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execVM "Halo_Jump\halojumpinclude.sqf";
bis_fnc_halo = compile preprocessFileLineNumbers "Halo_Jump\fn_halo.sqf";
if (!isDedicated) then {
[] spawn {
while {true} do
{
if ( (cursorTarget isKindOf "Air") and (getDammage cursorTarget < 0.95) and (!isNull player) ) then {
_vehicle = cursorTarget;
_HALO_CARGO_ActionAdded = _vehicle getVariable["HALO_CARGO_ActionAdded",false];
if( !_HALO_CARGO_ActionAdded ) then {
_vehicle setVariable ["HALO_CARGO_ActionAdded", true];
// HALO Jump
s_halo_action = _vehicle addAction [("<t color=""#FF9800"">" + ("HALO Jump") + "</t>"),"Halo_Jump\halojumpinit.sqf",[],2,false,true,"","(getPosATL player select 2) > 10"];
};
};
sleep 1;
};
};
};
if (!isDedicated) then {
[] spawn {
waitUntil { !isNil ("dayzLoginRecord") and
!(player getVariable ["humanity",0] > 5000 and
typeOf player == "Survivor2_DZ") and
!(player getVariable ["humanity",0] < -2000 and
(typeOf player == "Survivor2_DZ" or
typeOf player == "SurvivorW2_DZ") ) and
!(player getVariable ["humanity",0] > 0 and
(typeOf player == "Bandit1_DZ" or
typeOf player == "BanditW1_DZ") )
};
if (dayzPlayerLogin2 select 2) then
{
[player, 1000] spawn bis_fnc_halo;
// _nul = [] execVM "Halo_Jump\altimeter_gui.sqf";
};
};
};
player spawn bis_fnc_halo;
player action [ "eject", vehicle player];
scriptName "modules_e\Functions\objects\fn_HALO.sqf";
/*
File: fn_HALO.sqf
Author: Karel Moricky
Description:
High Altitude Low Opening
Parameter(s):
_this: ARRAY - starts HALO jump directly
OBJECT - waits until unit in array is out of vehicle
Returns:
Nothing
*/
sleep 0.01;
//--- HALO -------------------------------------------------------------------------------------------------------------------------------------
if (typename _this == typename objnull) then {
_unit = _this;
//--- Eject!
waituntil {(vehicle _unit) iskindof "ParachuteBase" || !isnil {_unit getvariable "bis_fnc_halo_now"}};
if (!local _unit) exitwith {};
//--- Delete parachute
_parachute = vehicle _unit;
if (_parachute != _unit) then {
deletevehicle _parachute;
};
//--- Init
_dir = ([[0,0,0],velocity _unit] call bis_fnc_dirto);
_unit setdir _dir;
_unit switchmove "HaloFreeFall_non";
//--- Key controls
if (_unit == player) then {
//--- PLAYER ------------------------------------------------
_brightness = 0.99;
_pos = position player;
_parray = [
/* 00 */ ["\Ca\Data\ParticleEffects\Universal\Universal", 16, 12, 13, 0],
/* 01 */ "",
/* 02 */ "Billboard",
/* 03 */ 1,
/* 04 */ 3,
/* 05 */ [0,0,-200],
/* 06 */ wind,
/* 07 */ 0,
/* 08 */ 1.275,
/* 09 */ 1,
/* 10 */ 0,
/* 11 */ [100],
/* 12 */ [
[_brightness,_brightness,_brightness,0],
[_brightness,_brightness,_brightness,0.01],
[_brightness,_brightness,_brightness,0.10],
[_brightness,_brightness,_brightness,0]
],
/* 13 */ [1000],
/* 14 */ 0,
/* 15 */ 0,
/* 16 */ "",
/* 17 */ "",
/* 18 */ player
];
bis_fnc_halo_clouds = "#particlesource" createVehicleLocal _pos;
bis_fnc_halo_clouds setParticleParams _parray;
bis_fnc_halo_clouds setParticleRandom [0, [100, 100, 0], [0, 0, 0], 0, 0, [0, 0, 0, 0], 0, 1];
bis_fnc_halo_clouds setParticleCircle [00, [00, 00, 00]];
bis_fnc_halo_clouds setDropInterval (0.4 - (0.3 * overcast));
//--- Effects
bis_fnc_halo_ppRadialBlur = ppeffectcreate ["RadialBlur",464];
