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Posts posted by (AOW)Recon
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Hey striker i think you code is a lil messed up :( it's all jumbled and such.. i think it's been like this for a while
dayz_objectUID2 = { private["_position","_dir","_key"]; if((count _this) == 2) then{ _dir = _this select 0; _key = ""; _position = _this select 1; { _x = _x * 10; if ( _x < 0 ) then { _x = _x * -10 }; _key = _key + str(round(_x)); } count _position; _key = _key + str(round(_dir)); }else{ if((count _this) == 3) then{ if(typename (_this select 2) == "ARRAY")then{ _vector = _this select 2; if(count _vector == 2)then{ if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{ _key = ""; _position = _this select 1; { _x = _x * 10; if ( _x < 0 ) then { _x = _x * -10 }; _key = _key + str(round(_x)); } count _position; _vecCnt = 0; { _set = _x; { _vecCnt = _vecCnt + (round (_x * 100)) } foreach _set; } foreach _vector; if(_vecCnt < 0)then{ _vecCnt = ((_vecCnt * -1) * 3); }; _key = _key + str(_vecCnt); }else{ _dir = _this select 0; _key = ""; _position = _this select 1; { _x = _x * 10; if ( _x < 0 ) then { _x = _x * -10 }; _key = _key + str(round(_x)); } count _position; _key = _key + str(round(_dir)); }; }else{ _dir = _this select 0; _key = ""; _position = _this select 1; { _x = _x * 10; if ( _x < 0 ) then { _x = _x * -10 }; _key = _key + str(round(_x)); } count _position; _key = _key + str(round(_dir)); }; }else{ _dir = _this select 0; _key = ""; _position = _this select 1; { _x = _x * 10; if ( _x < 0 ) then { _x = _x * -10 }; _key = _key + str(round(_x)); } count _position; _key = _key + str(round(_dir)); }; }else{ if((count _this) == 4) then{ if(typename (_this select 3) == "ARRAY")then{ _vector = _this select 3; if(count _vector == 2)then{ if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{ _key = ""; _position = _this select 1; { _x = _x * 10; if ( _x < 0 ) then { _x = _x * -10 }; _key = _key + str(round(_x)); } count _position; _vecCnt = 0; { _set = _x; { _vecCnt = _vecCnt + (round (_x * 100)) } foreach _set; } foreach _vector; if(_vecCnt < 0)then{ _vecCnt = ((_vecCnt * -1) * 3); }; _key = _key + str(_vecCnt); }else{ _dir = _this select 0; _key = ""; _position = _this select 1; { _x = _x * 10; if ( _x < 0 ) then { _x = _x * -10 }; _key = _key + str(round(_x)); } count _position; _key = _key + str(round(_dir)); }; }else{ _dir = _this select 0; _key = ""; _position = _this select 1; { _x = _x * 10; if ( _x < 0 ) then { _x = _x * -10 }; _key = _key + str(round(_x)); } count _position; _key = _key + str(round(_dir)); }; }else{ if(typename (_this select 2) == "ARRAY")then{ _vector = _this select 2; if(count _vector == 2)then{ if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{ _key = ""; _position = _this select 1; { _x = _x * 10; if ( _x < 0 ) then { _x = _x * -10 }; _key = _key + str(round(_x)); } count _position; _vecCnt = 0; { _set = _x; { _vecCnt = _vecCnt + (round (_x * 100)) } foreach _set; } foreach _vector; if(_vecCnt < 0)then{ _vecCnt = ((_vecCnt * -1) * 3); }; _key = _key + str(_vecCnt); }else{ _dir = _this select 0; _key = ""; _position = _this select 1; { _x = _x * 10; if ( _x < 0 ) then { _x = _x * -10 }; _key = _key + str(round(_x)); } count _position; _key = _key + str(round(_dir)); }; }else{ _dir = _this select 0; _key = ""; _position = _this select 1; { _x = _x * 10; if ( _x < 0 ) then { _x = _x * -10 }; _key = _key + str(round(_x)); } count _position; _key = _key + str(round(_dir)); }; }else{ _dir = _this select 0; _key = ""; _position = _this select 1; { _x = _x * 10; if ( _x < 0 ) then { _x = _x * -10 }; _key = _key + str(round(_x)); } count _position; _key = _key + str(round(_dir)); }; }; }else{ _dir = _this select 0; _key = ""; _position = _this select 1; { _x = _x * 10; if ( _x < 0 ) then { _x = _x * -10 }; _key = _key + str(round(_x)); } count _position; _key = _key + str(round(_dir)); }; }; }; _key};
