HeyNanners
New Member
When I use the climb on back option, then got off and logged out. When I logged back in, I was still in a seated position and can't get out of it. Does anyone know what a fix to this might be? Everything else works fine.
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yes you can change the position. i have done it on mine server. at lingor mapPixel, is this the dog house?
class Item17
{
position[]={3364.8511,190.81436,3929.8733};
placement=100;
id=17;
side="EMPTY";
vehicle="Land_psi_bouda";
text="dog";
init="_nul = [this]execVM ""addin\dogInit.sqf""; _dogSound = createSoundSource [""Sound_LittleDog"", getPosATL this, [], 0];";
};
If so, can I adjust where the dog house spawns? I'd like to make one spawn in an exact location.
9671.0693 13653.322,0.01
7:52:10 "LOGIN LOADED: B 1-1-A:1 (xxxxxxxx) REMOTE Type: Survivor1_DZ"
7:52:10 Server: Object 3:410 not found (message 94)
7:52:10 "LOGIN PUBLISHING: B 1-1-B:1 (xxxxxxxx) REMOTE Type: Survivor2_DZ"
7:52:15 "TELEPORT REVERT: xxxxxxxx (5) from [7923.76,13659,0.353546] to [0,0,0.00149536] now at [7923.76,13659,0.353546]"
7:52:15 "ERROR: Cannot Sync Character xxxxxx as no characterID"
Can you help me change where the dogs spawn because i play taviana?@DHuxley
unfortunately missed it. Very easy answer. The server needs to keep track of the dogowners:
in your init.sqf in the (isServer) section you have to declare dogOwner = []; correctly. See my file as an example and maybe the next is useful too.
@ Vilemouse and any other
#### To make your added doghouse work (dogspawn): ####
needs in doghouse item in the .sqm initialisation:
init="_nul = [this]execVM ""addin\dogInit.sqf"";";
in the description.ext below class RscPicture {}; add {sounds and graphics):
#include "addin\fx\descrExt.h"
in the init.sqf in section "isServer" (then server knows who has dog):
dogOwner = [];
in the init.sqf in the section "!isDedicated" (dog commands for the player)
_id = player addEventHandler ["Respawn", {_id = [] spawn player_death; _nul = [] execVM "addin\plrInit.sqf";}];
//dayZ original _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
_playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
_nul = [] execVM "addin\plrInit.sqf";
copy folder "addin" in your mission folder (all the scripts)
#### To make your added doghouse work (anomaly): ####
needs in doghouse item .sqm initialisation (for instance the stone anomaly):
init="_nul = [this]execVM ""addin\anomalyStone.sqf"";";
in the description.ext below class RscPicture {}; add {sounds and graphics):
#include "addin\fx\descrExt.h"
copy folder "addin" in your mission folder (all the scripts)
See my files as an example. (And placement=3000; in the .sqm file means placed in a random radius of 3000 meters. Then the game becomes less static. I do this for anomalies)
.
Can you specify player id's in the dogOwner=[*playerid here*] so that when a person specified as having a dog (admins/vips/ect) logs in they simply spawn with a dog? If not how might you go about that, ive been messing around with it a little but not having a lot of luck. Oh and ive been looking at trying to script a pack onto the dog, ie mouse over dog, roll scroll and choose open pack, and you could have x amount of slots available on him? Do you think this is possible and do you think that the bags could be scripted to look as if being worn by the dogs, like the smaller packs would look plausible.@DHuxley
unfortunately missed it. Very easy answer. The server needs to keep track of the dogowners:
in your init.sqf in the (isServer) section you have to declare dogOwner = []; correctly. See my file as an example and maybe the next is useful too.
@ Vilemouse and any other
#### To make your added doghouse work (dogspawn): ####
needs in doghouse item in the .sqm initialisation:
init="_nul = [this]execVM ""addin\dogInit.sqf"";";
in the description.ext below class RscPicture {}; add {sounds and graphics):
#include "addin\fx\descrExt.h"
in the init.sqf in section "isServer" (then server knows who has dog):
dogOwner = [];
in the init.sqf in the section "!isDedicated" (dog commands for the player)
_id = player addEventHandler ["Respawn", {_id = [] spawn player_death; _nul = [] execVM "addin\plrInit.sqf";}];
//dayZ original _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
_playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
_nul = [] execVM "addin\plrInit.sqf";
copy folder "addin" in your mission folder (all the scripts)
#### To make your added doghouse work (anomaly): ####
needs in doghouse item .sqm initialisation (for instance the stone anomaly):
init="_nul = [this]execVM ""addin\anomalyStone.sqf"";";
in the description.ext below class RscPicture {}; add {sounds and graphics):
#include "addin\fx\descrExt.h"
copy folder "addin" in your mission folder (all the scripts)
See my files as an example. (And placement=3000; in the .sqm file means placed in a random radius of 3000 meters. Then the game becomes less static. I do this for anomalies)
.
@wolfe
try changing line 17
from:
//enableRadio false;
to:
enableRadio false;
also check your dayz instaance number is correct (line 9)
Im no expert on this stuff so this might not work just comparing it to mine thats all![]()
Thanks for looking Rob
I have changed line 17 and now trying to change line 9..
What is the instance and where would I check I have the correct one?