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Everything posted by [VNM] cobra4v320
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https://community.bistudio.com/wiki/deleteMarker
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Awesome cant wait for this
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http://www.ribbongaming.com/#!pop-tabs/as8qg
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
[VNM] cobra4v320 replied to second_coming's topic in Add-ons
Under occupationSky.sqf you want to add something like this: _vehicle spawn { while {alive _this} do { _this setFuel 1; sleep 60 } };- 3161 replies
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- survivor ai
- random ai
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If you want random poptabs on spawned zombies. spawnZombie.sqf _zClass createUnit [ _position, _group, " if (ZombieWallet > 0) then {this setVariable ['exilemoney',(2 + ((round random ZombieWallet) - 2)),(true)] }; if !(call _vestGroup=='') then {this addVest call _vestGroup}; if !(call _lootGroup=='' && call _vestGroup=='') then {this addItemToVest call _lootGroup}; doStop this; this disableAI 'FSM'; this enableAI 'ANIM'; this disableConversation true; this addMPEventHandler ['MPKilled', {_this spawn ZMPKilled;}]; nul = [this,_avoidTerritory] spawn ZombieDeleter; " ]; fn_init.sqf - add this line under zombieMoney ZombieWallet = 50; // Money spawned on zombie
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Yeah we just did a mission and no guns at all
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- vemf_reloaded
- vemfr
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Straight from DMS github: "Zombies are NOT SUPPORTED by DMS, nor do we ever plan to support zombies within DMS"
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Did you try hitting your computer with a sledgehammer? Works everytime.
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I believe if DMS detects Ryan's Zombies it automatically offloads to the client.
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Just start over dude LOL, you're just mashing shit together at this point. Use all of the latest BE filters from inifstar. Then add what I posted above. Then take care of each kick one at a time. When you upload a mod or script do them one at a time then test, then you add the next one, etc...
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Base attack notifications are not working at the start of the attack. When all of the AI is killed though it will pop up. Is anyone else having this issue?
- 1546 replies
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- vemf_reloaded
- vemfr
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class crateSettings { allowThermalHelmets = 0; // Allow/disallow special (Apex) thermal-vision helmets in loot crate rifleSlotsMax = 7; // Maximum primary weapons in each loot crate rifleSlotsMin = 2; // Minimum primary weapons in each loot crate pistolSlotsMax = 3; // Maximum number of secondary weapons to be in each loot crate pistolSlotsMin = 1; // Minimum number of secondary weapons to be in each loot crate magSlotsMax = 8; // Maximum number of magazine slots in each loot crate magSlotsMin = 6; // Minimum number of magazine slots in each loot crate attSlotsMax = 4; // Maximum number of attachment slots in each loot crate attSlotsMin = 2; // Minimum number of attachment slots in each loot crate itemSlotsMax = 4; // Maximum number of attachment slots in each loot crate itemSlotsMin = 2; // Minimum number of attachment slots in each loot crate vestSlotsMax = 3; // Maximum number of vest slots in each loot crate vestSlotsMin = 1; // Minimum number of vest slots in each loot crate headGearSlotsMax = 3; // Maximum number of headGear slots in each loot crate headGearSlotsMin = 1; // Minimum number of headGear slots in each loot crate bagSlotsMax = 2; bagSlotsMin = 1; }; You changed these lines?
- 1546 replies
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- vemf_reloaded
- vemfr
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Dude are you running inifstar??? Did you upload the be filters from his files? Add this to your remoteexec.txt //new 7 "" !="true" !="vehicle this land 'LAND'" !="exileserver_system_network_dispatchincomingmessage.*" !="fnc_adminreq \[.*\]" !="_this spawn ZMPKilled;" 7 "ExileClient_system_network_dispatchIncomingMessage" 7 "FN_infiSTAR_C" 7 "SERVER_REQ_INFI_CLIENT"
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This is what my filter looks like. You should also use spoilers so we dont see walls of text. 7 !="_this spawn ZMPKilled;"
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Its at the very top of the sqf file
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Here is what we are using on our Tanoa server
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Works fine on Tanoa bro. Its working on our own Tanoa server LOL
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Enigma Exile Revive - v0.80 [UPDATED 08/09/16] 1.02 Compatible
[VNM] cobra4v320 replied to happydayz's topic in Scripts
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Just a suggestion since we have physical pop tabs now, can you do a random number of pop tabs on the AI similar to what DMS does? Rather than giving you pop tabs automatically for killing AI you would have to physically remove them yourself.
- 1546 replies
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- vemf_reloaded
- vemfr
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Thanks man for the quick fix, will give it a go again tonight.
- 1546 replies
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- vemf_reloaded
- vemfr
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We are getting multiple base attacks back to back since update. Anybody else having this issue?
- 1546 replies
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- vemf_reloaded
- vemfr
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Not enough space for the vehicle to spawn. Maybe the Devs missed this in testing. We also have that issue on our Tanoa server.
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Make so people can't vault in safe zone, or create no entry zone
[VNM] cobra4v320 replied to riddler251's topic in Traders & Safe Zones
If you want guns and other items out on the table that cannot be touched I believe this is what you need to use. https://community.bistudio.com/wiki/createSimpleObject Checkout initServer.sqf in the mission file. Hope this helps.