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Coffee

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Posts posted by Coffee

  1. Ok after looking into this i have fixed it this is now my mission.sqf            glt_bh_wreck and glt_bh_wreck_burned needed to be added incase anyone else if having the same issue

     

    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",
    "warehouse",
            "mbg_killhouses",
            "mbg_buildings_3",
            "mbg_african_buildings",
            "aif_arma1buildings",
            "glt_bh_wreck",
            "glt_bh_wreck_burned"
    };
    addOnsAuto[]=
    {
    "dayz_weapons",
    "ca_modules_functions",
    "chernarus"
    };
  2. Loving the map additions however im getting the following errors,

     

     

    19:26:28 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
    aif_arma1buildings
    19:26:28 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
    glt_bh_wreck
    19:26:28 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
    glt_bh_wreck_burned
    19:26:28 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
    glt_bh_wreck_burned
    19:26:28 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
    aif_arma1buildings
     
     
    so i added aif_arma1buildings  this got rid of this issue however it still gives me the glt_bh_wreck_burned & glt_bh_wreck errors  please find my added missions below any help would be great
     
    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",
    "warehouse",
            "mbg_killhouses",
            "mbg_buildings_3",
            "mbg_african_buildings",
            "aif_arma1buildings"
    };
  3. 1.0.5 player_build.sqf with working snapping:

     

    /*

    DayZ Base Building

    Made for DayZ Epoch please ask permission to use/edit/distrubute email [email protected].

    */

    private ["_location","_dir","_classname","_item","_hasrequireditem","_missing","_hastoolweapon","_cancel","_reason","_started","_finished","_animState","_isMedic","_dis","_sfx","_hasbuilditem","_tmpbuilt","_onLadder","_isWater","_require","_text","_offset","_IsNearPlot","_isOk","_location1","_location2","_counter","_limit","_proceed","_num_removed","_position","_object","_canBuildOnPlot","_friendlies","_nearestPole","_ownerID","_findNearestPoles","_findNearestPole","_distance","_classnametmp","_ghost","_isPole","_needText","_lockable","_zheightchanged","_rotate","_combination_1","_combination_2","_combination_3","_combination_4","_combination","_combination_1_Display","_combinationDisplay","_zheightdirection","_abort","_isNear","_need","_needNear","_vehicle","_inVehicle","_requireplot","_objHDiff","_isLandFireDZ","_isTankTrap"];

    if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_40") , "PLAIN DOWN"]; };

    DZE_ActionInProgress = true;

    // disallow building if too many objects are found within 30m

    if((count ((getPosATL player) nearObjects ["DZE_maintainClasses",60])) >= DZE_BuildingLimit) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_41"), "PLAIN DOWN"];};

    _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1;

    _isWater = dayz_isSwimming;

    _cancel = false;

    _reason = "";

    _canBuildOnPlot = false;

    _vehicle = vehicle player;

    _inVehicle = (_vehicle != player);

    DZE_Q = false;

    DZE_Z = false;

    DZE_Q_alt = false;

    DZE_Z_alt = false;

    DZE_Q_ctrl = false;

    DZE_Z_ctrl = false;

    DZE_5 = false;

    DZE_4 = false;

    DZE_6 = false;

    DZE_cancelBuilding = false;

    call gear_ui_init;

    closeDialog 1;

    if (_isWater) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_26", "PLAIN DOWN"];};

    if (_inVehicle) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_42"), "PLAIN DOWN"];};

    if (_onLadder) exitWith {DZE_ActionInProgress = false; cutText [localize "str_player_21", "PLAIN DOWN"];};

    if (player getVariable["combattimeout", 0] >= time) exitWith {DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_43"), "PLAIN DOWN"];};

    _item = _this;

    // Need Near Requirements

    _abort = false;

    _reason = "";

    _needNear = getArray (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "neednearby");

    {

    switch(_x) do{

    case "fire":

    {

    _distance = 3;

