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So.. Updated our test server and while bullets are still being removed in trade zones if someone runs a player over with a vehicle it causes death.. Anyone else have this?
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Hi Guys, Im having an issue with Infistar kicking players randomly when traveling between trade zones in the Taxi system (part of DMS Occupation addon). What I'm seeing is that randomly players are kicked by infistar and the following is logged in the server logs: Has anyone had experienced on this and figured out a way to have the player's speed report properly?
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Did you ever get a solution for this? I'd really like to have this feature on my server. God mode for vehicles in territories for the first 5 mins after a server restart. I'd be interested in hearing if you managed to get a solution.
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You can now see the players name when you hover over them with crosshairs outside the trade zone. New text as well, something like Exile Player (<NAME>) Anyone noticed this and know how to disable it?
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This has zero to do with the Exile developers. All off this is configurable through the loot tables and Trader configs. On the server I admin for instance you can't buy DLC weapons/ammo at the traders and they have an extremely rare drop chance as loot in Military buildings. We've also set it so that these can be sold for a huge payout (But again, not bought). If you aren't happy with the balance of these drops, then talk to your Server Admins.
- 25 replies
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- overpowered
- op
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(and 2 more)
Tagged with:
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Server Features DMS AI Missions Day and Night Cycle (3 Hours Day, 1 Hour Night) Custom Towing Script Custom Trader Zones Custom Trader Prices Custom Loot Tables Custom Loot Positions TRYK, CUP, Ryans Zombies (ExileZ), DMS
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Eoden started following [DMW] - Dead Men Walking
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Eoden started following Vehicle Protection System
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@marcheur That workaround I posted only prevents vehicles from exploding if no AI crew exists. If you want to have the static .50 weapons persist then change this to false in the config.sqf DMS_AI_destroyStaticWeapon = true; At least.. I think that should work
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@fau5tz @Mindead I tested a work around which seems to work for me. By commenting on the following 3 lines in the fn_OnKilled.sqf file it stops the Vehicle exploding when no AI are in the vehicle. Its around line 120ish Cant claim to have figured this out myself as the guy in the post helped point me in the right direction: Hopefully the Test version will have this fixed shortly as well.
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I didnt see Mindead's post when I was browsing through earlier.. But this is the same issue I'm seeing as well that I posted above. After about 1 or 2 secs the no. of AI turns to 0 and they never despawn.
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I'm having an issue with the latest version of DMS not clearing AI after missions despawn. When the missions starts up the marker appears on the map correctly as do the AI etc. However the mission text states '0 AI remaining' even though AI exist. Once the mission despawns the AI are left behind. We've rolled back to a previous version of DMS and the AI are cleaned correctly however I'd prefer to use the latest version so I can utilise the 'DestroyVehicleChance' variable with the Occupation script. Has anyone had a similar issue with the latest version of DMS?