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[HowTo] EVR BlowOut map independent

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Well yes, radio could be a good solution. But then it would need to be nerfed from the AI's aswell. I'd like for it to be hard/expensive to get a hold of.

 

Set it to only drop off leader AI. In my mission system it only drops off the elite AI so they are rare.

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note: - if you have class CfgSounds and RscTitles previously defined, then you need to extend these classes with given subclasses.

Sorry for the amateur question here, but how is this done? I get this in my RPT and the server closes.

description.ext, line 66: .CfgSounds: Member already defined.

Thanks

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post your description.ext

#include "addons\blowout\config\sound.hpp"

respawn = "BASE";

respawndelay = 5;

onLoadMission= "DayZ Epoch Napf";

OnLoadIntro = "Welcome to DayZ Epoch Napf";

OnLoadIntroTime = False;

OnLoadMissionTime = False;

disabledAI = true;

disableChannels[]={0,2,6};

enableItemsDropping = 0;

#include "loottables\CfgBuildingLoot.hpp"

briefing = 0;

debriefing = 0;

onPauseScript = "";

loadscreen="loadscreen.jpg";

class Header

{

gameType = COOP;

minPlayers = 1;

maxPlayers = 100;

};

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 CfgSounds

{

sounds[] = {siren};

class siren

{

name = "siren";

sound[] = {Scripts\sirens\siren.ogg,0.5,1};

titles[] = {};

};

};

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)";

};

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 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

{

idc = 103;

};

class Name2: RscText

{

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 RscTextNS

{

idc = -1;

type = 0;

style = 2;

LineSpacing = 1.0;

h = 0.04;

ColorBackground[] = {1,1,1,0.2};

ColorText[] = {0.1,0.1,0.1,1};

font = "BitStream";

SizeEx = 0.025;

};

class RscTitles {

class RscAPSI_h1

{

idd = -1;

duration = 4;

fadein = 0;

movingEnable = 0;

enableSimulation = 0;

enableDisplay = 0;

class controls

{

class APSILog: RscTextNS

{

x = 0.5;

y = 0.99;

w = 0.5;

h = 0.03;

text = "APSI: Stronger activity of floax field has been detected..";

colorBackground[] = {0.5,0.5,0.5,0.4};

ColorText[] = {1.0,0.2,0.1,1};

};

};

};

class RscAPSI_h2: RscAPSI_h1

{

class controls

{

class APSILog: RscTextNS

{

x = 0.5;

y = 0.99;

w = 0.4;

h = 0.03;

text = "APSI: EVR sequence detected..";

colorBackground[] = {0.5,0.5,0.5,0.4};

ColorText[] = {1.0,0.0,0.2,1};

};

};

};

class RscAPSI_h3: RscAPSI_h1

{

class controls

{

class APSILog: RscTextNS

{

x = 0.5;

y = 0.99;

w = 0.4;

h = 0.03;

text = "APSI: EM and PSI protection enabled..";

colorBackground[] = {0.5,0.5,0.5,0.4};

ColorText[] = {0.0,1.0,0.2,1};

};

};

};

class RscAPSI_h4: RscAPSI_h1

{

class controls

{

class APSILog: RscTextNS

{

x = 0.5;

y = 0.99;

w = 0.4;

h = 0.03;

text = "APSI: Ready..";

colorBackground[] = {0.5,0.5,0.5,0.4};

ColorText[] = {0.0,1.0,0.2,1};

};

};

};

class RscAPSI_h5: RscAPSI_h1

{

class controls

{

class APSILog: RscTextNS

{

x = 0.5;

y = 0.99;

w = 0.4;

h = 0.03;

text = "APSI: EVR sequence start..";

colorBackground[] = {0.5,0.5,0.5,0.4};

ColorText[] = {1.0,0.0,0.2,1};

};

};

};

class RscAPSI_h6: RscAPSI_h1

{

class controls

{

class APSILog: RscTextNS

{

x = 0.5;

y = 0.99;

w = 0.4;

h = 0.03;

text = "APSI: End of EVR..";

colorBackground[] = {0.5,0.5,0.5,0.4};

ColorText[] = {0.0,1.0,0.2,1};

};

};

};

class RscAPSI_ha: RscAPSI_h1

{

class controls

{

class APSILog: RscTextNS

{

x = 0.5;

y = 0.99;

w = 0.4;

h = 0.03;

text = "Blowout module, v1.0, by Sumrak.";

colorBackground[] = {0.5,0.5,0.5,0.4};

ColorText[] = {0.0,1.0,0.2,1};

};

};

};

};

Thanks for taking a look. Sure it's something simple really, I'm just new to some things

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Is there a way, if the player have the "Itemapsi" at the inventory that he don´t get unconscious ??

 

I was checking the files, but i dont was able to find the specific function...

