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Blestda86ta

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  1. [RELEASE] Vehicle Patrols on missions

    @Hooty will do
  2. [RELEASE] Vehicle Patrols on missions

    @Hooty I use both but I plan to use DZMS for this since its simple
  3. [RELEASE] Vehicle Patrols on missions

    Can anyone tell me how to add static weapons and patrol vehicles to a specific position on the map that spawn on restart automatically?
  4. Hacked Vehicles 1.0.6.1

    I'm willing to guess the vehicleammo.sqf needs to be added in somewhere in the dayz_server pbo?
  5. Hacked Vehicles 1.0.6.1

    Some of the vehicles that I buy come with the weapon/ammo but it wont reload for some time- EX: shilka with tuguska rockets. It just has red text (meaning out of ammo/reloading) and the 8 rockets. Is there a way to make it come loaded right away?
  6. ESSV3 Not Working

    I would email them and tell them its not working. If you're paying for it they should fix it for you. Otherwise, check the RPT for an error. If that doesn't work you can get the Essv3 script file and go through your file comparing it to the one in the script looking for anything that you may have changed wrong (extra comma, no common, marks in wrong spot) you'll have to check
  7. [Release] Wicked AI 2.2.1

    I added in vehicle patrols to some missions but it seems to not be working correctly. The vehicle runs into the mines and gets blown up or disabled, or it wont spawn multiple vehicles to patrol the mission. Is there a way to fix this? here is one of my missions for example- (mayors mansion) if(isServer) then { private ["_room","_complete","_mayor_himself","_crate_type","_mission","_position","_crate","_baserunover","_mayor"]; // Get mission number, important we do this early _mission = count wai_mission_data -1; _position = [40] call find_position; [_mission,_position,"Hard","Mayors Mansion","MainHero",true] call mission_init; diag_log format["WAI: [Mission:[Hero] Mayors Mansion]: Starting... %1",_position]; //Setup the crate _crate_type = crates_large call BIS_fnc_selectRandom; _crate = createVehicle ["BAF_VehicleBox",[(_position select 0),(_position select 1),0], [], 0, "CAN_COLLIDE"]; //Mayors Mansion _baserunover = createVehicle ["Land_A_Villa_EP1",[(_position select 0), (_position select 1),0],[], 0, "CAN_COLLIDE"]; _baserunover setVectorUp surfaceNormal position _baserunover; //Troops [[_position select 0,_position select 1,0],7,"Hard",["Random","AT"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],4,"Hard","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],4,"Hard","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],6,"Hard",["Random","AT"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],1,"Medium",["Random","AT"],3,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],1,"Medium",["Random","AA"],3,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],1,"Medium",["Random","AA"],3,"Random","Bandit","Random","Bandit",_mission] call spawn_group; [[_position select 0,_position select 1,0],1,"Medium",["Random","AA"],3,"Random","Bandit","Random","Bandit",_mission] call spawn_group; //Humvee Patrol [[(_position select 0) + 100, _position select 1, 0],[(_position select 0) + 100, _position select 1, 0],50,2,"BTR90","Hard","Bandit","Bandit",_mission] call vehicle_patrol; [[(_position select 0) + 100, _position select 1, 0],[(_position select 0) + 100, _position select 2, 0],50,2,"AAV","Hard","Bandit","Bandit",_mission] call vehicle_patrol; [[(_position select 0) + 100, _position select 1, 0],[(_position select 0) + 100, _position select 3, 0],50,2,"T90","Hard","Bandit","Bandit",_mission] call vehicle_patrol; //The Mayor Himself _mayor = [_position,1,"Hard","Random",4,"Random","Special","Random",["Bandit",500],_mission] call spawn_group; _mayor_himself = (units _mayor) select 0; //Put the Mayor in his room _room = (6 + ceil(random(3))); _mayor_himself disableAI "MOVE"; _mayor_himself setPos (_baserunover buildingPos _room); //Let him move once player is near _mayor_himself spawn { private ["_mayor","_player_near"]; _mayor = _this; _player_near = false; waitUntil { { if (isPlayer _x && (_x distance (position _mayor) < 20)) then { _player_near = true; }; } count playableUnits; sleep .1; (_player_near) }; _mayor enableAI "MOVE"; }; //Static mounted guns [[ [(_position select 0) - 15, (_position select 1) + 15, 8], [(_position select 0) + 15, (_position select 1) - 15, 8] ],"M2StaticMG","Easy","Bandit","Bandit",1,2,"Random","Random",_mission] call spawn_static; _complete = [ [_mission,_crate], // mission number and crate ["assassinate",_mayor], // ["crate"], or ["kill"], or ["assassinate", _unitGroup], [_baserunover], // cleanup objects "The Mayor has gone rogue, go take him and his bandit task force out to claim the rewards!", // mission announcement "The rogue mayor has been taken out, who will be the next Mayor of Cherno?", // mission success "Survivors were unable to capture the mansion, time is up" // mission fail ] call mission_winorfail; if(_complete) then { [_crate,85,9,65,9] call dynamic_crate; }; diag_log format["WAI: [Mission:[Hero] Mayors Mansion]: Ended at %1",_position]; h_missionsrunning = h_missionsrunning - 1; };
  8. Right-Click script for color correction/ambient sound

