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Posts posted by SideShowFreak
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Use dayzlauncher Instead, commander isnt maintained any more.
Dayzlauncher.com
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This is what i use, has the pack-able SUV gun, MV-22 Fold-able blades and rotors, rear and side door+ guns/gunner positions for them, UH1Y fold-able blades, Cessna rainbow smoke, Tower lighting, and C-130 side door + rear ramp.
I wish i knew who made the script so i could give credit but i found these a couple years a go in a PBO that someone released. If it was you Ebaydayz then Credit goes to Ebaydayz.
The only known issue i have seen is the rear gun you need to move seats before getting out or it will glitch you into the floor of the MV-22. Im sure someone can/has a fix.
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dont forget you can add the side an drear gun to the mv22 as well ;)
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Here is my player_selectSlot.sqf from my remote_vehicle_unlock folder. https://www.dropbox.com/s/cixfa1bqjl10wa1/player_selectSlot.sqf?dl=0
You will need to change your overwrites\click_actions\init.sqf line 8 to
player_selectSlot = compile preprocessFileLineNumbers "YourLocation\remote_vehicle_unlock\player_selectSlot.sqf";
Hope this helps
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anyone get this working with the deploy anything 2.8.0 script?
I did, what issue are you having?
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Does anyone know a permanent fix for the admin tools kick. I mean I can fix the issue every time the exact same way, it is just annoying to do every single time I start the server. This also make auto restarts a pain in the ass since I need to manually restart it after renaming my Beserver.cfg back to normal.
Whenever the cfg files is renamed by the server to "Beserver_active_random#sandletters" my admin tools will not work. I tried making two copies of the cfg, i.e left the renamed one and made a new one beside it. The new just gets renamed as well T_T. Any help is appreciated to help resolve this very annoying issues.
For you guys getting the admin tools kick you need the WatchDog plugin for Battleye, it will stop the re-writing of the battleye files.
"To use our Anti-Hack and Admin panel you need to also use BEC + the watchdog plugin. Check the Install notes."
I had this issue as well and this will stop the issues. GL! Hope this helps!
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Are the cultists the ones who only move when you are NoT looking at them? Those dudes are freaky.. ..
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14 Lines up from the bottom I see // before if (!isNill cursor target. Is this supposed to be commented out? Looks like it might be causing an issue under it. Not 100% sure but it looks fucky to me...
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Last line. Add a ; at the end
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I agree repack the pbo. I'm seeing a few important files it says are "missing"
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I haven't seen any if the issues you asked about. Escort works fine. Haven't purposely Checked the traders but I don't recall seeing the option when trading and the code has some _istrader type of coding in it. Sorry n my phone and can't check for sure
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Getting it working on my server but going to keep it as a exclusive feature 0_o
its not exclusive.....
In fn_selfactions add the following code above //Player Deaths
//----------------Detain--------------------------------------------------------------------------//Player Detain, Search, Releaseif (_isMan and _isAlive and !inSafeZone and !_isZombie and !_isAnimal && !(_traderType in serverTraders)) then {if (s_player_investo < 0) then {s_player_investo = player addAction [("<t color=#ffa500'>")+("Detain")+("</t>"), "Custom\Scripts\investigation\Detain.sqf",cursorTarget, 5, false, true, "","];};if (s_player_investoTwo < 0) then {s_player_investoTwo = player addAction [("<t color=#ffa500'>")+("Search")+("</t>"), "Custom\Scripts\investigation\Search.sqf",cursorTarget, 5, false, true, "","];};if (s_player_investoThree < 0) then {s_player_investoThree = player addAction [("<t color=#ffa500'>")+("Escort")+("</t>"), "Custom\Scripts\investigation\Escort.sqf",cursorTarget, 5, false, true, "","];};if (s_player_investoFour < 0) then {s_player_investoFour = player addAction [("<t color=#ffa500'>")+("Release")+("</t>"), "Custom\Scripts\investigation\Release.sqf",cursorTarget, 5, false, true, "","];};} else {player removeAction s_player_investo;s_player_investo = -1;player removeAction s_player_investoTwo;s_player_investoTwo = -1;player removeAction s_player_investoThree;s_player_investoThree = -1;player removeAction s_player_investoFour;s_player_investoFour = -1;};//------------------------------------------------------------------------------------------------Link to the Investigation folder. https://www.dropbox.com/s/ayzlpkf0t9na39i/Investigation.rar?dl=0Add this in your mission file and change the calls for each section to fit your locationIE: "Custom\Scripts\investigation\Release.sqf"7: Profit??!PS: I did NOT write this. i take no credit. -
Yeah I can confirm 5 exist....
