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Script

 

Install Instructions
1. Place the following under AllPlayers = ... in your custom "variables.sqf"

// Arma 2
Clothing1 = ["FR_Ohara_DZ","FR_Miles","FR_Cooper","FR_Rodriguez_DZ","FR_Sykes","FR_AC","FR_AR","FR_Assault_GL","FR_Assault_R","FR_Commander"];
Clothing2 = ["Soldier1_DZ","USMC_Soldier","USMC_Soldier2","USMC_SoldierM_Marksman","USMC_SoldierS","USMC_SoldierS_Sniper","USMC_Soldier_AA","USMC_Soldier_Pilot"];
Clothing3 = ["Ins_Soldier_GL_DZ","CDF_Soldier","CDF_Commander","CDF_Soldier_AR","CDF_Soldier_Crew","CDF_Soldier_Light","CDF_Soldier_Pilot"];
Clothing4 = ["GUE_Soldier_Crew_DZ","RU_Soldier","RU_Soldier_Crew","RU_Soldier_Light","RU_Soldier_Pilot","RUS_Commander","RUS_Soldier1","MVD_Soldier_Sniper"];
Clothing5 = ["Graves_Light_DZ","Drake","Graves","Herrera","Pierce","US_Delta_Force_Assault_EP1","US_Soldier_AR_EP1","US_Soldier_AT_EP1","US_Soldier_MG_EP1","US_Pilot_Light_EP1","US_Soldier_SL_EP1"];
Clothing6 = ["CZ_Special_Forces_GL_DES_EP1_DZ","CZ_Soldier_AT_DES_EP1","CZ_Soldier_Light_DES_EP1","CZ_Special_Forces_DES_EP1","CZ_Special_Forces_TL_DES_EP1"];
Clothing7 = ["Bandit2_DZ","MVD_Soldier_Sniper","GER_Soldier_EP1","GER_Soldier_MG_EP1","GER_Soldier_TL_EP1"];
Clothing8 = ["Soldier_Bodyguard_AA12_PMC_DZ","CIV_Contractor2_BAF","BAF_crewman_DDPM","BAF_Soldier_FAC_DDPM","BAF_Soldier_N_DDPM","BAF_Soldier_Marksman_DDPM","BAF_Soldier_Officer_DDPM","BAF_Soldier_L_DDPM"];
Clothing9 = ["TK_INS_Soldier_EP1_DZ","TK_Commander_EP1","TK_Soldier_Crew_EP1","TK_Soldier_MG_EP1","TK_Special_Forces_MG_EP1","TK_INS_Bonesetter_EP1"];
Clothing10 = ["Survivor2_DZ"];
Clothing11 = ["FR_Rodriguez_DZ","FR_Corpsman","FR_GL","FR_Light","FR_Marksman","FR_R","FR_Sapper","FR_TL","Mercenary_Default20b","Mercenary_Default20c","Mercenary_Default20d"]; // Abit of Overpoch in here

// Overwatch

//Hero
Clothing12 = ["Drake_Light_DZ","arma1_us_soldier_sabass","arma1_us_soldier_sabmark","arma1_us_soldier_sabot","frb_tl","frb_tl_mask","frb_gl","frb_gl_mask","frb_mg","frb_mg_mask","frb_mark","frb_mark_mask","frb_stealth_tl","frb_stealth_rifleman","frb_stealth_sabot","frb_stealth_mark"];
Clothing13 = ["Soldier_Sniper_PMC_DZ","SBH_Alpha_Soldier1","SBH_Alpha_Soldier2","SBH_Alpha_Soldier3","SBH_Alpha_Soldier4","SBH_Alpha_Soldier5","SBH_Alpha_Soldier6","SBH_Alpha_Soldier7","SBH_Alpha_Soldier8","SBH_Alpha_Soldier9","SBH_Alpha_Soldier10","SBH_Alpha_Soldier11","SBH_Alpha_Soldier12"];
Clothing14 = ["CZ_Soldier_Sniper_EP1_DZ"];
Clothing15 = ["Camo1_DZ","US_Delta_Force_TL_EP1","US_Delta_Force_EP1","US_Delta_Force_AR_EP1","US_Delta_Force_Medic_EP1","US_Delta_Force_Marksman_EP1","US_Delta_Force_Air_Controller_EP1"];
Clothing16 = ["Rocket_DZ","SFSG_des_tl","SFSG_des_op","SFSG_des_ar","SFSG_des_med","SFSG_des_demo","SFSG_des_mrk","SFSG_des_jtac","SFSG_mtp_tl","SFSG_mtp_op","SFSG_mtp_ar","SFSG_mtp_med","SFSG_mtp_demo","SFSG_mtp_mrk","SFSG_mtp_jtac","SFSG_wdl_tl","SFSG_wdl_op","SFSG_wdl_ar","SFSG_wdl_med","SFSG_wdl_demo","SFSG_wdl_mrk","SFSG_wdl_jtac","SFSG_mtpw_tl","SFSG_mtpw_op","SFSG_mtpw_ar","SFSG_mtpw_med","SFSG_mtpw_demo","SFSG_mtpw_mrk","SFSG_mtpw_jtac"];
Clothing17 = ["Sniper1_DZ","Navy_SEAL_TL","Navy_SEAL_GL","Navy_SEAL_MG","Navy_SEAL_AT","Navy_SEAL_Medic","Navy_SEAL_Marksman","Navy_SEAL_diver","Navy_SEAL_diver_medic","Navy_SEAL_diver_land","Navy_SEAL_AC","Navy_SEAL_ACa","Navy_SEAL_ACb","Navy_SEAL_Shotgun","Navy_SEAL_Sabot","Navy_SEAL_SD"];
Clothing18 = ["Soldier_TL_PMC_DZ","G_WDL_Mercenary_Default0","G_WDL_Mercenary_Default1","G_WDL_Mercenary_Default2","G_WDL_Mercenary_Default3","G_WDL_Mercenary_Default4","G_WDL_Mercenary_Default5","G_WDL_Mercenary_Default6","G_WDL_Mercenary_Default7","G_WDL_Mercenary_Default8","G_WDL_Mercenary_Default9","G_WDL_Mercenary_Default10","G_WDL_Mercenary_Default11","G_WDL_Mercenary_Default12","G_WDL_Mercenary_Default13","G_WDL_Mercenary_Default14","G_WDL_Mercenary_Default15","G_WDL_Mercenary_Default16"];
Clothing19 = ["GUE_Soldier_Sniper_DZ","UKSF_des_tl","UKSF_des_op","UKSF_des_ar","UKSF_des_med","UKSF_des_demo","UKSF_des_mrk","UKSF_des_jtac","UKSF_wdl_tl","UKSF_wdl_op","UKSF_wdl_ar","UKSF_wdl_med","UKSF_wdl_demo","UKSF_wdl_mrk","UKSF_wdl_jtac","UKSF_des_tl_l","UKSF_des_op_l","UKSF_des_ar_l","UKSF_des_med_l","UKSF_des_demo_l","UKSF_des_mrk_l","UKSF_des_jtac_l","UKSF_wdl_tl_l","UKSF_wdl_op_l","UKSF_wdl_ar_l","UKSF_wdl_med_l","UKSF_wdl_demo_l","UKSF_wdl_mrk_l","UKSF_wdl_jtac_l"];
Clothing20 = ["TK_INS_Warlord_EP1_DZ","gsc_military_helmet_wdl","gsc_military_helmet_wdl_AT","gsc_military_helmet_grey_AT","gsc_military_helmet_wdlSNP","gsc_military_helmet_greySNP","gsc_military_helmet_grey","gsc_military_head_grey","gsc_military_head_greySNP","gsc_military_head_wdlSNP","gsc_military_head_wdl","gsc_military_head_wdl_AT","gsc_military_head_grey_AT","gsc_scientist1","gsc_scientist1_head","gsc_scientist2","gsc_scientist2_head","gsc_eco_stalker_mask_fred","gsc_eco_stalker_head_fred","gsc_eco_stalker_mask_camo","gsc_eco_stalker_head_camo1","gsc_cloth_loner_head","gsc_eco_stalker_mask_duty","gsc_eco_stalker_head_duty","gsc_eco_stalker_mask_neutral","gsc_eco_stalker_head_neutral","nof_fsk_tl","nof_fsk_marksman","nof_fsk_grenadier","nof_fsk_heavy","nof_fsk_corpsman","MVD_Soldier"];
//Bandit

