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  1. K

    Adding a custom menu for tools/items

    It's possible since I've seen other features / scripts that do it. If I get time later I will look for it. Your best friend when it comes to scripting is unpacking the dayz_code.pbo file and going through all the scripts they wrote and figure out how they work. You'll learn a lot doing that...
  2. K

    Adding a custom menu for tools/items

    Not really. Its good advice. You could at least try to do something to give back to the community instead of just coming on here and begging for scripts. That, in my opinion, is lame.
  3. K

    Adding a custom menu for tools/items

    Guess you should learn then.
  4. K

    Adding a custom menu for tools/items

    Yeah, that should be pretty easy. Just get the class id of the current weapon, get the class id of the weapon in the backpack, then remove the primary, remove the one the one the backpack, add the id from the backpack to the primary, and then add the one from the primary to the backpack.
  5. K

    Improved Fred's Zombie Bait/Bomb [1.7.7.1]

    The rest looks good so I'd look at your conditional statements in selfActions or errors in the copy/paste of the rest of the code.
  6. K

    Improved Fred's Zombie Bait/Bomb [1.7.7.1]

    You have a colon instead of a semi-colon. That will cause a script error and prevent it from running. s_player_Heal = -1:
  7. K

    How do you debug dynamically?

    Techniques for dynamically debugging scripts during run-time should be universal to anything running within the ArmA2 game engine.
  8. K

    [INVESTIGATING] ADDING BANNED VEHICLES TO THE SERVER ! I THINK EVERYONE IS INTERESTED HERE !!!! Xd

    Frustration only leads to more frustration. It is a downward spiral. Stop what you're doing and go back to the beginning. Instead of trying to jump ahead, start with the basics, learn and understand them, and then move to the next topic. The solution to all your problems is in this very forum...
  9. K

    Improved Siphon Fuel Script [1.7.7.1]

    Look at my implementation of Fred's Zombie Bait for an interesting new way to implement changes in fn_selfActions.sqf. http://opendayz.net/threads/improved-freds-zombie-bait-bomb-1-7-7-1.11959/
  10. K

    Restrict Krixes SelfBloodBag only to a special Location

    Good idea but a few pointers for you... 1. Your use of exitWith {} could lead to undefined behavior as per http://community.bistudio.com/wiki/exitWith. It is definitely not a good idea to use it the way you are using it within this script. It is for breaking out of loops... not exiting...
  11. K

    Improved Fred's Zombie Bait/Bomb [1.7.7.1]

    Bacon is the most amazing meat on the planet. Steak is second. Bacon wrapped steak... zomg! Raw bacon should work. I use the list of raw meats defined in the dayz_code\init\variables.sqf file (see code snippet below). _rawmeat = meatraw; This way I don't have to update the list every time...
  12. K

    How do you debug dynamically?

    I am really starting to get annoyed with the way the script interpreter is implemented in this game engine. It is making it extremely difficult to debug scripts. For example, diag_log just doesn't work (server side vs client side I know). So let's get a list of tips and tricks for debugging...
  13. K

    calling of custom compiles

    Look at some of the other script posts on the forum that include lines very similar to these. If they are the same then maybe your other files aren't actually correct.
  14. K

    Please let me know about the introductory method of a script.

    _askedQuestions = true; _triedToFigureItOutHimself = false; _madeAnyKindOfSense = false; If (_askedQuestions and !_triedToFigureItOutHimself and !_madeAnyKindOfSense) then { call fnc_ignore; } else { call fnc_help; }; Tested and works perfectly. :)
  15. K

    Suggestions to improve the DayZ / Arma Scripting & Editing forum

    I'd rather have questions and troubleshooting for specific scripts to be done in the same thread as the release. It keeps things in context and in one place. I'd like to see more "scripting discussion" instead of just script releases and troubleshooting.
  16. K

    [Release] Fred's Zombie Bait (WIP)

    As I mentioned before, I was working on re-implementing this idea in a more configurable and optimized way. I am happy to report that I completed it this afternoon and it is working on 1.7.7.1 Chernarus. It is a bit more complex but is highly optimized...
  17. K

    Improved Fred's Zombie Bait/Bomb [1.7.7.1]

    Some notes for scripters... If you're creating custom actions in the action menu, you need to initialize the function variables in your compiles.sqf so that it occurs on load. See near the top of custom\compiles.sqf above. This is what fixes the case where you have to drop an item and pick it...
  18. K

    Improved Fred's Zombie Bait/Bomb [1.7.7.1]

    custom\player_craftZombieBaitBomb.sqf (Create a new file to hold this code) //----------------------------------------------------------------------------- // Craft Zombie Bait Bomb // Gives players the ability to craft zombie bait bomb that attracts zombies for // a configurable amount...
  19. K

    Improved Fred's Zombie Bait/Bomb [1.7.7.1]

    mission.pbo init.sqf Under... call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; Add... call compile preprocessFileLineNumbers "custom\compiles.sqf"; custom\compiles.sqf (Create a new file to hold this code unless you already have a custom one) if (!isDedicated)...
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