DAKA Posted January 5, 2017 Report Share Posted January 5, 2017 6 hours ago, salival said: I don't think that's related to WAI. You used to get that from ESSv2 in 1.0.5.1 Do you know how to fix it. I haven't had it before and now all of a sudden I am getting that. Link to comment Share on other sites More sharing options...
DAKA Posted January 7, 2017 Report Share Posted January 7, 2017 6 hours ago, oldmatechoc said: So I have read through all that and seems that it was an issue with EMS and WAI 2.2.1. I am running WAI 2.2.0 and DZAI. There was never a real answer on how to fix it from what i saw. I tried a few of the suggestions and it didn't work. Still get the same error. So not sure what to do at this point. Link to comment Share on other sites More sharing options...
DAKA Posted January 7, 2017 Report Share Posted January 7, 2017 It had an extra line in it. So I just copied over my existing one and see if that helps. Thank you. Link to comment Share on other sites More sharing options...
DAKA Posted January 7, 2017 Report Share Posted January 7, 2017 52 minutes ago, oldmatechoc said: no worries. good luck! let us know how it goes :D Ok that worked. But I am still getting an old error that no one seemed to answer for me. Here is the error again. 2 errors actually. So you know, I don't have the Patrol mission or the Bandit Patrol 12:08:13 Error in expression <launcher call find_suitable_ammunition; _unit addMagazine _rocket; _unit addMaga> 12:08:13 Error position: <_unit addMagazine _rocket; _unit addMaga> 12:08:13 Error Undefined variable in expression: _unit 12:08:13 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 193 12:08:13 "WAI: Spawned a group of any AI (Bandit) at [17260.2,3552.9,0]" 12:08:13 Error in expression < random(25)); }; }; for "_x" from 1 to _unitnumber do { call { if(typeName(_gu> 12:08:13 Error position: <_unitnumber do { call { if(typeName(_gu> 12:08:13 Error Undefined variable in expression: _unitnumber 12:08:13 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 62 Link to comment Share on other sites More sharing options...
DAKA Posted January 7, 2017 Report Share Posted January 7, 2017 Update per error with 5:36:49 Error in expression < getVariable["actionSet", false]; if (!_actionSet) then { s_player_holderPickup> 5:36:49 Error position: <_actionSet) then { s_player_holderPickup> 5:36:49 Error Undefined variable in expression: _actionset 5:36:49 File z\addons\dayz_code\init\object_BackpackAction.sqf, line 13 Still getting it. Link to comment Share on other sites More sharing options...
Boxingdelta26 Posted January 8, 2017 Report Share Posted January 8, 2017 Running epoch 1.0.6. Missions seem to be set up ok but they spawn a stupidly high amount of loot. Can anyone help with how I go about creating a custom box with specified items for specific missions? Thanks Link to comment Share on other sites More sharing options...
WLF Posted January 9, 2017 Report Share Posted January 9, 2017 Spoiler if (isServer) then { _vehicle_99 = objNull; if (true) then { _this = createVehicle ["SpecialWeaponsBox", [6715.94,14259,0.002], [], 0, "CAN_COLLIDE"]; _vehicle_99 = _this; _this setDir 20; _this setVariable ["permaLoot",true]; clearWeaponCargoGlobal _this; clearMagazineCargoGlobal _this; _this addMagazineCargoGlobal ["ItemRuby",8]; _this addMagazineCargoGlobal ["ItemVault",2]; _this addMagazineCargoGlobal ["PipeBomb",2]; _this addWeaponCargoGlobal ["ItemGPS",2]; _this addWeaponCargoGlobal ["Binocular_Vector",2]; _this addWeaponCargoGlobal ["ItemToolbox",2]; _this addWeaponCargoGlobal ["ItemEtool",2]; _this addWeaponCargoGlobal ["ItemCrowbar",2]; _this addMagazineCargoGlobal ["2000Rnd_762x51_M134",4]; _this addMagazineCargoGlobal ["200Rnd_762x51_M240",4]; _this addMagazineCargoGlobal ["100Rnd_127x99_M2",4]; _this addMagazineCargoGlobal ["150Rnd_127x107_DSHKM",4]; _this addBackpackCargoGlobal ["DZ_LargeGunBag_EP1",1]; _this addMagazineCargoGlobal ["CinderBlocks",50]; _this addMagazineCargoGlobal ["MortarBucket",15]; _this addMagazineCargoGlobal ["cinder_garage_kit",2]; _this addMagazineCargoGlobal ["PartGeneric",3]; _this addMagazineCargoGlobal ["ItemSandbag",3]; _this addMagazineCargoGlobal ["ItemTankTrap",4]; _this addMagazineCargoGlobal ["ItemComboLock",2]; _this addWeaponCargoGlobal ["DMR_DZ",2]; _this addWeaponCargoGlobal ["BAF_LRR_scoped_W",2]; _this addWeaponCargoGlobal ["M110_NVG_EP1",2]; _this addWeaponCargoGlobal ["Pecheneg_DZ",2]; _this addWeaponCargoGlobal ["Mk_48_DZ",2]; _this addWeaponCargoGlobal ["BAF_AS50_scoped",2]; _this addWeaponCargoGlobal ["BAF_LRR_scoped",2]; _this addWeaponCargoGlobal ["m107",2]; _this addWeaponCargoGlobal ["KSVK_DZE",2]; _this addWeaponCargoGlobal ["UZI_SD_EP1",2]; _this addMagazineCargoGlobal ["20Rnd_762x51_DMR",10]; _this addMagazineCargoGlobal ["5Rnd_86x70_L115A1",10]; _this addMagazineCargoGlobal ["20Rnd_762x51_B_SCAR",10]; _this addMagazineCargoGlobal ["100Rnd_762x51_M240",10]; _this addMagazineCargoGlobal ["20Rnd_762x51_SB_SCAR",10]; _this addMagazineCargoGlobal ["20Rnd_762x51_SB_SCAR",10]; _this addMagazineCargoGlobal ["5Rnd_127x99_as50",10]; _this addMagazineCargoGlobal ["10Rnd_127x99_M107",10]; _this addMagazineCargoGlobal ["5Rnd_127x108_KSVK",10]; _this addMagazineCargoGlobal ["30Rnd_9x19_UZI_SD",10]; _this addMagazineCargoGlobal ["ItemBandage",10]; _this addMagazineCargoGlobal ["ItemMorphine",10]; _this addMagazineCargoGlobal ["ItemEpinephrine",10]; _this addMagazineCargoGlobal ["ItemPainkiller",10]; _this addMagazineCargoGlobal ["ItemWaterbottle",10]; _this addMagazineCargoGlobal ["FoodCanBakedBeans",10]; _this addMagazineCargoGlobal ["ItemAntibiotic",10]; _this addMagazineCargoGlobal ["ItemBloodbag",10]; }; }; Something like this. Instead of if(_complete) then { [_crate,8,5,15,2] call dynamic_crate; }; in each mission's file. Dont remember to change classnames for 1.0.6 (this is for 1.0.5.1). Link to comment Share on other sites More sharing options...
DAKA Posted January 9, 2017 Report Share Posted January 9, 2017 On 12/31/2016 at 3:04 PM, salival said: In debugging WAI I have noticed sometimes the AI spawn in and either land on top of each other so the other AI shoot them (haha) or they spawn in dead. Adding more AI to a mission is as simple as editing the specific mission, for instance missions\bandit\armed_vehicle.sqf: [[_position select 0,_position select 1,0],_rndnum,"Medium",["Random","AT"],3,"Random","Hero","Random","Hero",_mission] call spawn_group; [[_position select 0,_position select 1,0],_rndnum,"Medium",["Random","AA"],3,"Random","Hero","Random","Hero",_mission] call spawn_group; [[_position select 0,_position select 1,0],_rndnum,"Medium","Random",3,"Random","Hero","Random","Hero",_mission] call spawn_group; You need to modify the number before the "Random" there to suit your needs. Currently this mission is spawning 9 AI. You could for instance set that to say 9 per spawn_group to be 27. What does this refer too? _num = 4 + round (random 3); I have increased like you said, but still seem to not be getting the amount i want. Do the above line make any difference? Link to comment Share on other sites More sharing options...
salival Posted January 10, 2017 Report Share Posted January 10, 2017 6 hours ago, DAKA said: What does this refer too? _num = 4 + round (random 3); I have increased like you said, but still seem to not be getting the amount i want. Do the above line make any difference? Actually, looking back at this I was telling you lies, the _rndnum is what controls the spawning numbers, you could replace _rndnum with a number, i.e 6 for 6 ai to spawn. Link to comment Share on other sites More sharing options...
