[SUPPORT] DayZ of Glory (SPORKMOD)

I got it working but, my antihack is banning people for debug/searchstats/deposit money. I added all the allwed menus to my antihack and its still banning :confused: This is what I added. 'RscDisplayPassword','#USER:depositnow','#USER:sendnow','#USER:mytele','#USER:withdrawnow'
 
no everything is fine, for me its working perfect with 1.8!

I just want to know if there is a way to reset the lvl of the players on death?

EDIT: I've figured out on my own :)
 
I got it working but, my antihack is banning people for debug/searchstats/deposit money. I added all the allwed menus to my antihack and its still banning :confused: This is what I added. 'RscDisplayPassword','#USER:depositnow','#USER:sendnow','#USER:mytele','#USER:withdrawnow'


that is wrong and i would help you but i can not release blur code and i am not even sure you have the same version i do.
 
Yeah, its a cool mod but everyone keeps getting temp banned for using search stats/ deposit money/ cant see the debug. I had it set up so nice too! ohh well thanks anyway. Logically, I would have thought that would have worked.
 
Yeah, its a cool mod but everyone keeps getting temp banned for using search stats/ deposit money/ cant see the debug. I had it set up so nice too! ohh well thanks anyway. Logically, I would have thought that would have worked.


It is not working because blur is blocking it but i will tell you how to fix debug from disapearing when using blurs code and here is how.

find all lines that have a variable that equals - 'string' and delete so for expample -

Code:
myspork = 'string';

to find these easily hit - ctrl+f and type 'string' and you get the point but for send money and stats i will have to go into deep detail of blurs antihack and i will not do that but i can tell you how to remove those options?
 
How did you guys get it working on 1.8?

My init:

startLoadingScreen ["","RscDisplayLoadCustom"];
cutText ["","BLACK OUT"];
enableSaving [false, false];

//Server Settings
dayZ_instance = xxxxxx; // The instance
//dayZ_serverName = "UK1337"; // Servername (country code + server number)
dayz_antihack = 0; // DayZ Antihack / 1 = enabled // 0 = disabled
dayz_REsec = 0; // DayZ RE Security / 1 = enabled // 0 = disabled

//Game Settings
dayz_spawnselection = 1; // DayZ Spawnselection / 1 = enabled // 0 = disabled, No current spawn limits.
dayz_spawnCrashSite_clutterCutter = 2;// Helicrash Settings / 0 = loot hidden in grass // 1 = loot lifted // 2 = no grass around the Helicrash
dayz_spawnInfectedSite_clutterCutter = 2; // Infected Base Settings / 0 = loot hidden in grass // 1 = loot lifted // 2 = no grass around the infected base

#include "\z\addons\dayz_code\system\mission\init.sqf"

[] execVM "admintools\Activate.sqf";

//R3F Towing and shit (or whatever you want to title it)
execVM "R3F_ARTY_AND_LOG\init.sqf"

// DayZ of Glory Mod By Sporkulus //////////////////////////////////
Use_spork = true; //turn this false to disable sporks whole mod.
AdminList = ["6864384", "116341702"]; //add admin uids here
[] execvm "@DayZofDuty\dod\settings.sqf";
[] execvm "@DayZofDuty\dod\Level_addons.sqf";
[Use_spork,AdminList] execvm "@DayZofDuty\dod\debug.sqf";
[Use_spork] execvm "@DayZofDuty\dod\Debug2.sqf";
[Use_spork] execvm "@DayZofDuty\dod\debug3.sqf";

[] execVM "Scripts\kh_actions.sqf";
 
@prominentalex: like you can see:
This Code
#include "\z\addons\dayz_code\system\mission\init.sqf"
is calling another init.sqf, so you need to get the original init:

just replace the code in red with this original 1.8 init:
Code:
initialized = false;
dayzHiveRequest = [];
dayz_previousID = 0;
0 fadeSound 0;
//disable greeting menu
player setVariable ["BIS_noCoreConversations", true];
//disable radio messages to be heard and shown in the left lower corner of the screen
enableRadio false;
 
//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";
 
[] spawn {
    while {true} do {
        waitUntil {((isNil "BIS_Effects_Rifle") OR {(count(toArray(str(BIS_Effects_Rifle)))!=7)})};
        diag_log "Res3tting B!S effects...";
        /* BIS_Effects_* fixes from Dwarden */
        BIS_Effects_EH_Killed = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\killed.sqf";
        BIS_Effects_AirDestruction = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestruction.sqf";
        BIS_Effects_AirDestructionStage2 = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\AirDestructionStage2.sqf";
 
        BIS_Effects_globalEvent = {
            BIS_effects_gepv = _this;
            publicVariable "BIS_effects_gepv";
            _this call BIS_Effects_startEvent;
        };
 
        BIS_Effects_startEvent = {
            switch (_this select 0) do {
                case "AirDestruction": {
                        [_this select 1] spawn BIS_Effects_AirDestruction;
                };
                case "AirDestructionStage2": {
                        [_this select 1, _this select 2, _this select 3] spawn BIS_Effects_AirDestructionStage2;
                };
                case "Burn": {
                        [_this select 1, _this select 2, _this select 3, false, true] spawn BIS_Effects_Burn;
                };
            };
        };
 
