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Everything posted by bou_ray
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Hello I just installed infistar on my server and I was setting up its filters. Battleeye already has a list of filters that I have been editing, for the mods I have installed. Do I just overwrite my battleeye filters and only use Infistar's? Do I merge the Infistar filters into my Battleeye filters, so I have both? Do I go back through my mods and add Collective Uniqueness to the Infistar's Own? I've read the instructions and all I have to work on is Infistar to put its filters in the Battleeye folder, which will overwrite everything.
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Thank you very much for your quick response. This was the best answer I have ever gotten from anyone on any forum. Straight to the point. No needing to know what I was trying to do. No unnecessary questions. Thank you for your help.
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it is looking great its really replayable although I do die about a bazillion times lol so far everything is working exactly as it should Good Job.
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Thank you that fixed it. It works great I was able to run through and take care of the mission I did notice however two things. When I activated the bombs, the task said I had 3 minutes to escape, but the timer started at 10 secs. I was however able to run to the bridge unscathed. Maybe have debris falling and mini earthquakes on each explosion, that might could hurt the player, if they wait too long. I mean it is an old crumbing fort anyways lol The second thing was after I crossed the bridge, and was watching my new truck and loot come down, there was a toast update saying that the underwater mission was completed by convicts. I was the only one playing.
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This is a great mod. I put it on my private server. I can get to the fortress and I see all the towers and ppl running around. Very cool. I see the skeleton on the ground, with the papers. when I hover over the papers, i get the investigate circle. When I use it, the circle fills up and nothing else happens. I dont get a Task update If I clear the area next to the first bomb, i investigate it, and nothing happens. I must have done something wrong.
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This is a great mod. I put it on my private server. I can get to the fortress and I see all the towers and ppl running around. Very cool. I see the skeleton on the ground, with the papers. when I hover over the papers, i get the investigate circle. When I use it, the circle fills up and nothing else happens. I dont get a Task update If I clear the area next to the first bomb, i investigate it, and nothing happens. I must have done something wrong.
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Hello, I was wonder if there was a inventory check script for the player additem. Like if I wanted the server to player additem "gasmask"; but if the inventory was full the player would never get it, and no message. I was wondering if it was possible to put a inventory space check before the additem. like If (inventory == full) then (_htext "Your inventory is full!") else (_htext "You recieved a gas mask!"); player additem "gasmask"; something like that. Any help would be appreciated thank you in advance.
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I have hardly no loot on Tanoa. I even used my "jacked" up loot table I was using before and even messed with the loot settings to give more loot in more places. But i Have like nothing to find. I can go through 10 buildings and might find 1 clip of bullets I cant even use.
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As for animals I've seen goats sheep and a chicken running around. But for the territory payment it is saying it is now due and to go pay it at the trader. I then go to the trader and pay it. I log off to make a server change and when I log back in it is saying it is due again. And I go and I pay the full amount. This whether I restart the server or just logging back in. Luckily I can just spawn the tabs to pay. I'd rathe just pay the office and not hafta worry about it until a week later.
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Is there a way serverside to modify territory payment? My base is pretty big and every single time I log in, i get the message saying my territory base fees are due. Even if I pay it, $18000 tabs... and log off and log back in within 5 minutes, it says my fees are ready to be paid again another 18000 tabs. Is there a way for this to may be show up once a RL week, and/or maybe adjust the amount of fees that is needed. Game is fun but not 18,000 tabs per log in fun.