Clothing21 = ["Bandit1_DZ","Winter_SOF_Sabot","Winter_SOF_MG","Winter_SOF_TL","Winter_SOF_Medic","Winter_SOF_Marksman","Winter_SOF_GL","Winter_SOF_AT","Winter_SOF_AC","Winter_SOF_DA1","Winter_SOF_DA1a","Winter_SOF_DA1b","Winter_SOF_DA1c","Winter_OPFOR1","Winter_OPFOR2","Winter_OPFOR3","Winter_OPFOR4","Winter_OPFOR5","Winter_OPFOR6","Winter_OPFOR7","Winter_OPFOR8","Winter_OPFOR9","Winter_OPFOR10","EWinter_OPFOR1","EWinter_OPFOR2","EWinter_OPFOR3","EWinter_OPFOR4","EWinter_OPFOR5","EWinter_OPFOR6","EWinter_OPFOR7","EWinter_OPFOR8","EWinter_OPFOR9","EWinter_OPFOR10"];
Clothing22 = ["Bandit2_DZ","Gangsta_merc1","Gangsta_merc2","Gangsta_merc3","Gangsta_merc4","Gangsta_merc5","Gangsta_merc6","Gangsta_merc7","Gangsta_merc8","Gangsta_merc9","Gangsta_merc10","EGangsta_merc1","EGangsta_merc2","EGangsta_merc3","EGangsta_merc4","EGangsta_merc5","EGangsta_merc6","EGangsta_merc7","EGangsta_merc8","EGangsta_merc9","EGangsta_merc10","Taliban1","Taliban2","Taliban3","Taliban4","Taliban5","Taliban6","Taliban7","Taliban8","Taliban9","Taliban10","Taliban11","Taliban12","ETaliban1","ETaliban2","ETaliban3","ETaliban4","ETaliban5","ETaliban6","ETaliban7","ETaliban8","ETaliban9","ETaliban10","ETaliban11","ETaliban12","Terrorist1","Terrorist2","Terrorist3","Terrorist4","Terrorist5","Terrorist6","Terrorist7","Terrorist8","Terrorist9","Terrorist10","Terrorist11","Terrorist12","ETerrorist1","ETerrorist2","ETerrorist3","ETerrorist4","ETerrorist5","ETerrorist6","ETerrorist7","ETerrorist8","ETerrorist9","ETerrorist10","ETerrorist11","ETerrorist12"];
Clothing23 = ["BanditW1_DZ"]; // DIrty Women
Clothing24 = ["BanditW2_DZ"]; // DIrty Women
Clothing25 = ["GUE_Commander_DZ","US_Army_Soldier_Light","US_Army_Soldier_GL","US_Army_Soldier2","US_Army_Soldier_Officer","US_Army_Soldier_SL","US_Army_Soldier_TL","US_Army_Soldier_LAT","US_Army_Soldier_AT","US_Army_Soldier_HAT","US_Army_Soldier_AA","US_Army_Soldier_Medic","US_Army_Soldier_AR","US_Army_Soldier_MG","US_Army_SoldierS_SniperH","US_Army_SoldierM_Marksman","US_Army_SoldierS"];
Clothing26 = ["GUE_Soldier_2_DZ","Desert_SOF_TL","Desert_SOF_GL","Desert_SOF_MG","Desert_SOF_AT","Desert_SOF_Medic","Desert_SOF_Marksman","Desert_SOF_AC","Desert_SOF_Shotgun","Desert_SOF_Sabot","Desert_SOF_DA1","Desert_SOF_DA1a","Desert_SOF_DA1b","Desert_SOF_DA2","WDL_Mercenary_Default0","WDL_Mercenary_Default1","WDL_Mercenary_Default2","WDL_Mercenary_Default3","WDL_Mercenary_Default4","WDL_Mercenary_Default5","WDL_Mercenary_Default5a","G_WDL_Mercenary_Default5a","WDL_Mercenary_Default6","WDL_Mercenary_Default7","WDL_Mercenary_Default8","WDL_Mercenary_Default9","WDL_Mercenary_Default10","WDL_Mercenary_Default11","WDL_Mercenary_Default12","WDL_Mercenary_Default13","WDL_Mercenary_Default14","WDL_Mercenary_Default15","WDL_Mercenary_Default16"];
Clothing27 = ["GUE_Soldier_CO_DZ","G_Mercenary_Default9a","G_Mercenary_Default9b","Mercenary_Default10","Mercenary_Default11","Mercenary_Default12","Mercenary_Default13","Mercenary_Default14","Mercenary_Default15","Mercenary_Default16","Mercenary_Default17","Mercenary_Default18","Mercenary_Default19","Mercenary_Default19a","G_Mercenary_Default19a","Mercenary_Default20","Mercenary_Default22","Mercenary_Default23","Mercenary_Default24","Mercenary_Default25","Mercenary_Default26","Mercenary_Default27","Mercenary_Default28","G_Mercenary_Default0","G_Mercenary_Default1","G_Mercenary_Default2","G_Mercenary_Default3","G_Mercenary_Default4","G_Mercenary_Default5","G_Mercenary_Default6","G_Mercenary_Default7","G_Mercenary_Default8","G_Mercenary_Default9","G_Mercenary_Default10","G_Mercenary_Default11","G_Mercenary_Default12","G_Mercenary_Default13","G_Mercenary_Default14","G_Mercenary_Default15","G_Mercenary_Default16","G_Mercenary_Default17","G_Mercenary_Default18","G_Mercenary_Default19","G_Mercenary_Default20","G_Mercenary_Default20b","G_Mercenary_Default21","G_Mercenary_Default22","G_Mercenary_Default23","G_Mercenary_Default24","G_Mercenary_Default25","G_Mercenary_Default26","G_Mercenary_Default27","G_Mercenary_Default28"];