        "BIS_effects_gepv" addPublicVariableEventHandler {
            (_this select 1) call BIS_Effects_startEvent;
        };
 
        BIS_Effects_EH_Fired = {false};
        BIS_Effects_Rifle = {false};
        sleep 1;
    };
};
 
if ((!isServer) && (isNull player) ) then
{
    waitUntil {!isNull player};
    waitUntil {time > 3};
};
 
if ((!isServer) && (player != player)) then
{
    waitUntil {player == player};
    waitUntil {time > 3};
};
 
if (isServer) then {
    _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
    "PVDZ_sec_atp" addPublicVariableEventHandler {
        _x = _this select 1;
        if (typeName _x == "STRING") then {
            diag_log _x;
        }
        else {
            _unit = _x select 0;
            _source = _x select 1;
            if (((!(isNil {_source})) AND {(!(isNull _source))}) AND {((_source isKindOf "CAManBase") AND {(owner _unit != owner _source)})}) then {
                diag_log format ["P1ayer %1 hit by %2 %3 from %4 meters",
                    _unit call fa_plr2Str,  _source call fa_plr2Str, _x select 2, _x select 3];
                if (_unit getVariable["processedDeath", 0] == 0) then {
                    _unit setVariable [ "attacker", name _source ];
                    _unit setVariable [ "noatlf4", diag_ticktime ]; // server-side "not in combat" test, if player is not already dead
                };
            };
        };
    };
};
 
if (!isDedicated) then {
    //Conduct map operations
    waitUntil {!isNil "dayz_loadScreenMsg"};
    dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
 
    //Run the player monitor
    _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
    _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
    if (dayz_antihack == 1) then {
    [] execVM "\z\addons\dayz_code\system\antihack.sqf";
    };
};
 
// Logo watermark: adding a logo in the bottom left corner of the screen with the server name in it
if (!isNil "dayZ_serverName") then {
    [] spawn {
        waitUntil {(!isNull Player) and (alive Player) and (player == player)};
        waituntil {!(isNull (findDisplay 46))};
        5 cutRsc ["wm_disp","PLAIN"];
        ((uiNamespace getVariable "wm_disp") displayCtrl 1) ctrlSetText dayZ_serverName;
    };
};
 
if (dayz_REsec == 1) then {
#include "\z\addons\dayz_code\system\REsec.sqf"
};

and you are good to go ;)

PS: if you want to change something in your mission.sqm or description you need to do the same.
You can find the full codes in your dayz_code\system\mission

EDIT: @sporkulus you dont know how i can send vehicles that players get from lvl-up to database, so they can keep them?
 
I have a problem where some of my players can't see the debug monitor, any idea why its doing this?
 
Sir i really like the mod , but please make it compatible with 1.8 in the 2.0 version , please..... im building a community with my dayz server , and i will have an epoch server soon ... nevermind , the thing is please dayz 1.8 + sporkulus ... that would be awesome .. like in AWESOME. (also something to disable vehicle spawn while inside a building ... you can use something like find a nice spot or something... just saying and thanks for this AWESOME mod)
 
I added this to my server works great without touching the settings. Then i change the settings and works fine but when i turn rewards off the cars still appear and if I change it to false in the variables it breaks the server
 
Replace your very first sounds block with this:
Code:
class CfgSounds
{
    sounds[] =
    {
    introSong, unstoppable, ultrakill, rampage, multikill, monsterkill, killingspree, headshot, godlike, firstblood, doublekill, dominating, 5min, 3min, 1min, Challenge_Completed
    };
    class introSong
    {
    name="introSong";
    sound[]={introSong.ogg,0.9,1};
    titles[] = {};
    };
    class unstoppable
    {
    name="unstoppable";
    sound[]={SOUNDFILES\unstoppable.ogg,0.9,1};
    titles[] = {};
    };
    class ultrakill
    {
    name="ultrakill";
    sound[]={SOUNDFILES\ultrakill.ogg,0.9,1};
    titles[] = {};
    };
    class rampage
    {
    name="rampage";
    sound[]={SOUNDFILES\rampage.ogg,0.9,1};
    titles[] = {};
    };
    class multikill
    {
    name="multikill";
    sound[]={SOUNDFILES\multikill.ogg,0.9,1};
    titles[] = {};
    };
    class monsterkill
    {
    name="monsterkill";
    sound[]={SOUNDFILES\monsterkill.ogg,0.9,1};
    titles[] = {};
    };
    class killingspree
    {
    name="killingspree";
    sound[]={SOUNDFILES\killingspree.ogg,0.9,1};
    titles[] = {};
    };
    class headshot
    {
    name="headshot";
    sound[]={SOUNDFILES\headshot.ogg,0.9,1};
    titles[] = {};
    };
    class godlike
    {
    name="godlike";
    sound[]={SOUNDFILES\godlike.ogg,0.9,1};
    titles[] = {};
    };
    class firstblood
    {
    name="firstblood";
    sound[]={SOUNDFILES\firstblood.ogg,0.9,1};
    titles[] = {};
    };
    class doublekill
    {
    name="doublekill";
    sound[]={SOUNDFILES\doublekill.ogg,0.9,1};
    titles[] = {};
    };
    class dominating
    {
    name="dominating";
    sound[]={SOUNDFILES\dominating.ogg,0.9,1};
    titles[] = {};
    };
    class 5min
    {
    name="5min";
    sound[]={SOUNDFILES\5min.ogg,0.9,1};
    titles[] = {};
    };
    class 3min
    {
    name="3min";
    sound[]={SOUNDFILES\3min.ogg,0.9,1};
    titles[] = {};
    };
    class 1min
    {
    name="1min";
    sound[]={SOUNDFILES\1min.ogg,0.9,1};
    titles[] = {};
    };
    class Challenge_Completed
    {
    name="Challenge_Completed";
    sound[]={SOUNDFILES\Challenge_Completed.ogg,0.9,1};
    titles[] = {};
    };
};