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After changing it to false, the heli crashes spawn loot, but however, only epoch loot spawns on the map, no more overpoch loot.
Can someone help me?
You turned off your custom loot tables thats why no overpoch loot spawns.....
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There is a script called "delete vehicles from trader zones" I believe I'd the name. You can configure it to delete very hicles at restart or it will teleport them to either a random m spit near the trader or to a set location you can change. On my phone at the moment so I can't send the link. Search the server mod section. If you can't find it I'll send the link no after you work.
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I don't have this issue. Vehicles spawn right away and I do not use config traders. The only time I had this issue I was able to trace it to the drink water from sources script. Running 1.0.5.1 as well. Any new scripts installed? If by chance you run the drink water script try removing that first. Just trying to think here. If you run infiSTAR for shits and giggles you could try changing the setting for vehicle Id check to false. Not sure if its related but worth a shot.
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Doubt it I routinely stock my traders to 5k for each item and don't have this issue. I had it happen before and traced it back to the drink water from sources script. Removed that and viola lag was gone.
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@OP Powell is right. there should be another }; above the sensor you added, look at the one above it. ;)
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ok im seeing a better picture now of whats going on. The error is stating that the setdamageonage script is already there, im assuming the other 6 errors are the same just for different categories?
After looking at the SQL file you are using personally i would remove everything from line 1-75 and line 2459 till the end and try that.
That would remove the Events that are trying to be added. Are you using Vilayer by chance?
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ok back at home lets see if i can help:
Lets say the import file looks like this on the top
INSERT INTO `object_data` (`ObjectID`, `ObjectUID`, `Instance`, `Classname`, `Datestamp`, `LastUpdated`, `CharacterID`, `Worldspace`, `Inventory`, `Hitpoints`, `Fuel`, `Damage`) VALUES(21, 123456789101112, 24, 'SUV_Red', '2014-07-28 20:54:04', '2014-08-03 21:30:57', 0, '[93,[14735.4,13635.7,0.464]]', '[[[],[]],[["ItemBandage","ItemBriefcaseS60oz","CSGAS","ItemSodaRbull"],[2,1,4,1]],[[],[]]]', '[]', 0.94600, 0.00000),(35, 75196111974037, 24, 'LandRover_MG_TK_EP1_DZE', '2014-07-28 20:54:09', '2014-08-18 19:16:58', 0, '[232,[8143.81,10651.2,0.007]]', '[[[],[]],[[],[]],[["DZ_Patrol_Pack_EP1"],[1]]]', '[["glass1",0.697],["motor",0.253],["palivo",0.42],["wheel_1_1_steering",0.452],["wheel_2_1_steering",0.385],["wheel_2_2_steering",0.397],["sklo predni P",0.252],["sklo predni L",0.367],["karoserie",0.408],["wheel_1_4_steering",0.238],["wheel_2_4_steering",0.701],["wheel_1_3_steering",0.304],["wheel_2_3_steering",0.591],["glass2",0.67],["glass3",0.61],["glass4",0.63]]', 0.96013, 0.00000),Datestamp and Lastupdated both must be a date after the database was createdI highlighted the 2 spots in the lines above. -
Beach object you are trying to import has a date in its data. Change the dates for all the objects to a date after the database was created. Old data created before the database won't show up no matter how many times you try to add it. Away from home for the night so I can't access my database for an example to show you
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Make sure the date in the objects being imported are after the database hasebeen created. This should fix it.
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Also, in DZMS, there is option not to say the mission was complete till a certan % of the AI were dead, using the code below.. is it possible to add this to wai ?
This. Id be all over running the missions as well as static if we had this.
I really like to be able to know 100% of the AI are dead .
Personally not a clue on how to impliment it tho.
Thanks for all your hard work!! Its a huge improvement!
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Hello All,
I am no expert but you'll need to make sure to add a new config to your player_wearClothes.sqf that calls a seperate skins.hpp so that no matter what skin_pkg you click on it has no choice but to change into that skin.
I have this working on my servers using the "deploy anything" addon.
I'll do a quick tutorial for this tonight. :)
STENCH
Awesome thanks Stench can't wait :)
[HELP] Need help tweaking my deploy script a little bit.
in Scripting
Posted
the deploy anything script is the one that allows you to move the object then place it. you can incorporate any scripts from Macca's script in it as well (instructions included). You can also do many,many deployables/buildables etc as well, with variables for plot pole requirement or not, re-packable or not, save to DB or not, etc etc. Personally it suits my needs/wants much better. I would highly suggest trying it.
You could also possibly look through his code to see how the spawning/attaching works as well if it doesn't interest you.
Honestly once you use it its a much better package for right clickables and for deploying anything.