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Mr White

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Posts posted by Mr White

  1. can you expand on that please fr1nk?? 

    ie: what file needs to be modified?

    i an trying to add a few unique items to the traders with a unique item so only detonators with a certain magazine can purchase them, :D

     

    It's not "a file", it is "afile"

     

    it is in the database under traders_data

  2. If you want vehicles that spawn with ammo just change their DZE class to DZ and traders and dymanic vehicles (server pbo)

     

    not looking for vehicles that spawn with loaded weapons. I specifically mean the gear of the vehicle spawned with items. Some were just junk, others had satchel charges... seemed to vary from server to server. Maybe it was an origins thing.

  3. I remember back in the day, vehicles spawned with items in them.

     

    Was this a hard coded mechanic into the mods, or was this a feature that just isn't utilized by default? It is something I am entertaining as an idea, not sure if it will work the way I want, but it helps to know how hard it is to do.

     

  4. Does anyone know of a way to list all the ingame weapons, magazines, and vehicles and dump them ... hopefully to file?

     

    I'm not running a stock setup, so published lists will not help much. I know infistar will show me a list, but I haven't had an update since September and Chris doesn't return my emails. I have to prepare for a contingency of moving forward without.

     

     

     

     

  5. Does this script still work? I got all the way to being able to right click the toolbox but when I select one of the vehicles nothing happens.. I've followed the instructions to a T several times. No error messages or anything either.

     

    I just threw it in, I keep finding paths I forgot to modify.

     

    it deploys, and it packs... so far I haven't found how to keep it from packing stuff like mozzies and bikes that had already spawned in game. I do wish I had read further in before putting this in though.

     

    Actually the further I try to go and edit the script to remove the toolbox when I make my bike, the more it seems to break. Oh well

  6. So I'm pretty sure this has to do with the EAST/WEST attribute of the skin the trader is wearing.  He's wearing the G_Mercenary_Default19a skin.  Where can I find the attributes of the skins so I can find one so that they'll ignore him and keep flying?

     

    G_Mercenary_Default19 is definitely not friendly to bandits.

     

    What method are you spawning him?

     

    just the traditional mission.sqf?

  7. _maxLootRadius = (random _maxLootRadius) + _minLootRadius;
    _lootPos = [_pos, _maxLootRadius, random 360] call BIS_fnc_relPos;
    
    for "_x" from 1 to _num do {
    	_index1 = floor(random _cntWeights);
    	_index2 = _weights select _index1;
    	_itemType = _itemTypes select _index2;
    	[_itemType select 0, _itemType select 1, _lootPos, 5] call spawn_loot;
    };

     

    yeah, that's pretty much what I had.

     

    Before going to 1.0.5.1 I remember a nice spread, where you could pick and choose what you want among the debris. Now I have to loot everything, and dump what I don't want on the side.

  8. you need a new crash_spawner.sqf who is combatible with the new loottable.

    I'll give you my version  download

     

    aww man, I spent two evenings burning my brain on this... ended up changing one line:

    _itemTypes =    [] + getArray (_config >> "lootType");
    

    the one thing I didn't figure out how to change was the spread of the loot. Right now, everything is clustered around the tail of the chopper. no more nice spread.

     

    I noticed the mass graves are like this too... pretty much everything that uses the crash_spawner template.

  9. may someone can help.

     

    script works fine so far - but when I want to attach/deattach a vehicle I can't move my character anymore...it freezes in the same position.

     

    my character is stuck in the ground.

     

    G1NTz5Jx.jpg

    Same deal here

     

    seems to not matter if I tow or detach, I have to abort and go back in.

     

    *edit* ah, I see it now. I was using original init.sqf. I see the removal of the bounding box code.

