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jackislost

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Posts posted by jackislost

  1. The Overwatch devs could have complained to the Epoch devs, or some of the mod makers from the Overwatch mods could have complained about their mods being used in Overpoch.

     

    Who knows. smiley_shrug%5B1%5D.gif

     

    I doubt the Epoch devs would have done it without reason.

    Overwatch DEV scrumbee dont care/complain about it. He is ok with it and no even active on OW anymore...  the issue is another that I shall not tell, no wanna get banned.

  2. @jackislost

     

    I think the problem you're having with the allowed vehicles is actually my fault, I made a typo in the instruction I posted for you on page one.

    _isAllowed = (typeOf _vehicle) in tfv_allowedVehicles;
    

    should actually be -

    _isAllowed = (typeOf _vehicle) in tfv_ALLOWED_VEHICLES;
    

    if you make that change it should work for you.

     

    If that works for you, I'm so sorry for sending you on a wild goose chase just because I can't type properly XD

    The originalm posting of this bit of code has been edited to have 100% less typos XD

     

    Also, I apologise for all the confusion. I've been very very tired a lot so it's been difficult for me to keep track of what everybody was saying and asking.

    tested, wont work. :/ but thanks for answer man.

  3. if you could provide me with a link to the script/mod/tutorial of whatever it is that creates the dynamic traders and your TradeFromVehicle\init.sqf file i'll do what I can to help you out with it

    nah, the problem is the allowed vehicles it break it... I tested the fixed trader with the default files and worked lol thats why I get confused, now I removed that and now all works.

     

    Sad, because I wanted to make people use trucks to do this, to give some sort of functions to the trucks...

  4. i'm sure you could implement it very easily into that though

     

    simplified, you could do something like.

    while {true} do {
        {
            if (player distance _x < 75) then {
                canbuild = false; 
            } else {
                canbuild = true; 
            };
        } forEach _dynamicTraders;
    };
    

    just have the positions of the traders be stored into an array on restart.

    that is, if i'm presuming correctly, that dynamic traders just spawn in a different place each restart.

    that wont work, but thanks anyway. I just dont get what the canbuild is a requirement...

  5. Yes i can agree the people who made Epoch, Dayz, Arma and overwatch should take credit, and they do get the credit by people using their game/mod to play the mod. My point is that i spent a huge amount of my time to get a mod working and take no credit what so ever for the idea or name.

    I wish it was as simple as just moving mod files to do it properly.

    I also spend a lot of time doing it, did you help me? nope! no one help me to do it, I not find any info to do it in any place... yet you claim credit?  I run it without errors, with random traders (that I did) with OW weapons and vehicles fully working, and stuff... yet you wanna I give credit to you? LOL.

  6. Hey guys i am more than happy to help.

    I am the origional creator of the OverPoch mod well over two moths ago.

    Unfortunately i have received no credit for the idea or name <_<

    Cheers

     

    George

    how are you the creator? is like someone claiming to be the creator of taviana epoch... LOL....

  7. Bump: 

    Disabling Infistars antihack fixed the problem for me.

     

    Yes, can confirm that it is happening on Epoch Takistan. Using infistars latest also. #329

     

    Fixed by removing negative value in mission.sqm. Changed clothes hundred of times with no problems.

    hate when people do this, "fixed by changing something somewhere"

     

    ............

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