Not entirely sure if this actually has an effect but change this line in your Init.sqf:
call compile preprocessFileLineNumbers "\fixes\compiles.sqf";//Compile regular functions
to
call compile preprocessFileLineNumbers "fixes\compiles.sqf";//Compile regular functions
It might just fix the...
Really cool idea doing this based on humanity; you could really go into depth with it.
I'd suggest making a Voice sub menu in the scroller rather than all of them at once showing.
Confirmed working :)
I like that new anti-combat-bloodbag in there too, going to have to modify the one I have running.
Even still I did think self-bloodbag was a bit overpowered.
Highly advise anyone who has it on their server to increase the amount of damage and shaking caused by an infection...
Basically thinking aloud about an idea for them limited fuel tanks:
In the fn_actions you could use the cursorTarget to get the object, then use buildingPos on that object to get a variable from it that separates it from all the other tanks with the same name.
So then you can create an array...
No doubt there is a way to do this via an SQL query. I did a quick google search and this result seemed like it could be helpful for you.
http://support.microsoft.com/kb/139444
Lines 237 to 242 needs to be removed or commented out from your fn_selfActions file.
Lines 42 & 470 in your compiles both refer to files that don't exist.
Lines 28, 29, 33, 37, 38, 39, 40, 62, 63, 66, 67, in your init.sqf are all referring to files that don't exist.
In your mission.sqm line 1633...
In that case you have a bit of work ahead of you...
Start from scratch with your PBO files, get the defaults and re-read each tutorial for the mods you've installed, install and test them one at a time until the problem reoccurs.
Once you know which mod is causing the problem we can work on...
If only you are seeing it on your server then it sounds like you've modified your local files instead of the server files.
If one player on the server can see it, all players should be able to.
Could this be done another way? Without using DB triggers?
Surely it's possible to code something in the server pbo to teleport players after they've spawned?
Has this been happening since you first got the server (before you installed any mods etc)?
Do you have any custom mods in your mission/server pbo files?
What map is the server running?
Which DayZ version is the server running?
Which hive type is the server using?
Is the server running any mods...
That issue comes from the admin maps 'add spawnpoint' feature sometimes adding two spawnpoints instead of 1.
Just delete the extra spawnpoint and things will be fine.
Just an thought I had whilst modifying the self bloodbag script to add a chance of infection...
Could we combine this with the dead body's age/temperature setting used in King2K's study body script so that wearing clothes you've pulled off a rotting corpse might give you a bit of a cough?
Thanks for posting this! Saves me from googling all over the place!
One thing I thought was missing from this is a chance of infection when using the bloodbag, since giving yourself a transfusion in the middle of a disease ridden apocalypse would be one hell of a risk...
Anyway, here is a...
Have a check and make sure the limit_max value for each vehicle type (vehicle table) isn't set to 0.
Another point, if the vehicles haven't been completely destroyed (on fire etc) then they won't respawn.
Spawn yourself in, blow up a car, then press the spawn vehicle button a few times, it...
I don't think you can include extra information like that in the survivor table inventory without the game having a fit.
However, it might be possible to create an extra table to track every single tool on the server.
If you have a separate table for it then you could track quite a few values...
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