You're right that would be a option too ;)
Currently I'm stuck at the dayz_playerUID function which seems to return 0 for all players but it should only this for AIs normally.
I will try _uid = getplayeruid player; instead
I'm far away from just typing something in and it will work, I try something out and test it ingame and see if it works - if not I go back to the beginning. As far as I can see the only thing to change this should be to change everywhere dayz_characterID to dayz_characterUID I'm currently doing...
Hi there!
Since the Basebuilding 1.2 Mod is a great addition for every Server I want to fix some of the issues which this still have.
First I want to fix the Codes which are generated for the removal of Objects or to Operate Gates.
The Code is exactly the same as the ObjectUID and the...
Try it and it will work.
That in the code it stands if infostand is just because the keypad function is used like that.
If you want ro remove any buildable and type in that code it will work cause the sqf will be executed ;)
The only thing I currently see is that the mastercode is not able...
Could work but its definitely not what I want to do. Here you can see what I have done so far.
http://opendayz.net/threads/teleport-zombies-away.10143/
Hi there,
as you can see at the Safezone Guide thread the Script need to teleport the zombies out of the zone cause they can still attack you - but you not them.
The problem with the old version of the teleport script is that its executed by each client and result in huge lags up to crashing...
setdamage or port them away is the same thing. The problem is that the script is executed on every client and if much people are in the safezone it loops the server to death... causes use lag.
felixberndt told me to use (isServer) as a condition but it doesn't worked that way for me
At the moment I deactivated the portzombie function for my own server cause it causes huge lag and for some reason the (isServer) isn't working for me.
I'm trying to rewrite the complete safezone script that it change to allowdamage false via an publicvariable (normally it does not work for...
Ah you finally found the key that it makes sense for me @Hangender!
Thank you very much
I didn't thought about looking into the client files for a call so now it makes sense.
For the special thing "player" is there any chance to get all values which are inside it listed?
Or can I only...
It depends on how much stuff you add that is worth to download extra files. Also it would be good if you have a good player base before you do that.
If you have great stuff in there, the people won't bother that they have to download additional files, this can also get you some more players if...
Hi there,
we recently worked on that thing to.
Unfortunately you're not able to do that only serverside that its working perfectly. You can try to figure out something like http://www.armaholic.com/page.php?id=3194 but its not that good because if you change the HUD size or the resolution it...
Maybe you wanna have a look at the DayZ Epoch Serverfiles.
It's integrated there and working, you can see which additions you have to make in the missionfile ;)
Yes there is a function call, but I think that there the function is a own value which is passed to the "registerServerRpc".
["dayzDeath",{ (_this select 1) call server_playerDied; }] call registerServerRpc;
So I don't know but it don't seem that there is the array which I'm searching for...
Ah yes I have seen often that some markers starts scripts like this.
But if we stick with the example of the server_playerdied.sqf, there is no call for the script like in your example where I can look for the array of passed variables as I can see from here.
Where I can see which variables...
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