kaspar rave
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Everything posted by 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
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override void OnEvent(EventType eventTypeId, Param params){ super.OnEvent(eventTypeId,params); if(eventTypeId == ChatMessageEventTypeID) then ChatMessageEventParams chat_params = ChatMessageEventParams.Cast(params); if(chat_params.param1 != "")then print(chat_params.ToString()); end end } something like this works? untested tho I'm at work (very busy :P)
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hahahaha I know, cars are so wonky tho
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Is it possible to make a road to the bridge or extend the bridge to the road? because my god I keep crashing my car. I can summon cars but still it annoying. Also look great when there elevated alittle Can any body post the bridge to prison island ?
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well login in does'nt do anything. maybe I'm doing it wrong. I'll try later, first lets enjoy the game
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Well I cant get it to work even with #login password it just replys my password to me, butt not like i said something i only see the password echoed back. Am I missing something here
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I would love a script that allows everybody to use things as /time /location /players I tried butcher this script admintools.c but that did'nt work :P
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me neither, only thing I would like is the admin commands, rest is not important for me. is there a way to correctly load only the admintools.c it tried loading it trough includes but it give errors that my coding experience can't solve I will try a complete new install tonight, maybe I fucked up.
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mine still works. although i removed the boats (all of them)
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I can't seem to get it working either, i cannot find it starting anywhere in my logs to is it even executed beyond DayZSurvival.c ?
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Use code brackets please