F507DMT
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Posts posted by F507DMT
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I can make other vehicles at the same time and get two piles loot
use:
!!!NOT TESTED!!!
//Pack Vehicles _cnt = {isPlayer _x && _x != player} count (player nearEntities [['CAManBase'], 5]); if (_typeOfCursorTarget in EVDVehicleArray and _hasToolbox and !(locked _cursorTarget) and (damage _cursorTarget < 1) and (player distance cursorTarget <= 2) ) then { if !(_cnt > 0) then { if (s_player_packvehicle < 0) then { s_player_packvehicle = player addAction ["Pack Vehicle", "SCRIPT_PATH\EVD\EVD_pack.sqf",_cursorTarget, 0, false, true, "",""]; }; }; } else { player removeAction s_player_packvehicle; s_player_packvehicle = -1; };
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my idea do this:
case "BAF_L2A1_Tripod_W": { _materials = [["Pecheneg_DZ", 1], ["100Rnd_762x54_PK", 3], ["ItemPole", 3], ["PartGeneric", 1]]; };
how i can do this?
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read the whole topic,
change to:
/* Break Functions ? */ BHF = false;
but still does not work, or rather to 1 second when the server bootsThe admins are all works -
Editor's good! but here we are giving players the freedom! save, earn, put yourself home!Well, the average box 100-150 objects against one home.no typos, I copied from items.sqf in variables.sqf
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i add new menu, buildings, in ItemSodaClays
add in dayz_allowedObjects, "Land_MBG_Warehouse" ok, but "MAP_SS_Hangar" disappear when "MAP_SS_Hangar saved to database!"
why?
ItemSodaClays ~ 50 Briefcase
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@raymix
_offset = [0,3.5,0]; sometimes too far for picture and small object
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1. why first try build wrong(first time need press ESC, then all ok)?
2. u can use file dayz_spaceInterrupt.sqf to change _offset = [0,X.X,0]; (Tab + PageUp)
if u build picture in small room... its jast impossible, or
fnc_Pos_fired1 = { disableSerialization; _indexPic = lbCurSel 2667; // index of selection _returnTextPic = lbText [2667, _indexPic]; // name of selection hint format["BAR : [%1] \n [%2]",_indexPic,_returnTextPic];// display the value classnameChange = _returnTextPic; fordel1 = true; chvar1 = true; };
if (chvar1) then _offset = [0,1.3,0]; if (chvar1) then _offset = [0,2.0,0]; chvar1 = false; chvar2 = false;
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add this in first, else each will have questions
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if u choose, then cancel, stoun disappears
need no like this:
fnc_Pos_fired3 = { disableSerialization; _indexBed = lbCurSel 2669; // index of selection _returnTextBed = lbText [2669, _indexBed]; // name of selection hint format["BAR : [%1] \n [%2]",_indexBed,_returnTextBed];// display the value classnameChange = _returnTextBed; fordel = 1; // add this line };
PVDZE_obj_Publish = [dayz_characterID,_tmpbuilt,[_dir,_location],_classname]; publicVariableServer "PVDZE_obj_Publish"; if (fordel == 1) then {player removeMagazine "ItemEmerald";};
i not test it, code looks right?
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now i use all gums, but have problem in 442 line:
player removeMagazine "ItemEmerald";
I pick up the desired stones?
how to write:
If fnc_Pos_fired3 then player removeMagazine "ItemCitrine";
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[2,"ItemGoldBar",1]???)))))) [5,"ItemGoldBar10oz",1] MINIMUM!
Tid: 678 - trader id wrong
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@raymix add new button - preview
u choose object press preview, object spawn sleep 3-5sec then disappears
if u choose next ojbect preview disappears
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@raymix do preview for objects
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я о том же, использовать основу, если не то отдельный написать нет проблем
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http://youtu.be/cLSEMYTVJBshttp://youtu.be/tY0pSBIp7LA
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использовать класс спавна лута лутабельных домов.
