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⚙️ Новые онлайн-инструменты для DayZ 26.07.2026
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Всего 412 текстур в 2048x2048 для BasePainting, множество высококачественных скинов для Strider (HMG), Ifrit (HMG), Hunter (HMG), SUV, Offroad (Armed), 4WD (Open & Closed)
https://steamcommunity.com/sharedfiles/filedetails/?id=778466491&searchtext=
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Автор:
Jdinovich
Добрый день,захотел поставить станок стингера на миссии,ввел в каждую миссию в Static guns,но почему-то они не появились вот как я писал
//Static Guns [[ [(_position select 0) + 10, (_position select 1) + 10, 0], [(_position select 0) + 10, (_position select 1) - 10, 0] ],"M2StaticMG","Hard","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static; [[[(_position select 0) - 10, (_position select 1) - 10, 0]],"Stinger_Pod","hard","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static; //Static Guns [[[(_position select 0) - 10, (_position select 1) + 10, 0]],"M2StaticMG","hard","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static; [[[(_position select 0) + 10, (_position select 1) - 10, 0]],"M2StaticMG","hard","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static; [[[(_position select 0) + 10, (_position select 1) + 10, 0]],"M2StaticMG","hard","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static; [[[(_position select 0) - 10, (_position select 1) - 10, 0]],"M2StaticMG","hard","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static; [[[(_position select 0) - 10, (_position select 1) - 10, 0]],"Stinger_Pod","hard","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static; это две разные коды разных миссиий
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Автор: sanek327
Помогите пожалуйста решить проблему,есть миссии Wicked AI 2.2.3, в них есть миссии на которых есть патруль,хаммер или уазик или оффроад не важно,техника которая ездит и патрулирует эту миссию в месте с ботами. И вот вопрос,когда сбиваешь колесо у этой техники или убиваешь водителя,причем с одного выстрела,техника начинает гореть или взрывается,смотрел в рпт,ничего,шарил по всей миссии ничего не нашел,пытался заменить технику,думал проблема в ней,но нет,ставил даже БРДМ,ничего не выходит,куда копать ,что делать? Помогите,спасибо.
Логи на всякий случай,в этом логе в миссии "ARMY Base" я взорвал хаммер с одного выстрела в колесо.
Пожалуйста, Войдите или Зарегистрируйтесь, чтобы увидеть это: Вложение.
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Наш выбор

ZigoFrend
Вот миссия if(isServer) then { private ["_baserunover","_mission","_directions","_position","_crate","_crate_type","_num"]; _mission = count wai_mission_data -1; // Get a safe position 80 meters from the nearest object _position = [80] call find_position; // Initialise the mission variable with the following options, [position, difficulty, mission name, mission type (MainHero/Mainbandit), minefield (true or false)] call mission_init; [_mission,_position,"hard","Лесопилка","MainHero",true] call mission_init; diag_log format["WAI: Mission:[Hero] Lumber Mill started at %1",_position]; //Setup the crate _crate_type = crates_large call BIS_fnc_selectrandom; // Choose between crates_large, crates_medium and crates_small _crate = createVehicle [_crate_type,[(_position select 0) + 0.15,(_position select 1) + 0.17,0],[],0,"CAN_COLLIDE"]; // Create some Buildings //Buildings _baserunover0 = createVehicle ["Land_Ind_SawMill",[(_position select 0) - 2.4, (_position select 1) + 24,-0.15],[], 0, "CAN_COLLIDE"]; _baserunover1 = createVehicle ["Land_Ind_Timbers",[(_position select 0) + 11, (_position select 1) + 8.6,-0.1],[], 0, "CAN_COLLIDE"]; _baserunover2 = createVehicle ["Land_Ind_Timbers",[(_position select 0) + 16, (_position select 1) + 12,-0.1],[], 0, "CAN_COLLIDE"]; _baserunover3 = createVehicle ["Land_Ind_Timbers", [(_position select 0) + 6, (_position select 1) - 15,-0.1],[], 0, "CAN_COLLIDE"]; _baserunover4 = createVehicle ["Misc_palletsfoiled", [(_position select 0) + 5, (_position select 1) - 9,-0.009],[], 0, "CAN_COLLIDE"]; _baserunover5 = createVehicle ["Misc_palletsfoiled_heap", [(_position select 0) + 9, (_position select 1) - 8,-0.05],[], 0, "CAN_COLLIDE"]; _baserunover6 = createVehicle ["Land_water_tank",[(_position select 0) - 10, (_position select 1) - 7,-0.1],[], 0, "CAN_COLLIDE"]; _baserunover7 = createVehicle ["UralWreck",[(_position select 0) - 17, (_position select 1) + 5,-0.2],[], 0, "CAN_COLLIDE"]; _baserunover8 = createVehicle ["MAP_t_quercus3s",[(_position select 0) + 22, (_position select 1) + 25,-0.2],[], 0, "CAN_COLLIDE"]; // Adding buildings to one variable just for tidiness _baserunover = [_baserunover0,_baserunover1,_baserunover2,_baserunover3,_baserunover4,_baserunover5,_baserunover6,_baserunover7,_baserunover8]; // Set some directions for our buildings _directions = [0,0,-10.45,104.95,0,0,0,59.2,0]; { _x setDir (_directions select _forEachIndex) } forEach _baserunover; // Make buildings flat on terrain surface { _x setVectorUp surfaceNormal position _x; } count _baserunover; _num = round (random 3) + 4; [[(_position select 0) + 12, (_position select 1) + 22.5, 0],_num,"extreme",["random","at"],4,"random","TK_INS_Soldier_AT_EP1","random",["bandit",150],_mission] call spawn_group; [[(_position select 0) + 21, (_position select 1) + 11, 0],4,"hard","random",4,"random","TK_Special_Forces_EP1","random","bandit",_mission] call spawn_group; [[(_position select 0) - 1.12, (_position select 1) - 0.43, 0],4,"random","random",4,"random","TK_Special_Forces_EP1","random","bandit",_mission] call spawn_group; [[(_position select 0) - 13, (_position select 1) - 23, 0],4,"random","random",4,"random","TK_INS_Soldier_AT_EP1","random","bandit",_mission] call spawn_group; //Condition _complete = [ [_mission,_crate], // mission variable (from line 9) and crate ["crate"], // Mission objective type (["crate"], or ["kill"], or ["assassinate", _assassinate]) [_baserunover], // buildings to cleanup after mission is complete, does not include the crate "Бандиты построили лесопилку", // mission announcement "Герои отбили у бандитов лесопилку", // mission success "Бандиты получили то что хотели, миссия провалена" // mission fail ] call mission_winorfail; if(_complete) then { [_crate,[11,ai_wep_random],[19,ai_gear_random],[19,crate_random],[5,crate_backpacks_all]] call dynamic_crate; }; // End of mission diag_log format["WAI: Mission:[Hero] Lumber Mill ended at %1 ended",_position]; h_missionsrunning = h_missionsrunning - 1; };Вот конфиг if(isServer) then { /* GENERAL CONFIG */ debug_mode = false; // enable debug use_blacklist = true; // use blacklist blacklist = [ [[0,16000,0],[1000,-0,0]], // Left [[0,16000,0],[16000.0,14580.3,0]] // Top ]; /* END GENERAL CONFIG */ /* AI CONFIG */ ai_clear_body = false; // instantly clear bodies ai_clean_dead = true; // clear bodies after certain amount of time ai_cleanup_time = 900; // time to clear bodies in seconds ai_clean_roadkill = false; // clean bodies that are roadkills ai_roadkill_damageweapon = 0; // percentage of chance a roadkill will destroy weapon AI is carrying ai_bandit_combatmode = "RED"; // combatmode of bandit AI ai_bandit_behaviour = "COMBAT"; // behaviour of bandit AI ai_hero_combatmode = "RED"; // combatmode of hero AI ai_hero_behaviour = "COMBAT"; // behaviour of hero AI ai_friendly_behaviour = false; // make ai friendly towards comrades player_bandit = -5000; // this is the amount you declare someone to be a bandit on your server, bandit AI will not attack you if ai_friendly_behaviour is true player_hero = 5000; // this is the amount you declare someone to be a hero on your server, hero AI will not attack you if ai_friendly_behaviour is true ai_share_info = true; // AI share info on player position ai_share_distance = 800; // distance from killed AI for AI to share your rough position ai_kills_gain = true; // add kill to bandit/human kill score ai_humanity_gain = true; // gain humanity for killing AI ai_add_humanity = 20; // amount of humanity gained for killing a bandit AI ai_remove_humanity = 20; // amount of humanity lost for killing a hero AI ai_special_humanity = 50; // amount of humanity gain or loss for killing a special AI dependant on player alignment ai_skill_extreme = [["aimingAccuracy",1.00],["aimingShake",1.00],["aimingSpeed",1.00],["endurance",1.00],["spotDistance",1.00],["spotTime",1.00],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Extreme ai_skill_hard = [["aimingAccuracy",0.80],["aimingShake",0.80],["aimingSpeed",0.80],["endurance",1.00],["spotDistance",0.80],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Hard ai_skill_medium = [["aimingAccuracy",0.60],["aimingShake",0.60],["aimingSpeed",0.60],["endurance",1.00],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Medium ai_skill_easy = [["aimingAccuracy",0.40],["aimingShake",0.50],["aimingSpeed",0.50],["endurance",1.00],["spotDistance",0.50],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Easy ai_skill_random = [ai_skill_extreme,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_easy]; ai_static_useweapon = true; // Allows AI on static guns to have a loadout ai_static_weapons = ["KORD_high_TK_EP1","DSHKM_Ins","M2StaticMG"]; // static guns ai_static_skills = false; // Allows you to set custom array for AI on static weapons. (true: On false: Off) ai_static_array = [["aimingAccuracy",0.20],["aimingShake",0.70],["aimingSpeed",0.75],["endurance",1.00],["spotDistance",0.70],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; ai_gear0 = [["ItemBandage","ItemBandage","ItemAntibiotic"],["ItemRadio","ItemMachete","ItemCrowbar"]]; ai_gear1 = [["ItemBandage","ItemSodaPepsi","ItemMorphine"],["Binocular_Vector"]]; ai_gear2 = [["ItemDocument","FoodCanFrankBeans","ItemHeatPack"],["ItemToolbox"]]; ai_gear3 = [["ItemWaterbottle","ItemBloodbag"],["ItemCompass","ItemCrowbar"]]; ai_gear4 = [["ItemBandage","ItemEpinephrine","ItemPainkiller"],["ItemGPS","ItemKeyKit"]]; ai_gear_random = [ai_gear0,ai_gear1,ai_gear2,ai_gear3,ai_gear4]; ai_wep_assault = ["M16A4_ACG","Sa58V_RCO_EP1","SCAR_L_STD_Mk4CQT","M8_sharpshooter","M4A1_HWS_GL_camo","SCAR_L_STD_HOLO","M4A3_CCO_EP1","M4A3_CCO_EP1","M4A1_AIM_SD_camo","M16A4","m8_carbine","BAF_L85A2_RIS_Holo","Sa58V_CCO_EP1"]; ai_wep_machine = ["RPK_74","MK_48_DZ","M249_EP1_DZ","Pecheneg_DZ","M240_DZ"]; ai_wep_sniper = ["M14_EP1","SCAR_H_LNG_Sniper_SD","M110_NVG_EP1","SVD_CAMO","VSS_Vintorez","DMR_DZ","M40A3"]; ai_wep_random = [ai_wep_assault,ai_wep_machine,ai_wep_sniper,ai_wep_launchers_AT,ai_wep_launchers_AA]; ai_wep_launchers_AT = ["M136","RPG18","JAVELIN"]; ai_wep_launchers_AA = ["Strela","Igla","STINGER"]; ai_packs = ["DZ_Czech_Vest_Puch","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"]; ai_hero_skin = ["FR_AC","FR_AR","FR_Corpsman","FR_GL","FR_Marksman","FR_R","FR_Sapper","FR_TL"]; ai_bandit_skin = ["Ins_Soldier_GL_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ","GUE_Commander_DZ","GUE_Soldier_Sniper_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_2_DZ","GUE_Soldier_CO_DZ","BanditW1_DZ","BanditW2_DZ","Bandit1_DZ","Bandit2_DZ"]; ai_special_skin = ["Functionary1_EP1_DZ"]; ai_all_skin = [ai_hero_skin,ai_bandit_skin,ai_special_skin]; ai_add_skin = true; // adds unit skin to inventory on death /* AI Cache Units */ ai_cache_units = false; /**Range for Re-Activation*************/ /****** Default: 800 ******************/ ai_cache_units_reactivation_range = 800; /**Time untill units are Frozen again**/ /************* Default: 30 ************/ ai_cache_units_refreeze = 30; /****** Log Actions to RPT File? ******/ /*********** Default: true ************/ ai_cache_units_freeze_log = true; /******** Unassign Waypoints? ********/ /*********** Default: false ***********/ ai_cache_units_unassign_waypoints = false; /******** Randomize Position? ********/ /******** Distance to Randomize *******/ /*********** Default: true ************/ /*********** Distance: 20 *************/ ai_cache_units_randomize_position = true; ai_cache_units_randomize_distance = 20; /********** Hide un-used AI? *********/ /*********** Default: true ************/ ai_cache_unites_hide_ai = true; /* AI Cache Units End */ /* END AI CONFIG */ /* WAI MISSIONS CONFIG */ wai_mission_system = true; // use built in mission system wai_mission_markers = ["DZMSMajMarker","DZMSMinMarker","DZMSBMajMarker","DZMSBMinMarker"]; wai_avoid_missions = 800; // avoid spawning missions this close to other missions, these are defined in wai_mission_markers wai_avoid_traders = 1500; // avoid spawning missions this close to traders wai_avoid_town = 200; // avoid spawning missions this close to towns, *** doesn't function with infiSTAR enabled *** wai_avoid_road = 50; // avoid spawning missions this close to roads wai_avoid_water = 300; // avoid spawning missions this close to water wai_mission_timer = [30,300]; // time between missions 5-15 minutes wai_mission_timeout = [1800,2100]; // time each missions takes to despawn if inactive 15-30 minutes wai_timeout_distance = 1500; // if a player is this close to a mission then it won't time-out wai_clean_mission = true; // clean all mission buildings after a certain period wai_clean_mission_time = 900; // time after a mission is complete to clean mission buildings wai_mission_fuel = [5,60]; // fuel inside mission spawned vehicles [min%,max%] wai_vehicle_damage = [20,70]; // damages to spawn vehicles with [min%,max%] wai_keep_vehicles = false; // save vehicles to database and keep them after restart wai_linux_server = false; // false = Windows (HiveExt.dll) true = Linux Server (writer.pl) has no effect when "wai_keep_vehicles = false;" wai_lock_vehicles = false; // lock mission vehicles and add keys to random AI bodies (be careful with ai_clean_dead if this