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aussie battler last won the day on July 10
aussie battler had the most liked content!
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[RELEASE] Anomaly & Creatures Pack by Alias
aussie battler replied to aussie battler's topic in Scripts
I tried that but it still spawns under the track: Try changing the last number to 0.2 meters ExileServer/addons/a3_exile_occupation/scripts/occupationFarty.sqf : private _position = [0,0,0.2]; // insert your custom position here I also tried to add custom props for the missions but they didn't show up when the crate did. You are missing the end code which lets the objects spawn: The toxic slug spawns from a random position on the mission marker. If someone runs to the crate, the map marker goes & the slug can't respawn. Its one of the downsides of the mission. -
[RELEASE] Anomaly & Creatures Pack by Alias
aussie battler replied to aussie battler's topic in Scripts
@Blaezit Spawn a lootcrate in the editor on the tracks & grab the co-ords (double click on the box & get it's position). Change line 10 to the crate position. Then delete all the random spawn info, like this: https://github.com/aussie-battler/Alias-Anomaly-Creatures/blob/master/%40ExileServer/addons/a3_exile_occupation/scripts/occupationFarty.sqf -
[RELEASE] Anomaly & Creatures Pack by Alias
aussie battler replied to aussie battler's topic in Scripts
Farty spawns on a random position called by this file: https://github.com/aussie-battler/Alias-Anomaly-Creatures/blob/master/%40ExileServer/addons/a3_exile_occupation/scripts/occupationFarty.sqf I cant see any static positions in your file to make it spawn in the tunnel. I had the ai spawn at the largest space in the station (at the track end point) & the ai walk straight under the stairs. @kuplion made occupation loot crates ai stay in the one place with: [_group, _spawnPosition, 25] call bis_fnc_taskPatrol; // patrol 25m from the spawn You will be causing a world of pain for players & yourself even with a 20m patrol radius. Farty really needs an open random field, unless you love playing admin. Get ready for players to hop on the comp train. -
[RELEASE] Anomaly & Creatures Pack by Alias
aussie battler replied to aussie battler's topic in Scripts
@Blaezit no worries, post your log + https://github.com/aussie-battler/Alias-Anomaly-Creatures/blob/master/%40ExileServer/addons/a3_exile_occupation/scripts/occupationFarty.sqf You need to call this: private _position = [10413,2567,0]; // this position is for Cherno Green Mountain _mapMarkerName = format ["Toxic_%1", _i]; if (SC_occupyFartMarkers) then { _event_marker = createMarker [_mapMarkerName, _position]; _event_marker setMarkerColor "ColorGreen"; _event_marker setMarkerAlpha 1; _event_marker setMarkerText "Toxic Slug: bring grenades"; _event_marker setMarkerType "ExileContaminatedZoneIcon"; }; All the objects would need to be placed in editor & then called in the script. I did a static mission at the train station & ai walk through the tunnel walls. It ends up being a nightmare because players cant finish the mission. The toxic slug would just warp into walls & probably hit players through the wall... -
Is Discord good enough for Exile community threads?
aussie battler replied to Sgt Smash's topic in General Discussion
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Is Discord good enough for Exile community threads?
aussie battler replied to Sgt Smash's topic in General Discussion
I just don't understand why they cant pass the forum website onto the community. Is it a case of I'm done & everything we built can go down the shredder? -
Is Discord good enough for Exile community threads?
aussie battler replied to Sgt Smash's topic in General Discussion
A mate told me that @kuplion has thrown in the towel. I notice his github is gone https://github.com/kuplion Sounds like the ship is sinking. -
Database not deleting base objects after flag removal
aussie battler replied to Sgt Smash's question in Serverside
85.25.202.58/download-all-the-files/ExileServer-1.0.4a.zip -
Database not deleting base objects after flag removal
aussie battler replied to Sgt Smash's question in Serverside
I recently had this problem on a new x64 bit server. I added back in these lines in that @Brett Nordin recently commented out. All base objects (2 weeks old) from abandoned territories deleted after a restart. Thanks to Brett Nordin for the fix & keeping ExtDb3 updated, nice work. The fix was in exile.ini (line 634 from https://github.com/BrettNordin/Exile/blob/master/%40ExileServer/sql_custom/exile.ini ) Delete out the comments ;; like this: +++ This is a fix that worked for me on a x64 bit database, The 32 bit database (ExtDb2) exile.ini is different. +++ -
@Masterking you would need to merge the scripts into bodyguard.sqf I just gave you the links as cheat sheets on how to do it.
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@Masterking Thanks, glad you like it. It is possible, check this out: https://github.com/Fickdichhard/A3XAI-UPLOAD/blob/master/4. SQF/addons/a3xai/compile/A3XAI_unit_events/A3XAI_heliParaDrop.sqf and this: https://github.com/Fickdichhard/A3XAI-UPLOAD/blob/master/4. SQF/addons/a3xai/compile/A3XAI_unit_events/A3XAI_ejectParachute.sqf
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@MGTDB Just wondering if you created loot positions for the new buildings or if you were able to grab loot positions from Dayz SA?
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@El Rabito The Extended Base mod Bunker can hold 2 million from memory. Thanks for the answer.
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I had a player buy a safe from the trader and set it up in his new base. He decided to pack it & when he did it exploded with loot. It had heaps of satchels, knives, a stolen level 3 flag & over 1 million in poptabs. He has just joined the server & it was the first safe he put down. Is this at all possible? Or is it new players duping just covering their ass?