BullRaider Posted February 7, 2015 Report Share Posted February 7, 2015 My intention is to create a box with several items my choice where every restart of the server the items reappearing in the box. Anyone know how to do this? Link to comment Share on other sites More sharing options...
Humpabry Posted February 7, 2015 Report Share Posted February 7, 2015 if (isServer) then { _vehicle_99 = objNull; if (true) then { _this = createVehicle ["CargoNet_01_box_F", [6457.54,14212.8,0], [], 0, "CAN_COLLIDE"]; _vehicle_99 = _this; _this setDir 20; _this setVariable ["permaLoot",true]; clearWeaponCargoGlobal _this; clearMagazineCargoGlobal _this; _this addItemCargoGlobal ["CinderBlocks",20]; _this addItemCargoGlobal ["MortarBucket",7]; _this addItemCargoGlobal ["ItemCorrugated",20]; _this addItemCargoGlobal ["ItemCorrugatedLg",10]; _this addItemCargoGlobal ["PartPlankPack",15]; _this addItemCargoGlobal ["KitStudWall",5]; _this addItemCargoGlobal ["KitWoodFloor",5]; _this addItemCargoGlobal ["KitWoodStairs",2]; _this addItemCargoGlobal ["KitShelf",3]; _this addItemCargoGlobal ["KitCinderWall",5]; _this addItemCargoGlobal ["KitPlotPole",1]; _this addItemCargoGlobal ["KitTiPi",3]; _this addBackpackCargoGlobal ["B_Carryall_ocamo",1]; }; }; call it from your init.sqf like this [] execVM "crates\buildingcrate.sqf"; Link to comment Share on other sites More sharing options...
Richie Posted February 7, 2015 Report Share Posted February 7, 2015 Wouldn't it be better to have the following so as to avoid the cleanup : _this setVariable ["LAST_CHECK", (diag_tickTime + 14400)]; Link to comment Share on other sites More sharing options...
BullRaider Posted February 7, 2015 Author Report Share Posted February 7, 2015 if (isServer) then { _vehicle_99 = objNull; if (true) then { _this = createVehicle ["CargoNet_01_box_F", [6457.54,14212.8,0], [], 0, "CAN_COLLIDE"]; _vehicle_99 = _this; _this setDir 20; _this setVariable ["permaLoot",true]; clearWeaponCargoGlobal _this; clearMagazineCargoGlobal _this; _this addItemCargoGlobal ["CinderBlocks",20]; _this addItemCargoGlobal ["MortarBucket",7]; _this addItemCargoGlobal ["ItemCorrugated",20]; _this addItemCargoGlobal ["ItemCorrugatedLg",10]; _this addItemCargoGlobal ["PartPlankPack",15]; _this addItemCargoGlobal ["KitStudWall",5]; _this addItemCargoGlobal ["KitWoodFloor",5]; _this addItemCargoGlobal ["KitWoodStairs",2]; _this addItemCargoGlobal ["KitShelf",3]; _this addItemCargoGlobal ["KitCinderWall",5]; _this addItemCargoGlobal ["KitPlotPole",1]; _this addItemCargoGlobal ["KitTiPi",3]; _this addBackpackCargoGlobal ["B_Carryall_ocamo",1]; }; }; call it from your init.sqf like this [] execVM "crates\buildingcrate.sqf"; Thanks man, worked perfectly !!! Link to comment Share on other sites More sharing options...
Humpabry Posted February 7, 2015 Report Share Posted February 7, 2015 mine does not get cleaned up richie :) there for full 4 hours _this setVariable ["permaLoot",true]; works better then adding a time limit Richie 1 Link to comment Share on other sites More sharing options...
Humpabry Posted February 7, 2015 Report Share Posted February 7, 2015 your welcome a3epoch Link to comment Share on other sites More sharing options...