Boxingdelta26 Posted January 10, 2017 Report Share Posted January 10, 2017 19 hours ago, WLF said: Reveal hidden contents if (isServer) then { _vehicle_99 = objNull; if (true) then { _this = createVehicle ["SpecialWeaponsBox", [6715.94,14259,0.002], [], 0, "CAN_COLLIDE"]; _vehicle_99 = _this; _this setDir 20; _this setVariable ["permaLoot",true]; clearWeaponCargoGlobal _this; clearMagazineCargoGlobal _this; _this addMagazineCargoGlobal ["ItemRuby",8]; _this addMagazineCargoGlobal ["ItemVault",2]; _this addMagazineCargoGlobal ["PipeBomb",2]; _this addWeaponCargoGlobal ["ItemGPS",2]; _this addWeaponCargoGlobal ["Binocular_Vector",2]; _this addWeaponCargoGlobal ["ItemToolbox",2]; _this addWeaponCargoGlobal ["ItemEtool",2]; _this addWeaponCargoGlobal ["ItemCrowbar",2]; _this addMagazineCargoGlobal ["2000Rnd_762x51_M134",4]; _this addMagazineCargoGlobal ["200Rnd_762x51_M240",4]; _this addMagazineCargoGlobal ["100Rnd_127x99_M2",4]; _this addMagazineCargoGlobal ["150Rnd_127x107_DSHKM",4]; _this addBackpackCargoGlobal ["DZ_LargeGunBag_EP1",1]; _this addMagazineCargoGlobal ["CinderBlocks",50]; _this addMagazineCargoGlobal ["MortarBucket",15]; _this addMagazineCargoGlobal ["cinder_garage_kit",2]; _this addMagazineCargoGlobal ["PartGeneric",3]; _this addMagazineCargoGlobal ["ItemSandbag",3]; _this addMagazineCargoGlobal ["ItemTankTrap",4]; _this addMagazineCargoGlobal ["ItemComboLock",2]; _this addWeaponCargoGlobal ["DMR_DZ",2]; _this addWeaponCargoGlobal ["BAF_LRR_scoped_W",2]; _this addWeaponCargoGlobal ["M110_NVG_EP1",2]; _this addWeaponCargoGlobal ["Pecheneg_DZ",2]; _this addWeaponCargoGlobal ["Mk_48_DZ",2]; _this addWeaponCargoGlobal ["BAF_AS50_scoped",2]; _this addWeaponCargoGlobal ["BAF_LRR_scoped",2]; _this addWeaponCargoGlobal ["m107",2]; _this addWeaponCargoGlobal ["KSVK_DZE",2]; _this addWeaponCargoGlobal ["UZI_SD_EP1",2]; _this addMagazineCargoGlobal ["20Rnd_762x51_DMR",10]; _this addMagazineCargoGlobal ["5Rnd_86x70_L115A1",10]; _this addMagazineCargoGlobal ["20Rnd_762x51_B_SCAR",10]; _this addMagazineCargoGlobal ["100Rnd_762x51_M240",10]; _this addMagazineCargoGlobal ["20Rnd_762x51_SB_SCAR",10]; _this addMagazineCargoGlobal ["20Rnd_762x51_SB_SCAR",10]; _this addMagazineCargoGlobal ["5Rnd_127x99_as50",10]; _this addMagazineCargoGlobal ["10Rnd_127x99_M107",10]; _this addMagazineCargoGlobal ["5Rnd_127x108_KSVK",10]; _this addMagazineCargoGlobal ["30Rnd_9x19_UZI_SD",10]; _this addMagazineCargoGlobal ["ItemBandage",10]; _this addMagazineCargoGlobal ["ItemMorphine",10]; _this addMagazineCargoGlobal ["ItemEpinephrine",10]; _this addMagazineCargoGlobal ["ItemPainkiller",10]; _this addMagazineCargoGlobal ["ItemWaterbottle",10]; _this addMagazineCargoGlobal ["FoodCanBakedBeans",10]; _this addMagazineCargoGlobal ["ItemAntibiotic",10]; _this addMagazineCargoGlobal ["ItemBloodbag",10]; }; }; Something like this. Instead of if(_complete) then { [_crate,8,5,15,2] call dynamic_crate; }; in each mission's file. Dont remember to change classnames for 1.0.6 (this is for 1.0.5.1). That's great thanks. Working great missions working great on 1.0.6 after the changes made to files. Only one thing i am finding is sometimes there is a mission that only spawns 1 ai with no gear. Then once you kill the ai and go to the loot crate nothing comes up about the mission being complete. I am waiting until the missions appears again so I can look at the RPT. Anyone else had this issue? (Sorry not sure which mission it is). Link to comment Share on other sites More sharing options...
Christmas Posted January 20, 2017 Report Share Posted January 20, 2017 so ive installed this script but im having some troubles with the missions with things such mission vehicles not spawning, the marker not disappearing off the map to say the missions cleared, bodies disappearing instanstly when shot. its not all the missions but some. Any ideas what it could be? Link to comment Share on other sites More sharing options...
lwbuk Posted January 23, 2017 Report Share Posted January 23, 2017 The dreaded invisible static gunner bug has suddenly reared its head. Been working fine for weeks, and then randomly one or two static gunners per mission are completely invisible. They still shoot you, even though thier guns dont look to be firing. You can tell, as the gun doesnt drop like they usually do when the gunner is dead. If you shoot at the gun, or even delete the gun, the ai pops out of nowhere. Many players now complaining that they kill all ai, even scan using the GPS and no ai are found, yet they get to the mission area and are killed by the m2 gunner. Apart from removing all static guns, is there anyway around this? Link to comment Share on other sites More sharing options...
