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Posts posted by AllenFromStacysmom
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Links are dead again. Maybe it would be better to just post the Missions into Spoilers :D
Thanks for the suggestion, made them into spoilers.
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CREATE EVENT `Maintenance` ON SCHEDULE EVERY 1 DAY STARTS '2014-12-25 00:00:00' ENDS '2026-12-25 00:00:00' ON COMPLETION NOT PRESERVE ENABLE DO UPDATE `object_data`SET `Object_DATA`.`Damage`=0.3WHERE `Object_DATA`.`ObjectUID` <> 0AND `Object_DATA`.`CharacterID` <> 0AND `Object_DATA`.`Datestamp` < now() - INTERVAL 3 DAYAND ( (`Object_DATA`.`Inventory` IS NULL) OR (`Object_DATA`.`Inventory` = '[]') )
Also, whats the format of crating an event, because I wanna add in some mroe SQL event
I dont understand what does this part mean
ON COMPLETION NOT PRESERVE ENABLE
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CREATE EVENT `Maintenance` ON SCHEDULE EVERY 1 DAY STARTS '2014-12-25 00:00:00' ENDS '2026-12-25 00:00:00' ON COMPLETION NOT PRESERVE ENABLE DO UPDATE `object_data`SET `Object_DATA`.`Damage`=0.3WHERE `Object_DATA`.`ObjectUID` <> 0AND `Object_DATA`.`CharacterID` <> 0AND `Object_DATA`.`Datestamp` < now() - INTERVAL 3 DAYAND ( (`Object_DATA`.`Inventory` IS NULL) OR (`Object_DATA`.`Inventory` = '[]') )
thanks,
one more quick question:
AND `Object_DATA`.`Datestamp` < now() - INTERVAL 3 DAY
what does this interval 3 day mean
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Hey,guys
So, my host is Dayz.st and they are terrible, I have no access to hiveext.ini to change the base decay period.
And the base maintain isn't working either, When i go to maintain base, it shows "0 Building parts in range"
But I noticed when the walls are damaged, you can maintain the base, but not the whole base, just a few, like two, three building parts.
I wonder if there is a way to fix the maintain or add a SQL event to database that does a little damage to the base so players can maintain.
Thanks ! :D
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Hey, guys
So I have dayz.st for host, which is terrible, because I have no access to hive.int to change the decay time.
And the default plot pole maintain isn't working ,either.
When I look at the maintain preview, it shows that 0 building parts in range
sometimes it shows a few building parts when the walls are damaged.
So is there a way to fix it, or add a SQL event to database that damage the base a little bit so players can maintain it
Thanks :D
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download link not working again
thx
Link fixed
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I do not remember much if the fake_benlate mission did work or not. The last time I did the mission it was real_benlate, he appeared but does not complete the mission after killing him and his wife. I am not quite sure of if there is an extra }; in the mission_winorfail.sqf but I will post it here. :
if(isServer) then {
private ["_max_ai","_timeout_time","_currenttime","_starttime","_msglose","_msgwin","_msgstart","_objectives","_crate","_marker","_in_range","_objectivetarget","_position","_type","_complete","_timeout","_mission","_killpercent","_delete_mines","_cleanunits","_clearmission","_baseclean"];_mission = (_this select 0) select 0;_crate = (_this select 0) select 1;_type = (_this select 1) select 0;_baseclean = _this select 2;_msgstart = _this select 3;_msgwin = _this select 4;_msglose = _this select 5;_position = position _crate;_timeout = false;_complete = false;_starttime = time;_timeout_time = ((wai_mission_timeout select 0) + random((wai_mission_timeout select 1) - (wai_mission_timeout select 0)));_max_ai = (wai_mission_data select _mission) select 0;_killpercent = _max_ai - (_max_ai * (wai_kill_percent / 100));[nil,nil,rTitleText,_msgstart,"PLAIN",10] call RE;clearWeaponCargoGlobal _crate;clearMagazineCargoGlobal _crate;_crate setVariable ["ObjectID","1",true];_crate setVariable ["permaLoot",true];_crate allowDamage false;while {!_timeout && !