CartoonrBOY
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Posts posted by CartoonrBOY
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I like this idea. It could be argued that; if we take things further into the future, to the end of humanity then the higher tech equipment would become unusable. Planned obsolescence permeates most products since the second world war, meaning that post war products, weapons included are not made to last more than 15-20 years. With a the lack of specialists in such a low population you'd probably find that most pre war equipment to be serviceable and reliable as society continues to degrade.
If I could I'd increase the grass length to be much wilder, see: I am Legend. I'm fascinated with that theoretical point in time where there's only a handful of people left alive, when humanity dissolves back into primal needs, and the conflict that causes morality versus our right to survive dictates behaviour. With a limited availability of items initially there could be a crafting system where several items crafted together create a more modern/complicated item. The more modern, the harder to craft making certain items quite valuable.
Traders would be undesirable, although there could be a roaming trader, a travelling caravan: challenged to locate him/them, local knowledge may become key.
I would play something that takes DayZ to some sort of conclusion. My own server takes inspiration from this idea; to explore the final days of humanity before the world rots.
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I have used DayZ.st, Villayer, Survival Servers and currently run on XstreamGaming as I have found these to be the best in both performance and response time. Perhaps not as easy to use but more powerful, if you can get used to their cpanel, which ain't no hardship. I have been hosting servers for about 18 months.
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An abandoned base. There are several of these across Chernarus. This one overlooks Electro. The furniture works too: the laptop controls surveillance cameras, water barrels refill bottles, the radio picks up the Emergency Broadcast System, the stove warms the home, the hob cooks food and the PC connects to the AEG. There's also a fuel pump in the wooden shack which requires a generator to refill a vehicle.
My homemade humble abode...http://imgur.com/a/hlRKx#2rZH06Q
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Interesting idea. At such scale the base would have to rest somewhere level otherwise the buildings would appear sunk/raised upon the landscape. Perhaps creating several smaller modular units to account for the changes in elevation. They could be specific to requirements: Medical, Armoury etc.
My admin base is made entirely in-game for which I'm proud. Despite its apparent simplicity, it's become more than just a base; it's a home. http://imgur.com/a/hlRKx
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Come on people - brow beat Smokey to release this awesome map! Beans, beans beans...
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Very nice work my friend. Are you going to be releasing this? I could see it becoming the standard setup for many servers...there's been a shift recently toward a more acceptable version of the infrastructure as well as restoring military zones like Stary, which this does admirably. Beans...
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Awesome work TayTayTheKiller. I can report that editing code myself (just when I thought I had it...damn) does break script and that, installing it vanilla; everything works fine. I was desperate to have the detonation beyond anyones control, running it as an epoch event, but it was always anticipated every hour. The random timer is the definitive version for me.
Thank you so much...beans!
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The RPT logs I entered myself so I can check how the script is running through. As far as editing the script, it's being called as an epoch event instead of being called by the laptop. I prefer the event to take place at random rather than at my command.
I think perhaps lag is causing some problems as I heard the blast sound effect and experienced the earthquake 20 minutes after the nuke exploded. I'm using v0.4. I appreciate your attention in this, as I said. I'll keep poking around and I'll post a solution if/when I get one.
Thanks again...
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After testing the nuke with BE switched off and with only the default Anti-TP active, the same result occurs. I have ensured my video settings are set high for post process effects and set the view distance accordingly so I can see ground zero, and switched off both ground fog and wind dust in-case they were interfering, to no effect.
I do have snow added, and edits to my DynamicWeatherEffects.sqf? It is generating 2 RPT diag_logs I entered for testing purposes but the rest I added within the actual effects part of the script are not writing to the RPT, it appears to be skipping that part.
server_Nuke.sqf:
private ["_chance"];
_chance = floor(random 100);
diag_log format ["NUKE: Checking strike"];
if (_chance > 0) then {
diag_log format ["NUKE: Strike enabled"];
_xx = TTDropPos select 0;
_y = TTDropPos select 1;
_z = TTDropPos select 2;
_TTName = TTDropPos select 3;
_coords = [_xx,_y,_z];
TTnukeTrigger = createTrigger ["EmptyDetector",_coords];
publicVariable "TTnukeTrigger";
TTEffectsTrigger = createTrigger ["EmptyDetector",_coords];
publicVariable "TTEffectsTrigger";
/*_msgSystem = "Warning!! Someone just launched a nuclear attack on "+str _TTName+". If you are nearby you might want to run the fuck away!.";
_msgDebug = "Warning!!
