DangerRuss Posted May 2, 2016 Report Share Posted May 2, 2016 If I want to remove a box I do so by removing it in the rules_init and the rules.hpp? For example //(_finddialog displayCtrl 1103) ctrlSetText format["%1",_rule4text]; //class slk_rules4: slkRscStructuredText //{ // idc = 1103; // text = ""; //--- ToDo: Localize; // x = 0.226719 * safezoneW + safezoneX; // y = 0.6078 * safezoneH + safezoneY; // w = 0.546562 * safezoneW; // h = 0.066 * safezoneH; //}; ? Link to comment Share on other sites More sharing options...
Shawn Posted May 2, 2016 Report Share Posted May 2, 2016 Yeah, that should be fine. Link to comment Share on other sites More sharing options...
creativv Posted May 3, 2016 Report Share Posted May 3, 2016 12 hours ago, DangerRuss said: If I want to remove a box I do so by removing it in the rules_init and the rules.hpp? For example //(_finddialog displayCtrl 1103) ctrlSetText format["%1",_rule4text]; //class slk_rules4: slkRscStructuredText //{ // idc = 1103; // text = ""; //--- ToDo: Localize; // x = 0.226719 * safezoneW + safezoneX; // y = 0.6078 * safezoneH + safezoneY; // w = 0.546562 * safezoneW; // h = 0.066 * safezoneH; //}; ? for hpp Russ Do /*class slk_rules4: slkRscStructuredText { idc = 1103; text = ""; //--- ToDo: Localize; x = 0.226719 * safezoneW + safezoneX; y = 0.6078 * safezoneH + safezoneY; w = 0.546562 * safezoneW; h = 0.066 * safezoneH; };*/ Link to comment Share on other sites More sharing options...
DangerRuss Posted May 3, 2016 Report Share Posted May 3, 2016 oh ok I wasn't sure if that worked in hpp as well thanks! Link to comment Share on other sites More sharing options...
dztancem8 Posted May 3, 2016 Report Share Posted May 3, 2016 For some reason my donation box wont work, I dont know what ive done wrong >_< The menu works 100% I click on the new button I added and the next dialogue opened is blank. Please add me on steam or PM me for help? Link to comment Share on other sites More sharing options...
theduke Posted May 6, 2016 Author Report Share Posted May 6, 2016 On 5/3/2016 at 5:34 PM, dztancem8 said: For some reason my donation box wont work, I dont know what ive done wrong >_< The menu works 100% I click on the new button I added and the next dialogue opened is blank. Please add me on steam or PM me for help? make sure you added the new HPP in the description.ext Link to comment Share on other sites More sharing options...
dztancem8 Posted May 6, 2016 Report Share Posted May 6, 2016 lel thanks Link to comment Share on other sites More sharing options...
SeCTioN Posted May 14, 2016 Report Share Posted May 14, 2016 (edited) Hello at all, nice Release but for me don´t work... here r my settings: description.ext: Spoiler #include "ZSC\config\cfgServerTrader.hpp" respawn = "BASE"; respawndelay = 5; onLoadMission= "DayZ Epoch Chernarus"; OnLoadIntro = "Welcome to DayZ Epoch Chernarus"; OnLoadIntroTime = False; OnLoadMissionTime = False; disabledAI = true; disableChannels[]={0,2,6}; enableItemsDropping = 0; briefing = 0; debriefing = 0; onPauseScript = ""; loadScreen = "\z\addons\dayz_code\gui\dayz_logo_ca.paa"; class Header { gameType = COOP; //DM, Team, Coop, ... minPlayers = 1; //min # of players the mission supports maxPlayers = 100; //Max # of players the mission supports }; aiKills = 1; diagRadio = 1; diagHit = 1; class RscText { type = 0; idc = -1; x = 0; y = 0; h = 0.037; w = 0.3; style = 0x100; font = Zeppelin32; SizeEx = 0.03921; colorText[] = {1,1,1,1}; colorBackground[] = {0, 0, 0, 0}; linespacing = 1; }; class RscPicture { access=0; type=0; idc=-1; style=48; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="TahomaB"; sizeEx=0; lineSpacing=0; text=""; }; class RscLoadingText : RscText { style = 2; x = 0.323532; y = 0.666672; w = 0.352944; h = 0.039216; sizeEx = 0.03921; colorText[] = {0.543,0.5742,0.4102,1.0}; }; class RscProgress { x = 0.344; y = 0.619; w = 0.313726; h = 0.0261438; texture = "\ca\ui\data\loadscreen_progressbar_ca.paa"; colorFrame[] = {0,0,0,0}; colorBar[] = {1,1,1,1}; }; class