[Support] DZGM

I'll post an alternate version tonight then and make it clear he is being credited and that I'll take it down instantly if he has a problem.

That sounds reasonable. I don't see why he would have a problem if you're crediting him and his doesn't exactly work correctly for me.
 
Its up, give it a try and if you have an issue let me know in the support thread. Its my first release thought I've written lots of stuff.
 
@DangerRuss - I checked your mission and I see you are using the newest dzgm version now. It is strange that players are joined to a random group on respawn. If you PM me your server pbo I will see if I can find anything that may be causing it. I will also take a second look at your mission file and the Overwatch dayz_code, since I have not seen this happening in tests on vanilla and Epoch.
Hello, ebay! Same problem. All players who log on to the server, fall into the same group. Established: P4L v2.34, DoorManager, PlotManager, BuildVectors, ESSv2, SC 3.0.
help me please!
 
Hello, ebay! Same problem. All players who log on to the server, fall into the same group. Established: P4L v2.34, DoorManager, PlotManager, BuildVectors, ESSv2, SC 3.0.
help me please!
I don't have that problem.. it just randomly joins players who die into random groups sometimes.
If you're having every player spawned into the same group on epoch it sounds like you did something wrong with your installation. I had this script running flawlessly on overpoch in the past.
 
Hey guys I've installed this script with the guide wrote by this guy for GTX gaming servers as the files are a little different.
Install Steps:
1. In init.sqf find this:
_playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf ";

Add below:
execVM "dzgm\init.sqf";

2. i created a new compiles.sqf for this part

1. In init.sqf find:
Code (Text):
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";

2. Add directly below:
Code (Text):
call compile preprocessFileLineNumbers "custom\compiles.sqf";

3. Create a new file in the mission\custom\ folder, name it compiles.sqf and put this inside:
Code (Text):
if (!isDedicated) then {
player_switchModel = compile preprocessFileLineNumbers "custom\player_switchModel.sqf";
};

this next step is located in mpmissions/map name/DAYZ_CODE\COMPILE

3. In player_switchModel.sqf:
Find: _oldUnit = player;
Add below: _oldGroup = group player;

Find: selectPlayer _newUnit;
Add below:
Code (Text):
if ((count units _oldGroup > 1) && {!isNil "PVDZE_plr_LoginRecord"}) then {
[_newUnit] join _oldGroup;
if (count units _group < 1) then {deleteGroup _group;};
};

4. this next step is located in mpmissions/map name/DAYZ_CODE\COMPILE

In ui_selectSlot.sqf add this after the for loop, but above _pos set [3,_height];, around line 96:
Code (Text):
_erc_cfgActions = (missionConfigFile >> "ExtraRc" >> _item);
_erc_numActions = (count _erc_cfgActions);
if (isClass _erc_cfgActions) then {
for "_j" from 0 to (_erc_numActions - 1) do
{
_menu = _parent displayCtrl (1600 + _j + _numActions);
_menu ctrlShow true;
_config = (_erc_cfgActions select _j);
_text = getText (_config >> "text");
_script = getText (_config >> "script");
_height = _height + (0.025 * safezoneH);
uiNamespace setVariable ['uiControl', _control];
_menu ctrlSetText _text;
_menu ctrlSetEventHandler ["ButtonClick",_script];
};
};

5. this next step is located in mpmissions/map name/configs

Inside extra_rc.hpp you need this class structure:
Code (Text):

class ExtraRc {
class ItemRadio {
class GroupManagement {
text = "Group Management";
script = "execVM 'dzgm\loadGroupManagement.sqf'";
};
};
};

Note: If you already have the ExtraRc class add class ItemRadio {...}; inside. If you already have ItemRadio class too then just add class GroupManagement {...}; inside.

if you just want the radio for group management use only delete rest of the code in there

6. Add to the bottom of description.ext:
#include "dzgm\defines.hpp"
#include "dzgm\groupManagement.hpp"

7. Place the \dzgm\ folder in your mission root.

8. Add this to the bottom of dayz_server\init\server_functions.sqf:
Code (Text):
currentInvites = [];
publicVariable "currentInvites";
"currentInvites" addPublicVariableEventHandler {publicVariable "currentInvites";};

9. in the dzgm folder find defines.hpp and delete all contents in it

You dont need to do any of the infistar bits as gtx has these already entered in
It all seems to be working besides that actually markers on people in a group. You can make a group and add people to it etc but no markers. When I load up Group Management Menu I get this error: "DZGMHud_Rsc not found" or something like that. Anyone got any ideas?
 
