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tolyan2121

Пропадают наличные

Всем уважаемым привет! Проблема заключается в том что , при переодевании пропадают наличные , помогает только перезаход , как можно исправить ? Dayz Epoch 1.0.6  SC 3.0

Edited by tolyan2121
Решено! (see edit history)

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Ок гугл: https://epochmod.com/forum/topic/15449-fix-cashmoney-bankmoney-loss-after-skinchangehumanity-morph/

А для ленивых player_switchModel.sqf

private ["_weapons","_backpackWpn","_backpackMag","_currentWpn","_isWeapon","_backpackWpnTypes","_backpackWpnQtys","_countr","_class","_position","_dir",
"_currentAnim","_playerUID","_countMags","_magazines","_primweapon","_secweapon","_newBackpackType","_muzzles","_oldUnit","_group","_newUnit","_oldGroup",
"_idc","_display","_switchUnit","_leader","_humanity","_coins","_bankCoins","_cId"];

_class = _this;

if (gear_done) then {
	disableUserInput true;disableUserInput true;
};
disableSerialization;

_position    = player modeltoWorld [0,0,0];
_dir         = getDir player;
_currentAnim = animationState player;
_playerUID   = getPlayerUID player;
_humanity    = player getVariable["humanity",0];
_coins       = player getVariable["cashMoney",0];
_bankCoins   = player getVariable["MoneySpecial",0];
_cId         = player getVariable["CharacterID",0];

//BackUp Weapons and Mags
_weapons   = weapons player;
_countMags = call player_countMagazinesWBackpack;

if (typeName _countMags != "ARRAY") exitWith {
	localize "str_actions_switchmodel_fail" call dayz_rollingMessages;
};
_magazines = _countMags select 0;

if ((_playerUID == dayz_playerUID) && (count _magazines == 0) && (count (magazines player) > 0)) exitWith {
	localize "str_actions_switchmodel_fail" call dayz_rollingMessages;
	if (gear_done) then {
		(findDisplay 106) closeDisplay 0; closeDialog 0;
		disableUserInput false;disableUserInput false;disableUserInput false;disableUserInput false;
	};
};

_primweapon = primaryWeapon player;
_secweapon = secondaryWeapon player;

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

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

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

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

//Prevent client crash
_display = findDisplay 106;
_display closeDisplay 0;

//BackUp Player Object
_oldUnit  = player;
_oldGroup = group player;
_leader   = (player == leader _oldGroup);

//Create New Character
_group   = createGroup west;
_newUnit = _group createUnit [_class,getMarkerPos "respawn_west",[],0,"NONE"];
_newUnit setDir _dir;
_newUnit setVariable["humanity",_humanity,true];
{
	_newUnit removeMagazine _x;
} count magazines _newUnit;
removeAllWeapons _newUnit;

//Equip New Character
{
	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 and Compare it
if (str(_weapons) != str(weapons _newUnit)) then {
	{
		_weapons = _weapons - [_x];
	} count (weapons _newUnit);
	{
		_newUnit addWeapon _x;
	} count _weapons;
};

if (_primweapon != (primaryWeapon _newUnit)) then {
	_newUnit addWeapon _primweapon;
};

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

//if(isNil "_coins")then{_coins = 0;};
//if(isNil "_bankCoins")then{_bankCoins = 0;};
_newUnit setVariable ["cashMoney",_coins,true];
_newUnit setVariable ["MoneySpecial",_bankCoins,true];
_newUnit setVariable ["CharacterID",_cId,true];

_switchUnit = {
	//Make New Unit Playable (1 of these 3 commands causes crashes with gear dialog open)
	addSwitchableUnit _newUnit;
	setPlayable _newUnit;
	selectPlayer _newUnit;
	//Switch the units
	_createSafePos = getMarkerPos "respawn_west";
	_rndx = floor(random 100);
	_rndy = floor(random 100);
	_oldUnit setPosATL [(_createSafePos select 0) + _rndx, (_createSafePos select 1) + _rndy, 0];
	if (surfaceIsWater _createSafePos) then {
		//Prevent swimming in ground glitch if respawn is in water
		_newUnit setPosATL [_position select 0,_position select 1,(_position select 2)+.1];
	} else {
		_newUnit setPosATL _position;
	};
	removeAllWeapons _oldUnit;
	{
		_oldUnit removeMagazine _x;
	} count magazines _oldUnit;
	
