semi-related, you could probably go into wherever their movement is determined and do a waitUntil (just like in AGN) and delete the AI, I think DZAI refers to the AI as _unit (double check the files) so you would do
waitUntil { !canBuild };
deleteVehicle _unit; at the bottom of the get marker...
also, i'm working on some new DZMS missions and a box donation kit (customizable to each player) if you want to have access to those. I probably won't be releasing them, no one wants ANOTHER donation script on the forums, and DZMS isn't my script.
You have to edit your battle eye filters, I don't personally use battle eye so I can't help make the filter, but it should be something like !"Foodbox0" or close to it. Look through the createVehicle.txt for the filters and edit accordingly
most scripts have some sort of variable set to determine when the mission finishes, you could do a timer and if at the end of that timer the mission is still running....boom
No, you don't need a dedi, but I don't think you can do it with SS. You can do it with any hoster than uses TCAdmin (hfb, vilayer, gtxgaming, etc) I don't know how to do it specifically, but he has it set up using gtxgaming
Here's something to try, I havn't tested it myself as i'm busy but you could just put the .sqf's in the array so change it from
_pathToScriptsHero1 = "Custom\Addons\HLSpawn\Gear\Hero\One\";
_scriptArrayHero1 = "1.sqf","2.sqf","3.sqf","4.sqf","5.sqf";
_randomScriptHero1 =...
No clue man, using the exact same files in testing showed all was good but then on live servers it all bugs right the hell out. I've been trying to figure it out for awhile now but can't get it!
I think you should add a small, random chance to get infected. Something like what Krixes did with self blood bag. I may end up doing it myself but right now i'm busy working on other things :)
someone else had that same issue and I have no clue what it's about! I've poured over his files and can find absolutely nothing! All I can say is double, and triple check your filepaths :(
if you want the humanity loadout instead of the default loadout you can add 3 lines to each loadout.sqf
removeAllWeapons player;
removeAllItems player;
removebackpack player;
or do a UID check in each loadout.sqf so something like
_adminUID = ["37314054","58434118","118450566"];
if...
yes, extremely so. What i've noticed happening if default or predefined loadouts exist is users will both loadouts, so they can have an m9 in their hand but also have a makarov that appears when they drop the m9
someone else had this same issue, go into detonate bomb.sqf and find the _bomb line. Replace "grenade" with "M_Sidewinder_AA" they said that fixed it for them, so should do that trick
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.