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Everything posted by Honest Jon
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Noob Friendly Server (Dont be fooled by the name not everyone is friendly in combat but we pretty much all help noobs with questions) Were running Ryans Zombies - DMS Missions (lots of vartiation) - VEMF Missions and ZCP capture points Lots to do - Lots of XM8 Apps - APOCS air drop - Crafting etc. VIrtual Garage also enabled ! All protected by Infistar & Battleye (We dont allow anyone on with a VAC ban either zero hacking tolerance) Thanks to all those who created the mods we use - we would be nothing without your work !!!
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Hey @infiSTAR Cant seem to get the new UID_SKIPBLACKLIST working, I have added a players UID to the section but still they cant get in They were in the bans.txt - I removed them - they tried again but were banned and the ID went back into bans.txt Any ideas ?
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Apologies for my late response- been busy with work yeah i have that option for vac ban checks on but the issue is someone we know has a vac ban for counter strike and with the check on we can't let him on but with it off then we're open to lots of others we don't know. was hoping this feature stopped that VAC check for UIDs in that list maybe you could look into that as a feature request
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[Release] ZCP - Zupa's (& City) Capture Points 3.1 ( 23 september update )
Honest Jon replied to Zupa's topic in Add-ons
They dont seem to enter the metal buildings - I think maybe thats the issue - Normal buildings AI have always entered an searched - It seems like they only dont enter the metal military ones maybe ?? -
[Release] ZCP - Zupa's (& City) Capture Points 3.1 ( 23 september update )
Honest Jon replied to Zupa's topic in Add-ons
You could try combining it with a claim ownership script as below - should work As it works for DMS vehicles- I had issues with the occupations ones but fairly certain it works with ZCP basically apply this then if your players have a code lock then they can claim it not perfect but a workaround -
[Release] ZCP - Zupa's (& City) Capture Points 3.1 ( 23 september update )
Honest Jon replied to Zupa's topic in Add-ons
I thought the DMS AI would hunt in buildings ? Or occupation ? Either way I thought you all use the DMS AI ? Appriciate all the effort of the mod though sir New town stuff is great !!! -
[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
Honest Jon replied to second_coming's topic in Add-ons
Occupation has nothing to do with database saving vehicle locations or containers ? AI will spawn as per your settings - what map are you on ? I use this on Altis - Tanoa & Esseker and they spawn just fine - Server crashes randomly ?? How is that linked to occupation ? Does it only happen when occupation is installed or without it too ?- 3161 replies
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- survivor ai
- random ai
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[Release] ZCP - Zupa's (& City) Capture Points 3.1 ( 23 september update )
Honest Jon replied to Zupa's topic in Add-ons
They don't retake as such - just try to kill whoever is capturing it is possible to hide unfortunately - @Zupa I asked a while ago would it be possible to have the AI enter and search buildings like other AI can ? -
@infiSTAR They have a VAC ban that's all (the usual CS one) I was under the impression that's what this was for ? Stopping that check ? please correct me if I am wrong thanks in advance !
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[Release] ZCP - Zupa's (& City) Capture Points 3.1 ( 23 september update )
Honest Jon replied to Zupa's topic in Add-ons
@Zupa Hey man just an FYI there seems to be a file missing from the functions folder x\addons\ZCP\functions\fn_createEdenConvertedCity.sqf not found I checked the pbo and normal folders from your git hub and dont see it Thought you should know -
Enigma Exile Revive - v0.80 [UPDATED 08/09/16] 1.02 Compatible
Honest Jon replied to happydayz's topic in Scripts
Sounds like you already had brain damage before you started - this script DOES work fine - been using it for over 6 months ! Coming on here and slagging off the guy who wrote it really isn't going to help. either is it. Sounds like you just can't add it correctly - be nice and maybe someone would help you - be an ass and they won't ! -
Here you go - this is defined in the @ExileServer\addons\exile_server_config\config.cpp file It will spawn by default when 10 players are on
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Only benefit I see is I do not have to create a party each time I join and invite my friends Unless of course your referring to real life in which case the dictionary defines family in several ways. One definition is "a fundamental social group in society typically consisting of one or two parents and their children." While this definition is a good starting point, there are several modern family structures that are excluded by this definition, such as childless couples or other variations on the family unit. Another definition is "Two or more people who share goals and values, have long-term commitments to one another and reside usually in the same dwelling." This definition encompasses the vast majority of modern family units; for the purposes of this article, the second definition will be used.
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I live in Colorado - I dont need this in game lol
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Apologies if this isn't the correct place just thought I would ask here as its an @infiSTAR question in your old Arma 2 epoch anti hack you used to be able to summon hordes - is that possible at all on A3 with Ryan's zombie mod ? no worries if not - as an admin I used to find it quite helpful to summon a horde on people camping missions or safe zones (maybe that's a little cruel but it is fun lol) thanks in advance for any response
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You sir are amazing thanks !
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Yeah they do - they appear dependent on the below and dont use the mission triggers (or at least thats how they seem to function on my server) HarassingZombieAtNightOnly = true; // Spawn harassing zombies at night only. NightStartTime = 18; // Time at which it is night in hours NightEndTime = 6; // Time at which it is no longer night in hours ** Also obviously this on too UseHarassingZombies = true;
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I am using ryan zombies / exile z and have no issues with it at all so hadnt considered anything else Would just love to have that old "Spawn Horde" option back in Infistar - I had lots of fun with it back in A2 days
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if you have the pbo file extracted - and the folders in place just post up the contents of your init.sqf & description.ext files I will take a look
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if you have drop box upload your pbo and send me the link I will do it for you if your like or at least let you know what your doing wrong
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we use them for one of our servers - you need to download the exile.chernarus.pbo file - then extract it with pbo manager on your own pc - do the required changes then pack it back up
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Download the file Download working version you can HERE Once you have that file you need to go to the addons folder copy the status bar folder and place it inside you mpmissions\exile.chernarus\addons folder Then add the below to your init.sqf (create init.sqf if you dont have it in your mission folder) (this file should be in the root of your mpmissions\exile.chernarus\addons folder) [] execVM "addons\statusBar\statusBar.sqf"; in your descriptions.ext file (again this file should be in the root of your mpmissions\exile.chernarus\addons folder) add the below ( i added it under the text onLoadName = class RscTitles { #include "addons\StatusBar\statusBar.hpp" }; If you have already have a class RscTitles section inside your in your description.ext then just add #include "addons\StatusBar\statusBar.hpp" inside it Once you have added it all you will need to re PBO your exile.chernarus folder
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in the same file look for the below and add your desired vehicle types into this section (you can get the correct class names from the config.cpp in the mission file open that file and search for class CfgExileArsenal - this is all the stuff the traders sell so you should see the names in there. // Stuff to spawn on roads ground[] = { "Exile_Bike_QuadBike_Black", "Exile_Bike_QuadBike_Blue", "Exile_Bike_QuadBike_Red", "Exile_Car_Lada_Taxi", "Exile_Car_LandRover_Ambulance_Desert", "Exile_Car_Octavius_White" }; **MAKE SURE WHEN YOU EDIT THE ABOVE THAT YOU FOLLOW THE FORMAT - so , after each one apart from the last one
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Enigma Exile Revive - v0.80 [UPDATED 08/09/16] 1.02 Compatible
Honest Jon replied to happydayz's topic in Scripts
Just checked that setting and I'm already using true and it's still happening so not that causing the issue for me it would seem. -
There are no planes in the DMS scripts - the planes you are seeing may be the ambient flyover planes introduced in exile - you can take them out from the config.cpp for exile - search the file for the word ambient and remove it from the list of events