all so
// # NOW SPAWN OBJECTS # _totalvehicles = 0; { _idKey = _x select 1; _type = _x select 2; _ownerID = _x select 3; _worldspace = _x select 4; _intentory = _x select 5; _hitPoints = _x select 6; _fuel = _x select 7; _damage = _x select 8; _dir = 0; _pos = [0,0,0]; _wsDone = false; if (count _worldspace >= 2) then { if ((typeName (_worldspace select 0)) == "STRING") then { _worldspace set [0, call compile (_worldspace select 0)]; _worldspace set [1, call compile (_worldspace select 1)]; }; _dir = _worldspace select 0; if (count (_worldspace select 1) == 3) then { _pos = _worldspace select 1; _wsDone = true; } }; if (!_wsDone) then { if (count _worldspace >= 1) then { _dir = _worldspace select 0; }; _pos = [getMarkerPos "center",0,4000,10,0,2000,0] call BIS_fnc_findSafePos; if (count _pos < 3) then { _pos = [_pos select 0,_pos select 1,0]; }; diag_log ("MOVED OBJ: " + str(_idKey) + " of class " + _type + " to pos: " + str(_pos)); }; _vector = [[0,0,0],[0,0,0]]; _vecExists = false; _ownerPUID = "0"; if (count _worldspace >= 3) then{ if(count _worldspace == 3) then{ if(typename (_worldspace select 2) == "STRING")then{ _ownerPUID = _worldspace select 2; }else{ if(typename (_worldspace select 2) == "ARRAY")then{ _vector = _worldspace select 2; if(count _vector == 2)then{ if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{ _vecExists = true; }; }; }; }; }else{ //Was not 3 elements, so check if 4 or more if(count _worldspace == 4) then{ if(typename (_worldspace select 3) == "STRING")then{ _ownerPUID = _worldspace select 3; }else{ if(typename (_worldspace select 2) == "STRING")then{ _ownerPUID = _worldspace select 2; }; }; if(typename (_worldspace select 2) == "ARRAY")then{ _vector = _worldspace select 2; if(count _vector == 2)then{ if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{ _vecExists = true; }; }; }else{ if(typename (_worldspace select 3) == "ARRAY")then{ _vector = _worldspace select 3; if(count _vector == 2)then{ if(((count (_vector select 0)) == 3) && ((count (_vector select 1)) == 3))then{ _vecExists = true; }; }; }; }; }else{ //More than 3 or 4 elements found //Might add a search for the vector, ownerPUID will equal 0 }; }; }; // diag_log format["Server_monitor: [ObjectID = %1] [ClassID = %2] [_ownerPUID = %3]", _idKey, _type, _ownerPUID]; if (_damage < 1) then { //diag_log format["OBJ: %1 - %2", _idKey,_type]; //Create it _object = createVehicle [_type, _pos, [], 0, "CAN_COLLIDE"]; _object setVariable ["lastUpdate",time]; _object setVariable ["ObjectID", _idKey, true]; _object setVariable ["OwnerPUID", _ownerPUID, true]; _lockable = 0; if(isNumber (configFile >> "CfgVehicles" >> _type >> "lockable")) then { _lockable = getNumber(configFile >> "CfgVehicles" >> _type >> "lockable"); }; // fix for leading zero issues on safe codes after restart if (_lockable == 4) then { _codeCount = (count (toArray _ownerID)); if(_codeCount == 3) then { _ownerID = format["0%1", _ownerID]; }; if(_codeCount == 2) then { _ownerID = format["00%1", _ownerID]; }; if(_codeCount == 1) then { _ownerID = format["000%1", _ownerID]; }; }; if (_lockable == 3) then { _codeCount = (count (toArray _ownerID)); if(_codeCount == 2) then { _ownerID = format["0%1", _ownerID]; }; if(_codeCount == 1) then { _ownerID = format["00%1", _ownerID]; }; }; _object setVariable ["CharacterID", _ownerID, true]; clearWeaponCargoGlobal _object; clearMagazineCargoGlobal _object; // _object setVehicleAmmo DZE_vehicleAmmo; _object setdir _dir; if(_vecExists)then{ _object setVectorDirAndUp _vector; }; _object setposATL _pos; _object setDamage _damage; if ((typeOf _object) in dayz_allowedObjects) then { if (DZE_GodModeBase) then { _object addEventHandler ["HandleDamage", {false}]; } else { _object addMPEventHandler ["MPKilled",{_this call object_handleServerKilled;}]; }; // Test disabling simulation server side