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Drokz

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Posts posted by Drokz

  1. 1 hour ago, truemc said:

    Hi again,please how to disable loot in spawn vehicles.Thanks

     

    Open epoch_server_settings.pbo and open cfgmaintable.h

     

    Change to the following

    class VehicleBoat : Default
        {
            lootMin = 0;
            LootMax = 0;
            tables[] = {
                    { "Items", 6 },
                    { "Equipment", 6 },
                    { "Pistols", 5 },
                    { "PistolAmmo", 7 },
                    { "Scopes", 5 },
                    { "Muzzles", 5 },
                    { "Uniforms", 6 },
                    { "Vests", 5 },
                    { "Headgear", 5 },
                    { "Food", 7 },
                    { "Generic", 8 },
                    { "GenericAuto", 9 },
                    { "RifleBoat", 5 },
                    { "RifleAmmoBoat", 9 },
                    { "Hand", 5 },
                    { "Grenades", 2 },
                    { "Backpack", 5 }
            };
        };

        class Vehicle : Default
        {
            lootMin = 0;
            LootMax = 0;
            tables[] = {
                    { "Items", 6 },
                    { "Equipment", 6 },
                    { "Pistols", 6 },
                    { "PistolAmmo", 6 },
                    { "Scopes", 4 },
                    { "Muzzles", 4 },
                    { "Uniforms", 6 },
                    { "Vests", 6 },
                    { "Headgear", 6 },
                    { "Food", 4 },
                    { "Generic", 6 },
                    { "GenericAuto", 6 },
                    { "Machinegun", 4 },
                    { "MachinegunAmmo", 4 },
                    { "Rifle", 5 },
                    { "RifleAmmo", 4 },
                    { "SniperRifle", 3 },
                    { "SniperRifleAmmo", 4 },
                    { "Hand", 4 },
                    { "Grenades", 2 },
                    { "Backpack", 4 }
            };
        };

     

    And there shouldnt be anymore loot in new spawned vehicles

  2. 8 hours ago, Hux said:

    After the 1.72 update I am unable to join my server. I get this error: Server not ready (Error 2)

    I tried disabling all my mods except for Epoch but I still got the same error and was unable to join.

    Anyone else here had this problem?

    My server rpt:  https://www.dropbox.com/home?preview=Arma3_x64_2017-06-22_18-03-51.rpt

     

    Thank you.

     

    Do you host the server yourself or is it a rented Gameserver? 

    Rented Gameservers use to update Arma and reinstalls the Epoch Serverfiles. At least this happened to me when i had a rented Gameserver.

     

    So check your @EpochHive and @Epoch versions for beeing up to date if you have a rented Server. This fixed it for me a while ago

  3. Use free build mode to place a floor in the corner. After that you can snap again.

    Or build higher walls than now and snap 1 floor on the first level and after that you can snap right above on the 2nd level. Snap floors only works for 1 level if you dont have other floors to snap at

  4. Simple AutoRun Script

     

    DePbo your mission.epoch folder

    Then select epoch_code -> customs -> and open EPOCH_custom_EH_KeyDown.sqf

     

    After line 16 (_handled = false;) paste the following code:

    Spoiler
    1. /////////////// SimpleAutorun by ShadowRanger24/He-Man/xDrokZ ////////////////
    2.  
    3. if (vehicle player == player) then {
    4.        
    5.     if (_dikCode == 0x0B) then {
    6.    
    7.         if (isNil "AR_active") then {AR_active = false;};
    8.             if (AR_active) exitWith {AR_active = false; _handled = true;};
    9.             If (surfaceiswater (getpos player)) exitWith {AR_active = false; _handled = true;};
    10.  
    11.             AR_active = true;
    12.             AR_weapon = currentWeapon player;
    13.             AR_animation = switch (true) do {
    14.                 case (AR_weapon isEqualTo ""): {"AmovPercMevaSnonWnonDf"};
    15.                 case (AR_weapon isEqualTo (primaryWeapon player)): {"AmovPercMevaSlowWrflDf"};
    16.                 case (AR_weapon isEqualTo (secondaryWeapon player)): {"AmovPercMevaSlowWrflDf"};
    17.                 case (AR_weapon isEqualTo (handgunWeapon player)): {"AmovPercMevaSlowWpstDf"};
    18.             };
    19.  
    20.             player playMoveNow AR_animation;
    21.  
    22.             player addEventHandler ["AnimChanged", {
    23.                 if((!AR_active) || {!((currentWeapon player) isEqualTo AR_activeWep)})exitWith {
    24.                     player removeEventHandler ["AnimChanged", _thisEventHandler];
    25.  
    26.                     AR_weapon = currentWeapon player;
    27.                     AR_animation = switch (true) do {
    28.                         case (AR_weapon isEqualTo ""): {"AmovPercMstpSnonWnonDnon"};
    29.                         case (AR_weapon isEqualTo (primaryWeapon player)): {"AmovPercMstpSlowWrflDnon"};
    30.                         case (AR_weapon isEqualTo (secondaryWeapon player)): {"AmovPercMevaSlowWlnrDf"};
    31.                         case (AR_weapon isEqualTo (handgunWeapon player)): {"AmovPercMstpSlowWpstDnon"};
    32.                     };
    33.  
    34.                     player playMoveNow AR_animation;
    35.  
    36.                     AR_active = false;
    37.                     AR_weapon = nil;
    38.                     AR_animation = nil;
    39.                 };
    40.  
    41.                 player playMove AR_animation;
    42.             }];
    43.         };
    44.     };
    45.  
    46.     ///////////// End Autorun /////////////

