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kingpapawawa last won the day on May 4 2021
kingpapawawa had the most liked content!
About kingpapawawa
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Thanks for a great mod.
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[Release] Virtual Garage [Updated for 1.0.7]
kingpapawawa replied to salival's topic in A2: Epoch Mods
I do not know how they are duping yet, I just know they have duped. Gonna try it out myself and see if i can recreate it.- 255 replies
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- virtual garage
- coins
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(and 3 more)
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[Release] Virtual Garage [Updated for 1.0.7]
kingpapawawa replied to salival's topic in A2: Epoch Mods
somehow there is a dupe going on with this version of VG.. when I sort out how it is being done I will post. Similar to old dupes where they disconnect storing gear/vehicles logs show a player buy 1 ruby, store vehicle, d/c reconnect get vehicle, rinse and repeat a few times then sell 200 ItemRuby from vehicle Salival I know you arent coding much anymore so ill try and determine exactly how it is happening..- 255 replies
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- virtual garage
- coins
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(and 3 more)
Tagged with:
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easier to quit crack.
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had this before and it was an issue with fn_selfactions.
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post a link to your client side and server side error log. the issue will be there
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thats a built in function to deploy anything.. If you use a menu and this function then you call Deploy Bike like this.. This is how its done in Chox's menu.. class choxMenuButtonDeploy1: ch0x_RscButton { idc = 1610; text = "Deploy Bike"; x = 0.591145 * safezoneW + safezoneX; y = 0.363887 * safezoneH + safezoneY; w = 0.102708 * safezoneW; h = 0.0272222 * safezoneH; onButtonClick = "closeDialog 0; call compile (['ch0xMenu','Deploy Bike'] call IBEN_fnc_findDACAIndex);"; Then in deploy anything you do.. somewhere there is a post about this part... DZE_DEPLOYABLE_NAME_MAP = [ ["MMT_Civ","Bike"], ["ATV_US_EP1","ATV"], ["CSJ_GyroC","Mozzie"] ];
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IBEN_fnc_findDACAIndex <-- this is what menu script uses to do what you are asking.
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Are any of these "anti-dupes" still good to add?
kingpapawawa replied to Tricks's question in Scripting
not necessary -
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i think he is talking about player generated marks on map
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you cant edit the files directly they are in dayz_code and cant be moved clientside. You have to remove the weapons when the vehicle spawns. Follow this post but use RemoveWeapon instead of AddWeapon
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Check your DZAI config for this.. try false; //True: Dynamically generate AI weapon list from CfgBuildingLoot (DayZ loot tables). False: Use preset weapon tables located near the end of this file. (Default: true). //Highly recommended to enable DZAI_verifyTables if this option is set to false. DZAI_dynamicWeaponList = true;
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[Release] Salivals Mod Pack [Updated for 1.0.7]
kingpapawawa replied to salival's topic in A2: Epoch Mods
run the sql add_recommended_mysql_events.sql from the DayZ_Epoch_Server_1.0.6.2_Release -
DZE_ZombieSpeed = [0,0]; //Default agro speed is 6 per zombie config, set array elements 0 and 1 the same for non-variable speed, set to 0 to disable. array format = [min, max]; Ex: [2, 6]; results in a range of speed between 2 and 6 (2 is the old DZE_slowZombies hard-coded speed)
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you may need to add this to other allowed objects... DZE_AllowedObjects = ["MetalFloor_Preview_DZ"];