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carl101

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Posts posted by carl101

  1. Heres my mission.sqm

    version=11;
    class Mission
    {
    	addOns[]=
    	{
    		"chernarus",
    	    "ca_modules_animals",
    		"dayz_anim",
    		"dayz_code",
    		"dayz_communityassets",
    		"dayz_weapons",
    		"dayz_equip",
    		"dayz_epoch",
    		"dayz_vehicles",
    		"cacharacters_pmc",
    		"ca_modules_functions",
    		"glt_m300t",
    		"pook_h13",
    		"csj_gyroac",
    		"map_eu",
    		"jetskiyanahuiaddon",
    		"ori_flying_fortress",
    		"ori_pragacopter",
    		"origins_pack_cars",
    		"ori_scraptank",
    		"ori_bigraft",
    		"ori_smallraft",
    		"ori_titanic",
    		"ori_scrapbuggy",
    		"ori_vil_pack",
    		"vil_ori_autogyro",
    		"ori_dc3",
    		"ori_submarine",
    		"ori_flying_fortress",
    		"base_buildings",
    		"mbg_buildings_3",
    		"mbg_african_buildings",
    		"gms_k98",
    		"RH_m14",
    		"FHQ_Remington",
    		"FHQ_Remington_ammo",
    		"FHQ_Remington_msr",
    		"FHQ_Remington_xm2010",
    		"FHQ_Remington_acr",
    		"FHQ_Remington_rsass",
    		"VILAS_WWP",
    		"VILAS_RW_Forces",
    		"VILAS_WWP_CO",
    		"VILAS_RW_Forces_CO",
    		"ddopp_taserpack",
    		"smk_anims_lite",
    		"oz_is_objects",
    		"nissan_350z",
    		"monaro",
    		"cybp_camels_config",
    		"ussr_cheytac",
    		"bb_mercenary",
    		"arma1_sf_port_patch",
    		"sbh_paranoia",
    		"frb",
    		"bb_mercenary",
    		"american_law_enforcement",
    		"gsc_units_stalker_patch",
    		"asc_eu_lights",
    		"goosuksf"
    	};
    	addOnsAuto[]=
    	{
    		"dayz_weapons",
    		"ca_modules_functions",
    		"chernarus",
    		"origins_pack_cars",
    		"ori_vil_pack",
    		"ori_submarine",
    		"ori_flying_fortress"
    	};
    
  2. hi guys, i had walking zombies on my server for a while, no problems. then all of a sudden they decided to start running all over the place again.

    so figured id try another script, but no, nothing is working for me.

     

    ones iv tried

     

     

     

    nothing works, iv got all the original lines in the compiles commented out and a new compile.sqf pointing to the correct files for thw alking zeds.

     

    so with that in mind, is there possibly another script that could be causing this? causing the zombies to use there original sqf's.

     

    my current scripts are

     

    plot and door managment

    snap vector build

    origins build

    dzgm

    service point

    coin system

    vehicle key pointer

    couple of extra rc's

    r3f tow and lift

     

    i personally cant see any of them causing this but hey, what would i know

     

    thanks

     

     

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