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Posts posted by SgtStone
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#Update: I will not expand the zone since I canceled my cup server and I switched to a different. If anyone is interested has to expand or he may do, I'll give the files to edit freely, which is bidie Included with this happy :)There are Feldmoos CIty with and without containing NPCs.I wish you much fun with my sector.PS: At the moment I work at a zone for Epoch Chernarus, but since I do not know yet when that is done.
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The error occurs when I pull the server out of the restart. Then he writes the error in the logs.The bikes are also on the map, multiple stand there, just as in the database.I look again everything in silence through, is only something small which is only about looks.
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So, i have testing this:
count (player nearEntities [["MMT_Civ"], 25000]) -1;
forEach (player nearEntities [["MMT_Civ"], 25000]) -1;
forEach (player nearEntities [["MMT_Civ"], 25000])
dosn't work. I might also just see what simple. Here is the init: http://pastebin.com/emKrvn3M
here the error message
13:51:15 Bad conversion: array
13:51:15 Error in expression <layerHadBike = true;};} count (player nearEntities [["MMT_Civ"], 25000]) -1;>13:51:15 Error position: <nearEntities [["MMT_Civ"], 25000]) -1;>13:51:15 Error 0 elements provided, 3 expected13:51:15 File mpmissions\__cur_mp.chernarus\init.sqf, line 205 -
i have the same error in my logs.
14:29:03 Error in expression <layerHadBike = true;};} count (player nearEntities [["MMT_Civ"], 25000]);ca>14:29:03 Error position: <nearEntities [["MMT_Civ"], 25000]);ca>14:29:03 Error 0 elements provided, 3 expected14:29:03 File mpmissions\__cur_mp.chernarus\init.sqf, line 205Here is the init line around that://DayZ Watermarkif (!isNil "server_name") then {[] spawn {waitUntil {(!isNull Player) and (alive Player) and (player == player)};waituntil {!(isNull (findDisplay 46))};5 cutRsc ["wm_disp","PLAIN"];((uiNamespace getVariable "wm_disp") displayCtrl 1) ctrlSetText server_name;};};// jahan - begin player bikes_playerHadBike = false;s_player_unpackbike = -1;s_player_packbike = -1;s_bikeDamage = 0;// check for existing player bike{_ownername = _x getVariable["Ownername", "nil"];if ( _ownername == getPlayerUID player ) exitWith {s_playerHadBike = true;};} count (player nearEntities [["MMT_Civ"], 25000]);// jahan - end player bikecall compile preprocessFileLineNumbers "custom\walkamongstthedead\config.sqf";#include "\z\addons\dayz_code\system\BIS_Effects\init.sqf"btw: Chernarus, Epoch. and infistar.
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I'm using the epoch 1.0.5.1 ui_selectSlot
I have test the two sqf's but dont work. am somewhat perplexed
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the rpt says nothing.
The problem is the Epoch Admin Tool, sry forgot it >.< when its off all works fine:
if I knew what I need to edit as it would bring me to the front lot.
private ["_control","_button","_parent","_group","_pos","_item","_conf","_name","_cfgActions","_numActions","_height","_menu","_config","_type","_script","_outputOriented","_compile","_array","_outputClass","_outputType","_erc_cfgActions", "_erc_numActions"];disableSerialization;_control = _this select 0;_button = _this select 1;_parent = findDisplay 106;//if ((time - dayzClickTime) < 1) exitWith {};if (_button == 1) then {//dayzClickTime = time;_group = _parent displayCtrl 6902;_pos = ctrlPosition _group;_pos set [0,((_this select 2) + 0.48)];_pos set [1,((_this select 3) + 0.07)];_item = gearSlotData _control;_conf = configFile >> "cfgMagazines" >> _item;if (!isClass _conf) then {_conf = configFile >> "cfgWeapons" >> _item;};_name = getText(_conf >> "displayName");_cfgActions = _conf >> "ItemActions";_numActions = (count _cfgActions);_height = 0;//Populate Menufor "_i" from 0 to (_numActions - 1) do{_menu = _parent displayCtrl (1600 + _i);_menu ctrlShow true;_config = (_cfgActions select _i);_type = getText (_config >> "text");_script = getText (_config >> "script");_outputOriented = getNumber (_config >> "outputOriented") == 1;_height = _height + (0.025 * safezoneH);_compile = format["_id = '%2' %1;",_script,_item];uiNamespace setVariable ['uiControl', _control];if (_outputOriented) then {/*This flag means that the action is output orientedthe output class will then be transferred to the scriptand the type used for the name*/_array = getArray (_config >> "output");_outputClass = _array select 0;_outputType = _array select 1;_name = getText (configFile >> _outputType >> _outputClass >> "displayName");_compile = format["_id = ['%2',%3] %1;",_script,_item,_array];};_menu ctrlSetText format[_type,_name];_menu ctrlSetEventHandler ["ButtonClick",_compile];};// //Add extra context menus_erc_cfgActions = (missionConfigFile >> "ExtraRcRechtsklick" >> _item);_erc_numActions = (count _erc_cfgActions);if (isClass _erc_cfgActions) then {for "_j" from 0 to (_erc_numActions - 1) do{_menu = _parent displayCtrl (1600 + _j + _numActions);_menu ctrlShow true;_config = (_erc_cfgActions select _j);_text = getText (_config >> "text");_script = getText (_config >> "script");_height = _height + (0.025 * safezoneH);uiNamespace setVariable ['uiControl', _control];_menu ctrlSetText _text;_menu ctrlSetEventHandler ["ButtonClick",_script];};};_pos set [3,_height];//hint format["Obj: %1 \nHeight: %2\nPos: %3",_item,_height,_grpPos];_group ctrlShow true;ctrlSetFocus _group;_group ctrlSetPosition _pos;_group ctrlCommit 0;}; -
it was the original right click options TuT.
here is the link: http://epochservers.com/viewtopic.php?f=14&t=13
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thanks, thats is it :D
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I'm going to build me a trader city with survivors, however I fail to 2 commands that do not want to function.this setbehaviour "safe"; name action ["sitdown", name]e.g. this setbehaviour "safe"; Soldier1_DZ action ["sitdown", Soldier1_DZ]this switch move "AidlPpneMstpSnonWnonDnon_SleepB_layDown";Once down and the second lie down (on the back)Only my NPC's will not like me.I've also tried several variations without success.this switch move "AidlPpneMstpSnonWnonDnon_SleepB_layDown"; this setPos [getPos this select 0, getPos this select 1, 0.3];this switch move "AidlPpneMstpSnonWnonDnon_SleepB_layDown"; this setPos [getPos this select 0, getPos this select 1, 0.3]; this disableAI "ANIM";andsitdown = {_this setBehaviour "SAFE"; _this disableAI "ANIM"; _this action ["sitdown", _ this]; sleep 5; WAITUNTIL {if (animation state _this = "amovpsitmstpsraswrfldnon"!) then {sleep 8 + random (3); _this action ["sitdown", _ this]; WAITUNTIL {animation state _this == "amovpsitmstpsraswrfldnon"}}; behavior _this = "SAFE"}!; _this enableAI "ANIM"}this spawn sitdowncan someone help me? Did Although the already wide of scoured google but unfortunately found nothing to it.Thank you once for the help :)
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I have a little problem. This Script don't work: http://epochservers.com/viewtopic.php?f=14&t=13
When the script Admin-tool is off, it's work, how i can fix this? :)
After this i will add two other scripts, But when the right click script does not work, I need the rest do not even try.
is there a solution? Must not be all done, some food for thought would be enough, you want to learn, too :)
I hope everyone can help me :)
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oh crap, sry. Wrote faster than read / thought >.< is processed :)
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#Delated#
#Edit: Wrong Topic, sry for that (:
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if u use only trade from beckpack, traders working good or same problem?
Same Problem how ElDubya.
Sometimes it is, sometimes it is not.Now I was kicked and everything Swaps again. Black Market Trader Sells boats, trucks, etc. The same with the other traders.#Edit: With me now everything's back to about 10-15 minutes. Seems as if it takes quite a while until it is loaded Neat, if at all. Let's see what I'm still so surprised. -
I have had a bug reported where a player tells me he rocked up to the traders, locked his car, went in and sold the weapons and went back to his car, it was unlocked. I asked him to test again with a different vehicle at a different trader, same deal. Any idea's man?