Someone just launched a nuclear attack on "+str _TTName+". If you are nearby you might want to run the fuck away!.";
[nil, nil, rspawn, [_msgSystem], { systemChat (_this select 0) }] call RE;
[nil, nil, rspawn, [_msgDebug], {if (isNil "hint_debug_msn") then {hint_debug_msn=false;};if (debugMonitor)
then {hint_debug_msn=true;debugMonitor=false;};hint parseText (_this select 0);sleep 15;if (hint_debug_msn) then
{hint_debug_msn=false;debugMonitor=true;[] spawn fnc_debug;};}] call RE;*/
TayTayfirstNR = true;
publicVariable "TayTayfirstNR";
_do = '
if (isServer) then
{
[] spawn
{
call compile (''[nil, nil, rSPAWN, [], {
TTDropSpot = createVehicle ["HeliHEmpty",TTnukeTrigger,[], 0, "NONE"];
siren = createVehicle ["HeliHEmpty",TTDropSpot,[], 0, "NONE"];
TTDropSpot SAY "eve"; sleep 2; siren SAY "puk";
_sirenPlayCnt = 0;
while {(_sirenPlayCnt < 10)} do
{
TTDropSpot SAY "nam"; sleep 8;
_sirenPlayCnt = _sirenPlayCnt + 1;
sleep 1;
diag_log format ["NUKE: Sirens active"];
};
if (_sirenPlayCnt < 3) then
{
TTDropSpot SAY "nam"; sleep 7; siren SAY "nam"; sleep 8;
TTDropSpot SAY "nam"; sleep 7;
};
TTDropSpot SAY "eve"; sleep 10;
siren SAY "puk"; sleep 90;
deleteVehicle siren;
earthquake =
{
for "_i" from 0 to 140 do
{
_vx = vectorup _this select 0;
_vy = vectorup _this select 1;
_vz = vectorup _this select 2;
_coef = 0.03 - (0.0001 * _i);
_this setvectorup [
_vx+(-_coef+random (2*_coef)),
_vy+(-_coef+random (2*_coef)),
_vz+(-_coef+random (2*_coef))
];
sleep (0.01 + random 0.01);
};
};
environ =
{
"colorCorrections" ppEffectAdjust [2, 30, 0, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]];
"colorCorrections" ppEffectCommit 0;
"colorCorrections" ppEffectAdjust [1, 0.8, -0.001, [0.0, 0.0, 0.0, 0.0], [0.8*2, 0.5*2, 0.0, 0.7], [0.9, 0.9, 0.9, 0.0]];
"colorCorrections" ppEffectCommit 3;
"colorCorrections" ppEffectEnable true;
"filmGrain" ppEffectEnable true;
"filmGrain" ppEffectAdjust [0.02, 1, 1, 0.1, 1, false];
"filmGrain" ppEffectCommit 5;
};
if (player distance TTDropSpot < 2000) then
{
"dynamicBlur" ppEffectEnable true;
"dynamicBlur" ppEffectAdjust [0.5];
"dynamicBlur" ppEffectCommit 3;
sleep 0.1;
"dynamicBlur" ppEffectAdjust [2];
"dynamicBlur" ppEffectCommit 1;
"dynamicBlur" ppEffectAdjust [1];
"dynamicBlur" ppEffectCommit 4;
};
player spawn environ;
player spawn earthquake;
sleep 2;
if (player distance TTDropSpot < 1000) then {
playSound "nuke";
};
if (player distance TTDropSpot < TTDeaZ) then {
_id = [player,"rad"] spawn player_death;
};
_Cone = "#particlesource" createVehi''+''cleLocal getpos TTDropSpot;
_Cone setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48], "", "Billboard", 1, 10, [0, 0, 0],
[0, 0, 0], 0, 1.275, 1, 0, [40,80], [[0.25, 0.25, 0.25, 0], [0.25, 0.25, 0.25, 0.5],
[0.25, 0.25, 0.25, 0.5], [0.25, 0.25, 0.25, 0.05], [0.25, 0.25, 0.25, 0]], [0.25], 0.1, 1, "", "", TTDropSpot];
_Cone setParticleRandom [2, [1, 1, 30], [1, 1, 30], 0, 0, [0, 0, 0, 0.1], 0, 0];
