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DY357LX

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  1. Like
    DY357LX reacted to Mercules in Sarge AI - Crash To Desktop When Looting Leader Bodies. Anyone Got Any Ideas?   
    Most likely cause is an item on the body. I had that happen when I was messing around with SargeAI. I am trying to remember what it was specifically that caused it in my case just in case that was the issue for you as well. I think it was a skin that existed in the mod I was playing in but for some reason would crash the person who looted it from the AI.
  2. Like
    DY357LX reacted to MassAsster in Sarge AI - Crash To Desktop When Looting Leader Bodies. Anyone Got Any Ideas?   
    It's most likley and item releated issue, It's not really epoch specific items, because a single gold bar will work, its more along the lines of having an item in a place that it doesn't belong, like that gold bar in a toolbelt slot, or weapon slot.
  3. Like
    DY357LX reacted to MassAsster in Sarge AI - Crash To Desktop When Looting Leader Bodies. Anyone Got Any Ideas?   
    When I had this issue (with another set of AI, not particular to sarge) It was caused by item.. (if that was items in in correct locations or not I can't answer)
     
    feel free to pull out my Sarge folder (from the Pre-made map link in my signature) and overwrite your install with my working version if you would like.
  4. Like
    DY357LX reacted to Nekuan in ClassNames   
    https://github.com/vbawol/DayZ-Epoch/blob/master/SQF/dayz_code/Configs/CfgMagazines.hpp
  5. Like
    DY357LX got a reaction from Richie in Epoch building materials in the 3D editor?   
    Fixed this for you :)
  6. Like
    DY357LX reacted to Richie in Epoch building materials in the 3D editor?   
    Load up Epoch in your expansions list, they show mixed in with normal gear but it works.
    Alternatively you can join your server and quit out at the lobby, that way you already have the addons loaded, from the main menu just Ctrl & E
     
    What ever way is easiest, same result :)
  7. Like
    DY357LX reacted to Axe Cop in Quick and simple "starter crate"   
    set the z-position to 0 after you have placed the crate?
    _crate setPosATL [(getPosATL _crate) select 0, (getPosATL _crate) select 1, 0]; try that (not tested) :)
  8. Like
    DY357LX reacted to Rick167 in Quick and simple "starter crate"   
    I tried using the script with multiple options by doing the following:
    if ((getPlayerUID player) in ["########"]) then { // list of admin UID's who can use the script if (_canDo && (speed player <= 1)) then {         if (s_player_spawnBox < 0) then {             s_player_spawnBox = player addaction [("<t color=""#007ab7"">" + ("Spawn Building Supplies") +"</t>"),"scripts\spawn_bbox.sqf","",5,false,true,"",""];             s_player_spawnBox = player addaction [("<t color=""#007ab7"">" + ("Spawn Explosives") +"</t>"),"scripts\spawn_ebox.sqf","",5,false,true,"",""];             s_player_spawnBox = player addaction [("<t color=""#007ab7"">" + ("Spawn Medical Supplies") +"</t>"),"scripts\spawn_mbox.sqf","",5,false,true,"",""];             s_player_spawnBox = player addaction [("<t color=""#007ab7"">" + ("Spawn Starter Supplies") +"</t>"),"scripts\spawn_sbox.sqf","",5,false,true,"",""];             s_player_spawnBox = player addaction [("<t color=""#007ab7"">" + ("Spawn Vehicle Supplies") +"</t>"),"scripts\spawn_vbox.sqf","",5,false,true,"",""];         };     } else {         player removeAction s_player_spawnBox;         s_player_spawnBox = -1;     }; }; Unfortunately, the blue options don't disappear like they did when I had a single script option. They also appear multiple times and spam my scroll menu.
     
    It looks like its only closing the last option (Spawn Vehicle Supplies) and leaving the rest of them open.
     
    Is there a way I could prevent this or perhaps create a sub-menu?
     
    Thanks,
     
    Rick
  9. Like
    DY357LX reacted to kaotix in Quick and simple "starter crate"   
    I would change 's_player_spawnBox' for each box...so 's_player_spawnMedBox' and so on.
    Make your scripts reflect this, since your script should be setting s_player_spawnBox to 1 while the script is in use and when it completes, it sets it to -1.
    I'd also put removeAction in the start of the script it calls, so you cant call it again until the first one has finished.
     
    Hope that helps
  10. Like
    DY357LX reacted to BetterDeadThanZed in [EMS] 0.2.6 Epoch Mission System   
    I believe the author changed the folder that the missions go into because Epoch now has a "missions" folder used for other things. The new name of the EMS missions folder is "EMS".
  11. Like
    DY357LX reacted to fr1nk in Restore Deleted Portions/Chunks Of Buildings (Castles)?   
    I think you'll need to replace the wall in the editor.
  12. Like
    DY357LX reacted to RAMBO in Trader Shows "4" instead of "4 Briefcases" on added items for sale. Any ideas why?   
    From a quick glance I see that you have your briefcases listed as:
     
    [x,"itembriefcase100oz",2]... whereas it should be [x,"itembriefcase100oz",1]... The difference being the number on the end which signifies that it is an item.
  13. Like
    DY357LX got a reaction from CobraKai in How About An Outfit (Overalls?) For Players Who Like To Build But Don't Like The Weight/Fatigue Limitations?   
    I was doing a lot of cinderblock-based building last night and had a little idea that might be useful to players like myself who enjoy the planning + construction phrases.
     
