Re: Heli lifter
Posted by
Eric the Viking on
Apr 18, 2014; 1:37am
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/Heli-lifter-tp5354p16300.html
[I thought I'd move this bit of discussion out of Oliv82's thread since it didn't really belong there.]
Thank you so much Anonymous! :)
Looking at the init.sqf for starters I can see immediately that pretty much everything posted by "Tiger" is not suited for "our" SP versions of DayZ. This has been the biggest hurdle I've had to contend with when trying to "mod" any mods - Authors say go to
this line and insert
that except there is no
this when I look in the mission (or other) file I actually have.
**---<brain explodes>---**
Anyways, I'm now looking at Oliv82's v8.4 mission file and comparing it to what you kindly uploaded. It's slow progress but I can see you have added other things to the mod (dogs?) but there are clearly other things being added other than the R3F folder and a change to the init.sqf for the towing to work correctly.
It's rude of me to ask but have you modded Oliv82's v8.4 patch with the tow/lift script and the reduced bandit spawn range you mentioned? Could I trouble you for a copy?
Regards,
Eric
EDITOk, I looked through everything, and started fresh. Extracted the .pbo, noted the line in init.sqf, copied it over. Dragged the R3F folder into the root of the mission structure, repacked. And it worked!
I'm a little curious about a few things: the coding which describes the vehicles which can be towed - this is in the R3F folder? There's a few hundred extra lines in the mission.sqm - these additional entries are describing what?
On a side note, Notepad ++ is an incredible program. I can examine two nearly identical files simultaneously and instantly see where the differences are.
EDIT2On a possibility unrelated note, pressing CapsLock kills me. lol.