Saije Posted January 24, 2017 Report Share Posted January 24, 2017 where is this right click by maca that is required? and I cannot for the life of me find extra_hc.hpp Link to comment Share on other sites More sharing options...
lwbuk Posted January 24, 2017 Report Share Posted January 24, 2017 1 hour ago, Saije said: where is this right click by maca that is required? and I cannot for the life of me find extra_hc.hpp You dont need right click for WAI, and why have you asked the same question about 6 times in different places? Link to comment Share on other sites More sharing options...
Saije Posted January 24, 2017 Report Share Posted January 24, 2017 Just now, lwbuk said: You dont need right click for WAI, and why have you asked the same question about 6 times in different places? I guess it was a bit much for me to post around lol If i dont need right click, where can I find extra_hc.hpp ? I dont have it Link to comment Share on other sites More sharing options...
lwbuk Posted January 24, 2017 Report Share Posted January 24, 2017 its not included as default. you need to add it yourself. for 1.0.6 https://epochmod.com/forum/topic/42965-the-old-extra-right-click-extra_rchpp-for-16/#comment-283384 or just write your own with what ever you want in it. Spoiler class ExtraRc { class ItemRadio { class GroupManagement { text = "Group Management"; script = "execVM 'dzgm\loadGroupManagement.sqf'"; }; }; class ItemAmethyst { class carepackage { text = "Call Carepackage"; script = "execVM 'SD\functions\carepackage.sqf'"; }; }; class ItemBriefcase_Base { class OpenSurpriseBrief { text = "Open Briefcase"; script = "execVM 'SD\clickactions\MBC\open_brief.sqf'"; }; }; class ItemToolbox { class DeploySUV { text = "Deploy SUV"; script = "execVM 'SD\deploy\SUV.sqf'"; }; class DeployLB { text = "Deploy LittleBird"; script = "execVM 'SD\deploy\littlebird.sqf'"; }; }; class Skin_INS_Worker2_DZ { class changeskin1 { text = "Scientist2"; script = "[""Skin_gsc_scientist2"", ""Skin_INS_Worker2_DZ""] call player_wearClothes"; }; }; class Skin_INS_Bardak_DZ { class changeskin1 { text = "Scientist1"; script = "[""Skin_gsc_scientist1"", ""Skin_INS_Bardak_DZ""] call player_wearClothes"; }; }; class Skin_INS_Soldier_CO_DZ { class changeskin1 { text = "Trooper"; script = "[""Skin_gsc_military_head_grey_AT"", ""Skin_INS_Soldier_CO_DZ""] call player_wearClothes"; }; }; class Skin_INS_Soldier_AR_DZ { class changeskin1 { text = "TrooperHelmet"; script = "[""Skin_gsc_military_helmet_wdl"", ""Skin_INS_Soldier_AR_DZ""] call player_wearClothes"; }; }; class Skin_INS_Lopotev_DZ { class changeskin1 { text = "SAS1"; script = "[""Skin_SFSG_des_tl"", ""Skin_INS_Lopotev_DZ""] call player_wearClothes"; }; }; class Skin_RU_Soldier_Crew_DZ { class changeskin1 { text = "DesertRanger"; script = "[""Skin_Desert_SOF_AC"", ""Skin_RU_Soldier_Crew_DZ""] call player_wearClothes"; }; }; class Skin_TK_Commander_EP1_DZ { class changeskin1 { text = "DesertForce"; script = "[""Skin_Desert_SOF_AT"", ""Skin_TK_Commander_EP1_DZ""] call player_wearClothes"; }; }; class Skin_TK_Soldier_Sniper_EP1_DZ { class changeskin1 { text = "Leeroy"; script = "[""Skin_frb_mark"", ""Skin_TK_Soldier_Sniper_EP1_DZ""] call player_wearClothes"; }; }; class Skin_TK_Special_Forces_MG_EP1_DZ { class changeskin1 { text = "SpecForce1"; script = "[""Skin_frb_tl_mask"", ""Skin_TK_Special_Forces_MG_EP1_DZ""] call player_wearClothes"; }; }; class Skin_Soldier_TL_PMC_DZ { class changeskin1 { text = "SAS2"; script = "[""Skin_SFSG_mtp_tl"", ""Skin_Soldier_TL_PMC_DZ""] call player_wearClothes"; }; }; class Skin_Soldier_Sniper_PMC_DZ { class changeskin1 { text = "SAS3"; script = "[""Skin_SFSG_wdl_tl"", ""Skin_Soldier_Sniper_PMC_DZ""] call player_wearClothes"; }; }; class Skin_Graves_Light_DZ { class changeskin1 { text = "SpecOps"; script = "[""Skin_Mercenary_Default20b "", ""Skin_Graves_Light_DZ""] call player_wearClothes"; }; }; class Skin_FR_Rodriguez_DZ { class changeskin1 { text = "Hacker2"; script = "[""Skin_SBH_Alpha_Soldier2"", ""Skin_FR_Rodriguez_DZ""] call player_wearClothes"; }; }; class Skin_FR_OHara_DZ { class changeskin1 { text = "WoodSoldier"; script = "[""Skin_MVD_Soldier_AT"", ""Skin_FR_OHara_DZ""] call player_wearClothes"; }; }; class