Psygomin Posted December 13, 2013 Report Share Posted December 13, 2013 So sometimes it'd spawn a box with only an m9sd in it with a bunch of ammo? That's what I'm wondering here. Or does it just spawn ALL of the stuff contained? loot at the loot tables. some of them have next to nothing in them. i just deleted out the junk ones so my few players actually have a reason to goto the event _loot_box = "SpecialWeaponsBox"; _loot_lists = [ [ ["M9SD"], ["15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemSodaCoke","ItemSodaCoke","ItemSodaCoke","ItemSodaCoke","ItemSodaPepsi","ItemSodaPepsi","ItemSodaPepsi","ItemSodaPepsi","FoodCanBakedBeans","FoodCanBakedBeans","FoodCanBakedBeans","FoodCanBakedBeans","FoodCanPasta","FoodCanPasta","FoodCanPasta","FoodCanPasta","FoodCanSardines","FoodCanSardines","FoodCanSardines","FoodCanSardines","FoodMRE","FoodMRE","FoodMRE","FoodMRE","FoodMRE"] ], ["M9SD"], ["15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemSodaCoke","ItemSodaCoke","ItemSodaCoke","ItemSodaCoke","ItemSodaPepsi","ItemSodaPepsi","ItemSodaPepsi","ItemSodaPepsi","FoodCanBakedBeans","FoodCanBakedBeans","FoodCanBakedBeans","FoodCanBakedBeans","FoodCanPasta","FoodCanPasta","FoodCanPasta","FoodCanPasta","FoodCanSardines","FoodCanSardines","FoodCanSardines","FoodCanSardines","FoodMRE","FoodMRE","FoodMRE","FoodMRE","FoodMRE"] ], [ ["M9SD"], ["15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemSodaRbull","ItemSodaR4z0r","ItemSodaRbull","ItemSodaR4z0r","ItemSodaRbull","ItemSodaR4z0r","ItemSodaRbull","ItemSodaR4z0r","FoodbaconCooked","FoodchickenCooked","FoodbaconCooked","FoodchickenCooked","FoodbaconCooked","FoodchickenCooked","FoodbaconCooked","FoodchickenCooked","FoodbaconCooked","FoodchickenCooked","FoodbaconCooked","FoodchickenCooked","FoodbaconCooked","FoodchickenCooked"] ], [ ["M9SD"], ["15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemSodaRbull"] //<---- Crapy one with nothing in it. i just removed this one and the below one ], [ ["M9SD"], ["15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemSodaRbull"] ], [ ["M9SD"], ["15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","Skin_Camo1_DZ","Skin_CZ_Soldier_Sniper_EP1_DZ","Skin_CZ_Special_Forces_GL_DES_EP1_DZ","Skin_Drake_Light_DZ","Skin_FR_OHara_DZ","Skin_FR_Rodriguez_DZ","Skin_Graves_Light_DZ","Skin_Sniper1_DZ","Skin_Soldier1_DZ","Skin_Soldier_Bodyguard_AA12_PMC_DZ"] ], [ ["M9SD"], ["15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","Skin_Functionary1_EP1_DZ","Skin_Pilot_EP1_DZ","Skin_Priest_DZ","Skin_Rocker1_DZ","Skin_Rocker2_DZ","Skin_RU_Policeman_DZ","Skin_Pilot_EP1_DZ","Skin_Functionary1_EP1_DZ","Skin_Priest_DZ"] ], [ ["M9SD"], ["15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemAntibiotic","ItemBandage","ItemBloodbag","ItemEpinephrine","ItemMorphine","ItemPainkiller","ItemBloodbag","ItemBandage","ItemBandage","ItemMorphine","ItemAntibiotic","ItemBandage","ItemBloodbag","ItemEpinephrine","ItemMorphine","ItemPainkiller","ItemBloodbag","ItemSodaCoke","ItemSodaCoke","ItemSodaCoke","ItemSodaPepsi","ItemSodaPepsi","ItemSodaPepsi","ItemSodaPepsi","FoodCanBakedBeans","FoodCanBakedBeans","FoodCanBakedBeans","FoodCanBakedBeans","FoodCanPasta","FoodCanPasta","FoodCanPasta","FoodCanPasta","FoodCanSardines","FoodCanSardines","FoodCanSardines","FoodCanSardines","FoodMRE","FoodMRE","FoodMRE","FoodMRE","FoodMRE","ItemBandage","ItemBandage","ItemMorphine","ItemAntibiotic","ItemBandage","ItemBloodbag","ItemEpinephrine","ItemMorphine","ItemPainkiller","ItemBloodbag","ItemBandage","ItemBandage","ItemMorphine","ItemTent","ItemJerrycan","ItemTent","ItemJerrycan","ItemTent","ItemJerrycan"] ], [ ["M9SD"], ["15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemAntibiotic","ItemBandage","ItemBloodbag","ItemEpinephrine","ItemMorphine","ItemPainkiller","ItemBloodbag","ItemBandage","ItemBandage","ItemMorphine","ItemAntibiotic","ItemBandage","ItemBloodbag","ItemEpinephrine","ItemMorphine","ItemPainkiller","ItemBloodbag","ItemSodaCoke","ItemSodaCoke","ItemSodaCoke","ItemSodaPepsi","ItemSodaPepsi","ItemSodaPepsi","ItemSodaPepsi","FoodCanBakedBeans","FoodCanBakedBeans","FoodCanBakedBeans","FoodCanBakedBeans","FoodCanPasta","FoodCanPasta","FoodCanPasta","FoodCanPasta","FoodCanSardines","FoodCanSardines","FoodCanSardines","FoodCanSardines","FoodMRE","FoodMRE","FoodMRE","FoodMRE","FoodMRE","ItemBandage","ItemBandage","ItemMorphine","ItemAntibiotic","ItemBandage","ItemBloodbag","ItemEpinephrine","ItemMorphine","ItemPainkiller","ItemBloodbag","ItemBandage","ItemBandage","ItemMorphine","ItemTent","ItemJerrycan","ItemTent","ItemJerrycan","ItemTent","ItemJerrycan"] ] ]; _loot = _loot_lists call BIS_fnc_selectRandom; _loot_amount = 75; _wait_time = 900; Link to comment Share on other sites More sharing options...
Psygomin Posted December 13, 2013 Report Share Posted December 13, 2013 yes 4 events working on panthera now for commander to update to 1.0.3.1 so i can test all my scripts and see if they all still work 1.0.3.1 just hit commander time to update Link to comment Share on other sites More sharing options...
Randomness Posted December 14, 2013 Report Share Posted December 14, 2013 I got 3 more examples of pretty much the same, easier to edit and probably 1/3rd the size of that file: building_supplies.sqf: http://pastebin.com/ptMCaTPx medical_supplies.sqf: http://pastebin.com/hawP3V6y military_supplies.sqf: http://pastebin.com/3j1WnTvt May it help figuring out how to randomize loot. Please Note: these supplies might have loot in it (especially the military one) that you might want to remove. How to install? It's simple, 1. You pick one of the scripts in this topic. 2. You save the file as _FILENAMEHERE_.sqf 3. Place this _FILENAMEHERE_.sqf inside the modules folder in the dayz_server.dbo file 4. Open your MPMission / init.sqf and edit the following line: EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]]; 5. Add a new block with your scriptname like this: EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"],["any","any","any","any",45,"_FILENAMEHERE_"]]; Make sure you dont add .sqf to that filename there. This will spawn the event every 15 mins before a full hour (real time, not ingame time). Hopefully that solves all the questions posed in this topic :) Link to comment Share on other sites More sharing options...
