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#38102 [RELEASE] Build Snapping - Extended v1.6 (Updated 02/20/2014)

Posted by OtterNas3 on 13 January 2014 - 04:15 PM

Hey Survivors,


i started this new Thread for the Mod so it's easier for players to find it and for me to support it!

This will also stop the confusion with the mod when you use Maca's or mine and have problems with it.


I got Maca's permission to do it and ALL credits for the idea and the first coding goes to Maca!

Thanks again Maca for this amazing idea/script!


Ok here we go...


This Mod adds a "Toggle Snapping" function to these Epoch Buildable objects:

  • MetalFloor_DZ
  • WoodFloor_DZ
  • CinderWall_DZ
  • CinderWallDoorway_DZ
  • CinderWallDoorLocked_DZ
  • CinderWallDoor_DZ
  • CinderWallSmallDoorway_DZ
  • CinderWallDoorSmallLocked_DZ
  • CinderWallHalf_DZ
  • CinderWallDoorSmall_DZ
  • WoodLargeWall_DZ
  • Land_DZE_LargeWoodDoor
  • WoodLargeWallWin_DZ
  • WoodLargeWallDoor_DZ
  • Land_DZE_GarageWoodDoor
  • Land_DZE_GarageWoodDoorLocked
  • Land_DZE_LargeWoodDoorLocked
  • WoodSmallWallThird_DZ
  • WoodSmallWallDoor_DZ
  • WoodSmallWall_DZ
  • WoodSmallWallWin_DZ
  • Land_DZE_WoodDoor
  • Land_DZE_WoodDoorLocked
  • Sandbag1_DZ
  • MetalPanel_DZ
  • Fence_corrugated_DZ
  • StickFence_DZ
  • Land_HBarrier1_DZ
  • Land_HBarrier3_DZ
  • Land_HBarrier5_DZ
  • Fort_RazorWire

Objects can be snapped to another object of the same type like:

Metal_Floor_DZ <-> Metal_Floor_DZ

Sandbag1_DZ <-> Sandbag1_DZ


or any Wall combination if its the same Material like:

WoodSmallWall_DZ <-> WoodSmallWall_DZ

WoodSmallWall_DZ <-> WoodSmallWallWin_DZ

CinderWallHalf_DZ <-> CinderWallHalf_DZ

CinderWallHalf_DZ <-> CinderWallDoorway_DZ


When you start building a new object you will get a "Toggle Snapping" option if the object is supported.

Hit it to activate the snapping.


Distance between the two objects has to be lower then 1.5m.

So move your object to almost same height and next to one side, near the top or near the bottom of the object you want to snap it to.


This allows you to build a Floor or a Wall on the same height in a perfect line.


It is also possible to make perfect 90° angles with it, for this you also have to bring the object almost in the desired angle to the other object and it will snap to it.


So What makes this version "Extended"?



  • Snapping will work on more then one  Floor
  • Snapping will work while building over Water
  • Snapping a object on Top/Bottom of eachother
  • Snapping with set rotation (for set Door open directions)
  • More objects supported
  • Code for finding snap points redone


Demo Video:


Download (install instructions included):



Installation instructions:



Download and extract Snapping_v1.5.zip



unpbo MPMissions\YOURMISSIONNAME.pbo



Copy custom folder from the extracted Snapping_v1.5 to MPMissions\YOURMISSIONNAME\



If you dont have a custom compiles.sqf do step ( A )

If you already have a custom compiles.sqf do step ( B )


( A )

Open MPMissions\YOURMISSIONNAME\init.sqf

Find this line:

call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";

and add this line RIGHT BELOW it:

call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf";

so it will look like:

call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf";

( B )

Open your custom compiles.sqf

copy these lines to the VERY BOTTOM of your custom compiles.sqf

if (!isDedicated) then {
	player_build		= compile preprocessFileLineNumbers "custom\snap_build\player_build.sqf";
	player_buildControls	= compile preprocessFileLineNumbers "custom\snap_build\player_buildControls.sqf";
	snap_object		= compile preprocessFileLineNumbers "custom\snap_build\snap_object.sqf";

if you already have a player_build line in your custom compiles.sqf, it doesnt matter, IF you copied these line at the VERY BOTTOM, of your custom compiles.sqf!



Open MPMissions\YOURMISSIONNAME\description.ext

Add this line again to the VERY BOTTOM of it! (Yeah this means AFTER the last closing bracket!)

It has to be the VERY LAST LINE of the File!

#include "custom\snap_build\points.hpp"


repbo MPMissions\YOURMISSIONNAME\ - upaload - reload - snap - smile!



I hope i could clarify the !IMPORTANCE! that you copy the lines i mentioned to the VERY BOTTOM!


No Snap - No Smile - unneded questions




Have fun with it,


aka Bob der Baumeister



- If you like it - Like it - So I can count Downloads - I like that

  • fr1nk, Revoplay, BetterDeadThanZed and 85 others like this

#38687 [RELEASE] JAEM - Just another Evac-Chopper Mod v1.3 (Updated 02/20/2014)

Posted by OtterNas3 on 16 January 2014 - 02:04 AM

Hey Survivors,


time for my next release!


JAEM - Just another Evac-Chopper Mod!



If you ever wanted to have your own Evac-Chopper you can place anywhere you want, that picks you up where and when you want.

This is the Mod you would like to have!


This Mod allows you to make a Evac-Chopper Field next to your Base or another place you like and use it with any Chopper on it as a Evac-Chopper.

If you start fresh all you need is a Chopper with a Key, which you should have in your Inventory, and for the Evac-Field marking a full Briefcase as payment.


This will make a Evac-Chopper field under your Chopper.

If this Chopper gets destroyed or stolen or just lost, no problem just place any other Chopper you like on it and it will act as your Evac-Chopper!


The "Call Evac-Chopper" action menu entry is just shown if you have a Evac-Chopper field, it checks on activation for:

  • Chopper is on the field
  • Enough fuel
  • Damage status

The Evac-Chopper locks itself on start so no passenger can hop in.

It will stay locked when reaching the Evac-Zone until the player who called it gets close to the Evac-Chopper.

This way no thief could get it before the player is in it.


If the player dies, before or after the Evac-Chopper has reached the Evac-Zone, the Evac-Chopper will be reset to Evac-Field!



Demo Video:





Install instructions:


1. Download JAEM_v1.3.zip and extract it

2. unpbo MPMissions\YOURMISSIONNAME.pbo

3. copy the custom folder from the extracted JAEM_v1.3.zip to MPMissions\YOURMISSIONNAME\

4. Edit MPMissions\YOURMISSIONNAME\init.sqf


Find this block:

if (!isDedicated) then {
    0 fadeSound 0;
    waitUntil {!isNil "dayz_loadScreenMsg"};
    dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
    _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];


And insert this line above the closing bracket };

_nil = [] execVM "custom\JAEM\EvacChopper_init.sqf";

If you dont have already a custom variables.sqf do step 4a) else do step 4b)



Find this line:

call compile preprocessFileLineNumbers "z\addons\dayz_code\init\variables.sqf";


call compile preprocessFileLineNumbers "custom\JAEM\variables.sqf";


Copy this line to the very bottom of your custom variables.sqf

dayz_allowedObjects = dayz_allowedObjects + ["HeliHRescue"];


Copy these 3 files to your Servers BattlEye filters folder:







Edit custom\JAEM\EvacChopper_init.sqf


Edit this block to your likings!

// Edit these settings to fit your needs/likes //
/// Amount of Briefcases a Evac-Chopper costs ///
/////////// Any amount between 1-12 /////////////
evac_chopperPrice = 3;
////// Need a Radio to call Evac-Chopper? ///////
////// 1 = Need Radio | 0 = No need Radio ///////
evac_needRadio = 0;
// Evac-Zone marker type Smoke or Landingpad? ///
////////// 0 = Landingpad | 1 = Smoke ///////////
evac_zoneMarker = 0;
/// Minimum Distance to call for Evac-Chopper ///
///////// Dont set this lower then 500! /////////
evac_minDistance = 500;
/////////////// DONT EDIT BELOW ! ///////////////

- notes -

If you set evac_needRadio to 1 and you dont have Radios in your respawn loadout, this breaks the call Evac-Chopper for respawners!

If you set evac_zoneMarker to 1 the Smoke in the evac-zone will not last until the Chopper arrives if the distance is very far!


7. repbo MPMissions\YOURMISSIONNAME - upload - restart - smile!





Have fun with it!
- If you like it - Like it - So I can count Downloads - I like that

  • fr1nk, BetterDeadThanZed, tinux and 42 others like this

#28260 Epoch Mod for Arma 3

Posted by vbawol on 06 December 2013 - 03:02 PM

Arma 3 Epoch Mod will be a total conversion mod coded from the ground up, and no longer based on DayZ. Many of the key ideas from DayZ Epoch will play a major role in Epoch Mod however everything else will change!


More will be announced early this year.

#37582 [RELEASE] Vehicle Key Changer - For making Masterkey - V 1.3 (Updated 02/20/2...

Posted by OtterNas3 on 11 January 2014 - 06:19 AM

Just finished it and thought someone could like it...

