If (nead to change skin) then
{privare [_combattimeout, dayz_combat];
while {dayz_combat} do
{
_combattimeout = player getVariable["combattimeout",0];
if (_combattimeout > 0) then {dayz_combat = true;} else {dayz_combat = false;};
sleep 0.5;
};
///////////////////////
now...
You did not declare a variable "_ailoadout" in add_unit_server.sqf
And yet, you need to make more use of debug messages.
You can use "_aiunit selectWeapon "Winchester1866""
then they will not change during the fight. More useful if the weapon is not taken in hand at the loaded bots.
Sorry for...
Right, my fault. never use it.
But 2 slots multiplied 8 times.
And there seems to be an array within an array
Loadout:
[["ItemGPS","ItemMap","ItemCompass","ItemWatch","ItemRadio","PK","RPG7V","ItemFlashlight"]
,["100Rnd_762x54_PK","100Rnd_762x54_PK","100Rnd_762x54_PK","PG7V","PG7V","PG7V"]]...
I have not seen the information here, so I share how to add backpacks.
Change the code for your needs.
private["_rndBp","_aiBpAdd"];
_aiunit addBackpack "DZ_ALICE_Pack_EP1";
for [{ b=1 },{ b < 10 },{ b = b + 1; }] do
{...
#Copy file "compiles.sqf" from @dayz/addons/dayz_code\init\ to your mpmission.
#Copy file "player_wearClothes.sqf" from @dayz/addons/dayz_code\actions\ to your mpmission.
#Change in file "compiles.sqf" line
player_wearClothes = ...
to
player_wearClothes = compile preprocessFileLineNumbers...
These settings are of course very important. It was the case, I have set up their own.
[client]
no-beep
port=3306
[mysql]
default-character-set=utf8
# server_type=3
[mysqld]
port=3306
# basedir="C:\Program Files\MySQL\MySQL Server 5.6\"
# datadir="C:\ProgramData\MySQL\MySQL Server...
Little mod for 2 barracs nwaero
class Sensors
{
items=2;
class Item0
{
position[]={4660.1694,342.27267,9596.377};
a=5;
b=12;
angle=96;
rectangular=1;
activationBy="WEST";
repeating=1...
Look at this code spawn. It has one additional parameter
0 - for the urban bots with ordinary weapons
1 - for the military bots with hi weapons
_aispawn = [[11900,9100,0],100,5,2,0] execVM "troops\add_unit_server.sqf";//Berezino center
_aispawn = [[12200,9500,0],100,5,2,0] execVM...
that is my spawn points
_aispawn = [[11900,9100,0],100,5,2,0] execVM "troops\add_unit_server.sqf";//Berezino center
_aispawn = [[12200,9500,0],100,5,2,1] execVM "troops\add_unit_server.sqf";//Berezino nord
_aispawn = [[10500,2300,0],100,5,2,0] execVM...
Thanks to better axeman. I just modified the code.
By the way I have a small problem - Electro spawn only - 2 boat in the squad. So use like this -
_aispawn = [[10446.5,2246.96,0], 400,10,2,0] execVM "troops \ add_unit_server.sqf" ;/ / Electrozavodsk_1
_aispawn = [[10496.5,2296.96,0]...
This is my little modification. There are two types of armament troops.
init spawn groups
_aispawn = [[6689.49,2623.59,0],500,10,4,0] execVM "troops\add_unit_server.sqf";//Chernogorsk
_aispawn = [[4598.66,10197.7,0],600,10,6,1] execVM "troops\add_unit_server.sqf";//NW Airfield...
After the first shot the process fails. Perhaps what is lacking in the database table. Please help solve the problem.
ps. if a shot Z all is ok, if shot to air arma craching instantly.. ((
After the first shot the process fails. Perhaps what is lacking in the database table. Please help solve the problem.
ps if a shot Z all is ok, if shot to air arma craching instantly.. ((
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