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Hello, i am or have been trying to set up my zombies. I want to have a spawn trigger in each city. I want about 15 to 20 zombies to come out. And once they are all killed or dead, wait about 15 minutes or so to check respawn trigger maybe 30 minutes. I dont want random zombies to keep popping up after I kill them. Right now that is what I have got. I kill what I think the the city spawn, but they keep coming. I cant for the life of me, figure out how to set it up to do that. Just spawn the zombies, kill them, and wait for a lengthy time. Mainly because when I do a mission I might be in the trigger area, and I'm constantly having to deal with zombies while I am trying to clear a mission. And usually never succeed in finishing the mission because i've ran out of ammo. Here is my fn_init.sqf I've taken out the fast moving zombies, boss and spider zombies for now. i'll put them back in when I get this set up. Hopefully someone can help me. // ExileZ 2.0 by Patrix87 of http:\\multi-jeux.quebec // #include "code\pre_init.sqf"; #include "ZClassesList.sqf"; //All available classes per group #include "ZLoot.sqf"; //Loot groups #include "ZVest.sqf"; //Vest groups #include "ZClasses.sqf"; //Zombie classes groups #include "TriggerPositions.sqf"; //Trigger positions // EDIT BELOW //Global Settings ZombieSide = EAST; // zombie team side east, west and Civilian can be used ZombieSideString = "EAST"; // Same thing but in a string. CorpseDeleteDelay = 300; // delay before a zombie corpse is deleted. Debug = true; // debug messages. MinSpawnDistance = 20; // Closest distance from any player to spawn a zombie. MaxSpawnDistance = 160; // Max distance a zombie should spawn from a player. MaxDistance = 300; // Max distance to players before delete. MaxTime = 30; // Max time away from a player before delete. RemoveZfromTerritory = true; // Will kill zombies when they get too close to a flag. *(the check is done every MaxTime) will only work with zombies that are configured to avoid territories TriggerGroupScaling = 0.25; // 1 player = Groupsize, 2 player in trigger = Groupsize + (GroupSize * TriggerGroupScalling * number of player in the trigger) set at 0 to disable scaling LightsOff = false; // Kill all the light on map except the player lights. HarassingZombieAtNightOnly = false; // Spawn harassing zombies at night only. NightStartTime = 18; // Time at which it is night in hours NightEndTime = 6; // Time at which it is no longer night in hours //Explosive zombies ExplosiveZombies = true; // randomly boobie trapped zombies exploding a few seconds after dying. ExplosiveZombiesRatio = 2; // percentage of explosive zombies ExplosiveZombieWarning = "IT'S A TRAP !!!";// Message that will display a few seconds before the explosion of a zombie. ExplosionDelay = 3; // self-explanatory ExplosiveType = "Grenade" ; // "mini_Grenade" for small almost non-lethal explision or "Grenade" Big and dangerous explosion. ExplosiveRespect = 100; // Bonus respect for Exploding zombies //Killing zombies settings EnableMoneyOnKill = true; // Self Explanatory EnableRespectOnKill = true; // Self Explanatory ZombieMoney = 5; // Money per zombie kill ZombieRespect = 10; // Respect per zombie kill RoadKillBonus = 10; // Bonus Respect if roadkill MinDistance = 50; // Minimal distance for range bonus CqbDistance = 10; // Minimal ditance for close quarter bonus CqbBonus = 40; // Respect for close quarter bonus at 1 meter DistanceBonusDivider = 10; // Distance divided by that number = respect E.G. 300m / [20] = 15 Respect //Zombie settings : SET TO -1 TO DISABLE AND USE DEFAULT FROM RYANZOMBIES _Ryanzombieshealth = 0.8; // Health, *(initial damage level 0 is no damage 1 is dead) _Ryanzombieshealthdemon = 0.5; // Health, *(initial damage level 0 is no damage 1 is dead) _Ryanzombiesattackspeed = 1.5; // Attack speed, *(Time is seconds between attacks) _Ryanzombiesattackdistance = 2; // Attack distance, *(in meters) _Ryanzombiesattackstrenth = 0; // Attack strength *(Knockback strength) *(TYPO IS NORMAL) _Ryanzombiesdamage = 0.09; // Attack damage *(% of players life per hit, 1 is 100%) _Ryanzombiesdamagecar = 0.05; // Attack damage to car *(% of car health per hit, 1 is 100%) _Ryanzombiesdamageair = 0.01; // Attack damage to air *(% of car health per hit, 1 is 100%) _Ryanzombiesdamagetank = 0.005; // Attack damage to tank *(% of car health per hit, 1 is 100%) _Ryanzombiesdamagecarstrenth = 1.5; // Car attack strength *(Knockback strength in M/S) _Ryanzombiesdamageairstrenth = 1; // Air attack strength *(Knockback strength M/S) _Ryanzombiesdamagetankstrenth = 0.4; // Tank attack strength *(Knockback strength M/S) _Ryanzombiescanthrow = -1; // Enable or disable Throwing for