AllPlayers = AllPlayers + Clothing1 + Clothing2 + Clothing3 + Clothing4 + Clothing5 + Clothing6 + Clothing7 + Clothing8 + Clothing9 + Clothing10 + Clothing11 + Clothing12 + Clothing13 + Clothing14 + Clothing15 + Clothing16 + Clothing17 + Clothing18 + Clothing19 + Clothing20 + Clothing21+ Clothing22+ Clothing23+ Clothing24+ Clothing25+ Clothing26+ Clothing27 ;
2. Put the following on the bottom of your "description.sqf
Only do the defines if you dont have on already ( with the same stuf in).
//Skin Trader
#include "zupaskins\defines.hpp"
#include "zupaskins\hw.hpp"
#include "zupaskins\SkinGui.hpp"

3. Change "player_wearClothes" in your custom compiles so it looks like this:

player_wearClothes =    compile preprocessFileLineNumbers "zupaskins\player_wearClothes.sqf";

 

 

 

4. Look for the following fn_selfactions.sqf

 

// logic vars
_player_cook = false;
_player_boil = false;

 

Add the following right above the previous lines

 

//Remove CLOTHES
if (_isMan and !_isAlive and !_isZombie and !_isAnimal) then {
if (s_clothes < 0) then {
s_clothes = player addAction [("" + ("Take Clothes") + ""), "zupaskins\removeclothes.sqf",cursorTarget, 1, false, true, "",""];
};
} else {
player removeAction s_clothes;
s_clothes = -1;
};

Now look in your fn_selfactions.sqf for the following lines on the bottom:

 

player removeAction s_player_fillfuel;
s_player_fillfuel = -1;
player removeAction s_player_studybody;
s_player_studybody = -1;

 

And add the following under those lines

 

//remove clothes
player removeAction s_clothes;
s_clothes = -1;

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Script

 

Install Instructions

1. Place the following under AllPlayers = ... in your custom "variables.sqf"

// Arma 2
Clothing1 = ["FR_Ohara_DZ","FR_Miles","FR_Cooper","FR_Rodriguez_DZ","FR_Sykes","FR_AC","FR_AR","FR_Assault_GL","FR_Assault_R","FR_Commander"];
Clothing2 = ["Soldier1_DZ","USMC_Soldier","USMC_Soldier2","USMC_SoldierM_Marksman","USMC_SoldierS","USMC_SoldierS_Sniper","USMC_Soldier_AA","USMC_Soldier_Pilot"];
Clothing3 = ["Ins_Soldier_GL_DZ","CDF_Soldier","CDF_Commander","CDF_Soldier_AR","CDF_Soldier_Crew","CDF_Soldier_Light","CDF_Soldier_Pilot"];
Clothing4 = ["GUE_Soldier_Crew_DZ","RU_Soldier","RU_Soldier_Crew","RU_Soldier_Light","RU_Soldier_Pilot","RUS_Commander","RUS_Soldier1","MVD_Soldier_Sniper"];
Clothing5 = ["Graves_Light_DZ","Drake","Graves","Herrera","Pierce","US_Delta_Force_Assault_EP1","US_Soldier_AR_EP1","US_Soldier_AT_EP1","US_Soldier_MG_EP1","US_Pilot_Light_EP1","US_Soldier_SL_EP1"];
Clothing6 = ["CZ_Special_Forces_GL_DES_EP1_DZ","CZ_Soldier_AT_DES_EP1","CZ_Soldier_Light_DES_EP1","CZ_Special_Forces_DES_EP1","CZ_Special_Forces_TL_DES_EP1"];
Clothing7 = ["Bandit2_DZ","MVD_Soldier_Sniper","GER_Soldier_EP1","GER_Soldier_MG_EP1","GER_Soldier_TL_EP1"];
Clothing8 = ["Soldier_Bodyguard_AA12_PMC_DZ","CIV_Contractor2_BAF","BAF_crewman_DDPM","BAF_Soldier_FAC_DDPM","BAF_Soldier_N_DDPM","BAF_Soldier_Marksman_DDPM","BAF_Soldier_Officer_DDPM","BAF_Soldier_L_DDPM"];
Clothing9 = ["TK_INS_Soldier_EP1_DZ","TK_Commander_EP1","TK_Soldier_Crew_EP1","TK_Soldier_MG_EP1","TK_Special_Forces_MG_EP1","TK_INS_Bonesetter_EP1"];
Clothing10 = ["Survivor2_DZ"];
Clothing11 = ["FR_Rodriguez_DZ","FR_Corpsman","FR_GL","FR_Light","FR_Marksman","FR_R","FR_Sapper","FR_TL","Mercenary_Default20b","Mercenary_Default20c","Mercenary_Default20d"]; // Abit of Overpoch in here

