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    Open/Close Doors issue with: Classname: Land_MBG_Police_Station

    Well I tried what you suggested and in the editor my hint message showed 23 police stations I confirmed the class name but I still get nothing on server.
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    [Support] DZGM

    I get name tag hovering over my character when I'm not even using DZGM (not part of a group). I can turn off the name part but I still have the little green dot over me. Is there a way to disable this? Thank you.
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    Open/Close Doors issue with: Classname: Land_MBG_Police_Station

    I tried your line: forEach ([7500,7500,0] nearobjects ['Land_MBG_Police_Station',7500]); I had already tried ebay's version: {player reveal _x;} count ((getMarkerPos "center") nearObjects ["Land_MBG_Police_Station",7500]); Neither one is working for me. I placed the code at the bottom of the...
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    Open/Close Doors issue with: Classname: Land_MBG_Police_Station

    I'm using the code you provided above. while {isalive player} do { sleep 30; {player reveal _x;} forEach (player nearObjects ['Land_MBG_Police_Station',200]); }; How would I rewrite it? Do you use this on your server?
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    [Support] DZGM

    BTW, I was looking in the init.sqf and thought these lines might have something to do with my issue: //#include "\ca\editor\Data\Scripts\dikCodes.h" //keyboard_keys set [DIK_LWIN,{if (tagName) then {tagName = false;titleText ["\n\nGroup name tags OFF","PLAIN DOWN"];titleFadeOut 4;} else...
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    [Support] DZGM

    Thank you ebay. That did the trick...
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    Open/Close Doors issue with: Classname: Land_MBG_Police_Station

    I didn't see any errors using the line: {player reveal _x;} count ((getMarkerPos "center") nearObjects ["Land_MBG_Police_Station",7500]); I also tried making an sqf file with the code: while {isalive player} do { sleep 30; {player reveal _x;} forEach (player nearObjects...
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    [Support] DZGM

    After installing DZGM I've had some problems with commanding my AI (I have AI Recruit installed). I am now unable to divide my AI into groups. When I select a unit and then select "team" the menu disappears. Second problem is I'm unable to use TacticalView using the "." key on numpad. Is...
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    Open/Close Doors issue with: Classname: Land_MBG_Police_Station

    I put: {player reveal _x;} count ((getMarkerPos "center") nearObjects ["Land_MBG_Police_Station",7500]); at the bottom of my init but it's not working for me. I still can't open the doors.
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    Open/Close Doors issue with: Classname: Land_MBG_Police_Station

    Thank you. I also had the same problem with the hangers at the airfields. How would I add another class name of building to that line of code?
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    Open/Close Doors issue with: Classname: Land_MBG_Police_Station

    I have this problem too. How would I use the code you've provided? Do I have to create an sqf file and call it from the init? Thank you.
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    Loot on a aircraft carrier

    I know you're more interested in spawning loot but I thought I'd mention that I used a method for spawning in carrier thats bug free. No falling through. I keep aircraft on it and a tow tractor to move them around...works great. Got it from here...
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    Epoch Animated Crash Sites [HELP]

    There is a working one at the epoch forum.
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    Hey Demonic Murderer. How are you? And how's Mahony? What have you been up to?

    Hey Demonic Murderer. How are you? And how's Mahony? What have you been up to?
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    Epoch Animated Crash Sites [HELP]

    I finally got the Crash script to work. I've found several crash sites & it seems that only some spawn zeds while others do not. It's a great script. It seems that any aircraft can spawn including planes. I've shot down several & those ones become crash sites with loot. BTW, the problem I had...
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    Epoch Animated Crash Sites [HELP]

    The install thread only says to replace the crash_spawner.sqf with the one provided. What are the other required edits? I tried replacing the crash_spawner.sqf & my server won't start. I just get black screen & return to lobby. Thank you.
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