is true wai_crates_smoke = false; // pop smoke on crate when mission is finished during daytime wai_crates_flares = false; // pop flare on crate when mission is finished during nighttime wai_players_online = 1; // number of players online before mission starts wai_server_fps = 5; // missions only starts if server FPS is over wai_server_fps wai_kill_percent = 30; // percentage of AI players that must be killed at "crate" missions to be able to trigger completion wai_high_value = true; // enable the possibility of finding a high value item (defined below crate_items_high_value) inside a crate wai_high_value_chance = 1; // chance in percent you find above mentioned item wai_enable_minefield = true; // enable minefields to better defend missions wai_use_launchers = true; // add a rocket launcher to each spawned AI group wai_remove_launcher = true; // remove rocket launcher from AI on death // Missions wai_radio_announce = true; // Setting this to true will announce the missions to those that hold a radio only wai_hero_limit = 1; // define how many hero missions can run at once wai_bandit_limit = 1; // define how many bandit missions can run at once wai_hero_missions = [ ["black_hawk_crash",5], ["armed_vehicle",5], ["bandit_base",5], ["captured_mv22",5], ["ikea_convoy",5], ["destroyed_ural",5], ["disabled_milchopper",5], ["mayors_mansion",5], ["weapon_cache",5], ["bandit_patrol",5], ["gem_tower",5], ["cannibal_cave",5], ["crop_raider",5], ["drone_pilot",5], ["slaughter_house",5], ["drugbust",5], ["armybase",5], ["abandoned_trader",5], ["lumberjack",5] ]; wai_bandit_missions = [ ["armed_vehicle",5], ["black_hawk_crash",5], ["captured_mv22",5], ["broken_down_ural",5], ["hero_base",5], ["ikea_convoy",5], ["medi_camp",5], ["presidents_mansion",5], ["sniper_extraction",5], ["weapon_cache",5], ["gem_tower",5], ["cannibal_cave",5], ["crop_raider",5], ["drone_pilot",5], ["slaughter_house",5], ["drugbust",5], ["armybase",5], ["abandoned_trader",5], ["lumberjack",5] ]; // Vehicle arrays armed_vehicle = ["ArmoredSUV_PMC_DZE","GAZ_Vodnik_DZE","HMMWV_M1151_M2_CZ_DES_EP1_DZE","HMMWV_M998A2_SOV_DES_EP1_DZE","LandRover_MG_TK_EP1_DZE","LandRover_Special_CZ_EP1_DZE","Pickup_PK_GUE_DZE","Pickup_PK_INS_DZE","Pickup_PK_TK_GUE_EP1_DZE","UAZ_MG_TK_EP1_DZE"]; armed_chopper = ["CH_47F_EP1_DZE","UH1H_DZE","Mi17_DZE","UH60M_EP1_DZE","UH1Y_DZE","MH60S_DZE"]; civil_chopper = ["AH6X_DZ","BAF_Merlin_DZE","MH6J_DZ","Mi17_Civilian_DZ"]; military_unarmed = ["GAZ_Vodnik_MedEvac","HMMWV_Ambulance","HMMWV_Ambulance_CZ_DES_EP1","HMMWV_DES_EP1","HMMWV_DZ","HMMWV_M1035_DES_EP1","LandRover_CZ_EP1","LandRover_TK_CIV_EP1","UAZ_CDF","UAZ_INS","UAZ_RU","UAZ_Unarmed_TK_CIV_EP1","UAZ_Unarmed_TK_EP1","UAZ_Unarmed_UN_EP1"]; cargo_trucks = ["Kamaz","MTVR_DES_EP1","Ural_CDF","Ural_TK_CIV_EP1","Ural_UN_EP1","V3S_Open_TK_CIV_EP1","V3S_Open_TK_EP1"]; refuel_trucks = ["KamazRefuel_DZ","MtvrRefuel_DES_EP1_DZ","UralRefuel_TK_EP1_DZ","V3S_Refuel_TK_GUE_EP1_DZ"]; civil_vehicles = ["hilux1_civil_1_open","hilux1_civil_2_covered","hilux1_civil_3_open_EP1","SUV_Blue","SUV_Camo","SUV_Charcoal","SUV_Green","SUV_Orange","SUV_Pink","SUV_Red","SUV_Silver","SUV_TK_CIV_EP1","SUV_White","SUV_Yellow"]; // Dynamic box array crates_large = ["USVehicleBox","RUVehicleBox","TKVehicleBox_EP1"]; crates_medium = ["USBasicWeaponsBox","RUBasicWeaponsBox","USSpecialWeaponsBox","USSpecialWeapons_EP1","RUSpecialWeaponsBox","SpecialWeaponsBox","TKSpecialWeapons_EP1","CZBasicWeapons_EP1","UNBasicWeapons_EP1"]; crates_small = ["GuerillaCacheBox","RULaunchersBox","RUBasicAmmunitionBox","RUOrdnanceBox","USBasicAmmunitionBox","USLaunchersBox","USOrdnanceBox","USOrdnanceBox_EP1","USLaunchers_EP1","USBasicWeapons_EP1","USBasicAmmunitionBox_EP1","UNBasicAmmunitionBox_EP1","TKOrdnanceBox_EP1","TKLaunchers_EP1","TKBasicAmmunitionBox_EP1","GuerillaCacheBox_EP1","GERBasicWeapons_EP1"]; crate_weapons_buildables = ["ChainSaw","ChainSawB","ChainSawG","ChainSawP","ChainSawR"]; crate_tools = ["ItemKeyKit","Binocular","Binocular_Vector","ItemCompass","ItemCrowbar","ItemEtool","ItemFishingPole","ItemFlashlightRed","ItemGPS","ItemHatchet_DZE","ItemKnife","ItemMachete","ItemMatchbox_DZE","ItemToolbox","NVGoggles"]; crate_tools_buildable = ["ItemToolbox","ItemEtool","ItemCrowbar","ItemKnife"]; crate_tools_sniper = ["ItemCompass","Binocular","Binocular_Vector","NVGoggles","ItemGPS"]; crate_items = ["FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemBandage","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemGoldBar","ItemGoldBar10oz","CinderBlocks","ItemCanvas","ItemComboLock","ItemLightBulb","ItemLockbox","ItemSandbag","ItemTankTrap","ItemWire","MortarBucket","PartEngine","PartFueltank","PartGeneric","PartGlass","PartPlankPack","PartVRotor","PartWheel","PartWoodPile"]; crate_items_high_value = ["ItemBriefcase100oz","ItemVault","30m_plot_kit","ItemHotwireKit"]; crate_items_food = ["ItemWaterbottle","FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked"]; crate_items_buildables = ["forest_large_net_kit","cinder_garage_kit",["PartPlywoodPack",5],"ItemSandbagExLarge5X","park_bench_kit","ItemComboLock",["CinderBlocks",10],"ItemCanvas","ItemComboLock",["ItemLightBulb",5],"ItemLockbox",["ItemSandbag",10],["ItemTankTrap",10],["ItemWire",10],["MortarBucket",10],["PartPlankPack",5],"PartWoodPile"]; crate_items_vehicle_repair = ["PartEngine","PartFueltank","PartGeneric","PartGlass","PartVRotor","PartWheel"]; crate_items_medical = ["ItemWaterbottle","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemBandage","FoodCanFrankBeans","FoodCanPasta"]; crate_items_chainbullets = ["2000Rnd_762x51_M134","200Rnd_762x51_M240","100Rnd_127x99_M2","150Rnd_127x107_DSHKM"]; crate_items_sniper = [["ItemPainkiller",5],"Skin_Sniper1_DZ","Skin_CZ_Soldier_Sniper_EP1_DZ","Skin_GUE_Soldier_Sniper_DZ"]; crate_items_president = ["ItemDocument","ItemGoldBar10oz"]; crate_backpacks_all = ["DZ_Patrol_Pack_EP1","DZ_Assault_Pack_EP1","DZ_Czech_Vest_Puch","DZ_TerminalPack_EP1","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_CompactPack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"]; crate_backpacks_large = ["DZ_GunBag_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1","DZ_CivilBackpack_EP1"]; crate_random = [crate_items,crate_items_high_value,crate_items_food,crate_items_buildables,crate_items_vehicle_repair,crate_items_medical,crate_items_chainbullets,crate_items_sniper,crate_items_president]; /* END WAI MISSIONS CONFIG */ /* STATIC MISSIONS CONFIG */ static_missions = false; // use static mission file custom_per_world = false; // use a custom mission file per world /* END STATIC MISSIONS CONFIG */ WAIconfigloaded = true; };И пж подскажите как правильно настроить эти строки в миссии
if(_complete) then { [_crate,[11,ai_wep_random],[19,ai_gear_random],[19,crate_random],[5,crate_backpacks_all]] call dynamic_crate; };Поделиться сообщением
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