// Overwatch

//Hero
Clothing12 = ["Drake_Light_DZ","arma1_us_soldier_sabass","arma1_us_soldier_sabmark","arma1_us_soldier_sabot","frb_tl","frb_tl_mask","frb_gl","frb_gl_mask","frb_mg","frb_mg_mask","frb_mark","frb_mark_mask","frb_stealth_tl","frb_stealth_rifleman","frb_stealth_sabot","frb_stealth_mark"];
Clothing13 = ["Soldier_Sniper_PMC_DZ","SBH_Alpha_Soldier1","SBH_Alpha_Soldier2","SBH_Alpha_Soldier3","SBH_Alpha_Soldier4","SBH_Alpha_Soldier5","SBH_Alpha_Soldier6","SBH_Alpha_Soldier7","SBH_Alpha_Soldier8","SBH_Alpha_Soldier9","SBH_Alpha_Soldier10","SBH_Alpha_Soldier11","SBH_Alpha_Soldier12"];
Clothing14 = ["CZ_Soldier_Sniper_EP1_DZ"];
Clothing15 = ["Camo1_DZ","US_Delta_Force_TL_EP1","US_Delta_Force_EP1","US_Delta_Force_AR_EP1","US_Delta_Force_Medic_EP1","US_Delta_Force_Marksman_EP1","US_Delta_Force_Air_Controller_EP1"];
Clothing16 = ["Rocket_DZ","SFSG_des_tl","SFSG_des_op","SFSG_des_ar","SFSG_des_med","SFSG_des_demo","SFSG_des_mrk","SFSG_des_jtac","SFSG_mtp_tl","SFSG_mtp_op","SFSG_mtp_ar","SFSG_mtp_med","SFSG_mtp_demo","SFSG_mtp_mrk","SFSG_mtp_jtac","SFSG_wdl_tl","SFSG_wdl_op","SFSG_wdl_ar","SFSG_wdl_med","SFSG_wdl_demo","SFSG_wdl_mrk","SFSG_wdl_jtac","SFSG_mtpw_tl","SFSG_mtpw_op","SFSG_mtpw_ar","SFSG_mtpw_med","SFSG_mtpw_demo","SFSG_mtpw_mrk","SFSG_mtpw_jtac"];
Clothing17 = ["Sniper1_DZ","Navy_SEAL_TL","Navy_SEAL_GL","Navy_SEAL_MG","Navy_SEAL_AT","Navy_SEAL_Medic","Navy_SEAL_Marksman","Navy_SEAL_diver","Navy_SEAL_diver_medic","Navy_SEAL_diver_land","Navy_SEAL_AC","Navy_SEAL_ACa","Navy_SEAL_ACb","Navy_SEAL_Shotgun","Navy_SEAL_Sabot","Navy_SEAL_SD"];
Clothing18 = ["Soldier_TL_PMC_DZ","G_WDL_Mercenary_Default0","G_WDL_Mercenary_Default1","G_WDL_Mercenary_Default2","G_WDL_Mercenary_Default3","G_WDL_Mercenary_Default4","G_WDL_Mercenary_Default5","G_WDL_Mercenary_Default6","G_WDL_Mercenary_Default7","G_WDL_Mercenary_Default8","G_WDL_Mercenary_Default9","G_WDL_Mercenary_Default10","G_WDL_Mercenary_Default11","G_WDL_Mercenary_Default12","G_WDL_Mercenary_Default13","G_WDL_Mercenary_Default14","G_WDL_Mercenary_Default15","G_WDL_Mercenary_Default16"];
Clothing19 = ["GUE_Soldier_Sniper_DZ","UKSF_des_tl","UKSF_des_op","UKSF_des_ar","UKSF_des_med","UKSF_des_demo","UKSF_des_mrk","UKSF_des_jtac","UKSF_wdl_tl","UKSF_wdl_op","UKSF_wdl_ar","UKSF_wdl_med","UKSF_wdl_demo","UKSF_wdl_mrk","UKSF_wdl_jtac","UKSF_des_tl_l","UKSF_des_op_l","UKSF_des_ar_l","UKSF_des_med_l","UKSF_des_demo_l","UKSF_des_mrk_l","UKSF_des_jtac_l","UKSF_wdl_tl_l","UKSF_wdl_op_l","UKSF_wdl_ar_l","UKSF_wdl_med_l","UKSF_wdl_demo_l","UKSF_wdl_mrk_l","UKSF_wdl_jtac_l"];
Clothing20 = ["TK_INS_Warlord_EP1_DZ","gsc_military_helmet_wdl","gsc_military_helmet_wdl_AT","gsc_military_helmet_grey_AT","gsc_military_helmet_wdlSNP","gsc_military_helmet_greySNP","gsc_military_helmet_grey","gsc_military_head_grey","gsc_military_head_greySNP","gsc_military_head_wdlSNP","gsc_military_head_wdl","gsc_military_head_wdl_AT","gsc_military_head_grey_AT","gsc_scientist1","gsc_scientist1_head","gsc_scientist2","gsc_scientist2_head","gsc_eco_stalker_mask_fred","gsc_eco_stalker_head_fred","gsc_eco_stalker_mask_camo","gsc_eco_stalker_head_camo1","gsc_cloth_loner_head","gsc_eco_stalker_mask_duty","gsc_eco_stalker_head_duty","gsc_eco_stalker_mask_neutral","gsc_eco_stalker_head_neutral","nof_fsk_tl","nof_fsk_marksman","nof_fsk_grenadier","nof_fsk_heavy","nof_fsk_corpsman","MVD_Soldier"];
//Bandit

