michaelny
Member
O.K .... so i would have to go about the same way initially described by you but would have to change it in my init.sqf instead of the compiles.sqf?
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Vampire said:Then you need to open up your init.sqf (on Epoch) or custom compiles and point the dynamic weather location to your script instead.
Like so:
Listen to vamps instructions because I know nothing about Epoch, I should have asked if you were running epoch sorry.O.K.....
I will try that in the morning.Seems like Namalsk is some thing of its own ..... everything a bit more difficult than on other servers and I would not bother when I did not find this map so scary cool
Had a long day ...up since 05:30 and my dog needs to go for a little walk and then I need to get some sleep.
I will report back tomorrow how it went ....
Thx to all for their help and patience
Yours will say @DayZ_Namalsk > ns_dayz or something like that.
16:58:03 "HIVE: got 370 objects"
16:58:04 AH6X_DZ: FLIR_turret - unknown animation source FLIR_turret
16:58:04 AH6X_DZ: FLIR_gun - unknown animation source FLIR_gun
16:58:06 UH1Y_DZE: ObsTurret - unknown animation source ObsTurret
16:58:06 UH1Y_DZE: ObsGun - unknown animation source ObsGun
16:58:15 class HitPoints::HitMissiles not found in yup_hh60h
16:58:15 class HitPoints::HitRGlass not found in yup_hh60h
16:58:15 class HitPoints::HitLGlass not found in yup_hh60h
16:58:22 "HIVE: Spawning # of Vehicles: 1"
16:58:22 "HIVE: Spawning # of Debris: 500"
16:58:22 "HIVE: Spawning # of Ammo Boxes: 3"
16:58:22 "HIVE: Spawning # of Veins: 50"
16:58:22 Error in expression <hicle _x) setDamage 1;
_x setDamage 1;
};
} forEach allUnits;>
16:58:22 Error position: <;
} forEach allUnits;>
16:58:22 Error Missing )
16:58:22 Error in expression <hicle _x) setDamage 1;
_x setDamage 1;
};
} forEach allUnits;>
16:58:22 Error position: <;
} forEach allUnits;>
16:58:22 Error Missing )
16:58:22 "Total Number of spawn locations 11"
16:58:22 "DEBUG: Too many vehicles at [8545.81,11308.3]"
16:58:23 "CLEANUP: INITIALIZING CLEANUP SCRIPT"
16:58:23 "EPOCH EVENTS INIT"
16:58:23 "DEBUG VEIN: on road [7019.3,8125.02]"
16:58:24 "DEBUG VEIN: on road [7228.84,7178.83]"
16:58:24 "DEBUG VEIN: Too many objects at [8290.01,11151]"
16:58:25 "DEBUG VEIN: Too many objects at [7231.55,7180.86]"
16:58:25 "DEBUG VEIN: Too many objects at [6524.86,9570.87]"
16:58:25 "DEBUG VEIN: Too many objects at [7815.13,6300.37]"
16:58:26 "DEBUG VEIN: on road [5691.85,10476.5]"
16:58:29 "DEBUG: Too many at [5777.9,9671.83]"
16:58:30 "DEBUG: Too many at [7257.64,10947]"
16:58:38 "DEBUG: Too many at [5976.65,6746.43]"
16:58:39 "DEBUG: Too many at [4199.71,6687.85]"
16:58:43 "DEBUG: Too many at [7068.94,6243.22]"
16:58:43 "DEBUG: Too many at [6552.83,11400]"
16:58:45 "DEBUG: Too many at [5156.19,10667.4]"
16:58:45 "DEBUG: Too many at [4202.95,6689.25]"
16:58:47 "TIME SYNC: Local Time set to [2013,8,3,17,58]"
17:00:09 "RUNNING EVENT: crash_spawner on [2014,1,26,18,0]"
17:00:09 UH1Wreck_DZ: MainTurret - unknown animation source MainTurret
17:00:09 UH1Wreck_DZ: MainGun - unknown animation source mainGun
17:00:09 UH1Wreck_DZ: Gatling - unknown animation source Gatling
definitely. Infinistar ah, especially older versions, will screw with the weather. I believe he recently addressed this in a newer version though.Could some antihack feature blocking my scripts?