Jump to content

calamity

Member
  • Posts

    1254
  • Joined

  • Last visited

  • Days Won

    1

Reputation Activity

  1. Like
    calamity reacted to Gr8 in vehicles spawning outside of map   
    spawnArea= 1500;  dayz_minpos= -1;  dayz_maxpos = 16000; dayz_MapArea = 14000;
  2. Like
    calamity reacted to CordIAsis in [RELEASE] Remove All Vehicle Ammo   
    Soooo, after quite a while of being away (poorly, blah blah) I've finally been able to come back to ArmA scripting about a month ago, woo.
    And to kick things off I decided to make a solution for a problem I used to see very often and is probably still fairly common now, getting non DZ/DZE suffixed vehicles to spawn without ammo on server restarts or after being bought. (I actually created this as a feature of CSAT!)
    I've seen solutions where people do something along the lines of-





    It's a fine solution, if you're only planning on having a few non standard vehicles on your server but it's a gigantic pain in the arse when you want as many vehicles as you can get. This is where my solution comes into play, it's a single function that is run on every vehicle on server start or on being bought or whatever and will remove every magazine from the vehicle with the exception of the pilot's flares and horn.
     
    Installation is fairly straight forward too, which is always nice :)
     
    Step 1:
    At the very top of your server_functions.sqf file add this little nugget (And create the corresponding file, serverside):



    Step 2:
    Wherever the file is you chose to create, add this into it:



     
    This works by over-writing your default fnc_veh_ResetEH, but only serverside so clients don't need to download extra mission data to get a new version of it. fnc_veh_ResetEH is called on every vehicle that is bought or spawned naturally in the world so it will affect every single vehicle. It's also important that you ExecVM your new file from the very top of server_functions.sqf because it needs to catch and replace the default fnc_veh_ResetEH before any vehicles start being made.
     
    I can't be sure how it'll affect server start times on servers with hundreds of vehicles but on my dev server with a whopping 16 vehicles it made no difference.
    Credit where it's due: Thanks to DenVdmj for the post found here, if I didn't find that I'd be still banging my head against my keyboard trying to figure out how to get turret paths correctly.
     
    I've not tried it, but if you wanted to also apply this to vehicles that spawn at missions you could put this-



     
    inside wherever it is your mission system spawns it's vehicles and just replace _this with whatever variable references the mission vehicle. (No promises)
     
    Enjoy! It's nice to be back :)
  3. Like
    calamity reacted to ElDubya in [RELEASE] PackLockMove 1.0   
    (spoiler)blah blah (/spoiler)
     
    Substitute () for [ ]
  4. Like
    calamity reacted to Gristle in [release] 1.0.5.1 - Weapon Attachment Mod 1.1.0 - Remove/Add attachments to weapons   
    Hey Zed, been quite a while since we've spoke!
    I didn't get around to doing the G36's and I omitted the snow camo ACR's but here is what I'm using on my Overpoch server.
     
    http://pastebin.com/gNwdffie
  5. Like
    calamity reacted to Ganja in [WIP] Epoch/Overpoch Weapon & Ammo Names/Classnames/Additional Info   
    I got tired of looking at so many different sights for weapon information, many, if not most places, only have small bits of information. A List of weapons here, a list of class names there, maybe some ammo over there, rare occasion ya find class names of weapons and ammo together, and none are complete. And no one wants to help you get that info either most they do is either post the same incomplete info or will tell you to go look at the cfgweapons or whatever...more work to do on top of all that other work ya have to do on your server(s). So  I got tired of this and decided to make the most complete and accurate database of info I could gather. I decided to take the time (and it was a lot of time) to gather all the info into one place. 
     
         This is still a work in progress, and may contain small errors (such as spelling)  but I'm 99% sure this is as accurate and the most complete info you will find in one place regarding weapon & ammo names and classnames that go with them.
    This was made using MS Excel 2013 (.xlsx) and uploaded to my dropbox. If using MS Excel to view, you will have option at top of each column to filter what you want displayed, making it easier to find what you need.
     