_Cone setParticleCircle [10, [-10, -10, 20]];
_Cone setDropInterval 0.005;
diag_log format ["NUKE: Mushroom present"];
_top = "#particlesource" creat''+''eVehicleLocal getpos TTDropSpot;
_top setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 3, 48, 0], "", "Billboard", 1, 21, [0, 0, 0],
[0, 0, 65], 0, 1.7, 1, 0, [100,80,110], [[1, 1, 1, -10],[1, 1, 1, -7],[1, 1, 1, -4],[1, 1, 1, -0.5],[1, 1, 1, 0]], [0.05], 1, 1, "", "", TTDropSpot];
_top setParticleRandom [0, [75, 75, 15], [17, 17, 10], 0, 0, [0, 0, 0, 0], 0, 0, 360];
_top setDropInterval 0.002;
_top2 = "#particlesource" createVe''+''hicleLocal getpos TTDropSpot;
_top2 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 3, 112, 0], "", "Billboard", 1, 22, [0, 0, 0],
[0, 0, 60], 0, 1.7, 1, 0, [100,80,100], [[1, 1, 1, 0.5],[1, 1, 1, 0]], [0.07], 1, 1, "", "", TTDropSpot];
_top2 setParticleRandom [0, [75, 75, 15], [17, 17, 10], 0, 0, [0, 0, 0, 0], 0, 0, 360];
_top2 setDropInterval 0.002;
_smoke = "#particlesource" createVehic''+''leLocal getpos TTDropSpot;
_smoke setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48, 1], "", "Billboard", 1, 25, [0, 0, 0],
[0, 0, 70], 0, 1.7, 1, 0, [50,20,120],
[[1, 1, 1, 0.4],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0]],
[0.5, 0.1], 1, 1, "", "", TTDropSpot];
_smoke setParticleRandom [0, [10, 10, 15], [15, 15, 7], 0, 0, [0, 0, 0, 0], 0, 0, 360];
_smoke setDropInterval 0.002;
_Wave = "#particlesource" createVeh''+''icleLocal getpos TTDropSpot;
_Wave setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48], "", "Billboard", 1, 20/2, [0, 0, 0],
[0, 0, 0], 0, 1.5, 1, 0, [50, 100], [[0.1, 0.1, 0.1, 0.5],
[0.5, 0.5, 0.5, 0.5], [1, 1, 1, 0.3], [1, 1, 1, 0]], [1,0.5], 0.1, 1, "", "", TTDropSpot];
_Wave setParticleRandom [2, [20, 20, 20], [5, 5, 0], 0, 0, [0, 0, 0, 0.1], 0, 0];
_Wave setParticleCircle [50, [-80, -80, 2.5]];
_Wave setDropInterval 0.0002;
_light = "#lightpoint" createVe''+''hicleLocal [((getpos TTDropSpot select 0)),(getpos TTDropSpot select 1),((getpos TTDropSpot select 2)+800)];
_light setLightAmbient[1500, 1200, 1000];
_light setLightColor[1500, 1200, 1000];
_light setLightBrightness 1000000.0;
diag_log format ["NUKE: Flash event"];
if (TTBulDam) then {
_array = nearestObjects [TTnukeTrigger, ["house","Building"], TTBulDis];
sleep 0.1;
{_nukeX = _x; _nukeX setDamage 1;sleep .15;} forEach _array;
sleep 0.1;
};
if (TTVehDam) then {
_array = nearestObjects [TTnukeTrigger, ["LandVehicle","Air","Ship"], TTVehDis];
sleep 0.1;
{_nukeX = _x; _nukeX setDamage 1;sleep .15;} forEach _array;
sleep 0.1;
};
sleep 3;
if (TTPlyDeath && player distance TTDropSpot > 1500) then {
playSound "nuke";
diag_log format ["NUKE: Sound effect"];
};
_Wave setDropInterval 0.001;
deletevehicle _top;
deletevehicle _top2;
sleep 3;
setaperture -1;
_top3 = "#particlesource" createVehi''+''cleLocal getpos TTDropSpot;
_top3 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 3, 48, 0], "", "Billboard", 1, 24, [0, 0, 450],
[0, 0, 49], 0, 1.7, 1, 0, [120,130,150], [[1, 1, 1, -10],[1, 1, 1, -7],[1, 1, 1, -4],[1, 1, 1, -0.5],[1, 1, 1, 0]], [0.05], 1, 1, "", "", TTDropSpot];
_top3 setParticleRandom [0, [75, 75, 15], [17, 17, 10], 0, 0, [0, 0, 0, 0], 0, 0, 360];
_top3 setDropInterval 0.002;
sleep 4;
deletevehicle _top3;
sleep 4;
if (player distance TTDropSpot < 4000) then
{
"dynamicBlur" ppEffectAdjust [0];
"dynamicBlur" ppEffectCommit 1;
};
_top4 = "#particlesource" create''+''VehicleLocal getpos TTDropSpot;
_top4 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 3, 48, 0], "", "Billboard", 1, 22, [0, 0, 770],
[0, 0, 30], 0, 1.7, 1, 0, [100,120,140], [[1, 1, 1, -10],[1, 1, 1, -7],[1, 1, 1, -4],[1, 1, 1, -0.5],[1, 1, 1, 0]], [0.05], 1, 1, "", "", TTDropSpot];
_top4 setParticleRandom [0, [75, 75, 15], [17, 17, 10], 0, 0, [0, 0, 0, 0], 0, 0, 360];
_top4 setDropInterval 0.002;
sleep 3;
_top4 setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 3, 48, 0], "", "Billboard", 1, 25, [0, 0, 830],
[0, 0, 30], 0, 1.7, 1, 0, [100,120,140], [[1, 1, 1, -10],[1, 1, 1, -7],[1, 1, 1, -4],[1, 1, 1, -0.5],[1, 1, 1, 0]], [0.05], 1, 1, "", "", TTDropSpot];
_Wave setDropInterval 0.001*10;
_Wave setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48], "", "Billboard", 1, 20/2, [0, 0, 0],
[0, 0, 0], 0, 1.5, 1, 0, [50, 100], [[0.1, 0.1, 0.1, 0.5],
[0.5, 0.5, 0.5, 0.5], [1, 1, 1, 0.3], [1, 1, 1, 0]], [1,0.5], 0.1, 1, "", "", TTDropSpot];
_Wave setParticleCircle [50, [-40, -40, 2.5]];
deleteVehicle _light;
sleep 4;
deletevehicle _top4;
_i = 0;
while {_i < 100} do
{
_light setLightBrightness (100.0 - _i)/100;
_i = _i + 1;
sleep 0.1;
};
for "_i" from 0 to 15 do
{
_smoke setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48, 1], "", "Billboard", 1, 25, [0, 0, 0],
[0, 0, 60+_i], 0, 1.7, 1, 0, [40,15,120],
[[1, 1, 1, 0.4],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0.7],[1, 1, 1, 0]],
[0.5, 0.1], 1, 1, "", "", TTDropSpot];
};
_timeNow = time;
waituntil {(time - _timeNow) > 180};
_smoke setParticleParams [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48, 1], "", "Billboard", 1, 25, [0, 0, 0],
[0, 0, 30], 0, 1.7, 1, 0, [40,25+10,80],
[[1, 1, 1, 0.2],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0.3],[1, 1, 1, 0]],
[0.5, 0.1], 1, 1, "", "", TTDropSpot];
_smoke setDropInterval 0.012;
_Cone setDropInterval 0.02;
_Wave setDropInterval 0.01;
sleep 10;
deleteVehicle _Wave;
deleteVehicle _cone;
deleteVehicle _smoke;
deleteVehicle TTDropSpot;
sleep 300;
}] call RE;'');
};
};
';
// _unit = createAgent ["Sheep", [4000,4000,0], [], 0, "FORM"];_unit setVehicleInit _do;processInitCommands;deleteVehicle _unit;
Sleep 185;
//t
sleep 60;
TTNukeEffects = true;
publicVariable "TTNukeEffects";
sleep 10;
TTwindAsh = true;
publicVariable "TTwindAsh";
if (TTNukeRem) then {
