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Cherdenko

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  1. Like
    Cherdenko got a reaction from juandayz in Vehicles Lokced No Damage   
    maybe something with the "for count" command
  2. Like
    Cherdenko got a reaction from S4M in Vehicles Lokced No Damage   
    maybe something with the "for count" command
  3. Like
    Cherdenko reacted to juandayz in Vehicles Lokced No Damage   
    i guess the errors become from the "sleep" command , S4M is working now to fix it. the way that scripts its executed not allow the sleep command.
  4. Like
    Cherdenko reacted to S4M in Vehicles Lokced No Damage   
    Old script the @Donnovan that together with @juandayz we got it working on 1.0.6.1
    All my compliment to @Donnovan and @juandayz.
     
    1. in your init.sqf, you look for the line where the compiles.sqf is called and under this you paste this
    2. create lock_god.sqf 
    3. Open server_monitor.sql and look for this line
    Done!
      Another option thanks @Cherdenko
    1-you will need a custom compiles.sqf
    2-in the custom compiles.sqf find:
    fnc_veh_handleDam = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\veh_handleDam.sqf"; change the line by:
    fnc_veh_handleDam = compile preprocessFileLineNumbers "custom\veh_handleDam.sqf";
    3.create this new sqf and paste in mpmissions\your_instance\custom\ 
    veh_handleDam.sqf
     
  5. Like
    Cherdenko reacted to juandayz in Epoch 0.5 / static weather   
    @Grahame we miss you in arma2 forums
  6. Like
    Cherdenko reacted to salival in HOW TO: Remove the Journal   
    It's kicking you for _box (which is stupid) I would either remove line #9 from scripts.txt: 
    5 "_box" !="{show_loot_infiSTAR = !show_loot_infiSTAR;};\n};\nif(isNil \"show_boxes_infiSTAR\")then{show_boxes_infiSTAR = false;};\nfnc_BoxS = {\n" Or add the exception to it:
    5 "_box" !="{show_loot_infiSTAR = !show_loot_infiSTAR;};\n};\nif(isNil \"show_boxes_infiSTAR\")then{show_boxes_infiSTAR = false;};\nfnc_BoxS = {\n" !="private [\"_count\",\"_kills\",\"_5\",\"_4\",\"_3\",\"_2\",\"_1\",\"_b\",\"_idc_arr\",\"_extra_kills\",\"_tally_kills\",\"_full_box_count\",\"_partial_box_tally\",\"_add_kills\"];" I haven't tested this but it should work okay
     
    @infiSTAR @infiSTAR.de
  7. Like
    Cherdenko got a reaction from juandayz in HOW TO: Remove the Journal   
    mine isn´t kicking. that was just for a guy that wanted to have his journal removed because of that.
    maybe others don´t want the journal, because they don´t like it.
  8. Like
    Cherdenko got a reaction from S4M in HOW TO: Remove the Journal   
    As some of you guys may have allready seen, the journal kicks coz of a script restriction, if you open the last page.
    Also some of you guys might allready have a custom ui and don´t want the journal, coz you simply don´t like it.
    So here ill present you a way to disable the journey completly:
     
    1. for people who don´t have a custom keyboard
     
    for people who do have the custom keyboard.sqf:
     
