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BigEgg last won the day on April 29 2020
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About BigEgg
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- Birthday 01/05/1999
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https://www.uddergaming.com/
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Updated 11/26
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Can you paste an example result? I know that for example, when you retrieve a number, it will come back as a string and you can call compile it. However, I am not understanding what the issue is with the arrays. I see you are call compiling it even after you have removed the " from the return. The KRON function is returning a string, which is why I see you call compiling it. But my question is, why do we need the KRON function? It looks like it is doing the exact same thing the call compile below it will do. If the first result from the database is: _result = "[blah,blah]"; _result = call compile _result; _var = _result select 0; - this should now equal blah without error. Now, if what you meant above was something like this: _result = "['[array1]', '[array2]']"; I would see the purpose in the KRON function. Let me know what I am not understanding correctly.
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You only need this line (line 48): _result = call compile _result; If _result is "[blah,blah]", the above line will return the following: _result = [blah,blah]; Call compile removes the string.
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The script is likely failing because you cannot take a distance from a classname. I have written up a quick script for this below, please try it out and let me know how it works :) private ["_noAI", "_noZeds"]; _noAI = true; // Remove AI within plot radius (true = enabled, false = disabled). _noZeds = true; // Remove zombies within plot radius (true = enabled, false = disabled). while {69 == 69} do { private "_plots"; _plots = player nearEntities ["Plastic_Pole_EP1_DZ", DZE_PlotPole select 0]; if (count _plots > 0) then { private "_plot"; _plot = _plots select 0; if (_noZeds) then { {deleteVehicle _x} count (_plot nearEntities ["zZombie_Base", DZE_PlotPole select 0]); }; if (_noAI) then { { if (!isPlayer _x && {_x distance _plot <= (DZE_PlotPole select 0)}) then {_x setDamage 1}; } count allUnits; }; }; uiSleep 5; }; Just name it whatever you would like, then call it from the !isDedicated section of the init.sqf, down at the bottom: if (!isDedicated) then { // CODE FROM INIT HERE execVM "FILENAMEHERE.sqf"; };
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Sucks that you had to release this because everyone was stealing it. Good work
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salivals mod pack (All my mods tested & working)
BigEgg replied to salival's topic in A2: Epoch Mods
An easy way to test this would be to disable each addon. For example, disable all the mission scripts by removing their execution lines, but leave the admin tools enabled. If it starts working, you found your problem. If not, re-enable them all, and disable admin tools. If it starts working, you have your problem. -
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On line 26 of your BattlEye scripts.txt, paste this: !="fired;\n};\nplayer_fired = { \ndeleteVehicle (_this select 6);\ncutText [localize \"STR_CL_SZ_FIRE\", \"WHITE IN\"];\n};\n\n[_speedLimit, _"
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Please be sure to update to the latest version and try again, as this will not be the case.
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Thanks for letting me know. I have pushed the update to fix vehicle god mode here: https://github.com/BigEgg17/Safe-Zones/commit/bb918c405b43a210f83e9bc1b66c7ad31f48b1ed Users can either update the code themselves or simply replace their file with the new one.
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This would work where the vehicle was local only. There must be global communication so that other clients understand that the vehicle is within safe zone boundaries or indestructible. I do this by checking distance first, then, a separate check which is done for vehicles that are outside safe zone boundaries but still have the timer running. The second check just uses a global set variable to communicate to all clients that the vehicle is safe. The way I have it works, I am almost positive the code just isn't being read because of a dumb mistake I made compiling this for the community. The loop was in a code block which is why I didn't see it haha - it is simply stopping the code at the bottom from being read for clients.
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Thanks so much for this information :) The vehicle god mode problem concerns me, but I may see the problem. If you could do so, please move the veh_handledam changes from the bottom of the file to just above the if (!isDedicated) text. My concern is that maybe the loop is preventing the code from reaching the changes. When I get my servers back up and running tomorrow (dedi changes), I will test further, but can almost bet this is the case.
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Still unable to reproduce - can you provide some more information (specific steps to reproduce)?
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Your solution is not global. Just need a better understanding of what you mean. If you are saying that the vehicle loses god mode when you get in, this would be a localization issue, meaning that you have another script overriding the damage handler of the safe zone script.