//Sleep 20;
sleep TTTimeRem;
deleteVehicle TTnukeTrigger;
TTDelNuke = true;
publicVariable "TTDelNuke";
_do = '
if (isServer) then
{
[] spawn
{
call compile (''[nil, nil, rSPAWN, [], {
_rem1 = ppEffectCreate ["colorCorrections", 1501];
_rem1 ppEffectEnable true;
_rem1 ppEffectAdjust [1, 1, 0, [0,0,0,0], [1.1,0.7,1.1,1.1], [1.0,0.7,1.0,1.1]];
_rem1 ppEffectCommit 45;
_rem2 = ppEffectCreate ["filmGrain", 2005];
_rem2 ppEffectEnable true;
_rem2 ppEffectAdjust [0, 0, 0, 0, 0, false];
_rem2 ppEffectCommit 45;
_rem3 = ppEffectCreate ["chromAberration", 2006];
_rem3 ppEffectEnable false;
deleteMarkerLocal "TTNukeMrk";
deleteMarkerLocal "TTNukeMrkText";
TTRadZoneEffects = false;
}] call RE;'');
};
};
';
// _unit = createAgent ["Sheep", [4000,4000,0], [], 0, "FORM"];_unit setVehicleInit _do;processInitCommands;deleteVehicle _unit;
};
}
else
{
diag_log format ["NUKE: Strike failed"];
exit
};RPT log:
15:00:03 "NUKE: Checking strike"
15:00:03 "NUKE: Strike enabled"Description.ext:
//sounds
class CfgSounds{sounds[]={nam,eve,puk,dbanjo,siren,hillbilly,ammprss,ebs,vend,z_wzombie1,z_wzombie2,horde_sound_turning_page,horde_sound_close_book};class nam{name = "Siren1";sound[] = {\sound\SirenLoopMono.ogg, db-6, 1.0};titles[] = {""};};class eve{name = "Siren2";sound[] = {\sound\Sirens.ogg, db-6, 1.0};titles[] = {""};};class puk{name = "Siren3";sound[] = {\sound\Sirens2.ogg, db-6, 1.0};titles[] = {""};}; -------------------->Thanks for your attention in this...
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I got mine kind of working..
The laptop activate the nuke.. But i have no explosions or siren sound to give a warning..
I only have the screen color effect, dust and particles falling and the radiation zone (working with damage is fine).
How to fix this?
I have the same issue too. The Nuke activates fine, radiation is present and I see dust particles and a filter, but there are no sirens and no explosion (mushroom) although the buildings are destroyed within range. So everything is working correctly except the mushroom effects and the sirens. I'm using the sirens from mmmyum's excellent Air Raid mod which is playing the same siren sounds fine. I'm using 1.0.4.2.
Any chance you could have a look-see as I lurve this mod. Zombies plus devastation and radiation. It makes for some eerie encounters...
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For me, after reading comments on forums and considering what's in the changelog, I'm not convinced that the features and fixes contained in 1.0.5.1 are worth the remastering of my server. I guess as time passes it will become more critical to reconsider this position.
And I'm not without gratitude to the developers efforts in continuing to improve Epoch...thanx guys.
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Great use of the radio. Installed, works brilliantly. Thanks muchly. I love the invention...
