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Lycosto

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Posts posted by Lycosto

  1. Interesting.. I will start reading through this files to get the swing of it.

     

    Cheers for the heads up. I hope its not overly complex, still such a code noobie.

     

     

    My next question is.. do you know by chance if there is a variable to move the trader locations in a mission file, other than the obvious mission reset at 12pm and then load with a new sqf...

     

    And you say you're not clever Bungle..

    It's not complex, I will post an example when I am back on my computer and not on my I-Phone

    I am not quite sure what you mean by moving the trader location, but you can move the trader to any location you want in the editor. Remember that you can clone them in either the SQF or by adding an NPC with the same skin in the mission.sqm. You can have multiple traders with the same skin, and they will all use the same menu

  2. When I add vendors, I just place any old friendly unit down and then go into the SQF and change the Classname to the one I want (From the traders.sqf)

    Adding completey new traders can be done the same way, just make sure you pick a class name that is not being used in the traders.sqf.

    Once you have the new trader in place on your map, make sure you add the class name to the list on the top of the traders.sqf. To give him a menu, just use an existing trader in the sqf as a template and change the classname to your new trader, and change the TIDs to the ones you want.

  3. I had this issue when I tried to use a different database for my Object fetches. Eveything works fine except when buying a vehicle. for some reason it looks for it in the database of the player information instead of the Objects (according to the RPT). The vehicle would still get inserted into the correct database and show up on restart.

  4. Nope, those settings in the init did not work.I assume they are using 0.741, which is the latest on playWithSix.

    Those init settings you posted are not in the Epoch init file, which makes me think these things are not compatable with Epoch .. perhaps?

  5. Hmm, I don't have that in my Init, but I will add them and see what happens .. thanks for the help :)

     

    //REALLY IMPORTANT VALUES
    dayZ_instance = 15;    //The instance
    dayzHiveRequest = [];
    initialized = false;
    dayz_previousID = 0;

    //disable greeting menu
    player setVariable ["BIS_noCoreConversations", true];
    //disable radio messages to be heard and shown in the left lower corner of the screen
    enableRadio false;

    // DayZ Epoch config
    spawnShoremode = 1; // Default = 1 (on shore)
    spawnArea= 1500; // Default = 1500
    // MaxHeliCrashes= 2; // Default = 5
    MaxVehicleLimit = 300; // Default = 50
    MaxDynamicDebris = 500; // Default = 100
    dayz_MapArea = 8000; // Default = 10000
    dayz_maxLocalZombies = 80; // Default = 40

    dayz_maxGlobalZombies = 60; // Default = 30
    dayz_maxZeds = 1000; // Default = 500

    // new stuff
    dayz_paraSpawn = false;
    spawnMarkerCount = 10; // Default: 4
    dayz_maxAnimals = 8; // Default: 8
    dayz_tameDogs = true;
    DynamicVehicleDamageLow = 0; // Default: 0
    DynamicVehicleDamageHigh = 100; // Default: 100
     

     

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