Draay
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Posts
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Joined
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Reputation Activity
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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.
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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
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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"]; }; -
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
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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.
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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!
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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: