Achmed Posted October 3, 2013 Report Share Posted October 3, 2013 I have been asked a few times about adding static guns and mg nests for people to protect there bases... is there any way i can add them or do the devs had to add them at mod level? Link to comment Share on other sites More sharing options...
0 axeman Posted October 3, 2013 Report Share Posted October 3, 2013 Have added these with a base at NWAf using sqf at init level. Script is on here somewhere. The only issue is you will need to edit the 'clean up hacker code' as it kills you for using them. Link to comment Share on other sites More sharing options...
0 Achmed Posted October 3, 2013 Author Report Share Posted October 3, 2013 i would be looking more at adding them to a trader or buildable list. How do i edit the "clean up a hacker code"? is that part of the battleye scripts.txt? Link to comment Share on other sites More sharing options...
0 fr1nk Posted October 3, 2013 Report Share Posted October 3, 2013 i would be looking more at adding them to a trader or buildable list. How do i edit the "clean up a hacker code"? is that part of the battleye scripts.txt? server_cleanup.fsm I think? Link to comment Share on other sites More sharing options...
0 Achmed Posted October 3, 2013 Author Report Share Posted October 3, 2013 ah ok. i have sarge ai installed but other then that the file is the same as default. i have no idea what i need to add or remove in that either :( Link to comment Share on other sites More sharing options...
0 fr1nk Posted October 3, 2013 Report Share Posted October 3, 2013 There was a thread here a few days ago where someone was asking the same thing...took a quick peek but couldn't find it. I think Armifer was helping the guy out but not sure if he ended up getting it working. Link to comment Share on other sites More sharing options...
0 TheVol Posted October 3, 2013 Report Share Posted October 3, 2013 I think this is the line you are looking for in the server_cleanup.fsm I have mine modified not clean up the Mission pack spawn items and Sarge items/vehicles until after restart. " if(vehicle _x != _x && (vehicle _x getVariable [""Mission"",0] != 1) && (vehicle _x getVariable [""Sarge"",0] != 1) && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"") then {" \n I would assume you set the variable for the base items you will be using and add something like? && (vehicle _x getVariable [""MY_NEW_VARIABLE"",0] != 1) to the line above Link to comment Share on other sites More sharing options...
0 Achmed Posted October 3, 2013 Author Report Share Posted October 3, 2013 Thanjs for the help guys but its sounding more and more beyone what i can do so unless some one was to wright it out step bu step ill have to leave the idea :-( Link to comment Share on other sites More sharing options...
0 Torndeco Posted October 3, 2013 Report Share Posted October 3, 2013 Anyone ever managed to remove the disassemble option for the mg nests etc ? Link to comment Share on other sites More sharing options...
0 duncajcb Posted November 10, 2013 Report Share Posted November 10, 2013 Anyone ever managed to remove the disassemble option for the mg nests etc ? Ive been looking into the fn_selfactions but havnt found anything there to prevent removal. Link to comment Share on other sites More sharing options...
0 Granok Posted November 17, 2013 Report Share Posted November 17, 2013 Anyone ever managed to remove the disassemble option for the mg nests etc ? go to dayz_code extract files and get variables.sqf then go to Dayz_mission -> init.sqf //Load in compiled functions call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; replace by //Load in compiled functions call compile preprocessFileLineNumbers "\yourownfolder\variables.sqf"; now edit your own version of variables.sqf look around line 473 DZE_isRemovable = ["Fence_corrugated_DZ","M240Nest_DZ","ParkBench_DZ","Plastic_Pole_EP1_DZ"]; replace by DZE_isRemovable = ["Fence_corrugated_DZ","ParkBench_DZ","Plastic_Pole_EP1_DZ"]; put your new variables.sqf into your own folder Should work! Link to comment Share on other sites More sharing options...
0 mikko89 Posted December 29, 2013 Report Share Posted December 29, 2013 Have added these with a base at NWAf using sqf at init level. Script is on here somewhere. The only issue is you will need to edit the 'clean up hacker code' as it kills you for using them. Hi! Can you share how to do it? Link to comment Share on other sites More sharing options...
0 haag Posted December 30, 2013 Report Share Posted December 30, 2013 Hello. I was wondering if you could help me and share how do it? Link to comment Share on other sites More sharing options...
0 wildwezul Posted May 8, 2015 Report Share Posted May 8, 2015 Sorry to rez an old thread but I just added static weapons at the trader. we are able to deploy them but usually someone gets killed ("Killed a hacker") or they get kicked from it and it disappears. I have looked at my Server_cleanup.fsm and it does not have the lines of code any of these old ( and they are ALL old) threads posts refer to to edit so that it wont do that. Is there a way to edit the Server_cleanup.fsm to allow these actions for Epoch 1.0.5.1? Link to comment Share on other sites More sharing options...
0 Buck0 Posted May 8, 2015 Report Share Posted May 8, 2015 DZE_safeVehicle Link to comment Share on other sites More sharing options...
0 SideShowFreak Posted May 8, 2015 Report Share Posted May 8, 2015 In variables add the mg class name to the DZE_safeVehicle array Link to comment Share on other sites More sharing options...
0 wildwezul Posted May 8, 2015 Report Share Posted May 8, 2015 "M2StaticMG_US_EP1" is already listed in there. However do I also have to add "M2StaticMG_US_Bag_EP1", since that is what is being sold at the trader? I mean once it's deployed it's just M2StaticMG isnt it? Link to comment Share on other sites More sharing options...
0 cen Posted May 9, 2015 Report Share Posted May 9, 2015 This is the classname to sell at trader: m240_nest_kit Link to comment Share on other sites More sharing options...
0 wildwezul Posted May 9, 2015 Report Share Posted May 9, 2015 Well it is for the 240 nest, not the M2 static gun Link to comment Share on other sites More sharing options...
0 cen Posted May 9, 2015 Report Share Posted May 9, 2015 Ha, my bad :D Link to comment Share on other sites More sharing options...
0 Guest Posted May 10, 2015 Report Share Posted May 10, 2015 Hi, wildwezul. Glad to see you finally got the bags working. That MG is considered to be a vehicle that you can "drive". Bit stupid but well ok. What this means is, that adding it to safe vehicles will prevent it from despawning, yeah but adding it to dayz_allowedVehicles will prevent you getting killed as soon as you enter the vehicle. You can find that array within your variables.sqf. Link to comment Share on other sites More sharing options...
0 wildwezul Posted May 10, 2015 Report Share Posted May 10, 2015 Thank you, I have added it to the dayz_allowedobjects and I have that StaticvehicleArray variable but I don't have a dayz_allowedvehicle or a safevehicle variable in my variables.sqf. Variables.sqf http://pastebin.com/EEG3A8vL Link to comment Share on other sites More sharing options...
0 Birgitte Posted July 27, 2015 Report Share Posted July 27, 2015 I'm running 1.0.4.2 and there is no dayz_allowedvehicle array in my variables.sqf. How can I solve the static machine gun killing players problem? Link to comment Share on other sites More sharing options...
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Achmed
I have been asked a few times about adding static guns and mg nests for people to protect there bases... is there any way i can add them or do the devs had to add them at mod level?
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