these are the keybinds i use in the dayz_code\init\compiles.sqf at the bottom , it avoids most confilct with already binded keys i find. (also posted this to issue in github)
//Keybinds for Base Building
_shiftState = _this select 2;
//Elevate /* Delete arrow keypad */
if...
ahh that explains it your using a diff version of the admin tool ... this one is odd lol ... i just figured you made these custom changes to it. guess il have to change it to the one im used to.
gota admit what youve done to admin makes no sense to me, you removed the adminlist file added an oddly named eexcute file which immediately looks like a typo lol
you change the way it calls starts and runs, removed from the default files and it seems to cross apply this and to get rid of...
tried to test this new coming release but it just hangs my server on load in , find myself the in dead player empty space nothing starts up rpt shows
14:08:29 Warning Message: Script z\addons\dayz_server\system\server_monitor.sqf not found
14:09:48 "Res3tting B!S effects..."
14:24:10 Client...
yea i tried that way also .. it really seems like any of these options should have worked pretty easily maybe im just doing something wrong but i dont wanna start doubting lol
thanks for the response and effort , none of the above worked though
like i was asking in the thread i linked to in the first post would i need to change the delete line to the one matching the AI cleanup file or is the one in the file im using fine ?
deletevehicle _x; <- how it shows zeds...
bah none of the above worked tried all three ways separately, once with what you posted above , tried changing the delete line to the one from dzai and tried with without the { } around it none of them worked. thanks for keeping at it though and helping really appreciate it !
wow fast response time ! :) thanks all works fine for me again weapons cant fire zeds delete no one else on for me to test backpacks
.. still cant get rid of those damn ai tho lol tried that earlier post still not working ...wait was it not working for the same reason the rest wasnt i had it...
hmm not working didnt break anything but just doesnt delete them ... would i need to modify the delete line to match the way ai despawns ?
{deleteVehicle _x} forEach (units _x);
(do i need to remove the { } around the delete vehicle will this matter?)
im going to try this whats the worst that...
for those who might be interested here im trying to get the agn safezone script i have (its currently deleting zombies in safe zones) in it to delete AI too so they dont get annoying but i need the variable for the DZAI units
heres the thread for reference...
hermmm well i did specifically say for dzai in my first post when asking for the help lol..
but doesnt the ai spawn in groups so it would be the group array variable ? .. sometimes this stuff confuses the hell outta me
nah that didnt work ... would the despawn.sqf have the info needed?
/*
despawnBandits
Description: Deletes all AI units spawned by a trigger once all players leave the trigger area. Basic script concept adapted from Sarge AI.
Usage: Called by a static trigger when all...
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