pekass Posted December 9, 2013 Report Share Posted December 9, 2013 sorry for my English I am translating with googletranslator, I have a problem with the script and function selfbloodbag to speak with the trades, if I put the selfbloodbag can not talk to the trades, plz help. progressLoadingScreen 0.5; call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compiles call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs progressLoadingScreen 1.0; compile.sqf fnc_usec_selfActions = compile preprocessFileLineNumbers "custom\fn_selfActions.sqf"; fn_selfActions.sqf" scriptName "Functions\misc\fn_selfActions.sqf"; /*********************************************************** ADD ACTIONS FOR SELF - Function - [] call fnc_usec_selfActions; ************************************************************/ private["_menClose","_hasBandage","_hasEpi","_hasMorphine","_hasBlood","_vehicle","_inVehicle","_color","_part"]; _vehicle = vehicle player; _inVehicle = (_vehicle != player); _bag = unitBackpack player; _classbag = typeOf _bag; _isWater = (surfaceIsWater (position player)) or dayz_isSwimming; _hasAntiB = "ItemAntibiotic" in magazines player; _hasFuelE = "ItemJerrycanEmpty" in magazines player; //boiled Water _hasbottleitem = "ItemWaterbottle" in magazines player; _hastinitem = false; { if (_x in magazines player) then { _hastinitem = true; }; } forEach boil_tin_cans; _hasKnife = "ItemKnife" in items player; _hasToolbox = "ItemToolbox" in items player; //_hasTent = "ItemTent" in items player; _onLadder = (getNumber (configFile >> "CfgMovesMaleSdr" >> "States" >> (animationState player) >> "onLadder")) == 1; _nearLight = nearestObject [player,"LitObject"]; _canPickLight = false; if (!isNull _nearLight) then { if (_nearLight distance player < 4) then { _canPickLight = isNull (_nearLight getVariable ["owner",objNull]); }; }; _canDo = (!r_drag_sqf and !r_player_unconscious and !_onLadder); // ------------------------------------------------------------------------Krixes Self Bloodbag Start------------------------------------------------------------------------ _mags = magazines player; // Krixes Self Bloodbag if ("ItemBloodbag" in _mags) then { hasBagItem = true; } else { hasBagItem = false;}; if((speed player <= 1) && hasBagItem && _canDo) then { if (s_player_selfBloodbag < 0) then { s_player_selfBloodbag = player addaction[("<t color="#c70000"">" + ("Auto Transfusion") +"</t>"),"custom\player_selfbloodbag.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_selfBloodbag; s_player_selfBloodbag = -1; }; // -------------------------------------------------------------------------Krixes Self Bloodbag End-------------------------------------------------------------------------- //Grab Flare if (_canPickLight and !dayz_hasLight) then { if (s_player_grabflare < 0) then { _text = getText (configFile >> "CfgAmmo" >> (typeOf _nearLight) >> "displayName"); s_player_grabflare = player addAction [format[localize "str_actions_medical_15",_text], "\z\addons\dayz_code\actions\flare_pickup.sqf",_nearLight, 1, false, true, "", ""]; s_player_removeflare = player addAction [format[localize "str_actions_medical_17",_text], "\z\addons\dayz_code\actions\flare_remove.sqf",_nearLight, 1, false, true, "", ""]; }; } else { player removeAction s_player_grabflare; player removeAction s_player_removeflare; s_player_grabflare = -1; s_player_removeflare = -1; }; if (!isNull cursorTarget and !_inVehicle and (player distance cursorTarget < 4)) then { //Has some kind of target _isHarvested = cursorTarget getVariable["meatHarvested",false]; _isVehicle = cursorTarget isKindOf "AllVehicles"; _isVehicletype = typeOf cursorTarget in ["ATV_US_EP1","ATV_CZ_EP1"]; _isMan = cursorTarget isKindOf "Man"; _ownerID = cursorTarget getVariable ["characterID","0"]; _isAnimal = cursorTarget isKindOf "Animal"; _isDog = (cursorTarget isKindOf "DZ_Pastor" || cursorTarget isKindOf "DZ_Fin"); _isZombie = cursorTarget isKindOf "zZombie_base"; _isDestructable = cursorTarget isKindOf "BuiltItems"; _isTent = cursorTarget