Hey Seven, on my server we have removed the 50 cal sniper rifles, the AS50's were easy, just edited the crash site loot, the m107 has been removed but for some reason ammo still spawns? I am assuming this has to do with ["","military"].
So is there anyway to edit what spawns in the random...
So does this script dynamically light up buildings? Or does it use the same method as the street lights with set co ordinates to spawn lights? The prior, when I tried it previously appeared to cause major lag (on a permanently full, 50 player server) and desync that was rather unbearable!
Hey SilentWarrior, I signed up for your new automated key generation system, changed the rcon password as discussed and generated new individual keys, but the old TSW combined with the old key that was generated with the old RCON password, still work, how is this possible when the password used...
Well I managed to get the above to work however the debug doesn't work for players no matter what I try, it has to do with other scripts that check players uid's I guess :(
Ok can't believe I've been posting in the wrong thread :p is there a way to use this dual debug monitor without having it bound to user action 20, but instead to the default scroll lock so users won't have to change any keys, just hit scroll lock and it works?
I want it to be toggle-able but when setup using the tutorial on the github, players have to change user action 20 in controls to scroll lock to use the menu?
You don't need to edit dayz_code to run the script so just use your local dayz files on your PC you play the game from, all you need is to copy the file :)
I know you already have a tester for Chernarus but just to let you know I run the number 1 UK Chernarus server, we run at 50 slots and are always full, we have plenty of other scripts installed and I would be interested in testing your scripts on our server, this would allow you to have a...
Ok edit your init.sqf where it says
// call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions
change it to
// call compile preprocessFileLineNumbers "compiles.sqf"; //Compile regular functions
copy the compiles.sqf to your mission as...
Sorry guys completely forgot to attach the script :facepalm: been at work all day, as for the line spacing, it isn't really required, I personally find gaps in my code to be a distraction while I know others that HAVE to leave lines, it's all down to the coders preference :)
P.S will try to...
Well I'd assume so: Right here
if( _hitpoint == "HitEngine" or _hitpoint == "HitFuel" ) then {
dayzSetFix = [_vehicle,_selection,0.89];
} else {
dayzSetFix = [_vehicle,_selection,1];
And then further down there is an outcome for parts that are too broken
cutText [format["Cannot remove %1...
1. Using the PBO tool of your choice (cPBO, PBOView, PBOManager etc.) extract the "dayz_code.pbo" from the "@dayz" folder.
2. Copy the "compiles.sqf" from "dayz_code\init" into your mission.pbo.
3. In the init.sqf in the mission.pbo edit:
call compile preprocessFileLineNumbers...
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