    _isNear = {inflamed _x} count (getPosATL player nearObjects _distance);

    if(_isNear == 0) then {

    _abort = true;

    _reason = "fire";

    };

    };

    case "workshop":

    {

    _distance = 3;

    _isNear = count (nearestObjects [player, ["Wooden_shed_DZ","WoodShack_DZ","WorkBench_DZ"], _distance]);

    if(_isNear == 0) then {

    _abort = true;

    _reason = "workshop";

    };

    };

    case "fueltank":

    {

    _distance = 30;

    _isNear = count (nearestObjects [player, dayz_fuelsources, _distance]);

    if(_isNear == 0) then {

    _abort = true;

    _reason = "fuel tank";

    };

    };

    };

    } forEach _needNear;

    if(_abort) exitWith {

    cutText [format[(localize "str_epoch_player_135"),_reason,_distance], "PLAIN DOWN"];

    DZE_ActionInProgress = false;

    };

    _classname = getText (configFile >> "CfgMagazines" >> _item >> "ItemActions" >> "Build" >> "create");

    _classnametmp = _classname;

    _require = getArray (configFile >> "cfgMagazines" >> _this >> "ItemActions" >> "Build" >> "require");

    _text = getText (configFile >> "CfgVehicles" >> _classname >> "displayName");

    _ghost = getText (configFile >> "CfgVehicles" >> _classname >> "ghostpreview");

    _lockable = 0;

    if(isNumber (configFile >> "CfgVehicles" >> _classname >> "lockable")) then {

    _lockable = getNumber(configFile >> "CfgVehicles" >> _classname >> "lockable");

    };

    _requireplot = DZE_requireplot;

    if(isNumber (configFile >> "CfgVehicles" >> _classname >> "requireplot")) then {

    _requireplot = getNumber(configFile >> "CfgVehicles" >> _classname >> "requireplot");

    };

    _isAllowedUnderGround = 1;

    if(isNumber (configFile >> "CfgVehicles" >> _classname >> "nounderground")) then {

    _isAllowedUnderGround = getNumber(configFile >> "CfgVehicles" >> _classname >> "nounderground");

    };

    _offset = getArray (configFile >> "CfgVehicles" >> _classname >> "offset");

    if((count _offset) <= 0) then {

    _offset = [0,1.5,0];

    };

    _isPole = (_classname == "Plastic_Pole_EP1_DZ");

    _isLandFireDZ = (_classname == "Land_Fire_DZ");

    _distance = DZE_PlotPole select 0;

    _needText = localize "str_epoch_player_246";

    if(_isPole) then {

    _distance = DZE_PlotPole select 1;

    };

    // check for near plot

    _findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance];

    _findNearestPole = [];

    {

    if (alive _x) then {

    _findNearestPole set [(count _findNearestPole),_x];

    };

    } count _findNearestPoles;

    _IsNearPlot = count (_findNearestPole);

    // If item is plot pole && another one exists within 45m

    if(_isPole && _IsNearPlot > 0) exitWith { DZE_ActionInProgress = false; cutText [(localize "str_epoch_player_44") , "PLAIN DOWN"]; };

    if(_IsNearPlot == 0) then {

    // Allow building of plot

    if(_requireplot == 0 || _isLandFireDZ) then {

    _canBuildOnPlot = true;

    };

    } else {

    // Since there are plots nearby we check for ownership && then for friend status

    // check nearby plots ownership && then for friend status

    _nearestPole = _findNearestPole select 0;

    // Find owner

    _ownerID = _nearestPole getVariable ["CharacterID","0"];

    // diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID];

    // check if friendly to owner

    if(dayz_characterID == _ownerID) then { //Keep ownership

    // owner can build anything within his plot except other plots

    if(!_isPole) then {

    _canBuildOnPlot = true;

    };

    } else {

    // disallow building plot

    if(!_isPole) then {

    _friendlies = player getVariable ["friendlyTo",[]];

    // check if friendly to owner

    if(_ownerID in _friendlies) then {

    _canBuildOnPlot = true;

