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    Vehicle Cruise Control (Server Side Script)

    That looks like it should be good to go ;)
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    Vehicle Cruise Control (Server Side Script)

    Gagi2, A better way would be something like this: spawn[] <- check the exact syntax of this, I dont remember exactly { waitUntil {!isNil "mod_cruiseControl"}; call mod_cruiseControl; } That way, any code afterwards isn't being held up if it doesn't have to.
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    Vehicle Cruise Control (Server Side Script)

    It could be your server variables aren't being initialized fast enough.. (mp mission loads before server sends variables) on the mpmission side, you'd want to add something like this: waitUntil { !isNil "mod_cruiseControl" }; <- double check the syntax, I didn't do anything with arma for a...
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    Crafting System

    I believe the original code looks for a FLAME, not the barrel or fire pit itself, so anything that's actually burning. It's been a while so I don't remember exactly now. For any Anti-Hack, they may block "Actions" So for any mod, where ever you see something like MyModCommand = AddAction...
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    Vehicle Cruise Control (Server Side Script)

    HELLO! I didn't make a post in a while, thought I would share a script I wrote a few weeks ago. I originally created this for an Altis Life server, having speed limits and 25km one way trips made something like this essential. But I don't see why this can't work on any dayz server - even arma 2...
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    Crafting System

    Nice addition Darce, To answer your question about backpacks, its possible, but would require some tinkering in several files. Where previously there was a case for weapons and magazines, 0 and 1 respectively, you'll need a case 2 for backpacks. Therefore, in the oven, if the output is a...
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    Players Spawn Cars (MENU)

    You need to edit the server_updateObject <- server side, the vehicles have an invalid ID and that file deletes things with invalid IDs. You can see there is an override not to delete the parachutes, What I do is set the Sarge variable to the vehicles and in the update file, I check to see that...
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    Crafting System

    The script wasn't even supposed to be in the release section, the ones responsible for organizing the new structure thought to put it in the release section. - I only meant it to be a discussion for people with some scripting experience and to expand on it themselves using the oven.sqf back-end...
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    Crafting System

    Ahh, I know why. In fn_SelfAction, because of this line: if ((typeOf cursorTarget in _aitypes) and (_cursorDistance < 5)) then { You need to add somewhere above _cursorDistance = player distance cursorTarget; you can also have a peek at my github, its a bunch of customization/scripts...
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    Crafting System

    no, blahblahblahblah is just a default if it cannot get the variable from the AI. So the switch statements gets blahblahblah and runs the default {}; otherwise it did get a variable and runs that code within the switch. Make sure you have the setVariable command server side. Then if you just...
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    Crafting System

    oops, remove this parts from the AI server side: _this disableAI 'ANIM';
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    Crafting System

    @BillyA, if you already have heavily modified files, then its even easier. Make a backup in case nothing works out - and follow the instructions from Post #1. Good Luck!
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    Crafting System

    traderhub.sqf: _aitrader = _this select 3; _category = _aitrader getVariable["traderType","blahblahblah"]; switch (_category) do { case "medical": { {player removeAction _x;} foreach horror_ai_trader; horror_ai_trader = []; horror_ai_trader set [count...
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    Crafting System

    Uhhg. I'm already swamped with other work :eek: Your free to use whatever and modify whatever, its all up to your imagination. Speaking of imagination, I modified the crafting system to work as an AI Trader. Basically you have AI Traders that can stand around the map that act as the activator...
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    Crafting System

    I just formatted my machine, so wont be able to get the exact code for the next few days, But... Have a look at the Base Building fn_SelfActions.sqf, the way it checks if you have a base building item in your inventory, if you do - then enable the menu. You will have to do something...
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    [Request] Toolbelt items having charges & Fuel tanks have limited Fuel

    My modifications for Manatees server to fill Jerry Cans, it does not use DB, but lasts / resets every restart. It's a little bit ugly, and maybe you can decide to use a different object then a barrel. (Land_Fire_Barrel) as this might cause some conflicts on some maps. (It's ok on Celle.) So...
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    Crafting System

    mm, the reason your crowbar isn't coming into your inventory, ItemCrowbar is a weapon, not a magazine :P so you need to change the 0 to a 1 in the array part. [1,"Crowbar","ItemCrowbar",1] As for requiring a toolbox, That should have worked...... Unless the if statement is wrong...
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    Crafting System

    _hasToolbox = "ItemToolbox" in items player; Try changing this to _hasToolbox = "ItemToolbox" in weapons player; As for the crowbar, I'm not too sure - since I know some maps are a little bit funky with the crowbar.. They have the Melee version that you can pick up, but not put it into...
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    Crafting System

    Instead of MeleeCrowbar, use ItemCrowbar, that puts it into the toolbelt. From your previous post: if (_makeItemClass == "ItemWire") then { if (_makeItemClass == "ItemHatchet") then { if (_makeItemClass == "ItemTankTrap") then { // check to see if the player has a toolbox, otherwise, exit with...
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    Crafting System

    It is, check the weapon crafting of an M24 to an M24 Desert, you can do something similar, say (Assume you have toilet paper on your server) you can take an M9, take a trash tin can, take 4 or 6 toilet paper, and convert that into an M9SD. Shove the toilet paper into the can, shove the gun...
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