devilFaust

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Everything posted by devilFaust

  1. devilFaust

    Anomalies Static Placement?

    I'm not sure where else to post/ask this. Does anyone know if it's possible to set coordinates for Anomalies? (like one does for radiation?) Also, is there any way to change the size or scale of them? The short and sweet is I'd like to put one at the center of each of my Radiation Zones. (as though it's the source of the Rads.)
  2. 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
  3. 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....
  4. 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.
  5. 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? )
  6. Thanks! That clears a few things up for me!
  7. 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
  8. 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.
  9. 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.
  10. devilFaust

    Moving spawn zone

    I want to shift a spawn zone a little bit so it doesn't run into a radiation zone I'm making. There is no other setting other than the mission.sqm file correct? Just change the marker position's coordinates and I'm gtg? (I'm probably over thinking this, but for example Radiation areas need to be added to to the config.ccp, and then the marker location to the mission.sqm) Sorry if it's a dumb question.
  11. 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.
  12. 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.
  13. 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.
  14. devilFaust

    Adding Ambient Sounds/Noises?

    That's a huge help, a great place to start, thanks for that.
  15. 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
  16. devilFaust

    [SOLVED] 1,0.0 Potato Radiation Zones

    Awesome, thanks for making things so much cleaner and easier to manipulate. Nice job!!
  17. 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?
  18. devilFaust

    [Updated V4]EVR Blowout for Exile

    Sorry to resurrect this thread, but I'm late to the party. Is this script still working for people with the "kiwi" release? I've also noticed the OP script has been updated/changed along the way with other changes. If anyone who's currently using this could point me in the right direction I'd appreciate it. Thanks.
  19. devilFaust

    So, about these jet flyovers..

    I switched mine over to the prop planes and they're way less annoying and more entertaining. The handful of players on our server seem to enjoy them more as the Censna and AN2.
  20. devilFaust

    Minor Weapon Bugs list

    sorry, I didn't know if this was considered clientside, or if CC was a spot for 'fixes' Thanks for the heads up.
  21. devilFaust

    Minor Weapon Bugs list

    I'm not sure if this is where to put this, so let me know if I'm in error (or move me), or if this has been reported (I searched and couldn't find it. I'm compiling a list of weapon bugs I've found and my players have found with some of the new weapons. M1014 Shotgun - The sights default to 200m when picked up (and dropped/picked up), but acts more like 400m. So people that don't know to pageup/down are shooting over the heads of AI/players. SVD - Open Sights are off and players are unable to aim down bore (it's canted a bit to the right) VSS Vintorez - Some reports of scopes shooting wildly high, but I can't repeat the problem. I haven't tried each scope however. So if this is a dupe or the wrong spot, sorry in advance.
  22. This is probably dumb of me, and not directly related to Occupation, but.... I have my Occupation AI spawning the new Exile weapons (I have a mostly Russian Weapons/Stalker thing going on). My AI spawn the SVD without a scope as one would expect. What I'd like to do is get the Exile_Weapon_SVD to spawn with a optic_DMS attached to it. I don't want every AI to spawn with a DMS, just the ones that end up with an SVD (the others spawn, AKs, PKs, etc as part of the possible list) Do I make a new class of SVD? (i.e. Exile_Weapon_SVD_DMS), and if so how and where do I call that? Thanks
  23. devilFaust

    AI Drones

    Perfect! You saved me a lot of digging. I think the prop planes might be fun to add in. Thanks again!
  24. devilFaust

    AI Drones

    I was thinking of changing mine to the older prop planes instead of jets, where do I change the call on that? I have been looking through the PBOs, but can't find the actual file that's calling which planes are used.