*SMOKEY*
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Posts posted by *SMOKEY*
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Hey guys :)
Call me slow but i just come across this post :P
Is this a actual release with a update to 1.0.5.1 or is this still a work in progress ?
Either way i would love to have a chance at testing this patch out :)
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Is this just a pack of textures that replace existing textures ?
Or is this actually a few new cars that i can put in my server ??
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Thanx guys i will have a look and see what i can dig up here in the forums.
I did try replacing the start of the class name with land_ but when i did that the building dont even spawn :-\
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Is there not this option in the normal dayz .init in your mission file..
MaxDynamicDebris = 500; // Default = 100
If you lower this or put it at 0 there is no debris. Which is roadblocks burnt cars and what not..
You could maybe try and put this in your .init if its not in there..
Place it under here :)
// DayZ Epoch config
spawnShoremode = 1; // Default = 1 (on shore)
spawnArea= 1500; // Default = 1500MaxVehicleLimit = 300; // Default = 50 // This is for vehicles that spawn..Lower or higher number.. Up to 100 :)
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Edit: I also replace the classname to read as such as i red in the forums MAP_EU_Mil_Guardhouse
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Hey guys :D
Well my topic pretty much says it all :P
I cant get loot to spawn in this building MAP_Mil_Mil_Guardhouse
When i change the classname to Land_Mil_Mil_Guardhouse "Nothing" The building don't even spawn.. Everything else spawns but..
And while i am @ it i cant seem to climb the ladder in the Mil_fort_watchtower.. I think thats the name its the fort with the large sandbags where you can climb a ladder to a lookout on top of the fort :-\
Any help would be appreciated :) These 2 little issues are holding up something i am working on :(
Thanx :)
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Pretty sure i have had this mission system running with WAI 2.2.0 ..But now i just use WAI.. But it tends to lag a bit when missions are starting :-\
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I am pretty new to this myself.. But most mods should be compatible with Namalsk as long as the coordinates of any units are adjusted in a mod you want to use..
But things like zupa's coin's script and plot for life and plot maintenance and mods like these should work with a little bit of converting and half a brain :)
I use cherno 17 and some mods even require me to change around some things that are ment for cherno 11.. Its not to difficult just look at files and try to convert and also make sure you keep backups :)
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10 hours ago, g0dzstar said:
When installing the plot4life & snap pro v2.35, are you supposed to get the orange and white "epoch snapping" layout or do you get the blue and white "snap pro v1.4.1." when building a wooden wall for example?
Im kinda lost.
When i use snap..
All i see is little gray dots that turn yellow :P lol
And when the two little dots connect or get close enough to each other and both turn yellow you just click build and it should snap in to place..
There is also a little menu that pops up with details and stuff when you place a buildable object ..
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12 hours ago, theduke said:
thats because the name in the HPP was G33 and not G55...changing the class name to 55 fixed it
EDIT: its the opposite...
this is the original
class FHQ_ACR_WDL_G55_SD {type = "trade_weapons";buy[] = {40000,"Coins"};sell[] = {10000,"Coins"};}; class FHQ_ACR_WDL_G55_SD_F {type = "trade_weapons";buy[] = {40000,"Coins"};sell[] = {10000,"Coins"};};
changed to this
class FHQ_ACR_WDL_G33_SD {type = "trade_weapons";buy[] = {40000,"Coins"};sell[] = {10000,"Coins"};}; class FHQ_ACR_WDL_G33_SD_F {type = "trade_weapons";buy[] = {40000,"Coins"};sell[] = {10000,"Coins"};};
Oh i ended up doing what el dubya did and just removed them from the traders completely..
But if all i need to do is change the classnames from G55 to G33 thats awesome news :)
I would like to check out these weapons.. And i want to use as many weapons as possible so there is a decent variety of weapons on my server without having to download new fancy weapon packs and having huge server files :-\
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+1 i would also like to know how this could be achieved :)
I found this mod on armaholic which replaces the textures in the normal arma 2 game but how would i use this on my server
http://www.armaholic.com/page.php?id=2863
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So i understand this forum is a epoch forum but there is a question i would like to ask and try to get some help if i am able and if help is allowed to be given out for overpoch..
I am currently using the config traders that comes with zupa's coin script 1.1 999 hive version and his server traders.sqf..
But
When i am in game and pop up to see a trader i can buy and sell and ACR weapon except for the FHQ_ACR variants :-\
This is what the top of my mission.sqm looks like am i missing something i need to add ?
