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Posts posted by spitfirez404
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@FG_Trap dayz_server\eventHandlers\server_sendToClient.sqf?
Sorry I'm not to good at this stuff XD
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How would I go about using this in place of those annoying dynamic messages for the WAI missions?
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Yes it was indeed Infistar in AH.sqf I just commented it out.
//_fnc_punish_combatlog = {
//isInCombat = player getVariable['startcombattimer',0];
//if(str _isInCombat != '0')then{ player setDamage 1; };
//};
And in the AHconfig.sqf and turned off
_UCL = false; // Use Anti Combat Log /* true or false */
Works now! :)
Thanks for your help @SmokeyBR
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Has anyone found a fix with the box not spawning after you log back in? I tested and all my gear was gone but no crate??
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Gonna try this! Thanks Mig :)
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Very cool! Great Job :)
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A true piece of artwork! :)
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ISIS TAKEDOWN
Pretty cool little mission I made in the A2 editor with AI and have on my server atm which my players enjoy doing.
Real easy install here!
Download https://github.com/spitfirez404/ISIS-Takedown
View the README.txt in the zip and it tells you how to install it.
Only thing you will need to add is your own loot crate in the hotel :)
Thanks to @Mig for helping with the AI script
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SOLVED
Error was in the variables.sqf thanks again to @Mig for the help on this issue :)
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@Foxx1994Could you tell me more about what your having trouble with in the ESSV3? I could provide you with my working files if need be.
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8 hours ago, Mig said:
I took the class names, I did not use your files
here is the contents of one of the files:
private ["_hastools","_hasitems1","_hasitems2"]; _hastools = ["ItemToolbox"] call player_hasTools; _hasitems1 = [["ItemStone",6]] call player_checkItems; _hasitems2 = [["MortarBucket",1]] call player_checkItems; _hasitems3 = [["equip_brick",5]] call player_checkItems; if (call {_hastools} && {_hasitems1} && {_hasitems2} && {_hasitems3}) then { [ "Land_A_Castle_Wall1_20", [ ["ItemStone",6], ["MortarBucket",1], ["equip_brick",5] ], [0,20,8.5] ] call stormz_build; };
I wasn't saying you did my friend :) I will load this up and let you know, Thanks m8
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private ["_hastools","_hasitems1","_hasitems2"]; _hastools = ["ItemToolbox"] call player_hasTools; _hasitems1 = [["ItemStone",6]] call player_checkItems; _hasitems2 = [["MortarBucket",1]] call player_checkItems; _hasitems3 = [["equip_brick",5]] call player_checkItems; if (call {_hastools} && {_hasitems1} && {_hasitems2} && {_hasitems3}) then { player removeMagazine "ItemStone"; sleep 0.1; player removeMagazine "ItemStone"; sleep 0.1; player removeMagazine "ItemStone"; sleep 0.1; player removeMagazine "ItemStone"; sleep 0.1; player removeMagazine "ItemStone"; sleep 0.1; player removeMagazine "ItemStone"; sleep 0.1; player removeMagazine "MortarBucket"; sleep 0.1; player removeMagazine "equip_brick"; sleep 1; player removeMagazine "equip_brick"; sleep 1; player removeMagazine "equip_brick"; sleep 1; player removeMagazine "equip_brick"; sleep 1; player removeMagazine "equip_brick"; sleep 1; player addMagazine "Castle_Bergfrit"; createDialog "STORMZ_CRAFT_MENU"; };
Got six of these modified to build those objects! :)
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Mig! these are the files to build those Items I sent you lmao, Now How are you getting them to be able to be placed and built is what I'm trying to do on my end?? Can you send me a copy of the files that your using to make that work?
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Dang! Been working on this for days and still cant get any building objects to deploy so I can place them. All it is doing is taking the items out of gear! Anyone have any ideas here??
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Nvm right click on toolbox XD
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Dumb question here! How do you open the menu? I can not figure out how to use it?
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Yep! We got it working. Thanks
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I see lol I'm waiting for my server host to fix the cp which crashed again :( Also can I leave the Namalsk files out in the dayz code if I'm not playing on that map? I noticed there are map files I'm not using on my server??
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wont work! Do I need to overwrite the default one I have if so how?
