache_AH1_D","BAF_Merlin_HC3_D", "CH_47F_BAF","CH_47F_EP1","CH_47F_EP1_DZ","CH_47F_EP1_DZE","CSJ_GyroC", "CSJ_GyroCover","CSJ_GyroP","Ka137_MG_PMC","Ka137_PMC","Ka52", "Ka52Black","Ka60_GL_PMC","Ka60_PMC","Mi17_CDF","Mi17_Civilian", "Mi17_Civilian_DZ","Mi17_DZ","Mi17_Ins","Mi17_medevac_CDF","Mi17_medevac_INS", "Mi17_medevac_RU","Mi17_rockets_RU","Mi17_TK_EP1","Mi17_UN_CDF_EP1","Mi171Sh_CZ_EP1", "Mi171Sh_rockets_CZ_EP1","Mi24_D","Mi24_D_TK_EP1","Mi24_P","Mi24_V", "MH60S","MH6J_DZ","MH6J_EP1","MV22","MV22_DZ", "pook_H13_medevac","pook_H13_medevac_CDF","pook_H13_medevac_TAK","pook_H13_medevac_INS","pook_H13_medevac_UNO", "pook_H13_medevac_PMC","pook_H13_medevac_GUE","pook_H13_medevac_CIV","pook_H13_medevac_CIV_RU","pook_H13_gunship", "pook_H13_gunship_CDF","pook_H13_gunship_UNO","pook_H13_gunship_PMC","pook_H13_gunship_GUE","pook_H13_gunship_TAK", "pook_H13_gunship_INS","pook_H13_transport","pook_H13_transport_CDF","pook_H13_transport_UNO","pook_H13_transport_PMC", "pook_H13_transport_GUE","pook_H13_transport_TAK","pook_H13_transport_INS","pook_H13_civ","pook_H13_civ_white", "pook_H13_civ_slate","pook_H13_civ_black","pook_H13_civ_yellow","pook_H13_civ_ru","pook_H13_civ_ru_white", "pook_H13_civ_ru_slate","pook_H13_civ_ru_black","pook_H13_civ_ru_yellow","UH1H_DZ","UH1H_DZE", "UH1H_TK_EP1","UH1H_TK_GUE_EP1","UH1Y_DZ","UH1Y_DZE","UH60M_EP1", "UH60M_EP1_DZ","UH60M_EP1_DZE","UH60M_MEV_EP1" ]; ///////////////////////////////////////////////// /////////////// DONT EDIT BELOW ! /////////////// ///////////////////////////////////////////////// - Config notes - If you set evac_needRadio to 1 and you dont have Radios in your respawn loadout, this breaks the call Evac-Chopper for respawners! If you set evac_zoneMarker to 1 the Smoke in the evac-zone will not last until the Chopper arrives if the distance is very far! In "evac_AllowedChoppers" the LAST entry in the list DOES NOT HAVE A COMMA ON THE END! 7. repbo MPMissions\YOURMISSIONNAME - upload - 8. unpbo @DayZ_Epoch_Server\addons\dayz_server.pbo 9. Edit @DayZ_Epoch_server\addons\dayz_server\system\server_monitor.sqf Find this line: _totalvehicles = 0; and ADD BELOW: PVDZE_EvacChopperFields = []; Find this line: if ((typeOf _object) in dayz_allowedObjects) then { and ADD ABOVE: if ((typeOf _object) == "HeliHRescue") then { PVDZE_EvacChopperFields set [count PVDZE_EvacChopperFields, _object]; }; Copy this to the VERY BOTTOM of the file if (isServer && (isNil "EvacServerPreload")) then { publicVariable "PVDZE_EvacChopperFields"; ON_fnc_evacChopperFieldsUpdate = { private ["_action","_targetField"]; _action = _this select 0; _targetField = _this select 1; if (_action == "add") then { PVDZE_EvacChopperFields = PVDZE_EvacChopperFields + [_targetField]; }; if (_action == "rem") then { PVDZE_EvacChopperFields = PVDZE_EvacChopperFields - [_targetField]; }; publicVariable "PVDZE_EvacChopperFields"; }; "PVDZE_EvacChopperFieldsUpdate" addPublicVariableEventHandler {(_this select 1) spawn ON_fnc_evacChopperFieldsUpdate}; EvacServerPreload = true; }; 10. repbo @DayZ_Epoch_Server\addons\dayz_server - upload - restart - smile - 11. EVAC ME RIGHT NOW! - Addition Information for all Infistar users: in publicvariable.txt: 5 "PVDZE_" !"PVDZE_player" !"PVDZE_send" !