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Thug

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Posts posted by Thug

  1. Thanks to all,

    All of you were right the helicopters have to have an ObjectID

    Got it to work with the help of @JasonTM 

    This line is where the heli is created:

    _motor = createVehicle [_heli select 0,_spawn,[],50,"FLY"];

    Add the following two lines below the above line, so it looks like this

    _motor = createVehicle [_heli select 0,_spawn,[],50,"FLY"];

    _motor setVariable ["ObjectID", "1", true];

    _motor setVariable ["ObjectUID", "1", true];

     
  2. Has anyone had this happen on their server?

    I go to the hero trader and try to sell a AH6J_EP1

    He tells me, You must get into the drivers seat of a vehicle first. Funny I just landed there 20m away.

    Try to sell the heli and it says, Trade successful, you received 0 Coins

    The heli still there and no money.

    You can buy the heli from the trader with no problem.

    Here is the class infor for the heli. btw  no other heli does this.

        class AH6J_EP1 {
            type = "trade_any_vehicle";
            buy[] = {150000,"worth"};
            sell[] = {72500,"worth"};
        };

  3. in my RPT server side, I keep getting this errors that have to do with the dayz_code loot. The errors below are only part of what is in the rpt server side. I only copied a few. Has anyone seen this before and what to do about it? By the way, they show up in 2 servers I have Sauerland 1.0.6.2 and Taviana 1.0.6.2. The loot system is working.

    When I take DZAI out of both server, I do not get these errors.  Was doing sector B today, which I use the DZAI. Every time you would shoot your weapon two times, you could see the loot change.  I have gone over the loot files on mission side and can not find anything wrong with it. Also, I had someone else look and they could not find anything wrong.

    Spoiler

    Error in expression <0) ==         1} do
    {
    _sub = dz_loot_weighted select (_def select 1);
    _def = dz_loot_d>
     9:18:43   Error position: <select (_def select 1);
    _def = dz_loot_d>
     9:18:43   Error Zero divisor
     9:18:43 File z\addons\dayz_code\loot\select.sqf, line 32
     9:18:43 Error in expression <floor random count _weighted);

    while {(_def select 0) ==         1} do
    {
    _sub = dz_lo>
     9:18:43   Error position: <_def select 0) ==         1} do
    {
    _sub = dz_lo>
     9:18:43   Error Undefined variable in expression: _def
     9:18:43 File z\addons\dayz_code\loot\select.sqf, line 30
     9:18:43 Error in expression <andom count _sub);
    };

    _result set [_i, _def];
    };

    _result>
     9:18:43   Error position: <_def];
    };

    _result>
     9:18:43   Error Undefined variable in expression: _def
     9:18:43 File z\addons\dayz_code\loot\select.sqf, line 36
     9:18:43 Error in expression <0) ==         1} do
    {
    _sub = dz_loot_weighted select (_def select 1);
    _def = dz_loot_d>
     9:18:43   Error position: <select (_def select 1);
    _def = dz_loot_d>
     9:18:43   Error Zero divisor
     9:18:43 File z\addons\dayz_code\loot\select.sqf, line 32

     

     

  4. @salival I used this for the base of my Tavi map. In the init.sqf I used whats marked in green to call my ATMs, I use UN sign. The line just below that was your default to add banking agents. My ATMs work fine. Should I comment out your default line or add my path to that line like this?

     if (Z_singleCurrency && {Z_globalBanking && Z_globalBankingTraders}) then {execVM "\z\addons\dayz_server\bankATMs\Tavi.sqf";};//Adds ATMs

    if (isServer) then {
        if (dayz_POIs && (toLower worldName == "chernarus")) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
        call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf";
        call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\server_monitor.sqf";
        execVM "\z\addons\dayz_server\traders\tavi.sqf"; //Add trader agents and this file calls the trader items also
        execVM "\z\addons\dayz_server\bankATMs\Tavi.sqf"; //Adds ATMs
        if (Z_singleCurrency && {Z_globalBanking && Z_globalBankingTraders}) then {execVM "\z\addons\dayz_server\bankTraders\chernarus.sqf";}; // Add banking agents