     

    The original offending code in init.sqf:

    MF_Tow_Animate_Player_Tow_Action =
    {
        private ["_towTruck","_offsetZ"];
        _towTruck = _this select 0;
        _offsetZ = 0.1;
        
        // Bounding box on UAZ is screwed, offset z-axis correctly
        if(_towTruck isKindOf "UAZ_Base") then {
            _offsetZ = 1.8;
        };
        
        [player,20,true,(getPosATL player)] spawn player_alertZombies; // Alert nearby zombies
        [1,1] call dayz_HungerThirst; // Use some hunger and thirst to perform the action
        
        // Attach the player to the tow truck temporarily for safety so that they aren't accidentally hit by the vehicle when it gets attached
        player attachTo [_towTruck,
            [
                (boundingBox _towTruck select 1 select 0),
                (boundingBox _towTruck select 0 select 1) + 1,
                (boundingBox _towTruck select 0 select 2) - (boundingBox player select 0 select 2) + _offsetZ
            ]
        ];
    
        player setDir 270;
        player setPos (getPos player);
        player playActionNow "Medic"; // Force the animation
    };
    

    the revised version:

    MF_Tow_Animate_Player_Tow_Action =
    {
        private ["_towTruck","_offsetZ"];
        _towTruck = _this select 0;
        _offsetZ = 0.1;
        
        // Bounding box on UAZ is screwed, offset z-axis correctly
        if(_towTruck isKindOf "UAZ_Base") then {
            _offsetZ = 1.8;
        };
        
        [player,20,true,(getPosATL player)] spawn player_alertZombies; // Alert nearby zombies
        [1,1] call dayz_HungerThirst; // Use some hunger and thirst to perform the action
        
        // Attach the player to the tow truck temporarily for safety so that they aren't accidentally hit by the vehicle when it gets attached
        player attachTo [_towTruck,
            [
                (boundingBox _towTruck select 1 select 0),
                (boundingBox _towTruck select 0 select 1) + 1,
                (boundingBox _towTruck select 0 select 2) - (boundingBox player select 0 select 2) + _offsetZ
            ]
        ];
    
        player setDir 270;
        player setPos (getPos player);
        player playActionNow "Medic"; // Force the animation
        
        sleep 2;
        detach player;
    };
    
    
    

    I'm blind and missed the part where it was mentioned that people could pass through the walls (which is why the reposition was removed). No biggie, I'm going to keep this in just because I can see the emails from folks saying they were killed because "It's not working right" in their eyes.

  10. The way it is acting, is as if the key name is the name for the vehicle on the table. Duplicating the key creates two different vehicles with the same identifier... so when the server respawns vehicles, it weirds out.

    At least that is what the behavior is indicative of.

    I hate posting from a phone, it corrects my spelling and makes me look less like a crackhead.

  11. Where to start?

     

    I think the big thing, is that the missions on Takistan spawn WAY out of bounds. I think that may be responsible for the majority of my problems. Short term, I'll figure out if I can set a center, long time can we contribute a center and a box for each map to contain the missions in?

     

    I am pretty tired, I'll see if I can find the code later.

     

    Various issues I am running into. Everything spawns way out of bounds, not only does it give me errors when I go out there to do them, I run into issues like unlootable crates and invisible items. I can't see the ural in SM12 unless I zoom in or use my scope.

     

    Anyways, thank you for your efforts; they are appreciated. I hope this blossoms into something awesome.

  12. Has anyone had any success with making SargeAI co-exist with WickedAI for the mission system?

     

    I REALLY like the rival factions, and the dynamic spawns of SargeAI. WAI for my map is down right lethal and I love it.

     

    After a server rebuild from the upgrade, I waited until the end to put Sarge back in (I never had a successful mission system) and that's where things got really bad. I wasn't really getting any of my vehicle patrols, or dynamic spawns (only 1 showed).

     

    I am not opposed to DZAI, especially if I find out the vehicle patrols are better, but I really like the factions and tactics of the SargeAI. They provided a bit of a disincentive to settle in the major city, however if I lose the factions, they pretty much make the joint a turkey shoot for any poor sucker that walks close to the city.

     

    I'm going to try one more time, last time was a mess, I am going to omit all the cleanup steps.

  13. I implemented R3F on my server tonight, in stock form it was a little grumpy. I tried to import a huge list someone posted and it gave me errors. Shrunk it down to SUV's and tested. Works fine for me in 1.0.4.2

     

    I used 1.6 right off of armaholic, I saw a preconfigured version on opendayz. I am combing through the differences (yay!)

     

    I still have to enable the mod to keep from towing locked vehicles, and increase the distance between the towed object and the vehicle. It's a real silly scene seeing overlapped vehicles. Every time I searched for it, I saw pages of problems. I was very intimidated by this, but really it wasn't too bad. I just need to thin down everything, and delete the french files.

     

    Sorry, I know, "cool story bro"

     

    Anyways, it might not hurt to start clean.

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