  • You have many, many (many, ...) Vehicles?
  • You have many, many (many, ...) different Keys?
  • Already need to attach a list with Key = Vehicle to your Monitor to keep track of em?
  • Need 30 minutes to start driving because you dont have such a list?
  • Frustrated?

This little script allows you and the Players on your Server to copy Vehicles, that you got the Key for, to another Key that's in your Inventory!
Car 1: Red Skoda - Red Key (1234)
Car 2: Green Skoda - Green Key (4321)

You need a Keymakers Kit!
Put both keys in your Inventory, look at the Car 1 and select "Change Vehicle Key" from the action menu.
You get a list with all Keys in your Inventory, to select from a menu. In this case the list would just be one: Green Key (4321)
Not in the list is the Key for Car 1, so no Red Key (1234)
Select the new Key you want to put the car on and: voila!
You can throw away the unneeded Red Key (1234)

The Old vehicle Key gets added to your Backpack

Car 1 & Car 2 are both now on the Green Key (4321)


You can allow players to "Claim" Vehicles that are dynamic spawned on the Map and does not yet need a Key.

This is a option you can turn On/Off!

You can set a price for claiming vehicles also.

Demo Video



 Install Instructions:
1. Download and unzip VehicleKeyChanger_v1.3.zip

2. unpbo MPMissions\YOURMISSIONNAME.pbo

3. copy the custom folder from the unziped VehicleKeyChanger_v1.3.zip to MPMissions\YOURMISSIONNAME\

4. open MPMissions\YOURMISSIONNAME\init.sqf
Find this block:

if (!isDedicated) then {
	0 fadeSound 0;
	waitUntil {!isNil "dayz_loadScreenMsg"};
	dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
	_id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];


And insert this line above the closing bracket };

	_nil = [] execVM "custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf";



Edit custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf


Edit this block to your likings!

// Edit these settings to fit your needs/likes //
/// Claim Vehicles that does not yet need Key ///
///////// 0 = Not allowed | 1 = Allowed /////////
vkc_claiming = 0;
//////// Claim Vehicles costs this Item /////////
/// Any Item can be used here, some examples: ///
//// ItemTinBar, ItemSilverBar, ItemGoldBar, ////
////// ItemSilverBar10oz, ItemGoldBar10oz, //////
///// ItemBriefcase20oz, ItemBriefcase100oz /////
//////// set to "0" to disable the costs ////////
vkc_claimingPrice = "ItemGoldBar10oz";
////////// Change Key costs this Item// /////////
////////////// see above examples ///////////////
//////// set to "0" to disable the costs ////////
vkc_Price = "ItemSilverBar";
/////// Need KeyKit to use this function ////////
////////// 0 = Not needed | 1 = Needed //////////
vkc_needKeykit = 1;
/////////////// DONT EDIT BELOW ! ///////////////

5. repbo MPMissions\YOURMISSIONNAME\

- upload it to your server -

6. unpbo @DayZ_Epoch_Server\addons\dayz_server.pbo


7 copy server_updateObject.sqf from your unziped VehicleKeyChanger_v1.3.zip to @DayZ_Epoch_Server\addons\dayz_server\compile\  and overwrite the existing one. (This just adds a function for this mod nothing else changed)


8. repbo @DayZ_Epoch_Server\addons\dayz_server\

- upload it to your server -


9 copy this file to your Servers BattlEye filters folder:



10. Restart your server

11. Enjoy it and cleanup your vaults!



-- Additional Information ---


For infiStar AdminCheat (oh sorry i meant Antihack...) users:

adding "#USER:_keyMenu" in the ALLOWED CMDMenus list (_cMenu=) as cen said is all you need to make this work properly :)



Have fun with it!
- If you like it - Like it - So I can count Downloads - I like that

  • mdswish, Wheaticus, monkeebhoy and 29 others like this

#26105 CHANGE LOG 1.0.3

Posted by vbawol on 27 November 2013 - 08:55 PM

  • [NEW] In-game Map - Unused Arma UI has been removed, from DayZ CE 1.8. @Skaronator
  • [NEW] Gear is only accessible in vehicles with "G" key due to removal of Arma Map Menus, from DayZ CE 1.8. @Skaronator
  • [ADDED] Dead players bodies now convert to a grave after about 30 minutes, filling the grave with all the players items. The grave will stay around until server restart.
  • [ADDED] Radiation effect with geiger counter sounds and eventual rapidblood loss when player goes out of the map for too long.
  • [ADDED] Craft-able Gunrack with 6 x PartWoodLumber makes GunRack_DZ that holds 20 weapons/10 magazines. http://i.imgur.com/mfY0uLN.jpg @dayz10k
  • [ADDED] Craft-able Base Fire Barrel FireBarrel_DZ with an empty Fuel Barrel, Full Jerry Can, and 4x WoodPile. http://i.imgur.com/2KHWdMS.jpg @dayz10k
  • [ADDED] Craft-able 5x Wide HESCO barrier from, a 3 wide HESCO and 2x 1 wide HESCO. http://i.imgur.com/beWNQtH.jpg @dayz10k
  • [ADDED] Craft-able Round Sandbag Fence (BagFenceRound_DZ) from ItemSandbag. http://i.imgur.com/WlblRPf.jpg @dayz10k
  • [ADDED] Vehicle upgrade system with 4 stages: 1=performance, 2=armor, 3=cargo, and 4=fuel. To upgrade a vehicle you must first find the lvl 1 performance manual and two engine parts then right click next to your vehicle. @vbawol
  • [ADDED] The above documents to the discoverable documents. @dayz10k
  • [ADDED] Can now examine Murder Boards via Newspaper Obituaries. @vbawol
  • [ADDED] ItemPlotDeed to discoverable documents (leads to crafting a plot pole). @dayz10k
  • [ADDED] Added Player Names that killed Objects to diag_log @Torndeco
  • [ADDED] Added Player Worldspace location to Connect/Disconnect/Combat Log RPT messages. @dayz10k
  • [ADDED] dayz_sellDistance variables are now split into "dayz_sellDistance_boat", "dayz_sellDistance_vehicle" and "dayz_sellDistance_air" - @Skaronator
  • [ADDED] Surrender (options > controls > "Surrender") action now drops your weapons and places your hands on your head. While surrendered other players can access your gear.
  • [ADDED] Remove nearest tanktrap with right click option on toolbox @dayz10k
  • [ADDED] Faster in string function by Killzone Kid http://killzonekid.c...ithin-a-string/
  • [ADDED] Halo jump option from a helicopter when above 400m. @zabn
  • [ADDED] Localization support added. @zabn @dayz10k
  • [ADDED] Added Dutch localization. @JoSchaap
  • [ADDED] Added Russian localization. @VeryBigBro
  • [ADDED] Added French localization. @th4z
  • [ADDED] Added German localization. @kraZey
  • [ADDED] Chernarus-Spawnselection and 1.8 GUI-Icons to the dayz_code.pbo - experienced server admins can use it. @Skaronator
  • [ADDED] Global variable if player is fresh spawned. Can used for custom script like in spawn-camera script ("freshSpawn = 0" - Normal Spawn / 1 - fresh spawn as zombie / 2 - fresh spawn as player) @Skaronator
  • [ADDED] Added 7 more male skins from Arma http://i.imgur.com/1b0n2Jy.png @axles @vbawol
  • [ADDED] Added 8 more Trucks from ARMA: V3S_Civ, V3S_TK_EP1_DZE, V3S_RA_TK_GUE_EP1_DZE, UralCivil_DZE, UralCivil2_DZE, KamazOpen_DZE, MtvrRefuel_DZ, MTVR @vbawol
  • [ADDED] Destroy tent option when you have a full Jerry Can and Matches. @vbawol
  • [ADDED] Tag friendly system now stores your 5 most recent friends with your life. Building on another friends plot and you are already tagged you still need to look at the owner once to complete the handshake so that you can start building. Server admins can disable this with DZE_FriendlySaving = false; in the init.sqf @zabn @vbawol
  • [ADDED] Player can now get crushed if they get out to close to a wall or building. Successful wall glitches now result in death ONLY if your get out position intersects a building. @vbawol
  • [ADDED] Can now maintain lightpoles with a lightbub. @vbawol @dayz10k
  • [ADDED] Directly Disconnect (back to lobby) if you press abort > yes - @Skaronator
  • [ADDED] New Weapons, most of which are backpack compatible: M60, M240 scoped, M249 scoped, MG36 variants, RPK-74, M8 SAW, Bizon, Saiga12K, KSVK, M4+203 HOLO SD @dayz10k
  • [ADDED] Extra security features. @facoptere
  • [ADDED] Owner can now remove modular parts (walls, etc) without having to destroy them. NOTE: nothing is refunded/no rubble. @dayz10k
  • [ADDED] Unlocking a vehicle should now show you which key was used (no more guessing game!) @vbawol @dayz10k
  • [ADDED] Swinging melee weapons will cause your food/drink to drop faster than normal. Attepting to crack locks over time will cause your food/drink to drop as well. @vbawol
  • [ADDED] New building supplies (mortar, cinder, wood packs) to Wholesalers @dayz10k
  • [ADDED] Area maintenance of bases @vos (Axe Cop) @dayz10k
  • [UPDATED] Server can now control now fast the periodic client save interval is on the fly. Actual server fps is used to determine how fast the clients can update min 10 seconds max 60 seconds.
  • [UPDATED] Humanity changes: Give player humanity for killing bandits with no murders. Prevent humanity loss from killing player zombies and give a small humanity increase. @Armifer
  • [UPDATED] Trading log-system (server-side) was improved. @Skaronator
  • [UPDATED] Back-end loot configs and loot spawning rates. @vbawol
  • [FIXED] Plot pole no longer falls over and can be destroyed but has armor=1000.
  • [FIXED] Fixed unable being able to sell satchel charges. @vbawol
  • [FIXED] Fix for diag_log statement when player buying vehicles @Torndeco
  • [FIXED] Building on roads no longer allowed as it was intended. @dayz10k
  • [FIXED] M4SPR spawns now with 30 Rnds Stanag mags and not anymore with 20 Rnds. @Skaronator
  • [FIXED] Fixed expression error with vehicles/safes when loading a large inventory. @vbawol
  • [FIXED] No more bleeding trees, rocks, etc with melee weapons from DayZ CE 1.8. @vbawol
  • [FIXED] Variable added to player zombie vision to better support anti-hacks @Skaronator
  • [FIXED] Lower chance to play fly sounds when near dead bodies. @vbawol
  • [FIXED] Documents now examine one at a time, also fixes getting the same item for each document. @vbawol
  • [FIXED] Server now only saves the first 20 magazines on disconnect to prevent saving items in overflow that can cause player inventory corruption. @vbawol
  • [FIXED] Zombies no longer attack players unless they have true line of sight. @vbawol
  • [FIXED] RPT error on all clients when dragging a player. @zabn
  • [FIXED] Reduced zombie attack ranges back to normal levels since it is no longer needed due to removal of vilas vehicles. @vbawol
  • [FIXED] Small typo in Axeman's tower light code was preventing it from working. @Torndeco
  • [FIXED] Case sensitivity issues with last versions SQL update calls.
  • [FIXED] Recent Murders on the Murder Board in trader cities now works properly. @vbawol
  • [CHANGED] Trader menu "Buy" button will now disable or grey out if you do not have the correct funds available.
  • [CHANGED] Metals can now be converted from 10oz to 1oz without tools or the need for a fire. @vbawol
  • [CHANGED] Mission name and descriptions now conform to template. @dayz10k
  • [CHANGED] Increased armor levels on wooded modular base building objects by 300%.
  • [CHANGED] Increased armor levels on cinder and metal modular base building objects by 20%.
  • [CHANGED] Removed 12m restriction of other players when buying and selling vehicles. Added requirement that you must be the last to get in the drivers seat to sell the vehicle.
  • [CHANGED] Opening supply crate now returns a empty supply crate. @dayz10k
  • [CHANGED] Updated Makarov, MakarovSD, and M1911 damage settings to the same as DayZ CE 1.8. @vbawol
  • [CHANGED] Base building enhancements and changed count down timer. @zabn
  • [CHANGED] Base Building now requires a plot pole again. @vbawol
  • [CHANGED] Backpack pickup method @vbawol