BullRaider Posted February 8, 2015 Author Report Share Posted February 8, 2015 if (isServer) then { _vehicle_99 = objNull; if (true) then { _this = createVehicle ["CargoNet_01_box_F", [6457.54,14212.8,0], [], 0, "CAN_COLLIDE"]; _vehicle_99 = _this; _this setDir 20; _this setVariable ["permaLoot",true]; clearWeaponCargoGlobal _this; clearMagazineCargoGlobal _this; _this addItemCargoGlobal ["CinderBlocks",20]; _this addItemCargoGlobal ["MortarBucket",7]; _this addItemCargoGlobal ["ItemCorrugated",20]; _this addItemCargoGlobal ["ItemCorrugatedLg",10]; _this addItemCargoGlobal ["PartPlankPack",15]; _this addItemCargoGlobal ["KitStudWall",5]; _this addItemCargoGlobal ["KitWoodFloor",5]; _this addItemCargoGlobal ["KitWoodStairs",2]; _this addItemCargoGlobal ["KitShelf",3]; _this addItemCargoGlobal ["KitCinderWall",5]; _this addItemCargoGlobal ["KitPlotPole",1]; _this addItemCargoGlobal ["KitTiPi",3]; _this addBackpackCargoGlobal ["B_Carryall_ocamo",1]; }; }; call it from your init.sqf like this [] execVM "crates\buildingcrate.sqf"; Man, another doubt ...If I want to implement another box will need to create another file "buildingcrate1.sqf" and reference it in init.sqf, and in code, I need to change something beyond the position?Or can I use the same code? Link to comment Share on other sites More sharing options...
SadBoy1981 Posted February 8, 2015 Report Share Posted February 8, 2015 Man, another doubt ... If I want to implement another box will need to create another file "buildingcrate1.sqf" and reference it in init.sqf, and in code, I need to change something beyond the position? Or can I use the same code? maybe like this: if (isServer) then { _vehicle_1 = objNull; if (true) then{ _this = createVehicle ["CargoNet_01_box_F", [6457.54,14212.8,0], [], 0, "CAN_COLLIDE"]; _vehicle_1 = _this; _this setDir 20; _this setVariable ["permaLoot",true]; clearWeaponCargoGlobal _this; clearMagazineCargoGlobal _this; _this addItemCargoGlobal ["CinderBlocks",20]; _this addItemCargoGlobal ["CinderBlocks",20]; _this addItemCargoGlobal ["MortarBucket",7]; _this addItemCargoGlobal ["ItemCorrugated",20]; _this addItemCargoGlobal ["ItemCorrugatedLg",10]; _this addItemCargoGlobal ["PartPlankPack",15]; _this addItemCargoGlobal ["KitStudWall",5]; _this addItemCargoGlobal ["KitWoodFloor",5]; }; _vehicle_2 = objNull; if (true) then{ _this = createVehicle ["CargoNet_01_box_F", [6457.54,14212.8,0], [], 0, "CAN_COLLIDE"]; _vehicle_2 = _this; _this setDir 20; _this setVariable ["permaLoot",true]; clearWeaponCargoGlobal _this; clearMagazineCargoGlobal _this; _this addItemCargoGlobal ["CinderBlocks",20]; _this addItemCargoGlobal ["CinderBlocks",20]; _this addItemCargoGlobal ["MortarBucket",7]; _this addItemCargoGlobal ["ItemCorrugated",20]; _this addItemCargoGlobal ["ItemCorrugatedLg",10]; _this addItemCargoGlobal ["PartPlankPack",15]; _this addItemCargoGlobal ["KitStudWall",5]; _this addItemCargoGlobal ["KitWoodFloor",5]; }; }; RHE24 1 Link to comment Share on other sites More sharing options...
Humpabry Posted February 8, 2015 Report Share Posted February 8, 2015 maybe like this: if (isServer) then { _vehicle_1 = objNull; if (true) then{ _this = createVehicle ["CargoNet_01_box_F", [6457.54,14212.8,0], [], 0, "CAN_COLLIDE"]; _vehicle_1 = _this; _this setDir 20; _this setVariable ["permaLoot",true]; clearWeaponCargoGlobal _this; clearMagazineCargoGlobal _this; _this addItemCargoGlobal ["CinderBlocks",20]; _this addItemCargoGlobal ["CinderBlocks",20]; _this addItemCargoGlobal ["MortarBucket",7]; _this addItemCargoGlobal ["ItemCorrugated",20]; _this addItemCargoGlobal ["ItemCorrugatedLg",10]; _this addItemCargoGlobal ["PartPlankPack",15]; _this addItemCargoGlobal ["KitStudWall",5]; _this addItemCargoGlobal ["KitWoodFloor",5]; }; _vehicle_2 = objNull; if (true) then{ _this = createVehicle ["CargoNet_01_box_F", [6457.54,14212.8,0], [], 0, "CAN_COLLIDE"]; _vehicle_2 = _this; _this setDir 20; _this setVariable ["permaLoot",true]; clearWeaponCargoGlobal _this; clearMagazineCargoGlobal _this; _this addItemCargoGlobal ["CinderBlocks",20]; _this addItemCargoGlobal ["CinderBlocks",20]; _this addItemCargoGlobal ["MortarBucket",7]; _this addItemCargoGlobal ["ItemCorrugated",20]; _this addItemCargoGlobal ["ItemCorrugatedLg",10]; _this addItemCargoGlobal ["PartPlankPack",15]; _this addItemCargoGlobal ["KitStudWall",5]; _this addItemCargoGlobal ["KitWoodFloor",5]; }; }; ^ exactly like this ^ or just copy the sqf file...rename it and add different loot/cords then call it from init.sqf Link to comment Share on other sites More sharing options...
