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Mostabdel

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Everything posted by Mostabdel

  1. Mostabdel

    Persistance & Loot

    thx i make it and i will see if that work. thx man.
  2. Mostabdel

    Persistance & Loot

    thx but how i can make persistance in my server. Barrel was deleted after restart its normal ? !!! lif of bareel i make 388800
  3. Mostabdel

    Kill Feed

    how i can change the color of the message and adedd distance and weapon pls thx give me script for this thx
  4. Mostabdel

    Safe Zones

    sow what i can do ? show me
  5. Mostabdel

    Need Help With Scripts

    oui je bac mais erreur avec airdrop ligne this is the script of aidrop class AirDrop { /* ### ### ### ### ### ### ### ### */ /* DayZ 0.63 AirDrop plugin by mov3ax / mov3ax.pro */ /* ### ### ### ### ### ### ### ### */ void AirDrop() { } void ~AirDrop() { } /* ### ### ### ### ### ### ### ### */ /* Configuration of plugin */ /* ### ### ### ### ### ### ### ### */ bool EnableAirdrops = true; // Main switch float TimesliceMultiplyier = 0.01; // Timeslice multiplyier, default value is 0.01 (60 FPS) float AirPlaneSpeed = 0.25; // Airplane fly speed float AirPlaneHeight = 300; // Airplane fly height float AirDropFallSpeed = 0.2; // Airdrop fall speed // 600 Seconds = 10 Minutes float TicksTimerFromStart = 1800 / TimesliceMultiplyier; // How much time will pass from the server start to first airdrop bool PrintInformationMessages = true; // Show in chat when airplane flew out and when airdrop is landed bool PrintInformationCoordinates = true; // Show in chat coordinates where airdrop is landed // 36000 Seconds = 1 Hour float RemoveTime = 1800 / TimesliceMultiplyier; // After how much time airplane and loot will be removed and new airplane will be spawned bool SpawnZombie = true; // Spawn zombie near airdrop when landed bool ShowSignal = true; // Show smoke signal when airdrop landed float RandomBoundsMin = 5; // Airdrop drop bounds min float RandomBoundsMax = 10; // Airdrop drop bounds max bool PrintDebugMessages = false; // Show debug messages (Debug) bool DropOnStart = false; // Drop airdrop instantly after airplane (Debug) bool TeleportDebug = false; // Teleport to airplane and airdrop during flight (Debug) /* ### ### ### ### ### ### ### ### */ /* Local variables */ /* ### ### ### ### ### ### ### ### */ vector m_AirPlaneFixedPosition; // Local variable vector m_DropPos; // Local variable Object m_AirPlane; // Global airplane object Object m_AirDrop; // Glbal airdrop container object Object m_Platform; // Glbal airdrop container object EntityAI m_AirDropLoot; // Airdrop container body ItemBase m_AirDropBase; // Airdrop container base Particle DropEffect; // Airdrop land particle effect Particle SignalEffect; // Airdrop land particle effect vector RandomRotOrientation; // Local variable EntityAI PhysicsBody; // Local variable float RandomRot = 0; // Default random rotation variable float RandomTime = 100; // Default random drop variable float Delay = 0; // Local variable for security float Ground; // Local variable for security int AirDropTime = 0; // Local variable int AirTimer = 0; // Local variable int RemoveTimer = 0; // Local variable bool RayReady = true; // Local variable bool TimerPassed = false; // Local variable bool AirPassed = false; // Local variable bool RemovePased = false; // Local