    };

    };

    };

    };

    // _message

    if(!_canBuildOnPlot) exitWith { DZE_ActionInProgress = false; cutText [format[(localize "STR_EPOCH_PLAYER_135"),_needText,_distance] , "PLAIN DOWN"]; };

    _missing = "";

    _hasrequireditem = true;

    {

    _hastoolweapon = _x in weapons player;

    if(!_hastoolweapon) exitWith { _hasrequireditem = false; _missing = getText (configFile >> "cfgWeapons" >> _x >> "displayName"); };

    } count _require;

    _hasbuilditem = _this in magazines player;

    if (!_hasbuilditem) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_player_31"),_text,"build"] , "PLAIN DOWN"]; };

    if (!_hasrequireditem) exitWith {DZE_ActionInProgress = false; cutText [format[(localize "str_epoch_player_137"),_missing] , "PLAIN DOWN"]; };

    if (_hasrequireditem) then {

    _location = [0,0,0];

    _isOk = true;

    // get inital players position

    _location1 = getPosATL player;

    _dir = getDir player;

    /* Commented out cause GHOST preview does not work with snapping!

    // if ghost preview available use that instead

    if (_ghost != "") then {

    _classname = _ghost;

    };

    */

    _object = createVehicle [_classname, _location, [], 0, "CAN_COLLIDE"];

    _object setDir _dir;

    _object attachTo [player,_offset];

    _position = getPosATL _object;

    cutText [(localize "str_epoch_player_45"), "PLAIN DOWN"];

    player allowDamage false;

    SnappingOffset = _offset;

    SnappingDir = 0;

    SnappingSpotMarkers = [];

    SnappingEnabled = false;

    SnappedOffsetZ = 0;

    SnappingResetPos = false;

    if (isClass (missionConfigFile >> "SnapPoints" >> _classname)) then {

    s_building_snapping = player addAction ["Toggle Snapping", "scripts\snapping\player_toggleSnapping.sqf",_classname, 3, true, false, "",""];

    };

    _snapper = [_object, _classname] spawn snap_object;

    _key_monitor = [] spawn player_buildControls ;

    while {_isOk} do {

    uisleep 1;

    _location2 = getPosATL player;

    if(DZE_5) exitWith {

    _isOk = false;

    detach _object;

    _dir = getDir _object;

    _position = getPosATL _object;

    };

    if(_location1 distance _location2 > 5) exitWith {

    _isOk = false;

    _cancel = true;

    _reason = "You've moved to far away from where you started building (within 5 meters)";

    detach _object;

    };

    if(((SnappingOffset select 2) > 5) or ((SnappingOffset select 2) < -5)) exitWith {

    _isOk = false;

    _cancel = true;

    _reason = "Cannot move up or down more than 5 meters";

    detach _object;

    };

    if (player getVariable["combattimeout", 0] >= time) exitWith {

    _isOk = false;

    _cancel = true;

    _reason = (localize "str_epoch_player_43");

    detach _object;

    };

    if (DZE_cancelBuilding) exitWith {

    _isOk = false;

    _cancel = true;

    _reason = "Cancelled building.";

    detach _object;

    };

    };

    terminate _snapper;

    terminate _key_monitor;

    player removeAction s_building_snapping;

    player allowDamage true;

    //No building on roads unless toggled

    if (!DZE_BuildOnRoads) then {

    if (isOnRoad _position) then { _cancel = true; _reason = "Cannot build on a road."; };

    };

    // No building in trader zones

    if(!canbuild) then { _cancel = true; _reason = "Cannot build in a city."; };

    if(!placevault) then { _cancel = true; _reason = "Cannot build in a city."; };

    if(!_cancel) then {

    _classname = _classnametmp;

    _location = _position;

    if((_isAllowedUnderGround == 0) and ((_location select 2) < 0)) then {

    _location set [2,0];

    };

