Halvhjearne Posted April 21, 2015 Author Report Share Posted April 21, 2015 edited op to clarify install instructions ... HackSaW_TM 1 Link to comment Share on other sites More sharing options...
HackSaW_TM Posted April 22, 2015 Report Share Posted April 22, 2015 edited op to clarify install instructions ... Hello Guys. I am running Chernarus Map server can you please let me know if this is correct. _servicePointClasses = [["Land_FuelStation_Build_F"],["Land_FuelStation_Feed_F],["Land_fs_feed_F]]; // service point classes (can be house, vehicle and unit classes) Cheers :) Link to comment Share on other sites More sharing options...
Halvhjearne Posted April 22, 2015 Author Report Share Posted April 22, 2015 Hello Guys. I am running Chernarus Map server can you please let me know if this is correct. _servicePointClasses = [["Land_FuelStation_Build_F"],["Land_FuelStation_Feed_F],["Land_fs_feed_F]]; // service point classes (can be house, vehicle and unit classes) Cheers :) edited again ... but almost right besides all the extra brackets. HackSaW_TM 1 Link to comment Share on other sites More sharing options...
HackSaW_TM Posted April 23, 2015 Report Share Posted April 23, 2015 Hello. Do u know which option we need to disable as when players load infistar the options dissapear and rearm or repair not showing ... Link to comment Share on other sites More sharing options...
Halvhjearne Posted April 23, 2015 Author Report Share Posted April 23, 2015 Hello. Do u know which option we need to disable as when players load infistar the options dissapear and rearm or repair not showing ... not sure wich it is, i have both of these on false: _OAP = false; _OAO = false; also i think you might need: _OAO = false; .. not sure if it actually does anything for now, but just in case. Ty4ka and HackSaW_TM 2 Link to comment Share on other sites More sharing options...
HackSaW_TM Posted April 23, 2015 Report Share Posted April 23, 2015 not sure wich it is, i have both of these on false: _OAP = false; _OAO = false; also i think you might need: _OAO = false; .. not sure if it actually does anything for now, but just in case. Cheers MAte!!! U are Awesome !!!! :D Link to comment Share on other sites More sharing options...
pangea Posted April 27, 2015 Report Share Posted April 27, 2015 nice work, thank you for sharing! i run chernarus, and this _servicePointClasses = [["Land_FuelStation_Build_F"],["Land_FuelStation_Feed_F"],["Land_fs_feed_F"]]; // service point classes (can be house, vehicle and unit classes) doesnt work... whats the building ID for the fuelstation? is there a key to get this ingame (as in arma 2 key I) ? Link to comment Share on other sites More sharing options...
Halvhjearne Posted April 27, 2015 Author Report Share Posted April 27, 2015 nice work, thank you for sharing! i run chernarus, and this _servicePointClasses = [["Land_FuelStation_Build_F"],["Land_FuelStation_Feed_F"],["Land_fs_feed_F"]]; // service point classes (can be house, vehicle and unit classes) doesnt work... whats the building ID for the fuelstation? is there a key to get this ingame (as in arma 2 key I) ? pls read the instructions again (all the way through pls) ... Link to comment Share on other sites More sharing options...
pangea Posted April 27, 2015 Report Share Posted April 27, 2015 i've have read it, and i guess you mean this: By default, this will only work with "Land_CarService_F" building types, but you can add any building/vehicle type you like in the array on line 8 of service_point.sqf, like this: Like I wrote before, I'm using Chernarus as map, I have to put there the Chernarus fuelstation building ID. Not the Altis one. I just dont know how to get this building ID or am i wrong? Link to comment Share on other sites More sharing options...
Halvhjearne Posted April 27, 2015 Author Report Share Posted April 27, 2015 _servicePointClasses = [["Land_FuelStation_Build_F"],["Land_FuelStation_Feed_F"],["Land_fs_feed_F"]]; // service point classes (can be house, vehicle and unit classes) _servicePointClasses = ["Land_CarService_F","myaddedbuilding1","myaddedbuilding2","anotherbuilding2"]; // service point classes (can be house, vehicle and unit classes) ... do you see the problem now or do i have to point it out? PryMary 1 Link to comment Share on other sites More sharing options...