     
  9. Like
    Cherdenko got a reaction from S4M in Vehicles Lokced No Damage   
    (((locked _unit && (count(crew _unit)) == 0)))) with this, so if the unit is locked and theres no crew in it
  10. Like
    Cherdenko got a reaction from juandayz in Vehicles Lokced No Damage   
    (((locked _unit && (count(crew _unit)) == 0)))) with this, so if the unit is locked and theres no crew in it
  11. Like
    Cherdenko reacted to juandayz in [Making Tie Up] with a lil help of my friends.   
    i guess @Cherdenko @Hooty and @me,,  we agree that its you who must post it.
  12. Like
    Cherdenko reacted to S4M in HOW TO: Vehicles indestructible within plot area   
    Now yes my friend thanks for your time.
    Would you know what to do with the subject of towing ?
  13. Like
    Cherdenko got a reaction from S4M in HOW TO: Vehicles indestructible within plot area   
    if (isServer) then { diag_log "Loading custom server compiles"; }; if (!isDedicated) then { diag_log "Loading custom client compiles"; fnc_usec_selfactions = compile preprocessFileLineNumbers "dayz_code\compile\fn_selfActions.sqf"; player_humanityMorph = compile preprocessFileLineNumbers "dayz_code\compile\player_humanityMorph.sqf"; // This line can be removed when Epoch 1.0.6.2 comes out. compile preprocessFileLineNumbers "overwrites\click_actions\init.sqf"; //cold player_temp_calculation = compile preprocessFileLineNumbers "custom\fn_temperatur.sqf"; }; fnc_veh_handleDam = compile preprocessFileLineNumbers "custom\veh_handleDam.sqf"; //belongs here not in the section above  
  14. Like
    Cherdenko got a reaction from S4M in HOW TO: Vehicles indestructible within plot area   
    u don´t need the lock/unlock.sqf if u use my veh_damagehandler.
    also there should be nothing wrong with the safezones
     
  15. Like
    Cherdenko reacted to juandayz in [Making Tie Up] with a lil help of my friends.   
    @oldmatechoc  @Hooty  @Cherdenko @gernika whats about if we use something like this in player_restrain.sqf
     
  16. Like
    Cherdenko got a reaction from juandayz in [Release] ESSV3 - Enhanced Spawn Selection [Updated for 1.0.7.1+]   
    im running two overpoch servers at the moment and my server rpt is fully error free. my update(or removal) of infistar does not cause any errors on my servers
  17. Like
    Cherdenko got a reaction from juandayz in [Making Tie Up] with a lil help of my friends.   
    yep that gets proven all the time :D
  18. Like
    Cherdenko got a reaction from juandayz in [Making Tie Up] with a lil help of my friends.   
    well i would test it, but my friends aren´t online atm and i can´t test it alone :D
  19. Like
    Cherdenko got a reaction from juandayz in [Making Tie Up] with a lil help of my friends.   
    also another thing @juandayz you should maybe restrict tying up in safezones
  20. Like
    Cherdenko got a reaction from gernika in [Making Tie Up] with a lil help of my friends.   
    also another thing @juandayz you should maybe restrict tying up in safezones
  21. Like
    Cherdenko got a reaction from juandayz in [Making Tie Up] with a lil help of my friends.   
    so im not too sure since my friends are still offline *forever alone*
    but it COULD be that the item that gets created when you get tied up also has to added to the createvehicle.txt
  22. Like
    Cherdenko reacted to juandayz in [Making Tie Up] with a lil help of my friends.   
    yup youre right friend, but we need to know if main idea works, the rest is details.  i think :
    1-We need know if scroll menu to tie up appear on the other player.
    2-if the tie_up2.sqf made something on the victim player
    3-if tie_up2.sqf complete well his script secuense.
    4-safezones restrictions
    5-filters.
    any way this is only an idea.   and many tnks for take the call guys!!!!
  23. Like
    Cherdenko got a reaction from juandayz in [Making Tie Up] with a lil help of my friends.   
    like i said im still not sure but if you get kicked for tieng ppl up try to add this
    !="dayz_tieup" to your first line of your publicvariable.txt
  24. Like
    Cherdenko got a reaction from Ghostrider-GRG in Vehicle Locator Script   
    Ok so the script seems to be running just fine.
    all credits go to @Logi coz he created this script.
    Original thread:
    /* if you have any problems post them below and ill try to offer support.
    also as it seems changes to infistar are not necassary */
    create a new file called "locate_vehicle.sqf"
    paste this in it
    or this for the masterkey thx to @theduke
     
     
    now you have to execute it through either extra_rc.hpp:
    or clickactions:
     
  25. Like
    Cherdenko got a reaction from juandayz in Vehicle Locator Script   
    Ok so the script seems to be running just fine.
    all credits go to @Logi coz he created this script.
    Original thread:
    /* if you have any problems post them below and ill try to offer support.
    also as it seems changes to infistar are not necassary */
    create a new file called "locate_vehicle.sqf"
    paste this in it
    or this for the masterkey thx to @theduke
     
     
    now you have to execute it through either extra_rc.hpp:
    or clickactions:
     
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