on buildables only. _object enableSimulation false; // used for inplace upgrades && lock/unlock of safe _object setVariable ["OEMPos", _pos, true]; }; if (count _intentory > 0) then { if (_type in DZE_LockedStorage) then { // Fill variables with loot _object setVariable ["WeaponCargo", (_intentory select 0),true]; _object setVariable ["MagazineCargo", (_intentory select 1),true]; _object setVariable ["BackpackCargo", (_intentory select 2),true]; } else { //Add weapons _objWpnTypes = (_intentory select 0) select 0; _objWpnQty = (_intentory select 0) select 1; _countr = 0; { if(_x in (DZE_REPLACE_WEAPONS select 0)) then { _x = (DZE_REPLACE_WEAPONS select 1) select ((DZE_REPLACE_WEAPONS select 0) find _x); }; _isOK = isClass(configFile >> "CfgWeapons" >> _x); if (_isOK) then { _object addWeaponCargoGlobal [_x,(_objWpnQty select _countr)]; }; _countr = _countr + 1; } count _objWpnTypes; //Add Magazines _objWpnTypes = (_intentory select 1) select 0; _objWpnQty = (_intentory select 1) select 1; _countr = 0; { if (_x == "BoltSteel") then { _x = "WoodenArrow" }; // Convert BoltSteel to WoodenArrow if (_x == "ItemTent") then { _x = "ItemTentOld" }; _isOK = isClass(configFile >> "CfgMagazines" >> _x); if (_isOK) then { _object addMagazineCargoGlobal [_x,(_objWpnQty select _countr)]; }; _countr = _countr + 1; } count _objWpnTypes; //Add Backpacks _objWpnTypes = (_intentory select 2) select 0; _objWpnQty = (_intentory select 2) select 1; _countr = 0; { _isOK = isClass(configFile >> "CfgVehicles" >> _x); if (_isOK) then { _object addBackpackCargoGlobal [_x,(_objWpnQty select _countr)]; }; _countr = _countr + 1; } count _objWpnTypes; }; }; if (_object isKindOf "AllVehicles") then { { _selection = _x select 0; _dam = _x select 1; if (_selection in dayZ_explosiveParts && _dam > 0.8) then {_dam = 0.8}; [_object,_selection,_dam] call object_setFixServer; } count _hitpoints; _object setFuel _fuel; if (!((typeOf _object) in dayz_allowedObjects)) then { //_object setvelocity [0,0,1]; _object call fnc_veh_ResetEH; if(_ownerID != "0" && !(_object isKindOf "Bicycle")) then { _object setvehiclelock "locked"; }; _totalvehicles = _totalvehicles + 1; // total each vehicle serverVehicleCounter set [count serverVehicleCounter,_type]; }; }; //Monitor the object PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object]; }; } count (_BuildingQueue + _objectQueue); // # END SPAWN OBJECTS #
If You Can fix this it would be GREAT :)
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no i figured it out ill make a tut on how i did it
if you want
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no i figured it out ill make a tut on how i did it
if you want
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Hey ive noticed when i added some ammo to the hero trader, it doesnt let me use it.
My client log says
Warning Message: Script custom\ZSC\actions\“trade_weapons”.sqf not found
I dont know where this file is...
The item ive tried to add was the as50 and the ammo. some other ammo that wasnt there normally also doesnt work. but the rest do in the same trader.
it's becuz your path or .sqf it not in the right place
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ah Cmon ^^, put all your brains together, look at some excisting scripts and try to make it boys ^^.
it's pretty doable if not saing easy ^^.
Some tips i can give u just by head.
- Busscript on the coastline
- Vehicle patrol script (DZAI i think).
- DZAI updating of mission marker to keep track of the truck :)
- Add EAST characters in the truck.
- Add timer to delete the convoy after x minuts
you might just be able to put the Gear script line into the DZAI Vehicle patrol script
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Accepted some merge requests on the github,
I'm sorry for the lack of support lately, i got so many things going on that i can't keep up with anything decently.