         As I said, this is a Work In Progress, and may contain small errors or incomplete info (but it's still better and more reliable than searching a crap load of sights that have very little info). 
    There are currently over 875 weapons on this list.
     
    https://www.dropbox.com/s/nkmnbgv6zc2rgay/Detailed%20Weapon%20Info.xlsx?dl=0
     

  6. Like
    calamity reacted to SchwEde in Schwede's improved Flashlighst   
    >>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Schwede's improved Flashlighst <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
     
    What it does?
     
    It simply add a bit more light to your surrounding so flashlights are more effective then they are by default.
     
    Screenshot:
     

     
    How it works:
     
    This Scripts is completly local and is not visible by other players, since the light of the flashlight should be enough attraction for them.
     
    How to install
     
    You need to make changes in:
     
    init.sqf
    variables.sqf
    compiles.sqf
    dayz_spaceInterrupt.sqf
     
    first we make our new file called: flashlight.sqf
     
    and paste this in there and place it somewhere you like:
    /** Schwedes Flashlight improvement **/ Private ["_num","_light","_type"]; _type = _this select 0; switch (_type) do { case 0: { _light = "#lightpoint" createVehicleLocal (getPosATL player); _light setLightBrightness 0.01; systemChat format['currentWeapon player: %1',(currentWeapon player)]; if ((currentWeapon player) == "MeleeFlashlightRed") then { _light setLightColor [0.5,0,0]; _light setLightAmbient [0.2,0.01,0.01]; } else { _light setLightAmbient[.9, .9, .6]; _light setLightColor[.9, .9, .6]; }; _light lightAttachObject [player, [0.1,2,0.5]]; }; case 1: { player action ["GunLightOff", player]; _light = nearestObject [player, "#lightpoint"]; deleteVehicle _light; Schwede_flashlicht = false; }; }; Next we create another file called and place it somewhere you like: lightcheck.sqf
     
    and paste this in there:
    /** Schwedes Flashlight improvement Light Check **/ Private ["_light"]; waitUntil {!isNull (findDisplay 46)}; //making sure player is spawned while {true} do { waitUntil {Schwede_flashlicht}; if !((currentWeapon player) in Schwede_FlashlightWeapons) then { player action ["GunLightOff", player]; _light = nearestObject [player, "#lightpoint"]; deleteVehicle _light; Schwede_flashlicht = false; }; sleep 0.1; }; Time to make this thing to work:
     
    variables.sqf:
     
    search for
    // DayZ Epoch Client only variables and add right after:
     
    if(isNil "Schwedes_flashlicht") then { Schwedes_flashlicht = false; }; search for 
    if(!isDedicated) then { and place this somewhere in this area:
     
    Schwede_FlashlightWeapons = ["M4A3_CCO_EP1","SCAR_L_CQC_Holo","SCAR_H_CQC_CCO","MeleeFlashlight","MeleeFlashlightRed"]; //This array wants to be filled with weapons with flashlights compiles.sqf
     
     
     
    add this


    Schwedes_flashlight = compile preprocessFileLineNumbers "PathTo\flashlight.sqf"; to the if(!isDedicated) then { area
     
    dayz_spaceInterrupt.sqf
     
    place this somewhere in it:
    //flashlight if (_dikCode in actionKeys "Headlights" && ((currentWeapon player) in Schwede_FlashlightWeapons) && ((vehicle player) == player)) then { if (Schwedes_flashlicht) then { Schwedes_flashlicht= false; _id = [1] spawn Schwedes_flashlight; } else { Schwedes_flashlicht= true; _id = [0] spawn Schwedes_flashlight; }; }; init.sqf
     
    add this
     



    [] execVM "PathTo\lightcheck.sqf"; to the if(!isDedicated) then { area
     
    Save everything and load up everything.
     
     
    Suggestions? Post them here
     
    Like my work? why not spend me a beer then ;D Link in my Sig :)
  7. Like
    calamity reacted to dgx in [Release] Flyby   
    I combined this event with the from MattL and the supply_drop event in Epoch  :blink:
     
    Result:
     


  8. Like
    calamity reacted to Mikeeeyy in [Release] Steerable Parachute (Vehicle Eject)   
    Steerable Parachute
    What is it?
    Ever felt like a sitting, or in this case flying, duck when you eject from a helicopter? This addition to your server will replace that parachute with a steerable one so you can influence your landing position.
     
