Jump to content

chipsandcheese

Member
  • Content Count

    68
  • Joined

  • Last visited

  1. Is there a way of making it so only bandits & heroes can see the spawn selection screen. Or, a different set of spawn location buttons! Thanks
  2. Say I have an unowned vehicle. But instead of involving traders, I'd somehow be able to craft a lock onto the vehicle and give myself ownership. Really bored of traders now. Example: 1x combo lock (in inventory) 1x scrap metal (in inventory) 1x tin bar (in inventory) 1x toolbox (on belt) 1x keymakers ditty bag (on belt) 1x sexy Land Rover Scroll-wheel the car whilst having the correct items, see a "craft lock" option appear and then go through an animation or 4, before the vehicle is then lockable, you have a key and it is edited correctly into the database. Is this possible? I know how to do processing scripts, i.e. if x item plus x item in inventory, right-click either item to craft a new item. Thanks
  3. Been using this for a week or so now, it's great. Loads me into any server fine and I've had no other issues either so far. Cheers
  4. Thanks for the updates for this script. It's good fun. One question from me: If I have my item (replacement for Laptop) spawning at a random location each restart as part of scenery via a different script, can I make AI spawn 150m away from the object, in a random direction? And if so, how? Obviously your script by default spawns AI at pre-defined spots.
  5. Is it possible to show current trader stock in an itemised list, a la Arma 3 Epoch? Your UI reminds me of the A3E one and it'd be great to have a system similar to that, where upon having a natural economy, you can also see directly what is in stock, rather than categories, lists and having to click Buy on each item to see whether it is in stock. Guessing it's possibly an Arma 2 limitation also? This might not be anything like what you're actually trying to achieve here, so ignore this if deemed unsuitable.
  6. Could I request some example code for reskinning outfits if possible? This is what I use in server_monitor.sqf. Plus I change "_type" to "_class" in server_publishVehicle2.sqf and server_publishVehicle3.sqf. Doesn't work, whereas (motor) vehicles do. if (_type == "SurvivorW2_DZ") then {_object setVehicleInit 'this setObjectTexture [0, ''#CORRECTLOCATION#''];';}; processInitCommands;
  7. Many thanks for this (and the help) sir, a great addition.
  8. _markers = []; waitUntil { sleep 1; !isNil "sm_done" }; { for [{_i=0}, {_i<(_x select 0)}, {_i=_i+1}] do { private ["_position", "_found_position", "_j", "_near_trader","_positions"]; waitUntil { !isNil "BIS_fnc_findSafePos" }; _found_position = false; _j = 0; while {!_found_position} do { _j = _j + 1; if ((_x select 1) == "boat.sqf") then { _position = [getMarkerPos 'center',0,DynamicVehicleArea,50,0,20,1] call BIS_fnc_findSafePos; } else { _positions = [[10185,10306,0],[11180,18313,0],[10049,18488,0],[1185,10306,0],[1180,18313,0],[1049,18488,0],[19185,10306,0],[19180,18313,0],[19049,18488,0]]; _position = _positions call BIS_fnc_selectRandom; }; }; This is what I'm trying at the moment but the RPT constantly saying I have a missing ; on the line near the bottom ending in BIS_fnc_selectRandom; and I have nothing spawning in-game. The code is currently a lot like a dynamic trader script, but altering it to use defined locations is my main hurdle before editing what actually spawns.
  9. I just tried adding ItemCementBag with a spawn rate of 0.99 to residential, for testing. As soon as loot spawned, I got the message No entry 'bin\config.bin/Cfg.Magazines.ItemCementBag'. .. and of course, no cement :)
  10. I'm using bits of code to spawn scenery (then possibly other things) at defined locations, but at random. Currently it's using code from a couple of other mods and working fine when random selecting safe positions via BIS_fnc_findsafePos. I'd like to modify it so that picks from an array of co-ords instead of using findsafePos. Ran into trouble at this point. Anyone know how to correctly set this up? waitUntil{!isNil "BIS_fnc_selectRandom"}; _position = RoadList call BIS_fnc_selectRandom; _position = _position modelToWorld [0,0,0]; waitUntil{!isNil "BIS_fnc_findSafePos"}; _position = [_position,5,40,5,0,5,0] call BIS_fnc_findSafePos; Tried many times already but no joy. Thanks
  11. Alternatively. it'd be great to have the "buy" option greyed out for items that are out of stock.
  12. Is there any way to make it so items at traders are highlighted a specific way if out of stock? I'm changing a server to just have a natural economy. I'd prefer to have all "out of stock" items show up in red text or whatever. i.e. Nuka Cola Ebola Cola (out of stock) Pepsi Cola Rola Cola (is in player inventory) Thanks very much.
×
×
  • Create New...