Don't see why not, but you would have to fairly heavily modify the code.
Would it not be better to use the base building system that Damo created as a base for this?
Hi all,
Anyone who has some experience creating 3D models for use in Arma 2 and would like to help out with a new project please contact me via PM.
None of the team members really have the spare time to "learn" the modelling side of things as we are all busy with our parts of the project...
Right, time for a little how-to.
Adding buildings =easiest thing in the world if you follow this.
Firstly, the guy using MAP_EU, this requires a clientdownload, so unless everyone uses the MAP_EU mod alongside DayZ, you wont be able to join, also your Server will have to run this mod...
Indeed, but I thought I would test just to put to rest any doubts people may have. Currently on our Development server we have over 10,000 objects spawned in this way, every single one appears perfectly 99.9% of the time ;)
Create an SQF called tent_ignite.sqf and place the above code into it.
Then add this to fn_selfactions, some where near pack tent will do.
//Allow player to set tent on fire
if(_isTent and _hasMatches and _canDo and !_isMan) then {
if (s_player_igniteTent < 0) then {...
Breaking point stole it from 2017,
//#Vehicle Ignite Tent - Based from rocket/community tent_pitch.sqf and tent_pack.sqf
private["_entity"];
_entity = _this select 3; //_entity = tent passed from another script
//Removes the action ( Stops using the same action 2x)
player removeAction...
Adding a random chance to loose what you are using, hatchet, toolbox, matches etc is not hard at all. But giving them a set amount of uses would require writing them to DB, would people be happy with the first option?
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