="PVDZE_veh_Update" !="PVDZE_plr_GutBody" !="PVDZE_plr_GutBodyZ" !="PVDZE_veh_Lock" !="PVDZE_plr_DeathB" !="PVDZE_maintainArea" !="PVDZE_obj_Publish" !="PVDZE_obj_Swap" !="PVDZE_plr_Save" !="PVDZE_obj_Delete" !="PVDZE_obj_Trade" !="PVDZE_veh_Publish2" !="PVDZE_zed_Spawn" !="PVDZE_plr_Died" !="PVDZE_obj_setlocalVars" !="PVDZE_plr_TradeMenu" !="PVDZE_obj_getlocalVars" !="PVDZE_veh_Upgrade" !="PVDZE_atp" !="PVDZE_plr_Login" !="PVDZE_plr_Login2" !="PVDZE_plr_LoginRecord" !="PVDZE_plr_DeathBResult" !="PVDZE_veh_SFix" !="PVDZE_plr_Hit" !="PVDZE_plr_HitV" !="PVDZE_veh_SFuel" !="PVDZE_plr_HideBody" !="PVDZE_plr_Morph" !="PVDZE_veh_Publish" !="PVDZE_plr_Characters" !="PVDZE_lockVault" replace with: 5 "PVDZE_" !"PVDZE_player" !"PVDZE_send" !="PVDZE_veh_Update" !="PVDZE_plr_GutBody" !="PVDZE_plr_GutBodyZ" !="PVDZE_veh_Lock" !="PVDZE_plr_DeathB" !="PVDZE_maintainArea" !="PVDZE_obj_Publish" !="PVDZE_obj_Swap" !="PVDZE_plr_Save" !="PVDZE_obj_Delete" !="PVDZE_obj_Trade" !="PVDZE_veh_Publish2" !="PVDZE_zed_Spawn" !="PVDZE_plr_Died" !="PVDZE_obj_setlocalVars" !="PVDZE_plr_TradeMenu" !="PVDZE_obj_getlocalVars" !="PVDZE_veh_Upgrade" !="PVDZE_atp" !="PVDZE_plr_Login" !="PVDZE_plr_Login2" !="PVDZE_plr_LoginRecord" !="PVDZE_plr_DeathBResult" !="PVDZE_veh_SFix" !="PVDZE_plr_Hit" !="PVDZE_plr_HitV" !="PVDZE_veh_SFuel" !="PVDZE_plr_HideBody" !="PVDZE_plr_Morph" !="PVDZE_veh_Publish" !="PVDZE_plr_Characters" !="PVDZE_lockVault" !="PVDZE_EvacChopperFieldsUpdate" Have fun with it! - If you like it - Like it - So I can count Downloads - I like that ##################################### # Support my work # # & # # Donate # ##################################### McDany, MrEnzO, SideShowFreak and 74 others 77 Link to comment Share on other sites More sharing options...
Diesel Weasel Posted January 16, 2014 Report Share Posted January 16, 2014 I am so excited right now I can't begin to explain. Donloading and installing immediately! Link to comment Share on other sites More sharing options...
MassAsster Posted January 16, 2014 Report Share Posted January 16, 2014 soooo what happens on server restart? Link to comment Share on other sites More sharing options...
Randomness Posted January 16, 2014 Report Share Posted January 16, 2014 soooo what happens on server restart? I also would like to know if this is restart-persistent! If so, awesome. If not, still aesome! Link to comment Share on other sites More sharing options...
KoTaS Posted January 16, 2014 Report Share Posted January 16, 2014 BE KICK: at waypointstatements.log -- Condition RemoteExec Restriction #0 ["true", ""] [17:31 group, 1] How to fix this? Also using infistar antihack do i need to add anything there for whitelist this script? Link to comment Share on other sites More sharing options...