Clothing21 = ["Bandit1_DZ","Winter_SOF_Sabot","Winter_SOF_MG","Winter_SOF_TL","Winter_SOF_Medic","Winter_SOF_Marksman","Winter_SOF_GL","Winter_SOF_AT","Winter_SOF_AC","Winter_SOF_DA1","Winter_SOF_DA1a","Winter_SOF_DA1b","Winter_SOF_DA1c","Winter_OPFOR1","Winter_OPFOR2","Winter_OPFOR3","Winter_OPFOR4","Winter_OPFOR5","Winter_OPFOR6","Winter_OPFOR7","Winter_OPFOR8","Winter_OPFOR9","Winter_OPFOR10","EWinter_OPFOR1","EWinter_OPFOR2","EWinter_OPFOR3","EWinter_OPFOR4","EWinter_OPFOR5","EWinter_OPFOR6","EWinter_OPFOR7","EWinter_OPFOR8","EWinter_OPFOR9","EWinter_OPFOR10"];
Clothing22 = ["Bandit2_DZ","Gangsta_merc1","Gangsta_merc2","Gangsta_merc3","Gangsta_merc4","Gangsta_merc5","Gangsta_merc6","Gangsta_merc7","Gangsta_merc8","Gangsta_merc9","Gangsta_merc10","EGangsta_merc1","EGangsta_merc2","EGangsta_merc3","EGangsta_merc4","EGangsta_merc5","EGangsta_merc6","EGangsta_merc7","EGangsta_merc8","EGangsta_merc9","EGangsta_merc10","Taliban1","Taliban2","Taliban3","Taliban4","Taliban5","Taliban6","Taliban7","Taliban8","Taliban9","Taliban10","Taliban11","Taliban12","ETaliban1","ETaliban2","ETaliban3","ETaliban4","ETaliban5","ETaliban6","ETaliban7","ETaliban8","ETaliban9","ETaliban10","ETaliban11","ETaliban12","Terrorist1","Terrorist2","Terrorist3","Terrorist4","Terrorist5","Terrorist6","Terrorist7","Terrorist8","Terrorist9","Terrorist10","Terrorist11","Terrorist12","ETerrorist1","ETerrorist2","ETerrorist3","ETerrorist4","ETerrorist5","ETerrorist6","ETerrorist7","ETerrorist8","ETerrorist9","ETerrorist10","ETerrorist11","ETerrorist12"];
Clothing23 = ["BanditW1_DZ"]; // DIrty Women
Clothing24 = ["BanditW2_DZ"]; // DIrty Women
Clothing25 = ["GUE_Commander_DZ","US_Army_Soldier_Light","US_Army_Soldier_GL","US_Army_Soldier2","US_Army_Soldier_Officer","US_Army_Soldier_SL","US_Army_Soldier_TL","US_Army_Soldier_LAT","US_Army_Soldier_AT","US_Army_Soldier_HAT","US_Army_Soldier_AA","US_Army_Soldier_Medic","US_Army_Soldier_AR","US_Army_Soldier_MG","US_Army_SoldierS_SniperH","US_Army_SoldierM_Marksman","US_Army_SoldierS"];
Clothing26 = ["GUE_Soldier_2_DZ","Desert_SOF_TL","Desert_SOF_GL","Desert_SOF_MG","Desert_SOF_AT","Desert_SOF_Medic","Desert_SOF_Marksman","Desert_SOF_AC","Desert_SOF_Shotgun","Desert_SOF_Sabot","Desert_SOF_DA1","Desert_SOF_DA1a","Desert_SOF_DA1b","Desert_SOF_DA2","WDL_Mercenary_Default0","WDL_Mercenary_Default1","WDL_Mercenary_Default2","WDL_Mercenary_Default3","WDL_Mercenary_Default4","WDL_Mercenary_Default5","WDL_Mercenary_Default5a","G_WDL_Mercenary_Default5a","WDL_Mercenary_Default6","WDL_Mercenary_Default7","WDL_Mercenary_Default8","WDL_Mercenary_Default9","WDL_Mercenary_Default10","WDL_Mercenary_Default11","WDL_Mercenary_Default12","WDL_Mercenary_Default13","WDL_Mercenary_Default14","WDL_Mercenary_Default15","WDL_Mercenary_Default16"];
Clothing27 = ["GUE_Soldier_CO_DZ","G_Mercenary_Default9a","G_Mercenary_Default9b","Mercenary_Default10","Mercenary_Default11","Mercenary_Default12","Mercenary_Default13","Mercenary_Default14","Mercenary_Default15","Mercenary_Default16","Mercenary_Default17","Mercenary_Default18","Mercenary_Default19","Mercenary_Default19a","G_Mercenary_Default19a","Mercenary_Default20","Mercenary_Default22","Mercenary_Default23","Mercenary_Default24","Mercenary_Default25","Mercenary_Default26","Mercenary_Default27","Mercenary_Default28","G_Mercenary_Default0","G_Mercenary_Default1","G_Mercenary_Default2","G_Mercenary_Default3","G_Mercenary_Default4","G_Mercenary_Default5","G_Mercenary_Default6","G_Mercenary_Default7","G_Mercenary_Default8","G_Mercenary_Default9","G_Mercenary_Default10","G_Mercenary_Default11","G_Mercenary_Default12","G_Mercenary_Default13","G_Mercenary_Default14","G_Mercenary_Default15","G_Mercenary_Default16","G_Mercenary_Default17","G_Mercenary_Default18","G_Mercenary_Default19","G_Mercenary_Default20","G_Mercenary_Default20b","G_Mercenary_Default21","G_Mercenary_Default22","G_Mercenary_Default23","G_Mercenary_Default24","G_Mercenary_Default25","G_Mercenary_Default26","G_Mercenary_Default27","G_Mercenary_Default28"];

AllPlayers = AllPlayers + Clothing1 + Clothing2 + Clothing3 + Clothing4 + Clothing5 + Clothing6 + Clothing7 + Clothing8 + Clothing9 + Clothing10 + Clothing11 + Clothing12 + Clothing13 + Clothing14 + Clothing15 + Clothing16 + Clothing17 + Clothing18 + Clothing19 + Clothing20 + Clothing21+ Clothing22+ Clothing23+ Clothing24+ Clothing25+ Clothing26+ Clothing27 ;
2. Put the following on the bottom of your "description.sqf
Only do the defines if you dont have on already ( with the same stuf in).
//Skin Trader
#include "zupaskins\defines.hpp"
#include "zupaskins\hw.hpp"
#include "zupaskins\SkinGui.hpp"

3. Change "player_wearClothes" in your custom compiles so it looks like this:

player_wearClothes =    compile preprocessFileLineNumbers "zupaskins\player_wearClothes.sqf";

 

 

 

4. Look for the following fn_selfactions.sqf

 

// logic vars
_player_cook = false;
_player_boil = false;

 

Add the following right above the previous lines

 

//Remove CLOTHES
if (_isMan and !_isAlive and !_isZombie and !_isAnimal) then {
if (s_clothes < 0) then {
s_clothes = player addAction [("" + ("Take Clothes") + ""), "zupaskins\removeclothes.sqf",cursorTarget, 1, false, true, "",""];
};
} else {
player removeAction s_clothes;
s_clothes = -1;
};

Now look in your fn_selfactions.sqf for the following lines on the bottom:

 

player removeAction s_player_fillfuel;
s_player_fillfuel = -1;
player removeAction s_player_studybody;
s_player_studybody = -1;

 

And add the following under those lines

 

//remove clothes
player removeAction s_clothes;
s_clothes = -1;

Зачем ты копируешь сюда ети скрипты...не проще сылку скинуть 

 

http://epochmod.com/forum/index.php?/topic/14407-release-epoch-overpoch-clothing-script-20/

 

И еще ,если вы все ето сделаете ,у вас ошибку при пуске будет бить вот ету #include "zupaskins\defines.hpp"   или вот ету #include "zupaskins\hw.hpp"

 

Если у вас уже есть defines.hpp не нужно его опять опредилять...