Skin_Soldier_Bodyguard_AA12_PMC_DZ { class changeskin1 { text = "Gimp"; script = "[""Skin_Navy_SEAL_diver"", ""Skin_Soldier_Bodyguard_AA12_PMC_DZ""] call player_wearClothes"; }; }; class Skin_Drake_Light_DZ { class changeskin1 { text = "Seal"; script = "[""Skin_Navy_SEAL_TL"", ""Skin_Drake_Light_DZ""] call player_wearClothes"; }; }; class Skin_CZ_Special_Forces_GL_DES_EP1_DZ { class changeskin1 { text = "TheRussian"; script = "[""Skin_RU_Soldier2"", ""Skin_CZ_Special_Forces_GL_DES_EP1_DZ""] call player_wearClothes"; }; }; class Skin_TK_INS_Soldier_EP1_DZ { class changeskin1 { text = "Pilot"; script = "[""Skin_USMC_Soldier_Pilot"", ""Skin_TK_INS_Soldier_EP1_DZ""] call player_wearClothes"; }; }; class Skin_GUE_Soldier_2_DZ { class changeskin1 { text = "StalkerNeutral"; script = "[""Skin_gsc_eco_stalker_head_neutral"", ""Skin_GUE_Soldier_2_DZ""] call player_wearClothes"; }; }; class Skin_GUE_Soldier_CO_DZ { class changeskin1 { text = "StalkerUrban"; script = "[""Skin_gsc_eco_stalker_mask_camo"", ""Skin_GUE_Soldier_CO_DZ""] call player_wearClothes"; }; }; class Skin_GUE_Soldier_Crew_DZ { class changeskin1 { text = "StalkerElite"; script = "[""Skin_gsc_eco_stalker_mask_duty"", ""Skin_GUE_Soldier_Crew_DZ""] call player_wearClothes"; }; }; class Skin_GUE_Soldier_Sniper_DZ { class changeskin1 { text = "Stalker Camo"; script = "[""Skin_gsc_eco_stalker_mask_fred"", ""Skin_GUE_Soldier_Sniper_DZ""] call player_wearClothes"; }; }; class Skin_GUE_Soldier_MG_DZ { class changeskin1 { text = "StalkerWood"; script = "[""Skin_gsc_eco_stalker_mask_neutral"", ""Skin_GUE_Soldier_MG_DZ""] call player_wearClothes"; }; }; class Skin_Bandit2_DZ { class changeskin1 { text = "UrbanSoldier"; script = "[""Skin_US_Delta_Force_Marksman_EP1"", ""Skin_Bandit2_DZ""] call player_wearClothes"; }; }; class Skin_Bandit1_DZ { class changeskin1 { text = "Alpha3"; script = "[""Skin_arma1_us_soldier_sabass"", ""Skin_Bandit1_DZ""] call player_wearClothes"; }; }; class Skin_Rocker4_DZ { class changeskin1 { text = "Matt"; script = "[""Skin_SFSG_wdl_mrk"", ""Skin_Rocker4_DZ""] call player_wearClothes"; }; }; class Skin_Rocker3_DZ { class changeskin1 { text = "Loner"; script = "[""Skin_gsc_eco_stalker_head_fred"", ""Skin_Rocker3_DZ""] call player_wearClothes"; }; }; class Skin_Rocker2_DZ { class changeskin1 { text = "Scientist3"; script = "[""Skin_gsc_scientist1_head"", ""Skin_Rocker2_DZ""] call player_wearClothes"; }; }; class Skin_Rocker1_DZ { class changeskin1 { text = "Scientist4"; script = "[""Skin_gsc_scientist2_head"", ""Skin_Rocker1_DZ""] call player_wearClothes"; }; }; class Skin_Priest_DZ { class changeskin1 { text = "Frank"; script = "[""Skin_Desert_SOF_DA1a"", ""Skin_Priest_DZ""] call player_wearClothes"; }; }; class Skin_GUE_Commander_DZ { class changeskin1 { text = "Samuel"; script = "[""Skin_Soldier_Bodyguard_M4_PMC"", ""Skin_GUE_Commander_DZ""] call player_wearClothes"; }; }; class Skin_Ins_Soldier_GL_DZ { class changeskin1 { text = "Alpha1"; script = "[""Skin_UKSF_des_mrk"", ""Skin_Ins_Soldier_GL_DZ""] call player_wearClothes"; }; }; class Skin_Pilot_EP1_DZ { class changeskin1 { text = "Alpha2"; script = "[""Skin_UKSF_des_mrk_l"", ""Skin_Pilot_EP1_DZ""] call player_wearClothes"; }; }; class Skin_Haris_Press_EP1_DZ { class changeskin1 { text = "Bravo1"; script = "[""Skin_UKSF_wdl_mrk_l"", ""Skin_Haris_Press_EP1_DZ""] call player_wearClothes"; }; }; class Skin_RU_Policeman_DZ { class changeskin1 { text = "Commando"; script = "[""Skin_UKSF_des_demo_l"", ""Skin_RU_Policeman_DZ""] call player_wearClothes"; }; }; class Skin_Rocket_DZ { class changeskin1 { text = "Punisher"; script = "[""Skin_UN_CDF_Soldier_Officer_EP1"", ""Skin_Rocket_DZ""] call player_wearClothes"; }; }; class Skin_Soldier1_DZ { class changeskin1 { text = "Jonse"; script = "[""Skin_UN_CDF_Soldier_EP1"", ""Skin_Soldier1_DZ""] call player_wearClothes"; }; }; class Skin_Camo1_DZ { class changeskin1 { text = "WinterSoldier"; script = "[""Skin_Winter_SOF_DA1b"", ""Skin_Camo1_DZ""] call player_wearClothes"; }; }; class Skin_Sniper1_DZ { class changeskin1 { text = "WinterSniper"; script = "[""Skin_Winter_SOF_Marksman"", ""Skin_Sniper1_DZ""] call player_wearClothes"; }; }; }; Link to comment Share on other sites More sharing options...