variable bool DropTime = false; // Local variable bool PassTime = false; // Local variable /* ### ### ### ### ### ### ### ### */ /* Global functions */ /* ### ### ### ### ### ### ### ### */ // Send message in global chat void SendMessage(string message) { ref array<Man> players = new array<Man>; GetGame().GetPlayers( players ); for ( int i = 0; i < players.Count(); i++ ) { PlayerBase player1; Class.CastTo(player1, players.Get(i)); Param1<string> m_AirTimer = new Param1<string>(message); GetGame().RPCSingleParam(player1, ERPCs.RPC_USER_ACTION_MESSAGE, m_AirTimer, true, player1.GetIdentity()); } } // Teleport all players to position, debug void SendPos(vector pos) { ref array<Man> players = new array<Man>; GetGame().GetPlayers( players ); for ( int i = 0; i < players.Count(); i++ ) { PlayerBase player1; Class.CastTo(player1, players.Get(i)); player1.SetPosition(pos); } } /* ### ### ### ### ### ### ### ### */ /* Configuration of loot and spawn points */ /* ### ### ### ### ### ### ### ### */ // Random Loot Presets string GetRandomLoot() { TStringArray loot = { "LandMineTrap", "Marmalade", "GhillieSuit_Tan", "M4A1", "PlateCarrierComplete", "BalaclavaMask_Blackskull", "GorkaHelmetComplete", "BallisticHelmet_Green", "Suppressor_East", "GhillieBushrag_Tan", "M4_Suppressor", "AK_Suppressor", "AK_Bayonet", "M9A1_Bayonet", "RDG2SmokeGrenade_Black", "RDG2SmokeGrenade_White", "Mag_AKM_Drum75Rnd", "Mag_STANAGCoupled_30Rnd", }; return loot.GetRandomElement(); } // Generating random airdrop position from list // You can get coordinates using debug monitor or this map https://dayz.ginfo.gg/ vector GetAirPlanePos() { TVectorArray positions = { "3559 0 7238", "5088 0 2379", "7971 0 9030", "4716 0 9974", "11990 0 12498", }; vector what = positions.GetRandomElement(); what[1] = AirPlaneHeight; return what; } /* ### ### ### ### ### ### ### ### */ /* Zombie spawn list */ /* ### ### ### ### ### ### ### ### */ TStringArray WorkingZombieClasses() { return { "ZmbM_HermitSkinny_Base","ZmbM_HermitSkinny_Beige","ZmbM_HermitSkinny_Black","ZmbM_HermitSkinny_Green", "ZmbM_HermitSkinny_Red","ZmbM_FarmerFat_Base","ZmbM_FarmerFat_Beige","ZmbM_FarmerFat_Blue","ZmbM_FarmerFat_Brown", "ZmbM_FarmerFat_Green","ZmbF_CitizenANormal_Base","ZmbF_CitizenANormal_Beige","ZmbF_CitizenANormal_Brown", "ZmbF_CitizenANormal_Blue","ZmbM_CitizenASkinny_Base","ZmbM_CitizenASkinny_Blue","ZmbM_CitizenASkinny_Brown", "ZmbM_CitizenASkinny_Grey","ZmbM_CitizenASkinny_Red","ZmbM_CitizenBFat_Base","ZmbM_CitizenBFat_Blue","ZmbM_CitizenBFat_Red", "ZmbM_CitizenBFat_Green","ZmbF_CitizenBSkinny_Base","ZmbF_CitizenBSkinny","ZmbM_PrisonerSkinny_Base","ZmbM_PrisonerSkinny", "ZmbM_FirefighterNormal_Base","ZmbM_FirefighterNormal","ZmbM_FishermanOld_Base","ZmbM_FishermanOld_Blue","ZmbM_FishermanOld_Green", "ZmbM_FishermanOld_Grey","ZmbM_FishermanOld_Red","ZmbM_JournalistSkinny_Base","ZmbM_JournalistSkinny","ZmbF_JournalistNormal_Base", "ZmbF_JournalistNormal_Blue","ZmbF_JournalistNormal_Green","ZmbF_JournalistNormal_Red","ZmbF_JournalistNormal_White", "ZmbM_ParamedicNormal_Base","ZmbM_ParamedicNormal_Blue","ZmbM_ParamedicNormal_Green","ZmbM_ParamedicNormal_Red", "ZmbM_ParamedicNormal_Black","ZmbF_ParamedicNormal_Base","ZmbF_ParamedicNormal_Blue","ZmbF_ParamedicNormal_Green", "ZmbF_ParamedicNormal_Red","ZmbM_HikerSkinny_Base","ZmbM_HikerSkinny_Blue","ZmbM_HikerSkinny_Green","ZmbM_HikerSkinny_Yellow", "ZmbF_HikerSkinny_Base","ZmbF_HikerSkinny_Blue","ZmbF_HikerSkinny_Grey","ZmbF_HikerSkinny_Green","ZmbF_HikerSkinny_Red", "ZmbM_HunterOld_Base","ZmbM_HunterOld_Autumn","ZmbM_HunterOld_Spring","ZmbM_HunterOld_Summer","ZmbM_HunterOld_Winter", "ZmbF_SurvivorNormal_Base","ZmbF_SurvivorNormal_Blue","ZmbF_SurvivorNormal_Orange","ZmbF_SurvivorNormal_Red", "ZmbF_SurvivorNormal_White","ZmbM_SurvivorDean_Base","ZmbM_SurvivorDean_Black","ZmbM_SurvivorDean_Blue","ZmbM_SurvivorDean_Grey", "ZmbM_PolicemanFat_Base","ZmbM_PolicemanFat","ZmbF_PoliceWomanNormal_Base","ZmbF_PoliceWomanNormal","ZmbM_PolicemanSpecForce_Base", "ZmbM_PolicemanSpecForce","ZmbM_SoldierNormal_Base","ZmbM_SoldierNormal","ZmbM_usSoldier_normal_Base", "ZmbM_usSoldier_normal_Woodland","ZmbM_usSoldier_normal_Desert","ZmbM_CommercialPilotOld_Base","ZmbM_CommercialPilotOld_Blue", "ZmbM_CommercialPilotOld_Olive","ZmbM_CommercialPilotOld_Brown","ZmbM_CommercialPilotOld_Grey","ZmbM_PatrolNormal_Base", "ZmbM_PatrolNormal_PautRev","ZmbM_PatrolNormal_Autumn","ZmbM_PatrolNormal_Flat","ZmbM_PatrolNormal_Summer","ZmbM_JoggerSkinny_Base", "ZmbM_JoggerSkinny_Blue","ZmbM_JoggerSkinny_Green","ZmbM_JoggerSkinny_Red","ZmbF_JoggerSkinny_Base","ZmbF_JoggerSkinny_Blue", "ZmbF_JoggerSkinny_Brown","ZmbF_JoggerSkinny_Green","ZmbF_JoggerSkinny_Red","ZmbM_MotobikerFat_Base","ZmbM_MotobikerFat_Beige", "ZmbM_MotobikerFat_Black","ZmbM_MotobikerFat_Blue","ZmbM_VillagerOld_Base","ZmbM_VillagerOld_Blue","ZmbM_VillagerOld_Green", "ZmbM_VillagerOld_White","ZmbM_SkaterYoung_Base","ZmbM_SkaterYoung_Blue","ZmbM_SkaterYoung_Brown","ZmbM_SkaterYoung_Green", "ZmbM_SkaterYoung_Grey","ZmbF_SkaterYoung_Base","ZmbF_SkaterYoung_Brown","ZmbF_SkaterYoung_Striped","ZmbF_SkaterYoung_Violet", "ZmbF_DoctorSkinny_Base","ZmbF_DoctorSkinny","ZmbF_BlueCollarFat_Base","ZmbF_BlueCollarFat_Blue","ZmbF_BlueCollarFat_Green", "ZmbF_BlueCollarFat_Red","ZmbF_BlueCollarFat_White","ZmbF_MechanicNormal_Base","ZmbF_MechanicNormal_Beige","ZmbF_MechanicNormal_Green", "ZmbF_MechanicNormal_Grey","ZmbF_MechanicNormal_Orange","ZmbM_MechanicSkinny_Base","ZmbM_MechanicSkinny_Blue","ZmbM_MechanicSkinny_Grey", "ZmbM_MechanicSkinny_Green","ZmbM_MechanicSkinny_Red","ZmbM_ConstrWorkerNormal_Base","ZmbM_ConstrWorkerNormal_Beige", "ZmbM_ConstrWorkerNormal_Black","ZmbM_ConstrWorkerNormal_Green","ZmbM_ConstrWorkerNormal_Grey","ZmbM_HeavyIndustryWorker_Base", "ZmbM_HeavyIndustryWorker","ZmbM_OffshoreWorker_Base","ZmbM_OffshoreWorker_Green","ZmbM_OffshoreWorker_Orange","ZmbM_OffshoreWorker_Red", "ZmbM_OffshoreWorker_Yellow","ZmbF_NurseFat_Base","ZmbF_NurseFat","ZmbM_HandymanNormal_Base","ZmbM_HandymanNormal_Beige", "ZmbM_HandymanNormal_Blue","ZmbM_HandymanNormal_Green","ZmbM_HandymanNormal_Grey","ZmbM_HandymanNormal_White","ZmbM_DoctorFat_Base", "ZmbM_DoctorFat","ZmbM_Jacket_Base","ZmbM_Jacket_beige","ZmbM_Jacket_black","ZmbM_Jacket_blue","ZmbM_Jacket_bluechecks", "ZmbM_Jacket_brown","ZmbM_Jacket_greenchecks","ZmbM_Jacket_grey","ZmbM_Jacket_khaki","ZmbM_Jacket_magenta","ZmbM_Jacket_stripes", "ZmbF_PatientOld_Base","ZmbF_PatientOld","ZmbM_PatientSkinny_Base","ZmbM_PatientSkinny","ZmbF_ShortSkirt_Base","ZmbF_ShortSkirt_beige", "ZmbF_ShortSkirt_black","ZmbF_ShortSkirt_brown","ZmbF_ShortSkirt_green","ZmbF_ShortSkirt_grey","ZmbF_ShortSkirt_checks", "ZmbF_ShortSkirt_red","ZmbF_ShortSkirt_stripes","ZmbF_ShortSkirt_white","ZmbF_ShortSkirt_yellow","ZmbF_VillagerOld_Base", "ZmbF_VillagerOld_Blue","ZmbF_VillagerOld_Green