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Mostabdel

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Everything posted by Mostabdel

  1. Mostabdel

    Names of items & their weight

    where I can find the names of the items and their weight so that I can make changes
  2. Mostabdel

    Names of items & their weight

    i mean file in game not like this :p
  3. Mostabdel

    Color of the messages

    Hi all. i have make this message to show me how many player in my server every 5 minutes and i like Colored it. can i make this code to color it ?!!! const int RED = 0xFF0000; const int CYAN = 0x00FFFF; const int GRAY = 0xBEBEBE; const int GREEN = 0x00FF00; const int PURPLE = 0xA020F0; const int YELLOW = 0xFFFF00; const int ORANGE = 0xFFA500; const int BLUE = 0x0000FF; const int BLACK = 0x000000; const int BROWN = 0xA52A2A; const int WHITE = 0xFFFFFF;
  4. Mostabdel

    Help Stamina

    what mean this ? const float STAMINA_WEIGHT_LIMIT_THRESHOLD = 5000; //! in grams (weight where the player is not penalized by stamina) and how I can reduce the weight of the items.
  5. Mostabdel

    Stamina how change it

    Comment puis-je changer d'endurance maintenant après la mise à jour de la bêta? changer ou avoir de l'endurance?
  6. Mostabdel

    Need Help With Scripts

    i make this in init.c //keep the goddamn init clean you FUCKS! #include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\ScriptedMods\\DayZSurvival.c" Mission CreateCustomMission(string path) { return new DayZSurvival(); } void main() { Weather weather = g_Game.GetWeather(); weather.GetOvercast().SetLimits( 0.0 , 1.0 ); weather.GetRain().SetLimits( 0.0 , 1.0 ); weather.GetFog().SetLimits( 0.0 , 0.25 ); weather.GetOvercast().SetForecastChangeLimits( 0.0, 0.2 ); weather.GetRain().SetForecastChangeLimits( 0.0, 0.1 ); weather.GetFog().SetForecastChangeLimits( 0.15, 0.45 ); weather.GetOvercast().SetForecastTimeLimits( 1800 , 1800 ); weather.GetRain().SetForecastTimeLimits( 600 , 600 ); weather.GetFog().SetForecastTimeLimits( 1800 , 1800 ); weather.GetOvercast().Set( Math.RandomFloatInclusive(0.0, 0.3), 0, 0); weather.GetRain().Set( Math.RandomFloatInclusive(0.0, 0.2), 0, 0); weather.GetFog().Set( Math.RandomFloatInclusive(0.0, 0.1), 0, 0); weather.SetWindMaximumSpeed(15); weather.SetWindFunctionParams(0.1, 0.3, 50); } and this in DayZSurvival.c class DayZSurvival : MissionServer { // Called within class as extentions NOT class mainscope DO NOT DEFINE CLASS IN FILE! #include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\ScriptedMods\\BuildingSpawner.c" #include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\ScriptedMods\\MOTDMessages.c" //Custom MOTD fucns #include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\ScriptedMods\\SafeZoneFunctions.c" //Safe zone script #include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\ScriptedMods\\AdminTool\\AdminTool.c" //Adds other voids to class (so this .c file stays a little more clean) #include "$CurrentDir:\\mpmissions\\dayzOffline.ChernarusPlus\\plugins\\AirDrop.c" string SelectedPos; string m_LoadoutsPath = "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\ScriptedMods\\LoadOuts\\"; string m_AdminListPath = "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\ScriptedMods\\"; ref TStringArray LoadoutCatagories = {"Bags","Gloves","Vests","Tops","Pants","Boots","HeadGear"}; //Add any new catagories here, make sure the name matches everywhere used including file ref TStringArray Bags = {}; ref TStringArray Gloves = {}; ref TStringArray Vests = {}; ref TStringArray Tops = {}; ref TStringArray Pants = {}; ref TStringArray Boots = {}; ref TStringArray HeadGear = {}; ref map<string,string> PoweredOptics = new map<string,string>; //Type of optics, type of battery bool m_VanillaLoadouts; bool m_SpawnArmed; bool m_StaminaStatus; bool m_SafeZone; bool m_CustomBuildings; float m_LogInTimerLength; override void OnPreloadEvent(PlayerIdentity identity, out bool useDB, out vector pos, out float yaw, out int queueTime) { if (GetHive()) { // Preload data on client by character from database useDB = true; queueTime = m_LogInTimerLength; } else { // Preload data on client without database useDB = false; pos = "1189.3 0.0 5392.48"; yaw = 0; queueTime = 5; } } override void TickScheduler(float timeslice) { GetGame().GetWorld().GetPlayerList(m_Players); if( m_Players.Count() == 0 ) return; for(int i = 0; i < SCHEDULER_PLAYERS_PER_TICK; i++) { if(m_currentPlayer >= m_Players.Count() ) { m_currentPlayer = 0; } PlayerBase currentPlayer = PlayerBase.Cast(m_Players.Get(m_currentPlayer)); if (m_StaminaStatus) { currentPlayer.GetStatStamina().Set(1000); } if (m_SafeZone) { SafeZoneHandle(currentPlayer); } //Check if player is near safezone currentPlayer.OnTick(); m_currentPlayer++; } } override PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName) { Entity