Jump to content

Sandbird

Member
  • Posts

    1045
  • Joined

  • Last visited

  • Days Won

    16

Reputation Activity

  1. Like
    Sandbird reacted to raymix in Problem?   
    You can only open squiggly brackets when actually defining or inheriting a class... line #11
    controls[] = { R3F_LOG_dlg_CV_titre, Should be something like:
    controls[] = class defineClassHere { R3F_LOG_dlg_CV_titre, edit: nevermind I'm an idiot... that's an array
    hmm.. everything else looks fine in both files
  2. Like
    Sandbird got a reaction from Proximus in Key stays on player after selling   
    are you using custom trader files ?
    if yes, check your trade_any_vehicle.sqf especially where it says:
    [_activatingPlayer,_x] call BIS_fnc_invRemove; maybe you added something in that file.....Compare it with the original one...and see if there is any difference.
  3. Like
    Sandbird reacted to hogscraper in Advanced Alchemical Crafting v3.3   
    For a lot of those really large objects I just ended up deleting them from the server I put this on. They weren't really practical but I wanted to keep them as an option for people. For really large objects you can edit MT_Defines.hpp and change some of the offsets. 
  4. Like
    Sandbird got a reaction from Woops in [Release] Walk Amongst The Dead - (Hide from zombies like "The Walking Dead")   
    Well if you have that, then its easy.
    You dont need the click overwriting.
    All you need to do is add the 2 extra clicks in your array, like:
    ["ItemZombieParts","Smear Guts on you","execVM 'custom\walkamongstthedead\smear_guts.sqf';","true"], ["ItemWaterbottle","Wash zombie guts","execVM 'custom\walkamongstthedead\usebottle.sqf';","true"], or something similar that you have.
    You probably have a config file or something that you add your right clicks on stuff...Check my above code and adapt it to your script.
  5. Like
    Sandbird got a reaction from Fuchs in [Release] Dayz.Epoch.3d.Editor.Live.Mission   
    Yeah it really isnt that hard... most of the files are the same.
    I think the biggest differences should be in :
    - variables.sqf
    - server_functions.sqf
    - server_monitor.sqf
     
    most changes are silly stuff like (foreach ---> count,  || ---> or, && ---> and) etc....
    you can leave those...wont hurt you.
     
    The important changes are the functions....like if you see some new functions appearing in /dayz_code/init/compiles.sqf....then yeah add those :P
  6. Like
    Sandbird got a reaction from Fuchs in [Release] Dayz.Epoch.3d.Editor.Live.Mission   
    wow....sorry....i thought we where in this thread
    This thread has no db :P
  7. Like
    Sandbird got a reaction from Fuchs in [Release] Dayz.Epoch.3d.Editor.Live.Mission   
    Dude this is not the place for this ...this is clearly the wrong thread since you are missing the basic skills to load an external file...but i'll bite...you probably forgot a ' ; ' or something in your code...but without proper log file errors i cant be sure.
    Check your logs, located here:
    Server Log file: \arma 2 operation arrowhead\instance_11_Chernarus\arma2oaserver.RPT
    Client Log file: C:\Users\xxxxxxxx\AppData\Local\ArmA 2 OA\arma2oa.RPT
     
    First check your server log file when you get this error.....actually....delete both files first, (server file is located at the server, client file is in YOUR computer), then restart the server, join, get the error, close the server and then check the error in the server log...at the bottom of the file...there should be the error you are looking for...if you dont see anything there..then check your client log file...and report back.
  8. Like
    Sandbird reacted to RimBlock in format without the quotes   
    My test server is currently down (Adding a water cooling loop) but I can take a look once I get the hand of this acrylic tube bending :) .
     
    For the new A3 mod I am working on I have gone with storing the worldspace as seperate integer columns in the DB so no conversion to store, just split and combine depending on direction (DB or A3).  You could do the same with A2Net but, as you say, how much of the wheel do you want to re-invent in order to get the A2 Epoch game to the state you want it....
     
    WIll have a play if my server boots without blowing up before you find a solution.
  9. Like
    Sandbird got a reaction from Fuchs in [Release] Dayz.Epoch.3d.Editor.Live.Mission   
    Dayz.Epoch.3d.Editor.Live.Mission
     

    -=Youtube Demo=-
     
    What is this
    A custom mission file for the purpose of testing/writing scripts for DayZ Epoch without the need of a server. It emulates the dayz_server and dayz_mission files, for live testing of code inside the 3d editor.
     