    Can I see a video?
    Click here.
     
    How do I install?
    ​Grab yourself a copy of veh_resetEH.sqf (dayz_code\init\) and do the whole custom compiles.sqf, overwrite thing. If you already have a custom one, open it up. Look for: if (isServer) then { then look for the closing brace:
    }; Replace the closing brace with: } else { 0 = _this addEventHandler ["GetOut", { _unit = _this select 2; if (_unit != player) exitWith {}; _parachute = vehicle _unit; if (!(_parachute isKindOf "ParachuteBase")) exitWith {}; deleteVehicle _parachute; [_unit] spawn BIS_fnc_halo; systemChat "<Steerable Parachute> This parachute is steerable!"; }]; }; Done! How do I thank you for the best script ever?
    I kid but if you're feeling generous, click here.
  9. Like
    calamity got a reaction from ElDubya in Not your normal I NEED SCRIPTER thread - PLEASE READ   
    SchwEde always beats me to helping in scripting help....
    I look at scripting help daily and SchwEde helps in nearly all issues...
  10. Like
    calamity reacted to SchwEde in Not your normal I NEED SCRIPTER thread - PLEASE READ   
    always hard to install everything nice and clean on an already scripted server ;)
    But it is quite possible. Anyway, i offer you guys my help for free, if you like to donate for some of my work it would make me happy, but i will help you guys even if not :)
     
    Contact me, if you need help with your scripts ;)
  11. Like
    calamity got a reaction from SchwEde in Origins/Overpochins   
    I added origins zombies to my server a few days ago... however I have never been on server to test they work... lots of hours at work
     
    CfgBuildingLoot.hpp
    #include "CfgLoot.hpp" class CfgBuildingLoot { class Default { zombieChance = 0.2; minRoaming = 0; maxRoaming = 2; zombieClass[] = {"z_Boss_zed","ori_zombie1","ori_zombie1n","ori_zombie2","ori_zombie2n","ori_zombie3","ori_zombie3n","ori_zombie4","ori_zombie4n","ori_zombie5","ori_zombie5n","ori_zombie6","ori_zombie6n","ori_zombie7","ori_zombie7n","ori_zombie8","ori_zombie8n","ori_zombie1L","ori_zombie1Ln","ori_zombie2L","ori_zombie2Ln","ori_zombie3L","ori_zombie3Ln","ori_zombie4L","ori_zombie4Ln","ori_zombie5L","ori_zombie5Ln","ori_zombie6L","ori_zombie6Ln","ori_zombie7L","ori_zombie7Ln","ori_zombie8L","ori_zombie8Ln","ori_vil_zombie_woman1","ori_vil_zombie_woman2","ori_vil_zombie_woman3","ori_vil_zombie_woman4","ori_pozarnik"}; lootChance = 0; lootPos[] = {}; so im not sure if this will work
  12. Like
    calamity reacted to BetterDeadThanZed in Classnames for rare drinks   
    Actually, I found them here: https://github.com/vbawol/DayZ-Epoch/blob/master/SQF/dayz_code/Configs/CfgMagazines/ItemSoda.hpp
     
    I was looking for the rare food and drinks that aren't sold at traders.
  13. Like
    calamity reacted to CR4NK in Origins/Overpochins   
    Maybe this help you a bit ;)
     
    OriZombies.hpp
     



  14. Like
    calamity got a reaction from SchwEde in Origins/Overpochins   
    I had some of these working...
     
    origionally I added to my admin tools to see what I could spawn then I added to deploy anything
     