_complete} do {sleep 1;_currenttime = time;{if((isPlayer _x) && (_x distance _position <= wai_timeout_distance)) then {_starttime = time;};} count playableUnits;if (_currenttime - _starttime >= _timeout_time) then {_timeout = true;};call {if (_type == "crate") exitWith {if(wai_kill_percent == 0) then {{if((isPlayer _x) && (_x distance _position <= 20)) then {_complete = true};} count playableUnits;} else {if(((wai_mission_data select _mission) select 0) <= _killpercent) then {{if((isPlayer _x) && (_x distance _position <= 20)) then {_complete = true};} count playableUnits;};};};if (_type == "kill") exitWith {if(((wai_mission_data select _mission) select 0) == 0) then {_complete = true};};if (_type == "assassinate") exitWith {_objectivetarget = (_this select 1) select 1;{_complete = true;if (alive _x) exitWith {_complete = false;};} count units _objectivetarget;};};};if (_complete) then {// if (typeOf(_crate) in (crates_large + crates_medium + crates_small)) then {if(wai_crates_smoke && sunOrMoon == 1) then {_marker = "smokeShellPurple" createVehicle getPosATL _crate;_marker setPosATL (getPosATL _crate);_marker attachTo [_crate,[0,0,0]];};if (wai_crates_flares && sunOrMoon != 1) then {_marker = "RoadFlare" createVehicle getPosATL _crate;_marker setPosATL (getPosATL _crate);_marker attachTo [_crate, [0,0,0]];_in_range = _crate nearEntities ["CAManBase",1250];{if(isPlayer _x && _x != player) then {PVDZE_send = [_x,"RoadFlare",[_marker,0]];publicVariableServer "PVDZE_send";};} count _in_range;};// };_delete_mines = ((wai_mission_data select _mission) select 2);if(count _delete_mines > 0) then {{if(typeName _x == "ARRAY") then {{deleteVehicle _x;} count _x;} else {deleteVehicle _x;};} count _delete_mines;};wai_mission_data set [_mission, -1];[nil,nil,rTitleText,_msgwin,"PLAIN",10] call RE;if (wai_clean_mission) then {[_position,_baseclean] spawn {private ["_pos","_clean","_finish_time","_cleaned","_playernear","_currenttime"];_pos = _this select 0;_clean = _this select 1;_finish_time = time;_cleaned = false;while {!_cleaned} do {_playernear = false;{if ((isPlayer _x) && (_x distance _pos < 400)) exitWith { _playernear = true };} count playableUnits;_currenttime = time;if ((_currenttime - _finish_time >= wai_clean_mission_time) && !_playernear) then {{if(typeName _x == "ARRAY") then {{if ((_x getVariable ["ObjectID", nil]) == nil) then {deleteVehicle _x;};} count _x;} else {if ((_x getVariable ["ObjectID", nil]) == nil) then {deleteVehicle _x;};};} forEach _clean;_cleaned = true;};sleep 1;};};};};if (_timeout) then {{if (_x getVariable ["mission", nil] == _mission) then {if (alive _x) then {_cleanunits = _x getVariable ["missionclean",nil];if (!isNil "_cleanunits") then {call {if(_cleanunits == "ground") exitWith { ai_ground_units = (ai_ground_units -1); };if(_cleanunits == "air") exitWith { ai_air_units = (ai_air_units -1); };if(_cleanunits == "vehicle") exitWith { ai_vehicle_units = (ai_vehicle_units -1); };if(_cleanunits == "static") exitWith { ai_emplacement_units = (ai_emplacement_units -1); };};};};deleteVehicle _x;};} count allUnits + vehicles + allDead;{if(typeName _x == "ARRAY") then {{deleteVehicle _x;} count _x;} else {deleteVehicle _x;};} forEach _baseclean + ((wai_mission_data select _mission) select 2) + [_crate];wai_mission_data set [_mission, -1];[nil,nil,rTitleText,_msglose,"PLAIN",10] call RE;};_complete};Yeah I found an error in the mission file, I uploaded the new sqf,
it should be working fine now
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Sure, here it is :
if (_type == "assassinate") exitWith { _objectivetarget = (_this select 1) select 1; { _complete = true; if (alive _x) exitWith {_complete = false;}; } count units _objectivetarget; // This is the line 82 for me here }; }; };
do the fake benlate mission work well?
for the real benlate one, do benlate spawn? or the mission doesnt end after you kill him?
is there an extra "};" in mission_winorfail.sqg? not quite sure what is causing this
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how can we make this a hero event? im running a pve.