I can purchase everything else but these weapons :(
Here is a link to pics of the weapons i can not buy :(
http://postimg.org/gallery/trqzwtgi/
version=11;
class Mission
{
addOns[]=
{
"chernarus",
"ca_modules_animals",
"dayz_anim",
"dayz_code",
"dayz_communityassets",
"dayz_weapons",
"dayz_equip",
"dayz_epoch",
"dayz_vehicles",
"cacharacters_pmc",
"ca_modules_functions",
"glt_m300t",
"pook_h13",
"csj_gyroac",
"map_eu",
"jetskiyanahuiaddon",
"mbg_buildings_3",
"mbg_killhouses",
"aif_arma1buildings",
"mbg_african_buildings",
"gms_k98",
"RH_m14",
"FHQ_Remington",
"FHQ_Remington_ammo",
"FHQ_Remington_msr",
"FHQ_Remington_xm2010",
"FHQ_Remington_acr",
"FHQ_Remington_rsass",
"VILAS_WWP",
"VILAS_RW_Forces",
"VILAS_WWP_CO",
"VILAS_RW_Forces_CO",
"ddopp_taserpack",
"smk_anims_lite",
"MicroAirVehicles",
"oz_is_objects",
"monaro",
"gsc_units_stalker_patch",
"american_law_enforcement",
"CYBP_Camels_Config",
"nissan_350z",
"ussr_cheytac",
"bb_mercenary",
"goosuksf",
"frb"
};
addOnsAuto[]=
{
"dayz_weapons",
"ca_modules_functions",
"chernarus"
"gms_k98",
"RH_m14",
"FHQ_Remington",
"FHQ_Remington_ammo",
"FHQ_Remington_msr",
"FHQ_Remington_xm2010",
"FHQ_Remington_acr",
"FHQ_Remington_rsass",
"VILAS_WWP",
"VILAS_RW_Forces",
"VILAS_WWP_CO",
"VILAS_RW_Forces_CO",
"ddopp_taserpack",
"CSJ_GyroAC",
"JetSkiYanahuiAddon",
"smk_anims_lite",
"MicroAirVehicles",
"oz_is_objects",
"monaro",
"gsc_units_stalker_patch",
"american_law_enforcement",
"CYBP_Camels_Config",
"nissan_350z"
}; -
Ok so after some more testing and playing with this script today i still think i am messing something up.. not only do i not need a code to enter safes on my plot i also dont need a code to unlock any of my safe's anywhere on the map :-\
So am i missing something or dont you need codes for safes at all now ?
If thats the case i feel its quite un-safe... So if i just direct my compiles back to the default player_unlockVault and default player_packVault and player_lockVault can i still have plot for life but with safes and codes staying the way its supoosed to be ?
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6 minutes ago, theduke said:
thats plot for life, you dont need to remember your own code. But if you want to give it to a friend you need to know it. Probly still a good idea to write them down. But you dont need to enter the code for your own safes within your plot pole.
As for wiping your coins when changing skins it does that sometimes. You could look at zupas script for changing skins. and theres also a few fixes for the single currency you will need like the one for the negative money and the one for the First time you log in a server, it doesnt save your money.
Awesome :D
Now i am one happy chap..
Thats one pain in the rear script i can scrub of the list to install :P
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1 minute ago, theduke said:
thats plot for life, you dont need to remember your own code. But if you want to give it to a friend you need to know it. Probly still a good idea to write them down. But you dont need to enter the code for your own safes within your plot pole.
As for wiping your coins when changing skins it does that sometimes. You could look at zupas script for changing skins. and theres also a few fixes for the single currency you will need like the one for the negative money and the one for the First time you log in a server, it doesnt save your money.
Thank you so so much for the quick reply :)
It really has been bugging me... So i just reset my server and logged back in and did not need the code for my safe :-\ I could just open it.. So you are saying that is part of this mod and no one else can open my safe without my code ? Only i can open it without the code ?
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Hey :)
So i am having a really weird problem when trying to install this on my fresh server with only zupa coins 999 hive script..
For some reason i dont have to put a code in to unlock my safe :-\ Is it checking my player id now or something so i dont need a code anymore.. Or am i doing something wrong...
Everything else seems to work fine.. There is sometimes when i change skins my coins get wiped but if i log out and then back in again they are back so that aint really a issue.. But this safe thing is bothering me...
[Release] 2.1 Plot Management - UPDATED Object Counter
in A2: Epoch Mods (1.0.5.1)
Posted
No matter what i do or the fixes i try that have been posted i cant get this working with zupa coins 1.1 999 hive and plot 4 life 2.5 :(
I do not get any errors what so ever in my logs.. But after installing this script i loose all actions and can not interact with any item.. So i cant open a safe, a car and cant even open a door or get any options on my plot pole..
I have placed down a new plot pole every time i have tried a fix and still nothing.. No interactions available at all..
Any one got any suggestions :\ ??
EDIT::: Never mind all fixed it seems :) thanx anyways