     
    Electro nests and the rest of the towers
    I never could get electro nests working. I gave up fast ;(
    ["HeliH",[],"", -5,[["expression",format[_EXECscript7,"HeliH"]]],"1","1"], ["US_WarfareBVehicleServicePoint_Base_EP1",[],"", -5,[["expression",format[_EXECscript7,"US_WarfareBVehicleServicePoint_Base_EP1"]]],"1","1"], ["CDF_WarfareBUAVterminal",[],"", -5,[["expression",format[_EXECscript7,"CDF_WarfareBUAVterminal"]]],"1","1"], ["hero_electro3",[],"", -5,[["expression",format[_EXECscript7,"electro3"]]],"1","1"], ["bandit_electro3",[],"", -5,[["expression",format[_EXECscript7,"electro3"]]],"1","1"], ["watchtower",[],"", -5,[["expression",format[_EXECscript7,"watchtower"]]],"1","1"], ["vil_watchtower",[],"", -5,[["expression",format[_EXECscript7,"vil_watchtower"]]],"1","1"], ["malaGaraz",[],"", -5,[["expression",format[_EXECscript7,"malaGaraz"]]],"1","1"], ["kingramida",[],"", -5,[["expression",format[_EXECscript7,"kingramida"]]],"1","1"], ["full_tower4",[],"", -5,[["expression",format[_EXECscript7,"full_tower4."]]],"1","1"], ["tower4",[],"", -5,[["expression",format[_EXECscript7,"tower4."]]],"1","1"], ["Fire Barrel",[],"", -5,[["expression",format[_EXECscript7,"FireBarrel_DZ"]]],"1","1"], ["stronghold",[],"", -5,[["expression",format[_EXECscript7,"krepost"]]],"1","1"], ["hero house level 3",[],"", -5,[["expression",format[_EXECscript7,"Uroven3VelkyDomek"]]],"1","1"], ["bandit house level 3",[],"", -5,[["expression",format[_EXECscript7,"Uroven3DrevenyDomek"]]],"1","1"], ["large garage",[],"", -5,[["expression",format[_EXECscript7,"velkaGaraz"]]],"1","1"], ["Death board",[],"", -5,[["expression",format[_EXECscript7,"Info_Board_EP1"]]],"1","1"], variables //Topaz - Base Defenses _Defenses = ["Hhedgehog_concrete","Hhedgehog_concreteBig","Base_WarfareBBarrier10xTall","Fence_corrugated_plate","Fence_Ind_long","Land_CncBlock","Land_CncBlock_D","Land_CncBlock_Stripes","Land_fort_artillery_nest_EP1","Land_fort_rampart_EP1","MAP_Barbedwire","MAP_BarbGate","MAP_concrete_block","MAP_Concrete_Ramp","MAP_dragonTeeth","MAP_dragonTeethBig","MAP_fort_artillery_nest","MAP_fort_rampart","MAP_Fort_Razorwire","MAP_HBarrier5_round15","MAP_plot_provizorni","MAP_prebehlavka","MAP_prolejzacka","MAP_ramp_concrete","MAP_woodenRamp","MAP_obstacle_get_over","MAP_obstacle_prone","MAP_obstacle_run_duck"]; _Forts = ["Land_Fort_Watchtower_EP1","MAP_fort_watchtower","CDF_WarfareBBarracks","USMC_WarfareBBarracks","MAP_fortified_nest_big","MAP_fortified_nest_small","MAP_Pristresek_mensi","MAP_Mil_Mil_Guardhouse","MAP_GuardShed","MAP_Fortress_02","MAP_Fortress_01","WarfareBDepot"]; _Tents = ["CDF_WarfareBFieldhHospital","MAP_MASH","MAP_Stan","MAP_Stan_east","MAP_tent_east","MAP_tent_small_west","MAP_tent_west","MAP_tent2_west","USMC_WarfareBFieldhHospital"]; _Towers = ["MAP_vez"]; _Topaz = _Defenses + _Forts + _Tents + _Towers; Dr Ivans Lab......
     
    I just added the static coords for WAI to spawn AI in the lab
     
    I used this for sleep in houses.............

     
    spawn selection...........................

     
    AI choppers that patrol the main two islands..........................

     
    some of the sql inserts......................

