NP. You can also try to edit the AI Skill, but that would affect every AI Globally ->
In DZMSAISpawn.sqf search for and add:
//Add the behaviour
_unit enableAI "TARGET";
_unit enableAI "AUTOTARGET";
_unit enableAI "MOVE";
_unit enableAI "ANIM";
_unit enableAI "FSM"...
Are you sure it's a Headshot or could it might just be a powerfully weapon? If you get hit by a M107 (for example) it will be a Headshot because it's so much damage. Same with other good weapons, might also be a MK48 or M40A3.
I was just looking in to it and it's all fine. Everything get's set and called correctly. You'll have to just edit the array of skills i.e.:
Which is found in ExtConfig -> DZMSAIConfig.sqf
////////////////////////
// Array of AI Skills
DZMSSkills0 = [
["aimingAccuracy",1,0.825]...
It is updating the damage vehicles, on which Params means it has 10682 Params which is way to big. It's propably updating every single vehicle on every single Instance. Might wanna check for errors to.
The reason, why most of it won't work is because it's partially server side. Like Missions, Evac chopper, Admin Tools etc... The rest requires a custom compiles.sqf File.
Hi,
i was trying to set a variable from the player monitor, but it wouldn't work and i have no clue, why :/ The code is correct (or?) -> but it just not get's executed:
Basically what this does (should do) is to set the variable from out a player selection, making the player chose for...
Sure. Just set the Spawn point a few 100 meters over the ground and then add Halo Jump ->
if((getPos player select 2) > 400)) then {
if (s_halo_action < 0) then {
DZE_myHaloVehicle = player;
s_halo_action = DZE_myHaloVehicle addAction [localize...
In your Code you're using a selection
_arr_spawnPos = (survivorspawnpoints select _spawnSelection); // THE SPAWN ARRAY
_spawnSelection... Obviously it's all cool - just untill it actually wants to spawn the player. It find the array and bla, but there is no _spawnSelection, because you'll have...
I think you're going on that a bit wrong. You could simply do a endless loop and add something like this inside:
if (vehicle player != 0) then {
};
Sleep it every 5 secs i.e. make it check every 5 sec and that's your script done. If that does not work try it with if (!isNul(vehicle player))...
OFC. Just look into the second Spoiler http://opendayz.net/threads/dayz-spawn-selection-setup-completed-please-wait-forever-on-my-mod.19683/#post-101040 -> It's already explained there :)
Can you paste the content of your "Server.ArmA2OAProfile" File, please?
PS: It could also be just a bug of epoch -> When switching to Manual Fire press left mouse button once and then F to change weapons. Crosshair may show up then!
Aye, i got you. But you still have to edit the player_monitor.fsm file, but you can keep it in the current loaction tho. It's neccessary and as far as i know there's no other way, because the setup runs trought that monitor every time and if you change the setup you'll have to monitor it to...
That's wrong. You do not want to edit the dayz_code.pbo, because that means you'll have a custom Client and everybody who wants to connect to your server must download that custom client from your homepage or something.
The only way to do it is via the missions. That's why you want to create a...
You could use the Gems.
Say if player has 7 BC he can combine it to a Gem. If 2 Gems he can combine it to a better Gem, worth 14 BC.
Then let the Trader sell the Item for 1 Gem (or 2).
Did you edit your init.sqf and allow spawn selection?
Did you call the player_monitor.fsm manually from the mission Folder?
Did you edit the player_monitor.fsm to actually create the spawn selection?
Well actually SAR remove zeds works absolutely perfect tho. It's just this part:
(_x isKindof
being blocked because of the BattleEye Filters :) Simply search for that line in the filters and change 5 to 1.
Yes, there is a way.
You'll have to re-define the CfgMagazines.hpp in your mission Folder (i have no clue how, sorry) and the rest is pretty simple. All you do is write a class for your Item or Edit the existing class. You add a sub class inside the class and that's named "ItemActions"...
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