Would love to get it working like this. So I get compiles.sqf from dayz_code right? Do I rename it to custom_compiles.sqf or leave it like it is?
Where does it go? I tried putting it in dayz_mission.pbo>fixes as well as dayz_mission.pbo and neither work.
Thanks for the suggestion Axe. If I run into any more roadblocks I'll give that a whirl.
I found a fix for anyone who is having the same issue as me.
In publicvariable.txt...
I changed this:
5 !="remExField" !="remExFP" !="drn_AskServerDynamicWeatherEventArgs" !="BIS_effects_gepv" !"PVDZ_"...
Page 1...
Only want the dog and know what .sqf is.
here
Click 'here' and the 1st line reads: "needs in doghouse item in the .sqm initialisation:"
Doesn't say anything about opening a mission I saved with spawned dog houses. The ^ is literally line 1. Needs in doghouse item in the .sqm. The...
Any word on a work-around for the publicvariable #0 kick?
Not trying to be a haunt, just would like this working again before SA drops. If its not fixable let me know and I'll keep it moving...thx.
I honestly can't understand what your saying.
What does "needs in doghouse item in the .sqm initialisation" mean?
Basically, I just want the dogs...I need to know what to add and where to add it...what do I delete out of your zip. Just looking for a basic installation instruction.
Possible to get a toggle function to open debug monitor from the mousewheel?
I would like the debug monitor OFF when someone logs in and use the mousewheel to open it.
OK so now that's working...
What I want to do is have admins have access to all 4 menu folders of gear. Which is done in wardrobe_activate.sqf. I have that working no problem...
I also want to create an humanity incentive system for regular players. 5k humanity opens the wardrobe and 1 menu...
I was just about to pastebin my reinstalled files. Installed the wardrobe, loaded in...mousewheel...no wardrobe. Someone in here said [Cur] log in/out...just did that and BAM IT WORKS!!!! It really worked lol.
But...now I'm getting kicked by SelectPlayer Restriction #0.
Update...
So I...
How did you conduct your test?
I know past and present that when refueling a helo via jerry sometimes it just doesn't work. A co-admin on my serv, personal friend....told me the other night he put 40 jerries into a huey and it just wouldn't fill. I refueled a Little Bird last night with no...
Sure, that would be great. One problem though...what would be the ingredients needed to build a booby trap that's realistic? Pipebombs are banned right? I've never seen one, but I see they were banned in the BE filter or something. So can't use that. Ok, I got it...3 idea's.
1) Satchel charge...
lol...I was thinking explosion because maybe more than 1 person is at the stash...plus the drama of an explosion.
Plus, it seems realistic to me. Dummy stash thats booby trapped serves as a warning sign as well as a security measure.
If I was a bandit, that's what I would do.
Not exactly. I'm referring the the new mediumstash and smallstash that's part of the update. Since deployable ammo crates are gone, I'm using the stash in their stead.
I have side mission at Devils Castle with bandit Ai. I added mediumstash and smallstash in different parts of the castle...
I think it has to do with some skins being banned. I tried putting on one of the skins via DB and it reverted. I'm thinking, maybe if one removes the newly banned skins it'll work? Worth a shot I guess...
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