THAC0_Gewch Posted May 10, 2014 Report Share Posted May 10, 2014 (edited) https://github.com/OlofTheBald/DayZ-Humanity-Loadout-Granter/tree/Epoch_1.0.5.1 Updated for 1.0.6.x Edited April 22, 2020 by THAC0_Gewch Updated Github link to point directly to 1.0.5.1 code. cring0 1 Link to comment Share on other sites More sharing options...
0 TheCorey28 Posted November 10, 2014 Report Share Posted November 10, 2014 Ahh :D thank yah. Still can't seem to get it working, though. Hmmmm.. I tried using getVariable "humanity" instead of ["humanity", 0], but no go. I'm gonna try using #include instead and other stuff tomorrow and see how that goes. Link to comment Share on other sites More sharing options...
0 ABLGDayZ Posted November 10, 2014 Report Share Posted November 10, 2014 it needs to be put AFTER the player_monitor.sqf also I put critical scripts like the humanitychange script in [] spawn { waitUntil {!isNil ("PVDZE_plr_LoginRecord")}; //Wait Till logged in waitUntil {(!isNull player) and (alive player) and (player == player)}; [] execVM "custom\changeHumanityClass.sqf"; }; The second waitUntil could be, what's missing for you. "player" is set in the player_monitor.sqf and the script is called by execVM, so it runs parallel to the following. So your humanity script could be executed without the player is set correctly. Using some more diag_log entries to verify the player or given humanity by getvariable could be helpful to find your issue. diag_log format ["Humanity Class Log, Player: %1 Humanity: %2", player, _humanity]; regards Link to comment Share on other sites More sharing options...
0 TheCorey28 Posted November 12, 2014 Report Share Posted November 12, 2014 Cool :D I was wondering what could give output for debugging. This writes to the arma2oaserver.rpt, right? I seem to be struggling to get anything outputted to the rpt (I checked the server log, too just to see) xD I tried throwing some diag_log's with random strings in different areas of the init.sqf, too. sorry for such a newbie question x) Thank you much for the help B) Link to comment Share on other sites More sharing options...
0 McKeighan Posted November 14, 2014 Report Share Posted November 14, 2014 Ok... So mine is a little different. Humanity based loadouts in multiple tiers ( Bandit 5 thru Hero 5 ). All items, weapons, backpacks are randomly generated from arrays, as well as random skin selection based on humanity level. (So... there's no SET loadout, it's random). Link to comment Share on other sites More sharing options...
0 ABLGDayZ Posted November 15, 2014 Report Share Posted November 15, 2014 @TheCorey28 These diag_log won't write in the server.RPT. They are running client side only, because it's in the if (!isDedicated) then {...} section. So you have look in the ArmA2OA.RPT on your pc, at "C:\Users\{YOURUSERNAME}\AppData\Local\ArmA 2 OA". regards TheCorey28 1 Link to comment Share on other sites More sharing options...
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THAC0_Gewch
https://github.com/OlofTheBald/DayZ-Humanity-Loadout-Granter/tree/Epoch_1.0.5.1
Updated for 1.0.6.x
Edited by THAC0_GewchUpdated Github link to point directly to 1.0.5.1 code.
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Halvhjearne
lol heres something that will reduce size of your scripts ... removeAllWeapons player; removeAllItems player; removeBackpack player; {player addMagazine _x}forEach [ '30Rnd_545x39_AK','30Rnd_545
THAC0_Gewch
https://github.com/OlofTheBald/DayZ-Humanity-Loadout-Granter/tree/Epoch_1.0.5.1 Updated for 1.0.6.x
Halvhjearne
omg, are you serius? if you are, you are obviusly an idiot ... i just told you how you can do this, its not that hard. just add a few lines underneth what i wrote to determin what humanity th
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