ok so here goes....
step 1
in your server pbo you will find your serverFunctions.sqf(note yours may be named slightly diff if its dayz, maybe server_functions.sqf idk)
in this file you want to code this(rem this is only the nuke codes so you may have other code in and around this)
waituntil...
whenever i try to view them all i get is this
\world_classname_configs\panthera2_classnames.sqf�����Ý������� væRÝ���DZAI\init\world_classname_configs\sara_classnames.sqf�����Ù������� væRÙ���DZAI\init\world_classname_configs
i wouldnt mind at all. I just hope the author wont get mad at me lol i only take credit for the way its ran not the actuall event itself. Also its very similar to the one already in this thread but here goes. I have yet to move all of it out of my mission file into the addon so....
ok so the...
No its called out by the server file with a pubic variable and then each client gets updated. If you log while ones live then the marker will not be there on re log you have to wait till the next marker goes live to see it. There have been some wierd changes after the last few updates to epoch...
im so sorry i have been uber busy lately with real life garbage lol. I will make this work for you tmrw (sunday) i have to work tonight otherwise i would do it tonight.
Our community could really use some scripters and developers and modelers and ....well you get the idea. Im currently alone in our endeavors and it would be great to get some help. I can even teach people, really doesn't matter to me, i just like scripting and helping people out. Anyway if your...
This is actually what im doing already. There is a nuke script out and i modded it to be dynamic like heli crashes and have a sleep timer. I made the sky change color for 60 sec before the nuke for a warning. This is in arma 3 but it was ported from arma 2 so it should be fine. The way it works...
ummm so i have a working dynamic atomic explosion that requires no triggers and like i said...dynamic.So uh, ya. Its partly from a script another person wrote. I do not claim the actual nuke just the mechanics for dynamics on it.
hey you have to upload the whole pbo or at least put it in browser so it can be read by the browser. It is not working with those links. I will help u get it working if u fix those. 8)
go to your anithack and add these player actions
R3F_LOG_objet_addAction,R3F_LOG_action_charger_deplace_valide,R3F_LOG_action_charger_selection_valide,R3F_LOG_action_contenu_vehicule_valide...
Ya it never is :/ btw here are those dog files you wanted.
dog.sqf
//===================piXel 12-02-2013============
waitUntil {!isNil ("dayz_animalCheck")};
//_uid = getPlayerUID player;
//_registered = _uid in registered;
//if (alive player && !_registered) exitWith {sleep 3; cutText...
yo could try something like
if (isPlayer _x) then {
{
//run script
} forEach playableUnits;
};
and just run it from the server monitor or some other server file. Not sure if that would work but as far as the sound files prob not. :/
The way i always looked at it though is even if you run...
im currently at class and well...uh, its the next ESO beta weekend :P
I dont have one with the vehicle sitting or lift. We used antihack and it blocked ppl from getting off the cars, also we used R3F logistics for toing and lifting cause we liked it more than the addin one. However; give me a...
just thought i would put this out there, i re worked ours to allow for permanent dogs, i only gave em to registered members though. if you wanted perm dogs i still have it. They dont require any added dog houses either cause they spawn with the players individually.
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