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Sardinia

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About Sardinia

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  1. Join another one that already exists..
  2. The #shutdown command doest seem to work since the latest BE update ---------- Post added at 04:50 PM ---------- Previous post was at 04:12 PM ---------- well now it seems to have restarted, just 20 minutes late
  3. I shot you an email, everything to include the announcing of admins connecting works fine.. Except no commands work at all. I've had my server host look over my files and even he says everything is in order and to contact you guys about it. MY only guess was that it doesn't pull commands from sidechat, as I have global disabled.
  4. !commands still dont work for me, just updated to the latest version of BEC. Using it on a DayZ server. Do these NEED to go in global chat? or is side chat adequate enough
  5. I mean am I missing a step? I unpacked the pbo, unwrapped the bin, edited, repacked the bin/pbo and re uploaded... Is their something else I'm supposed to do?
  6. This pertains to my private hive dayz server but it should be best answerable here. I modified the dayz_code.pbo and dayz_server.pbo and now I get the following errors. 2:01:49 Warning Message: Picture z\addons\dayz_code\gui\dayz_logo_ca.paa not found 2:01:49 Warning Message: Script z\addons\dayz_code\init\variables.sqf not found 2:01:49 Warning Message: Script z\addons\dayz_code\init\publicEH.sqf not found 2:01:49 Warning Message: Script z\addons\dayz_code\medical\setup_functions_med.sqf not found 2:01:49 Warning Message: Script z\addons\dayz_code\init\compiles.sqf not found 2:01:49 Warning Message: Script z\addons\dayz_server\system\server_monitor.sqf not found But they are in the repacked .pbo's which is why I'm confused. I've tried both binarized/not and using BinBPO and cbpo. Half of those files were untouched in the edit. What am I missing here?
  7. Am I the only one who feels like this is an unfinished game a few patches or a nice mod away from being enjoyable? Right now if I had the option I'd ask for a refund as the game just isnt fun. And I love all strategy games from the total war series to dwarf fortress. So comon BI you can do better.. and comon modders, save this game.
  8. exec "briefing.sqf"; exec "intro.sqs"; ////////////SCRIPTS {_x setVariable ["BIS_noCoreConversations", true]} forEach allUnits; execVM "Scripts\DRN\DynamicWeatherEffects\DynamicWeatherEffects.sqf"; ///////////RADIOS 7 setRadioMsg "NULL"; ///////////MARKERS "stage2" setmarkeralpha 0; "bad" setmarkeralpha 0; "extract" setmarkeralpha 0; ///////////RESPAWN myRespawns = 0; while {true} do { waitUntil {!alive player}; if (myRespawns >= 3) then {endMission "END1"}; waitUntil {alive player}; myRespawns = myRespawns + 1; }; Problems are if I have the intro.sqs line in there then the markers dont get hidden. Also if I add another line then the briefing doesnt show up. And I've never been able to get the radio command to work as it never fully disappears it just loses its assigned name. It's like I'm running out of space/time to run the file. ---------- Post added at 11:09 AM ---------- Previous post was at 10:00 AM ---------- was working, then i went back to edit the mission and its back to nto working again... i have the command line thing on and it keeps telling me im missing a ; on the same line even tho im not ---------- Post added at 11:15 AM ---------- Previous post was at 11:09 AM ---------- Well i moved the markers to the top, and it seems to work again.. which makes sense as i need them to fire before the briefing.. doesnt make sense that it worked before tho ---------- Post added at 11:25 AM ---------- Previous post was at 11:15 AM ---------- I take it back its doing it again WTF Current Init "stage2" setmarkeralpha 0; "bad" setmarkeralpha 0; "extract" setmarkeralpha 0; /////////// CheckVM = execVM "briefing.sqf"; exec "intro.sqs"; //////////// CheckVM = execVM "Scripts\DRN\DynamicWeatherEffects\DynamicWeatherEffects.sqf"; /////////// 7 setRadioMsg "NULL" /////////// myRespawns = 0; while {true} do { waitUntil {!alive player}; if (myRespawns >= 3) then {endMission "END1"}; waitUntil {alive player}; myRespawns = myRespawns + 1; }; waitUntil {!isNil "bis_fnc_init"}; BIS_Effects_Burn=compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf"; ---------- Post added at 11:39 AM ---------- Previous post was at 11:25 AM ---------- Doing the following waituntils fixes it.. dunno if i even did them right "stage2" setmarkeralpha 0; waitUntil {"stage2Done"}; "bad" setmarkeralpha 0; waitUntil {"badDone"}; "extract" setmarkeralpha 0; waitUntil {"extractDone"}; ///////////
  9. Sardinia

