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Everything posted by [47LG] Cavadus
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The install instructions are slightly out of date. In my mission.sqm on Line 25 I have. addons[] = {"exile_client","A3_Ui_F","Ryanzombies","ryanzombiesfunctions"}; I don't even have an AddOnsAuto[] array in my mission.sqm and this array SHOULD NOT be inside of the mission Class but above it. Below is my entire mission.sqm for reference:
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
[47LG] Cavadus replied to second_coming's topic in Add-ons
FEATURE REQUEST: Any chance large territory raids could be a thing? Like, check for online players inside of a territory, give a specific % chance to spawn a group in, and have it move in attack the players and buildings? Throw some % chance, group size + random, and AI difficulty settings in the config. Maybe make them parachute in too? So a a chopper comes in, drops'em off, and provides the AI a little air support too. Or perhaps utilize the already existing roaming choppers for this? Would love to have more content where the AI comes to the players. One of the biggest issues with most mission systems is since players are almost always on the offensive everyone just grabs some heavy duty sniper rifles and engages from 600 - 1000 meters since it's isn't very hard and is incredibly safe. Or would this be more a request for DMS itself?- 3161 replies
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- survivor ai
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Title says it all. Running ExileZ 2 and I'm getting heaps of zeds spawning in my safe zones. Can't kill'em with guns which is super irrtating because of the safe zone and with no fix for zeds spawning in there likely I'd like to just disable the safe zones entirely. Did some google-fu but only came across some very out of date threads. I presume I'm deleting a class inside of my mission.sqm but I'm unsure which classes exactly. Any info would be greatly appreciated!
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Fuck if I know. All of mine are absolutely infested. EDIT: I believe it may be specific to Tanoa. kuplion said he was working on it and that something is fucked in ZombieDeleter.sqf. Again:
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Yeah, ExileZ 2's scripting that prevents zombies from spawning in or near safezones doesn't work, jackass.
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@NIkita Bel It's just saying you'll get 100 tabs plus up to 100 more random tabs. Not exactly sure why the round function is used unless tabs aren't using an integer data type. I suppose if they're a float or double the round would ensure only integers are used so you can't loot, say, 100 + 71.25 pop tabs or somesuch. It doesn't run the tabs assignment on kill. If you follow the web console of your server you'll see that the AI's tab count is assigned when the occupation mod spawns that specific AI in as part of its loadout.
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
[47LG] Cavadus replied to second_coming's topic in Add-ons
I had to use the claim-non-persistent-vehicles script to gain this functionality. Not what you're looking for, I'm aware, but just saying. If there was a way to do this without that script I'd like to hear as well.- 3161 replies
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- survivor ai
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@BetterDeadThanZed For the 0x0 safe zone are those the a and b values in class Item130 in the code you provided?
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
[47LG] Cavadus replied to second_coming's topic in Add-ons
Maybe there's a custom DMS mission that already does this?- 3161 replies
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- survivor ai
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I just use the mouse over coordinates from izurvive and have no issues.
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Trader Inventory: Any way to set it to what's actually been vendored?
[47LG] Cavadus replied to [47LG] Cavadus's topic in Configuration
Yeah, that's exactly what I'm interested in. Right now I'm kind of to the point where I'm going to delete all of my traders and use @second_coming's roaming trader for the time being. I come from the DayZ/Epoch side of things so I'm aiming for a hardcore survival server. The issue I have with traders currently is that people just vendor, vendor, vendor to gain respect but actually scavenging and storing extra gear at a base is relatively pointless when you can just put tabs in a locker at a trader and load up every time you visit. -
Trader Inventory: Any way to set it to what's actually been vendored?
[47LG] Cavadus posted a topic in Configuration
As the title says, looking to replace the current traders' unlimited-everything inventory with just the gear that players have actually sold to them (perhaps on top of some basic stuff). Is there any way to do this? -
[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
[47LG] Cavadus replied to second_coming's topic in Add-ons
Quick config question. Currently the vehicles used by the roaming AI cannot be sold to the trader. How do I change that?- 3161 replies
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- survivor ai
- random ai
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
[47LG] Cavadus replied to second_coming's topic in Add-ons
I run this mod with zero issues whatsoever and have tweaked the settings extensively. In fact, this is one of the few mods that installed easily and has rarely ever given me issues.- 3161 replies
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- survivor ai
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Was adjusting some trigger positions and I saw the NoMansLand class in TriggerPositions.sqf. What is that, exactly?
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Good news, everyone! Have absolutely no idea why but after repacking my mission pbo to add in a status bar this script magically started working
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
[47LG] Cavadus replied to second_coming's topic in Add-ons
Yup, yup. That is correct! There's a setting for gun emplacements exploding too.- 3161 replies
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Pretty sure I have it spot on but, just in case, here it is:
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So I'm running a stock version of this on Tanoa and 3/4 of my missions spawn on the southwest island. How do I fix that?
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
[47LG] Cavadus replied to second_coming's topic in Add-ons
Thanks for the help, got that sorted. Another quick question. I enabled the Tanoa trader zones in the config.sqf but I don't seem to be able to recognize any changes or additions to the two major trader zones. I opened up the traders1.sqf file and saw an array of props there with gridzone coords but each one ends with false, false. What is occupation supposed to do when enabling the trader zones and how do I make it do it?- 3161 replies
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- survivor ai
- random ai
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
[47LG] Cavadus replied to second_coming's topic in Add-ons
I didn't see a setting for this config.sqf but how do you stop the roaming AIs' vehicles from exploding when the last AI associated with that vehicle is killed?- 3161 replies
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- survivor ai
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So in my log I have the following error: Warning Message: File mpmissions\__cur_mp.Tanoa\description.ext, line 86: .CfgRemoteExec: Member already defined. And here's the pertinent code from my description.ext: #include "config.cpp" #include "CfgRemoteExec.hpp" #include "infiSTAR_AdminMenu.hpp" class CfgRemoteExec { class Functions { mode = 1; jip = 0; class ExileServer_system_network_dispatchIncomingMessage { allowedTargets = 2; }; }; class Commands { mode = 0; jip = 0; }; }; Since I'm doing an #include for CfgRemoteExec do I still need the class declaration here? Every player that joins the server gets this as a dismissable pop-up error when they join the server and I'd like to resolve that.
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[SOLVED] How to change default game time when server restarts?
[47LG] Cavadus posted a topic in Weather & Time
When my server restarts it puts the game 1600 in-game time. This is causing my players to be in the dark A LOT. I'd like to change it to an earlier time. How do I do that? -
[SOLVED] How to change default game time when server restarts?
[47LG] Cavadus replied to [47LG] Cavadus's topic in Weather & Time
Ah, figured it out. config.cpp in exile_server_config.pbo. This thread can be locked! -
How exactly does this mod work? I have a codelock on me and I'm trying to attach to it a vehicle but I get no option to claim anything in the scroll menu. Tried double-clicking the codelock next to the vehicle and nothing. Didn't see any instructions on how to use it anywhere in the OP or the github.