Rythron
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Rythron reacted to maca134 in Ingame Camera with Monitor control
This is what i managed to knock up today.
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Rythron reacted to Charlatan in Preview: Ghost of Chernarus Epoch-Specific Map Pack
Really nice =) gonna suggest it to my ex-server asap
I finally got good news, I COULD be rid of the misplacement problem of setposASL... the problem is I don't know why or how yet xD
The Base will not be placed on Skalisty, it's out there in the ocean east of Solnichyi
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Rythron got a reaction from Charlatan in Preview: Ghost of Chernarus Epoch-Specific Map Pack
Thx for the great work....
I had some time to make a shooting range.
I posted it
Hope you like it !
Rythron
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Rythron reacted to WAE in Rite's Shooting Range
Loving this, probably going to use it on my server for players to practice their shooting! *Gives Rythron a good old pat on the back* :')
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Rythron got a reaction from SideShowFreak in Rite's Shooting Range
Hello all, I had some time to build a shooting range for Chernarus. I Hope you like it. Place the file RiteShootingRange.sqf in your mission file were you have your custom map scripts. EXAMPLE: @DayZ_Epoch_Server\addons\dayz_server\buildings\ in @DayZ_Epoch_Server\addons\dayz_server\init\server_functions.sqf add this line to the bottom //Rite's Shooting Range [] ExecVM "\z\addons\dayz_server\buildings\RiteShootingRange.sqf"; pack your mission PBO In mission.sqm add the following class item
class Item37 // <--- class follow up number { position[]={6529.25,12717.1, 9279.8}; name="RitesRange"; text="Rite's Shooting Range"; type="mil_dot"; colorName="ColorOrange"; }; Screenshots / Map Locations: Rite's Shooting Range
Download : Rite's Shooting Range
Have fun with it!
Rythron -
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Rythron reacted to cen in Rite's Shooting Range
Nice!
You could put a safezone around this as well where you let players shoot but give them godmode so they can't be killed.
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Rythron reacted to WGC GeekGarage in [How To/Update] Build Snap with Right Click custom build, admin fast build + upgrade Version 1.6.5 IMPORTANT UPDATE: extra_rc
[uPDATE]
Fastbuild updated not to delete inventory item
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Rythron reacted to WGC GeekGarage in [How To/Update] Build Snap with Right Click custom build, admin fast build + upgrade Version 1.6.5 IMPORTANT UPDATE: extra_rc
By request I have updated the player_build file for snapping so it will work with admin fast build (not remove) and right click custom build
Always do a backup of your own player_build.sqf before going further!
I do NOT take credit for anything other than the changes to the file. The majority of the script was done by Maca134 and OtterNas3 and Epoch Dev Team
Requirements:
- Install Maca134's right click script - http://epochservers.com/viewtopic.php?f=14&t=13
- Install Build Snap Extended -
Now to the update
Download this SQF file and replace the player_build.sqf in your Mission PBO\custom\snap_build folder:
http://www.wreckinggames.net/download/player_build.sqf
in your variables.sqf add this line
WG_adminBuild = ["123456789","987654321"]; near the top just below
disableSerialization; add player UID's to this array (change the example UID's) for those players who should have fast build
Here is an example of the extra_rc.hpp, i have used the ruby as a test inventory item
class ExtraRc { class ItemRuby { class menuItem1 { text = "Sandbag Tower"; script = "[""Land_Fort_Watchtower_EP1"",[""ItemToolbox"",""ItemHatchet_DZE""],[[""ItemRuby"", 1],[""PartGeneric"", 1]],[0,6.5,2.5]] execVM ""custom\snap_build\player_build.sqf"";"; }; }; }; Here is how the array works:
script = "[""Land_Fort_Watchtower_EP1"",[""ItemToolbox"",""ItemHatchet_DZE""],[[""ItemRuby"", 1],[""PartGeneric"", 1]],[0,6,2.5]] execVM ""custom\snap_build\player_build.sqf"";";
""Land_Fort_Watchtower_EP1"" is the object you want to build
[""ItemToolbox"",""ItemHatchet_DZE""] is the toolbelt items needed to build the object
[[""ItemRuby"", 1],[""PartGeneric"", 1]] List of items needed to build construction. Only have one of each item name and then set the number to how many of that item. If only a single item the array should look like this [[""PartGeneric"", 1]]
[0,6,2.5] is the item offset from your character. First number is Left/Right offset, second number is front/back offset, last number is Up/Down offset. Remember that comma is the seperator between the number and period is decimal seperator!
also remember the double quotes are VERY important around class names!
