TheDaddy

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Everything posted by TheDaddy

  1. TheDaddy

    [UPDATE] VCOM AI (Exile 1.0.4)

    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?
  2. TheDaddy

    [UPDATE] VCOM AI (Exile 1.0.4)

    Ah, ok. I've not tested much with mortars. Ill see how they get on with those aswell.
  3. TheDaddy

    [UPDATE] VCOM AI (Exile 1.0.4)

    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.
  4. TheDaddy

    [UPDATE] VCOM AI (Exile 1.0.4)

    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.
  5. 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];
  6. Works like a charm @Ghostrider-DBD, Thanks so much.
  7. 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.
  8. TheDaddy

    [RELEASE] Assassination Mission

    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
  9. 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?
  10. 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.
  11. 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.
  12. @McQuade Will the server run after you remove Occupation? Double check you are using the latest Infistar version and all the install instructions are correct.
  13. @FrankC94 Let the server run for at least 15mins then copy and paste the contents of your RPT into a spoiler. (you cant attach the file)
  14. @McQuade Could you try turning off Infistar logging in the Occupation Config. SC_infiSTAR_log = false;
  15. Replace Occupation and DMS with latest versions above and make no changes to config except maybe disabling Apex. If it's still not working, post your RPT as a spoiler.
  16. Set SC_debug = false; Which map are you on? It looks like your Occupation is not the current version. Make sure you have the latest versions of both Occupation and DMS. Always best to start with vanilla config and test all working before making changes. Then test for each change. https://github.com/secondcoming/a3_exile_occupation https://github.com/Defent/DMS_Exile
  17. As for A3XAI, yes. Add the class names to that list. For the roaming vehicles, they would need to be added to the "Roaming Land Vehicle Setup" section in the Occupation Config.sqf (assuming you are using occupation for roaming vehicles) as A3XAI is also doing that. The vehicles listed in the DMS Config.sqf define the vehicles that can spawn with the missions. The reward vehicles for the individual missions can be changed in the relevant, separate, mission file.
  18. He's there. Hes the guy fixing the Heli.
  19. TheDaddy

    [Release] USS Nimitz Occupation

    Would anyone know if it is feasible to make the Vehicles claimable using Mezo's Claim Vehicles Script? It seems to me that they need an init script added but i am unsure of what the syntax would be.