i just wanted to say, if nobody else noticed, that this new verification system is copletely fucked ...
at first i couldnt log in becourse aparently my password was changed ... and when i tried to retrive it, i had to try multiple times in diffrent ways to even have it show the verification...
i love the take clothes script, but i was getting a bit annoyed by the fact that the skin on the model spawned by the script was always male survivor.
so at first i just decided to review it a bit and add in gender check to select skin acordingly for the model ... however it took a turn for...
epoch already has a notifycation when someone combat logs or looses connection, you could use this to achive what you want, its just a matter of adding in some code ...
you can also put this in your init:
DZE_BackpackGuard = true; //Default = True, deletes backpack contents if logging out or...
i think i read they actually got experimental use of this in the latest patch ... but tbh i doubt it actually works propper
i just hardcode my gear instead ... then hackers cant change the default loadouts either
thats kindof a bad way to spawn a box chewy ...
1. obviusly it would be better to install some kind of admin tools and exec sqf's through that, instead of adding this into fn_selfactions ...
2. also you are creating the box on players exact position, possibly killing him in the process
3...
not exactly ... you changed the script name, yes ... but your neglected to change the variable name that execs the dome in the first place.
it can be the same if all domes are the same (and script can be same script aswell) but else it might exec first dome script if first dome is entered and...
@Tayamart
check your log and look at your sensors again, then you will see the errror you have ... as rpt says, you are missing a ";".
@Chris Atkins
you are actually wrong here, there is no need to exec these scripts in the init and you can without problems use same script for multiple domes...
i found an awsome way to use this for players ...
add this in fn_selfactions below pack tent:
// allow player to free aircraft in woods
_hasAxe = ("ItemHatchet" in items player || "ItemHatchet_DZE" in items player);
if ((cursorTarget isKindOf "Air") and _hasAxe) then {...
minor mistake i made in the_box files ... "setVariable["Sarge",1]" should be "setVariable["Sarge",1,true]", sorry about that, i noticed when an airdrop car killed me after installing it with sarge exceptions instead of commenting out in server files ... besides this, everything should work as...
this took me a bit to figure out how to even find trees at all ...
but i figured it out in the end and now i have a working script to cut down an area of trees instantly ...
however, for some reason i cannot delete the stumps and the trees just fall randomly ... i have tried multiple things...
https://drive.google.com/file/d/0B8fUlKbv9mi2ZUJKaV9uTF9KajQ/edit?usp=sharing
btw i included AlPmaker survailance cam aswell, i just added in so it will broadcast a hint to all players if someone starts it up and disabled so no names are shown and its not possible to switch back to 1st person...
yes, but i dont see anyone here asking him if it was ok to continue his work ... thats what i mean!
then why did you just take the scripts inikko and graver made changed it and turned it into "your" version?
aparently not, or you would be able to always detach ...
im not trying to...
1. why are you adding the addactions back, when graver made a perfect commanding menu for this, that eliminated the need for multiple addactions?
2. if you read my last post, you would know why you cannot detach and how to fix it ... but aparently you are too busy trying to mess up the...
i belive the "exit;" at the end of the scripts are unneeded, since they exit when they end anyway
also release.sqf is flawed!
you need to change _newCiv to a public var and then not refer it to cursorTarget (wich will be uneeded if _newCiv was a public var) in release.sqf or you might end up...
i tried this already, i cant make it work ... show me a working example pls
edit:
aparently what i wantet to do is not even possible ... maybe this is possible and someone can show me how to do it on this example:
closedialog 0;[/S][/S]
titleText ["Click On The Map", "PLAIN DOWN"]; titleFadeOut...
i have been considdering moving all the code to the my_caredrop files but im afraid that it is safer this way, or the script might activate without a mapclick.
or worse ... repeat itself at each mapclick ...
can anyone tell me how can i change the path here to a variable?
onMapSingleClick...
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