Liqu1dShadow Posted October 11, 2014 Report Share Posted October 11, 2014 I don't have this??? _script = getText(missionConfigFile >> "onPauseScript"); Link to comment Share on other sites More sharing options...
ChaoticLink Posted January 28, 2015 Report Share Posted January 28, 2015 I hate asking this on this forum because i know its for dayz epoch.. but will this still work for Arma 3 epoch? i just have to find the right PBO file? sorry I cant find any threads on epoch mod forums... Thanks in advance Link to comment Share on other sites More sharing options...
ColbyM Posted April 13, 2015 Report Share Posted April 13, 2015 Ok, so I'm looking at the code on the first post... and there is an if statement that doesn't close... what's supposed to be after that? and again in part 2 there is an else statement that is left open... What are those two blocks of missing code supposed to be? Link to comment Share on other sites More sharing options...
js2k6 Posted May 8, 2015 Report Share Posted May 8, 2015 Ok, so I'm looking at the code on the first post... and there is an if statement that doesn't close... what's supposed to be after that? and again in part 2 there is an else statement that is left open... What are those two blocks of missing code supposed to be? The original instructions in the first post were for a much earlier version of epoch. as such, server_monitor.sqf has changed. It's actually really simple to make it work with 1.0.5.1 This is copypaste from my mission. and i have extra buildables, and some of those buildables i dont want simulation disabled. but still want the damage handler removed. these arrays are setup so doors can be destroyed, edit them to however you see fit. after this dayz_hiveVersionNo = getNumber(configFile >> "CfgMods" >> "DayZ" >> "hiveVersion"); but before this _hiveLoaded = false; paste // ### [CPC] Indestructible Buildables Fix _cpcimmune =[ // handle damage false, enablesimulation false "CinderWallHalf_DZ", "CinderWall_DZ", "MetalFloor_DZ", "Fence_corrugated_DZ", "Fort_RazorWire", "FuelPump_DZ", "Hedgehog_DZ", "ForestCamoNet_DZ", "ForestLargeCamoNet_DZ", "Land_CncBlock_Stripes", "Land_Fort_Watchtower_EP1", "Land_pumpa", "LightPole_DZ", "MAP_concrete_block", "MAP_fort_watchtower", "MAP_plot_istan1_rovny", "MAP_plot_zed_drevo1", "MAP_Wall_Stone", "MAP_Wall_TinCom_3", "MAP_Wall_TinCom_9", "MetalFloor_Preview_DZ", "MetalPanel_DZ", "RampConcrete", "WoodFloorHalf_DZ", "WoodFloorQuarter_DZ", "WoodFloor_DZ", "WoodLargeWallWin_DZ", "WoodLargeWall_DZ", "WoodRamp_DZ", "WoodSmallWallThird_DZ", "WoodSmallWall_DZ", "WoodStairsRails_DZ", "WoodStairsSans_DZ", "WoodStairs_DZ", "WorkBench_DZ" ]; _cpcimmuneAnim = [ // handle damage false, enable simulation true "ZavoraAnim", "DeerStand", "WoodLadder_DZ", "WoodShack_DZ", "WoodCrate_DZ", "VaultStorageLocked", "TentStorageDomed2", "TentStorage", "StorageShed_DZ", "SandNest_DZ", "Sandbag1_DZ", "Plastic_Pole_EP1_DZ", "M240Nest_DZ", "Land_Campfire", "FireBarrel_DZ", "BagFenceRound_DZ", "GunRack_DZ", "OutHouse_DZ" ]; // ### [CPC] Indestructible Buildables Fix search for //Create it underneath this line you should see _object = createvehicle, and _object setVariable a few times. beneath the _object setvariable lines, but before the _lockable = 0; line paste // ### [CPC] Indestructible Buildables Fix if (typeOf(_object) in _cpcimmune) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation false; }; if (typeOf(_object) in _cpcimmuneAnim) then { _object addEventHandler ["HandleDamage", {false}]; _object enableSimulation true; }; and thats it, done. Link to comment Share on other sites More sharing options...
Havoc302 Posted May 30, 2015 Report Share Posted May 30, 2015 Does anyone know if there's a way to reduce the damage these items take rather than removing it completely? I've found this script which appears to allow a multiplier reduction on things rather than just turning it off, I'd like to make metal and cinder very tough to take down. http://www.armaholic.com/forums.php?m=posts&q=29428 this addeventhandler ["HandleDamage", { _unit = _this select 0; _selection = _this select 1; _passedDamage = _this select 2; _source = _this select 3; _projectile = _this select 4; _oldDamage = 0; _damageMultiplier = 1; switch(_selection)do{ case("head") :{_oldDamage = _unit getHitPointDamage "HitHead";}; case("body") :{_oldDamage = _unit getHitPointDamage "HitBody";}; case("hands") :{_oldDamage = _unit getHitPointDamage "HitHands";}; case("legs") :{_oldDamage = _unit getHitPointDamage "HitLegs";}; case("") :{_oldDamage = damage _unit;}; default{}; }; _return = _oldDamage + ((_passedDamage - _oldDamage) *_damageMultiplier); _return }]; Link to comment Share on other sites More sharing options...
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