RscProgressNotFreeze { idc = -1; type = 45; style = 0; x = 0.022059; y = 0.911772; w = 0.029412; h = 0.039216; texture = "#(argb,8,8,3)color(0,0,0,0)"; }; // // the loading screen itself // class CfgSounds { sounds[] = { Radio_Message_Sound }; class Radio_Message_Sound { name = "Radio_Message_Sound"; sound[] = {custom\remote\radio.ogg,0.4,1}; titles[] = {}; }; }; class DayZ_loadingScreen { idd = -1; duration = 10e10; fadein = 0; fadeout = 0; name = "loading screen"; class controlsBackground { class blackBG : RscText { x = safezoneX; y = safezoneY; w = safezoneW; h = safezoneH; text = ""; colorText[] = {0,0,0,0}; colorBackground[] = {0,0,0,1}; }; /* class nicePic : RscPicture { style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO x = safezoneX + safezoneW/2 - 0.25; y = safezoneY + safezoneH/2 - 0.2; w = 0.5; h = 0.4; text = "img\nicePic.paa"; }; */ }; class controls { class Title1 : RscLoadingText { text = "$STR_LOADING"; // "Loading" text in the middle of the screen }; class CA_Progress : RscProgress // progress bar, has to have idc 104 { idc = 104; type = 8; // CT_PROGRESS style = 0; // ST_SINGLE texture = "\ca\ui\data\loadscreen_progressbar_ca.paa"; }; class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse { idc = 103; }; class Name2: RscText // the text on the top-left { idc = 101; x = 0.05; y = 0.029412; w = 0.9; h = 0.04902; text = ""; sizeEx = 0.05; colorText[] = {0.543,0.5742,0.4102,1.0}; }; }; }; class RscTitles { #include "ZSC\config\ZSChud.hpp" #include "wm_disp.hpp" }; #include "ZSC\config\ZSCdefines.hpp" #include "ZSC\config\ZSCdialogs.hpp" #include "zupa\advancedTrading\advancedTrading.hpp" #include "spawn\class.hpp" #include "spawn\halo.hpp" #include "spawn\spawn.hpp" #include "custom\menu\defines.hpp" #include "custom\menu\menu.hpp" #include "custom\menu\rules.hpp" #include "custom\menu\rules2.hpp" dayz_spaceInterrupt.sqf: Spoiler private ["_dikCode","_handled","_primaryWeapon","_secondaryWeapon","_nearbyObjects","_nill","_shift","_ctrl","_alt","_dropPrimary","_dropSecondary","_iItem","_removed","_iPos","_radius","_item"]; _dikCode = _this select 1; _handled = false; if (_dikCode in[0x02,0x03,0x04,0x58,0x57,0x44,0x43,0x42,0x41,0x40,0x3F,0x3E,0x3D,0x3C,0x3B,0x0B,0x0A,0x09,0x08,0x07,0x06,0x05]) then { _handled = true; }; if ((_dikCode == 0x3E || _dikCode == 0x0F || _dikCode == 0xD3)) then { if(diag_tickTime - dayz_lastCheckBit > 10) then { dayz_lastCheckBit = diag_tickTime; call dayz_forceSave; }; call dayz_EjectPlayer; }; // esc if (_dikCode == 0x01) then { DZE_cancelBuilding = true; call dayz_EjectPlayer; }; // Disable ESC after death if (_dikCode == 0x01 && r_player_dead) then { _handled = true; }; // surrender if (_dikCode in actionKeys "Surrender") then { _vehicle = vehicle player; _inVehicle = (_vehicle != player); _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1; _canDo = (!r_drag_sqf && !r_player_unconscious && !_onLadder && !_inVehicle); if (_canDo && !DZE_Surrender && !(player isKindOf "PZombie_VB")) then { DZE_Surrender = true; _dropPrimary = false; _dropSecondary = false; _primaryWeapon = primaryWeapon player; if (_primaryWeapon != "") then {_dropPrimary = true;}; _secondaryWeapon = ""; { if ((getNumber (configFile >> "CfgWeapons" >> _x >> "Type")) == 2) exitWith { _secondaryWeapon = _x; }; } count (weapons player); if (_secondaryWeapon != "") then {_dropSecondary = true;}; if (_dropPrimary || _dropSecondary) then { player playActionNow "PutDown"; _iPos = getPosATL player; _radius = 1; _item = createVehicle ["WeaponHolder", _iPos, [], _radius, "CAN_COLLIDE"]; _item setposATL _iPos; if (_dropPrimary) then { _iItem = _primaryWeapon; _removed = ([player,_iItem,1] call BIS_fnc_invRemove); if (_removed == 1) then { _item addWeaponCargoGlobal [_iItem,1]; }; }; if (_dropSecondary) then { _iItem = _secondaryWeapon; _removed = ([player,_iItem,1] call BIS_fnc_invRemove); if (_removed == 1) then { _item addWeaponCargoGlobal [_iItem,1]; }; }; player reveal _item; }; // set publicvariable that allows other player to access gear player setVariable ["DZE_Surrendered", true, true]; // surrender animation player playMove "AmovPercMstpSsurWnonDnon"; }; _handled = true; }; if (_dikCode in actionKeys "MoveForward") exitWith {r_interrupt = true; if (DZE_Surrender) then {call dze_surrender_off};}; if (_dikCode in actionKeys "MoveLeft") exitWith {r_interrupt = true; if (DZE_Surrender) then {call dze_surrender_off};}; if (_dikCode in actionKeys "MoveRight") exitWith {r_interrupt = true; if (DZE_Surrender) then {call dze_surrender_off};}; if (_dikCode in actionKeys "MoveBack") exitWith {r_interrupt = true; if (DZE_Surrender) then {call dze_surrender_off};}; //Prevent exploit of drag body if ((_dikCode in actionKeys "Prone") && r_drag_sqf) exitWith { force_dropBody = true; }; if ((_dikCode in actionKeys "Crouch") && r_drag_sqf) exitWith { force_dropBody = true; }; _shift = _this select 2; _ctrl = _this select 3; _alt = _this select 4; //diag_log format["Keypress: %1", _this]; if ((_dikCode in actionKeys "Gear") && (vehicle player != player) && !_shift && !_ctrl && !_alt && !dialog) then { createGearDialog [player, "RscDisplayGear"]; _handled = true; }; if (_dikCode in (actionKeys "GetOver")) then { if (player isKindOf "PZombie_VB") then { _handled = true; DZE_PZATTACK = true; } else { _nearbyObjects = nearestObjects[getPosATL player, dayz_disallowedVault, 8]; if (count _nearbyObjects > 0) then { if((diag_tickTime - dayz_lastCheckBit > 4)) then { [objNull, player, rSwitchMove,"GetOver"] call RE; player playActionNow "GetOver"; dayz_lastCheckBit = diag_tickTime; } else { _handled = true; }; }; }; }; //ESLK Menu if (_dikCode == 0x0F) then { _null = execVM "custom\menu\menu_init.sqf"; }; //if (_dikCode == 57) then {_handled = true}; // space //if (_dikCode in actionKeys 'MoveForward' || _dikCode in actionKeys 'MoveBack') then {r_interrupt = true}; if (_dikCode == 210) then { _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf"; }; if (_dikCode in actionKeys "ForceCommandingMode") then {_handled = true}; if (_dikCode in actionKeys "PushToTalk" && (diag_tickTime - dayz_lastCheckBit > 10)) then { dayz_lastCheckBit = diag_tickTime; [player,50,true,(getPosATL player)] spawn player_alertZombies; }; if (_dikCode in actionKeys "VoiceOverNet" && (diag_tickTime - dayz_lastCheckBit > 10)) then { dayz_lastCheckBit = diag_tickTime; [player,50,true,(getPosATL player)] spawn player_alertZombies; }; if (_dikCode in actionKeys "PushToTalkDirect" && (diag_tickTime - dayz_lastCheckBit > 10)) then { dayz_lastCheckBit = diag_tickTime; [player,15,false,(getPosATL player)] spawn player_alertZombies; }; if (_dikCode in actionKeys "Chat" && (diag_tickTime - dayz_lastCheckBit > 10)) then { dayz_lastCheckBit = diag_tickTime; [player,15,false,(getPosATL player)] spawn player_alertZombies; }; if (_dikCode in actionKeys "User20" && (diag_tickTime - dayz_lastCheckBit > 5)) then { dayz_lastCheckBit = diag_tickTime; _nill = execvm "\z\addons\dayz_code\actions\playerstats.sqf"; }; // numpad 8 0x48 now pgup 0xC9 1 if ((_dikCode == 0xC9 && (!_alt || !_ctrl)) || (_dikCode in actionKeys "User15")) then { DZE_Q = true; }; // numpad 2 0x50 now pgdn 0xD1 if ((_dikCode == 0xD1 && (!_alt || !_ctrl)) || (_dikCode in actionKeys "User16")) then { DZE_Z = true; }; // numpad 8 0x48 now pgup 0xC9 0.1 if ((_dikCode == 0xC9 && (_alt && !_ctrl)) || (_dikCode in actionKeys "User13")) then { DZE_Q_alt = true; }; // numpad 2 0x50 now pgdn 0xD1 if ((_dikCode == 0xD1 && (_alt && !_ctrl)) || (_dikCode in actionKeys "User14")) then { DZE_Z_alt = true; }; // numpad 8 0x48 now pgup 0xC9 0.01 if ((_dikCode == 0xC9 && (!_alt && _ctrl)) || (_dikCode in actionKeys "User7")) then { DZE_Q_ctrl = true; }; // numpad 2 0x50 now pgdn 0xD1 if ((_dikCode == 0xD1 && (!_alt && _ctrl)) || (_dikCode in actionKeys "User8")) then { DZE_Z_ctrl = true; }; // numpad 4 0x4B now Q 0x10 if (_dikCode == 0x10 || (_dikCode in actionKeys "User17")) then { DZE_4 = true; }; // numpad 6 0x4D now E 0x12 if (_dikCode == 0x12 || (_dikCode in actionKeys "User18")) then { DZE_6 = true; }; // numpad 5 0x4C now space 0x39 if (_dikCode == 0x39 || (_dikCode in actionKeys "User19")) then { DZE_5 = true; }; _handled so...whats wrong? folder is in mission pbo... Please help! €dit: I use F1 for open this...i try with TAB but both don´t work.... Edited May 14, 2016 by SeCTioN update Link to comment Share on other sites More sharing options...