Hey guys I've installed this script with the guide wrote by this guy for GTX gaming servers as the files are a little different.

It all seems to be working besides that actually markers on people in a group. You can make a group and add people to it etc but no markers. When I load up Group Management Menu I get this error: "DZGMHud_Rsc not found" or something like that. Anyone got any ideas?


ITS BEEN A YEAR OR SO since I modded dayz but if I recall correctly it should be a description.ext issue.
check you descriptiion.ext for ly

#include "dzgm\defines.hpp"
class RscTitles
{
#include "dzgm\icons.hpp"

your issue is possibly wrong path to your icons.hpp


i could be wrong and most likely am.
 
I thought that too but when I used those lines in the bottom of my description.ext i got this RPT Error:

ErrorMessage: File mpmissions\DayZ_Epoch_11.Chernarus\dzgm\defines.hpp, line 12: .W_RscText: Member already defined.

The tut says to remove all text from defines.hpp and I've tried leaving it blank, and also leaving the file as it was downloaded but either way Changing the Description.ext with your suggested changes just gives me that RPT error.
 
the classes defines in your hpp files can only be defined one time, which is the erroe already defined.



*** read step 7 carefully. ***
you will have to look in your description.ext AND in any files #included by description.ext and see if you have rsctitles class already defined. use notepad++ "find in files" feature is easiest.
http://opendayz.net/threads/release-dzgm-dayz-group-management.20293/

you are missing the include for dzgm/icons.hpp
 
Hi,I have some ploblem. need help...check plese.
respawn = "BASE";
respawndelay = 5;
onLoadMission= "DayZ Chernarus";
OnLoadIntro = "Welcome to Chernarus";
OnLoadIntroTime = False;
OnLoadMissionTime = False;
disabledAI = true;
disableChannels[] = {0,2,6};
enableItemsDropping = 0;
onPauseScript = "";
briefing = 0;
debriefing = 0;

//loadScreen = "\z\addons\ow_assets\screen\dayz_logo_ca.paa";
loadScreen = "Img\loadscreen.jpg"

class Header
{
gameType = COOP; //DM, Team, Coop, ...
minPlayers = 1; //Min # of players the mission supports
maxPlayers = 100; //Max # of players the mission supports
};

aiKills = 1;
diagRadio = 1;
diagHit = 1;

class RscText
{
type = 0;
idc = -1;
x = 0;
y = 0;
h = 0.037;
w = 0.3;
style = 0x100;
font = Zeppelin32;
SizeEx = 0.03921;
colorText[] = {1,1,1,1};
colorBackground[] = {0, 0, 0, 0};
linespacing = 1;
};

class RscPicture
{
access=0;
type=0;
idc=-1;
style=48;
colorBackground[]={0,0,0,0};
colorText[]={1,1,1,1};
font="TahomaB";
sizeEx=0;
lineSpacing=0;
text="";
};
class RscLoadingText : RscText
{
style = 2;
x = 0.323532;
y = 0.666672;
w = 0.352944;
h = 0.039216;
sizeEx = 0.03921;
colorText[] = {0.543,0.5742,0.4102,1.0};
};

class RscProgress
{
x = 0.344;
y = 0.619;
w = 0.313726;
h = 0.0261438;
texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
colorFrame[] = {0,0,0,0};
colorBar[] = {1,1,1,1};
};

class RscProgressNotFreeze
{
idc = -1;
type = 45;
style = 0;
x = 0.022059;
y = 0.911772;
w = 0.029412;
h = 0.039216;
texture = "#(argb,8,8,3)color(0,0,0,0)";
};

//
// the loading screen itself
//
class DayZ_loadingScreen
{
idd = -1;
duration = 10e10;
fadein = 0;
fadeout = 0;
name = "loading screen";
class controlsBackground
{
class blackBG : RscText
{
x = safezoneX;
y = safezoneY;
w = safezoneW;
h = safezoneH;
text = "";
colorText[] = {0,0,0,0};
colorBackground[] = {0,0,0,1};
};
};
class controls
{
class Title1 : RscLoadingText
{
text = "$STR_LOADING"; // "Loading" text in the middle of the screen
};
class CA_Progress : RscProgress // progress bar, has to have idc 104
{
idc = 104;
type = 8; // CT_PROGRESS
style = 0; // ST_SINGLE
texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
};
class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse
{
idc = 103;
};
class Name2: RscText // the text on the top-left
{
idc = 101;
x = 0.05;
y = 0.029412;
w = 0.9;
h = 0.04902;
text = "";
sizeEx = 0.05;
colorText[] = {0.543,0.5742,0.4102,1.0};
};
};
};
class RscTitles
{
titles[] = {"dsow"};



