Soi
New Member
ah ok, tnx for info.that will always happen if in adminmode. scroll and leave adminmode and the timer will appear. you can then go back in to adminmode when you roll out of the 'wake' animation.
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ah ok, tnx for info.that will always happen if in adminmode. scroll and leave adminmode and the timer will appear. you can then go back in to adminmode when you roll out of the 'wake' animation.
(vehicle _x) setDamage 1;
_x setDamage 1;
(vehicle _x) setDamage 0;
_x setDamage 0;
just add this at the top of addtempvehicle.sqfbut to be noted hackers then can spawn them without being killed, youl have to check logs if you suspect someones hacking in stuff, or admin hard or have good admin tools with notifications of such events
diag_log "==ADMIN SPAWNED==";
open DayZ_Epoch_11.Chernarus\addons\init.sqfserver_functions maybe ?
MF_Tow_Base_Path = "addons\mf-tow"; // The base path to the MF-Tow Folder.
MF_Tow_Base_Path = "addons"; // The base path to the MF-Tow Folder.
There is no air anymore, i will add it in later once i can seperate it from R3F tow/lift scriptafter further testing with that last change, everything with towing works great!
-- is there somewhere i can find a list of what choppers can airlift ?
hmm plot pole stuff is stock for epoch maybe try stock epoch and see if bug exists in it?Not sure if this has been fixed, I had for 0.9:
Evac chopper giving issues with trader, with this enabled, players eventually get stuck or cant trade until restarting client with message, "Trade all ready in progress", just Disabling Evac fixed this!
Also, I would like players to be able to remove plot pole, as players cant exactly do this at this stage, as no scroll option is displayed, I have checked all scripts in fn_Selfactions & Variables & everything looks fine, is there something else added which is stopping players from removing plot pole?
Also I have added these scripts into this pack if you would like to have a look:
Deploy Bike with toolbox;
Spawn Selection;
Fixed Suicide Script;
Also fixed many things which also have been posted! I am running this pack with 100% success with all bugs tweaked out. Just really want more info on the Plot pole setup that has been added to this pack, or if this is an issue not made aware at this stage.......
0.9 is no longer supported to many diffs from 0.10Not sure if this has been fixed, I had for 0.9:
Evac chopper giving issues with trader, with this enabled, players eventually get stuck or cant trade until restarting client with message, "Trade all ready in progress", just Disabling Evac fixed this!
Also, I would like players to be able to remove plot pole, as players cant exactly do this at this stage, as no scroll option is displayed, I have checked all scripts in fn_Selfactions & Variables & everything looks fine, is there something else added which is stopping players from removing plot pole?
Also I have added these scripts into this pack if you would like to have a look:
Deploy Bike with toolbox;
Spawn Selection;
Fixed Suicide Script;
Also fixed many things which also have been posted! I am running this pack with 100% success with all bugs tweaked out. Just really want more info on the Plot pole setup that has been added to this pack, or if this is an issue not made aware at this stage.......
yer i got itoh sorry, when i say airlift i mean lifting vehicles with choppers. is there a list somewhere that defines what heli's can lift cars ?
//place vehicle spawn marker (local)
_veh = createVehicle ["Sign_arrow_down_large_EP1", _location, [], 0, "CAN_COLLIDE"];
//explode fix (not sure which to use so iused both :P)
_veh setVariable ["MalSar",1,true];
_veh setVariable ["Sarge",1,true];
_vehtospawn setVariable ["MalSar",1,true];
_vehtospawn setVariable ["Sarge",1,true];
spawn selection donst have halo spwan (it conflicts at moment)Also, is the Spawn selection Halo spawn selection? If you have time, Please Join my TeamSpeak: UEGL.TYPEFRAG.COM