Just tested this on a server i shoved up - seems that the latest infinistar AH and the AGN SafeZone script no longer like eachother.
I will look into re-coding the whole safe-zone script later this weekend, will be an interesting way back into ArmA2 coding.
Hum i did not think about people using safe zones in this way to protect bases or other areas of the map.
In my next edition of the script i will indeed allow safe/lockbox access while in a zone.
Here probs, if this does nothing then put it after the setpos line.
_vehicle_134 = objNull;
if (true) then
{
_this = createVehicle ["Land_loco_742_blue", [4899.187, 6079.8657, 0.17932098], [], 0, "CAN_COLLIDE"];
_vehicle_134 = _this;
_this setDir -97.659218;
_this setVectorUp...
Humm, it's odd dude - it should work.
What about spawning in one single vehicle in ur editor, and adding this to init:
[] spawn { while {true} do { hintSilent ( format [ 'Vehicle\n%1\n\nAlive\n%2', _this, alive _this ] ); sleep 1; }; };
This should *in theory* create a hint box when the...
Doing corpses is not as simple as doing the vehicles, as the corpses are cleaned up anyways with the server fsm file.
While i did (in the past) make a better corpse cleanup system (it deletes a corpse after 20 minutes of them being killed), i no longer have this code :(
also people, this...
You might be able to put a setVehicleInit with something like this:
[] spawn { waitUntil { !(alive _this) }; sleep 5; deleteVehicle _this; };
This would go inside of your vehicles that you spawn, like:
_vehicle_4 = objNull;
if (true) then
{
_this = createVehicle ["SUV_TK_CIV_EP1"...
Ah yeah you have a good point, vehicles will explode is the engine part is at 0.9 or above, so i guess that when the engine explodes the husks damage is still set to what it used to be, or atleast very close to 1.0...
Perhaps adding it so that if ( _dmg >= 0.9 ) instead of > 1.0 would be better.
You have not put it in the correct place.
Here is the whole server_updateObject.sqf file from DayZ Vanilla v1.8.0.3 with it put in:
/*
[_object,_type] spawn server_updateObject;
*/
private...
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