    Features
    Fully working GUI, zombies, hit registration, addactions, everything! Write code and execute it on the fly. No need to start a server and join with a client to test things. 99% of your scripts should work ! (dynamic weather, default loadouts, custom scripts etc) 2 setups. DefaultLoadout from init.sqf or a Fake database entry. (copy/paste your character info from the database) Includes most of BIS_fnc functions, so actions like BIS_fn_invAdd will work (with some changes, see bellow) Installation

    DayzEpochTemplate.Chernarus
     
    Head over to the GitHub where the project is. Click Download on the right sidebar Extract the Chernarus mission file in your \My Documents\ArmA 2\missions Copy the DayzEpoch.bat file (included in the .zip) in your Arma2 OA root directory and execute it When the game launches, press Alt+E, select Chernarus, then Load and select mission DayzEpochTemplate Start editing your files located in \My Documents\ArmA 2\missions\DayzEpochTemplate with your customizations. Customizing and Important Notes

    Default setup vs Fake Database setup
    There are 2 ways of initializing your player.
    The default Epoch loadout (like the one in your init.sqf) A manually entry of fake database data (coordinates, medical states, inventory etc) The 1st way has no bugs (so far), and its the easiest thing you could start with.
    Just open the dayz_code\init\setupChar.sqf and at the bottom of the file change the values to your liking.
    Make sure in the init.sqf, DefaultTruePreMadeFalse is set to true; and also from there you can change the Default loadout of the player.

    The 2nd option is a bit more complicated. It works, but sometimes it bugs out, when you select Restart instead of Loading again the Mission file.
    I left the PlayerUID in the debug monitor...so IF you see that it is set to 0 then you know something went wrong...Just reload the mission file and you should be fine.
    To setup your character with the second method open dayz_code\init\variables.sqf. The first 55 lines until //Model Variables is where the magic happens.

    Some things have to be set twice. CharacterID and playerUID so we set them up here at first.
    player setIdentity "My_Player";                   //check description.ext file....There is no way to get the name of player otherwise in the editor. player setVariable ["CharacterID", "1", true];    // same as the line 28 (Your charID. Must be the same number) player setVariable ["playerUID", "111111", true]; // Your player's UID Further down is our first fake database entry. The first and second value, leave it like that. The 3rd has to be the same value as the one above.
    The only extra addition to this is the _survival state of the player. That is created in the dayz_server.pbo so i had to emulate the values.
        /*         OK or Error    = _primary select 0;         Is newPlayer (true/false) = _primary select 1;         _charID                   = _primary select 2;         _isInfected (1/0)         = _primary select 3;         _inventory                = _primary select 4;         _backpack                 = _primary select 5;         _survival                 = _primary select 6;  //last ate+ last drunk +totalminutes alive         _model                    = _primary select 7;         _hiveVer                  = _primary select 8;     */     primaryPre = [     "OK",     false,     "1", // My charID     "0",     [["ItemMap","ItemWatch","ItemToolbox","ItemFlashlightRed","Binocular_Vector","M9SD","NVGoggles","ItemRadio","ItemEtool","ItemHatchet_DZE","ItemCrowbar","ItemMatchbox_DZE","M4A1_HWS_GL_SD_Camo","ItemKnife","ItemCompass"],["30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","FoodSteakCooked","ItemSodaCoke","PartGeneric","PartGeneric","PartWheel","PartWheel","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemBandage","ItemBandage","ItemBandage"]],     ["DZ_Backpack_EP1",[["AK_47_S"],[1]],[["ItemBloodbag"],[2]]],     [4320,114.9,42.753],   // ------ This is the only extra thing i had to add: 4320 means 3 days (survival time) in minutes, 114.9: last ate, 42.753: last drunk   -----     "TK_Commander_EP1_DZ",     11]; The second part is this
        /*         OK or Error        = _primary select 0;         _medical           = _primary select 1;         _stats             = _primary select 2;         _state             = _primary select 3;         _worldspace        = _primary select 4;         _humanity          = _primary select 5;         _lastinstance      = _primary select 6;     */     secondaryPre = [     "OK",     [false,false,false,false,false,false,false,6000,[],[0,0],0,[114.9,42.753]], // 6000 blood     [10,20,1,22], // Kill stats     ["M9SD","aidlpknlmstpsraswpstdnon_player_idlesteady02",42,["222222","333333"]],  //42 is the temperature, ["222222","333333"] are my friend UIDs     [91,[4965.1968,10002.998,0.001]], // Coordinates     11000,     11]; This is the medical condition, kill stats, stance, friendlist, coordinates, humanity and instance of the player.