bis_fnc_halo_ppRadialBlur ppEffectAdjust [0.01,0.01,0.3,0.3];
bis_fnc_halo_ppRadialBlur ppEffectCommit 0.01;
bis_fnc_halo_ppRadialBlur ppEffectEnable true ;
bis_fnc_halo_soundLoop = time;
playsound "BIS_HALO_Flapping";
bis_fnc_halo_action = _unit addaction [localize "STR_HALO_OPEN_CHUTE","Halo_Jump\fn_halo.sqf",[],1,true,true,"Eject"];
bis_fnc_halo_keydown = {
_key = _this select 1;
//--- Forward
//if (_key in (actionkeys 'HeliForward')) then {
if (_key in (actionkeys 'MoveForward')) then {
if (bis_fnc_halo_vel < +bis_fnc_halo_velLimit) then {bis_fnc_halo_vel = bis_fnc_halo_vel + bis_fnc_halo_velAdd};
};
//--- Backward
//if (_key in (actionkeys 'HeliBack')) then {
if (_key in (actionkeys 'MoveBack')) then {
if (bis_fnc_halo_vel > -bis_fnc_halo_velLimit) then {bis_fnc_halo_vel = bis_fnc_halo_vel - bis_fnc_halo_velAdd};
};
//--- Left
//if (_key in (actionkeys 'HeliCyclicLeft')) then {
if (_key in (actionkeys 'TurnLeft')) then {
if (bis_fnc_halo_dir > -bis_fnc_halo_dirLimit) then {bis_fnc_halo_dir = bis_fnc_halo_dir - bis_fnc_halo_dirAdd};
};
//--- Right
//if (_key in (actionkeys 'HeliCyclicRight')) then {
if (_key in (actionkeys 'TurnRight')) then {
if (bis_fnc_halo_dir < +bis_fnc_halo_dirLimit) then {bis_fnc_halo_dir = bis_fnc_halo_dir + bis_fnc_halo_dirAdd};
};
};
bis_fnc_halo_keydown_eh = (finddisplay 46) displayaddeventhandler ["keydown","_this call bis_fnc_halo_keydown;"];
//--- Loop
bis_fnc_halo_vel = 0;
bis_fnc_halo_velLimit = 0.2;
bis_fnc_halo_velAdd = 0.03;
bis_fnc_halo_dir = 0;
bis_fnc_halo_dirLimit = 1;
bis_fnc_halo_dirAdd = 0.06;
[] spawn {
_time = time - 0.1;
while {alive player && vehicle player == player && isnil {player getvariable "bis_fnc_halo_terminate"}} do {
//--- FPS counter
_fpsCoef = ((time - _time) * 60) / acctime; //Script is optimized for 60 FPS
_time = time;
bis_fnc_halo_velLimit = 0.2 * _fpsCoef;
bis_fnc_halo_velAdd = 0.03 * _fpsCoef;
bis_fnc_halo_dirLimit = 1 * _fpsCoef;
bis_fnc_halo_dirAdd = 0.06 * _fpsCoef;
//--- Dir
bis_fnc_halo_dir = bis_fnc_halo_dir * 0.98;
_dir = direction player + bis_fnc_halo_dir;
player setdir _dir;
//--- Velocity
_vel = velocity player;
bis_fnc_halo_vel = bis_fnc_halo_vel * 0.96;
player setvelocity [
(_vel select 0) + (sin _dir * bis_fnc_halo_vel),
(_vel select 1) + (cos _dir * bis_fnc_halo_vel),
(_vel select 2)
];
//--- Animation system
_anim = "HaloFreeFall_non";
_v = bis_fnc_halo_vel;
_h = bis_fnc_halo_dir;
_vLimit = 0.1;
_hLimit = 0.3;
if ((abs _v) > _vLimit || (abs _h) > _hLimit) then {
_vAnim = "";
if (_v > +_vLimit) then {_vAnim = "F"};
if (_v < -_vLimit) then {_vAnim = "B"};
_hAnim = "";
if (_h > +_hLimit) then {_hAnim = "R"};
if (_h < -_hLimit) then {_hAnim = "L"};
_anim = "HaloFreeFall_" + _vAnim + _hAnim;
};
player playmovenow _anim;
//--- Sound
if ((time - bis_fnc_halo_soundLoop) > 4.5) then {
playsound "BIS_HALO_Flapping";
bis_fnc_halo_soundLoop = time;
};
//--- Effects
bis_fnc_halo_ppRadialBlur ppEffectAdjust [0.02,0.02,0.3 - (bis_fnc_halo_vel/7)/_fpsCoef,0.3 - (bis_fnc_halo_vel/7)/_fpsCoef];
bis_fnc_halo_ppRadialBlur ppEffectCommit 0.01;
sleep 0.01;
};
//--- End
player removeaction bis_fnc_halo_action;
(finddisplay 46) displayremoveeventhandler ["keydown",bis_fnc_halo_keydown_eh];
ppeffectdestroy bis_fnc_halo_ppRadialBlur;