BullRaider Posted February 8, 2015 Author Report Share Posted February 8, 2015 maybe like this: if (isServer) then { _vehicle_1 = objNull; if (true) then{ _this = createVehicle ["CargoNet_01_box_F", [6457.54,14212.8,0], [], 0, "CAN_COLLIDE"]; _vehicle_1 = _this; _this setDir 20; _this setVariable ["permaLoot",true]; clearWeaponCargoGlobal _this; clearMagazineCargoGlobal _this; _this addItemCargoGlobal ["CinderBlocks",20]; _this addItemCargoGlobal ["CinderBlocks",20]; _this addItemCargoGlobal ["MortarBucket",7]; _this addItemCargoGlobal ["ItemCorrugated",20]; _this addItemCargoGlobal ["ItemCorrugatedLg",10]; _this addItemCargoGlobal ["PartPlankPack",15]; _this addItemCargoGlobal ["KitStudWall",5]; _this addItemCargoGlobal ["KitWoodFloor",5]; }; _vehicle_2 = objNull; if (true) then{ _this = createVehicle ["CargoNet_01_box_F", [6457.54,14212.8,0], [], 0, "CAN_COLLIDE"]; _vehicle_2 = _this; _this setDir 20; _this setVariable ["permaLoot",true]; clearWeaponCargoGlobal _this; clearMagazineCargoGlobal _this; _this addItemCargoGlobal ["CinderBlocks",20]; _this addItemCargoGlobal ["CinderBlocks",20]; _this addItemCargoGlobal ["MortarBucket",7]; _this addItemCargoGlobal ["ItemCorrugated",20]; _this addItemCargoGlobal ["ItemCorrugatedLg",10]; _this addItemCargoGlobal ["PartPlankPack",15]; _this addItemCargoGlobal ["KitStudWall",5]; _this addItemCargoGlobal ["KitWoodFloor",5]; }; }; ^ exactly like this ^ or just copy the sqf file...rename it and add different loot/cords then call it from init.sqf thanks guys ;D Link to comment Share on other sites More sharing options...
nedfox Posted February 9, 2015 Report Share Posted February 9, 2015 I've been using these to create random "IKEA" crates on our (previously named) Dino island : //Spawncrates.sqf //Raptor Island IKEA crates _nbUnits = 5; raptor_centerIsland = getMarkerPos "raptorCenter"; //this is a marker I placed in the mission.SQM for "_i" from 1 to _nbUnits do { _pos = [raptor_centerIsland,0,1500,10,0,2000,0] call BIS_fnc_findSafePos; //find a location to place a random crate) _event_marker = createMarker [ format ["loot_event_marker_%1", _i], _pos]; //create a little green circle marking the spot _event_marker setMarkerShape "ELLIPSE"; _event_marker setMarkerColor "ColorGreen"; _event_marker setMarkerAlpha 0.5; _event_marker setMarkerSize [(150), (150)]; _pos = [_pos,0,140,10,0,2000,0] call BIS_fnc_findSafePos; //find a random spot INSIDE the green circle _pos = [_pos select 0, _pos select 1, 0]; _box1 = "Box_NATO_Support_F" createvehicle _pos; /create the crate clearMagazineCargoGlobal _box1; clearWeaponCargoGlobal _box1; clearItemCargoGlobal _box1; [_box1, "Box_NATO_Support_F"] call fn_refillbox; // and fill it, as showed in the previous snippets in this thread }; In short, 5 green little circles will appear on the map, and a crate will be somewhere within those circles. We created a community PBO where we put this stuff in, but this should be fine if you would safe this in your mission PBO as function, and call it from init.sqf Link to comment Share on other sites More sharing options...
