[Support] DZGM

Errm,

yeah, what should i do with the install steps if only have an GTX supported Infistar without AH and AHConfig:
@ebay remember, same as in ESS ? ;-)
from here http://opendayz.net/threads/release-dzgm-dayz-group-management.20293/

11.
If using infistar:

2. In AH.sqf find and delete these statements:
playableUnits = [player]; (two occurrences)
lbsetpicture='no';
lbSetData='no';
createMarkerLocal='no';
setMarkerTextLocal='no';
setMarkerTypeLocal='no';
setMarkerColorLocal='no';

Find and delete these from the FNCRestored check (_FRC):
'lbsetpicture',
'lbSetData',
'createMarkerLocal',
'setMarkerTextLocal',
'setMarkerTypeLocal',
'setMarkerColorLocal',

3. In AH.sqf find this line:
Code (Text):
admin_fnc_esp = {
Add this directly above it:
#include "dzgmAdminESPicons.sqf"

Then put the dzgmAdminESPicons.sqf file in your dayz_server\init folder. Note these limitations of the above ESP.


Thanks,

cheers
 
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2 things. latest infistar is occasionally kicking for script restriction #60 for various things
Code:
18.03.2015 18:14:25: Pineapple (86.29.0.10:2504) 25ad8b7475cfc88e26ec56d36118c589 - #60 "icles' >> (typeof vehicle _x) >> 'displayName'));
_l44 setMarkerTextLocal format['%1---%2---%3m', name _x, _l8, round(_x distanc"

18.03.2015 19:37:52: toro380 (190.188.11.48:2504) c86fcf2b44a9f89647dec9a4335d9e35 - #60 " "ICON";
_marker setMarkerTypeLocal "mil_dot";
_marker setMarkerTextLocal "me";
_marker setMarkerColorLocal "ColorGreen";
} else"

EDIT- the second kick is from a third party script I have where they can right click on their map or gps to see themselves on the map. Probably don't need that. Still not sure what the first one is.
 
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@feiercrack - Again I recommend switching to a host that lets you edit it. It will probably be easier to just disable BreakHackFunctions set _BHF = false; in AHconfig.sqf if they let you edit that. If not this will be a bit messy to do:
1. Replace all occurrences of playableUnits in all of the dzgm\ files with ((getMarkerPos "center") nearEntities [["AllVehicles"],12000])

2. Delete these lines in updatePlayerList.sqf and loadGroupManagement.sqf:
Code:
_playerListBox lbSetPicture [_index,"\ca\ui\data\objective_complete_ca.paa"];
     if (count units group _x > 1) then {_playerListBox lbSetPicture [_index,"\ca\ui\data\objective_incomplete_ca.paa"];};

3. Follow the steps in the FAQ to remove all map markers. They will not work with _BHF enabled.
we can change the BHF ;-)
we had it also disabled
we can buy our own infistar version, and disable the gtx supported version, so its not needed to change server^^
maybe we buy IS next month to have better access ;-)

we will try then to install the DZGM :)
 
Hello,
first of all thanks for the script.

But i get 1000th of Error like this.

Code:
if (typeName _purgeGroup == "ARRAY") then {
_savedGro>
2015/03/20, 17:42:53 Error position: <_purgeGroup == "ARRAY") then {
_savedGro>
2015/03/20, 17:42:53 Error Undefined variable in expression: _purgegroup
2015/03/20, 17:42:53 File mpmissions\DayZ_Epoch_11.Chernarus\dzgm\slowLoop.sqf, line 18
2015/03/20, 17:42:55 Error in expression <tVariable["purgeGroup",0];

I adde my icon.hpp to the ADT_hud.hpp

in description.ext looks like

Code:
#include "dzgm\defines.hpp"

#include "dzgm\groupManagement.hpp"

the code from extra_rc.hpp i added in my click_actions like this

DZE_CLICK_ACTIONS = [
["ItemRadio","Group Management","execVM 'dzgm\loadGroupManagement.sqf';","true"]
];


my player_switchmodel
addSwitchableUnit _newUnit;
setPlayable _newUnit;
selectPlayer _newUnit;
if ((count units _oldGroup > 1) && {!isNil "PVDZE_plr_LoginRecord"}) then {
[_newUnit] join _oldGroup;
if (count units _group < 1) then {deleteGroup _group;};
_savedGroup = profileNamespace getVariable["savedGroup",[]];
player setVariable ["savedGroup",_savedGroup,true];
player setVariable ["purgeGroup",0,true];
};