deletevehicle bis_fnc_halo_clouds;
bis_fnc_halo_clouds = nil;
bis_fnc_halo_vel = nil;
bis_fnc_halo_velLimit = nil;
bis_fnc_halo_velAdd = nil;
bis_fnc_halo_dir = nil;
bis_fnc_halo_dirLimit = nil;
bis_fnc_halo_dirAdd = nil;
bis_fnc_halo_action = nil;
bis_fnc_halo_keydown = nil;
bis_fnc_halo_keydown_eh = nil;
if (!alive player) then {
player switchmove "adthppnemstpsraswrfldnon_1";
player setvelocity [0,0,0];
};
};
} else {
//--- AI ------------------------------------------------
while {(position _unit select 2) > 100} do {
_destination = expecteddestination _unit select 0;
if (_destination distance [position _unit select 0,position _unit select 1,0] > 10) then {
_vel = velocity _unit;
_dirTo = [_unit,_destination] call bis_fnc_dirto;
if (player distance _unit > 500) then {
_unit setdir _dirTo;
};
_unit setvelocity [
(_vel select 0) + (sin _dirTo * 0.2),
(_vel select 1) + (cos _dirTo * 0.2),
(_vel select 2)
];
};
sleep 0.01;
};
//--- Open
[_unit] spawn bis_fnc_halo;
};
};
//--- PARA -------------------------------------------------------------------------------------------------------------------------------------
if (typename _this == typename []) then {
_unit = _this select 0;
if (!local _unit) exitwith {};
//--- Free fall
if (count _this == 2) exitwith {
_alt = _this select 1;
_unit setpos [position _unit select 0,position _unit select 1,_alt];
_unit setvariable ["bis_fnc_halo_now",true];
_unit spawn bis_fnc_halo;
};
//-------------
_para = "ParachuteWest" createVehicle position _unit;
//_para = "BIS_Steerable_Parachute" createVehicle position _unit;
_para setpos position _unit;
_para setdir direction _unit;
_vel = velocity _unit;
_unit moveindriver _para;
//_unit moveingunner _para;
_para lock false;
bis_fnc_halo_para_dirAbs = direction _para;
//--- Key controls
if (_unit == player) then {
_para setvelocity [(_vel select 0),(_vel select 1),(_vel select 2)*1];
bis_fnc_halo_DynamicBlur = ppeffectcreate ["DynamicBlur",464];
bis_fnc_halo_DynamicBlur ppEffectEnable true;
bis_fnc_halo_DynamicBlur ppEffectAdjust [8.0];
bis_fnc_halo_DynamicBlur ppEffectCommit 0;
bis_fnc_halo_DynamicBlur ppEffectAdjust [0.0];
bis_fnc_halo_DynamicBlur ppEffectCommit 1;
bis_fnc_halo_para_vel = 0;
bis_fnc_halo_para_velLimit = 0.5;
bis_fnc_halo_para_velAdd = 0.01;
bis_fnc_halo_para_dir = 0;
bis_fnc_halo_para_dirLimit = 1.5;
bis_fnc_halo_para_dirAdd = 0.03;
bis_fnc_halo_para_keydown = {
_key = _this select 1;
//--- Forward
if (_key in (actionkeys 'MoveForward')) then {
if (bis_fnc_halo_para_vel < +bis_fnc_halo_para_velLimit) then {bis_fnc_halo_para_vel = bis_fnc_halo_para_vel + bis_fnc_halo_para_velAdd};
};
//--- Backward
if (_key in (actionkeys 'MoveBack')) then {
if (bis_fnc_halo_para_vel > -bis_fnc_halo_para_velLimit*0) then {bis_fnc_halo_para_vel = bis_fnc_halo_para_vel - bis_fnc_halo_para_velAdd};
};
//--- Left
if (_key in (actionkeys 'TurnLeft')) then {
if (bis_fnc_halo_para_dir > -bis_fnc_halo_para_dirLimit) then {bis_fnc_halo_para_dir = bis_fnc_halo_para_dir - bis_fnc_halo_para_dirAdd};
};
//--- Right
if (_key in (actionkeys 'TurnRight')) then {
if (bis_fnc_halo_para_dir < +bis_fnc_halo_para_dirLimit) then {bis_fnc_halo_para_dir = bis_fnc_halo_para_dir + bis_fnc_halo_para_dirAdd};
};
};
bis_fnc_halo_para_loop_time = time - 0.1;