  • [REMOVED] Dust effect from removed.
  • [REMOVED] Unused code and images removed @Skaronator
  • [REMOVED] Map markers for other players and empty vehicles (blue/orange/green dots & vehicles) @Skaronator
  • [REMOVED] Removed humanity heartbeat code @vbawol
  • [REMOVED] Road Cones at Bash and Klen traders that would cause Vodniks to spawn in and launch vertically. @dayz10k

  • ToejaM, ispan55, TuBz and 29 others like this

#416 Patch Download.

Posted by Axle on 27 May 2013 - 04:57 PM

We would like to thank everyone for the support and help getting this patch finished up and ready for release. Download Links


DayZ Epoch Client Release
md5: c573bd6359ee5612e2fc920f79cbec3e 
DayZ Epoch Server Release
md5: 7f96e303f6856be5c258f1291e8f73eb

Change Log: http://dayzepoch.com....php/Changelogs



Install Guide for Client.


Install Guide for Server



Live on DayZ Commander soon!

  • MGT, fr1nk, EGC.NightStalker and 22 others like this

#11340 [How To] [CPC] Indestructible Bases

Posted by ToejaM on 20 September 2013 - 01:04 PM

Patch 1.0.3 Information

I would just like to point out that my script is working entirely flawlessly however the line numbers are wrong in some cases in the tutorials below but they are easy enough to see where it goes instead by searching for the correct words. All the information you need is in this post.


At present I do not have time to write the tutorial on pulling the maintain_area.sqf from the DayZ code files, however you will need to do this as Axe Cop's script is now part of Epoch as standard.


When I get time I will add this if someone hasn't done it already, its very quick and easy to do but I want to make sure I write it as perfectly as possible to avoid confusion. Its as simple as finding it in the file structure, placing it in your mission folder and then changing the path inside the self actions file.


If you do not pull the maintain_area.sqf from the code and add my fix to it, when you maintain your base using the area function on the plot pole it will make your base vulnerable to attack until the restart.


[CPC] Indestructible Bases - PART1: On Server Restart


What it does:


Anything you define inside the _cpcimmune tag will respawn on server restart entirely indestructible and will also not be able to be knocked down. You can add anything you like to the list. the list currently only comprises of the new modular base buildables.


How to:


Step 1)


Unpack your dayz_server.pbo


Step 2)


Find \system\server_monitor.sqf add copy this at around line 6

_script = getText(missionConfigFile >> "onPauseScript");
// ### [CPC] Indestructible Buildables Fix
_cpcimmune =[
// ### [CPC] Indestructible Buildables Fix
if ((count playableUnits == 0) and !isDedicated) then {

Step 3)


Scroll down to around line 180 and copy this

			_object setdir _dir;
			_object setpos _pos;
			_object setDamage _damage;
// ### [CPC] Indestructible Buildables Fix
					if (typeOf(_object) in _cpcimmune) then {
						_object addEventHandler ["HandleDamage", {false}];
						_object enableSimulation false;
// ### [CPC] Indestructible Buildables Fix

Step 4)


Repack your dayz_server.pbo




You're done, its as simple as that. This has been tested on my server for well over a few weeks and is entirely stable. We don't have buildables destructible until a server restart to allow players to remove them by force themselves if neccesary to reduce admin intervention.


If you wish to contribute and add your a tutorial for spawning items indestructible without need for a server restart then send me a PM and I'll update this post.


[CPC] Indestructible Base Fix - PART2: On Object Creation


What it does


This is how to make your base objects spawn immediately indestructible without the need for a restart - Credit to Snowmobil for the player_build.sqf coding.


If you already have a custom compiles.sqf you can skip the first 3 steps


Create a custom compiles.sqf in your mission file.

Creating a custom compiles.sqf


Step 1)

Unpack your dayz_code.pbo in Dayz_Epoch\addons\


Step 2)

Pull out the compiles.sqf from dayz_code\init\ and place into your root mission folder (where mission.sqm is)


Step 3)


Edit your init.sqf inside your mission file around line 58 to look like this

call compile preprocessFileLineNumbers "compiles.sqf";				//Compile regular functions

Step 4)


If not already done due to step 1, unpack your dayz_code.pbo in DayZ_Epoch\addons\


Step 5)


Find your player_build.sqf in your dayz_code\actions\


Step 6)


Around line 231 copy to look like this

	// Start Build 
	_tmpbuilt = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];
        // ### [CPC] Indestructible Base Fix	
        _tmpbuilt addEventHandler ["HandleDamage", {false}];
        _tmpbuilt enableSimulation false;
	// ### [CPC] Indestructible Base Fix

Save the file in its current location if not already made a copy elsewhere.


Step 7)

In your mission folder create a folder called "fixes" and place the player_build.sqf in there.


Step 8)


Edit your compiles.sqf around line 95

	player_build =				compile preprocessFileLineNumbers "fixes\player_build.sqf";


You're now done. You don't need to repack your dayz_code folder as the fix overwrites the original file due to where its called from, you also don't need to save the player_buid.sqf in the folder you copied it from, you can copy it elsewhere if you wish to keep an original version incase you need to revert for what ever reason.


This does not need the buildable array that the first part of this tutorial needs, however you will need the first part that edits the server side files for a restart to keep these buildables indestructible.


Locations of files are optional, the compiles.sqf does not have to be in the root folder if you wish to have it in your fixes folder just amend the file path. This also means you do not need to name the folder where player_build.sqf goes to "fixes" it can be called anything you like, I just happen to use "fixes" for my custom files.


If you use this fix or think its a good idea, please hit the like button on this post. It doesn't do anything for me but shows interest in having indestructible bases. Thanks.


