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Buck0

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  1. Like
    Buck0 reacted to Donnovan in [Release] Casca Vehicles Convoy for any Map   
    *** main post updated ***

    CASCA ANDRE CONVOYS - VERSION BOMBA:
    22 of May of 2015
     
    NEW ON BOMBA VERSION:
    - Suicide bomber engage on player.
    - All AI can be bomberman, you just need to set its frequency.
    - Bomberman don't detonate if near allies.
    - Shot the head, arms and legs of a bomberman will not make hin explode.
    - Better soldier dicipation after disembark vehicles.
    - Vehicles became acessible and vulnerable when all crew die and a player enters it.
    - Reduced the number of "[] spwan {}".
    - Added configuration to reduce or increase loot quantity.
    - You can turn on/off vehicle crew number on map icons.
    - Functions created to make the main code cleaner.
    - Optimization on: code consistency & performance.
    - Better became better, in general.
  2. Like
    Buck0 reacted to SchwEde in infiSTAR Safezones   
    See as I've told you, the blinking reward window isn't your only issue :P
    I know how to fix this, UKMartin should know this too. So how about a little apology to those people and be a nice member of this community ;)
    Then I will tell you how to fix this or you can try it on your own :)
  3. Like
    Buck0 reacted to SchwEde in (RELEASE) Loyalty reward system   
    Well if you are not a coder how can you judge this script then?
    It is doing exactly what it should, means it is a good script.

    The shite you having there is because of your debug monitor, I posted a solution for that on the first page.
    So rather then offend people who try to help you should better understand why is it working like it does, even if you are not a coder, by simply looking at the code you could read it or at least be thankful for the help you get here.
    This probably won't your last issue and they're always the same people helping here others, so better don't mess up with them ;P
  4. Like
    Buck0 reacted to SchwEde in working on cracking lockboxes and safes   
    give me second, i have a script where you are able to crack safes with a hotwire kit ;)
    Will release this now :)
    Just need to check how i did it 
     
    EDIT:
     

    There you go
  5. Like
    Buck0 got a reaction from SchwEde in [Fixed] Virtual Garage - spawnpoints for different Vehicle   
    seems to be working for me, WELL DONE!
  6. Like
    Buck0 reacted to cen in [Fixed] Virtual Garage - spawnpoints for different Vehicle   
    Yup, no change UK.
     

  7. Like
    Buck0 reacted to SchwEde in [Fixed] Virtual Garage - spawnpoints for different Vehicle   
    aaaaaah there it is ;D
    Thats what i thought ^^
    Well give one second then i should get something :)
     
    EDIT:
     
    try replace this
    _position = getPosATL _nearestpad; with this
    _position = getPos _nearestpad; If the Heli is spawning on the ground then try to add 
    this
    _location = [_position select 0, _position select 1, _position select 2]; after 
    _position = getPos _nearestpad; I will summon Satan for help in the meantime :D
  8. Like
    Buck0 got a reaction from SchwEde in [Fixed] Virtual Garage - spawnpoints for different Vehicle   
    so, thats an improvement.... its lower, but still far to high
     

  9. Like
    Buck0 reacted to SchwEde in [Fixed] Virtual Garage - spawnpoints for different Vehicle   
    dang it ^^
    I will try something else, can you try to get me screenshot where the arrow is showing before the spawn of the vehicle?
  10. Like
    Buck0 reacted to SchwEde in [Fixed] Virtual Garage - spawnpoints for different Vehicle   
    i think that might work, but first i would try a simplier solution
     