	if !(isNull _oldUnit) then {
		deleteVehicle _oldUnit;
	};
	
	if (!isNil "dayz_groupInit" && count (units _oldGroup) > 0) then {
		[_newUnit] joinSilent _oldGroup;
		if (count (units _group) == 0) then {
			deleteGroup _group;
		};
		if (_leader) then {
			//Request new leader promote player back to leader (group is local to leader)
			PVDZ_Server_UpdateGroup = [-1,player];
			publicVariableServer "PVDZ_Server_UpdateGroup";
		};
	};
	if (count (units _oldGroup) == 0) then {
		deleteGroup _oldGroup;
	};
	if (_currentWpn != "") then {
		_newUnit selectWeapon _currentWpn;
	};
};

//Add and Fill BackPack
if (!isNil "_newBackpackType" && {_newBackpackType != ""}) then {
	_newUnit addBackpack _newBackpackType;
	dayz_myBackpack = unitBackpack _newUnit;

	_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;
	if (gear_done) then {
		sleep 0.001;
	};
	_countr = 0;
	{
		if (typeName _x != "STRING") then {
			_isWeapon = isClass (configFile >> "CfgWeapons" >> (_x select 0));
		} else {
			_isWeapon = isClass (configFile >> "CfgWeapons" >> _x);
		};
		if (!_isWeapon) then {
			_countr = _countr + 1;
			if (typeName _x != "STRING") then {
				dayz_myBackpack addMagazineCargoGlobal [_x select 0, 1];
				_idc = 4999 + _countr;
				_idc setIDCAmmoCount (_x select 1);
			} else {
				dayz_myBackpack addMagazineCargoGlobal [_x, 1];
			};
		};
	} count _backpackMag;
	(findDisplay 106) closeDisplay 0;
	_countr = 0;
	{
		dayz_myBackpack addWeaponCargoGlobal [_x,(_backpackWpnQtys select _countr)];
		_countr = _countr + 1;
	} count _backpackWpnTypes;
} else {
	call _switchUnit;
};

player setVariable ["cashMoney",_coins,true];
player setVariable ["MoneySpecial",_bankCoins,true];
player setVariable ["CharacterID",_cId,true];

if (gear_done) then {
	disableUserInput false;disableUserInput false;disableUserInput false;disableUserInput false;
};

if (_currentWpn != "") then {
	_newUnit selectWeapon _currentWpn;
};
[objNull, player, rSwitchMove, _currentAnim] call RE;

player disableConversation true;
player setVariable ["BIS_noCoreConversations",true];

call dayz_meleeMagazineCheck;
{
	player reveal _x
} count (nearestObjects [getPosATL player,["AllVehicles","WeaponHolder","Land_A_tent","BuiltItems","ModularItems","DZE_Base_Object"],75]);

 

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13 часа назад, Ник сказал:

Ок гугл: https://epochmod.com/forum/topic/15449-fix-cashmoney-bankmoney-loss-after-skinchangehumanity-morph/

А для ленивых player_switchModel.sqf


private ["_weapons","_backpackWpn","_backpackMag","_currentWpn","_isWeapon","_backpackWpnTypes","_backpackWpnQtys","_countr","_class","_position","_dir",
"_currentAnim","_playerUID","_countMags","_magazines","_primweapon","_secweapon","_newBackpackType","_muzzles","_oldUnit","_group","_newUnit","_oldGroup",
"_idc","_display","_switchUnit","_leader","_humanity","_coins","_bankCoins","_cId"];

_class = _this;

if (gear_done) then {
	disableUserInput true;disableUserInput true;
};
disableSerialization;

_position    = player modeltoWorld [0,0,0];
_dir         = getDir player;
_currentAnim = animationState player;
_playerUID   = getPlayerUID player;
_humanity    = player getVariable["humanity",0];
_coins       = player getVariable["cashMoney",0];
_bankCoins   = player getVariable["MoneySpecial",0];
_cId         = player getVariable["CharacterID",0];

