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BeansOnToast

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Posts posted by BeansOnToast

  1. how do you check is its lite version? 

     

    Well simply really - if you paid for the full version, thats what it is - if you didnt, then you will be running the lite version and probably wont have access to the config files if your hosts are SS.  It can be disabled simply by editing it out of the init.sqf

  2. Great! Thanks again for the update - ive got it installed but having some teething issues, i right click on the Engine, get the menu up to build the Zombie shield, but as i didnt have all the mats at the time, it didnt do anything - not even a tooltip to say im missing xxx components - i tried again once i had the mats, but it said "building already in progress" so it was still thinking its consutructing it - ive prb missed something silly like a ; off somewhere

     

    dont suppose you have any ideas?

     

    I took a look at your pbo, but i didnt use it as i wanted clean files like the player_build.sqf

  3. I started having a go at it as its the best way to learn, got the extra_rc working fine and iv now got as far as this line:

     

      script = "[""CDF_WarfareBUAVterminal"",[""ItemToolbox"",""ItemEtool"],[[""PartEngine"", 1],[""bulk_ItemSandbag"", 1],[""forest_net_kit"", 1]],[0,6.5,2.5]] execVM "" LOCATION OF YOUR PLAYER_BUILD.SQF FILE ""

     

    Sorry and this may sound somewhat dumb, but where do you suppose the most common location would be for my PLAYER_BUILD.SQF file ?

  4. Hiya Stench, thanks for that, i tried but I must of screwed up somewhere as they still arent engaging zeds

     

    zombie_generate.sqf taken from pbo and put into custom folder in root of mission

     

     

    //Add some loot
    _rnd = random 1;
    if (_rnd > 0.3) then {
        _lootType =         configFile >> "CfgVehicles" >> _type >> "zombieLoot";
        if (isText _lootType) then {

            _array = [];
            if (DZE_MissionLootTable) then {
                _array = getArray (missionConfigFile >> "cfgLoot" >> getText(_lootType));
            } else {
                _array = getArray (configFile >> "cfgLoot" >> getText(_lootType));
            };
            if (count _array > 0) then {
                _loot = _array call BIS_fnc_selectRandomWeighted;
                if(!isNil "_array") then {
                    _agent addMagazine _loot;
                };
            };
        };
    };

    _agent addRating -1000000;


    //Start behavior
    _id = [_position,_agent] execFSM "\z\AddOns\dayz_code\system\zombie_agent.fsm";

     

     

     

     

     

    Called zombie_generate.sqf file from the bottom of my init.sqf:

     

    call compile preprocessFileLineNumbers "custom\zombie_generate.sqf";

     

     

    Any ideas what im doing wrong?

  5. Ok one last thing from me - two buttons on the menu system from the vendor appears to be blank - randomly clicking will purchase an AI unit, but cannot figure out how to add in the actual text on the vendors menu.

     

    I have been over the additions and cant spot anything missing or added in wrong, anyone got any pointers?

     

    Snapshot of vendor in current state:  http://www.imagehousing.com/image/1197616

     

     

    thanks again  :)

  6. Found the issue - as suspected - the hosts had bundled a 'lite' version of infistar antihack - they dont permit users access to the folder so i couldnt make any changes to its filters, however i was able to turn it off, the moment i did, all my script menu's started working as they should... 

     

    thanks all :)

  7. I had considered that, i turned off battleye as a test, but it seems the issue is still there.  

     

    What i had thought is that there maybe some other antihack in operation, according to the hosts console currently no BE/Antihack are enabled, but im sceptical over that as when in game, hitting escape to display the usual menu system ie Save/Restart/Respawn/Options/Abort - at the top of the window, it says DAYZ ANTIHACK in red ( http://www.imagehousing.com/image/1197603 )  - granted this isnt proof of an antihack entity, i suppose it could just be branding.

     

    Is there some where something like that would be universally launched from ? ie init.sqf or something?  Sorry for sounding a bit wishy washy, this isnt my server, im just assisting in adding in scripts for them.  If i can get a clue of what and where to look i will gladly resume hunting

     

    Any help appreciated :).

     

     

    Found the problem - the hosts had bundled a "lite" version of infistar - no access to the folder, so i turned it off for now, menus in this script and others are now behaving woop! 

  8. your antihack is blocking the addaction ... you need to allow commanding menus as the action currently cannot be whitelisted

     

    I had considered that, i turned off battleye as a test, but it seems the issue is still there.  

     

    What i had thought is that there maybe some other antihack in operation, according to the hosts console currently no BE/Antihack are enabled, but im sceptical over that as when in game, hitting escape to display the usual menu system ie Save/Restart/Respawn/Options/Abort - at the top of the window, it says DAYZ ANTIHACK in red ( http://www.imagehousing.com/image/1197603 )  - granted this isnt proof of an antihack entity, i suppose it could just be branding.

     

    Is there some where something like that would be universally launched from ? ie init.sqf or something?  Sorry for sounding a bit wishy washy, this isnt my server, im just assisting in adding in scripts for them.  If i can get a clue of what and where to look i will gladly resume hunting

     

    Any help appreciated :).

  9. i set them to open fire and they fire at ai fine, might change them to attack zeds, atm my players get the menu and it flickers away for some reason :/

     

     

    I added in this script and have the same issue with the menu - ie approach vendor, scroll over and select Recruit, the menu appears for a second displaying the vendors options eg bodyguard, sniper, etc , but quickly disappears before i can react to the options.

  10. I can confirm this seems to be server side as ive spoken to another player and they get the same result with the take clothes script - i have also tried another physical machine and got the same.

     

    I have just added in the AI recruit script, i have no errors, i have the vendor, i can scroll over him to begin the purchase of the "recruit" but when i click it, i see a menu with bodyguard, sniper, etc for maybe a second then it goes off the screen.  

     

    To me this feels like a BE filter, but i dont know enough about BE to confirm or deny - is there supposed to be entries in the BE Filter for the likes of take clothes, build elevator, ai purchase scripts?

  11. Evening peeps,


     

    Has anyone seen this before? Some scripts i use such as the take clothes or elevator addons, when in game the menu for said items only appears for a split second and can only again be selected (all be it for another second) again by moving off the body (take clothes) or metal floor (elevator) - if im really quick enough i can select it, but its more luck than anything.  I've googled about and checked the forums but cannot find a match to the problem.  Is this specific to my client side copy or is this an issue with the way the scripts are running on the server?


     

    Any help would be gratefully appreciated.

     

     

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