sercanatici Posted October 31, 2016 Report Share Posted October 31, 2016 Hey Guys, Thanks to Duke to make a such great menu. Iam just having a small problem which is when people want to suicide. It only happens to player and not admins. I have followed everything what the installation showed. Iam using infistar and iam not getting any errors. Hope you guys can help me out. thanks anyway... Link to comment Share on other sites More sharing options...
theduke Posted October 31, 2016 Author Report Share Posted October 31, 2016 4 hours ago, sercanatici said: Hey Guys, Thanks to Duke to make a such great menu. Iam just having a small problem which is when people want to suicide. It only happens to player and not admins. I have followed everything what the installation showed. Iam using infistar and iam not getting any errors. Hope you guys can help me out. thanks anyway... Unfortunately the scripts that came with it were just examples of things you could do with the menu. You might want to look for a suicide script that better suits your needs. sercanatici and juandayz 2 Link to comment Share on other sites More sharing options...
juandayz Posted October 31, 2016 Report Share Posted October 31, 2016 @sercanatici try this suicide.sqf Spoiler private ["_Secondary","_onLadder","_player"]; _player = player; _Secondary = currentWeapon _player; suicide_answer=nil; if (dayz_combat == 1) exitWith {cutText ["You are in combat", "PLAIN DOWN"];}; DamiSpawn = [ ["Suicide Confirmation",true], ["Are you sure?", [-1], "", -5, [["expression", ""]], "1", "0"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["No", [2], "", -5, [["expression", "suicide_answer=false;"]], "1", "1"], ["Yes", [3], "", -5, [["expression", "suicide_answer=true;"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [-1], "", -3, [["expression", "suicide_answer=false;"]], "1", "1"] ]; showCommandingMenu "#USER:DamiSpawn"; waitUntil {((!isNil 'suicide_answer')||(commandingMenu == ""))}; if (isNil 'suicide_answer') then {suicide_answer=false;}; if (suicide_answer) then { cutText["You have grown tired of this endless battle.","PLAIN DOWN"]; _player playmove "ActsPercMstpSnonWpstDnon_suicide1B"; sleep 8.4; _player fire _Secondary; _selection = "body"; _player setHit["body",1]; }; another: Spoiler private ["_position","_done","_timeLeft","_exitWith","_warning","_display","_weapon"]; // initialize variables _weapon = _this; _exitWith = "nil"; _done = false; _position = position player; _timeLeft = DZE_SUICIDE_CANCEL_TIME; _warning = "You will commit suicide in %1 seconds. Move to cancel!"; removeAllWeapons player; removeAllItems player; removeBackpack player; // close the gear display when player starts to commit suicide disableSerialization; _display = findDisplay 106; if(!(isNull _display)) then { _display closeDisplay 0; }; // if we didn't get an exit reason back, time to die! if (_exitWith == "nil") then { _exitWith = "Goodbye!"; taskHint[_exitWith, DZE_COLOR_SUCCESS, "taskDone"]; hint _exitWith; cutText[_exitWith,"PLAIN DOWN"]; player selectWeapon _weapon; player switchMove ""; player playActionNow "stop"; player playMove (["ActsPercMstpSnonWpstDnon_suicide1B","ActsPercMstpSnonWpstDnon_suicide2B"] call BIS_fnc_selectRandom); sleep 7.5; player fire _weapon; sleep 1; player setDamage 1.5; } else { taskHint[_exitWith, DZE_COLOR_DANGER, "taskFailed"]; cutText[_exitWith,"PLAIN DOWN"]; }; sercanatici and theduke 2 Link to comment Share on other sites More sharing options...