Saije Posted January 24, 2017 Report Share Posted January 24, 2017 do people acttually use 1.6? we are still with 1.0.5.1 Will that script work with 1.0.5.1 ? Link to comment Share on other sites More sharing options...
Saije Posted January 25, 2017 Report Share Posted January 25, 2017 On 2017-01-24 at 7:26 AM, lwbuk said: its not included as default. you need to add it yourself. for 1.0.6 https://epochmod.com/forum/topic/42965-the-old-extra-right-click-extra_rchpp-for-16/#comment-283384 or just write your own with what ever you want in it. Hide contents class ExtraRc { class ItemRadio { class GroupManagement { text = "Group Management"; script = "execVM 'dzgm\loadGroupManagement.sqf'"; }; }; class ItemAmethyst { class carepackage { text = "Call Carepackage"; script = "execVM 'SD\functions\carepackage.sqf'"; }; }; class ItemBriefcase_Base { class OpenSurpriseBrief { text = "Open Briefcase"; script = "execVM 'SD\clickactions\MBC\open_brief.sqf'"; }; }; class ItemToolbox { class DeploySUV { text = "Deploy SUV"; script = "execVM 'SD\deploy\SUV.sqf'"; }; class DeployLB { text = "Deploy LittleBird"; script = "execVM 'SD\deploy\littlebird.sqf'"; }; }; class Skin_INS_Worker2_DZ { class changeskin1 { text = "Scientist2"; script = "[""Skin_gsc_scientist2"", ""Skin_INS_Worker2_DZ""] call player_wearClothes"; }; }; class Skin_INS_Bardak_DZ { class changeskin1 { text = "Scientist1"; script = "[""Skin_gsc_scientist1"", ""Skin_INS_Bardak_DZ""] call player_wearClothes"; }; }; class Skin_INS_Soldier_CO_DZ { class changeskin1 { text = "Trooper"; script = "[""Skin_gsc_military_head_grey_AT"", ""Skin_INS_Soldier_CO_DZ""] call player_wearClothes"; }; }; class Skin_INS_Soldier_AR_DZ { class changeskin1 { text = "TrooperHelmet"; script = "[""Skin_gsc_military_helmet_wdl"", ""Skin_INS_Soldier_AR_DZ""] call player_wearClothes"; }; }; class Skin_INS_Lopotev_DZ { class changeskin1 { text = "SAS1"; script = "[""Skin_SFSG_des_tl"", ""Skin_INS_Lopotev_DZ""] call player_wearClothes"; }; }; class Skin_RU_Soldier_Crew_DZ { class changeskin1 { text = "DesertRanger"; script = "[""Skin_Desert_SOF_AC"", ""Skin_RU_Soldier_Crew_DZ""] call player_wearClothes"; }; }; class Skin_TK_Commander_EP1_DZ { class changeskin1 { text = "DesertForce"; script = "[""Skin_Desert_SOF_AT"", ""Skin_TK_Commander_EP1_DZ""] call player_wearClothes"; }; }; class Skin_TK_Soldier_Sniper_EP1_DZ { class changeskin1 { text = "Leeroy"; script = "[""Skin_frb_mark"", ""Skin_TK_Soldier_Sniper_EP1_DZ""] call player_wearClothes"; }; }; class Skin_TK_Special_Forces_MG_EP1_DZ { class changeskin1 { text = "SpecForce1"; script = "[""Skin_frb_tl_mask"", ""Skin_TK_Special_Forces_MG_EP1_DZ""] call player_wearClothes"; }; }; class Skin_Soldier_TL_PMC_DZ { class changeskin1 { text = "SAS2"; script = "[""Skin_SFSG_mtp_tl"", ""Skin_Soldier_TL_PMC_DZ""] call player_wearClothes"; }; }; class Skin_Soldier_Sniper_PMC_DZ { class changeskin1 { text = "SAS3"; script = "[""Skin_SFSG_wdl_tl"", ""Skin_Soldier_Sniper_PMC_DZ""] call player_wearClothes"; }; }; class Skin_Graves_Light_DZ { class changeskin1 { text = "SpecOps"; script = "[""Skin_Mercenary_Default20b "", ""Skin_Graves_Light_DZ""] call player_wearClothes"; }; }; class Skin_FR_Rodriguez_DZ { class changeskin1 { text = "Hacker2"; script = "[""Skin_SBH_Alpha_Soldier2"", ""Skin_FR_Rodriguez_DZ""] call player_wearClothes"; }; }; class Skin_FR_OHara_DZ { class changeskin1 { text = "WoodSoldier"; script = "[""Skin_MVD_Soldier_AT"", ""Skin_FR_OHara_DZ""] call player_wearClothes"; }; }; class