Smokeydapot
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Change template= in the serverDZ.cfg to the name of the DLC folder, so for my server template= is this: template="dayzOffline.enoch";
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@aussie battler thanks for the reply but I already tried this method also with no success as this also creates a full stack of 20 rounds and not an intended 10 rounds. Methods tried: itemEnt = itemTop.GetInventory().CreateInInventory("Ammo_308Win"); if ( Class.CastTo(itemBs, itemEnt ) ) itemBs.SetQuantity(0.5); ------------------------------------------ itemEnt = itemTop.GetInventory().CreateInInventory("Ammo_308Win"); if ( Class.CastTo(itemBs, itemEnt ) ) itemBs.SetQuantity(10); ------------------------------------------------------------------------ itemEnt = itemTop.GetInventory().CreateInInventory("Ammo_308Win"); itemBs = ItemBase.Cast(itemEnt); itemBs.SetQuantity(0.5); ---------------------------------------------------------------------------------- itemEnt = itemTop.GetInventory().CreateInInventory("Ammo_308Win"); itemBs = ItemBase.Cast(itemEnt); itemBs.SetQuantity(10); While this works with rags this method doesn't work for ammo stacks sadly, I did consider also setting a negative value to remove an amount of ammo as a positive value may have been ignored but setting a negative value just removes the ammo stack. Methods tried: itemEnt = itemTop.GetInventory().CreateInInventory("Ammo_308Win"); if ( Class.CastTo(itemBs, itemEnt ) ) itemBs.SetQuantity(-0.5); ------------------------------------------ itemEnt = itemTop.GetInventory().CreateInInventory("Ammo_308Win"); if ( Class.CastTo(itemBs, itemEnt ) ) itemBs.SetQuantity(-10); ------------------------------------------------------------------------ itemEnt = itemTop.GetInventory().CreateInInventory("Ammo_308Win"); itemBs = ItemBase.Cast(itemEnt); itemBs.SetQuantity(-0.5); ---------------------------------------------------------------------------------- itemEnt = itemTop.GetInventory().CreateInInventory("Ammo_308Win"); itemBs = ItemBase.Cast(itemEnt); itemBs.SetQuantity(-10);
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So i'm making some custom loadouts in the init.c file but i'm coming up against an issue and that is how to add an ammo stack other than the max rounds you get from a box of ammo. I have been trying a similar method from the init file that adds a number of Rags E.g. itemEnt = itemTop.GetInventory().CreateInInventory("Ammo_308Win"); if ( Class.CastTo(itemBs, itemEnt ) ) itemBs.SetQuantity(0.5); To hopefully create a stack of ten 308 rounds but this just creates a full stack of 20, I have also tried: itemBs.SetQuantity(10); But this also creates a full stack of ammo, Does anyone have a solution that creates a stack of loose ammo other than a full box stack of ammo ? Any help is appreciated.
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Yes you can add a FirstAidKit with items inside it by doing something like this: ItemBase FirstA = Bpack.GetInventory().CreateInInventory("FirstAidKit"); FirstA.GetInventory().CreateInInventory ("BandageDressing"); FirstA.GetInventory().CreateInInventory ("BandageDressing"); FirstA.GetInventory().CreateInInventory ("BloodBagEmpty"); FirstA.GetInventory().CreateInInventory ("SurgicalGloves_Blue"); FirstA.GetInventory().CreateInInventory("BloodTestKit"); Weapons with attachments I do like this and they are attached to the weapons on spawn: ItemBase PrimGun = player.GetHumanInventory().CreateInInventory("Mosin9130"); PrimGun.GetInventory().CreateAttachment("Mosin_Compensator"); PrimGun.GetInventory().CreateAttachment("PUScopeOptic"); Or for weapons with battery powered attachments this: ItemBase PrimGun = player.GetHumanInventory().CreateInInventory("M4A1"); PrimGun.GetInventory().CreateAttachment("M4_RISHndgrd"); PrimGun.GetInventory().CreateAttachment("M4_CQBBttstck"); PrimGun.GetInventory().CreateAttachment("M4_Suppressor"); ItemBase PrimLight = PrimGun.GetInventory().CreateAttachment("UniversalLight"); PrimLight.GetInventory().CreateAttachment("Battery9V"); ItemBase PrimSight = PrimGun.GetInventory().CreateAttachment("M68Optic"); PrimSight.GetInventory().CreateAttachment("Battery9V"); I'm not sure on adding a weapon with a mag attached already, I do see the gun bug out if I try some options tho.
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Personally I would like dead bodies to last up to something like an hour, I'm a natural sniper and a true sniper won't move in on a corpse they made for a long time, longer than the dead bodies last within DayZ.
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Fixed: Electric devices (spotlight, cable reel, etc.) getting unplugged after server restart This remains broken, cable reels don't maintain connections over restarts and neither do spotlights. Battery recharger creates clienside issue once connected to generator and car battery is connected to recharger, causes interaction issue between other deployable objects such as spotlights ( e.g. connecting to generator and deployment after connection ) impossible until client quits from server then reconnects, car battery also remains in survivors inventory until reconnection. So far I have only noticed battery charger maintaining its connection to the generator over restarts.