gfourth
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gfourth last won the day on September 5 2017
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Exile Scavenge Framework - 0.7 BETA (23.10.2017)
gfourth replied to [RG] Salutesh's topic in Scripts
Unfortunately I didn't add comments to differentiate the Tanoa objects...- 255 replies
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Exile Scavenge Framework - 0.7 BETA (23.10.2017)
gfourth replied to [RG] Salutesh's topic in Scripts
I have most of the Tanoa trash stuff added to mine, I could share my scavenge file with you- 255 replies
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Yes, there is, you just need to add an interaction to whatever object you want to use to call the create family script. It's in your mission file config.cpp. Sorry I can't point you exactly what to do, I'm on my phone and not near my server, the info is out there and it's super easy to do. I did the same for territory upgrades and rent payments, they're done right from the players flags.
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gfourth started following CUP items gone after restart, Create a family without office vendor? and Mission Vehicle Prices are 0
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Exile Scavenge Framework - 0.7 BETA (23.10.2017)
gfourth replied to [RG] Salutesh's topic in Scripts
Yeah so it likely turns out I'm just an idiot... As usual lol. I had set up my loot tables and compiled them, but I must have closed my LootTables.h and not saved it, THEN compiled it, so I had my new item groups, but no Loot Tables for them to be drawn from.... Like I said above... 90% of the time I know it's my error, I think I need to change that to 99%! Fixing my loot tables now- 255 replies
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@Bob_the_K I'm fairly certain we're running all the same exact mods and scripts! Haha I use all those too.
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It looks like you had a partial Easy Traders setup going, just missing the exile item list and trader categories. Like @Bob_the_K said, use Easy Traders! Makes life better
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Exile Scavenge Framework - 0.7 BETA (23.10.2017)
gfourth replied to [RG] Salutesh's topic in Scripts
There's always a very good chance that the problem is on my end... 90% of the time I screw something up In this case, with another also having the same issue I assumed it might have been a script problem. I'll be digging deeper on my end when I have a chance and report back.- 255 replies
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Exile Scavenge Framework - 0.7 BETA (23.10.2017)
gfourth replied to [RG] Salutesh's topic in Scripts
I gave this a shot, but it didn't help. It did keep the inventory from coming up, so no inventory flashing either. But a successful scavenge did not provide loot- 255 replies
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Exile Scavenge Framework - 0.7 BETA (23.10.2017)
gfourth replied to [RG] Salutesh's topic in Scripts
@Chernaruski did you get your scavenging sorted, or do you think this issue is rooted in 0.7? I haven't been able to troubleshoot mine yet.- 255 replies
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[Release] ZCP - Zupa's (& City) Capture Points 3.1 ( 23 september update )
gfourth replied to Zupa's topic in Add-ons
There's a setting in the fn_config to tell ZCP which AI system you use. I don't think DMS is required. -
[Release] ZCP - Zupa's (& City) Capture Points 3.1 ( 23 september update )
gfourth replied to Zupa's topic in Add-ons
Your log is telling you the problem... You must have DMS installed for it to work! -
The quotes allow the spaces to work, with this you've also added underscores... Which would also work as long as the folder names have the underscore added too!
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Exile Scavenge Framework - 0.7 BETA (23.10.2017)
gfourth replied to [RG] Salutesh's topic in Scripts
This is happening to me too, for trash and wrecks (the scavenge classes). I have my new loot tables all set up. Edit: same behavior for me exactly. And I do not end up with an item in my inventory for the successful scavenge. Sometimes my inventory will stay up instead of flash.- 255 replies
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[Update]36 DMS Bandit Missions (either new or reworked)
gfourth replied to red_ned's topic in Events, Missions & AI
@jmayr2000 Ohhhh I know what that is now... That is from Occupation, it is showing you which areas AI have taken over. In Occupation's config.sqf set SC_mapMarkers to false -
[Update]36 DMS Bandit Missions (either new or reworked)
gfourth replied to red_ned's topic in Events, Missions & AI
Doh! Sorry man I skimmed to fast and missed that... I am barely getting my toes wet with coding, but I know the position commands have parameters for water mode and shore mode, I bet that you could add positioning to specific missions, and have those missions not use the default positioning code? Or maybe duplicate the positioning code (make a 2nd file and modify it to have water and shore mode adjusted, and then have the mission call that file for a position? Just thinking out loud. You've got me curious, I'll be looking at the code tomorrow... Edit: https://community.bistudio.com/wiki/BIS_fnc_findSafePos Edit #2...: DMS has an underwater mission for Tanoa I believe, that should provide some answers