","ZmbF_VillagerOld_Red","ZmbF_VillagerOld_White","ZmbM_Soldier","ZmbM_SoldierAlice", "ZmbM_SoldierHelmet","ZmbM_SoldierVest","ZmbM_SoldierAliceHelmet","ZmbM_SoldierVestHelmet","ZmbF_MilkMaidOld_Base", "ZmbF_MilkMaidOld_Beige","ZmbF_MilkMaidOld_Black","ZmbF_MilkMaidOld_Green","ZmbF_MilkMaidOld_Grey","ZmbM_priestPopSkinny_Base", "ZmbM_priestPopSkinny","ZmbM_ClerkFat_Base","ZmbM_ClerkFat_Brown","ZmbM_ClerkFat_Grey","ZmbM_ClerkFat_Khaki","ZmbM_ClerkFat_White", "ZmbF_Clerk_Normal_Base","ZmbF_Clerk_Normal_Blue","ZmbF_Clerk_Normal_White","ZmbF_Clerk_Normal_Green","ZmbF_Clerk_Normal_Red", }; } /* ### ### ### ### ### ### ### ### */ /* Airplane and airdrop setup */ /* ### ### ### ### ### ### ### ### */ void GetAirPlaneInfo() { // Seconds devide on value of TimesliceMultiplyier (By default it is 0.01) RandomTime = Math.RandomFloat(RandomBoundsMin / TimesliceMultiplyier, RandomBoundsMax / TimesliceMultiplyier); // Random drop bounds RandomRot = Math.RandomFloat(130, 190); // Random rot bounds if (PrintDebugMessages) SendMessage("[Airdrop, Debug] Random rotation of airplane is " + RandomRot); // Dynamic movement forward float Forward = RandomRot * 0.017453292; // 7.5 is airdrop container motion speed float MotionX = (double)(Math.Sin(Forward) * 7.5); float MotionZ = (double)(Math.Cos(Forward) * 7.5); // Fixed position, if we dont multiply value to -1 it will move backwards m_AirPlaneFixedPosition[0] = MotionX * -1; m_AirPlaneFixedPosition[1] = 10; m_AirPlaneFixedPosition[2] = MotionZ * -1; RandomRotOrientation[0] = RandomRot; m_AirPlane = GetGame().CreateObject( "Land_Wreck_C130J", GetAirPlanePos(), false, true ); // Create airplane model m_AirPlane.SetOrientation(RandomRotOrientation); // Rotate it to random angles in yaw m_AirPlane.PlaySoundLoop("powerGeneratorLoop", 10000, true); // Attach airplane sound to itself, need to be fixed if (PrintInformationMessages) if (m_AirPlane != NULL) SendMessage("[Airdrop] Airplane was spotted on map!"); m_AirPlane.SetPosition( m_AirPlane.GetPosition() ); m_DropPos = ( m_AirPlane.GetPosition() ) - m_AirPlaneFixedPosition; protected vector pos; pos[0] = 0; pos[1] = AirPlaneHeight; pos[2] = 0; m_Platform = GetGame().CreateObject( "Land_Container_1Bo", pos, false, true ); PhysicsBody = EntityAI.Cast( GetGame().CreateObject( "CivilianSedan", m_Platform.GetPosition(), false, true ) ); PhysicsBody.SetAllowDamage( false ); if (DropOnStart) // For debug puproses only { RayReady = false; if (PrintInformationMessages) SendMessage("[Airdrop] Airdrop was dropped from the plane!"); m_AirDrop = GetGame().CreateObject( "Land_Container_1Bo", m_DropPos, false, true ); // Create airdrop model, in this case it is red container SetVelocity(PhysicsBody, "10 0 0"); GetGame().ObjectDelete(m_Platform); SetVelocity(PhysicsBody, "10 0 0"); // Reset it to default values RemoveTimer = 0; RemovePased = false; } if (TeleportDebug) // For debug puproses only { if (m_AirPlane != NULL) { SendPos(m_AirPlane.GetPosition()); } } } void MoveAirPlane() { // Dynamic movement forward float Forward = RandomRot * 0.017453292; // 7.5 is airdrop container motion speed float MotionX = (double)(Math.Sin(Forward) * AirPlaneSpeed); float MotionZ = (double)(Math.Cos(Forward) * AirPlaneSpeed); // Fixed position, if we dont multiply value to -1 it will move backwards m_AirPlaneFixedPosition[0] = MotionX * -1; m_AirPlaneFixedPosition[1] = 0; m_AirPlaneFixedPosition[2] = MotionZ * -1; m_AirPlane.SetPosition( m_AirPlane.GetPosition() + m_AirPlaneFixedPosition ); m_DropPos = ( m_AirPlane.GetPosition() ) - m_AirPlaneFixedPosition; if (!RayReady) { Ground = GetGame().SurfaceY(m_AirDrop.GetPosition()[0], m_AirDrop.GetPosition()[2]); if (PhysicsBody.GetPosition()[1] <= Ground) PhysicsBody.SetVelocity(PhysicsBody, "0 0 0"); if (GetVelocity(PhysicsBody)[0] < 0.0001 && GetVelocity(PhysicsBody)[1] < 0.0001 && GetVelocity(PhysicsBody)[2] < 0.0001) { m_AirDrop.PlaceOnSurface(); // Create airdrop lootable container, in this case it is sea chest m_AirDropLoot = EntityAI.Cast(GetGame().CreateObject( "SeaChest", m_AirDrop.GetPosition(), false, true )); // We can't add barrel because it have to be opened // You can extend items count inside airdrop container or make it random m_AirDropLoot.GetInventory().CreateInInventory(GetRandomLoot()); m_AirDropLoot.GetInventory().CreateInInventory(GetRandomLoot()); m_AirDropLoot.GetInventory().CreateInInventory(GetRandomLoot()); m_AirDropLoot.GetInventory().CreateInInventory(GetRandomLoot()); m_AirDropLoot.GetInventory().CreateInInventory(GetRandomLoot()); m_AirDropLoot.GetInventory().CreateInInventory(GetRandomLoot()); m_AirDropBase = ItemBase.Cast(m_AirDropLoot); // Cast items to airdrop container // Play particle when airdrop container, in this case it is red container DropEffect = Particle.Play( ParticleList.EXPLOSION_LANDMINE, m_AirDrop.GetPosition() ); if (PrintInformationMessages && !PrintInformationCoordinates) SendMessage("[Airdrop] Airdrop landed!"); else if (PrintInformationMessages && PrintInformationCoordinates) { array<string> arrCoords = new array<string>; string strAirdropPos = m_AirDrop.GetPosition().ToString(); strAirdropPos = strAirdropPos.Substring(1, strAirdropPos.Length() - 2); strAirdropPos.Split( ", ", arrCoords ); SendMessage("[Airdrop] Airdrop landed on coordinates " + Math.Round( arrCoords.Get(0).ToInt() ) + " " + Math.Round( arrCoords.Get(2).ToInt() ) + "!"); } if (SpawnZombie) { GetGame().CreateObject( WorkingZombieClasses().GetRandomElement(), m_AirDrop.GetPosition() - "10 0 0", false, true ); GetGame().CreateObject( WorkingZombieClasses().GetRandomElement(), m_AirDrop.GetPosition() - "0 0 10", false, true ); GetGame().CreateObject( WorkingZombieClasses().GetRandomElement(), m_AirDrop.GetPosition() - "10 0 -10", false, true ); GetGame().CreateObject( WorkingZombieClasses().GetRandomElement(), m_AirDrop.GetPosition() - "-10 0 10", false, true ); } if (ShowSignal) { vector signal = "0 1.5 0"; SignalEffect = Particle.Play( ParticleList.RDG2, m_AirDrop.GetPosition() + signal ); } // Removing physics body PhysicsBody.SetPosition(vector.Zero); GetGame().ObjectDelete( PhysicsBody ); PhysicsBody = NULL; // Reset it to default values RayReady = true; } else { if (m_AirDrop != NULL) { vector phys; phys[0] = m_AirDrop.GetPosition()[0]; phys[1] = PhysicsBody.GetPosition()[1]; phys[2] = m_AirDrop.GetPosition()[2]; m_AirDrop.SetPosition(phys); m_AirDrop.SetOrientation(PhysicsBody.GetOrientation()); } } } if (DropTime && !DropOnStart) { RayReady = false; if (PrintInformationMessages) SendMessage("[Airdrop] Airdrop was dropped from the plane!"); m_AirDrop = GetGame().CreateObject( "Land_Container_1Bo", m_DropPos, false, true ); // Create airdrop model, in this case it is red container SetVelocity(PhysicsBody, "10 0 0"); GetGame().ObjectDelete(m_Platform); SetVelocity(PhysicsBody, "10 0 