class dsow {
idd = -1;
movingEnable = 0;
duration = 10;
fadein = 2;
fadeout = 2;
name="dsow";

controls[]={"Picture"};








class Picture {
x = "0.00001 * safezoneW + safezoneX";
y = "0.00001 * safezoneH + safezoneY";
w = "1 * safezoneW";
h = "1 * safezoneH";
text="\z\addons\ow_assets\screen\screen_death_ow.paa";
sizeEx = -1;
type=0;
idc=-1;
style=48;
colorBackground[]={0,0,0,0};
colorText[]={1,1,1,1};
font="Bitstream";
};
};
};
#include "spawn\class.hpp"
#include "spawn\halo.hpp"
#include "spawn\spawn.hpp"
#include "custom\extra_rc.hpp"
#include "dzgm\groupManagement.hpp"
#include "dzgm\defines.hpp"
class RscTitles
{
#include "dzgm\icons.hpp"
};

};
 
Each class can only be defined one time. In your file towards the bottom the class RSCTitles is defined and then at the bottom you define it AGAIN where it contains the dzgm files, remove that code.and move it to the existing class definition.

refer to my previous post where i say , read step 7 carefully.

this should be a correctly edited version of your file.
http://pastebin.com/L7YDE22j
 
Hey on step 11 #3 - adding the include above "admin_fnc_esp = {" part - looks like that's not in the latest AH. Where are people putting the include now? (#include "dzgmAdminESPicons.sqf")
 
is it still required? this step is only for infistar, maybe infistar doesnt block,the icons any longer (assuming thats what it was,doing) if you attach your ah.sqf and the dzgm file to an email, i will take a look.
 
It's in the AT file in the new AH. Thanks for offering the help though.

God your profile pic hurts my eyes...
 
It's in the AT file in the new AH. Thanks for offering the help though.

God your profile pic hurts my eyes...

lol its meant too


51488428.jpg
 
My description.hpp at @DayZ\Addons\dayz_code\gui

this line in description.hpp

Code:
class RscTitles {
    #include "dzgm\icons.hpp"

If i want to call MPMissions\dayz_1.Chernarus\dzgm\icons.hpp
How i can do it?
 
Open the @DayZ\Addons\dayz_code\gui\description.hpp file
Select ALL and COPY.
Open your MPMissions\dayz_1.Chernarus\description.ext file
At the bottom,it says:
#include "\z\addons\dayz_code\gui\description.hpp"
Delete that line and then paste the code you COPY from the description.hpp file.
Now you follow the directions and put #include "dzgm\defines.hpp" above the class RSCTitles and put #include "dzgm\icons.hpp" in the first line of the RSCTitles block.

I did just that and put into a pastebin. This is the default files from the github so if you have other custom stuff you will have to edit. http://pastebin.com/PCineJ7h
Warning! Teaching moment follows:
Whenever some code says #include .. thats exactly what it means. It means to take the ENTIRE TEXT from the file and simply include it in that location. It makes files easier to read by separating the code blocks. But that is all it means .. copy/paste the #include file into that location.
 
Open the @DayZ\Addons\dayz_code\gui\description.hpp file
Select ALL and COPY.
Open your MPMissions\dayz_1.Chernarus\description.ext file
At the bottom,it says:
#include "\z\addons\dayz_code\gui\description.hpp"
Delete that line and then paste the code you COPY from the description.hpp file.
Now you follow the directions and put #include "dzgm\defines.hpp" above the class RSCTitles and put #include "dzgm\icons.hpp" in the first line of the RSCTitles block.

I did just that and put into a pastebin. This is the default files from the github so if you have other custom stuff you will have to edit. http://pastebin.com/PCineJ7h
Warning! Teaching moment follows:
Whenever some code says #include .. thats exactly what it means. It means to take the ENTIRE TEXT from the file and simply include it in that location. It makes files easier to read by separating the code blocks. But that is all it means .. copy/paste the #include file into that location.

Thank you ShootingBalnks it work.
 
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