Hi,
On my dayztaviana.com server folks have been getting kicked for the past week (since the latest dayz & arma update) when using the UAZ with the mounted 50 cal. I believe it's script restriction #85. I've tried searching around, but keep turning up empty. Would anyone be able to advise me...
Perfect. I did a fresh OS install not too long ago.
This seems to be running well so far. I like the implemented features, but the key factor here is that it doesn't kick whitelisted players at random like the other whitelist applications I've tried.
Hi,
I've just installed this to my system, but the .exe crashes whenever I try to load it. Just; DayzWhitelistProPlus has stopped working.
I'm running Windows 7, 64-bit and my system is stable and has the hardware to cope with running this in addition to any other programs i'm running at the...
D'oh! I didn't read "Edited the init.sqf file to contain the following line:" bit.
So I do that (above) and then use the code provided to use 'holder items' in place of items I wish to eliminate? Does it need to be an item which is not already spawning in DayZ? i.e. could the M107 be replaced...
How old is that Tunngle post? I'm not even sure where I would find the spawn_loot.sqf file. Had a quick look in my mission and server .pbo to be sure and I don't see it. Maybe it's to do with me using Bliss Hive?
I haven't been all that bothered about changing the tables before, but the AS50...
Oh, ok. Well, I guess the Taviana buildings don't have light points built in. Damn. Would there be a way to do something, like to create 'floating' lights on/inside/around the unlit buildings for Taviana? I don't have too much experience with this modding. A lot of the modifications that I've...
I've just started using this today, and it looks great. I'm running it on Taviana though, so I don't think your script detects the Taviana-specific buildings. Would it be possible for you to implement this? (or teach me how to do it myself)
I'm excited to see it working with the street lights...
Would be nice to test out. I attempted to run this using the 3d editor, add a train (with no carriages) and some rails (A, B, C, A, B, C), but the train does not stick to the 'rails' - I can just drive it wherever I like. Is there something I'm missing here? The initial rail (A) was right next...
Yes for Taviana - Haven't tried for Namalsk, but should be easy.
Here is the mission file for Taviana and the scripts.txt file. Just change the Player IDs in the config.hpp (Gcam folder in the mission.pbo).
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.