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Similar Content
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By calinova22
How would I go about adding custom vehicles to my server? I want to have an F35B with no weapons. I know how to remove the weapons, just cant find the file for the jet itself to edit.
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By Cyrus
I have placed a fuel pump in starry using a custom script. The fuel pump is there and accessible but i would like to know how i can make it work with out the need of having to place a generator or a running fuel ural. by default it acts the same way a placeable fuel pump works picked up in the world.
Here is the code that use to spawn the fuel pump.
_vehicle_344 = objNull; if (true) then { _this = createVehicle ["Land_A_FuelStation_Feed", [6325.166, 7715.0869, 0.15837258], [], 0, "CAN_COLLIDE"]; _vehicle_344 = _this; _this setDir -52.000465; _this setPos [6325.166, 7715.0869, 0.15837258]; }; Any help will be appreciated.
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By JohnnyBravo666
My question is for when I switched over to single currency from the default currency, that when I went to the traders, it was showing costs like "5 Coins" to buy and "3 Coins to sell". I understand that it's pulling the value quantities from the trader files from the default currency. But is there a way to set it so it calculates what the gold bars and silver bars and whatnot are equal to in single currency ?
I'd really prefer not to have to change up all the files.
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By Thug
[SOLVED]
First, why take the weapons from traders?
Second, If possible how do I go about adding them back.
I am looking through dayz_code and not finding anything. I know I may have looked over the part that covers this. Just need a little help.
Reason to put them back is, my panthera map is going to be 100% militarized. AI everywhere and all traders will be military personnel.
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By Rezusty
Hi guys,
I'm running Epoch 0.5 Server build 749, trying to customize traders camp with in-game structures like, for example, adding a military cargo hq to it. I already have edited epoch_server_settings.pbo (altis.h in my case) to add the building in the map, it's working but I can't open doors.
I've read that it has something to do with: enableSimulationGlobal
I'm pretty sure this question has already been answered, but I've tried a lot of solutions and I can't get it to work... every other buildings on the map are working fine
Thanks
P.S.: Sorry for my english, haven't practised for a while
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