Edit troop_supply.sqf
change
_mission = [_position,"Medium","Troop Supply","MainBandit",true] call mission_init; diag_log format["WAI: [Mission:[Bandit] Troop Supply]: Starting... %1",_position];
to
_mission = [_position,"Medium","Troop Supply","MainHero",true] call mission_init; diag_log format["WAI: [Mission:[Hero] Troop Supply]: Starting... %1",_position];
change
//Troops [[(_position select 0) + 5,_position select 1,0],3,"Medium","Random",4,"Random","Pierce","Random","Hero",_mission] call spawn_group; [[(_position select 0) + 5,_position select 1,0],3,"Medium","Random",4,"Random","US_Delta_Force_Assault_EP1","Random","Hero",_mission] call spawn_group; [[(_position select 0) + 5,_position select 1,0],3,"Medium","Random",4,"Random","MVD_Soldier_GL","Random","Hero",_mission] call spawn_group; [[(_position select 0) + 5,_position select 1,0],1,"Medium","Random",4,"Random","RUS_Commander","Random","Hero",_mission] call spawn_group; for "_i" from 0 to _rndgro do { [[_position select 0,_position select 1,0],_rndnum,"Easy","Random",3,"Random","Hero","Random","Hero",_mission] call spawn_group; }; //Static Guns [[ [(_position select 0) + 10, (_position select 1) + 10, 0], [(_position select 0) + 10, (_position select 1) - 10, 0] ],"M2StaticMG","Easy","Hero","Hero",0,2,"Random","Random",_mission] call spawn_static;
to
//Troops [[(_position select 0) + 5,_position select 1,0],3,"Medium","Random",4,"Random","Pierce","Random","Bandit",_mission] call spawn_group; [[(_position select 0) + 5,_position select 1,0],3,"Medium","Random",4,"Random","US_Delta_Force_Assault_EP1","Random","Bandit",_mission] call spawn_group; [[(_position select 0) + 5,_position select 1,0],3,"Medium","Random",4,"Random","MVD_Soldier_GL","Random","Bandit",_mission] call spawn_group; [[(_position select 0) + 5,_position select 1,0],1,"Medium","Random",4,"Random","RUS_Commander","Random","Bandit",_mission] call spawn_group; for "_i" from 0 to _rndgro do { [[_position select 0,_position select 1,0],_rndnum,"Easy","Random",3,"Random","Hero","Random","Bandit",_mission] call spawn_group; }; //Static Guns [[ [(_position select 0) + 10, (_position select 1) + 10, 0], [(_position select 0) + 10, (_position select 1) - 10, 0] ],"M2StaticMG","Easy","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static;
change
"The local troop have obtained a weapon crate. Check your map for the location!", // mission announcement "Bandits have secured the supply!", // mission success "Bandits did not secure the supply in time" // mission fail
to
"The local Bandit troop have obtained a weapon crate. Check your map for the location!", // mission announcement "Heros have secured the supply!", // mission success "Heros did not secure the supply in time" // mission fail
in the end, change
b_missionrunning = false;
to
h_missionrunning = false;
Now go to WAI\Config
Add the mission file name to the hero mission list:
// Missions wai_hero_missions = [ // ["mission filename",% chance of picking this mission],Make sure the chances add up to 100,or it will not be accurate percentages ["black_hawk_crash",8], ["armed_vehicle",10], ["bandit_base",6], ["captured_mv22",8], ["ikea_convoy",8], ["destroyed_ural",8], ["disabled_milchopper",8], ["mayors_mansion",6], ["weapon_cache",8], ["bunny_ranch",2], ["chern_gang",8], ["benlate",4], ["bandit_squad",9], ["ladyland",2], ["AI_War",1], ["real_benlate",4] ];
I have some other missions, but don't worry about it, just add in the ["mission file name(troop_supply)", chance of event happen in %]
make sure the number add up to 100
It is the same thing for the other mission.
