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Everything posted by Zombie Pacifier
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This is from the HVP pack that I did, but it's the same idea. You would have to depbo the HAP pbo and get all the .paa classnames
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new toast and all
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MySQL Error: Failed to initialize database protocol
Zombie Pacifier replied to DominoDown's question in Serverside
you only need to do that with infistar if you plan on using the whitelisting feature for it. the only other thing i can think of is when you rented the server and installed the addons from the mod manager that you wanted including exile, you should have gotten a new feature on the control panel page that says something along the lines of "format database for exile usage" did you guys do that? -
surprised no one has pointed this out yet, but the initlocal links to the misson.sqm
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0.9.8 Memory Bug
Zombie Pacifier replied to Skryp _ LotzoTheUltraBear's topic in Constructive Criticism
I was only having this issue when i put in skiplobby = 1 in the description.ext This was using 0.9.6 and apex preview build for my tanoa server. When i took skiplobby back out it worked fine. Haven't tried running 0.9.8 yet, only reason i mentioned this is because the pictures you posted are the shiny new load images with skiplobby turned on -
you set it to whatever you want within the config.cpp, the status bar script has a similar setting within its files so I'm assuming you just got lucky and have your restarts set to the default time put in the statusbar script. so for the settings below in the config.cpp you would set which mode you want, dynamic or schedule. dynamic interval would equal the amount of hours the server would be up before it restarts. ( if you restart every 3 hours, interval would be 3) if you use the scheduled restarts that would restart the server at those specific hours (in the example he has it restarting every hour, obviously you would want to delete the hours you didn't want it to restart)
- 75 replies
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- restart warnings
- scarcode
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(and 2 more)
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
Zombie Pacifier replied to second_coming's topic in Add-ons
Having the same issue running the latest test build of dms and the latest dev build of occupation. This is a fresh test server, no player buildings ect ect.- 3161 replies
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- survivor ai
- random ai
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Ah well sorry for that then lol. I'm pretty sure I've seen in my rpt log that when I log off the zombies that were spawned on me despawn almost instantly, thats what confused me
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he's removed tornz/tornzexile and the support for it and made tornz2 a private mod ps. glad you guys figured it out about the ai bug in the vehicle, i was still bashing my head against the keyboard trying to figure out what was doing it! oh and i'm malbogia too btw, can't log into my steam account for posting from work lol so i made an alter ego so i could post stuff
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Ok now that I'm home and can get that info for you (malbogia is me, just can't log into my steam account at work) you want to make the commandmenu section look like this for the advanced sling loading to work without kicking people KCM = false; /* Just close ALL CommandingMenus */ CMC = true; /* Check for CommandingMenus that are not in the allowedCommandingMenus array */ allowedCommandingMenus[] = {"#user:asl_deploy_ropes_count_menu","#user:asl_show_select_ropes_menu_array"};
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he's removed the original mods and support for them and has made tornz2 a private mod
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ExileZ 2.0
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after re-reading your initial post the only mods we are running exactly the same are exile, cba, HVP, ryan zombies, and inifstar, so I would guess your assumption on the zombies mod doing it could be correct
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yea i've been having the issue since the 1.60 arma patch, but since all the mods updated at the same time before i got the server up and running again it's hard to nail down exactly whats doing it. I've done everything from remove additions i made after the patch, to remove things I thought was doing, to changing settings in infistar cause i thought the anti-wall glitch ect might have something to do with it. Nothing works lol.
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I'm having this exact same problem on my server since the update, granted all mods got updated at roughly the same time. Everything you explained is happening exactly the same, only thing I haven't checked was to see if there was an invisible AI in the driver seat. Next time it happens I will check and get back to this thread. Edit: Can't say for sure it was because of a zombie hitting the vehicle though. I've had people say it's happened to just out of the blue. IE. they would get out go loot something, come back and couldn't get into the driver side again, and sometimes they can't do anything to the vehicle as get into it from anywhere or do a default scroll wheel filp (which normally fixes the issue thus far) when that happens i would just admin flip the vehicle and it fixes it. If those all fail, logging to lobby and back again fixed it.
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I had the same issue just change the percent chance to get infected to 0 _ryanzombiesinfectedchance = 0; //Precent chances to be infected on hit
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With the new infistar 48a and the new exile 0.9.6.1 and arma 1.60 update i'm getting a infistar message in the chat box saying "locked vehicle is to close, cargo will not open" I found a thread where you @infiSTAR had said that this was to fight against a dupe bug, but the issue I'm having is there are no locked vehicles within the vicinity. 4 dead AI bodies laying close to each other, no vehicles nearby and its giving me that message, making it impossible to loot anything at all . Is there a way to turn this check off?
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all the major/bigger cities/towns/villages, left out some of the smaller ones i'll probably go back in and do them later
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
Zombie Pacifier replied to second_coming's topic in Add-ons
quick question about the spawning of the ai. I just updated to the newest test/dev versions of dms and your occupation script (although it happened in the older versions too) but when i have the sc_survivors chance at the 25% with vehicle/air patrols turned on, all that ever happens is bandits in the vehicles with some bambi's in towns, all is well. I would like however to have a mixture between bandit/bambi ai between the towns and the vehicle patrols so i set the survivor chance to 50%. when i do this all town ai are bandits and all vehicle ai are bambi's. am I doing something wrong here?- 3161 replies
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- survivor ai
- random ai
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Script is working great! Kudos to those of you involved in doing this script.........and here comes the but..... Very small issue I'm having is the refueling/rearming of Heli's at the gas stations. If I land on the gas station roof I get no options. I even changed the distance to 30 meters just to be sure, now this is where it gets interesting. If I land within 30 meters on the GROUND I get the options like I would normally with a car or other defined item I have set up to use this. Is there a way to fix this as not all gas stations on maps have the room to land within 30 meters on the ground instead of the roof? I mean I guess I could always extend the distance even further but that kinda removes the purpose of "going" to the gas station. I just thought it was odd that it worked within a radius on the ground but not up. Thanks!
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@second_coming Not sure if it's just outdated or not but i'm getting this error when loading up this is my file setup with the fixes Any suggestions to get this working again? edit: to clarify i loaded into my server and everything spawned in correctly and works except the aircraft trader/aircraft customs edit + : DISREGARD, forgot to go into acd_init.sqf and add the 2 more variables, thought that might have been it! Anyways Thanks guys for updating this so it still works!!