[CPC] Indestructible Base Fix - PART3: Prevent Maintenance Exploit



Currently you can "maintain" an object and it becomes destructible. This stops players from "maintaining" your buildables and then destroying them, as the server swaps them out to destructible types. There are several ways to implement this fix. If someone wishes to modify the server_dayzswap file so that the swapped buildables are also indestructible I will update this post. This however is suitable for my servers needs and helps players to register their base.
If you have a custom fn_selfActions file you can skip to step 3.
Step 1)
Unpack your dayz_code.pbo in your @DayZ_Epoch client folder
Step 2)
Put the \addons\dayz_code\compile\fn_selfActions.sqf inside your fixes folder.
Step 3)
Modify your fn_selfActions.sqf this around line 501 and save
        if (s_player_maint_build < 0) then {
	s_player_lastTarget set [1,_cursorTarget];
	// ### [CPC] Maintenance Fix 
	s_player_maint_build = player addAction [format["Maintain %1",_text], "fixes\cpcmaintfix.sqf",_cursorTarget, -2, false, true, "",""];
	// ### [CPC] Maintenance Fix 
	} else {

Step 4)


Create a new .sqf file, either by copying an existing one or renaming the file extension of a newly created .txt document. Name this file cpcmaintfix.sqf, place this in your fixes folder and put this code inside the newly created .sqf

cutText [format["Maintenance is disabled on this server as it is not required. Please see our website on how to ensure your base is not deleted."], "PLAIN DOWN"];

Optionally customize the message to what you like, we run a base registration system so that we can delete old bases due to there being no viable cleanup system thanks to indestructible buildables and believing that maintenance as it stands, its too much work for base owners.

Step 5)

Modify your compiles.sqf (see above on this post on how to create one, you should have already done it by now if you're this far though) around line 17

fnc_usec_selfActions =		compile preprocessFileLineNumbers "fixes\fn_selfActions.sqf";		//Checks which actions for self





[CPC] Indestructible Base Fix - PART4: Swap Objects Fix


When you maintain an object either through Axe Cop's areal maintenance script or by doing it individually on each object, it swaps out the object for a new one. You don't see a change but it does happen. This spawns it in using server_swapObject.sqf which does not have the indestructible code inside. You don't have to do this as a restart will make your objects indestructible again however, if you maintain many objects they will be vulnerable to normal attacks until a restart, so it is advised that you do this.


Part 4a: Normal DayZ Epoch maintenance system


Step 1)


Decompile dayz_server.pbo


Step 2)


Goto: @DayZ_Epoch_Server\addons\dayz_server\compile\ and find server_swapObject.sqf


Step 3)


Around line 44 change this:

_object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}];
// Test disabling simulation server side on buildables only.
_object enableSimulation false;

to this:

_object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}];
// Test disabling simulation server side on buildables only.
_object enableSimulation false;
// ### CPC Swap Object Fix
_object addEventHandler ["HandleDamage", {false}];
// ### CPC Swap Object Fix

Step 4)


Recompile your dayz_server.pbo and you're now done.






Part 4b: Axe Cop's Maintain Area Script


Step 1)


In your mission file, or where ever you have stored the script, open the file


e.g mine: D:\Gameservers\testserver\MPMissions\DayZ_Epoch_11.Chernarus\fixes\maintain_area.sqf


If neccesary you might need to unpack your mission.pbo


Step 2)


Go to around line 104

					// Set location
					_object setPosATL _location;
					PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location],_classname,_obj,_objectID,_objectUID];
					publicVariableServer "PVDZE_obj_Swap";

					player reveal _object;
				} forEach _objects;

and change to this

					// Set location
					_object setPosATL _location;
					// ### CPC Swap Object Fix
					_object enableSimulation false;
                                        _object addEventHandler ["HandleDamage", {false}];
                                        // ### CPC Swap Object Fix

					PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location],_classname,_obj,_objectID,_objectUID];
					publicVariableServer "PVDZE_obj_Swap";

					player reveal _object;
				} forEach _objects;

Step 3)


Save your file and if necessary, repack your mission.pbo and you're done.





  • fr1nk, itsatrap, Dobrowney and 22 others like this

#19061 Preview: Ghost of Chernarus Epoch-Specific Map Pack

Posted by Charlatan on 27 October 2013 - 10:11 AM

Ghost of Chernarus        Preview - Release coming soon !

A map pack specifically made for Epoch




Hello guys and girls.

I'd like to preview the Chernarus Overhaul I am working on - a collection of map packs focusing on Epoch's Core zones.




  • Better protection at Trader Cities
  • Immersive, some pretty eccentric structures
  • Fully modular - each spot is a seperate sqf
  • Hours of optimization work to reduce file size and increase performance
  • Two projects of Fortresses ready for NPCs - one small, one excessively large (approx. 2x2 kilometers of platforms in the ocean)
  • Alternative versions of the maps coming in the future to offer options and variants: No fuelpump in Klen / No Zombies / Less Objects / More entrances   etc.
  • More alternative versions tailored to your personal wishes, just post em here =)


Current Progress:


- Traders -

Trader City Klen Enhancement:    -    100%     (+Optimization ! )     (+Alternative Versions ! )

Trader City Stary Enhancement:    -    100%     (+Optimization ! )    (+Alternative Versions ! )

Trader City Bash Enhancement:    -    100%     (+Optimization ! )    (+Alternative Versions ! )

Northeast Aircraft Dealer Overhaul "The Boneyard"    -    100%     (+Optimization ! )     (+Alternative Versions ! )

Bandit Trader Overhaul "Cutthroat's Corner"    -    100%     (+Optimization ! )

Hero Trader Overhaul "Last Home"    -    100%

Boat Dealer Overhaul "Oceansoul Restaurant"  - coming soon! -

Wholesale Trader Balota Overhaul:  - coming soon! -

Wholesale Trader Elektrozavodsk Overhaul:  - coming soon! -

Wholesale Trader Solnichiy Overhaul:  - coming soon! -


- Landmarks -

Willow Lake Castle Ruin: 100%     (+Optimization ! )

"The Unburied" Battlefield Remnants: 100%     (+Optimization ! )     (+Alternative Versions ! )



- Structure Improvements -

Zelenogorsk - Rehabilitation Center & Warehouses: 100%

Grishino - Construction Sites : 100%

NEAF - Additional Military Loot: - coming soon! -

Balota - Additional Military Loot: - coming soon! -



- Strongholds for A.I. Enemies -

"Hellhole" Devil's Castle NPC-ready Base: 40%  (not yet included in the pack)

"Bleeding Sun Island" Military Complex in the Ocean: 80%  (not yet included in the pack)





Preliminary Release Work-In-Progress: http://www.charlatan.at/DayZ/GOC.rar


PDF Readme / Screenshots / Map Locations: http://www.charlatan.at/DayZ/GOC.pdf





  • How do I install this?
    You seem to have to use the server PBO after 1.0.3
  • Do I need to change/add the traders manually?
    No, the traders and their market stalls all remain unchanged.
  • Does the Castle in Klen disappear?
    No, it will all be normal ingame. The Castle is simply not visible in the editor, thus missing on my screenshots.




As long as players enjoy them, feel free to edit / modify my maps however you like. Just don't claim them as your own work ;)

Without the Epoch Mod, I wouldn't have worked on these map upgrades for Chernarus, so most credit goes to the Epoch Team!

  • Revoplay, prosims, ispan55 and 16 others like this

#13336 Change Logs

Posted by Axle on 29 September 2013 - 02:10 PM

  • MGT, Darkcloud, ToejaM and 16 others like this

#6525 [Release] Asian Server Pack for Epoch

Posted by Asian Kid on 09 August 2013 - 12:49 AM

Hey guy I made this server pack by myself, just took the added base building stuff (the buildables) from exodon. Thanks to him for the code and the pic for base building. the rest I did. More Updates to come. 


My server IP



Dayz Fallen Dead


Asian Server Pack

Version 1.3


Main Plugins

Base Building

Base Building Improvements

Trader Menu Dialogs

Working Dogs

Custom Crafting system

Dayz Mission System City

Custom map

Small survivor camps

(all around the map)


Plugin list

Sarge AI

Self Blood bag

Tent Healing

Tent ignite

Color Correction

Dynamic Weather Effects

ON/OFF Debug monitor

Custom Tow/Lift

Safe Zones


Cargo Drops

Death Messages

Fire Dance

Remove clothes


Auto Refuel

Name tags

House Lights

Tower Lights

Custom Diary

Care Packages

C130 Animated crash sites

Animated Chopper Crashes

Custom spawn load out




B6 Media














Matt L










Summary about the pack

​I have been working on my server and what's above is on my server now. I had to work hard on this and fix all these errors and other problems. I got most of the bugs/errors fix. I am running Dayz ST and it works fine with saving to database and works on other server host. 

Please donate to help the production and help keep my server up.