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The benlate/realbenlate mission does not want to be "secured" after killing everybody. This is what it spams in my RPT log :
if (_complet> 21:24:18 Error Undefined variable in expression: _objectivetarget 21:24:18 File z\addons\dayz_server\WAI\compile\mission_winorfail.sqf, line 82 21:24:20 Error in expression <ith {_complete = false;}; } count units _objectivetarget; }; }; };
can you write down what is on line 82 of mission_winorfail.sqg?
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I did that and now no ai spawn but missions do (not yours). I had to remove it, unfortunately. Strange problem.
The AI in the 2 missions don't spawn?
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---Download the benlate.sqf and real_benlate.sqf files for the mission:
https://www.dropbox....1H5aimLYaa?dl=0
The file you're looking for has been moved or deleted.
Fix Link Please!
fixed the link :)
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Hi. You said to put both in bandit folder, but edit the config.sqf under hero mission?
Thanks for letting me know, i have made changes to the instruction.
Yeah, they should go to the bandit missions
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I have a problem that after player maintain the plot pole, there would be an extra door, and player can't unlock it.
It kind of dupe another door on player's current door.
any fix?
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Check out the Benlate mission
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2 Bandit WAI customized missions
--- Denny's Farm
--- Troop's Supply
Mission Plot:
--- Denny is giving out some supplies at his farm.
--- The local troop just received their supply.
Screenshots:
https://www.dropbox.com/sh/k9txqxw6q4qx71t/AADTvplz45CXdSrW8Pyo5W8Fa?dl=0
Requirement:
-PBO to pack mission file
-WAI
Installation:
---Download and install WAI to your server.pbo
Link :
---Create farmer_give.sqf and troop_supply.sqf files in dayz_server\WAI\missions\bandits
In farmer_give.sqf
Copy and paste
// Made by AllenFromStacysMom //check out my server for more fun mission, IP: 142.4.215.203:2502 if(isServer) then { private ["_complete","_crate_type","_mission","_position","_crate","_baserunover","_baserunover1","_baserunover2"]; _position = [30] call find_position; _mission = [_position,"Easy","Denny's Farm","MainBandit",true] call mission_init; diag_log format["WAI: [Mission:[Bandit] Denny's Farm]: Starting... %1",_position]; //Setup the crate _crate_type = crates_small call BIS_fnc_selectRandom; _crate = createVehicle [_crate_type,[(_position select 0) + 15,(_position select 1) + 5,0], [], 0, "CAN_COLLIDE"]; //Medical Supply Camp _baserunover1 = createVehicle ["Land_Farm_Cowshed_a",[(_position select 0) +15, (_position select 1) -20,0],[], 0, "CAN_COLLIDE"]; _baserunover2 = createVehicle ["Land_Farm_Cowshed_b",[(_position select 0) +35, (_position select 1) +10,0],[], 0, "CAN_COLLIDE"]; _baserunover = [_baserunover1,_baserunover2]; { _x setVectorUp surfaceNormal position _x; } count _baserunover; //Troops [[_position select 0,_position select 1,0],4,"Easy","Random",4,"Random","Assistant","Random","Hero",_mission] call spawn_group; [[_position select 0,_position select 1,0],4,"Easy","Random",4,"Random","RU_Villager2","Random","Hero",_mission] call spawn_group; [[_position select 0,_position select 1,0],1,"Random","Random",4,"Random","Citizen2_EP1","Random","Hero",_mission] call spawn_group; //[[(_position select 0) + 100, _position select 1, 0],[(_position select 0) + 100, _position select 1, 0],50,2,"tractor","random","bandit","bandit",_mission] call vehicle_patrol; //Condition _complete = [ [_mission,_crate], // mission number and crate ["crate"], // ["crate"], or ["kill"], or ["assassinate", _unitGroup], [_baserunover], // cleanup objects "Denny is giving out supply at his farm", // mission announcement "Bandit robbed the old farmer, what the hell", // mission success "Survivors have obtained the supply from Denny, thanks" // mission fail ] call mission_winorfail; if(_complete) then { [_crate,6,5,[40,crate_items_medical],5] call dynamic_crate; }; diag_log format["WAI: [Mission:[Bandit] Denny's Farm]: Ended at %1",_position]; b_missionrunning = false; };