Some private projects irl and my arma 3 servers get priority in my spare time.
i under stand name help yourself before other's i just dont understand y or how im getting this error
or a fix for it, my trader's have the defuilt money system with the gold... i had it working before
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i cant seem to get the default trader's to goto coin? :/
does it have somthing to do with the convert?
This Is the error i get
SQL Error (1064): You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near 'convertsc: BEGINDECLARE done INT DEFAULT 0' at line 1
there are no rpt error's as well
Here Is The Convert code:
convertsc
: BEGINDECLARE done INT DEFAULT 0;
DECLARE @player_id VARCHAR DEFAULT "-1";
DECLARE @instance INT DEFAULT 11;
/* Cherno = 11 or 17 , Tavi = 13 and so on. just check your Database to see instance number. */
DECLARE player_cursor CURSOR FOR SELECT PlayerUID FROM player_data;
DECLARE CONTINUE HANDLER FOR NOT FOUND SET done = 1;
OPEN player_cursor;
read_loop: LOOP
FETCH player_cursor INTO @player_id;
DECLARE @charid INT DEFAULT -1;
DECLARE @player_money BIGINT DEFAULT 0;
DECLARE @player_bank BIGINT DEFAULT 0;
DECLARE @thesum BIGINT DEFAULT 0;
DECLARE @player_gear LONGTEXT DEFAULT '[]';
IF done <> 0 THEN
LEAVE read_loop;
END IF;
select @charid = CharacterID, @player_money = CashMoney, @player_gear = SUBSTRING(Inventory , 1, CHAR_LENGTH(Inventory ) - 1) from character_data where PlayerUID = @player_id and Alive = 1;
select @player_bank = BankSaldo from banking_data where PlayerUID = @player_id;
/* 999 hive , comment the previous 2 lines out and use the 2 following.
select @charid = CharacterID, @player_money = HeadshotsZ, @player_gear = SUBSTRING(Inventory , 1, CHAR_LENGTH(Inventory ) - 1) from character_data where PlayerUID = @player_id and Alive = 1;
select @player_bank = PlayerMorality from player_data where PlayerUID = @player_id;
*/
IF @charid <> -1 THEN
@thesum = @player_money + @player_bank;
set @player_gear = CONCAT(@player_gear, @thesum, ']');
UPDATE character_data SET Inventory = @player_gear WHERE CharacterID = @charid;
ELSE
set @player_gear = CONCAT('[["ItemFlashlight","ItemMap","ItemCompass","ItemHatchet","ItemKnife","ItemMatchbox","ItemWatch"],["FoodSteakCooked","ItemSodaCoke","ItemBloodbag","ItemPainkiller","ItemAntibiotic","ItemMorphine","ItemEpinephrine","ItemBandage","ItemBandage","ItemBandage"],', @player_bank, ]');
INSERT INTO `character_data` (`CharacterID`, `PlayerUID`, `InstanceID`, `Datestamp`, `LastLogin`, `Inventory`, `Backpack`, `Worldspace`, `Medical`, `Alive`, `Generation`, `LastAte`, `LastDrank`, `KillsZ`, `HeadshotsZ`, `DistanceFoot`, `Duration`, `CurrentState`, `KillsH`, `Model`, `KillsB`, `Humanity`, `Infected`) VALUES (NULL, @player_id, @instance, '2014-11-22 15:02:02', '2014-11-24 22:05:43', @player_gear, '["DZ_Backpack_EP1",[[],[]],[[],[]]]', '[158,[6320.97,7795.51,0.278]]', '[false,false,false,false,false,false,false,12000,[],[0,0],0,[64.82,61.753]]', 1, 99, '2014-11-22 15:02:02', '2014-11-22 15:02:02', 0, 0, 0, 46, '["","aidlpercmstpsraswrfldnon_idlesteady03",42,[]]', 0, 'Survivor2_DZ', 0, 2500, 0);
/* If the guys didn't had an alive character this creates a char for him with his bankmoney as cash on him in stary sobor. */
END IF;
END LOOP;
CLOSE player_cursor;
DEALLOCATE player_cursor;
ALTER TABLE character_data DROP COLUMN CashMoney;END convertsc;
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were do i put the pdf?
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were is that file at? and is it my sql account login file?
that would be my hiveext.ini
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how do i get my
$myRedisPass = "pass";$myRedisPort = 2503;$myRedisHost = '162.255.138.42';is it my sever sql or my db or rcon? -
You need some screenshots man XD
No one likes to download without actually watching it themselves
Ik man lol i was getting my github accout set up and i dont know what i did with them ohh wait ik were they are lol!!
