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Relentless

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Relentless last won the day on July 4

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About Relentless

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    Code fighter
  • Birthday July 1

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    Male
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    Germany

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  1. Relentless

    Anyone able to Make a mod for a fee?

    Never understood why a xp-system would be needed since you have the humanity. Anyways.. there are a lot of posts on the forum on how to create such a system, the hardest part is the database integration.
  2. I don't really understand what you want but you could take a rightclick option to set the view distance. Many people use the binoculars for this.
  3. Relentless

    Any good script for traders bying/selling Hamp?

    Just add it to the medical category. The classname is ItemKiloHemp
  4. Relentless

    [Release] No zombies in base 1.0.6.2

    @BigEgg You should do setDamage on the AI anyways for the AI system so it recognizes them as killed. I don't know if it works with just deleting them.
  5. Relentless

    [Release] No zombies in base 1.0.6.2

    Hmm maybe the group is also a problem. Depends on what AI system you use. Replace the whole file with: _poleRadius = 50; //Radius (meters) the player has to be in (center is the plot pole) _removeRadius = 50; //Radius (meters) in which AI should be removed around the player _object = "Plastic_Pole_EP1_DZ"; while {true} do { sleep 5; _inRadius = player distance _object <= _poleRadius; if (_inRadius) then { { if ((getPlayerUID _x == '') && !(_x in playableUnits)) then { _x setDamage 1; }; } forEach (player nearEntities['Man', _removeRadius]); }; }; Call it with execVM in your init.sqf at the bottom outside of the server or dedicated code block.
  6. Relentless

    [Release] No zombies in base 1.0.6.2

    Hmm weird... Maybe the deleteVehicle option isn't working. Try what Schalldampfer said. Use setDamage 1.
  7. Relentless

    [Release] No zombies in base 1.0.6.2

    You need to run it in a new thread so the loop doesn't interrupt. You can do that by execVM it or spawn it with an empty array. Keep in mind that the AI will only be removed within the defined radius if a player is within the set radius of the plot pole.
  8. Relentless

    [Release] Over9000 Gambling Script

    Could you replace your strings with STR_CL_ instead of just STR_? We are Germans, we need everything tidy and I'd like to keep the format of the community localizations. Good release tho :)
  9. Relentless

    [Release] No zombies in base 1.0.6.2

    @Schalldampfer Right, didn't think about that. Thanks for mentioning.
  10. Relentless

    [Release] No zombies in base 1.0.6.2

    _poleRadius = 50; //Radius (meters) the player has to be in (center is the plot pole) _removeRadius = 50; //Radius (meters) in which AI should be removed around the player while {true} do { sleep 5; _object = "Plastic_Pole_EP1_DZ"; _inRadius = player distance _object <= _poleRadius; if (_inRadius) then { { if ((!isNull group _x) && (getPlayerUID _x == '')) then { deleteVehicle _x; }; } forEach (player nearEntities['Man', _removeRadius]); }; };
  11. Relentless

    [Release] No zombies in base 1.0.6.2

    Wow, that's way too complicated. He sent me a message and I modified the script for him so no worries. I guess it's solved.
  12. Relentless

    Battleeye scrip restrition #1

    ... that's your RPT You need to show the scripts.log
  13. Relentless

    Change gearslots of Vehicles

    https://github.com/EpochModTeam/DayZ-Epoch/tree/master/SQF/dayz_code/Configs/CfgVehicles
  14. Relentless

    [Release] No zombies in base 1.0.6.2

    Of course. You just need to define the position of the trader and create a loop that checks the radius around it instead of the plot pole object. But why would you need that? Nearly all safezone scripts have that included already.
  15. Relentless

    Battleeye scrip restrition #1

    Post it in a spoiler or attach it to the post. I don't click such links.
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