    replace:
    _location = getPosATL _arrow; with 
    _location = getPos _arrow; _location = [_location select 0, _location select 1, _location select 2 + 0.2]; if that does not work then we can try it a little bit more complicated ^^
  11. Like
    Buck0 reacted to SchwEde in [Fixed] Virtual Garage - spawnpoints for different Vehicle   
    do you have screenshot of the vehicle, so i have a visual example for the output?
  12. Like
    Buck0 got a reaction from SchwEde in [Fixed] Virtual Garage - spawnpoints for different Vehicle   
    22:19:39 "[schwedes-Debug] _location: [10264.1,9966.78,13.4601] | getPos _arrow: [10264.1,9966.78,6.73077]"
    22:19:40 "[schwedes-Debug] Object getPos: [10264.1,9966.78,157.491] | getPosASL: [10264.1,9966.78,13.46]"
  13. Like
    Buck0 reacted to SchwEde in [Fixed] Virtual Garage - spawnpoints for different Vehicle   
    what about the changed server_spawnvehicle.sqf?
    any results with it?
    what about the output in the Rpt? ( search for "Schwede")
  14. Like
    Buck0 got a reaction from SchwEde in [Fixed] Virtual Garage - spawnpoints for different Vehicle   
    Ill test in a few hours, not near a pc currently
  15. Like
    Buck0 reacted to SchwEde in [Fixed] Virtual Garage - spawnpoints for different Vehicle   
    ok give some time, i will have a closer look on this then
     
    EDIT:
    Ok, i can only give guessings, because im not really able to test this, so you guys have to give me some ouput from this ^^
     
    anyway.
    Cant really say whats wrong with this is, but defently solveable :)
     
    So lets try first some debug:
     
