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Everything posted by Warrior
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Also running EXAD and having issues with this script freezing my entire game when attempting to run it via the xm8, have to completely reboot the pc haha... seem to remember player market doing the same because of EXAD but cannot remember the cause or the fix?
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To the above poster - Your post doesn't really help much when your all faithful google actually brings traffic HERE. To the OP did you ever find a fix? I have this issue and I think its coming from the Nimitz mod I have recently added to one of our servers, sadly google results didn't yield anything useful at all.
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Has anyone else managed to get the Catapult working on the Nimitz in Exile? Been at this for a few days now trying all sorts but to no avail... Whatever I try its just the same conclusion I click launch on the Cat and the crew spawn in 'stuck'.
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Added the Nimitz into editor and merged it with my mission to create a new mission.sqm, all is working however the catapult function doesn't appear to be working correctly, the launch sequence at the cats does start however its like it freezes the ai and there is no steam coming from the cat and no option to 'salute' to take off? I tested all in the editor and all was working fine in there, was thinking maybe it was an issue with globalsimulation or similar? Does it have to be activated as I only set simulation to true however could not find a section in the mission.sqm file that highlighted any simulation state.
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*NEW AND IMPROVED* Sell Crates At Wastedump for R3F
Warrior replied to Monkeynutz's topic in Scripts
Still getting issues with this script, when you sell the crate it gives you respect and poptabs but then the problem resides when you go on to sell an item after this it shows +-500 (with 500 being an example). I have tried the Relacher.sqf provided by @kuplionand also tried the file provided in the original download and both have the same end result. Its like it gives you the respect when selling the crate but then removes that respect gained as soon as you sell an item. Does anyone have a working fix for this please? -
Hmmm any reason for this to pop up in the rpt: Warning Message: Script \userconfig\VCOM_AI\AISettingsV3.hpp not found The file is there and i have the following set in my config.cfg allowedLoadFileExtensions[] = {"sqf","hpp"}; allowedPreprocessFileExtensions[] = {"sqf","hpp"};
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[RELEASE] Player Market - Players Buy and Sell to each other!
Warrior replied to Cyunide's topic in Add-ons
Noticed a few people have had issues getting this to work, I had the same issue when pressing the market app button it would completely lock out the client, its a pretty bad bug and i had to remove this until a fix is found. Just curious if the app creator has any input on what could be causing this? @Cyunide Any help appreciated as would love to have this working on our server. -
Ok thanks @joew00 I haven't had a chance to look into this with other things popping up lately but will take a look and let you know.
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Hey, I seem to have an issue where hunger and thirst are not saving to the database at all, the database constantly is showing 100 for both, in game they will go down as usual but as soon as a player logs out and back in they are reset back to 100 in game? I have quite a few overrides in place for several different scripts but am unsure what file it is exactly that would update the database for hunger and thirst? Is there anyone that can point me in the right direction please.
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[RELEASE] Vehicle Ammo Save Script (Updated 12 Aug 18)
Warrior replied to Bones51's topic in Scripts
@Bones51 I had to update Bones_fnc_getVehicleLoadout.sqf too as it had the pylon information update, I can confirm all is working now THANK YOU SO MUCH this has absolutely made my day now! -
[RELEASE] Vehicle Ammo Save Script (Updated 12 Aug 18)
Warrior replied to Bones51's topic in Scripts
@Bones51 Ok will clear the ammo array, cheers -
[RELEASE] Vehicle Ammo Save Script (Updated 12 Aug 18)
Warrior replied to Bones51's topic in Scripts
RPT: -
[RELEASE] Vehicle Ammo Save Script (Updated 12 Aug 18)
Warrior replied to Bones51's topic in Scripts
Hmmm ive replaced "ExileServer_object_vehicle_database_load.sqf" but stuck on waiting for server to load checking rpt now -
[RELEASE] Vehicle Ammo Save Script (Updated 12 Aug 18)
Warrior replied to Bones51's topic in Scripts
Good work @Bones51 I will check this out right now, thanks for finding the problem I've been keen to get this all up and working. -
[RELEASE] ExileMod Re-Arm/Repair (New Release 16/09/18!)
