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Everything posted by Karmafied
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Greetings! I have a small, private server that I only play with my family on. I am capable of running and editing my server, but coding is way out of my area of expertise. I am looking to pay someone $50.00 USD (via Paypal) to jumble the delirium script (ExileClientPostProcessingDelirium) so that when player damage reaches 1 (death), the player does not die, but experiences the most severe form of delirium (slow movement, awkward movement (if applicable)). No damage received (god-mode) for 15 minute countdown (the delirium should be so bad that they cannot properly aim/shoot). If the player does not receive medical attention within 15 minutes (instadoc), they will die (player damage = 1). For fairness and transparency, I would say that the first person to post a 100% WORKING version of this in this thread will receive payment. I will message the coder privately to obtain paypal info so I can send payment. PLEASE post below if you will be working on this. Note: If anything in this request is not feasible or should be adjusted based on limitations, please post below and I will update post.
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I run a private server for just my family. We play the same map for 6 months to a year and try to really set a footing in the world, progression-wise. Having this, I might want to go find a spot somewhere and actually CUT OUT an area to build a base that is now hidden by the surrounding trees.
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I might want them NEVER to grow back.
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
Karmafied replied to second_coming's topic in Add-ons
I have set all three types of AI in Occupation to use only: "Exile_Weapon_CZ550","arifle_AKM_F","SMG_05_F","Exile_Weapon_LeeEnfield","Exile_Weapon_VSSVintorez","Exile_Weapon_M16A2". Yet I STILL have AI that show up with SPARs. Anyone know what's going on? No report errors, and Occupation is the only Roaming AI platform I run.- 3161 replies
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- survivor ai
- random ai
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Setting up A3xai now. Not seeing many AI and I think these lines may be the case. I don't understand. What should these be set to for 3 players always on and max AI? //Number of online players required for maximum (or minimum) AI spawn chance. Affects Static, Dynamic, Random AI spawns. (Default: 10) playerCountThreshold = 10; //1: Spawn chance multiplier scales upwards from value defined by chanceScalingThreshold to 1.00. 0: Spawn chance multiplier scales downwards from 1.00 to chanceScalingThreshold. upwardsChanceScaling = 1; //If upwardsChanceScaling is 1: Initial spawn chance multiplier. If upwardsChanceScaling is 0: Final spawn chance multiplier. (Default: 0.50) chanceScalingThreshold = 0.50;
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Hi everyone! I am looking to hire someone (paying through PayPal once task is complete) for a quick and easy job. I am using DMS and Exile Occupation and I am looking to setup the AI in a very specific way; yet I don't know enough (and have failed each time) to do it myself. Given the following parameters, let me know how much you would charge to do this for me (you adjust the code as necessary and I can install myself); I want the AI helicopters to be able to see players from very far away (1000m) and fire immediately upon sight. Basically a 99% chance that the helicopter will see a player if they're visible (similar to the way Helis worked in DayZ Origins; Taviana - there were three hueys that flew together everywhere and were BRUTAL... would shoot you right through a window if you were visible). I want the AI to attack players the same way that the Helicopters do, but from 500m, not 1000m. Immediately and every time they're visible. I want the AI troops to only spawn between 500 and 2000 meters of players. Nothing outside of that distance. (If you can also do this with vehicles, bonus.) I don't want any static or dynamic missions to run, I only care about the AI troops, vehicles, and patrolling helicopters. What I am ultimately looking for is creating a server where ANY time an AI sees you, they engage IMMEDIATELY (albeit inaccurately). When a player hears the helicopters in the distance, they should be terrified because the Helis will engage IMMEDIATELY even from 1000m away. *I have tried adjusting the basic settings of the config (AimSpeed, SpotTime, etc.), but it doesn't seem to be working the way I am describing. Additionally, there are just so many resources wasted as AI will spawn 10,000m away and then freeze. I want the fights to hover around the players and nowhere else. Please post your price for doing this project or any questions/clarifications you may have.