sercanatici Posted November 1, 2016 Report Share Posted November 1, 2016 8 hours ago, theduke said: Unfortunately the scripts that came with it were just examples of things you could do with the menu. You might want to look for a suicide script that better suits your needs. 7 hours ago, juandayz said: @sercanatici try this suicide.sqf Reveal hidden contents private ["_Secondary","_onLadder","_player"]; _player = player; _Secondary = currentWeapon _player; suicide_answer=nil; if (dayz_combat == 1) exitWith {cutText ["You are in combat", "PLAIN DOWN"];}; DamiSpawn = [ ["Suicide Confirmation",true], ["Are you sure?", [-1], "", -5, [["expression", ""]], "1", "0"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["No", [2], "", -5, [["expression", "suicide_answer=false;"]], "1", "1"], ["Yes", [3], "", -5, [["expression", "suicide_answer=true;"]], "1", "1"], ["", [-1], "", -5, [["expression", ""]], "1", "0"], ["Exit", [-1], "", -3, [["expression", "suicide_answer=false;"]], "1", "1"] ]; showCommandingMenu "#USER:DamiSpawn"; waitUntil {((!isNil 'suicide_answer')||(commandingMenu == ""))}; if (isNil 'suicide_answer') then {suicide_answer=false;}; if (suicide_answer) then { cutText["You have grown tired of this endless battle.","PLAIN DOWN"]; _player playmove "ActsPercMstpSnonWpstDnon_suicide1B"; sleep 8.4; _player fire _Secondary; _selection = "body"; _player setHit["body",1]; }; another: Reveal hidden contents private ["_position","_done","_timeLeft","_exitWith","_warning","_display","_weapon"]; // initialize variables _weapon = _this; _exitWith = "nil"; _done = false; _position = position player; _timeLeft = DZE_SUICIDE_CANCEL_TIME; _warning = "You will commit suicide in %1 seconds. Move to cancel!"; removeAllWeapons player; removeAllItems player; removeBackpack player; // close the gear display when player starts to commit suicide disableSerialization; _display = findDisplay 106; if(!(isNull _display)) then { _display closeDisplay 0; }; // if we didn't get an exit reason back, time to die! if (_exitWith == "nil") then { _exitWith = "Goodbye!"; taskHint[_exitWith, DZE_COLOR_SUCCESS, "taskDone"]; hint _exitWith; cutText[_exitWith,"PLAIN DOWN"]; player selectWeapon _weapon; player switchMove ""; player playActionNow "stop"; player playMove (["ActsPercMstpSnonWpstDnon_suicide1B","ActsPercMstpSnonWpstDnon_suicide2B"] call BIS_fnc_selectRandom); sleep 7.5; player fire _weapon; sleep 1; player setDamage 1.5; } else { taskHint[_exitWith, DZE_COLOR_DANGER, "taskFailed"]; cutText[_exitWith,"PLAIN DOWN"]; }; Thanks to both of you, i kinda wonder how infistar is blocking regular players scroll wheel menu. Link to comment Share on other sites More sharing options...
