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    Death Screen

    ok example time: in your description.ext, put this at the end: class RscTitles { titles[] = {"example"}; class example { idd = -1; movingEnable = 0; duration = 10; fadein = 2; fadeout = 2; name="example"; controls[]={"Picture"}; class Picture { x=0.0; y=0.0; w=1.0...
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    Death Screen

    something like : class nicePic : RscPicture { style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO x = safezoneX + safezoneW/2 - 0.25; y = safezoneY + safezoneH/2 - 0.2; w = 0.5; h = 0.4; text =...
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    Death Screen

    You need define a class in description.ext and point it at your .paa file. Then cutrsc ["classname"....
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    Death Screen

    player_death.sqf line 124: 1 cutRsc ["DeathScreen","BLACK OUT",3]; Change that to whatever you want
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    Accelerated Time

    I was looking into doing this a while back, my feelings on the subject are just making changes to server_hiveWrite would be sufficient. server_hivewrite would get the time from HiveEXT and calculate how much game time will need to be accelerated. server_cleanup.fsm already retrieves and syncs...
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    Unbanned Vehicle List (by ARMA2_OA_Build_102678)(ie without rMod)

    That's actually a pretty easy 1 line script :cool:
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    Dayz.st server database hacked

    Actually, every private server is vulnerable to this kind of attack. This is due to a combination of remotely executing loadfile/preprocessfilelinenumbers and child:999. What TLM suggested will solve the loadfile issues but not the child:999 attack vector. So don't be surprised when your sql...
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    HALO Jumps for dayz

    I suppose you can do a force save of the player after he/she finishes the HALO jump. for example, in fn_halo.sqf bis_fnc_halo_para_vel = nil; bis_fnc_halo_para_velLimit = nil; bis_fnc_halo_para_velAdd = nil; bis_fnc_halo_para_dir = nil...
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    HALO Jumps for dayz

    Whoops, I made mistake in my post. First of all, everyone should be using dayz_Totalzedscheck instead of dayzloginRecord. Second, the "respawn_marker" setmarkerpos code should solve the problem created by the new build in anti-tp. Third, "respawn_marker" setmarkerpos is just a temporary...
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    HALO Jumps for dayz

    if (!isDedicated) then { [] spawn { waitUntil { !isNil ("dayz_Totalzedscheck") and !(player getVariable ["humanity",0] > 5000 and typeOf player == "Survivor2_DZ") and !(player getVariable ["humanity",0] < -2000 and (typeOf player == "Survivor2_DZ" or typeOf player ==...
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    HALO Jumps for dayz

    oh yea the other new thing is the build in anti-tp which prevent players being setpos to high altitudes. No worries I already got ways around it will post soon
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    HALO Jumps for dayz

    yes :D
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    HALO Jumps for dayz

    Warning, due a mistake made by dayz developers some code needed to be changed (mission.pbo ini.sqf code): Old code: if (!isDedicated) then { [] spawn { waitUntil { !isNil ("dayzLoginRecord") and !(player getVariable ["humanity",0] > 5000 and typeOf player == "Survivor2_DZ") and...
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    HALO Jumps for dayz

    Supports all skins when spawning and jumping.
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    HALO Jumps for dayz

    HALO jump currently support all skins xD
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    HALO Jumps for dayz

    Hmm looks like the backseat is cursed o_O
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    HALO Jumps for dayz

    Change 5 createVehicle to 1 createVehicle in scripts.txt
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    HALO Jumps for dayz

    Yes you will no longer get kicked for parachuteC :eek:
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    HALO Jumps for dayz

    All you need is the ParachuteWest exception in createVehicle.txt. Seeing as how you are getting logged for parachuteC you are prolly still somehow using the default bis_fnc_halo.
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