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Posts posted by Ganja
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I honestly haven't had the chance to retest it as i'm in the process of a complete redo of our PvE server. I'll be installing the depoly-bike on my Dev server today and will let you know. I have a feeling it has to do with location of how the mods got put on.
I got a little sidetracked, building a Volcano (with a lost city inside it) I call it Mt.WTF
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Open it with TexView2 and then save the file as .tga and edit with fav photo editing software. then use TexView2 to save the tga as a paa again
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I got it running nicely on my Dev NAPF Overpoch server..will have to tweak the Bank Locations and the Trader stuff, but yeah, works nicely.
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Works great so far, wasn't too difficult to get it working.Just have to make a couple tweaks to personalize it and have it setup for out NAPF Overpoch map redo coming up soon. Thx alot. BYW is there a way to exchange a players current gold bars..umm nvm mind, just thought of how..Make a Trader that will buy a players gold bars..lol.
May I suggest one thing, when looking at another players dead rotting corpse, an option to either take his wallet or not. Would be nice to just see if the dead guy has any cash without taking it.
Thx again for this, made me a happy camper.
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BEC has this great scheduler.ability that we use to post messages and to restart our 2 servers every 6 hours, I would suggest play'n around with that.Just make a copy of the program and have them both running from 2 seperate folders (example BEC_PVP as one folder name and BEC_PVE as 2nd folder name)
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We are running two servers on our dedicated server, currently Epoch as a PvE and Overpoch as a PVP. But i'm in the process of redoing the PvE to Overpoch. Do you connect to the DB with the same ID/password? if so, try creating a different user account on your DB for each instance.
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Did you repack the pbo file?
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Worked great,
except for 1 issue
Our Deplorable bike script stop working
This is our description.ext file at the last lines
class RscTitles {#include "scripts\extra_rc.hpp"#include "addons\R3F_ARTY_AND_LOG\desc_rsct_include.h"#include "dfltcustom\dflt_watermark.hpp"};Then the deploy bike worked again when i put them back in the locations they use to be but had to remove the watermark pic -
We are giving away free bases on our server. Some assembly required, as someone or something has taken the building materials and spread them out to different random industrial locations. sometimes even placing the materials there after you have already looked at a location and left the area. I can however provide you with a very informative website that will give you instructions on how to build each Modular piece and how to Craft other wonderful items.
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Figured I would post the load-screen I made, before i tear it down and make a new one for the NAPF Island.redo that i'm in the middle of doing.
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Highly recommend this method
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How does one make a laptop into a trader? I have been trying to figure this out. I have added custom traders to my server with no prob. but have not been able to enable trading on a notebook. I was hoping it was as simple as taking one of my working custom traders and just but that didn't work. Any suggestions? I'm currently in the process of a complete redo of my trader system and trader locations. Using this method for the trader item database and placing traders at locations in each town that you would expect to find a trader such as the grocery stores, gas stations, hospitals, etc. Trader interaction is so much faster and smoother with this method. Almost done rewriting the Trader tables for all the items. But would like to implement some traders to be notebooks to give the illusion of ordering their guns/vehicles online. Also very interested in the single currency/banking side of things.
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In your MPmission/missionfolder/init.sqfMaxVehicleLimit = 0; // Default = 50MaxDynamicDebris = 100; // Default = 100dayz_MapArea = 18000; // Default = 10000MaxMineVeins = 2; // Default 50MaxAmmoBoxes = 10; // Default 5
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Thx a lot you two, I can appreciate the amount of hard work you put into this.
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LOL Thx, but I don't need the hemp...my Character is already a Hemp Dealing Admin (Gave my character skin the trader ability, but only hemp). Yes that means a player can come up to my character, no matter were i'm at and get the "Trader" option on me. (Also working on putting hookers to work in a bar, as traders).
As for the cave locations..I'll give 2 hints.
1) They are down south so far that I found
2) when you see them from above, they are not smooth like other rocks.
No sry the ones I found so far are not big enough for a vehicle, and a couple of them ya actually have to crawl into.
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High all, I'm really new to scripting, I been searching all over the place trying to find a way to do this but all I found were a few more grey hairs.
I got my custom NPC traders working perfectly, that was the easy part. But I wanted to give our server the uniqueness it deserves. I'm starting a fresh server and would like to give our players the ability/illusion of ordering their items online. What I mean by this is I would like to make my custom traders into laptops/notebooks. This way all they have to do is go up to the laptop/notebook and scroll to get the trader option instead of on an NPC. How would I create a unique list of items and have them redefined from being "vehicles" to defined as "units" or "createAgent"s? I'm assuming I would have to make the item get called upon as a Skin instead of a Vehicle as it currently is.
