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Absolution

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Posts posted by Absolution

  1. I am still yet to find an AI with the config I am running.

     

    Can someone who has it confirmed working check out this file? See if this is whats breaking it.

     

    https://www.dropbox.com/s/nrsrozkjd02wov3/SAR_config.sqf

     

    Looks fine to me.

     

    Have you got this at the bottom of your init file

    // UPSMON
           call compile preprocessFileLineNumbers "addons\UPSMON\scripts\Init_UPSMON.sqf";
    
           // SHK 
           call compile preprocessfile "addons\SHK_pos\shk_pos_init.sqf";
    
           // run SAR_AI
           [] execVM "addons\SARGE\SAR_AI_init.sqf";
    
  2. "csj_gyroac",

    "map_eu"

     

     

    Be sure there is no , after or it will look for another addon.

     

    Other than that not sure. I am just using the default mission.sqm with Skalisty Bridge added to the Vehicles Array.

     

    hmm maybe i missed the , after "csj_gyroac" to look at the next line I will double check this later.

     

    Also could you share your mission.sqm with the bridge added in Im having trouble adding this?

  3. well it wasnt working for me then today it is with no problems tow/lift is coming up and works all i did was place the R3F file in the missions.pbo and edited the init file with the command??

     

    Also Bungle you edit the vehicles in R3F_ARTY_AND_LOG\R3F_LOG\addons_config > arma2_CO_objects.sqf

     

    also try this line in the init.sqf at the bottom

    //R3F Towing and shit (or whatever you want to title it)
    [] ExecVM "R3F_ARTY_AND_LOG\init.sqf"
    
    
    
  4. To remove fog first create an effects.sqf looking like this:

    setviewdistance 3000;
    bis_fog = 0;
    
    setviewdistance 3000;
    0 setovercast 0;
    0 setrain 0;
    //0 setfog 0;
    0 setfog bis_fog;
    
    [] spawn {
        _delay = 3;
        sleep 0.01;
        while {true} do {
            _delay  setovercast 0;
            _delay  setrain 0;
            _delay  setfog bis_fog;
            sleep _delay ;
        };
    };
    

    Place it in the root of mission.pbo

     

    Then go to your init.sqf and find:

    if (!isDedicated) then {
        //Conduct map operations
        0 fadeSound 0;
        waitUntil {!isNil "dayz_loadScreenMsg"};
        dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
    
    

    Make it say:

    if (!isDedicated) then {
        [] execVM "effects.sqf";
        //Conduct map operations
        0 fadeSound 0;
        waitUntil {!isNil "dayz_loadScreenMsg"};
        dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
    
    

    Re-Pack and it should be gone

     

    You might get a script restriction but I assume you know how to fix those in BE.

  5. I just followed the tutorials on opendayz didnt have to change anything specific for epoch apart from our fn_selfactions.sqf is different.

    Im willing to share yes. Just tryin to get R3F lift and tow working it was before 1.0.1.1 now no lift or tow scroll menu shows? I put the folder in my root and included the execute cmd in my init file

    Has anybody confirmed it works or could link another script?

  6. To limit the towable and liftable go to > R3F_ARTY_AND_LOG\R3F_LOG\addons_config > arma2_CO_objects.sqf

     

    Find section starting line 58 ish for towable vehicles and subsequent sections for lift etc

     

    Side note: is this working correctly with the latest version currently it is the only mod of mine that is not working????

  7.  

     

    If you're having problems with loot spawning, make sure your buildings are named correctly in the mission.sqf file. I've found that although the buildings will appear with a few different variations in the naming, they only spawn loot with the correct "DayZ acceptable" naming. Use http://picacid.com/arma2/loot_en.html and/or http://dayzsuperhive.co.uk/dayz-buildings.html to verify correct naming and see if loot spawns after correcting anything.

     

    Thank you for this was a total oversight and facepalm moment for me, I use a map editor prog and before all the item IDs it places MAP_ the building spawns but loot dont fixed now thank you..

  8.  

    Your mission.sqm is exactly the same as mine...Couldnt be my daatabase? as the init.sqf reads:

    call compile preprocessFileLineNumbers "server_traders.sqf";
    

    and:

    // Black Market - Olsha
    menu_GUE_Soldier_MG = [
    	[["Black Market Weapons",455],["Black Market Ammo",456],["Explosives",462],["Backpacks",463],["Clothing",464]],
    	[],
    	"neutral"
    ];
    

    what does the 455 456 462 numbers mean?

     

    Could you send me your server_trader.sqf thats the only thing I can think of? The actual menus show ammo, backpacks etc but nothing to buy or sell.

  9. yeah, i've found this really good.

    After i put All my mod Mission.sqf, in DayZ\Mission.SQF

     

    Really long and leazy .....

    Now it's more Fast and furious

     

    Do you get loot spawning at your custom spawned buildings etc?? see my above post it been bugging me for days, is there anything i must do in the mission editor or anything??? Ive heard you have to create a custome array or something to find you buildings and put loot in????

     

     

    Thanks

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