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    • By Drokz
      I just created another server on the map i started to play arma with and hope some players are coming to join us :)
      [NOX] Epoch Panthera/Winthera | Zombies | Bike | Vector

      - Vector Building
      - Zombies (Epoch´s Ryanzombies) , lower Spawnrate in the fields, higher rate near buildings
      - Bike Crafting
      - Shorter crafting and building delays
      - Customized crafting and building recipes
      - Groundloot and Epoch Furnishes
      - Vehicle Traders and Servicepoints without Safezones
      - Tradezones with vehicle stealing protection and player/vehicle godmode
      - Earplugs
      - Autowalk 
      - A few AI Vehicle Patrols
      - blckeagls Mission System
      - low spawnrates for high-end gear
      - GPS shows map-position of you and your groupmates
      - 3 Days of vehicle locktime
      - Lockpick for Safes, Lockboxes and Vehicles
      - Paintshop for Vehicles
      - Panthera mod also includes a winthera map, means a winter version of panthera. So map will be switched into winter mode from time to time
      - Vampires Vehicle Degradation (Vehicles getting slowly damaged just by use them)
      - Fox Survival Vehicles
      - Cup Weapons
      - Apex and Laws of War Gear/Vehicles
      Mods needed:
      Island Panthera: https://steamcommunity.com/sharedfiles/filedetails/?id=708278910
      Epochmod: https://steamcommunity.com/sharedfiles/filedetails/?id=421839251
      CUP Terrains Core: https://steamcommunity.com/sharedfiles/filedetails/?id=583496184
      CUP Weapons: http://steamcommunity.com/sharedfiles/filedetails/?id=497660133
      Zombies and Demons: https://steamcommunity.com/sharedfiles/filedetails/?id=501966277
      CBA Arma 3: https://steamcommunity.com/sharedfiles/filedetails/?id=450814997
      Fox Vehicles:  https://steamcommunity.com/sharedfiles/filedetails/?id=933985898
      Feel free to join us and enjoy!
      Everybody is welcome beside kids with a bad behavior, hackers, glitchers and dupers of course.
      If you have any questions you can also visit our website: nox-epoch.de or join our discord here: https://discord.gg/84kF66J
      Sincerely xDrokZ
    • By ViseVersa
      i was currently working on rewriting the player_zombieCheck.sqf to a more nicer and faster Version, when i encountered a weired thing. Inside the script, the player_zombieAttack.sqf is called ([_x, "zombie"] spawn player_zombieAttack;) so i looked into the File and noticed a few things.

      First of all this is the only instance, where zombieAttack is called, so the type is allways "zombie" and could be taken out. I'm guessing they wanted to make dogs attack things to, but never completed it. The second thing is -
      if (!dayz_zedsAttackVehicles && !(_vehicle in _targets)) exitWith { //diag_log ("not attacking vehicle" + str(_vehicle)); };  
      Now the first bit is clear, it's a variable, that you can set in variables.sqf to determine, if zombies should be attacking a vehicle or not. But the second bit i'm confused from. "!vehicle in targets" - This yeah ok it means, that the vehicle should not be in the target list, but then again in the zombie Check it will add the vehicle to the target no matter what. So basically this means that the if is failing, because when the vehicle is NOT in the targets (which it is!) the script will exit.
      Honestly, this is melting my brain.

      I`m thinking about it like this if the vehicle is in targets it will return true, but the script will only exit, if it returns false, am i right? So this means, that if the vehicle is in targets the script won't exit and the zombie is still gonna attack the vehicle or not? I`m thinking, that the whole second part shouldn't even be in there, so it should look like:
      if (!dayz_zedsAttackVehicles) exitWith { //diag_log ("not attacking vehicle" + str(_vehicle)); };  
      I need help understanding this. Is my conclusion correct or not?
    • By Brainzaw
      Hello Forum.

      I have Snap Pro + Vector build installed https://github.com/strikerforce/SnapPro-BuildVectors
      and plot management. 
      I am experiencing when I build a garage door, twist it and snap it to a cinder wall so it is placed like this \ then there is no problem.
      BUT when i upgrade the garage door (so it actually has a door and it's not just the doorway), it jumps back to the default position! like this: |
      Sorry for the bad way of illustrating this, hope you guys understand, have experienced the same or can help me!

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