playerEnt; playerEnt = GetGame().CreatePlayer(identity, characterName, pos, 0, "NONE"); Class.CastTo(m_player, playerEnt); GetGame().SelectPlayer(identity, m_player); return m_player; } void ConstructLoadouts(bool update) { if (update) { Bags.Clear(); Gloves.Clear(); Vests.Clear(); Tops.Clear(); Pants.Clear(); Boots.Clear(); HeadGear.Clear(); } for ( int i = 0; i < LoadoutCatagories.Count(); ++i ) { string currentCatagory = LoadoutCatagories.Get(i); string checkEmpty; FileHandle currentFile = OpenFile(m_LoadoutsPath + currentCatagory + ".txt", FileMode.READ); if (currentFile != 0) { FGets(currentFile,checkEmpty); if (checkEmpty != "") { string line_content = ""; while ( FGets(currentFile,line_content) > 0 ) { switch(currentCatagory) { case "Bags": Bags.Insert(line_content); break; case "Gloves": Gloves.Insert(line_content); break; case "Vests": Vests.Insert(line_content); break; case "Tops": Tops.Insert(line_content); break; case "Pants": Pants.Insert(line_content); break; case "Boots": Boots.Insert(line_content); break; case "HeadGear": HeadGear.Insert(line_content); break; } } } CloseFile(currentFile); } } } override void OnInit() { Hive ce = CreateHive(); if (ce) ce.InitOffline(); //--------------- #include "$CurrentDir:\\mpmissions\\dayzOffline.chernarusplus\\ModSettings.c" //Read mod settings //-----Add Admins from txt----- FileHandle AdminUIDSFile = OpenFile(m_AdminListPath + "Admins.txt", FileMode.READ); if (AdminUIDSFile != 0) { string line_content = ""; while ( FGets(AdminUIDSFile,line_content) > 0 ) { m_AdminList.Insert(line_content,"null"); //UID , NAME Print("Adding Admin: "+ line_content + " To the Admin List!"); } CloseFile(AdminUIDSFile); } //----------- GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(this.PlayerCounter, 110000, true); //Default 120000 2 mins Looped GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(this.CustomMOTD, TIME_INTERVAL, true); //Default 120000 2 mins Looped //---------------------------------- AdminTool(); //Call for admin tool scripts if (m_CustomBuildings) { BuildingSpawner(); } //Spawn for custom buildings ConstructLoadouts(false); //Read and construct loadouts Array from files. //---------------------------------- //----------------------------- PoweredOptics.Insert("m4_carryhandleoptic",""); PoweredOptics.Insert("buisoptic",""); PoweredOptics.Insert("M68Optic","Battery9V"); PoweredOptics.Insert("m4_t3nrdsoptic","Battery9V"); PoweredOptics.Insert("fnp45_mrdsoptic","Battery9V"); PoweredOptics.Insert("crossbow_redpointoptic","Battery9V"); PoweredOptics.Insert("reflexoptic","Battery9V"); PoweredOptics.Insert("acogoptic",""); PoweredOptics.Insert("puscopeoptic",""); PoweredOptics.Insert("kashtanoptic",""); PoweredOptics.Insert("huntingoptic",""); PoweredOptics.Insert("pistoloptic",""); PoweredOptics.Insert("pso1optic",""); PoweredOptics.Insert("pso11optic","Battery9V"); PoweredOptics.Insert("grozaoptic",""); PoweredOptics.Insert("kobraoptic","Battery9V"); //----------------------------- } void GlobalMessage(int Channel, string Message) { if (Message != "") { GetGame().ChatPlayer(Channel,Message); } } void PlayerCounter() { array<Man> players = new array<Man>; GetGame().GetPlayers( players ); int numbOfplayers = players.Count(); GlobalMessage(3,"Online Players: "+ numbOfplayers.ToString()); } void SpawnGunIn(PlayerBase player, string item = "", bool isMainGun = true, TStringArray attachments = NULL, TStringArray Extras = NULL) { ItemBase itemAI; EntityAI myAttachmentAI; ItemBase myAttachmentIB; EntityAI ExtraEntity; ItemBase magEntity; if (isMainGun) { if ( item != "" ) { itemAI = player.GetHumanInventory().CreateInHands( item ); Weapon_Base wpn = Weapon_Base.Cast(itemAI); player.SetQuickBarEntityShortcut(itemAI, 2, true); //Puts gun on hotkey 3 if ( attachments != NULL && attachments.Count() > 0 ) { for (int i = 0; i < attachments.Count(); ++i) { myAttachmentAI = itemAI.GetInventory().CreateInInventory( attachments.Get(i) ); if (PoweredOptics.Contains(attachments.Get(i))) { myAttachmentAI.GetInventory().CreateInInventory( "Battery9V" ); } } } if ( Extras != NULL && Extras.Count() > 0 ) { for (int ii = 0; ii < Extras.Count(); ++ii) { if (GetGame().IsKindOf( Extras.Get(ii), "Magazine_Base") && ! (GetGame().IsKindOf( Extras.Get(ii), "Ammunition_Base")) ) { magEntity = player.GetHumanInventory().CreateInInventory(Extras.Get(ii)); Magazine mag = Magazine.Cast(magEntity); player.GetWeaponManager().AttachMagazine(mag); ExtraEntity = player.GetInventory().CreateInInventory( Extras.Get(ii) ); player.SetQuickBarEntityShortcut(ExtraEntity, 0, true); //Puts main weapons mag on hotkey 1 } else { ExtraEntity = player.GetInventory().CreateInInventory( Extras.Get(ii) ); } } } } } else { //For Pistols/Secondary that spawn in inevntory if ( item != "" ) { itemAI = player.GetHumanInventory().CreateInInventory( item ); player.SetQuickBarEntityShortcut(itemAI, 3, true); //Puts the Secondary weapon on hotkey 4 if ( attachments != NULL && attachments.Count() > 0 ) { myAttachmentAI; myAttachmentIB; for (int iz = 0; iz < attachments.Count(); ++iz) { myAttachmentIB = itemAI.GetInventory().CreateAttachment( attachments.Get(iz) ); if (PoweredOptics.Contains(attachments.Get(iz))) { myAttachmentIB.GetInventory().CreateInInventory( "Battery9V" ); } } } if ( Extras != NULL && Extras.Count() > 0 ) { for (int ip = 0; ip < Extras.Count(); ++ip) { if (GetGame().IsKindOf( Extras.Get(ip), "Magazine_Base") && ! (GetGame().IsKindOf( Extras.Get(ip), "Ammunition_Base")) ) { ExtraEntity = player.GetInventory().CreateInInventory( Extras.Get(ip) ); player.SetQuickBarEntityShortcut(ExtraEntity, 1, true); //Puts the mag for the secondary on hotkey 2 } else { ExtraEntity = player.GetInventory().CreateInInventory( Extras.Get(ip) ); } } } } } } override void StartingEquipSetup(PlayerBase player, bool clothesChosen) { EntityAI EntityRifle; ItemBase itemRifle; EntityAI EntityPistol; ItemBase itemPistol; ItemBase itemBs; EntityAI itemEnt; if (m_VanillaLoadouts) { itemEnt = player.GetInventory().CreateInInventory( "Rag" ); itemBs = ItemBase.Cast(itemEnt); itemBs.SetQuantity(6); } else { player.RemoveAllItems(); //Edit loadouts Via the LOADOUTS folder in ScriptedMods folder! //If you wish for an item from a specific catagory to not be spawned just hash out this part:: player.GetInventory().CreateInInventory( Bags.GetRandomElement() ); if (Bags.Count() > 0) { player.GetInventory().CreateInInventory( Bags.GetRandomElement() ); } if (Gloves.Count() > 0) { player.GetInventory().CreateInInventory( Gloves.GetRandomElement() ); } if (Vests.Count() > 0) { player.GetInventory().CreateInInventory( Vests.GetRandomElement() ); } if (Tops.Count() > 0) { player.GetInventory().CreateInInventory( Tops.GetRandomElement() ); } if (Pants.Count() > 0) { player.GetInventory().CreateInInventory( Pants.GetRandomElement() ); } if (Boots.Count() > 0) { player.GetInventory().CreateInInventory( Boots.GetRandomElement() ); } if (HeadGear.Count() > 0) { player.GetInventory().CreateInInventory( HeadGear.GetRandomElement() ); } player.GetInventory().CreateInInventory( "Battery9V" ); itemEnt = player.GetInventory().CreateInInventory( "Rag" ); itemBs = ItemBase.Cast(itemEnt); itemBs.SetQuantity(6); player.SetQuickBarEntityShortcut(itemBs, 0, true); } if (m_SpawnArmed) { //Gun spawner Handle //SpawnGunIn( PlayerBase player, string ClassName, bool isPrimary, TstringArray Attachments, TstringArray Extras) NOTE: Set bool to 'true' IF weapon was primary int oRandValue = Math.RandomIntInclusive(0,2); switch(oRandValue.ToString()) { case "0": SpawnGunIn( player , "fnx45", true, {"fnp45_mrdsoptic","PistolSuppressor"},{"mag_fnx45_15rnd","mag_fnx45_15rnd","ammo_45acp","ammo_45acp"} ); break; case "1": SpawnGunIn( player , "CZ75", true, {"PistolSuppressor"} , {"Mag_CZ75_15Rnd","Mag_CZ75_15Rnd","ammo_9x19","ammo_9x19"} ); break; case "2": SpawnGunIn( player , "makarovij70", true, {"PistolSuppressor"} , {"mag_ij70_8rnd","mag_ij70_8rnd","ammo_380","ammo_380"} ); break; } } } }; ref AirDrop AirDropClass; // Class definition void CustomMission() { AirDropClass = new AirDrop; } float TimerSlice; // Timeslice override void OnUpdate( float timeslice ) { super.OnUpdate( timeslice ); // FPS Fix TimerSlice += timeslice; if (TimerSlice >= AirDropClass.TimesliceMultiplyier) { AirDropClass.CreateAirDrop(); TimerSlice = 0; } } }; Mission CreateCustomMission(string path) { return new CustomMission(); } void OnClientRespawnEvent(PlayerIdentity identity, PlayerBase player) { // note: player is now killed in db right after the actual kill happens /*if (GetHive() && player) { GetHive().CharacterKill(player); }*/ if(player) { if (player.IsUnconscious() || player.IsRestrained()) { // kill character player.SetHealth("", "", 0.0); } GetGame().ObjectDelete( player ); } } and i like to add this. where i can make it ? } override void StartingEquipSetup(PlayerBase player, bool clothesChosen) { /* player.RemoveAllItems(); EntityAI item = player.GetInventory().CreateInInventory(topsArray.GetRandomElement()); EntityAI item2 = player.GetInventory().CreateInInventory(pantsArray.GetRandomElement()); EntityAI item3 = player.GetInventory().CreateInInventory(shoesArray.GetRandomElement()); */ EntityAI itemEnt; ItemBase itemBs; itemEnt = player.GetInventory().CreateInInventory("Rag"); itemBs = ItemBase.Cast(itemEnt); itemBs.SetQuantity(6); itemEnt = player.GetInventory().CreateInInventory("HuntingKnife"); itemBs = ItemBase.Cast(itemEnt); itemEnt = player.GetInventory().CreateInInventory("SodaCan_Cola"); itemBs = ItemBase.Cast(itemEnt); itemEnt = player.GetInventory().CreateInInventory("PeachesCan"); itemBs = ItemBase.Cast(itemEnt); } help me pls. thx !!!
  7. Mostabdel

