Перейти к публикации
Поиск в
  • Дополнительно...
Искать результаты, содержащие...
Искать результаты в...
  • Нужна помощь?

    Создайте тему в соответствующем разделе
    Не нужно писать всё в чат!
  • Загляните на торговую площадку

    Там вы можете купить
    всё что касается игровых серверов
  • Не хотите бан?

    Пожалуйста, ознакомьтесь с нашими правилами
    Не нарушайте порядок!
  • Продаёте или покупаете?

    Пользуйтесь услугами гаранта
    Мы сделаем вашу сделку безопасной
Брыскин

Как добавлять исключения в фильтр BE

Рекомендованные сообщения

Ниже следуют пояснения, как добавлять исключения в фильтр BE.
Имеем в scripts.log следующий лог:
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

01.04.2014 18:30:24: Fruiteska (128.71.69.111:2307) 2215b74edf412a8879a3b923f64940c6 - #10 "unctions\main.sqf"
scriptName "Functions\main.sqf";
_logic = _this select 0;
_logic setpos [1000,10,0];


waituntil {!isnil "BIS"
 

 

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
1) Удаляем мусор:
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

"unctions\main.sqf"
scriptName "Functions\main.sqf";
_logic = _this select 0;
_logic setpos [1000,10,0];


waituntil {!isnil "BIS"
 

 

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
2) Заменяем каждый переход на новую строку на \n
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

"unctions\main.sqf"\nscriptName "Functions\main.sqf";\n_logic = _this select 0;\n_logic setpos [1000,10,0];\n\n\nwaituntil {!isnil "BIS"
 

 

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
3) Перед каждой кавычкой ", КРОМЕ первой и последней, ставим \
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

"unctions\main.sqf\"\nscriptName \"Functions\main.sqf";\n_logic = _this select 0;\n_logic setpos [1000,10,0];\n\n\nwaituntil {!isnil \"BIS"
 

 

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
4) В самом начале ставим ! как знак исключения.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

!"unctions\main.sqf\"\nscriptName \"Functions\main.sqf";\n_logic = _this select 0;\n_logic setpos [1000,10,0];\n\n\nwaituntil {!isnil \"BIS"
 

 

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
5) Смотрим номер лога, 10. Прибавляем 3 *. Смотрим в scripts.txt 13 строку:
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

5 "_logic setpos \[1000,10,0\];"
 

 

 
Соответсвует содержимому лога.
 
добавляем в исключение (в самый конец строки):
 

 

5 "_logic setpos \[1000,10,0\];" !"unctions\main.sqf\"\nscriptName \"Functions\main.sqf";\n_logic = _this select 0;\n_logic setpos [1000,10,0];\n\n\nwaituntil {!isnil \"BIS"
 

 

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
 
* Почему 3? Scripts исключения считает от нуля, все текстовые браузеры нумеруют строки с 1. Отсюда прибавляем к логу +1. Затем в фильтре присутствует пустая строка (+1), и строка //new (+1). Итого +3.
Не обязательно считать строки, достаточно посмотреть содержимое лога и найти соответствующую строку в scripts. Например ошибка #80:
 

 

!"s), _BD_center select 2];\n_object = \"Plastic_Pole_EP1\" createVehicleLocal _location;\n_object setpos _location;\n};\n"
 

 

 
может соответсвовать строке
5 setpos
или
5 createVehicleLocal
 
80+3 = 83 строка:
 
5 createVehicleLocal !"aitUntil {(ve.....
 
Добавляем строку в исключение.
 
 
 

 

Поделиться сообщением


Ссылка на сообщение
Поделиться на других сайтах





кстати есть ещё немного интересностей 

 

 "instance_11_Chernarus\Battleye\BEServer.cfg" 

 

добавить:

 

MaxCreateVehiclePerInterval 120 10
MaxDeleteVehiclePerInterval 10 1
MaxAttachToPerInterval 10 1
MaxSetPosPerInterval 10 1
 
120 - количество логов
10 - интервал времени, сек

Поделиться сообщением


Ссылка на сообщение
Поделиться на других сайтах

 

 

 

Ниже следуют пояснения, как добавлять исключения в фильтр BE.
Имеем в scripts.log следующий лог:
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

01.04.2014 18:30:24: Fruiteska (128.71.69.111:2307) 2215b74edf412a8879a3b923f64940c6 - #10 "unctions\main.sqf"
scriptName "Functions\main.sqf";
_logic = _this select 0;
_logic setpos [1000,10,0];


waituntil {!isnil "BIS"
 

 

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
1) Удаляем мусор:
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

"unctions\main.sqf"
scriptName "Functions\main.sqf";
_logic = _this select 0;
_logic setpos [1000,10,0];


waituntil {!isnil "BIS"
 

 

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
2) Заменяем каждый переход на новую строку на \n
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

"unctions\main.sqf"\nscriptName "Functions\main.sqf";\n_logic = _this select 0;\n_logic setpos [1000,10,0];\n\n\nwaituntil {!isnil "BIS"
 

 

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
3) Перед каждой кавычкой ", КРОМЕ первой и последней, ставим \
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

"unctions\main.sqf\"\nscriptName \"Functions\main.sqf";\n_logic = _this select 0;\n_logic setpos [1000,10,0];\n\n\nwaituntil {!isnil \"BIS"
 

 

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
4) В самом начале ставим ! как знак исключения.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

!"unctions\main.sqf\"\nscriptName \"Functions\main.sqf";\n_logic = _this select 0;\n_logic setpos [1000,10,0];\n\n\nwaituntil {!isnil \"BIS"
 

 

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
5) Смотрим номер лога, 10. Прибавляем 3 *. Смотрим в scripts.txt 13 строку:
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

5 "_logic setpos \[1000,10,0\];"
 

 

 
Соответсвует содержимому лога.
 
