ok, i tested somthing around, did you try to add type="SWITCH"; to yout trigger ? @machine and J3T
class Sensors
{
items=1;
class Item0
{
position[]={4546.0439,339,10242.657};
rectangular=1;
activationBy="ANY"...
@Fox:
lhm stands for loewenherz modification
thats my customisation of rocket's great DayZ Mod + RMod2 + new car types + new skins + wasteland features
+ my own basebuilding syste, baseshield system, custom loadout system, admin event features ...
@machine:
i dont have much experience...
my code ports players out that enter the zone
_directionto = [_unit, vehicle player] call BIS_fnc_dirTo; //BIS Function to get the direction to the Object entering the Zone
if(_directionto < 0) then {_directionto = _directionto + 360}; //negative direction to positive...
hm.... try to check line 126 of your Arma2\dayz_x.chernarus\BattlEye\script.txt and change the 5 at the beginning of the line to 1
maybe it could be the line 126 in Arma2\dayz_x.chernarus\BattlEye\publicvariableval.txt too
i dont know the content of your files but a 5 at line start means log +...
this is an example for an older bliss version (3.x) that cames with blisshive.dll, bliss 4.x+ , reality and standard hive dont have this dll so it will not work
if you search this forum for 'update database using hiveext.dll' or somthing like this, you will find some usefull thinks that will...
have you deactivated the 'object not ok' routine in the dayz_server updateObjects script, that delete all objects without UID/ID ? if so, than the spawn script seems buged
you can define the admin UIDs at the start of you init.sqf , as ilari explained
adminPanelUIDS = ["1234567","7654321","9876543"];
then check for it at the end of the init.sqf
if(!isDedicated) then {
if (getPlayerUID player in adminPanelUIDS) then {
hint "ADMIN TOOL ENABLED"...
hi,
can you tell me, what is not working now ?
can you see the actions ?
in a foreach loop is _x the content of the array index
for example:
["UH1H_DZ","Ural_CDF","V3S_Civ","Volha_2_TK_CIV_EP1"]
1. loop _x = "UH1H_DZ"
2. loop _x = "Ural_CDF"
3. loop _x = "V3S_Civ"
.
.
End of Array = End of...
greetings,
1.
you should change ""spawn_vehicle.sqf"" to "spawn_vehicle.sqf":
{
player addaction ['<t color="#FF0000">' + "V " + _x + '</t>', ""spawn_vehicle.sqf"",""]; // wrong: too many quotation marks (""spawn_vehicle.sqf"" -> "spawn_vehicle.sqf")
} foreach...
i coded this for my server:
_radius = 100; //shield range
_enemy_Base = "ColorRed"; //set enemy color
_friendly_Base = "ColorGreen"; //set friendly color
// creating array with available shields
_Baseshields = [];
{
_Baseshields set [count _Baseshields,_x];
} forEach...
yes vehicleInit needs to exec server side, this will send the statement to all clients, also to this clients that connecting after the command has been executed
if _args = (vehicle player) and player is in a veh, _args = veh object, if player not in veh, _args = player object
you need to create...
i tested it with this code :
_args = _this;
if(!isNull _args) then {
_args setVehicleInit "this allowDamage true";
processInitCommands;
};
and runs great for veh's and players
as i know allowdamge command works only locally, you need to run this on all machines (clients/server) and the eventhandlers have to add from the server
mybe you have to add some public var eventhandlers
greetings, sorry TorZar, i had no time to answer your pm last dayz -.-
can you explain what is happening when you veh leaves the trigger, still no damage handling and allowdamage false ?
is this triggered on local or server side ?
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