    Like i said the 2nd option is a bit buggy, you have to reload or restart the mission sometimes, to get accurate results.
    Most of the scripts you'll test/write should work fine...but if you want to write code for something that requires more complex stuff,
    like for example that requires the friendsarray, then make sure the mission was loaded correctly.
    Loading the mission again doesn not affect your custom scripts. It will reload the mission.beidi file.

    The description.ext has your character's name in it. If you ever need to check player name...it will get it from there.
        class My_Player     {         name="DemoPlayer";         face="Face20";         glasses="None";         speaker="Dan";         pitch=1.1;     }; Important info

    Related to coding
    Since this is an emulation of the dayz_server some things will never work.
    For example:
    _playerUID = getPlayerUID player; will never work in the editor.
    To get the _playerUID you have to do this:
    _playerUID = player getVariable ["playerUID", "0"];
    This is the most important thing to remember. Lots of scripts use getPlayerUID. You have to remember to change it every time you want to use it.
    findDisplay 46 does not work in the editor :/ so scripts like the CCTV wont work

    Also some BIS_fnc functions have to be included in the dayz_code\init\compiles.sqf for them to work. For example i had to include:
    BIS_fnc_invAdd = compile preprocessFileLineNumbers "dayz_code\system\functions\inventory\fn_invAdd.sqf";     If your code has BIS_fnc functions in it then check the folder dayz_code\system\functions for the function and include it in the compiles.sqf.
    I am sure there is a way to parse the folder and add a BIS_ infront of all the files, like epoch does it...but i didnt want to waste time and ran into problems,
    so manually adding the files is fine by me.
    Use the debug option in the init.sqf if you are using the 2nd method (fake database entry). And ALWAYS check your RPT log file for debugging. Its located at : %AppData%\Local\ArmA 2 OA
    Also enable this in the init.sqf if you want more details:
    DZEdebug = true;  // Debug messages on log file Dont let the file names trick you...These are heavily modified files...Dont overwrite them with your own files. Add to them instead of replacing them.

    Related to mission file included
    You'll notice when you start the mission there are 2 bots standing there. If you double click the soldier you'll see that he initiates this script scripts\BotInit.sqf.
    I left that in purpose in case you want to do some scripting that requires 'another player', and you want to initialize the fake player like that.
    The other bot can be deleted. I just left it there because i was testing a Tag Friendly script, and needed a 3rd 'player' that has me as a friend. (i got no friends lol).
     
    In most of my scripts i use the playerUID to validate checks between owner and objects. Some default Epoch files use the characterID...meaning if you die...you lose ownership.
    Thats why i changed most of the stuff to playerUID instead...If for some reason you are using scripts that check CharacterID instead of playerUID, i would suggest you change that, because some things (with the 2nd method) might not work...due to the fact that my files are checking playerUID for validation. Worst case scenario if you cant edit the files....just use the same CharacterID and playerUID...so its always the same :)
     
    Example on how to use the superadmins.sqf (for actions restricted to admins only, just add your fake UID in the array)
     
    (In your fn_self_actions.sqf)
    //_adminList = call compile preProcessFileLineNumbers "superadmins.sqf"; // This line is already at the top of the file. _cursorTarget = cursorTarget; _typeOfCursorTarget = typeOf _cursorTarget; _ownerID = _cursorTarget getVariable ["CharacterID","0"]; _playerUID = player getVariable ["playerUID", 0]; // Example on how to use _adminList if((typeOf(cursortarget) == "Plastic_Pole_EP1_DZ") and _ownerID != "0" and (player distance _cursorTarget < 2)) then { if (_playerUID in _adminList) then { cutText [format["Plot Pole Owner PUID is: %1",_playerUID], "PLAIN DOWN"]; }; }; Bugs
    I disabled the call player_switchModel, on the Fake database method..meaning it wont switch the player to your skin when you press Preview, because it deletes one player and creates a new one. When this happens it kinda breaks tons of stuff. If you want to enable it its at line 70 in the dayz_code\init\setupChar_Database.sqf Sometimes the player will spawn twice. That's because when you Preview the map you are also the Server and the Player. The code runs twice....hence the bugs with the 2nd method with the fake database. Sometimes the dayz_Login and Setup method get all messed up cause in the 3d editor you have to have a Playable character for the mission to start...but dayz server doesnt work this way. I did my best to 'ignore' the manually added player in the beidi file and use the player the game makes (2nd method) but sometimes this whole isServer isPlayer as well messes up things. There are no .fsm files so dont try to include them. 3d editor will not work with them, thats why i broke the player_monitor.fsm to 2 .sqf files...One emulates 'login to the server', and one 'setup of player'. findDisplay 46 doesnt work :/ in editor...if anyone knows a way to make it work...please post it.  
    Final Notes