     

    Save the file and repack your pbo.

    Press 0 to use this feature

     

     

    This is not a perfect AutoRun script, but it works so far.

    Current issues are that it doesn´t stop when you run up a hill, enter vehicles (it continues when you leave the vehicle again) or when you enter water.

    It also would be great to make it stop when hitting w,a, s, d or the arrow keys.

    I appreciate if anybody knows how to fix those and would like to share.

     

    I took it from the BI Forums, changed it a little bit and just wanted to show you how I made it to work with Epoch.

    So this is not my work at all.

     

    Original post by @oldmatechoc 

     

  5. Spoiler

    12:17:05 Error in expression <) then
    {

    _ai1 addBackpack selectRandom blck_backpacks;
    };

    _weap = selectRandom>
    12:17:05   Error position: <blck_backpacks;
    };

    _weap = selectRandom>
    12:17:05   Error Undefined variable in expression: blck_backpacks
    12:17:05 File q\addons\custom_server\Compiles\Units\GMS_fnc_spawnUnit.sqf, line 80
    12:17:05 "DEBUG: _event MessageServer"
    12:17:05 Error in expression <) then
    {

    _ai1 addBackpack selectRandom blck_backpacks;
    };

    _weap = selectRandom>
    12:17:05   Error position: <blck_backpacks;
    };

    _weap = selectRandom>
    12:17:05   Error Undefined variable in expression: blck_backpacks
    12:17:05 File q\addons\custom_server\Compiles\Units\GMS_fnc_spawnUnit.sqf, line 80
    12:17:05 Inventory item with given name: [TRYK_V_tacv1LC_SRF_OD] not found
    12:17:05 Error in expression <) then
    {

    _ai1 addBackpack selectRandom blck_backpacks;
    };

    _weap = selectRandom>
    12:17:05   Error position: <blck_backpacks;
    };

    _weap = selectRandom>
    12:17:05   Error Undefined variable in expression: blck_backpacks
    12:17:05 File q\addons\custom_server\Compiles\Units\GMS_fnc_spawnUnit.sqf, line 80

    Whats this error about? looks like its trying to add a vest to backpacks but i dont have this item in the list of backpacks

     

    NVM fixed it

  6. 2 minutes ago, lesvieuxcrevards said:

    @Ghostrider-DbD- Hi I'm searching for paramter to remove IED attacks from AI does it possible (or reducing dmg done or reduce numbers of attack) ? Because it's very strange : never see from where that incomming.

    In blck_configs set blck_RunGear = false;

    Set false to not use IEDs. Otherwise change blck_RunGearDamage = 0.4; to reduce or increase given damage

  7. 2 hours ago, Grahame said:

    Your version removes the lock-picking of doors though. To add storage in addition to doors you can do the following:

    (1) Add a new file fn_storageunlock.sqf to the ALP PBO with:

      Reveal hidden contents
    
    
    if(isServer) then 
    {
    	"ALPSTORAGEUNLOCK" addPublicVariableEventHandler {_this select 1 call unlock_storage};
    
    	unlock_storage = {	private["_veh"];
    		_veh = _this select 0;
    		_veh setVariable ["EPOCH_Locked", false, true];
    		_veh call EPOCH_server_save_storage;
    	};
    };

     

    (2) Add the following line to the start of fn_alpinit.sqf:

    
    [] ExecVM "\a3_epoch_autolockpicker\fn_storageunlock.sqf";

    (3) Re-PBO the ALP PBO and upload to @epochhive.

