SchwEde Posted June 13, 2015 Report Share Posted June 13, 2015 What it does? Removes Veins and Crates global, so its only lootable once and not for each player. What you need? variables.sqf server_function.sqf remove.sqf Lets get started: variables.sqf replace this line: DZE_isWreckBuilding = ["Land_wreck_cinder","Land_wood_wreck_quarter","Land_wood_wreck_floor","Land_wood_wreck_third","Land_wood_wreck_frame","Land_iron_vein_wreck","Land_silver_vein_wreck","Land_gold_vein_wreck","Land_ammo_supply_wreck"]; with this: DZE_isWreckBuilding = ["Land_wreck_cinder","Land_wood_wreck_quarter","Land_wood_wreck_floor","Land_wood_wreck_third","Land_wood_wreck_frame","Iron_Vein_DZE","Silver_Vein_DZE","Gold_Vein_DZE","Supply_Crate_DZE"]; Safe and done. remove.sqf Optional Step (Anti Dupe) Start place this line if(({isPlayer _x && _x != player} count (player nearEntities [['CAManBase'], 10])) > 0 && _isWreck && _isWreckBuilding && !_isModular) exitWith { cutText ["The other Person interrupting my actions" , "PLAIN DOWN"]; }; under this line _isModular = _obj isKindOf "ModularItems"; Optional Step (Anti Dupe) End place this (may want to use switch case if you want to): if (_objType in ["Iron_Vein_DZE","Silver_Vein_DZE","Gold_Vein_DZE","Supply_Crate_DZE"]) then { if (_objType == "Iron_Vein_DZE") then {_objType = "Land_iron_vein_wreck"}; if (_objType == "Iron_Vein_DZE") then {_objType = "Land_iron_vein_wreck"}; if (_objType == "Silver_Vein_DZE") then {_objType = "Land_silver_vein_wreck"}; if (_objType == "Gold_Vein_DZE") then {_objType = "Land_gold_vein_wreck"}; if (_objType == "Supply_Crate_DZE") then {_objType = "Land_ammo_supply_wreck"}; }; under this line _isModular = _obj isKindOf "ModularItems"; safe and done. server_function.sqf place this lines _veh addEventHandler ["HandleDamage", {false}]; _veh enableSimulation false; under _veh setVariable ["ObjectID","1",true]; this steps needs to be done in following sections: spawn_mineveins = { and spawn_ammosupply = { safe and done Note: I hope i did not forget anything. Test it and tell the result As allways, dont expect noob friendly support :) Liked this work? Why not support me with a small donation? Buck0 and pr0dukt 2 Link to comment Share on other sites More sharing options...
Guest Posted June 13, 2015 Report Share Posted June 13, 2015 Maybe it's better to remove all event Handlers, before putting that one in, as one Vehicle can have Multiple Event Handlers. _veh RemoveAllEventHandlers ["HandleDamage"]; _veh AddEventHandler Link to comment Share on other sites More sharing options...
SchwEde Posted June 13, 2015 Author Report Share Posted June 13, 2015 Maybe you are right, but this is how it works for me without any issues, so I will leave it this way :) Thanks for the hint though Link to comment Share on other sites More sharing options...
Saltzman Posted June 13, 2015 Report Share Posted June 13, 2015 LOL :D Link to comment Share on other sites More sharing options...
rpg4e Posted January 17, 2016 Report Share Posted January 17, 2016 Ok, they are global removed, but got no output -..- Message: "No parts found" Link to comment Share on other sites More sharing options...
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