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Posts posted by kingpapawawa
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@General Zaroff I for one would love to see more of this. I have a test server and willing to help in any way a non coder can =)
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_ammo = _weapon call find_suitable_ammunition; <-- if you have WAI installed.
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1 hour ago, oldmatechoc said:
Should be able to, once I'm done with the script I'm writing atm I'll take a look with you. @kingpapawawa
https://github.com/noxsicarius/DayZ-Epoch-Elevator/blob/master/elevator/elevator_functions.sqf#L138
format ["Elevator must be at stop %1 to upgrade",_nextStopId] call dayz_rollingMessages;
edit - That is actually not right, _nextStopId is not the number of the last stop... but its getting me closer =)
for now this will do.
format ["Move elevator to last stop before building next stop"] call dayz_rollingMessages;
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Reading over the script now wondering if i can hack it enough to force the elevator to be at stop1 before upgrading stop2
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@oldmatechoc Perfect!
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7 hours ago, DAmNRelentless said:
sorry I am so good at finding problems lol
This seems to fix the client side spam. mostly.
I get this but the hud works. Messages work. nothing seems wrong with Install.
"[RLNT][ERROR][WH] Something seems to be wrong with your Weapon HUD installation!"
"[RLNT][ERROR][WH] It's recommended to check the installation or reinstall the whole script."
also..
rlnt_wh_showWeaponNames = false; /* default: true */ does not disable weapon names being displayed but does disable item names display.
rlnt_wh_showItemName = false; /* default: true */ not in the code anywhere except in this config. -
@oldmatechoc do you have any idea how to make the elevator match up with the stop, rather than being turned a few degrees
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@DAmNRelentless
rlnt_wh_itemList i have not edited. have not edited any configs.Spoiler"[RLNT][ERROR][WH] Detected that item 1 isn't a supported item!"
"[RLNT][ERROR][WH] Make sure the item you set is in the rlnt_wh_itemList!"
"[RLNT][ERROR][WH] Detected that item 1 isn't a supported item!"
"[RLNT][ERROR][WH] Make sure the item you set is in the rlnt_wh_itemList!"
"[RLNT][ERROR][WH] Detected that item 1 isn't a supported item!"
"[RLNT][ERROR][WH] Make sure the item you set is in the rlnt_wh_itemList!"
"[RLNT][ERROR][WH] Detected that item 1 isn't a supported item!"
"[RLNT][ERROR][WH] Make sure the item you set is in the rlnt_wh_itemList!"
"[RLNT][ERROR][WH] Detected that item 2 isn't a supported item!"
"[RLNT][ERROR][WH] Make sure the item you set is in the rlnt_wh_itemList!"
"[RLNT][ERROR][WH] Detected that item 2 isn't a supported item!"
"[RLNT][ERROR][WH] Make sure the item you set is in the rlnt_wh_itemList!"
"[RLNT][ERROR][WH] Detected that item 2 isn't a supported item!"
"[RLNT][ERROR][WH] Make sure the item you set is in the rlnt_wh_itemList!"
"[RLNT][ERROR][WH] Detected that item 2 isn't a supported item!"
"[RLNT][ERROR][WH] Make sure the item you set is in the rlnt_wh_itemList!"