  • Alucard88, DrS8n, Wattles and 14 others like this

#30915 [Release] Multiple Character Support (now compatible with Epoch

Posted by Axe Cop on 13 December 2013 - 12:27 AM

My new mod may change the way you play DayZ, simply put this mod enables all players on the server to get the choice of using multiple characters (without having to buy multiple copies of ArmA2:CO  :P).
I've set up a prototype on my test server with a 3 character selection dialog (see picture below), this may be improved but the base mechanics itself are working great so far.
So when you join a server after the loading screen you see a dialog like this:
you have to chose one of 3 character slots every time you log into the server, each character slot is completely independent (different humanity and other stats, like different players). the slot count isn't static but I though 3 is a good start, admins can change the character selection dialog to a different number of slots, if you want you can have 100 slots for each player. :D
This mod can't be archived with a little script, but I've tried to made the installation as easy as possible.
For an overview this is what I've done to get this mod working:
  • Database schema: added one extra column "Slot" to the "character_data" table (the database stays fully compatible to the default HiveExt.dll)
  • Custom HiveExt.dll to add a new method for loading all character data of a player (CHILD:100), also a small change to the current load player method to support multiple characters (CHILD:101). I could have made completely new methods for the login process, but this way only a very few modifications are necessary in the Hive code and the script files, but this also means my modified HiveExt.dll is not compatible with servers who don't have the "Slot" column in the "character_data" table (just in case somebody wants to use my HiveExt.dll because it also contains the CHILD:999 and CHILD:998 methods maca added).
  • one new script for the server and a small change in the server_playerLogin.sqf (to send the slot id to the hive)
  • for the client files I've changed the player monitor to inject the character selection before the login process (see player_monitor.fsm changes below)

To visualize the changes made to the login process, take a look at this state machine diagram of the player_monitor.fsm (changes are highlighted in green):


Installation instructions
I've tried to make the installation as easy as possible and still do it the proper way and change the files like the Epoch devs would do it. Some steps could be changed and the code simply be put in the init.sqf instead of changing the Epoch files, if you have some experience with ArmA script you can do that but if you follow my instructions it is the best way to do it like this in my opinion.
Pre-requirements: a PBO manager and basic knowledge of ArmA script editing.
Note: I've added all changed files to the download package, so you can see how they should look like with the changes applied. If you didn't make any custom changes to those files you can also just use them instead of following my instructions to change the files below.
  1. run the SQL query to add the "Slot" column to the "Character_DATA" table in your Epoch database:
  2. copy the file HiveExt.dll to the @DayZ_Epoch_Server folder (overwrite the Epoch file)
    Note: the source code of the HiveExt with my changes can be found here.
  3. unpack your dayz_server.pbo and copy the file server_playerCharacters.sqf to the compile sub-folder
  4. open the file compile\server_playerLogin.sqf, around line 47 replace
    _key = format["CHILD:101:%1:%2:%3:",_playerID,dayZ_instance,_playerName];


    _key = format["CHILD:101:%1:%2:%3:%4:",_playerID,dayZ_instance,_playerName,_this select 2];
  5. open the file init\server_functions.sqf and add the line
    server_playerCharacters =	compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_playerCharacters.sqf";

    after the line 17

    BIS_Effects_Burn =			{};
  6. repack your dayz_server.pbo
  7. unpack your mission.pbo (e.g. DayZ_Epoch_11.Chernarus.pbo) if necessary and copy the file RscDisplayCharacterSelect.hpp into the mission folder,
    open the file description.ext and add this line at the very bottom:
    #include "RscDisplayCharacterSelect.hpp"
  8. unpack your dayz_code.pbo (on your PC @DayZ_Epoch\addons\dayz_code.pbo) and copy the files init\publicEH.sqf and system\player_monitor.sqf
    to a "custom" folder in your mission folder (if you don't already have custom versions of those files),
    change the references to those files in your init.sqf to something like "custom\publicEH.sqf" and "custom\player_monitor.sqf"
  9. copy my custom file player_monitor.fsm to your "custom" folder (the changes in this file are not easy to reproduce, so it may be best you use my custom file instead of adding the changes yourself)
  10. open the file publicEH.sqf and add this line above the line starting with "PVDZE_plr_Login" (around line 47):
    "PVDZE_plr_Characters"	addPublicVariableEventHandler {_id = (_this select 1) spawn server_playerCharacters};
  11. open the file player_monitor.sqf and change the path to my custom player_monitor.fsm so that the line looks something like this:
    _id = [] execFSM "custom\player_monitor.fsm";
  12. repack your mission.pbo if necessary
That's it! Yeah I know not the easiest mod to install, but that is DayZ/Epoch.. I Hope I didn't forget anything, but I think that is all.  :P
Restrictions (since version 1.1)
I've added two restrictions to minimize the possibilities for players to abuse quick character switching:
  • character switch timeout - how often a player can switch to another living character (in minutes), the last used slot is always available and the player can also spawn fresh if he has a dead character or never used slot
  • minimum distance to dead bodies of the same player - calculates the distance to previously died characters of the player (in meters), this will prevent the player from "stacking" two or more characters at the same place (like a base) and switch to another character if one dies

There are global config variables for changing the default settings for the restrictions:

DZE_CharacterSwitchTimeout = 30; // default 30 minutes timeout (0 to disable)
DZE_CharacterMinDistance = 1000; // default 1000 meters min distance (0 to disable)

You can add those variables to the config section in the init.sqf.


Here a screenshot how it may look like with active restrictions:


Disabled character slots are displayed with a red disabled button (cannot be pressed) with info text on the button.

If one or more restrictions apply there is also be an info text displayed at the bottom of the screen.


Note: at the moment there is no automatic timer or anything to count the timeout down, you have to manually press the refresh button to refresh the character data and last login time.



Suggestions and ideas welcome. Also for the character selection dialog what do you like to see on there?

  • fr1nk, ispan55, boxman80 and 13 others like this

#24744 [Release] Vehicle Service Point (Refuel, Repair, Rearm) [Script]

Posted by Axe Cop on 22 November 2013 - 12:29 AM

Just made a new script for proper vehicle service points where you are able to refuel, repair and rearm your vehicles! (I could not find a good one, so I did it myself)

"Proper" meaning everything is done like it should be in Epoch and saved to the database, e.g. the script is really repairing all vehicle parts and not just setting the damage to 0, so it's the same as if you would repair every damaged part yourself.


Main Features:

  • dynamic service points where you are able to select the options (default at every fuel station, if you want it's easy to add the epoch fuel pumps so you can build a service point in your base, you can also add vehicles or units if you want, like a NPC trader)

  • you can refuel and repair any vehicle by just sitting inside and get close to a service station (default 10m), then you get the actions menu attached to the vehicle, with rearm you have to be in the gunner seat because only that turret will be rearmed (for all cases the vehicle has to be local to your PC, so your have to be the driver/pilot or are alone in the vehicle)

  • the services don't have to be for free, you can add a price to every option like the traders (e.g. refuel is free but repair would cost 2 gold and rearm 3 10oz gold)

  • dynamic costs based on vehicle type

  • you can also disable any option if you don't want or need it, like disabling the rearm option completely

  • anything important is configurable in one place with config variables (there are comments in the config block, just take a look at the file service_point.sqf)


The Installation is pretty simple, it's just a client side script.

Add this to your init.sqf in the "if (!isDedicated) then { PUT HERE SOMEWHERE (at the end is ok) }" block (so it will only be started on your client and not the server):

if (!isDedicated) then {
    // ... some other stuff ...
    // add the next line somewhere in this block
    execVM "service_point\service_point.sqf";

Download all files from here into a folder "service_point" inside your mission folder: https://github.com/v...r/service_point

If you want to change the path, there is one config variable in the file service_point.sqf called "_folder", you have to change that so it can access the other files needed for the script.


Here a screenshot how it looks like (click on the preview to show a full screenshot with the UAZ DShKM):



Feel free to add features and tell me your ideas. :)

  • ispan55, boxman80, neiljb and 13 others like this

#21805 Donations are supposed to be given without return consideration.

Posted by vbawol on 07 November 2013 - 01:20 PM

It has been brought to my attention via several sources that some server owners have setup Item Malls and are selling in-game items in exchange for "donations" and/or cash transactions. I have talked with BI about this and they do not condone this type of monetization scheme and neither do I.
I strongly recommend that players never donate for in-game items. Donor loadouts are acceptable as long as the items are from ArmA 2, ArmA 2 OA, or DayZ and not from DayZ Epoch mod.
We will take action by banning and removing all posts on our forum from any member or community that is selling Epoch items.

  • Axle, vbgreen, Sequisha and 13 others like this

#20529 Around 14 hours of work - Tikhaya City

Posted by Poncho on 01 November 2013 - 03:28 AM

Well here it is guys, at least 14 hours of work, a bunch of coffee and a lot of dedication to making sure the addition is functional, attractive and offers balanced loot spawns to maximize the potential gameplay. It had been specifically designed for Epoch Chernarus in mind.


What is it? 


Well Tikhaya city (named so for its location above Bay Tikahaya on the SW corner of the map) is pretty much what it says on the tin, another city to add to the existing three; Chernogorsk, Electrovodsk and Berezino. It Contains:


- Multiple lootable houses and pubs, 

- Hospital, 

- Fire station,

- Large Railway station,

- Railway car park with multiple salvageable vehicles,

- Gas Station,

- General store,

- Church,

- Large industrial area,  with more scattered around,

- Farm houses scattered on the outskirts,

- Hotel with 360 degree overview on the city,

- Small military encampment.


As mentioned the city is ideally positioned/built to accomodate for many different types of player game style to maximise potential gameplay, whether that be sniping into/out of the city. Close quarters combat in the narrow city streets, hit and run armed vehicle dashes to get supplies and get out quick and anything in between.




Here is a link to the image album containing an overview of the city, and multiple screenshots showcasing the city at ground level so you can see the ridiculous amount of detail I pumped in to get this city perfect: 


With code below:




For instructions on installation check out my other thread ----> http://dayzepoch.com...om-map-content/ and skip to the end bit about publishing content, editing the exec VM where necessary.



This is a large edit and may be worth adding a custom map marker indicating the location of the city so people know it is there, and please credit any use of the addition. I have taken so much from you guys as you help out me and so many others over the development of this mod, so thanks again guys. Hope you enjoy!  