BullRaider Posted February 11, 2015 Author Report Share Posted February 11, 2015 I've been using these to create random "IKEA" crates on our (previously named) Dino island : //Spawncrates.sqf //Raptor Island IKEA crates _nbUnits = 5; raptor_centerIsland = getMarkerPos "raptorCenter"; //this is a marker I placed in the mission.SQM for "_i" from 1 to _nbUnits do { _pos = [raptor_centerIsland,0,1500,10,0,2000,0] call BIS_fnc_findSafePos; //find a location to place a random crate) _event_marker = createMarker [ format ["loot_event_marker_%1", _i], _pos]; //create a little green circle marking the spot _event_marker setMarkerShape "ELLIPSE"; _event_marker setMarkerColor "ColorGreen"; _event_marker setMarkerAlpha 0.5; _event_marker setMarkerSize [(150), (150)]; _pos = [_pos,0,140,10,0,2000,0] call BIS_fnc_findSafePos; //find a random spot INSIDE the green circle _pos = [_pos select 0, _pos select 1, 0]; _box1 = "Box_NATO_Support_F" createvehicle _pos; /create the crate clearMagazineCargoGlobal _box1; clearWeaponCargoGlobal _box1; clearItemCargoGlobal _box1; [_box1, "Box_NATO_Support_F"] call fn_refillbox; // and fill it, as showed in the previous snippets in this thread }; In short, 5 green little circles will appear on the map, and a crate will be somewhere within those circles. We created a community PBO where we put this stuff in, but this should be fine if you would safe this in your mission PBO as function, and call it from init.sqf this is sure to be useful ;D Link to comment Share on other sites More sharing options...
laurent09 Posted February 16, 2015 Report Share Posted February 16, 2015 hi I would change the coordinate of the map. how to find the coordinat sorry for my english im french . Link to comment Share on other sites More sharing options...
nedfox Posted February 16, 2015 Report Share Posted February 16, 2015 If you mean the getmarkerpos position / name : In your mpmission/mission.pbo is a file called mission.sqm Extract it (Probably needs a program like Elitness to decrypt), and look for : class Markers { ....... } Add 1 number to items, and create a new one on the bottom with your name and reference. Then you can use it in your scripts. Repack the mission.sqm and ready to go. Link to comment Share on other sites More sharing options...
laurent09 Posted February 16, 2015 Report Share Posted February 16, 2015 i have this : 16.02.2015 10:52:16: Laurent (**********************) **************************************** - #26 "ponCargoGlobal _this; clearMagazineCargoGlobal _this; _this addItemCargoGlobal ["CinderBlocks",20]; _this addItemCargoGlobal ["C" Link to comment Share on other sites More sharing options...
nedfox Posted February 16, 2015 Report Share Posted February 16, 2015 In which BE filter file? scripts ? Link to comment Share on other sites More sharing options...
laurent09 Posted February 16, 2015 Report Share Posted February 16, 2015 i have this in script.log Link to comment Share on other sites More sharing options...
nedfox Posted February 16, 2015 Report Share Posted February 16, 2015 Do you have this line in scripts.txt ? 7 addWeaponCargo !"\x\cba\addons\common\fnc_addWeaponCargo.sqf" !"\x\cba\addons\common\fnc_addWeaponCargoGlobal.sqf" Link to comment Share on other sites More sharing options...
laurent09 Posted February 16, 2015 Report Share Posted February 16, 2015 Do you have this line in scripts.txt ? 7 addWeaponCargo !"\x\cba\addons\common\fnc_addWeaponCargo.sqf" !"\x\cba\addons\common\fnc_addWeaponCargoGlobal.sqf" no i don't have this line! what is "fnc_addWeaponCargo.sqf" becouse i don't have this . Link to comment Share on other sites More sharing options...
laurent09 Posted February 16, 2015 Report Share Posted February 16, 2015 i had this in script.txt : 7 addWeaponCargo !"\x\cba\addons\common\fnc_addWeaponCargo.sqf" but i have again : 16.02.2015 10:52:16: Laurent (**********************) **************************************** - #26 "ponCargoGlobal _this; clearMagazineCargoGlobal _this; _this addItemCargoGlobal ["CinderBlocks",20]; _this addItemCargoGlobal ["C" Link to comment Share on other sites More sharing options...
emmenboy Posted February 16, 2015 Report Share Posted February 16, 2015 In your 7addWeaponCargo line add: !"\x\cba\addons\common\fnc_addWeaponCargoGlobal.sqf" The result is the line posted from nedbox. Link to comment Share on other sites More sharing options...
nedfox Posted February 17, 2015 Report Share Posted February 17, 2015 ^^ this. If you actually read the post about being lazy and learn BE filters () you would have noticed I added the global exception to it.. I assumed you would have thought "hey , he added the line that gets me kicked all the time" and sort accordingly :) Humpabry 1 Link to comment Share on other sites More sharing options...
