Goon
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Posts posted by Goon
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It seams the author is not giving advice on this,
Its a shame as this is really good script,
But i have a question some one maybe able to help me.
I can build a Bear Trap with copper, But cant seam to place it, you get the move up and down option but i can not see the trap, Is it possible to set it like the bike so its placed on the ground to start with, Or put into your gear slots.
["ItemToolbox",[0,2,1],5,1,false,false,false,false,false,true,["TrapBear"],[],["ItemCopperBar10oz"]]
Many thanks
Keith
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Thank you, i shall get this on my server,
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This sounds really cool, is it possible to combine say 4 briefcase of silver into gold what ever the value of gold for that is,
Many Thanks
Keith
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Hi Jossy, Thank you for uploading your re coded ver,
i have just added it and i can change safe code, but the option for the doors did not show up,
I do have plot pole for life, And i wondered if it was to do what was posted a few back.
Just a heads up, P4L uses
_ownerID = _cursorTarget getVariable ["ownerPUID","0"];
If this is my problem is the code on git hub changed ref to this, As im unsure to what i must change.
Many thanks for your time
Keith
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Hi got it all working apart from the donator box do i use my steam ID or the old player ID from arma 2 player profiles
Player UID: In the ActionMenu_main.sqf you'll see a player ID section at the top, delete mine and replace it with yours so you can have access to the donator menu.
many thanks
keith
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hi forgive my noobness,
PUID Do i get this from arma 2 player profile,
or will i have to add steam Id number.
Many thanks
keith
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i like this idea,
But is it not a fast track to bandit, could it work like,
if you are +0 humanity it removes the amount to no lower than 0
If your -0 humanity it will take you back to 0
this way both side will suffer from this and may stop fast track Bandit.
Many thanks
Keith
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Yes please do, ;)
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If i just want to delete any car ect, left in the trader zone what setting do i need to use, if its 100% health or 0, i just want them gone,
Sorry for sounding harsh,
Many thanks
Keith
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im not sure if 1.0.5.1 has changed anything but i cannot see
object_removeTankTrap.sqf and object_removeNet.sqf. Both of these files can be found in the compile folder.
is there another file i need to edit now.
Thank you fro your time.
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Another question plz,
Regarding the M2 i have above.
i dont want it to take damage so do i set its _damageLimit to 0
and i dont want the black screen when i get in so i set _simulation to true,
And after reading the forum says you have fixed the locked after restart, so if this is happening maybe i dont have the latest ver of your work.
I hope you have time to read this,
Keith
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Great mod and thanks for your work,
Any news on items you interact with like the guns in my list below, not being locked after restart so players do not have to then unpack and re make.
["ItemRuby",[0,2,0],5,1,false,false,true,true,true,false,["SearchLight_TK_EP1"],[],["ItemRuby","ItemRuby","PartGeneric","PartGeneric","ItemLightBulb"]],["ItemSapphire",[0,2,0],5,1,false,false,true,true,true,false,["M2StaticMG_US_EP1"],[],["ItemSapphire","ItemSapphire","ItemSapphire","PartGeneric","PartGeneric","skavil_M60"]],["ItemObsidian",[0,2,0],5,1,false,false,true,true,true,false,["DSHKM_CDF"],[],["ItemObsidian","ItemObsidian","ItemObsidian","PartGeneric","PartGeneric","M249_m145_EP1_DZE"]],["ItemEmerald",[0,2,0],5,1,false,false,true,true,true,false,["Land_Ind_TankSmall"],[],["ItemEmerald","ItemEmerald","metal_panel_kit","metal_panel_kit","PartGeneric","PartGeneric","ItemFuelBarrel"]],["ItemAmethyst",[0,2,0],5,1,false,false,true,true,true,false,["Land_vez"],[],["ItemAmethyst","ItemAmethyst","ItemAmethyst","metal_panel_kit","metal_panel_kit","PartGeneric","PartGeneric","metal_floor_kit","metal_floor_kit"]],["ItemTopaz",[0,2,0],5,1,false,false,true,true,true,false,["Land_radar_EP1"],[],["ItemTopaz","ItemTopaz","ItemTopaz","metal_panel_kit","metal_panel_kit","PartGeneric","PartGeneric","metal_floor_kit","metal_floor_kit","metal_floor_kit","metal_floor_kit"]]Just thought is there a way to extend the Parts needed message that shows,Many tahnksKeith -
Hi did you ever get this problem sorted out. If yes plz say how.