  • ispan55, boxman80, Robinajax and 13 others like this

#1675 Web Based Tools ( PrivateHiveTools )

Posted by nightmare on 14 June 2013 - 01:12 PM



( new version 2.0 in progress, possible release: may - june 2014 )


Spawning Objects like vehicles or buildings

Livemap (Chernarus)

Telport Player to Player

Rcon,- restart,lock,unlock server

Blacklist items (shows you on infoboard)

Trader Item Editor for Epoch

and more, look @ demo









( 30.3.2014 - UPDATED TO 0.0.3 )





the map package contains following maps:


Chernarus, ChernarusPlus, Lingor, Namalsk, Ovaron

Panthera2, Utes, Altis, Stratis, Sauerland, Takistan

Zargabad, Napf











Have Fun!






************* DONATORS ****************

Chris McCoy, Andreas Anwender, Rune Hestnes

Andrew Murdoch, Ryan Kreger, John Saffron

Sven Neumann, Mike Bueno-Gil, Simon Lynch, Mark Kievit


and to all i have forgot.
















************* THANKS ****************


EPOCH - Community  & vbawol

Bohemia Interactive











all tools powered by nightmare @



  • fr1nk, Bungle, MadMartyr and 11 others like this

#22489 [RELEASE] Area Maintenance for Player Bases (Script)

Posted by Axe Cop on 10 November 2013 - 09:28 PM

Hey guys, another script release from me. :P


This time area based maintenance for player bases, you know it can be a pain to maintain every single building part in your base, fear no more with this "simple" script. ;)


With the default options it works like this: players will get an option to "Maintain Area" if they look at a plot pole (item can be  changed but plot poles make sense I guess), then the script will maintain all base building parts within a specified range (default 50m around the plot pole), the same way as you would maintain every single part by hand. Because of the amount of affected parts admins can define other requirements to actually maintain the whole area (like a briefcase for more then 100 building parts or whatever you like there is an example in the script with some requirements for different amounts of building parts).


This is just my first release, I had other plans with making the maintain requirements based on the actual building parts in the area. e.g. every part gets a value (similar then it is now but with items you can stack easily like gold), so it would calculate the exact costs like 2 gold for each wooden wall, 5 gold for metal floors etc.. just an idea there might be other problems with that and it may not be easy to implement this with ArmA scripts as far as my knowledge goes at least.

So for now the maintain cost is only dependent on the amount of items to maintain, no matter what parts you use. But there can be multiple items defined for each amount, maybe someone of you have a better way of doing this, that's one reason I publish it here for all to use and improve on it (hopefully).


There is also a preview option ("Maintain Area Preview") to see how many building parts would be affected and what the exact costs for that would be. This option does nothing and it won't remove anything from your gear, it only displays an information text on the screen. If you use the real "Maintain Area" option the required items will be removed from your gear, if you don't own them you get a message with the missing parts like with the default maintain option.



Ok here comes the installation steps, it is pretty easy, similar to including self bloodbag to your server.


Step 1: Add this to your fn_selfActions.sqf file right after the line with "_canDo = ..." around line 16 (I assume you already have the file set up for other changes, if not there are many topics with how to do that):

// ---------------------------------------Maintain Area Start------------------------------------
if (_canDo && (speed player <= 1) && (cursorTarget isKindOf "Plastic_Pole_EP1_DZ")) then {
	if (s_player_maintain_area < 0) then {
		s_player_maintain_area = player addAction ["<t color=""#ffffff"">Maintain Area</t>", "scripts\maintain_area.sqf", "maintain", 5, false];
		s_player_maintain_area_preview = player addAction ["<t color=""#ccffffff"">Maintain Area Preview</t>", "scripts\maintain_area.sqf", "preview", 5, false];
} else {
	player removeAction s_player_maintain_area;
	s_player_maintain_area = -1;
	player removeAction s_player_maintain_area_preview;
	s_player_maintain_area_preview = -1;
// ---------------------------------------Maintain Area End------------------------------------

If you want change the item where your players can activate the "Maintain Area" option (default plot pole - "Plastic_Pole_EP1_DZ"). You can also change the color of the menu (default white - #ffffff) and the path where you want to safe the actual script (default "scripts\maintain_area.sqf" in your mission.pbo).


Step 2: Here is the complete maintain area script:

private ["_missing","_missingQty","_proceed","_itemIn","_countIn","_qty","_num_removed","_removed","_removed_total","_tobe_removed_total","_obj","_objectID","_objectUID","_classname","_location","_dir","_objectCharacterID","_object","_temp_removed_array","_textMissing","_target","_objectClasses","_range","_objects","_requirements","_count","_cost","_itemText","_option"];

if (TradeInprogress) exitWith { cutText ["Maintenance already in progress." , "PLAIN DOWN"]; };
TradeInprogress = true;

player removeAction s_player_maintain_area;
s_player_maintain_area = 1;
player removeAction s_player_maintain_area_preview;
s_player_maintain_area_preview = 1;

_target = cursorTarget; // Plastic_Pole_EP1_DZ
_objectClasses = ["ModularItems", "DZE_Housebase"];
_range = 50; // set the max range for the maintain area
_objects = nearestObjects [_target, _objectClasses, _range];

// TODO dynamic requirements based on used building parts?
_count = count _objects;
_requirements = [];
switch true do {
	case (_count <= 10): {_requirements = [["ItemGoldBar10oz",1]]};
	case (_count <= 50): {_requirements = [["ItemGoldBar10oz",4],["ItemGoldBar",2]]}; // 42 gold
	case (_count <= 100): {_requirements = [["ItemBriefcase100oz",1]]};
	case (_count <= 200): {_requirements = [["ItemBriefcase100oz",2]]};
	case (_count <= 300): {_requirements = [["ItemBriefcase100oz",3]]};
	case (_count <= 400): {_requirements = [["ItemBriefcase100oz",4]]};
	case (_count > 400): {_requirements = [["ItemBriefcase100oz",5]]};

_option = _this select 3;
switch _option do {
	case "maintain": {
		_missing = "";
		_missingQty = 0;
		_proceed = true;
			_itemIn = _x select 0;
			_countIn = _x select 1;
			_qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player;
			if (_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; };
		} forEach _requirements;

		if (_proceed) then {
			player playActionNow "Medic";
			[player,_range,true,(getPosATL player)] spawn player_alertZombies;

			_temp_removed_array = [];
			_removed_total = 0;
			_tobe_removed_total = 0;
				_removed = 0;
				_itemIn = _x select 0;
				_countIn = _x select 1;
				_tobe_removed_total = _tobe_removed_total + _countIn;
					if ((_removed < _countIn) && ((_x == _itemIn) || configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn)) then {
						_num_removed = ([player,_x] call BIS_fnc_invRemove);
						_removed = _removed + _num_removed;
						_removed_total = _removed_total + _num_removed;
						if (_num_removed >= 1) then {
							_temp_removed_array set [count _temp_removed_array,_x];
				} forEach magazines player;
			} forEach _requirements;

			// all required items removed from player gear
			if (_tobe_removed_total == _removed_total) then {
					_obj = _x;
					// Find objectID
					_objectID = _obj getVariable ["ObjectID","0"];

					// Find objectUID
					_objectUID = _obj getVariable ["ObjectUID","0"];
					if (_objectID == "0" && _objectUID == "0") exitWith { cutText ["At least one building part is not setup yet.", "PLAIN DOWN"];};
					// Get classname
					_classname = typeOf _obj;
					// Get position
					_location = _obj getVariable["OEMPos",(getposATL _obj)];

					// Get direction
					_dir = getDir _obj;

					// Find CharacterID
					_objectCharacterID = _obj getVariable ["CharacterID","0"];
					// Create new object
					_object = createVehicle [_classname, [0,0,0], [], 0, "CAN_COLLIDE"];

					// Set direction
					_object setDir _dir;

					// Set location
					_object setPosATL _location;

					PVDZE_obj_Swap = [_objectCharacterID,_object,[_dir,_location],_classname,_obj,_objectID,_objectUID];
					publicVariableServer "PVDZE_obj_Swap";

					player reveal _object;
				} forEach _objects;
				cutText [format["You have maintained %1 building parts.", _count], "PLAIN DOWN", 5];
				// uncomment the next 2 lines if you want logging of area maintenance to the server report file (Arma2OAserver.RPT)
				//maintainArea_log = [player, _target, _count];
				//publicVariableServer "maintainArea_log";
			} else {
				{player addMagazine _x;} forEach _temp_removed_array;
				cutText [format["Missing Parts after first check Item: %1 / %2",_removed_total,_tobe_removed_total], "PLAIN DOWN"];
		} else {
			_textMissing = getText(configFile >> "CfgMagazines" >> _missing >> "displayName");
			cutText [format["Missing %1 more of %2", _missingQty, _textMissing], "PLAIN DOWN"];
	case "preview": {
		_cost = "";
			_itemIn = _x select 0;
			_countIn = _x select 1;
			_itemText = getText(configFile >> "CfgMagazines" >> _itemIn >> "displayName");
			if (_cost != "") then {
				_cost = _cost + " and ";
			_cost = _cost + (str(_countIn) + " of " + _itemText);
		} forEach _requirements;
		cutText [format["%1 building parts in range, maintenance would cost %2.", _count, _cost], "PLAIN DOWN"];

TradeInprogress = false;
s_player_maintain_area = -1;
s_player_maintain_area_preview = -1;

Save it as "scripts\maintain_area.sqf" in your mission.pbo or whatever you have defined in the menu before.