laurent09 Posted February 24, 2015 Report Share Posted February 24, 2015 I 'm sorry but I do not understand why it does not work ! I added right in my file " script.txt " " !"\x\cba\addons\common\fnc_addWeaponCargo.sqf" !"\x\cba\addons\common\fnc_addWeaponCargoGlobal.sqf" " a line " 7 addWeaponCargo " I know on the forum how he explains BE FILTER, but I do not understand. My script.txt 7 "BIS_fnc_" !"initDisplay" !"getCfgSubClasses" !"animalBehaviour" !"guiEffectTiles_coef" !"GUImessage" !"guiEffectTiles" !"param" !"setIDCStreamFriendly" !"overviewauthor" !"diagAARrecord" !"diagKey" !"feedbackMain" !"missionHandlers" !"getServerVariable" !"missionFlow" !"initParams" !"initRespawn" !"missionTasksLocal" !"missionConversationsLocal" !"missionCon" !"preload" !"logFormat" !"recompile" !"moduleInit" !"feedback_allowPP" !"feedback_allowDeathScreen" !"feedbackInit" !"initMultiplayer" !"MP" !"displayMission" !"feedback_fatiguePP" !"respawnBase" !"dirTo" !"secondsToString" !"guiMessage_status" !"selectRespawnTemplate" !"guiMessage_defaultPositions" !"startLoadingScreen_ids" !"damageChanged" !"incapacitatedEffect" !"invRemove" !"relpos" !"inString" !"findSafePos" !"isPosBlacklisted" !"timeToString" !"distance2D" !"effectKilled" !"dynamictext" !"inAngleSector" !="_this call (uinamespace getvariable 'BIS_fnc_effectFired');" !"lbSelChanged_" !"this call bis_fnc_initVirtualUnit;" 7 "BIS_fnc_dynamictext" !", 0, 1, 5, 2, 0, 1] spawn bis_fnc_dynamictext;" !", 0, 0.4, 5, 2, 0, 2] spawn bis_fnc_dynamictext;" !"snil '_fnc_scriptName') then {_fnc_scriptName}" "sleep (_onScreenTime) spawn bis_fnc_dynamictext;" !"addPublicVariableEventHandler {(_this select 1) spawn bis_fnc_dynamictext;};" 7 forceRespawn 7 moveIn !="\"A3\functions_f\Misc\fn_moveIn.sqf\"" !="\"A3\functions_f\arrays\fn_removeIndex.sqf\"" !="player moveInAny _vehicle;\nEPOCH_antiWallCount = EPOCH_antiWallCount + 1;" !="[\"I_UAV_AI\", position _unit, [], 0, \"CAN_COLLIDE\"];\n_driver moveInAny _unit;" !="(_this select 1) moveInCargo (_this select 0);" 7 attachTo !"EP_light attachTo [player];" !"_bomb attachTo [_unit, [0,0,0],\"Pelvis\"];" !"_dogHolder attachTo [_dog, [-0.2,1.2,0.7]];" !"EPOCH_staticTarget attachTo[player];" !"EPOCH_target attachTo[player];" 7 enableCollisionWith 7 hideObject !="_dogHolder hideobject true;" !="_dogHolder hideobject false;" 7 setFriend 7 setAmmo 7 setvelocity !="_bolt setPosATL _pos;\n_bolt setVelocity [0, 0, -10];" !="EPOCH_target setvelocitytransformation" !="_currentTarget setVelocity [0,0,-0.01];" !="_head setVelocity [random 2,random 2,10];" !="_vel = velocity this; _dir = getDir player; this setVelocity[(_vel select 0)+(sin _dir * 2),(_vel select 1)+(cos _dir * 2),(_vel select 2)];" 7 RscDebugConsole_watch 7 enableFatigue 7 setUnitRecoilCoefficient 7 setWeaponReloadingTime 7 allMissionObjects 7 callExtension 7 showCommandingMenu 7 assignAs 7 playableunits !="getDir _x, name _x];};}forEach playableUnits;};if" !"{getplayeruid _x == _ownerVar} count playableunits" !="lbSetData[21500, _index, netId _x];\n} forEach(playableUnits - [player]);" !="FPS: %1 | PLAYERS: %2 | DAMAGE: %3 | KRYPTO: %4 | HUNGER: %5 | THIRST: %6 | SOILED: %7 | GRIDREF: %8", round diag_fps, count playableUnits, damage player, EPOCH_playerCrypto, EPOCH_playerHunger, EPOCH_playerThirst, EPOCH_playerSoiled, mapGridPosition player, _counter"" 7 allUnits !