    //Get the server to setup what waterholes are going to be infected and then broadcast to everyone.
    //if (dayz_infectiousWaterholes && (toLower worldName == "chernarus")) then {execVM "\z\addons\dayz_code\system\mission\chernarus\infectiousWaterholes\init.sqf";};
    Also, was I correct in commenting out the following?    
    // Lootable objects from CfgTownGeneratorDefault.hpp
    //if (dayz_townGenerator) then { execVM "\z\addons\dayz_code\system\mission\chernarus\MainLootableObjects.sqf"; };
    };

  5. @OMOH71

    DZE_DeathMsgChat = "none"; //"none","global","side","system" Display death messages in selected chat channel.
    DZE_DeathMsgDynamicText = true; // Display death messages as dynamicText in the top left with weapon icons.
    DZE_DeathMsgRolling = false; // Display death messages as rolling messages in bottom center of screen.
    DZE_DeathScreen = true; // True=Use Epoch death screen (Trade city obituaries have been amended) False=Use DayZ death screen (You are dead)

    I have mine set like this:   DZE_DeathMsgDynamicText = true; // Display death messages as dynamicText in the top left with weapon icons.

    That's the only one I put in.


     

  6. DZE_ZombieSpeed = [2,2]; //Default agro speed is 6 per zombie config, set array elements 0 and 1 the same for non-variable speed, set to 0 to disable. array format = [min, max]; Ex: [2, 6]; results in a range of speed between 2 and 6 (2 is the old DZE_slowZombies hard-coded speed)

  7. 11 minutes ago, GogoaGo said:

    How can I change the zombies to slow

    if this is not in your init.sqf add it and take out the DZE_slowZombies = true; this is the old setting. below is the new.

    DZE_ZombieSpeed = [2,2]; //Default agro speed is 6 per zombie config, set array elements 0 and 1 the same for non-variable speed, set to 0 to disable. array format = [min, max];  Ex: [2, 6]; results in a range of speed between 2 and 6 (2 is the old DZE_slowZombies hard-coded speed)

  8. On 7/2/2017 at 6:02 PM, Anhor said:

    your money, your server, your rules

    I have a solution to the problem. When It's getting dark out, use this formula N=the N key on the keyboard. NVs=Night Vision. So push N and then on comes the NVs, Holy S&#T I can see. That simple, OMG Epoch 1.0.6.2 has Full-Screen NV.:blink:

  9. DZAI_randAreaBlacklist = ["BlacklistArea1"],["BlacklistArea2"],["BlacklistArea3"];    Do I put the cords in there or the name of the Traders
    DZAI_dynAreaBlacklist =  ["BlacklistArea1"],["BlacklistArea2"],["BlacklistArea3"];     Sorry for the dark back ground don't know what did it.
  10.  

    //commented out 5 statements and changed a false to true. It works now.
    private "_trader";
    {
    	_trader = createAgent [_x select 0,_x select 1,[],0,"CAN_COLLIDE"]; 
    	{_trader removeMagazine _x;} count magazines _trader;
    	removeAllItems _trader;
    //	removeAllWeapons _trader;//this is commented out so traders have weapons
    	removeBackpack _trader;
    	_trader switchMove "";
    	_trader setDir (_x select 2);
    	_trader setVehicleInit "/*this disableAI 'ANIM';*/ this disableAI 'AUTOTARGET'; this disableAI 'FSM'; /*this disableAI 'MOVE';*/ this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; this allowDamage false;";
    	_trader setUnitAbility 0.6;
    //	_trader disableAI "ANIM"; //commented out
    	_trader disableAI "AUTOTARGET";
    	_trader disableAI "FSM";
    //	_trader disableAI "MOVE";  //commented out
    	_trader disableAI "TARGET";
    	_trader setBehaviour "CARELESS";
    	_trader forceSpeed 0;
    	_trader allowDamage false;
    	_trader enableSimulation true;  //changed this to true
    } count _this;
    
    processInitCommands;
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