Here is another idea to prevent players from shooting instead of set damage:
In the 3D Editor it works fine, but it does not work in MP, and i have no clue why ...
but maybe a solution for the vehicle weapons which still make damage with the old script...
private...
have u already checked out this thread??
http://opendayz.net/threads/sarge-ai-patrol-helis-crashing.11059/#post-51961
but this killing a hacker part only prevents AI units to spawn if not modified... your helis are spawning right now, i think this can't cause -noloot- ... it only sets damage...
I had this Script working on my Private Reality Server, and now i tried to implement it to my new Epoch Server.
My .rtp Log shows following errors
21:27:17 Error in expression <"0";
};
if (!_parachuteWest) then {
if (_objectID == "0" && _uid == "0") then
{
>
21:27:17 Error position: <_objectID...
Got the same issues. i have tried to install previous beta patches, and the errors seems to change with doing that...
But i actually dont understand what causes these errors...
19:20:39 Error Nicht definierte Variable in Ausdruck: _objectid
19:20:39 File...
Have you put any files from dayz_code in your mission to overwrite client files??? If so, which files? i may have an idea, but try to use an untouched mission first to see if you have aggros then...
I am running Dayz Epoch 1.0.1.1 Server and found errors in my arma2oaserver.RPT obviously caused by those two files:
dayz_code\compile\spawn_loot.sqf
0:50:59 "CRASHSPAWNER: UH-1H just exploded at [1622.79,219.562,131.937]!, "
0:51:12 UH1Wreck_DZ: MainTurret - unknown animation source...
i followed the tutorial, but no additional information occurs on the "study body" function :(
on top of this the study body function is displayed alle the time while mouse wheel scrolling...
and why it is so important to put that code
//Player only
if (!isDedicated) then {...
The problem is,that zeds are spawned client-side, so Meat (a friend of mine) and me tried to do st else than prevent zeds from spawning to clear a certain area...
What about just teleport them immediatly after spawning to another location???
//executed in init:
zombieshield=true;
while...
I've already tried this out... I had the AI working and shooting at Zeds...but propably due to the changed site relations coming up with dayZ Factions my safezone hasn't worked anymore...And with my Safe zone there is a damage=0 Zonje...means that if it would work both together, there wouldn't...
What would be the execution command for this trigger?= Maybe st like this???
{{deleteVehicle _zombie} foreach crew _zombie; deleteVehicle _zombie} foreach thislist
i tried
{deleteVehicle _zombie} forEach thisList;
but it does nothing
When a player logs out from the server in my...
Yes, i cant see the position too. but simply saving your mission and open it with for example Notepad ++ will let you see the position where u placed your trigger ;)
Remember: the position of your 3D Mission follows a different syntax than your 2D Mission!
In fact i am not that genius in scripting and due to that it does not brings me the expected solution :(
I know time is money, but would you be experienced enough to modify a zombieshield or no aggros- script to secure a certain location from Zeds?
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