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Uro

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  1. Like
    Uro reacted to Axle in Our New friend? Or should we..... RUN!!!!!   
  2. Like
    Uro reacted to insertcoins in These Options Would Make Epoch Insane   
    Size : 40 MB
     
    Good luck with that mission.pbo!
  3. Like
    Uro reacted to simyazzi in USEC CH53   
    First off I really enjoy the mod, great job.
    I play on a private server and allot of us would really like the usec ch53 by rocket added.
    Our server has a perk donation option for our players and if you donate to help run the server, etc you can get perk packages.
    Unfortunitly since the usec ch53 isnt on the original list of objects included in the game\epoch mod we cant have it. Apparently everyone would have to download the addon in order to play on the server and this really isnt an option.
     
    With that said, the usec ch53 was originally created in 2009/2010 by rocket himself and is a great addon. Im wondering if its possable to add this to the mod itself? I cant speak for others out there but if this was added im sure others in the epoch community would appreciate it even if they dont know its avilable.
    P.S. I didnt have to modify the .exe or anything just put the .pbo and .bisign files in the OA addons folder and everything woked flawlessly so I see this as a very simple add as long as it doent interfear with any of the other addons.
     
    Please see this link and the video.
    Thanks in advance.
     
    addon:
    http://www.armaholic.com/page.php?id=13949
     
    in game video

  4. Like
    Uro got a reaction from MGT in Disabling Squad.XML?   
    Squad.XML's also cause massive desync on busy servers, which usually result in crashes, amongst other things.
     
    As Dave says it can be anything from poor hosting of the XML, a bad image file, or even an error in the XML itself.
     
    I can see the point in them for Arma2, they're pretty neat for platoons etc, but they can and do completely break DayZ servers.
     
     
    Edit:
     
    Aside from blocking the ports on your firewall you could set the MaxCustomFileSize to zero in the basic.cfg
    MaxCustomFileSize = 0; Just a thought as some people don't have access to thier firewalls, this may/may not help with the issue.
     
    IIRC it's limited to a certain size, I cant recall what that is for the beta server dayz uses...
  5. Like
    Uro got a reaction from colklutz88 in Server Auto-restart issue   
    This is because of your IRPStackSize is set too low, or not set at all, in which case it defaults to an accepable value for everyday tasks. :)
     
    NOTE:  Changing this value may effect your system performance.
     
    Here's a MicroSoft KB article on it:
     
    http://support.microsoft.com/kb/106167
     
    If you change or modify it, and it breaks your server, dont blame me. :rolleyes: :ph34r:
  6. Like
    Uro got a reaction from colklutz88 in Server Auto-restart issue   
    all you would essentially stop is the empty cmd prompt :)
     
    the higher the value, could effect server performance (I.E. lower performance if you set it too high) :)
  7. Like
    Uro reacted to Achmed in Server is running an Incorrect Version   
    There's a read me file? I can honestly say I have never read it lol
  8. Like
    Uro reacted to Tobias Solem in What programs are needed for the server?   
    MySQL, VisualC++ libraries, and ducks. Lots of ducks.
  9. Like
    Uro got a reaction from 31_D!4b10 in Some SQL Events I had laying around   
    Since I'm taking a break from Epoch/Arma2, I thought someone here might get some use out of these SQL EVENT Scripts I had laying around, mostly just housekeeping scripts :)
     
    I'm fairly sure similar scripts are laying around these forums in various places.
     
     
    I'll assume since your reading this, you know how to add sql event scripts to your database, and understand how to edit the below to your needs.
     
    No further assistance shall be provided by myself with these.
     
     
     
    RemoveBlownUpVehicles.sql
     
    The above code will remove anything in the Object_Data table where the damage is set to 1, I.E. Destroyed.
    Event is scheduled every 2 days.
     
     
    RemoveOldCharacterData.sql
     
    WARNING:  The above event script will make certain epoch scripts that rely on character data such as EVAC Chopper not function properly, due the the database re-using Character ID slots that have been cleared and assigning them to new players.
     
    The above code will remove anything from the Character_Data table where Alive = 0 , I.E. Dead.
    Event is scheduled every 2 days.
     
