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}...
Hey, the Train works fine - great work, thx !
I just wonder why i get @ Epoch 1.0.2.3 get:
12:52:58 "CLEANUP: KILLING A HACKER Username B 1-1-C:1 (Username) REMOTE IN KORD_high"
but still can use the Gun on the Train @ Epoch 1.0.1.5
any ideas?
is there any way to make player invulnerable as long as the camera scene is?
i realise that u are vulnerable between camstart and camstop but still @ the ground and uncontrolable.
Any ideas?
*sry 4 my bad english*
Edit:
a change that only new players or death players on respawn get the cam...
Hi @ all,
the Self Bloodpag works fine on my Epoch 1.0.1.5 - thx !!!
Now we realize, that we cant give each other the Bloodbag - where is the mistake i made?
I hope you understand what i mean ;)
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