    (4) Replace AutoLockPicker.sqf in your mission file with the following and change the variables as you need them:

      Reveal hidden contents
    
    
    /*
    	AutoLockPicker
    	by second_coming (http://epochmod.com/forum/index.php?/user/16619-second-coming/) with help from SpiRe
    	
    	Allow players to have a chance to lock pick any vehicle or locked door (also a chance to eloctrocute on failed unlocking!)
    	
    	Initial Script Code: Stealthstick's "Explosive-To-Vehicle" Script
    	Electrocution effect: http://www.altisliferpg.com/topic/224-effects-on-marijuana-use/
    
    	v1.2 Swapped to cursortarget instead of the nearest item to get around putting the AutoLockPicker onto the wrong item
    		Added variables for the materials required
    		Added EnergyRequired
    		Added AllowLockPicksNear to stop multiple locks being placed together
    		
    	*/	
    
    // ======================================================================================================================================================================================
    // User configurable Variables
    // ======================================================================================================================================================================================
    
    // Which locks can be opened
    LockpickLandVehicles 					= true;						// All land vehicles (cars, vans, trucks etc)  	::: acceptable values true or false
    LockpickAir 						= true; 					// Helis and jets  								::: acceptable values true or false
    LockpickShip 						= true;						// Boats, jetskis and submarines  				::: acceptable values true or false
    LockpickEpochDoors 					= true;						// Epoch build-able doors  						::: acceptable values true or false
    LockpickEpochStorage 					= true;						// Epoch lockable storage  						::: acceptable values true or false
    
    // Chance to succeed or be electrocuted
    SuccessChanceVehicles					= 30;						// (Between 1-100) % Chance to successfully pick the lock
    SuccessChanceEpochDoors					= 30;						// (Between 1-100) % Chance to successfully pick the lock
    SuccessChanceEpochStorage				= 30;						// (Between 1-100) % Chance to successfully pick the lock
    ElectrocuteChance 					= 25;						// (Between 1-100) % Chance of electrocution on if the lock pick fails
    
    // Damage Settings
    InflictDamage 						= true;						// If true damage is added, if false just stun		
    MinimumDamage 						= 50;						// (Between 1-100) min% of full health Damage to inflict must be less than MaximumDamage
    MaximumDamage 						= 90;						// (Between 1-100) max% of full health Damage to inflict must be more than MinimumDamage
    StunTime 						= 30;						// Time in seconds to stun the player on electrocution (if it doesn't kill them)
    
    // Materials Required to Create AutoLockPicker
    EnergyRequired						= 100;						// Amount of energy expended operating AutoLockPicker (0 for zero energy required)
    MaterialRequired1					= 'CircuitParts';				// First material required to create AutoLockPicker (default is 'CircuitParts' or Electronic Component)
    MaterialRequired1Count					= 1;
    MaterialRequired2					= 'ItemHotwire';				// Second material required to create AutoLockPicker (default is 'ItemCorrugated' or small metal parts)
    MaterialRequired2Count					= 1;
    
    // Usage Restrictions
    AllowInSafeZone						= true;					// (Leave true if you don't use inSafezone) Allow use of AutoLockPicker in safezones 
    																// (using the boolean variable inSafezone set here http://epochmod.com/forum/index.php?/topic/32555-extended-safezone-script-working/)
    _MinimumPlayers 					= 0;						// Number of players required online before the option to lock pick becomes available (set to 0 to always allow)
    AllowLockPicksNear					= false;					// (Leave true for no restriction) selecting false will make the script check if one has been placed within 5m of the player
    
    // ======================================================================================================================================================================================
    // End of User configurable Variables
    // ======================================================================================================================================================================================
    
    if(AllowInSafeZone && count playableUnits >= _MinimumPlayers) then
    {
    	SafeToALP = true;
    }
    else
    {
    	if(!inSafezone && count playableUnits >= _MinimumPlayers) then
    	{
    		SafeToALP = true;
    	}
    	else
    	{
    		SafeToALP = false;	
    	};
    };
    
    LockPickableItems = [];
    
    if(LockpickLandVehicles) then
    {
    	LockPickableItems = LockPickableItems + ["LandVehicle"];
    };
    
    if(LockpickAir) then
    {
    	LockPickableItems = LockPickableItems + ["Air"];
    };
    
    if(LockpickShip) then
    {
    	LockPickableItems = LockPickableItems + ["Ship"];
    };
    
    if(LockpickEpochDoors) then
    {
    	LockPickableItems = LockPickableItems + ["CinderWallGarage_EPOCH","WoodLargeWallDoorL_EPOCH","WoodLargeWallDoor_EPOCH"];
    };
    
    if(LockpickEpochStorage) then
    {
    	LockPickableItems = LockPickableItems + ["LockBox_EPOCH","Safe_EPOCH"];
    };
    
    
    
    AutoLockPicker_MatsCheck =
    {
    	_charge1 = _this select 0;
    	_charge2 = _this select 1;
    	_unit = _this select 2;
    	_hasIt1 = _charge1 in (magazines _unit);
    	_hasIt1Count = {_x == _charge1} count magazines player;
    	
    	
    	_hasIt2 = _charge2 in (magazines _unit);	
    	_hasIt2Count = {_x == _charge2} count magazines player;
    	_hasEnough = false;
    	
    	if(_hasIt1Count >= MaterialRequired1Count && _hasIt2Count >= MaterialRequired2Count) then
    	{
    		_hasEnough = true;
    	};
    	
    	_hasEnergy = false;
    	if(EnergyRequired == 0 || EPOCH_playerEnergy - EnergyRequired >= 0) then
    	{		
    		_hasEnergy = true;
    	};
    	
    	_CanPlace = false;
    	_nearALP = nearestObjects [_unit,["Land_PortableLongRangeRadio_F"],5];
    	if(AllowLockPicksNear || (count _nearALP == 0 && !AllowLockPicksNear)) then
    	{
    		_CanPlace = true;	
    	};
    	
    	
    
    	_target = cursorTarget;
    	_LockPickable = false;
    	if ((typeOf cursorTarget) in LockPickableItems) then
    	{
    		_LockPickable = true;
    	}
    	else
    	{
    		
    	    if  (_target isKindOf "LandVehicle" && LockpickLandVehicles) then
    	    { 
    			_LockPickable = true;
    		};
    	    if  (_target isKindOf "Air" && LockpickAir) then
    	    { 
    			_LockPickable = true;
    		};	
    	    if  (_target isKindOf "Ship" && LockpickShip) then
    	    { 
    			_LockPickable = true;
    		};			
    	};
    	
    	//hint format ["Target: %1 Lockpickable: %2 Locked: %3 Distance: %4",(typeOf cursorTarget),_LockPickable,locked cursorTarget,_unit distance cursorTarget];
    	_nearVehs = false;
    	if (_LockPickable && _unit distance _target < 5 && (locked _target == 2 || locked _target == -1) ) then
    	{
    		_nearVehs = true;
    	};
    	
    	_return = (_hasEnough && _nearVehs && alive _unit && SafeToALP && _hasEnergy && _CanPlace);
    	_return
    };
    
    AutoLockPicker_Activate =
    {
    	_array = _this select 3;
    	_unit = _array select 0;
    	_lockpicks = _unit getVariable ["lockpicks",[]];
    	{
    		if(alive _x && SafeToALP) then
    		{
    			_nearVehicle = (nearestObjects [_x,LockPickableItems,5]) select 0;
    			if ((typeOf _nearVehicle) in ["CinderWallGarage_EPOCH","WoodLargeWallDoorL_EPOCH","WoodLargeWallDoor_EPOCH"]) then
    			{
    				SuccessChance = SuccessChanceEpochDoors;
    			}
    			else {
    				if ((typeOf _nearVehicle) in ["LockBox_EPOCH","Safe_EPOCH"]) then
    				{
    					SuccessChance = SuccessChanceEpochStorage;
    				}
    				else
    				{
    					SuccessChance = SuccessChanceVehicles;
    				};
    			};
    			
    			// Chance to unlock
    			_chance = Ceil random 100;			
    			if(_chance <= SuccessChance) then
    			{		
    				if ((typeOf _nearVehicle) in ["CinderWallGarage_EPOCH","WoodLargeWallDoorL_EPOCH","WoodLargeWallDoor_EPOCH"]) then
    				{
    					// Unlock the door or vehicle							
    					deleteVehicle _x;
    