//BackUp Weapons and Mags
_weapons   = weapons player;
_countMags = call player_countMagazinesWBackpack;

if (typeName _countMags != "ARRAY") exitWith {
	localize "str_actions_switchmodel_fail" call dayz_rollingMessages;
};
_magazines = _countMags select 0;

if ((_playerUID == dayz_playerUID) && (count _magazines == 0) && (count (magazines player) > 0)) exitWith {
	localize "str_actions_switchmodel_fail" call dayz_rollingMessages;
	if (gear_done) then {
		(findDisplay 106) closeDisplay 0; closeDialog 0;
		disableUserInput false;disableUserInput false;disableUserInput false;disableUserInput false;
	};
};

_primweapon = primaryWeapon player;
_secweapon = secondaryWeapon player;

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

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

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

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

//Prevent client crash
_display = findDisplay 106;
_display closeDisplay 0;

//BackUp Player Object
_oldUnit  = player;
_oldGroup = group player;
_leader   = (player == leader _oldGroup);

//Create New Character
_group   = createGroup west;
_newUnit = _group createUnit [_class,getMarkerPos "respawn_west",[],0,"NONE"];
_newUnit setDir _dir;
_newUnit setVariable["humanity",_humanity,true];
{
	_newUnit removeMagazine _x;
} count magazines _newUnit;
removeAllWeapons _newUnit;

//Equip New Character
{
	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 and Compare it
if (str(_weapons) != str(weapons _newUnit)) then {
	{
		_weapons = _weapons - [_x];
	} count (weapons _newUnit);
	{
		_newUnit addWeapon _x;
	} count _weapons;
};

if (_primweapon != (primaryWeapon _newUnit)) then {
	_newUnit addWeapon _primweapon;
};

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

//if(isNil "_coins")then{_coins = 0;};
//if(isNil "_bankCoins")then{_bankCoins = 0;};
_newUnit setVariable ["cashMoney",_coins,true];
_newUnit setVariable ["MoneySpecial",_bankCoins,true];
_newUnit setVariable ["CharacterID",_cId,true];

_switchUnit = {
	//Make New Unit Playable (1 of these 3 commands causes crashes with gear dialog open)
	addSwitchableUnit _newUnit;
	setPlayable _newUnit;
	selectPlayer _newUnit;
	//Switch the units
	_createSafePos = getMarkerPos "respawn_west";
	_rndx = floor(random 100);
	_rndy = floor(random 100);
	_oldUnit setPosATL [(_createSafePos select 0) + _rndx, (_createSafePos select 1) + _rndy, 0];
	if (surfaceIsWater _createSafePos) then {
		//Prevent swimming in ground glitch if respawn is in water
		_newUnit setPosATL [_position select 0,_position select 1,(_position select 2)+.1];
	} else {
		_newUnit setPosATL _position;
	};
	removeAllWeapons _oldUnit;
	{
		_oldUnit removeMagazine _x;
	} count magazines _oldUnit;
	
	if !(isNull _oldUnit) then {
		deleteVehicle _oldUnit;
	};
	
	if (!isNil "dayz_groupInit" && count (units _oldGroup) > 0) then {
		[_newUnit] joinSilent _oldGroup;
		if (count (units _group) == 0) then {
			deleteGroup _group;
		};
		if (_leader) then {
			//Request new leader promote player back to leader (group is local to leader)
			PVDZ_Server_UpdateGroup = [-1,player];
			publicVariableServer "PVDZ_Server_UpdateGroup";
		};
	};
	if (count (units _oldGroup) == 0) then {
		deleteGroup _oldGroup;
	};
	if (_currentWpn != "") then {
		_newUnit selectWeapon _currentWpn;
	};
};

//Add and Fill BackPack
if (!isNil "_newBackpackType" && {_newBackpackType != ""}) then {
	_newUnit addBackpack _newBackpackType;
	dayz_myBackpack = unitBackpack _newUnit;