    @juandayz Got it to work, thanks!
  9. Right-Click script for color correction/ambient sound

    yes the option came up but nothing happened when I pressed
  10. Right-Click script for color correction/ambient sound

    @juandayz Not working :( how do I add an infistar #mainactionmenu?
  11. HOW TO: Vehicles indestructible within plot area

    So I'm having this issue, Locked vehicles no matter where they are on the map even outside plots, as long as no one gets in them are Auto-healing anytime they take damage. I tested by shooting a locked ural with a DMR and as I shot the tires they keep healing. How do I fix this so Only vehicles on plot have god like the script says? Here is my veh_handledamage.sqf private["_unit","_selection","_strH","_total","_damage","_needUpdate","_totalDmg","_state"]; //***Zupa Config ****// _godmodeVechilesEverywhere = false; // Godmode on all locked vehicles _onlyLockedVehicles = true; //Plotarea: Godmode for Only locked vehicles (true) or locked and unlocked(false) _onlyVehicleWithoutGear = true; // Only godmode on vehicles that hold no gear. _safeZoneGodVehicle = false; // Godmode vehicles in safezones. (or specific zone's) _donatorsPlots = false; // True = only godmode vehicles for donaters in the list, False = godmode for every guy. _plotDonators = ["0"]; // PUID's of poeple who donated for plotpole // Chernarus safezone area's - change these to other coordinates for other maps. ( You can also add specific locations on the map. _safezones = [ [[11806.7,12688.7],50,"Air"], [[1606.6443,7803.5156],50,"Bandit"], [[4063.4226,11664.19],50,"Bash"], [[11397.4,5513.73],20,"Msta"], [[11447.472,11364.504],50,"Klen"], [[4762.63,6267.55],50,"Pog"] // [[x,y],distance,"just name"] ]; //***END Config ****// _unit = _this select 0; _selection = _this select 1; _total = _this select 2; if (((locked _unit && (count(crew _unit)) == 0) && (count(_unit nearEntities["Plastic_Pole_EP1_DZ", DZE_PlotPole select 0]) > 0))) exitWith {}; _state = true; _HPBefore = -1; if (_selection != "") then { _strH = "hit_" + _selection; _HPBefore = [_unit,_strH] call object_getHit; _totalDmg = false; } else { _strH = "totalDmg"; _totalDmg = true; _HPBefore = getDammage _unit; }; if(_total > _HPBefore)then{ if((locked _unit && _godmodeVechilesEverywhere && (count (crew _unit)) < 1))then{_state = false; }; if(_state)then{ if(_safeZoneGodVehicle )then{ {if ((_unit distance (_x select 0)) < (_x select 1)) then {_state = false; };} forEach _safezones; }; }; if(_state)then{ _gearCount = 0; if(_onlyVehicleWithoutGear)then{ }; _plots = nearestObjects [_unit, ["Plastic_Pole_EP1_DZ"], DZE_PlotPole select 0]; if((count(_plots) > 0))then{ _thePlot = _plots select 0; _plotOwner = _thePlot getVariable ["ownerPUID",0]; if ( (_gearCount == 0) &&(locked _unit || !(_onlyLockedVehicles) ) && (count (crew _unit)) < 1 && ( !(_donatorsPlots) || (_plotOwner in _plotDonators))) then {_state = false; }; }; }; }; //fix if(_state)then{ if (_total >= 0.98) then { _total = 1.0; }; if (local _unit) then { if (_total > 0) then { if (!_totalDmg) then { _unit setVariable [_strH, _total, true]; }; _unit setHit [_selection, _total]; PVDZ_veh_Save = [_unit,"damage",false,_totalDmg]; if (isServer) then { publicVariableServer "PVDZ_veh_Save"; } else { PVDZ_veh_Save call server_updateObject; }; }; } else { // vehicle is not local to this client, ask the client which vehicle is local to set damage /* PVS/PVC - Skaronator */ PVDZ_send = [_unit,"VehHandleDam",_this]; publicVariableServer "PVDZ_send"; }; }else{ _total = _HPBefore; }; // all "HandleDamage event" functions should return the effective damage that the engine will record for that part _total
  12. Right-Click script for color correction/ambient sound

    @juandayz Thank you!
  13. WAI MISSION HELP

    I'm no expert, but I think what you're looking for can be edited in WAI\compile\custom_publish_veh.sqf Where the code starts getting into the key stuff, starts with this- if (wai_lock_vehicles) then { _keyid = ceil(random(12500)); _vehicle setVariable ["CharacterID",str(_keyid),true];
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