добавляем в исключение (в самый конец строки):
 

 

5 "_logic setpos \[1000,10,0\];" !"unctions\main.sqf\"\nscriptName \"Functions\main.sqf";\n_logic = _this select 0;\n_logic setpos [1000,10,0];\n\n\nwaituntil {!isnil \"BIS"
 

 

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
 
* Почему 3? Scripts исключения считает от нуля, все текстовые браузеры нумеруют строки с 1. Отсюда прибавляем к логу +1. Затем в фильтре присутствует пустая строка (+1), и строка //new (+1). Итого +3.
Не обязательно считать строки, достаточно посмотреть содержимое лога и найти соответствующую строку в scripts. Например ошибка #80:
 

 

!"s), _BD_center select 2];\n_object = \"Plastic_Pole_EP1\" createVehicleLocal _location;\n_object setpos _location;\n};\n"
 

 

 
может соответсвовать строке
5 setpos
или
5 createVehicleLocal
 
80+3 = 83 строка:
 
5 createVehicleLocal !"aitUntil {(ve.....
 
Добавляем строку в исключение.
 
 
 

 

 

 

не понял ничего.

Вот мой скрипт-лог

01.06.2015 13:16:54: Sheolone (192.168.1.44:2316) 1697b2b7df9a14af2fc87af3da0a94d4 - #11 "ar','GEFClose','GEFWhite','GEFRed','GEFGreen','GEFCyan','FirstHint','LoganIsTired',
				'MonsterCheats_Admin_Options','MonsterCh"

А вот сам фильтр.

 

 

