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sprocker

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About sprocker

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  1. Martin, this is a terrible situation, my condolences...
  2. sprocker

    ShackTac Bunnyhop

    May be that is bug: Man without weapon play a standart animation Or this my locality problem?)
  3. sprocker

    ShackTac Bunnyhop

    Hmm, this working in multiplayer? :)
  4. Senx, RogueTrooper!)) I have two more mission and this method perfectly working in first mission But in second mission this dont working... May be what second mission from DayZ =/ any questions?
  5. Senx, RogueTrooper!!! :) But! I have two more missions: in first this method perfectly working. in second - do not. May be what secon mission from DayZ mod =\ \\ THIS IS INIT.SQF CODE startLoadingScreen ["","DayZ_loadingScreen"]; enableSaving [false, false]; //REALLY IMPORTANT VALUES dayZ_hivePipe1 = "\\.\pipe\dayz"; //The named pipe dayZ_instance = 222; //The instance hiveInUse = true; dayzHiveRequest = []; initialized = false; dayz_previousID = 0; //Load in compiled functions call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) progressLoadingScreen 0.1; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; //Initilize the publicVariable event handlers progressLoadingScreen 0.2; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical progressLoadingScreen 0.4; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions progressLoadingScreen 1.0; "filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic"; if ((!isServer) && (isNull player) ) then { waitUntil {!isNull player}; waitUntil {time > 3}; }; if ((!isServer) && (player != player)) then { waitUntil {player == player}; waitUntil {time > 3}; }; // reassign functions // call compile preprocessFileLineNumbers "fixes\_fixes.sqf"; // damage eventhanling set_obj_dmg = compile preprocessFileLineNumbers "fixes\set_obj_dmg.sqf"; fnc_vehicleEventHandler = compile preprocessFileLineNumbers "fixes\vehicle_init.sqf"; // action hooks player_build = compile preprocessFileLineNumbers "fixes\player_build.sqf"; player_drink = compile preprocessFileLineNumbers "fixes\player_drink.sqf"; player_eat = compile preprocessFileLineNumbers "fixes\player_eat.sqf"; player_useMeds = compile preprocessFileLineNumbers "fixes\player_useMeds.sqf"; player_wearClothes = compile preprocessFileLineNumbers "fixes\player_wearClothes.sqf"; player_tentPitch = compile preprocessFileLineNumbers "fixes\tent_pitch.sqf"; player_fillWater = compile preprocessFileLineNumbers "fixes\water_fill.sqf"; player_switchModel = compile preprocessFileLineNumbers "fixes\player_switchModel.sqf"; // other hooks player_gearSync = compile preprocessFileLineNumbers "fixes\player_gearSync.sqf"; player_humanityMorph = compile preprocessFileLineNumbers "fixes\player_humanityMorph.sqf"; player_updateGui = compile preprocessFileLineNumbers "fixes\player_updateGui.sqf"; // count player magazines player_countmagazines = compile preprocessFileLineNumbers "fixes\player_countmagazines.sqf"; // original function player_build_orig = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_build.sqf"; player_drink_orig = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_drink.sqf"; player_eat_orig = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_eat.sqf"; player_useMeds_orig = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_useMeds.sqf"; player_wearClothes_orig = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_wearClothes.sqf"; player_tentPitch_orig = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\tent_pitch.sqf"; player_fillWater_orig = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\water_fill.sqf"; player_gearSync_orig = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSync.sqf"; // player_reloadMag = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\player_reloadMags.sqf"; //call compile preprocessFileLineNumbers "jumper.sqf"; if (isServer) then { //Run the server monitor //_id = ["Volha_1_TK_CIV_EP1",getMarkerPos "carloc",0] spawn object_spawnDamVehicle; hiveInUse = true; _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf"; }; if (!isDedicated) then { //Conduct map operations 0 fadeSound 0; 0 cutText [(localize "STR_AUTHENTICATING"), "BLACK FADED",60]; //Run the player monitor _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; // need wait for creation all vehicles, when first player join. waituntil{_cnt=count allMissionObjects "UH1Wreck_DZ";_cnt==5}; _heliCrash = allmissionobjects "UH1Wreck_DZ"; { dayzFire = [_x,2,0,false,false]; nul=dayzFire spawn BIS_Effects_Burn; // diag_log format["DEBUG: %1 [%2]",typeOf _x,mapGridPosition (position _x)]; } forEach _heliCrash; { // set EH for every player _x call fnc_vehicleEventHandler;; } forEach vehicles; }; [b]execvm "jump.sqf";[/b] I activated script by this way, but it don`t working. Any advices? :)
  6. Hi! I use Arigatou`s jump script in my mision file in multiplayer And this not working :( I write in init.sqf line if (isServer) then { call compile preprocessFileLineNumbers "jumper.sqf";}; And with this script playing once at start mission. Please, help me make this working! player setvariable ["ARGT_JUMP_POWER", 5.5, true]; player setvariable ["ARGT_JUMP_READY", true, true]; ARGT_JUMP = { private ["_moves", "_state", "_velocity", "_power", "_speed"]; if ( ! (player getvariable "ARGT_JUMP_READY") || vehicle player != player ) exitwith {true}; _moves = configfile >> gettext ( configfile >> "CfgVehicles" >> typeof player >> "moves" ); _state = getnumber (_moves >> "Actions" >> gettext ( _moves >> "States" >> animationstate player >> "actions" ) >> "upDegree"); if ( _state in [1,2,3,4,5,6,7,11,13,14] ) exitwith {true}; _power = (1 - (damage player)) * (player getvariable "ARGT_JUMP_POWER"); _speed = _power / 2; _velocity = velocity player; /*player setvariable ["ARGT_JUMP_WEAPON", currentweapon player, true]; player selectweapon primaryweapon player;*/ player switchmove "ActsPercMrunSlowWrflDf_FlipFlopPara"; player setvariable ["ARGT_JUMP_READY", false, true]; player setvelocity [(_velocity select 0) + _speed * sin getdir player, (_velocity select 1) + _speed * cos getdir player, (_velocity select 2) + _power]; true }; player addeventhandler ["AnimDone", { private ["_unit"]; _unit = _this select 0; if ( ! (_unit getvariable "ARGT_JUMP_READY") ) then {_unit setvariable ["ARGT_JUMP_READY", true, true]}; }]; ARGT_KEYDOWN = { private ["_dikcode"]; _dikcode = _this select 1; switch ( true ) do { case ( _dikcode == 0x39 ) : {call ARGT_JUMP}; // DIK_SPACE default {false}; }; }; while { true } do { waituntil { ! isnull finddisplay 46 }; finddisplay 46 displayaddeventhandler ["KeyDown", "_this call ARGT_KEYDOWN"]; waituntil { isnull finddisplay 46 }; };
  7. Hi man! so, look at this and find your errors _UIDs = [ "xxxxxxx", //players uids "yyyyyyy", "xuyxuyxuy" ]; if (_playerID in _UIDs) then { diag_log ("LOGIN ATTEMPT: Player [" + _playerName + "] is whitelisted"); hint "You are Whitelisted. Please vizit http://....."; //and more codecodecodecodecodecodecodecode } else { if (codecodecode) exitWith { diag_log ("LOGIN DISATTEMPT: Player [" + _playerName + "] is not whitelisted"); hint "You are Whitelisted. Please vizit http://....."; }; }; This code working. I tested this on my server. Now I think how can made _UIDs list in out file... any ideas?
  8. So, guys, I have a problem. I download the map Taviana, run it as mod in editor,and see that: no one door and ladder not workin` :( I listen what this problem may be solved by "required addons" in CfgPathes, but I dont know how do this...
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