monkeybrain
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Posts posted by monkeybrain
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MMM triggers
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So im using some triggers on my map to teleport vehicles land vehicles.
The thing is helicopters and planes get sucked into the triggers as the triggers have no height limit.
I was looking around and tried a few things to control the height but none seem to work.
_this = createTrigger ["EmptyDetector", [2466.7036, 4784.0977, 4.4822693e-005]]; _this setTriggerArea [5, 5, 0, false]; _this setTriggerActivation ["ANY", "PRESENT", true]; _this setTriggerStatements ["this", "{_x setPosATL getPosATL bunker} forEach thisList;", ""]; _trigger_5 = _this;
The trigger will teleport me to object "bunker"
This is my trigger, anyone have any other ideas to make the trigger work under a certain height( conditions or anything).
Thankyou!
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Hrmm for some reason Group Mangement from DZGM isnt working when I install this. Anyone had the problem?
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I installed zupa skins and it fixed it
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New version just states how many objects are there there is no counter
Should the number not go up the more objects you have though?
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My counter is stuck on 1/280. Im guessing the 1 is for the plot pole?
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nvm didn't realise I had to add myself to the pole lol
Mine also says 0/280 even though I have 2 items near the pole, although i deleted class RscText_7013: RscTextT because it was already defined (not sure if I should have :P)
Any ideas? sorry to be a pain haha
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From what i'm reading:
Yes
It's only the switch Model that is mutual
Ok thankyou : P
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Here's mine:
/* Unlock Purchased Untouched Vehicles */ UPDATE `object_data` SET `CharacterID` = 0 WHERE `LastUpdated` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 5 DAY) AND `CharacterID` > 0 AND `Classname` NOT REGEXP 'barrier|storage|shed|bench|wall|floor|fence|pump|wood|hrescue|stick|pole|generator|panel|house|rack|bag|stand|barrel|canvas|wire|hedgehog|net|trap|ramp|fort|sand|scaffold|nest';
So you just chuck that in the query and it just continues as a event?
I suck with the database stuff :P
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Still no solution for humanity doubling after applying f3cuks latest fix?
I heard the new infistar fixes it
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So do your files do the same thing as f3cuks fix?
If so should I change back all the files he changed
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Hrmm when I change clothes the box pops up but the box is empty.Anyone had this before? Does "s_clothes" go in the ahconfig?
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ahh the only files in instance_7_lingor are battleye, users,basic.cfg,config.cfg,hiveExt.ini and server_log.txt
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So im wanting to change my Overpoch Cherno to Lingor, but for some reason when I join my new lingor server I get stuck with my player name flashing red.
So my config folder is now
template = "DayZ_Epoch_7.Lingor";
my database is called dayz_epoch_lingor
my hive is changed to
;Database name to connect to. Database = dayz_epoch_lingor
The hive and config are in instance_7_Lingor, which I got from the epoch site
Ive add the @lingor folder to the main folder and changed my bat to
@echo off start "arma2" /wait /REALTIME "arma2oaserver.exe" -port=2306 -nologs "-config=instance_7_Lingor\config.cfg" "-cfg=instance_7_Lingor\basic.cfg" "-profiles=instance_7_Lingor" -name=instance_7_Lingor "-mod=@DayZOverwatch;@lingor;@DayZ_Epoch;@DayZ_Epoch_Server;" -cpuCount=4 -exThreads=1 -maxmem=2047 -noCB cls @exit
Ive added the lingor keys
My mission file and server files are from my vilayer server.
....and still cant join, anyone know what ive done to screw up?
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Yea the only thing I changed before it started was f3cuk fix. I dont think its inifistar, but some people don't even have the fix so im not sure lol
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NVM i got it going another way
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I was playing around with vehicle skins and I have these two vehicles spawning
_vehicle_315 = objNull; if (true) then { _this = createVehicle ["AH6X_DZ", [1253.5498, 2398.384, 3.8146973e-006], [], 0, "CAN_COLLIDE"]; _vehicle_315 = _this; _this setVehicleInit "this setObjectTexture [0, ""#(rgb,8,8,3)color(0.02,0.2,0.01,1)""];"; _this setPos [1253.5498, 2398.384, 3.8146973e-006]; }; _vehicle_316 = objNull; if (true) then { _this = createVehicle ["SUV_TK_CIV_EP1_DZE4", [1261.9685, 2403.085, -1.9073486e-006], [], 0, "CAN_COLLIDE"]; _vehicle_316 = _this; _this setVehicleInit "this setObjectTexture [0,'#(argb,8,8,3)color(0,0,0,1)'];"; _this setPos [1261.9685, 2403.085, -1.9073486e-006]; };
I've been reading about trying to keep them in the game, as they disappear about 10 seconds after entering them.
I tried commenting out
//if (_isNotOk) exitWith { deleteVehicle _object; diag_log(format["Deleting object %1 with invalid ID at pos [%2,%3,%4]",typeOf _object,_object_position select 0,_object_position select 1, _object_position select 2]); };
but the problem still occurs.
Anyone else got vehicles from the editor going? Thanks for the help!
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So you need
Plot for life v2.33for this to work?
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Hrmm I only started getting this problem after I did that fix to stop people from rollbacking after changing clothes
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The fix works fine , but sometimes peoples humanity randomly changes, sometimes up to 10k, -10k. Anyone else had this problem?
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Our database has been fine for a month then all of a sudden everything duped itself, vehicles building and everything. Wth is going on lol
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nobodys made a door before? lol
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hrmm
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objectDoor hideObject true; titleText ["The door opens for 10 seconds", "PLAIN", 7]; playSound "open"; sleep 10; titleText ["The door closes", "PLAIN"]; playSound "open"; objectDoor hideObject false;
So I'm trying to make a custom door open and shut, but my script doesn't work in multilayer. I even tried setpos of objectdoor below the ground when it opens, and back up when it closes, however nothing works. (It works in editor)
The script is triggered from a sign
Is this antihack playing up or am I failing at something?(im using infistar)
Trigger Heights
in Scripting
Posted
Thanks!