NorthyPark Posted February 18, 2014 Report Share Posted February 18, 2014 I did some work on the DZMSWeaponCrateList.sqf Note: The only weapon that takes up a backpack slot is the M249_TWS_EP1 [ADDED] More weapon catagories [ADDED] Nearly ALL Arma 2 weapons [ADDED] Some more Epoch stuff http://pastebin.com/XQraMMdk Hey mate Awesome list, but since you added new DZMSlists like "DZMSExpWeapList" don't you have to add another //load explosives like this: This is one of the originals: //load primary _scount = count DZMSprimaryList; for "_x" from 0 to 2 do { _sSelect = floor(random _sCount); _item = DZMSprimaryList select _sSelect; _crate addWeaponCargoGlobal [_item,1]; _ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))]; }; }; don't you have to add something like this as well? //load explosives _scount = count DZMSExpWeapList; for "_x" from 0 to 2 do { _sSelect = floor(random _sCount); _item = DZMSExpWeapList select _sSelect; _crate addWeaponCargoGlobal [_item,1]; _ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))]; }; }; Edit: i did something like this: /////////////////////////////////////////////////////////////////// // Weapon Crates if (_type == "weapons") then { // load grenades _scount = count _gshellList; for "_x" from 0 to 2 do { _sSelect = floor(random _sCount); _item = _gshellList select _sSelect; _crate addMagazineCargoGlobal [_item,(round(random 2))]; }; // load packs _scount = count _bpackList; for "_x" from 0 to 3 do { _sSelect = floor(random _sCount); _item = _bpackList select _sSelect; _crate addBackpackCargoGlobal [_item,1]; }; // load pistols _scount = count DZMSpistolList; for "_x" from 0 to 2 do { _sSelect = floor(random _sCount); _item = DZMSpistolList select _sSelect; _crate addWeaponCargoGlobal [_item,1]; _ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))]; }; }; //load sniper _scount = count DZMSsniperList; for "_x" from 0 to 1 do { _sSelect = floor(random _sCount); _item = DZMSsniperList select _sSelect; _crate addWeaponCargoGlobal [_item,1]; _ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))]; }; }; //load sniperhigh _scount = count DZMSHighCalSniperList; for "_x" from 0 to 2 do { _sSelect = floor(random _sCount); _item = DZMSHighCalSniperList select _sSelect; _crate addWeaponCargoGlobal [_item,1]; _ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))]; }; }; //load thermals _scount = count DZMSThermalList; for "_x" from 0 to 2 do { _sSelect = floor(random _sCount); _item = DZMSThermalList select _sSelect; _crate addWeaponCargoGlobal [_item,1]; _ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))]; }; }; //load smgs _scount = count DZMSSMGList; for "_x" from 0 to 1 do { _sSelect = floor(random _sCount); _item = DZMSSMGList select _sSelect; _crate addWeaponCargoGlobal [_item,1]; _ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))]; }; }; //load shotguns _scount = count DZMSShotgunList; for "_x" from 0 to 1 do { _sSelect = floor(random _sCount); _item = DZMSShotgunList select _sSelect; _crate addWeaponCargoGlobal [_item,1]; _ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))]; }; }; //load mg _scount = count DZMSLMGList; for "_x" from 0 to 1 do { _sSelect = floor(random _sCount); _item = DZMSLMGList select _sSelect; _crate addWeaponCargoGlobal [_item,1]; _ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))]; }; }; //load primary _scount = count DZMSprimaryList; for "_x" from 0 to 2 do { _sSelect = floor(random _sCount); _item = DZMSprimaryList select _sSelect; _crate addWeaponCargoGlobal [_item,1]; _ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))]; }; }; //load explosives _scount = count DZMSExpWeapList; for "_x" from 0 to 2 do { _sSelect = floor(random _sCount); _item = DZMSExpWeapList select _sSelect; _crate addWeaponCargoGlobal [_item,1]; _ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))]; }; }; }; /////////////////////////////////////////////////////////////////// Is this right? :P Link to comment Share on other sites More sharing options...
TheVampire Posted February 18, 2014 Author Report Share Posted February 18, 2014 Hey mate Awesome list, but since you added new DZMSlists like "DZMSExpWeapList" don't you have to add another //load explosives like this: Is this right? :P for "_x" from 0 to 2 do { is how many guns to choose (round(random 8)) is how many of that gun to add (0 to 8) Link to comment Share on other sites More sharing options...
NorthyPark Posted February 18, 2014 Report Share Posted February 18, 2014 for "_x" from 0 to 2 do { is how many guns to choose (round(random 8)) is how many of that gun to add (0 to 8) Hey, thats almost what i thought :P thx anyway Link to comment Share on other sites More sharing options...
