These lines should read like this
if (_object getVariable "Mission" == 1) exitWith {};
Or if you're using the SARGE variable instead then
if (_object getVariable "Sarge" == 1) exitWith {};
The way you have them is exiting the script for all normal hive vehicles which is why they aren't updating.
I haven't used custom loot with Overwatch so I'm not overly sure, but I have noticed that removing loot arrays can generally break the entire loot table, not sure why.
Yeah, sadly they aren't the most secure really because if you did build one near somebody else's gate, you could open their gates. Though there can only be two key panels within a 300 meter radius of each other, so if they were smart they would already have built one on the inside and one on the...
Key panels open 'gates', the gates are the concrete walls. Those thin grey ones that are like the second or third item in the build list. They will toggle all of them within a 300m radius I believe it is. You can't change the code, without Kikyou's improvements, though that's going to change...
Check the paths in your mission folder. You must have the player_selfBloodbag.sqf in a different location to where it's being called from fn_selfActions.sqf.
If you had to change that variable, you should probably use the 1.8 fix in my sig. It has all the updated public variables. I wasn't sure if Overwatch used 1.8 yet or not. :)
In player_remove.sqf try changing
if (isServer) then {
PVDZ_obj_Delete call local_deleteObj;
};
To
if (isServer) then {
PVDZ_obj_Delete call server_deleteObj;
};
If that doesn't work, confirm whether you can remove tents from the DB or not, as it could be...
So, you're not getting the option to remove items at all?
Did you delete the old removable section from fn_selfActions when you added the base building stuff in?
fn_selfActions gives a removal option for anything with is in the "removeable" array, which is created from the build array.
When you select remove, it runs the player_remove.sqf and in there that checks whether you are the owner, whether you are trying to remove by code, or whether you are...
Send me your files then exactly as they are. Mission file and server files, best include your BE filters too otherwise I'll spend the next few hours just adding exceptions to get in and test it.
The original will never work with Reality, that's what the fix exists. The first fix I gave you via this thread was using the wrong variables (_object instead of _entity) because I hadn't realised your file version still uses that variable for some reason. The fix I gave you in the PM with the...
Hmmm, well I just checked and the older versions don't have a list of safe_objects so it's not that either. Your best bet would be to check the server RPT log when you try to place a tent. If it's not writing to the DB it must be having some problem that it's probably reporting in the log.
If you added them via the deployable table, you'd need to make sure they exist in the instance deployable table otherwise they wont be saved. You'd also need to add them to the safe_objects list in variables.sqf.
Taviana uses an older version of DayZ still. This fix wouldn't fix them if...
You can't just use the fn_selfActions attached to his post. Use that only for reference.
To get your map/mod specific file you need to look in your local Arma install @yourmodname\addons\dayz_code.pbo\compile\fn_selfActions.sqf
Copy that file to your mission folder and then edit it to include...
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