Hmm ok then cool I understand the construct now.
Is it possible then that the ai are queuing. While the nearEntities appears to work I have had first hand experience of sitting next to a guy while helping with some admin things in game and the Ai just spawned out of the building in front of us...
Can't you push these server side? Something like
call compile preprocessFileLineNumbers "\z\addons\dayz_server\CustomLootTables\missions\CfgBuildingLoot.hpp";
from your init?
Erm actually never Mind. I am currently on a misssion to s ee how much I can push over to the server from the missionpbo.
Your code appears to be stand alone. Usually there is a pre "if" something "then do" something that then defines the next bit. Your script doesn't do this so when you preset the variable to be -1 then its always on but doesn't know what to do. You need to show us what it is looking at there...
Hi guys. I have a duping script that works ok. Cudos to whoever wrote it I have no idea.
The problem i am having is that it uses the cursertarget as a reference so if a player tries to dupe and looks at the staorage box its fine, if they look away from it though it doesn't work.
I am sure you...
I have an issue with some of the players building the bike on the other side of the wall and then selecting the driver(rider) seat and porting across to the other side. The antiwall doesn't prevent this.
I have modified the code to check for a plotpole within a certain distance and then cancel...
After further look it appears to me that the issue resides in
while {((count _pos) < 1) && {(_attempts < 3)}} do {
_pos = _spawnPos findEmptyPosition [0.5,_baseDist,"Misc_cargo_cont_small_EP1"];
if ((count _pos) > 1) then {
_pos = _pos isFlatEmpty [0,0,0.75,5,0,false,objNull]...
The is the section of code that Buttface is reffering too. Its in fn_spawnGroup.sqf
if (DZAI_debugLevel > 1) then {diag_log format ["DZAI Extended Debug: Found spawn position at %3 meters away at position %1 after %2 retries.",_pos,_attempts,(_pos distance _spawnPos)]};
_unitGroup = if (isNull...
Try using ASL instead of ATL. ATL is above terrain level. ASL is above sea level. You will more than likely have to run a seperate spawnloot maybe. But try changing the ATL first.
A small compilation i did.
http://www.mediafire.com/download/70s3vm7y33wnkyz/Blitz_Ai.rar
uses both DZAI and WAI and also spawn in some missions through the modules folder.
Hard pressed getting this working well (for others) let alone adding a 3rd in the mix. I think simply you just add the server files and then this allows you to call the vehicles. (add @Dayzorigins in yur startup params)
ok in your init you need to have
spawnShoremode = 1; // Default = 1 (on shore)
and
dayz_paraSpawn = true;
Your also calling
execVM "\z\addons\dayz_server\init\ESSfloor.sqf";
At the bottom of your server_functions
And change
dayzPlayerLogin2 = [_worldspace,_state,_randomSpot]; //line199...
Looks like all you did was comment out the ESS part in the init. you will need to undo everything that the installation instructions from the ESS thread tells you what to do as it changes a few things.
http://www.mediafire.com/download/hd8ets747t82r8n/0.15__Overpoch_Sauserland-BSR_Build_106_-.rar
sauserland update fixed ess. Also for all packs set the fastrope to false in the scriptcontrol.sqf this eliminates the pause on log in.
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