So I've been using the DZMS package for missions and its great. I'd like to have missions that are more specific to the terrain - like in a city. I know how to place the mission wherever I want - say on the heli landing pad in Elektro. I can place the AI around it.
The issue is that if the...
I've got a new idea. - you can't roam around the entire ship, so there are plenty of dead/hidden spots. I can take a small shed or building or shack and place it within the carrier AND redefine the loot/zombie spawns of it. As long as the hidden object is close enough to a visible area, then...
i found the taviana code, and I think I know which objects they are using, but nothing is standing out as different from my previous attempts. I haven't played a taviana server in a bit, but I think I'll go on and ask around.
I have been looking around the code, specifically...
good idea, I will try it. Funny, I have the animated heli code, but I haven't put it in yet. Off the top of my head
1) I wonder if something like the admin dome code I have would work as well, just might be harder to define the boundaries.
2) I have the DZMS code which has some similar-ish...
In CfgBuildingLoot.hpp I define Carrier : Default. That file then includes CfgBuildingPos where I declare the various LAND_LHD* classes based on Carrier., so I think I have the hierarchy correct.
I also wondered whether the spawn code was messing up the coords (and I still can't get the "more...
(I can always hope for a response)
Looking around I see that breaking point moved on to Arma3. They don't seem to have the arma2 code around anymore. Does anyone happen to have the carrier code form breaking point?
darn it, I already had the carrier code in CfgBuildingLoot.hpp (and I can't get the popup to let me set the spolier in chrome, but thats another story). It's right before #include "CfgBuildingPos.hpp"
//aircraft carrier
class Carrier: Default {
zombieChance = 0.5...
Needs to be in the water. I don't think the issue is gear falling to the ground. Let me post what I'm using:
First, call the code from the server side in server_functions.sqf
[] execVM "\z\addons\dayz_server\CustomBuildings\AC.sqf";
So far, so good, the carrier shows up. I googled around...
Only 18+ months later, but I'll ask anyway...
Anyone have code working for this? I spawned in a carrier via the server pbo. Found the code here someplace - you do a createvehicle["PBX".....] then gets its position, then spawn each of the parts. Works great. You can go onto it and explore...
I'll try out the backpack idea. I've tried tents, dome tents and stashes which work fine. I changed the Nato Weapons cache mission to be a Ural under the camo-net, so thats good too.
Those boxes aren't banned, just redefined to a meaningless object, so it seemed like it might work. It didn't...
i can create RUBasicAmmunitionBox, RUBasicWeaponsBox, RUSpecialWeaponsBox
I've tried to clear them with clearWeaponCargo and clearWeaponCargoGlobal. I try and fill them with addMagazineCargoGlobal and addBackpackCargoGlobal. I made sure to call setVariable ["permaLoot",true];
They show up...
thanks for the reply. I was missing the "center". Almost got it all working. Your google drive doesn't have the joker pack in it, nor the beidi files, just some of the SQF. If you have them great, if not, np. I've been wanting to tweak the klen base.
I've tested out most of the joker files...
curious if anyone has adapted this to vanilla for 1.8.6.1. I've been working on it and the biggest issue is the boxes and crates that are used for loot. They either seem to be banned in vanilla and don't show up (USBasicAmmunitionBox, SpecialWeaponsBox, USVehicleBox) or they show up with nothing...
when I do F1 and try and drop in an object, the "group" droplist doesn't have any entries.
do i want to convert SQF to biedie? I'd like to be able to take the source that someone created these SQF from and edit that. I assume thas some other files/formats.
Units - i understand that.
What I...
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