Dogs and anomalies addin scripts

Discussion in 'Scripting Discussions' started by piXel, Jan 22, 2013.

  1. piXel

    piXel Valued Member!

    Joined:
    Jan 14, 2013
    Messages:
    100
    Likes Received:
    37
    ====discontinued new version====
    here:
    http://opendayz.net/index.php?threads/dayz-mission-addin-serverside-scripts.7840/


    This addin for DayZ addon has:

    A laboratory where the Zeds originate and entered Chernarus through teleporting anomalies which are randomly scattered around the landscape.

    A Companion dog that you find in doghouses in Bor, Msta, Polana, Vyshnoye, Grishino. The dog follows and protects you against zeds, it enters and exits your vehicle and barks if other zeds or humans are within 100/50 meters.

    preview


    If you download it, please post your experience. I will upload latest updated version here.

    Changes in 26-1-2013:
    1. Anomaly files - Anomalies should spawn correctly now.
    2. Dog files - If your dog dies you can't immediately get a new dog.
    3. Minor tweaks - teleport health consequenses changed, added teleport sound, text corrections.
     

    Attached Files:

    axeman, bo0n, Manatee Hunter and 4 others like this.
  2. piXel

    piXel Valued Member!

    Joined:
    Jan 14, 2013
    Messages:
    100
    Likes Received:
    37
    Install notes.

    For all servers that run BE.
    Add in your server, battleye/script.txt after creatVehicleLocal
    (Because Battleye will give you an error #21 for creatingVehicles):
    !"createVehicleLocal getPosATL _anomaly;"

    Then the specific row will look like:
    5 createVehicleLocal !"createVehicleLocal getPosATL _anomaly;" !"\"createVehicleLocal\"," etcEtc.

    Install in 4 steps for other server installations then Pwnoz0r.
    1. Put the addin folder to your "dayz_1.Chernarus" folder. (contains the script files)
    2. Put mission.sqm in your "dayz_1.Chernarus" folder. (contains added objects)
    3. Add in the file: description.ext above the "class Header" (reference to sounds):
    #include "addin\fx\descrExt.h"
    4. Add in the file: init.sqf in the section "(isServer)" (to make server know who has a dog):
    dogOwner = [];

    Cheers piXel
     
  3. Shermanftw

    Shermanftw Member

    Joined:
    Jan 21, 2013
    Messages:
    62
    Likes Received:
    20
    Seems interesting will give a try as soon as I can.
     
  4. Cloud Filth

    Cloud Filth New Member

    Joined:
    Dec 23, 2012
    Messages:
    19
    Likes Received:
    2
    Sounds great, was just getting ready to add dogs.
     
  5. Xyberviri

    Xyberviri Valued Member!

    Joined:
    Dec 31, 2012
    Messages:
    271
    Likes Received:
    39
    Thats really nice for a first release mate, i had a good chuckle when the dog went in the back of the car.
     
  6. Alexey0391

    Alexey0391 New Member

    Joined:
    Jan 20, 2013
    Messages:
    8
    Likes Received:
    0
    how to increase the number of dogs on the map?
     
  7. piXel

    piXel Valued Member!

    Joined:
    Jan 14, 2013
    Messages:
    100
    Likes Received:
    37
    In the file dog.sqf at the 7th row. It looks like:
    if (count dogOwner >= 10) exitWith {[nil, _leader, "loc", etcetc..

    change 10 in the number you prefer.
     
  8. iamninja

    iamninja New Member

    Joined:
    Jan 23, 2013
    Messages:
    2
    Likes Received:
    0
    is this for single or multiplayer? can i use this on my private server?
     
  9. Reaper87

    Reaper87 New Member

    Joined:
    Nov 29, 2012
    Messages:
    18
    Likes Received:
    0
  10. Kayber

    Kayber New Member

    Joined:
    Oct 30, 2012
    Messages:
    6
    Likes Received:
    0
    piXel Good job!
     
  11. piXel

    piXel Valued Member!

    Joined:
    Jan 14, 2013
    Messages:
    100
    Likes Received:
    37
    @iamninja
    MP and yes.
     
  12. Audio Rejectz

    Audio Rejectz Well-Known Member

    Joined:
    Nov 1, 2012
    Messages:
    182
    Likes Received:
    16
    piXel - Why dont you take the dog files from rockets work and merge them? You will have all his dogs functions then

    Awesome work on this though mate
     
  13. piXel

    piXel Valued Member!

    Joined:
    Jan 14, 2013
    Messages:
    100
    Likes Received:
    37
    Probably the main reason why there are no official dogs is because there are difficulties with commanding them and letting them following you. I could not make it work with a normal "join". So no merging..Thx
     
  14. Richie

    Richie Valued Member!

    Joined:
    Jan 19, 2013
    Messages:
    378
    Likes Received:
    26
    Does this work on all maps or just Chernarus ?
    Exellent work btw :) I'm hoping it works with Taviana
     
  15. Audio Rejectz

    Audio Rejectz Well-Known Member

    Joined:
    Nov 1, 2012
    Messages:
    182
    Likes Received:
    16
    Not true, all rockets dog files are available to download and to a degree it works great. The only issue we had is we would of had to run it in a mod. But the commands worked great. Just to show im not shitting it, here were a few bits from a couple of the files
     
  16. piXel

    piXel Valued Member!

    Joined:
    Jan 14, 2013
    Messages:
    100
    Likes Received:
    37
    Please don't "Not true" me, Audio Rejectz. As I said: I could not make it work with a normal "join".

    But it would be great if you or someone does. Thx ;)
     
    Robowilso likes this.
  17. Audio Rejectz

    Audio Rejectz Well-Known Member

    Joined:
    Nov 1, 2012
    Messages:
    182
    Likes Received:
    16
    Removed snippets at request, though i stand by my my opinion of it not being true. The main issues were the animations, not the commands
     
  18. piXel

    piXel Valued Member!

    Joined:
    Jan 14, 2013
    Messages:
    100
    Likes Received:
    37
    @Richie
    It is made for Chernarus. But the scripts itself should work fine on an other mapMod.
     
  19. Xyberviri

    Xyberviri Valued Member!

    Joined:
    Dec 31, 2012
    Messages:
    271
    Likes Received:
    39
    Hey if either of you two have that info on the rockets dogs that is needed to be implement "In an additional mod" could you point me in that direction, i was looking at the dog files and honestly didn't see much wrong with them.

    I'm already going to work on something with my factions mod that would be nice to have dogs especially if i can get AI bandits with dogs also.
     
  20. zane

    zane Member

    Joined:
    Jan 15, 2013
    Messages:
    34
    Likes Received:
    7
    Do I just delete the teleport.sqf if I dont want players get teleported from anomalies to other places? Also, awesome scripts esp with the dogs! Thank you.
     

Share This Page