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    Accelerated Time

    I've been having an issue where all of a sudden it becomes night. This also seems to happen far too early in the day as well, i.e. if a restart is 5am, by 1pm it is getting dark, however if a restart is at 12pm it will get dark around 6pm. It aslo seems to be client specific, and if a player...
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    Random Clothing Parcels

    Thanks. Ok, so my code now looks like this; player_wearClothes = compile preprocessFileLineNumbers "fixes\player_wearClothes.sqf"; player_switchModel = compile preprocessFileLineNumbers "fixes\player_switchModel.sqf"; _playerMonitor = [] execFSM "fixes\player_monitor.fsm"; This works, kind...
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    Random Clothing Parcels

    Ok, so I'm sure I will be told I've missed something but here goes; Got all the skins working. Have taken out the skins that don't allow players to interact (get in vehicles, give blood/morphine etc.). I have a few skins set up for camo, soldier and civillian (have worked this to affect all...
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    Animated Helicrashs 0.1 - Release

    In that case, as I'm running Tavi, would you be able to help me out with adding a limit to number of crashes? It seems everything to control the crashes is in this loop (on line 41); while {true} do { I'm sure there's an easy way to add something like; int heliLimit = 0; while {true} &&...
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    Animated Helicrashs 0.1 - Release

    //Adding 5 dead soldiers around the wreck, poor guys for "_x" from 1 to 5 do { _lootPos = [_pos, ((random 4)+3), random 360] call BIS_fnc_relPos; _deadBody = createVehicle[["Body1","Body2"] call BIS_fnc_selectRandom,_lootPos,[], 0, "CAN_COLLIDE"]; _deadBody setDir (random 360); }; Those lines...
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    SARGE AI Framework - Public Release

    I downloaded the latest SAR_AI version from here a day or 2 ago. If I set SAR_EXTREME _DEBUG to true will the related messages in the rpt log begin with SAR_AI? I have not tried to disable either of those yet, but I have tried disabling your AI script and this resolves the vehicle issue. I...
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    SARGE AI Framework - Public Release

    YES; i did read the FAQ and the READMEs on opendayz.net and on github, and i searched this thread for my issue. Version of SAR_AI : Version 1.0.3 Version of Dayz : Taviana 2.0 (1.7.4.4?) Serverpackage Type : Bliss (DayZ.ST) Version : 4.0 (I think, not sure on this one) Installed mods ...
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    Krixes - Self Bloodbag Script

    Perfect. Thanks very much for your help.
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    Krixes - Self Bloodbag Script

    Here you go my good man. Just an FYI each of these has a different dayZ_instance in the init.sqf because they have been run on different servers. Same host, same everything else. One is just a test server. http://speedy.sh/ddX34/dayz-mission-v107.pbo...
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    Animated Helicrashs 0.1 - Release

    First of all, I have to say a big thanks to Zeveron for his assistance and to Grafzahl for this excellent script. It is working very nicely indeed. I am currently in the process of fine tuning it and have a few questions; 300, //Fixed-Time (in seconds) between each start of...
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    Krixes - Self Bloodbag Script

    Hi, I installed this mod on my main server a couple of days ago, but it seems that players can no longer cook meat. To be absolutely sure, I removed only this mod from my mission.pbo and uploaded it to my test server - now I can cook meat. Do you know what the issue might be? I would love to...
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    Remove Parts From Vehicles (Simplified)

    I'm getting the same error. Should I be taking the fn_selfactions and compiles sqfs from @Taviana/addons/dayz_code.pbo or from @dayz/addons/dayz_code.pbo ? I currently have set it up using the files from @dayz.
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    Animated Helicrashs 0.1 - Release

    How have you done this? I have been looking at something like editing the server_spawnCrashSite.sqf so that is reads; diag_log(format["CRASHSPAWNER: %1 started flying from %2 to %3 NOW!(TIME:%4||LT:%5)", _crashName, str(_heliStart), str(_position), round(time), _lootTable]); cutText ["A...
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    Trouble with Custom Loadouts in 2.0

    I had custom loadouts working, but now they are not. I could upload my before (working) and after (not working) server/mission.pbos if someone wants to take a look?
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    Hey, I appreciate you offering to take a look at these...

    Hey, I appreciate you offering to take a look at these; http://www.speedyshare.com/7f38t/server-spawnCrashSite.sqf http://www.speedyshare.com/h7DqP/server-monitor.sqf
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    Animated Helicrashs 0.1 - Release

    I followed your steps precisely, but don't seem to have anything appearing in the RPT files. I even tried; I've been through these steps twice over, and I'm almost positive I didn't miss anything. I'm running this on DayZ.st btw. I tried running this for 50-60 mins both with and without the...
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    Animated Helicrashs 0.1 - Release

    At line 70 you have: _lootTable = ["Military"] call BIS_fnc_selectRandom; But at lines 427/8 you have: _itemType = [["G36C","weapon"], .... _itemChance = [0.03, .... I'm no pro at this, but surely "Military" holds a different set of weapons to the weapons listed in the itemType line. I...
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    kicked by BattlEye: CreateVehicle Restriction #1

    Once players begin spawning as a seagull, I presume this happens to everyone until the server restarts? And, I assume killing the player's character doesn't help? Out of curiosity how often does your server restart? I have ours set to once every 6 hours.
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    kicked by BattlEye: CreateVehicle Restriction #1

    I'm going to give commenting out the 'seagull' line and see how that goes. As others have said, the issue seems to only manifest once the server has been under heavy load for a few hours.
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    ... has been kicked by BattlEye: CreateVehicle Restriction #1

    Hi, I'm having a (seemingly) random issue where after an unspecified amount of time the server I run will begin to kick every player when they try to spawn in. It gives the reason as; CreateVehicle Restriction #1. Now this doesn't happen all the time, and when it does it can be fixed by...
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