1 addAction !"\"addAction\"" !_addAction !"raddAction = 'addAction'" !"raddActioncode = compile PreprocessFile (BIS_PathMPscriptCommands + 'addAction.sqf')" !"raddActioncode={diag_log(\"WARNING illegal RE raddActioncode with args:\"+str(_this));};" !"addAction [format[localize" !"addAction [localize"  !"addAction [format[(localize" !"{\ns_player_building = player addAction [format[\"Build %1\",_text], \"\\z\\addons\\dayz_code\\" !"addAction [format [localize" !"{ _actionIndexes set [count (_actionIndexes), _veh addAction _value] }] call CBA_fnc_hashEachPair" !"raddActioncode = compile preprocessFileLineNumbers (BIS_PathMPscriptCommands + 'addAction.sqf')"
1 addMagazine !"addMagazine [" !"addMagazine _item" !"addMagazine _c" !"addMagazine \"" !addMagazineCargo !="raddMagazine = 'addMagazine'"  !="raddMagazinecode={diag_log(\"WARNING illegal RE raddMagazinecode with args:\"+str(_this));};" !="raddMagazinecode = compile PreprocessFile (BIS_PathMPscriptCommands + 'addMagazine.sqf')" !"_04\",_namePart,_nameType], \"PLAIN DOWN\"];\n} else {\nplayer addMagazine _part;\n};\n} else {\ncutText [format [localize \"str_player_0" !"count magazines player);\nif (_meleeNum < 1) then {\nplayer addMagazine _magType;\n};\n};\n};\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ndayz_originalPlayer" !"e >> \"CfgMagazines\" >> _rndmag);\nif (_isOK) then {\nplayer addMagazine _rndmag;\n_countmags = _countmags  +1;\n};\n};\n\n{\n_isOK = 	is" !"\" from 1 to _qty do {\nplayer removeMagazine _meat;\nplayer addMagazine _meatcooked;\nif !(_meat in magazines player) exitWith {cut" !"igFile >> \"CfgMagazines\" >> _x);\nif (_isOK) then {\nplayer addMagazine _x;\n_countmags = _countmags  +1;\n};\n} forEach _gmags;\n\nwhi" !"imalbody) then {\nfor \"_i\" from 1 to _qty do {\n_animalbody addMagazine _rawfoodtype;\n};" !" [_loot, ceil(random _loot_count)];\n} else {\n_agent addMagazine _loot;\n};\n};\n};\n};\n};\n\n_agent setVariable[\"agentObject\",_a" !" [_loot, ceil(random _loot_count)];\n} else {\n_agent addMagazine _loot;\n};\n};\n};\n};\n};\n\n\n_counter = _counter + 1;" !" [_x select 0,_x select 1] } else { _newUnit addMagazine _x };\n\n} forEach _magazines;\n\n{\n_newUnit addWeapon _x;\n\n} " !"player addMagazine 'Machete_swing'" !"player addMagazine 'Fishing_Swing'" !"player addMagazine 'crowbar_swing'" !"player addMagazine 'hatchet_swing'" !"{\n_vehicle removeMagazineTurret [_ammo,_turret];\n_vehicle addMagazineTurret [_ammo,_turret];\nplayer removeMagazine _ammo;\ncutText [for" !"player addMagazine _fixedBottle;"  !"uel / _capacity);\n\nplayer removeMagazine _cantype;\nplayer addMagazine _emptycan;\nplayer playActionNow \"Medic\";\n\n_dis=5;" !"Class (configFile >> \"CfgMagazines\" >> _x)) then {\nplayer addMagazine _x;\n};\n} foreach _items;\ncutText [format[localize \"str_bui" !"{\nplayer addMagazine _part;\n};\n} else {\ncutText [format[localize \"str_player_03" !"Class (configFile >> \"CfgMagazines\" >> _x)) then {\nplayer addMagazine _x;\n};\n} foreach _items;\ncutText [format [localize \"str_bu" !CBA_fnc_addMagazine !CBA_fnc_addMagazineVerified  !"tensity\");\n\nplayer removeMagazine _randomJerryCan;\nplayer addMagazine _emptycan;\n\n\n\n_randomBoxMatches = _matchArray call BIS_fnc" !"ss(configFile>>\"CfgMagazines\">>_x);\nif(_isOK)then{\nplayer addMagazine _x;\n_countmags=_countmags+1;\n};\n}forEach _gmags;\n\nwhile{_c"
1 "addMagazine ["  !"ayer addMagazine [_consume,_qtynew_consume_ammo_rest];\n};\nfor \"_i\" from 1 t" !"ate;\n};\nif (_qtynew_create_ammo_rest != 0) then {\nplayer addMagazine [_create,_qtynew_create_ammo_rest];\n};\n\nif(_create" !"er addMagazine [_create,_qtynew_create_ammo_rest];\n};\nsleep 1;\nr_action_c" !"es\" >> _loot >> \"count\");\nif(_loot_count>1) then {\n_agent addMagazine [_loot, ceil(random _loot_count)];\n} else {\n_agent " !"> _item);\nif (_isOK) then {\nif (_val != -1) then {\nplayer addMagazine [_item,_val];\n} else {\nplayer " !" _newUnit;\n\n\n{\nif (typeName _x == \"ARRAY\") then {_newUnit addMagazine [_x select 0,_x select 1] } else { _newUnit " !"{\nplayer removeMagazine \"WoodenArrow\";\n};\nplayer addMagazine [\"Quiver\",_qty_quiverarrows];\ncutText [format [localize" !"s2add do {\nplayer removeMagazine \"WoodenArrow\";\n};\nplayer addMagazine [\"Quiver\",_qty_quiverarrows+_qty_arrows2add];\ncutText [for" !"azine \"Quiver\";\nplayer addMagazine \"WoodenArrow\";\nplayer addMagazine [\"Quiver\",_qty_quiverarrows-1];\n} else {\ncutText [localize " !"ume;\n};\nif (_qtynew_consume_ammo_rest != 0) then {\nplayer addMagazine [_consume,_qtynew_consume_ammo_rest];\n};\nfor \"_i\" from 1 t"
1 "addMagazine _item"   !"(configfile >> \"cfgmagazines\" >> (_item))) then {_unit addMagazine _item;};\n};\n};\n};\n};\n\n_invCount1 = (count (weapons _unit) + c" !" [_item,_val];\n} else {\nplayer addMagazine _item;\n};\n};\n_idc = _idc + 1;\n} forEach _mags;\n\n\n{\nif (_x " !"l != _myModel) then {\nplayer removeMagazine _item;\nplayer addMagazine _itemNew;\n[dayz_playerUID, dayz_characterID, _model] spawn" !" else {\nr_action_count = 0;\ndeleteVehicle _object;\nplayer addMagazine _item;\ncutText [format[localize \"str_build_failed_01\",_tex" !"itchMove,\"\"] call RE;\nplayer playActionNow \"stop\";\nplayer addMagazine _item;\n};" !"ayer addWeapon _item;\n};\ncase \"CfgMagazines\":\n{\nplayer addMagazine _item;\n}"
1 "addMagazine _c"   !"\nfor \"_i\" from 1 to _qtynew_consume_mags_full do {\nplayer addMagazine _consume;\n};\nif (_qtynew_consume_ammo_rest != 0) then {\npl" !";\nfor \"_i\" from 1 to _qtynew_create_mags_full do {\nplayer addMagazine _create;\n};\nif (_qtynew_create_ammo_rest != 0) then {\nplay" !"o _qtynew_create_mags_full do {\nplayer addMagazine _create;\n};\nif (_qtynew_create_ammo_rest != 0) then {\nplay" !"[player,\"refuel\",0,false] call dayz_zombieSpeak;\n\n\nplayer addMagazine _canName;\n\ncutText [format[localize \"str_siphon_drained\",_" !"addMagazine _c""player,\"refuel\",0,false] call dayz_zombieSpeak;\n\n\nplayer addMagazine _canName;\n\n\n[\"Working\",0,[20,40,15,0]] call dayz_NutritionS"