In troop_supply.sqf, copy and paste:
// Made by AllenFromStacysMom//check out my server for more fun mission, IP: 142.4.215.203:2502if(isServer) then {private ["_complete","_crate_type","_mission","_position","_crate","_playerPresent","_rndnum","_rndgro","_num_guns","_num_tools","_num_items"];_position = [30] call find_position;_mission = [_position,"Medium","Troop Supply","MainBandit",true] call mission_init;diag_log format["WAI: [Mission:[bandit] Troop Supply]: Starting... %1",_position];//Setup the crate_crate_type = crates_small call BIS_fnc_selectRandom;_crate = createVehicle [_crate_type,[(_position select 0),(_position select 1),0], [], 0, "CAN_COLLIDE"];_baserunover1 = createVehicle ["CDF_WarfareBArtilleryRadar",[(_position select 0) +15, (_position select 1) -20,0],[], 0, "CAN_COLLIDE"];_baserunover = [_baserunover1];{ _x setVectorUp surfaceNormal position _x; } count _baserunover;//Troops[[(_position select 0) + 5,_position select 1,0],3,"Medium","Random",4,"Random","Pierce","Random","Hero",_mission] call spawn_group;[[(_position select 0) + 5,_position select 1,0],3,"Medium","Random",4,"Random","US_Delta_Force_Assault_EP1","Random","Hero",_mission] call spawn_group;[[(_position select 0) + 5,_position select 1,0],3,"Medium","Random",4,"Random","MVD_Soldier_GL","Random","Hero",_mission] call spawn_group;[[(_position select 0) + 5,_position select 1,0],1,"Medium","Random",4,"Random","RUS_Commander","Random","Hero",_mission] call spawn_group;for "_i" from 0 to _rndgro do {[[_position select 0,_position select 1,0],_rndnum,"Easy","Random",3,"Random","Hero","Random","Hero",_mission] call spawn_group;};_rndnum = 1 + round (random 4);_rndgro = 1 + round (random 3);//Static Guns[[[(_position select 0) + 10, (_position select 1) + 10, 0],[(_position select 0) + 10, (_position select 1) - 10, 0]],"M2StaticMG","Easy","Hero","Hero",0,2,"Random","Random",_mission] call spawn_static;//Condition_complete = [[_mission,_crate],["crate"],[],"The local troop have obtained a weapon crate. Check your map for the location!","Bandits have secured the supply!","Bandits did not secure the supply in time"] call mission_winorfail;if(_complete) then {[_crate,10,4,0,2] call dynamic_crate;};diag_log format["WAI: [bandit] troop_supply ended at %1",_position];b_missionrunning = false;};_rndnum = 1 + round (random 4);_rndgro = 1 + round (random 3);//Static Guns [[ [(_position select 0) + 10, (_position select 1) + 10, 0], [(_position select 0) + 10, (_position select 1) - 10, 0] ],"M2StaticMG","Easy","Hero","Hero",0,2,"Random","Random",_mission] call spawn_static; //Condition _complete = [ [_mission,_crate], // mission number and crate ["crate"], // ["crate"], or ["kill",wai_kill_percent], or ["assassinate", _unitGroup], [], // cleanup objects "The local troop have obtained a weapon crate. Check your map for the location!", // mission announcement "Bandits have secured the supply!", // mission success "Bandits did not secure the supply in time" // mission fail ] call mission_winorfail; if(_complete) then { [_crate,10,4,0,2] call dynamic_crate; }; diag_log format["WAI: [bandit] troop_supply ended at %1",_position]; b_missionrunning = false; };
---Edit the config.sqf :
find
wai_bandit_missions = [ ["armed_vehicle",10], ["black_hawk_crash",10], ["captured_mv22",10], ["broken_down_ural",10], ["hero_base",10], ["ikea_convoy",10], ["medi_camp",10], ["presidents_mansion",10], ["sniper_extraction",10], ["weapon_cache",10], ];
the missions you have may be different from me, and the number after the mission name is the chance of the mission will happen
Example: ["mission_name",chance in %]
---Add in farmer_give and troop_supply
so it would look like this
wai_bandit_missions = [ ["armed_vehicle",10], ["black_hawk_crash",10], ["captured_mv22",10], ["broken_down_ural",10], ["hero_base",10], ["ikea_convoy",10], ["medi_camp",4], ["presidents_mansion",10], ["sniper_extraction",10], ["weapon_cache",4], ["farmer_give",6], ["troop_supply",6] ];
Make sure the number add up to 100. You can change the chance of the mission happen by change the number in % to whatever you want.
