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Everything posted by arc7r7
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I just gave you the solution. https://github.com/Defent/DMS_Exile/tree/Testing copy the slum mission from this into your current static folder. Or if you still cant open the door, find which building it is and enable the simulation in the base objects sqf.
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Looks like this might be the problem. @Specialist_Military_Arms_(SMA)_Version 2.7.1 . Cant have any spaces in the name. Also you can just drop the rappeling, towing and slingload pbo's directly into the exileserver/addons folder. Don't need to run them as mods. Should also have a @Exileserver; in the -servermod=" "- . and for ease of use you can rename the mod folders to w/e you want in the directory (eg. @SMA;@RHSUSAF; @CUP_Core;). Just make sure the command line matches the mod folder and you have the right keys. Also I've never used chenarus isles, but why do you need Cup terrains complete and cup core and maps.
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- development
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@basics You can now specify buildings to enable/disable simulation (allowing you to open/close doors) for the old M3E exports. Existing buildings have been updated (there may be some in the static bases that aren't updated). This is from the changelog from the RC branch of DMS on github. I would say DL this version and just copy the missions into your existing folder.
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Looks like getting the script version working of VCOM v3 is really simple. https://forums.bohemia.net/forums/topic/216611-release-vcom-ai-3-dangerous-ai/ download the script version. Drop VCOM folder and userconfig folder into your mission pbo. Add [] execVM "Vcom\VcomInit.sqf"; into your init.sqf Add #include "vcom\cfgFunctions.hpp" into the class CfgFunctions in the description.ext. I havnt seen any errors and it seems to be working fine. Probably will need more testing but all seems to be good. Also you'll need to revert any changes made from the older version install of vcom.
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I am trying to get the predefined mission locations working for dynamic missions. I am using the RC branch currently. This is how i have it set. I keep getting an error and it stops DMS from launching. This is the error I get in my .rpt Any have the way to do this? Thanks. <SOLVED> Typo was fixed in the DMS_fnc_FindSafePos.sqf . Edit was pushed to github.
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I have made a static mission for the map I am using. I want to use it as a DMS_SpecialMissions, so it does not spawn more then once a restart. When i add the .sqf file into the special folder I created in the mission folder, the mission does nothing. How do I get this mission to run? DMS_SpecialMissions = [["ABPrato",1,20,1,900]]; The missions spawns if i just add with my other statics.
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@Aristo link for config.cpp from your mission file in a pastebin plz Most of those mods in that are outdated and some classnames have changed or been removed also
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[Release] ZCP - Zupa's (& City) Capture Points 3.1 ( 23 september update )
arc7r7 replied to Zupa's topic in Add-ons
@Zupa Thanks for the help so far. I've fixed the previous errors. But it still seems the script is not liking the format I exported my basefiles in. This is the error I'm getting now which export option should I be using in m3eEden? <SOLVED> -
[Release] ZCP - Zupa's (& City) Capture Points 3.1 ( 23 september update )
arc7r7 replied to Zupa's topic in Add-ons
I edited my basefile sqf. Is this how it should look? I'm still being spammed with errors in my .rpt and they don't seem to spawn. These are the errors I am seeing relating to ZCP And this one is filling my rpt I think the problem is relating to the first one I showed but i don't see whats messed up in it. the fn_missions.sqf Thanks . -
so you're running 2 different versions of the same mod so it works when you load with A3 launcher? Looks like the last update for zombies and demons was at the end of May, I would think a3 launcher has the current version then. loading and running 2 versions of the same mod just sounds like trouble to me. Maybe someone who actually runs zombies on their server might have an answer for this. good luck
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I wouldn't worry about it. It should still work. People should be using the arma 3 launcher imo.
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Remove the other mod and key from armaholic, use the steam version. dont rename any keys. and don' t use spaces in your command line, eg @Zombies or whatever, you can name the folder anything you want but make sure the command line matches the folder. they key is whats important
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Upload the steam version of the mod to your server, Use the arma launcher to join.
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most likely just different versions of the mod
- 9 replies
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- zombies
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[Release] ZCP - Zupa's (& City) Capture Points 3.1 ( 23 september update )
arc7r7 replied to Zupa's topic in Add-ons
I'm trying to set up custom static points on Lythium. What is the best way to Export the buildings? I am using m3eEden Export Relative. This is my fn_mission.sqf basefile for a FOB i made in eden exported with m3eEden and the ZCP_capbases from fn_config.sqf Error being spammed in my .rpt -
RHS , CUP and FFAA uniforms have this issue, Its the way the mods are done, has to do with the sides they are made for (West). Tryks and VSM are the only mods i have found so far that don't have this issue.
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QGS is the way to go.
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If you follow the steps in this thread you can buy launchers directly to your person. Works good
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Your startup parameter for Cup Terrains Maps looks kinda wonky to me. It usually looks like CUP_Terrains_Maps. make sure your startup parameter matches the title of the folder in the directory.
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Yea that is what I feared. I will try using the default mission.sqm and changed coords and see how that goes. Everything works fine in-game with the method I was using except the safezones. I'll switch out mission.sqm and report back later if it is working. Thanks for the help. I really appreciate it. **Fixed** I rebuilt my mission.sqm using the default template. I have proper working safezones now. Thanks.
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I have alot of objects in my mission.sqm instead of using m3editor but this is what it looks like