recently figure out how to create dialogs and was wondering about something with them.
If I have several different dialogs, is it bad to have the same names for dialogs if they just have different text fields?
like this?
Can I use the same IDD/IDC for all of them if I'm not calling a script...
Looks like you're now missing a couple files:
12:00:45 Warning Message: Script z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf not found
12:00:45 Warning Message: Script z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf not found
12:00:45 Warning...
I would suggest this, create the DZMSspecialList where you did.
in the mission you want to change you need to make the following change:
should be something like this:
[_crate,"weapons"] ExecVM DZMSBoxSetup;
and change to:
[_crate,"special"] ExecVM DZMSBoxSetup;
then find DZMSBox.sqf then at...
if you're running 1.8.5 you might have made the mistake that I made with custom loot tables. You may have gone through and edited some commented out items you wanted added in but didn't notice they were not in the correct format. I enabled the diag_log for the loot to narrow down what it could...
Well i dunno why but I got it all setup for server side, its still a little buggy but the parachute just isn't being created. Nothing in the RPT about it as well. Test it mission side and it works perfectly fine without any bugs... so i might just make it all mission side if its not gonna work...
Finally got it working. Still needs some work, but it'll work once then not again no matter what sensor is triggered... so just something I messed up somewhere with it thinking the events are all triggered after only one is or maybe something else that is stopping it.
Well... I feel stupid on...
I would have thought that the script would throw an error or something if it stopped at some point.. but nothing. I setup a bunch of diag_logs throught the file so I can see what its doing step by step and where it is stopping. Also made some changes so maybe that'll fix the issues.
scratch that it was working with everything in the sensor I just misnamed and didn't have the right file path for the server side script. So I have the sensors that handle stuff, have a couple variables in the init.sqf. Then server side I have a publicvariableeventhandler that does the server...
I haven't really done much with sensors but would it be possible to have some statements and checks in the activation portion of the script?
Nvm had time to test it and something like that does work, so I have a way to broadcast the PV now without having to execute a script on the player. So...
At the moment I already have the full script completed now... but then I thought about it and was like "hmmm... the activating player is having to do all this... maybe i should make it serverside somehow". So i guess I'll try and figure out how to get it to work server side. This is the code...
What would be the best way to make a sensor for someone entering the area? Just use a sensor in the mission.sqm and broadcast a PV that'll start the script server side?
Anyone know if it'd be better to make this all server side with a mission side trigger? That way its not the activating player that is handling the whole script?
I always come up with random ideas and end up dropping them haha... but not this time!
Oh ya and this idea is for dayz 1.8.5
I was thinking about something like an event for players, not like the crash sites how they'll randomly spawn around the map, but more like an area specific event for...
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