Can anybody help ?

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#include "addons\blowout\config\sound.hpp"

respawn = "BASE";

respawndelay = 5;

onLoadMission= "DayZ Epoch Napf";

OnLoadIntro = "Welcome to DayZ Epoch Napf";

OnLoadIntroTime = False;

OnLoadMissionTime = False;

disabledAI = true;

disableChannels[]={0,2,6};

enableItemsDropping = 0;

#include "loottables\CfgBuildingLoot.hpp"

briefing = 0;

debriefing = 0;

onPauseScript = "";

loadscreen="loadscreen.jpg";

class Header

{

gameType = COOP;

minPlayers = 1;

maxPlayers = 100;

};

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 CfgSounds

{

sounds[] = {siren};

class siren

{

name = "siren";

sound[] = {Scripts\sirens\siren.ogg,0.5,1};

titles[] = {};

};

};

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)";

};

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 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

{

idc = 103;

};

class Name2: RscText

{

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 RscTextNS

{

idc = -1;

type = 0;

style = 2;

LineSpacing = 1.0;

h = 0.04;

ColorBackground[] = {1,1,1,0.2};

ColorText[] = {0.1,0.1,0.1,1};

font = "BitStream";

SizeEx = 0.025;

};

class RscTitles {

class RscAPSI_h1

{

idd = -1;

duration = 4;

fadein = 0;

movingEnable = 0;

enableSimulation = 0;

enableDisplay = 0;

class controls

{

class APSILog: RscTextNS

{

x = 0.5;

y = 0.99;

w = 0.5;

h = 0.03;

text = "APSI: Stronger activity of floax field has been detected..";

colorBackground[] = {0.5,0.5,0.5,0.4};

ColorText[] = {1.0,0.2,0.1,1};

};

};

};

class RscAPSI_h2: RscAPSI_h1

{

class controls

{

class APSILog: RscTextNS

{

x = 0.5;

y = 0.99;

w = 0.4;

h = 0.03;

text = "APSI: EVR sequence detected..";

colorBackground[] = {0.5,0.5,0.5,0.4};

ColorText[] = {1.0,0.0,0.2,1};

};

};

};

class RscAPSI_h3: RscAPSI_h1

{

class controls

{

class APSILog: RscTextNS

{

x = 0.5;

y = 0.99;

w = 0.4;

h = 0.03;

text = "APSI: EM and PSI protection enabled..";

colorBackground[] = {0.5,0.5,0.5,0.4};

ColorText[] = {0.0,1.0,0.2,1};

};

};

};

class RscAPSI_h4: RscAPSI_h1

{

class controls

{

class APSILog: RscTextNS

{

x = 0.5;

y = 0.99;

w = 0.4;

h = 0.03;

text = "APSI: Ready..";

colorBackground[] = {0.5,0.5,0.5,0.4};

ColorText[] = {0.0,1.0,0.2,1};

};

};

};

class RscAPSI_h5: RscAPSI_h1

{

class controls

{

class APSILog: RscTextNS

{

x = 0.5;

y = 0.99;

w = 0.4;

h = 0.03;

text = "APSI: EVR sequence start..";

colorBackground[] = {0.5,0.5,0.5,0.4};

ColorText[] = {1.0,0.0,0.2,1};

};

};

};

class RscAPSI_h6: RscAPSI_h1

{

class controls

{

class APSILog: RscTextNS

{

x = 0.5;

y = 0.99;

w = 0.4;

h = 0.03;

text = "APSI: End of EVR..";

colorBackground[] = {0.5,0.5,0.5,0.4};

ColorText[] = {0.0,1.0,0.2,1};

};

};

};

class RscAPSI_ha: RscAPSI_h1

{

class controls

{

class APSILog: RscTextNS

{

x = 0.5;

y = 0.99;

w = 0.4;

h = 0.03;

text = "Blowout module, v1.0, by Sumrak.";

colorBackground[] = {0.5,0.5,0.5,0.4};

ColorText[] = {0.0,1.0,0.2,1};

};

};

};

};

Thanks for taking a look. Sure it's something simple really, I'm just new to some things

 

I see nothing wrong..

