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Connorbarnes

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  1. Like
    Connorbarnes got a reaction from Styxx in Show Off Your Base   
    Once again Axle just HAASS to top everyone  :lol:
  2. Like
    Connorbarnes reacted to Richie in Solo Building tips?   
    With some luck maybe Maca will release this :
    http://www.youtube.com/watch?v=8fEK9BOBMy0
  3. Like
    Connorbarnes reacted to Snowmobil in Classname for Sledgehammer handle and head?   
    ItemSledgeHead & ItemSledgeHandle
  4. Like
    Connorbarnes got a reaction from MGT in C130 unlock/lock problem   
    The unlock spot is under the C-130 in the middle.
  5. Like
    Connorbarnes reacted to maca134 in Single Currency   
    Magic  :P
  6. Like
    Connorbarnes reacted to Eegore in Suggestion: Sigma Vehicle Pack   
    That makes sense.
     
      All the other addons like the CSJ Autogyros have damage models right? 
     
      Right?
  7. Like
    Connorbarnes reacted to Cypher in Suggestion: HK-416 Pack.   
    Love the pack, think it might be time to add a major thread with a bunch of different weapon pack suggestions.
     
    EDIT: Included it and gave you credit where its due. Here's the link:http://dayzepoch.com/forum/index.php?/topic/727-suggestion-list-weapon-additions/
  8. Like
    Connorbarnes got a reaction from lolw00t in Is there a 1.0.1.4 item list?   
    i was just wondering if we could get an item list as it would help alot? 
     
    Thanks.
  9. Like
    Connorbarnes got a reaction from MALUK3N in Is there a 1.0.1.4 item list?   
    i was just wondering if we could get an item list as it would help alot? 
     
    Thanks.
  10. Like
    Connorbarnes reacted to Bungle in Base Building Additions/Suggestions   
    Well Sarge is hinting at adding random"ish" radio chatter over side chat from the AI.. this could be set to broadcast only to those near one of these, or holding radio.
     
    As Even Awol has asked about Macas Evac Scripts with a Radio I think radios will be coming back and have more options in the future I hope.
  11. Like
    Connorbarnes reacted to Medico in Auto refuling kicked for script restriction 44 ?   
    Yes that mean the Problem is on line 46 (44+2) in your script.txt (Battleye Folder).
     
    If you use the normal AutoRefuel skript from Opendayz than add the following things to Line 46 (setFuel):
     
    !"Scripts\kh_actions.sqf" !"Scripts\kh_vehicle_refuel.sqf"
     
    Do not simple Copy and Paste. You must edit it to the same as you named in your mission.pbo
     
    For example:
     
    !"Folderinyourpbo\nameofyoursqf.sqf"
     
    After that your Problem must be gone. When you add that lines you say Battleye that it is ok to run that skript/data.
     
    Hope that would help you.
     
    Greetings
  12. Like
    Connorbarnes reacted to Bungle in Need help with auto refuling!   
    I will post here a duplicate of what I sent to someone in private messages.
     
    If you wish to add more options to your refuel script.
     
    Change this in kh_actions.sqf to add more classes.
    while {true} do {     if (!isNull player) then {         private ["_currentVehicle", "_isNearFeed", "_countFuel"]; _currentVehicle = vehicle player; _countFuel = (count ((position _currentVehicle) nearObjects ["MAP_GasMeterExt", _distance])); _isNearFeed = _countFuel > 0; i.e
    ​while {true} do {     if (!isNull player) then {         private ["_currentVehicle", "_isNearFeed", "_countFuel"]; _currentVehicle = vehicle player; _countFuel = (count ((position _currentVehicle) nearObjects ["Land_Fuel_tank_big", _distance])); _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_A_FuelStation_Feed", _distance])); _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_Ind_TankSmall", _distance])); _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_Ind_TankSmall2", _distance])); _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_Ind_TankSmall2_EP1", _distance])); _countFuel = _countFuel + (count ((position _currentVehicle) nearObjects ["Land_fuel_tank_stairs", _distance])); _isNearFeed = _countFuel > 0; You can also increase/decrease distance and refill amount per second via this section above the previous code in fn_actions.sqf
    _distance = 15; // Distance from object to display Refuel Message _amount= 0.01; // Amount of fuel to add per loop. Default was 0.005 Hope it helps.
  13. Like
    Connorbarnes reacted to Bungle in [OLD Release] Custom Chernarus Server Pack 1.2.1 - For Epoch 1.0.1.4 (Development Stopped)   
    To completely Remove Sarge AI.
     
    Delete the folder Addons from your mission Folder/BPO
     
    Modify init.sqf removing/deleting the following block of code.
    /////////////////////////////////////////////////////////////////////////////////////////// // Sarge AI Area  call compile preprocessFileLineNumbers "addons\UPSMON\scripts\Init_UPSMON.sqf"; // UPSMON (Needed for Sarge) call compile preprocessfile "addons\SHK_pos\shk_pos_init.sqf"; // SHK (Needed for Sarge) [] ExecVM "addons\SARGE\SAR_AI_init.sqf"; // SARGE AI - Roaming AI Survivor, Military and Bandit Groups // For Custom Configuration see addons/SARGE/SAR_config.sqf /////////////////////////////////////////////////////////////////////////////////////////// Modify description.ext removing/deleting the following:
    #include "addons\SARGE\SAR_define.hpp" Repack and Upload the latest mission folder or BPO and restart your sever
     
    That should be it.
     
     
     
     
     
  14. Like
    Connorbarnes reacted to brolidog in Seriously need help removing Sarges AI   
    http://opendayz.net/threads/sarge-ai-framework-public-release.8391/
     
     
    just reverse the install instructions
  15. Like
    Connorbarnes reacted to vbawol in Any way to remove dynamic vehicle spawning?   
    You can disable dynamic vehicle spawns by setting the variable MaxVehicleLimit = 0; in init.sqf 
     
    This does not work out of the box but is an example of how one would spawn static vehicles:
    https://github.com/GuruAbdul/DayZ-Private/blob/master/vehicles.pl
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