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JohnnyBravo666 got a reaction from Vladick in [Release] ESSV3 - Enhanced Spawn Selection [Updated for 1.0.7.1+]
Not sure if you're still on this issue, but it sounds like you might have missed step 5 in the install instructions.
If using body check, in dayz_server\compile\server_playerDied.sqf find _newObject setVariable ["bodyName",_playerName,true]; Add below:
_newObject setVariable ["bodyUID",_playerID,true]; -
JohnnyBravo666 reacted to Relentless in infiSTAR building controls
What's that question? No one forces you to use ESS. And if you want to setup own loadouts and spawnpoints, why don't you just do so? I really don't get the point of this post.
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JohnnyBravo666 got a reaction from victorks in Hello, could anyone tell me how I can get the zombies to walk
My last server was in 1.0.6.1 and there was a line you had in the init file I think, well mine was in a EpochConfig.sqf file, but this line would set the walking zombies.
DZE_slowZombies = true; // Force zombies to always walk
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JohnnyBravo666 reacted to victorks in ESSV3 - Enhanced Spawn Selection
Thank you for your help :) :) :)
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JohnnyBravo666 got a reaction from victorks in ESSV3 - Enhanced Spawn Selection
Ok, so I just looked at what I had in my old files, and have some suggestions to possibly make it easier on you.
Underneath the line where you have " #define START_ITEMS ", I would insert a new line with the following:
If you want to add items to that, they would have to be toolbelt items only. The last item on the list has to have no comma. This is if you want to adjust the other classes too, this way you have less being written in as you have already defined what the default tool items would be with the START_TOOLS line is.So on the follow line that you posted here
I would adjust it to:
The following link has good references for how each class is set up. It took me a little while to figure out back in the day when I first started running my own server. Easy now though haha.
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JohnnyBravo666 reacted to salival in ArmA 2 Epoch 1.0.6.1
There are more players in the top 10 1.0.5.1 servers BECAUSE THEY HAVE NOT UPDATED.
1.0.6.1 brings massive advances stability wise, server and client. Fixes a lot of long standing bugs, dupes and exploits. You can hold onto the past if you like, but the future is now and now is a good time to start updating.
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JohnnyBravo666 reacted to gernika in Death messages script? 1.0.6.1?
i think we need a buttom for give like to the arrogance of some people who wrote 3 stupid mods and feels like zupa with an awesome new mod.
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JohnnyBravo666 reacted to BigEgg in virtual garage
I don't think they even understand what extDB is.
I think you guys need to wait until you have a somewhat better idea about what you are doing before you install mods like this. I don't think you guys even have access to your start line to add extDB as you are with GTX Gaming.
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JohnnyBravo666 reacted to salival in virtual garage
In BIG BOLD LETTERS at the start of the install instructions:
https://github.com/oiad/virtualGarage/blob/master/README.md#reporting-errorsproblems
Shows you how to find your client rpt.
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JohnnyBravo666 reacted to kingpapawawa in virtual garage
ArmA2OA.RPT is on your PC not on your server.
/username/AppData/Local/Arma2OA/
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JohnnyBravo666 reacted to salival in virtual garage
Right, first of all, you can stick that attitude up your ass.
Second of all, we can't help you if you don't help your self.
The instructions are pretty simple, hey maybe they could be a bit better but there has been a tonne of install with no issues.
I spent quite a lot of hours on this rewrite, FOR FREE.
I am happy to fix your problem but you work to my schedule.
If you like, I can leave work now and invoice you for the time I'll be away from work and my family to fix this for you asap.
If you don't like the mod, I'll refund you the price you paid for it. I.e NOTHING.
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JohnnyBravo666 reacted to salival in virtual garage
https://github.com/oiad/virtualGarage/blob/master/README.md#mission-folder-install
Step number one
COPY THE DAYZ_CODE AND THE SCRIPTS FOLDER TO YOUR MISSION FOLDER
I don't know how i can make this clearer without doing it for you.
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JohnnyBravo666 reacted to salival in [Release] Virtual Garage [Updated for 1.0.7]
Virtual Garage is part of Epoch 1.0.7.1 now.
Hi guys,
Here's my version of Virtual Garage, it's not far off a full rewrite but includes some of the original code that the original author contributed.
Fixes a lot of problems and adds a lot of newer features:
Single UI for storing/retrieving vehicles Dynamic pricing based on vehicle type/classname Dynamic limits based on vehicle type/classname Adds support for removing a helipad nearby Able to see storage in stored vehicles RPT logging for storing/retrieving vehicles Fixes dupes for more than 2 people depositing the same vehicle Supports briefcases and coins Localization support (currently german and russian) Please see my github repo for install instructions:
https://github.com/oiad/virtualGarage
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JohnnyBravo666 reacted to salival in Vote day / night bug
Because Epoch synchs the server time to make sure things don't get out of whack: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_server/system/scheduler/sched_sync.sqf
If you want to remove this function (which some people have and claim works OK)
Comment out or delete this line: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_server/system/scheduler/sched_init.sqf#L6
Comment out or delete this line: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_server/system/scheduler/sched_init.sqf#L14
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JohnnyBravo666 reacted to juandayz in 1.6.2 [Remote Lock/Unlock Veh] USING KEYBOARD.sqf
@JohnnyBravo666 @Hooty @ViktorReznov@WLF @gernika @Cherdenko @S4M @kingpapawawa Here you got guys the last remake.. just use one single file, and not need right click actions.. just keyboard. The engine start and shutdown alone.. If vehicle locked then unlock and start engine... if is unlocked and engine is working.. then shutdown the engine and lock the veh automatically.
VIDEO:
1-In your CUSTOM!!! keyboard.sqf at bottom but before the last "_handled" paste:
2-Create remote_key.sqf (mpmissions\your instance\scripts\ )
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JohnnyBravo666 reacted to juandayz in starter pack
@oldmatechoc now @Ghostman is between the sword and the wall... we gonna get ungry when he pick the choise.. unless it comes mr clean and do it better
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JohnnyBravo666 reacted to juandayz in No one left back!
Do not worry mate i just start to writing it as separate mod,With a merge of my way and oldmatecho.. i have 90% writed. And gonna add some plus. So maybe tomorrow gonna finish it. Tnks for share youre code also gonna take something from yours
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JohnnyBravo666 reacted to oldmatechoc in No one left back!
Got it working. But juan beat me lol
@Anhor @juandayz
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JohnnyBravo666 reacted to oldmatechoc in No one left back!
I can drag the dead, just having trouble letting them go xD getting there though @Anhor
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JohnnyBravo666 reacted to oldmatechoc in No one left back!
not that i know of. yet :P
I'm trying to pin point what your looking for
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JohnnyBravo666 reacted to juandayz in Epoch 1061 Clean up Scripts
@BigEgg you call it "collection" ?? its the library of alexandria tnks for share it!
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JohnnyBravo666 reacted to Liquid84 in ArmA 2 Epoch 1.0.6.1
Hope Dayz Launcher gets 1.0.6.1 update soon. And either remove 106 (old) and 1051 (old as balls) to assist in "herding" the flocks. :)
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JohnnyBravo666 reacted to icomrade in upgrading to 1.0.6.1
please use the search feature, I frequently see you posting question and numerous threads which have already been answered... thanks