Crankyfist
-
Posts
61 -
Joined
-
Last visited
Content Type
Profiles
Forums
Articles
Posts posted by Crankyfist
-
-
Im running infistar and with the AH.sqf file taken out people spawn in fine. With it back in then when players try to spawn back in they are taken straight to the ocean. They cant even get a chance to use the spawn select.
-
When people are spawning in. They spawn into the water except for admins. Any ideas? Thanks
-
Trying to add in launchers to the WAI missions. I have them set to "true" but still nothing. Any help would be great! Thanks
-
I have WAI mission set to add rocket launchers to AI spawned. They are not spawning with them. Can someone help me with fix please? Thanks
-
FIXED
-
I edited the ammunition prices of my trader at Hero. Can anyone see a problem? This seems to be causing a error.
class Category_577 {class 30Rnd_556x45_StanagSD {type = "trade_items";buy[] ={400,"Coins"};sell[] ={200,"Coins"};};class 5Rnd_86x70_L115A1 {type = "trade_items";buy[] ={4000,"Coins"};sell[] ={2000,"Coins"};};class 100Rnd_762x51_M240 {type = "trade_items";buy[] ={2000,"Coins"};sell[] ={1000,"Coins"};};class 20Rnd_762x51_FNFAL {type = "trade_items";buy[] ={400,"Coins"};sell[] ={200,"Coins"};};class 20Rnd_762x51_SB_SCAR {type = "trade_items";buy[] ={1000,"Coins"};sell[] ={500,"Coins"};};class 100Rnd_127x99_M2 {type = "trade_items";buy[] ={100000,"Coins"};sell[] ={50000,"Coins"};};class 2000Rnd_762x51_L94A1 {type = "trade_items";buy[] ={100000,"Coins"};sell[] ={50000,"Coins"};};class 32Rnd_40mm_GMG {type = "trade_items";buy[] ={100000,"Coins"};sell[] ={50000,"Coins"};};class 48Rnd_40mm_MK19 {type = "trade_items";buy[] ={100000,"Coins"};sell[] ={50000,"Coins"};};class 2000rnd_762x51_m134 {type = "trade_items";buy[] ={100000,"Coins"};sell[] ={50000,"Coins"};};class 50rnd_127x107_dshkm {type = "trade_items";buy[] ={100000,"Coins"};sell[] ={50000,"Coins"};};class 5Rnd_127x108_KSVK {type = "trade_items";buy[] ={5000,"Coins"};sell[] ={2500,"Coins"};};class 10rnd_127x99_m107 {type = "trade_items";buy[] ={20000,"Coins"};sell[] ={10000,"Coins"};};class 5rnd_127x99_as50 {type = "trade_items";buy[] ={30000,"Coins"};sell[] ={15000,"Coins"};};class 100rnd_556x45_m249 {type = "trade_items";buy[] ={2000,"Coins"};sell[] ={1000,"Coins"};};class 20rnd_762x51_b_scar {type = "trade_items";buy[] ={1000,"Coins"};sell[] ={500,"Coins"};};}; -
I tried changing unit count to 1. At the same time I put in DZE_StaticConstructionCount = 1; that could have been a conflict. I will try changing static count by itself.
-
Im running snap build and vector build. When adding 1 step build in. It breaks my base God mode and bases start deleting. Anyone with same problem?
-
Go to your WAI file. Then config and you will see missionCFG. Crates are listed there
-
Actually that worked but broke the rest of my scripts. :/
-
Worked fine. Thanks Zupa
-
This is my bike script Init
-
// included compilescall compile preprocessFileLineNumbers "addons\bike\config.sqf";call compile preprocessFileLineNumbers "addons\bike\wrapper.sqf";call compile preprocessFileLineNumbers "addons\bike\functions.sqf";DZE_DEPLOYABLE_VERSION = "2.5.1";DZE_CRV_DEPLOYABLE = 3;diag_log text format["BIKE: loading version %1 ...",DZE_DEPLOYABLE_VERSION];player_deploy = compile preprocessFileLineNumbers "addons\bike\player_deploy.sqf";// inflate deployablesDZE_DEPLOYABLES = [];{private["_class","_distance","_deployables","_packDist","_packOthers","_clearCargo","_clearAmmo","_permanent","_damage","_needNear","_parts","_requirePlot","_enableSim","_road","_condition"];_class = _x select 0;_distance = _x select 1;_packDist = _x select 2;_damage = _x select 3;_packOthers = _x select 4;_clearCargo = _x select 5;_clearAmmo = _x select 6;_permanent = _x select 7;_requirePlot = _x select 8;_enableSim = _x select 9;_road = _x select 10;_deployables = _x select 11;_needNear = _x select 12;_parts = _x select 13;_condition = _x select 14;{DZE_DEPLOYABLES set [count DZE_DEPLOYABLES,[_class,_distance,_packDist,_damage,_packOthers,_clearAmmo,_permanent,_x,_needNear,_parts,_requirePlot,_enableSim,_road,_condition,_clearCargo]];} forEach _deployables;} forEach DZE_DEPLOYABLES_CONFIG;// if server then we only need to define the safe vehicles for each deployableif (isServer) exitWith {diag_log text "BIKE: adding bike to safe vehicle list...";{DZE_safeVehicle = DZE_safeVehicle + [(_forEachIndex call getDeployableClass)];if(!