    serverTimeAcceleration

    how can i make TimeAcceleration on my server to have 2H 30M day and 30M Night ? my server restart Every 03 Houres serverTimeAcceleration=8; ?
  8. Mostabdel

    serverTimeAcceleration

    and if i like to make it for last 10 minutes before the restart how i can make it ?!!!
  9. Mostabdel

    Stamina how change it

    thx man
  10. Mostabdel

    No File Scripts PBO ?

    Hi. I saw after the last update that the Addons folder does not support the Scripts File.PBO so can't change the stamina, hunger and thirst. as someone is aware of this or do we have to wait for another update?
  11. Hello, I noticed that after the last update that the airdrope scipt no longer works? someone can help me with that. Another procupation is that messages on the server start with an S is normal? Thank you for answering me. The Message : motd[] = {" Join As In Our Team Speack: civilisation3.fr:9988 "," La Marianne Restart Every 03H ","FACEBOOK : Dayz-standalone-la-marianne "," YOUTUBE : Tv LA MARIANNE ! dayz! Le Clan [REVO] "," La Marianne [DM-PVP] Server : 145.239.5.50:2402 "}; // Message of the day displayed in the in-game chat. and how i can make it with color thx.
  12. Mostabdel

    No File Scripts PBO ?

    mais ils changent tous les noms d'objets et d'armes afin que les scripts ne soient pas nécessaires
  13. Mostabdel

    Kill Feed

    and now we dont see the PBO Scripts its dont work or what ? in file Addons in dayz
  14. Mostabdel

    Kill Feed

    give me the code of color pls. its for PHP or HTML.
  15. Mostabdel

    Kill Feed

    and whene i make make this scripts show me all the steps pls to have deathmessages in color thx
  16. Mostabdel

    New update ? Problems

    Salut Je vois dans le fichier Types.xml et je ne trouve pas de nouveaux éléments. pas de tente. pas de barrel. pas de nouveaux articles pour la construction des bases. sa est arrivé à moi ou sa pour tous?
  17. Mostabdel

    New update ? Problems

    i speak about the Types.xml the file dont jave new items i can add any items i want but where are the the new item lol there are update no ? for basse building and cars sow where are all items. and for you Sitiel i have the same problem i reinstall my server and its work now. im with Vilayer i dont know you are with witch heberger.
  18. Mostabdel

    Dayz server crashes after update

    the same problem with windows 10 lol
  19. Mostabdel

    Persistance & Loot

    i have problems in my server. the persistance dont work like barrel and SeaChest after restart delete?!!. and For Loot i think so there are few loot in my server or The Loot have bad distribution. who can help me with this thx for you all. and what is mean this : <value name="Tier1"/> <value name="Tier2"/> <value name="Tier3"/> <value name="Tier4"/>
  20. Mostabdel

    Persistance & Loot

    thx i make it and i will see if that work. thx man.
  21. Mostabdel

    Persistance & Loot

    thx but how i can make persistance in my server. Barrel was deleted after restart its normal ? !!! lif of bareel i make 388800
  22. Mostabdel

    Kill Feed

    how i can change the color of the message and adedd distance and weapon pls thx give me script for this thx
  23. Mostabdel

