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Noster

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About Noster

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    On the Coast
  1. Well, got it working. Scar's and all. :D http://s1156.beta.photobucket.com/user/NickNoster/media/Untitled_zps0fbe16b4.png.html?sort=3&o=0
  2. Doesn't rmod allow guns from AmA 2 and ArmA 2 OA?
  3. I rented a dayz.st server and wanted to add other ArmA 2 OA weapons. I enabled rmod and edited the crashed heli spawn to spawn the weapons I wanted. I get stuck at loading when I try to launch the server, and the only files available to me are the server.pbo and misson.pbo. I was wondering if it was possible to make your own loot spawn, such as the scar, in the dayz.st server? I went through several tutorials and troubleshoot threads on this and could not find a solution for this specific problem. Any help would be highly appreciated! The only text I edited was the following from the server.pbo spawn_heliCrash = { private["_position","_veh","_num","_config","_itemType","_itemChance","_weights","_index","_iArray"]; waitUntil{!isNil "BIS_fnc_selectRandom"}; if (isDedicated) then { _position = [getMarkerPos "center",0,4000,10,0,2000,0] call BIS_fnc_findSafePos; diag_log("DEBUG: Spawning a crashed helicopter at " + str(_position)); _veh = createVehicle ["UH1Wreck_DZ",_position, [], 0, "CAN_COLLIDE"]; dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_veh]; _veh setVariable ["ObjectID",1,true]; dayzFire = [_veh,2,time,false,false]; publicVariable "dayzFire"; if (isServer) then { nul=dayzFire spawn BIS_Effects_Burn; }; _num = round(random 4) + 3; _config = configFile >> "CfgBuildingLoot" >> "HeliCrash"; _ItemType = [["SCAR_H_CQC_CCO", "weapon"], ["SCAR_H_CQC_CCO_SD", "weapon"], ["M4A1_HWS_GL_SD_Camo", "weapon"], ["M8_carbine", "weapon"], ["SCAR_H_LNG_Sniper", "weapon",], ["SCAR_H_LNG_Sniper_SD", "weapon"], ["BAF_L85A2_RIS_SUSAT", "weapon"], ["M40A3", "weapon"], ["Mk_48_DZ", "weapon"], ["M249_DZ weapon", "weapon"], ["SVD_CAMO", "weapon"], ["M32_EP1", "weapon"], ["MedBox0", "object"] , ["NVGoggles", "weapon"], ["AmmoBoxSmall_556", "object"], ["AmmoBoxSmall_762", "object"], ["Soldier1_DZ", "magazine"], ["Skin_Sniper1_DZ", "magazine"] , ["DZ_Backpack_EP1", "object"]]; //diag_log ("DW_DEBUG: _itemType: " + str(_itemType)); _itemChance = [0.05, 0.05, 0.02, 0.05, 0.05, 0.02, 0.01, 0.02, 0.03, 0.05, 0.01, 0.1, 1, 0.5, 0.1, 0.01, 0.1, 0.1, 0.03, 0.03]; //diag_log ("DW_DEBUG: _itemChance: " + str(_itemChance)); //diag_log ("DW_DEBUG: (isnil fnc_buildWeightedArray): " + str(isnil "fnc_buildWeightedArray")); waituntil {!isnil "fnc_buildWeightedArray"}; _weights = []; _weights = [_itemType,_itemChance] call fnc_buildWeightedArray; //diag_log ("DW_DEBUG: _weights: " + str(_weights)); for "_x" from 1 to _num do { //create loot _index = _weights call BIS_fnc_selectRandom; sleep 1; if (count _itemType > _index) then { //diag_log ("DW_DEBUG: " + str(count (_itemType)) + " select " + str(_index)); _iArray = _itemType select _index; _iArray set [2,_position]; _iArray set [3,5]; _iArray call spawn_loot; _nearby = _position nearObjects ["WeaponHolder",20]; { _x setVariable ["permaLoot",true]; } forEach _nearBy; }; }; }; };
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