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Posts posted by blacksheep25
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On 22/02/2015 at 11:21 PM, F507DMT said:
How do you do this? Thats awesome!
Also not entirely sure where abouts to put that loading screen stuff in "player_switchmodel.sqf" should it be After "Equip New Character" ?
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On 20/09/2016 at 0:40 PM, Ghost722nd said:
The files got removed by any reason, that's why i've asked.
Here you go, I'll keep the files up if it ever goes down send me a pm :)
https://mega.nz/#!rJ5F2AYI!YNAe41sNC8a-L20t94aQsKph1TjloiInSM9mD5XleVM
Thanks,
Blacksheep25
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Anyone got an update for this? My crates disappear after you release them.. no errors @ "ArmA2OAServer.RPT"
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Yeah its a possibility.., I've just removed the spawn gui and its working fine tho so it's all fine for now
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Anyone spawning in a black room when they die? I think it has something to do with the Spawn GUI not showing up after death.
P.S- Im running it locally without using battleye and all that other crap so its not caused from that. The files are 100% from here unchanged mission and server pbos.
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Anyone got this working on the latest Epoch, OverWatch, Origins 1.7.9.5 with Arma 2 Beta patch 112555?
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Here guys, found the download link in a quote someone did of the first post.. :)
https://mega.co.nz/#!8ZJxACoI!glCmDxYyBLmMBJFytHIUfIl4ytHfmZ0QqqVw71tjPIQ
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If you find the classnames for those vehicle ammo, then you could add them to spawn in a custom building loot file in the mission pbo, there's some guides on here for setting up the CfgBuildingsLoot.hpp in the mission file you wanna search that up
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Thanks Axe Cop, I'm pretty sure it is a confliction with another mod i have, ill have to redo the mission file with the default epoch plus this mod added and slowly add in my features i have.
Also check your PM's for an important message you need to read!
thanks,
Blacksheep25
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No idea, never heard of that option. If anyone knows id love to see if this works too.
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Gave it a shot, no go. The menu still comes up to repair or salvage (when vehicle is locked) however when clicking on either option, the list of parts doesn't appear. It produces the same thing when the vehicle is unlocked. On a regular vehicle (non-locked) it does the samething. I also tried cen's way using the his format, however that failed to even bring up the option for repair or salvage for either lockable or non-lockable vehicles.
I've just given it ago on my local test server and its all working fine. When going up to a locked vehicle it will only show the repair option without having a key for it, then when its unlocked i get both the repair/salvage option. When trying it to vehicles that are spawned on the map (no key) then they work as normal and let you salvage parts.
Possibly you might have a script conflicting with it but im no expert at scripting, i've just learnt from trial and error
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Doesn't appear to work for 1.0.4.1.
Previously worked for 1.0.4 though.
Try this one for 1.0.4.1, haven't tested it tho it should work.
//Repairing Vehicles if ((dayz_myCursorTarget != _cursorTarget) and _isVehicle and !_isMan and _hasToolbox and (damage _cursorTarget < 1) and !_isDisallowRepair) then { _hasKey = _ownerID in _temp_keys; _oldOwner = (_ownerID == dayz_playerUID); if (s_player_repair_crtl < 0) then { dayz_myCursorTarget = _cursorTarget; _menu = dayz_myCursorTarget addAction [localize "STR_EPOCH_PLAYER_REPAIRV", "\z\addons\dayz_code\actions\repair_vehicle.sqf",_cursorTarget, 0, true, false, "",""]; s_player_repairActions set [count s_player_repairActions,_menu]; if(!locked _cursorTarget) then { _menu1 = dayz_myCursorTarget addAction [localize "STR_EPOCH_PLAYER_SALVAGEV", "\z\addons\dayz_code\actions\salvage_vehicle.sqf",_cursorTarget, 0, true, false, "",""]; s_player_repairActions set [count s_player_repairActions,_menu]; s_player_repairActions set [count s_player_repairActions,_menu1];}; s_player_repair_crtl = 1; } else { {dayz_myCursorTarget removeAction _x} forEach s_player_repairActions;s_player_repairActions = []; s_player_repair_crtl = -1; }; };
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Getting stuck at "Requesting Character Data", I have done all steps you have posted. Any idea why its getting stuck?
Also noticed you said
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open the file compile\server_playerLogin.sqf, around line 47 replace
_key = format["CHILD:101:%1:%2:%3:",_playerID,dayZ_instance,_playerName];with
_key = format["CHILD:101:%1:%2:%3:%4:",_playerID,dayZ_instance,_playerName,_this select 2];
but in your example file for server_playerLogin.sqf you have
_key = format["CHILD:101:%1:%2:%3:%4:",_playerID,dayZ_instance,_playerName,_characterSlot];
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Nah i didn't sorry bud, i was trying this out before you posted the 1.0.4.1 update on the thread and didnt have the page refreshed until i posted that.
All is good, i'll try the 1.0.4.1 update you posted and see how it goes!
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The HiveExt.dll is unchanged and I don't think it will be updated any time soon in the official Epoch version so you just need to merge the script files for the new version..
I will probably do that tomorrow if I have some time. :)
Installed it into my test server to try it out and im getting "You have an outdated version of epoch, please download the correct version" error. So im guessing it won't work on 1.4.0.1. I'll wait till you test it and see if it's just me that screwed something up somewhere.
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Thanks guys! going to test some building on my local server now :D
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I'd love this too, would like to do alot of testing on my local server to do with the buildable's.
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Yeah, a 1.0.4.1 update would be awesome if it doesn't already work on it.
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Yeah in the next patch when they add the tow truck i hope there's a section on the stuff it can tow because i myself will also probably disable it
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dont have a test server anymore
Why don't you run a test server on your current computer to test stuff before you put it into your main server? You can host and play on the same machine
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going to bump this again.
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I cant get the keys to work, how did you get it working, i always get invalid or missing keys on joining the server
Refer to this that vbawol has posted in post #6 - http://dayzepoch.com/forum/index.php?/topic/576-epoch-on-sahrani/?hl=sahrani
This should fix your key issues but your going to end up running into alot of problems after getting it running, epoch on Sahrani seems to not be working as intended, im running into all sorts of problems
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Still have the same problems, cant work this shit out and its getting annoying as hell because we have to add the traders and stuff in manually instead of it showing the chernarus trader spawns etc.....
the links you have put in this thread we have looked over many times it doesnt help at all
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If you are running dayz commander im pretty sure you need to add the additional parameter for taviana, i dont think commander wants to read the mods a server has correctly
[Release] 2.1 Plot Management - UPDATED Object Counter
in A2: Epoch Mods (1.0.5.1)
Posted
Running with this A_Plot_for_Life not having any issue apart from not being able to build on a friends plot and vice versa. Which files or where can I check for fixing this? If you need any lines or more information. Let me know
Using Epoch 1.0.5.1 and Arma 2 131129
Mods: "-mod=@DayzOverwatch;@DayZ_Epoch"