Hey, worked on the script for quite a while today and I think I'm making progress. I can get the player's health to jump back up after he dies, just not before he dies. Which is sort of good, means I'm close I think. Hopefully I'll have it for you soon, but ya never know I may just be chasing a...
I think you aren't thinking about it the way I am Innuce. How it would go is this, say you get shot by a dmr a few times. Normally you die, but with the revive method you would get knocked out and be laying on the ground stuck at a set amount of blood for a set amount of time. Once the timer...
Here are some relevant player conditions, if someone would like to work on it. I would continue but it's time for me to sleep.
r_player_blood
player setVariable["NORRN_unconscious",true];
player setVariable["USEC_injured",false];
What I'm going to try and do is like what Innuce said,
if...
I'll reword it so it makes more sense, I was pretty tired when I typed that up.
Intitial Setup:
Step 1: Download oldest version of dayz.
Step 2: Rename said version to @DayZold
Step 3: Create shortuct of arma2oa with launch paramater -mod=@DayZold
Done with Initial Setup
Merging New...
Ok, I see then. You are just having your init call the map, that's interesting. I think I'll stick with my method. As far as I can tell the difference between a 300 kb mission file and a 3000kb mission file is maybe a minute, which is not a big deal. My far is so much simpler and faster...
Player2's script initiates the unconscious state on certain conditions, it doesn't affect player death at all. What will need to be done ( I think ) is to replace the point of death with an unconscious state instead. I've tried a bit but I don't really know what I'm doing :/ if anyone wants to...
Yeah I could see that happening, well what's an alternative then? If there is a better way to do it I'll gladly switch over. I only started all this jazz a few weeks ago and still have a lot to learn, the only scripts I've written 100% myself don't work :( but I think I'm getting better at it.
The way I add buildings to my mission file is, I download the oldest dayz mod that let you use the 2d editor with dayz, renamed it @dayz2d then created a shortcut of arma2 and put -mod=@dayz2d in the launch paramaters. Then I add buildings onto the chernarus map using the standard arma2 2d...
After a bit of time messing with more scipts I think I've got a little better grip on how they work, so I revised my previous script into this.
{
_lhdveh = [12943.6, 3743.61, 0] nearObjects ["AllVehicles", 1000];
_vehpos = {getposASL} forEach _lhdveh;
{setposASLW [ getPos this select 0, getPos...
Well, I had an idea of how to make vehicles spawn on the carrier. My idea is this, run a script that finds the vehicles around the carrier and moves them to just above the carrier as the server starts up. I think the main problem that could arise with this is incorrect timing, as with every...
1. Paste Hangender's code at the end of your init.sqf file, which is in your mission.pbo (dayz_1.pbo or something similiar).
2.Make a folder in your mission.pbo named custom.
3. Go to dayz_code.pbo/actions/object_pickup.sqf (which should be in arma2oa/@dayz/addons) and drag that into a...
Perhaps this can help you, the download on the page didn't work for me but there are some other links that could be helpful. I'm new to this scripting so maybe you can succeed where I have failed, good luck.
http://www.armaholic.com/forums.php?m=posts&q=19530
So I have another question.
Is it possible to make an ai group invulnerable? I have a 4th group set up that I want as guards in an area, i thought it could be done by changing this line in add_unit_server.sqf .
case 4 : {
for [{y=1},{y<=3},{y=y+1}] do {
switch (y) do {
case 1 : {...
I have this script installed and configured no problem, I have 12 groups of ai spawn, factions working, customized their gear and spawn points all of this no problem. However, the ai engage zeds but not the other way around. They just run up to them and stand there, I've read through every post...
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