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dayz noob

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Posts posted by dayz noob

  1. On 6/1/2017 at 6:01 PM, juandayz said:

    no, the code do not show the exact position

    
     to make your test.. just change this line
    
    _marker = createMarker ["DeathLostBody", _position];
    
    by
    
    _marker = createMarker ["DeathLostBody", _mainpos];
    
    Then you will know whers exactly the body 

    *The body spawns.. the loot wait until thers players nearest to spawn.

    thank you bud, i misunderstood the code :) i will add the change to code at our next restart if i am still up, if not will be early tomorrow

  2. @juandayz same results for me , body dissapears instantly (needs to be shot first) and the other edit no body at all , also the versions where you shoot the body it still despawns very fast whilst u are looting the items. for me that version would be fine, dose not hurt players to use  bullet, but body needs to stay on map longer so payers can loot it with out having to be super fast

  3. @juandayz thanks for the fast reply, i will add that line in at our next restart,apart form the body despawning quick my players are loving the event :)
    i should of realized about the body needing a name as that was happening on ai convoys as well, when you shoot the ai he goes to dead body like any other ai so clean up grabs him :)

    our next restart is just under 2 hours , will report back to let u know :)

  4. 6 hours ago, Robert261171 said:

    It was working fine but now as you walk up to the body it disappears, have not put any other scripts in lately.. 

    shoot the body before u walk close to it and it stays and has loot inside it, body dose despawn very fast after that tho maybe 10-20 seconds

    @juandayz have you fixed the body despawning so fast ? i am presuming it is a sleep function ?

  5. On 5/18/2017 at 5:06 AM, Schalldampfer said:

    It's here.

      Reveal hidden contents

    _randomCases = round(random(3));
    switch (_randomCases) do {    
            case 0 :{
        _deathcorpse addMagazine "ItemSapphire";
        _deathcorpse addMagazine "ItemSapphire";
            };       
            case 1 :{
        _deathcorpse addMagazine "ItemAmethyst";
        _deathcorpse addMagazine "ItemEmerald";
            };
            case 2 :{
        _deathcorpse addMagazine "ItemBriefcase100oz";
        _deathcorpse addMagazine "ItemRuby";
        _deathcorpse addMagazine "ItemEmerald";
            };
    };

    In this code, random(3) will create value between 0 and 3, which will be "round"ed to 1 - 3.

    So, the reward is selected from case 1, case 2 and case 3 - here, case 3 does not exist.

    To fix this, change case 0 to case 3

     

    That's not quite correct, 0 1 2 is 3 items , the 0 is always included , changing the 0 to 3 will mean whatever reward is in 3 might not be located as 3 would be the 4th item 

  6. 2 minutes ago, DAmNRelentless said:

    It should also work with infistar. There might be some issues with some keypressed hacking detection but I guess you can add this script to the exceptions of infistar.

    even with efforts to add it so antihack dose not stop it the script still dose not work. the script from i think sandbird where you have to install nitro works however

  7. It works as long as you do not use infistar, if you do then it dose not work. That was my experience anyway. I have not checked it in a long time tho, so not sure if a fix was found for epoch 1061 with new infistar

  8. 22 hours ago, TheCobra said:

    Found my entire .rpt server file: http://pastebin.com/JQAaB165

    The other one was a streamed one from my host, it wasnt the full file, sorry.

    Warning Message: Script infiSTAR\AH.sqf not found  is what you need to be looking for , as the issue was infistar
    you either need to change where u have infistar installed or change the call line to where it is installed (also check you have all infistar files installed)

    i have my infistar files installed in dayz server/init folder and use the call line   [] spawn {[] execVM "\z\addons\dayz_server\init\AH.sqf";};
    and all works fine 
    try installing infistar where i have mine and using the call line and see if that works 
    good luck

  9. 8 minutes ago, salival said:

    thanks for that fix, but i think it is maybe error on line 376 that is stopping it from building

    i stand corrected the errors have now gone after your fix
    also i had to change the call lines as i had my files in the same folders as the original scripts, that might help others using it as well
    great work and thank you for a very quick reply 

  10. 3 minutes ago, salival said:

    If you post your client .RPT I can have a look.

    my client rpt just has this line for this script File mpmissions\__CUR_MP.Chernarus\addons\bike\player_deploy.sqf, line 342

    quick edit also   Error Undefined variable in expression: _finished
    File mpmissions\__CUR_MP.Chernarus\addons\bike\player_deploy.sqf, line 376  (think this might be the 1)

  11. 23 hours ago, salival said:

    @looter809 

    @mudzereli

    https://github.com/oiad/DayZEpochDeployableBike is a link to the changes I have done to my version to get the plot checking working for 1.0.6, I also removed a lot of the bloat and fixed the issue of players getting onto the deployable before it's built (locking it is the best way)

    I also changed the order of the deployables array to match the config version since that made sense.

    i used these files and get constant spam on screen when trying to deploy a mozzie , maybe i installed wrong ?

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