theduke Posted November 1, 2016 Author Report Share Posted November 1, 2016 3 hours ago, sercanatici said: Thanks to both of you, i kinda wonder how infistar is blocking regular players scroll wheel menu. Ahh sorry. In your AHconfig, look for _cMenu add this #USER:DamiSpawn Make sure you DONT have a comma for the last one. juandayz 1 Link to comment Share on other sites More sharing options...
sercanatici Posted November 1, 2016 Report Share Posted November 1, 2016 7 hours ago, theduke said: Ahh sorry. In your AHconfig, look for _cMenu add this #USER:DamiSpawn Make sure you DONT have a comma for the last one. cMenu is true so i had to set it to false. Will that be a problem for the server? Link to comment Share on other sites More sharing options...
theduke Posted November 1, 2016 Author Report Share Posted November 1, 2016 2 hours ago, sercanatici said: cMenu is true so i had to set it to false. Will that be a problem for the server? there should be 2 spots with _cmenu. One will be the true or false. Dont change that. The other you will see a block of available menus to be whitelisted. Just add that menu to it Link to comment Share on other sites More sharing options...
sercanatici Posted November 1, 2016 Report Share Posted November 1, 2016 Just now, theduke said: there should be 2 spots with _cmenu. One will be the true or false. Dont change that. The other you will see a block of available menus to be whitelisted. Just add that menu to it It didnt take any effect after just adding it tho. So i had to put cMenu on false Link to comment Share on other sites More sharing options...
theduke Posted November 1, 2016 Author Report Share Posted November 1, 2016 1 minute ago, sercanatici said: It didnt take any effect after just adding it tho. So i had to put cMenu on false By setting it to false, if anyone with hack menus, they could possibly open some hacks. But TBH i wouldnt worry too much about it. Link to comment Share on other sites More sharing options...
Casual_Jeff Posted February 12, 2017 Report Share Posted February 12, 2017 Hi all, I have try to install this script in 1.0.6.0, work good but only one time. You press TAB and menu appear, you close it and it never appear again. I have try to add _handled = true; but dont work. I add the dik code in keyboard.sqf wich replace dayz_spaceinterrupt.sqf. Any help plz :) Link to comment Share on other sites More sharing options...
Casual_Jeff Posted February 12, 2017 Report Share Posted February 12, 2017 Hi all, I have try to install this script in 1.0.6.0, work good but only one time. You press TAB and menu appear, you close it and it never appear again. I have try to add _handled = true; but dont work. Any help plz :) Link to comment Share on other sites More sharing options...
Casual_Jeff Posted February 12, 2017 Report Share Posted February 12, 2017 I answer to my question :) To work with 1.0.6.0, you need to extract keyboard.sqf (no more dayz_space interrupt.sqf in 1.0.6.0) in dayz_code\compile and put it in your mission file. Modify keyboard.sqf ass follow. Add //ESLK Menu _informenu = {if (isNull findDisplay 7777) then { execVM "custom\menu\menu_init.sqf"; }; _handled = true; }; before _block = { _handled = true; }; and add: [[DIK_TAB], _informenu] call _addArray; At line 265 before: [[DIK_ESCAPE], _cancelBuild] call _addArray; Enjoy :) juandayz, Andrej, looter809 and 1 other 4 Link to comment Share on other sites More sharing options...
juandayz Posted February 20, 2017 Report Share Posted February 20, 2017 @theduke @Casual_Jeff a new post in 1.6 section about this, gonna make happy a lot of people who not know about an existent adaptation for 1,6 Casual_Jeff 1 Link to comment Share on other sites More sharing options...
Casual_Jeff Posted February 20, 2017 Report Share Posted February 20, 2017 Gogo @theduke juandayz 1 Link to comment Share on other sites More sharing options...
theduke Posted February 20, 2017 Author Report Share Posted February 20, 2017 6 hours ago, juandayz said: @theduke @Casual_Jeff a new post in 1.6 section about this, gonna make happy a lot of people who not know about an existent adaptation for 1,6 Sure no problem. Ill make a post in there for this as soon as i get it running on my 106 server juandayz 1 Link to comment Share on other sites More sharing options...
Casual_Jeff Posted February 20, 2017 Report Share Posted February 20, 2017 My fix don't work on your server? Link to comment Share on other sites More sharing options...
juandayz Posted February 20, 2017 Report Share Posted February 20, 2017 8 minutes ago, Casual_Jeff said: My fix don't work on your server? he is mounting his new 16 server Link to comment Share on other sites More sharing options...
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