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I added mortar units to missions and they will use them as statics but cant add mortars to roaming AI as they need both backpacks, tube and tripod? Or am i missing something?
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Ah, ok. I've not tested much with mortars. Ill see how they get on with those aswell.
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Yep, i've tested with every type in the game. They will drive around and go through the motions as if to fire but never actually fire. At numerous distances and scenarios. Looking to see what settings others are using with success.
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Has anyone seen the AI fire Artillery in the latest Version? I had it working well in V2 but in V3, no matter what i set i cant get them to use it. Everything else works flawlessly.
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
TheDaddy replied to second_coming's topic in Add-ons
I may be wrong but i believe this entry should be in single brackets? SC_occupyTransportStartPos = [[13328.468,11792.64,0]]; to SC_occupyTransportStartPos = [13328.468,11792.64,0];- 3161 replies
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- survivor ai
- random ai
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
TheDaddy replied to second_coming's topic in Add-ons
The Second call is for when Apex is being used. ....but Kup said it better....- 3161 replies
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- survivor ai
- random ai
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blckeagls Missions: Dynamic, Static, Highly Configurable, Mission Creation Tools Included.
TheDaddy replied to Ghostrider-DBD's topic in Add-ons
Works like a charm @Ghostrider-DBD, Thanks so much. -
blckeagls Missions: Dynamic, Static, Highly Configurable, Mission Creation Tools Included.
TheDaddy replied to Ghostrider-DBD's topic in Add-ons
Thank you for this. Still working great on my server. Would you know how i could put my static missions into an array? so that it would chose a random one each restart? I have created several but dont want them all to spawn at the same time. Many thanks. -
I love the look of this mission, thank you. Just want to clarify: Nikos is supposed to move to the end marker when he spawns, correct? My Nikos just stands at the start marker and never moves. I haven't edited the mod in any way. Can anyone think of a reason he wouldn't move? Thank you
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blckeagls Missions: Dynamic, Static, Highly Configurable, Mission Creation Tools Included.
TheDaddy replied to Ghostrider-DBD's topic in Add-ons
Either should do it. -
blckeagls Missions: Dynamic, Static, Highly Configurable, Mission Creation Tools Included.
TheDaddy replied to Ghostrider-DBD's topic in Add-ons
The loot crates system isn't written to have AI or markers. It's only for placing crates at pre defined locations. Have you defined locations in the SLS config file? -
[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
TheDaddy replied to second_coming's topic in Add-ons
The OccupationSky.sqf is written for Helis. Personally i wouldn't trust the AI in a plane, they will invariably end up in the ground.- 3161 replies
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- survivor ai
- random ai
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
TheDaddy replied to second_coming's topic in Add-ons
I belive you can delay the start of the particular modules in the \scripts\startOccupation.sqf There are various sleep times and you can change the order also. Re: Remove weapons. Do you mean the onboard weapons like rockets on helis etc? If so, it would be easier to change the class name of the spawned heli to one that has no weapons.- 3161 replies
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- survivor ai
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
TheDaddy replied to second_coming's topic in Add-ons
Does this help?- 3161 replies
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- survivor ai
- random ai
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[RELEASE] ExileMod Re-Arm/Repair (New Release 16/09/18!)
TheDaddy replied to Bones51's topic in Scripts