master52707 Posted December 14, 2013 Report Share Posted December 14, 2013 if (count PlayableUnits < 20) { exitwith { diag_log ["Not enough players online, cancelling event"]; }; you could try this I got a issue with this. I added this to the top of the Construction.sqf and setted it to 10 - But it seems like it disables the event. even when there is 10+ on. Had 20+ players on today. And the event didnt start even when it is triggered to start at 10+?... Anyone who has a fix for this? My Construction Event looks like this: if (count PlayableUnits < 10) { exitwith { diag_log ["Not enough players online, cancelling event"]; }; private ["_spawnChance", "_spawnMarker", "_spawnRadius", "_markerRadius", "_item", "_debug", "_start_time", "_loot", "_loot_amount", "_loot_box", "_wait_time", "_spawnRoll", "_position", "_event_marker", "_loot_pos", "_debug_marker","_loot_box", "_hint"]; _spawnChance = 0.70; // Percentage chance of event happening _markerRadius = 350; // Radius the loot can spawn and used for the marker _debug = false; // Puts a marker exactly were the loot spawns _loot_box = "USVehicleBox"; _loot_lists = [ [ ["M9SD"], ["15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemWoodStairs","ItemWoodStairs","ItemWoodStairs","MortarBucket","CinderBlocks","MortarBucket","CinderBlocks","MortarBucket","CinderBlocks","MortarBucket","CinderBlocks","MortarBucket","CinderBlocks","MortarBucket","CinderBlocks","MortarBucket","CinderBlocks","MortarBucket","CinderBlocks","MortarBucket","CinderBlocks","MortarBucket","CinderBlocks","MortarBucket","CinderBlocks","MortarBucket","CinderBlocks","MortarBucket","CinderBlocks","MortarBucket","CinderBlocks","MortarBucket","CinderBlocks","MortarBucket","CinderBlocks","MortarBucket","CinderBlocks","MortarBucket","CinderBlocks","MortarBucket","CinderBlocks","MortarBucket","CinderBlocks","MortarBucket","CinderBlocks","MortarBucket","CinderBlocks","MortarBucket","CinderBlocks"] ], [ ["M9SD"], ["15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemWoodStairs","ItemWoodStairs","ItemWoodStairs","ItemWoodStairs","PartPlankPack","PartPlywoodPack","PartPlankPack","PartPlywoodPack","PartPlankPack","PartPlywoodPack","PartPlankPack","PartPlywoodPack","PartPlankPack","PartPlywoodPack","PartPlankPack","PartPlywoodPack","PartPlankPack","PartPlywoodPack","PartPlankPack","PartPlywoodPack","PartPlankPack","PartPlywoodPack","PartPlankPack","PartPlywoodPack","PartPlankPack","PartPlywoodPack","PartPlankPack","PartPlywoodPack","PartPlankPack","PartPlywoodPack","PartPlankPack","PartPlywoodPack","PartPlankPack","PartPlywoodPack","PartPlankPack","PartPlywoodPack","PartPlankPack","PartPlywoodPack","PartPlankPack","PartPlywoodPack","PartPlankPack","PartPlywoodPack","PartPlankPack","PartPlywoodPack","PartPlankPack","PartPlywoodPack"] ], [ ["M9SD"], ["15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","metal_floor_kit","ItemWoodFloor","metal_floor_kit","ItemWoodFloor","metal_floor_kit","ItemWoodFloor","metal_floor_kit","ItemWoodFloor","metal_floor_kit","ItemWoodFloor","metal_floor_kit","ItemWoodFloor","metal_floor_kit","ItemWoodFloor","metal_floor_kit","ItemWoodFloor","metal_floor_kit","ItemWoodFloor","metal_floor_kit","ItemWoodFloor","metal_floor_kit","ItemWoodFloor"] ], [ ["M9SD"], ["15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","metal_floor_kit","ItemWoodFloor","metal_floor_kit","ItemWoodFloor","metal_floor_kit","ItemWoodFloor","metal_floor_kit","ItemWoodFloor","metal_floor_kit","ItemWoodFloor","metal_floor_kit","ItemWoodFloor","metal_floor_kit","ItemWoodFloor","metal_floor_kit","ItemWoodFloor","metal_floor_kit","ItemWoodFloor","metal_floor_kit","ItemWoodFloor","metal_floor_kit","ItemWoodFloor","metal_floor_kit","ItemWoodFloor","metal_floor_kit","ItemWoodFloor","metal_floor_kit","ItemWoodFloor"] ], [ ["M9SD"], ["15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","outhouse_kit","outhouse_kit","cinder_wall_kit","cinder_wall_kit","cinder_wall_kit","cinder_wall_kit","cinder_wall_kit","cinder_wall_kit","cinder_wall_kit","cinder_wall_kit","cinder_wall_kit","cinder_wall_kit","cinder_wall_kit","cinder_wall_kit","cinder_wall_kit","cinder_wall_kit","cinder_wall_kit","cinder_wall_kit","cinder_wall_kit","cinder_wall_kit","cinder_wall_kit","cinder_wall_kit","cinder_wall_kit","cinder_wall_kit"] ], [ ["M9SD"], ["15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","outhouse_kit","outhouse_kit","ItemWoodStairs","ItemWoodStairs","ItemWoodStairs","ItemWoodStairs","workbench_kit","ItemComboLock","ItemComboLock","ItemWoodWallLg","ItemWoodWallGarageDoor","ItemWoodWallWindowLg","ItemWoodWallLg","ItemWoodWallLg","ItemWoodWallLg"] ], [ ["M9SD"], ["15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemWoodStairs","ItemWoodStairs","ItemWoodStairs","ItemWoodStairs","workbench_kit","ItemComboLock","ItemComboLock","ItemWoodWallLg","ItemWoodWallGarageDoor","ItemWoodWallWindowLg","ItemWoodWallLg","ItemWoodWallLg","ItemWoodWallLg"] ], [ ["M9SD"], ["15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","PartGeneric","metal_floor_kit","PartGeneric","metal_floor_kit","PartGeneric","metal_floor_kit","PartGeneric","metal_floor_kit","PartGeneric","metal_floor_kit","PartGeneric","metal_floor_kit","PartGeneric","metal_floor_kit","PartGeneric","metal_floor_kit","PartGeneric","metal_floor_kit","PartGeneric","metal_floor_kit","PartGeneric","metal_floor_kit"] ], [ ["M9SD"], ["15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","ItemWoodWallGarageDoor","ItemWoodWallWindowLg","ItemWoodWallLg","ItemWoodWallLg","ItemWoodWallLg","ItemWoodWallGarageDoor","ItemWoodWallWindowLg","ItemWoodWallLg","ItemWoodWallLg","ItemWoodWallLg","ItemWoodWallGarageDoor","ItemWoodWallWindowLg","ItemWoodWallLg","ItemWoodWallLg","ItemWoodWallLg","ItemWoodWallGarageDoor","ItemWoodWallWindowLg"] ], [ ["M9SD"], ["15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","workbench_kit","cinder_wall_kit","ItemComboLock","ItemComboLock","cinder_garage_kit","cinder_garage_kit","cinder_door_kit","cinder_door_kit","cinder_wall_kit","cinder_wall_kit","cinder_wall_kit","cinder_wall_kit","cinder_wall_kit","cinder_wall_kit"] ], [ ["M9SD"], ["15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD","workbench_kit","ItemWoodStairs","ItemWoodStairs","ItemWoodStairs","wood_shack_kit","wood_shack_kit","wood_shack_kit","deer_stand_kit","deer_stand_kit","ItemWoodLadder","ItemWoodLadder","desert_net_kit","desert_net_kit","ItemWoodLadder","ItemWoodLadder","desert_net_kit","forest_net_kit","forest_net_kit","forest_net_kit","desert_net_kit","desert_net_kit","ItemSandbagLarge","ItemSandbagLarge"] ] ]; _loot = _loot_lists call BIS_fnc_selectRandom; _loot_amount = 75; _wait_time = 900; // Dont mess with theses unless u know what yours doing _start_time = time; _spawnRadius = 5000; _spawnMarker = 'center'; if (isNil "EPOCH_EVENT_RUNNING") then { EPOCH_EVENT_RUNNING = false; }; // Check for another event running if (EPOCH_EVENT_RUNNING) exitWith { diag_log("Event already running"); }; // Random chance of event happening _spawnRoll = random 1; if (_spawnRoll > _spawnChance and !