     
     
    RemoveOldPlayerLogins.sql
     
    The above code will remove anything from the player_login table where the datestamp is older than 30 Days.
    Event runs once a day.
     
     
     
    RestockTraders.sql
     
    The above code will restock the traders_data table up to a quantity of 30 where the current items quantity is less than 5.
    Event runs once a day.
     
     
     
    UnlockAbandonedVehicles.sql
     
    The above code will UNLOCK (Set CharacterID ZERO) anything in the object_data table that is NOT a Vault/Safe/Lockbox/Wooden Storage Shed, Any form of Tent.
    So it effectively Removes the keys of any vehicles that haven't been interacted with in a 14 DAY period.
    Event is scheduled once a day.
     
     
    NB: Will need modified if any new storage options come into play.
    NBB: A similar event script is planned for the 1.0.5 database update, if not already implemented within 1.0.5 Database Events.
     
     
    Enjoy the beanz! :)
     
     
     
     
  10. Like
    Uro reacted to adg in [Tutorial] Clickable self-bloodbag with configurable limitations (Updated 02/21/2014)   
    This is my first tutorial, so please bear with me. Any changes, improvements and comments are welcome.
     
    After this tutorital you can click bloodbag to give it to yourself.
     
    You can configure limitations like:
    being able to use it in a vehicle time between 2 uses infection chance only able to use near hospital/medical vehicles blood amount etc. Giving bloodbag to other players will be unchanged!
     
    Requirements:
    * Basic knowledge of unpacking pbo's
    * Custom compiles
    * Common sense
     
    Edit:// Follow this for epoch 1.0.5:
     
    1) Copy this file from dayz_code.pbo to your MPMissions\...Your Mission Folder...\custom folder:
     
    dayz_code\compile\ui_selectSlot.sqf
     
    2) Open your custom compiles.sqf and change this line from:
    player_selectSlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_selectSlot.sqf"; to
    player_selectSlot = compile preprocessFileLineNumbers "custom\ui_selectSlot.sqf"; 3) Create a new file in your custom folder called extra_rc.hpp and paste this code into it OR download the file from attachment and unzip:
    (NB if you already have followed maca134 tutorial http://epochmod.com/forum/index.php?/topic/4834-add-right-click-options-to-items/ then you need to edit your current files)
    class ExtraRc {     class ItemBloodbag {         class Use {             text = "Use Bloodbag";             script = "execVM 'custom\SelfBB.sqf'";         };     }; }; 4) Open your description.ext (in your MPMissions folder).
    To the end add:
    #include "custom\extra_rc.hpp" 5) Open custom\ui_selectSlot.sqf
     
    Search for the loop in spoilers:



