I would grab a fresh install of sarge as it seems that you have messed with the sarge files and broken something with the _weapon selection of the units it is trying to spawn. I personally have stopped using sarge tho to reduce mission file size and now use DZMS and WAI
Just use a custom player_build and change the charID being used in the database to the UID of the player instead... too much server load for the server to do this on every death. There are many plot for life scripts out there if you cant figure out how to make the changes urself
Is there a way to include the origin config in the description.ext maybe to get it to recognize the items? Or maybe include them in the server pbo somehow
So, if I add origin items to the loot table it will then let me use them? Because currently spawning them in with admin tool or trader results in no items being given. Would be great to use the origin backpacks in epoch/origins or the blueprints rescripted of course so they work for epoch
Is there a way to get this working WITH setDir also? removing setDir and then putting it back is almost as much work as just fixing the 12k line files myself... lol
I get working on your file... forever and don't understand why... nevermind... found that if your .sqf file has "_this setDir" it doesn't know what to do with it... removing all lines of setDir from my file let it work
Yeah, I had that problem when I first started hosting with Vilayer and even after I fixed the problem players would still tell me stuff was missing but in comparing database saves they were mistaken and it was gone previous to my changes :) Try database backups and compare the backup to the...
Your problem isn't what you think it is...
If you have DZE_requireplot = 0; in your init.sqf then your server does not require plots.
However, if your players still have a plot down and they die they will not be able to build in that area without picking it up and redropping it.
Here is the...
That should work and they should really add this to standard epoch... Of course anytime that there is a new buildable added you will need to add it to the list of buildables in that block of code for the trigger. Also, there might be a space missing in that block of code... aparently...
Run this query on your database and it will make it so that everytime your character dies, the buildables built in previous charIDs will get updated to the newest charID. This allows you to remove anything you have built even after many many deaths.
CREATE DEFINER=`root`@`%` TRIGGER...
Should be working fine. That database event will not delete anything unless it hasnt been used in 100/150 days. the -1 on CleanupPlacedAfterDays will make it so the server does not clean itself up at all (unless your database event does it for you). Are you sure that your players just aren't...
I keep getting this in my client side RPT like crazy as well as low bandwidth on my server(possibly due to rpt spam?) Anyone know why? I am using Sarge AI that i think might be the issue...
"WARNING illegal RE rhideObjectcode with args:[any,R 1-1-H:2 REMOTE,false]"
"WARNING illegal RE...
Yeah I did that a couple hours ago and it is staying but I am still not seeing it in the database... I'm sure its something stupid that I am just not seeing but here is my current fuel tank build code...
_scrapQTY={_x == "ItemCorrugated"} count magazines player;
_panelQTY={_x == "ItemPole"}...
are they not one in the same? getPos returns a worldspace coordinate that is needed for location right?
EDIT: just relized i left it as _pos= and then referenced it as _location.... lmao wow.
EDIT: It still does not create. dissapears as soon as created. is there a variable you have to give it...
Looking through player_build.sqf im not sure how I would use that to add new buildables... i found a way to call scripts from right click menus of items and got excited that I could create new buildables that way just getting them to write to the database and not dissapear is a nightmare so far
So, i have this and now it creates but dissapears as soon as it is created. Nothing showing in the RPT when this occurs
_object = "Land_Ind_TankSmall2" createVehicle (position player);
_object setVariable ["ObjectID", "1", true];
_object setVariable ["ObjectUID", "1", true]...
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