I have the same problem. It only affects standard Trader, no self-Added Sites.I also only trade from Backpack connected. Since it need but no car check or? As it should be enough if I simply clip here or?if (_object == "vehicle") then {TFV_VEHICLE setVehicleLock "UNLOCKED";}; -
Yes that's ... annoying .. I have with me no elevator script on it with my people and myself still have to do something and be "forced" to play together.I knew how I could solve a trader, but I'm in the script writing is not as high inspired it.The MG NPCs you can not sharpen unfortunately.The groups themselves are suitable for us at the moment. I have since just watching it not too much FPS eats. The plan I still have a few groups, but at the moment I'm still running on a new project an Animated Trader City._this setWaypointCombatMode "RED"; -> Discretionary NPC combat mode = open fire and fire according to their own_this setWaypointSpeed "NORMAL"; -> How quickly move the NPCs normal =run fast_this setWaypointBehaviour "AWARE"; -> How carefully NPCs areYou can watch myself in 3D Editor also set waypoints, you set it and copy the three lines purely in my.
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for I have found nothing yet
moment,
http://www.armaholic.com/page.php?id=5932
http://www.armaholic.com/page.php?id=11668
http://www.armaholic.com/page.php?id=12076
http://www.armaholic.com/page.php?id=6194
All editor update :)
Unzip and @Ordner in your Arma2: Operation Arowhead pack folder.When Commander DayZ the pack in the launch parameter eg-mod = @ DayzOverwatch;DayZ_Epoch;Jon_Editor;ASC_Light;mb_rocks;OA_Editor;Otherwise, just under extensions in the main menu of Arma Enable. -
the first: write this in the init line in the buildings: this setVectorUp [0,0,1];
look here at your EU Map Update. There is a section "water".Webs, etc.Or "bridges" :) -
#Update
-Cannot create non-ai vehicle WDL_Mercenary_Default15, -> Wrong Skin Removed to "RUS_Soldier_TL"
-Error Undefined variable in expression: _vehicle_1531 -> M240 MG Nest removed to "M2StaticMG"
The zip has been updated, you must again feldmoos_sector feldmoos_npcs and upload to your server then the error would be corrected.
Her i dont know why it list: Land brunnen is a Subject and the HMMWV is a static locked Vehicle.
I think the AI wants to grab it, and can not because it is locked
Cannot create non-ai vehicle Land_mis_brunnen01,
Cannot create non-ai vehicle HMMWV_Mk19_USArmy,And this: 15:12:21 Warning Message: No entry 'bin\config.bin/CfgWeapons.RH_bull'.
I really don't know >.<
btw: If anyone knows how I can set so that these vehicles do not explode when boarding I would be very grateful :)
At the moment standing at the helicopters in the init line:this addEventHandler ["Handle Damage", {}]; this allowDamage false;But unfortunately Exploding still when boarding. -
I'll have a look what this is, itself, I'm not taken seriously because of everything running normally and has been diving for the first Installed scripts on.
Come to think of NPC is still gone through with the wrong skin name.
I look at everything through and update it later :) -
Here it is, Feldmoos City peppered with NPC's.The structure is the same as here:only that there are still some MG's, vehicles and patrols came about.Loot chests, there are 7 different weapons / ammunition, vehicle parts, building parts, eat / drink, Toolbelt items, gold / jewels and medicine. Of course everything free editable.At the moment I no bugs are known yet, it only got myself to my server packed it, if you should discover something or I change something because I will update it here.Everything is called with me on the server.pboFor easy installation and edit there are 3 .sqf's-feldmoos_sector-feldmoos_crate-feldmoos_npcsThese are accessed as here and started.
Picture of Routs:
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So I can tell you even now say: It will not be easy with NPC'sWant it so get out that you have to act tactically and you never feel safe unless has done every NPC.
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Hell yeah man! Been looking for something like this for Napf. Nice work. Can't wait to see it finished :)
Maybe I can do it even today to provide ready yet I can the NPC version Post.If not, then tomorrow. Will also everything testing whether things are going well :)Yeah but I'm not sure it would be appropriate to post images of it in this thread.
Can it quiet post, but do not overdo it and too much stray from the topic ;)
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Here is an Edit Version of the island Feldmoos. The city can you use as a trader city or NPC zone.At the moment only the shell, in the next few days I will there still NPC's add Including loot boxes.Hope you have fun with it :)Pictures:[/spoiler
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Hey, i hope this is the right topic for this.One can get a GPS right click after AI / players, vehicles and zombies within 1000-2500 meters Scanning.Now we came so the idea of whether it might not be possible that you could install to somehow it also indicates the mines.So which one the region scanned by normal GPS and it lists only the mineral to one probably because someone has an idea how to do that?and sorry for my bad english :)
[Release] Feldmoos City with NPC's
in A2: Custom Bases (1.0.5.1)
Posted