to Heavy and all- here is my "playerspawn.sqf" with "Godmode-Code" for beeing invulnarable as long as the Cam sequence running:
waitUntil {(!isNull Player) and (alive Player) and (player == player) and (!isNil 'dayz_animalCheck')};
player_zombieCheck = {};
fnc_usec_damageHandler = {}...
the following code will only have a working gunner, but not CrewChiefs Gunner seat ....
The AI fly in a MI 17 and Huey - the main gunner works confirmed, but Crewchiefseat still not shooting ....
Edited part of the animated Helicrashsite Script:
_aigroup = creategroup east...
the following code will only have a working gunner, but not CrewChiefs Gunner seat ....
//Only a Woman could crash a Heli this way...
_aigroup = creategroup east;
_helipilot = _aigroup createUnit ["SurvivorW2_DZ",getPos...
i have a little problem, i add a gunner @ the heli and it works fine, but the gunner is only using the gunner position
//Only a Woman could crash a Heli this way...
_aigroup = creategroup east;
_helipilot = _aigroup createUnit...
hey folks, i see this script and its great !!!
But i lookin for something special, the Heli should spawn random, fly random waypoints, shoot ALL players and get crash @ end.
in this case i take a look @ the Helicrashspawn script and found the lines:
//Only a Woman could...
finally i realised that @ epoch 1.0.2.3 the Train Gun is usable as long as the train stands on his stop - if he starts, the gun will despawn and you will fall of the wagon.
My solution:
-disable gun on train and ride on the ladders with it ;)
also i renable (entcomment) the Hackercheck - hope u...
i found the solution by myself ;)
class CfgSounds
{
sounds[] =
{
introSong
};
class introSong
{
name="introSong";
sound[]={introSong.ogg,0.9,1};
titles[] = {};
};
class NoSound
{
name = "NoSound";
sound[] = {"", 0, 1}...
yeah axeman i realised this in servercleanup.fsm and will now try this one:
/*%FSM<STATE "vehicle_cleanup">*/
class vehicle_cleanup
{
name = "vehicle_cleanup";
init = /*%FSM<STATEINIT""">*/"_safety = dayz_serverObjectMonitor;" \n
"" \n
"//Check for hackers"...
Hi @all,
i use an intro Sound for the CamtoSpawn sequenz and also use the Trains Script, now i have the problem that both use the same variable in descriptions.ext :
class CfgSounds
{
sounds[] = {};
class NoSound
{
name = "NoSound";
sound[] = {"", 0, 1}...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.