    					ALPUNLOCK = [_nearVehicle];
    					uiSleep 3;
    					publicVariableServer "ALPUNLOCK";
    					uiSleep 1;
    				}
    				else 
    				{
    					if ((typeOf _nearVehicle) in ["LockBox_EPOCH","Safe_EPOCH"]) then
    					{
    						// Unlock the door or vehicle							
    						deleteVehicle _x;
    
    						ALPSTORAGEUNLOCK = [_nearVehicle];
    						uiSleep 3;
    						publicVariableServer "ALPSTORAGEUNLOCK";
    						uiSleep 1;
    					}
    					else
    					{
    						// Unlock the door or vehicle							
    						deleteVehicle _x;
    
    						ALPUNLOCK = [_nearVehicle];
    						uiSleep 3;
    						publicVariableServer "ALPUNLOCK";
    						uiSleep 1;
    					};
    				};
    
    				if ((typeOf _nearVehicle) in ["CinderWallGarage_EPOCH","WoodLargeWallDoorL_EPOCH","WoodLargeWallDoor_EPOCH"]) then
    				{
    					hint "The AutoLockPicker worked! Opening door";
    					_nearVehicle animate ['open_left', 1];
    					_nearVehicle animate ['open_right', 1];
    					_nearVehicle animate ['Open_Door', 1];
    				}
    				else
    				{
    					hint "The AutoLockPicker worked! Unlocking...";			
    				}
    			}
    			else
    			{
    				_chance2 = Ceil random 100;
    				if(_chance2 <= ElectrocuteChance) then
    				{
    					// Chance of electrocution
    					_DamagetoInflict = (Ceil random (MaximumDamage - MinimumDamage))/100;					
    					_damage = Damage player;
    					_damage = _damage + (MinimumDamage/100) + _DamagetoInflict;
    					playSound "shocker";
    					if(_damage > 1 && InflictDamage) then
    					{
    						hint "The AutoLockPicker malfunctioned and electrocuted you";
    
    						// Activate ppEffects
    						"chromAberration" ppEffectEnable true;
    						"radialBlur" ppEffectEnable true;
    						enableCamShake true;
    
    						// 5secs of effects
    						for "_i" from 0 to 4 do
    						{
    							"chromAberration" ppEffectAdjust [random 0.25,random 0.25,true];
    							"chromAberration" ppEffectCommit 1;   
    							"radialBlur" ppEffectAdjust  [random 0.02,random 0.02,0.15,0.15];
    							"radialBlur" ppEffectCommit 1;
    							addcamShake[random 3, 1, random 3];
    							uiSleep 1;
    						};
    
    						//Stop effects
    						"chromAberration" ppEffectAdjust [0,0,true];
    						"chromAberration" ppEffectCommit 5;
    						"radialBlur" ppEffectAdjust  [0,0,0,0];
    						"radialBlur" ppEffectCommit 5;
    						uiSleep 6;
    
    						//Deactivate ppEffects
    						"chromAberration" ppEffectEnable false;
    						"radialBlur" ppEffectEnable false;
    						resetCamShake;
    							
    						
    						player setDamage 1;
    					}
    					else
    					{
    						hint "The AutoLockPicker malfunctioned and gave you an electric shock";												
    						
    						if(InflictDamage) then 
    						{
    							player setDamage _damage;
    						};
    												
    						player playMove "amovpknlmstpsraswrfldnon";
    
    						// Activate ppEffects
    						"chromAberration" ppEffectEnable true;
    						"radialBlur" ppEffectEnable true;
    						enableCamShake true;
    
    						uiSleep 1;
    						
    						// Stop the player from moving while shocked
    						player enablesimulation false;
    						
    						// StunTime seconds of effects
    						for "_i" from 0 to StunTime do
    						{
    							"chromAberration" ppEffectAdjust [random 0.25,random 0.25,true];
    							"chromAberration" ppEffectCommit 1;   
    							"radialBlur" ppEffectAdjust  [random 0.02,random 0.02,0.15,0.15];
    							"radialBlur" ppEffectCommit 1;
    							addcamShake[random 3, 1, random 3];
    							uiSleep 1;
    						};
    
    						player enablesimulation true;
    						