Автор если уже начал штамповать гайды..ты хоть обьесняй до конца как да что. у многих людей вот то что ты скопировал не пойдет...

Если ты начал пилить гайды. делай их хоть до канца со всеми обьяснениями  .а не просто копировать сюда все что на Epoch forum

Изменено пользователем Bandit3 (история изменений)

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@@FerrariF9000, ещё один тупой копипаст с эпочмода без перевода и ты уйдёшь в бан, усёк?

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И еще забыл ...ето старая версия , у ние баг есть...вас боты трогать не будут..вообще..хоть танцуйте перед ними....Zupa выпустил  свежую версию...там етот баг исправлен...и вобще в етой версии много багов и ошибок..не советую ставить.....ПРОВЕРЕННО....в новой версии и менюшка красивее и скинов намного больше

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Хорошо разжевал, грамотно...) Но кстати все работает)

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И еще забыл ...ето старая версия , у ние баг есть...вас боты трогать не будут..вообще..хоть танцуйте перед ними....Zupa выпустил  свежую версию...там етот баг исправлен...и вобще в етой версии много багов и ошибок..не советую ставить.....ПРОВЕРЕННО....в новой версии и менюшка красивее и скинов намного больше

ну Лев Толстой), поделись ка ссылочкой на новую версию, будь добр)

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ну Лев Толстой), поделись ка ссылочкой на новую версию, будь добр)

3.0

http://epochmod.com/forum/index.php?/topic/14407-release-arma-overpoch-clothing-30-updated/

Изменено пользователем Bandit3 (история изменений)

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У меня одна трабла, ставлю по новой ссылке, всё понятно, но, файлик player_switchModel тот что в архиве у меня уже подключен кастомно, и используется скриптом, так вот, подскажите плиз, что в него нужо дописать, что бы не перестовлять всё по новой, да и сейчас это будет сложно. Спасибо.

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У меня одна трабла, ставлю по новой ссылке, всё понятно, но, файлик player_switchModel тот что в архиве у меня уже подключен кастомно, и используется скриптом, так вот, подскажите плиз, что в него нужо дописать, что бы не перестовлять всё по новой, да и сейчас это будет сложно. Спасибо.

скинь мне свой , тот что уже есть .

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Окей, только домой приду с работы)

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Окей, только домой приду с работы)

Ну если интерес есть , можешь сам попробовать , открываешь один и другой файл Notepad ++ . и сравниваешь их плагином Compare . вносишь корективы .

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Ну если интерес есть , можешь сам попробовать , открываешь один и другой файл Notepad ++ . и сравниваешь их плагином Compare . вносишь корективы .

http://rghost.ru/60445372  вот глянь, я думал может ты знаешь что там добавить

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http://rghost.ru/60445372  вот глянь, я думал может ты знаешь что там добавить

 

 

private ["_weapons","_backpackWpn","_backpackMag","_currentWpn","_backpackWpnTypes","_backpackWpnQtys","_countr","_class","_position","_dir","_currentAnim","_tagSetting","_playerUID","_countMags","_magazines","_primweapon","_secweapon","_newBackpackType","_muzzles","_oldUnit","_group","_newUnit","_playerObjName","_wpnType","_ismelee"];

_class 			= _this;
_position 		= getPosATL player;
_dir 			= getDir player;
_currentAnim 	= animationState player;
_tagSetting = player getVariable["DZE_display_name",false];
_playerUID = getPlayerUID player;
_weapons 	= weapons player;
_zupaMags = magazines player;
_countMags = call player_countMagazines; 
_magazines = _countMags select 0;
_cashMoney = player getVariable["cashMoney",0];
_bankMoney = player getVariable["bankMoney",0];
_cashMoney2 = player getVariable["headShots",0];
_bankMoney2 = player getVariable["bank",0];
_cId = player getVariable["CharacterID",0];

if ((_playerUID == dayz_playerUID) && (count _magazines == 0) && (count (magazines player) > 0 )) exitWith {cutText [(localize "str_epoch_player_17"), "PLAIN DOWN"]};

_primweapon	= primaryWeapon player;
_secweapon	= secondaryWeapon player;

if(!(_primweapon in _weapons) && _primweapon != "") then {
	_weapons = _weapons + [_primweapon];
};

if(!(_secweapon in _weapons) && _secweapon != "") then {
	_weapons = _weapons + [_secweapon];
};

//BackUp Backpack
dayz_myBackpack = unitBackpack player;
_newBackpackType = (typeOf dayz_myBackpack);
if(_newBackpackType != "") then {
	_backpackWpn = getWeaponCargo unitBackpack player;
	_backpackMag = _countMags select 1;
};

//Get Muzzle
_currentWpn = currentWeapon player;
_muzzles = getArray(configFile >> "cfgWeapons" >> _currentWpn >> "muzzles");
if (count _muzzles > 1) then {
	_currentWpn = currentMuzzle player;
};

//Secure Player for Transformation
player setPosATL dayz_spawnPos;

//BackUp Player Object
_oldUnit = player;
_oldGroup = group player;

/**********************************/
//DONT USE player AFTER THIS POINT//
/**********************************/

//Create New Character
_group 		= createGroup west;
_newUnit 	= _group createUnit [_class,dayz_spawnPos,[],0,"NONE"];
[_newUnit] joinSilent createGroup WEST;
_newUnit 	setPosATL _position;
_newUnit 	setDir _dir;

//Clear New Character
{_newUnit removeMagazine _x;} count  magazines _newUnit;
removeAllWeapons _newUnit;	

//Equip New Charactar
{
	if (typeName _x == "ARRAY") then {if ((count _x) > 0) then {_newUnit addMagazine [(_x select 0), (_x select 1)]; }; } else { _newUnit addMagazine _x; };
} count _magazines;

{
	_newUnit addWeapon _x;
} count _weapons;

//Check && Compare it
if(str(_weapons) != str(weapons _newUnit)) then {
	//Get Differecnce
	{
		_weapons = _weapons - [_x];
	} count (weapons _newUnit);
	