Либо сделать основные класс новых домов это как раз не так сложно)
use class spawn loot hoses.Either make the basic class of new houses is just not so difficult) -
1. extract ui_selectSlot.sqf from dayz_code.pbo to scripts\
2. extract compiles.sqf from dayz_code.pbo to scripts\
3. change in init.sqf:
this:
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions
change to:
call compile preprocessFileLineNumbers "scripts\compiles.sqf"; //Compile regular functions
4. in compiles.sqf:
this:
player_selectSlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf";
change to:
player_selectSlot = compile preprocessFileLineNumbers "scripts\ui_selectSlot.sqf";
5. in ui_selectSlot.sqf:
add this:
// Add extra context menus _erc_cfgActions = (missionConfigFile >> "ExtraRc" >> _item); _erc_numActions = (count _erc_cfgActions); if (isClass _erc_cfgActions) then { for "_j" from 0 to (_erc_numActions - 1) do { _menu = _parent displayCtrl (1600 + _j + _numActions); _menu ctrlShow true; _config = (_erc_cfgActions select _j); _text = getText (_config >> "text"); _script = getText (_config >> "script"); _height = _height + (0.025 * safezoneH); _compile = format["_id = '%2' %1;",_script,_item]; uiNamespace setVariable ['uiControl', _control]; _menu ctrlSetText _text; _menu ctrlSetTextColor [1,0.25,0.25,1]; _menu ctrlSetEventHandler ["ButtonClick",_script]; }; };
after this:
_menu ctrlSetText format[_type,_name]; _menu ctrlSetEventHandler ["ButtonClick",_compile];};
6. add this very buttom in description.ext:
#include "scripts\extra_rc.hpp"
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Your addition is very steep and unusual new! is that not enough Epoch right now!Expect big ratings!The only thing I want to ask, add more info(as in your addition) how must be modified as player_build.sqf
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Really cool thing!You can search all the buildings without losing performance!Looks amazing! who can implement?
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Emerald mod its very cool! THX!But i sinck need use all gemstons, use obsidian for office, topaz for external objects.1 stoune not good for economy and interest games
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My script
player can canсel deploy bike if he need:
private ["_finished","_finishedTime","_posplr","_dirplr","_object"]; if (dayz_combat == 1) then { cutText [format["Вы не можете собирать велосипед в бою!"], "PLAIN DOWN"]; } else { player removeAction s_player_deploybike; player removeWeapon "ItemToolbox"; player removeMagazine "PartGeneric"; player playActionNow "Medic"; [player,"repair",0,false,10] call dayz_zombieSpeak; [player,10,true,(getPosATL player)] spawn player_alertZombies; r_interrupt = false; r_doLoop = true; _finished = false; _finishedTime = diag_tickTime+3; while {r_doLoop} do { if (diag_tickTime >= _finishedTime) then { r_doLoop = false; _finished = true; }; if (r_interrupt) then { r_doLoop = false; }; sleep 0.1; }; if (_finished) then { _posplr = [((getPos player) select 0) + 2, ((getPos player) select 1) + 2, 0]; _dirplr = getDir player; _object = "MMT_Civ" createVehicle (_posplr); _object setVariable ["SpawnedBike",1,true]; _object setVariable ["Sarge",1,true]; player reveal _object; cutText [format["Вы использовали набор инструментов и запчасти чтобы собрать велосипед"], "PLAIN DOWN"]; sleep 10; cutText [format["ВНИМАНИЕ: Велосипед не сохранится после рестарта!"], "PLAIN DOWN"]; } else { r_interrupt = false; player switchMove ""; player playActionNow "stop"; player addWeapon "ItemToolbox"; player addMagazine "PartGeneric"; cutText ["\n\n Постройка велосипеда отменена", "PLAIN DOWN"]; }; };
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In gear MH6J_EP1 have STANAG`s!
FIX:
add this
//F507DMT Fix, no mags and weapon in Vehicle clearWeaponCargoGlobal _object; clearMagazineCargoGlobal _object; //F507DMT Fix, no mags and weapon in Vehicle
after this
_object = "MH6J_EP1" createVehicle (position player); _object setVariable ["ObjectID", "1", true]; _object setVariable ["ObjectUID", "1", true];
ps
if u wont sell MH6J_EP1
change
_object = "MH6J_EP1" createVehicle (position player); _object setVariable ["ObjectID", "1", true]; _object setVariable ["ObjectUID", "1", true];
on
_cansell = str(round(random 999999)); _object = "MH6J_EP1" createVehicle (position player); _object setVariable ["ObjectID", _cansell, true]; _object setVariable ["ObjectUID", _cansell, true];
[Release] Remote key for locking/unlocking vehicles (0.3)
in A2: Epoch Mods (1.0.5.1)
Posted
to this:
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+ remote_unlock.sqf
change this:
to this: