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[Epoch Panthera] Alpha-Zeta Bandit camp


Brutus

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Just to let y'all know there is a hole on the rock on the island that you can enter the base through from the island and also climb out to the island if you make it in legit. 

 

If you stand in the 240 nest inside the bunker you can see the sky through the opening which allows you to climb in or out. 

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Just to let y'all know there is a hole on the rock on the island that you can enter the base through from the island and also climb out to the island if you make it in legit. 

 

If you stand in the 240 nest inside the bunker you can see the sky through the opening which allows you to climb in or out. 

I think people are focused on the 10 brefs

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Just to let y'all know there is a hole on the rock on the island that you can enter the base through from the island and also climb out to the island if you make it in legit. 

 

If you stand in the 240 nest inside the bunker you can see the sky through the opening which allows you to climb in or out. 

I will be releasing my addon soon

BTW I fxed the hole

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I dont know but anyway u can add each object manually on your traders_data without sql.

It's a more longer but it can be done.

 

Click on traders_data table then click on insert and addmanually each object one by one.

For exemple:

(7695, '["BAF_AS50_scoped",3]', 48, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]', 0, 696, 'trade_weapons_old'),

 

7695 : ID ( ID column)

["BAF_AS50_scoped",3] : classname ( Item column)

48 : the number of item (Qty column)

[1,"ItemBriefcase100oz",1] : the price than trader sell to you ( Buy column)

[5,"ItemGoldBar10oz",1] : the price than trader buy from you ( Sell column)

0 : (Order column)

696 : (Tid column)

trade_weapons_old : (afile column)

 

Once you added one item, just execute and repeat for the next object

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this looks great. BUT If it doesnt work how can I undo the database inserts ??

I use dayz.st

there is a database roleback options would that delete any trader_tids and trader_data ??? that this added ???

 

I can easy go back to old server and mission pbo but the database would still have the additions  and Im just not sure how to undo them ...

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If you want to remove them just delete all the part II

yah I guess I could just delete all the database inserts like you say. I see there is a delete row option. I have just never done it b4

 

do these camps create much lag ?? i mean  there are over 100 AI. my server get laggy as it is with 30+ playerz...and all the player bases.

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I already have a classitem 1. possibly from another script?

how would I add your class items ??

included my mission.sqf

Please help..

 

class Item99
{
position[]={5133.2363,0.96489203,-3091.0854};
azimut=-17.0839;
id=95;
side="WEST";
vehicle="Survivor1_DZ";
player="PLAY CDG";
skill=0.60000002;
init="this enableSimulation false;this allowDammage false;this disableAI 'FSM';this disableAI 'ANIM';this disableAI 'MOVE';";
};
};
};
class Item1
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={-143.93861,0.52647489,2319.5012};
id=50;
side="LOGIC";
vehicle="FunctionsManager";
leader=1;
lock="UNLOCKED";
skill=0.60000002;
};
};
};
};
 
class Markers
 
 

mission.txt

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Change this:
 
class Vehicles
{
items=3;
class Item0
{
position[]={-143.93861,0.52647489,2319.5012};
id=50;
side="LOGIC";
vehicle="FunctionsManager";
leader=1;
lock="UNLOCKED";
skill=0.60000002;
};
        class Item1
        {
            position[]={8849.4346,3.0517578e-005,2839.7505};
            azimut=-75.421852;
            id=102;
            side="EMPTY";
            vehicle="Infostand_1_EP1";
            skill=1;
        };
        class Item2
        {
            position[]={207.03339,0,12869.144};
            azimut=61.23473;
            id=101;
            side="EMPTY";
            vehicle="Infostand_2_EP1";
            skill=1;
        };
    };
 };
 };
 
It should work
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was this the only change to fn_selfActions

 

//################################# Bexs Bunker ##########################################
if ( cursorTarget isKindOf "Infostand_1_EP1" && (player distance cursorTarget) < 2 ) then {
if (s_player_bunker < 0) then {
    s_player_bunker = player addaction[("<t color="#0000ff"">" + ("Entering the bunker") +"</t>"),"bunker\bunkerin.sqf","",5,false,true,"", "];
    };
} else {
player removeAction s_player_bunker;
s_player_bunker = -1;
};
 
 
 
if ( cursorTarget isKindOf "Infostand_2_EP1" && (player distance cursorTarget) < 2 ) then {
if (s_player_bunkero < 0) then {
    s_player_bunkero = player addaction[("<t color="#0000ff"">" + ("Leaving the Bunker") +"</t>"),"bunker\bunkerout.sqf","",5,false,true,"", "];
    };
} else {
player removeAction s_player_bunkero;
s_player_bunkero = -1;
};
//########################### Bexs Bunker stop ############################################
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Is there any way to add a timer so that playerz can not just camp in the bunker ?? maybe a radiation timer or 5 minutes then dead.

also I have noticed c few players logging out in the bunker. is there a way to make a player always in combat or something so they cant log out in the bunker

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  • 1 month later...

Hey,

Sorry for my Question but what i want to know is where did i find the customspawns.sqf ? The Buker is There but the KI dont start please can anybody wrote a Part 3 step by step Tutorial for me.

 

Thanx 

The KI?

What do you mean?

To install the step 3 you have first to get WAI installed in your server side...

Step 3 is for using any AI (and in this case it's WAI one)

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Thanx ists fixed.... but now i have a problem with the infotable normal Users couldnt Use it if they scroll on table "enterence to Bunker" stands there for a short Time but if they want to choose it its goin away... where is the false thx

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