CobraMike
New Member
OH ok. Thanks! I had overlooked the files they were being called from. Sorry for the incorrect direction.
No worry m8.
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OH ok. Thanks! I had overlooked the files they were being called from. Sorry for the incorrect direction.
FallingSheep.. I have the 1.0.3.1 working, I had to update complies.sqf. also fix the object update sqf in the dayz code. let me know if you want my files. O also in order to get it to start you must remove the SUV_COL from the mission.sqm
if(zombieEmitter)then{
if (("TrashTinCan" in magazines player) && ("TrashJackDaniels" in magazines player) && ("PartEngine" in magazines player) && ("ItemJerrycan" in magazines player) && ("ItemToolbox" in items player)) then {
hasShield = true;
} else {
hasShield = false;
};
if (hasShield) then {
if (zombieShield < 0) then {
zombieShield = player addAction [("<t color=""#00c362"">" + ("Anti-Zombie Freq Emitter") +"</t>"),"scripts\zombieshield.sqf","",5,false,true,"",""];
};
} else {
player removeAction zombieShield;
zombieShield = -1;
};
};
what version of the repack are you using??Hey how do I disable the plotpole requirement for the basebuilding 1.2 I have a plotpole down and it still wont let me build. I know how to disable it for the epoch system itself just not basebuilding 1.2
what ver
what version of the repack are you using??
ok open dayz_code\compile\Player_basebuild.sqf and change the code to (look for <----ADDTHIS )I am using 0.8
/* <---- ADD THIS
_isPole = (_classname == "Plastic_Pole_EP1_DZ");
_distance = 30;
if(_isPole) then {
_distance = 200;
};
// check for near plot
_findNearestPoles = nearestObjects [(vehicle player), ["Plastic_Pole_EP1_DZ"], _distance];
_findNearestPole = [];
{if (alive _x) then {_findNearestPole set [(count _findNearestPole),_x];};} foreach _findNearestPoles;
_IsNearPlot = count (_findNearestPole);
// If item is plot pole and another one exists within 200m
if(_isPole and _IsNearPlot > 0) exitWith { TradeInprogress = false; cutText ["Cannot build plot pole within 200m of an existing plot." , "PLAIN DOWN"]; };
if(_IsNearPlot == 0) then {
// Allow building of plot
if(_isPole) then {
_canBuildOnPlot = true;
};
} else {
// Since there are plots nearby we check for ownership and then for friend status
_nearestPole = _findNearestPole select 0;
// Find owner
_ownerID = _nearestPole getVariable["CharacterID","0"];
// diag_log format["DEBUG BUILDING: %1 = %2", dayz_characterID, _ownerID];
// check if friendly to owner
if(dayz_playerUID == _ownerID) then {
// owner can build anything within his plot except other plots
if(!_isPole) then {
_canBuildOnPlot = true;
};
} else {
// disallow building plot
if(!_isPole) then {
_friendlies = player getVariable ["friendlyTo",[]];
// check if friendly to owner
if(_ownerID in _friendlies) then {
_canBuildOnPlot = true;
};
};
};
};
*/ <---- ADD THIS
_canBuildOnPlot = true; <---- ADD THIS
Ok Will give this a shot. Epoch update hit today though so back at square one xD