RipSaw Posted February 18, 2014 Report Share Posted February 18, 2014 Hey mate Awesome list, but since you added new DZMSlists like "DZMSExpWeapList" don't you have to add another //load explosives like this: This is one of the originals: //load primary _scount = count DZMSprimaryList; for "_x" from 0 to 2 do { _sSelect = floor(random _sCount); _item = DZMSprimaryList select _sSelect; _crate addWeaponCargoGlobal [_item,1]; _ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))]; }; }; don't you have to add something like this as well? //load explosives _scount = count DZMSExpWeapList; for "_x" from 0 to 2 do { _sSelect = floor(random _sCount); _item = DZMSExpWeapList select _sSelect; _crate addWeaponCargoGlobal [_item,1]; _ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))]; }; }; Edit: i did something like this: /////////////////////////////////////////////////////////////////// // Weapon Crates if (_type == "weapons") then { // load grenades _scount = count _gshellList; for "_x" from 0 to 2 do { _sSelect = floor(random _sCount); _item = _gshellList select _sSelect; _crate addMagazineCargoGlobal [_item,(round(random 2))]; }; // load packs _scount = count _bpackList; for "_x" from 0 to 3 do { _sSelect = floor(random _sCount); _item = _bpackList select _sSelect; _crate addBackpackCargoGlobal [_item,1]; }; // load pistols _scount = count DZMSpistolList; for "_x" from 0 to 2 do { _sSelect = floor(random _sCount); _item = DZMSpistolList select _sSelect; _crate addWeaponCargoGlobal [_item,1]; _ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))]; }; }; //load sniper _scount = count DZMSsniperList; for "_x" from 0 to 1 do { _sSelect = floor(random _sCount); _item = DZMSsniperList select _sSelect; _crate addWeaponCargoGlobal [_item,1]; _ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))]; }; }; //load sniperhigh _scount = count DZMSHighCalSniperList; for "_x" from 0 to 2 do { _sSelect = floor(random _sCount); _item = DZMSHighCalSniperList select _sSelect; _crate addWeaponCargoGlobal [_item,1]; _ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))]; }; }; //load thermals _scount = count DZMSThermalList; for "_x" from 0 to 2 do { _sSelect = floor(random _sCount); _item = DZMSThermalList select _sSelect; _crate addWeaponCargoGlobal [_item,1]; _ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))]; }; }; //load smgs _scount = count DZMSSMGList; for "_x" from 0 to 1 do { _sSelect = floor(random _sCount); _item = DZMSSMGList select _sSelect; _crate addWeaponCargoGlobal [_item,1]; _ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))]; }; }; //load shotguns _scount = count DZMSShotgunList; for "_x" from 0 to 1 do { _sSelect = floor(random _sCount); _item = DZMSShotgunList select _sSelect; _crate addWeaponCargoGlobal [_item,1]; _ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))]; }; }; //load mg _scount = count DZMSLMGList; for "_x" from 0 to 1 do { _sSelect = floor(random _sCount); _item = DZMSLMGList select _sSelect; _crate addWeaponCargoGlobal [_item,1]; _ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))]; }; }; //load primary _scount = count DZMSprimaryList; for "_x" from 0 to 2 do { _sSelect = floor(random _sCount); _item = DZMSprimaryList select _sSelect; _crate addWeaponCargoGlobal [_item,1]; _ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))]; }; }; //load explosives _scount = count DZMSExpWeapList; for "_x" from 0 to 2 do { _sSelect = floor(random _sCount); _item = DZMSExpWeapList select _sSelect; _crate addWeaponCargoGlobal [_item,1]; _ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),(round(random 8))]; }; }; }; /////////////////////////////////////////////////////////////////// Is this right? :P Yes, I'm still working on making different kinds of crates for my server, I'll share them when I finish them, probably tommorow. I'll also implement said crates into the missions. NorthyPark 1 Link to comment Share on other sites More sharing options...
NorthyPark Posted February 18, 2014 Report Share Posted February 18, 2014 Yes, I'm still working on making different kinds of crates for my server, I'll share them when I finish them, probably tommorow. I'll also implement said crates into the missions. Cool, i will be waiting ;) Link to comment Share on other sites More sharing options...
TheVampire Posted February 18, 2014 Author Report Share Posted February 18, 2014 Does anyone know of a DayZ map that the grid coordinates aren't all numbers? If not I have a good update coming. NorthyPark 1 Link to comment Share on other sites More sharing options...
RipSaw Posted February 18, 2014 Report Share Posted February 18, 2014 All maps have numbers, that's how the game knows where to spawn stuff :) TheVampire 1 Link to comment Share on other sites More sharing options...
TheVampire Posted February 18, 2014 Author Report Share Posted February 18, 2014 All maps have numbers, that's how the game knows where to spawn stuff :) The wiki page for mapGridPosition claimed some maps have grid coordinates like "De04" and such, but i'll roll with it until I find a problem. Any map using anything other than a numerical 6 digit value will cause issues. Link to comment Share on other sites More sharing options...
RipSaw Posted February 18, 2014 Report Share Posted February 18, 2014 Ah I thought you meant the coords the database gives lol. Yes there are some maps which have ingame grids with text, but none of those are supported by any DayZ mod yet. TheVampire 1 Link to comment Share on other sites More sharing options...
