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Cherdenko got a reaction from juandayz in Vehicles Lokced No Damage
maybe something with the "for count" command
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Cherdenko got a reaction from S4M in Vehicles Lokced No Damage
maybe something with the "for count" command
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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.
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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
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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
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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.
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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:
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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
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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
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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.
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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 ?
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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!!!!
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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
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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:
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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: