If you are able to get the scroll wheel option, then most likely your fn_selfActions.sqf portion is correct. I would double check the installation steps and make sure your path to zombieshields.sqf is correct. Also, make sure you have copy and pasted all of the code into zombieshield.sqf.
I am honestly not sure. I don't have a 100% understanding of how battleye exceptions work. However, I thought that would fix it. I guess, until we find a better solution, you could set it to a 1. That's what I did for my server but I know adding an exception would be the better way of doing...
It could always be a configurable option. Also, using multiple of these devices to keep an entire town free of zombies does sounds like an interesting idea. However, it would require some tweaking to use it for this purpose. For one, I would want it to also prevent zombies from spawning at...
No. It's not meant to be a permanent object, currently. Once the player creates the device, it runs for 3 minutes and then is deleted. In my opinion, it is too powerful of a device to run longer than that. However, I could possibly look into making a another version. A static, persistent...
Have you tried dropping the raw beef or bloodbag on the ground and picking it back up? Also, are you sure you are using "Raw Beef" specifically and not a different raw meat?
Dang! I'll look into it further and read up on some commands. Being able to use any meat is easy to add. However, I have no idea how to make the game recognize exactly which meat you used and then remove the correct meat from your inventory.
Most of those skins are banned in DayZ. However, if you run rmod or another mod that gives you access to more skins, you could add them to the wardrobe.
I have no intention on limiting how often the player can build the device other than the time it takes for them to find more parts to build one. However, I'm sure what you are looking for is possible.
Try changing line #2 of your setDamage.txt to
5 "1.000000" !="zZombie_Base" !="z_hunter" !="z_teacher" !="z_suit1" !="z_suit2" !="z_worker1" !="z_worker2" !="z_worker3" !="z_villager1" !="z_villager2" !="z_villager3"
and let me know how it works.
Try changing the section in fn_selfActions.sqf to
// Zombie Bait START
_meatTypes = ["FoodmeatRaw","FoodbeefRaw","FoodmuttonRaw","FoodbaconRaw","FoodchickenRaw","FoodrabbitRaw"];
{
fred_meatBait_type = _x;
if (isNil _hasBait) then {
if (("ItemBloodbag" in magazines player) &&...
Can you go to your setDamage.log and copy and paste the entire restriction you were kicked for? Then I can add an exception for it so you don't have to set it to a 1.
Try replacing the entire Zombie Bait portion of fn_selfActions.sqf with the following code.
// Zombie Bait START
_meatTypes = ["FoodmeatRaw","FoodbeefRaw","FoodmuttonRaw","FoodbaconRaw","FoodchickenRaw","FoodrabbitRaw"];
{
if (isNil _hasBait) then {
if (("ItemBloodbag" in magazines player)...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.