    						//Stop effects
    						"chromAberration" ppEffectAdjust [0,0,true];
    						"chromAberration" ppEffectCommit 5;
    						"radialBlur" ppEffectAdjust  [0,0,0,0];
    						"radialBlur" ppEffectCommit 5;
    						uiSleep 6;
    
    						//Deactivate ppEffects
    						"chromAberration" ppEffectEnable false;
    						"radialBlur" ppEffectEnable false;
    						resetCamShake;
    	
    					};					
    					deleteVehicle _x;
    				}
    				else
    				{
    					hint "The AutoLockPicker failed to unlock the door, try again";
    					deleteVehicle _x;
    				}
    			};
    		};
    	} forEach _lockpicks;
    	_unit setVariable ["lockpicks",[]];
    };
    
    AutoLockPicker_UnitCheck =
    {
    	private "_return";
    	_unit = _this select 0;
    	_lockpicks = _unit getVariable ["lockpicks",[]]; 
    	if(count _lockpicks > 0) then
    	{
    		_return = true;
    	}
    	else
    	{
    		_return = false;
    	};
    	
    	_return
    };
    
    AutoLockPicker_AttachALP =
    {
    	_array = _this select 3;
    	_charge = _array select 0;
    	_unit = _array select 1;
    	private "_class";
    	
    	for "_i" from 1 to MaterialRequired1Count step 1 do 
    	{
    		_unit removemagazine MaterialRequired1;
    		uiSleep 0.1;
    	}; 
    	for "_i" from 1 to MaterialRequired2Count step 1 do 
    	{
    		_unit removemagazine MaterialRequired2;
    		uiSleep 0.1;
    	}; 	
    
    	EPOCH_playerEnergy = EPOCH_playerEnergy - EnergyRequired;
    	_unit playMove "AinvPercMstpSnonWnonDnon_Putdown_AmovPercMstpSnonWnonDnon";
    	
    	switch _charge do
    	{
    		case "Land_PortableLongRangeRadio_F":
    		{
    			_class = "Land_PortableLongRangeRadio_F";
    		};
    	};
    	
    	_nearVehicle = (nearestObjects [_unit,LockPickableItems,5]) select 0;
    	_autolockpick = _class createVehicle [0,0,0];
    	_autolockpick attachTo [_unit,[0,0,0],"leftHand"];
    	_random0 = random 180;
    	_random1 = random 180;
    	[_autolockpick,_random0,_random1] call BIS_fnc_SetPitchBank;
    	[_autolockpick,_nearVehicle,_unit,_random0,_random1] spawn
    	{		
    		_autolockpick = _this select 0;
    		_nearVehicle = _this select 1;
    		_unit = _this select 2;
    		_random0 = _this select 3;
    		_random1 = _this select 4;
    		
    		uiSleep 1.5;
    		_autolockpick attachTo [_nearVehicle, [0,0,0.2]];
    		[_autolockpick,_random0,_random1] call BIS_fnc_SetPitchBank;
    		_unit setVariable ["lockpicks",(_unit getVariable ["lockpicks",[]]) + [_autolockpick]];
    
    	};
    };
    
    
    AutoLockPicker_Actions =
    {
    	private ["_unit"];
    	_unit = _this select 0;
    	_unit addAction ["<t color=""#0099FF"">" +"Attach AutoLockPicker", AutoLockPicker_AttachALP, ["Land_PortableLongRangeRadio_F",_unit], 1, true, true, "","[MaterialRequired1,MaterialRequired2,_target] call AutoLockPicker_MatsCheck"];
    	_unit addAction ["<t color=""#3D993D"">" +"Activate AutoLockPicker", AutoLockPicker_Activate, [_unit], 1, true, true, "","[_target] call AutoLockPicker_UnitCheck"];
    };
    
    //removeAllActions player;
    //=======================
    [player] call AutoLockPicker_Actions;

     

    (5) RePBO your mission file and upload,

    (6) Add !="ALPSTORAGEUNLOCK" to publicvariable.txt BattlEye filter.

    (7) Enjoy!

    I know coz i dont want them to be lockpicked :D

  8. Sollte funktionieren wenn du alles wie in der Anleitung gemacht hast.

    Pack die ganz nach oben in deiner Init

    [] execVM "trader\init.sqf"

    [] execVM "trader\resetvehicleammo.sqf"; 

    [] execVM "trader\HALV_takegive_crypto_init.sqf"; 

     

    Die takegive kryto sqf sollte dabei die kryto sache regeln

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