    These files took me alot of time to make. It wasnt easy, and i am sure you'll find bugs or some things could have been writen a better way.
    The whole purpose of this project was to not waste any more time trying to code on this god forsaken Arma engine. I cant believe that there isnt an option to write code 'on the fly'. With a proper debugger...
    Sure there are little tricks and hacks you can add to diag_log variables, but to write an actual script that requires interaction with the environment or beta testing custom script ??? Forget it.
    I've included the Deploy bike and Self bloodbag scripts in the pack...just to see how easy it is to add/run/debug them. (Check the youtube video).
     
    And a personal note....You will NEVER find an easier way to code stuff for Dayz....period. I've been begging both here and on Opendayz for a Guru to point me to the right direction for fast coding/debugging code in  Dayz and i got nothing. Only some debuggers for a glorified diag_log option. This is the fastest way to write code and see it in action.

    Hope this code will help you write code faster and easier :)
  10. Like
    Sandbird reacted to THEbookie in Disappearing Safe?   
    :) I screwed up the enhanced vehicle script which gave me the problem of not being able to build anything. I didn't think it was related to the topic so I didn't share my secrets ;)
  11. Like
    Sandbird reacted to js2k6 in Disappearing Safe?   
    thanks again.
    I used a calculator tool i found online to work out bitrate min/max values.
     
    we don't often get red chain or desync. so i guess that is good.
     
    and you were absolutely correct about the missing packet. he told me he can see his safe now.
  12. Like
    Sandbird got a reaction from js2k6 in Disappearing Safe?   
    I had a guy who couldnt see his safe .... but his friend next to him could. He re-logged in and was able to see it again.
    I dont know if its the same case....But maybe you should take a look at your config.cfg settings.
    Maybe he lost the 'packet' from the server that a safe was placed there.
  13. Like
    Sandbird reacted to downtime89 in [Release] Walk Amongst The Dead - (Hide from zombies like "The Walking Dead")   
    were did you all find your dayz_code.pbo from step 8 im using gtx servers.
  14. Like
    Sandbird got a reaction from hambeast in HiveExt vs Arma2NET vs extDB   
    Thats really nice hambeast, didnt think of that before. I guess when you are in the fever of writing something you bypass some security concerns :P
    Well my db user cant drop things, only insert and update and the occasional delete...but not drop. Thats another way to go...Make a new db user for your arma2net user, that can only do these 3 things, select, update, delete and nothing more
  15. Like
    Sandbird reacted to hambeast in HiveExt vs Arma2NET vs extDB   
    I've also been using arma2netsql since before epoch was a dream back in the old dayz vanilla days.  I think it is absolutely awesome and the performance is surprisingly good.
     
    One suggestion I'd like to make to people using them is to embrace stored procedures.
     
    If you have to write a query in your code, that is bad form.  firstly, it can open you up to SQLI attacks.  We all know how bad hacking gets.  What if a player calls your PVEH with some malicious data like "; drop table player_data --"  this may not be valid syntax but it doesn't matter, if they are clever they can wipe your db, insert whatever they want, or do what they want.
     
    This is what happened to Sony, when all their users credit card info got stolen.
     
    So my suggestion is to use parameterized queries in the form of stored procedures.
     
    so instead of "Update character_data set humanity = 100"
    you'd type "Call proc_UpdateCharacterHumanity(100)"
     
    The difference is that we have a stored proc that only takes bigint values as its parameter, not strings etc)
    the proc would like like this:
     

    CREATE PROCEDURE dayz_epoch.proc_UpdateCharacterHumanity(IN p_Humanity BIGINT)   SQL SECURITY INVOKER BEGIN   UPDATE character_data     set Humanity = p_Humanity; END    
     