    Forum clock is wrong

    Not sure how sensitive their servers are too it, just something I noticed when i went full insomniac tonight and didnt sleep
  10. Sardinia

    Forum clock is wrong

    I checked using time-a.nis.gov and time.windows.com
  11. It's 3 minutes fast.. Just something I noticed.. might mess up the servers down the road if it continues
  12. gracias. I searched end and came up empty. Crappy wiki search
  13. Using ///////////////////////////////////////////////////////////////////////////////////////////////// playMusic "Music3"; Player sideChat "Overlord This is Grab Team Requesting Helo For Prisoner Extract Over."; sleep (5); player sideChat "Grab Team This Is Overlord Stand-by."; sleep (5); "extract" setmarkeralpha 1; Player sideChat "Grab Team This Is Overlord Request Granted, Click A Suitable LZ On Map."; ///////////////////////////////////////////////////////////////////////////////////////////////// MapClicked = false; onMapSingleClick "ex1 move _pos; onMapSingleClick ''; true;" ex1 flyinheight 15; //////////////////////////////////////////////////////////////////////////////////////////////// sleep (2); playmusic "Music4"; player sideChat "LZ Recieved Super6/8 Inbound."; /////////////////////////////////////////////////////////////////////////////////////////////// sleep (15); player sideChat "Overlord to Grab Team, Job well done boys. Come on home. sleep (5); hint "Mission Accomplished!" sleep (5); As a script activated by a radio call, what do I end it with to well end the mission? I know how to end one with a straight trigger but dont know the script command
  14. I have a hostage rescue mission im trying to play with my friend, works fine single player. But whenever I try to play with 2 people the script activates automatically after about 10 seconds ingame and releases the hostage while teleporting player 2 to his location. Using this script // execute with in units initline. // _null = [this] execVM "Hostage_male.sqf" // hostage _CivnotRescued = true; _man = _this select 0; _man setcaptive true; _hostageact1 = _man addaction ["Untie","hostagevars.sqf","(_target distance _this) < 2"]; while {_CivnotRescued} do { _num=(ceil(Random 3)); if (_num==0) then {_man switchmove "civilsitting"}; if (_num==1) then {_man switchmove "civilsitting01"}; if (_num==2) then {_man switchmove "civilsitting02"}; if (_num==3) then {_man switchmove "civilsitting03"}; sleep 1; if (not(captive _man)) then {_CivnotRescued = false}; if (not alive _man) exitwith {_man removeaction _hostageact1}; sleep 1; if (not(captive _man)) then {_CivnotRescued = false}; if (not alive _man) exitwith {_man removeaction _hostageact1}; sleep 1; if (not(captive _man)) then {_CivnotRescued = false}; if (not alive _man) exitwith {_man removeaction _hostageact1}; sleep 1; if (not(captive _man)) then {_CivnotRescued = false}; if (not alive _man) exitwith {_man removeaction _hostageact1}; sleep 1; if (not(captive _man)) then {_CivnotRescued = false}; if (not alive _man) exitwith {_man removeaction _hostageact1}; sleep 1; if (not(captive _man)) then {_CivnotRescued = false}; if (not alive _man) exitwith {_man removeaction _hostageact1}; sleep 1; if (not(captive _man)) then {_CivnotRescued = false}; if (not alive _man) exitwith {_man removeaction _hostageact1}; sleep 1; if (not(captive _man)) then {_CivnotRescued = false}; if (not alive _man) exitwith {_man removeaction _hostageact1}; sleep 1; if (not(captive _man)) then {_CivnotRescued = false}; if (not alive _man) exitwith {_man removeaction _hostageact1}; sleep 1; if (not(captive _man)) then {_CivnotRescued = false}; if (not alive _man) exitwith {_man removeaction _hostageact1}; }; _man removeaction _hostageact1; _man disableAI "MOVE"; if (alive _man) then { player attachto [_man,[0,-0.9,0]]; player setdir 0; player switchmove "AinvPknlMstpSnonWrflDnon_medic"; sleep 3; player switchmove "AinvPknlMstpSnonWrflDnon_medicEnd"; sleep 1; player switchmove ""; _man switchmove "SitStandUp"; detach player; sleep 2; _man enableAI "MOVE"; // just put // before this if you dont want the unit to join your group [_man] joinsilent player; }; ---------- Post added at 05:37 PM ---------- Previous post was at 05:29 PM ---------- I figured out why it teleports. But not why it triggers in the beginning when running multiplayer
  15. I just read thru that, and the scipting there is way over my head. But from what I could decipher, it wont help with my particular problem.
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