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Everything posted by Heeeere's johnny!
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Script Restriction #116 - kicked for reloading helicopter gun
Heeeere's johnny! posted a topic in DayZ Mod Troubleshooting
Hey guyz, on my server, players are getting kicked for Script Restriction #116 when they reload the gun of a helicopter. I don't know if that happens for all helicopters, but at least the UH1H is an effected heli. Concerning scripts.txt, which line do I have to set "1" for this to not happen anymore? Have a nice play! Heeeere's Johnny! -
Custom building_spawnLoot.sqf file and diag_log problem
Heeeere's johnny! posted a topic in DayZ Mod Troubleshooting
Hey guyz, I've got an issue which allmost drives me crazy. In order to see what loot spawns in buildings, I wanted to put a simple RPT log output line into the building_spawnLoot.sqf. Therefor, I put the compiles.sqf and the building_spawnLoot.sqf (both client files in the dayz_code.pbo) into a "fixes" folder in my dayz_mission.pbo and changed the following line in the compiles.sqf: building_spawnLoot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\building_spawnLoot.sqf"; to building_spawnLoot = compile preprocessFileLineNumbers "fixes\building_spawnLoot.sqf"; I tried it unchanged and it worked without any problems. But then, I wanted to add this line to the building_spawnLoot.sqf: diag_log(format["Building_spawnLoot: _obj = %1 | _type = %2 | _config = %3", _obj, _type, _config]); I've moved it around in the whole file, put it at various locations, but it never shows up in ANY log. Neither RPT, nor any other. Why is that? What am I doing wrong? And by the way: Am I actually using the right file or should I use the loot_init.sqf? Have a nice play, Heeeere's Johnny! -
Custom building_spawnLoot.sqf file and diag_log problem
Heeeere's johnny! replied to Heeeere's johnny!'s topic in DayZ Mod Troubleshooting
Dear forum monderators, please delete this topic. Thank you. -
How to use a variable from another pbo file?
Heeeere's johnny! posted a topic in DayZ Mod Troubleshooting
Hey guyz, I'm having a problem where my SQF and programming knowledge reaches its edge. In my dayz_mission.pbo, I'm trying to use a global variable (a string) which I declared and set in the dayz_server.pbo. In the Bohemia Wiki it says that global variables can be used throughout the whole computer, so what I am trying should be possible. After all my trial and error attempts, I just still don't know how. To test if it worked, I setup a hintSilent loop (like a debug monitor) to show me normal text and 2 seconds later another hintSilent with the variable. But only the first hintSilent actually appears. The second one with the variable does not. Can anyone please help me? I'd be very grateful! Have a nice play! Heeeere's Johnny! -
How to use a variable from another pbo file?
Heeeere's johnny! replied to Heeeere's johnny!'s topic in DayZ Mod Troubleshooting
Hey dude, don't apologize for a delayed answer. This is a game without which life will go on anyway. I had some PC problems the past dayz which is why I couldn't answer you. I ain't got any time at the moment. But I will let you know when I worked on the pbos again. But something which seems "unsafe" to me in the first view is this If (headShots == 100 && oldHeadShots == 99). I fear that this would be inaccurate, because this statement runs instantly when a player shoots a zombie or another player in the head. But probably the headShot counter does not update instantly and (even more important) before this statement is run and the message is sent. So, I probably wouldn't do it that way... -
How to use a variable from another pbo file?
Heeeere's johnny! replied to Heeeere's johnny!'s topic in DayZ Mod Troubleshooting
Yeah, well I already know this from the blue print I found on the web. I have those kill messages already in. But imagine I wanted to add a line saying something like: "Congratulations, that was your 100th headshot", or whatever, how would that be done? In the mission file, it would be called with "player getVariable ...". I'm asking, because I'd like to have a blue print, because I've got some ideas still, but don't really know if I could implement them because I don't know if the messages could work... -
How to use a variable from another pbo file?
Heeeere's johnny! replied to Heeeere's johnny!'s topic in DayZ Mod Troubleshooting
No. 1 - Yes, when a player logs in, I want him to be greeted with his name and some other data, which in the mission file whould be called with "player betVariable ..." No. 2 - For instane when a player gets his 100th headshot or kills a player from a certain distance (i.e. 500+ meters), he should get a hintSilent, saying that. Because I don't want, like the known kill messages, that everytime a player gets killed, it shows up. Instead I want those "special" kill messages to appear for the killer (and probably victim) only, saying the details. Is that possible? -
How to use a variable from another pbo file?
Heeeere's johnny! replied to Heeeere's johnny!'s topic in DayZ Mod Troubleshooting
Wow, do you have an instant SMS info when this thread gets updated? You replied even before I could correct my post a bit, directly after sending it. XD I now see that it's pretty much the same. It was just a bit confusing, because you used _playerID as what I called _someobject. The result after using the "owner" function will be the very "PlayerID", that's why I was a bit confused. So, if you reread my post, you will see the highlighted "individual" somewhere, which should be the answer to your question,why I don't simply send server wide messages. Additional info: "individual messages" means that every player will have different values for the same variables just like every player has a different name. That's why I cannot simply send server wide messages. So, since I had to send this little "unmissunderstanding" post, I will give a specific example of what I want to do. Just give me some minutes ... or hours. Don't know yet. -
How to use a variable from another pbo file?
