devilFaust

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About devilFaust

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  1. I apparently did not add something correctly then I'll have to wait till close to next reset to try it out since I have players on right now doing missions. I'll dig into it. Thanks for your time btw. Really appreciate it.
  2. Everything seems to be working (i.e. server launched, no errors) but i'm not seeing the selection in infistar to actually activate the script. (or do I need to punch something into the admin console? )
  3. Thanks! That clears a few things up for me!
  4. I was just trying to get his working last night and failed horribly. I get where to put the custom_functions in the CUSTOM_FUNCTIONS.hpp, but where do I need to put the fn_spawnAI = { _targetObj = _this;...etc etc Is that run in the admin console once I've added the custom functions or do I need to add that into EXILE_AT.sqf? Edit: I'm just trying to do this with standard DMS units, not zombies
  5. devilFaust

    Wrong Signature Kick after Apex update

    Ok, well that's good to know (not good that it's happening...) but good to know it's not a purchase issue. For the players it happens to, it's never the same pbo either. Folks have reported they've deleted and reloaded all their addons and still have the problem.
  6. devilFaust

    Wrong Signature Kick after Apex update

    Ours is all over the place and it happens to some players, but not all. The pattern I'm starting to notice is folks that DON'T own Apex are getting the sig kick on our server. Again, working theory, I don't have a lot of concrete proof to back that up.
  7. devilFaust

    Moving spawn zone

    The main things I've divined from testing: Put your exile_3din.pbo and bitsign in the @exile plugins folder but move it out again before you log into your server or you'll get kicked. Alternatively you can set it up as it's own stand alone mod in it's own mod folder. Put your un-pbo'd exile.altis (or whatever map) in your documents folder under MPmissions Delete info from the mission.sqf so it's empty Go in and do your edits and save your mission in non binary format. From there it's just a lot of cut and paste in your working mission.sqf and your initServer.sqf Last night I made a destroyed spooky swamp base (also radioactive) on my altis map.
  8. devilFaust

    Moving spawn zone

    the new exile_3den editor makes all this so much easier and so much more fun. just create an eclipse marker and double click on it to bring the attribute editor up. No build zones, contamination zones, spawn zones... All right at your finger tips. Super handy.
  9. devilFaust

    Adding Ambient Sounds/Noises?

    It's going to be triggered by the player entering an area, so I'm guessing I need a new class. (i.e. not the cgfExileMusic) since the sound itself will be a non constant.) End of the day what I want to do is just piggyback off the Geiger counter sound trigger when a player enters a contaminated zone. I've been swamped here (work) so I haven't had a chance to actually dig in deep or run tests yet.
  10. devilFaust

    Adding Ambient Sounds/Noises?

    That's a huge help, a great place to start, thanks for that.
  11. devilFaust

    Adding Ambient Sounds/Noises?

    I would like to add a few ambient sounds to our server to get it a little more haunting in spots (Altis map btw) For example I have a .ogg file here that I would like to loop inside a contaminated zone, much like the geiger counter loop that already exists in there, so that when a player enters that area it will trigger another looping ambient sound. From what I understand I need to put the .ogg in a sounds folder in my Exile.Altis.pbo so it pushes it to the client side? If anyone could point me in the right direction (example of code) etc I'd appreciate it. I have a very rough idea of where to start so help is so very very welcome. Thanks
  12. I stumbled across something interesting tonight. Radiation (Contaminated Zones), seem to have a height limit of 120m. The zone marker itself shows up, and the loot table is triggered, but the visual/audio fx, as well as player damage cap at 120m and above Any area below 120m on the map works as expected. (washed out colors, geiger counter, damage with no mask...) Not a show stopper by any means, but if you're wondering why you see a contaminated zone but it's having no effect....
  13. devilFaust

    [SOLVED] 1,0.0 Potato Radiation Zones

    Awesome, thanks for making things so much cleaner and easier to manipulate. Nice job!!
  14. Just a quick observation here. I noticed the coordinates for the radiation zone are no longer in the config.cpp file (Altis specifically) So does the marker information (position and size) found in the mission.sqm take over for this call? (making the coordinates not required in the config.cpp?) Also does this marker then automatically override an existing loot table? (For example if I make Telos Military a contaminated area, does the loot then switch from the military base table to the Radiation table? Thanks
  15. devilFaust

    Death loop

    I just had one pop up last night with one of our admin. I'm going to try this today: And if that doesn't work I'll just nuke him from the DB, unless anyone has a newer improved method?