bis_fnc_halo_para_velZ = velocity _para select 2;
bis_fnc_halo_para_loop = {
if (!isnil {player getvariable "bis_fnc_halo_terminate"}) exitwith {};
if (time == bis_fnc_halo_para_loop_time) exitwith {}; //--- FPS too high
_para = vehicle player;
//--- FPS counter
_fpsCoef = ((time - bis_fnc_halo_para_loop_time) * 20) / acctime; //Script is optimized for 20 FPS
bis_fnc_halo_para_loop_time = time;
//_fpsCoef = _fpsCoef / 3;
bis_fnc_halo_para_velLimit = 0.3 * _fpsCoef;
bis_fnc_halo_para_velAdd = 0.002 * _fpsCoef;
bis_fnc_halo_para_dirLimit = 1.5 * _fpsCoef;
bis_fnc_halo_para_dirAdd = 0.03 * _fpsCoef;
//--- Dir
bis_fnc_halo_para_dir = bis_fnc_halo_para_dir * 0.98;
bis_fnc_halo_para_dirAbs = bis_fnc_halo_para_dirAbs + bis_fnc_halo_para_dir;
_para setdir bis_fnc_halo_para_dirAbs;
_dir = direction _para;
//--- Crash
_velZ = velocity _para select 2;
if ((_velZ - bis_fnc_halo_para_velZ) > 7 && (getposatl _para select 2) < 100) then {player setdamage 1;debuglog ["Log::::::::::::::",(_velZ - bis_fnc_halo_para_velZ)];};
bis_fnc_halo_para_velZ = _velZ;
//--- Pos
_para setposasl [
(getposasl _para select 0) + (sin _dir * (0.1 + bis_fnc_halo_para_vel)),
(getposasl _para select 1) + (cos _dir * (0.1 + bis_fnc_halo_para_vel)),
(getposasl _para select 2) - 0.01 - 0.1 * abs bis_fnc_halo_para_vel
];
[
_para,
(-bis_fnc_halo_para_vel * 75) + 0.5*(sin (time * 180)),
(+bis_fnc_halo_para_dir * 25) + 0.5*(cos (time * 180))
] call bis_fnc_setpitchbank;
};
bis_fnc_halo_para_mousemoving_eh = (finddisplay 46) displayaddeventhandler ["mousemoving","_this call bis_fnc_halo_para_loop;"];
bis_fnc_halo_para_mouseholding_eh = (finddisplay 46) displayaddeventhandler ["mouseholding","_this call bis_fnc_halo_para_loop;"];
sleep 4;
ppeffectdestroy bis_fnc_halo_DynamicBlur;
bis_fnc_halo_para_keydown_eh = (finddisplay 46) displayaddeventhandler ["keydown","_this call bis_fnc_halo_para_keydown;"];
//--- End
//waituntil {vehicle player == player};
player setvariable ["bis_fnc_halo_terminate",nil];
waituntil {(position vehicle player select 2) < 2 || !isnil {player getvariable "bis_fnc_halo_terminate"}};
(finddisplay 46) displayremoveeventhandler ["keydown",bis_fnc_halo_para_keydown_eh];
(finddisplay 46) displayremoveeventhandler ["mousemoving",bis_fnc_halo_para_mousemoving_eh];
(finddisplay 46) displayremoveeventhandler ["mouseholding",bis_fnc_halo_para_mouseholding_eh];
bis_fnc_halo_para_vel = nil;
bis_fnc_halo_para_velLimit = nil;
bis_fnc_halo_para_velAdd = nil;
bis_fnc_halo_para_dir = nil;
bis_fnc_halo_para_dirLimit = nil;
bis_fnc_halo_para_dirAdd = nil;
bis_fnc_halo_para_keydown = nil;
bis_fnc_halo_para_loop = nil;
bis_fnc_halo_para_keydown_eh = nil;
bis_fnc_halo_para_mousemoving_eh = nil;
bis_fnc_halo_para_mouseholding_eh = nil;
};
};
TorturedChunk said:Server Changes
1. dayz_server.pbo>>complie>>server_playerSetup.sqf
Find:
Code:dayzPlayerLogin2 = [_worldspace,_state];
Change to:
Code:dayzPlayerLogin2 = [_worldspace,_state,_randomSpot];
2. dayz_server.pbo>>system>>server_cleanup.fsm
Find:
Code:"Check for hackers" \n " {" \n " if(vehicle _x != _x && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"") then {" \n " diag_log (""CLEANUP: KILLING A HACKER "" + (name _x) + "" "" + str(_x) + "" IN "" + (typeOf vehicle _x));" \n " (vehicle _x) setDamage 1;" \n " _x setDamage 1;" \n " };" \n " } forEach allUnits;" \n
