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    Krixes - Self Bloodbag Script

    Sorry for delay, got so many things open just now trying to figure out a way of unbanning without rMod haha. Erm, ok the files are ok now and in the right place. But your path for fn_selfActions in compiles.sqf is wrong, as is your path for player_selfbloodbag in fn_selfactions.sqf. It...
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    Krixes - Self Bloodbag Script

    You seem to be getting tied in knots a little here. What you need to do is in your root mission folder, delete compiles.sqf, fn_selfActions.sqf, and player_selfbloodbag.sqf Then in init.sqf change this line call compile preprocessFileLineNumbers "compiles.sqf"; //Compile custom...
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    Krixes - Self Bloodbag Script

    The fn_selfActions.sqf you want is always in @Dayzyourmodnamehere\addons\dayz_code.pbo\compile\ If you want to upload the files as they are now, I can take another look, it's usually something simple like a typo or calling a file in the wrong place. :)
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    Krixes - Self Bloodbag Script

    The problem is in your paths. You don't need MPMissions\dayz_1.chernarus\. All you need since it's in the root of your mission folder is the file name. That applies to the init.sqf, the fn_selfActions.sqf, and the compiles.sqf. Also, you have all of this in the compiles.sqf...
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    Base Building DayZ 1.2 Released

    I still think nobody has got this working with Epoch. Perhaps when Epoch 1.0.2.4 is released I'll give it a bash.
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    Base Building DayZ 1.2 Released

    When you say they are buggy to build, do you mean that they sometimes just randomly fail but it doesn't say why? I've noticed this issue quite a lot, it also looks like you can't place tents near each other any more which is a real pain for base storage. I'm currently trying to work out a fix...
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    DayZ Reality is no longer supported

    Ah fantastic, so they found and fixed the bug, but haven't said how they fixed it so now we have to wait for 1.8.0.3 to get the damned fix. That had better not take too long as we can't use this version just now because we have base building and this bug messes that up royally.
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    DayZ Reality is no longer supported

    Yeah that's the code for restoring tents. But it's not the cause of the problem. It's like the file is completely ignoring objects placement relative to the ground and is always spawning them perfectly vertical so they clip in or out of the ground instead of resting on it as they should. That...
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    DayZ Reality is no longer supported

    Yeah the server_monitor.sqf is confusing me. Because the one Visad has added to the repository is the one that's available from the DayZ forums. Yet the 1.8.0.2 version I got from my hosts is completely different. It also appears that the official one has some bugs, most notable is that...
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    Base Building DayZ 1.2 Released

    Ah, I see what you mean. I'm currently working on sorting out another problem so don't have the time to sit and add tents to it and check them out. In theory they shouldn't do that though, I'm sure when I added them before they worked ok still.
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    Base Building DayZ 1.2 Released

    You should still be using my 1.8 fixes that are in my sig. The base building fix keeps the standard player_build.sqf so you can still place tents without a problem. You also need to apply my tent fix as I said earlier. :)
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    DayZ Reality is no longer supported

    My server host (HFB) actually released a 1.8.0.2 update for the Reality, so I'm using them. In particular the server_monitor.sqf is very different to the non reality version for this patch which is odd. It appears the default hive version has reverted most of the server_monitor.sqf code to that...
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    Base Building DayZ 1.2 Released

    After speaking with Seaweeduk it looks like the files I have are specifically for Reality (they came direct from my Host) which is strange since Reality officially ended support at 1.8. However, the files he had were geared for the official hive, direct from the DayZ forums. My file, however...
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    Base Building DayZ 1.2 Released

    Can't check the file right now, but I think there is a call in server_updateNearbyObjects.sqf too which has the radius of where to update objects when you operate gates.
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    DayZ Reality is no longer supported

    It would be possible. Not that I'm going to say how because I'm not a fan of some people starting with a 'winning' inventory whilst others start with a tin of beans, though it's definitely pretty easy to achieve without Reality DB.
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    Base Building DayZ 1.2 Released

    Try adding !"\"dayz_updateNearbyObjects\"" to the first or second line. Yeah as I said, his file isn't the 1.8 onwards version, so I really don't know right now man as I'm not even sure why he's using that file.
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    Base Building DayZ 1.2 Released

    I'm not at my pc anymore so can't test, but you could try adding !"\"startcombattimer\" =1" to the end of the line.
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    Base Building DayZ 1.2 Released

    Ah cool, that makes sense. I obviously haven't built one of them yet then as I don't have that exception in place haha. I'll have to play around and add those in then, thanks for pointing that out, still getting used to the new 1.8 filters. Erm, there will be an exception you can add, but I'm...
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    Base Building DayZ 1.2 Released

    Ok, well add the two I mentioned for that one then and ignore the land_ exceptions. With the 1.8 filters, I didn't actually have to add anything to createvehicle.txt other than the B_ variants so I'm not sure what the kick for the other ones is coming from as I don't have your filters and...
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    Base Building DayZ 1.2 Released

    No, if it's not listed don't create it. It may be listed as 1 "Land_" Though it seems strange it would kick you for that, since 5 means kick and 1 means log.
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