gfourth
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Everything posted by gfourth
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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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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 -
[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
gfourth replied to second_coming's topic in Add-ons
Pastebin the file, you're likely just missing a , or ; or " or... Doesn't take much!- 3161 replies
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- survivor ai
- random ai
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[Update]36 DMS Bandit Missions (either new or reworked)
gfourth replied to red_ned's topic in Events, Missions & AI
@Bob_the_K these settings -
[Update]36 DMS Bandit Missions (either new or reworked)
gfourth replied to red_ned's topic in Events, Missions & AI
It's all the 'blacklist' settings in config.sqf. And they're also in the 'map_configs' folder titled 'Tanoa.sqf' etc... The settings in the map_configs folder will override the settings in config.sqf -
[Update]36 DMS Bandit Missions (either new or reworked)
gfourth replied to red_ned's topic in Events, Missions & AI
You can't turn the markers off via config, only the translucent circle around it. What I did was go into fn_createmarker.sqf and add 'alpha = 0' into the marker code, this makes it 100% translucent. There's probably 20 ways to do it, this worked for me. I'm going off the top off my head, would be glad to explain better when I can look at it tomorrow morning. -
Exile Scavenge Framework - 0.7 BETA (23.10.2017)
gfourth replied to [RG] Salutesh's topic in Scripts
I believe the 2 server overrides are unnecessary now with 0.7, I saw a note on the git that they were removed- 255 replies
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Exile Scavenge Framework - 0.7 BETA (23.10.2017)
gfourth replied to [RG] Salutesh's topic in Scripts
No problems, sorry, I was replying to oldmatechoc about disabling Exile auto refueling in my first sentence. Thank you, you answered my question, time to start modifying my loot tables- 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 was able to figure it out, had to make a script, it is hardcoded into Arma, not Exile. Thank you though. @[RG] Salutesh Question- If for a certain class we do not want to use the Exile loot tables as the return, can we change that class back to how it was in 0.6? For example, can we remove : table = "CivillianLowerClass"; and replace with the original: items[] = { "items_pack_banana" };- 255 replies
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Exile Scavenge Framework - 0.7 BETA (23.10.2017)
gfourth replied to [RG] Salutesh's topic in Scripts
Awesome work! I can't wait to upgrade .6 to .7! Do you know anyway to disable vanilla refueling? Besides AVS, I don't want to use that.- 255 replies
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I just found it myself, didn't know it existed! Having problems, hope this is my solution. https://github.com/AdamKadmon/AVS/releases/tag/1.4.5
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@NeverAgain what was your solution???