    server_spawnvehicle.sqf
    private ["_player","_vehicledata","_arrow","_key","_garage","_class","_cid","_colour1","_inventory","_fuel","_damage","_hitpoints","_location","_dir","_worldspace","_uid","_vehiclelist","_newlist"]; _player = _this select 0; _vehicledata = _this select 1; _arrow = _this select 2; _garage = _this select 3; _class = _vehicledata select 0; _cid = str(_vehicledata select 1); _colour1 = _vehicledata select 2; _colour2 = _vehicledata select 3; _inventory = _vehicledata select 4; _fuel = _vehicledata select 5; _damage = _vehicledata select 6; _hitpoints = _vehicledata select 7; _location = getPosATL _arrow; diag_log format ["[Schwedes-Debug] _location: %1 | getPos _arrow: %2",_location, (getPos _arrow)]; _dir = getDir _garage; _worldspace = [_dir,_location]; _uid = _worldspace call dayz_objectUID3; _key = format["CHILD:308:%1:%2:%3:%4:%5:%6:%7:%8:%9:",dayZ_instance, _class, 0 , _cid, _worldspace, [], [], 1,_uid]; diag_log ("HIVE: WRITE: "+ str(_key)); _key call server_hiveWrite; [_arrow,_uid,_cid,_class,_dir,_location,_player,_colour1,_colour2,_inventory,_fuel,_damage,_hitpoints] spawn { private ["_object","_uid","_characterID","_done","_retry","_key","_result","_outcome","_oid","_class","_location","_object_para","_activatingPlayer","_colour1","_colour2","_inventory","_fuel","_damage","_hitpoints","_clrinit","_clrinit2","_objWpnTypes","_objWpnQty","_countr"]; _object = _this select 0; _uid = _this select 1; _characterID = _this select 2; _class = _this select 3; _dir = _this select 4; _location = _this select 5; _activatingPlayer = _this select 6; _colour1 = _this select 7; _colour2 = _this select 8; _inventory = _this select 9; _fuel = _this select 10; _damage = _this select 11; _hitpoints = _this select 12; _done = false; _retry = 0; while {_retry < 10} do { sleep 1; _key = format["CHILD:388:%1:",_uid]; diag_log ("HIVE: WRITE: "+ str(_key)); _result = _key call server_hiveReadWrite; _outcome = _result select 0; if (_outcome == "PASS") then { _oid = _result select 1; diag_log("CUSTOM: Selected " + str(_oid)); _done = true; _retry = 100; } else { diag_log("CUSTOM: trying again to get id for: " + str(_uid)); _done = false; _retry = _retry + 1; }; }; deleteVehicle _object; if(!_done) exitWith { diag_log("CUSTOM: failed to get id for : " + str(_uid)); }; _object = createVehicle [_class, _location, [], 0, "CAN_COLLIDE"]; diag_log format ["[Schwedes-Debug] Object getPos: %1 | getPosASL: %2",(getPosASL _object), (getPos _object)]; _object setDir _dir; _object setvehiclelock "locked"; clearWeaponCargoGlobal _object; clearMagazineCargoGlobal _object; _object setVariable ["ObjectID", _oid, true]; _object setVariable ["lastUpdate",time]; _object setVariable ["CharacterID",_characterID, true]; if (_colour1 != "0") then { _object setVariable ["Colour",_colour1,true]; _clrinit = format ["#(argb,8,8,3)color(%1)",_colour1]; _object setVehicleInit "this setObjectTexture [0,"+str _clrinit+"];"; }; if (_colour2 != "0") then { _object setVariable ["Colour2",_colour2,true]; _clrinit2 = format ["#(argb,8,8,3)color(%1)",_colour2]; _object setVehicleInit "this setObjectTexture [1,"+str _clrinit2+"];"; }; _objWpnTypes = (_inventory select 0) select 0; _objWpnQty = (_inventory select 0) select 1; _countr = 0; { if(_x in (DZE_REPLACE_WEAPONS select 0)) then { _x = (DZE_REPLACE_WEAPONS select 1) select ((DZE_REPLACE_WEAPONS select 0) find _x); }; _object addWeaponCargoGlobal [_x,(_objWpnQty select _countr)]; _countr = _countr + 1; } count _objWpnTypes; _objWpnTypes = (_inventory select 1) select 0; _objWpnQty = (_inventory select 1) select 1; _countr = 0; { if (_x == "BoltSteel") then { _x = "WoodenArrow" }; if (_x == "ItemTent") then { _x = "ItemTentOld" }; _object addMagazineCargoGlobal [_x,(_objWpnQty select _countr)]; _countr = _countr + 1; } count _objWpnTypes; _objWpnTypes = (_inventory select 2) select 0; _objWpnQty = (_inventory select 2) select 1; _countr = 0; { _object addBackpackCargoGlobal [_x,(_objWpnQty select _countr)]; _countr = _countr + 1; } count _objWpnTypes; _object setFuel _fuel; _object setDamage _damage; { private ["_selection","_dam"]; _selection = _x select 0; _dam = _x select 1; if (_selection in dayZ_explosiveParts && _dam > 0.8) then {_dam = 0.8}; [_object,_selection,_dam] call object_setFixServer; } forEach _hitpoints; PVDZE_serverObjectMonitor set [count PVDZE_serverObjectMonitor,_object]; _object call fnc_veh_ResetEH; PVDZE_veh_Init = _object; publicVariable "PVDZE_veh_Init"; }; _vehiclelist = _garage getVariable ["StoredVehicles",[]]; _newlist = []; { private ["_data","_toremove"]; _toremove = false; if ((_x select 1) == _cid) then { _toremove = true; }; if (!_toremove) then { _data = [(_x select 0),(_x select 1),(_x select 2),(_x select 3),(_x select 4),(_x select 5),(_x select 6),(_x select 7)]; _newlist set [count _newlist,_data]; }; } count _vehiclelist; _garage setVariable ["StoredVehicles",_newlist,true]; diag_log format["VIRTUAL GARAGE: Player %1 (%2) has spawned a %3 | "+str _newlist+"",(name _player),(getPlayerUID _player),_class]; [_garage,"gear",_newlist] spawn server_updateObject; i just added 2 lines with diag_logs for some output in the serverRPT
    So just spawn in a vehicle from the garage and search for them in the RPT and post them here.
    This should give enough info to solve this problem :)
     
