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if i want to change a prize vehicle within a dms mission, example heli steal, does it need to have an exile class name? like "Exile_Chopper_Hummingbird_Civillian_ION" or can i add "B_Heli_Light_01_armed_F" i want to make the missions armed vehicles, but not sure if they will work with exile or not. If anyone knows id appreciate it Many thanks Oz
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Hi There, do laser designators work on exile? i know the small uav should have laser designation but it doesn't work, neither do the standard laser designators from the trader. if so does it need battery's? and again if so does anyone know the class name of the battery's i need? cant seem to find any info on it at the moment
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Hi There, do laser designators work on exile? i know the small uav should have laser designation but it doesn't work, neither do the standard laser designators from the trader. if so does it need battery's? and again if so does anyone know the class name of the battery's i need? cant seem to find any info on it at the moment
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oz1982 started following Virtual garage spawning vehicles on restart
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Does anyone know how to spread the missions out a little, I'm on Tanoa and they keep spawning on one island? i run three missions at once and they are sometimes all in one small area. Any help appreciated.
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players on ther server are saying that there bases are flipped upside down on restart, anyone else getting this??
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doors not opening on custom placed military buildings HELP Please
oz1982 replied to oz1982's question in Third Party Mods
BetterDeadThanZed Ok, I have done this the way i think is right. * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/. */ private["_constructionID","_data","_position","_vectorDirection","_vectorUp","_constructionObject","_damageLevel","_public","_pinCode"]; _constructionID = _this; _data = format ["loadConstruction:%1", _constructionID] call ExileServer_system_database_query_selectSingle; _position = [_data select 4, _data select 5, _data select 6]; _vectorDirection = [_data select 7, _data select 8, _data select 9]; _vectorUp = [_data select 10, _data select 11, _data select 12]; _constructionObject = createVehicle [(_data select 1), _position, [], 0, "CAN_COLLIDE"]; _constructionObject setPosATL _position; _constructionObject setVectorDirAndUp [_vectorDirection, _vectorUp]; _constructionObject setVariable ["ExileDatabaseID", _data select 0]; _constructionObject setVariable ["ExileOwnerUID", (_data select 2)]; _constructionObject setVariable ["ExileIsPersistent", true]; _constructionObject setVariable ["ExileTerritoryID", (_data select 15)]; _damageLevel = (_data select 17); _public = _damageLevel > 0; _constructionObject setVariable ["ExileConstructionDamage",_damageLevel,_public]; if(_public)then { _constructionObject call ExileServer_util_setDamageTexture; }; _pinCode = _data select 14; if !(_pinCode isEqualTo "000000") then { _constructionObject setVariable ["ExileAccessCode", _pinCode]; _constructionObject setVariable ["ExileIsLocked", (_data select 13), true]; }; // 2017-03-16 + TEMPORARY WORKAROUND UNTIL EXILE UPDATE //if (getNumber(configFile >> "CfgVehicles" >> (_data select 1) >> "exileRequiresSimulation") isEqualTo 1) then //{ // _constructionObject enableSimulationGlobal true; // _constructionObject call ExileServer_system_simulationMonitor_addVehicle; //} //else //{ // _constructionObject enableSimulationGlobal false; //}; if (typeOf _constructionObject in ["Exile_Construction_ConcreteDoor_Static", "Land_Cargo_Tower_V4_F", "Land_Barracks_01_camo_F", "Land_Cargo_House_V4_F", "Land_Cargo_HQ_V4_F", "Exile_Construction_ConcreteGate_Static", "Exile_Construction_WoodGate_Static", "Exile_Construction_WoodDoor_Static", "Exile_Construction_ConcreteWindowHatch_Static", "Exile_Construction_WoodGate_Reinforced_Static", "Exile_Construction_WoodDoor_Reinforced_Static", "Exile_Construction_ConcreteFloorHatch_Static"]) then { _constructionObject enableSimulationGlobal true; _constructionObject call ExileServer_system_simulationMonitor_addVehicle; } else { _constructionObject enableSimulationGlobal false; }; // 2017-03-16 - TEMPORARY WORKAROUND UNTIL EXILE UPDATE _constructionObject setVelocity [0, 0, 0]; _constructionObject setPosATL _position; _constructionObject setVelocity [0, 0, 0]; _constructionObject setVectorDirAndUp [_vectorDirection, _vectorUp]; _constructionObject setVelocity [0, 0, 0]; _constructionObject I added the extra class names that i need the doors to work on, but still nothing, please could anyone advise me how to get these doors to open! "Land_Cargo_Tower_V4_F" "Land_Barracks_01_camo_F" "Land_Cargo_House_V4_F" "Land_Cargo_HQ_V4_F" as they still dont work after I try Eichis fix. Many thanks to anyone that can help me.... -
doors not opening on custom placed military buildings HELP Please
oz1982 replied to oz1982's question in Third Party Mods
Better Dead could you tell me where to add the class names within Eichis script please?? i need to add these two "Land_Cargo_Tower_V4_F""Land_Cargo_House_V4_F" Thanks -
yeah mine is storing them in the DB but it is also spawning them effectively giving each player 2 of the same vehicle! but then if i delete the vehicle that is out it also deletes the vehicle in the garage! weird!! lol
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Not sure if anyone else is getting this but on every restart vehicles are sitting in bases and not in the garage anymore, does anyone know how to fix? Many thanks
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where do you add the class names in there??
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doors not opening on custom placed military buildings HELP Please
oz1982 replied to oz1982's question in Third Party Mods
yeah thats the one i tried... nothing -
doors not opening on custom placed military buildings HELP Please
oz1982 posted a question in Third Party Mods
Hi everyone, I know this is a problem at the moment but i have tried the posted workarounds and none work for me. I have "Land_Cargo_Tower_V4_F" "Land_Cargo_House_V4_F" on tanoa but the workaround has not worked on these buildings and there stuck shut does anyone have a workaround that re enables simulation on them? Many thanks in advance Oz -
I have added custom buildings and i cannot open doors
oz1982 replied to oz1982's question in Serverside
Please delete its in the wrong place i will post it in third party mods -
Hi everyone, I know this is a problem at the moment but i have tried the posted workarounds and none work for me. I have "Land_Cargo_Tower_V4_F" "Land_Cargo_House_V4_F" on tanoa but the workaround has not worked on these buildings and there stuck shut does anyone have a workaround that re enables simulation on them? Many thanks in advance Oz
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can i ask, Once i have copied the code from the eden plugin where do i put it? in its own sqf file?