Torndeco
b664ab7f48
Update mission.sqm
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Just unique names for map markers..
For code like DZAI that get the positions of said map markers from thier name.
To stop it spawning AI @ trader towns etc
2013-12-21 22:52:15 +00:00
Torndeco
a9f23c6dc5
Typo
2013-12-16 20:34:58 +00:00
Torndeco
65037d5a87
Typo
2013-12-16 20:34:03 +00:00
Torndeco
423390381a
Typo
2013-12-16 20:32:51 +00:00
Torndeco
7a20bc7170
Typo missing ;
2013-12-14 11:15:39 +00:00
Torndeco
186baf6bba
Update spawn_loot.sqf
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Typo, Were 2 createvehicle "WeaponHolder" for the cfglootweapon switch statement
2013-12-07 00:20:41 +00:00
Torndeco
8573d25de7
Minor Debug Typo
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Just been bugging me abit, when looking @ rpt logs
2013-11-27 12:07:04 +00:00
Torndeco
f56ae23a2a
Very Minor Code Change
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No need to get damage value from object, since using hardcoded value 1.
2013-11-24 23:13:38 +00:00
Torndeco
fe93d3d9d3
Possible changes for Antiwall
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Added string check for model names if class type isn't defined like "wall_indcnc_4.p3d" i.e the walls behind back of shop @ electro.
Add moving player back into vehicle if a free position in vehicle. If no position is available, kill the player.
2013-11-23 05:32:05 +00:00
Torndeco
fecdeb5204
Fix Typo
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Don't want to admit how long it took to figure this out...
Was debugging SARGE AI Code till found it
2013-11-21 20:19:49 +00:00
Torndeco
7c3e2bb104
Added Player Names that killed Objects to diag_log
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Just passing the variable with the player that killed the object
http://community.bistudio.com/wiki/ArmA_2:_Event_Handlers#MPKilled
2013-11-13 20:07:56 +00:00
Torndeco
6798a6632b
Fix for diag_log statement when player buying vehicles
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Just passing the variable _activatingPlayer
So the debug statement works
2013-11-08 19:35:26 +00:00
Torndeco
792f028ad1
Update local_lights_tower.sqf
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Typo
2013-10-28 19:35:11 +00:00