Axe Cop Posted December 11, 2013 Report Share Posted December 11, 2013 then you self bloodbag script is buggy... this works fine with self bloodbag because it has nothing to do with that :D Link to comment Share on other sites More sharing options...
Nsgguy Posted December 11, 2013 Report Share Posted December 11, 2013 I know it is strange. But other people have had same issue. I'm going to try diff blood bag script Link to comment Share on other sites More sharing options...
ImNotMike Posted December 11, 2013 Report Share Posted December 11, 2013 After I updated my server to Epoch 1.0.3 I didn't took the new selfActions file from the original Epoch files. I placed the new selfActions inside my mission.pbo and added the self bloodbag again and its now both working. Nsgguy, maybe its the same problem for you as well? Link to comment Share on other sites More sharing options...
Nsgguy Posted December 11, 2013 Report Share Posted December 11, 2013 Possible. I'll try it ImNotMike 1 Link to comment Share on other sites More sharing options...
Dridge118 Posted December 11, 2013 Report Share Posted December 11, 2013 I don't have self bloodbag, but i have the same problem. After buying vehicles cant un/lock them. After adding the not tow locked vehicles that bit works fine but now i have this problem. Thanks :) Link to comment Share on other sites More sharing options...
fr1nk Posted December 11, 2013 Report Share Posted December 11, 2013 I don't have self bloodbag, but i have the same problem. After buying vehicles cant un/lock them. After adding the not tow locked vehicles that bit works fine but now i have this problem. Thanks :) Did you add your custom changes to a 1.0.3 version of fn_selfActions.sqf? Link to comment Share on other sites More sharing options...
Dridge118 Posted December 11, 2013 Report Share Posted December 11, 2013 (edited) yes i used a fresh 1.0.3 Where about is the fn_selfActions.sqf? Thanks Edited December 11, 2013 by Dridge118 Link to comment Share on other sites More sharing options...
Nsgguy Posted December 11, 2013 Report Share Posted December 11, 2013 It's in the dayz_code pbo Link to comment Share on other sites More sharing options...
Dridge118 Posted December 11, 2013 Report Share Posted December 11, 2013 Found it what do i need to add in this/ what do i need to look for ? Sorry as i've only started adding stuff in since monday lol :/ Thank you so much for this help Link to comment Share on other sites More sharing options...
Axe Cop Posted December 11, 2013 Report Share Posted December 11, 2013 Found it what do i need to add in this/ what do i need to look for ? Sorry as i've only started adding stuff in since monday lol :/ Thank you so much for this help If you don't have a custom selfActiosn file there is no point in copying that to your mission, that has nothing to do with the bug i think.. since lock/unlock works fine with the default fn_selfActions.. :) Link to comment Share on other sites More sharing options...
Dridge118 Posted December 12, 2013 Report Share Posted December 12, 2013 So what do i need to do please. sorry lol confused :wacko: Link to comment Share on other sites More sharing options...
Axe Cop Posted December 12, 2013 Report Share Posted December 12, 2013 So what do i need to do please. sorry lol confused :wacko: All you need to do is start the script from your init.sqf and if you want make changes so it disables it for locked cars.. the question is what did you do (wrong)? Link to comment Share on other sites More sharing options...
ABRICOT Posted December 13, 2013 Report Share Posted December 13, 2013 Nice work, I add this to my server. Link to comment Share on other sites More sharing options...
Swash Posted December 15, 2013 Report Share Posted December 15, 2013 Absolutely perfect! Added this to our server today! Link to comment Share on other sites More sharing options...
namtar Posted January 15, 2014 Report Share Posted January 15, 2014 can I turn off vehicle damage with this method? if so, how? :) Link to comment Share on other sites More sharing options...
LoadingSA Posted January 27, 2014 Report Share Posted January 27, 2014 I'm having a stage issue, You have to unlock and lock vehicles to stop them from being towed when locked. The same thing after every server restart it allows you to tow/lift locked vehicles unless you unlock and lock them again. Link to comment Share on other sites More sharing options...
Buck0 Posted February 7, 2014 Report Share Posted February 7, 2014 anyone have any idea why i can still lift locked vehicles after this fix? was this effected in 1.0.4.1b edit:: theres no log in my rpt showing any errors and i cant seem to find why its allowing me to lift locked cars Link to comment Share on other sites More sharing options...
Buck0 Posted February 8, 2014 Report Share Posted February 8, 2014 Anyone? Link to comment Share on other sites More sharing options...
Buck0 Posted February 10, 2014 Report Share Posted February 10, 2014 Bump for a solution Link to comment Share on other sites More sharing options...
Monster Posted February 10, 2014 Report Share Posted February 10, 2014 Just a stab in the dark here, Buck0. But I did see this line pop up not too long ago in my epoch installation as a default setting... maybe somehow related? It's in my epoch config file, but maybe you'll find it in your mission.pbo's init.sqf //Enables Helicopter Lifting DZE_HeliLift = true; Link to comment Share on other sites More sharing options...
(HPG) Heavy Posted February 11, 2014 Report Share Posted February 11, 2014 At least for me, the solution for 1.0.3.1 works in 1.0.4.1. It appears after testing, if the vehicle is unlocked, then locked again, you will not get the lift or tow option. If you don't relock the vehicle after purchase, even though it may say locked, it still can be moved. Link to comment Share on other sites More sharing options...
Digitalalmo Posted February 11, 2014 Report Share Posted February 11, 2014 Tried doing this and got it working, however it stopped all my other scripts like Self BB, Snap too, adv salvaging etc from working, so had to remove it :( Link to comment Share on other sites More sharing options...
Richie Posted February 13, 2014 Report Share Posted February 13, 2014 Anyone got this working with 1.0.4.2 ? It worked perfectly with all previous versions, but not now and i can't see why. Link to comment Share on other sites More sharing options...
Proofer Posted February 15, 2014 Report Share Posted February 15, 2014 Not working with 1.0.4.2 ((( Link to comment Share on other sites More sharing options...
Scaramanga Posted February 17, 2014 Report Share Posted February 17, 2014 Bump in hope of a 1.0.4.2 fix. Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now