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  1. Mr.Weegley

    DayZ Base Building 1.3 Discussion

    Yes, found parts of commented code like that in scripts, so it was made that style before. will try to uncomment ant test. But may be it is possible to somehow whitelist this style in antihack? I found next code mentioned some posts above: Looks like this only allows that actions to be called...
  2. Mr.Weegley

    Adding vehicle spawns

    It is addVehsSQF.php in "modules"
  3. Mr.Weegley

    DayZ Base Building 1.3 Discussion

    Could you share yours operate_gates.sqf and operate_roofs.sqf ? I have problem on my server that the gate disappears, but nobody still can go through. I using that old codefree.sqf :(
  4. Mr.Weegley

    Adding vehicle spawns

    R4Z0R49 DayZAdmin has functionality which you need.
  5. Mr.Weegley

    DayZ Base Building 1.3 Discussion

    Finally got this working, put it into custom folder and modified what was necessary, whitelisted in antihack. Looks working, saving, respawning after restart. BUT Does anybody know, what about sql cleanup script present in Pwn0zor's pack? I mean, it cleans object data from objects not used for...
  6. Mr.Weegley

    [Release] Badguy1945's Zelenogorsk Military Encampment

    I did not find anything like that you mentioned. may be different map addon? Change MAP to "land" to look like land_t_sorbus2s - this should work.
  7. Mr.Weegley

    dayZ (arma) AI Controlled Bus Route.

    Oh, yeah! :) AI driving skills are.... :)
  8. Mr.Weegley

    dayZ (arma) AI Controlled Bus Route.

    I found the way to clear roads :) http://opendayz.net/threads/how-to-remove-junk-from-only-roads-or-custom-places.18694/ But i didn't yet found way to make bus not avoid other NPC. I have base just on the road, and NPC guards on it. Even made the bus to open entrance gates when approaching...
  9. Mr.Weegley

    [Release] Badguy1945's Zelenogorsk Military Encampment

    Oh, i've already changed their amoint in variables.sqf, so their amount is more or less fit my needs. And ok, it's not possible (i also doubt about it) to control clientside zombie spawns, but i can override everything in compiles.sqf, and take necessary scripts from dayz_code.pbo to mission...
  10. Mr.Weegley

    [Release] Badguy1945's Zelenogorsk Military Encampment

    Hmm. Didn't think about it yet, but will look for info, and think is it good idea to move zombies serverside
  11. Mr.Weegley

    [Release] Badguy1945's Zelenogorsk Military Encampment

    Thanks for hints. Now all my additions run on server. Have several bases with AI on them(this addon also), all works perfect notwithstanding that server is used also for office needs, and dedicated server runs with idle priority. But keeping bases serverside makes zombies walk through walls :)
  12. Mr.Weegley

    [Release] Badguy1945's Zelenogorsk Military Encampment

    Works flawlessly via server.pbo, Thanks!
  13. Mr.Weegley

    Stary Outpost - Chernarus

    works nice! Thanks!
  14. Mr.Weegley

    How to remove Junk from Only roads or custom places

    Here goes discussion of THIS mod.
  15. Mr.Weegley

    How to remove Junk from Only roads or custom places

    Removing Rocket's added junk from roads and/or around custom points, which can be set This is modification of original DayZ stream_locationfill.sqf, which allows removal of junk from roads and/or around custom points, leaving it everyhere else. Requirements: Custom compiles.sqf Easy = Blue...
  16. Mr.Weegley

    Lopatino Outpost

    Works fine on my server through dayz_server.pbo Thanks!
  17. Mr.Weegley

    New Otmel Village

    Works great! thanks!
  18. Mr.Weegley

    Balota Custom Addition

    Works good, Thanks! But whi to make so hard maze? :)
  19. Mr.Weegley

    FOB Skalisty

    Replaced all MAP_ to Land_, replaced MAP_Mil_mil_Guardhouse to Land_mil_guardhouse, But still cant find what to replace next items to: No need to answer - i've deleted those :)
  20. Mr.Weegley

    DayZ Private Server Files Pack (1.8.8)

    I think it could be happening due to incompatible beta patches on server and clients. E.G. My server has beta patch 1.63.112555, which is not backward compatible with previous 108074, so all clients MUST have at least 112555 to connect.
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