    Also it makes it much cleaner to work with.  All of your DB logic is contained within the DB and you can edit it on  the fly and it will take effect in real time.
  16. Like
    Sandbird reacted to Tricks in [Fix] Traders spawning vehicles on top of each other   
    Sweet thank you again Sandbird. Your a major contributor to the community.  :lol:
  17. Like
    Sandbird got a reaction from calamity in help with this script whats wrong with this if statement   
    Do it like this:
     
    _isalb = cursorTarget isKindOf "AH6J_EP1_DZE"; _mgQTY = {_x == "2000Rnd_762x51_M134"} count magazines player; if (_mgQTY == 2 and  _isalb) then {     if (s_player_litl < 0) then {         s_player_litl = player addAction ["add M134 ammo x2","custom\littlebird.sqf",cursorTarget, 0, false, true, "",""];     }; } else {         player removeAction s_player_litl;         s_player_litl = -1; }; Dont forget to add : s_player_litl = -1;   in your variables.sqf
    And also "_isalb","_mgQTY"  at the top of your fn_selfactions.sqf inside the private declaration
  18. Like
    Sandbird got a reaction from hambeast in Looking for some GUI help   
    Well this is how i do it.
     
    Lets say you create a ListBox and you want to populate it with some data.
    For example:
    {   _name = format["Potato %1", x];   _index = _ListBox lbAdd _name;   _ListBox lbSetData [_index, x];       }; } forEach _arrayID; lets say i have an array with Ids,
    I populate the _ListBox which is basically a RscListBox with row like Potato 1, Potato 2 etc.
    Then i set a hidden value to each row with lbSetData...which sets the index of the row, and then the hidden value....in this case the ID from the array.
    So when a player selects row Potato 3 for example, i know he selected 3.
     
    Now to retrieve the data selected ?
    There are 2 ways...
    One on your button (the OK button i mean) you can do :
    onButtonClick = "call okPressedFunction;"; And in that script (you can do it like compiles.sqf does it...make a files and call compile it with name okPressedFunction) to this:
    _dialog = findDisplay YourCustomDialogueName; _ListBox = _dialog displayCtrl YourCustomListBoxClassHere; _index = lbCurSel _ListBox; _playerSelection = _ListBox lbData _index; _ddata = call compile _playerSelection; //this might not be necessary if its not an array....like in our case its just a number _selectedID = _ddata select 0; //here is the selection The other way is in your .hpp file on your buttonclick to grab the selection from the listbox and send it to a script like this:
    onMouseButtonClick = "[(lbCurSel 1806)] call okPressedFunction;"; where 1806 is the idc of the listbox
    .The you just do _this select 0  in your okPressedFunction script  (or _this select 1...not sure) to grab the index from the Listbox
     
     
    edit: crap .... lol
  19. Like
    Sandbird reacted to hambeast in Epoch Inventory Auditing Tool   
    hmm... well did you check your db connection string ;)
     
     
    do you get any other console messages? 
     
    here is the code that is throwing the error most likely:
                        DZObject record = new DZObject();                       record.className = rdr["classname"].ToString();                     record.characterID = Convert.ToInt32(rdr["characterID"]);                     record.rawInventory = rdr["inventory"].ToString();                     record.objectID = Convert.ToInt32(rdr["objectID"]);                     record.objectUID = Convert.ToInt64(rdr["objectUID"]);                     record.worldSpace = rdr["worldspace"].ToString();                       masterObjectList.Add(record); did you change your db schema at all?  I'm guessing that you are using a plot pole for life perhaps?
     
    Can you run the following command in mysql and display the output to me? (run this on your epoch DB, replace dayzepoch with the name of your db. probably dayz_epoch)
    DESCRIBE dayz_epoch.object_data;
  20. Like
    Sandbird got a reaction from Tricks in [Release] Walk Amongst The Dead - (Hide from zombies like "The Walking Dead")   
    UPDATE (2-11-2014)
    I noticed that since the latest arma beta patch, there are some RPT log errors cause the new beta patch is really strict with global variables.
    Please check the 1st post of this thread and do STEP 11.
    I will update the files with the recent update....No need to replace them...just do step 11
  21. Like
    Sandbird reacted to Woops in [Release] Walk Amongst The Dead - (Hide from zombies like "The Walking Dead")   
    Hi! At first, big thank you for that great work! Looks very interesting. I Tryied to install it, but i recognized, that i alredy have custom clic script (its part of deploy anything or something like that). Im not programmer, but only dumb noob in programming. Can you please help me, if is there some way to combine both custom ui_selectSlot.sqf?
     