     
    right after the loops closing bracket and semicolon add this code:
    // Add extra context menus _erc_cfgActions = (missionConfigFile >> "ExtraRc" >> _item); _erc_numActions = (count _erc_cfgActions); if (isClass _erc_cfgActions) then { for "_j" from 0 to (_erc_numActions - 1) do { _menu = _parent displayCtrl (1600 + _j + _numActions); _menu ctrlShow true; _config = (_erc_cfgActions select _j); _text = getText (_config >> "text"); _script = getText (_config >> "script"); _height = _height + (0.025 * safezoneH); uiNamespace setVariable ['uiControl', _control]; _menu ctrlSetText _text;         _menu ctrlSetEventHandler ["ButtonClick",_script]; }; }; 6) Create a new file in your custom folder called SelfBB.sqf and paste this code into it OR download the file from attachment and unzip:
    //------------------------------------------\\ // Clickable self bloodbag by adg \\ // Version: 2.0 \\ // \\ //------------------------------------------\\ private ["_started","_finished","_animState","_isMedic","_num_removed","_lastUsed","_infectionChance","_disallowinVehicle","_bloodAmount","_useTime","_giveHumanity","_humanityAmount","_hospitalDistance","_ambulanceDistance","_hospitalEnable","_ambulanceEnable","_anywhereEnable"]; disableserialization; //------------------------------------------------------------------------------------------------------------------------------------------------------------------\\ // CONFIG START \\ //------------------------------------------------------------------------------------------------------------------------------------------------------------------\\ _useTime = 180; //Time in seconds before being able to use again. _bloodAmount = 4000; //Amount of blood the bloodbag gives to player (gets multiplied in hosp/ambulance, so 4000 = 8000 in hospital and 6000 near ambulance) _infectionChance = 30; //Chance of getting infected while using the bloodbag (0 = disabled, 40 = 40%, 100 = 100% etc) _disallowinVehicle = true; //Do not allow usage in a vehicle. true = cannot use, false = can use in vehicle _giveHumanity = false; //Give players humanity for self bloodbag. true = give humanity, false = do not give _humanityAmount = 50; //Amount of humanity to give, if _giveHumanity = true _hospitalDistance = 21; //Max distance within Hospital _ambulanceDistance = 5; // Max. distance from ambulance (medical hmmwv, medical vodnik or medic van) _hospitalEnable = 1; // 1 enables SelfBloodbag in hospitals (leave as 1 if you have _anywhereEnable = 1; and want to get bonuses near hospital) _ambulanceEnable = 1; // 1 enables SelfBloodbag near ambulances (leave as 1 if you have _anywhereEnable = 1; and want to get bonuses near med vehicles) _anywhereEnable = 0; // 1 enables SelfBloodBag anywhere (turns automatically on if _hospitalEnable = 0 and _ambulanceEnable = 0;) //------------------------------------------------------------------------------------------------------------------------------------------------------------------\\ // CONFIG END \\ // Do not change below unless you know what you are doing!!! \\ //------------------------------------------------------------------------------------------------------------------------------------------------------------------\\ if (dayz_combat == 1) exitwith { cutText [format["You are in combat and cannot perform that action!"], "PLAIN DOWN"]}; if (_disallowinVehicle && vehicle player != player) exitWith {cutText [format["You cannot use the bloodbag in a vehicle!"], "PLAIN DOWN"]}; if (r_player_blood == r_player_bloodTotal) exitwith {cutText ["You are not injured!","PLAIN DOWN"]}; private ["_nearHospital","_bloodMultiplier","_infectionMultiplier","_decke","_hospitalFound","_ambulanceFound","_display"]; _nearHospital = false; _bloodMultiplier = 1; // Blood amount multiplier (Anywhere 1, Hospital 2, Ambulance 1.5, The Multiplier for Ambulance and Hospital get set later) _infectionMultiplier = 1; // Multiplier for infectionchance. Anywhere 1, Hospital 0.5, Ambulance 0.75 (the formula is _infenctionChance * _infectionMultiplier so lower multiplier = lower chance) if (_hospitalEnable == 0 && _ambulanceEnable == 0) then { // Check if _hospitalEnable & _ambulanceEnable disabled _anywhereEnable = 1; }; if (_anywhereEnable == 1) then { _nearHospital = true; }; if (_hospitalEnable == 1) then { // if Hospital enabled _playerASL1 = getPosASL player; _playerASLx = _playerASL1 select 0; _playerASLy = _playerASL1 select 1; _playerASLz = _playerASL1 select 2; _playerASLz2 = _playerASLz + 40; _playerASL2 = [_playerASLx,_playerASLy,_playerASLz2]; _decke = lineIntersects[_playerASL1,_playerASL2]; _hospitalFound = count nearestObjects[player,["Land_A_Hospital"],_hospitalDistance]; //can add desired buildings here if (_hospitalFound > 0 && _decke) then { _nearHospital = true; _bloodMultiplier = 2; // multiplier to Bloodamount _infectionMultiplier = 0.5; //multiplier to Infectionchance }; }; if (_ambulanceEnable == 1) then { _ambulanceFound = count nearestObjects[player,["GAZ_Vodnik_MedEvac","HMMWV_Ambulance","S1203_ambulance_EP1"],_ambulanceDistance]; //can add desired vehicles here if (_ambulanceFound > 0 ) then { _nearHospital = true; _bloodMultiplier = 1.5; // multiplier to Bloodamount _infectionMultiplier = 0.75; //multiplier to Infectionchance }; }; _bloodAmount = _bloodAmount * _bloodMultiplier; // Calculate bloodamount & Infectionchance with the multiplier _infectionChance = _infectionChance * _infectionMultiplier; if(!_nearHospital) exitWith { // Abort messegas if Conditions not met if (_hospitalEnable == 1 && _ambulanceEnable == 0) then { cutText [format["You need to be inside a hospital to do this!"], "PLAIN DOWN"]; }; if (_hospitalEnable == 0 && _ambulanceEnable == 1) then { cutText [format["You need to be near a medical vehicle to do this!"], "PLAIN DOWN"]; }; if (_hospitalEnable == 1 && _ambulanceEnable == 1) then { cutText [format["You need to be inside a hospital or near a medical vehicle to do this!"], "PLAIN DOWN"]; }; }; if (isNil 'lastUsed') then {lastUsed = time}; if (time - lastUsed < _useTime && time - lastUsed != 0) exitwith {cutText [format["Not so fast! You can use bloodbag again in %1 seconds",(ceil(_useTime - (time - lastUsed)))],"PLAIN DOWN"]}; call fnc_usec_medic_removeActions; r_action = false; [1,1] call dayz_HungerThirst; if (vehicle player == player) then { //not in a vehicle player playActionNow "Medic"; }; r_interrupt = false; _animState = animationState player; r_doLoop = true; _started = false; _finished = false; while {r_doLoop} do { _animState = animationState player; _isMedic = ["medic",_animState] call fnc_inString; if (_isMedic) then { _started = true; }; if (_started and !_isMedic) then { r_doLoop = false; _finished = true; }; if (r_interrupt) then { r_doLoop = false; }; if (vehicle player != player) then { sleep 3; r_doLoop = false; _finished = true; }; sleep 0.1; }; r_doLoop = false; if (_finished) then { _num_removed = ([player,"ItemBloodbag"] call BIS_fnc_invRemove); if(_num_removed == 1) then { lastUsed = time; if (vehicle player != player) then { _display = findDisplay 106; _display closeDisplay 0; }; r_player_lowblood = false; r_player_blood = r_player_blood + _bloodAmount; //set players LOCAL blood to a certain ammount if(r_player_blood > r_player_bloodTotal) then { r_player_blood = r_player_bloodTotal; // If players blood is greater then max amount allowed set it to max allowed (this check keeps an error at bay) }; player setVariable["USEC_BloodQty",r_player_blood,true]; //save this blood ammount to the database //Restore player sound + vision 10 fadeSound 1; "dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5; "colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5; if (floor(random(100)+1) <= _infectionChance) then { //Infection chance r_player_infected = true; //set client to show infection player setVariable["USEC_infected",true,true]; //tell server that player is infected cutText [format["You gave yourself blood, but got infected in the process!"], "PLAIN DOWN"]; //display text at bottom center of screen if infected } else { cutText [format["You successfully gave yourself some blood!"], "PLAIN DOWN"]; }; if(_giveHumanity) then { //humanity check [player,_humanityAmount] call player_humanityChange; }; }; } else { r_interrupt = false; player switchMove ""; player playActionNow "stop"; cutText [format["Giving yourself blood was interrupted!"], "PLAIN DOWN"]; }; 7) Edit the config part in SelfBB.sqf to your liking!
     
