Nope nope nope!
You need to take the original compiles.sqf and place it into your mission.pbo located in your mpmission folder. After you have done that you need to edit your init.sqf in your mission.pbo so you get the right direction to your custom compiles.sqf in your mission.pbo
Then you can...
I had d me similar problems with the towing script. In the end the whole script is gone now but I had some fixes for the same problems, maybe this can help you or at least give you some more ideas:
_isWall...
in your custim ui_selectSlot.sqf
add somewhere near the top after if (!DZE_SelfTransfuse && ((gearSlotData _control) == "ItemBloodBag")) exitWith {};
if ((gearSlotData _control) == "YOURITEMCLASSNAME") exitWith {};
in your mission.pbo >> init.sqf
put somewhere near the end:
setviewdistance 1200;
or maybe it could work when you put it in your server.pbo >> server_monitor.sqf before the last };
with:
setviewdistance 1200;
why not simply replace the dead body with something else like the grave from epoch (or something else for other mods) and add the gear into them. You even could easiy modify the study body action to get the name it if needed.
Its way simpler in you even clean corpses immediately which is less...
If you do not have a dedicated hoster, then you will need to ask an admin from your provider to change that for your, since most hoster do not give access to this file.
But on normal Epoch folder_structure it is in your instance_11_Chernarus or if not using chernarus then something like...
HiveExt.ini
[Objects]
;Which table should the objects be stored and fetched from ?
Table = Object_DATA
CleanupPlacedAfterDays = -1
and this little helper:
http://epochmod.com/forum/index.php?/topic/1673-how-to-cpc-indestructible-bases/
This should be what you are looking for
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