And then delete the section you added at the bottom. This combined both your intro song and the sounds from DOG.

IF this doesn't work you need to add the name to this line
sounds[] =
{
introSong, unstoppable, ultrakill, rampage, multikill, monsterkill, killingspree, headshot, godlike, firstblood, doublekill, dominating, 5min, 3min, 1min, Challenge_Completed

Separated each one by a comma and the last one densest need one
then add the sound to the last part

class Challenge_Completed
{
name="Challenge_Completed";
sound[]={SOUNDFILES\Challenge_Completed.ogg,0.9,1};
titles[] = {};
};
 
@endlesszboyz: here you go: https://www.dropbox.com/s/1it4s11hl1zclco/DOG.rar

@sk827015: Version 1.02 already working on 1.8 Chernarus ;)
For your cars Problem you can simply add an addaction commant right before the spawning script and compine it with the admin-tool vehicle spawn, like i did, working great. There is only one Problem if a Player get the Option to spawn 2 Vehicles at one time the Action does not disapear and he can spawn as many as he can, so i managed that with giving vehicles only every 5 lvls.

here is how i did it (debug.sqf):
level_up =
{

if ((currentMoney >= (v2)) and (currentMoney < (v3)) and (Currentlevel == 1)) then
{
Currentlevel = 2;
profileNamespace setVariable ["level", Currentlevel]; saveProfileNamespace;
_setlevel = profileNamespace getVariable ["level",0];
Currentlevel = _setlevel;spawnthisshit = player addaction[("<t color=""#FF8000"">" + ("Spawn Vehicle") +"</t>"),"admintools\Vehicles\Bike.sqf","",5,false,true,"",""];call vehicle_spawner;
if (allow_texts) then {cutText [format["LEVEL %1 REACHED!", Currentlevel], "WHITE IN"];};
if (allow_sounds) then {playsound "Challenge_Completed";};genRewards = true;
};

and this is in my vehicle spawn sqf. (Motorbike)
_spawn = "TT650_Civ";
_posplr = [((getPos player) select 0) + 2, ((getPos player) select 1) + 2, 0];
_dirplr = getDir player;
_spwnveh = _spawn createVehicle (_posplr);
_spwnveh setVariable ["Sarge",1,true];
{player removeAction spawnthisshit} forEach allUnits;

Hopefully the update will be there soon, so i can build in the script to send the spawned vehicles to database :D
 
hey all. i cant get it to run at all.

steps i have taken:
- added the following to the bottom of the init file:
// DayZ of Glory Mod By Sporkulus
Use_spork = true; //turn this false to disable sporks whole mod.
AdminList = ["107620678"]; //add admin uids here
[] execvm "@DayZofDuty\dod\settings.sqf";
[] execvm "@DayZofDuty\dod\Level_addons.sqf";
[Use_spork,AdminList] execvm "@DayZofDuty\dod\debug.sqf";
[Use_spork] execvm "@DayZofDuty\dod\Debug2.sqf";
[Use_spork] execvm "@DayZofDuty\dod\debug3.sqf";

- i disable my old debug monitor (as the mod comes with its own)

- my description.ext begins with sounds[] = {}; instead of listing all the class names (however this works with my other sound mods so i dont think it should stop the mod from running)

- added my own UID as admin but left the other settings default

- i use hangender antihack and have added the following to the _cMenuDefault line:
""RscMainMenu"",""RscMoveHigh"",""#WATCH"",""#WATCH0"",""RscWatchDir"",""RscWatchMoreDir"",""#GETIN"",""RscStatus"",""RscCallSupport"",""#ACTION"",""RscCombatMode"",""RscFormations"",""RscTeam"",""RscSelectTeam"",""RscReply"",""#CUSTOM_RADIO"",""RscRadio"",""RscGroupRootMenu"",""#USER:withdrawnow"",""#USER:depositnow"",""#USER:sendnow"",""#USER:mytele""

the server starts up fine and i can log in without any issues however the debug doesnt load, no text (tested with zombie headshots) and no text or AI when entering church.

im going to guess its the AH killing it but wouldnt mind getting your opinion. I'm running dayz cherno 1.7.7.1

thanks!
 
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