just comment out the _object setvelocity [0,0,1]; line in your server_monitor.sqf.
When you do createVehicle the vehicle stays in the air until something collide with it or a command like setvelocity is used
all you have to do is:
player addEventHandler ["killed", {
[nil, nil, rHINT, "Dude, I died!"] call RE;
}]
Also if you are going to use the code above should prolly add the code to switchModel function also so you don't lose death msgs when you change cloth
Here is code for people who want to knock out zombies and buildings...
//#### KNOCKOUT ####
_unconscious = cursorTarget getVariable ["NORRN_unconscious", false];
if (_canDo and !_unconscious) then {
if (_isMan and _isAlive and !_isZombie) then {...
when the train "turns around" (reaches end of track in cherno/electro) it does go a bit crazy but during normal tracks it should behave like a normal train (tested on my 3 servers)
Also the train and its carriages floats on the track most of the time because of the inherent ghetto-ness of the...
Hmm.
The reason the train acts like that is probabley because multiple people are running the train code at the same time. Originally the code by zonekiller have the server run the server (which causes lag anywhere from a bit to a lot). I redesigned the code so the train is suppose to run by...
Like I said, make a video.
On my server, at the end of the route the train does freak out for a bit but it only take about 5 seconds for it to get back to normal
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