zombies _Ryanzombiescanthrowtank = -1; // Enable or disable Throwing tank for zombies _Ryanzombiescanthrowdistance = 10; // Max throw distance _Ryanzombiescanthrowtankdistance = 0; // Max throw distance for tanks _Ryanzombiescanthrowdemon = 1; // Enable or disable Throwing for demons _Ryanzombiescanthrowtankdemon = 1; // Enable or disable Throwing tank for demons _Ryanzombiescanthrowdistancedemon = 50; // Max throw distance demon _Ryanzombiescanthrowtankdistancedemon = 10; // Max throw distance for tanks _ryanzombiesdisablebleeding = 1; // 1 to DISABLE player bleeding on hit, -1 to ENABLE player bleeding on hit. _ryanzombiesstartinganim = 1; // Enable Spawning animation _ryanzombieslimit = 100; // Player detection distance in meters _ryanzombiesdisablemoaning = -1; // No idle sound _ryanzombiesdisableaggressive = -1; // No aggressive sounds _ryanzombiescivilianattacks = -1; // Attack civilians _Ryanzombieslogicroam = -1; // Roam ***roaming can be heavy on cpu _Ryanzombieslogicroamdemon = -1; // Demon Roam _Ryanzombiesjump = -1; //Jumping Zombies _Ryanzombiesjumpdemon = 1; //Jumping Demons _Ryanzombiesfeed = -1; //Feeding Zombies _Ryanzombiesfeeddemon = 1; //Feeding Demons _Ryanzombiesinfection = -1; //Enable infections *(-1 to disable) _ryanzombiesinfectedchance = 10; //Precent chances to be infected on hit _ryanzombiesinfectedrate = 0.05; //Damage per minute when infected (+/- 30 minutes to live) _ryanzombiesinfectedsymptoms = 0.9; //Symptomes showed when infected 0.9 = Normal 0.7 = Less 0.5 = None _ryanzombiesinfecteddeath = 0.9; //0.9 = Scream on death 0.7 = Silent death _ryanzombiesantivirusduration = 300; //Antivirus duration *(5 minutes) //http://steamcommunity.com/sharedfiles/filedetails/?id=614815221 must be installed on the client for the cure to work //You also need to overide an Exile script, Details here : http://exile.majormittens.co.uk/topic/10999-rz-infection-for-exile/ _ryanzombiesmovementspeedwalker = 1; //Animation speed for walker zombies _ryanzombiesmovementspeedslow = 1; //Animation speed for slow zombies _ryanzombiesmovementspeedmedium = 1; //Animation speed for medium zombies _ryanzombiesmovementspeedfast = 1; //Animation speed for fast zombies _ryanzombiesmovementspeeddemon = 1; //Animation speed for demons _ryanzombiesmovementspeedspider = 1; //Animation speed for spider _ryanzombiesmovementspeedcrawler = 1; //Animation speed for crawler //Default Altis SafeZones SafeZonePositions = [// [[Coordinates],Radius] // You can Get the safezone information directly from your mission.sqm under class Markers [[14599,16797],175], [[23334,24188],175], [[2998,18175],175] ]; UseHarassingZombies = false; // HSet = [ /* 0 Groups Size */ 0, // maximum number of zombies around a player /* 1 Frequency */ 720, // time in seconds between each new zombie. /* 2 Vest group */ Nothing, // Vest function defined in ZVest.sqf /* 3 Loot group */ Nothing, // Loot function defined in ZLoot.sqf /* 4 Zombie group */ Easy, // Group function defined in ZClasses.sqf /* 5 Avoid Territory */ true // Zombie will not spawn in territories and will die in them if RemoveZfromTerritory is true ]; UseHorde = true; // Use the horde spawner HordeSet = [ /* 0 Groups Size */ 15, // maximum number of zombies around a player /* 1 Min Frequency */ 20, // min time in minutes between each new zombie horde. /* 2 Max Frequency */ 60, // max time in minutes between each new zombie horde. /* 3 Vest group */ Basic, // Vest function defined in ZVest.sqf /* 4 Loot group */ DocAndAmmo, // Loot function defined in ZLoot.sqf /* 5 Zombie group */ MediumMix, // Group function defined in ZClasses.sqf /* 6 Avoid Territory */ true, // Zombie will not spawn in territories and will die in them if RemoveZfromTerritory is true /* 7 Horde density */ 25 // Radius in which the zombies will spawn should be lower than Min Spawn Distance. ]; UseTriggers = true; //use the trigger system. //place loot boxes and mission script here triggerMission = compile preprocessFile "exilez\init\zmission.sqf"; triggerLootbox = compile preprocessFile "exilez\init\zmissionloot.sqf"; Trigger_1 = [ //Cities /* 0 Use this trigger */ True, // Self - explanatory /* 1 Trigger Positions */ Cities, // The name of the array used to list all trigger position in the TriggerPositions.sqf file /* 2 Max Zombies */ 15, // The maximum number of zombies for that trigger. /* 3 Activation Delay */ 15, // The delay before the activation of the trigger. /* 4 Spawn Delay */ 15, // The delay between each zombie spawn right after the activation until the Max group size is reached. /* 5 Respawn Delay */ 60, // The respawn delay after the max group size was reached /* 6 Show Trigger On Map */ true, // Put a marker at the location and radius of the trigger on the