"[RLNT][FIXED][WH] "
Error in expression <g format ["[RLNT][FIXED][%1] %2", _tag, _name];
};case "other": {
if (RLNT_wh_>
Error position: <_name];
};case "other": {
if (RLNT_wh_>
Error Undefined variable in expression: _name
File mpmissions\__CUR_MP.Chernarus\rlnt\functions\RLNT_wh_debug.sqf, line 39
"[RLNT][FIXED][WH] "
Error in expression <g format ["[RLNT][FIXED][%1] %2", _tag, _name];
};case "other": {
if (RLNT_wh_>
Error position: <_name];
};case "other": {
if (RLNT_wh_>
Error Undefined variable in expression: _name
File mpmissions\__CUR_MP.Chernarus\rlnt\functions\RLNT_wh_debug.sqf, line 39
Error in expression <Values select 0];
["fix","WH", localize STR_RLNT_WH_ERROR_BLOOD_INJECTION_AMOUNT>
Error position: <STR_RLNT_WH_ERROR_BLOOD_INJECTION_AMOUNT>
Error Undefined variable in expression: str_rlnt_wh_error_blood_injection_amount
File mpmissions\__CUR_MP.Chernarus\rlnt\functions\RLNT_wh_error.sqf, line 74also get 0 rolling messages
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@Relentless I also have a few client side errors.. script works but no error display if trying to bandage with no bandage in gear. etc
SpoilerError in expression <;
"setup" call RLNT_wh_errorCheck;
if (rlnt_wh_errorsFound) exitWith {
"error" >
Error position: <rlnt_wh_errorsFound) exitWith {
"error" >
Error Undefined variable in expression: rlnt_wh_errorsfound
File mpmissions\__CUR_MP.Chernarus\rlnt\functions\RLNT_wh_setup.sqf, line 23
Error in expression <"update" call RLNT_wh_errorCheck;
if (rlnt_wh_errorsFound) exitWith {
"error" >
Error position: <rlnt_wh_errorsFound) exitWith {
"error" >
Error Undefined variable in expression: rlnt_wh_errorsfound
File mpmissions\__CUR_MP.Chernarus\rlnt\functions\RLNT_wh_update.sqf, line 16Error in expression <
"bandage" call RLNT_wh_errorCheck;
if (rlnt_wh_errorsFound) exitWith {};_it>
Error position: <rlnt_wh_errorsFound) exitWith {};_it>
Error Undefined variable in expression: rlnt_wh_errorsfound
File mpmissions\__CUR_MP.Chernarus\rlnt\addons\Weapon HUD\actions\bandage.sqf, line 16
Error in expression <ainkiller" call RLNT_wh_errorCheck;
if (rlnt_wh_errorsFound) exitWith {};_it>
Error position: <rlnt_wh_errorsFound) exitWith {};_it>
Error Undefined variable in expression: rlnt_wh_errorsfound
File mpmissions\__CUR_MP.Chernarus\rlnt\addons\Weapon HUD\actions\painkiller.sqf, line 16 -
@Relentless need to close out a couple items at the end of stringtable
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I tried civilian and east and still got blown up.
evacChopperPilot setCaptive true; <-- works, landed in a mission with 4 igla pods and an a10.
Using ClickActions, you can call evac multiple times, 1st time pilot gets in chopper and comes to evac (he landed at a HeliH about 100m from where I called from) Second Click caused a pilot to spawn and run toward evac. Heli Pilot did not get out of chopper.
Have not looked into that yet and calling it a night!
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Ive tried all the tricks I know to make it so AI do not attack the heli and tried to prevent damage but cant seem to make it immune. Any thoughts?
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On 1/17/2018 at 8:54 AM, gelo534 said:
hello, I have problem with extdb-conf, who just does not want to log in to my DB; WHAT AM I DOING WRONG?--------------------------------------------------------------------------------------------------------------
You should edit your post to delete the password so none of us have it...
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11 minutes ago, gelo534 said:
RPT Log:
"extDB: Error: [0,"Error"] - Unable to connect to the database. Check User/pass/IP settings."
these settings are in extdb-conf.ini and you must have them set wrong
[Database]
Type = MySQL
; Name of the database you want to store the virtual garage data in, if you want to use your main database enter that here, or use extDB for an external database (if you are doing a hive of virtual garage basically)
Name = database_name
; mysql username
Username =
; mysql password
Password =; ip for your mysql database, you can use localhost if it's on the local machine or an ip address if it's remote (i.e: 1.2.3.4)
IP = localhost
; mysql port
Port = 3306
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5 hours ago, Cyrus said:
I have installed the mob, line for line, checked against your files supplied with the download, and rechecked 2 more times. Everything is exactly the same as yours. But now i cannot access any helicopters.
Edit: I can access vehicles but not traders either
you have an error in selfactions check your client side rpt.
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4 hours ago, Thug said:
Can store vehicles in VG, but the heli pad does not save to DB. Have @ext in root of server. Can see vehicle in data base. Can not see heli pad in DB. Where should I look?
