Timber
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Everything posted by Timber
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I'm running into this issue now. Can you gives some details on where you found the issue? UPDATE: seems to have been the freeze setting in DMS. The freeze setting for non-DMA AI was set to false and drones still froze, so i turned the setting off completely. All good so far..
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Using the UCAV Sentinel drone from the new DLC on your server
Timber replied to Kurewe's topic in Vehicles
The regular AAF UGF had been working fine on my server. After adding the lines in the OP for UAVhacker, I added the Falcon as well. Everything worked great until the drones go past a certain range and they freeze, all drones, even the Falcon just gets stuck in the air. Once I move closer to the drone, it starts moving again. anyone run into this? solved: Found the issue, couple of code errors on my part. UPDATE :Spoke too soon this issue is back. Anyone else run into this issue? -
While trying to place a building, i was messing around with placement, removing, building another one, etc. Once done, I save persistent. On server reboot all of the multiple buildings that I messed around with are in one big jumble, so all we saved. I removed all then cleared persistent, but they keep coming back? this worked for me before is something broken? Can i go somewhere to remove these manually? { checked the status and it says 0 objects saved in profile update: I found the issue..they were in the database not EBM related..
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Is that the proper classname for concrete floor hatch and window hatch, they arent working after a server reboot. nm, working now
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I'm still using IL on my server for loading crates and vehicles and it still works well for that. One thing that I am running into is when I unload the jet ski off a truck onto land ie: tempest, it is destroyed. It doesn't happen when I offload into water. I have tried the different IL_CDamage setting to no effect. Other water vehicles also take some damage when offloaded onto land. Does anyone know how I can stop this from happening?
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I was building in my territory with the radius markers on and server dropped. When I rejoined the markers were still there and can no longer hide them. i looked through the database and cannot find them . Does anyone know where i can go to delete them or turn them off again? nvm, disapeared after a server restart
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TaruPod Buy, Repair, Lock, and Flip v2.0 (Updated for 1.62)
Timber replied to crackerjack0903's topic in Scripts
Mysteriously stopped working altogether. Can still lock the transport pod and pods with inventory will save once accessed, but no attach.. -
TaruPod Buy, Repair, Lock, and Flip v2.0 (Updated for 1.62)
Timber replied to crackerjack0903's topic in Scripts
I can attach still the pod by using the sling load assistant and "hook" command. it wont work with adv sling script (never did). You used to be able to save pods position by accessing the inventory once, but inventory seems to be gone now. Lock option is gone as well, all i can do with the pod is carry it around... -
I have added a few Arma 3 stock vehicles to my server and some custom skins. The issue I've run into is that when I try to buy a custom skin for a "non-exile" vehicle, it tells me I have no vehicles to paint...It works fine for exile vehicles. /////////////////////////////////////////////////////////////////////////////// // Orca /////////////////////////////////////////////////////////////////////////////// class Exile_Chopper_Orca_Abstract { skins[] = { {"Exile_Chopper_Orca_CSAT", 350, "CSAT", {"\A3\Air_F\Heli_Light_02\Data\Heli_Light_02_ext_OPFOR_CO.paa"};}, {"Exile_Chopper_Orca_Black", 350, "Black", {"\A3\Air_F\Heli_Light_02\Data\Heli_Light_02_ext_CO.paa"};}, {"Exile_Chopper_Orca_BlackCustom", 350, "Black Custom", {"\A3\Air_F_Heli\Heli_Light_02\Data\Heli_Light_02_ext_OPFOR_V2_CO.paa"};}, {"O_Heli_Light_02_v2_F", 500, "Woodland Camo", {"addons\skins\woodland_1.paa"};}, {"O_Heli_Light_02_v2_F", 500, "Punisher", {"addons\skins\Punisher.paa"};} }; }; What do I need to do for Exile to accept these added vehicles as "paintable"?
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I'm running Tanoa on my server and the supply boxes have never dropped at the airports. Does anyone else have this issue?
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I wonder if this is a Tanoa thing. Are they still working on other maps? I know they used to work on Namalsk.
