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Blestda86ta

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About Blestda86ta

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  1. RG Overpoch Namalsk US West Coast based server IP: 76.95.13.52 Discord: https://discord.gg/pb6AUPG Server Scripts and Features: -Light/non-militarized -Single Currency with bank and ability to store money in vehicles/safes/lockboxes -Deployables (bike, mozzie, pook, motorbike) -Adjust view distance (right-click on binoculars or rangefinder) -WAI mission system (AI values changed to be easier to do missions while still being challenging) -Spawn Selection -Custom spawn loadouts based on hero/bandit humanity -Vehicle locator (if you have a key, right click on map or gps) -Group system (press f5 to add your friends and see each other on the map) -Vehicle service points (rearm, fix, and refuel your vehicle at any gas station) -Safezone main traders -Custom risky trader and trader positions -Custom loot tables to spawn better weapons and equipment -Tow/lift (ability to tow vehicles or lift with heli's) -Flip vehicle (right-click on etool) -Safezone vehicle relocate (on restart, any vehicle left in safezone will be moved to the junk yard) -Weed fields (marked on map, go up to the weed plants and right-click on your knife to harvest plant) -Slow zombies -1 step building -full base building with vectors -Custom WAI mission loot, 500 coins added to player per kill, 100 humanity per kill -Higher sell price of meats to reward hunters/fisherman with more coins -High vehicles spawn on map, easy to get around and make money selling -Grass on/off, Environmental sounds on/off, Color fix on/off - right click map to toggle these -Manage plot every 13 days, base decay is set at 14 days to delete buildables -vote day/night. Server time set at 9am each restart -restarts every 4hrs -Anzio 20mm sniper rifle added to hero/bandit traders -No launchers or OP vehicles. Humvee GPK and Armoured SUV are top tier vehicles. AS50 top tier weapon. -Server difficulty: Veteran -Death Messages to know how you died or who killed who and distance
  2. Can anyone link me to the class name for the railgun/ammo and for how to put bloodsuckers in Namalsk? Everything I'm finding is outdated, looking for something that works on current 1.0.6.2. Also, when trying to put on warm clothes it says something like "must be the opposite sex to wear these clothes" I've tried the 3 different ones in the trader and they all say it. An old thread had something about changing survival.cfg and making it "=male" but that isn't a file anymore. Any direction would be appreciated!
  3. I'm having a similar issue. Only 1 mission is spawning per restart.
  4. @Hooty I use both but I plan to use DZMS for this since its simple
  5. Can anyone tell me how to add static weapons and patrol vehicles to a specific position on the map that spawn on restart automatically?
  6. I'm willing to guess the vehicleammo.sqf needs to be added in somewhere in the dayz_server pbo?
  7. 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?
  8. 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
  9. 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; };
  10. yes the option came up but nothing happened when I pressed
  11. @juandayz Not working :( how do I add an infistar #mainactionmenu?
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