(_forEachIndex call getDeployableSimulation)) then {dayz_allowedObjects set [count dayz_allowedObjects,(_forEachIndex call getDeployableClass)];};} forEach DZE_DEPLOYABLES;//diag_log text format["BIKE: done patching DZE_safeVehicle: %1",str DZE_safeVehicle];//diag_log text format["BIKE: done patching dayz_allowedObjects: %1",str dayz_allowedObjects];};[] spawn {// call dependencycall compile preprocessFileLineNumbers "overwrites\click_actions\init.sqf";if (!(isServer) && {isNil "DZE_CLICK_ACTIONS_BUILD"}) exitWith {diag_log text "BIKE: ERROR -- Click Actions Handler missing!";};if (!(isServer) && {DZE_CLICK_ACTIONS_BUILD != DZE_CRV_DEPLOYABLE}) exitWith {diag_log text format["BIKE: ERROR -- Click Actions Handler loaded build #%1! Required build #%2!",DZE_CLICK_ACTIONS_BUILD,DZE_CRV_DEPLOYABLE];};// register actions with the click actions handler{DZE_CLICK_ACTIONS = DZE_CLICK_ACTIONS + [[(_forEachIndex call getDeployableKitClass),format["Deploy %1",(_forEachIndex call getDeployableDisplay)],format["%1 execVM 'addons\bike\deploy.sqf';",_forEachIndex],(_forEachIndex call getDeployableCondition)]];} forEach DZE_DEPLOYABLES;DZE_DEPLOYING = false;DZE_PACKING = false;// colors for formatting messagesDZE_COLOR_PRIMARY = [(51/255),(181/255),(229/255),1];DZE_COLOR_SUCCESS = [(153/255),(204/255),0,1];DZE_COLOR_DANGER = [1,(68/255),(68/255),1];// wait for login before we start checking actionsdiag_log text "BIKE: waiting for login...";waitUntil{!isNil "PVDZE_plr_LoginRecord"};// unlock locked deployable vehicles[] spawn {waitUntil {sm_done;};{if((local _x) && (parseNumber(_x getVariable["CharacterID","0"]) > 500000)) then {_x setVehicleLock "UNLOCKED";};} forEach (allMissionObjects "allVehicles");};while {true} do {if(!isNull player) then {{private ["_cursorTarget"];_cursorTarget = cursorTarget;//make sure all of these conditions pass before adding any actions -- shouldn't be too laggy since it's called every 2s rather than every frame like normal actionsif(!(isNull _cursorTarget)&& {_forEachIndex call getDeployablePackAny}&& {typeOf _cursorTarget == (_forEachIndex call getDeployableClass)}&& {call fnc_can_do}&& {(((_cursorTarget call fnc_get_temp_deployable_id) != "nil") || ((_cursorTarget call fnc_get_perm_deployable_id) != "nil"))}&& {(((_cursorTarget call fnc_get_perm_deployable_id) == (call fnc_perm_deployable_id))|| ((_cursorTarget call fnc_get_temp_deployable_id) == (call fnc_temp_deployable_id))|| (_forEachIndex call getDeployablePackOthers)|| ((getPlayerUID player) in DZE_DEPLOYABLE_ADMINS))}&& {(player distance _cursorTarget) < (_forEachIndex call getDeployablePackDistance)}) then {if ((_forEachIndex call getActionId) < 0) then {[_forEachIndex,player addaction["<t color=#33b5e5'>" + format["Pack %1",(_forEachIndex call getDeployableDisplay)] + "</t>","addons\bike\pack.sqf",[_forEachIndex,_cursorTarget],0,false,true,"", "]] call setActionId;};} else {player removeAction (_forEachIndex call getActionId);[_forEachIndex,-1] call setActionId;};//if((_forEachIndex call getActionId) > -1) exitWith {};} forEach DZE_DEPLOYABLES;};sleep 2.5;};};
-
I picked up a script and found that it was a 3 step build process just to create a bike. Is there anything I could look at changing to edit it to 1 step process? Thanks?
-
I did try reaching out to vilayer. Unfortunately they said its my issue to handle. That all they would do for me is give me another fresh server to start over with. Yay go vilayer. Lol so right now im picking my brain trying to figure out which script maybe the issue.
-
I fixed hive decay through vilayer beta overpoch mod tool. In which you just select to turn off decay. I also set cleanup to -1. Still doesnt seem to be saving. I will have to take a look at the black screen link once I get back home thanks.
-
Im having issues on load in. I understand that a few people are having the same problem. If anyone has a fix my players are having a big issue getting black screen on load in. Also if someone would like to help fix my no base decay I would donate for your time. Thanks!
-
Needing some help with no maintain. I would also like to add in groups as well. If someone would like to help. i will donate for time. PM Thanks
-
Would be willing to donate for someone to add in restarts to my server and a vehicle/heli list for tow/lift. I run a server through vilayer. Any help would be appreciated. Thanks
-
If possible. 3hr day. Then after restart 3hr night.
-
Im trying to setup 3 hour restarts day/night cycle. Running map chernarus. Any help would be greatly appreciated. Thanks.
-
Pm me if you would be willing to setup a fresh server overpoch server. Thanks!
-
-
1ggaming.enjin.com
Help with spawn in issue
in Server Install
Posted
RPT Error: 18:26:15 Error position: <_j + _k, _l];