	_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;
	if (gear_done) then {
		sleep 0.001;
	};
	_countr = 0;
	{
		if (typeName _x != "STRING") then {
			_isWeapon = isClass (configFile >> "CfgWeapons" >> (_x select 0));
		} else {
			_isWeapon = isClass (configFile >> "CfgWeapons" >> _x);
		};
		if (!_isWeapon) then {
			_countr = _countr + 1;
			if (typeName _x != "STRING") then {
				dayz_myBackpack addMagazineCargoGlobal [_x select 0, 1];
				_idc = 4999 + _countr;
				_idc setIDCAmmoCount (_x select 1);
			} else {
				dayz_myBackpack addMagazineCargoGlobal [_x, 1];
			};
		};
	} count _backpackMag;
	(findDisplay 106) closeDisplay 0;
	_countr = 0;
	{
		dayz_myBackpack addWeaponCargoGlobal [_x,(_backpackWpnQtys select _countr)];
		_countr = _countr + 1;
	} count _backpackWpnTypes;
} else {
	call _switchUnit;
};

player setVariable ["cashMoney",_coins,true];
player setVariable ["MoneySpecial",_bankCoins,true];
player setVariable ["CharacterID",_cId,true];

if (gear_done) then {
	disableUserInput false;disableUserInput false;disableUserInput false;disableUserInput false;
};

if (_currentWpn != "") then {
	_newUnit selectWeapon _currentWpn;
};
[objNull, player, rSwitchMove, _currentAnim] call RE;

player disableConversation true;
player setVariable ["BIS_noCoreConversations",true];

call dayz_meleeMagazineCheck;
{
	player reveal _x
} count (nearestObjects [getPosATL player,["AllVehicles","WeaponHolder","Land_A_tent","BuiltItems","ModularItems","DZE_Base_Object"],75]);

 

Ник, спасибо тебе! Все работает. По больше бы ты делал для ленивых :joy:

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11 час назад, Ник сказал:

Ок гугл: https://epochmod.com/forum/topic/15449-fix-cashmoney-bankmoney-loss-after-skinchangehumanity-morph/

А для ленивых player_switchModel.sqf


private ["_weapons","_backpackWpn","_backpackMag","_currentWpn","_isWeapon","_backpackWpnTypes","_backpackWpnQtys","_countr","_class","_position","_dir",
"_currentAnim","_playerUID","_countMags","_magazines","_primweapon","_secweapon","_newBackpackType","_muzzles","_oldUnit","_group","_newUnit","_oldGroup",
"_idc","_display","_switchUnit","_leader","_humanity","_coins","_bankCoins","_cId"];

_class = _this;

if (gear_done) then {
	disableUserInput true;disableUserInput true;
};
disableSerialization;

_position    = player modeltoWorld [0,0,0];
_dir         = getDir player;
_currentAnim = animationState player;
_playerUID   = getPlayerUID player;
_humanity    = player getVariable["humanity",0];
_coins       = player getVariable["cashMoney",0];
_bankCoins   = player getVariable["MoneySpecial",0];
_cId         = player getVariable["CharacterID",0];

//BackUp Weapons and Mags
_weapons   = weapons player;
_countMags = call player_countMagazinesWBackpack;

if (typeName _countMags != "ARRAY") exitWith {
	localize "str_actions_switchmodel_fail" call dayz_rollingMessages;
};
_magazines = _countMags select 0;

if ((_playerUID == dayz_playerUID) && (count _magazines == 0) && (count (magazines player) > 0)) exitWith {
	localize "str_actions_switchmodel_fail" call dayz_rollingMessages;
	if (gear_done) then {
		(findDisplay 106) closeDisplay 0; closeDialog 0;
		disableUserInput false;disableUserInput false;disableUserInput false;disableUserInput false;
	};
};

_primweapon = primaryWeapon player;
_secweapon = secondaryWeapon player;

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

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

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

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

//Prevent client crash
_display = findDisplay 106;
_display closeDisplay 0;

//BackUp Player Object
_oldUnit  = player;
_oldGroup = group player;
_leader   = (player == leader _oldGroup);

//Create New Character
_group   = createGroup west;
_newUnit = _group createUnit [_class,getMarkerPos "respawn_west",[],0,"NONE"];
_newUnit setDir _dir;
_newUnit setVariable["humanity",_humanity,true];
{
	_newUnit removeMagazine _x;
} count magazines _newUnit;
removeAllWeapons _newUnit;