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I'm not a coder, so, I dont know if anything could be coded that way, but with the scripts current code, I dont believe so. Once you move within the detection range, they will become agro and go after the closest player. I have tossed grenades at them and when it explodes, they do not go after that, so sound does affect their actions.
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Anyone notice a bug where the CUP super stallion is repaired after taking damage and the voice warnings (ie: "hydraulic failure" , "Engine failure") continue even when everything is at 100% If there is no way to fix the bug, is there a way to disable the voice warnings?
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There are a few settings in the fn_init that you can fiddle with that may give you what you are looking for MinSpawnDistance = 25; // Closest distance from any player to spawn a zombie. MaxSpawnDistance = 160; // Max distance a zombie should spawn from a player. _ryanzombieslimit = 160; // Player detection distance in meters In the examples here, the Z's will spawn between 26 and 160 metres from the player and will detect them from that entire zone out to 160m. If you set the _ryanzombieslimit = 50, then Z's will still spawn in the same area, but those that spawn further than 50m will not detect the player and will just stand there until you move within the detection range...
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This has happened to me twice and think it may be a strange bug. While looting in the radiation zone, wearing the gas mask, if I hit the "take all" button, my gas mask disappeared. At first I though it simply went to the inventory, but after searching both mine and the vehicle inventory it was gone, leaving me exposed to radiation. Has anyone else seen this?
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Im getting the exact issue. rpt file looks the same edit: After checking and comparing files with other versions, I found nothing wrong. Luckily I wasn't too far into my changes, so I started from scratch. After redoing my storeItem.hpp, traderConfig.hpp and adding a few other scripts, I tried loading it up, only to end up on the map, looking like Im lying prone in the grass..(is this what everyone is referring to as spawning as a rabbit??). ...anyway, several reconnects later, still same grassy view, so I decided to suicide to see what happened after that. well Voila!..there was no repawn screen, after suiciding, the game just loaded right were I left off before the update with my gear intact..
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As a server owner, I realize persistent mines would quickly become a nightmare, but would it be possible to set it up so that mines. anti-personel devices, etc could be persistent inside of your own territory only? This way, you could place minefields in your own territory for defensive purposes. They would be linked to the territory, so they would be cleaned up if an area were to become abandoned. Then mines could have a role in the game without the grief of random mines all over the server.
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Sorry, I didnt have notification on this post. I did more testing and yes, oddly enough the warnings do persist over restarts, so its not like an Exile sound glitch. It's more of a CUP config issue, so I posted in the CUP bug tracker, see what they do with it.
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
Timber replied to second_coming's topic in Add-ons
Ill try rolling back th eclient tomorrow, but I am using DMS 1.36 and occupation 0.1 according to the config.cpp files- 3161 replies
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- survivor ai
- random ai
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
Timber replied to second_coming's topic in Add-ons
@kuplion ok. so after rolling the server back to back to perf v5 I and removed freinds.pbo, (I left v6 on the client side) I did some testing it isn't quite right yet. DMS attack and zombies attack when it is only one or the other, however, when the zombies spawned near a mission, the DMS stopped firing altogether. They wouldn't fire at me or the zombies either. Zombies were still attacking everybody as they should.- 3161 replies
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- survivor ai
- random ai
- (and 9 more)
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
Timber replied to second_coming's topic in Add-ons
Good job on this! I just noticed all my AI had become docile on both of my servers and was trying to figure out the common denominator, but it looks like you guys already have it figured out. I too, updated to perf v6 and just noticed that AI were not attacking. I thought it may be an issue with the setfriends portion of the script, so I dropped @kuplion's friends.pbo back in and it did make the DMS AI attack again, but the Zeds were still non-responsive. I'll roll back to v5 and see if I have the same results.- 3161 replies
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- survivor ai
- random ai
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Works like a charm!
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So why wouldnt these be pushed to the official updates?
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I would try downloading a fresh copy of the compiler and try compiling WITHOUT changing anything just to see that it is functioning. If it functions fine, delete the resulting file cfg, make your additions and try it again. I am not high up on the learning curve with loot yet, so after that, I am out of ideas.