pangea Posted April 27, 2015 Report Share Posted April 27, 2015 ok ty mate still does not work, i guess Land_FuelStation_Build_F, Land_FuelStation_Feed_F, Land_fs_feed, as well as Land_CarService_F are not the right IDs for Chernarus.. but thanks for your help, i hope i will figure this out.. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted April 28, 2015 Report Share Posted April 28, 2015 ok ty mate still does not work, i guess Land_FuelStation_Build_F, Land_FuelStation_Feed_F, Land_fs_feed, as well as Land_CarService_F are not the right IDs for Chernarus.. but thanks for your help, i hope i will figure this out.. To include all A2 maps I use: ["Land_A_FuelStation_Shed","Land_repair_center","FuelStation","FuelStation_army","Land_Mil_Repair_center_EP1","Land_A_FuelStation_Build","Land_A_FuelStation_Feed","Land_Ind_FuelStation_Feed_EP1","Land_Ind_FuelStation_Build_EP1","Land_Ind_FuelStation_Shed_EP1","Land_Ind_Garage01_EP1","Land_benzina_schnell","Land_fuelstation","Land_fuelstation_army"]; Just add these to service points in the script. pangea, Halvhjearne and Taco 3 Link to comment Share on other sites More sharing options...
pangea Posted April 28, 2015 Report Share Posted April 28, 2015 works, tyvm Link to comment Share on other sites More sharing options...
Totto005 Posted April 29, 2015 Report Share Posted April 29, 2015 Nice Script Thx.But infistar load Player daten no player can repair ore rearmed. Can you help my ? Link to comment Share on other sites More sharing options...
Halvhjearne Posted April 29, 2015 Author Report Share Posted April 29, 2015 not sure what you are trying to say, but im guessing it has something to do with this: not sure wich it is, i have both of these on false: _OAP = false; _OAO = false; also i think you might need: _OAO = false; .. not sure if it actually does anything for now, but just in case. Link to comment Share on other sites More sharing options...
Totto005 Posted April 29, 2015 Report Share Posted April 29, 2015 No.. I have edit Run.sqf.But Infistar is loading ...No more repair. I take standard Admin tool no problem. Link to comment Share on other sites More sharing options...
Halvhjearne Posted April 29, 2015 Author Report Share Posted April 29, 2015 No.. I have edit Run.sqf.But Infistar is loading ...No more repair. I take standard Admin tool no problem. not sure what your problem is, i use it with infistar antihack just fine ... stonXer 1 Link to comment Share on other sites More sharing options...
ulli_123 Posted May 4, 2015 Report Share Posted May 4, 2015 When charging and ammunition to make a relog, all the money is back. Link to comment Share on other sites More sharing options...
DirtySanchez Posted May 4, 2015 Report Share Posted May 4, 2015 If you are unfortunate and experiencing that you need to modify his current public script.Add a variable in place of his current routine to remove your crypto.then server side add that Variableeventhandler with the script inside to remove players crypto.At that point its the server side removing the crypto not the client and it should save properly, otherwise....The only other way that might be possible is to do a save player call immediately after the crypto purchase. (maybe I haven't tested that one) Link to comment Share on other sites More sharing options...
Halvhjearne Posted May 4, 2015 Author Report Share Posted May 4, 2015 When charging and ammunition to make a relog, all the money is back. i will be working on that when i have time, but im currently busy with something else, once im done with my current project ill see what i can do, cause i noticed that too ... Link to comment Share on other sites More sharing options...
Halvhjearne Posted May 8, 2015 Author Report Share Posted May 8, 2015 updated the scripts and added new ones to ensure crypto is removed ... Darth_Rogue 1 Link to comment Share on other sites More sharing options...
flybowlofsaki Posted May 10, 2015 Report Share Posted May 10, 2015 I had a few battleye restrictions to work out but the script works wonderfully. Thank you all for sharing and helping to bring this to the community. Link to comment Share on other sites More sharing options...
ulli_123 Posted May 10, 2015 Report Share Posted May 10, 2015 If the display changed a little This should be gone You should see only this Link to comment Share on other sites More sharing options...
Halvhjearne Posted May 10, 2015 Author Report Share Posted May 10, 2015 If the display changed a little This should be gone You should see only this idk what you are trying to say, but i already made an array to put magazine or weapon types if you do not want to allow them to be rearmed. Link to comment Share on other sites More sharing options...
ulli_123 Posted May 10, 2015 Report Share Posted May 10, 2015 I would like it so that even HMG is displayed with a HMG-vehicle and not another Link to comment Share on other sites More sharing options...
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