Thanks man I've added my items to your list instead should have spotted that I had a few setvariable restrictions and a setpos one with the concrete gates and keypanels all fixed now :D
I'm using the 1.8 filters rather than the old ones from daimyo
edit: was also a kick for the combat timer...
Thanks very much man, I'm still working through my BE kicks but looking good so far
Think you forgot the safeObjects array in variables.sqf unless that's not needed this patch?
Compare the original version of churchies script with mine (I recommend the compare plugin for notepad++ http://sourceforge.net/projects/npp-compare/) to see the extra lines I added and do the same thing to the overwatch version
Warning Message: Script fixes\player_selfbloodbag.sqf not found
I see that in my ARMA.rpt not sure whats causing it other than position in the selfActions maybe, I've added other scripts with custom actions that are working can't figure out why this one isn't right now
The script is...
Ok thanks very much.
I've had the setting for spawn selection enabled in my missions init.sqf since downloading 1.8 never seen the option in game though. I tried a new missionfile after they said there were bugs with the generator yesterday also tried disabling ah/rexec.
Ok thanks will feedback to the dayzmod guys. Is the lack of spawn selection down to the current db schema being different from public?
When can we expect the new schema changes? Hopefully we will still be able to migrate old databases to the new table formats?
Working great for me so far only immediate problem I came across is no spawn selection? It's enabled in my init.sqf
Is this like the gender selection screen problem?
You need one entry in CfgBuidlingLoot.hpp
class BaseBuilding: Default {
zombieChance = 0;
minRoaming = 0;
maxRoaming = 0;
zombieClass[] = {"zZombie_Base","z_hunter","z_teacher","z_suit1","z_suit2","z_worker1","z_worker2","z_worker3","z_villager1","z_villager2","z_villager3"};
lootChance = 0...
To stop bases spawning zombies in 1.7.7.1 you just need to add each deployable to a mission side CfgBuildingLoot.hpp and set
zombieChance = 0;
minRoaming = 0;
maxRoaming = 0;
Very useful indeed thanks for sharing your work cyrq.
I'll try and improve your 3d editor placements when I get a chance, you aren't the only person who hates the editor at times though.
You would need to change the weapon classes in CfgWeapons in the dayz_code.pbo to do this, afaik it can't be done without clients needing to download your own mod. You can add a pop up confirmation dialog box without much trouble, anti hack will break it though....
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