relic0407 Posted March 30, 2014 Report Share Posted March 30, 2014 Just to let y'all know there is a hole on the rock on the island that you can enter the base through from the island and also climb out to the island if you make it in legit. If you stand in the 240 nest inside the bunker you can see the sky through the opening which allows you to climb in or out. Link to comment Share on other sites More sharing options...
Asian Kid Posted March 30, 2014 Report Share Posted March 30, 2014 Just to let y'all know there is a hole on the rock on the island that you can enter the base through from the island and also climb out to the island if you make it in legit. If you stand in the 240 nest inside the bunker you can see the sky through the opening which allows you to climb in or out. I think people are focused on the 10 brefs Link to comment Share on other sites More sharing options...
Asian Kid Posted March 31, 2014 Report Share Posted March 31, 2014 Just to let y'all know there is a hole on the rock on the island that you can enter the base through from the island and also climb out to the island if you make it in legit. If you stand in the 240 nest inside the bunker you can see the sky through the opening which allows you to climb in or out. I will be releasing my addon soon BTW I fxed the hole Link to comment Share on other sites More sharing options...
FOXHOUND1776 Posted March 31, 2014 Report Share Posted March 31, 2014 Link to comment Share on other sites More sharing options...
Brutus Posted March 31, 2014 Author Report Share Posted March 31, 2014 I dont know but anyway u can add each object manually on your traders_data without sql. It's a more longer but it can be done. Click on traders_data table then click on insert and addmanually each object one by one. For exemple: (7695, '["BAF_AS50_scoped",3]', 48, '[1,"ItemBriefcase100oz",1]', '[5,"ItemGoldBar10oz",1]', 0, 696, 'trade_weapons_old'), 7695 : ID ( ID column) ["BAF_AS50_scoped",3] : classname ( Item column) 48 : the number of item (Qty column) [1,"ItemBriefcase100oz",1] : the price than trader sell to you ( Buy column) [5,"ItemGoldBar10oz",1] : the price than trader buy from you ( Sell column) 0 : (Order column) 696 : (Tid column) trade_weapons_old : (afile column) Once you added one item, just execute and repeat for the next object Link to comment Share on other sites More sharing options...
Asian Kid Posted April 1, 2014 Report Share Posted April 1, 2014 My addon pack is done!! Link to comment Share on other sites More sharing options...
relic0407 Posted April 6, 2014 Report Share Posted April 6, 2014 Fixed Link to comment Share on other sites More sharing options...
calamity Posted April 8, 2014 Report Share Posted April 8, 2014 this looks great. BUT If it doesnt work how can I undo the database inserts ?? I use dayz.st there is a database roleback options would that delete any trader_tids and trader_data ??? that this added ??? I can easy go back to old server and mission pbo but the database would still have the additions and Im just not sure how to undo them ... Link to comment Share on other sites More sharing options...
Brutus Posted April 8, 2014 Author Report Share Posted April 8, 2014 If you want to remove them just delete all the part II Link to comment Share on other sites More sharing options...
calamity Posted April 9, 2014 Report Share Posted April 9, 2014 If you want to remove them just delete all the part II yah I guess I could just delete all the database inserts like you say. I see there is a delete row option. I have just never done it b4 do these camps create much lag ?? i mean there are over 100 AI. my server get laggy as it is with 30+ playerz...and all the player bases. Link to comment Share on other sites More sharing options...
Brutus Posted April 10, 2014 Author Report Share Posted April 10, 2014 i get 3 bandits camps on my server. about 200 AI 6 patrol chopper and 5 paratroop chopper with 45 more Ai droped if player coming on a specific point. I dont see any lag Link to comment Share on other sites More sharing options...
calamity Posted April 10, 2014 Report Share Posted April 10, 2014 I already have a classitem 1. possibly from another script? how would I add your class items ?? included my mission.sqf Please help.. class Item99 { position[]={5133.2363,0.96489203,-3091.0854}; azimut=-17.0839; id=95; side="WEST"; vehicle="Survivor1_DZ"; player="PLAY CDG"; skill=0.60000002; init="this enableSimulation false;this allowDammage false;this disableAI 'FSM';this disableAI 'ANIM';this disableAI 'MOVE';"; }; }; }; class Item1 { side="LOGIC"; class Vehicles { items=1; class Item0 { position[]={-143.93861,0.52647489,2319.5012}; id=50; side="LOGIC"; vehicle="FunctionsManager"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; }; }; }; class Markers mission.txt Link to comment Share on other sites More sharing options...
