DayZDrDoom
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Posts posted by DayZDrDoom
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Kilo,
Debug is set to true, no showing anything. Only init.sqf I have in my misisons pbo is yours, I used your files in my epoch.altis.pbo So those are unchanged from what you have,
I'll just redo it all tonight and see if maybe I missed something, I'm pretty key on making sure I follow the instructions perfectly.
update: Figured out my error,
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let it run, still nothing
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Thanks Prone
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So, I've got your missions system installed. I have no errors on my RPT. but I not seeing anything spawn. I've change the spawn timer's to 5 minute minimum and 15 minute max. Any thought as to why this is?
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Here is the code for my bridges on Napf. One is from Awols to Suhrenfeld Array island, then from there by the docks to the northern most island above Array. I also have a bridge near Lausen to the small island north of it. Lastly I have a bridge going West from Hero Trader Airport to the island and connecting both islands together. If you do not want one, just remove that line from the system and it will be gone. This script should go in your init folder and then inserted in the server_functions.sqf file.Thanks so much to Fully for this great script he shared with us!!};//START//if (isNil "oneTime") then {oneTime = true;fnc_bridgeA2 = {private ["_start","_obj"];_start = createVehicle [_this select 2,_this select 0,[],0, "CAN_COLLIDE"];_start setVectorUp [0,0,1];_start setDir (_this select 1);_start setPosATL (_this select 0);for "_i" from 1 to (_this select 3) do {_obj = createVehicle [_this select 2,_this select 0,[],0,"CAN_COLLIDE"];_obj attachTo [_start, [_i*(_this select 4),_i*(_this select 5),_i*(_this select 6)]];};};//END////Placement of objects////[startingPosition, direction, objectClass, repeats, offsetX, offsetY, offsetZ][ [15977.752, 15997.674, -10.9626017], 28, "MAP_Bridge_stone_asf2_25", 120,0,15, 0 ] call fnc_bridgeA2;[ [17079.8,18870.3,-10.00143099], 58.2, "MAP_Bridge_stone_asf2_25", 75,0,15, 0 ] call fnc_bridgeA2;[ [12354.339, 15672.063, 0.950], -40.469933, "Land_nav_pier_m_2", 10, 40, 0, 0 ] call fnc_bridgeA2;[ [11103.7, 17759.7,-1.950], -80.1, "Land_nav_pier_m_2", 10, 30, 0, 0 ] call fnc_bridgeA2;[ [1420.8, 4121.58,-3.950], -110.1, "Land_nav_pier_m_2", 10, 30, 0, 0 ] call fnc_bridgeA2;[ [1549.48, 4083.11, -8.9626017], 80.5, "MAP_Bridge_stone_asf2_25", 900,0,15, 0 ] call fnc_bridgeA2;};KingDayzKingdom.com
Dude, Freaking amazing.. thank you for sharing, this helps me on adding more to it.
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Can anyone tell me how one would need to change the snippets
... && "ItemToolbox" in _weapons ... ... player addWeapon "ItemToolbox";
so instead of a toolbox a backpack, e.g. DZ_CompactPack_EP1 is used to build the bike?
That would make using it come with a price as you'd be restricted to carry an empty (re-spawning would give you an empty one, I guess) small backpack in lieu of a folding bike.
I'd certainly love a folding bike that you'd drop&pick up like a backpack :-)
I too would like to change this, as it is overwriting the ability to use Origons Construction box.
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okay, sooo.. here is the result, everything called, wit hyour code, and it showed like this.. The bridge does not stretch across
Edit - After the next restart, it worked. Thanks Fully.
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Yeah - I use server_monitor
And add them under here!
// Custom Configs
I dont know if it makes a difference were they go! Is there a difference?
Or is it a hosting issue?
Do my files look right? am I calling it right?
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You want it added to the bottom of your server_functions.sqf file, not server_monitor
goo to know, I read in the server monitor..
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Server_Monitor file -- http://pastebin.com/W1iTqKNx
the code you provided -- http://pastebin.com/L3a8SFTu
this is how i have it, nothing is showing on the server.
i have no RPT errors
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call compile preProcessFileLineNumbers "\z\addons\dayz_server\buildings\arraybridge.sqf"; <<--that si how I am calling it.
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yeah, that's exactly what I was trying to do..
Save and call that file?
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That should not be happening.
