malbogia
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CJKillinTime started following malbogia
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
malbogia replied to second_coming's topic in Add-ons
This is the code from the occupation.sqf, see the switch (toLower worldName) do at the top, and then it goes into case "chernarus" case "tanoa" This means the occuption mission will NOT spawn on an unsupported map, sooooooo as I've already said removing // in front of the occuption in static mission WILL work just as second_coming originally said, and yet, people seem to think that is wrong....../boggle My last post on this subject as this is for support and not for arguing who is right and who is wrong- 3161 replies
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
malbogia replied to second_coming's topic in Add-ons
/* "Occupation" static mission for Altis, Chernarus, Namalsk and Taviana Created by second_coming */ He is the original script writer for those missions and original directions on how to implement it into DMS before eraser1 and defent made it a default mission. Nice try though Not saying that you are wrong, yes, you can add the occupation script in, in the map config, for that map, if you want it to run globally for all available maps, you would remove the // like second_coming said.- 3161 replies
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
malbogia replied to second_coming's topic in Add-ons
All I did was remove the // from the occupation to get it running just like second said....... also probably not the best idea to tell the guy who wrote the script in the first place how to get it to spawn/working correctly......- 3161 replies
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I think people fail to realize, looting bodies is considered mission loot as well........
- 1546 replies
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- vemf_reloaded
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weird, worked last time i tried it. I'll double check to see if I did anything else
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you do this by setting skiplobby = 1 to skiplobby = 0 in the description.ext
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you can put code in a spoiler, select spoiler first, then select code
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if you're placing them in buildings that you are placing and not already a part of the map, you have to turn simulation on, on those buildings. as for the chairs, they have been buggy like that, even the default exile mission file chairs have some issues, they'll fix it i'm sure
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The Special Purpose Helmet is too strong
malbogia replied to LortFengerN's topic in Constructive Criticism
hence you should talk to whatever server admin controls the server you play on, because like you said, this is an apex item, not an exile item. -
That's a feature, not a bug. People asked for that to be added. if you don't want it you can remove this part from https://github.com/MezoPlays/Claim-Vehicles/blob/master/ClaimVehicles_Server/code/ExileServer_ClaimVehicles_network_saveVehicleRequest.sqf#L36-L39 discussed one page back already......
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they have tanoa loot positions included in their new exile files. Now if you want to go through and make your own is a different story
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ok, you are still running the wrong version of arma, still trying to run 1.60 and the new apex version is 1.62, you need to run your steamcmd and update the files, using this number Administrators can also use the command-line SteamCMD utility. The app ID is to be 233780. Information aquired from https://dev.arma3.com/post/spotrep-00058
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just post from start until the first crash then don't need anything after that if its doing a crash loop
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can you post a new rpt for it?