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    Enable a self action with a variable? Looking for help.

    Hi I have a simple trading script I'm working on. Players trade items for "credits" which are not in-game items, but a value held in a global variable. The "sell" section works fine. Players sell items and the playerCredits global variable increments fine. The credit total is displayed ...
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    Enable a self action with a variable? Looking for help.

    Moved to another section ... sorry.
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    dayZ (arma) AI Controlled Bus Route.

    The detect player section is disabled and the new script doesn't include the ... _axeBusWP setWaypointTimeout [10, 15, 20]; pause at waypoints, so travellers are shedding a tear as the bus pulls up to the stop and then speeds away ;) Other than that, nice rewrite :) I like realism too, but...
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    Conditional Self Actions Problem

    I’m having trouble with a script I’m working on, that will allow certain Self Actions (trading in this case) to be enabled, only when the player is in a certain place on the map. I’m using a “dome” script in my mission.sqm file, to detect that the player is in the proper place to...
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    AI FRAMEWORK PROBLEM

    The first set of brackets is the number of bandit, soldier, and survivor groups. In your example, these are all set to zero [0,0,0] so no AI will spawn. If you want just bandits ... [1,0,0],[100,0,0],[20,0,0] Spawns 1 bandit group, 100% chance, with 20 members per group...
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    Item Crafting and Weapon Accessories

    I was thinking it might require some sort of a loop that counts the woodpiles, first by checking for one, incrementing a counter, removing a woodpile from player, checking again, incrementing counter, ect, until wood is gone. Then it replaces the woodpiles that were removed for the count and you...
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    Item Crafting and Weapon Accessories

    Thanks for this :) One question ... How would you code to look for more than one of an item in a player's inventory? For example, how would you change this line to require 2 pieces of wood in inventory ... if (("PartWoodPile" in magazines player) && ("ItemKnife" in items player)) then {
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    100% Custom Loot tables - TUTORIAL

    Wow, this is great. The players on my server have been screaming about the lack of loot (especially antibiotics). Before I try this out, I have a question ... My compiles.sqf and fn_selfActions.sqf are already in my mission file and they've been modified to run the Remove Vehicle Parts...
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    Problem with Instance_Deployable Map Additions Not Spawning

    Some good info there but I'm hoping to rescue the work I've already done and that has worked so well (up to now). I do have more than 400 instance_deployable assets, but none are spawning (except the 92 tents). I have added map features like a motorcycle track composed of more than 400...
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    Problem with Instance_Deployable Map Additions Not Spawning

    Understood and thanks for the response. I'm just wondering why this method doesn't work now and what is generating the "IGNORED" status.
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    Problem with Instance_Deployable Map Additions Not Spawning

    I've always used the arma 2d editor to get coordinate info for new assets and then manually entered them into the instance_deployable table. I have some map features that require precision placement, so I find this the best (and most tedious) way to do it. This method and the assets have...
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    Problem with Instance_Deployable Map Additions Not Spawning

    I’m having a problem since the update to 1.7.7 that I haven't run into before. I’m running the default 1.7.7 mission and server pbo’s (no extra scripts or mods yet) on a Bliss server. I have a lot of added assets on my Chernarus map. Now they are not getting spawned onto the map when...
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