    _object setPosATL _location;

    cutText [format[(localize "str_epoch_player_138"),_text], "PLAIN DOWN"];

    _limit = 3;

    if (DZE_StaticConstructionCount > 0) then {

    _limit = DZE_StaticConstructionCount;

    }

    else {

    if(isNumber (configFile >> "CfgVehicles" >> _classname >> "constructioncount")) then {

    _limit = getNumber(configFile >> "CfgVehicles" >> _classname >> "constructioncount");

    };

    };

    _isOk = true;

    _proceed = false;

    _counter = 0;

    while {_isOk} do {

    [10,10] call dayz_HungerThirst;

    player playActionNow "Medic";

    _dis=20;

    _sfx = "repair";

    [player,_sfx,0,false,_dis] call dayz_zombieSpeak;

    [player,_dis,true,(getPosATL player)] spawn player_alertZombies;

    r_interrupt = false;

    _animState = animationState player;

    r_doLoop = true;

    _started = false;

    _finished = false;

    while {r_doLoop} do {

    _animState = animationState player;

    _isMedic = ["medic",_animState] call fnc_inString;

    if (_isMedic) then {

    _started = true;

    };

    if (_started and !_isMedic) then {

    r_doLoop = false;

    _finished = true;

    };

    if (r_interrupt or (player getVariable["combattimeout", 0] >= time)) then {

    r_doLoop = false;

    };

    if (DZE_cancelBuilding) exitWith {

    r_doLoop = false;

    };

    uisleep 0.1;

    };

    r_doLoop = false;

    if(!_finished) exitWith {

    _isOk = false;

    _proceed = false;

    };

    if(_finished) then {

    _counter = _counter + 1;

    };

    cutText [format[(localize "str_epoch_player_139"),_text, _counter,_limit], "PLAIN DOWN"];

    if(_counter == _limit) exitWith {

    _isOk = false;

    _proceed = true;

    };

    };

    if (_proceed) then {

    _num_removed = ([player,_item] call BIS_fnc_invRemove);

    if(_num_removed == 1) then {

    cutText [format[localize "str_build_01",_text], "PLAIN DOWN"];

    if (_isPole) then {

    [] spawn player_plotPreview;

    };

    _object setVariable ["OEMPos",_location,true];

    if(_lockable > 1) then {

    _combinationDisplay = "";

    switch (_lockable) do {

    case 2: { // 2 lockbox

    _combination_1 = (floor(random 3)) + 100; // 100=red,101=green,102=blue

    _combination_2 = floor(random 10);

    _combination_3 = floor(random 10);

    _combination = format["%1%2%3",_combination_1,_combination_2,_combination_3];

    dayz_combination = _combination;

    if (_combination_1 == 100) then {

    _combination_1_Display = "Red";

    };

    if (_combination_1 == 101) then {

    _combination_1_Display = "Green";

    };

    if (_combination_1 == 102) then {

    _combination_1_Display = "Blue";

    };

    _combinationDisplay = format["%1%2%3",_combination_1_Display,_combination_2,_combination_3];

    };

    case 3: { // 3 combolock

    _combination_1 = floor(random 10);

    _combination_2 = floor(random 10);

    _combination_3 = floor(random 10);

    _combination = format["%1%2%3",_combination_1,_combination_2,_combination_3];

    dayz_combination = _combination;

    _combinationDisplay = _combination;

    };

    case 4: { // 4 safe

    _combination_1 = floor(random 10);

    _combination_2 = floor(random 10);

    _combination_3 = floor(random 10);

    _combination_4 = floor(random 10);

    _combination = format["%1%2%3%4",_combination_1,_combination_2,_combination_3,_combination_4];

    dayz_combination = _combination;

    _combinationDisplay = _combination;

    };

    };

    _object setVariable ["CharacterID",_combination,true];

    PVDZE_obj_Publish = [_combination,_object,[_dir,_location],_classname];

    publicVariableServer "PVDZE_obj_Publish";

    cutText [format[(localize "str_epoch_player_140"),_combinationDisplay,_text], "PLAIN DOWN", 5];