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Hello All!!
This is a map add-on for chernarus map!!
Im going to Makeing more later on if you want a Custom addon or one on other map you can pm me or join my TS
Everything you need is in the GitHub file :)
HERE IS THE SITE TO GET THE ADDON:
https://github.com/AOWGaming/Klen-Trader-City
I Cant Found The Photo's :)
Ill Keep you updated on how to remove the castle from klen
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hey man do you think we can get togather? and make somthing up?
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You need to copy your addons folder from Arma 2 to Arma 2 OA
ik but for other people so they dont have to do this aswell....
and how do you add the spoiler to forums thing for my profile?
well any how here's anouther code for a launcher ik this one work's but i like the other one
::Author: Snow [AGS] @echo off echo =============================== echo Handy Batch File echo -------------------------------- echo Author: Recon (AOW)Gaming DayZOverpoch echo =============================== echo JOINING SERVER IN ..... timeout 3 ::=============================================================================================================================================== ::Configuration| Edit these to the proper file paths ============================================================================================================================================== ::---> =============================================================================================================================================== :: YOUR Arma 2 Operation Arrowhead Directory set arma2oapath=C:\Program Files (x86)\Steam\SteamApps\common\Arma 2 Operation Arrowhead :: YOUR Arma 2 Directory set arma2path=C:\Program Files (x86)\Steam\SteamApps\common\Arma 2 :: Server IP set IP=162.255.138.42 :: Server Port set PORT=2502 :: Required Mods [ Ex. @DayZ_Epoch;@DayZ_Namalsk ] set MODS=@DayZ_Epoch1051;@DayzOverwatch ::---> =============================================================================================================================================== ::=============================================================================================================================================== :: DO NOT EDIT ANYTHING BELLOW THIS LINE OR YOU WILL BREAK THIS FILE ============================================================================================================================================== ::=============================================================================================================================================== start "" "%arma2oapath%\ARMA2OA_BE.exe" 0 0 -skipintro -mod=%MODS% -noSplash -noFilePatching -world=empty -connect=%IP% -port=%PORT% "-mod=%arma2path%;expansion;" @exit
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Hey man What's Up I can help you with vilayer
Just contact me [email protected] or goto my page for my ts..
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Then why doees it tell me to keep that line in there do i have to put the other ZSCdefine line in there?
You need delete one line (#include "ZSC\config\ZSCdefines.hpp") in your description.ext
class RscTitles { #include "ZSC\config\ZSChud.hpp" }; #include "zupa\advancedTrading\advancedTrading.hpp" #include "ZSC\config\ZSCdialogs.hpp" #include "custom\snap_pro\snappoints.hpp" #include "RscDisplayCharacterSelect.hpp" #include "spawn\class.hpp" #include "spawn\halo.hpp" #include "spawn\spawn.hpp"
In your fn_selfaction code is correct. Folder "zupa" must be near description.ext..
im now getting this error
ErrorMessage: File mpmissions\__cur_mp.chernarus\zupa\advancedTrading\advancedTrading.hpp, line 0: .AT_Zupa_BlueButton: Undefined base class 'ZSC_RscButtonMenu'
Were you getting
#include "ZSC\config\__ZSCdialogs__.hpp"
mixed up with
#include "ZSC\config\__ZSCdefines___.hpp"
if you can help my ts is tsdal1.vilayer.com:4000
Pass:AOW
Email:[email protected]
Website:AOWGameing.com
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the buying is bugged..... there's away to get item for free in it
- No buying of anything to backpack currently.
- No buying of Backs/weapons into your gear.
- No bying of any vehicles
Has anyone got these set up yet on their server?
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yes this should and it does... i have tried it the most luck i have had is puting Advanced Trading in ASC\compile\Fn_selfactions
Server started without errors?
#include "ZSC\config\ZSCdefines.hpp"
twice in code, this should cause an error.
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1. Make sure you have latest versions of Arma 2 and Arma 2 OA installed.
2. (Optional) Verify gamefiles/cache of both games to double check from steam game options.
3. Go to: "Steam\SteamApps\common\Arma 2" and copy the "AddOns" folder to: "Steam\SteamApps\common\Arma 2 Operation Arrowhead" folder.