    EDIT2:
    Just some trial:
    try on vanilla server_spawnvehicle.sqf
     
    under
    _location = getPosATL _arrow; add this:
    _location = [(_location select 0),(_location select 1),(_location select 2)];
  16. Like
    Buck0 reacted to SchwEde in [Fixed] Virtual Garage - spawnpoints for different Vehicle   
    Can you Display what vehicle is?
    if it's an array ["VehicleName"]
    then try it with

    _vehicle select 0 isKindOf 'Air'
  17. Like
    Buck0 got a reaction from cen in [Fix] No Humanity Gain on Bandit Kill   
    ill let cen be the errand boy, ill wait :)
  18. Like
    Buck0 reacted to seelenapparat in Preventing logout & login at certain location   
    http://www.opendayz.net/threads/specific-area-logout-punishment-tested-for-epoch.20686/
  19. Like
    Buck0 got a reaction from ElDubya in [Release] Overpochins Taviana Server with LOTS and LOTS of mods   
    Pve server? Do you have pvp disabled? I recall there being a way to remove player v player damage
  20. Like
    Buck0 reacted to ElDubya in [Release] Overpochins Taviana Server with LOTS and LOTS of mods   
    Hi all,    I have decided to zip and release my OverpochOrigins server as I had a heart attack recently which was followed by complicated surgery and feel I need to scale back on things in my life that aren't as important as other stuff (like my family, kids, etc) so I am shutting this server down, so here are the files. First a bit about the server and what it has installed.   Please note, this server is FULLY WORKING with no errors either server or client side.   It has :    Origins 1.7.9.5 as base mod. All Origins vehicles. Fully working Excavator, Taviander, Beast Kamaz, Buhanker, Scrap Ferry, M3 Bimmer, Submarine, etc, etc. (apart from upgrading them with armour, but SchwEde has a solution for that in one of his threads)  Most Origins buildings. (Thanks SchwEde) Level 1, 2 and 3 HERO houses, garages, pyramid and stronghold (except electronests). No bandit houses as I run PVE servers but isn't hard to add them in. Mudzereli's Deploy Anything. R3F Towing/Lifting Zupa's Single Currency Axecop/Zupa Single Currency Service Points Zupa's Advanced Trading eBay's ESSv2 Graphical Spawn Select Central Locking Car Sounds, ore mining sounds, stronghold door sounds. MV22/Armed SUV/Submarine and Excavator animations. Smoke Hemp Script. Zupa's Plot Management. Adjust View Distance With Binoculars Right Click Pistol for Suicide Right Click Toolbox for Personal Bike Mikeeeys Precise Base Building Raymix's Snap Build Pro Striker's Vector Building Piggd's Chameleon Skin Changer The Farix's Enhanced Vehicle Deployment (for Origins Housing) 2 Missions Systems (WAI and DZMS for missions, Sector B mayor, guards and Isle Krk guards) Fully working Sector B with mayor, AI helipatrols, AI and loot Urals on both Sector B and Isle Krk) 4 Roaming AI Heli Patrols over Taviana and Novistrana. 2 seperate mining areas using sledgehammer to get ore to build origins housing. Use animated excavator to knock down Origins housing. (Thanks SchwEde). Submarine submerge and rise animations (Thanks SchwEde). Trader Safezones Lots of zombies. Zombie Free Plotpole Areas. Vehicle Godmode in Plotpole Areas (After a restart). Coins on dead AI. Remote execution of events (Only admins and must have "cobalt file" in their inventory to trigger menu). Zombie Free Sector B. Players can't log out on Sector B. Map Markers for traders, mining area and Isle Krk. Custom Loading Screen (will need to be changed for your own). Custom Welcome Credits (will need to be changed for your own). Custom Loot Tables. Overwatch Weapons and Skins Right Click Base Buildables Custom Billboards (will need to be changed for your own). Custom GUI. Aircraft Vendors sell Origins vehicles. 