Step 3 (optional): change the default options in the script:

_range (line 13): sets the maximum range for the maintain area around the plot pole (default 50m).

_requirements (line 18+): defines the required items for the amount of affected base building parts, there are some examples just take a look it should be easy to extend/modify.


Step 4 (optional): logging of area maintenance to the server report file (Arma2OAserver.RPT):

Since the script runs on the client (player computer who starts the maintenance) it can be desirable to log additional info in the server report file to keep track what player did the maintenance at what time and position on the map and how many building parts were affected, to do this the script has to send that info to the server. This can be done with the "publicVariableServer" command, just uncomment (remove the leading //) the 2 lines in the script where it says so for logging (line 110+111).

For the server to receive that variable and log the info you have to add an public variable event handler with "addPublicVariableEventHandler", this can be done at any place in the mission.pbo, but usually all event handlers are handled in the file "dayz_code\init\publicEH.sqf", copy that file to your mission.pbo and change the reference to it in the init.sqf if you haven't already and add the following to the "Server only" block (after the line with "PVDZE_plr_DeathB" is fine):

"maintainArea_log"		addPublicVariableEventHandler {
	_val = _this select 1;
	_player = _val select 0;
	_playerName = name _player;
	_playerID = getPlayerUID _player;
	_target = _val select 1;
	_position = position _target;
	_count = _val select 2;
	diag_log format["MAINTAIN_AREA: Player %1 (%2) has maintained %3 building parts at position %4", _playerName, _playerID, _count, _position];

This will log a line like this every time a player runs the maintenance script: 14:33:01 "MAINTAIN_AREA: Player Axe Cop (12345678) has maintained 245 building parts at position [4937,9421.44,-0.796936]"

If you are lazy your can add the event handler to your init.sqf after the line "_serverMonitor = ... " without changing the file publicEH.sqf  :P


That's it, should be easy enough to get the script working on your server.  ;)



One major problem with the whole maintenance thing in Epoch (not this script) is the fact, that you can't visually see if your base needs to be maintained or when it was last maintained, I hope that will be fixed with the next Epoch updates because I don't see any way of even accessing the last maintain date form the script itself. What Epoch does is just set a small damage value to every part to indicate that it needs to be maintained soon, but you can't see that damage in game (yet).

For now my script just maintains every single part within range, no matter when it was last maintained. I could change it so it only affects damaged parts like Epoch does when maintenance is needed (just to decrease the maintenance cost for players).

Also keep in mind the maintain process replaces the objects rather then just removing the damage and resetting the date, don't ask me why but I guess there is a reason for it so I did it the same way in my script.



At last sorry for the long text, as always if you have any questions or ideas to make this script better please tell me or improve the script. :)



Edit: logging of area maintenance (see step 4)

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#13941 [Tutorial] Disabling R3F Tow/Lift for Locked Vehicles

Posted by MrTesla on 03 October 2013 - 01:20 AM

This will disable the functions of the R3F Artillery & Logistics addon (tow, lift, load in, and move) for vehicles that are locked.



-Something to unpack pbo files, such as PBO Manager.

-Text editor (Notepad++ recommended)


1. Unpack these files:

-dayz_code.pbo from your @DayZ_Epoch folder in your Arma 2 OA directory

-mission pbo

-server pbo (dayz_server.pbo)


2. Copy the "local_lockunlock.sqf" from "dayz_code\compile\" folder and the "compiles.sqf" from the "dayz_code\init\" folder and place them into your mission file. For this tutorial, they'll be placed in a folder call "Custom".

NOTE: If you already have a custom "compiles.sqf" in your mission file (such as for self BB and other addons) you don't need to copy it over. Just use the one you already have and skip step 5.


3. In the "local_lockunlock.sqf", change this section (and only this section):

if (local _vehicle) then {
	if(_status) then {
		_vehicle setVehicleLock "LOCKED";
	} else {
		_vehicle setVehicleLock "UNLOCKED";

to this:

if (local _vehicle) then {
	if(_status) then {
		_vehicle setVehicleLock "LOCKED";
		_vehicle setVariable ["R3F_LOG_disabled",true,true];
	} else {
		_vehicle setVehicleLock "UNLOCKED";
		_vehicle setVariable ["R3F_LOG_disabled",false,true];

4. In "compiles.sqf", change the file path in this line to point to your edited "local_lockunlock.sqf":

local_lockUnlock =			compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\local_lockUnlock.sqf";		//When vehicle is local to unit perform locking vehicle

So for this tutorial, it would be changed to this:

local_lockUnlock =			compile preprocessFileLineNumbers "Custom\local_lockUnlock.sqf";		//When vehicle is local to unit perform locking vehicle

5. In your mission file's "init.sqf", change the file path in this line to point to your edited "compiles.sqf":

call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";				//Compile regular functions

For this tutorial, it would be changed to this:

call compile preprocessFileLineNumbers "Custom\compiles.sqf";				//Compile regular functions

6. Repack the mission file and upload it to your server.


7. Open "server_publishVehicle2.sqf" in the "dayz_server\compile\" folder and "server_monitor.sqf" in the "dayz_server\system\" folder.


8. In "server_publishVehicle2.sqf", after the 3rd line (_object setvehiclelock "locked";):

    if(!_donotusekey) then {
        // Lock vehicle
        _object setvehiclelock "locked";

add this line:

_object setVariable ["R3F_LOG_disabled",true,true];

9. Do the same thing in the "server_monitor.sqf" in this section:

if(_ownerID != "0" and !(_object isKindOf "Bicycle")) then {
	_object setvehiclelock "locked";

so it should look like this:

if(_ownerID != "0" and !(_object isKindOf "Bicycle")) then {
	_object setvehiclelock "locked";
        _object setVariable ["R3F_LOG_disabled",true,true];

10. Repack the server pbo and upload it to the server.

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#6323 1.0.2 Change Log

Posted by vbawol on 05 August 2013 - 03:59 PM

  • [ADDED] Can now convert engines and fuel tank parts for scrap metal. requires workbench/workshop.
  • [ADDED] Building maintenance: You can now reset the timestamp and damage on base items by using parts like lumber, plywood, and scrap metal.
  • [ADDED] Level 1 Modular building http://dayzepoch.com...Building_System components by Paul Tomany.
  • [ADDED] In-place upgrade system for some base building items like wood doorways > door > locked door.
  • [ADDED] Combination lock by Paul Tomany that has 1% chance to spawn on worker zombies.
  • [ADDED] Swapped some zombies with their 1.7.7 counterparts that are harder to kill.
  • [ADDED] Death/Murder board ui http://puu.sh/47I8f.jpg by @maca134.
  • [ADDED] Improved trader menus by @maca134.
  • [ADDED] Lockbox that holds 50 mags, 20, weapons, and 5 backpacks rare spawn on business suit zombie.
  • [ADDED] Added some more bulk supply crates to wholesaler: bulk_ItemTankTrap, bulk_ItemWire, bulk_PartGeneric.
  • [ADDED] Health regeneration! Only if thirst and hunger are above 90% and you are not: in pain, infected, or bleeding (still using placeholder models).
  • [ADDED] Added harvesting of plants: Pumpkins, Sunflower Seeds, and Hemp using right click on hunting knife.
  • [ADDED] Triple H-barrier craft-able with 3x ItemSandbagLarge = ItemSandbagExLarge (Land_HBarrier3_DZ).
  • [ADDED] Unique ID added to vehicle keys used better to identify keys.
  • [ADDED] GPS to armored SUV.
  • [ADDED] Experimental 999,998 custom SQL support thanks to @maca134 (This will not yet be shipped as it needs more testing).
  • [ADDED] Better cleanup methods thanks to dayzero/Tansien http://zombies.nu.
  • [ADDED] Building can now happen anywhere you can control the Z axis with numpad 8 = up numpad = 2 = down and numpad 5 to start building, ESC to cancel, numpad 4 and 6 flip the orientation.
  • [ADDED] Tow truck VIL_asistvan_DZE can tow vehicles that fit within the bounding box of the model.
  • [ADDED] Ability for fuel trucks to fill nearby vehicles 30m when engine is running.
  • [FIXED] Removed repair action from tow truck with VIL_asistvan_DZE.
  • [FIXED] incorrect gold remove option on empty briefcase should have been add x 10.
  • [FIXED] Server side cleanup and time sync was not running.
  • [FIXED] Battleye kicks for CSJ gyro push and rotate options.
  • [FIXED] Issues with buying and selling helicopters at bandit and hero camps.
  • [CHANGED] Updated supply crate model thanks to Paul Tomany.
  • [UPDATED] RF3 Realism weights updated to include new items.
  • [CHANGED] Empty briefcase now has rare chance to spawn on a business suit zombie.
  • [CHANGED] If you are the owner of an object there will be no chance of breaking tools.
  • [CHANGED] fixed pricing on some trader items thanks to @jobster
  • [CHANGED] Removed plot pole requirement to build. Plot pole is still used to prevent others from building and to increase item deconstruction times.
  • [CHANGED] Reduced recipe requirement for canvas to 2 Clothing instead of 4.
  • [CHANGED] Stick Fence recipe changed to not require supply crate.
  • [CHANGED] Crafting recipe for small Camo Nets reduced to 2 x ItemTent and 2 x ItemPole was 4.
  • [CHANGED] Lowered crafting recipe requirements for empty supply crate to 2 x lumber + 1 scrap metal.
  • [CHANGED] Sandbag nest now requires workshop/workbench to craft.
  • [CHANGED] Can now fill empty fuel barrels on standard fuel tanks.
  • [CHANGED] Increased range of crafting from 2m to 3m.
  • [CHANGED] Increased range of power assisted auto refuel from 10m to 30m.
  • [CHANGED] Reworked Epoch events scheduler and made it more accurate.
  • [CHANGED] Recent death board text change to say Recent Murders.
  • [REMOVED] low humanity target heartbeat system.
  • [REMOVED] Road debris no longer spawn loot, helps with performance and we have added extra loot positions in the world.
  • [REMOVED] Automatic humanity uptick if lower than 2500.