    Start your server and enjoy :P
     
    Credits:
    Krixes - inspiration and some code
    maca134 - right click tutorial
    Panadur & Fuchs - hospital restriction
     
    Attachments don't work so direct links:
    extra_rc.zip
    SelfBB.zip
  11. Like
    Uro reacted to vbawol in Epoch alpha release?   
    Yes, When it is released publicly server files will be provided. The time frame is not set in stone and we are working every single day on A3 Epoch.
  12. Like
    Uro got a reaction from iCEtIMed in Some SQL Events I had laying around   
    Since I'm taking a break from Epoch/Arma2, I thought someone here might get some use out of these SQL EVENT Scripts I had laying around, mostly just housekeeping scripts :)
     
    I'm fairly sure similar scripts are laying around these forums in various places.
     
     
    I'll assume since your reading this, you know how to add sql event scripts to your database, and understand how to edit the below to your needs.
     
    No further assistance shall be provided by myself with these.
     
     
     
    RemoveBlownUpVehicles.sql
     
    The above code will remove anything in the Object_Data table where the damage is set to 1, I.E. Destroyed.
    Event is scheduled every 2 days.
     
     
    RemoveOldCharacterData.sql
     
    WARNING:  The above event script will make certain epoch scripts that rely on character data such as EVAC Chopper not function properly, due the the database re-using Character ID slots that have been cleared and assigning them to new players.
     
    The above code will remove anything from the Character_Data table where Alive = 0 , I.E. Dead.
    Event is scheduled every 2 days.
     
     
     
    RemoveOldPlayerLogins.sql
     
    The above code will remove anything from the player_login table where the datestamp is older than 30 Days.
    Event runs once a day.
     
     
     
    RestockTraders.sql
     
    The above code will restock the traders_data table up to a quantity of 30 where the current items quantity is less than 5.
    Event runs once a day.
     
     
     
    UnlockAbandonedVehicles.sql
     
    The above code will UNLOCK (Set CharacterID ZERO) anything in the object_data table that is NOT a Vault/Safe/Lockbox/Wooden Storage Shed, Any form of Tent.
    So it effectively Removes the keys of any vehicles that haven't been interacted with in a 14 DAY period.
    Event is scheduled once a day.
     
     
    NB: Will need modified if any new storage options come into play.
    NBB: A similar event script is planned for the 1.0.5 database update, if not already implemented within 1.0.5 Database Events.
     
     
    Enjoy the beanz! :)
     
     
     
     
  13. Like
    Uro got a reaction from OnkelDom in Please Delete Me   
    As above
  14. Like
    Uro reacted to tux-box1 in Vehicle Spawn Bug 1.0.4.1 & 2a   
    It's like this. If I went in game loged in as admin and restarted the server or used the "restart command" using BEC when the server started up no vehicles would spawn. If I closed out the server process and restarted it then the vehicles would spawn. I never had this problem before the 1.0.4 update, in fact it seams this is a known problem. I spoke with one of the DEV's and was directed to update to 1.0.4.2a. 
    I have rolled back to 1.0.3.1 because I have had nothing but problems trying to get 1.0.4+ to work. It would work great then break, some maps would work while others would not(Cherno vs takistan). I've been running my own server since 1.0.2.6 so It's not like I'm supper new at this. 
    I've been thinking about an external "restart" script, Thank you for posting that code. I'm currently working on a install script for dz epoch now. Maybe I'll post the code.. not sure tho, I don't want to break any rules.
  15. Like
    Uro reacted to cen in [Release] Deploy Bike Extendet   
    For one, you did not create this.
     
    The original script for this came from Player2 on opendayz.net.
     
    Secondly, your pack.sqf is badly written and will delete any object that the user is looking at including buildings and built objects.
  16. Like
    Uro reacted to MGT in Server sending random Armaholic messages!   
    That'll be in your BEC config.
  17. Like
    Uro reacted to OtterNas3 in [RELEASE] Build Snapping - Extended v1.6 (Updated 02/20/2014)   
    Hey Survivors,
     
    i started this new Thread for the Mod so it's easier for players to find it and for me to support it!
    This will also stop the confusion with the mod when you use Maca's or mine and have problems with it.
     
    I got Maca's permission to do it and ALL credits for the idea and the first coding goes to Maca!
    Thanks again Maca for this amazing idea/script!
     
    Ok here we go...
     
    This Mod adds a "Toggle Snapping" function to these Epoch Buildable objects:
    MetalFloor_DZ WoodFloor_DZ CinderWall_DZ CinderWallDoorway_DZ CinderWallDoorLocked_DZ CinderWallDoor_DZ CinderWallSmallDoorway_DZ CinderWallDoorSmallLocked_DZ CinderWallHalf_DZ CinderWallDoorSmall_DZ WoodLargeWall_DZ Land_DZE_LargeWoodDoor WoodLargeWallWin_DZ WoodLargeWallDoor_DZ Land_DZE_GarageWoodDoor Land_DZE_GarageWoodDoorLocked Land_DZE_LargeWoodDoorLocked WoodSmallWallThird_DZ WoodSmallWallDoor_DZ WoodSmallWall_DZ WoodSmallWallWin_DZ Land_DZE_WoodDoor Land_DZE_WoodDoorLocked Sandbag1_DZ MetalPanel_DZ Fence_corrugated_DZ StickFence_DZ Land_HBarrier1_DZ Land_HBarrier3_DZ Land_HBarrier5_DZ Fort_RazorWire Objects can be snapped to another object of the same type like:
    Metal_Floor_DZ <-> Metal_Floor_DZ
    Sandbag1_DZ <-> Sandbag1_DZ
     
