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Everything posted by Mostabdel
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same problem in our server. crash several times. and we loos a persistant items like tent, barrel. even base buildings
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so we wait a patch for this ?
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its work for server online ?!!!
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Community Servers - What to Expect from the Switch to 0.63 & Release of Server Files
Mostabdel replied to eugenharton's topic in Servers
You Know For Beug Of Persistanse Commande Of Admins .GodeMod? Teleport ? why we can see if players use cheat. we dont have panel for that . the names of Players are Survivors. we dont known who kill who. you cant make messagesdeath for all to see who kill who in game ? and dayz tools is very suck. a simple man who dont known how to use it and he have server cant use this dayz tools need a simple tools. i hope you work for all this. and we wait your solutions as soon is possible. thx for your work but you must do more. good look for you. -
problems with persistence ? you known about that or not ?
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where I can find the names of the items and their weight so that I can make changes
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i mean file in game not like this :p
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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;
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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.
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Comment puis-je changer d'endurance maintenant après la mise à jour de la bêta? changer ou avoir de l'endurance?
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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 !!!
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how can i make TimeAcceleration on my server to have 2H 30M day and 30M Night ? my server restart Every 03 Houres serverTimeAcceleration=8; ?
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and if i like to make it for last 10 minutes before the restart how i can make it ?!!!
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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?
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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.
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mais ils changent tous les noms d'objets et d'armes afin que les scripts ne soient pas nécessaires
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and now we dont see the PBO Scripts its dont work or what ? in file Addons in dayz
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give me the code of color pls. its for PHP or HTML.
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and whene i make make this scripts show me all the steps pls to have deathmessages in color thx
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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?
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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.
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the same problem with windows 10 lol
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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"/>