="allUnits-playableUnits;};if" !="{_x allowFleeing 0} forEach allUnits;" !="EPOCH_ESPMAP_TARGETS = allUnits + vehicles;" !"(_radio != \"EpochRadioALL\")" 7 allowDamage !="player allowDamage true;vehicle player allowDamage true;" !="if(!isPlayer _x)then{_x allowDamage" !"_unit allowdamage false;" !"this enableSimulation false; this allowDamage false" 7 exec !="7 addWeaponCargo !"\x\cba\addons\common\fnc_addWeaponCargo.sqf" !"\x\cba\addons\common\fnc_addWeaponCargoGlobal.sqf" 7 onMapSingleClick !="onMapSingleClick '';" 7 addMagazine !"addMagazineCargo" !="player addMagazine _craftItem;" !="player addMagazine \"jerrycanE_epoch\";" !="player addMagazine \"emptyjar_epoch\";" !="player addMagazine \"jerrycan_epoch\";" !="player addMagazine \"Hatchet_swing\";" !="player addMagazine [(_x select 0),(_x select 1)]" !="player addMagazine _x;" 7 addMagazineCargo !"_dogHolder addMagazineCargo [\"RabbitCarcass_EPOCH\", 1]" !"_dogHolder addMagazineCargo [\"Pelt_EPOCH\", 1]" !"_dogHolder addMagazineCargo [\"Venom_EPOCH\", 1]" !"_dogHolder addMagazineCargo [\"SnakeCarcass_EPOCH\", 1]" !"_dogHolder addMagazineCargo [\"ChickenCarcass_EPOCH\", 1]" 7 addItem !="player addItem _craftItem;" !="player addItem _x;" 7 addBackPack !"player addBackpack B_Parachute;" !"B_Parachute" 7 removeAllWeapons !"_victim" 7 removeAllItems 7 removeAllActions 7 setTerrainGrid !="setTerrainGrid 25;" 7 setViewDistance !"setViewDistance 1600" 7 createGroup !="_grp = createGroup RESISTANCE;" !="if (isserver) then {\n_group = creategroup sidelogic;" 7 createVehicleCrew 7 "call compile preprocessFileLineNumbers" !"\"A3\" !"\"\x\addons\a3_epoch_code\"" 7 createVehicleLocal !"\"#particlesource\" createVehicleLocal" !"\"#lightpoint\" createVehicleLocal" !"\"BloodSplat\" createVehicleLocal" !"[\"lightning1_F\", \"lightning2_F\"] call BIS_fnc_selectRandom;\n_lighting = _class createVehicleLocal" !"createvehiclelocal getpos _house;" 7 createUnit !="_unit = _grp createUnit[(_arrUnits select _i), _pos, [], 0, \"FORM\"];" !=_driver = _grp createUnit[\"I_UAV_AI\", position _unit, [], 0, \"CAN_COLLIDE\];"!="_unit = _copterSupportGrp createUnit[(_arrUnits select _i), _pos, [], 0, \"FORM\"];" !=_unit = _group createUnit [_unitClass, _targetPos, [], 100, \"CAN_COLLIDE\];" 7 createAgent !="_unit = createAgent[_unitClass, _targetPos, [], 256, \"FORM\"];" !=_unit = createAgent [_unitClass, _targetPos, [], 120, \"FORM\];" !="_animal = createAgent[_randomAIClass, _animalPos, [], 5, \"NONE\"];" !=_unit = createAgent [\"Epoch_Cloak_F\", _pos, [], 0, \"CAN_COLLIDE\];" 7 createTeam 7 createDialog !="createDialog \"InteractBank\";" !="createdialog \"SelectGender\";" !="_handled = createdialog _dialog;" !="if (!dialog) then {createDialog 'Skaronator_AdminMenu'};" !="if !(createdialog \"InteractItem\") exitWith {};" !="createDialog \"TapOut\";" !="if !(createdialog \"Trade\") exitWith {};" !="_ok = createdialog \"Interact\";" !="_ok = createdialog \"TradeNPCMenu\";" !="createDialog \"Epoch_myGroup\";" !="createDialog (if ((Epoch_my_GroupUID == \"\") && (Epoch_my_Group isEqualTo [])) then {\"EPOCH_createGrp\"} else {\"Epoch_myGroup\"});" !="createDialog \"GroupRequests\";" 7 deleteMarker !