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if(isServer) then { //Custom Spawns file// /* Custom group spawns Eg. [ [953.237,4486.48,0.001], // Position 4, // Number Of units "Random", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", or ["Random","at"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; Place your custom group spawns below */ private ["_unitGroupA","_unitGroupB","_unitGroupC","_unitGroupD","_unitGroupE","_unitGroupF","_loop","_count"]; _unitGroupA = [ [6337.23,14089.3,0.001], // Position 6, // Number Of units "hard", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", or ["Random","at"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; _unitGroupB = [ [6390.56,14103.6,0], // Position 6, // Number Of units "hard", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", or ["Random","at"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; _unitGroupC = [ [6472.06,14134.4,0], // Position 6, // Number Of units "hard", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", or ["Random","at"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; _unitGroupD = [ [642953,14163.5,0], // Position 6, // Number Of units "hard", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", or ["Random","at"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; _unitGroupE = [ [6355.32,14135.9,0], // Position 6, // Number Of units "hard", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", or ["Random","at"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; _unitGroupF = [ [6454.96,14211.6,0], // Position 6, // Number Of units "hard", // Skill level of unit (easy, medium, hard, extreme, Random) "Random", or ["Random","at"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set "Bandit" // AI Type, "Hero" or "Bandit". ] call spawn_group; diag_log format["WAI: Static mission for %1 loaded", missionName]; { _loop = true; while {_loop} do { _count = {alive _x} count (units _unitGroupA)+(units _unitGroupB)+(units _unitGroupC)+(units _unitGroupD)+(units _unitGroupE)+(units _unitGroupF); if (_count == 0) then { _loop = false; }; }; allAiDead = true; publicvariable "allAiDead"; /* Custom static weapon spawns Eg. (with mutiple positions) [ [ // Position(s) (can be multiple) [911.21,4532.76,2.62], [921.21,4542.76,2.62] ], "M2StaticMG", // Classname of turret "easy", // Skill level of unit (easy, medium, hard, extreme, Random) "Bandit2_DZ", // Skin classname, use "Random" or classname here "Bandit", // AI Type, "Hero" or "Bandit". "Random", // Primary gun set number. "Random" for random weapon set 2, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Random" // Gearset classname, use "Random" or classname here ] call spawn_static; Place your custom static weapon spawns below */ /* Custom Chopper Patrol spawn Eg. [ [725.391,4526.06,0], // Position to patrol [0,0,0], // Position to spawn chopper at 2000, // Radius of patrol 10, // Number of waypoints to give "UH1H_DZ", // Classname of vehicle (make sure it has driver and two gunners) "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn heli_patrol; Place your heli patrols below */ /* Custom Vehicle patrol spawns Eg. (Watch out they are stupid) [ [725.391,4526.06,0], // Position to patrol [725.391,4526.06,0], // Position to spawn at 200, // Radius of patrol 10, // Number of waypoints to give "HMMWV_Armored", // Classname of vehicle (make sure it has driver and gunner) "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Skin classname, use "Random" or classname here "Bandit" // AI Type, "Hero" or "Bandit". ] spawn vehicle_patrol; Place your vehicle patrols below this line */ /* Paradropped unit custom spawn Eg. [ [911.21545,4532.7612,2.6292224], // Position that units will be dropped by [0,0,0], // Starting position of the heli 400, // Radius from drop position a player has to be to spawn chopper "UH1H_DZ", // Classname of chopper (Make sure it has 2 gunner seats!) 5, // Number of units to be para dropped "Random", // Skill level of units (easy, medium, hard, extreme, Random) "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher 4, // Number of magazines "Random", // Backpack classname, use "Random" or classname here "Bandit2_DZ", // Skin classname, use "Random" or classname here "Random", // Gearset number. "Random" for random gear set. "Bandit", // AI Type, "Hero" or "Bandit". true // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire. ] spawn heli_para; Place your paradrop spawns under this line */ diag_log format["WAI: Static mission for %1 loaded", missionName]; };
And here is the bottom half of where I put your code in my fn_selfaction.sqf
} else { player removeAction s_player_movedog; s_player_movedog = -1; player removeAction s_player_speeddog; s_player_speeddog = -1; player removeAction s_player_calldog; s_player_calldog = -1; }; //Monitor player setVariable ["selfActions", diag_ticktime, false]; //Sector TP _target = cursorTarget isKindOf "Laptop"; if ((speed player <= 1) && _target && (player distance cursorTarget < 5) && allAiDead) then { if (s_player_teleport < 0) then { s_player_teleport = player addAction ["Teleport","scripts\teleport.sqf",cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_teleport; s_player_teleport = -1; };
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It is not working :( just kicks me out of game do one of you have discord you would be willing to help guide me through this if you have a min? or a way to send all three files to look at and make sure I did not screw something up?
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sorry was way to long there :)
[Tutorial] Give Coins to player - Using Infistar
in Gold Coin based Single Currency & Banking System
Posted
The latest v1451 you will need to go into the AT.sqf to do this not AH.sqf...I Think he may have moved it! Around line 178 and line 4253 is where you will need to add code.