Seems like everybody has a different version of this file these days...
Replace this part
if (_damage < 1) then { // create object
// for tents: non colliding position
_entity = createVehicle [_class, _point, [], 0,
if...
Yeah, the player_selfBloodbag.sqf is using the old combat check which doesn't exist in 1.8 so it fails to do anything. Check my sig for a link to my fixed version of the file. Everything else looks fine. :)
Yes you'll need to add the bit for bloodbag still. :P
Usually if it does nothing, it's either a path problem, or an outdated selfbloodbag.sqf with the old combat check in it. Mind uploading your mission file somewhere so I can take a quick look?
You're using the wrong fn_selfActions.sqf. The one on Krixes' post is only to show you where to put the self blood section it's not to be used. Take your fn_selfActions from
@yourdayzmod\addons\dayz_code\compiles\
I think I read somewhere that the spawn selection only works on the default...
If you're running stock, then I haven't got a clue. I haven't had any issues with zombies not spawning unless I've been adding in custom loot tables and missed a line somewhere.
Hmmm... strange, those are the same modified dates that my files have, but the 1.8 dayz_spaceInterrupt section should look like this
dayz_spaceInterrupt = {
private "_handled";
_dikCode = _this select 1;
_shiftState = _this select 2;
_ctrlState = _this select 3...
No you were right to take it from the local file. I can't remember now if you only get the option for the pistol and the active weapon on your back now or not.
Ok yeah for the custom debug you're going to have to find @dayz\addons\dayz_code\init\compiles.sqf.
Find this section...
You did use the 1.8.0.3 fn_selfActions yeah? If not then that would explain why melee weapon doesn't show up.
As for keybinds not working, I'll bet that's because of the custom debug monitor, I'm guessing it's got a key to toggle it on and off? If so you need to add it slightly differently in 1.8.
Do you mean it moves them further down the list?
If so then yes you can adjust the placement via fn_selfActions.
s_player_selfBloodbag = player addaction[("<t color=""#c70000"">" + ("Self Bloodbag") +"</t>"),"selfbloodbag\player_selfbloodbag.sqf","",5,false,true,"", ""];
This line is what...
I haven't heard of anybody getting it to run with Epoch yet. I did plan on trying it out but I've been pretty busy with another project so was putting off.
I'm confused by your mention of plot poles though, those are Epoch base building. Base building 1.2 doesn't have or use plot poles and it...
You should indeed call the custom compiles after the standard compiles, otherwise it wont overwrite anything.
Glad you got it working, it looked like things were fine. Had you tried moving at all before adding the debug? I remember back when I first installed this I didn't realise you had to...
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For 1.8 the DayZ team started splitting the mission files up to save on the file size for client downloads. If you check my signature you'll see a link to merged mission files. All I did was merge the parts that are now stored in the dayz_code.pbo into the parts from the...
Sorry for delay man, having some troubles actually getting the server to let me connect. But looking quickly through your files I noticed that your server_publishObject.sqf is for some reason duplicated within itself. It's like you've made the edits, beneath the existing contents. That could be...
If you mean the public variable changes, he's already using my 1.8 files which have the public variable changes included in them. :)
I've never used overwatch, or Kikyou's improvements (couldn't ever get them to function properly). I've downloaded your files though and I'll take a look...
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