_debug) exitWith {}; // Random location _position = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos; diag_log(format["Spawning loot event at %1", _position]); _event_marker = createMarker [ format ["loot_event_marker_%1", _start_time], _position]; _event_marker setMarkerShape "ELLIPSE"; _event_marker setMarkerColor "ColorGreen"; _event_marker setMarkerAlpha 0.5; _event_marker setMarkerSize [(_markerRadius + 50), (_markerRadius + 50)]; _loot_pos = [_position,0,(_markerRadius - 100),10,0,2000,0] call BIS_fnc_findSafePos; if (_debug) then { _debug_marker = createMarker [ format ["loot_event_debug_marker_%1", _start_time], _loot_pos]; _debug_marker setMarkerShape "ICON"; _debug_marker setMarkerType "mil_dot"; _debug_marker setMarkerColor "ColorGreen"; _debug_marker setMarkerAlpha 1; }; diag_log(format["Creating ammo box at %1", _loot_pos]); // Create ammo box _loot_box = createVehicle [_loot_box,_loot_pos,[], 0, "NONE"]; clearMagazineCargoGlobal _loot_box; clearWeaponCargoGlobal _loot_box; // Cut the grass around the loot position _clutter = createVehicle ["ClutterCutter_small_2_EP1", _loot_pos, [], 0, "CAN_COLLIDE"]; _clutter setPos _loot_pos; // cut the grass end // Add loot { _loot_box addWeaponCargoGlobal [_x,1]; } forEach (_loot select 0); { _loot_box addMagazineCargoGlobal [_x,1]; } forEach (_loot select 1); // Send Top Right message to users , requires Remote message script //_hint = parseText format["<t align=center' color='#00FF11' shadow='2' size='1.75'>Construction Crate</t><br/><t align='center' color='#ffffff'>Ikea Truck lost its Cargo, Check your Map for the Location!</t>]; //customRemoteMessage = ['hint', _hint]; //publicVariable "customRemoteMessage"; // Send center message to users [nil,nil,rTitleText,"Ikea Truck lost its Cargo, Check your Map for the Location!", "PLAIN",10] call RE; diag_log(format["Loot event setup, waiting for %1 seconds", _wait_time]); // Wait sleep _wait_time; // Clean up EPOCH_EVENT_RUNNING = false; deleteVehicle _loot_box; deleteMarker _event_marker; if (_debug) then { deleteMarker _debug_marker; }; Link to comment Share on other sites More sharing options...
Turtle Posted December 14, 2013 Report Share Posted December 14, 2013 is there a way to get the events to loop through each hour, because once the first hour hits the 10, 25, 40 and 55 mark they dont spawn for the other hours before the restart. Link to comment Share on other sites More sharing options...
Randomness Posted December 14, 2013 Report Share Posted December 14, 2013 I got a issue with this. I added this to the top of the Construction.sqf and setted it to 10 - But it seems like it disables the event. even when there is 10+ on. Had 20+ players on today. And the event didnt start even when it is triggered to start at 10+?... Anyone who has a fix for this? My Construction Event looks like this: Please use pastebin or w/e instead of filling pages with the same codes, we only need to look at that one line if it isnt working. if (count PlayableUnits < 20) { exitwith { diag_log ["Not enough players online, cancelling event"]; }; I didn't really put much effort into writing that one line, but you could try changing it into this: if ((count PlayableUnits) < 20) exitwith { diag_log ["Not enough players online, cancelling event"];}; Check out these 2 pages: http://community.bistudio.com/wiki/exitWith http://community.bistudio.com/wiki/if If you are using AI, you should probably not use PlayableUnits I just stumbled upon this: http://community.bistudio.com/wiki/6thSense.eu:EG Maybe it helps you too Link to comment Share on other sites More sharing options...
JDevereaux Posted December 15, 2013 Report Share Posted December 15, 2013 Where do I put the downloaded files? Can't seem to find this 'modules' you speak of. Sorry to be a pain. Link to comment Share on other sites More sharing options...
Psygomin Posted December 16, 2013 Report Share Posted December 16, 2013 Where do I put the downloaded files? Can't seem to find this 'modules' you speak of. Sorry to be a pain. its in the dayz_server.pbo mines in a folder called @Dayz_Epoch_Server Link to comment Share on other sites More sharing options...