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HI thank you for reading.
My problem is when i use admin tools to see the spawns on the map, I have a noticeable gap on the Left side of the map, If you zoom the map all the way out it is almost 2 Large map squairs, Now this affect 2 citys one top left and one bottom,
Also i can see a lot of spawns of the map on the right side and at the bottom of the map,
I have tried:
IN 'server_functions.sqf'
if(isnil "dayz_MapArea") then {
dayz_MapArea = 10000;
};in my mission.sqm:
position[]={12750.01,123.456,12750.01};
name="center";
type="Empty";I have changed
dayz_MapArea = 25600;
i have changed
if(isNil "dayz_maxpos") then {dayz_maxpos = 25400;i have changedspawnArea= 25500;i have changedMaxVehicleLimit = 1600;Dont worry about the values they are at now, i have tried may numbers all to no change,It seems the spawns need to move Left and up a bit.I am at a loss.I have also tried a clean instal and the same thing happens.Any help would be great.Many thanksKeith -
i do like the look of this, would it work for sauerland, map at all,
Many thanks
Keith
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Hi i have gone through the posts, and i am Very sorry if it has been said on how to do this, But maybe im blind through looking to much.
I have plot pole for life,
I have seen http://epochmod.com/forum/index.php?/topic/13886-release-snap-building-pro/?p=99915 post on a merged ( player_build) Now please.
What (player_build) do i replace it with the one from pp for life or build pro one, Do i keep the one i do not replace.
And as i already have PP for life in i also have (call compile preprocessFileLineNumbers "init\compiles.sqf") line in my int file.
so my compiles folder already has this line (player_build = compile preprocessFileLineNumbers "custom\PlotForLifev2\player_build.sqf";)
But the instructions say to add this ( player_build = compile preprocessFileLineNumbers "custom\snap_pro\player_build.sqf";)
Please forgive my noobness but i do see players saying it work altogether.
Many thanks Keith
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Hi would this work for overpoch guns, would i be able to make the edits needed.
How hard would it be.
Many thanks
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Think this is a great bit of work indeed, but as said above, no cars spawn in the large city bottom left and the on top left, sorry dont have game open for names. Unless there is a way to add them to spawn.
Great job indeed though, i go around the map and think omg this guy did all this just epic.
Keith
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May i ask on the ref to the fix files posted, do you add the green lines and remove the red ones,
Please dont laugh, yes a noob i is,
Many thanks
Keith
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Hi i have you blood / and build script working fine thank you for your work, but soon as i added this one i got kicked from my server,
#0 "DZE_WMOD_INVENTORY" = [<null-object>,true]
Would you have any idea's.
many thanks keith
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Well i have done some testing and it works, many thanks, no more dum Ai at night.
thank you,
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Hi looking at your post on giving Ai RPG7V and getting it to remove on death, Is there a way to add Nvg's to the code, so they have them and hope use them at night, and if killed you cant loot them.
Many thanks for your time.
Keith
[RELEASE] Vehicle Godmode in Plotpoles & Safezones & Everywhere Locked 2.0
in A2: Epoch Mods (1.0.5.1)
Posted
not sure if i did some thing wrong, im sure i did it ok, But when i buy a car from vendor god mod stays on after i leave, and also when i leave my plot pole area, i have driven a hell of a long way and its still on.
Many thanks
keith