1 "addMagazine \""   !"player addMagazine \"ItemFuelcan\"" !"player addMagazine \"ItemJerrycan\"" !"player addMagazine \"WoodenArrow\"" !"player addMagazine \"ItemWaterbottleUnfilled\"" !"player addMagazine \"ItemMorphine\"" !"player addMagazine \"WoodenArrow\"" !"player addMagazine \"ItemWaterbottleBoiled\"" !"player addMagazine \"ItemAntibacteria\"" !"player addMagazine \"ItemWaterbottle\"" !"player addMagazine \"Machete_swing\"" !"player addMagazine \"Fishing_Swing\"" !"player addMagazine \"crowbar_swing\"" !"player addMagazine \"hatchet_swing\"" !"ch (_bloodType) do {\ncase \"A\" : {\nif (_rh) then {\nplayer addMagazine \"wholeBloodBagAPOS\";\n}" !"player playActionNow \"stop\";\nplayer addMagazine \"ItemAntibacterialWipe\";\n};" !"_animalbody addMagazine \"equip_feathers\"" !"publicVariableServer \"PVDZ_send\";\n} else {\nplayer addMagazine \"equip_woodensplint\";\nr_interrupt = false;" !"raddMagazinecode = compile preprocessFileLineNumbers (BIS_PathMPscriptCommands + 'addMagazine.sqf')"
1 addWeapon !addWeaponCargo !"player addWeapon" !"\"addWeapon\"" !="raddWeapon = 'addWeapon'" !"raddWeaponcode = compile PreprocessFile (BIS_PathMPscriptCommands + 'addWeapon.sqf'" !"raddWeaponcode={diag_log(\"WARNING illegal RE raddWeaponcode with args:\"+str(_this));};"   !"igfile >> \"cfgweapons\" >> (configName _item))) then {_unit addWeapon configName _item;};\nif (_item == (configfile >> \"cfgmagazin" !"eapons - [_x];\n} forEach (weapons _newUnit);\n\n\n{\n_newUnit addWeapon _x;\n\n} forEach _weapons;\n};\n\nif(_primweapon != (primaryWea" !"pon _newUnit)) then {\n_newUnit addWeapon _primweapon;\n};\n\nif(_secweapon != (secondaryWeapon _newUni" !"sableUserInput true;\n\nif (dayz_onBack != \"\") then {\n_body addWeapon dayz_onBack;\n};\n\n\nPVDZ_plr_Death = [dayz_characterID,0,_bo" !"t)  _secweapon != \"\") then {\n_newUnit addWeapon _secweapon;\n};\n\n\nif (!isNil \"_newBackpackType\") then {\nif " !"Unit addMagazine _x };\n\n} forEach _magazines;\n\n{\n_newUnit addWeapon _x;\n\n} forEach _weapons;\n\n\nif(str(_weapons) != str(weapons" !CBA_fnc_addWeapon !"raddWeaponcode = compile preprocessFileLineNumbers (BIS_PathMPscriptCommands + 'addWeapon.sqf')"
1 "player addWeapon"  !"en {\nswitch (_selection) do {\ncase \"CfgWeapons\":\n{\nplayer addWeapon _item;\n};\ncase \"CfgMagazines\":\n{\nplayer addMagazine _item;" !"player addWeapon\"Loot\"" !"player addWeapon\"Flare\"" !"player addWeapon \"Loot\"" !"player addWeapon \"Flare\"" !"nfigFile >> \"CfgWeapons\" >> _x);\nif (_isOK) then {\nplayer addWeapon _x;\n};\n} forEach _wpns;\n};" !"nfigFile >> \"CfgWeapons\" >> _x);\nif (_isOK) then {\nplayer addWeapon _x;\n};\n} forEach _wpns;\n\nif (_bcpk != \"\") then {\nplayer ad" !"= _timeout };\n};\n};\n\nif (dayz_onBack != \"\") then {\nplayer addWeapon dayz_onBack;\nplayer selectWeapon ([dayz_onBack] call _sele" !"Weapon _primary;\n};\n\nif (dayz_onBack != \"\") then {\nplayer addWeapon dayz_onBack;\n\nif (_primary == _current) then {\nplayer sele" !"player removeWeapon \"Item5Matchbox\"; player addWeapon \"Item4Matchbox\";" !"if (!(\"ItemHatchetBroken\" in weapons player)) then {\nplayer addWeapon \"ItemHatchetBroken\";" !"player removeWeapon _activeKnife;\nplayer addWeapon _sharpnessRemaining;\n\n\nsystemChat (localize \"str_info_b" !"player removeMagazine _wood;\nplayer addWeapon _fixedHatchet;" !"player removeWeapon _removeWeapon;\nplayer addWeapon _addWeapon; \n\nif (vehicle player != player)" !"player removeWeapon _activeKnife;\nplayer addWeapon _sharpnessRemaining;\n\nsystemChat (localize \"str_info_bl" !"n_chance) then {\nplayer removeWeapon _randomBoxMatches;\nplayer addWeapon _qtyRemaining;\n\n\nsystemChat (localize \"str_info_limited" !"};\nif (!(\"ItemPickaxeBroken\" in weapons player)) then {\nplayer addWeapon \"ItemPickaxeBroken\";\n};\n};\n\n_counter = _counter + 1;\n_i" !"er removeMagazine _tape;\nplayer removeMagazine _handle;\nplayer addWeapon _fixedItem;\ncutText [format [localize \"str_fixToolSucce" !"removeMagazine _attachment;\nplayer removeWeapon _pWeap;\nplayer addWeapon _item; \n\nif (vehicle player != player) then {\n_display " !"K=isClass(configFile>>\"CfgWeapons\">>_x);\nif(_isOK)then{\nplayer addWeapon _x;\n};\n}forEach _wpns;\n\nif(_bcpk!=\"\")then{\nplayer addBa" !"_chance) then {\nplayer removeWeapon \"ItemSledgeHammer\";\nplayer addWeapon\n\"ItemSledgeHammerBroken\";\ntitleText [\"Your SledgeHammer"
1 allMissionObjects  !"allMissionObjects \"RoadFlare\"" !"allMissionObjects\"RoadFlare\""  !"allMissionObjects \"ChemLight\"" !"[_x,2,0,false,false] spawn BIS_Effects_Burn;\n};\n} forEach allMissionObjects \"SpawnableWreck\";" !"0)})then{gcam_tentsDate=diag_ticktime;gcam_helicrashes=allMissionObjects \"SpawnableWreck\";gcam_tents=(allMissionObjects \"TentSto" !"if (isNull _grp) then { _grp = group ((allmissionobjects 'FunctionsManager') select 0); };"
1 attachTo !"riation),((random (_variation * 2)) - _variation)];\n_bolt attachTo [_hitObject,_val,_hitMemoryPt];\n_dir = ([_hitObject,_unit]"  !"select 3;\nplayer playActionNow \"PutDown\";\nsleep 2;\n_flare attachTo [player,[0,0,0],\"granat2\"];\n[_flare, -90, -10] call object" !"tchmove \"ainjpfalmstpsnonwrfldnon_carried_still\";\n_dragee attachto [_unit,[-0.2, 0.2, 0]];\n\n\nwhile {r_carry_sqf} do\n{\n_anim_n" !"0, 0.1], 0, 0, 10];\n_source setDropInterval 0.02;\n_point attachTo [_unit,_modelPos,_wound];\n};\n\nsleep 5;\n\nwhile {((_unit getV" !"_objGhost attachTo [_object, [0, 0, 0.7]];\n};\n\n_boundingBox = boundingBox" !"_fl = \"#particlesource\" createVehicleLocal getpos _v;\n_fl attachto [_v,[0,0,0],\"destructionEffect2\"];" !"rag = [_dragee];\npublicVariable \"PVDZ_drg_RaDrag\";\n\n_dragee attachto [_unit,[0.1, 1.01, 0]];\nsleep 0.02;\n\n\n\n\n_dragee setDir 180;"
//1 ctrlSetPosition  !"os select 0) + 2;\n_posY = (_pos select 1) + 2;\n_control ctrlSetPosition [_posX, _posY]; \n_control ctrlCommit 0;\n\n_control ctrlSe" !"_old - SafeZoneY;																													\n_control ctrlSetPosition [0, (_y + _deltaY)];																													\n_contr" !"_disp_ctrl ctrlSetPosition [_posX, _posY];  \n};	\n_controlsBuffer set [_x, _disp_ctr" !" ((ctrlPosition _delayControl) select 1);\n_delayControl ctrlSetPosition [0, _pos];\n_delayControl ctrlCommit _this;\nwhile {!(ctrl" !"ame\"), _itemMsg];\n_lines = _lines + 2.25;\n};\n};\n\n_control ctrlSetPosition [_controlPos select 0, _controlPos select 1, _controlPos s" !" then {vehicle player switchCamera \"INTERNAL\";};\n_ctrl1 ctrlSetPosition [(_ctrl1Pos select 0),(_ctrl1Pos select 1),(_ctrl1Pos se" !"];\n\n\n\n_group ctrlShow true;\nctrlSetFocus _group;\n_group ctrlSetPosition _pos;\n_group ctrlCommit 0;\n};" !"pPos = ctrlPosition _control;\n_grpPos set [3,0];\n_control ctrlSetPosition _grpPos;\n_control ctrlShow false;\n_control ctrlCommit 0;\n}" !"!(true)and!(true))then{(findDisplay 5100 displayCtrl 79)ctrlSetPosition[1.0+((SafeZoneW-1.0)/2)-0.025-0.2735,0.0-((SafeZoneH-1.0" !"[2,_w]};\nif (_h != -1) then {_pos set [3,_h]};\n_control ctrlsetposition _pos;\n_control ctrlsetstructuredtext parsetext _text;\n_c" !"space getVariable 'DAYZ_GUI_waiting') displayCtrl 1400) ctrlSetPosition _sandLevel;\n((uiNamespace getVariable 'DAYZ_GUI_waiting'"