map /* 7 Marker Color */ "ColorRed", // Color of the trigger /* 8 MarkerBrush */ "Solid", // "Solid","SolidFull","Horizontal","Vertical","Grid","FDiagonal","BDiagonal","DiagGrid","Cross","Border","SolidBorder" /* 9 Marker Alpha */ 0.2, // Alpha of the trigger *(0 is invisible 1 is opaque) /* 10 Marker Text */ "", // The text on the trigger /* 11 Vest group */ Basic, // The name of the Array used to list all the possible vest for that trigger. ZVest.sqf /* 12 Loot group */ Useful, // The name of the Array used to list all the possible loot for that trigger. ZLoot.sqf /* 13 Zombie group */ MediumCiv, // The name of the Group used to list the zombies possible for that trigger. ZClasses.sqf /* 14 Avoid Territory */ false, // Zombie will not spawn in territories and will die in them if RemoveZfromTerritory is true /* 15 Mission Radius */ 0, // Up to how far from the center of the trigger the mission LOOT can spawn. /* 16 Mission SQF */ nil, // The location of the Mission file related to that trigger *(use M3Editor to create the file.) THIS IS STATIC AND WILL NOT MOVE WITH THE TRIGGER /* 17 Loot Box */ nil // The location of the Missionloot file related to that trigger *(See example file zmissionloot.sqf) ]; // List all the trigger group to use here. Triggers = [Trigger_1]; // DON'T EDIT BELOW #include "code\post_init.sqf";
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Hello, thank you for the coords for the cities. I've got mine setup for 15 zombies, but for some reason after 15 they keep spawning around 2 at a time. Is there another place I can get rid of the excess zombies. Because most of the time I cant complete missions because Im havin gto deal with zombies the whole time.
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Added a trader city and want to remove it and the serverside city wont go away
bou_ray replied to bou_ray's question in Serverside
Yes I did, but I figured out what it was, when you asked that. I had uploaded it to the wrong folder. I guess that is what I get from coming home from a 6 hour drive and playing on the computer at 130 in the morning. lol Thank you for getting me to double check. its fixed now.- 2 replies
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Added a trader city and want to remove it and the serverside city wont go away
bou_ray posted a question in Serverside
Hello, I created a trader city for the Tanoa airport. After copying over the script from the editor and verifing everything was in there except traders, I noticed in another file that there was a Lifou Traders camp commented out. So I uncommented it out and let the server run. After a while I logged back in the game, and there was a new trader camp at the airport by the end of the runway. So I said ok, that one works. So I removed all the lines containing my trader area. I'll move it to another area or island or something. I noticed there wasnt a locker in the new trader area so I moved my lockers to the ariveal and departure waiting areas in the airport. So after removing the lines in the initPlayerLocal and initServer files. And placing 2 locker lines with new coords. I was like great. All I should need to do know is restart the server. So I restarted the server and the traders I put in is still there, no lockers moved or anything. How can I get that camp to stop spawning or showing up in mulitplayer? Any help would be appreciated.- 2 replies
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Hello, I have a trader placed in my custom little trader area. No matter how I fiddle with the numbers he either faces left, faces right, lays on his back, or stomach, but never can get him to face forward. ["Exile_Trader_WasteDump", ["Acts_CivilListening_2"], "Exile_Trader_WasteDump", "Default", [[],[],[],["U_I_C_Soldier_Bandit_4_F",[]],[],[],"H_Hat_grey","",[],["","","","","",""]], [7072.102,7411.853,2.66144], [-0.031831, 0.999493, 0], [0, 0, 1]] He stands on the ground just fine right where I want him, but just doesnt face the direction i want him too. I've messed with the second set of [num,num,num]'s and its either one way or the other. How can I fix this, so I can get on to the second trader? Thank you in advance.
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
bou_ray replied to second_coming's topic in Add-ons
I just downloaded this and put it on my server.. and when I try to join I get data too short error. Ive tried to use the precompiled file and creating a pbo file with the folders and I get the same thing the recompiled file is 212K and the folder created pbo is close to the same size. i've even redownloaded the files again just make sure and it still gives me the data too short error- 3161 replies
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