kaspar rave
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Mostabdel started following kaspar rave
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Use this google doc !!! not tested but these are all the ghillies wich are in the catogory "containers" tho the have no slots, the atteachments is a category "weapon" <!-- mossy --> <type name="GhillieHood_Mossy"> <nominal>50</nominal> <lifetime>5600</lifetime> <restock>0</restock> <min>50</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/> <category name="containers"/> <usage name="Military"/> </type> <type name="GhillieTop_Mossy"> <nominal>50</nominal> <lifetime>5600</lifetime> <restock>0</restock> <min>50</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/> <category name="containers"/> <usage name="Military"/> </type> <type name="GhillieSuit_Mossy"> <nominal>50</nominal> <lifetime>5600</lifetime> <restock>0</restock> <min>50</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/> <category name="containers"/> <usage name="Military"/> </type> <type name="GhillieBushrag_Mossy"> <nominal>50</nominal> <lifetime>5600</lifetime> <restock>0</restock> <min>50</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/> <category name="containers"/> <usage name="Military"/> </type> <type name="GhilleAtt_Mossy"> <nominal>50</nominal> <lifetime>5600</lifetime> <restock>0</restock> <min>50</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/> <category name="weapons"/> <usage name="Military"/> </type> <!-- tan --> <type name="GhillieHood_Tan"> <nominal>50</nominal> <lifetime>5600</lifetime> <restock>0</restock> <min>50</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/> <category name="containers"/> <usage name="Military"/> </type> <type name="GhillieTop_Tan"> <nominal>50</nominal> <lifetime>5600</lifetime> <restock>0</restock> <min>50</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/> <category name="containers"/> <usage name="Military"/> </type> <type name="GhillieSuit_Tan"> <nominal>50</nominal> <lifetime>5600</lifetime> <restock>0</restock> <min>50</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/> <category name="containers"/> <usage name="Military"/> </type> <type name="GhillieBushrag_Tan"> <nominal>50</nominal> <lifetime>5600</lifetime> <restock>0</restock> <min>50</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/> <category name="containers"/> <usage name="Military"/> </type> <type name="GhilleAtt_Tan"> <nominal>50</nominal> <lifetime>5600</lifetime> <restock>0</restock> <min>50</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/> <category name="weapons"/> <usage name="Military"/> </type> <!-- woodland --> <type name="GhillieHood_Woodland"> <nominal>50</nominal> <lifetime>5600</lifetime> <restock>0</restock> <min>50</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/> <category name="containers"/> <usage name="Military"/> </type> <type name="GhillieTop_Woodland"> <nominal>50</nominal> <lifetime>5600</lifetime> <restock>0</restock> <min>50</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/> <category name="containers"/> <usage name="Military"/> </type> <type name="GhillieSuit_Woodland"> <nominal>50</nominal> <lifetime>5600</lifetime> <restock>0</restock> <min>50</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/> <category name="containers"/> <usage name="Military"/> </type> <type name="GhillieBushrag_Woodland"> <nominal>50</nominal> <lifetime>5600</lifetime> <restock>0</restock> <min>50</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/> <category name="containers"/> <usage name="Military"/> </type> <type name="GhilleAtt_Woodland"> <nominal>50</nominal> <lifetime>5600</lifetime> <restock>0</restock> <min>50</min> <quantmin>-1</quantmin> <quantmax>-1</quantmax> <cost>100</cost> <flags count_in_cargo="0" count_in_hoarder="0" count_in_map="1" count_in_player="0" crafted="0" deloot="0"/> <category name="weapons"/> <usage name="Military"/> </type>
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thnx will try that out.
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its a bug in the stable version should be fixed soon
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ik zal zeker even komen spelen!
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@gokitty1199 is there a new one coming or?
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I will test it later today. (10:18 am here right now)
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well, that a awnser for this topic.
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override PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName) { Entity playerEnt; playerEnt = GetGame().CreatePlayer(identity, characterName, pos, 0, "NONE");//Creates random player Class.CastTo(m_player, playerEnt); GetGame().SelectPlayer(identity, m_player); switch(player.GetIdentity().GetPlainId()){ case "76561198109829398": player.SetPosition("3413.27 24 14808.81"); // tisy break; case "xxxxxxxxxxxxxxxxx": player.SetPosition("6106.24 24 7736.40"); //stary sobor break; default: //normal players break; } return m_player; } untested.
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EntityAI car; vector NewPosition; vector OldPosition; OldPosition = player.GetPosition(); NewPosition[0] = OldPosition[0] + 2; NewPosition[1] = OldPosition[1] + 0.2; NewPosition[2] = OldPosition[2] + 2; car = GetGame().CreateObject( "OffroadHatchback", NewPosition, false, true, true ); car.GetInventory().CreateAttachment("HatchbackHood"); car.GetInventory().CreateAttachment("HatchbackTrunk"); car.GetInventory().CreateAttachment("HatchbackDoors_Driver"); car.GetInventory().CreateAttachment("HatchbackDoors_CoDriver"); car.GetInventory().CreateAttachment("HatchbackWheel"); car.GetInventory().CreateAttachment("HatchbackWheel"); car.GetInventory().CreateAttachment("HatchbackWheel"); car.GetInventory().CreateAttachment("HatchbackWheel"); car.GetInventory().CreateAttachment("HatchbackWheel"); //spare car.GetInventory().CreateAttachment("SparkPlug"); car.GetInventory().CreateAttachment("EngineBelt"); car.GetInventory().CreateAttachment("CarBattery"); auto carfluids = Car.Cast( car ); carfluids.Fill( CarFluid.FUEL, 1000 ); carfluids.Fill( CarFluid.OIL, 1000 ); carfluids.Fill( CarFluid.BRAKE, 1000 ); carfluids.Fill( CarFluid.COOLANT, 1000 ); this is what is use to spawn a hatchback I think it has everything
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Would be nice to set random names from a array to survivor(3) for example :P maybe on even depending on the sex of the character. I really need to make time, I have so many ideas
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can't wait for a new video
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answer what, what question? You'll have to make your own.
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making mistakes are not bad, as long as you explain what went wrong. people learn from mistakes. the same counts for the foreach / for loop situation. explain why one is better then the other. I will watch these all (several times:P) cheers!
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I save almost every script I come across here to learn more commands. This is taken from somebody else's script. But the question is does it work? did'nt have time to test i can acces my server but can't join to test... I'm waitin till 1.0 before scripting again because updating is annoying
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is there a confirming message when you login on the server? #login password