1 cutText !"cutText [\"\"," !"cutText [format[\"" !"cutText [format[localize" !"cutText [format [localize" !"cutText [format[(localize" !"cutText[format[(localize" !"cutText [(localize" !"cutText [localize" !"cutText[(localize" !"cutText[localize"   !">> \"CfgMagazines\" >> _itemOut >> \"displayName\"), _r, _l];\ncutText [_string, \"PLAIN DOWN\"];\n};\n\nif (_r < 1) then {\n\n_plant se" !" = format[localize \"str_success_gutted_animal\",_text,_qty];\ncutText [_string, \"PLAIN DOWN\"];\n};" !"cutText [\"You can't carry two primary weapons at the same time!\"" !"cutText [format[(\"Object is already upgrading\")] , \"PLAIN DOWN\"]" !"cutText [\"You have fixed the Hatchet.\", \"PLAIN DOWN\"]" !"cutText [\"Build Camera Active.\", \"PLAIN DOWN\"];\nDayz_BuildCamera =" !"0 cutText['','BLACK',0];" !"cutText [\"Gates locked.\", \"PLAIN DOWN\"];" !"cutText [\"Gates Unlocked.\", \"PLAIN DOWN\"];" !"cutText [\"Gates Opened.\", \"PLAIN DOWN\"];" !"cutText [\"Gates Closed.\", \"PLAIN DOWN\"];" !"cutText [\"You have finished collecting stone.\", \"PLAIN DOWN\"];" !"cutText [\"Cancelled Mining Stone.\", \"PLAIN DOWN\"];" !"cutText [\"Can not find any rocks around.\", \"PLAIN DOWN\"];" !"cutText [\"Unable to exit vehicle too close to buildables objects" !"cutText [\"You don't have enough room in your inventory\", \"PLAIN DOWN"
//1 drawIcon  !"set[count gcam_plrs,_x];};}forEach playableUnits;};{_factrl drawIcon[\"\\ca\\ui\\data\\iconhelicopter_ca.paa\",[0.7,0,1,1],visiblePosi"
5  hint !"hintC" !"hintSilent" !"rhintcode" !"'BIS_fnc_hints'" !"'hint.sqf'" !"player_taskHint" !"rtaskHint = 'taskHint'"  !"rhint = 'hint'"  !"rhintcode = compile PreprocessFile (BIS_PathMPscriptCommands + 'hint.sqf')"  !",\"hint\"," !"\"_hint\"" !"dayz_HintMontior" !"hint \"No space left in vehicle\";" !sched_planthint
5  hintC !"rhintcode" !"rhintCcode" !"rtaskHintcode"   !"\"hintC\","  !",\"globalRadio\",\"groupChat\",\"groupRadio\",\"hideObject\",\"hint\",\"hintC\",\"kbAddTopic\",\"kbreact\",\"kbRemoveTopic\",\"kbtell\",\"land\",\"move"  !"rhintC = 'hintC'"  !"dio\",\"hideObject\",\"hint\",\"hintC\",\"kbAddTopic\",\"kbreact\",\"kbRemoveTopic\",\"kbtell\",\"land\",\"move\",\"moveIn\",\"playAction\",\"playAction"  !"sion\",\"globalChat\",\"globalRadio\",\"groupChat\",\"groupRadio\",\"hideObject\",\"hint\",\"hintC\",\"kbAddTopic\",\"kbreact\",\"kbRemoveTopic\",\"kb"  !"rhintCcode = compile PreprocessFile (BIS_PathMPscriptCommands + 'hintC.sqf')" 
5  hintSilent !"hintSilent \"\";" 
//1 lbSetValue  !"ting = -1*rating(playableUnits select _y);\n_lbUsersControl lbSetValue [_x, _rating];\nif (_rating > 0) then {\n_lbUsersControl lbS"
1 menu !_menu !commandingMenu !createMenu !BIS_fnc_kbMenu !BIS_fnc_commsMenuCreate !BIS_fnc_commsMenuToggleAvailability !BIS_fnc_commsMenuToggleVisibility !BIS_fnc_createmenu  !gear_ui_offMenu !"\"showCommandingMenu\"" !" 'BIS_fnc_commsMenu" !" 'BIS_fnc_createmenu' " !BIS_loading  !RscDisplayCraftingMenu !dayz_inflame_showMenu !"#line 1 \"x\cba\addons\ui\flexiMenu\fnc_keyUp.sqf\"" !"('\x\cba\addons\ui\flexiMenu\init.sqf' call SLX_XEH_COMPILE);" !CBA_fnc_flexiMenu_Add !CBA_fnc_flexiMenu_Remove !CBA_fnc_flexiMenu_setObjectMenuSource
1 reveal !"reveal _holder"!"DE\"];\n_stash setdir _dir;\n_stash setpos _location;\nplayer reveal _stash;\n_location = getPosATL _stash;\n\n_stash setVariable "!"\n\ndayz_clientPreload = true;\nendLoadingScreen;\n\n\n\n{player reveal _x} forEach (nearestObjects [getPosATL player, [\"AllVehicl"!"then {\ncall dayz_meleeMagazineCheck;\n};\n\n\n{player reveal _x} forEach (nearestObjects [getPosATL player, [\"AllVehicles"!"nscious and _isClose) then {\n_unit = cursorTarget;\nplayer reveal _unit;\n_vehClose = (getPosATL player) nearEntities [[\"Car\""!"rld getPosATL player;\n_bag setdir (getDir player);\nplayer reveal _bag;\nr_action_count = 0;"!"roup _x) then {\n_group = _x;\n};\n_isLocal = (local _x);\n_x reveal [_projectile,4];\n_localtargets = _group getVariable [\"loca"!"ssname];\npublicVariableServer \"PVDZ_obj_Publish\";\n\nplayer reveal _object;\n\nr_action_count = 0;\ncutText [format[localize \"st"!"call dayz_meleeMagazineCheck;\n\n\n{player reveal _x} forEach (nearestObjects [getPosATL player, [\"AllVehicles"!"p1_rev3al = {\n{player reveal _x} forEach (nearestObjects [getPosATL player, [\"Air\", \"Land"!"_revelArray = Dayz_plants + DayZ_GearedObjects;\n\n{player reveal _x} forEach (nearestObjects [getPosATL player"!"distance _menClose < 3)) then {\n_unit = cursorTarget;\nplayer reveal _unit;\n_vehClose = (getPosATL player) nearEntities [[\"Car\""!"_object setDir (getDir _object);\n\nplayer reveal _object;\n\n_object setVariable [\"characterID\""!"_item setdir (getDir player);\nplayer reveal _item;\n};\n\n\n[\"Working\",0,[250,25,15,0]]"!"packobj,_pos,[], 0, \"CAN_COLLIDE\"];\n_bag setdir _dir;\nplayer reveal _bag;\n\n_holder = createVehicle [\"WeaponHolder\", _pos, [], 0,"!"Dayz_plants + DayZ_GearedObjects + _revelExtras;\n\n{player reveal _x} forEach (nearestObjects [getPosATL player,"!"_item setdir (getDir player);\nplayer reveal _item;\n};\n\nif ((_counter == _countOut) || _breaking)"!"pos;\n\n_object setVariable [\"characterID\",_ownerID];\n\n\nplayer reveal _object;\n\n\n\n_objWpnTypes = _weapons select 0;\n_objWpnQty = _"!"yer setPosATL _setPos;\nplayer setVelocity [0,0,0.5];\n{player reveal _x} forEach _torev4l;\ndayz_myPosition = _setPos;\nplayer setV"!"_fire setDir _dir;\n_fire setPos _location; \nplayer reveal _fire;\n\n[_fire,true] call dayz_inflame;"!"onNow \"Medic\";\nsleep 5;\n\n_object setPosATL _location;\nplayer reveal _object;\n\n_variables = [];\n\nif (_object iskindof \"DZ_buildab"!"player reveal _object;\n};\n};\n\ncutText [localize \"str_disassembleDone\", \"PL"!"player reveal _object;\n\n\nplayer setVariable[\"alreadyBuilding\",0];\ncutText "!"objects = nearestObjects [player, [], 1.5];\n{\n(group player) reveal _x;\n} forEach _objects;"!"ayer setPosATL _setPos;\nplayer setVelocity[0,0,0.5];\n{player reveal _x}forEach _torev4l;\ndayz_myPosition=_setPos;"1 "reveal _holder"!"[_type,_classname,_holder], 20, true, true];\nplayer reveal _holder;\n_holder setVariable[\"actionSet\", true];\n\n};"!"[_type,_classname,_holder], 20, true, true];\nplayer reveal _holder;\npickupInit = true;\n};"!"[_type,_classname,_holder], 20, true, true];\nplayer reveal _holder;\n_run = false;\n_timeout = 0;\n};\n} else {\nif (_acti"!"[_type,_classname,_holder], 20, true, true];\nplayer reveal _holder;\n_timeout = 0.3;\n};\n\nif ((_distance >= 1.75) and (_a"!"[_type,_classname,_holder], 20, true, true];\nplayer reveal _holder;\n_holder setVariable[\"actionSet\", true];\n};\n};"
