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    DayZ 1.8.0.3 handcuff player help

    Would appreciate that a lot mate, you and schwede are far more experienced in this than me :)
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    DayZ 1.8.0.3 handcuff player help

    i can only see my client rpt not the server rpt sadly this is my current fn_selfactions.sqf with all added scripts working, your arrest script is however commented out. http://pastebin.com/tt20c73U
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    DayZ 1.8.0.3 handcuff player help

    that is a commented out part of a working arrest script, all other scripts called in my fn_selfAction file is working but not yours :/
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    DayZ 1.8.0.3 handcuff player help

    Never tried the humanity check, just used your code as Inko wrote it, check my pastebin a few posts up
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    Cherno Life 0.1 Download and server

    Can't log into the server, client gets kicked
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    DayZ 1.8.0.3 handcuff player help

    found suspicious code: _string = "PartGeneric" in magazines player; Should be?: _string = "PartGeneric" in _magazinesPlayer;
  7. N

    DayZ 1.8.0.3 handcuff player help

    Cant get the menu to show ingame, heres my fn_selfActions.sqf http://pastebin.com/5WSAFt7X
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    DayZ 1.8.0.3 handcuff player help

    aah i see :)
  9. N

    DayZ 1.8.0.3 handcuff player help

    Btw the string that's needed for detaining, is that actually in days epoch ? Thought that was a days vanilla item
  10. N

    DayZ 1.8.0.3 handcuff player help

    Great ill try your script at next server restart, is there any way to add humanity requirements as well?
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    DayZ 1.8.0.3 handcuff player help

    Did you add the function to force player to drop primary and secondary weapons upon detention? If not they will be able to fire while detained? Forcing the player to do the surrender emotion in game will have them drop weapons, but not many players know about this keybind
  12. N

    DayZ 1.8.0.3 handcuff player help

    Nice but it looks like you have the escort covered? Did you mean imprison part?
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    Can you help me with something buttface?

    theres already a thread about this mate....
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    [SUPPORT] DayZ of Glory (SPORKMOD)

    ill figure it out its not on my priority list, i just wonder why one would make such a flawed script AND ingame design... Edit: Change this code in Debug.sqf to be able to run minigame.sqf if you remove the flying crap above the arena and 1 north of stary trader city: _checkingmini = _pos...
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    [SUPPORT] DayZ of Glory (SPORKMOD)

    yes commenting them out worked, heres my updated minigames.sqf without the flying stuff http://pastebin.com/uyWftExv EDIT: Actually, it didnt work.. dont see why these flying blocks has anything to do with the script itself, there just map additions... hmm
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    Reduce zombie count or nerf them

    ooh youre in dayz st, sorry mate were using dayz mod.. in dayz mod the zeds are ridiculous, they warp they dodge like nfl pro players and they take a cpl of mags to the chest without dieing. untill Zeds are fixed EvolutionZ have 2 zeds per player and building to reduce annoyance
  17. N

    Reduce zombie count or nerf them

    in your init.sqf edit this line dayz_maxLocalZombies = 2; // Default = 30
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    [SUPPORT] DayZ of Glory (SPORKMOD)

    Not sure if removing the _vehicle_1861 = objNull; if (true) then { _this = createVehicle ["Land_Terrace_K_1_EP1", [6549.4756, 7696.2095, 9.022356], [], 0, "CAN_COLLIDE"]; _vehicle_1861 = _this; _this allowdamage false; _this setDir 25.455843; _this setPos [6549.4756, 7696.2095...
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    [SUPPORT] DayZ of Glory (SPORKMOD)

    however you see my structure and should be able to work it out, just need the correct defines: if (IsDebug == 1) then { hintSilent parseText format[" <t size='1.3' color='#FFFFFF'>EvolutionZ</t><br/> <t size='1.2'font='TahomaB'align='left'...
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    [SUPPORT] DayZ of Glory (SPORKMOD)

    Oh this is for DoG mod
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