To be able to remove custom items as an owner only this is how you would go about it:
In your variables.sqf i would recommend near dayz_allowedObjects create a new public array containing the objects you would be able to remove i call mine
WG_OwnerRemove =[]; insert any classname you want from the custom build system.
in the custom fn_selfAction.sqf find
_isModular = _cursorTarget isKindOf "ModularItems"; and change it to
_isModular = (_cursorTarget isKindOf "ModularItems") or ((typeOf _cursorTarget) in WG_OwnerRemove); remember to add your custom objects in "dayz_allowedObjects" and "DZE_maintainClasses" in your variables.sqf any object added to "DZE_isRemovable" every one have a chance to remove!
Remember to share any objects that you might add so we all don't need to sit and create offsets for the same items and please only for items that you cannot already build in Epoch system
http://dayzepoch.com/wiki/index.php?title=Modular_Building_System
http://dayzepoch.com/wiki/index.php?title=Crafting_System
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Now to the admin fast upgrade, download the following file
http://www.wreckinggames.net/download/player_upgrade.sqf
Now just redirect in your fn_selfaction.sqf to the new player_upgrade.sqf where the current player_upgrade.sqf is being called
This requires that you have "WG_adminBuild" in your variables.sqf!
The reason why i added fast build and upgrade for admins is that I suck at using the 3D map editor, but wanted to build some event houses here and there on the map, so i use this fast build to do it. Just know that i think that admin fast build should not be misused by admins in any way just because you don't like to wait, if you play with your players, do it fully legit or you are a coward.
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To be able to remove non-target able objects you need to copy object_removeNet.sqf from dayz_code\compile and put it into your mission file.
Then in compiles.sqf you need to redirect it to your mission file and then open it and add the item to the array with the nets.
Now when standing on heli pad you can right click your toolbox and use the remove net option and it will remove the heli pad
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I'm hosting the files myself so it won't get deleted by accident
If you like my small update please visit my servers :) all info on www.wreckinggames.net
- GeekGarage
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Rythron reacted to joe_candy in [HowTo] add Chernarus-Spawnselection
@Rythron
Have u copy the server_playerSetup.sqf at your dayz_server.pbo? I had also forgotten. After I had inserted the file, everything was going fine.
To use Spawnselection with MultiChar, i modified the player_monitor.sfm. Both scripts works fine without problems. If someone need the file, he could download my file here.
player_monitor.zip
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Rythron reacted to Sukkaed in Police Sirens
Make sound "alarm" and try this:
hotwire_veh.sqf
private ["_vehicle","_removed"]; _vehicle = _this select 3; if(DZE_ActionInProgress) exitWith { cutText [(localize "str_epoch_player_32") , "PLAIN DOWN"]; }; DZE_ActionInProgress = true; {player removeAction _x} forEach s_player_lockunlock;s_player_lockunlock = []; s_player_lockUnlock_crtl = 1; _removed = ([player,"ItemHotwireKit",1] call BIS_fnc_invRemove); if (_removed == 1) then { if((random 10) <= 7.5) then { PVDZE_veh_Lock = [_vehicle,false]; if(player distance _vehicle < 10) then { if (local _vehicle) then { PVDZE_veh_Lock spawn local_lockUnlock } else { publicVariable "PVDZE_veh_Lock"; s_player_lockUnlock_crtl = -1; DZE_ActionInProgress = false; for "_i" from 0 to 1 step 0 do { _nul = [objNull, _vehicle, rSAY, "alarm", 50] call RE; sleep 8; //<-- Change the length of your sound here }; }; }; } else { cutText [(localize "str_epoch_player_33") , "PLAIN DOWN"]; }; }; s_player_lockUnlock_crtl = -1; DZE_ActionInProgress = false; -
