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    Battleye Filters

    hey benny, yer access to dev would be good then i can check logs and change filters, test etc with time diff ill be on at 7pm (your 6pm) add me on steam for easier chat search for fallingsheep picture is a sheep jumping of cliff (its black and white)
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    Battleye Filters

    Easiest way for me to help is to send me the server and mission pbo and your be filters, if you use infistar make sure to remove it before sending to me I can jump on tonight after 6pm it's currently 10:45am
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    Battleye Filters

    list the kicks (the full kick) and we can help better, also list the scripts you using
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    Exile mod help needed

    post the full kick and we can help you change your filters to stop it :)
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    Overpochins base building

    that should be everything neede to get houses working there is no SQL changes needed im currently messing with server_LockUnlockOrigins.sqf for gear saving using the below code but it wont let you lock house after unlocking...gear save tho :) /* //save gear using the same method as safes...
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    Overpochins base building

    SERVER FILES origins\variables.sqf publicVariable "owner_B1"; publicVariable "owner_B2"; publicVariable "owner_B3"; publicVariable "owner_H1"; publicVariable "owner_H2"; publicVariable "owner_H3"; publicVariable "owner_SG"; publicVariable "owner_LG"; publicVariable "owner_KING"; publicVariable...
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    Overpochins base building

    add the below to your init.sqf just above progressLoadingScreen 0.2; call compile preprocessFileLineNumbers "origins\compiles.sqf"; call compile preprocessFileLineNumbers "origins\config.sqf"; add these to the bottom of your variables.sqf (prop not needed anymore but add just incase)...
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    Overpochins base building

    origins\origins_removeActions.sqf private["_type"]; _type = _this select 0; if (_type == 0 || _type == 1) then { player removeAction s_player_build_origins_house; s_player_build_origins_house = -1; player removeAction s_player_build_origins_garage; s_player_build_origins_garage...
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    Overpochins base building

    origins\origins_checkNeededMaterial.sqf private["_crate","_itemIn","_countIn","_content","_qty","_proceed","_missing","_missingQty","_neededMaterials"]; _crate = _this select 0; _neededMaterials = _this select 1; _proceed = true; { _itemIn = _x select 0; _countIn = _x select 1...
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    Overpochins base building

    origins\compiles.sqf if (!isDedicated) then { origins_checkNeededMaterial = compile preprocessFileLineNumbers "origins\origins_checkNeededMaterial.sqf"; origins_removeActions = compile preprocessFileLineNumbers "origins\origins_removeActions.sqf"; };
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    Overpochins base building

    origins\config.sqf //**************************************************************************** //************** DayZ Origins Buildings Config made by Rotzloch ************** //**************************************************************************** DZE_Origins_Building_System = true...
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    Overpochins base building

    fn_selfActions.sqf http://textuploader.com/d4f4k! this is the orginis building code for fn_selfActions place just under if (DZE_NameTags > 0) then { if (s_player_showname < 0 && !_isPZombie) then { if (DZE_NameTags < 2) then { s_player_showname = 1; player...
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    Overpochins base building

    playerbuild.sqf http://textuploader.com/d4f4t!
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    Overpochins base building

    ok so gear saves but gets wiped when unlocking/locking, im working on a fix below is the files i have modified the code now uses plotpoles to check if you can build and checks nearby buildings to see if you already have a level1/2/3 house nearby, it also only lets the plotowner build a...
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    Overpochins base building

    Anyone interested in origins buildings for epoch 1.0.6.1? For origins 1.7.9.5 Tied to plot poles and no blueprints needed (going to add later maybe) Saves to DB Inventory saves as well
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    Beta + Modding Coming Soon!

    OH YER! time to break some stuff!
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    [SS]|Overpochins|150kCoins|ActiveADMINS|FullCustom|SectorB|Semi-Militarized

    Ok got fast travel working :p its a modified version of this script for Arma3 http://www.armaholic.com/page.php?id=30222 (once i figured out what it was doing was easy to edit to arma2 ) ive added some options you can change in scripts\fasttravel\fn_travel.sqf this one lets you charge players...
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    ive merged your changes into the test version im working on, yer the spawn at plotpole needs a...

    ive merged your changes into the test version im working on, yer the spawn at plotpole needs a large area to find a "safe" place to spawn the player
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    [SS]|Overpochins|150kCoins|ActiveADMINS|FullCustom|SectorB|Semi-Militarized

    Ok so ive cleaned up some errors, added virtual garage and im in the middle of writing a fast travel script (making from scratch as its much easier and i know what its doing :P ) might have fixed bandit/hero houses as well needs more testing! ill let ya know when its ready to test for you
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    [SS]|Overpochins|150kCoins|ActiveADMINS|FullCustom|SectorB|Semi-Militarized

    ok downloads all done im fixing the issues with fast travel and garage now. im also looking into the hero/bandit houses as well (adding a lot of debug stuff so i can see what fails were and why) ill update as soon as i have some progress
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