Thanks for help
 
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well done, Chong Bro^^

@ebay : whats that windows key for? currently its not working when i press that key.
do i have to bind the key to somewhat in the games control settings?

i dont get it what it really does. what means: toggle between nametags?

maybe faster switching from player to player if there were alot online?

cause currently we 2 were alone.. how to test that?

can u explain please?

thx :D
 
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I have some problems in Taviana Dont work the system only on the other servers and all the server have the same scripts
 
Hey ebay this is my player_switchModel.sqf.

//private ["_class","_position","_dir","_group","_oldUnit","_newUnit","_currentWpn","_muzzles","_currentAnim","_playerUID","_weapons","_magazines","_primweapon","_secweapon","_newBackpackType","_backpackWpn","_backpackMag","_backpackWpnTypes","_backpackWpnQtys","_countr","_backpackmagTypes","_backpackmagQtys","_display","_createSafePos","_wpnType","_ismelee","_rndx","_rndy"];
private ["_class","_position","_dir","_currentAnim","_currentCamera","_playerUID","_weapons","_magazines","_primweapon","_secweapon","_newBackpackType","_backpackWpn","_backpackMag","_currentWpn","_muzzles","_display","_oldUnit","_newUnit","_oldBackpack","_backpackWpnTypes","_backpackWpnQtys","_countr","_backpackmagTypes","_backpackmagQtys","_backpackmag","_createSafePos","_rndx","_rndy","_playerObjName","_wpnType","_ismelee"];
_class = _this;

disableSerialization;
_position = getPosATL player;
_dir = getDir player;
_currentAnim = animationState player;
//_currentCamera = cameraView;

//Get PlayerID
_playerUID = getPlayerUID player;

//BackUp Weapons and Mags
_weapons = weapons player;
_magazines = call player_countMagazines; //magazines player;

if ( (_playerUID == dayz_playerUID) && (count _magazines == 0) && (count (magazines player) > 0 )) exitWith {cutText [localize "str_actions_switchmodel_fail", "PLAIN DOWN"]};


// if ( count _magazines == 0 ) exitWith {cutText ["can't count magazines!", "PLAIN DOWN"]};

_primweapon = primaryWeapon player;
_secweapon = secondaryWeapon player;

//Checks
if(!(_primweapon in _weapons) && _primweapon != "") then {
_weapons set [(count _weapons), _primweapon];
};

if(!(_secweapon in _weapons) && _secweapon != "") then {
_weapons set [(count _weapons), _secweapon];
};

// if(count _magazines == 0) then {
// _magazines = magazines player;
// };

//BackUp Backpack
dayz_myBackpack = unitBackpack player;
_newBackpackType = (typeOf dayz_myBackpack);
if(_newBackpackType != "") then {
_backpackWpn = getWeaponCargo unitBackpack player;
_backpackMag = getMagazineCargo unitBackpack player;
};

//Get Muzzle
_currentWpn = currentWeapon player;
_muzzles = getArray(configFile >> "cfgWeapons" >> _currentWpn >> "muzzles");
if (count _muzzles > 1) then {
_currentWpn = currentMuzzle player;
};

//Debug Message
// diag_log "Attempting to switch model";
// diag_log str(_weapons);
// diag_log str(_magazines);
// diag_log (str(_backpackWpn));
// diag_log (str(_backpackMag));

//Secure Player for Transformation
//player setPosATL dayz_spawnPos;

//Prevent client crash...
_display = findDisplay 106;
_display closeDisplay 0;

//BackUp Player Object
_oldUnit = player;
_oldGroup = group player;

/***********************************/
//DONT USE player AFTER THIS POINT
/***********************************/

//Create New Character
//[player] joinSilent grpNull;
_group = createGroup west;
_newUnit = _group createUnit [_class,getMarkerPos "respawn_west",[],0,"NONE"];

_newUnit setDir _dir;

//Clear New Character
{_newUnit removeMagazine _x;} forEach magazines _newUnit;
removeAllWeapons _newUnit;