Rythron reacted to Sukkaed in Police Sirens
Simple togglable police sirens and blinking head lights to Black SUV, Police Car and Police Lada :)
Add to description.ext right above "class RscLoadingText : RscText"
class CfgSounds { sounds[] = {siren}; class siren { name = "siren"; sound[] = {Scripts\sirens\siren.ogg,0.5,1}; titles[] = {}; }; }; Add to fn_selfActions.sqf right above "//Grab Flare"
//Sirens _isCopcar = typeOf _vehicle in ["SUV_TK_CIV_EP1","SUV_TK_CIV_EP1_DZE1","SUV_TK_CIV_EP1_DZE2","SUV_TK_CIV_EP1_DZE3","SUV_TK_CIV_EP1_DZE4","LadaLM","LadaLM_DZE1","LadaLM_DZE2","LadaLM_DZE3","LadaLM_DZE4","policecar"]; if (_inVehicle and _isCopcar and (driver _vehicle == player)) then { dayz_addsirens = _vehicle; if (s_player_sirens_on < 0) then { s_player_sirens_on = dayz_addsirens addAction ["Sirens on","Scripts\sirens\sirens_on.sqf",dayz_addsirens,2,false,true,"",""]; s_player_sirens_off = dayz_addsirens addAction ["Sirens off","Scripts\sirens\sirens_off.sqf",dayz_addsirens,2,false,true,"",""]; }; } else { dayz_addsirens removeAction s_player_sirens_on; dayz_addsirens removeAction s_player_sirens_off; s_player_sirens_on = -1; s_player_sirens_off = -1; }; Make "Scripts" folder to your mission file root if you don't have it yet and place "sirens" folder inside.
DOWNLOAD
Optional:
Add police car to traders
INSERT INTO `traders_data` (`id`, `item`, `qty`, `buy`, `sell`, `order`, `tid`, `afile`) VALUES (0, '["policecar",2]', 50, '[1,"ItemGoldBar10oz",1]', '[5,"ItemGoldBar",1]', 0, 565, 'trade_any_vehicle'), (0, '["policecar",2]', 50, '[1,"ItemGoldBar10oz",1]', '[5,"ItemGoldBar",1]', 0, 568, 'trade_any_vehicle'), (0, '["policecar",2]', 50, '[1,"ItemGoldBar10oz",1]', '[5,"ItemGoldBar",1]', 0, 591, 'trade_any_vehicle'), (0, '["policecar",2]', 50, '[1,"ItemGoldBar10oz",1]', '[5,"ItemGoldBar",1]', 0, 661, 'trade_any_vehicle'); -
Rythron reacted to Charlatan in Preview: Ghost of Chernarus Epoch-Specific Map Pack
Ghost of Chernarus
A map pack specifically made for Epoch
Hello guys and girls.
I'd like to preview the Chernarus Overhaul I am working on - a collection of map packs focusing on Epoch's Core zones.
Features:
Better protection at Trader Cities Immersive, some pretty eccentric structures Fully modular - each spot is a seperate sqf Hours of optimization work to reduce file size and increase performance Two projects of Fortresses ready for NPCs - one small, one excessively large (approx. 2x2 kilometers of platforms in the ocean) Alternative versions of the maps coming in the future to offer options and variants: No fuelpump in Klen / No Zombies / Less Objects / More entrances etc. More alternative versions tailored to your personal wishes, just post em here =)
Current Progress:
- Traders -
Trader City Klen Enhancement: - 100% (+Optimization ! ) (+Alternative Versions ! )
Trader City Stary Enhancement: - 100% (+Optimization ! ) (+Alternative Versions ! )
Trader City Bash Enhancement: - 100% (+Optimization ! ) (+Alternative Versions ! )
Northeast Aircraft Dealer Overhaul "The Boneyard" - 100% (+Optimization ! ) (+Alternative Versions ! )
Bandit Trader Overhaul "Cutthroat's Corner" - 100% (+Optimization ! )
Hero Trader Overhaul "Last Home" - 100%
- Landmarks -
Willow Lake Castle Ruin: 100% (+Optimization ! )
"The Unburied" Battlefield Remnants: 100% (+Optimization ! ) (+Alternative Versions ! )
- Structure Improvements -
Zelenogorsk - Rehabilitation Center & Warehouses: 100%
Grishino - Construction Sites : 100%
Files:
Preliminary Release Work-In-Progress: http://www.charlatan.at/DayZ/GOC.rar
PDF Readme / Screenshots / Map Locations: http://www.charlatan.at/DayZ/GOC.pdf
FAQ:
OMG I get an Error Message about "missing content" for "aif1_buildings" or "pook_h13"
Don't worry, that didn't do any harm. Standard Epoch includes these two files, but they are not used on Chernarus so the Mod does not find them.