//Equip New Character
{
	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 and Compare it
if (str(_weapons) != str(weapons _newUnit)) then {
	{
		_weapons = _weapons - [_x];
	} count (weapons _newUnit);
	{
		_newUnit addWeapon _x;
	} count _weapons;
};

if (_primweapon != (primaryWeapon _newUnit)) then {
	_newUnit addWeapon _primweapon;
};

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

//if(isNil "_coins")then{_coins = 0;};
//if(isNil "_bankCoins")then{_bankCoins = 0;};
_newUnit setVariable ["cashMoney",_coins,true];
_newUnit setVariable ["MoneySpecial",_bankCoins,true];
_newUnit setVariable ["CharacterID",_cId,true];

_switchUnit = {
	//Make New Unit Playable (1 of these 3 commands causes crashes with gear dialog open)
	addSwitchableUnit _newUnit;
	setPlayable _newUnit;
	selectPlayer _newUnit;
	//Switch the units
	_createSafePos = getMarkerPos "respawn_west";
	_rndx = floor(random 100);
	_rndy = floor(random 100);
	_oldUnit setPosATL [(_createSafePos select 0) + _rndx, (_createSafePos select 1) + _rndy, 0];
	if (surfaceIsWater _createSafePos) then {
		//Prevent swimming in ground glitch if respawn is in water
		_newUnit setPosATL [_position select 0,_position select 1,(_position select 2)+.1];
	} else {
		_newUnit setPosATL _position;
	};
	removeAllWeapons _oldUnit;
	{
		_oldUnit removeMagazine _x;
	} count magazines _oldUnit;
	
	if !(isNull _oldUnit) then {
		deleteVehicle _oldUnit;
	};
	
	if (!isNil "dayz_groupInit" && count (units _oldGroup) > 0) then {
		[_newUnit] joinSilent _oldGroup;
		if (count (units _group) == 0) then {
			deleteGroup _group;
		};
		if (_leader) then {
			//Request new leader promote player back to leader (group is local to leader)
			PVDZ_Server_UpdateGroup = [-1,player];
			publicVariableServer "PVDZ_Server_UpdateGroup";
		};
	};
	if (count (units _oldGroup) == 0) then {
		deleteGroup _oldGroup;
	};
	if (_currentWpn != "") then {
		_newUnit selectWeapon _currentWpn;
	};
};

//Add and Fill BackPack
if (!isNil "_newBackpackType" && {_newBackpackType != ""}) then {
	_newUnit addBackpack _newBackpackType;
	dayz_myBackpack = unitBackpack _newUnit;

	_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;
	if (gear_done) then {
		sleep 0.001;
	};
	_countr = 0;
	{
		if (typeName _x != "STRING") then {
			_isWeapon = isClass (configFile >> "CfgWeapons" >> (_x select 0));
		} else {
			_isWeapon = isClass (configFile >> "CfgWeapons" >> _x);
		};
		if (!_isWeapon) then {
			_countr = _countr + 1;
			if (typeName _x != "STRING") then {
				dayz_myBackpack addMagazineCargoGlobal [_x select 0, 1];
				_idc = 4999 + _countr;
				_idc setIDCAmmoCount (_x select 1);
			} else {
				dayz_myBackpack addMagazineCargoGlobal [_x, 1];
			};
		};
	} count _backpackMag;
	(findDisplay 106) closeDisplay 0;
	_countr = 0;
	{
		dayz_myBackpack addWeaponCargoGlobal [_x,(_backpackWpnQtys select _countr)];
		_countr = _countr + 1;
	} count _backpackWpnTypes;
} else {
	call _switchUnit;
};

player setVariable ["cashMoney",_coins,true];
player setVariable ["MoneySpecial",_bankCoins,true];
player setVariable ["CharacterID",_cId,true];

if (gear_done) then {
	disableUserInput false;disableUserInput false;disableUserInput false;disableUserInput false;
};

if (_currentWpn != "") then {
	_newUnit selectWeapon _currentWpn;
};
[objNull, player, rSwitchMove, _currentAnim] call RE;

player disableConversation true;
player setVariable ["BIS_noCoreConversations",true];

call dayz_meleeMagazineCheck;
{
	player reveal _x
} count (nearestObjects [getPosATL player,["AllVehicles","WeaponHolder","Land_A_tent","BuiltItems","ModularItems","DZE_Base_Object"],75]);

 

спасибо большое!

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