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make a scroll menu and let the player choose himself, what drink he wants not to mention set price individually ... afaik some of these sodas cost a lot more than a tinbar at a trader
Add a risk to malfunction the vending machine to offset the price, 50/50 chance. And increase the base price.
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Great idea and I have this on my sever already, but I use the isKindof command in fn_selfactions.sqf for the vending action. Try this as a vend.sqf:
private ["_hasCash"]; _hasCash = "ItemTinBar" in magazines player; if (!_hasCash) exitWith {cutText [format["You have no TinBars"], "PLAIN DOWN"];}; if (_hasCash) then { player playActionNow "PutDown"; sleep 3; player removeMagazine "ItemTinBar"; player addMagazine "ItemSodaOrangeSherbet"; sleep 0.01; titleText ["Soda dispensed, you drop it into your pocket", "PLAIN DOWN"];titleFadeOut 5; };
This will take 1 tin bar to get a can of orange sherbet.
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Installed and already a base for players. Cheers for a great addition.
The ramp can damage vehicles as they try to mount the carrier and sometimes players spring backwards off the deck. We installed a metal plate at the lip of the carrier to act as a step which has solved the problem. The searchlight doesn't work, but I'll see if I can get it fixed.
Thanks muchly indeed, and have some beans...
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Great little script. Experiencing dark(er) nights harks back to the original vision for DayZ. It's nice to see others interested in the dark side of the apocalypse.
I use AEG combined with air raids to randomly destroy the power grid which results in sudden blackouts.
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I ain't forgetting - it looks ace - download link please MaxPowers. Thanks in advance.
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Download link broken...awaiting a fix to add. Good work - less is more.
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I am afraid that just created another thread where people advertise their insanely empty servers... damn, it will never end. No one will jump onto an empty server and suddenly start their. Spend your money elsewhere. The Epoch playerbase is shrinking every day and we will soon reach a point where we have more servers than players. If you guys want to get into Arma scripting its fine. Do it! Create something new and unique. If you guys just want to host a server, well, welcome!, you are too late.
It's true, the playerbase is waning but there's definitely a hardcore playerbase out there. Perhaps after so many servers have offered uber guns for nowt we can get back to what made this game unique and fun. I have regulars that appreciate the survival aspect and I relish poking around with the code.
I don't like playing soldiers so I host a server, with my money, scripting DayZ instead. I assume that's okay? Whether late for what? I don't care.
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Players such as yourself are in the minority. I'm afraid DayZ has become a playground for guns n ammo nutters. Some servers have reduced zeds to stumbling about a bit whilst some have no zeds at all. Arma II anyone?
For me DayZ is survival. FINALdayZ is offering a server which boasts a hardcore setting with an emphasis on making it on your own. Please visit my for more information.
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I have managed to get this working - thanx very much for an awesome addition...my error was due to a typo on my part. My apologies for the grumble post. I can confirm that following your install guide to the letter works. So long as you comment out from your defines.hpp any other defines you already have in yer description.ext. Mine were RscPicture, RscText and RscShortcutButton.
Once again - thankyou so much - have some beans.
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Great mod. I'd love to install this but...Wait for host...I cannot progress this install beyond this point.
I have other mods installed which use the same Defines.hpp. Obviously this is casing a conflict. But I have other mods which use dialogs & defines but they have slightly different names such as HW_RscPicture. These mods do not conflict as the names are different to default. To save people from going bald, would it not be better to rename the defines with a different tag eg: ID_RscPicture and so forth?
ErrorMessage: File mpmissions\DayZ_Epoch_11.Chernarus\interior\dialogs.hpp, line 47: /WGT_INTERIOR1/Controls.dialogPic1: Undefined base class 'RscPicture'
This error appears despite commenting out the RscPicrure, RscShortcutButton and RscText in Defines.hpp. They appear again in Dialog.hpp...do I comment them from there too?
[Released Rev2] Black Market Gaming - Complete Trader Rework + Custom Mils
in A2: Custom Bases (1.0.5.1)
Posted
Awesome - my breath is held...hmmmp!