The Readme file included in the download has instructions on page 2 how to remove the error message !
You can play without any problems despite getting the error message, btw.
How do I install this?
I suggest using the server.pbo, the Readme file has installation instructions !
Do I need to change/add the traders manually?
No, the traders and their market stalls all remain unchanged.
Does the Castle in Klen disappear?
No, it will all be normal ingame. The Castle is simply not visible in the editor, thus missing on my screenshots.
Permissions/Credits:
As long as players enjoy them, feel free to edit / modify my maps however you like. Just don't claim them as your own work ;)
Without the Epoch Mod, I wouldn't have worked on these map upgrades for Chernarus, so most credit goes to the Epoch Team!
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Rythron reacted to Indiculous in [HOW TO] Watermark on the bottom left of screen
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NOTICE: I do not take credit for these scripts im simply just sharing them with a tutorial!
1) Watermark :
In your Mission file open your init.sqf and add this at the very bottom
//DayZ Watermark if (!isNil "server_name") then { [] spawn { waitUntil {(!isNull Player) and (alive Player) and (player == player)}; waituntil {!(isNull (findDisplay 46))}; 5 cutRsc ["wm_disp","PLAIN"]; ((uiNamespace getVariable "wm_disp") displayCtrl 1) ctrlSetText server_name; }; }; Next open your description.ext and add this to the very bottom // DayZ Watermark class RscTitles { class wm_disp { idd = -1; onLoad = "uiNamespace setVariable ['wm_disp', _this select 0]"; fadein = 0; fadeout = 0; duration = 10e10; controlsBackground[] = {}; objects[] = {}; class controls { class wm_text2 { idc = 1; x = safeZoneX+0.027;//safeZoneW*0.01; y = safeZoneY+safeZoneH-0.16; w = 1.151*safeZoneH; h = 0.057*safeZoneH; shadow = 2; class Attributes { font = "EtelkaNarrowMediumPro"; color = "#24FFFFFF"; align = "left"; // put "center" here if you want some background valign = "middle"; shadow = 2; }; colorBackground[] = { 1, 0.3, 0, 0 }; // uncomment and increase 4th number to have a background font = "EtelkaNarrowMediumPro"; size = 0.06*safeZoneH; type = 13; style = 0; text=""; }; }; }; }; Then open you init again and Find This Line dayz_previousID = 0; Directly under that add server_name = "Servername"; So it should look like this dayz_previousID = 0; server_name = "Servername"; Your done now go in game and at the bottom left you will see your watermark! ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -
Rythron got a reaction from adg in [FIXED] Self Bloodbag fixed
Here is the clickable version of the Selfbloodbag in your inventory!
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Rythron reacted to williamjbrown in Re-Worked WAI 0.173 - Supported System
WAI - 0.173 - On-going support
Support: William Brown
Created By:Mark311
VERSION: WAI - 0.173 - Updated 1/31/14
GitHub: https://github.com/WilliamJBrown/Re-Worked-WAI-0.17.git
Please use GitHub for the latest files
CHANGE LOG:
I would like to just introduce myself and my aim with what I want to achieve. We all know that the WAI thread is a bit all over the place and I love the work Mark has put into I just believe it was overwhelming or is just busy doing something else to provide on going support. I want to just collectively put all the advancements community wise into one place and offer a little support to the people. I run a small server and I love the help the community brings and I am by no means a coder of any kind. I just understand a few things and I'd hate to see this mission system go. The names William. I do have a job and life but will try my best to get a updated mission system every night. At the latest every other night.
Now I give full credit to Mark and what he has done, I would like to thank him for the different approach in mission in his mission system. I take no credit what so ever. I just hate to see pages full of the a problem that was solved on page 3 that's all. If this is against the rules I understand and will be happy to remove the thread.