Change to (Comment Out):
3. dayz_server.pbo>>compile>>server_updateObject.sqfCode:// "Check for hackers" \n "// {" \n "// if(vehicle _x != _x && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"") then {" \n "// diag_log (""CLEANUP: KILLING A HACKER "" + (name _x) + "" "" + str(_x) + "" IN "" + (typeOf vehicle _x));" \n "// (vehicle _x) setDamage 1;" \n "// _x setDamage 1;" \n "// };" \n "// } forEach allUnits;" \n
Find:
Code:if (!_parachuteWest) then { if (_objectID == "0" && _uid == "0") then { _object_position = getPosATL _object; diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]", typeOf _object, _object_position select 0, _object_position select 1, _object_position select 2]); _isNotOk = true; }; };
Change to (Comment Out):
Code:/* if (!_parachuteWest) then { if (_objectID == "0" && _uid == "0") then { _object_position = getPosATL _object; diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]", typeOf _object, _object_position select 0, _object_position select 1, _object_position select 2]); _isNotOk = true; }; }; */
execVM "Halo_Jump\halospawninclude_v2.sqf";
//HALO SPAWN SCRIPT
MC_BIS_halo_spawn = compile preprocessFileLineNumbers "Halo_Jump\halospawninit_v2.sqf";
private["_mkr"];
_mkr = "spawn" + str(round(random 4));
if (!isDedicated) then {
[] spawn {
waitUntil { !isNil ("dayz_animalCheck") and
!(player getVariable ["humanity",0] > 5000 and
typeOf player == "Survivor2_DZ") and
!(player getVariable ["humanity",0] < -2000 and
(typeOf player == "Survivor2_DZ" or
typeOf player == "SurvivorW2_DZ") ) and
!(player getVariable ["humanity",0] > 0 and
(typeOf player == "Bandit1_DZ" or
typeOf player == "BanditW1_DZ") )
};
if (dayzPlayerLogin2 select 2 && dayzPlayerLogin select 4) then
{
_pos = position player;
_mkr setMarkerPos [_pos select 0, _pos select 1];
player spawn MC_BIS_halo_spawn;
_nul = [] execVM "Halo_Jump\altimeter_gui.sqf";
};
};
};
if (!isDedicated) then {
[player, 1000] execVM "Halo_Jump\fn_halo.sqf";
};
Yes i douse AH?
here add line to AH?Also, if running antihacks that look at _dayzactions, players wont be able to pull their parachute. You will need to add the following to the array in _dayzactions in the antihack code:
Code:bis_fnc_halo_action
//--------------------HALO JUMP DAYZ 1.8.0.3-----------------------------------
MC_BIS_halo_spawn = compile preprocessFileLineNumbers "halo\haloInit.sqf";
private["_mkr"];
_mkr = "spawn" + str(round(random 4));
if (!isDedicated) then {
[] spawn {
waitUntil { !isNil ("dayz_animalCheck") and
!(player getVariable ["humanity",0] > 5000 and
typeOf player == "Survivor2_DZ") and
!(player getVariable ["humanity",0] < -2000 and
(typeOf player == "Survivor2_DZ" or
typeOf player == "SurvivorW2_DZ") ) and
!(player getVariable ["humanity",0] > 0 and
(typeOf player == "Bandit1_DZ" or
typeOf player == "BanditW1_DZ") )
};
if (PVCDZ_plr_Login2 select 2) then
{
_pos = position player;
_mkr setMarkerPos [_pos select 0, _pos select 1];
player spawn MC_BIS_halo_spawn;
};
};
};
//--------------------HALO JUMP DAYZ 1.8.0.3-----------------------------------
PVCDZ_plr_Login2
PVCDZ_plr_Login2 = [_worldspace,_state,_randomSpot];
bis_fnc_halo_action
dayz_antihack =