    Safe Zones

    sow what i can do ? show me
  24. Mostabdel

    Need Help With Scripts

    oui je bac mais erreur avec airdrop ligne this is the script of aidrop class AirDrop { /* ### ### ### ### ### ### ### ### */ /* DayZ 0.63 AirDrop plugin by mov3ax / mov3ax.pro */ /* ### ### ### ### ### ### ### ### */ void AirDrop() { } void ~AirDrop() { } /* ### ### ### ### ### ### ### ### */ /* Configuration of plugin */ /* ### ### ### ### ### ### ### ### */ bool EnableAirdrops = true; // Main switch float TimesliceMultiplyier = 0.01; // Timeslice multiplyier, default value is 0.01 (60 FPS) float AirPlaneSpeed = 0.25; // Airplane fly speed float AirPlaneHeight = 300; // Airplane fly height float AirDropFallSpeed = 0.2; // Airdrop fall speed // 600 Seconds = 10 Minutes float TicksTimerFromStart = 1800 / TimesliceMultiplyier; // How much time will pass from the server start to first airdrop bool PrintInformationMessages = true; // Show in chat when airplane flew out and when airdrop is landed bool PrintInformationCoordinates = true; // Show in chat coordinates where airdrop is landed // 36000 Seconds = 1 Hour float RemoveTime = 1800 / TimesliceMultiplyier; // After how much time airplane and loot will be removed and new airplane will be spawned bool SpawnZombie = true; // Spawn zombie near airdrop when landed bool ShowSignal = true; // Show smoke signal when airdrop landed float RandomBoundsMin = 5; // Airdrop drop bounds min float RandomBoundsMax = 10; // Airdrop drop bounds max bool PrintDebugMessages = false; // Show debug messages (Debug) bool DropOnStart = false; // Drop airdrop instantly after airplane (Debug) bool TeleportDebug = false; // Teleport to airplane and airdrop during flight (Debug) /* ### ### ### ### ### ### ### ### */ /* Local variables */ /* ### ### ### ### ### ### ### ### */ vector m_AirPlaneFixedPosition; // Local variable vector m_DropPos; // Local variable Object m_AirPlane; // Global airplane object Object m_AirDrop; // Glbal airdrop container object Object m_Platform; // Glbal airdrop container object EntityAI m_AirDropLoot; // Airdrop container body ItemBase m_AirDropBase; // Airdrop container base Particle DropEffect; // Airdrop land particle effect Particle SignalEffect; // Airdrop land particle effect vector RandomRotOrientation; // Local variable EntityAI PhysicsBody; // Local variable float RandomRot = 0; // Default random rotation variable float RandomTime = 100; // Default random drop variable float Delay = 0; // Local variable for security float Ground; // Local variable for security int AirDropTime = 0; // Local variable int AirTimer = 0; // Local variable int RemoveTimer = 0; // Local variable bool RayReady = true; // Local variable bool TimerPassed = false; // Local variable bool AirPassed = false; // Local variable bool RemovePased = false; // Local variable bool DropTime = false; // Local variable bool PassTime = false; // Local variable /* ### ### ### ### ### ### ### ### */ /* Global functions */ /* ### ### ### ### ### ### ### ### */ // Send message in global chat void SendMessage(string message) { ref array<Man> players = new array<Man>; GetGame().GetPlayers( players ); for ( int i = 0; i < players.Count(); i++ ) { PlayerBase player1; Class.CastTo(player1, players.Get(i)); Param1<string> m_AirTimer = new Param1<string>(message); GetGame().RPCSingleParam(player1, ERPCs.RPC_USER_ACTION_MESSAGE, m_AirTimer, true, player1.GetIdentity()); } } // Teleport all players to position, debug void SendPos(vector pos) { ref array<Man> players = new array<Man>; GetGame().GetPlayers( players ); for ( int i = 0; i < players.Count(); i++ ) { PlayerBase player1; Class.CastTo(player1, players.Get(i)); player1.SetPosition(pos); } } /* ### ### ### ### ### ### ### ### */ /* Configuration of loot and spawn points */ /* ### ### ### ### ### ### ### ### */ // Random Loot Presets string GetRandomLoot() { TStringArray loot = { "LandMineTrap", "Marmalade", "GhillieSuit_Tan", "M4A1", "PlateCarrierComplete", "BalaclavaMask_Blackskull", "GorkaHelmetComplete", "BallisticHelmet_Green", "Suppressor_East", "GhillieBushrag_Tan", "M4_Suppressor", "AK_Suppressor", "AK_Bayonet", "M9A1_Bayonet", "RDG2SmokeGrenade_Black", "RDG2SmokeGrenade_White", "Mag_AKM_Drum75Rnd", "Mag_STANAGCoupled_30Rnd", }; return loot.GetRandomElement(); } // Generating random airdrop position from list // You can get coordinates using debug monitor or this map https://dayz.ginfo.gg/ vector GetAirPlanePos() { TVectorArray positions = { "3559 0 7238", "5088 0 2379", "7971 0 9030", "4716 0 9974", "11990 0 12498", }; vector what = positions.GetRandomElement(); what[1] = AirPlaneHeight; return what; } /* ### ### ### ### ### ### ### ### */ /* Zombie spawn list */ /* ### ### ### ### ### ### ### ### */ TStringArray WorkingZombieClasses() { return { "ZmbM_HermitSkinny_Base","ZmbM_HermitSkinny_Beige","ZmbM_HermitSkinny_Black","ZmbM_HermitSkinny_Green", "ZmbM_HermitSkinny_Red","ZmbM_FarmerFat_Base","ZmbM_FarmerFat_Beige","ZmbM_FarmerFat_Blue","ZmbM_FarmerFat_Brown", "ZmbM_FarmerFat_Green","ZmbF_CitizenANormal_Base","ZmbF_CitizenANormal_Beige","ZmbF_CitizenANormal_Brown", "ZmbF_CitizenANormal_Blue","ZmbM_CitizenASkinny_Base","ZmbM_CitizenASkinny_Blue","ZmbM_CitizenASkinny_Brown", "ZmbM_CitizenASkinny_Grey","ZmbM_CitizenASkinny_Red","ZmbM_CitizenBFat_Base","ZmbM_CitizenBFat_Blue","ZmbM_CitizenBFat_Red", "ZmbM_CitizenBFat_Green","ZmbF_CitizenBSkinny_Base","ZmbF_CitizenBSkinny","ZmbM_PrisonerSkinny_Base","ZmbM_PrisonerSkinny", "ZmbM_FirefighterNormal_Base","ZmbM_FirefighterNormal","ZmbM_FishermanOld_Base","ZmbM_FishermanOld_Blue","ZmbM_FishermanOld_Green", "ZmbM_FishermanOld_Grey","ZmbM_FishermanOld_Red","ZmbM_JournalistSkinny_Base","ZmbM_JournalistSkinny","ZmbF_JournalistNormal_Base", "ZmbF_JournalistNormal_Blue","ZmbF_JournalistNormal_Green","ZmbF_JournalistNormal_Red","ZmbF_JournalistNormal_White", "ZmbM_ParamedicNormal_Base","ZmbM_ParamedicNormal_Blue","ZmbM_ParamedicNormal_Green","ZmbM_ParamedicNormal_Red", "ZmbM_ParamedicNormal_Black","ZmbF_ParamedicNormal_Base","ZmbF_ParamedicNormal_Blue","ZmbF_ParamedicNormal_Green", "ZmbF_ParamedicNormal_Red","ZmbM_HikerSkinny_Base","ZmbM_HikerSkinny_Blue","ZmbM_HikerSkinny_Green","ZmbM_HikerSkinny_Yellow", "ZmbF_HikerSkinny_Base","ZmbF_HikerSkinny_Blue","ZmbF_HikerSkinny_Grey","ZmbF_HikerSkinny_Green","ZmbF_HikerSkinny_Red", "ZmbM_HunterOld_Base","ZmbM_HunterOld_Autumn","ZmbM_HunterOld_Spring","ZmbM_HunterOld_Summer","ZmbM_HunterOld_Winter", "ZmbF_SurvivorNormal_Base","ZmbF_SurvivorNormal_Blue","ZmbF_SurvivorNormal_Orange","ZmbF_SurvivorNormal_Red", "ZmbF_SurvivorNormal_White","ZmbM_SurvivorDean_Base","ZmbM_SurvivorDean_Black","ZmbM_SurvivorDean_Blue","ZmbM_SurvivorDean_Grey", "ZmbM_PolicemanFat_Base","ZmbM_PolicemanFat","ZmbF_PoliceWomanNormal_Base","ZmbF_PoliceWomanNormal","ZmbM_PolicemanSpecForce_Base", "ZmbM_PolicemanSpecForce","ZmbM_SoldierNormal_Base","ZmbM_SoldierNormal","ZmbM_usSoldier_normal_Base", "ZmbM_usSoldier_normal_Woodland","ZmbM_usSoldier_normal_Desert","ZmbM_CommercialPilotOld_Base","ZmbM_CommercialPilotOld_Blue", "ZmbM_CommercialPilotOld_Olive","ZmbM_CommercialPilotOld_Brown","ZmbM_CommercialPilotOld_Grey","ZmbM_PatrolNormal_Base", "ZmbM_PatrolNormal_PautRev","ZmbM_PatrolNormal_Autumn","ZmbM_PatrolNormal_Flat","ZmbM_PatrolNormal_Summer","ZmbM_JoggerSkinny_Base", "ZmbM_JoggerSkinny_Blue","ZmbM_JoggerSkinny_Green","ZmbM_JoggerSkinny_Red","ZmbF_JoggerSkinny_Base","ZmbF_JoggerSkinny_Blue", "ZmbF_JoggerSkinny_Brown","ZmbF_JoggerSkinny_Green","ZmbF_JoggerSkinny_Red","ZmbM_MotobikerFat_Base","ZmbM_MotobikerFat_Beige", "ZmbM_MotobikerFat_Black","ZmbM_MotobikerFat_Blue","ZmbM_VillagerOld_Base","ZmbM_VillagerOld_Blue","ZmbM_VillagerOld_Green", "ZmbM_VillagerOld_White","ZmbM_SkaterYoung_Base","ZmbM_SkaterYoung_Blue","ZmbM_SkaterYoung_Brown","ZmbM_SkaterYoung_Green", "ZmbM_SkaterYoung_Grey","ZmbF_SkaterYoung_Base","ZmbF_SkaterYoung_Brown","ZmbF_SkaterYoung_Striped","ZmbF_SkaterYoung_Violet", "ZmbF_DoctorSkinny_Base","ZmbF_DoctorSkinny","ZmbF_BlueCollarFat_Base","ZmbF_BlueCollarFat_Blue","ZmbF_BlueCollarFat_Green", "ZmbF_BlueCollarFat_Red","ZmbF_BlueCollarFat_White","ZmbF_MechanicNormal_Base","ZmbF_MechanicNormal_Beige","ZmbF_MechanicNormal_Green", "ZmbF_MechanicNormal_Grey","ZmbF_MechanicNormal_Orange","ZmbM_MechanicSkinny_Base","ZmbM_MechanicSkinny_Blue","ZmbM_MechanicSkinny_Grey", "ZmbM_MechanicSkinny_Green","ZmbM_MechanicSkinny_Red","ZmbM_ConstrWorkerNormal_Base","ZmbM_ConstrWorkerNormal_Beige", "ZmbM_ConstrWorkerNormal_Black","ZmbM_ConstrWorkerNormal_Green","ZmbM_ConstrWorkerNormal_Grey","ZmbM_HeavyIndustryWorker_Base", "ZmbM_HeavyIndustryWorker","ZmbM_OffshoreWorker_Base","ZmbM_OffshoreWorker_Green","ZmbM_OffshoreWorker_Orange","ZmbM_OffshoreWorker_Red", "ZmbM_OffshoreWorker_Yellow","ZmbF_NurseFat_Base","ZmbF_NurseFat","ZmbM_HandymanNormal_Base","ZmbM_HandymanNormal_Beige", "ZmbM_HandymanNormal_Blue","ZmbM_HandymanNormal_Green","ZmbM_HandymanNormal_Grey","ZmbM_HandymanNormal_White","ZmbM_DoctorFat_Base", "ZmbM_DoctorFat","ZmbM_Jacket_Base","ZmbM_Jacket_beige","ZmbM_Jacket_black","ZmbM_Jacket_blue","ZmbM_Jacket_bluechecks", "ZmbM_Jacket_brown","ZmbM_Jacket_greenchecks","ZmbM_Jacket_grey","ZmbM_Jacket_khaki","ZmbM_Jacket_magenta","ZmbM_Jacket_stripes", "ZmbF_PatientOld_Base","ZmbF_PatientOld","ZmbM_PatientSkinny_Base","ZmbM_PatientSkinny","ZmbF_ShortSkirt_Base","ZmbF_ShortSkirt_beige", "ZmbF_ShortSkirt_black","ZmbF_ShortSkirt_brown","ZmbF_ShortSkirt_green","ZmbF_ShortSkirt_grey","ZmbF_ShortSkirt_checks", "ZmbF_ShortSkirt_red","ZmbF_ShortSkirt_stripes","ZmbF_ShortSkirt_white","ZmbF_ShortSkirt_yellow","ZmbF_VillagerOld_Base", "ZmbF_VillagerOld_Blue","ZmbF_VillagerOld_Green","ZmbF_VillagerOld_Red","ZmbF_VillagerOld_White","ZmbM_Soldier","ZmbM_SoldierAlice", "ZmbM_SoldierHelmet","ZmbM_SoldierVest","ZmbM_SoldierAliceHelmet","ZmbM_SoldierVestHelmet","ZmbF_MilkMaidOld_Base", "ZmbF_MilkMaidOld_Beige","ZmbF_MilkMaidOld_Black","ZmbF_MilkMaidOld_Green","ZmbF_MilkMaidOld_Grey","ZmbM_priestPopSkinny_Base", "ZmbM_priestPopSkinny","ZmbM_ClerkFat_Base","ZmbM_ClerkFat_Brown","ZmbM_ClerkFat_Grey","ZmbM_ClerkFat_Khaki","ZmbM_ClerkFat_White", "ZmbF_Clerk_Normal_Base","ZmbF_Clerk_Normal_Blue","ZmbF_Clerk_Normal_White","ZmbF_Clerk_Normal_Green","ZmbF_Clerk_Normal_Red", }; } /* ### ### ### ### ### ### ### ### */ /* Airplane and airdrop setup */ /* ### ### ### ### ### ### ### ### */ void GetAirPlaneInfo() { // Seconds devide on value of TimesliceMultiplyier (By default it is 0.01) RandomTime = Math.RandomFloat(RandomBoundsMin / TimesliceMultiplyier, RandomBoundsMax / TimesliceMultiplyier); // Random drop bounds RandomRot = Math.RandomFloat(130, 190); // Random rot bounds if (PrintDebugMessages) SendMessage("[Airdrop, Debug] Random rotation of airplane is " + RandomRot); // Dynamic movement forward float Forward = RandomRot * 0.017453292; // 7.5 is airdrop container motion speed float MotionX = (double)(Math.Sin(Forward) * 7.5); float MotionZ = (double)(Math.Cos(Forward) * 7.5); // Fixed position, if we dont multiply value to -1 it will move backwards m_AirPlaneFixedPosition[0] = MotionX * -1; m_AirPlaneFixedPosition[1] = 10; m_AirPlaneFixedPosition[2] = MotionZ * -1; RandomRotOrientation[0] = RandomRot; m_AirPlane = GetGame().CreateObject( "Land_Wreck_C130J", GetAirPlanePos(), false, true ); // Create airplane model m_AirPlane.SetOrientation(RandomRotOrientation); // Rotate it to random angles in yaw m_AirPlane.PlaySoundLoop("powerGeneratorLoop", 10000, true); // Attach airplane sound to itself, need to be fixed if (PrintInformationMessages) if (m_AirPlane != NULL) SendMessage("[Airdrop] Airplane was spotted on map!"); m_AirPlane.SetPosition( m_AirPlane.GetPosition() ); m_DropPos = ( m_AirPlane.GetPosition() ) - m_AirPlaneFixedPosition; protected vector pos; pos[0] = 0; pos[1] = AirPlaneHeight; pos[2] = 0; m_Platform = GetGame().CreateObject( "Land_Container_1Bo", pos, false, true ); PhysicsBody = EntityAI.Cast( GetGame().CreateObject( "CivilianSedan", m_Platform.GetPosition(), false, true ) ); PhysicsBody.SetAllowDamage( false ); if (DropOnStart) // For debug puproses only { RayReady = false; if (PrintInformationMessages) SendMessage("[Airdrop] Airdrop was dropped from the plane!"); m_AirDrop = GetGame().CreateObject( "Land_Container_1Bo", m_DropPos, false, true ); // Create airdrop model, in this case it is red container SetVelocity(PhysicsBody, "10 0 0"); GetGame().ObjectDelete(m_Platform); SetVelocity(PhysicsBody, "10 0 0"); // Reset it to default values RemoveTimer = 0; RemovePased = false; } if (TeleportDebug) // For debug puproses only { if (m_AirPlane != NULL) { SendPos(m_AirPlane.GetPosition()); } } } void MoveAirPlane() { // Dynamic movement forward float Forward = RandomRot * 0.017453292; // 7.5 is airdrop container motion speed float MotionX = (double)(Math.Sin(Forward) * AirPlaneSpeed); float MotionZ = (double)(Math.Cos(Forward) * AirPlaneSpeed); // Fixed position, if we dont multiply value to -1 it will move backwards m_AirPlaneFixedPosition[0] = MotionX * -1; m_AirPlaneFixedPosition[1] = 0; m_AirPlaneFixedPosition[2] = MotionZ * -1; m_AirPlane.SetPosition( m_AirPlane.GetPosition() + m_AirPlaneFixedPosition ); m_DropPos = ( m_AirPlane.GetPosition() ) - m_AirPlaneFixedPosition; if (!RayReady) { Ground = GetGame().SurfaceY(m_AirDrop.GetPosition()[0], m_AirDrop.GetPosition()[2]); if (PhysicsBody.GetPosition()[1] <= Ground) PhysicsBody.SetVelocity(PhysicsBody, "0 0 0"); if (GetVelocity(PhysicsBody)[0] < 0.0001 && GetVelocity(PhysicsBody)[1] < 0.0001 && GetVelocity(PhysicsBody)[2] < 0.0001) { m_AirDrop.PlaceOnSurface(); // Create airdrop lootable container, in this case it is sea chest m_AirDropLoot = EntityAI.Cast(GetGame().CreateObject( "SeaChest", m_AirDrop.GetPosition(), false, true )); // We can't add barrel because it have to be opened // You can extend items count inside airdrop container or make it random m_AirDropLoot.GetInventory().CreateInInventory(GetRandomLoot()); m_AirDropLoot.GetInventory().CreateInInventory(GetRandomLoot()); m_AirDropLoot.GetInventory().CreateInInventory(GetRandomLoot()); m_AirDropLoot.GetInventory().CreateInInventory(GetRandomLoot()); m_AirDropLoot.GetInventory().CreateInInventory(GetRandomLoot()); m_AirDropLoot.GetInventory().CreateInInventory(GetRandomLoot()); m_AirDropBase = ItemBase.Cast(m_AirDropLoot); // Cast items to airdrop container // Play particle when airdrop container, in this case it is red container DropEffect = Particle.Play( ParticleList.EXPLOSION_LANDMINE, m_AirDrop.GetPosition() ); if (PrintInformationMessages && !PrintInformationCoordinates) SendMessage("[Airdrop] Airdrop landed!"); else if (PrintInformationMessages && PrintInformationCoordinates) { array<string> arrCoords = new array<string>; string strAirdropPos = m_AirDrop.GetPosition().ToString(); strAirdropPos = strAirdropPos.Substring(1, strAirdropPos.Length() - 2); strAirdropPos.Split( ", ", arrCoords ); SendMessage("[Airdrop] Airdrop landed on coordinates " + Math.Round( arrCoords.Get(0).ToInt() ) + " " + Math.Round( arrCoords.Get(2).ToInt() ) + "!"); } if (SpawnZombie) { GetGame().CreateObject( WorkingZombieClasses().GetRandomElement(), m_AirDrop.GetPosition() - "10 0 0", false, true ); GetGame().CreateObject( WorkingZombieClasses().GetRandomElement(), m_AirDrop.GetPosition() - "0 0 10", false, true ); GetGame().CreateObject( WorkingZombieClasses().GetRandomElement(), m_AirDrop.GetPosition() - "10 0 -10", false, true ); GetGame().CreateObject( WorkingZombieClasses().GetRandomElement(), m_AirDrop.GetPosition() - "-10 0 10", false, true ); } if (ShowSignal) { vector signal = "0 1.5 0"; SignalEffect = Particle.Play( ParticleList.RDG2, m_AirDrop.GetPosition() + signal ); } // Removing physics body PhysicsBody.SetPosition(vector.Zero); GetGame().ObjectDelete( PhysicsBody ); PhysicsBody = NULL; // Reset it to default values RayReady = true; } else { if (m_AirDrop != NULL) { vector phys; phys[0] = m_AirDrop.GetPosition()[0]; phys[1] = PhysicsBody.GetPosition()[1]; phys[2] = m_AirDrop.GetPosition()[2]; m_AirDrop.SetPosition(phys); m_AirDrop.SetOrientation(PhysicsBody.GetOrientation()); } } } if (DropTime && !DropOnStart) { RayReady = false; if (PrintInformationMessages) SendMessage("[Airdrop] Airdrop was dropped from the plane!"); m_AirDrop = GetGame().CreateObject( "Land_Container_1Bo", m_DropPos, false, true ); // Create airdrop model, in this case it is red container SetVelocity(PhysicsBody, "10 0 0"); GetGame().ObjectDelete(m_Platform); SetVelocity(PhysicsBody, "10 0 0"); // Reset it to default values RemoveTimer = 0; RemovePased = false; DropTime = false; } } /* ### ### ### ### ### ### ### ### */ /* Airdrop controller */ /* ### ### ### ### ### ### ### ### */ bool init = true; void CreateAirDrop() { if (!EnableAirdrops) return; if (init) SendMessage("[Airdrop] Plugin initialized"); init = false; // Remove timer if (RemoveTimer <= RemoveTime) { RemoveTimer++; } else { // Removing all objects when remove timer is passed if (!RemovePased) { if (m_AirDrop != NULL) { m_AirDrop.SetPosition(vector.Zero); GetGame().ObjectDelete( m_AirDrop ); m_AirDrop = NULL; } if (m_AirPlane != NULL) { m_AirPlane.SetPosition(vector.Zero); GetGame().ObjectDelete( m_AirPlane ); m_AirPlane = NULL; } if (m_AirDropBase != NULL) { m_AirDropBase.SetPosition(vector.Zero); GetGame().ObjectDelete( m_AirDropBase ); m_AirDropBase = NULL; } if (m_AirDropLoot != NULL) { m_AirDropLoot.SetPosition(vector.Zero); GetGame().ObjectDelete( m_AirDropLoot ); m_AirDropLoot = NULL; } if (DropEffect != NULL) { DropEffect.Stop(); DropEffect = NULL; } if (SignalEffect != NULL) { SignalEffect.Stop(); SignalEffect = NULL; } // Reset it to default values AirPassed = false; TimerPassed = false; AirDropTime = 0; AirTimer = 0; DropTime = false; RemovePased = true; } } // After how much time after restart need to wait before airplane spawn if (AirTimer <= TicksTimerFromStart) { AirTimer++; if (PrintDebugMessages) SendMessage("[Airdrop, Debug] Airtimer value is " + AirTimer); } else { // Reset it to default values TimerPassed = true; } if (TimerPassed && !AirPassed) { if (PrintDebugMessages) SendMessage("[Airdrop, Debug] Airtimer passed"); GetAirPlaneInfo(); if (PrintDebugMessages) SendMessage("[Airdrop, Debug] Airdrop spawned via timer"); // Reset it to default values AirPassed = true; } if (AirPassed) { if (m_AirPlane) { MoveAirPlane(); } } if (AirDropTime <= RandomTime) { AirDropTime++; if (TeleportDebug) // For debug puproses only { SendPos(m_AirPlane.GetPosition()); } if (PrintDebugMessages) SendMessage("[Airdrop, Debug] Airdrop time is " + AirDropTime + " from " + RandomTime); } else { if (Delay <= 1000) { Delay++; } else { if (!RayReady) { if (TeleportDebug) // For debug puproses only { SendPos(m_AirPlane.GetPosition()); } } if (!PassTime) { // Reset it to default values DropTime = true; PassTime = true; } } } } /* ### ### ### ### ### ### ### ### */ }
  25. Mostabdel

    Need Help With Scripts

    and for the all script its ok or there are problemes ?
×