2 Hero vendors (as I run PVE servers, you will need to change one to a bandit vendor for PVP). Enhanced Death Messages. Forced Name Tags (disable for PVP). Force Save Vehicle Location. Full Moon Nights. R3F Weight Disabled. Self Bloodbag. God Mode Bases. Reduced Construction Count. (1) Config Based Single Currency Traders. New Spawn Loadouts.   Plus MANY, MANY bug fixes, etc.   As I said, this server was running live until recently and totally error free.    Many thanks to the people I mentioned whose scripts I used, to SchwEde for the HOURS and HOURS of coding he provided to animate vehicles, houses and other Origins stuff and to anyone else I forgot to thank for the minor scripts, bug fixes and help along the way. This server was great to play on as it had everything you could ever want from an Overpochins server.    I had infiSTAR running on this server (that I have removed so you will need to add your own copy or use Admin Tools from Noxicarius) and was using infiSTAR to add money to players, spawn donator boxes, spawn origins boxes so players could build houses, spawn Origins vehicles, etc, etc. Players can build houses themselves by having the required humanity, a toolbox, etool and sledgehammer in their inventory, right clicking on the toolbox which will give the option to build a wooden crate in front of them that they then have to put the required items into to build the respective house. The building recipes I used were :   DZE_Origins_Humanity =  [ ["Hero1",5000], ["Hero2",12000], ["Hero3",25000], ["Bandit1",-5000], ["Bandit2",-12000], ["Bandit3",-25000] ];   //Whats needed for Building Houses DZE_Origins_House1 = [ ["PartWoodPile", 20], ["PartOreSilver", 20], ["ItemCombolock", 1], ["PartGlass", 1], ["CinderBlocks", 5], ["MortarBucket", 2], ["PartGeneric", 5], ["ItemWire", 4], ["ItemWoodWall", 3], ["ItemWoodWallDoor", 1], ["ItemTankTrap", 5], ["ItemORP", 5] ]; DZE_Origins_House2 = [ ["PartWoodPile", 40], ["PartOreSilver", 40], ["ItemCombolock", 1], ["ItemCorrugated", 2], ["CinderBlocks", 10], ["MortarBucket", 4], ["PartGeneric", 10], ["ItemWire", 8], ["ItemWoodWall", 6], ["ItemWoodWallDoor", 1], ["ItemTankTrap", 10], ["ItemAVE", 10] ]; DZE_Origins_House3 = [ ["PartWoodPile", 60], ["PartOreSilver", 60], ["ItemCombolock", 1], ["PartVRotor", 2], ["CinderBlocks", 15], ["MortarBucket", 6], ["PartGeneric", 15], ["ItemWire", 12], ["ItemWoodWall", 9], ["ItemWoodWallDoor", 1], ["ItemTankTrap", 15], ["ItemARM", 15] ]; DZE_Origins_SG = [ ["PartWoodPile", 80], ["PartOreSilver", 80], ["ItemCombolock", 1], ["PartFueltank", 1], ["CinderBlocks", 20], ["MortarBucket", 8], ["PartGeneric", 20], ["ItemWire", 16], ["ItemWoodWall", 12], ["ItemWoodWallDoor", 1], ["ItemTankTrap", 20], ["ItemLRK", 20]  ]; DZE_Origins_LG = [ ["PartWoodPile", 100], ["PartOreSilver", 100], ["ItemCombolock", 1], ["ItemJerrycan", 1], ["PartVRotor", 1], ["CinderBlocks", 25], ["MortarBucket", 10], ["PartGeneric", 25], ["ItemWire", 20], ["ItemWoodWall", 12], ["ItemWoodWallDoor", 