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  1. Inkko

    1.8.7 Kill Messages?

    The way we ended up doing it I don't think you need to modify the server_monitor.sqf at all.
  2. Inkko

    1.8.7 Kill Messages?

    This would be how you could do the DIK key way.
  3. Inkko

    1.8.7 Kill Messages?

    The server monitor portion you can probably remove now since we're tapping into the built in one's. The init.sqf is what handles setting the variable on login. The RC portion should only run when you run it. So if you get a system message without using the RC action when logging in the rc...
  4. Inkko

    1.8.7 Kill Messages?

    It should be when you login it'll check if you have the anon variable saved to your arma 2 profile via the profileNamespace. I have some pauses and alive checks so it hopefully all happens after fully loading in. If no variable is found it'll default it to false. If it is set it should pull if...
  5. Inkko

    1.8.7 Kill Messages?

    You would keep the init.sqf stuff, and the RC toggle for anon status. would need to client side the player_death.sqf and modify this one part of it. Then in server_playerdied.sqf Then I think that should make it so the built in messages in 1.9.0 will say Anonymous if the attacker has it...
  6. Inkko

    1.8.7 Kill Messages?

    Does the built in one just log it to the server RPT or does it actually post in game? Then if you add that PVEH from my first post into the mission it should trigger death messages in game.
  7. Inkko

    1.8.7 Kill Messages?

    I kinda quickly went through my old server files and found what I could but it looked like I used the profilenamespace to save the anonymous toggle on or off. I would setvariable in the init.sqf so players would get the variable added to them every login/death and the profilenamespace is what...
  8. Inkko

    1.8.7 Kill Messages?

    I haven't looked at anything dayz related in a while but I can look at how I had it with whatever version I stopped at. I had a scroll menu that you could turn it on and off I just don't remember how I was tracking it for players. When I get home I can look.
  9. Inkko

    server crashing with Include file z/addons.... error

    You have the correct epoch and overwatch mod versions installed in the server location as well correct? Could be a bad version error as well.
  10. Inkko

    showCommandingMenu - Help needed with dynamic coloring

    I know what you mean, would be nice if you could have the Repair Body ect show up in the color of damage to it, it does make it looks nicer in my opinion.
  11. Inkko

    showCommandingMenu - Help needed with dynamic coloring

    I don't believe it is possible to do what you want with commandingmenu. It supports a string for input of the menu option but I couldn't find anything about it including advanced string options like being able to color the text. With addaction it'd be possible to change the color based on damage...
  12. Inkko

    Auxiliary vehicle turrets.

    That looks like the "_object" which I assume is a vehicle would have a 1014 and ammo added to the inventory of the vehicle since it isn't a vehicle weapon and then would have fences/barrel attached to the "_object". I believe if you want the vehicle to be firing a weapon it has to be a vehicle...
  13. Inkko

    Auxiliary vehicle turrets.

    For the biplane this is what was used to add M240s to them. The code is pasted into the server_monitor.sqf server side somewhere in the initialization of vehicles. if (_object isKindOf "AN2_DZ") then { _object addWeapon "M240_veh"; _object...
  14. Inkko

    Walking zombies in 1.9

    Well I tested it out and about 95% of the zombies walk, then there are the random here and there that run still. Here are the files I used, I put it all in the root of the mission folder tho so you may need to adjust a few things. In the init.sqf I added this: call compile...
  15. Inkko

    Walking zombies in 1.9

    Actually I'm stupid and there is a way to do it. I'll post more info after I test it just to make sure.
  16. Inkko

    Walking zombies in 1.9

    It looks like they're called in the actual zed config files in the dayz_code now so not sure if they're overwrittable since they are config files.
  17. Inkko

    Walking zombies in 1.9

    There are other other files that need to be modified as well along with that one, I can't remember exactly which ones but I know "zombie_agent.fsm" and "zombie_wildagent.fsm" have forceSpeed for zeds. I just remember having to client side one of them just don't remember which or maybe it was...
  18. Inkko

    need help please

    I'll take a look but I don't recall any of those issues when I tested it.
  19. Inkko

    need help please

    After adding the pbo prefixes into the server folder, it resolved the dayz_server missing file issue that was causing the hang while loading in. The server_functions.sqf not found ect.
  20. Inkko

    need help please

    I got it working, the pbo needed some prefix files for some odd reason. Here is a link to the server pbo I was using. https://www.dropbox.com/s/ha8ca3psm18p1me/dayz_server.pbo?dl=0
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