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Dealman got a reaction from ElViper in [Tutorial] Overpoch - Custom traders, all weapons/ammo/vehicles in menus
Managed to solve it, it was indeed in server_traders.sqf. I had forgotten to add the menu_ prefix;
// Overpoch Weapons menu_Soldier_Bodyguard_AA12_PMC = [ [["Overpoch Weapons",693]], [], "neutral" ]; //Overpoch Ammo menu_Soldier_MG_PMC = [ [["Overpoch Ammo",694],["Chem-lites/Flares",669]], [], "neutral" ]; -
Dealman got a reaction from raymix in [Tutorial] Overpoch - Custom traders, all weapons/ammo/vehicles in menus
Managed to solve it, it was indeed in server_traders.sqf. I had forgotten to add the menu_ prefix;
// Overpoch Weapons menu_Soldier_Bodyguard_AA12_PMC = [ [["Overpoch Weapons",693]], [], "neutral" ]; //Overpoch Ammo menu_Soldier_MG_PMC = [ [["Overpoch Ammo",694],["Chem-lites/Flares",669]], [], "neutral" ]; -
Dealman reacted to Kind-Sir in [Solved] Running Script Once(For a new player)
Using the following code yielded "true" on a new player joining, and "false" on a player respawning:
{!isNil "dayzPlayerLogin"}; waitUntil{count (dayzPlayerLogin) > 1}; diag_log (dayzplayerlogin select 8);This was placed at the bottom of my mission file. -
Dealman reacted to Kind-Sir in [Solved] Running Script Once(For a new player)
Alright, I'm testing out a solution.
Will update you when I get something working.
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Dealman reacted to Kind-Sir in [Solved] Running Script Once(For a new player)
It is definitely possible to do through the dayz_server.pbo.
In theory, you could edit server_playerLogin.sqf located in the dayz_server.pbo/compile folder and add a line when the player is identified as a new spawn.
Inside of the file, line 70ish, there's
_newPlayer = _primary select 1; Now if this does what it suggests, then all you need to do is attach this variable to the player when the login is successful.
where line 81 is the start of the if (!_isNew) statement and we want the else function located on line 93 (may be subject to change line numbers) to include a check in the following model:
if (!_isNew) then { //returning, do stuff } else { //use the _newPlayer variable in here }EDIT:
It seems like this is taken care of by the end of the file:
dayzPlayerLogin = [_charID,_inventory,_backpack,_survival,_isNew,dayz_versionNo,_model,_isHiveOk,_newPlayer,_isInfected]; (owner _playerObj) publicVariableClient "dayzPlayerLogin"; See if you can get the variable _newPlayer through the mission.