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monkeybrain

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    monkeybrain got a reaction from Mat43 in [Outdated] [release] 1.0.6 - Deploy Anything 2.8.2 - Now with Epoch building! | Customizable: DB saving | Plot | Vehicles/Buildings | Packing   
    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!
  2. Like
    monkeybrain reacted to calamity in Right Click/Change View Distance with RangeFinders   
    if you use 
    instead of macca's extraRc
     
    overwrites\click_actions\config.sqf
     
     



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    monkeybrain reacted to syco in vilayer-battleye filters   
    They are located in <File Manager>\UserName_MasterConfiguration\battleye\
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    monkeybrain reacted to jahangir13 in Getting new spawns to spawn at a certain coordinate   
    Hm, the place is here to check if it's a new character or not:
     
    dayz_server pbo / compiles/server_playerSetup.sqf
     
    There is a check : if (count _worldspace > 0) then {
    ...
    else {
        /////_randomSpot = true;
        _worldspace = [229,[8246.3184,15485.867,15.544708]]; <-- you would need to place the worldspace coordinates here where a new player should spawn. Uncomment ramdonSpot = true;
    };
     
    Existing characters go into the if clause...new ones into the else part.
     
    The 229 is the height. I've tested it once now and I spawned at the top of the building at this coordinates. So seems that you don't stuck in the ground or fall deep.
     
    How you get the coordinates in there fitting to your current event I don't know. That's something you need to figure out.
  5. Like
    monkeybrain reacted to Halvhjearne in Custom Sounds when entering new area   
    you are quite confusing and dosnt make much sense, but ill try and explain this for you
     
    in your first example you have no activation, deactivation or condition line, making it impossible to do much with your music loop, also you have no way to exit the loop, so it will obviusly keep running until the player logs off.
    i propose you do something like this:
     
    onactivation:
    cave = execVM 'Musicloop.sqf'; ondeactivation:
    terminate cave;
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