    } else {

    _object setVariable ["CharacterID",dayz_characterID,true];

    // fire?

    if(_object isKindOf "Land_Fire_DZ") then {

    _object spawn player_fireMonitor;

    } else {

    PVDZE_obj_Publish = [dayz_characterID,_object,[_dir,_location],_classname];

    publicVariableServer "PVDZE_obj_Publish";

    };

    };

    } else {

    deleteVehicle _object;

    cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"];

    };

    } else {

    r_interrupt = false;

    if (vehicle player == player) then {

    [objNull, player, rSwitchMove,""] call RE;

    player playActionNow "stop";

    };

    deleteVehicle _object;

    cutText [(localize "str_epoch_player_46") , "PLAIN DOWN"];

    };

    } else {

    deleteVehicle _object;

    cutText [format[(localize "str_epoch_player_47"),_text,_reason], "PLAIN DOWN"];

    };

    };

    DZE_ActionInProgress = false;

    Thanks for this i'll update mine...

  4. I'm getting this in my logs when players are being kicked for the below restriction

     

    05.06.2014 14:44:21: eMuZa (xxxxxxxx) xxxxxxxxxxxxxxxxxxxxxxxxx - Count Restriction "WeaponHolder" 31:156 [3801,8948,311]

     

     

    this is my CreateVehicle.txt

     

     

    //new
    5 "SeaGull"
    1 "" !="WeaponHolder" !="TinCan" !="Rabbit" !="Goat01_EP1" !="Goat02_EP1" !="Goat" !="WildBoar" !="Sheep" !="Sheep02_EP1" !="Sheep01_EP1" !="Hen" !="Cock" !="Cow01" !="Cow02" !="Cow03" !="Cow04" !="Cow01_EP1" !="zZombie_Base" !="z_hunter" !="z_teacher" !="z_doctor" !="z_suit1" !="z_suit2" !="z_worker1" !="z_worker2" !="z_worker3" !="z_villager1" !="z_villager2" !="z_villager3" !="z_soldier" !="z_soldier_heavy" !="z_soldier_pilot" !="z_policeman" !="z_priest" !="BoltSteelF" !="Land_Fire_DZ" !="SodaCan" !="JackDaniels" !="RoadFlare" !="ChemRed" !="ChemBlue" !="ChemGreen" !="Survivor1_DZ" !="Survivor2_DZ" !="Survivor3_DZ" !="SurvivorW2_DZ" !="Bandit1_DZ" !="CZ_VestPouch_EP1" !="DZ_Patrol_Pack_EP1" !="DZ_CivilBackpack_EP1" !="DZ_ALICE_Pack_EP1" !="SmokeShell" !="SmokeShellRed" !="SmokeShellGreen" !="MedBox0" !="Camo1_DZ" !="Soldier1_DZ" !="DZ_Backpack_EP1" !="Sniper1_DZ" !="DZ_Assault_Pack_EP1" !="BanditW1_DZ" !="G_40mm_HE" !="dog" !="WeaponHolder_MeleeCrowbar" !="WeaponHolder_ItemHatchet" !="WeaponHolder_PartGeneric" !="WeaponHolder_ItemJerrycan" !="WeaponHolder_PartFueltank" !="WeaponHolder_PartGlass" !="WeaponHolder_PartEngine" !="WeaponHolder_PartWheel" !="WeaponHolder_PartVRotor"  !="DZ_Czech_Vest_Puch" !="DZ_British_ACU" !="DZ_TK_Assault_Pack_EP1"
    5 "box" !="DebugBoxPlayer_DZ" !="MedBox0" !="AmmoBoxSmall_556" !="AmmoBoxSmall_762" !="ItemMatchbox" !="ItemToolbox" !="CardBoardBox" !="FoodBox1" !="FoodBox2" !="FoodBox3" !="LockboxStorageLocked" !="LockboxStorage" !="WeaponHolder_ItemLockbox" !="USVehicleBox"
    5 "BasicWeapons"
    5 "SpecialWeapons"
    5 "FunctionsManager"
    5 "Logic"
     
