Jump to content

Draay

Member
  • Posts

    38
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Draay reacted to BetterDeadThanZed in Remove ammo from M240 nest   
    I use this to remove ammo from vehicles that I don't want to start with ammo: 
     
    Not sure if it'll work with the M240 nest, but it might.
  2. Like
    Draay reacted to SchwEde in Moving an icon   
    Why you not tell us??

  3. Like
    Draay reacted to Dodgyuk in double doors on map edits   
    sorted my problem buildings ar now server side i call them from  mission side init with the if (isServer) then {  call buildings here };
     
    works a treat
  4. Like
    Draay reacted to Gr8 in Carepackages in safezones   
    Use this line and see if it works
    if(!(canbuild) || (inSafeZone)) exitWith { cutText ["\n\nYou are in a Safezone and cannot perform that action!" , "PLAIN DOWN"]; };
  5. Like
    Draay reacted to Bungle in Detailed death messages and massgrave question   
    I set mine to 10 over the default 5.. 
    MaxHeliCrashes= 10; // Default = 5 Now I cant stop finding them! haha
     
    Still yet to find a mass grave thought so I can catch me some of dem steroid flies for fishing. :D
  6. Like
    Draay got a reaction from ElDubya in sign_circle_ep1   
    Yes it should be fairly easy. Place a barrel under it. Click drag to select both. Make sure you only select them both. Now when you move/rotate the barrel, it will rotate the circle too. After you have the rotation correct, save and load again. When you rotate it moves it somewhere else. After you rotate, move it, save and load to double check the position.
  7. Like
    Draay reacted to Tech_Support in How do i make stuff un-removable?   
    Here use this part from

     
    REMOVING
    For your players to be able to remove the custom buildables they make you will need to do the following.
    Go into your custom variables again and find this line.
    dayz_allowedObjects =
    just below this line
    WG_OwnerRemove =[];
    and insert any of the class names of items you want in the custom build system.

    Go back into your fn_selfActions.sqf and find
    _isModular = _cursorTarget isKindOf "ModularItems";
    and change it to this
    _isModular = (_cursorTarget isKindOf "ModularItems") or ((typeOf _cursorTarget) in WG_OwnerRemove); you must remember to add your custom items to the "dayz_allowedObjects" and "DZE_maintainClasses" sections in your variables.sqf any object you add to "DZE_isRemovable" will be removable by anyone!
  8. Like
    Draay reacted to i3lackoutHD in [Release] 2.1 Plot Management - UPDATED Object Counter   
    If u mean that user cant remove Objects after dead i think u can use this:

×
×
  • Create New...