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  1. M

    How to get PRECISE building locations in add-on sqf scripts...?

    Whoops, sorry for the duplicate post! Not sure how that happened. No one has an answer to this? Am I stuck with designs that allow for my buildings to move a couple meters no matter how I tweak them depending on the landscape?
  2. M

    CreateVehicle Restriction #1 (There has to be a fix)

    Sorry -- people ask, I answer. But this isn't about my issues. I know why I get Seagulls and bad comm kicks. As I said, no arguments here. The original poster posed the question ... how do we fix it? Is there anyone interested in fixing it or is it all moot because of Arma III and standalone? Or...
  3. M

    Protected Dome not working on DayZ but is ok on Epoch

    I'm using a very similar system for my player base, donation bases, and admin base systems, and I had an interval when they weren't working back in, oh, 1.7.6 or so. I was triggering on WEST and I fixed it by changing the entry in the mission.sqm sensor declarations to: activationBy="ANY"...
  4. M

    CreateVehicle Restriction #1 (There has to be a fix)

    I'm running TONS of mods. There's an admin privilege package for my assistant volunteers who run around helping players, some very carefully configured SARGE AI, my proprietary antihack, my own parts salvaging system, my increased-difficulty zeds, my own makes-sense vehicle-in-vehicle...
  5. M

    How to get PRECISE building locations in add-on sqf scripts...?

    I can get very precise building locations over a flat surface or over water, but any time I try to build something complex over uneven terrain the automatic terrain following routines mess up my building component juxtapositions. I'm trying to use pier segments to build a 3D structure...
  6. M

    How to get PRECISE building locations in add-on sqf scripts...?

    I can get very precise building locations over a flat surface or over water, but any time I try to build something complex over uneven terrain the automatic terrain following routines mess up my building component juxtapositions. I'm trying to use pier segments to build a 3D structure...
  7. M

    CreateVehicle Restriction #1 (There has to be a fix)

    Clearly, and if the servers were monetized I'd like nothing more than to move to dedicated servers. But I've just started offering donation bases, so it will be a few more weeks before that's possible unless I want to put out the cash myself. My point was only that it's not a rare thing when...
  8. M

    How to mitigate hypothermia over water...?

    Excellent! Thank you! I'm overriding a dozen and a half other functions, so that's no problem at all. I'd just never seen this before! Thanks again! - ep
  9. M

    Pushing building mods to the limit with built-in models....

    Created this mostly for show -- not really a practical mod for anything useful because of the hypothermia, spawn-over-water, and parking-on-buildings issues. But it sure does make for some nifty scenery off my servers' southeast coasts. The base is built up with various pier models, everything...
  10. M

    How to mitigate hypothermia over water...?

    I've built this -- probably the most ambitious model mod I'm going to attempt before moving into custom meshes. I've got it under an anti-personnel field right now since nothing spawns over water anyway and it would take so long to explore that hypothermia will kill anyone who tries. Inside the...
  11. M

    CreateVehicle Restriction #1 (There has to be a fix)

    It's not rare at all. Both of my servers have the issue -- DayZ.st, one Chicago, one LA, both 1.8.0.3 -- and I see single Seagulls all day and night when there are only a half dozen players on. Over the weekend as my Always Day version topped 45 players it started kicking everyone who tried to...
  12. M

    Force Vehicle Save

    Probably not. The items in brackets are a parameter list and you need to pass valid variables from your script to the update call. Replace the object handle with the object handle for your vehicle, and use a valid variable for the vehicle type. Let's say your vehicle handle is _vehicle. In...
  13. M

    Force Vehicle Save

    [_objVehicle , _vehicleType] call server_updateObject; This is for Chernaurus, never messed with scripting for other maps. I assume it's the same. Works just fine for repairs, salvage, damage, etc... but doesn't seem to work properly if a script moves a vehicle via setPos. Which is the subject...
  14. M

    Terminating a Script on Sensor Exit - Looking for Help

    Whoops. I should have been more clear. When you exec timer1, that's when you assign the handle... handleTimer1 = [] execVM "Timers\timer1.sqf";
  15. M

    Terminating a Script on Sensor Exit - Looking for Help

    You need to assign a script execution handle to timer1: handleTimer1 = [] execVM ""Timers\timer1.sqf"";"; ..... expDesactiv="terminate dome11; terminate handleTimer1;"
  16. M

    Compiles/ SelfActions error? Need help!

    In general terms, the relevent script begins to execute as soon as a self action menu item is picked. Thus, there's no way to "cancel" a running script unless the ability to cancel is built into the script itself. For example, the Chernarus 1.8+ repair vehicle options are a submenu triggered by...
  17. M

    Transport Smallest Vehicles in Large Vehicles Problem

    I'm working out the last details in a mod that will allow players to move bikes, motorbikes, and ATVs in Urals, Prahas, Mi17s ... bikes in MH6s, Land Rovers, open pickups... etc. I have everything working perfectly EXCEPT updating the transportable in the data base at the instant of...
  18. M

    Dynamic AI Patrols Multiplying With Grid Re-Entry

    CONTINUED: // Cherno - spawn probability ba,so,su - maximum group members ba,so,su [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_2_0"] call SAR_AI_mon_upd; // Naderzidino - spawn probability ba,so,su - maximum group members ba,so,su...
  19. M

    Dynamic AI Patrols Multiplying With Grid Re-Entry

    YES; i did read the FAQ and the READMEs on opendayz.net and on github, and i searched this thread for my issue. ( I might very well have missed it however. I am far from perfect.) Version of SAR_AI : 1.5.1 Version of Dayz : 1.7.7.1 Serverpackage Type : ww.dayz.st Bliss...
  20. M

    Making zeds more difficult

    Hi -- I'd like to make the zeds more difficult for the player as the player moves inland. I'd like to spawn more zombies and make them harder-hitting and more sensitive to the player's presence. If possible, I'd like to make them faster. Towards that goal, I've defined a function whose...
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