Heeeere's johnny! replied to Heeeere's johnny!'s topic in DayZ Mod Troubleshooting
Hey again, sorry for the delay. I have to do some other stuff too so I can't concentrate on DayZ all the time. So, according to: https://community.bi....com/wiki/owner this "owner" thing needs to be the other way round: text = "some text"; _playerID = owner _someobject; //I don't know what _someobject can be... _playerID publicVariableClient "text"; I still don't know though, how I can send this code to every client, because as already stated, I want every player to see individual event based messages... -
How to use a variable from another pbo file?
Heeeere's johnny! replied to Heeeere's johnny!'s topic in DayZ Mod Troubleshooting
Hey dayz247, at first, I want to let you know that I really appreciate your help since you seem to be the only one paying attention to this thread. I tested a lot around, but sadly I just couldn't get it to work. To make sure, the call and stuff is correct, I just took the hull of an already existing SQF, which gives a hint on certain events. So I did the following: I wrote a small "test.sqf" and called it in the mission init.sqf right above the line saying "progressLoadingScreen 1.0;" with the following line: call compile preprocessFileLineNumbers "fixes\test.sqf"; This should be correct since did the same with the previously mentioned hint-sending sqf. The test.sqf looks the following: showText = { _i = 0; while {true} do { _i = _i + 1; _text = [] execVM "\z\addons\dayz_server\init\test_function_2.sqf"; _textT = call compile _text; hintSilent "Hint:"; Sleep 2; hintSilent parseText format ["Hint: %1",_textT]; diag_log format ["Test Function loop %1", _i]; Sleep 2; }; }; [] spawn showText; To make sure I see it's working, I made this loop with a simple text hint and 2 sec later a hint with the variable. This is what the "test_function_2.sqf" looks like: _text = "Function is running"; _text But when loading into the game it says "Script z\addons\dayz_server\init\test_function_2.sqf not found" It shows the hintSilent lines though, but when it should show the text from the foreign variable, it shows "any". So... I don't know what's wrong. Don't know any further... -
How to use a variable from another pbo file?
Heeeere's johnny! replied to Heeeere's johnny!'s topic in DayZ Mod Troubleshooting
Hey dayz247, well :(, sorry for repeating a lot here, but once more, you gave me an example of code for sending data from the mission to the server file. And once more, I want it the other way round. The server file should give parameters to the mission file. I've seen this thingy without semicolon already, didn't know what it ment though. Now, thanks to your explanation, I know. But that does still not help me since it does not solve the primary problem which is that I could not yet figure out how to send a command as a parameter to the mission file. Example: "result = _object getVariable[_variable,0];" call missionFunction; If I do this, I simply give a string to the function. So can this function somehow "remove" the quotes and actually use the function? Or can it convert a string into an executable or functional term? Or is there ANY OTHER WAY to make the missionFunction getting this line ("result = _object getVariable[_variable,0];") as an actual command line which the missionFunction can execute??? That is what I mean... I hope I made it clear enough. :rolleyes: If you need a proper example of what I mean, tell me and I'm gonna make two files (server and mission side) and comment, what actually works and what I want. Have a nice play! Heeeere's Johnny! -
How to use a variable from another pbo file?
Heeeere's johnny! replied to Heeeere's johnny!'s topic in DayZ Mod Troubleshooting
Uuuuhm, sorry if I was misunderstood, but I want it the exact other way round. The server file should give parameters to the mission file. These parameters should be functions which should NOT be executed within the server file, BUT in the mission file. For instance, the mission file has a function ("localTest.sqf") which uses the following line: _result = _object getVariable[_variable,0]; Can I "create" this line in the server file ("serverTest.sqf") and send it as a parameter to localTest, so localTest executes this very line to get the information? -
How to use a variable from another pbo file?
Heeeere's johnny! replied to Heeeere's johnny!'s topic in DayZ Mod Troubleshooting
Ok, I now know what my mistake was. In execVM line in the server_functions.sqf, I accidently called "test_functions" instead of "test_function". So now it is showing me the text I wanted as a hint. So, you helped me with the "RE", so you deserve my beans! :D What I now want to do is to give a formatted text to the function which uses information which is usually called client side (mission file). For instance variables being called by "getVariable". Otherwise, except for calling the hint directly by using "RE", I'd like to call a function located in the mission file (let's call it "mission_test.sqf") which I am giving parameters. These parameters should be commands, which are not executed when giving it to the mission_test, but which the mission_test reads and executes itself. In these terms, I am thinking about calling the mission_test with strings as parameters. Can it actually remove the quotations, so those strings get kind of "converted" into actual commands? Have a nice play! Heeeere's Johnny! -
How to use a variable from another pbo file?