  15. Like
    calamity reacted to SchwEde in {Request} Origins watchtower   
    Maybe I got something there :)
    need to search for it a bit, but I saw something like that before
  16. Like
    calamity reacted to F507DMT in [TUTORIAL][FIX] AI try kill traders   
    AI don`t try kill traders && weapon lowered
     

     
    Everyone knows about the problem when AI try kill traders. AI stay and shoot in traders long long time, or heli only fly over the traders. Its easy to fix!
     
     
    Standart spawn AI trader:
    _unit_32 = objNull; if (true) then { _this = createAgent ["Soldier_GL_PMC", [8266.668, 15482.221, 0.10264076], [], 0, "CAN_COLLIDE"]; _unit_32 = _this; _this setDir -141.76392; _this setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; this enableAI 'ANIM'; "; _this setUnitAbility 0.60000002; _this allowDammage false; _this disableAI 'FSM'; _this disableAI 'MOVE'; _this disableAI 'AUTOTARGET'; _this disableAI 'TARGET'; _this setBehaviour 'CARELESS'; _this forceSpeed 0;_this enableSimulation true; }; Change to:
    _unit = createAgent ["Soldier_GL_PMC", [8266.668, 15482.221, 0.10264076], [], 0, "CAN_COLLIDE"]; _unit setDir -141.76392; _unit setcaptive true; //make frendly for AI _unit switchMove 'AmovPercMstpSlowWrflDnon'; //lower weapon (only if unit have weapon) _unit setVehicleInit "this allowDammage false; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; "; _unit allowDammage false; _unit disableAI 'FSM'; _unit disableAI 'MOVE'; _unit disableAI 'AUTOTARGET'; _unit disableAI 'TARGET'; _unit setBehaviour 'CARELESS'; _unit forceSpeed 0;_unit enableSimulation false; add on top script:
    private ["_unit"]; sleep 60; //add sleep 60, it`s wait load all traders. Use _unit, not _unit_32, its good for server FPS.
    if server (in server_functions.sqf) spawn AI traders, 50% unstable!!!
    use 1 file wich all units, and add path in init.sqf in if (isServer) then:
    if (isServer) then { call compile preprocessFileLineNumbers "\z\addons\dayz_server\scripts\dynamic_vehicle.sqf"; _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf"; _nil = [] execVM "\z\addons\dayz_server\scripts\units.sqf"; //this }; .
     
     
    Thx for help:
    Halvhjearne BetterDeadThanZed SchwEde  
     
     
     
    --
    I will be happy if I helped someone!
    Sorry for my bad english!   :P
     
     

     with: Losing connection, drop loot, Esc, exit yes and Esc + G, losing connection, drop loot, exit yes.
  17. Like
    calamity reacted to ALKINDA in LOGISTIC - TOW / LIFT   
    here is overpoch origins vehicle list.
     
    config.sqf:
     



  18. Like
    calamity 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!
  19. Like
    calamity reacted to ALKINDA in [help]Getting Active Vehicle List   
    http://pastebin.com/16B5tADn
     
    this has overpoch origin vehicles and weapons 
  20. Like
    calamity reacted to shootingblanks in [In Dev] Public Source - Custom Launcher for your Servers   
    this person dropped off the site in October so apparently never finished it.   I DO have a finished launcher which will automatically start arma2 and join the server ... but the servers IP is hard coded into the program.   Soon .. someday soon .. I will work on allowing multiple servers enabled by a config file so its configurable by the server owner before distributing the package.
     