//1 setFuel  !local_setFuel !PVCDZ_veh_SetFuel !"ehicle = _this select 0;\n_qty = _this select 1;\n\n_vehicle setFuel _qty;\n" !"if (local _object) then {\n_object setFuel 0;\n} else {\nPVDZ_send = [_object,\"SetFuel\",[_object,0]];"
//1 setMarkerPos !setMarkerPosLocal  !"\"setMarkerPos\"" 
//1 setMarkerPosLocal !"\"setMarkerPosLocal\"" !"rsetMarkerPosLocal = 'setMarkerPosLocal'" !"rsetMarkerPosLocalcode = compile PreprocessFile (BIS_PathMPscriptCommands + 'setMarkerPosLocal.sqf')" !"rsetMarkerPosLocalcode={diag_log(\"WARNING illegal RE rsetMarkerPosLocalcode with args:\"+str(_this));};" 
1 titleCut !"rtitleCut = 'titleCut'" !"rtitleCutcode" !"\"titleCut\"" !="titleCut ["", "BLACK OUT", 5];" !="titleCut ["", "BLACK IN", 5];"  
1 toWorld !modelToWorld  !";\nif (_outdoor > 0.5) then {\n_dpos = ATLtoASL positionCameraToWorld [0, 0.3, 1 + _outdoor * (random _distance)];\n_skypos = [(_dp" !"4);_fampos=ctrlPosition _factrl;_factr=_factrl ctrlMapScreenToWorld[(_fampos select 0)+(_fampos select 2)/2,(_fampos select 1)+(" !"if ((positionCameraToWorld [0,0,0]) distance (_say select 0) <= (_say select 2)"
1 modelToWorld !"modelToWorld [" !"olders < dayz_maxMaxWeaponHolders)}) then {	\n_iPos = _obj modelToWorld _x;\n_delLootPiles = [];" !"boundingBox _building;\n_min = _building modelToWorld (_boundingBox select 0);\n_max = _buildin" !"boundingBox select 0);\n_max = _building modelToWorld (_boundingBox select 1);\n\n\n{\n_myX = _x s" !"ger_0\",60]] call RE;\n\n_position = _trap modelToWorld (_trap selectionPosition \"TripA\");\n_posi" !"lectionPosition \"TripA\");\n_pos2 = _trap modelToWorld (_trap selectionPosition \"TripB\");\n\n_tri" !"nd < _zombieChance) then {\n_iPos = _obj modelToWorld _Pos;\n_nearByZed = {alive _x} count (_iP" !"{\n_pos = getPosATL _trap;\n_pos1 = _trap modelToWorld (_trap selectionPosition \"TripA\");\n_pos2" !"sATL player,[], 1, \"CAN_COLLIDE\"];\n_bag modelToWorld getPosATL player;\n_bag setdir (getDir pl" !"addMagazineCargoGlobal [_itemOut,1];\n_item modelToWorld getPosATL player;\n_item setdir (getDir pl" !"select 2)<0))exitwith{};\"SmallSecondary\" createvehicle(_v modelToWorld _effect2pos);}foreach(_list);\n\n};" !"_rnd = (random 1); \n\n\n\n_iPos = _obj modelToWorld _x;\n_nearBy = nearestObjects [_iPos, [\"R" !"imalDistance - 200)/2); \n_randrefpoint = (vehicle player) modelToWorld[sin(_angle) * (200 + _radius) , cos(_angle)" !"pos] call _checkInsideBuilding)}) then {\n_elevation = (_b modelToWorld (_zedPos select 0)) select 2;" 
1 "modelToWorld ["  !" 0]];\n_points set [count _points, _unit modelToWorld [0, ((_boundingBox select 1) select 1) *" !" 0]];\n_points set [count _points, _unit modelToWorld [((_boundingBox select 0) select 0) * 0." !" 0]];\n_points set [count _points, _unit modelToWorld [((_boundingBox select 0) select 0) * 1," !" 0]];\n_points set [count _points, _unit modelToWorld [((_boundingBox select 1) select 0) * 0." !" 0]];\n_points set [count _points, _unit modelToWorld [((_boundingBox select 1) select 0) * 1," !" _linecastmin;\n\n\n_position = player modeltoworld [0,5,0];\n\n_ispond = false;" !" do {\n_points set [count _points, _unit modelToWorld [0, ((_boundingBox select 0) select 1) *" !"g + 10 * (random(2) - 1); \n_pos = _unit modelToWorld [ sin(_deg) * _trip, cos(_deg) * _trip, 0];\n};\n\n\n\n\n\n\n\nif(i" !" nil;\n_new = if (_isPlayer) then { _pos modeltoworld [0,_size/2,0] } else { _pos };\n_new set " !", \"PLAIN DOWN\"];\n};\n\n_location = player modeltoworld [0,2.5,0];\n_location set [2,0];\n\n\nif ([\""  !"if (dayz_onBack != \"\") then {\n\n\n_pos = _body modeltoWorld [1,1,0];\n\n_item = createVehicle [\"WeaponHolder\"" !"ect 0};\nif (count _nearByPile == 0) then {\n_pos = player modeltoWorld [0,1,0];\n_pos set [2, 0];\n\n_pile = createVehicle [\"WeaponH" !"ect 0};\nif (count _nearByPile == 0) then {\n_pos = player modeltoWorld [0,1,0];\n_pos set [2, 0];\n\n_item = createVehicle [\"WeaponH" !"modelToWorld [""der false;\nDayz_BuildCamera = \"camera\" camCreate (player modeltoWorld [0,0,2]);\n0.2 fadeSound 0.1;\nDayz_BuildCamera cameraeffect" !"modelToWorld [""Target)}) then {\n_cursorTarget = nearestObjects [ player modelToWorld [0,1.5,0] , [\"DZ_buildables\",\"BuiltItems\"], 1.5];\n_cursorT"
1 worldTo  !"ect 1;\n_inside = false;\n_offset = 1; \n\n_relPos = _building worldToModel _point;\n_boundingBox = boundingBox _building;\n\n_min = _" !"\n\n_new = getPosATL _obj;\n\nif (_isPlayer) then {\n_x = _pos worldToModel _new;\n_dir = _dir + (if ((_x select 1)==0) then { 0 } else" !"se] call fnc_inString;\nif (_isPond) then {\n_pondPos = (_x worldToModel _playerPos) select 2;\nif (_pondPos < 0) then {\n_canFill = " !"ts [_new, [], 100];\n{\nif (((typeOf(_x) == \"\")\nAND {((((_x worldToModel _new) select 2) < 0))\nAND {([_x, _new] call _checkPerimete" !"t = _this select 1;\n_inside = false;\n\n_relPos = _building worldToModel _point;\n_boundingBox = boundingBox _building;\n\n_min = _bou" !"fascl,getDir _x,\"\",1];if(_fash==_forEachIndex)then{_fapos2D=worldtoscreen _fapos;if(count _fapos2D>=2)then{_fasp ctrlsetposition" !"_pondPos = (_x worldToModel _playerPos) select 2;\nif (_pondPos < 0) then {\n_canFill" !"on set [ 2, _elevation - 0.5 ];\n_ret = false;\n{\n{\n_w2m = _x worldToModel _position;\n_bb = (boundingbox _x) select 1;\n_linecastma"
//1 removeBackpack 
//1 removeAllItems
//1 removeAllWeapons !"\"removeAllWeapons\"" !rremoveAllWeapons !rremoveAllWeaponscode !"newUnit removeMagazine _x;} forEach magazines _newUnit;\nremoveAllWeapons _newUnit;\n\n\n{\nif (typeName _x == \"ARRAY\") then {_newUni" !"\n_sm setDropInterval 1;\n\n}; \n\n_i=0;\n_dr=0.2;\n_tv=11;\n\n\n\nremoveallweapons _v;\nif((local _v) AND (_v isKindOf\"Air\") )then{\n_expl=c"