OtterNas3 Posted January 16, 2014 Author Report Share Posted January 16, 2014 soooo what happens on server restart? I also would like to know if this is restart-persistent! If so, awesome. If not, still aesome! What should happen on restart? The Player Evac-Field is stored to the Database and is tied to the playerUID and not the characterID, so he will be the owner of it until you stop hosting your server, wipe your database, or the player decides to remove it by making it at another position! BE KICK: at waypointstatements.log -- Condition RemoteExec Restriction #0 ["true", ""] [17:31 group, 1] How to fix this? Also using infistar antihack do i need to add anything there for whitelist this script? Sorry had a hard day and it was very late, i forgot to mention the BattlEye filter part... You need to these 3 filter files: remoteexec.txt waypointcondition.txt waypointstatement.txt In each file go to the end of the first line make a "space" and add these: !"["true", ""]" Link to comment Share on other sites More sharing options...
Glenn Posted January 16, 2014 Report Share Posted January 16, 2014 (edited) BE KICK: at waypointstatements.log -- Condition RemoteExec Restriction #0 ["true", ""] [17:31 group, 1] How to fix this? Also using infistar antihack do i need to add anything there for whitelist this script? For Antihacks, I believe you need to add the following to the Action whitelist: s_player_evacCall,s_player_makeEvacChopper,s_player_clearEvacChopper **** This post has been updated with a new action (s_player_clearEvacChopper) to whitelist as well. **** **** Updated: Feb 9, 2014. **** Edited February 9, 2014 by Glenn MassBoobage 1 Link to comment Share on other sites More sharing options...
fr1nk Posted January 16, 2014 Report Share Posted January 16, 2014 Awesome stuff, Otter :) Link to comment Share on other sites More sharing options...
OtterNas3 Posted January 16, 2014 Author Report Share Posted January 16, 2014 For Antihacks, I believe you need to add the following to the Action whitelist: s_player_evacCall,s_player_makeEvacChopper, Im not sure if Antihacks needs whitelisting of the waypoint condition, waypoint statements and the remoteexec too. Not familiar with InfiStar and dont want to be... Awesome stuff, Otter :) Thanks man ^^ Link to comment Share on other sites More sharing options...
Richie Posted January 16, 2014 Report Share Posted January 16, 2014 Very cool :d Link to comment Share on other sites More sharing options...
Pantera22 Posted January 16, 2014 Report Share Posted January 16, 2014 Great job! So far working good! Makes things more interesting! Link to comment Share on other sites More sharing options...
OtterNas3 Posted January 16, 2014 Author Report Share Posted January 16, 2014 Nice but what about battle eye restriction? What do you need to put in.. I get a waypoint condition restriction #0 See point 5 of the install instructions Link to comment Share on other sites More sharing options...
Achmed Posted January 16, 2014 Report Share Posted January 16, 2014 This is cool. I will be adding it for sure. would it be possible to make it so you have to pop smoke where the helicopter has to land and this makes a invisiable landing pad rather then 'building' a landing pad? Also the requirement of a radio to call the helicopter? Link to comment Share on other sites More sharing options...
Pantera22 Posted January 16, 2014 Report Share Posted January 16, 2014 Thanks sorry I didn't see the post above before I typed in.. but how to charge more than 1 brief for it? Thanks. //Check if he has a Briefcase to pay for the Evac-Chopper //If not exit script _hasBriefcase = ("ItemBriefcase100oz","ItemBriefcase100oz","ItemBriefcase100oz","ItemBriefcase100oz","ItemBriefcase100oz","ItemBriefcase100oz","ItemBriefcase100oz","ItemBriefcase100oz" in _magazinesPlayer); if (!_hasBriefcase) then { systemChat("Making a Evac-Chopper costs 1 Full Briefcase - You dont have one - Sorry!"); s_player_makeEvacChopper = -1; breakOut "exit"; I did it like this but it didn't work Link to comment Share on other sites More sharing options...