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#include "addons\blowout\config\sound.hpp"

respawn = "BASE";

respawndelay = 5;

onLoadMission= "DayZ Epoch Napf";

OnLoadIntro = "Welcome to DayZ Epoch Napf";

OnLoadIntroTime = False;

OnLoadMissionTime = False;

disabledAI = true;

disableChannels[]={0,2,6};

enableItemsDropping = 0;

#include "loottables\CfgBuildingLoot.hpp"

briefing = 0;

debriefing = 0;

onPauseScript = "";

loadscreen="loadscreen.jpg";

class Header

{

gameType = COOP;

minPlayers = 1;

maxPlayers = 100;

};

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 CfgSounds

{

sounds[] = {siren};

class siren

{

name = "siren";

sound[] = {Scripts\sirens\siren.ogg,0.5,1};

titles[] = {};

};

};

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)";

};

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 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

{

idc = 103;

};

class Name2: RscText

{

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 RscTextNS

{

idc = -1;

type = 0;

style = 2;

LineSpacing = 1.0;

h = 0.04;

ColorBackground[] = {1,1,1,0.2};

ColorText[] = {0.1,0.1,0.1,1};

font = "BitStream";

SizeEx = 0.025;

};

class RscTitles {

class RscAPSI_h1

{

idd = -1;

duration = 4;

fadein = 0;

movingEnable = 0;

enableSimulation = 0;

enableDisplay = 0;

class controls

{

class APSILog: RscTextNS

{

x = 0.5;

y = 0.99;

w = 0.5;

h = 0.03;

text = "APSI: Stronger activity of floax field has been detected..";

colorBackground[] = {0.5,0.5,0.5,0.4};

ColorText[] = {1.0,0.2,0.1,1};

};

};

};

class RscAPSI_h2: RscAPSI_h1

{

class controls

{

class APSILog: RscTextNS

{

x = 0.5;

y = 0.99;

w = 0.4;

h = 0.03;

text = "APSI: EVR sequence detected..";

colorBackground[] = {0.5,0.5,0.5,0.4};

ColorText[] = {1.0,0.0,0.2,1};

};

};

};

class RscAPSI_h3: RscAPSI_h1

{

class controls

{

class APSILog: RscTextNS

{

x = 0.5;

y = 0.99;

w = 0.4;

h = 0.03;

text = "APSI: EM and PSI protection enabled..";

colorBackground[] = {0.5,0.5,0.5,0.4};

ColorText[] = {0.0,1.0,0.2,1};

};

};

};

class RscAPSI_h4: RscAPSI_h1

{

class controls

{

class APSILog: RscTextNS

{

x = 0.5;

y = 0.99;

w = 0.4;

h = 0.03;

text = "APSI: Ready..";

colorBackground[] = {0.5,0.5,0.5,0.4};

ColorText[] = {0.0,1.0,0.2,1};

};

};

};

class RscAPSI_h5: RscAPSI_h1

{

class controls

{

class APSILog: RscTextNS

{

x = 0.5;

y = 0.99;

w = 0.4;

h = 0.03;

text = "APSI: EVR sequence start..";

colorBackground[] = {0.5,0.5,0.5,0.4};

ColorText[] = {1.0,0.0,0.2,1};

};

};

};

class RscAPSI_h6: RscAPSI_h1

{

class controls

{

class APSILog: RscTextNS

{

x = 0.5;

y = 0.99;

w = 0.4;

h = 0.03;

text = "APSI: End of EVR..";

colorBackground[] = {0.5,0.5,0.5,0.4};

ColorText[] = {0.0,1.0,0.2,1};

};

};

};

class RscAPSI_ha: RscAPSI_h1

{

class controls

{

class APSILog: RscTextNS

{

x = 0.5;

y = 0.99;

w = 0.4;

h = 0.03;

text = "Blowout module, v1.0, by Sumrak.";

colorBackground[] = {0.5,0.5,0.5,0.4};

ColorText[] = {0.0,1.0,0.2,1};

};

};

};

};

Thanks for taking a look. Sure it's something simple really, I'm just new to some things

 

Your problem is you are defining the CfgSound class in both your description.ext and your sound.hpp. You need to remove the siren class from your description.ext(CfgSound) altogether and add the siren class inside CfgSound{}; within sound.hpp. Hope that's not too confusing lol.

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Your problem is you are defining the CfgSound class in both your description.ext and your sound.hpp. You need to remove the siren class from your description.ext(CfgSound) altogether and add the siren class inside CfgSound{}; within sound.hpp. Hope that's not too confusing lol.

No, it makes sense. Thanks very much.

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How can i increase the delay between the Blowouts and how can i configurate that I dont fell into unconsciousness when I have the ItemAPSI in my gear ?

Please help me out ;)

All in here

 

in inti.sqf add to listed variables
ns_blowout = true; // true / false
ns_blowout_dayz = true;// true / false
ns_blow_delaymod = 0.74; //blowout delay
ns_blow_itemapsi = "NVGoggles"; //ItemAPSI replacement
ns_blow_playerdamage = 4000; // damage players without ns_blow_itemapsi can get per blowout
ns_blow_emp = false; //Namalsk Only

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All in here

 

in inti.sqf add to listed variables
ns_blowout = true; // true / false
ns_blowout_dayz = true;// true / false
ns_blow_delaymod = 0.74; //blowout delay
ns_blow_itemapsi = "NVGoggles"; //ItemAPSI replacement
ns_blow_playerdamage = 4000; // damage players without ns_blow_itemapsi can get per blowout
ns_blow_emp = false; //Namalsk Only

 

Thank you ! I forgot about the init part...