5  "_logic setpos [1000,10,0]"
5  _b0x1337
5  _dummyveh 
5  _minimap 
5  "_box addBackpackCargoGlobal" 
5  "_cute"
5  "_lpajd addaction skin"
5  "_stuff" 
5  "\"You\"" 
5  "abox1"
5  "beeeh" 
5  "hint '"
5  "hint \""
5  "hintSilent '"
5  "hintSilent \"" !"hintSilent \"LOW FPS, PLEASE CHANGE YOUR GRAPHIC SETTINGS\"" !"hintSilent \"\";"
5  "infiSTARBLACK" !"'infiSTARBLACK'"
5  "infiSTAR_fillRE" !"'infiSTAR_fillRE'"
5  "lol\car.sqf" 
5  "menu_star"
5  "player setVehicleInit \"allUnits = [];\";"
5  "selectedItemCountLeft = lnbText" 
5  "SP_bindmenu"
5  "Systems Online" 
5  "tentList = allmissionobjects \"Land_A_tent\";"
5  @TheWarZ 
5  101000 
5  action_crate1 
5  AH_OFF_LOL !"'AH_OFF_LOL'"
5  ammo_norecoil
5  antiAggro_zeds 
5  ax_main_menu
5  BigFuckinBullets 
5  dayz-injector 
5  F1_ALX
5  gible
5  Helltex
5  igodokxtt 
5  MedMen 
5  Metallica 
5  MY_KEYDOWN_FNC
5  myvar23
5  ProDayz 
5  Shadowy_NONRE 
5  Ug8YtyGyvguGF 
5  wasteland 
5  wuat 
5  zeus_star 
5  ZombieShield 
5  LoganNZL
5  closeDisplay !"'closeDisplay'" !"closeDisplay 0" !"closeDisplay 2" !"if (!isNil \"closeDisplay\") then {"
5  "cutText [\"Bandit Box Spawned"
5  "hint \"weapon has been added\""
5  "Hint \"Map markers on\""
5  "hint \"Systems Online, Binds in Help.txt\""
5  "cutText [\"Survivor Spawned"
5  gearAdd
5  "useful\\"
5  "mojanq"
5  "freddies"
5  "vscripts\\"
5  AddTentsToMap
5  bus1,bus2,bus3,bus4,bus5,bus6,bus7,bus8
5  hoen
 

