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god mode no stats change means it will only get u in godmode but will keep draining food water etc.
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Certain vehicles have dummy weapons too, Include them in your rearm and input a price of 0.
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That is exactly what i thought so i had to stop using it unfortunately.
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I wonder how come nobody reported thi, The script is great for most weapons but in some weapons it will replace your weapon with the _base one... Which will result in a kick for that player and then he wont be able to reconnect unless you delete that weapon from his inventory on your DB. I noticed this happening with RHS AK variants.
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This script worked fine til latest Arma update, Its not being called anymore. Any ideas?
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AMOK started following Fancy Welcome Dialog
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Have you whitelisted the above button codes and dialog screens?
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@GolovaRaoul A rare bug i seen when people die and don't hit respawn til the timer is over, Then on timer end they press escape and respawn it will duplicate the character and keep killing him everytime he respawns. The sollution is to find that player in the database and delete his duplicate from the player table.
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Yes mine does it equally or at least near equally.
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Server Freezing/Kicking Everyone/Still Online - DESTROY immediately after CREATE, both cancelled
AMOK replied to GolovaRaoul's question in Serverside
Here is my server IP 149.202.94.201:2432 So what i did was in the mission making i grouped all the exile player slots into 1 group. What i assume is causing this is when people split up all of those slots into individuals instead of 1 massive group. -
Have you made your own cfgloottables i assume by using the loot compiler? If not i suggest you do that, In there you will find a file named LootItemGroups.h which containes all the items and a number infront of them, That number infront if the "weight" chance of an item spawning in each group when its called by a "building". The higher you go the more chances the lower you go the less. A quick example: > SMGAttachments 20, optic_Holosight_smg 20, optic_Holosight_smg_blk_F 20, optic_ACO_grn_smg 20, optic_Aco_smg 20, optic_ACO_grn 20, optic_Aco having all set to 20 means (obviously im gone above 100% chance for that pick but doesnt matter really unless you care for "precission"). So what it really means is that it will equally pick from all of the above to spawn them when called to spawn an SMGAttachments. Below example > SMGAttachments 50, optic_Holosight_smg //50% 5, optic_Holosight_smg_blk_F 5% 10, optic_ACO_grn_smg //10% 5, optic_Aco_smg //5% 5, optic_ACO_grn //5% 25, optic_Aco //25% If it were to spawn this example it would have 50% to spawn optic_Holosight_smg in the SMGAttachments of a loot position ingame. Explanation on what you've done, Now that you took out the zipties and other trash it will look into what you have defined in the building loot for military gear to spawn previously it was Zipties (etc), Uniforms mil, Backpacks mil, Headgear mil and so on. Now because you removed the zipties etc it has less items to pick in small slots, So its picking what is left (flares, grenades). If you do not want only grenades in there then add in your loot table in the grenades section some more small items that you think are useful, Maybe some mags. In the end its up to you but given the above i've typed you should at least understand how loots work. This is what my military buildings loottable looks like, This is where you reduce the amount of Explosives etc spawn from the loottables.h in the loot table compiler. > Military 0, Trash 3, HEGrenades 2, UGLFlares 2, UGLSmokes 3, HandGrenades 3, SmokeGrenades 1, Restraints 0, MedicalItems 5, MilitaryClothing 5, MilitaryBackpacks 5, MilitaryVests 5, DLCVests 5, MilitaryHeadgear 4, Ghillies 4, DLCGhillies 5, Rifles 3, RifleAmmo 3, RifleAttachments 5, LMG 3, LMGAmmo 5, Snipers 3, SniperAmmo 3, SniperAttachments 3, DLCRifles 3, DLCAmmo 3, DLCOptics 3, DLCSupressor 3, Bipods 4, Explosives 8, GuerillaItems Hope it helps.
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Server Freezing/Kicking Everyone/Still Online - DESTROY immediately after CREATE, both cancelled
AMOK replied to GolovaRaoul's question in Serverside
After switching back to grouping all my players under 1 group in the mission file these crashes / freezes are gone. -
Server Freezing/Kicking Everyone/Still Online - DESTROY immediately after CREATE, both cancelled
AMOK replied to GolovaRaoul's question in Serverside
I might be onto something cause this started happening after i did a particular switch in my mission.sqm, Can any of you experiencing that crash tell me this... Are your Units in 1 group or multiple? talking about the exile ghost player ones. Try to merge them all into 1 group and tell me if that fixes the error for you, Im still monitoring my server. I had them all in 1 group but i split them and that first session is when i started experiencing this issue. -
Server Freezing/Kicking Everyone/Still Online - DESTROY immediately after CREATE, both cancelled
AMOK replied to GolovaRaoul's question in Serverside
Our server is experiencing exactly the same issue here. -
Post us your RPT after the changes (when it's not spawning).