  21. Like
    calamity reacted to Phail in Taviana Nekhay custom loot lootpos   
    It always bothered me that no loot spawned in Nekhay playing Overpoch after playing so much Taviana when it came out. It was the go to place for high end military gear. I searched and could not find the lootpos for the castle there so i made my own.   In CfgBuildingPos.hpp I put this at line 257 and it seems to work   class LAND_Ctirglav: MilitarySpecial { lootPos[] = {{-6.05469,-3.24805,-2.74438},{-9.53857,-3.35156,-2.74438},{-9.54395,8.13086,-2.74438},{-5.69287,8.13867,-2.74438},{-9.28516,2.4082,-2.74438},{0.74707,12.1738,-2.74438},{9.44775,7.93555,-2.74438},{5.80957,8.32227,-2.74438},{5.58545,-3.35938,-2.74438},{9.24414,-3.47852,-2.74438},{9.31836,2.40625,-2.74438},{-0.127441,-6.54297,-2.74438},{-6.05469,-3.24805,1.75454},{-9.53857,-3.35156,1.75454},{-9.54395,8.13086,1.75454},{-5.69287,8.13867,1.75454},{-9.28516,2.4082,1.75454},{0.74707,12.1738,1.75454},{9.44775,7.93555,1.75454},{5.80957,8.32227,1.75454},{5.58545,-3.35938,1.75454},{9.24414,-3.47852,1.75454},{9.31836,2.40625,1.75454},{-0.127441,-6.54297,1.75454}}; lootPosZombie[] = {{-6.05469,-3.24805,-2.74438},{-9.53857,-3.35156,-2.74438},{-9.54395,8.13086,-2.74438},{-5.69287,8.13867,-2.74438},{-9.28516,2.4082,-2.74438},{0.74707,12.1738,-2.74438},{9.44775,7.93555,-2.74438},{5.80957,8.32227,-2.74438},{5.58545,-3.35938,-2.74438},{9.24414,-3.47852,-2.74438},{9.31836,2.40625,-2.74438},{-0.127441,-6.54297,-2.74438},{-6.05469,-3.24805,1.75454},{-9.53857,-3.35156,1.75454},{-9.54395,8.13086,1.75454},{-5.69287,8.13867,1.75454},{-9.28516,2.4082,1.75454},{0.74707,12.1738,1.75454},{9.44775,7.93555,1.75454},{5.80957,8.32227,1.75454},{5.58545,-3.35938,1.75454},{9.24414,-3.47852,1.75454},{9.31836,2.40625,1.75454},{-0.127441,-6.54297,1.75454}}; lootPosSmall[] = {}; };     I could work on the other buildings that do not spawn loot also if anyone was interested.
  22. Like
    calamity got a reaction from kylemcqueen75 in $$$ FOR HELP! can someone help me?   
    I will do it for free just messenger me info
  23. Like
    calamity got a reaction from Mikeeeyy in How to enable players on the map   
    unless you mean like ESP to show all players ??
    or do you mean to show your group of players  ?
  24. Like
    calamity reacted to Psyfer in Help with adding M240's to Bi-planes   
    Hi,

    I tried this script and got it working, its very nice, thank you for writing it.

    I placed the fn_selfactions.sqf part and added the An2_ammo.sqf.

    Then I added your part Calamity and found it did add the guns but no ammo.

    If you change:
    _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; to this:
    _object addMagazineCargoGlobal ["100Rnd_762x51_M240",3]; then the aircraft has 3 magazines in the cargo when you spawn it in.

    You can then add them to your inventory and use the load ammo option.
  25. Like
    calamity got a reaction from TNT in Help with adding M240's to Bi-planes   
    server_monitor.sqf _object setVariable ["CharacterID", _ownerID, true]; clearWeaponCargoGlobal  _object; clearMagazineCargoGlobal  _object; //======================Vehicle weapons MOD======================== //AN2_DZ add weapons if (_object isKindOf "AN2_DZ") then { _object addWeapon "M240_veh"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; _object addWeapon "TwinVickers"; _object addMagazine "500Rnd_TwinVickers"; }; then if you want them to actually spawn with weapons and not require restart 
    add the same to 
    server_publishVehicle2.sqf
    //======================Vehicle weapons MOD======================== //AN2_DZ add weapons if (_object isKindOf "AN2_DZ") then { _object addWeapon "M240_veh"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; _object addMagazine "100Rnd_762x51_M240"; _object addWeapon "TwinVickers"; _object addMagazine "500Rnd_TwinVickers"; }; //======================Vehicle weapons MOD END======================== diag_log ("PUBLISH: " + str(_activatingPlayer) + " Bought " + (_class) + " with ID " + str(_uid)); };
×
×
  • Create New...