Brutus Posted April 10, 2014 Author Report Share Posted April 10, 2014 Change this: class Vehicles { items=3; class Item0 { position[]={-143.93861,0.52647489,2319.5012}; id=50; side="LOGIC"; vehicle="FunctionsManager"; leader=1; lock="UNLOCKED"; skill=0.60000002; }; class Item1 { position[]={8849.4346,3.0517578e-005,2839.7505}; azimut=-75.421852; id=102; side="EMPTY"; vehicle="Infostand_1_EP1"; skill=1; }; class Item2 { position[]={207.03339,0,12869.144}; azimut=61.23473; id=101; side="EMPTY"; vehicle="Infostand_2_EP1"; skill=1; }; }; }; }; It should work Link to comment Share on other sites More sharing options...
calamity Posted April 10, 2014 Report Share Posted April 10, 2014 was this the only change to fn_selfActions //################################# Bexs Bunker ########################################## if ( cursorTarget isKindOf "Infostand_1_EP1" && (player distance cursorTarget) < 2 ) then { if (s_player_bunker < 0) then { s_player_bunker = player addaction[("<t color="#0000ff"">" + ("Entering the bunker") +"</t>"),"bunker\bunkerin.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_bunker; s_player_bunker = -1; }; if ( cursorTarget isKindOf "Infostand_2_EP1" && (player distance cursorTarget) < 2 ) then { if (s_player_bunkero < 0) then { s_player_bunkero = player addaction[("<t color="#0000ff"">" + ("Leaving the Bunker") +"</t>"),"bunker\bunkerout.sqf","",5,false,true,"", "]; }; } else { player removeAction s_player_bunkero; s_player_bunkero = -1; }; //########################### Bexs Bunker stop ############################################ Link to comment Share on other sites More sharing options...
Brutus Posted April 10, 2014 Author Report Share Posted April 10, 2014 Do you means: "was this the only change to fn_selfActions?" If yes, Yes it's the only edit to fn self action Link to comment Share on other sites More sharing options...
calamity Posted April 10, 2014 Report Share Posted April 10, 2014 thankz for this. its working great. Verry well done.. Link to comment Share on other sites More sharing options...
calamity Posted April 10, 2014 Report Share Posted April 10, 2014 ahh, I have abit of an issue the camp is right in a players base. the screenshot markers didnt show that it was actually at gps 067087 could you share your mission.biedi for the camp so I can just move it abit ???? Link to comment Share on other sites More sharing options...
calamity Posted April 12, 2014 Report Share Posted April 12, 2014 Is there any way to add a timer so that playerz can not just camp in the bunker ?? maybe a radiation timer or 5 minutes then dead. also I have noticed c few players logging out in the bunker. is there a way to make a player always in combat or something so they cant log out in the bunker Link to comment Share on other sites More sharing options...
TheRaz3 Posted May 17, 2014 Report Share Posted May 17, 2014 Hey, Sorry for my Question but what i want to know is where did i find the customspawns.sqf ? The Buker is There but the KI dont start please can anybody wrote a Part 3 step by step Tutorial for me. Thanx Link to comment Share on other sites More sharing options...
Brutus Posted May 18, 2014 Author Report Share Posted May 18, 2014 Hey, Sorry for my Question but what i want to know is where did i find the customspawns.sqf ? The Buker is There but the KI dont start please can anybody wrote a Part 3 step by step Tutorial for me. Thanx The KI? What do you mean? To install the step 3 you have first to get WAI installed in your server side... Step 3 is for using any AI (and in this case it's WAI one) Link to comment Share on other sites More sharing options...
TheRaz3 Posted May 18, 2014 Report Share Posted May 18, 2014 Thanx ists fixed.... but now i have a problem with the infotable normal Users couldnt Use it if they scroll on table "enterence to Bunker" stands there for a short Time but if they want to choose it its goin away... where is the false thx Link to comment Share on other sites More sharing options...
Brutus Posted May 18, 2014 Author Report Share Posted May 18, 2014 take a look at the step one, it's there to settled correctly the infostand for the bunker --- Open your mission.pbo/mission.sqm Around line 1177 right before your class markers block copy and paste this: Link to comment Share on other sites More sharing options...
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