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Stoll last won the day on January 11 2018
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Unique World War II setting on Chernarus Winter. PvE! Official Promo Video Release Video Mods: @WY_Snow_Winter_Effects_and_Retexture_Pack IFA3_AIO_LITE GEISTA3L Sabres Fighters Extended_Base_Mod Ryanzombies Mozzie Mod Enhanced Movement Addons & Scrips: Almost 1500 new objects added to the map Persistant weather, time and seasons! (winters are damn cold here!) In combat only 1st person view (doesn't apply to vehicles and planes) No Safezone(s) DMS with customized missions Customized Static Mission inside a cave Zed Mission with radiation zone on Skalisty Island Occupations of towns Roaming AI: Infantry, ground vehicles and planes! (and hell yes planes attack) Random bombing raids on towns R3F Towing Fishing with a boat (right shift to start) Sell from crates Airdrop Assistance Custom Crafting Different time acceleration for day and night 40 additional flags Radiation outside the map Recover Corpses from wrecks (little) Paycheques Persistant Tree Logging Cheers, Stoll
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- wwii
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Stoll started following Rednecks Legendary WWII Survival
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Stoll started following A3XAI, [Release] XP Tax, [RELEASE] ExileZ Crashes by [FPS]kuplion - Based on Heli Crashes by Darth Rogue and and 3 others
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@W4lly A question about the wreck removement script. It stops after 36% even when I dont move. I use different wrecks. Has that ever happened to someone else or is it reproducible?
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Well, it should be called this way btw and not what I posted above: _bomber addMagazineCargoGlobal ["60Rnd_CMFlareMagazine",1]; _bomber addWeaponCargoGlobal ["CMFlareLauncher",1]; But I played around with that a bit and didn't get it working either.
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Thanks, finally something that works right away!
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No one?
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Having a question about this little nice script: It works fine when I add the #include "wages.sqf" part on top of the initPlayerLocal.sqf. But then the rest of the init file is ignored and therefore my traders aren't loaded. When I put the include part at the bottom of the initPlayerLocal.sqf the script isn't executed anymore. So, what I'm supposed to do instead?
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Seems to have to do with the A1 buildings at all. Found others who refuse to spawn loot. For above example I got it working changing it to "Land_Tovarna1", which is the same building...
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I defined loot positions for over 200 buildings, so I know what I'm doing But the building (CUP_A1_Tovarna1) refuses to spawn loot I use CUP Terrains - Core with Chernarus_Winter_A3 , IFA3_AIO_LITE beside some other mods. All other buildings are spawning loot. The LootTables and ItemGroups are defined correctly, I double checked that. Any help would be appreciated. Thx!
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I wanted to change that as well, so I had a look at it and succeded on this Unpack the A3XAI.pbo and open the compile folder. Find the A3XAI_sendKillResponse.sqf and open it. Scroll down to the end of the file, you will see this: and change it to this: Repack, load it up again and enjoy
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@NFGCaboose-1 I just had a look at the script again. The stuff that may spawn with the bomber is deleted by the script: clearWeaponCargoGlobal _bomber; clearMagazineCargoGlobal _bomber; Maybe the flare launcher has to be added itself as well. Try to add these lines: _bomber addMagazineCargoGlobal "60Rnd_CMFlareMagazine"; _bomber WeaponCargoGlobal "CMFlareLauncher"; right after: // Create jet + pilot /////////////////////////////////////////////////////// _aigroup2 = createGroup civilian; _aigroup2 setVariable ["DMS_AllowFreezing",false]; _bomber = createVehicle [_jetModel,_jetStart, [], 100, "FLY"]; _jetPilot = _aigroup2 createUnit ["B_T_Pilot_F",getPos _bomber, [], 100, "FORM"]; _jetPilot assignAsDriver _bomber; _jetPilot moveInDriver _bomber; _bomber setFuel 1; _jetPilot setSkill 1; [_jetPilot] joinSilent _aigroup2; clearBackpackCargoGlobal _bomber; clearWeaponCargoGlobal _bomber; clearMagazineCargoGlobal _bomber; clearItemCargoGlobal _bomber; Than add this line at the start/end bombing section of the script and test it again. _bomber fire "CMFlareLauncher";
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@NFGCaboose-1 I think so. Try to implement this into the script: _bomber fire "CMFlareLauncher";
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Still works fine for me. Here is my file:
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
Stoll replied to second_coming's topic in Add-ons
I tested the bandit groups again. Sometimes they act normal, others shoot the shit out of their heads. Well, I didn't touch the settings at all, so it should work with the default ones. It's only happening with the random spawns. But nvm, I only use occupations, heli and crate spawns (which are working) and got back to good old A3XAI...- 3161 replies
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- survivor ai
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
Stoll replied to second_coming's topic in Add-ons
Okay, relating to my problem described here I found out that this only happens when spawning survivor and bandit groups. If I only let bandits spawn they don't kill each other. Does nobody else have this problem?- 3161 replies
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- survivor ai
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
Stoll replied to second_coming's topic in Add-ons
HUGE PROBLEM Well, I used DMS and Occupation together in the past already without any problems. So far it's all fine, now I'm using the latest DMS and Occupation version again...but I recognized now that bandit groups spawning in towns (I'm not using military spawning AI) killing each other! This doesn't happen with survivor groups! My DMS settings: My Occupation settings: I already checked some relating files: fnc_spawnStatics.sqf and occupationRandomSpawn.sqf and thought that in the random spawn file the join silent argument is missing. But even after I added it like it's written in the spawn statics file bandits kill each other. Any clue why this is happening? Thanks in advance!- 3161 replies
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- survivor ai
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