I'll get corrected if I'm wrong but the array might need To be more like this:
infoArray [] = {
[x,y,z],
[x,y,z],
[x,y,z]
};
_rndloc = infoArray select (round (random 100));
And like he said, use the _rndloc as your pos in the createvehicle call.
I'm typing in my phone so it's taking me...
So the objective is for the player to find the infostand, when they interact with the stand it tps them to another location not accessible, deletes the stand. Then when they are ready to leave, they interact with another stand, and it tps them back to the old stand location? Is there a condition...
you just want a 'vehicle' to spawn randomly across the map? Or did you want the entire, spawn it randomly then delete it once it's been used? Then what? It never respawns again until the server restarts? When I say vehicle I mean whatever item or object you want to spawn.
nothing. shows they join, then shows them disconnect. and on client side, no log at all. i didnt think it would have anything to do with sigs. pretty sure it has something to do with the way the SteamID sees the server. but not sure. it seemed to get more complicated after the whole merged with...
Ok guys, this is racking my brain. Ill set a few things first
This is not my first rodeo.
I have privately hosted servers long before Epoch.
Then i got bored.
Currently im hosting an Epoch with Overwatch server (Overpoch)
Here is my current Server launch bat: (working)
"
start...
I had a small system way before missions were introduced that created the mission on a 1/100 chance when a zombie was killed, "it appears this zombie has a journal" on him. Which you would read the Journal it would give map locations for a base camp or something. Giving some in depth to the...
you could ad a trigger to the area that spawns the 'stand' based on conditinos such as UUID or if player has item in inventory. so when the player is TPed away from the area, the trigger no longer sees the conditions and removes the 'stand'
Pretty sure it's based on the animations available. There is no real 'jog' animation like the player has. I would lower them to a walk, but multiply the amount to compensate.
this would be interesting for a human punishment.
Say a player commits a murder. it adds a '1' to the ticktimer. but instead of having the tick timer at the time of death, it happens at login. so the more you murder, the longer timer you have before you can log into the server, adding a sense of...
It has been awhile but mainly cuz I got sucked into dayz SA coding. If you follow my examples you ca. Spend a few hours going thru each sarge sqf and change what Nessa changing. I'm sure I have the edits laying around somewhere. I'm actaully in process of trying to port it over to SA. Good luck.
I ran across this but haven't had any real luck. I want to merge it to work with sarge AI then lower the chance of AI in towns. This would add a huge benefit to low pop servers. Seeing AI being chased by zeds would add some diff not knowing who is who.
Confirmed it is not related to the 1771 server clean up. I've noticed that if a group steals a hive vehicle, then if they are all killed after getting out of said vehicle, it is removed. Then on server reboot, it is spawned again. This is preventing the stealing of helis :(
I think it's has to do with the 1771 server calls to clean up. The AI gets in the non hive vehicle, the hive is updating the vehicle but now it is owned by a NON UID and is considered not safe. Then the clean up deletes it. Then when the server restarts, it's pulls the object ui again and spawns...
Not sure what its set to right now but you can find in the same spot as the city config. Has grid in the name. I'm still learning more about it as well. Pretty sweet AI I must say though.
You could also lower the grid size, in turn increasing the number of grids on the map...though it might be a resource hog...AND limit the distance an AI can wander from its owner. BUT it is possible
Hey guys,
just wanted to share my trial and errors with you all. With LOTS of testing i was able to get it working in A3. you see the problem was that setVehicleInit, processInitCommands or variables of such commands were removed from A3 and replaced with BIS_fnc_MP. Yea, sucks for most major...
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