isKindOf "TentStorage"; _isFuel = false; _isAlive = alive cursorTarget; _canmove = canmove cursorTarget; _text = getText (configFile >> "CfgVehicles" >> typeOf cursorTarget >> "displayName"); _rawmeat = meatraw; _hasRawMeat = false; { if (_x in magazines player) then { _hasRawMeat = true; }; } forEach _rawmeat; if (_hasFuelE) then { _isFuel = (cursorTarget isKindOf "Land_Ind_TankSmall") or (cursorTarget isKindOf "Land_fuel_tank_big") or (cursorTarget isKindOf "Land_fuel_tank_stairs") or (cursorTarget isKindOf "Land_wagon_tanker"); }; //diag_log ("OWNERID = " + _ownerID + " CHARID = " + dayz_characterID + " " + str(_ownerID == dayz_characterID)); //Allow player to delete objects if(_isDestructable and _hasToolbox and _canDo) then { if (s_player_deleteBuild < 0) then { s_player_deleteBuild = player addAction [format[localize "str_actions_delete",_text], "\z\addons\dayz_code\actions\remove.sqf",cursorTarget, 1, true, true, "", ""]; }; } else { player removeAction s_player_deleteBuild; s_player_deleteBuild = -1; }; /* //Allow player to force save if((_isVehicle or _isTent) and _canDo and !_isMan) then { if (s_player_forceSave < 0) then { s_player_forceSave = player addAction [format[localize "str_actions_save",_text], "\z\addons\dayz_code\actions\forcesave.sqf",cursorTarget, 1, true, true, "", ""]; }; } else { player removeAction s_player_forceSave; s_player_forceSave = -1; }; */ //flip vehicle if ((_isVehicletype) and !_canmove and _isAlive and (player distance cursorTarget >= 2) and (count (crew cursorTarget))== 0 and ((vectorUp cursorTarget) select 2) < 0.5) then { if (s_player_flipveh < 0) then { s_player_flipveh = player addAction [format[localize "str_actions_flipveh",_text], "\z\addons\dayz_code\actions\player_flipvehicle.sqf",cursorTarget, 1, true, true, "", ""]; }; } else { player removeAction s_player_flipveh; s_player_flipveh = -1; }; //Allow player to fill jerrycan if(_hasFuelE and _isFuel and _canDo) then { if (s_player_fillfuel < 0) then { s_player_fillfuel = player addAction [localize "str_actions_self_10", "\z\addons\dayz_code\actions\jerry_fill.sqf",[], 1, false, true, "", ""]; }; } else { player removeAction s_player_fillfuel; s_player_fillfuel = -1; }; if (!alive cursorTarget and _isAnimal and _hasKnife and !_isHarvested and _canDo) then { if (s_player_butcher < 0) then { s_player_butcher = player addAction [localize "str_actions_self_04", "\z\addons\dayz_code\actions\gather_meat.sqf",cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_player_butcher; s_player_butcher = -1; }; //Fireplace Actions check if (inflamed cursorTarget and _hasRawMeat and _canDo) then { if (s_player_cook < 0) then { s_player_cook = player addAction [localize "str_actions_self_05", "\z\addons\dayz_code\actions\cook.sqf",cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_player_cook; s_player_cook = -1; }; if (inflamed cursorTarget and (_hasbottleitem and _hastinitem) and _canDo) then { if (s_player_boil < 0) then { s_player_boil = player addAction [localize "str_actions_boilwater", "\z\addons\dayz_code\actions\boil.sqf",cursorTarget, 3, true, true, "", ""]; }; } else { player removeAction s_player_boil; s_player_boil = -1; }; if(cursorTarget == dayz_hasFire and _canDo) then { if ((s_player_fireout < 0) and !(inflamed cursorTarget) and (player distance cursorTarget < 3)) then { s_player_fireout = player addAction [localize "str_actions_self_06", "\z\addons\dayz_code\actions\fire_pack.sqf",cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_fireout; s_player_fireout = -1; }; //Packing my tent if(cursorTarget isKindOf "TentStorage" and _canDo and _ownerID == dayz_characterID) then { if ((s_player_packtent < 0) and (player distance cursorTarget < 3)) then { s_player_packtent = player addAction [localize "str_actions_self_07", "\z\addons\dayz_code\actions\tent_pack.sqf",cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_packtent; s_player_packtent = -1; }; //Sleep if(cursorTarget isKindOf "TentStorage" and _canDo and _ownerID == dayz_characterID) then { if ((s_player_sleep < 0) and (player distance cursorTarget < 3)) then { s_player_sleep = player addAction [localize "str_actions_self_sleep", "\z\addons\dayz_code\actions\player_sleep.sqf",cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_sleep; s_player_sleep = -1; }; //Repairing Vehicles if ((dayz_myCursorTarget != cursorTarget) and _isVehicle and !