Now you are done!
Repack your server.pbo to try out the missions :D
Let me know if there is any problem with the mission.
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Same here.
does this work for the WAI 2.2.0? I added it but have yet to see the mission appear
I am not sure actually, it works well on the newest version.
try to set the chance of other missions to zero, and set 50 50 for two benlate mission, and reduce the mission spawn time, so you can see if they spawn in
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I am not sure actually,
It should work fine,
try to set the chance of other missions to zero, and set 50 50 for two benlate mission, and reduce the mission spawn time, so you can see if they spawn in
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Maybe i Should have posted the whole reply not just a part of it here is the complete reply i dont think DZMS has a future could be wrong lol.
It was a planned feature for a future version but when DZMS 1.1 came out Arma 3 Epoch was announced and I became busy on other things.
To modify the missions to add 50cals wouldn't be impossible. You need to create the turret, make it so the server doesn't delete it, then find a nearby AI, shove the AI into it with moveInGunner, and then lock it so players can't use it once the AI is dead.
Ok thanks :D
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I sent TheVampire a PM this was his reply:
To modify the missions to add 50cals wouldn't be impossible.
You need to create the turret, make it so the server doesn't delete it, then find a nearby AI, shove the AI into it with moveInGunner, and then lock it so players can't use it once the AI is dead.
Have a Look at this: https://github.com/SMVampire/DZMS-DayZMissionSystem/issues/5
Quote:
Will need to be a new version of DZMSSpawnAI, most likely DZMSSpawnTurret.
Usage: [Position, Direction]
[[0,0,0],180]
oh ok thanks, yeah i did see that he said the AI gunner would be added in future.
hopefully i can figure it out but mostly i won't be able to :P
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DZMS is just arma code.
It deosn make it different then any other code... alls the same code, units, game.
first, that line u posted can never work
_gunnercreateVehicle
whats that? xD
a variable? a command? ^^
after u spawned vehicle, u create an AI and u assign it as driver of the vehicle.
oh yeah i typed it wrong i, :P
what i put in is this
//gunner _gunner= createVehicle ["M2StaticMG",[(_coords select 0) - 7.5078, (_coords select 1) + 7.2578,0],[], 0, "CAN_COLLIDE"];
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hey guys,
so me and my friend wanna add 50 .cal to DZMS.
I tried to spawn in the machine gun as a building(vehicle) in missions,
and they do spawn in, but seems like the AIs don't use it.
Is there a way to spawn it with an AI using it
or can't do this on DZMS?
This is what I add in each mission sql:
i add in "_gunner" in private
private ["_missName","_coords","_base1","_base2","_base3","_base4","_base5","_base6","_base7","_base8","_base9","_base10","_base11","_base12","_base13","_base14","_base15","_base16","_base17","_veh1","_vehicle","_crate","_gunner"];
then i add in spawn in gunner as a building before spawn in AI units
//gunner _gunner=createVehicle ["M2StaticMG",[(_coords select 0) - 7.5078, (_coords select 1) + 7.2578,0],[], 0, "CAN_COLLIDE"];
Once again, the machine gun do spawn in, and player can use it, but the AI don't use it
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or i set it to :
_sUptime= 240
for four hours restart?
This one :)
240 doesn't work
I think its number in seconds
because in AH.sqf
the hour is / by 60 /60
if(serverTime > 36000)then{_stime = time;}else{_stime = serverTime;}; _hours = (_stime/60/60);
i set it to 14400 which is 4 hours in seconds, and it worked !
thanks :D
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AHConfig.sqf
/* "_sUptime": Server Uptime in seconds! Using this will show "Restart in: xh xxmin" If you don't want to use it - just do: _sUptime = 0; */ _sUptime = 0;
so i just set it to 1 to turn it on?
because i tried this, and it shows server restart in 00:00.
or i set it to :
_sUptime= 240
for four hours restart?
0 Building Parts in Range
in Scripting
Posted
Thank you ! :D