OSMOX
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Posts posted by OSMOX
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how do the patrol vehicles delete once the mission is over?
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how would you add animals to this? it works on zeds but was wondering for hunter kill payout for hunting each type of wild animals
private ["_zed","_killer","_kills","_array","_type","_humanity"];
_array = _this select 0;
_zed = _array select 0;
_killer = _array select 1;
_type = _this select 1;
if (local _zed) then {
_kills = _killer getVariable[_type,0];
_killer setVariable[_type,(_kills + 1),true];
//increase players humanity when zed killed
_humanity = _killer getVariable["humanity",0];
_humanity = _humanity + 1;
_killer setVariable["humanity",_humanity,true];
//Zombie kill award
_killCash = _killer getVariable["cashMoney",0];
_killer setVariable["cashMoney",(_killCash + 100),true];
"Zombie Bounty Reward $100" call dayz_rollingMessages;
}; -
Trying to figure out how to make the ai patrols delete on mission complete on the DZMS that BetterDeadThanZed did.
This is whats int the mission..
//Spawn patrol
_patrol = ["patrol"] call DZMSGetVeh;
[_coords,[(_coords select 0) + 30, (_coords select 1) + 30, 0],150,2,_patrol,31] call DZMSVehiclePatrol;End of mission
diag_log text format["[DZMS]: Major SM1 %1 Mission has Ended.", _missName];
deleteMarker "DZMSMajMarker";
deleteMarker "DZMSMajDot";trying to add in delete of patrol veh as soon as the mission ends
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anyone option to prevent ai shooting military warfare buildings in missions? It only happens when ai on static using launcher/grenade launcher/tank barrel.
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just wondering if a fix for towing locked vehicles with r3f? looked at the fixes for 1.05 but the server monitor is a bit different and didn't work
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how do i put vip classes below req classes on the class selection window
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how can i get MAP_phone_box to store coins... i had it when coins got stored in db. Any way to get this to work?
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How would you make the ai coords random within 500 meters of mission radius ?
//Usage: [_coords, count, skillLevel, unitArray]
[[(_coords select 0) + 25,(_coords select 1) + 5,0],3,27,"DZMSUnitsMajor"] call DZMSAISpawn27; -
how would u add number of AI left in a mission on the map marker? dzms
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anyone know why when u spawn ur locked car and if u shot it 1-3 times it blows up.. But if u unlock it first and shot it its fine?
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for ai not to have backpacks should it be like this
// These are the backpacks that can be assigned to AI units.DZMSPacklist = [""]; -
not sure why this new version dont work but the old one did... i put the folder in mission main did the init.sqf. part but nothing show up in game. i downloaded the new version from here https://www.dropbox....mba_v2a.7z?dl=0
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Just wondering if there is a better way for missions distance so my 12 missions dont over lap .. seldom they do but was wondering i have 780 military operation missions between all maj and minor
_disMaj = (_pos distance DZMSMajCoords);
_disMin = (_pos distance DZMSMinCoords);_disMaj2 = (_pos distance DZMSMaj2Coords);_disMin2 = (_pos distance DZMSMin2Coords);_disMin3 = (_pos distance DZMSMin3Coords);_disMin4 = (_pos distance DZMSMin4Coords);_disMin5 = (_pos distance DZMSMin5Coords);_disMin6 = (_pos distance DZMSMin6Coords);_disMin7 = (_pos distance DZMSMin7Coords);_disMin8 = (_pos distance DZMSMin8Coords);_disMin9 = (_pos distance DZMSMin9Coords);_disMin10 = (_pos distance DZMSMin10Coords);_okDis = ((_disMaj > 2500) AND (_disMin > 2500) AND (_disMaj2 > 2500) AND (_disMin2 > 2500) AND (_disMin3 > 2500) AND (_disMin4 > 2500) AND (_disMin5 > 2500) AND (_disMin6 > 2500) AND (_disMin7 > 2500) AND (_disMin8 > 2500) AND (_disMin9 > 2500) AND (_disMin10 > 2500));!
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will there be a updated arma2 version?
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shot one bullet after u unlock ur veh when u get it out of the garage. Just odd.
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anyone have an issue when you get ur veh from the garage and unlock it then shot the veh and it blows up?
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not sure if u still looking but i have this dzmsaispawn.sqf
where i have my coins for the ai and works just fine no issues
same for wai
//Lets spawn the unit_unit = _unitGroup createUnit [_aiskin, [(_position select 0),(_position select 1),(_position select 2)], [], 10, "PRIVATE"];//Make him join the correct team[_unit] joinSilent _unitGroup;//Add the behaviour_unit enableAI "TARGET";_unit enableAI "AUTOTARGET";_unit enableAI "MOVE";_unit enableAI "ANIM";_unit enableAI "FSM";_unit setCombatMode "RED";_unit setBehaviour "COMBAT";//bank_cash = round(random 10) * 50; // number between 0 and 20 000// Soul Hive_unit setVariable["CashMoney",_cash ,true];//Remove the items he spawns with by defaultremoveAllWeapons _unit;removeAllItems _unit; -
If you coded it correctly, you could make a simple one in two files. DZMSAddMinMarker.sqf and DZMSAddMajMarker.sqf.
Or you could write a function to add to DZMSFunctions.sqf and call it from each mission.
How would you add it to the markers vamp?
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figured it out BAF_NLAW_Launcher had wrong ammo class name M_NLAW_AT should of been NLAW. Thx for the info.
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100 custom missions that use the same items but just the British mission ai crash when u loot. Just dont get it.
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can you figure out why this spawn out of all the rest crash when you open the gear?
Fixed
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is that caused by mission ai ? i got the same issue
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Duplicate magazine 30Rnd_556x45_Stanag detected anyone have an idea on this ? trying to find topics but nothing... just spams in rpt file
12:25:11 Duplicate magazine 30Rnd_556x45_Stanag detected (id 2:8204) in slots Single and Single12:25:11 Duplicate magazine 30Rnd_556x45_Stanag detected (id 2:8204) in slots Single and Burst12:25:12 Duplicate magazine 30Rnd_556x45_Stanag detected (id 2:8204) in slots Single and Single12:25:12 Duplicate magazine 30Rnd_556x45_Stanag detected (id 2:8204) in slots Single and Burst12:25:12 Duplicate magazine 30Rnd_556x45_Stanag detected (id 2:8204) in slots Single and Single12:25:12 Duplicate magazine 30Rnd_556x45_Stanag detected (id 2:8204) in slots Single and Burstjust stated past few days
Release: Another Generic Debug Monitor| or is it? 1.0.6+
in A2: Epoch Mods
Posted
how can you add above and below player icon hero or bandit kills and zed kills? as icons