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Posts posted by Gr8
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Ah, the simulation, will try that out.
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Here are all the explanation for the array
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Do you know how i can use these bags to deploy guns using Deploy Anything script ?
I have tried this
["M2StaticMG_US_Bag_EP1",[0,2,0],1,-1,false,false,false,true,false,false,false,["M2StaticMG_US_EP1"],[],["M2StaticMG_US_Bag_EP1"],"true"]
But doesnt seem to work
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I came up with an idea to use this to deploy static guns using the gunbags (ie: M2StaticMG_US_Bag_EP1) so I added this line:
["M2StaticMG_US_Bag_EP1",[0,2,0],1,-1,false,false,false,true,false,false,false,["M2StaticMG_US_EP1"],[],["M2StaticMG_US_Bag_EP1"],"true"],
The idea was that you right click on the M2StaticMG_US_Bag_EP1 and deploy the M2StaticMG_US_EP1, and the M2StaticMG_US_Bag_EP1 gets removed. Apparently the object to remove has to be in your inventory. Is there a way to make it so it can remove the backpack being worn under this condition?
BUMP
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"You do not have sufficient access to view this page. No view access."
got taken down from forum mods
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Put this At the end of your script.txt
!"BIS_fnc_dynamicText"
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I have worked with them before. Does you website run that?
PMd You
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Are you familiar with Xenforo Forums ?
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I posted my compiles.sqf and u can see i already changed that :P
Oh sorry, didnt notice that :(
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Open your compiles.sqf
Look for this line
if (dayz_clientPreload && dayz_authed) exitWith { diag_log "PLOGIN: Login loop completed!"; };
Replace it with :
if (dayz_clientPreload && dayz_authed) exitWith { endLoadingScreen; diag_log "PLOGIN: Login loop completed!"; };
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Should
if ((random 10) >= (_chanceSafe/10)) exitWith {
not be
if ((random 10) <= (_chanceSafe/10)) exitWith {
? And the same for the lockboxes?
Otherwise you're giving the player a 90 or 95% chance that they will break the safe.
That is the chance to fail. Read the code again
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/* EXPERIMENTAL CU FIX */ _CUF = false; /* true or false */ /* *experimental* - will transfer serverside units (including mission AI) to clientside */
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I used it for a few months, ended up having players quit due to being able to loose everything they had gained
not worth it imo
That is correct, I have 0000 reset, but thats controllable by the safe owner. Cracking safes shouldn't be as easy as unlocking vehicles.
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This map is too early to be released. I know its been in development for so long. But it is not yet ready for any testing. More than half the map needs more work. Good luck
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Seems like a great Idea, I will fiddle with this on my test server.
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Arma 2 EOL Patch is so close. Expect a new Dayz Epoch Update Finally. !!
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HALP i didnt get init.sqf with my server. where can i find it ?
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Everything work Gr8 simple solution ;)) Thanks
Glad to hear that
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Did you put the sound file in the right place ?
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Stop making multiple threads about this same old thing. No one is going to recruit you here without any commitment.
- Demi, Namindu and sfxunknown
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i will take a look in HC compatibility, but could need someone to enter the server since i can't run a server, a HC server and the client on the same machine.
I used to do those tests on a dedicated i do not have anymore.
We can test on my test server.
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WTF man?! I read this now so whats a problem, I always thanks people for help and I try to help other peoples so go away please. Gr8 really thanks for the help I am really happy for it and thanks again, have a nice day :)) I write you today it work for me.
I didn't know what the purpose of that was. But it came out in a rude way. I am sure Martin didn't mean it that way.
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When running on a headless client. All the AIs disappear when a player is near them
[RESOLVED] Can't pick up "Special" Backpacks (Tripod_Bag)
in Scripting
Posted
Says, M2StaticMG_US_Bag_EP1 must be in your Main inventory to deploy. I think this script doesnt work with backpacks