="deleteMarkerLocal format[\"SEM_MissionMarker" !=deleteMarker "MainMarker";" !="deleteMarker "MainMarker2";" !="deleteMarker "MainMarker75";" !="deleteMarker "MainMarker752";" !="deleteMarkerLocal format[\"SEM_MissionMarker" 7 deleteMarker !=deleteMarker "MainMarker";" !="deleteMarker "MainMarker2";" !="deleteMarker "MainMarker75";" !="deleteMarker "MainMarker752";" !="deleteMarkerLocal format[\"SEM_MissionMarker" 7 setMarker !="Local" !="_marker setMarkerTypeLocal \"hd_destroy\"" !="_marker setMarkerTextLocal format[\"%1\",_markerName]" !="_marker setMarkerColorLocal \"ColorRed\"" !="_marker setMarkerDirLocal -37" !="_marker setMarkerSizeLocal [0.8,0.8]" !="setMarkerColor "ColorOrange";" !="setMarkerShape "ELLIPSE";" !=setMarkerColor "ColorRed";" !="setMarkerColor "ColorRed";" !="setMarkerColor "ColorGreen";" !"setMarkerShapeLocal" !"setMarkerSizeLocal" !"setMarkerPosLocal" !"setMarkerBrushLocal" !"setMarkerColorLocal" 7 setMarker !="_marker setMarkerTypeLocal \"hd_destroy\"" !="_marker setMarkerTextLocal format[\"%1\",_markerName]" !="_marker setMarkerColorLocal \"ColorRed\"" !="_marker setMarkerDirLocal -37" !="_marker setMarkerSizeLocal [0.8,0.8]" !="setMarkerColor "ColorOrange";" !="setMarkerShape "ELLIPSE";" !=setMarkerColor "ColorRed";" !="setMarkerColor "ColorRed";" !="setMarkerColor "ColorGreen";" !"setMarkerShapeLocal" !"setMarkerSizeLocal" !"setMarkerPosLocal" !"setMarkerBrushLocal" !"setMarkerColorLocal" 7 createMarker !="createMarkerLocal [format[\"SEM_MissionMarker" 1 createMarker !="createMarkerLocal [\"MissionMarker\", _markerPos]" !"Marker = createMarker ["MainMarker", Ccoords];" !"_MainMarker setMarkerColor "ColorWhite";" !"_MainMarker setMarkerShape "ELLIPSE";" !"_MainMarker setMarkerBrush "Grid";" !"_MainMarker setMarkerSize [175,175];" !"createMarker" !"_MainMarker = createMarker ["MainMarker2", C2coords];" !"_MainMarker75 = createMarker["MainMarker75", MCoords];" !"_MainMarker75 = createMarker["MainMarker752", M2Coords];" !"_MainMarker = createMarker ["MainMarker", _this];" 7 assignItem !="victim" 7 forceAddUniform 7 removeAllMPEventHandlers 7 setDamage !="_sapper setDamage 1;\n_sBomb setDamage 1;" !"player setDammage 0" 7 setDammage 7 displaySetEventHandler 7 ctrlSetEventHandler !"BIS_fnc_guiMessage_status" 7 addMPEventHandler 7 addEventHandler !"displayAddEventHandler" !"ctrlAddEventHandler" !"FiredNear" !"EpeContactStart" !"InventoryClosed" !"GetOut" !"InventoryOpened" !"local" !"Respawn" !"Put" !"Take" !"Fired" !"Killed" !" [\"PostReset\",{BIS_EnginePPReset = true;} ];" !"_logic addeventhandler [\n\"local\"" !" [\"local\"" !" [\"Respawn\"" !" [\"Put\"" !" [\"Take\"" [\"Fired\"" [\"Killed\"" !" [\"PostReset\",{BIS_EnginePPReset = true;} ];" 7 displayAddEventHandler !"[_display] call _fnc_animate;" !"tVersion select 4) == \"Development\") then" !"_display displayaddeventhandler\n[\n\"mousemoving\"," !"(findDisplay 46) displayAddEventHandler [\"KeyDown\",\"true\"];" !"(findDisplay 46) displayAddEventHandler [\"KeyDown\",\"_this call EPOCH_KeyDown\"];" !"_display displayaddeventhandler [\"unload\",\"uinamespace setvariable ['BIS_fnc_guiMess" !="findDisplay -1337 displayAddEventHandler ['Unload'" 7 ctrlAddEventHandler !"rCfg >> \"refreshDelay\");" !" [\n\"draw\"," !" [\"buttonclick\"," !