i have made an update that will make it a lot easier to transfer this to pretty much any mod ... settings is now in a seperate file and is read by all the drop files, since many of the options was the same.
also i optimized code and removed many irrelevant vars wich was uneeded ... i will test...
depending on your host and accesability of your profile settings, then there is an armor option you can set to 1 ... not sure what it actually does, but i belive players will be harder to kill if you set to 1
class Difficulties
{
class Recruit
{
class Flags
{...
awsome work dude ... dont forget you need to edit dayz_server.pbo aswell, like this:
find server_updateObject.sqf and find something that looks like these lines:
if (!_parachuteWest and !(locked _object)) then {
if (_objectID == "0" && _uid == "0") then
{
_object_position =...
@xBowBii
well you are kinda spamming him ... try scroll up a bit, if you forgot what you wrote
@Baz88
there is no need to be rude like that when he is trying to help you.
if you read through his wall of text (and cut away the unnecessary parts) you will find all youre questions are answered in...
https://drive.google.com/file/d/0B8fUlKbv9mi2QmNSc3lHUG1WTGM/edit?usp=sharing
"small" update ...
you will now get a hint showing distance live all the way to waypoint, and an action to drop the cargo, provided you have a radio in your inventory
edit:
idk wtf is wrong with google, but right...
description.ext
class CfgSounds
{
sounds[] = {};
class mysound
{
name="mysound";
sound[]={Scripts\sound.ogg,0.9,1};
titles[] = {};
};
};
you are missing something like this ... not sure this is correct tho
survival servers sucks and they do not allow you to change hiveext.dll, wich is needed to do custom loadouts ... however i just gave you a link to exactly what you need
who is your host and exactly why are you not hardcoding the gear instead?
it might take a little longer to fix when they update the mods, but no hacker can come and change starting loadout
you could also use a scroll and select menu when people enter the game, like this...
thanks .. i fixed this already tho, you should check it out ;)
i got a few other problems now ... like i cant seem to make the plane drop at the right time (or rather when i want it to drop). :(
.. and i would love to know how i can make the server do the drop, so the ai and plane dosnt get...
i made it now ... i just need to test it a bit more, but i will update my links soon and when i do there will be a list you can edit to select weapons or magazines you do not want in the boxes and stuff you want to replace it with.
this should make it a lot easyer to select weapons boxes...
the script pulls all classes (you specify in some of the first lines) from config, then exclude whatever you specify and finally gives you a list to choose and spawn from ... this way you can try and spawn in diffrent ammoboxes/vehicles and check, wich you want to use for your players and sort...
i know how to readout the content of the box and put it back in, but im not sure how i remove some of the elements in my array, before placing it back in the box ... im currently trying to figure this out and if i can just fix this it will be very easy to select content you do not want in the...
i think the epoch version would work well on vanilla dayz, but you would need to change it to use the chernarus planes and cordinates for plane start ... im not sure if tavania start cordinates will work on chernarus atleast i havent tried it, but i asume it wont
other than that it should be...
a better way would be to use ebays spawn selection method and only use the class selection for donators
personally i just use it for spawn selection and not for loadout, but you could easy just take away any part of it you dont want or like
a sensor/trigger can be square aswell as oval ... it depends on the settings really
you can create triggers in mission editors and then transfer them/it to your mission ... however you will only need the location you want to place the trigger or it most likely wont work
heres a good guide to...
i had to look that up, but from what i find, that looks correct ... if _newCiv is the person who has to do the move ... i belive there was another line saying _newCiv is cursor target or something, then it should work like that
this thread should be closed and q & a redirectet to the main thread ...
anyways:
you have skipped a step in the setup, go back and try again ... DangerRuss already gave you a hint on how to fix it, either that or you did not set the variables right
again i say, you have skipped a step...
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