Search results

  1. H

    Spawning a NPC at nwaf.

    _group = createGroup WEST; _spawnAIS = _group createUnit ["Bandit1_DZ", [4611, 10477, 0], [], 0, "FORM"]; _spawnAIS allowDammage true; _spawnAIS setCombatMode "RED"; _spawnAIS setBehaviour "COMBAT"; _spawnAIS addweapon "M14_EP1"; _spawnAIS addMagazine "20Rnd_762x51_DMR"; _spawnAIS addMagazine...
  2. H

    Spawning a NPC at nwaf.

    _group = createGroup WEST; "Bandit1_DZ" createUnit [[8046.3037109375, 11849.781860352, 0], _group, "_spawnAIS = this;"]; my paypal is [email protected] :eek:
  3. H

    HALO Jumps for dayz

    That shouldn't happen O_O
  4. H

    HALO Jumps for dayz

    if (!isDedicated) then { [] spawn { waitUntil { !isNil ("dayzLoginRecord") and !(player getVariable ["humanity",0] > 5000 and typeOf player == "Survivor2_DZ") and !(player getVariable ["humanity",0] < -2000 and (typeOf player == "Survivor2_DZ" or typeOf player == "SurvivorW2_DZ") )...
  5. H

    HALO Jumps for dayz

    That is actually the case I might have missed thx for pointing it out
  6. H

    dayz mission addin (serverside scripts)

    I will give you an example why changing skins cause problems: Let's assume everything is working as it should, and the player have acquired a dog. Let's also assume that dogOwner only contains one object (that of the player). This means the player object is in dogOwner array, with dogOwner...
  7. H

    HALO Jumps for dayz

    Did you verify this yourself? or is it player reports only
  8. H

    dayz mission addin (serverside scripts)

    if (!isDedicated) then { [] spawn { waitUntil { !isNil ("dayzLoginRecord") and !(player getVariable ["humanity",0] > 5000 and typeOf player == "Survivor2_DZ") and !(player getVariable ["humanity",0] < -2000 and (typeOf player == "Survivor2_DZ" or typeOf player == "SurvivorW2_DZ") )...
  9. H

    dayz mission addin (serverside scripts)

    Actually the heros/bandits/any skin change problem is 2 fold. First, when you switch skins, you lose the variable dogActions. Second, when you switch skins you also switch player objects so that player != player (essentially). What this means is that if you are a dog owner, and you switch...
  10. H

    HALO Jumps for dayz

    It's based on humanity and skins which means custom skins (like Camo_DZ etc) should be fine
  11. H

    HALO Jumps for dayz

    if (!isDedicated) then { [] spawn { waitUntil {count (dayzPlayerLogin2) > 0 and !isNil ("dayzLoginRecord") and !(player getVariable ["humanity",0] > 5000 and typeOf player == "Survivor2_DZ") and !(player getVariable ["humanity",0] < -2000 and (typeOf player == "Survivor2_DZ" or...
  12. H

    HALO Jumps for dayz

    K I've successfully duplicated the problem (both hero and bandit skins cause problem). An easy fix is just assign every new spawn 0 humanity (modifying server pbo or database). If people are interested in keeping humanity then I can do a script fix which will probably involve including yet...
  13. H

    HALO Jumps for dayz

    Seeing as how your new spawns are bandits and heroes, you have probably modded your server pbo/player_monitor.fsm?
  14. H

    HALO Jumps for dayz

    Try adding this instead (I've also edited my previous post to reflect this new information): if (!isDedicated) then { [] spawn { waitUntil {count (dayzPlayerLogin2) > 0 and !isNil ("dayzLoginRecord") and !(player getVariable ["humanity",0] > 5000 and typeOf player ==...
  15. H

    HALO Jumps for dayz

    To enable new spawns to HALO in: Install the HALO complete package in my previous post, then add these lines of code to the end of init.sqf from mission.pbo: if (!isDedicated) then { [] spawn { waitUntil { !isNil ("dayz_Totalzedscheck") and !(player getVariable ["humanity",0] >...
  16. H

    HALO Jumps for dayz

    K here is the complete package: files: fn_halo.sqf haloInit.sqf Both of these files go into fixes folder in your mission.pbo (make the folder if one does not exist) Then in your init.sqf from mission.pbo, add the following code at the end: bis_fnc_halo = compile preprocessFileLineNumbers...
  17. H

    HALO Jumps for dayz

    Actually, considering how bis_fnc_halo works, you should first spawn the function, then make the player eject: player spawn bis_fnc_halo; player action [ "eject", vehicle player]; Now you shouldn't need sleep anymore
  18. H

    HALO Jumps for dayz

    Weapon box? Oh god you are one of those servers with 3MB mission file aren't you :oops:
  19. H

    HALO Jumps for dayz

    Add this file to your mission.pbo under the folder fixes\ (if you don't have the folder make it) fn_halo.sqf (see attachment) Then in init.sqf from mission.pbo add this line: bis_fnc_halo = compile preprocessFileLineNumbers "fixes\fn_HALO.sqf"; For example: call compile...
  20. H

    HALO Jumps for dayz

    Which HALO script are you using? I will fix it for you
Back
Top