This is what I use to deploy the heli pad, btw this is a freash install. no errors in rpts
["ItemToolbox",[0,9,2],5,0.9,true,true,false,true,true,false,true,["HeliHCivil"],[],["ItemAmethyst"],"true"]
Taviana 1062\@extDB\extDB\logs\2018\1\18
extDB: Version: 35
extDB: Windows Version
Message: Arma Linux Servers are using Older Physic Library (than Windows Servers), due to Debian 7 using old version of Glibc
Message: If you like extDB consider donating or bug BIS to drop support for Debian 7 thanks, so Linux Servers get same Physic Library Version as Windows
Message: Note currently most/all development for extDB is done on a Linux Server
Message: Torndeco: 24/01/15extDB: Found extdb-conf.ini
extDB: Detected 4 Cores, Setting up 4 Worker Threads
extDB: Database Type: MySQL
extDB: Database Session Pool Started
extDB: DB_RAW_V3: Initialized: ADD_QUOTES True
extDB: Stopping ...Deploy anything does not correctly save anything to the database as far as i can tell. I have made all the changes that @ebayShopper posted here https://github.com/mudzereli/DayZEpochDeployableBike/pull/5/files#diff-dd07e4e2d51bba5d4436efb9b9e48c0c and no saves. I use the gem crafting script (Alchemy) to deploy Garages and Helipads and it works.
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3 hours ago, totis said:
M2 issue that doesnt give humanity is still there for me.
Can someone pls kill an m2 while on foot with a gun and confirms that this is how m2 kills behave?
This is how they behave.
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DZAI_findKiller = true;
DZAI_dynAISpawns = true;
DZAI_huntingChance = 0.90;
DZAI_heliReinforceChance = 0.95;
DZAI_heliUnitLevel = 3;
These are some settings to have a look at. DZAI has comments on how to config them.
spotdistance as described above is not the way to go.. thats a setting min/max skill level and you would be using skill3 anyhow.
Waypoint settings are BI related. Check the options here. You might could replace "MOVE" but I think its the best option.
https://community.bistudio.com/wiki/Waypoint_types#Quick_list
Also Heli_detectplayers.sqf has the range listed
_detectRange = if (_unitGroup getVariable ["DetectPlayersWide",false]) then {_unitGroup setVariable ["DetectPlayersWide",false]; 375} else {250};
250-375... you could edit those. -
I also do it server side... because it works.
_vehicle_617 = objNull;
if (true) then
{
_this = createVehicle ["SignM_UN_Base_EP1", [6269.9287, 7828.3516, 0], [], 0, "CAN_COLLIDE"];
_vehicle_617 = _this;
_this setDir 63.965408;
_this setVehicleInit "this setObjectTexture [0,""img\billboard.jpg""]";
_this setPos [6269.9287, 7828.3516, 0];
_this allowDamage false;
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you are missing some []'s
example ["MetalFloor_DZ", ["metal_floor_kit",1]],
should be ["MetalFloor_DZ", [["metal_floor_kit",1]]],were you have multiple items its correct..
["CinderWallDoorSmall_DZ", [["cinder_door_kit",1],["ItemPole",1],["ItemTankTrap",1]]], -
On 5/2/2017 at 3:35 AM, Voltan said:
Disregard all,
I have just tested this script on my 1.0.6.1 server and it still works.
Thanks anyway.
4 locations DZE_ActionInProgress --> dayz_actionInProgresss
line 468 dayz_HungerThirst --> dayz_NutritionSystem
and this... call vehicle_gear_count; still idk what this is..
theres a lot wrong with this. need to difmerge the new one from dayz_code/actions
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} else { <---- delete this line
if (s_player_copyToKey < 0) then {
if (_hasKey && {_hasKeyKit} && {(count _temp_keys) > 1} && {!_isLocked}) then {
s_player_copyToKey = player addAction ["<t color=""#0096FF"">Change vehicle key</t>","scripts\vkc\vehicleKeyChanger.sqf",[_cursorTarget,_characterID,"change"],5,false,true];
};
};
[Release] Restrict Building - ** Updated for 1.0.6.2 **
in A2: Epoch Mods
Posted
@BigEgg any way to block building above roads? Or make a setting that it has to be at least X meters above it.