monkeybrain
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Posts posted by monkeybrain
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[] execVM '\x\addons\custom\serverside\spawncustomloot.sqf';
where does this custom folder go?
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it has been released - use search
really? Want to point us in the right direction. I can't find anything.
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the link not working?
The file you're looking for has been moved or deleted. -
nobody knows....
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I want to add a vehicle to server_monitor.fsm, to stop it vanishing, like the parachute and uav(which I have done). However I'm not to sure how to compile the file.
I tried this
if (isServer) then { server_init = compile preProcessFileLineNumbers "server_init.sqf"; };
in my init and then putting this in server_init.
[]execFSM "server_monitor.fsm"
But it doesn't seem to work.
Server_init and server_monitor would be in my mission file.
Could someone help me out?
Thanks!
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haha I opened that up already, didn't know you could open it up with notepad as well. Found the line! Thanks.
server_monitor = compile preprocessFileLineNumbers "custom\server_monitor.fsm";
thats how it works right^?
edit: guess not, didn't work. how do you get fsm's to work, I read that previous post on last page but it didn't make much sense.
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The classname ebike_epoch just needs to be added to the Safe_vehicles array in the vehiclesimulation.fsm and it can be triggered by players the same way the UAV and Parachutes are, without being picked up by the de simulate cleanup. All found in the server_monitor.fsm.
Now the trick is adding it to the said array. Without adding it to the server code directly, and breaking dll CRC checksum. ;) It's possible.
so you use custom compiles to add the bike in.
Where is safe vehicle array? All i see is Epoch_save_vehicles
private["_aa"]; {_aa=_x getVariable["VEHICLE_SLOT","ABORT"]; if(_aa !="ABORT")then{if !(_x in EPOCH_saveVehQueue)then{EPOCH_saveVehQueue pushBack _x};}; _storSlot=_x getVariable["STORAGE_SLOT","ABORT"]; if(_storSlot !="ABORT")then{if !(_x in EPOCH_saveStorQueue)then{EPOCH_saveStorQueue pushBack _x};};}forEach _this;
where is this array?
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So say I only want to spawn in one spot on the map, should I only be changing respawn east and west in mission sqm?
I want to spawn on a island without the spawn box.
Edit: nvm figured it out
Eolythique,I have this same problem (tping back) . When you turn antihack off you cant kill yourself though haha.
antihack_checkFiles[] = { //script check, leave it blank to disable it };
I tried this didn't seem to work. Will probably get infistar soon but would be nice to know how to fix this problem without it.
Do the tping server sided
how? lol
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What mod do you use for those tree/cave like objects. Would these objects appear on altis if I put them in the config.cpp?
Thanks!
Also how do you convert this into a file you can use
["Land_Wreck_Traw_F",[2147.24,11596.3,-0.273268],61.3636,8.61445,70.3503,false], ["Land_Wreck_Traw2_F",[2130.89,11575.2,-0.585572],319.364,45.943,67.4789,false]
cant use config because the object has been rotated alot.
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Ok thanks. So all those objects you can place(links in your first post), a lot of them aren't in the arma 3 3d editor. How do I go about placing them (don't really want to replace classnames)
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In arma 2 you use to put setVectorUp [0,0,1]; in the init, to make the object sit straight on the ground.
Do you have to do anything like this in arma 3?
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How to make a cherno server? :P
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Does plot pole management allow you to maintain with Zupa coins? At the moment (with plot pole management) when you maintain and restart the server the objects stay damaged.
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What files have could have to do with despawning of building parts. Need helpASAP!
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Can anyone help me with this... I've spent so long trying to figure it out
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ahh ok,I guess not then, when did your problem start?
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in server monitor for some reason I had
if ((count _intentory > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ") && !(typeOf( _object) in DZE_DoorsLocked)) then {
instead of
if ((count _intentory > 0) && !(typeOf( _object) == "Plastic_Pole_EP1_DZ")) then {
could this be a reason for objects going missing?
is this correct in server_updateObject?
_object_inventory = { private["_inventory","_previous","_key"]; _isNormal = true; if (typeOf (_object) == "Plastic_Pole_EP1_DZ") then{ _isNormal = false; _inventory = _object getVariable ["plotfriends", []]; //We're replacing the inventory with UIDs for this item }; if (typeOf (_object)in DZE_DoorsLocked) then{ _isNormal = false; _inventory = _object getVariable ["doorfriends", []]; //We're replacing the inventory with UIDs for this item }; if(_isNormal)then { _inventory = [ getWeaponCargo _object, getMagazineCargo _object, getBackpackCargo _object ]; };
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rpt is huge what should I look for in it
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No Maintaining with the 999 hive
We are going to revive axes maintain to solve this for the 999 version.
Im using this version, but I have plot pole management. For some reason new building objects are disappearing yet old ones are staying behind. Could it be something to do with coins.
150 decay limit and no sql evtns
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So we recently added coins to our server so we had to edit a few files(compiles and such). Now for some reason new built objects disappear after a few restarts and old one stay behind.
Its quite random, not all of the objects disappear at once just a few of them.
150 days is the despawn age, and there are no sql events. Could it be plot pole management? What is going on!!
Thanks
No Maintaining with the 999 hive
We are going to revive axes maintain to solve this for the 999 version.
is this something to do with it?
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Is it possible that plot pole management has anything to do with buildings disappearing? I have decay at 150 days yet new building parts disappear but old ones stay behind.
There is no sql event setting damage, just wondering if there's a mistake in the files I changed.
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You will need another trade dialog/trade files :)
no idea how to do this lol, sounds complicated.
How about moving the debug monitor?
edit,
nvm figured it out
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I'm trying to get people to tp when they scroll on a Door or something( like to tunnels),
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Can you not trade items for items with this mod(gem trader). Anyone have a good work around for a gem trader if this is so?
Also how do Ii move the hud down the screen
<t size='0.9'> %14 </t><img size='0.8' align='right' image='dayz_code\gui\playerhud\icons\equip_safe_CA.paa'/> <br/>
do i change those % signs?
[Outdated] [release] 1.0.6 - Deploy Anything 2.8.2 - Now with Epoch building! | Customizable: DB saving | Plot | Vehicles/Buildings | Packing
in A2: Epoch Mods
Posted
Anyone know how to make a vehicle deploy from a button on a menu rather than deploy from a item?
I have the button ready, just need to link it to the deploy script some how!
Thanks!