     
    Just a bit lost here as i have WeaponHolder set to 1 ie just to log,  any help would be great thanks :)
     
     
  5. lol if your going to kill all the new players that come on your server no wonder no one comes on , leave new players alone and let them get established and then if you must fight them but just make sure you use no admin tools fair fight and they will no doubt stick about :) 

  6. Just a heads up if you plan or anyone else plans on doing this in the future , when you add the marker directly to the map like you did, the coords are not X Y Z   they are  X Z Y 

    AKA  16413,18408.4,0.001  would be  16413,0.001,18408.4

     

     

    this makes perfect sense now as to why the marker is where it is thanks for that mate i shall remember this for future ref

  7. you could try a marker.sqf with:

    _marker = createMarker ["DZ", [416413, 18408.4];
    _marker setMarkerText "DangerZone;
    _marker setMarkerType "mil_circle";
    _marker setMarkerColor "ColorRed";
    marker = _DZ;
    

     

     

     

    this did it thanks, using the same co-ords as well weird very weird, thanks for the quick reply btw very helpful :) 

  8.  As the topic suggests im adding my own map maker  on napf  however i take the co-ords from the world space where i logout and add them to the below code

     

    class Item23
            {               
                position[]={16413,18408.4,0.001};
                name="DangerZone";
                text="Danger Zone";
                type="mil_circle";

                colorName="ColorRed";

     

    this is in the mission.sqf as per normal however as you can see by the attached image  its slightly off where it should be this is the exact world space from the db [103,[16413,18408.4,0.001]] im slightly confused at this pont any help would be great im sure its a simple mistake and im looking right at it lol

     

    w9cp4m.jpg

     

  9. I think I'm getting this error because if this;

     

    wYf01X8.png

    You need to add that building addon to your mission.sqf like below

     

     

    addOns[]=
    {
    "napf",
    "ca_modules_animals",
    "dayz_anim",
    "dayz_code",
    "dayz_communityassets",
    "dayz_weapons",
    "dayz_equip",
    "dayz_epoch",
    "dayz_vehicles",
    "cacharacters_pmc",
    "ca_modules_functions",
    "warfarebuildings",
    "glt_m300t",
    "pook_h13",
    "csj_gyroac",
    "map_eu",
    "jetskiyanahuiaddon",
    "glt_bh_wreck_burned",
    "aif_arma1buildings"
    };
  10. What is your cleanup set to? an abandoned base by default will only last 6 days.

    iv got it set to -1  not ideal i know but for some reason i was having issues with parts of bases de spawning  randomly even when maintained i have indestructible bases on, so figure this was the best way to go forward this way old bases can be recycled so to speak or if found by an admin deleted manually if the lock is 000 

     

    Would you be able to release the script once done? WOuld be awesome ;)

     

    xBowBii

    It's not a script as such more just a sql event that i used from this post   i did not create it just modifying it Sandbird is the original creator from what i can see  just have a read of that thread it's quite intresting.

     

     

    hope this helps

  11. Hey there,

     

     

    currently i set safes and lockbox's to 0000 after 14 days on our server, i'm wanting to do this so it also sets combo locks on doors the same for those abandoned bases we all dread on servers,

     however we have LockboxStorageLocked  &  VaultStorageLocked  combo locks being ItemComboLock   but i cannot find any class name for a combolock being locked does anyone know this ? 

     

     

     

    Kind regards

     

     

     

  12. Hi i get this as do lots of people i know, i have found what i would call a temp fix that works for us, hopefully it may help you

     

    go to C:\Users\PC NAME HERE\Documents\ArmA 2\saved and delete the folder mpmissions you may need to change your setting to be able to see hidden files and folders.

     

     

    I'm not saying this is going to work but it has for us..

     

     

    hope it help

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