Yeah, that's part of it. I'm not too sure about the .fsm file for vanilla, but overwatchs overwrites that _model (because its broadcasted to the client so skin etc can be assigned while loading in) so unless you edit the .fsm as well it might set it to the survivor skin no matter what you set...
It's handled client and server side, server side starts the process and sends info to a .fsm file which double checks and makes sure that it is 100% set to the default loadout and then applies it. Probably the easiest method to go about this would be a script that starts on login and applies a...
most things will work ( unless its designed for epoch, or another mod ofc ) and if it doesnt work there can be modifications (as with any script) to make it work. Hell even epoch specific scripts like coins could be rewritten to be a script based static trade system for vanilla dayz.
tl;dr...
the box next to the quest givers is a brilliant idea, but make sure you use createVehicleLocal and execute it on every machine, that way no one can steal the others rewards.
It would definitely work, but the functions will likely be laggier on lower end pc's of course it wont last long it will just be momentary, but it could still be a potential problem (assuming your server is edited to the tits like most are) if your server is relatively script empty then it...
Ahhh yea, inventory space is an obvious issue. I would attempt to devise a short method to check inventory space, and if they have no room, check backpack space, and if they have no room in their backpack, create a weaponholder beneath the player. Just an idea though.
It'd probably be faster just to do a check like something along the lines of
_backpack = unitbackpack player;
_biopack = "ItemAntibiotic" in magazines _backpack;
_bandagepack = "ItemBandage" in magazines _backpack;
_bio = "ItemAntibiotic" in magazines player;
_bandage = "ItemBandage" in...
You wouldnt be able to 'pick up a quest halfway through' everyone has to start at the bottom. It's simply a WoW style quest. There are quite a few quests in WoW that phase you into a different period as everyone else and it requires you to do something specific, kill this guy, collect this egg...
idea: have a set of steps, but to complete one step you have to have completed the previous step. If you have not completed the previous step, it does not count towards your quest. Now, each step only spawns when needed like someone grabs the quest, step 1 spawns, if its already spawned it...
I deleted a lot of my old files from my desktop but I dug around and found a copy of it, dont exactly know how updated it is, but obviously you can come back and ask me if some stuff aint working and i'll take a look and see whats what. Heres the link...
most likely, otherwise you can make an sqf that's local that activates within certain distances of certain coords, wouldnt be too performance heavy as it wouldnt take much to send a pub var within a certain distance
ai would be slightly annoying and require more files, I always thought doing some sort of online check through the server and then using the players placed plotpole would be a good place to start. maybe with like a small area of indestructible buildings or some such. But this brings about the...
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