	//Add the Missing
	{
		_newUnit addWeapon _x;
	} count _weapons;
};

if(_primweapon !=  (primaryWeapon _newUnit)) then {
	_newUnit addWeapon _primweapon;		
};
if (_primweapon == "MeleeCrowbar") then {
	_newUnit addMagazine 'crowbar_swing';
};
if (_primweapon == "MeleeSledge") then {
	_newUnit addMagazine 'sledge_swing';
};
if (_primweapon == "MeleeHatchet_DZE") then {
	_newUnit addMagazine 'Hatchet_Swing';
};
if (_primweapon == "MeleeMachete") then {
	_newUnit addMagazine 'Machete_swing';
};
if (_primweapon == "MeleeFishingPole") then {
	_newUnit addMagazine 'Fishing_Swing';
};

if(_secweapon != (secondaryWeapon _newUnit) && _secweapon != "") then {
	_newUnit addWeapon _secweapon;		
};

if(isNil "_cashMoney")then{_cashMoney = 0;};
if(isNil "_bankMoney")then{_bankMoney = 0;};
if(isNil "_cashMoney2")then{_cashMoney2 = 0;};
if(isNil "_bankMoney2")then{_bankMoney2 = 0;};
_newUnit setVariable ["cashMoney",_cashMoney,true];
_newUnit setVariable ["bankMoney",_bankMoney];
_newUnit setVariable ["headShots",_cashMoney2,true];
_newUnit setVariable ["bank",_bankMoney2];

_newUnit setVariable["CharacterID",_cId,true];
if (!isNil '_GPS' ) then {_newUnit removeWeapon "ItemGPS";}; 
if (!isNil '_NVG' ) then {_newUnit removeWeapon "NVGoggles";};  
if (!isNil '_Compass' ) then {_newUnit removeWeapon "ItemCompass";};
if (!isNil '_Watch' ) then {_newUnit removeWeapon "ItemWatch";};
if (!isNil '_Map' ) then {_newUnit removeWeapon "ItemMap";};
if (!isNil '_Radio' ) then {_newUnit removeWeapon "ItemRadio";};

_switchUnit = {
	addSwitchableUnit _newUnit;
	setPlayable _newUnit;
	selectPlayer _newUnit;
	if ((count units _oldGroup > 1) && (!isNil "PVDZE_plr_LoginRecord")) then {[player] join _oldGroup;};
	removeAllWeapons _oldUnit;
	{_oldUnit removeMagazine _x;} count  magazines _oldUnit;
	deleteVehicle _oldUnit;
	if(_currentWpn != "") then {_newUnit selectWeapon _currentWpn;};
};

//Add && Fill BackPack
removeBackpack _newUnit;		

if (!isNil "_newBackpackType") then {
	if (_newBackpackType != "") then {	
		_newUnit addBackpack _newBackpackType;
		dayz_myBackpack = unitBackpack _newUnit;
		//Weapons
		_backpackWpnTypes = [];
		_backpackWpnQtys = [];
		if (count _backpackWpn > 0) then {
			_backpackWpnTypes = _backpackWpn select 0;
			_backpackWpnQtys = _backpackWpn select 1;
		};
		[] call _switchUnit;
		if (gear_done) then {sleep 0.001;};
		["1"] call gearDialog_create;
		//magazines
		_countr = 0;
		{
			if (!(isClass(configFile >> "CfgWeapons" >> _x))) then {
				_countr = _countr + 1;
				if ((typeName _x) != "STRING") then {
					(unitBackpack player) addMagazineCargoGlobal [(_x select 0), 1];
					_idc = 4999 + _countr;
					_idc setIDCAmmoCount (_x select 1);
				} else {
					(unitBackpack player) addMagazineCargoGlobal [_x, 1];
				};
			};
		} count _backpackMag;
		(findDisplay 106) closeDisplay 0;
		_countr = 0;
		{
			(unitBackpack player) addWeaponCargoGlobal [_x,(_backpackWpnQtys select _countr)];
			_countr = _countr + 1;
		} count _backpackWpnTypes;
	} else { [] call _switchUnit; };
} else { [] call _switchUnit; };
[objNull, player, rSwitchMove,_currentAnim] call RE;
player disableConversation true;

{
if( !(_x in _weapons))then {
[_x] call player_checkAndRemoveItems;
};
}count (weapons player);
{
if( !(_x in _zupaMags))then {
[_x] call player_checkAndRemoveItems;
};
}count (magazines player);

//player setVariable ["bodyName",dayz_playerName,true]; //Outcommit (Issue #991) - Also removed in DayZ Mod 1.8
player setVariable ["cashMoney",_cashMoney,true];
player setVariable ["bankMoney",_bankMoney];
player setVariable ["headShots",_cashMoney2,true];
player setVariable ["bank",_bankMoney2];
player setVariable ["CharacterID",_cId,true];
if (_tagSetting) then {
	DZE_ForceNameTags = true;
};

_playerUID = getPlayerUID player;
_playerObjName = format["PVDZE_player%1",_playerUID];
call compile format["%1 = player;",_playerObjName];
publicVariableServer _playerObjName; //Outcommit in DayZ 1.8 No clue for what this is - Skaronator

//melee check
_wpnType = primaryWeapon player;
_ismelee = (gettext (configFile >> "CfgWeapons" >> _wpnType >> "melee"));
if (_ismelee == "true") then {
	call dayz_meleeMagazineCheck; 
};

//reveal the same objects we do on login
{player reveal _x} count (nearestObjects [getPosATL player, dayz_reveal, 50]); 

 

 

 

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Это весь код?

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Это весь код?

Я на форуме с каждым днем все больше и больше удивляюсь .

Это весь , Да . 

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теперь не могу подружить их с системой спавна ESS, когда дело доходит до выбора перса, при нажатии на выбор ничего не происходит и показано что у меня сломаны ноги

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теперь не могу подружить их с системой спавна ESS, когда дело доходит до выбора перса, при нажатии на выбор ничего не происходит и показано что у меня сломаны ноги

Это Variables полетел.