Skin_Soldier_Bodyguard_AA12_PMC_DZ { class changeskin1 { text = "Gimp"; script = "[""Skin_Navy_SEAL_diver"", ""Skin_Soldier_Bodyguard_AA12_PMC_DZ""] call player_wearClothes"; }; }; class Skin_Drake_Light_DZ { class changeskin1 { text = "Seal"; script = "[""Skin_Navy_SEAL_TL"", ""Skin_Drake_Light_DZ""] call player_wearClothes"; }; }; class Skin_CZ_Special_Forces_GL_DES_EP1_DZ { class changeskin1 { text = "TheRussian"; script = "[""Skin_RU_Soldier2"", ""Skin_CZ_Special_Forces_GL_DES_EP1_DZ""] call player_wearClothes"; }; }; class Skin_TK_INS_Soldier_EP1_DZ { class changeskin1 { text = "Pilot"; script = "[""Skin_USMC_Soldier_Pilot"", ""Skin_TK_INS_Soldier_EP1_DZ""] call player_wearClothes"; }; }; class Skin_GUE_Soldier_2_DZ { class changeskin1 { text = "StalkerNeutral"; script = "[""Skin_gsc_eco_stalker_head_neutral"", ""Skin_GUE_Soldier_2_DZ""] call player_wearClothes"; }; }; class Skin_GUE_Soldier_CO_DZ { class changeskin1 { text = "StalkerUrban"; script = "[""Skin_gsc_eco_stalker_mask_camo"", ""Skin_GUE_Soldier_CO_DZ""] call player_wearClothes"; }; }; class Skin_GUE_Soldier_Crew_DZ { class changeskin1 { text = "StalkerElite"; script = "[""Skin_gsc_eco_stalker_mask_duty"", ""Skin_GUE_Soldier_Crew_DZ""] call player_wearClothes"; }; }; class Skin_GUE_Soldier_Sniper_DZ { class changeskin1 { text = "Stalker Camo"; script = "[""Skin_gsc_eco_stalker_mask_fred"", ""Skin_GUE_Soldier_Sniper_DZ""] call player_wearClothes"; }; }; class Skin_GUE_Soldier_MG_DZ { class changeskin1 { text = "StalkerWood"; script = "[""Skin_gsc_eco_stalker_mask_neutral"", ""Skin_GUE_Soldier_MG_DZ""] call player_wearClothes"; }; }; class Skin_Bandit2_DZ { class changeskin1 { text = "UrbanSoldier"; script = "[""Skin_US_Delta_Force_Marksman_EP1"", ""Skin_Bandit2_DZ""] call player_wearClothes"; }; }; class Skin_Bandit1_DZ { class changeskin1 { text = "Alpha3"; script = "[""Skin_arma1_us_soldier_sabass"", ""Skin_Bandit1_DZ""] call player_wearClothes"; }; }; class Skin_Rocker4_DZ { class changeskin1 { text = "Matt"; script = "[""Skin_SFSG_wdl_mrk"", ""Skin_Rocker4_DZ""] call player_wearClothes"; }; }; class Skin_Rocker3_DZ { class changeskin1 { text = "Loner"; script = "[""Skin_gsc_eco_stalker_head_fred"", ""Skin_Rocker3_DZ""] call player_wearClothes"; }; }; class Skin_Rocker2_DZ { class changeskin1 { text = "Scientist3"; script = "[""Skin_gsc_scientist1_head"", ""Skin_Rocker2_DZ""] call player_wearClothes"; }; }; class Skin_Rocker1_DZ { class changeskin1 { text = "Scientist4"; script = "[""Skin_gsc_scientist2_head"", ""Skin_Rocker1_DZ""] call player_wearClothes"; }; }; class Skin_Priest_DZ { class changeskin1 { text = "Frank"; script = "[""Skin_Desert_SOF_DA1a"", ""Skin_Priest_DZ""] call player_wearClothes"; }; }; class Skin_GUE_Commander_DZ { class changeskin1 { text = "Samuel"; script = "[""Skin_Soldier_Bodyguard_M4_PMC"", ""Skin_GUE_Commander_DZ""] call player_wearClothes"; }; }; class Skin_Ins_Soldier_GL_DZ { class changeskin1 { text = "Alpha1"; script = "[""Skin_UKSF_des_mrk"", ""Skin_Ins_Soldier_GL_DZ""] call player_wearClothes"; }; }; class Skin_Pilot_EP1_DZ { class changeskin1 { text = "Alpha2"; script = "[""Skin_UKSF_des_mrk_l"", ""Skin_Pilot_EP1_DZ""] call player_wearClothes"; }; }; class Skin_Haris_Press_EP1_DZ { class changeskin1 { text = "Bravo1"; script = "[""Skin_UKSF_wdl_mrk_l"", ""Skin_Haris_Press_EP1_DZ""] call player_wearClothes"; }; }; class Skin_RU_Policeman_DZ { class changeskin1 { text = "Commando"; script = "[""Skin_UKSF_des_demo_l"", ""Skin_RU_Policeman_DZ""] call