 

 

 

Как добавить в таком случае?

Изменено пользователем Sheolone (история изменений)

Поделиться сообщением


Ссылка на сообщение
Поделиться на других сайтах

Окей, поехали:

Скрипт лог:

29.03.2017 19:12:20: Sheolone (192.168.1.44:2317) 9d807e525e60314009d4604e045021cc - #20 "wn player_death;
};				


_Cone = "#particlesource" createVehi'+'cleLocal getpos TTDropSpot;
_Cone setParticleParams [["\Ca\Data"

Удаляю мусор:

"wn player_death;
};				


_Cone = "#particlesource" createVehi'+'cleLocal getpos TTDropSpot;
_Cone setParticleParams [["\Ca\Data"

Заменяю каждый переход на новую строку на \n

"wn player_death;\n};\n\n\n_Cone = \"#particlesource" createVehi'+'cleLocal getpos TTDropSpot;\n_Cone setParticleParams [["\Ca\Data"

Перед каждой кавычкой ", КРОМЕ первой и последней, ставлю \

"wn player_death;\n};\n\n\n_Cone = "#particlesource\" createVehi'+'cleLocal getpos TTDropSpot;\n_Cone setParticleParams [[\"\Ca\Data"

Добавляю ! как исключение

! "wn player_death;\n};\n\n\n_Cone = \"#particlesource\" createVehi'+'cleLocal getpos TTDropSpot;\n_Cone setParticleParams [["\Ca\Data"

Номер лога 20, +3 вставляю в 23 строку

5 "+ \";\"" ! "wn player_death;\n};\n\n\n_Cone = \"#particlesource\" createVehi'+'cleLocal getpos TTDropSpot;\n_Cone setParticleParams [["\Ca\Data"

И ничерта оно не работает.

Изменено пользователем Sheolone (история изменений)

Поделиться сообщением


Ссылка на сообщение
Поделиться на других сайтах

Создайте аккаунт или войдите в него для комментирования

Вы должны быть пользователем, чтобы оставить комментарий

Создать аккаунт

Зарегистрируйтесь для получения аккаунта. Это просто!

Зарегистрировать аккаунт

Войти

Уже зарегистрированы? Войдите здесь.

Войти сейчас

  • Похожие публикации

    • Автор: Voteban
      Ребята всем здарова .Кому не жалко скиньте фильтр для батлая чтобы за военную технику не кикало .Буду премного благодарен )
    • Автор: PAnovich
      Что то я не врубаюсь, что нужно сделать чтобы BEC кикал игроков с сервера за маты только в доп канале? Что нужно в какой то скрипт прописать пару строк, это понятно. Только вот где он там находится, не пойму
    • Автор: MisaAmane
      Сегодня начало спамить этим: Failed to resolve BE Master 'arma2oa1.battleye.com' Update Attempt failed. Сервер лиц.
    • Автор: exploadead
      Во время игры у всех игроков вдруг вылезло сообщение о необходимости обновления Battleye. Однако скачиваниие с оф.сайта последних версий не помогло (на сервере и у клиетов и так уже были последние версии). Что делать?
    • Автор: Negat1ve
      Уважаемые форумчане, прошу помочь мне. Проблема заключается в том, что к серверу не может подключиться ни Dart ни battleWarden и даже BERCon. В конфиге прописано
      BattlEye = 1; и при заходе на сервер BattlEye работает.
      В чем может быть проблема ?
       
      P.S форум пролазил - ничего не помогло
  • Наш выбор

×
×
  • Создать...

Важная информация

Используя этот сайт, вы автоматически обязуетесь соблюдать наши Правила и Политика конфиденциальности.
Чтобы сделать этот веб-сайт лучше, мы разместили cookies на вашем устройстве. Вы можете изменить свои настройки cookies, в противном случае мы будем считать, что вы согласны с этим.