If anyone would like to collaborate and help out as it is not easy to provide ongoing support to a whole community an I will try my best. What I will be doing is releasing my current version of what I am running on my server. I will explain my additions changes and what you can change as we go on.
Firstly my contact details are as follows:
Email: [email protected]
TS: BambiRescueSquad.TypeFrag.Com
To provide quick and easy support can I please ask for information around the problem. A simple this doesn't work will get me no where. Please include as much information as possible. Provide information on what you changed and for the love of god BACK UP and try again. Everyone on here learns through trial and error.
WAI - 0.171.zip
WAI - 0.172.zip
WAI - 0.173.zip
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Rythron reacted to Indiculous in [HOW TO] Adding Custom Buldings Server Side
I don't know man i guess just keep the ogg files inside your mission file
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Rythron got a reaction from Indiculous in [FIXED] Self Bloodbag fixed
Here is the clickable version of the Selfbloodbag in your inventory!
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Rythron got a reaction from Friendly in [FIXED] Self Bloodbag fixed
Here is the clickable version of the Selfbloodbag in your inventory!
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Rythron reacted to Indiculous in [HOW TO] Adding Custom Buldings Server Side
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You maybe asking your self Server Side? Whats the difference?
Well adding your buildings server side not only makes your mission file smaller but prevents players from stealing your custom buildings you made!
1)To do so all you must do is open your dayz_server.pbo
2)Make a folder called Buildings
3) inside your Buildings folder add your buildings into there.
4) Open your init folder inside the the dayz_server and inside server_fucntions
5) Next Go to the VERY Bottom
and add this
[] execVM "\z\addons\dayz_server\buildings\filenamehere.sqf"; Each time just add another under it for each file you add just change the name.
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Rythron reacted to OtterNas3 in [RELEASE] Vehicle Key Changer - For making Masterkey - V 1.4 (Updated 06/15/2014)
Just finished it and thought someone could like it...
You have many, many (many, ...) Vehicles? You have many, many (many, ...) different Keys? Already need to attach a list with Key = Vehicle to your Monitor to keep track of em? Need 30 minutes to start driving because you dont have such a list? Frustrated? ALL OVER!
This little script allows you and the Players on your Server to copy Vehicles, that you got the Key for, to another Key that's in your Inventory!
Example:
Car 1: Red Skoda - Red Key (1234)
Car 2: Green Skoda - Green Key (4321)
You need a Keymakers Kit!
Put both keys in your Inventory, look at the Car 1 and select "Change Vehicle Key" from the action menu.
You get a list with all Keys in your Inventory, to select from a menu. In this case the list would just be one: Green Key (4321)
Not in the list is the Key for Car 1, so no Red Key (1234)
Select the new Key you want to put the car on and: voila!
You can throw away the unneeded Red Key (1234)
The Old vehicle Key gets added to your Backpack
Car 1 & Car 2 are both now on the Green Key (4321)
You can allow players to "Claim" Vehicles that are dynamic spawned on the Map and does not yet need a Key.
This is a option you can turn On/Off!
You can set a price for claiming vehicles also.
THIS DOES NOT HOWEVER INCLUDE MISSIONVEHICLES THAT ARE NOT SPAWNED CORRECTLY!
IF YOU WANT TO BE ABLE TO CLAIM MISSIONVEHICLES, TELL THE MISSION DEVELOPER TO SETUP HIS SPAWNCODE FOR VEHICLES TO A CORRECT WAY!
Changelog 1.4
I changed some functions and implemented some small fixes mentioned by other users in this Thread.
Specially for just bought vehicles and the "get not saved after driving" thing.
This should also fix the duping for some of you, i never had it yet and cant reproduce. just made the call a bit different now.
If it doesnt work as it should, gimme a shout.
And for people that think this Mod is a total mess. Dont use it?
It works on my Server for a loooooooooooooong time now without any errors!
Demo Video
http://www.youtube.com/watch?v=bEUmLrje_5o
Like?