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      Собственно вопрос: как её отключить либо сократить время?  
      покопавшись в файлах нашел такую тему: fn_unconscious.sqf
      // (c) facoptere@gmail.com, licensed to DayZMod for the community private ["_count","_anim","_weapon","_sprint","_stance","_transmove","_start","_timeout","_short","_sandLevel","_speed"]; if (r_player_unconsciousInProgress) exitWith {}; r_player_unconsciousInProgress = true; r_player_unconsciousInputDisabled = true; //this is like this in order to release the current user input disableUserInput true; disableUserInput true; disableUserInput false; disableUserInput false; disableUserInput true; disableUserInput true; _start = diag_tickTime; _timeout = abs r_player_timeout; _short = _timeout < 4; if (!_short) then { 4 cutRsc ["playerStatusWaiting", "PLAIN",1]; playSound "heartbeat_1"; }; _count = 0; // can be set to false by medEPI.sqf, during the 'while' loop r_player_unconscious = true; player setVariable ["NORRN_unconscious", r_player_unconscious, true]; _sandLevel = ctrlPosition ((uiNamespace getVariable 'DAYZ_GUI_waiting') displayCtrl 1400); //diag_log [(diag_tickTime - _start) < _timeout , !r_player_unconscious , alive player ]; dayz_autoRun = false; if (player == vehicle player) then { player playAction "CanNotMove"; }; "dynamicBlur" ppEffectEnable true;"dynamicBlur" ppEffectAdjust [2]; "dynamicBlur" ppEffectCommit 0; "colorCorrections" ppEffectEnable true;"colorCorrections" ppEffectEnable true;"colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 0.1], [1, 1, 1, 0.0]];"colorCorrections" ppEffectCommit 0; if (dayz_soundMuted) then {call player_toggleSoundMute;}; // hide icon before fadeSound 0 fadeSound 0.05; while { (diag_tickTime - _start) < _timeout and r_player_unconscious and alive player } do { player setVariable ["unconsciousTime", _timeout - diag_tickTime + _start, (_count % 10) == 0]; if (!_short) then { _sandLevel set [ 3, 0.136829 * safezoneH * (diag_tickTime - _start) / _timeout ]; ((uiNamespace getVariable 'DAYZ_GUI_waiting') displayCtrl 1400) ctrlSetPosition _sandLevel; ((uiNamespace getVariable 'DAYZ_GUI_waiting') displayCtrl 1400) ctrlCommit 0.05; }; /*_veh = vehicle player; if ((player != _veh) and {(_veh iskindOf "LandVehicle")}) then { _speed = [0,0,0] distance velocity _veh; if (_speed > 10) then { _veh engineOn false; } else { player action ["eject", _veh]; player leaveVehicle _veh; [] spawn { uiSleep 0.1; player playMoveNow "amovppnemstpsnonwnondnon"; }; // instant prone }; }; if (player == _veh) then { player setVelocity [0,0,0]; }; */ uiSleep 0.1; _count = _count + 1; }; if (!_short) then{ 4 cutRsc ["default", "PLAIN",0]; }; r_player_unconscious = false; player setVariable ["NORRN_unconscious", r_player_unconscious, true]; r_player_timeout = 0; player setVariable ["unconsciousTime", r_player_timeout, true]; r_player_cardiac = false; player setVariable ["USEC_isCardiac",r_player_cardiac, true]; r_player_unconsciousInProgress = false; 4 cutRsc ["default", "PLAIN",1]; if (player == vehicle player) then { // "AinjPpneMstpSnonWnonDnon" rolls from back first (jarring transition if player was knocked out prone or fell to stomach) [nil, player, rSWITCHMOVE, "AmovPpneMstpSnonWnonDnon_healed"] call RE; player SWITCHMOVE "AmovPpneMstpSnonWnonDnon_healed"; PVDZ_plr_SwitchMove = [player,"AmovPpneMstpSnonWnonDnon_healed"]; publicVariableServer "PVDZ_plr_SwitchMove"; //Needed to execute switchMove on server machine. rSwitchMove only executes on other clients player playMoveNow "AmovPpneMstpSnonWnonDnon_healed"; }; 10 fadeSound 1; "dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5; "colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5; if ({getNumber (configFile >> "CfgWeapons" >> _x >> "type") in [1,2]} count (weapons player) > 0) then { //Prevent firing while weapon is still shown on back or holstered. AmovPpneMstpSnonWnonDnon_healed has disableWeapons=0 in config (should be 1) waitUntil {uiSleep 1; !(animationState player in ["ainjppnemstpsnonwnondnon_rolltofront","amovppnemstpsnonwnondnon_healed","amovppnemstpsnonwnondnon"])}; }; //once more to be safe disableUserInput false; disableUserInput false; disableUserInput true; disableUserInput true; disableUserInput false; disableUserInput false; r_player_unconsciousInputDisabled = false; //diag_log [ __FILE__, diag_tickTime, "done" ]; Копать тут или где-то в другом месте?
    • Автор: Anton81
      ...
    • Автор: DrTauren
      DZAI создана простой, легко настраиваемой, лёгкой в установке системой. Она создана для работы с любыми DayZ-модами и картами.

      Особенности системы:
      Статичный спавн ботов - в городах, деревнях, на военных базах Динамический спавн ботов - спавнятся рандомно по всей карте. Могут появиться где угодно и когда угодно Патрули на воздушной технике - патрули также появляются рандомно. Пешие игроки имеют маленький шанс быть обнаруженными, но игрокам на какой-либо технике повезло гораздо меньше  Сухопутные патрули на технике - появляются так же рандомно, курсируют по дорогам между городами и деревнями Собственноручно настраиваемые патрули - спавните ботов и различные патрули в нужных вам местах. Например на ваших кастомных военных базах Боты используют только лутабельное оружие - вы можете подобрать любое оружие с убитого бота без каких-либо проблем, т.к. их лут генерируется с учётоб таблиц лута вашего мода. Чем реже лут у бота, тем он опасней (автор имеет ввиду скилл бота) Система жизней - боты имеют столько же жизней, как игрок. Точно так же могут упасть без сознания. Так что лучше стрелять по головам  
       
      Установка:
      1) Качаем архив: 
      Пожалуйста, Войдите или Зарегистрируйтесь, чтобы увидеть это: Вложение.
      2) Распаковываем наш dayz_server.pbo, затем открываем файл server_monitor.sqf
      3) Находим строку:
      allowConnection = true; и добавляем над ней эту:
      [] call compile preprocessFileLineNumbers "\z\addons\dayz_server\DZAI\init\dzai_initserver.sqf"; 4) Копируем папку DZAI из скаченного архива в корень нашего dayz_server
      5) Настроить работу системы под себя вы можете в этом файле: DZAI\init\dzai_config.sqf
    • Автор: Anton81
      Игроки багоюзят с помощью велосипеда , подъезжают к стене на велосипеде , потом слезают с него около стены и оказываются на чужой базе.Как можно это пофиксить?
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