Recent content by McKeighan

  1. M

    [How-To] Customize the Starting Gear/Loadout (no custom dayz_code req.)

    You're mixing "weapons" and "magazines" in your inventory call. You may have to seperate those. Most, if not all tools, are "weapons" according to the code. They need to be added to your _weapons = []; area. the rest of your gear, the bandages and what not, should be in _magazines = []; the...
  2. M

    [Plan Canceled]<Apocalypse II>1.0.5

    TheC1aw - U da man
  3. M

    [Plan Canceled]<Apocalypse II>1.0.5

    That's a great idea. Hope they can follow through on it.
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    [Plan Canceled]<Apocalypse II>1.0.5

    Was wanting to try and host this mod. Is there a simple download area, or will I need to sift thru all the google-translated text until i get what i'm after? :)
  5. M

    invcust + celle = no skin saving

    It has to do with the models in use not being allowed in the dayz_anim.pbo, but being allowed by Rmod2. It reads the @dayz mod first, before @rmod2, so it instantly kills the new model, before allowing it to be worn. The check to see if the model is allowed being commented out is irrelivant...
  6. M

    [How-To] Customize the Starting Gear/Loadout (no custom dayz_code req.)

    Stichguy - you're missing the ending " in your line _inventory = [["ItemMap]]; SoHam - I believe tthe syntax should look like this - I think you had too many brackets. _weapons= ["ItemMap","ItemMatchbox"]; Another attempt might look like this. _weapons[] = {"ItemMap","ItemMatchbox"}...
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    Project : More Tents

    I've never tried any of that myself. I've always "customed" the @dayz rather then do all my changes in the mission.pbo. Perhaps Sir knows.
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    [How-To] Customize the Starting Gear/Loadout (no custom dayz_code req.)

    quote="Jrb, post: 40742, member: 1784"]Hey guys, I'm having a problem with this. Just testing a few things (added a M240 as a startup weapon), but it doesn't want to work. I feel like I may not be making the array correctly: //Variables _inventory =...
  9. M

    Having trouble with custom skins

    When defining the skin itself, you can add in lines to call the different load-out pieces, and then "blank" them. Like actually set inventory= [ ]; = so that whatever the inherited inventory of that skin natively is gets ignored. Stuff like that. On the Bohemia site, there is a huge wiki...
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    Project : More Tents

    ALKINDA - you talking about the tents? The way I wrote it, the tent nonsense is independant of the mission file itself. What these guys have suggested is find a way to build it into the mission file so that it doesn't have to over-ride the @DayZ stuff. The scope of the mission file editing is...
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    Project : More Tents

    It's one thing to re-write new tables and some basic code that doesn't rely on anything else... but it's another to give players additional mouse over options that don't actually exhist in their @dayz files. Then again, wasteland does it just fine, so i bet there's something there that can be...
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    Project : More Tents

    Sir - isn't that supporting my observation tho? I believe Maciej wants to introduce all new content into the map file itself, which is a client forced download each time they connect, rather then having them download a seperate @dayz_whatever to play on the server. Maciej - I think...
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    Project : More Tents

    I refer back to my post, just above yours. I have NO idea if you can over-ride player functions. Building a new object is a player function which references a server write function. I think you could write code into the mission.pbo just fine, but having that code for user functions take...
  14. M

    [How-To] Improved vehicle spawn functions

    I had that same error, but can't remember what i changed to get it to function. :( Sorry.
  15. M

    So... with the update... whats gonna break?

    Winmerge - that sounds kinda cool.
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