player_wearClothes"; }; }; class Skin_Rocket_DZ { class changeskin1 { text = "Punisher"; script = "[""Skin_UN_CDF_Soldier_Officer_EP1"", ""Skin_Rocket_DZ""] call player_wearClothes"; }; }; class Skin_Soldier1_DZ { class changeskin1 { text = "Jonse"; script = "[""Skin_UN_CDF_Soldier_EP1"", ""Skin_Soldier1_DZ""] call player_wearClothes"; }; }; class Skin_Camo1_DZ { class changeskin1 { text = "WinterSoldier"; script = "[""Skin_Winter_SOF_DA1b"", ""Skin_Camo1_DZ""] call player_wearClothes"; }; }; class Skin_Sniper1_DZ { class changeskin1 { text = "WinterSniper"; script = "[""Skin_Winter_SOF_Marksman"", ""Skin_Sniper1_DZ""] call player_wearClothes"; }; }; }; I can just make a .hpp notepad++ file and paste that code inside it yeah? what would I call the .hpp for this code? would it be: extra_hc.hpp ? 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lwbuk Posted January 25, 2017 Report Share Posted January 25, 2017 Yes exactly. Dont paste that exact code, as thats for my server. You need to add whatever right click actions you want into it, but use the same format. class ExtraRc { class ItemWhateveroyuwantorightclickon { class nameofthingyouwanttodo{ text = "Textshowntoplayeronrightclick"; script = "execvm 'run whatever script you want to run'"; }; }; Link to comment Share on other sites More sharing options...
Saije Posted January 26, 2017 Report Share Posted January 26, 2017 I need it for 1.0.5.1 not 6 .... why did fkn maca remove his right click mod! would really be handy now! Link to comment Share on other sites More sharing options...
Saije Posted January 26, 2017 Report Share Posted January 26, 2017 is there some sqf or something i am missing for right clicks to work? right click for the radio doesn't work, or view distance. nothing involved in the extra rc the only right clicks working are ones already in the game. Link to comment Share on other sites More sharing options...
DAKA Posted February 11, 2017 Report Share Posted February 11, 2017 I have gone through the new Pull Files for WAI about 5 times now and I still can't get the damn thing to work. Is there a way someone can send me their wai files that are working on 1.0.6. I am going crazy trying to get it to work. Please. Link to comment Share on other sites More sharing options...
SmashFlash44 Posted February 11, 2017 Report Share Posted February 11, 2017 On 1/26/2017 at 3:55 PM, Saije said: I need it for 1.0.5.1 not 6 .... why did fkn maca remove his right click mod! would really be handy now! You can get the old Overwrite click actions for the scripts I have forked at Github Saije Here's the link https://github.com/MichaelSGallagher/DayZ-Epoch-Scripts.git Saije 1 Link to comment Share on other sites More sharing options...
Robert261171 Posted March 16, 2017 Report Share Posted March 16, 2017 Trying to run it on epoch 1.0.6.1 only getting one error, Can anyone help with this? 16:21:09 Error in expression <n { for "_i" from 1 to _mags do { _unit addMagazine _magazine; }; _unit addweapo> 16:21:09 Error position: <addMagazine _magazine; }; _unit addweapo> 16:21:09 Error addmagazine: Type Bool, expected Array,String 16:21:09 File z\addons\dayz_server\WAI\compile\spawn_group.sqf, line 141 Link to comment Share on other sites More sharing options...
Robert261171 Posted March 16, 2017 Report Share Posted March 16, 2017 yes I used that one, also noticed that some of the traders stopped working as well, Link to comment Share on other sites More sharing options...
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