_inVehicle = (vehicle player != player);
if (_inVehicle) then {
_obj = (vehicle player);
} else {
_obj = player;
};
_pos = position _obj;
You need to use the vehicle variables, not just define them (as torturedchunk said). Here I use _inVehicle as a test in the if statement, so it should be...
What you're trying to do might be a bit too indepth for you at this point - but the code you need should be in dayz_code.pbo/compile I believe. Anyways, de-pbo all the dayz stuff and have a look through and get yourself comfortable with the set up. Copy the files responsible for the things you...
Works for me. Here ya go anyways:
http://opendayz.net/threads/pre-release-mmmyums-zed-changes-quantity-ai-spawning-permaloot-permazeds-more.10345/
github (its out of date, new version coming, and the system is built for 1.7.6 not 1.7.7)
https://github.com/mmmyum/yum_zedMods
Take a look at my prerelease. I do the opposite of what you want, along with a lot of other changes, but the concept is the same. Override the files in the mission, make your changes in copies of the files in a fixes folder in your mission pbo and in the init.sqf override the calls (what you...
Fix for that coming in the new update. Its live on my server for testing, instructions to join are somewhere in the thread :) glad you're enjoying it! The update is almost ready.
Sent from my Galaxy Nexus using Tapatalk 2
@Seven
While I wrote my post you replied.
Just to be clear - to me it's understandable that they fixed the unbanned beta bugs - good work. Still no doubt that it makes it more difficult for private hive owners, but I'm not saying this was the intention - just an effect.
I don't think anyone...
This argument is not survival vs pvp, or anything else like that guys. Not really relevant. Yes it will always be a part, and yes some people think that everyone having badass military guns is not as much fun - guys that is the point of the private hive - you can make it however you like...
Test server is live with first really functional version that includes the teleport fix. I will be tweaking over the next two days, if you play please let me know what you notice. Github will be updated as soon as I feel it's working well :)
OK guys. Let me clear some things up. Yes this code was made for 1.7.6 - I've not tested in 1.7.7, but from the looks of things, they've moved around just about everything, and renamed a bunch of things - almost like they were trying to break a lot of community scripts :). There are a few...
My solution will work for you, simply build a custom array of the building types you want to spawn loot from and code it into player_spawnCheck so those buildings will spawn loot. You have to define loot positions for any buildings not regularly in dayz. Google and the biki are your friends...
Haha CommanderRetra, you almost had it!!
The code you quoted, with _rnd, gives approx 60% chance to have the zed spawn loot.
But you are right, it selects at random - this part: | select floor random 29 | is what picks from the array at random.
Yes it is possible to do weighted loot...
From my zombie_generate - to make zeds spawn with skins from my addon. Just replace the _loot array contents with what you want zeds to have (no weapons)
_rnd = random 1;
if (_rnd > 0.3) then {
_loot =...
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