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About Oryahn

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  1. Okay. I decided to assign some values to the DZE_safeVehicle variable and place it inside the sched_safetyVehicle.sqf file which is located in dayz_server\system\scheduler This fixed the issue. I now can deploy anything I place inside the DZE_safeVehicle variable as a Deploy Anything object. My first line of the sched_safetyVehicle.sqf file is: DZE_safeVehicle = ["pook_medevac_CIV_DZE","MMT_Civ_DZE"]; I will check tomorrow to see if it blows up other vehicles that aren't deployed via the Deploy Anything mod. If not, it's good to go.
  2. Okay, I deployed a UH1Y from the toolbox and it also explodes while flying it. I added it to the createVehicles to ignore it but that doesn't help. Anyone know what might be causing this?
  3. With and without the BE filters after deploying a pook from the toolbox, it explodes within 30 seconds or less of flying it. It can sit on the server and not explode. I can use infistar to spawn the same pook and it's no problem. I've added the filter in scripts.txt and still get the explosion issue when trying to fly a player deployed pook. What am I missing? I'm going to attempt to deploy a different flying vehicle and see if it also explodes.
  4. Is it possible to have an Arma2 DayZ_Epoch/Overwatch server send the missing files to the player's PC when the error comes up on the player's PC which states that downloadable content is missing and that the player cannot play/edit the mission?
  5. Update: (fixed) I already added it to the DZE_safeVehicle array and it still didn't work. I decided to create a new variable called DZE_newSafeVehicle and added the pook in that array (by itself for now). I added that array to the sched_safetyVehicle.sqf and added to the IF statement to include the new array in it's check for the vehicle. Below is a copy/paste of my sched_safetyVehicle.sqf DZE_newSafeVehicle = ["pook_H13_medevac_CIV"]; sched_safetyVehicle = { { if (vehicle _x != _x && !(vehicle _x in dayz_serverObjectMonitor) && !((typeOf vehicle _x) in DZE_safeVehicle) && !((typeOf vehicle _x) in DZE_newSafeVehicle)) then { diag_log [ __FILE__, "KILLING A HACKER", name _x, " IN ", typeOf vehicle _x ]; (vehicle _x) setDamage 1; _x setDamage 1; }; } forEach allUnits; objNull };
  6. That's the same thing. The classname is correct.
  7. Just an update on what else I've tried: I've added pook_H13_medevac_CIV to the AllowVehiclesList array in the dynamic_vehicle.sqf file. (Same issue) Removed all calls for antihack.sqf. (Same issue) Now going to check infiSTAR scripts and if no luck there, I'll contact infiSTAR to see if they have an idea.
  8. You were a great help. All suggestions help to get closer to the issue. Thank you.
  9. That did not work. I'll keep working on it. If you can think of anything else, keep the suggestions coming. If I get it worked out, I'll post it here as well. Thank you for the continued help. Would you happen to know which file has the list of acceptable vehicles or which file might think the player is hacking if he spawns a vehicle?
  10. I checked the bool setting for _UIC and it is set to false. I will copy and paste the only changes I made to Deploy Anything. The only change is the added if/else statement and removal of the other deployable options. I've posted a couple lines above and below what I've added. The HIDDEN part is where I actually have 3 admin's Player IDs. // _parts | array of parts required to build (will be taken from player) | array | ["ItemToolbox"] // _condition | string of code to evaluate to determine whether action is shown | string | "!(isNull player) && {(getPlayerUID player) in DZE_DEPLOYABLE_ADMINS}" if ((getPlayerUID player) in ["HIDDEN","HIDDEN","HIDDEN"]) then { DZE_DEPLOYABLES_CONFIG = [ ["ItemToolbox",[0,6,1],5,0.1,false,false,false,false,false,true,true,["MMT_Civ","pook_H13_medevac_CIV"],[],["ItemToolbox"],"true"] ]; } else { DZE_DEPLOYABLES_CONFIG = [ ["ItemToolbox",[0,6,1],5,0.1,false,false,false,false,false,true,true,["MMT_Civ"],[],["ItemToolbox"],"true"] ];}; // **DZE_DEPLOYABLE_NAME_MAP format //
  11. I was curious if you could help me with an issue with Deploy Anything? I added the pook_H13_medevac_CIV as a deployable. I'm running an Overwatch server. If I spawn the same pook via infiSTAR for a player, they can ride around in it with no problem. If a player spawns it via the toolbox, it explodes upon getting into the pook or after a few seconds of flying it. I can't figure out what to do. I've read so much about exploding vehicles but can't get any fixes to work. I'm running the server on vilayer.com. Any help is greatly appreciated.
  12. The loadouts are working great. Thanks again. I now need to know how to do the same for custom respawn locations after player dies. I just want to enter the coordinates for their respawn location like we did 3 or 4 years ago. It seems the script has changed a lot of the years and I can't seem to get any of them to work. Example: create a player_spawn.sqf that holds the custom spawn points for players by UID. I know how to add the call for the sqf file, just not sure how to do the rest. Thank you all, in advance.
  13. Thank you everyone. You have all actually helped with your answers and suggestions.
  14. I apologize for coming off as rude myself. I should not have jumped to any conclusions. I appreciate your help with this. I do have a couple questions about your code. First, will the loadouts only load when the person respawns from death or will they lose everything they were carrying and get the loadout when logging in after quitting the game? Example: I log out of the game successfully to quit for the day and I'm holding miscellaneous items (I did not die). When I log back in will the loadout replace what I had collected, or will it only replace with custom loadout after player death and respawning? Second, can I just enter separate code without grouping loadouts? Example: if (getPlayerUID player in ["12345678901234567890"]) then { AND ENTER THE REST OF YOUR CODE FOR LOADOUT I know the code may not be proper, but can it be entered to give custom loadout to individual players rather than grouping them first? Again, I apologize for assuming you were being rude and thank you for helping me.
  15. Actually meant to ask 2 questions. I thought they were implied in my rant, but just forgot to actually post them in question format. 1. Is there any post on any forum that explains how to fix the infiSTAR issue I'm having with the "Spawn Buildings" option? My host (gtxgaming.com) says there is nothing wrong with the install that I paid them to do. When selecting a building to spawn, it does spawn....but it I can't rotate it, move it, or place it. It is permanently stuck to me until I "Kill" myself via infiSTAR admin controls. I've searched for over a week with many different search terms to try and find a post that has the same problem. The only one I found didn't have a solution. 2. As for the spawn/loadout issue, I was just stating that I would like to have a script that allowed to give custom loadouts and spawn points without the way it is done with ESSV3. I like what it does, but it's more than I want. I don't have scripting experience and can't write it myself. I was trying to ask if there was still a script/addon around that offered the option for loadouts and spawn points without the player having to do anything. Three or four years ago I was able to do it that way with code I found on one of the DayZ forum sites. I can't seem to find it now. Is there code anywhere that can do it the older way or is anyone working on code for this at the moment? As for your comment, Relentless, I never said I had to use ESS. Only that it wasn't what I needed. I would set up my own if I knew how to write it. So I really don't understand the point of your reply to my post. It was not helpful and comes off as you being a bit of an *** to someone simply looking for some help. If you don't understand someone's question or post, simply ask rather than post some smart*** remark about the post. Thank you.
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