humanity traders, you'll have to have a custom fn_selfActions and add in
if((_traderMenu select 2) == "superhero") then {
_humanity_logic = (_humanity < 50000);
};
above line 758 like so
_humanity = player getVariable ["humanity",0]...
I don't know how to turn it off, but you can simply remove all of the loot from the ai on death. Simply go into the ai_death.sqf and somewhere near the bottom do
removeBackpack _victim;
removeAllItems _victim;
removeAllWeapons _victim;
Weed farming has been done, don't know what you mean by Nitro Boots. http://epochmod.com/forum/index.php?/topic/11797-tutorial-harvestable-hemp-smoking-weed-pot-farms/ for the weed farming
yeah but you may have to change some variables in the init.sqf
I believe it would look like this, with your obvious edits to file paths
rdmspwn = compile preprocessFileLineNumbers "scripts\rdmspwn.sqf";
waitUntil {!isNil "PVCDZ_plr_Login"};
waitUntil {count PVCDZ_plr_Login > 0};
if...
yes, if you want there to be 3 of a certain item, put those in a different array _items3;
{player addMagazine [_x,3];} forEach _items3;
{player addMagazine [_x,1];} forEach _items;
Don't add multiples of the same item in the array. Only have 1 classname listed for each item, you have duplicates so that could be doing something to it. If you want more of the items change the [_x,1] to [_x,3] etc, idk why the weapons aren't spawning though.
you would have to make different arrays for weapons and magazines then try something like
{player addMagazine [_x,1];} forEach _items;
{player addWeapon [_x,1];} forEach _weps;
if you're seeing the hero level 2 text but not recieving the gear check your antihack, if using infistar I would try disabling the remove items check in the AHconfig.sqf _RAI = false;
I wonder if you could hide the player entirely. Some people started getting creative and just running people over sending them flying into the ocean. I don't know if it would hide the player entirely but something like _nic = [nil, player, "per", rHideObject, true] call RE; maybe?
You don't have to make it a public variable, I don't think. but if that does end up causing issues just add an underscore :p _heliCrash
EDIT: also that timer I posted above was to delete the actual wreck, not the marker :P
Not sure if it will work at all, but following the code from spawnBandits through to BIN_taskPatrol, something like this placed before the very last closing bracket in BIN_taskPatrol should do it(Note, I did take some stuff from setup_trader_areas.sqf because I was too lazy to do something that...
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