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Looking into it now then. Thanks for your suggestion.
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@second_coming Anything you would be interested in? (considering that you recently updated/modified Occupation)
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Has anyone discovered a way/script/code that allows Helicopter Pilots to eject from a helo in midflight? As it stands right now, only passengers can eject if they have a parachute, correct?
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I am currently using A3XAI, DMS, and VEMFr (which all of the sudden have become friendly to players, WTF?), and yet I just want to be able to code in some AI in -specific- positions (and heights); much like the old Sector B on Tavi. I thought there was a way to add each AI into the mission.sqm somehow? I don't expect them to patrol, I just want to be able to script exactly where I want each AI to be placed, including on multiple floors of buildings and facing certain directions. Has anyone had luck with this?
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Has anyone found one that will work? I have heard rumors that CBA causes issues and AFAIK both SOS and JSRS use CBA.
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I have disabled the Killfeed located in the server config, but I REALLY want to remove the AI FRAGGED! notification that is displayed. Can someone direct me to where this would be? UPDATE: I simply removed the entire file "ExileServer_object_player_event_onMpKilled" from @ExileServer/addons/exile_server/code. Hope this helps someone. I haven't experienced any issues yet.
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I've had Australia working for quite some time. I updated the server to Clementine and all of the sudden, it won't load and I get this in the log: 16:06:24 SteamAPI initialization failed. Steam features wont's be accessible! 16:06:38 Conflicting addon E76_BuildingsShops in 'e76_objects\credits\', previous definition in 'e76_buildings\shops\' 16:06:38 Conflicting addon A3_Sounds_F in 'mm_buildings\prison\sounds\', previous definition in 'mm_bank\sound\' 16:06:38 Conflicting addon Mattaust_Objects in 'MM_Shopping\', previous definition in 'MM_objects\' Anyone seen this before?
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Would also like to know this. Hell, I would like to remove the symbols altogether.
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HOW? Remove any and all indications of which map players are on
Karmafied posted a topic in Configuration
How can I do the following things: 1. Remove/change the picture that is displayed when players log into a map? 2. Remove any place that NAMES the map players are on? (Server-wide) 3. Is there any instance where ALL of the times that the server/client are simply reading the map's name from a specific location that I could simply CHANGE and it would always be displaying that name? (In other words, in a cfg file, changing ALTIS to MYSTERY). Any and all help is always appreciated. -
HOW? Remove any and all indications of which map players are on
Karmafied replied to Karmafied's topic in Configuration
LOL I really hope this works... seems SO MUCH easier than the previous answer. ;-) -
HOW? Remove any and all indications of which map players are on
Karmafied replied to Karmafied's topic in Configuration
I would like to do it with Bornholm. -
HOW? Remove any and all indications of which map players are on
Karmafied replied to Karmafied's topic in Configuration
I understand all that... I am trying to learn HOW. IE: Where is the map? Where is the cover image? Where is the map name found and called from? -
HOW? Remove any and all indications of which map players are on
Karmafied replied to Karmafied's topic in Configuration
There MUST be a way. There will be no MAPS in the game, so that is not an issue. It's really only when they login. There must be a way to modify the image and mapname that the server is calling. Also understand: I am hosting a small, family private server. So I will have control over all clients. -
You have an error here: ["SectorB,1] Should be: ["SectorB",1]
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Can someone share their config? I am having a HELLUVA time getting this custom mission loading.....
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Did you guys have to do anything specific to get a3_dms working out of the box? When i said I'm using DMS, I meant I had planned on adding it in same day. Then, after reading @Beani's post, I added it in... only to find it won't load missions. Even going back to default settings, nothing.
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Haven't seen anyone figure out the grid system yet for Australia; which is what I am working with.
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Thanks, @Beani. But will these guys stay put in one place? Or will they patrol? And can I put them on 2nd and 3rd floors?
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It worked!! Thanks!