1], ["ItemTankTrap", 25], ["ItemTNK", 25]  ]; DZE_Origins_King = [ ["PartWoodPile", 150], ["PartOreSilver", 75], ["ItemCombolock", 1], ["ItemLightBulb", 1], ["CinderBlocks", 300], ["MortarBucket", 50], ["PartGeneric", 50], ["ItemWire", 40], ["ItemWoodWall", 12], ["ItemWoodWallDoor", 1], ["ItemTankTrap", 50], ["ItemAVE", 30] ]; DZE_Origins_Stronghold = [ ["PartWoodPile", 500], ["PartOreSilver", 75], ["ItemCombolock", 1], ["ItemGenerator", 1], ["PartEngine", 1], ["CinderBlocks", 50], ["MortarBucket", 50], ["PartGeneric", 50], ["ItemWire", 40], ["ItemWoodWall", 25], ["ItemWoodWallDoor", 12], ["ItemTankTrap", 50], ["ItemARM", 35] ];   Documents required to build houses are found on Sector B AI, the Mayor on Sector B, Isle Krk AI and some mission crates/AI. Only 2 ore veins spawn on the map, but players can "mine" for ore using sledgehammers at the two marked "mining" locations to gather enough ore to build the houses. Traders do not buy or sell ore.    Anyway, enjoy the server. It is super easy to set up. Just copy the files in the "Server" folder to your server root directory :   DayZ_Epoch_Server Battleye Folder Keys folder DayzOrigins1.7.9.5 (not included)  DayzOverwatch (not included)   And copy the folder in the "Client" folder to your missions folder :    DayZ_Epoch_13.Tavi   Adjust the loading screen, welcome credits and change the configs and variables in the init.sqf to your liking and away you go! The server also has support for JSRS (Jarhead Sounds) and Blastcore Visual Effects. If you don't want them, just delete the following from the keys folder :    jsrs15_v2.bikey six_blastcore_visuals.bikey warfxpe.bikey    Please note : I will NOT be providing ANY support to get this working. It's a straightforward install that anyone that knows what they are doing could do blindfolded.   Have fun!   PS : Don't forget to adjust your launch parameters. Mine were :    "-mod=@DayzOrigins1795;@DayzOverwatch;@DayZ_Epoch;@DayZ_Epoch_Server;"   EDIT : This might help you out a bit as well if you will be using infiSTAR with this :    _ALLOWED_Dialogs = [-1,106,2200,6900,6901,6902,6903,420420,41144,88890,711194,711197]; // -1 Epoch Safe/Lockbox Keycode UI // 106 Inventory (Gear) // 2200 Blood Test // 6900,6901,6902,6903 New Player (select Gender and such things) // 20001,20002,20003,20004,20005, 20006 Chameleon Skin Changer // 420420 Epoch Trader // 41144 Epoch Door Keycode UI // 129 Diary // 666,667 Clay Car Radio // 4444 Radio Communication // 65431,65432,65433,65434,65440,65441,65442 R3F ARTY Lift/Tow/Transport. // 88890 ESS Spawn Selection v2 // 711194 Plot Management (http://epochmod.com/forum/index.php?/topic/16166-release-plot-management/) // 711197 Zupa Advanced Trading _ALLOWED_Dialogs = _ALLOWED_Dialogs + [81000,20001,20002,20003,20004,20005,20006,118338,118339,711197,711195]; // adding some others from community addons /* ALLOWED CMDMenus "_cMenu" are only used if you have "_BCM = false;" which I would not recommend. */ _cMenu = [ "","RscMainMenu","RscMoveHigh","#WATCH","#WATCH0", "RscWatchDir","RscDisplayClassSelecter","RscDisplayGenderSelect","#USER:adminmenu", "RscDisplaySpawnSelecter","RscWatchMoreDir","#GETIN","RscStatus","#USER:ChameleonMenu", "RscCombatMode","#USER:playermenustart","#USER:Helpmenu","RscFormations","RscTeam","RscSelectTeam","RscReply", "RscCallSupport","#ACTION","#CUSTOM_RADIO","RscRadio","RscGroupRootMenu", "BTC_Hud","PlotManagement" ]; /* ALLOWED