//Equip New Charactar
{
if (typeName _x == "ARRAY") then {_newUnit addMagazine [_x select 0,_x select 1] } else { _newUnit addMagazine _x };
//sleep 0.05;
} forEach _magazines;

{
_newUnit addWeapon _x;
//sleep 0.05;
} forEach _weapons;

//Check and Compare it
if(str(_weapons) != str(weapons _newUnit)) then {
//Get Differecnce
{
_weapons = _weapons - [_x];
} forEach (weapons _newUnit);

//Add the Missing
{
_newUnit addWeapon _x;
//sleep 0.2;
} forEach _weapons;
};

if(_primweapon != (primaryWeapon _newUnit)) then {
_newUnit addWeapon _primweapon;
};

if(_secweapon != (secondaryWeapon _newUnit) && _secweapon != "") then {
_newUnit addWeapon _secweapon;
};

//Add and Fill BackPack
if (!isNil "_newBackpackType") then {
if (_newBackpackType != "") then {
_newUnit addBackpack _newBackpackType;
//_oldBackpack = dayz_myBackpack;
dayz_myBackpack = unitBackpack _newUnit;


//Fill backpack contents
//Weapons
_backpackWpnTypes = [];
_backpackWpnQtys = [];
if (count _backpackWpn > 0) then {
_backpackWpnTypes = _backpackWpn select 0;
_backpackWpnQtys = _backpackWpn select 1;
};
_countr = 0;
{
dayz_myBackpack addWeaponCargoGlobal [_x,(_backpackWpnQtys select _countr)];
_countr = _countr + 1;
} forEach _backpackWpnTypes;
//magazines
_backpackmagTypes = [];
_backpackmagQtys = [];
if (count _backpackmag > 0) then {
_backpackmagTypes = _backpackMag select 0;
_backpackmagQtys = _backpackMag select 1;
};
_countr = 0;
{
dayz_myBackpack addmagazineCargoGlobal [_x,(_backpackmagQtys select _countr)];
_countr = _countr + 1;
} forEach _backpackmagTypes;
};
};
//Debug Message
diag_log "Swichtable Unit Created. Equipment:";
diag_log str(weapons _newUnit);
diag_log str(magazines _newUnit);
diag_log str(getWeaponCargo unitBackpack _newUnit);
diag_log str(getMagazineCargo unitBackpack _newUnit);

//Make New Unit Playable (1 of these 3 commands causes crashes with gear dialog open)
//_oldUnit setPosATL [_position select 0 + cos(_dir) * 2, _position select 1 + sin(_dir) * 2, _position select 2];
addSwitchableUnit _newUnit;
setPlayable _newUnit;
selectPlayer _newUnit;
if ((count units _oldGroup > 1) && {!isNil "PVDZE_plr_LoginRecord"}) then {
[_newUnit] join _oldGroup;
if (count units _group < 1) then {deleteGroup _group;};
};
_savedGroup = profileNamespace getVariable["savedGroup",[]];
player setVariable ["savedGroup",_savedGroup,true];
player setVariable ["purgeGroup",0,true];

//Switch the units
//_createSafePos = [(getMarkerPos "respawn_west"), 2, 100, 0, 1, 20, 0] call BIS_fnc_findSafePos;
_createSafePos = getMarkerPos "respawn_west";
_rndx = floor(random 100);
_rndy = floor(random 100);
_oldUnit setPosATL [(_createSafePos select 0) + _rndx, (_createSafePos select 1) + _rndy, 0];
_newUnit setPosATL _position;

//Clear and delete old Unit
removeAllWeapons _oldUnit;
{_oldUnit removeMagazine _x;} forEach magazines _oldUnit;
if !(isNull _oldUnit) then {deleteVehicle _oldUnit;};

// player switchCamera = _currentCamera;
if(_currentWpn != "") then {_newUnit selectWeapon _currentWpn;};
[objNull, player, rSwitchMove,_currentAnim] call RE;
//dayz_originalPlayer attachTo [_newUnit];
player disableConversation true;

// _playerUID=getPlayerUID player;
// _playerObjName = format["player%1",_playerUID];
// call compile format["%1 = player;",_playerObjName];
// publicVariable _playerObjName;

//melee check
call dayz_meleeMagazineCheck;

//reveal all near objects.
{player reveal _x} forEach (nearestObjects [getPosATL player, ["AllVehicles","WeaponHolder","Land_A_tent","BuiltItems"], 75]);
//All is arbitrary and will need to be changed to ["AllVehicles","WeaponHolder","Land_A_tent"] ++ others (stashes etc.)