4. Do not verify any gamefiles/cache of Arrowhead game after this process or the gamefiles there will fuck up and you have to copy the addons folder over again.
5. The game will now work without giving this error again when launched.
Now all we have to do if find a way to put this in the .bat file...
Im not really good at this soooo...
but if you can figure it can you email me?
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The AdvancedTrading is not on my scroll wheel.... i just can figure it out... i have zupa's single coin 3.0
Can anyone figure this out?
heres my Fn_selfactions
_humanity_logic = (_humanity < 5000); }; if(_humanity_logic) then { _cancel = player addAction [format[localize "STR_EPOCH_ACTIONS_HUMANITY",_low_high], "\z\addons\dayz_code\actions\trade_cancel.sqf",["na"], 0, true, false, "",""]; s_player_parts set [count s_player_parts,_cancel]; } else { // Static Menu { //diag_log format["DEBUG TRADER: %1", _x]; _buy = player addAction [format["Trade %1 %2 for %3 %4",(_x select 3),(_x select 5),(_x select 2),(_x select 6)], "\z\addons\dayz_code\actions\trade_items_wo_db.sqf",[(_x select 0),(_x select 1),(_x select 2),(_x select 3),(_x select 4),(_x select 5),(_x select 6)], (_x select 7), true, true, "",""]; s_player_parts set [count s_player_parts,_buy]; } count (_traderMenu select 1); _buyV = player addAction ["<t color='#0059FF'>Advanced Trading</t>", "zupa\advancedTrading\init.sqf",(_traderMenu select 0), 999, true, false, "",""]; s_player_parts set [count s_player_parts,_buyV]; // Database menu _buy = player addAction [localize "STR_EPOCH_PLAYER_289", "\z\addons\dayz_code\actions\show_dialog.sqf",(_traderMenu select 0), 999, true, false, "",""]; s_player_parts set [count s_player_parts,_buy]; }; s_player_parts_crtl = 1; }; } else { {player removeAction _x} count s_player_parts;s_player_parts = []; s_player_parts_crtl = -1; };
here's my description.ext
class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse { idc = 103; }; class Name2: RscText // the text on the top-left { idc = 101; x = 0.05; y = 0.029412; w = 0.9; h = 0.04902; text = ""; sizeEx = 0.05; colorText[] = {0.4,0.99,0.1,1}; }; }; }; class RscTitles { #include "ZSC\config\ZSChud.hpp" }; #include "ZSC\config\ZSCdefines.hpp" #include "zupa\advancedTrading\advancedTrading.hpp" #include "ZSC\config\ZSCdialogs.hpp" #include "custom\snap_pro\snappoints.hpp" #include "RscDisplayCharacterSelect.hpp" #include "spawn\class.hpp" #include "spawn\halo.hpp" #include "spawn\spawn.hpp"
thank you for your time
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You Can Try this
Sign_sphere10cm_EP1
it's the little red thing that snap pro use's it's good
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im all in it to help ya i own my own sever as well with vilayer... i have own 2 others in the past and help 3 other's
Sever Name:(AOW)Gaming | DayZ Overpoch | 1.0.5.1 | Great Admins | Hard
IP:162.255.138.42:2502
Pass:AOW
i can help with zupa single coin defuilt hive and allot more
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i am having a little trouble with this.
23:13:00 Warning Message: Script z\addons\dayz_server\init\server_functions.sqf not found
23:13:00 Warning Message: Script z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf not found
23:13:00 Warning Message: Script z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf not found
23:13:00 Warning Message: Script z\addons\dayz_server\system\server_monitor.sqf not foundDoes Anyone have a fix?
i am also use vilayer
[Alpha Release] MV22-Suv-UH1Y Fold up's
in A2: Epoch Mods (1.0.5.1)
Posted
Animated Vehicles
You Can Put This In Any Arma Sever
You Need "compiles.sqf" and "variables.sqf"
Here's My Tut on how to make them.
Put this in your "custom\compiles.sqf"
in the "if (!isDedicated) then {"
If you have antihack Like (InfaStar)
well do the AH1z Later :) maybe
Here Are The Were You Can Get The File's:
https://github.com/AOWGaming/Foldable
Credits:
http://opendayz.net/threads/release-animated-vehicles.20108/
ebaydayz
Layout of code and also the MV22 and SUV
Known Issue's
Take's Away Upgrade Menu For building