_isMan and _hasToolbox and (damage cursorTarget < 1)) then { _vehicle = cursorTarget; {dayz_myCursorTarget removeAction _x} forEach s_player_repairActions;s_player_repairActions = []; dayz_myCursorTarget = _vehicle; _allFixed = true; _hitpoints = _vehicle call vehicle_getHitpoints; { _damage = [_vehicle,_x] call object_getHit; _part = "PartGeneric"; //change "HitPart" to " - Part" rather than complicated string replace _cmpt = toArray (_x); _cmpt set [0,20]; _cmpt set [1,toArray ("-") select 0]; _cmpt set [2,20]; _cmpt = toString _cmpt; if(["Engine",_x,false] call fnc_inString) then { _part = "PartEngine"; }; if(["HRotor",_x,false] call fnc_inString) then { _part = "PartVRotor"; //yes you need PartVRotor to fix HRotor LOL }; if(["Fuel",_x,false] call fnc_inString) then { _part = "PartFueltank"; }; if(["Wheel",_x,false] call fnc_inString) then { _part = "PartWheel"; }; if(["Glass",_x,false] call fnc_inString) then { _part = "PartGlass"; }; // get every damaged part no matter how tiny damage is! if (_damage > 0) then { _allFixed = false; _color = "color='#ffff00'"; //yellow if (_damage >= 0.5) then {_color = "color='#ff8800'";}; //orange if (_damage >= 0.9) then {_color = "color='#ff0000'";}; //red _string = format["<t %2>Repair%1</t>",_cmpt,_color]; //Repair - Part _handle = dayz_myCursorTarget addAction [_string, "\z\addons\dayz_code\actions\repair.sqf",[_vehicle,_part,_x], 0, false, true, "",""]; s_player_repairActions set [count s_player_repairActions,_handle]; }; } forEach _hitpoints; if (_allFixed) then { _vehicle setDamage 0; }; }; if (_isMan and !_isAlive and !_isZombie) then { if (s_player_studybody < 0) then { s_player_studybody = player addAction [localize "str_action_studybody", "\z\addons\dayz_code\actions\study_body.sqf",cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_studybody; s_player_studybody = -1; }; //Dog if (_isDog and _isAlive and (_hasRawMeat) and _canDo and _ownerID == "0" and player getVariable ["dogID", 0] == 0) then { if (s_player_tamedog < 0) then { s_player_tamedog = player addAction [localize "str_actions_tamedog", "\z\addons\dayz_code\actions\tame_dog.sqf", cursorTarget, 1, false, true, "", ""]; }; } else { player removeAction s_player_tamedog; s_player_tamedog = -1; }; if (_isDog and _ownerID == dayz_characterID and _isAlive and _canDo) then { _dogHandle = player getVariable ["dogID", 0]; if (s_player_feeddog < 0 and _hasRawMeat) then { s_player_feeddog = player addAction [localize "str_actions_feeddog","\z\addons\dayz_code\actions\dog\feed.sqf",[_dogHandle,0], 0, false, true,"",""]; }; if (s_player_waterdog < 0 and "ItemWaterbottle" in magazines player) then { s_player_waterdog = player addAction [localize "str_actions_waterdog","\z\addons\dayz_code\actions\dog\feed.sqf",[_dogHandle,1], 0, false, true,"",""]; }; if (s_player_staydog < 0) then { _lieDown = _dogHandle getFSMVariable "_actionLieDown"; if (_lieDown) then { _text = "str_actions_liedog"; } else { _text = "str_actions_sitdog"; }; s_player_staydog = player addAction [localize _text,"\z\addons\dayz_code\actions\dog\stay.sqf", _dogHandle, 5, false, true,"",""]; }; if (s_player_trackdog < 0) then { s_player_trackdog = player addAction [localize "str_actions_trackdog","\z\addons\dayz_code\actions\dog\track.sqf", _dogHandle, 4, false, true,"",""]; }; if (s_player_barkdog < 0) then { s_player_barkdog = player addAction [localize "str_actions_barkdog","\z\addons\dayz_code\actions\dog\speak.sqf", cursorTarget, 3, false, true,"",""]; }; if (s_player_warndog < 0) then { _warn = _dogHandle getFSMVariable "_watchDog"; if (_warn) then { _text = "Quiet"; _warn = false; } else { _text = "Alert"; _warn = true; }; s_player_warndog = player addAction [format[localize "str_actions_warndog",_text],"\z\addons\dayz_code\actions\dog\warn.sqf",[_dogHandle, _warn], 2, false, true,"",""]; }; if (s_player_followdog < 0) then { s_player_followdog = player addAction [localize "str_actions_followdog","\z\addons\dayz_code\actions\dog\follow.sqf",[_dogHandle,true], 6, false, true,"",""]; }; } else { player removeAction s_player_feeddog; s_player_feeddog = -1; player removeAction s_player_waterdog; s_player_waterdog = -1; player removeAction s_player_staydog; s_player_staydog = -1; player removeAction s_player_trackdog; s_player_trackdog = -1; player removeAction s_player_barkdog; s_player_barkdog = -1; player removeAction s_player_warndog; s_player_warndog = -1; player removeAction s_player_followdog; s_player_followdog = -1; }; } else { //Engineering {dayz_myCursorTarget removeAction _x} forEach s_player_repairActions;s_player_repairActions = []; dayz_myCursorTarget = objNull; //Others player removeAction s_player_forceSave; s_player_forceSave = -1; player removeAction s_player_flipveh; s_player_flipveh = -1; player removeAction s_player_sleep; s_player_sleep = -1; player removeAction s_player_deleteBuild; s_player_deleteBuild = -1; player removeAction s_player_butcher; s_player_butcher = -1; player removeAction s_player_cook; s_player_cook = -1; player removeAction s_player_boil; s_player_boil = -1; player removeAction s_player_fireout; s_player_fireout = -1; player removeAction s_player_packtent; s_player_packtent = -1; player removeAction s_player_fillfuel; s_player_fillfuel = -1; player removeAction s_player_studybody; s_player_studybody = -1; //Dog player removeAction s_player_tamedog; s_player_tamedog = -1; player removeAction s_player_feeddog; s_player_feeddog = -1; player removeAction s_player_waterdog; s_player_waterdog = -1; player removeAction s_player_staydog; s_player_staydog = -1; player removeAction s_player_trackdog; s_player_trackdog = -1; player removeAction s_player_barkdog; s_player_barkdog = -1; player removeAction s_player_warndog; s_player_warndog = -1; player removeAction s_player_followdog; s_player_followdog = -1; }; //Dog actions on player self _dogHandle = player getVariable ["dogID", 0]; if (_dogHandle > 0) then { _dog = _dogHandle getFSMVariable "_dog"; _ownerID = "0"; if (!isNull cursorTarget) then { _ownerID = cursorTarget getVariable ["characterID","0"]; }; if (_canDo and !_inVehicle and alive _dog and _ownerID != dayz_characterID) then { if (s_player_movedog < 0) then { s_player_movedog = player addAction [localize "str_actions_movedog", "\z\addons\dayz_code\actions\dog\move.sqf", player getVariable ["dogID", 0], 1, false, true, "", ""]; }; if (s_player_speeddog < 0) then { _text = "Walk"; _speed = 0; if (_dog getVariable ["currentSpeed",1] == 0) then { _speed = 1; _text = "Run"; }; s_player_speeddog = player addAction [format[localize "str_actions_speeddog", _text], "\z\addons\dayz_code\actions\dog\speed.sqf",[player getVariable ["dogID", 0],_speed], 0, false, true, "", ""]; }; if (s_player_calldog < 0) then { s_player_calldog = player addAction [localize "str_actions_calldog", "\z\addons\dayz_code\actions\dog\follow.sqf", [player getVariable ["dogID", 0], true], 2, false, true, "", ""]; }; }; } else { player removeAction s_player_movedog; s_player_movedog = -1; player removeAction s_player_speeddog; s_player_speeddog = -1; player removeAction s_player_calldog; s_player_calldog = -1; }; player_selfbloodbag.sqf ////////////////////////////////////////////////////////////////////////////////////////////// // Script writen by Krixes // // Infection chance and some comments added by Player2 // // Combat check added by istealth // // // // Version 1.4 // // // // Change Log: // // 1: Added bloodbag use timer // // 2: Added a timer for the amount of time before player can use self bloodbag again // ////////////////////////////////////////////////////////////////////////////////////////////// private ["_bloodAmount","_humanityBool","_infectionChance","_humanityNegBool","_humanityNegAmount","_humanityAmount","_infectedLifeLost","_infectedLifeBool","_lastBloodbag","_bloodbagLastUsedTime","_bloodbagTime","_bloodbagUseTime","_bloodbagUsageTime"]; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Config Start-----------------------------------------------------------------------------------------------------------------------// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _bloodAmount = 4000; // Amount of blood to give to player _bloodbagUseTime = 30; // Amount of time it takes in second for the player to use the self bloodbag _bloodbagLastUsedTime = 60; // Amount of time in seconds before player can use self bloodbag again after a succesful use _infectionChance = 10; // Percent chance of player infection on self bloodbag (10 = 10% | 2 = 50% | 1 = 100%) _infectedLifeBool = true; // Whether the player can loose life if infected (True = On | False = off) _infectedLifeLost = 1000; // Amount of life to loose in becomes infected _humanityBool = false; // Whether the player can get humanity from giving self a bloodbag (True = On | False = off) _humanityAmount = 50; // Amount of humanity to give player if _humanityBool is true (250 is default for normal bloodbags) //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Config End-------------------------------------------------------------------------------------------------------------------------// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// // Everything below need not be modified unless you know what you are doing! // /////////////////////////////////////////////////////////////////////////////// _bloodbagTime = time - lastBloodbag; // Variable used for easy reference in determining the self bloodbag cooldown _bloodbagUsageTime = time; if(_bloodbagTime < _bloodbagLastUsedTime) exitWith { // If cooldown is not done then exit script cutText [format["You may not use Self Bloodbag this soon please wait %1!",(_bloodbagTime - _bloodbagLastUsedTime)], "PLAIN DOWN"]; //display text at bottom center of screen when players cooldown is not done }; if (dayz_combat == 1) then { // Check if in combat cutText [format["You are in Combat and cannot give yourself a Bloodbag"], "PLAIN DOWN"]; //display text at bottom center of screen when in combat } else { player removeAction s_player_selfBloodbag; //remove the action from users scroll menu player playActionNow "Medic"; //play bloodbag animation //////////////////////////////////////////////// // Fancy cancel if interrupted addition start // //////////////////////////////////////////////// r_interrupt = false; // public interuppt variable _animState = animationState player; // get the animation state of the player r_doLoop = true; // while true sets whether to continue self bloodbagging _started = false; // this starts as false as a check _finished = false; // this starts as false and when true later sets players blood while {r_doLoop} do { _animState = animationState player; // keep checking to make sure player is in correct animation _isMedic = ["medic",_animState] call fnc_inString; // checking to make sure the animstate is the medic animation still if (_isMedic) then { _started = true; // this is a check to make sure everything is still ok }; if(!_isMedic && !r_interrupt && (time - _bloodbagUsageTime) < _bloodbagUseTime) then { player playActionNow "Medic"; //play bloodbag animation _isMedic = true; }; if (_started && !_isMedic && (time - _bloodbagUsageTime) > _bloodbagUseTime) then { r_doLoop = false; // turns off the loop _finished = true; // set finished to true to finish the self bloodbag and give player health/humanity lastBloodbag = time; // the last self bloodbag time }; if (r_interrupt) then { r_doLoop = false; // if interuppted turns loop off early so _finished is never true }; sleep 0.1; }; r_doLoop = false; // make sure loop is off on successful self bloodbag /////////////////////////////////////////////// // Fancy cancel if interrupted addition end // ////////////////////////////////////////////// if (_finished) then { player removeMagazine "ItemBloodbag"; //remove the used bloodbag from inventory r_player_blood = r_player_blood + _bloodAmount; //set players LOCAL blood to a certain ammount if(r_player_blood > 12000) then { r_player_blood = 12000; // If players blood is greater then max amount allowed set it to max allowed (this check keeps an error at bay) }; // check if infected if (random(_infectionChance) < 1) then { r_player_infected = true; //set players client to show infection player setVariable["USEC_infected",true,true]; //tell the server the player is infected cutText [format["You have used a bloodbag on yourself but the bloodbag was infected!"], "PLAIN DOWN"]; //display text at bottom center of screen if infected // check for if loosing life on infection is turned on if(_infectedLifeBool) then { r_player_blood = r_player_blood - _infectedLifeLost; //set players LOCAL blood to a certain ammount player setVariable["USEC_BloodQty",r_player_blood,true]; //save this blood ammount to the database } else { // if loosing life is turned off r_player_lowblood = false; //set lowblood setting to false 10 fadeSound 1; //slowly fade their volume back to maximum "dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5; //disable post processing blur effect "colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5; //give them their colour back r_player_lowblood = false; //just double checking their blood isnt low player setVariable["USEC_BloodQty",r_player_blood,true]; //save this blood ammount to the database }; } else { // if not infected r_player_lowblood = false; //set lowblood setting to false 10 fadeSound 1; //slowly fade their volume back to maximum "dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5; //disable post processing blur effect "colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5; //give them their colour back r_player_lowblood = false; //just double checking their blood isnt low player setVariable["USEC_BloodQty",r_player_blood,true]; //save this blood ammount to the database cutText [format["You have used a bloodbag on yourself!"], "PLAIN DOWN"]; //display text at bottom center of screen on succesful self bloodbag }; // check if giving player humanity is on if(_humanityBool) then { [player,_humanityAmount] call player_humanityChange; // Set players humanity based on amount listed in config area }; } else { // this is for handling if interrupted r_interrupt = false; player switchMove ""; player playActionNow "stop"; cutText [format["You have interrupted giving yourself a bloodbag!"], "PLAIN DOWN"]; //display text at bottom center of screen on interrupt }; }; Link to comment Share on other sites More sharing options...
ruubje11 Posted December 9, 2013 Report Share Posted December 9, 2013 If you could upload your mission.pbo I'd be willing to quickly help. If the traders are not working it must be you made an error with the fn_selfActions. I need my trusted companion notepad++ to read this sqf :D Link to comment Share on other sites More sharing options...
pekass Posted December 9, 2013 Author Report Share Posted December 9, 2013 now I get this error with self Bloodbag, if I remove self Bloodbag, the trade works well. Might also put the script part salvage bike and toolbox thanks and regards. http://img138.imageshack.us/img138/2055/urq6.jpg https://mega.co.nz/#F!GNtWGJzI!da_U2WponZpKi-RVaVyUBA Link to comment Share on other sites More sharing options...
Dodgy Posted December 9, 2013 Report Share Posted December 9, 2013 I had same problem use the fn_selfactions from your @dayz__epoch/addons/dayz_code.pbo pekass 1 Link to comment Share on other sites More sharing options...
pekass Posted December 9, 2013 Author Report Share Posted December 9, 2013 Dodgy thank you very much and works like you said you talking, use the new epoch Chernarus 1.0.3 Might tell me how to strip the vehicles for parts and Deployable bike. Thank you. Link to comment Share on other sites More sharing options...
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