  • Axle, fr1nk, Bungle and 9 others like this

#23669 4 types of Side Missions (Events)

Posted by Aidem on 16 November 2013 - 11:47 PM

so i have 4 Events running on my server
You need remote_messages on your server in order to get the mission popups http://dayzepoch.com...x-deathmsg-fix/

Download Links





Installation Instructions
in order to get these mission started you need to modify the events in your init.sqf

Search for EpochEvents = [
Add these for each mission behind it

["any","any","any","any",10,"Military"], ["any","any","any","any",25,"Treasure"], ["any","any","any","any",40,"Supplyitems"], ["any","any","any","any",55,"Construction"],

Last thing you need to do is place the files you just made in your server sided pbo in the existing map `modules`

Disable Hint message System
Search inside my missions sql`s for:

// Send Top Right message to users , requires Remote message script
_hint = parseText format["<t align='center' color='#0D00FF' shadow='2' size='1.75'>Supply Crate</t><br/><t align='center' color='#ffffff'>UN Agency drops life-saving supplies for Survivors, Check your Map for the Location!</t>"];
customRemoteMessage = ['hint', _hint];
publicVariable "customRemoteMessage";

// Send center message to users
//[nil,nil,rTitleText,"UN Agency drops life-saving supplies for Survivors, Check your Map for the Location!", "PLAIN",10] call RE;

Change it too

// Send Top Right message to users , requires Remote message script
//_hint = parseText format["<t align='center' color='#0D00FF' shadow='2' size='1.75'>Supply Crate</t><br/><t align='center' color='#ffffff'>UN Agency drops life-saving supplies for Survivors, Check your Map for the Location!</t>"];
//customRemoteMessage = ['hint', _hint];
//publicVariable "customRemoteMessage";

// Send center message to users 
[nil,nil,rTitleText,"UN Agency drops life-saving supplies for Survivors, Check your Map for the Location!", "PLAIN",10] call RE;

This will give you the message in the center of the screen

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#15048 How to make Custom map content [ Tutorial & Ongoing Support ]

Posted by Poncho on 09 October 2013 - 02:36 AM

I have noticed a few map additions with incorrect coding for certain buildings, this simply results in the building you have added not spawning any loot. 




The problem comes with how most people create these additions, simply by launching dayz through an epoch server via dayz commander will give you a working editor, but some buildings (such as Barracks, Hospitals, and Fire Stations) will not spawn any loot.


This is because of their class names. The default ARMA editor makes most building classnames begin with "Map_" . All buildings of this type will not spawn loot in dayz, this is inherited from the EU_ update to the editor. You may simply read through your code and change all these manually to (for example) "Land_A_Hospital" instead of the original "Map_A_Hospital" to trigger loot spawns within those buildings.




There is however an easier way for those of you unfamiliar with code, which also adds a few extra items in. This will however remove some options brought by the EU_ update such as being able to place rocks/cliffs e.t.c so it is important to pick when you want to use the editor I am about to show you.


It is called the Jon-C5- Editor Update by (surprisingly enough) Jon-C5-. It is available  here http://www.armaholic...age.php?id=5932


To turn your map edits into functioning dayz map additions simply follow the instructions below (If you do not wish to use the Jon-C5-Editor, skip to step 4):


1) Download the zip file linked above.


2) Drag/copy&paste it into your Arma2 Operation Arrowhead folder (where your @dayz and @dayzepoch folder are stored)


3) Launch dayz with the following launch options (set via steam or dayz commander):


4) Once you are in the main menus press ALT+E


5) This will open up the editor click the Chernarus map then click ok.


6) A map view will then pop up, on the right hand side you will see a list of categories:

            - First click 'Centre' then right click on the map, select 'new',  and press ok,

            - Next click 'Group' then right click on the map, slect 'new'. and press ok,

            - Now click 'Unit' then right click on the map, select the unit you want - default may be 'Alsatian' the change from 'non-

              playable' to 'playable'.


7) You are now ready to start editing. To begin, enter the '3D View' and click on 'Vehicle' (this is where all the buildings are

     listed). Right click on the map and select 'new', The list will then appear.


8) Once you have selected an item, the ALT key will allow you to raise or lower items, with the SHIFT key allowing you to spin it



9) Once you are happy with the edit, save it (Name it something relative to the edit). Then check your edits, sometimes large

     items may shift from where you placed them.


10) Locate the mission.sqf file, usually in My Documents > Arma 2 > Missions > "Your mission name"


11) Open up the mission.sqf file, you must now make some small edits to allow it to add these items to your server. Example




Default mission.sqf code example, areas to edit show indicated.

----------------------------------------------------------Remove start Here
activateAddons [
                                                                   Replace with: if (isServer) then {
activateAddons [];
----------------------------------------------------------Remove End Here

_vehicle_4 = objNull;
if (true) then
  _this = createVehicle ["Land_ruin_corner_2", [14110.31, 2782.1448, 3.8146973e-006], [], 0, "CAN_COLLIDE"];
  _vehicle_4 = _this;
  _this setPos [14110.31, 2782.1448, 3.8146973e-006];

------------------------------------------------------------------------------------------ Remove Start Here
_this = createCenter west;
_center_0 = _this;

_group_0 = createGroup _center_0;

_unit_2 = objNull;
if (true) then
  _this = _group_0 createUnit ["GER_Soldier_EP1", [14116.508, 2764.6309, 4.0054321e-005], [], 0, "CAN_COLLIDE"];
  _unit_2 = _this;
  _this setUnitAbility 0.60000002;
  if (true) then {_group_0 selectLeader _this;};
  if (true) then {selectPlayer _this;};
  if (true) then {setPlayable _this;};
----------------------------------------------------------------------------------------- Remove End Here

_vehicle_192 = objNull;
if (true) then
  _this = createVehicle ["Land_a_stationhouse", [5160.0171, 2183.0002, 0.14117265], [], 0, "CAN_COLLIDE"];
  _vehicle_192 = _this;
  _this setDir 211.89264;
  _this setPos [5160.0171, 2183.0002, 0.14117265];

----------------------------------------------------------------------------------------Remove Start Here
runInitScript;                                                                                   Replace with: }; By Mr. Smith e.t.c
----------------------------------------------------------------------------------------Remove End Here

Edited mission.sqf code example:

if (isServer) then {

_vehicle_4 = objNull;
if (true) then
  _this = createVehicle ["Land_ruin_corner_2", [14110.31, 2782.1448, 3.8146973e-006], [], 0, "CAN_COLLIDE"];
  _vehicle_4 = _this;
  _this setPos [14110.31, 2782.1448, 3.8146973e-006];

_vehicle_192 = objNull;
if (true) then
  _this = createVehicle ["Land_a_stationhouse", [5160.0171, 2183.0002, 0.14117265], [], 0, "CAN_COLLIDE"];
  _vehicle_192 = _this;
  _this setDir 211.89264;
  _this setPos [5160.0171, 2183.0002, 0.14117265];
}; // By Mr. Smith e.t.c

**If the code editing is not done as follows, it will crash your server on start up. Mainly because of the unit spawn (in this example "GER_Soldier_EP1"), follow the instructions for editing the code and it will work fine**




The Custom Content is now ready for publishing! Here is a quick, safe and guaranteed way to get your [working] edits into your server:


1. Unpack your server.pbo

2. Create a folder in the root of the server.pbo called: Maps
3. Drag your mapedit.sqf into this folder.
4. In the init folder you will find a file called server_functions.sqf, at the bottom of the file add this line:
execVM "\z\addons\dayz_server\Maps\mapedit.sqf";

NOTE**:  Be sure to change the mapedit.sqf to whatever it is you have named your file, and that it corresponds with the execVM in your server_functions.sqf



Phew... A long ass post, but it's pretty comprehensive. Still any questions just let me know.



Hope this helped! :)





Having trouble moving roads and other similar items to where you want them?



Want your buildings spawn straight and level like they do with the new epoch build system?



Want to edit the trader camps / locations (Chernarus Only)?



Having trouble with buildings 'double-spawning'? (often creating duplicate doors in a building)


  • ispan55, boxman80, Bags2247 and 9 others like this