Turtle Posted December 16, 2013 Report Share Posted December 16, 2013 Do I have to use the default missions for things to spawn because I changed the things that spawn in the military, supply, and treasure and they dont spawn but the construction one is fine. Do I just have to change the _loot_amount or is there something else I have to do to make them spawn. Link to comment Share on other sites More sharing options...
Randomness Posted December 17, 2013 Report Share Posted December 17, 2013 make sure EVENT_RUNNING is set to false when your event is over. Link to comment Share on other sites More sharing options...
Zernichter Posted December 17, 2013 Report Share Posted December 17, 2013 Does this work together with WICKED AI/MISSIONS ? Link to comment Share on other sites More sharing options...
Turtle Posted December 17, 2013 Report Share Posted December 17, 2013 make sure EVENT_RUNNING is set to false when your event is over. They are all set to false, when I added back the default ones from the download last night they were all spawning in but I didn't want to edit any of the bs m9sd military boxes because I didnt want them to fuck up. Here is a link to all my edited ones. https://www.dropbox.com/sh/pxkqylrj3p9dhet/smzPUgrUYd/modules Link to comment Share on other sites More sharing options...
Randomness Posted December 17, 2013 Report Share Posted December 17, 2013 just add diag_log messages to see where the script stops Link to comment Share on other sites More sharing options...
havock Posted December 20, 2013 Report Share Posted December 20, 2013 I guess I have to ask. Does this still work for 1.0.2.5? Link to comment Share on other sites More sharing options...
Richie Posted December 20, 2013 Report Share Posted December 20, 2013 I guess I have to ask. Does this still work for 1.0.2.5? It did when i used it, also works fine on 1.0.3 and 1.0.3.1 Link to comment Share on other sites More sharing options...
epochfail Posted December 21, 2013 Report Share Posted December 21, 2013 Does this work together with WICKED AI/MISSIONS ? I use it with wicked ai and they work fine no conflicts koriaba 1 Link to comment Share on other sites More sharing options...
Turtle Posted December 22, 2013 Report Share Posted December 22, 2013 just add diag_log messages to see where the script stops could you show me because I'm not familiar with scripting at all. Link to comment Share on other sites More sharing options...
Randomness Posted December 22, 2013 Report Share Posted December 22, 2013 could you show me because I'm not familiar with scripting at all. Check the scripts i posted Link to comment Share on other sites More sharing options...
DrunkenKitty Posted December 23, 2013 Report Share Posted December 23, 2013 Hi, I am able to get this working no problems, but i'm trying to able to activate those manually, as an Admin Event I modified script by karena (thx) to activate those missions, but i am getting BE Kick everytime i try to run those, obviouslly for spawning weapon crates. Any way to go around that, without modifying BE filters. I'm not any good with scripts :( Link to comment Share on other sites More sharing options...
Randomness Posted December 24, 2013 Report Share Posted December 24, 2013 No, but its best to learn how to edit ur filters anyway (!"exception" for example might help in your case) Link to comment Share on other sites More sharing options...
DrunkenKitty Posted December 24, 2013 Report Share Posted December 24, 2013 Ok, i'm trying to find enough info to start doing that. Just a question i cannot find answer to, if i make an exception it will be allowed for everybody or can i limit to particullar GUID og Player ID? Thx Link to comment Share on other sites More sharing options...
Randomness Posted December 24, 2013 Report Share Posted December 24, 2013 for everyone i think (i'm not sure what effect being admin in the battleye files does to it) Link to comment Share on other sites More sharing options...
DrunkenKitty Posted December 24, 2013 Report Share Posted December 24, 2013 Damn, im on DayZ.st, and i think battleeye.cfg is overwriting my createvehicle.txt. And i cannot make changes to battleeye.cfg file. Bummer Link to comment Share on other sites More sharing options...
Randomness Posted December 24, 2013 Report Share Posted December 24, 2013 http://dayz.st/w/Battleye_Filters DrunkenKitty 1 Link to comment Share on other sites More sharing options...
Fluffy Posted December 30, 2013 Report Share Posted December 30, 2013 Hi im new to adding this script and i dont understand how to add the message to top right of the screen like on the MGT servers could anyone give me the code to make it like that Link to comment Share on other sites More sharing options...
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