OtterNas3 Posted January 16, 2014 Author Report Share Posted January 16, 2014 This is cool. I will be adding it for sure. would it be possible to make it so you have to pop smoke where the helicopter has to land and this makes a invisiable landing pad rather then 'building' a landing pad? Also the requirement of a radio to call the helicopter? I had the idea of Radio needed first, but this Evac-Chopper should be callable when you died and respawns, you dont have a Radio then ^^ Smoke for landing Pad marker could be possible, but also, on respawn. no smoke grenade, no evac! If you want to just be able to use this when full equipped, with radio, smoke nade and stuff, why you need a Evac? ^^ Idea behind this script is to get use of it when you die and respawn or when you get ripped off your vehicle somewhere in the nomans land. It would be possible to modify it for the use of Radio and stuff, if you REALLY want it, gimme a shout with a PM. Awesome script and easy to install. Thanks creator. Your welcome ;) Thanks sorry I didn't see the post above before I typed in.. but how to charge more than 1 brief for it? Thanks. //Check if he has a Briefcase to pay for the Evac-Chopper //If not exit script _hasBriefcase = ("ItemBriefcase100oz","ItemBriefcase100oz","ItemBriefcase100oz","ItemBriefcase100oz","ItemBriefcase100oz","ItemBriefcase100oz","ItemBriefcase100oz","ItemBriefcase100oz" in _magazinesPlayer); if (!_hasBriefcase) then { systemChat("Making a Evac-Chopper costs 1 Full Briefcase - You dont have one - Sorry!"); s_player_makeEvacChopper = -1; breakOut "exit"; I did it like this but it didn't work This would obviously not work ^^ Another guy asked me same thing on a PM and i already send him the needed changes, gimme some minutes and i will finish a version 1.1 with configurable price, i was just to lazy to do it in the first shootout Link to comment Share on other sites More sharing options...
Pantera22 Posted January 16, 2014 Report Share Posted January 16, 2014 awesome thank you! Yeah I am still new to coding still so forgive my ignorance lol. Link to comment Share on other sites More sharing options...
Richie Posted January 16, 2014 Report Share Posted January 16, 2014 will this work with any other map aswell or only on chernarus The example is Chernarus but i can't see any reason it can be on any map Link to comment Share on other sites More sharing options...
OtterNas3 Posted January 16, 2014 Author Report Share Posted January 16, 2014 will this work with any other map aswell or only on chernarus If you can run Epoch, the Map doesnt matter Link to comment Share on other sites More sharing options...
Achmed Posted January 16, 2014 Report Share Posted January 16, 2014 Radio and smoke just adds to the realism and can easily be added to the spawn loot. have sent you a pm Link to comment Share on other sites More sharing options...
ruubje11 Posted January 16, 2014 Report Share Posted January 16, 2014 Good job! I take my hat off to you Link to comment Share on other sites More sharing options...
OtterNas3 Posted January 16, 2014 Author Report Share Posted January 16, 2014 Radio and smoke just adds to the realism and can easily be added to the spawn loot. have sent you a pm I dont like start loadouts whatsoever, specially the radio is used for many other things on my server and costs 1 Briefcase on the traders. Cant give em away for free ^^ I'm almost finished with v1.1, stay tuned! Link to comment Share on other sites More sharing options...
prosims Posted January 16, 2014 Report Share Posted January 16, 2014 Possible bug? I set up an evac chopper. Tested it, is evacuated me fine. Then I died and spawned fresh there were no call evac menu until I got into any vehicle. When I get out from ANY vehicle (cars or bykes) the call evac-chopper menu appears and chopper works. How can I fix it? Link to comment Share on other sites More sharing options...
OtterNas3 Posted January 16, 2014 Author Report Share Posted January 16, 2014 Possible bug? I set up an evac chopper. Tested it, is evacuated me fine. Then I died and spawned fresh there were no call evac menu until I got into any vehicle. When I get out from ANY vehicle (cars or bykes) the call evac-chopper menu appears and chopper works. How can I fix it? Weird behaviour i will have a look at it for v1.1, will be ready in a few minutes Link to comment Share on other sites More sharing options...
Hooch Posted January 16, 2014 Report Share Posted January 16, 2014 Just been testing this, same issue as the guy above but OMG. Awesome addition!!!!! Love it!!! Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted January 16, 2014 Report Share Posted January 16, 2014 I love the description. I will add this to my server when I get home from work tonight. Link to comment Share on other sites More sharing options...
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