Theres still a way to solve this , keep it like the old 1803
We realy havent seen these kinda cheats , and most of the kids with the cheating attidude are
trying to be a big char somewhere else on the web (there daipers 'r full and we kick them out)
So if u got a fairly adult playing group...
Well i must say first sry to grosfdp , he has right i walked runned of the roof from the factory and no damage
with a NOT modified fn_damagehandler.sqf dayz_code-1.8.2
Seems my fellow admin did a change to that file (i was not aware of it he forgot to fill in the modificationlist :mad: )
I did...
Seems like its more related to DayZCC v7.3.0.0 , cuz if i walk of the dam near kopyto i either break my legs or simply die while running
But i just use pwnoz0r server-client pack
All statics only spawn in cities/towns/airfields and rest is dynamic
But we only play now on regular dayz-182 , no choppers/planes some may find it dull
Yet most of us enjoy it , and zombies spawn range set to 800
So they wont realy give your position away , so most end up fighting eachother...
That base spot is on the mountain klen (above khelm) , and sealed with a Concrete_Wall&panel from BB13
The Concrete_Walls are on the dirtroad
The AI & zombie just run around it , kill 1 they wont glitch thru
We only foundout that on restart u spawn there and go off todo something
Then on...
I do it like this
i call
[] execVM "z\addons\dayz_server\custom\base.sqf";
placed at the bottom of the server.pbo\init\server_fucntions.sqf
and this as file 'base.sqf'
if (isServer) then
{
_vehicle_0 = objNull;
if (true) then
{
_this = createVehicle ["Base_CustomBunker", [11469.843...
You may also need to look into BB13-dayz_code/actions/player_build.sqf , after update to 1.8.2 this was 1 off the major changes
I needed it to compare against the @Dayz-1.8.2/dayz_code.pbo/player_build.sqf , wich totaly is different to the Dayz-1803
Same for the server files and fn_selfactions...
I basically have the BB1.3 on Dayz-1.8.2 with flagpole only had to shuffle a few things in the server files
due to altered lines
And for removal i looked in remove.sqf (dayz_code) and found that its bit diff to the 1.8.0.3
182
PVDZ_obj_Destroy = [_objectID,_objectUID];
publicVariableServer...
Sry to hear u have to stop ,and i know so much todo so less time
Any ways DZAI is the best AI addon , that said THX
(for the AI that constantly is on my ass ( and the other players :eek: ))
Btw Vamp at first nice scripting
second I did some remodeling on the vehicle
_humm = ["HMMWV_Ambulance_CZ_DES_EP1","HMMWV_M1151_M2_CZ_DES_EP1","HMMWV_DZ"] call BIS_fnc_selectRandom;
_vehicle = createVehicle [_humm,_coords,[], 0, "NONE"];
[_vehicle] call DZMSSetupVehicle;
I like to be...
@Fox the second part from
private ["_bloodAmount","_humanityBool","_infectionChance"
You did paste it in the player_selfbloodbag.sqf , the first part only needs to go in fn_selfactions.sqf
Ok zombieshield the flashing notation "build zombieemitter"
in fn_selfactions.sqf <alpha 0.5> line 1024 (ironicaly) misses a ;
and btw the player removeAction s_player_selfBloodbag; till player removeAction s_player_drinkWater;
s_player_drinkWater = -1;
In the same fn_selfactions.sqf...
For the zombie shield issue i always place it at the end of fn_selfactions , as so itemed up got the scroll line build emitter
but also the traders-menu and subs , build 3 emmitters next to the traders
So with alot of buzzing still have trader-menu
Just make ur own recipies , fill 'm in on server_funtions.sqf and on dayz_code/external/dy_work/buildlist.sqf
note them as 'safeobjects'
U only need to think what resources u wanna spend , aka wood barbwire scrapmetal and so
For the build names look at http://www.dayzsuperhive.co.uk/arma-oa.html...
Well i got some weird mofo shit , i deploy a watchtower it gets id-1 in instancedeployable , but if i remove it
after a restart also the id-1 of the instancevehicle gets removed ??? (notice only after a restart of the server)
At first i didnt noticed it , till i removed few building structures...
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