WEB11 Posted February 18, 2014 Report Share Posted February 18, 2014 Please add a way to give the AI RPGs. I have tanks on my server and these AI are very squishy :D TheVampire 1 Link to comment Share on other sites More sharing options...
TheVampire Posted February 18, 2014 Author Report Share Posted February 18, 2014 Can you not let server admins define an array of possible locations ? I'm wanting to use this on Sauerland but prefer to choose fixed spawns. It will mean Taviana can have preset locations and work as a temp fix for Taviana servers. any idea on how long until this is released? DZMS should now support using static coords defined in the DZMSConfig.sqf. The Config and Functions files were updated to do this. RipSaw 1 Link to comment Share on other sites More sharing options...
WEB11 Posted February 18, 2014 Report Share Posted February 18, 2014 Great work Vamipire. DZMS is quickly becoming the best mission system for Epoch. Link to comment Share on other sites More sharing options...
RipSaw Posted February 18, 2014 Report Share Posted February 18, 2014 DZMS is aiming to be the best mission script for every dayz mod, not just Epoch :) Link to comment Share on other sites More sharing options...
WEB11 Posted February 19, 2014 Report Share Posted February 19, 2014 Just upgraded. Thanks for this: // Do You Want AI to use NVGs? //(They are deleted on death) DZMSUseNVG = true; I was trying to figure out how to add them to the AI inventory but this is even better. Link to comment Share on other sites More sharing options...
Turtle Posted February 19, 2014 Report Share Posted February 19, 2014 I don't know if you saw me post this before...but the missions on Tavi were only spawning on the small island. I haven't configured static spawns and I don't really have the time to atm. Link to comment Share on other sites More sharing options...
TheVampire Posted February 19, 2014 Author Report Share Posted February 19, 2014 I don't know if you saw me post this before...but the missions on Tavi were only spawning on the small island. I haven't configured static spawns and I don't really have the time to atm. I have an update im working on that will fix this. Link to comment Share on other sites More sharing options...
GhostTown Posted February 19, 2014 Report Share Posted February 19, 2014 Hey a question, The C130 ramp... For some people it works fine. Other people the ramp opens but they get a error that says missing openramp.sqf Link to comment Share on other sites More sharing options...
TheVampire Posted February 19, 2014 Author Report Share Posted February 19, 2014 Hey a question, The C130 ramp... For some people it works fine. Other people the ramp opens but they get a error that says missing openramp.sqf Does the popup error only happen right when it spawns in? Link to comment Share on other sites More sharing options...
GhostTown Posted February 19, 2014 Report Share Posted February 19, 2014 Correct. But only some people get it while others do not. Also the new missions are awesome!! I really like the changed and cant wait to see the finished product. The An2 made me and my team like stare at it :P Hope you got alot more planned for it. Need some hostage missions and stuff :P Also you ever thought about adding a few vehicles that patrol a dropsite? That would be cool as well Link to comment Share on other sites More sharing options...
TheVampire Posted February 19, 2014 Author Report Share Posted February 19, 2014 Correct. But only some people get it while others do not. Also the new missions are awesome!! I really like the changed and cant wait to see the finished product. The An2 made me and my team like stare at it :P Hope you got alot more planned for it. Need some hostage missions and stuff :P Also you ever thought about adding a few vehicles that patrol a dropsite? That would be cool as well I havn't played with ground vehicles yet, more obstacles to run into :P Link to comment Share on other sites More sharing options...
GhostTown Posted February 19, 2014 Report Share Posted February 19, 2014 Haha yea! Well goodwork so far! I enjoy it :) Just waiting for the rest of the Epoch missions Link to comment Share on other sites More sharing options...
Sukkaed Posted February 19, 2014 Report Share Posted February 19, 2014 Why there is BAF_L85A2_RIS_CWS added to care drop box? Isn't that a thermal gun? Probably not legit on most of the servers. Link to comment Share on other sites More sharing options...
TheVampire Posted February 19, 2014 Author Report Share Posted February 19, 2014 Why there is BAF_L85A2_RIS_CWS added to care drop box? Isn't that a thermal gun? Probably not legit on most of the servers. Its the only thermal gun allowed in vanilla DayZ. Link to comment Share on other sites More sharing options...
Sukkaed Posted February 19, 2014 Report Share Posted February 19, 2014 Ok. I dont allow any thermal guns cos those are way OP. I dont think that it's good idea to hide it there. Might come as surprise for many. Link to comment Share on other sites More sharing options...
TheVampire Posted February 19, 2014 Author Report Share Posted February 19, 2014 Ok. I dont allow any thermal guns cos those are way OP. I dont think that it's good idea to hide it there. Might come as surprise for many. I was trying to spice it up for vanilla, but I guess it is a bad idea. I'll remove it in later tonight. Sukkaed 1 Link to comment Share on other sites More sharing options...
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