Does that stop people walking panels in now from outside the range? Adding that bit of code because I already see:
//Check if other panels nearby
_panelNearest2 = nearestObjects [player, ["Infostand_2_EP1"], 300];
if (_classname == "Infostand_2_EP1" && (count _panelNearest2 > 1)) then {cutText...
Seemed to work fine for me but with a full server and recently after not changing anything, even increasing the time it should tick by... it only skips time by double the amount no matter what I do!
Any ideas?
Yeah i'm just not sure how to go about it, I keep thinking its something simple that I'm missing in the sensor trigger.. something that checks for playerUID on server first before then executing the teleport script but you cant have it as a constant check, it needs to be something that is...
So I'm co founder of a community that runs a very successful, popular DayZ Epoch server and we're always looking at ways to improve our server.
If you havent played Epoch before, it adds alot more to do and alot more to lose. Its great that it has safes that are owner lockable but vehicles...
Say for example.. the main road into the trader area rather than a repeating loop. Setdamage would be better wouldnt it as arent zombies on a 2minute/5minute timer or similar meaning a trade can be done before the next zombies spawn?
If we set a certain smaller area inside the base that when you go in, it activates a port once for all zombies within that area.. and you have to leave and rejoin the area to execute it again?
Very strange, I think I'll have to do the same and see if that improves my traders from not working after a certain period of time.
Ideally yeah, a godmode script would be good to stop anything from doing damage in the area.
Shame really.
Would a setdamge 1; not be better or would that cause...
Hey how did you do this to increase your server performance as it seems to kill my trader abilities after about 45minutes.
http://opendayz.net/threads/guide-creating-safezones.9014/page-3
I noticed you split something into three files could you explain it a little more what you did? thanks!
I run an identical version of the server on my home computer for testing before I release anything onto our public server but with things like players killing AI it wasnt something I could test until I had players on there.
I'm just saying this is a known bug with Arma, it even happens in...
I never said it did mate, just asking.
Epochs getting pretty popular, at the moment we're running the busiest server so its hard to test alot of new features without annoying too many people so we're sticking to things compatible with Epoch for the moment but like I said it'd be awesome to...
Didnt get chance to bud I had to remove it, people were getting annoyed with it bugging them out.
Personally again.. I never had an issue but at the same time I dont bother buying things, I play a bandit style. Its the people who hoard stuff who have the issue heh. So its been hard for me to...
Is there anyway to turn it off so that when you kill the AI it doesn't essentially black list you and flag you for having killed friendly AI?
How can I set bandits to being OPFOR only and also, is there a way to refresh vehicles that are locked in Epoch or similar? Apologies for the double...
Its really weirdly affecting vehicles that are locked including safes (a feature of epoch) is this something to do with AI stealing vehicles and if I turn that off will it solve it?
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