    or any Wall combination if its the same Material like:
    WoodSmallWall_DZ <-> WoodSmallWall_DZ
    WoodSmallWall_DZ <-> WoodSmallWallWin_DZ
    CinderWallHalf_DZ <-> CinderWallHalf_DZ
    CinderWallHalf_DZ <-> CinderWallDoorway_DZ
     
    When you start building a new object you will get a "Toggle Snapping" option if the object is supported.
    Hit it to activate the snapping.
     
    Distance between the two objects has to be lower then 1.5m.
    So move your object to almost same height and next to one side, near the top or near the bottom of the object you want to snap it to.
    SNAP!
    This allows you to build a Floor or a Wall on the same height in a perfect line.
     
    It is also possible to make perfect 90° angles with it, for this you also have to bring the object almost in the desired angle to the other object and it will snap to it.
     
    So What makes this version "Extended"?
     
    Well...
    Snapping will work on more then one  Floor Snapping will work while building over Water Snapping a object on Top/Bottom of eachother Snapping with set rotation (for set Door open directions) More objects supported Code for finding snap points redone Demo Video:
    http://youtu.be/j5SXctN8WHA
     
    Download (install instructions included):
    https://www.dropbox.com/s/e1x7mcfuvy7mwyj/Snapping_v1.6.zip
     
    Installation instructions:
     
    1.
    Download and extract Snapping_v1.6.zip
     
    2.
    unpbo MPMissions\YOURMISSIONNAME.pbo
     
    3.
    Copy custom folder from the extracted Snapping_v1.6 to MPMissions\YOURMISSIONNAME\
     
    4.
    Open MPMissions\YOURMISSIONNAME\init.sqf
    Find this line:

    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; and add this line RIGHT BELOW it:
    call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf"; so it will look like:
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; call compile preprocessFileLineNumbers "custom\snap_build\compiles.sqf"; 5.
    Open MPMissions\YOURMISSIONNAME\description.ext
    Add this line to the VERY BOTTOM of it! (Yeah this means AFTER the last closing bracket!)
    It has to be the VERY LAST LINE of the File!

    #include "custom\snap_build\points.hpp" 6.
    repbo MPMissions\YOURMISSIONNAME\ - upaload - reload - snap - smile!
     
     
    I hope i could clarify the !IMPORTANCE! that you copy the lines i mentioned to the VERY BOTTOM!
    Else:
    No Snap - No Smile - unneded questions
     
     
     
    Have fun with it,
    Otter
    aka Bob der Baumeister
     
     
    - If you like it - Like it - So I can count Downloads - I like that
     

    #####################################
    #                      Support my work                      #
    #                                    &                                #
    #                                Donate                           #
    #####################################

  18. Like
    Uro reacted to cen in Bully problems   
    trolls get banned.
  19. Like
    Uro got a reaction from tinux in Please Delete Me   
    The custom spawn dzai markers are invisible, to make them visible you need to change the setMarkerType line from "Empty" to a visible map marker type.
     
    Personally i'd leave the dzai spawn files as they are and put the visible marker in the missionfile\mission.sqm, beneath the trader markers.  That way all the visible map markers (trader cities etc) would be in the same file.
  20. Like
    Uro reacted to PetuniaEpoch in Just good Base(ALTAR)   
    AntonioMaster - Don't worry what people say or if they like it or not, I think it's a good effort :)
     
    Keep em coming - the fun's in the making, right :D
  21. Like
    Uro reacted to Sequisha in Black market trader   
  22. Like
  23. Like
  24. Like
    Uro reacted to fr1nk in RELEASE THE PATCH 1.04 AND GET EVERYONE TO FIX THE PROBLEMS FOR YA   
    My cat's breath smells like cat food.
  25. Like
    Uro reacted to MassAsster in you can not play edit this mission   
    http://www.dayzcommander.com/
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