="(uiNamespace getVariable 'ESP_map') ctrlAddEventHandler['Draw', '_esp_targets = EPOCH_ESPMAP_TARGETS;" !"aponInfo_weaponClasses = _weaponClasses;" !"_listWeapons ctrladdeventhandler [\"lbselchanged\",\"with uinamespace do {['lbSelChanged_w\"" 7 removeAllEventHandlers !="ctrlRemoveAllEventHandlers" !="_vehicle removeAllEventHandlers \"GetOut\";" 7 removeAllMissionEventHandlers 7 ctrlRemoveAllEventHandlers !="(uiNamespace getVariable 'ESP_map') ctrlRemoveAllEventHandlers 'Draw';" 7 removeEventHandler !="displayRemoveEventHandler" !="player removeEventHandler ['Fired', 0];" !"_currentTarget removeEventHandler[\"EpeContactStart\", _onContactEH]" !" [_adminVar,objnull];\npublicvariable _adminVar;\nplayer removeeventhandler [\"respawn\",_respawn];" 7 displayRemoveEventHandler !"BIS_fnc_guiMessage_status" 7 switchCamera 7 remoteControl !"fn_moduleRemoteControl.sqf" 7 drawIcon3D !="drawIcon3D[\"\x\addons\a3_epoch_code\Data\Member.paa\",_color,_pos,1,1,0,_text,1,0.025,\"PuristaMedium\"];\n}forEach EPOCH_ESP_TARGETS;" !"drawIcon3D[format[\"\x\addons\a3_epoch_code\Data\UI\loading_bar_%1.paa\",_stability],_color,(getPosATL EPOCH_stabilityTarget),5,5,0,\"\",1,0.05,\"PuristaMedium\"];" !"drawIcon3D[format[\"\x\addons\a3_epoch_code\Data\UI\loading_bar_%1.paa\",_num],_color,_pos,4,4,0,\"\",1,0.05,\"PuristaMedium\"];" !"EPOCH_drawIcon3dStability" !"EPOCH_drawIcon3d" !"if (_condition) then {\ndrawIcon3D [_icon, _color, _position, _sizeX, _sizeY, _angle, _text," 7 drawLine3D !"{\nfor [{_i = 1}, {_i < count _x}, {_i = _i + 1}] do {\ndrawLine3D [_x select (_i - 1), _x select _i, ((BIS_tracedShooter getVari" 7 ctrlCreate 7 ctrlDelete 7 ctrlClassName 7 ctrlModel 7 ctrlModelDirection 7 ctrlModelSide 7 ctrlModelUp 7 ctrlSetDirection 7 ctrlSetModel 7 deleteVehicleCrew !="[\"A3\functions_f\MP\fn_deleteVehicleCrew.sqf\",\".sqf\",0,false,false,false,\"A3\",\"MP\",\"deleteVehicleCrew\"]" 7 loadFile 7 selectPlayer !="selectPlayer _playerObject;" 7 setGroupIconsVisible 7 setGroupIconsSelectable 7 setGroupIconParams 7 addGroupIcon 7 EPOCH_whitelist 7 EPOCH_defaultVars_SEPXVar 7 EPOCH_group_upgrade_lvl_SVar 7 EPOCH_GROUP_Delete_PVS !="EPOCH_GROUP_Delete_PVS = [player,Epoch_personalToken];" 7 Dayz_GUI_R 7 dayz_originalPlayer 7 zZombie_Base 7 infiSTAR 7 GodMode 7 shazbot 7 _typeofHookMonky 7 _allocMemory 7 _d3d9multipliervariable 7 _runASM 7 _addGFX_hookD3D9eventhandler 7 _BEhookBYPASSBOB 7 JJMMEE_INIT_MENU Link to comment Share on other sites More sharing options...
hypnomore Posted February 25, 2015 Report Share Posted February 25, 2015 hello guys, i've tried what all of you was saying, (nedfox/humbapry/emmenboy) i think i have the same probleme as you Laurent09 i still have a #26 restriction if someone could help me, or give me all the entire solution, it will be awesome ! im on it since 1 week, trying to resolve it by my own . thank you guys for reading, i hope someone have a solution ! :( Link to comment Share on other sites More sharing options...
nedfox Posted February 25, 2015 Report Share Posted February 25, 2015 Please post the error from the scripts.log , it's the only way we can help you, other then pointing again to the BE forum post but that gets old :P Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now