    The problem:
    Fatigue/exhaustion/weight limits - are annoying. They make sense... mostly. But how about the option to remove or increase the limits?
     
    Proposed solution:
    The player can buy or find (rare drop, ~4% from construction zombies like lockboxes from business suit zombies) overalls that allow a higher weight/fatigue/exhaustion limit.
    Wearing the overalls will allow faster construction and players will be more productive. HOWEVER players will not be able to equip a main weapon or side-arm.
    And the overalls cannot be recovered if a player dies in them.
     
    I think it's a decent risk-reward trade-off.
     
     
    Constructive criticism and improvements to my idea are more than welcome.
     
  14. Like
    DY357LX reacted to bigAPE in New particle effects are meh   
    At the end of the day its just hardware with an OS over the top. The machine is staggering for a work laptop, it's a portable compute workhorse, but your right it's not designed for gaming.
    All that said, the new effects really serve no purpose (unless I'm missing something) and to be honest just look silly.
  15. Like
    DY357LX reacted to bigAPE in New particle effects are meh   
    Thats the dumbest thing I've heard this week. Not everyone is in a position to go out and buy new hardware to accommodate such a pointless addition. Some people are running it on Laptops
    For the record Im running ARMA on a Win7 BootCamp partition of a $4,000 MacBook Pro Retina connected to a 27" high res Dell monitor. The machine will beast computational math and compilation, has a dedicated 1GB 650 graphics card and easily runs DayZ, but the particle effects really seem to kill it.

    While I am in the process of speccing a new workstation build it certainly won't be for pointless fluffy white clouds at ground level.
  16. Like
    DY357LX reacted to bigAPE in New particle effects are meh   
    I am sitting in my big base with three outer layers of cinder and I get balls of dust blowing past me at ground floor.

    Its borked, serves absolutely no purpose and is causing frame-rate drops for some players with low-end hardware.

    Just remove it
  17. Like
    DY357LX reacted to Lysus in New particle effects are meh   
    Agreed...might look good on a desert map or just near beaches, but looks stupid inland.
  18. Like
    DY357LX reacted to Gimmic in New particle effects are meh   
    So honestly, I'm not impressed with the recently added particle effects. 
     
    Being in an area where it spawns is annoying as I constantly have the effect nearby but not in the distance. 
     
    Running through the woods and seeing it is annoying. For some reason all I can think of are farts.
     
     
    Please make this a client side or server side option. I'd rather just disable them entirely. 
  19. Like
    DY357LX reacted to mikeloeven in Can we make the garage door frame a bit taller to allow the passage of cargo trucks   
    the garage door frame should be stretched a bit to allow trucks and busses to pass under it. currently in order to acomplish this the door must be positioned ontop of 2 hcubes which allows players to simple crawl under the door defeating the whole purpose. additionally as a short cut you could simply disable colision when the door is in the up position allowing large vehicles to simply pass through without having to redesign the whole model
  20. Like
    DY357LX got a reaction from Mercules in Base Building Feedback pt2   
    Is it possible to use W,S,A and D to move the object you're placing rather than shuffle the player model around?
     
    For example, if you build wooden stairs and then try to place a 1/4 wood floor at the top of those stairs, you have to move
    backwards a few yards because of the starting position of the floor. But then moving backwards moves you down the stairs
    and you have to start hitting Page Up to re-align the floor. Before you know it, you can't see if the stairs and floor are level
    and after a little bit of panning the camera around... you've run out of time.
     
    If you could lock the player in position and the movement keys simply move the object you're trying to place... that'd be awesome
    and save a load of headaches. Bases would be built twice as fast because you wouldn't need a "spotter" friend near assisting.
  21. Like
    DY357LX reacted to Ephox in Base Building Feedback pt2   
    I have a few ideas how the modular base building system could be upgraded.
     
    Support Beams, I really want support beams, i am thinking of building a mountain base where half the base goes over the mountai, so i need horizontal and vertical support beams, i want my helipad hanging under half the base.
     
    45° rotation instead of the regular 180°, also make it possible to make slopes so you can drive a car to second floor garage.
    Update the placement system so when you place something you go into a special mode which allows you to see a topdown view or movable camera where you can place things within 10m of you, and you can turn and also align everything perfectly.
     
    Snap alignement, i would love to see snap alignment so if you place a wall next to a different wall they automatically align.
    No more ground alignment, it is so annoying to try to place something perfectly flat to make things look nice, you find a relatively flapt place, place some floors and oops, the ground has a slight hill making the floor bad.
  22. Like
    DY357LX reacted to Armifer in Base Building Feedback pt2   
    Not that this is needed, but a player suggested this idea to me on my server, and I told him to post it here but just incase he was too lazy here it is: After demolishing a wall, have a small chance of "rubble" to appear below it that can have a material or two from the crafting of the object. Meaning, take down a cinder block wall, and maybe salvage 1 set of cinder blocks. Or maybe the lock from a door, or some wood planks, or some scrap metal. Interesting idea but, but I kinda like the way it is. Makes players need to learn to build right the next time around if the screwed up, and after demolishing something there wouldn't be many useful parts anyway. It's not like we are mixing cement (yet?) from the broken pieces of the walls.
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