My other little problem is that i can't give commands to my Group with backspace or other button ( can't assign to the Team Colors).
 
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The Command menu works. Perfect, thanks.

The Slowloop Error is still in my RPT-Log.

When i delete the part out the Slowloop.sqf i can't see any errors.
What can happen when i do that?
 
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Wonderful Ebay. It looks like it works without Errors. The Server Rpt is clean now. Thank you.

The Rpt logs the error after the first user logs in.

For me it's fine. Great work ! A real Guru ;)
 
Hello,
I have this installed and if you are an admin, you can invite other admins and the functionality is fine.
If anyone (including admins) is invited by a NON-Admin, the result when accepting says "Invite from ANY"

I do not have a publicvariable.txt or ~eval.txt

Mods I am running

* Infistar
* Plot management (Zupa)
* Skins mod (Zupa)
* Lift Tow (unknown author was a paste and include)
* WAI 2.1.4
* Overpoch cherno
* DZGM (Obvious)
* Snap pro with Vectors
* Plot management (Just added afteradding DZGM, it works perfect)
* Spawn Bike (Old moto instant spawn I made this one)
------

Again my only real issue is when non admins invite other players it says "Invite from ANY"

No RPT errors that I can see related to this mod.

Posting my Description.EXT below if I can figure out the code box (Spoiler)
#include "hpp\CfgBuildingLoot.hpp"
#include "hpp\CfgLootSmall.hpp"
#include "hpp\CfgLoot.hpp"
#include "hpp\cfgServerTrader.hpp"


respawn = "BASE";
respawndelay = 5;
onLoadMission= "DayZ Epoch Chernarus";
OnLoadIntro = "Welcome to DayZ Epoch Chernarus";
OnLoadIntroTime = False;
OnLoadMissionTime = False;
disabledAI = true;
disableChannels[]={0,2,6};
enableItemsDropping = 0;

briefing = 0;
debriefing = 0;

onPauseScript = "";
loadScreen = "O4CE.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 nicePic : RscPicture
{
style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO
x = safezoneX + safezoneW/2 - 0.25;
y = safezoneY + safezoneH/2 - 0.2;
w = 0.5;
h = 0.4;
text = "img\nicePic.paa";
};
*/
};
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};
};
};
};
#include "dzgm\defines.hpp"
class RscTitles
{
#include "dzgm\icons.hpp"
};
#include "dzgm\groupManagement.hpp"


#include "zupa\skins\defines.hpp"
#include "zupa\skins\SkinGui.hpp"
#include "custom\extra_rc.hpp"
#include "custom\snap_pro\snappoints.hpp"
#include "plotManagement\plotManagement.hpp"
 
@The Dude - Haven't tested if it is necessary, but try setting this to false in infistar AHconfig.sqf:
Code:
/*  titleText & cutText  */ _TCT =  true;   /* true or false */   /* block titleText & cutText - some A.I. Missions and other mass message scripts needs this set to false */
Thanks for your reply, Ebay. I cannot find this in either AH or AHconfig.sqf's. I imagine that's a good thing.

Can you suggest how I would create the files you mentioned editing called PublicVariableEval and PublicVariable?
I have searched the web, and even tried some of their suggestions, but without a real understanding of what they do im not even sure im looking in the right place.

To me, infistar is the culprit. I have run this mod before with no issues. After a full rebuild of our 3 year old server (lol) this is the only mod I cannot get working, and I Know! it works. My players miss it :).

Side note but overall more important to me; is my thank to you. Thanks for putting out these mods that allow people like me, who started this endeavor not even knowing what a brace was, to learn and grow a skill, and provide quality gaming time to others. I have you on my server credits, and cannot thank you enough for all you guys do for the community.
Josh
 
Hello folks,

With your help, i was able to find where i had missed the playableUnits = [player]; It had a space in it when copying. When placed in the find window in NP++ I just happened to catch it.

Thanks again, its working now and you really nailed the cause.
 
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