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Posts posted by wokkelwakker
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That script works for me.
I'm also interested in adding snow to the ground, otherwise the falling snow seems too much out of place for me.
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I'd leave it as it is. It fixes an exploit that does not work anymore due to this change.
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+ for this.
And what about able to rotate everything in every direction? It would enable so many more building structure designs and possibilities!
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If that actual SQF would work you would be able to exec that in your mission module, without having to add it to the mission file.
I am wondering what the server will do with spawned zeds when there are no players nearby though.
It's triggered when a player is nearby, otherwise it shouldn't do anything.
I never got this to work though :P Anyone did?
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Seems to be working just fine on my server!
Can't help you with a fix for this though.
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I thought i read in a changelog that they would add this, but i can't seem to find it anymore :/
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Pfff Epoch in Arma 3 doesn't even look that good :ph34r:
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This script works really well. Thanks!
Hoping to see a tow-lift version of this script!
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hi! please help me!
why this mission system with sarge bots so stupid on version epoch 1.0.3??
when my server was on 1.0.2.5 they was much more difficult, they can saw players from 900m and start to shoot very fast.
now i can run between bots and only after that they start shooting o,O
!but! when i was in car near bots - they kill me in 3 seconds from 700m! and start to shoot me when i was in car very very very! aggressive! but only when with car!
ps. and now no any patrols on server except heli.
Same here
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What kind of admin panel?
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So, the fix for the Missions worked fine for me, thank you vy3si :)
in server_functions.sqf
find this
_keep = _x getVariable ["permaLoot",false];
change to this
_keep = (_x getVariable ["permaLoot",false]) || (_x getVariable ["Sarge",0] == 1) ;
So now I'm testing the other part with my AI-Base ;)
Seems to be working for me! Not 100% sure, but i haven't had any boxes despawn anymore so far.
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What cen says. I assume you know how to get out out of the dayz_code pbo and relink it in the init.sqf?
And it doesn't interfere with the infistar antihack, unless you use the ingame weather control menu, which obviously will change the weather as it is supposed to do.
The editing in the dynamicweathereffects.sqf speaks for itself i think, just check the file out :)
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It's working, i've tried it out on a few vehicles. All upgrades were definitely active after upgrading them!
The only thing though, when i upgraded a vehicle, the vehicle jumps from it's spot a little (maybe only 0.5/1m to the right, and a little bump in the sky).
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This fix seemed to have worked for me. Vilayer actually told me about this fix/thread, but ofcourse thanks development for providing the hotfix :)
It seems i have not even one issue left except one!(offtopic) Mission loot boxes are despawning. But i'm thinking it has something to do with the server_updateobject.sqf or server_cleanup.fsm file. Not sure how to fix this though.
Other than this, i really love the 1.0.3. patch!
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Midget77, i suggest you buy the antihack through blurgaming.com or infistar.de.
http://dayzah.com/ is really outdated (0313 against 0318 from blur/infistar) and they lack extremely in support sometimes.
I however have no issues with Vilayer, they've always helped me good so far, and i like the way they've setup their epoch/dayz servers.
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It should be afile "trade_weapons", and make sure the item looks like this in the database:
["ChainSaw",3]
The 3 indicates a weapon. That should do the trick (not tested, haven't added these to the trader yet).
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You can select which channels you want in your description.ext mission file:
disableChannels[]={0,2,6};
See http://community.bistudio.com/wiki/Description.ext#disableChannels for a guide on which numbers do what..
But doesn't this disable the chat within the removed channel as well?
If it were at least still showing who actually is using the voice in sidechat, you could kick/ban them.
I believe your name would be visible in the left bottom screen when you were using VOIP, but doesn't seem to be the case anymore.
Someone knows how to let this show again?
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Nice to see that Fuchs, and now mimic as well are still working on this mission extension.
If i can help with anything, please let me know again.
The setup was pretty good, but there were some items etc. in it (you guys probably already know about) that aren't in vanilla epoch (items/vehicles really should be kept vanilla epoch to avoid compatibility issues etc.)
The only thing where i can give you guys some backup at the moment are the wrong classnames (which you already know),
and maybe change the "Accomplished mission text" from a few missions, so it isn't personal (because every player on the map sees this text, only a minor thing i guess)
So for example change this:
Good work you've secured the helicopter!
into this:
Survivors have secured the helicopter!
Cheers
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I think i found a bug with this,
It seems to make vehicles very fragile when leaving the safezone again. One hit with any vehicle against anything (trees, buildings) with even the lowest speed, will cause it to explode.
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Then that was your problem probably. A weapon should indeed be called "trade_weapons" in the afile column.
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Did you add the correct item type numbers?
http://dayzepoch.com/wiki/index.php/Server_Configuration_Instructions#Adding_new_items_to_traders
For example a weapon is a 3:
["M4A1_Aim",3]
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Uninstall tow-lifting script :)
Or make an extension on your roof to disable the heli's to get near your vehicles.
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Very nice!
How would i change loudness of the wind? I think sometimes it's a bit too much
Enhanced logging
in Scripting
Posted
Destroying a vehicle isn't logged as far as i know.
Accessing gear (doesn't matter if it's a vehicle, safe or shack etc.) Is logged in the hiveext log. The time, characterID and what they accessed & location of the object will be shown. You can then retrace the playerUID in your mysql database -> player_data table to see who actually did this.