Heeeere's johnny! replied to Heeeere's johnny!'s topic in DayZ Mod Troubleshooting
There are different versions of the "broadcast" function which are commented out. Plus all message functions are commented out in this version of the SQF, because I tested if it would even show up in the RPT - it doesn't. So I am assuming that something is wrong with the call/execution, because I don't get any errors in the RPT. According to https://community.bistudio.com/wiki/RE this message: [nil,nil,rHINT,"Enjoy the game."] call RE; will send a "Hint on all clients currently connected to the MP game". My message is actually similar: [nil,nil,rGLOBALCHAT,"Text: Hallo1"] call RE; I think it doesn't really matter if it's rGLOBALCHAT or rHINT. -
How to use a variable from another pbo file?
Heeeere's johnny! replied to Heeeere's johnny!'s topic in DayZ Mod Troubleshooting
Sorry, it didn't want to let me upload an SQF or zip file, so I just uploaded it to Rapidshare. The previous post was not correct. Sorry for that too. I don't know how I got that sentence down. But it is not working at all. It does not give me an error and it does not show anything in global. So, take a look at the file and see if you can do anything. Would really appreciate it! Have a nice play! Heeeere's Johnny! -
How to use a variable from another pbo file?
Heeeere's johnny! replied to Heeeere's johnny!'s topic in DayZ Mod Troubleshooting
Hmm, somehow I just can't get it to run. The past dayz, I tried to get this "call RE" to give me some text on my screen. But somehow, it just does not want to show it. What I did: I wrote a tiny function which you can take a look at here: (It won't let me upload zip or sqf files to the attachment) http://rapidshare.co...st_function.sqf I executed the function from within the server_functions.sqf in the dayz_server.pbo by adding the following line to the very bottom: ["server_functions"] execVM "\z\addons\dayz_server\init\test_functions.sqf"; EDIT: The above execVM statement contains a tiny mistake. The name of the SQF file used to be "test_function.sqf" without the ending "s". This is why it did not even start and thereby not show any error whatsoever in the RPT. The parameter "server_functions" is just so I know which function did the execution. ... again, testing purposes ... just don't care. What it does: The function simply loops the output of a text line in global chat and RPT log (for proving the function runs in case it might not show a message on the screen). In the end, it shall be a hintSilent, but for several testing purposes, I chose global here. Now, the test_function.sqf just does not want run. I don't know what I am missing. What am I doing wrong? And where exactly does this line have to be? waitUntil{!(isNil "BIS_MPF_InitDone")}; Have a nice play! Heeere's Johnny! -
How to use a variable from another pbo file?
Heeeere's johnny! replied to Heeeere's johnny!'s topic in DayZ Mod Troubleshooting
Hello again, now as I'm thinking about it, this seems to be true - my bad. BUT, if you take a look into the compiles.sqf in your local dayz_code.pbo (or evtl. in your dayz_mission.pbo), you will find a line saying: call compile preprocessFileLineNumbers "\z\addons\dayz_server\init\server_functions.sqf"; That means, a file in the dayz_server.pbo is called from within a local pbo (either dayz_code.pbo or dayz_mission.pbo). So, I wonder if I cannot set a reference like that to call a variable from one of the sqf files in there. I want to have that because I've got an anti hack SQF in the server file which logs if anyone is spawning gear or something. But I want it to show a message in global chat or as hintSilent (debug monitor) if it detects somebody, so every player can see it. player globalChat _text; obviously does not work server side, so I need to get the line (for instance as a formatted string) client side somehow. That's why I am trying this whole thing. I just have no clue how. So it would be very cool if anyone could help me. I promise my beans to the solver of this problem or to somebody who can link or connect me to somebody/something who/which can help me! Have a nice play! Heeeere's Johnny! -
Arma 2 free not on steam anymore?
Heeeere's johnny! replied to Bradparisien's topic in DayZ Mod Troubleshooting
There is no Arma 2 Demo on Steam. Also, you will not find Arma 2 Free by searching it. But since it was there once, you can still install it through Steam like stated in my previous post. I don't know what the OA demo makes it a demo, but Arma 2 Free is free, because it is (at least) missing the Singleplayer mode and HD textures. But you can play DayZ with Arma 2 Free and OA. When you're using DayZ Commander, you need to do this: At the top, click on "settings". Under "Game Directories", at "Arma2 Directory", click on "Override" and add the word "free" to the path so it looks like this: C:\Program Files (x86)\Steam\steamapps\common\arma 2 free If you don't have installed Arma 2 Free via Steam then browse for the folder it is installed in. Click on "Done" at the very bottom of the settings window. Now you can play DayZ without any problems and without having to copy the Addons folder from the Arma 2 Free directory into your OA directory. Have a nice play! Heeeere's Johnny! -
Arma 2 free not on steam anymore?
Heeeere's johnny! replied to Bradparisien's topic in DayZ Mod Troubleshooting
Hey guyz, to install Arma 2 Free, you can simply put this into your browser and run it: steam://install/107400 It will open an application dialog and you just select steam (since you won't have another option ;)). Than you just go through the installation process as usual and you're done. I know this works with Firefox. I don't know about other browser though. I believe there might be an issue with other browser not knowing what to do with that line, but I'm not sure about that. Just try it. Have a nice play! Heeeere's Johnny!