Warrior replied to Bones51's topic in Scripts
For now i have lowered the detection range from 50m to 10m, it will still work up to 50m away but it seems to spam toasts alot less -
[RELEASE] ExileMod Re-Arm/Repair (New Release 16/09/18!)
Warrior replied to Bones51's topic in Scripts
@Razor77 This should be fine, out of curiosity let me know if you have issues with ATGM vanishing after server restarts from your choppers (if you happen to use attack choppers) its proving to be a real headache for me... literally having to replace every attack chopper and armed drone every restart just so they continue to rearm ok. -
[RELEASE] ExileMod Re-Arm/Repair (New Release 16/09/18!)
Warrior replied to Bones51's topic in Scripts
@Razor77 Which save ammo script are you using? I tried an updated version but mine froze on player log in, I reverted back to the old save ammo script in order to keep server running for now -
[RELEASE] ExileMod Re-Arm/Repair (New Release 16/09/18!)
Warrior replied to Bones51's topic in Scripts
Yeah i removed my markers for that point exactly but i may place map markers for ones located at the traders purely for convenience, also has anyone found a fix for the toast spam created by Bones_fnc_vspInRange.sqf yet? When the rearm points are nearby it can get very annoying, would maybe lowering the range of detection be a fix? -
[RELEASE] Vehicle Ammo Save Script (Updated 12 Aug 18)
Warrior replied to Bones51's topic in Scripts
@Bones51 Tried updating to this latest version after noticing your pylon update (hoping it may fix the UAV issue I've been having, I've got an issue when logging in the character is stuck in debug and the rpt is spammed with errors, so many i cant even really tell what is coming from where? RPT: -
[RELEASE] ExileMod Re-Arm/Repair (New Release 16/09/18!)
Warrior replied to Bones51's topic in Scripts
@Razor77 Dont forget to add them into Bones_fnc_markServicePoints.sqf too if you want to mark the service points on the map and Bones_fnc_vspInRange.sqf if you want to use the toast alerts when they are nearby. -
[RELEASE] ExileMod Re-Arm/Repair (New Release 16/09/18!)
Warrior replied to Bones51's topic in Scripts
@Razor77 Yeah adding it to that line will work I currently have mine set to helipads and they work great. -
[RELEASE] ExileMod Re-Arm/Repair (New Release 16/09/18!)
Warrior replied to Bones51's topic in Scripts
Just got the script in and working, database all fixed now with AVS gone.... still seem to have an issue with a drone i just tested on an Ababil I_UAV_02_dynamicLoadout_F that was already on my database, it only gave option to rearm the designator and chaffs[[[-1],["240Rnd_CMFlare_Chaff_Magazine",240]],[[0],["Laserbatteries",1]]] This drone from traders would usually provide Skalpal's with a database loadout of [[[-1],["240Rnd_CMFlare_Chaff_Magazine",240]],[[0],["Laserbatteries",1],["PylonRack_3Rnd_LG_scalpel",6]]], after a restart the database changes the above to [[[-1],["240Rnd_CMFlare_Chaff_Magazine",240]],[[0],["Laserbatteries",1],["PylonRack_3Rnd_LG_scalpel",3]]] but the Skalpal's are not visible or accessible and attempting to rearm present a message saying that it does not need rearming? Will try more testing later but its definitely a restart that's messing with them, hope the above info helps @Bones51 Edit: After further testing of all vehicles i can confirm that all of the vehicles i tested appear to rearm just fine provided they are 'new' meaning they have been purchased fresh that server restart, ground vehicles appear to rearm fine regardless of being fresh spawned or old its just the helicopters and drones after a restart that are the only issue with pylons being the only problem i can see. I also did note that an M2 Hummer from RHS would only reload 1 clip of 100 rounds, it would let you continue to purchase ammo but would not provide anymore ammo for your poptabs. Hope this info helps. -
[RELEASE] ExileMod Re-Arm/Repair (New Release 16/09/18!)
Warrior replied to Bones51's topic in Scripts
Thanks @Bones51 will do i'm going to take a look at it all now, you must have read my mind about combining it all together as i was thinking the exact same thought after putting up my last post lol, AVS was a good little script just a shame its no longer supported but in saying that I really appreciate the time and effort you are putting into making these work and I am sure the community is grateful. Thanks again and fingers crossed I can get this all working without any issues.