Unless you are changing the 2 end values?
It works like this
You place down 1 part of your bridge,
In the example above, it then attaches, 10 more bridge parts to each other, with a offset "X" of 40 meters.
If you want to shar what you are doing I can have a look at for you?
I'm trying to connect the N airfield on Napf to Surhfeld Array with a bridge
so, I need to go into edit, create one piece of the bridge, add that to the end fo [ [12354.339, 15672.063, 0.950], -40.469933, "Land_nav_pier_m_2", 10, 40, 0, 0 ] call "Here?" ;
then call the file?
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are you building the bridge in the editor with this code? or live on the server? I guess I'm not understanding how it builds it, and his website confused the piss outta me
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Thanks Fully, so yes, I see the different bridge materials react different to the values. I got the stone bridge to work from Awols Airport to the north island, but try using the same exact coordinates with wood or concrete and it doesnt work... :)
would you be willing to share that bridge? I can't get the thing fullyposted to work and the bridges keep turning and misaligning .
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look in your client rpt located in your app dat/local/armoa
There u will find the typo in your selfactions
okay, so I pulled it up, annnd.. gibberish, lol.. not sure but there are 96000 + lines in there.. I did a search for selfActions but found nothing though, some of the skins are in there
This is the bottom
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Zupa, went through everything and since putting in your script, my traders have stopped working, and i get no right clock option on skins. suggestions?
Edit : Skins are working, but lock/unlock of vehicles, and traders is broken.. no idea how..
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I am having this same issue, Lift/Tow works until you purchase a vechile. any purchased vehile will not lift or two, ones you find on the map do. I did not put in a code to stop this from happening, o0nly change I made was adding the new antihack from Blur
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Has anyone seen any issues lately with only admins being able to lift?
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yeah I did...
Thanks for the info, but is there a way to stop it? Makes reading hte log a friggin nightmare
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It looks like it just continues to repeat throughout the RPT
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I have these two odd errors in my RPT and my serveris taking forever to load. HAs anyone else seen this or have suggestions? I've looked at the lines of code for the file it says and see no issues at all.
Error 1
16:49:32 Error in expression <key;
_resultArray = call compile _data;
_resultArray
};
server_checkIfTowed = {>
16:49:32 Error position: <_resultArray
};
server_checkIfTowed = {>
16:49:32 Error Undefined variable in expression: _resultarray
16:49:32 File z\addons\dayz_server\init\server_functions.sqf, line 181
16:49:32 Error in expression < server_hiveReadWriteLarge;
_status = _result select 0;
if (_status == 'Custo>
16:49:32 Error position: <_result select 0;
if (_status == 'Custo>
16:49:32 Error Undefined variable in expression: _result
16:49:32 File z\addons\dayz_server\system\instaaction.sqf, line 11
16:49:32 Error in expression <action.sqf"
while {true} do {
if (isNil _firstStartAction) then {
format ['CHILD>
16:49:32 Error position: <_firstStartAction) then {
format ['CHILD>
16:49:32 Error Undefined variable in expression: _firststartaction
16:49:32 File z\addons\dayz_server\system\instaaction.sqf, line 2
Error 2
16:49:01 Error position: <_firstStartAction) then {
format ['CHILD>
16:49:01 Error Undefined variable in expression: _firststartaction
16:49:01 File z\addons\dayz_server\system\instaaction.sqf, line 2
16:49:11 Error in expression <action.sqf"
while {true} do {
if (isNil _firstStartAction) then {
format ['CHILD>
16:49:11 Error position: <_firstStartAction) then {
format ['CHILD>
16:49:11 Error Undefined variable in expression: _firststartaction
16:49:11 File z\addons\dayz_server\system\instaaction.sqf, line 2
16:49:21 Error in expression <action.sqf"
while {true} do {
if (isNil _firstStartAction) then {
format ['CHILD>
16:49:21 Error position: <_firstStartAction) then {
format ['CHILD>
16:49:21 Error Undefined variable in expression: _firststartaction
16:49:21 File z\addons\dayz_server\system\instaaction.sqf, line 2
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still trying to get TRaders to work. anyone have any suggestions?
#SEM - Simple Epoch Missions v0.8.1 + 0.8.3 test
in AI Missions
Posted
Kilo, love it. Missions are great, love the sniper range as well.
Whats the eta on Multiple missions at once?