Yes it can be done, but like I said. It's not going to be easy. You need to change a lot of code, in different files, not just your self actions file. So maybe post it as a request, ask someone with better programming skills (than you or myself) to provide the script changes? :)
The thing is. The only place where things are different for me and the other admins, is in the Infistar settings. If I remove myself from Infistar admins, the code doesn't work. Add myself back and the code works. So it's definately Infistar, I've no doubts about that.
Tracker. I want to keep the normal zed kill per player counter and have a second one that shows total kills over all lives. It works fine for me and other admins. The keycode system works for all players and I even have one that does changes to the humanity that works for everyone. It's just...
it's important to note that Strongholds store a generated key in the characterID field and the origin houses store the players UID in the hitpoints. House code calls the hitpoints and stronghold code calls the CharacterID. You will need to make a lot of changes to the custom player_build.sqf...
Anyone know why this works for all users (normal and admin):
allMyKeys = profileNamespace getVariable ["VehicleKeys",[]];
allMyKeys = allMyKeys + [_keySelected]; //_keySelected is set further up in the script!
profileNamespace setVariable ["VehicleKeys",allMyKeys];
But this doesn't work...
I know dayz has it's own damage handling, I also appear to know much more than you do. If you don't have an answer then just stop. It pisses me off when people like you feel they have to put others down, instead of putting your money where you mouth is and actually coming up with an answer that...
Actually, I understand very well. This select 2 returns the correct damage . If you set that value to just TRUE , then the vehicle will explode with just one bullet. The preprocess was added after trying the original code without it. So if you've got nothing better than to try and put me down...
I even tried this in the server_monitor.sqf , but same problem and this is a simple no damage variable. :(
if(_ownerID != "0" && !(_object isKindOf "Bicycle")) then {
_object setvehiclelock "locked";
_object allowDamage false; // THIS and vehicles still don't save after being moved...
I'm trying to get all locked vehicles set to GodMode at restart only . Then once unlocked they're vulnerable until server restart again..
in my server functions file I have this code:
God_Protect = {
private ["_tID","_x_type","_count"];
{
_x_type = typeOf _x;
//_name =...
SOLVED!!!!
I've written a script that adds a variable to certain vehicles , like:
_x setVariable ["MyVehicle", "007", true];
But when I try to check vehicles in a loop with:
_x getVariable ["MyVehicle",0];
or
_x getVariable "MyVehicle";
I get an Infistar message: FNCbroken: Count , and...
Yeah, I tried the public variable route a while back . But it kicks up a fuss with battleye. I'll checkout the killzonekid stuff you mention. Thanks for the code to work with too :D
Cheers :D
I've got a custom Local_EventKill.sqf that gives the player a bonus of 15 humanity if they hit a zed at 150+ meters. That part of the script works great, but I also have a hintsilent that popups with a message that includes distance, bonus etc..
Problem is, if another player is close by they...
i'd use a public varialble, the same way I got custom images to show up on my debug monitor. Hhhhmmmmm....
I understand the image would need to be in the mission folder, it's already there being used for other things. If the answer is no, it can't be done, then just say that. Don't be so...
Anyone know how you put logos on the side of vehicles without needing to use squad.xml ?
I want to place a logo on vehicles using a script in-game, serverside of course :)
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