if (!isDedicated) then {
[] spawn {
waitUntil { !isNil ("dayzLoginRecord") 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 == "SurvivorW2_DZ") )...
I will give you an example why changing skins cause problems:
Let's assume everything is working as it should, and the player have acquired a dog. Let's also assume that dogOwner only contains one object (that of the player). This means the player object is in dogOwner array, with dogOwner...
if (!isDedicated) then {
[] spawn {
waitUntil { !isNil ("dayzLoginRecord") 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 == "SurvivorW2_DZ") )...
Actually the heros/bandits/any skin change problem is 2 fold.
First, when you switch skins, you lose the variable dogActions. Second, when you switch skins you also switch player objects so that player != player (essentially). What this means is that if you are a dog owner, and you switch...
if (!isDedicated) then {
[] spawn {
waitUntil {count (dayzPlayerLogin2) > 0 and !isNil ("dayzLoginRecord") and !(player getVariable ["humanity",0] > 5000 and typeOf player == "Survivor2_DZ") and !(player getVariable ["humanity",0] < -2000 and (typeOf player == "Survivor2_DZ" or...
K I've successfully duplicated the problem (both hero and bandit skins cause problem).
An easy fix is just assign every new spawn 0 humanity (modifying server pbo or database). If people are interested in keeping humanity then I can do a script fix which will probably involve including yet...
Try adding this instead (I've also edited my previous post to reflect this new information):
if (!isDedicated) then {
[] spawn {
waitUntil {count (dayzPlayerLogin2) > 0 and !isNil ("dayzLoginRecord") and !(player getVariable ["humanity",0] > 5000 and typeOf player ==...
To enable new spawns to HALO in:
Install the HALO complete package in my previous post, then add these lines of code to the end of init.sqf from mission.pbo:
if (!isDedicated) then {
[] spawn {
waitUntil { !isNil ("dayz_Totalzedscheck") and !(player getVariable ["humanity",0] >...
K here is the complete package:
files:
fn_halo.sqf
haloInit.sqf
Both of these files go into fixes folder in your mission.pbo (make the folder if one does not exist)
Then in your init.sqf from mission.pbo, add the following code at the end:
bis_fnc_halo = compile preprocessFileLineNumbers...
Actually, considering how bis_fnc_halo works, you should first spawn the function, then make the player eject:
player spawn bis_fnc_halo;
player action [ "eject", vehicle player];
Now you shouldn't need sleep anymore
Add this file to your mission.pbo under the folder fixes\ (if you don't have the folder make it)
fn_halo.sqf (see attachment)
Then in init.sqf from mission.pbo add this line:
bis_fnc_halo = compile preprocessFileLineNumbers "fixes\fn_HALO.sqf";
For example:
call compile...
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