This is what I have tried so far.
mission.sqf:
_unit_1375 = objNull;
if (true) then{_this = createAgent ["Notebook", [2464.0691, 7715.4404, 0.073021278], [], 0, "CAN_COLLIDE"];_unit_1375 = _this;_this setDir -149;_this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; ";_this setUnitAbility 0.60000002;_this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation false;};_vehicle_1375 = objNull;
if (true) then{_this = createAgent ["Notebook", [2464.0691, 7715.4404, 0.073021278], [], 0, "CAN_COLLIDE"];_vehicle_1375 = _this;_this setDir -149;_this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; ";_this setUnitAbility 0.60000002;_this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation false;};_vehicle_1375 = objNull;if (true) then{_this = createAgent ["Notebook", [2464.0691, 7715.4404, 0.073021278], [], 0, "CAN_COLLIDE"];_vehicle_1375 = _this;_this setDir -149;_this setPos [2464.0691, 7715.4404, 0.073021278];};_vehicle_1375 = objNull;if (true) then{_this = createVehicle ["Notebook", [2464.0691, 7715.4404, 0.073021278], [], 0, "CAN_COLLIDE"];_vehicle_1375 = _this;_this setDir -149;_this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; ";_this setUnitAbility 0.60000002;_this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation false;};_vehicle_1375 = objNull;if (true) then{_this = createVehicle ["Notebook", [2464.0691, 7715.4404, 0.073021278], [], 0, "CAN_COLLIDE"];_vehicle_1375 = _this;_this setDir -149;_this setPos [2464.0691, 7715.4404, 0.073021278];};_unit_1375 = objNull;if (true) then{_this = createAgent ["Notebook", [2464.0691, 7715.4404, 0.073021278], [], 0, "CAN_COLLIDE"];_unit_1375 = _this;_this setDir -149;_this setPos [2464.0691, 7715.4404, 0.073021278];};Any assistance on this would be greatly appreciated, as I would like to use other items for traders as well.Thx in advance. -
wonder if there are anymore besides the five i found
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Just found another one..this is the biggest one yet.
Looking into the mouth of the cave
Looking out from the back of the cave
With all All this "cave exploring" I should stop and take a toke break
well time to get back at it
- Uro, insertcoins, AG.Ndogg97 and 1 other
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I was thinking the same thing, but adding the lock to the door via in game, that way it gives a character ID for it. was just trying to reduce the amount of info that will eventually end up in the database. Also looking at this as a learning experience, which is why i decided to ask instead of taking the easy way out. 8>)
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Quick question, as I have been looking around and getting brain drain with so much scripting and stuff. I would like to add a locked Cinder Garage door via the map editor. I already placed the door and put a lock on it while in the game itself. I then went into the database and got the object name and world space location and put it in my custom map file. My question is, how would I go about giving the door/lock a CharacterID (unlock code) so that it can be unlocked via reg non-admin means?
_bldObj_7506 = objNull;if (true) then{_this = createVehicle ["CinderWallDoorLocked_DZ", [10318.1, 17554.7, -0.199], [], 0, "CAN_COLLIDE"];_bldObj_7506 = _this;_this setDir 220.831;_this setPos [10318.1, 17554.7, -0.199];};Thx alot for any assistance, and if this has been covered already, can you provide a link to the topic plz. -
And spoil the hunt? I don't mind telling, but just not yet as i don't wanna spoil the fun of the hunt yet. I still have to do some hunting around myself to see if there are any more.
I will say that they are small and easily overlooked.
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Well you still may be crazy....still awaiting the test results of that.
Napf secrets ?
in Napf by Momo
Posted
I will once it's done. atm it's not quite rdy, some rocks decided to move and block off some water entrances. as well don't like the way the Villa's are stacked on top of each other in the middle. there are 4 more villas in the middle that are under the water, can walk on the roof of them, but with the way the villas above them are, causes invisible walls and don't work the way I want them too. May Move this to the Lake in the middle with the big damn. that way you can enter the building while it's underwater. With it on the ocean, ya can't go under the water, but lakes and ponds waters are different and you can go under the water and walk around. Which is what I was looking to do, but decided to test it on the ocean first.
Will be making another for on land down SouthWest corner, covering the church. will share that as well once it is done. It will be a lot bigger than what this one is. Something for the players to explore and get lost in while dealing with AI.
Oh, and one more thing, if anyone visits the server to see this thing, we are not responsible for loss of life or gear, if you get killed while exploring the volcano. As well we are not responsible for any injuries you may receive from getting hit on the head with a gold ring or by a hairless creature plummeting from up above.