    The one that i alredy use is this:
    private ["_control","_button","_parent","_group","_pos","_item","_conf","_name","_cfgActions","_numActions","_height","_menu","_config","_type","_script","_outputOriented","_compile","_array","_outputClass","_outputType"]; disableSerialization; _control = _this select 0; _button = _this select 1; _parent = findDisplay 106; //if ((time - dayzClickTime) < 1) exitWith {}; if (!DZE_SelfTransfuse && ((gearSlotData _control) == "ItemBloodBag")) exitWith {}; if (_button == 1) then { //dayzClickTime = time; _group = _parent displayCtrl 6902; _pos = ctrlPosition _group; _pos set [0,((_this select 2) + 0.48)]; _pos set [1,((_this select 3) + 0.07)]; _item = gearSlotData _control; _conf = configFile >> "cfgMagazines" >> _item; if (!isClass _conf) then { _conf = configFile >> "cfgWeapons" >> _item; }; _name = getText(_conf >> "displayName"); _cfgActions = _conf >> "ItemActions"; _numActions = (count _cfgActions); _height = 0; //Populate Menu for "_i" from 0 to (_numActions - 1) do { _menu = _parent displayCtrl (1600 + _i); _menu ctrlShow true; _config = (_cfgActions select _i); _type = getText (_config >> "text"); _script = getText (_config >> "script"); _outputOriented = getNumber (_config >> "outputOriented") == 1; _height = _height + (0.025 * safezoneH); _compile = format["_id = '%2' %1;",_script,_item]; uiNamespace setVariable ['uiControl', _control]; if (_outputOriented) then { /* This flag means that the action is output oriented the output class will then be transferred to the script && the type used for the name */ _array = getArray (_config >> "output"); _outputClass = _array select 0; _outputType = _array select 1; _name = getText (configFile >> _outputType >> _outputClass >> "displayName"); _compile = format["_id = ['%2',%3] %1;",_script,_item,_array]; }; _menu ctrlSetText format[_type,_name]; _menu ctrlSetEventHandler ["ButtonClick",_compile]; }; //### BEGIN MODIFIED CODE: extra click actions { private["_classname","_text","_execute","_condition"]; _classname = _x select 0; _text = _x select 1; _execute = _x select 2; _condition = _x select 3; // if the clicked item matches, then assign the script call and display text if(_item == _classname && (call compile _condition)) then { _menu = _parent displayCtrl (1600 + _numActions); _menu ctrlShow true; _height = _height + (0.025 * safezoneH); uiNamespace setVariable ['uiControl', _control]; _menu ctrlSetText _text; _menu ctrlSetEventHandler ["ButtonClick",_execute]; _numActions = _numActions + 1; }; } forEach DZE_CLICK_ACTIONS; //### END MODIFIED CODE: extra click actions _pos set [3,_height]; //hint format["Obj: %1 \nHeight: %2\nPos: %3",_item,_height,_grpPos]; _group ctrlShow true; ctrlSetFocus _group; _group ctrlSetPosition _pos; _group ctrlCommit 0; }; Im not sure if it is possible to combine both, so thank you anyway and Greetings from Czech! (and sorry for my english ;) )
  22. Like
    Sandbird reacted to Tricks in [Release] Walk Amongst The Dead - (Hide from zombies like "The Walking Dead")   
    Thank you Sandbird, I added it in but now I get "resource title zCamoStatusGUI not found". Here is my description.txt
     



  23. Like
    Sandbird reacted to Rythron in [Release] Build Vectors - Rotate objects in Dayz Epoch (v2.34 P4L & non-P4L)   
    Hey SandBird
    Here you are ! 
    [186.302,[13681.6,12134.7,14.76],"765611919367",[[-0.11,-0.994,0],[0,0,1]]]
     
    here the complete database string
    9670 13681612134714830 11 WoodLargeWall_DZ 2014-10-30 16:54:48 2014-10-30 16:54:48 2323 [186.302,[13681.6,12134.7,14.76],"765611919367",[[-0.11,-0.994,0],[0,0,1]]] [] [] 0 0
  24. Like
    Sandbird got a reaction from xBowBii in Type String, expected Array, when it is an array grrrrrr   
    nevermind...i am an idiot....should have done : _list = _list select 0 select 0;
  25. Like
    Sandbird reacted to Achmed in Web Based Tools ( PrivateHiveTools )   
    Any chance of a update to this to support overpoch origins?
×
×
  • Create New...