0"); // Reset it to default values RemoveTimer = 0; RemovePased = false; DropTime = false; } } /* ### ### ### ### ### ### ### ### */ /* Airdrop controller */ /* ### ### ### ### ### ### ### ### */ bool init = true; void CreateAirDrop() { if (!EnableAirdrops) return; if (init) SendMessage("[Airdrop] Plugin initialized"); init = false; // Remove timer if (RemoveTimer <= RemoveTime) { RemoveTimer++; } else { // Removing all objects when remove timer is passed if (!RemovePased) { if (m_AirDrop != NULL) { m_AirDrop.SetPosition(vector.Zero); GetGame().ObjectDelete( m_AirDrop ); m_AirDrop = NULL; } if (m_AirPlane != NULL) { m_AirPlane.SetPosition(vector.Zero); GetGame().ObjectDelete( m_AirPlane ); m_AirPlane = NULL; } if (m_AirDropBase != NULL) { m_AirDropBase.SetPosition(vector.Zero); GetGame().ObjectDelete( m_AirDropBase ); m_AirDropBase = NULL; } if (m_AirDropLoot != NULL) { m_AirDropLoot.SetPosition(vector.Zero); GetGame().ObjectDelete( m_AirDropLoot ); m_AirDropLoot = NULL; } if (DropEffect != NULL) { DropEffect.Stop(); DropEffect = NULL; } if (SignalEffect != NULL) { SignalEffect.Stop(); SignalEffect = NULL; } // Reset it to default values AirPassed = false; TimerPassed = false; AirDropTime = 0; AirTimer = 0; DropTime = false; RemovePased = true; } } // After how much time after restart need to wait before airplane spawn if (AirTimer <= TicksTimerFromStart) { AirTimer++; if (PrintDebugMessages) SendMessage("[Airdrop, Debug] Airtimer value is " + AirTimer); } else { // Reset it to default values TimerPassed = true; } if (TimerPassed && !AirPassed) { if (PrintDebugMessages) SendMessage("[Airdrop, Debug] Airtimer passed"); GetAirPlaneInfo(); if (PrintDebugMessages) SendMessage("[Airdrop, Debug] Airdrop spawned via timer"); // Reset it to default values AirPassed = true; } if (AirPassed) { if (m_AirPlane) { MoveAirPlane(); } } if (AirDropTime <= RandomTime) { AirDropTime++; if (TeleportDebug) // For debug puproses only { SendPos(m_AirPlane.GetPosition()); } if (PrintDebugMessages) SendMessage("[Airdrop, Debug] Airdrop time is " + AirDropTime + " from " + RandomTime); } else { if (Delay <= 1000) { Delay++; } else { if (!RayReady) { if (TeleportDebug) // For debug puproses only { SendPos(m_AirPlane.GetPosition()); } } if (!PassTime) { // Reset it to default values DropTime = true; PassTime = true; } } } } /* ### ### ### ### ### ### ### ### */ }
  6. Mostabdel

    Need Help With Scripts

    and for the all script its ok or there are problemes ?
  7. Mostabdel

    How to make barrels stay?

    my instanceld = 64476 Vilayer make this its normal ?
  8. Mostabdel

    How to make barrels stay?

    i make what do you say but dont worck for me its not save after restart no barrel
  9. Mostabdel

    Safe Zones

    me i add it in my init.c and he make me message erreur. Mpmissions \ dayzOffline.chernarusplus \ init.c (90 )broken expresion (missing ';'?) can you help me thx.
  10. Mostabdel

    Help to add deathmessages

    hi. i need script to add death messages who kill who with witch weapon and distance in different color. and how i can change color for messages auto restart thx all !!!.
  11. Mostabdel

    Kill Feed

    hi i like to add death messages in my server. if you can give me the exactly script and where i can make it and place it.and i like to change color of messages how i can do that thx .
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