ZombieCooKie
Members-
Content Count
34 -
Joined
-
Last visited
Community Reputation
10 NeutralAbout ZombieCooKie
-
Rank
Woodland Warrior
Recent Profile Visitors
1338 profile views
-
ZombieCooKie started following cfgPlayerSpawnPoints.xml Help, Vehicles stuck in ground. Any fix ?, COmmunity online tools player files not showing and and 2 others
-
Vehicles stuck in ground. Any fix ?
ZombieCooKie replied to MetalHead2112's topic in Troubleshooting
-
Maybe the height can be 0.0. The coordinates in the code are verified to work. Never change a running system :)
-
Edited because forgot the radiator
-
COmmunity online tools player files not showing
ZombieCooKie replied to magickilla's topic in General Discussion
Just read the documentation: -
Because of the bug I decidet to spawn ready-to-drive cars on my server, so the players keep playing. There are four cars that spawn on every serverstart. If there is a car from previous start then it gets deleted before the new spawn. Just place this code at the end of the void main() in your init.c ref array<Object> nearest_objects = new array<Object>; ref array<CargoBase> proxy_cargos = new array<CargoBase>; int c_count; int c_count2; Car c_ada; TVectorArray c_positions = { "13292.6 5.99211 3987.3", "1844.24 5.71016 2121.89", "1980.96 258.426 7397.11", "12179.8 95.2326 13774.4", }; for (c_count2=0; c_count2 < c_positions.Count(); c_count2++) { GetGame().GetObjectsAtPosition ( c_positions[c_count2], 10, nearest_objects, proxy_cargos ); for (c_count = 0; c_count < nearest_objects.Count(); c_count++) { if (nearest_objects.Get(c_count).IsKindOf("CarScript")) { c_ada = Car.Cast(nearest_objects[c_count]); GetGame().ObjectDelete(c_ada); } } c_ada = Car.Cast(GetGame().CreateObject( "OffroadHatchback", c_positions[c_count2], false, true, true )); c_ada.GetInventory().CreateAttachment("HatchbackHood"); c_ada.GetInventory().CreateAttachment("HatchbackTrunk"); c_ada.GetInventory().CreateAttachment("HatchbackDoors_CoDriver"); c_ada.GetInventory().CreateAttachment("HatchbackWheel"); c_ada.GetInventory().CreateAttachment("HatchbackWheel"); c_ada.GetInventory().CreateAttachment("HatchbackWheel"); c_ada.GetInventory().CreateAttachment("HatchbackWheel"); c_ada.GetInventory().CreateAttachment("SparkPlug"); c_ada.GetInventory().CreateAttachment("EngineBelt"); c_ada.GetInventory().CreateAttachment("CarRadiator"); c_ada.GetInventory().CreateAttachment("CarBattery"); c_ada.Fill( CarFluid.FUEL, c_ada.GetFluidCapacity( CarFluid.FUEL ) ); c_ada.Fill( CarFluid.OIL, c_ada.GetFluidCapacity( CarFluid.OIL ) ); c_ada.Fill( CarFluid.BRAKE, c_ada.GetFluidCapacity( CarFluid.BRAKE ) ); c_ada.Fill( CarFluid.COOLANT, c_ada.GetFluidCapacity( CarFluid.COOLANT ) ); } The positions are Cernaya Polana, Myshkino, Kamenka and the houses on the street near Krutoy Cap. You can edit the positions in the code. Hope that helps to keep players playing.
-
This works. Thank you :)
-
I want to send message to players with survivor in name. I need the correct syntax for the if section. if (player.GetIdentity().GetName() contains? "Survivor") { ... }
-
Need help with spawn points I have custom spawn points inside an area, but somtimes the player spawns outside. I think the problem is located in <spawn_params> but I don't know the meaning of this... <spawn_params> <min_dist_zombie>10.0</min_dist_zombie> <max_dist_zombie>30.0</max_dist_zombie> <min_dist_player>10.0</min_dist_player> <max_dist_player>30.0</max_dist_player> <min_dist_static>0.5</min_dist_static> <max_dist_static>2.0</max_dist_static> </spawn_params>
-
-
Nothing is wrong. This is a pvp zone, so you have to stay there. If you leave the zone you get damage.
-
The script above doesn't work standalone.
-
Put everything in the init.c
-
You can do this with BEC Scheduler http://ibattle.org/ http://ibattle.org/install-and-configure/setting-up-the-scheduler/
-
So, I installed it on my server and it works as expected. Please note the added COMMENTS (Translation by google) static vector zonepvp_pos1 = {5231.25, 0, 9820.31};// point1 static vector zonepvp_pos2 = {2321.25, 0, 8452.31};// point2 override void OnInit() { GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(NumPLayersOnServer, 60000, true); // 10 min // DOES NOT BELONG TO PVP ZONE!!! super.OnInit(); GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(CheckPVPZone, 5000, true); //pvp //CHANGED TO 5 SECONDS TO AVOID SERVER STRESS } void CheckPVPZone()//pvp { bool in_zone1 = true; bool in_zone2 = true; ref array<Man> players = new array<Man>; GetGame().GetPlayers( players ); if ( players.Count() > 0 ) { for ( int i = 0; i < players.Count(); i++ ) { PlayerBase player; Class.CastTo(player, players.Get(i)); float dist1 = vector.Distance(player.GetPosition(),zonepvp_pos1); float dist2 = vector.Distance(player.GetPosition(),zonepvp_pos2); if (dist1 > 346) in_zone1 = false; //DISTANCE ZONE 1 if (dist2 > 346) in_zone2 = false;// DISTANCE ZONE 2 if(!in_zone1 && !in_zone2) //distance from the center to the player, from where the player will receive warnings and damage { float newHeal = player.GetHealth("", "") - 5; //5 - this is damage to the player //CHANGED TO 5 BECAUSE OF TIME-CHANGE ABOVE player.SetHealth("", "", newHeal); string messPlayers = "Hey, you (" + player.GetIdentity().GetName() + ") go back, and then is healthy!"; Param1<string> m_MessageParam = new Param1<string>(messPlayers); GetGame().RPCSingleParam(player, ERPCs.RPC_USER_ACTION_MESSAGE, m_MessageParam, true, player.GetIdentity()); } } } }