 

But my second request is still unexplained. The players which own the ItemApsi should not fell into unconsciousness. Is there a way to set this up? I dont cant find anything for that in the files and I tried many things without success..

I think its really disappointing to fell into unconsciousness while fighting some bandits or something else for many players. Only the players which doesn´t have the ItemApsi at the gear should become unconsciuos.

 

I would be deeply grateful if someone can give me a hint for this ! ;)

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It's answered in post #38 of this thread, works great for me.

 

Now i used this bunch of code. But nothing was changed, i still become unconscious. :(

I have a possible idea, why it doesnt work. -> Have the itemApsi to be an item at the "weapon-slot" or can i use an item which is in the "magazine" slot of my gear ? (because at the code there is a query for "_hasWeapon"). Can this be the reason why i doesnt work for me ?

Hope you can understand my bad english ;)

 

EDIT: Yes, that was the problem. The apsi has to be an item of "_weapon", but perhaps i can use _mags instead of _weapons... Whatever, it´s working now, thanks for helping !

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Hello,

 

I tried adding this and followed instructions but I get an error and server hangs

 

Error from RPT

 8:47:45 Error context class RscAPSI_h1
ErrorMessage: File mpmissions\__cur_mp.napf\description.ext, line 162: '.': '{' encountered instead of '='

 

here are lines 156 to 167 from description.ext

class RscTextNS
{
    idc = -1;
    type = 0;
    style = 2;
    LineSpacing = 1.0;
    h = 0.04;
    ColorBackground[] = {1,1,1,0.2};
    ColorText[] = {0.1,0.1,0.1,1};
    font = "BitStream";
    SizeEx = 0.025;
};

 

 

I don't see the issue with line 162

    h = 0.04;

 

 

Only think i can think of is in all other sections is defined this way

     h = 0.03;

and line 162 has it with a 0.4?

 

 

Anyone have any ideas?

 

Thanks

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Hi Guys,

 

Love this mod so glad we can now use this on other maps.. Here comes the but :-).

 

everything seems to work fine however if you have the APSI (equivalent device) players are seeing an error about "resource title RscAPSI_h1 not found"  just as the beep beep comes in.  However eveything works fine you can here the sounds.. Just click  the message and carry on.. 

 

Just wondering if anyone knows how to fix this for my players ?.  Sorry if this has been covered but I could not see the same scenario unless im being blind :-)

 

 

local RPT

 


 

"[NAC BLOWOUT CLIENT] :: ns_blow_prep = true Blowout is preparing, take a cover!"

Warning Message: Resource title RscAPSI_h1 not found
Warning Message: Resource title RscAPSI_h2 not found
Warning Message: Resource title RscAPSI_h3 not found
Warning Message: Resource title RscAPSI_h4 not found
"[NAC BLOWOUT CLIENT] :: ns_blow_status = true Blowout confirmation received."
Warning Message: Resource title RscAPSI_h5 not found
"[NAC BLOWOUT CLIENT] :: ns_blow_action = true Blowout action received."
"[NAC BLOWOUT CLIENT] :: Player does have APSI, I do not have problem with him."
"[NAC BLOWOUT CLIENT] :: ns_blow_action = false Blowout actions end received."
Warning Message: Resource title RscAPSI_h6 not found

 

 server RPT

 


 

10:59:48 "[NAC BLOWOUT SERVER] :: Blowout module is ON ns_blowout (ns_blowout = true)"

10:59:48 "[NAC BLOWOUT SERVER] :: Blowout module is in DayZ mode ns_blowout_dayz (ns_blowout_dayz = true)"
10:59:48 "[NAC BLOWOUT SERVER] :: Normal output, EMP target surroundings of Namalsk (ns_blow_emp = false)"
10:59:48 "[NAC BLOWOUT SERVER] :: Preparations are under way (ns_blow_prep = true)"
......
11:04:48 "[NAC BLOWOUT SERVER] :: Preparations are finished (ns_blow_prep = false)"
11:04:48 "[NAC BLOWOUT SERVER] :: Blowout in progress (ns_blow_status = true)"
11:04:50 "[NAC BLOWOUT SERVER] :: Blowout actions in progress (ns_blow_action = true)"
......
11:05:26 "[NAC BLOWOUT SERVER] :: Blowout actions finished (ns_blow_action = false)"
......
11:05:51 "[NAC BLOWOUT SERVER] :: Blowout finished (ns_blow_status = false)"
11:05:51 "[NAC BLOWOUT SERVER] :: Next blowout in _delay (_delay = 2463.57), delay modifier is 0.74 (ns_blow_delaymod)"
 

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