
Stephen
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Stephen last won the day on November 19 2022
Stephen had the most liked content!
About Stephen
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Fresh Spawn
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Need a little help on this mod. My drops are hanging in mid air and never seem to drop to the ground.
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Is there a way to fix the last section of bridge so it connects to the island evenly? Right now it offset and I can't fix it in the editor. It prevents passage to the island via vehicle.
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{Request} Live Satalite feed from laptop
Stephen replied to emwilsh's topic in A2: Epoch Mods (1.0.5.1)
Hello all. I know this is old but Armaholic is gone and I need the install instructions for pxs_satcom_oa. I have had the files forever just never got around to installing due to life. By any chance does anyone still have the install instructions? If this just goes mission side I can figure it out I guess. -
Спасибо, но я разобрался.
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Can someone update this for the present?
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[RELEASE] JAEM - Just another Evac-Chopper Mod v1.6
Stephen replied to JasonTM's topic in A2: Epoch Mods
Just saw that lol. Thank you! -
[RELEASE] JAEM - Just another Evac-Chopper Mod v1.6
Stephen replied to JasonTM's topic in A2: Epoch Mods
I have this kind of working in 1.0.7. I had to change line 46 in SetEvacChopper from _wealth = player getVariable[Z_MoneyVariable,0]; to _wealth = player getVariable["cashMoney",0]; This will set the heli pad but when I call for it at a different location I get the following error: if (_damage >= .9 && (_part == "PartEngine" || _part> Error position: <>= .9 && (_part == "PartEngine" || _part> Error >=: Type Array, expected Number File mpmissions\__CUR_MP.Chernarus\scripts\JAEM\callEvacChopper.sqf, line 76 I had this mod in 1.0.6.2 and don't remember running into this error. Does anyone have this in 1.0.7? -
This script worked out great! Scroll up and see the discussion with Mig and Kmiller for the deployables if anyone has a problem in the future. Still works in 1.0.6.2.
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Stephen started following [RELEASE] Custom GUI / Menu UPDATED for 1061
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This is a great script! Only thing I can't get to work are the deplorables. The bike works great on its own but when I add the other vehicles, the wrong vehicle deploys when I pick the bike. The rules and info work exactly as intended. Great job on this. Is there an update for 1.0.6.2 or is it not necessary?
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Is there something like Admin tools for dayz vanilla other than infistar?
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Any luck with this working in 1.0.6.2? I need help understanding step 6: 6. Configuration: in `Dayz_Epoch_**.Mapname\dayz_code\init\variables.sqf`. Customize and add below: ```sqf //elevator ELE_MaxRange = DZE_PlotPole select 0; // maximum range the elevator can travel / stop points can be built (in meter) ELE_Speed = 30; // speed of the elevator (meters per second) ELE_StopWaitTime = 0; // disable the wait time if you call the elevator ELE_RequiredBuildTools = ["ItemToolbox", "ItemCrowbar"]; // required tools for building an elevator and elevator stop ELE_RequiredBuildItems = [["PartGeneric",2], "PartEngine", "ItemGenerator", "ItemJerrycan"]; // required items to build an elevator ELE_RequiredBuildStopItems = [["PartGeneric",2]]; // required items to build an elevator stop ELE_StopClass = "MetalFloor_Preview_DZ"; // elevator stop classname ``` before lines you added in 3. Do I add this above s_player_elevator_next = -1; or above the block completely? This is a great community and glad to see it still active after all these years. Very helpful for Noobs like me. Update: I get an elevator initialized msg in the log but no other mention. Seems like I am missing a click action or something to give me the option to build the elevator.
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Having the same issue. I could not find the correct copy of the sqf. Could you post it here? Looks like a real cool script.
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Looks like a real cool script. Have it running on my Epoch/Overwatch server but the ai do not shoot, fight or get out of their vehicles. Also the vehicles don't seem to travel. Just stay in one spot. I can shoot the ai but they don't die.