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    • By Honey Bee
      hat  jemand das problem dass die textur der m200 nicht geladen werden kann? Wundert mich eigendlich nicht hab die datei dazu nicht mal aber wo bekomm ich die her? und warum gibts da ne neue is doch eh die LRR oder nicht?
      someone has the problem that the texture of m200 can not be loaded? Does not surprise me , I did not have the file but where do I get it? and why is there a new anyway is the LRR or not?
    • By Thug
      In the file server_spawnTraders.sqf
      private "_trader"; { _trader = createAgent [_x select 0,_x select 1,[],0,"CAN_COLLIDE"]; {_trader removeMagazine _x;} count magazines _trader; removeAllItems _trader; // removeAllWeapons _trader;//this is commented out so traders have weapons removeBackpack _trader; _trader switchMove ""; _trader setDir (_x select 2); _trader setVehicleInit "this disableAI 'ANIM'; this disableAI 'AUTOTARGET'; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; this allowDamage false;"; _trader setUnitAbility 0.6; _trader disableAI "ANIM"; _trader disableAI "AUTOTARGET"; _trader disableAI "FSM"; _trader disableAI "MOVE"; _trader disableAI "TARGET"; _trader setBehaviour "CARELESS"; _trader forceSpeed 0; _trader allowDamage false; _trader enableSimulation false; } count _this; processInitCommands; What would I have to do to get the Traders to move like they did in v1.0.5.1
      I have tried but can not get it to work.
    • By dodget90
      whats involved in creating custom weapon attachments? for example, if I wanted to right click my Makarov and attach the pistol flashlight attachment from the weapon trader or add an acog scope to my kar 98 rifle
    • By Ghostrider-GRG
      I recently set out to add mods to a server and confronted the challenge of pulling the class names, formatting them in lists, and generating price lists. As there was no tool I could find to do this I have put one together. It allows server owners to pull class names for vehicles (Air, Land, boat), Weapons (arifle, srifle, launchers, etc), uniforms, vests, headgear, glasses, and output lists as either a simple list or a price list. That list is copied to the clipboard and can be pasted into any text editor. The price lists can be formatted in either Epoch or Exile format by changing a variable in init.sqf.
      Version 0.42 adds a option to check CfgPricing (Epoch) or equivalent price lists (Exile). The tools will only include items for which no price is found in the output. This should be handy when updating price lists or other configurations to include new items added as part of an update of a mod. See the readme for information on how to configure the tool to take advantage of this function.
      Version 0.4: adds a new function whereby one can extract only classnames with a specific root. For example, by setting GRG_Root = "Epoch" in the init.sqf, one can extract classnames that begin with Epoch. There are a few other minor optimizations and bug fixes, the most important of which are addition of some output to systemChat so that the user knows something is happening, and being sure that the checks against the arrays of items to be excluded from the output are all working properly.
      The tool is now considerably smaller and correctly pulls names for backpacks, glasses and other items that it missed before.
      For example, you could paste classnames of all default Arma vehicles in baseVehicles.sqf so that only the vehicles from the addon are shown in the output.
      While I have written each of the modules, the original approach to weapons was influenced by a post from KiloSwiss on this topic  .
      Instructions for installation and use are on the Github.
    • By DirtySanchez
      Hey everybody,
      Here is another goodie from me to YOU!
      Real Health System v0.3
      This was started because a couple of community members at EpochMod.Com/Forums got together and took a basic idea and ran with it.
      Their initial work on Hunger and Thirst gave me the inspiration to make it even more involved and more realistic.
      From there I took it that next step and started looking at the other debug values that Epoch gives us and wham, ideas started pouring out!
      I still have many ideas left to add and tweak but this is a good start for the entire community to use in the meantime.
      So, all variables involved here kinda work with each other as well as work with the current health system in place made by Epoch.
      That's the current list of all variables that come into play.
      Any modifications to this script must be shared back to me(to add to the current script) for the rest of the community to enjoy.
      Please consider donating to Donkey Punch to keep not only the scripts coming but this community alive!
      Whats in it so far
      too wet, lower temperaturetoo soiled, increase toxicitytoo toxic, lower immunitytoo low of immunity, raise temp - tox lower staminabloddpressure too high, lower stamina, raise temp, increase damage headwound too great, raise temp, lower immunity, raise tox, erase stamina, increase damage Update, just got to understanding bleeding will add it into at least one current and any future ideas that require it.
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