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kingpapawawa got a reaction from Voltan in Craft In Shed
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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kingpapawawa reacted to killerkiwi in arma 2 / oa classnames
ok i have been ask alot for classnames because i am like a book don't need look for them here is a .pdf doc that has most of them comes with classnames with images and all that shiz
this is not my work
https://drive.google.com/file/d/1Pt2bWmsLA00DHXYhx4XNL4ymy8SNVhNM/view?usp=sharing
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kingpapawawa reacted to salival in [RELEASE] Vehicle Key Changer [Updated for 1.0.7]
Hey guys,
I have finally fixed the bouncing vehicles issue!
This has been running on a few test servers for a few weeks and I haven't heard any issues since so we can maybe classify it as fixed!
https://github.com/oiad/vkc/commit/01bd4df8140d9d3465eeba0831b2780ea22f7dba
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kingpapawawa got a reaction from Schalldampfer in ZSC Not showing text in menus? [SOLVED]
post a link to your client side and server side error log. the issue will be there
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kingpapawawa got a reaction from theduke in Linking 1 mod to another?
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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kingpapawawa got a reaction from Thug in [SOLVED] LOOT and DZAI
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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kingpapawawa got a reaction from calinova22 in Adding custom vehicles?
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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kingpapawawa got a reaction from chi in Release Auction House (MMO Style)
Does not work as-is but its close..
I managed to sell items and collect money for them after some edits. can buy items and it now takes the money.. does not give the gear
Error in expression <then {
PVDZE_buyitem = [player, (_item select 0)];
publicVariableServer "PVDZE>
Error position: <select 0)];
publicVariableServer "PVDZE>
Error select: Type String, expected Array,Config entry
File mpmissions\__CUR_MP.Chernarus\custom\scripts\auctionhouse\player_buyitem.sqf, line 54
line53; PVDZE_buyitem = [player, (_item select 0)]; // _item select 0 = id
line54; publicVariableServer "PVDZE_buyitem";
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kingpapawawa got a reaction from salival in Looking for files for epoch 1.0.6.2 working.
you will still need to add ai scripts but those should be easy
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kingpapawawa got a reaction from Aslan247 in Looking for files for epoch 1.0.6.2 working.
you will still need to add ai scripts but those should be easy
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kingpapawawa got a reaction from salival in Identical files
some files you will see duplicates of all the time. variables.sqf compiles.sqf and fn_selfactions.sqf come to mind..
Notepad++ is nice but I prefer diffmerge personally. You still need to pay attention as these things are not automatic. generally speaking the information in the new script is to be added to the existing file and not overwrite it, its a matter of adding it in the right location.
If you get lost you can always use the modpack created by @salival found here. This is a really nice base for further custimization.
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kingpapawawa got a reaction from Thug in [RELEASE] Vehicle Key Changer [Updated for 1.0.7]
you can comment that out or delete it. also there is "s_player_claimVehicle = -1" in init/variables.sqf
both of those however will not break anything if left alone.
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kingpapawawa got a reaction from lwbuk in Default Loadouts for Epoch 1.0.6.2
Why not just change it in the init where the devs have so conveniently placed it?
// Uncomment the lines below to change the default loadout DefaultMagazines = ["ItemBandage","ItemBandage","ItemBandage","ItemBandage","ItemPainkiller","ItemMorphine","ItemBloodbag","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9"]; DefaultWeapons = ["ItemMap","ItemFlashlight","ItemCompass","ItemWatch","ItemToolbox","ItemRadio","ItemHatchet","M9_DZ"]; DefaultBackpack = "DZ_ALICE_Pack_EP1"; DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
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kingpapawawa reacted to General Zaroff in Hangar Doors of Arbitrary SIze -- Mission Download Only -- System Complete!
I have integrated crafting materials requirements. The first door of any group requires scrap, tire, and engine, and subsequent panels require scrap and a tire.
I have changed the sound over from the nonfunctional handle-based terminate to a loop of predefined duration, simply repeating a short effect, using rSay instead of playSound.
I have added a server side public event handler that transfers ownership of the doors to whoever is trying to open them. The resulting procedural animation on the primary client is, as I presumed, dramatically improved.
I've added a CLANG that sounds nearly upon close complete.
I have added a system that allows one player with the correct key to open the door, while another player with a correct key can close it. That was not previously possible.
Thank you very much seelenapparat. You allowed me to improve this considerably. I just need to test the crafting part and the multiple-player setup and then I'll post it with instructions and an installation guide.
New video ...
http://www.ericpeterson.info/dztools/P1010580.MOV
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kingpapawawa got a reaction from oldmatechoc in AxeCops Elevators in 1.0.6.1
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;