DOWNLOAD:
https://www.dropbox.com/s/mq0dvpzawtwmam8/VehicleKeyChanger_v1.4.zip
Install Instructions:
1. Download and unzip VehicleKeyChanger_v1.4.zip
2. unpbo MPMissions\YOURMISSIONNAME.pbo
3. copy the custom folder from the unziped VehicleKeyChanger_v1.4.zip to MPMissions\YOURMISSIONNAME\
4. open MPMissions\YOURMISSIONNAME\init.sqf
Find this block:
if (!isDedicated) then { 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; }; And insert this line above the closing bracket };
_nil = [] execVM "custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf"; 5.
Configuration:
Edit custom\VehicleKeyChanger\VehicleKeyChanger_init.sqf
Edit this block to your likings!
///////////////////////////////////////////////// ///////////////////////////////////////////////// // Edit these settings to fit your needs/likes // ///////////////////////////////////////////////// ///////////////////////////////////////////////// /// Claim Vehicles that does not yet need Key /// ///////// 0 = Not allowed | 1 = Allowed ///////// vkc_claiming = 0; ///////////////////////////////////////////////// //////// Claim Vehicles costs this Item ///////// /// Any Item can be used here, some examples: /// //// ItemTinBar, ItemSilverBar, ItemGoldBar, //// ////// ItemSilverBar10oz, ItemGoldBar10oz, ////// ///// ItemBriefcase20oz, ItemBriefcase100oz ///// //////// set to "0" to disable the costs //////// vkc_claimingPrice = "ItemGoldBar10oz"; ///////////////////////////////////////////////// ////////// Change Key costs this Item /////////// ////////////// see above examples /////////////// //////// set to "0" to disable the costs //////// vkc_Price = "ItemSilverBar"; ///////////////////////////////////////////////// /////// Need KeyKit to use this function //////// ////////// 0 = Not needed | 1 = Needed ////////// vkc_needKeykit = 1; ///////////////////////////////////////////////// ///////////////////////////////////////////////// /////////////// DONT EDIT BELOW ! /////////////// ///////////////////////////////////////////////// 5. repbo MPMissions\YOURMISSIONNAME\
- upload it to your server -
6. unpbo @DayZ_Epoch_Server\addons\dayz_server.pbo
7 copy server_updateObject.sqf from your unziped VehicleKeyChanger_v1.4.zip to @DayZ_Epoch_Server\addons\dayz_server\compile\ and overwrite the existing one. (This just adds a function for this mod nothing else changed)
If you already have a custom server_updateObjects.sqf you need to compare my file with yours and make the changes yourself!
8. repbo @DayZ_Epoch_Server\addons\dayz_server\
- upload it to your server -
9 copy this file to your Servers BattlEye filters folder:
publicvariableval.txt
FYI: INFISTAR AdminCheat, ummm sorry meant AntiCheat, users!
Cause he uses his own BE filter files should not copy paste this file over your existing one, else you will get kicked for all the cool nice admin functions that comes with your Infistar! You need to do the change yourself if you get kicked for anything regarding this script.
I dont had and will not have a look at Infistar's BE files to sort things out!
10. Restart your server
11. Enjoy it and cleanup your vaults!
12. DONT LOOSE YOUR MASTERKEY! :rolleyes:
-- Additional Information ---
For InfiStar AdminCheat (ummm sorry meant AntiCheat...) users:
Have fun with it!
- If you like it - Like it - So I can count Downloads - I like that
#####################################
# Support my work #
# & #
# Donate #
#####################################
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Rythron reacted to Ghost in Armored SUV Gun Animations
Additional Information:
Install Instructions
1) Download the attached script and extract in your main mpmission folder.
i.e. \MPMissions\DayZ_Epoch_11.Chernarus\
2) In your mpmission folder open your init.sqf file
and find:
if (!isDedicated) then { Insert the following line under the _playerMonitor = [] execVM ....... _Armored_SUV_PMC_DZE_turret = [] execVM "Custom\VehicleActions\suvpmc_init.sqf";
Files:
suvpmc_init.sqf
suvpmc_addAction.sqf
suvpmc_functions.sqf
Included 2 versions one for DZE and one for DZ Vehicles Armored SUV DZ Turret Script.zip
Armored SUV DZE Turret Script.zip
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Rythron got a reaction from glowpowner in [HowTo] add Chernarus-Spawnselection
Try the player_monitor.fsm I attached ! ;)
And i did not see the $PREFIX$ in your dayz_server?
player_monitor.fsm
PREFIX