Actions "_dayzActions" are only used if you have "_CSA = true;" */ _dayzActions = [ "DonorSkins","wardrobe","s_player_maintain_area","s_player_maintain_area_preview","BTC_SganciaActionId","BTC_liftActionId","BTC_liftHudId","dayz_myLiftVehicle","s_player_heli_detach", "dayz_myCursorTarget","s_player_craftZombieBait","s_player_butcher_human","s_player_makeBomb","s_player_zombieShield","s_player_upgrademoto", "s_player_smeltRecipes","null","churchie_check","churchie_defuse","churchie_rig_veh","player_Cannibalism","s_player_fillfuel210","s_player_knockout","s_player_upgradegyro","ActionMenu", "manatee_craft_menu","manatee_craft_menu_wea","manatee_craft_menu_sur","manatee_craft_menu_ind","s_player_craftZombieBaitBomb","horror_traders","s_player_takeOwnership","s_siphon","s_player_suicide", "silver_myCursorTarget","stow_vehicle","menu_Worker2","neutral","menu_RU_Citizen1","menu_RU_Citizen4","menu_TK_CIV_Takistani04_EP1","menu_RU_Villager3","menu_RU_Functionary1","menu_Doctor", "menu_Dr_Hladik_EP1","menu_Profiteer4","menu_Worker3","menu_Pilot_EP1","menu_RU_Citizen3","menu_CIV_EuroMan02_EP1","menu_Rita_Ensler_EP1","menu_RU_WorkWoman5","menu_RU_WorkWoman1", "menu_Woodlander1","menu_Woodlander3","menu_Rocker4","menu_CIV_EuroMan01_EP1","Tow_settings_action_heliporter","Tow_settings_action_heliport_larguer", "Tow_settings_action_deplacer_objet","Tow_settings_action_relacher_objet","Tow_settings_action_selectionner_objet_charge","Tow_settings_action_charger_selection", "Tow_settings_action_charger_deplace","Tow_settings_action_selectionner_objet_remorque","Tow_settings_action_remorquer_selection","Tow_settings_action_remorquer_deplace", "Tow_settings_action_detacher","Tow_settings_action_contenu_vehicule","Tow_settings_dlg_CV_titre","Tow_settings_dlg_CV_btn_decharger","Tow_settings_dlg_CV_btn_fermer", "s_player_makePLBomb","s_player_stats","s_player_deploybike","s_player_packbike","s_player_deploygyro","s_player_upgradebike","nul", "s_player_equip_carry","s_player_showname","s_player_showname1","s_player_smeltItems","s_building_snapping","s_player_downgrade_build", "s_player_debug","s_player_calldog","s_player_speeddog","s_player_movedog","s_player_followdog","s_player_warndog","s_player_barkdog","s_player_trackdog", "s_player_staydog","s_player_waterdog","s_player_feeddog","s_player_tamedog","s_player_repair_crtl","s_player_towing", "s_player_fillgen","s_player_maint_build","s_player_fuelauto2","s_player_fuelauto","s_player_information", "s_player_upgrade_build","s_player_packvault","s_player_unlockvault","s_player_checkGear","s_player_run_events", "s_player_lockUnlock_crtl","s_player_deleteBuild","s_player_pzombiesfeed","s_player_pzombiesattack", "s_player_pzombiesvision","s_player_callzombies","s_player_removeflare","s_player_fishing_veh", "s_player_forceSave","s_player_fillfuel20","s_player_fillfuel5","s_player_lockvault","s_player_dragbody", "s_player_packFdp","s_player_otkdv","s_player_isCruse","s_player_cnbb","bis_fnc_halo_action", "s_player_rest","s_player_flipvehiclelight","s_player_flipvehicleheavy","s_player_1bupd", "s_halo_action","s_player_smelt_scrapmetal","s_player_grabflare","s_player_fishing", "s_player_smelt_engineparts","s_player_smelt_fueltank","s_player_smelt_windscreenglass", "s_player_smelt_mainrotoraryparts","s_player_smelt_wheel","s_player_smelt_jerrycan","s_player_siphonfuel", "s_player_flipveh","s_player_fillfuel","s_player_dropflare","s_player_butcher","s_player_cook", "s_player_boil","s_player_fireout","s_player_packtent","s_player_sleep","s_player_studybody", "NORRN_dropAction","s_player_selfBloodbag","s_clothes","s_player_holderPickup","s_player_gather", "s_player_recipeMenu","s_player_deleteCamoNet","s_player_netCodeObject","s_player_codeRemoveNet", "s_player_enterCode","s_player_codeObject","s_player_codeRemove","s_player_disarmBomb", "unpackRavenAct","disassembleRavenAct","launchRavenAct","strobeRavenResetAct","strobeRavenTestAct", "batteryLevelCheckRavenAct","batteryRechargeRavenAct","mavBaseStationActionName_00","mavBaseStationActionName_001", "mavBaseStationActionName_01","mavBaseStationActionName_02","mavBaseStationActionName_03","mavBaseStationActionName_04", "s_player_dance","s_player_igniteTent","s_player_clothes","s_player_scrollBandage", "STR_R3F_LOG_action_heliporter","STR_R3F_LOG_action_heliport_larguer","s_vehicle_lockUnlock_crtl", "STR_R3F_LOG_action_relacher_objet","STR_R3F_LOG_action_deplacer_objet","STR_R3F_LOG_action_remorquer_deplace", "STR_R3F_LOG_action_selectionner_objet_remorque","STR_R3F_LOG_action_detacher","STR_R3F_LOG_action_charger_deplace", "STR_R3F_LOG_action_selectionner_objet_charge","STR_R3F_LOG_action_remorquer_selection","STR_R3F_LOG_action_charger_selection", "STR_R3F_LOG_action_contenu_vehicule","STR_R3F_ARTY_action_ouvrir_dlg_SM", "s_player_removeActions","s_player_repairActions","r_player_actions","r_player_actions2","s_player_parts","s_player_combi","s_player_parts", "s_player_lockunlock","s_vehicle_lockunlock","s_player_toggleSnap","s_player_toggleSnapSelect","s_player_toggleSnapSelectPoint", "s_player_evacCall","s_player_makeEvacChopper","s_player_clearEvacChopper", "s_player_deploybike2","s_player_deploymoped","s_player_deploymoped2","s_player_deploymozzie","s_player_deploymozzie2", "2066","SP_refuel_action","SP_repair_action","SP_rearm_actions","s_player_setVectorsReset","s_player_setVectorsForward", "s_player_setVectorsBack","s_player_setVectorsLeft","s_player_setVectorsRight","s_player_setVectors1","s_player_setVectors5","s_player_setVectors45", "s_player_setVectors90","s_player_paint","DoorManagement","Entercode","mv22_fold","mv22_unfold","mv22_open","mv22_close","suv_close","suv_open" ];  
  21. Like
    Buck0 reacted to cen in Unlocking keyed vehicles when no key exists   
    Someone help this guy out, he's completely lost :D
  22. Like
    Buck0 reacted to Richie in Unlocking keyed vehicles when no key exists   
    For money, real life money :P not briefcases and gold :lol:
     

  23. Like
    Buck0 reacted to SchwEde in Help With Annoying Error   
    this could be from anything
     
    door Management plot Management P4L just anykind of script which messing around with the inventory of some object 
  24. Like
    Buck0 reacted to SchwEde in [RELEASE] Remove All Vehicle Ammo   
    xD you are right, just checked my files because 
    _vehicle setVehicleAmmo 0; seemed familiar to me and all my vehicles have no ammo on spawn.
     
    so just put this little line into publishVehicle and server_monitor and its done ^^
  25. Like
    Buck0 reacted to Donnovan in [Release] Casca Vehicles Convoy for any Map   
    outlander,
     
    Change the two _unit is this code to _newDriver.
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