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[RELEASE] ExileZ Mod by [FPS]kuplion - Based on ExileZ 2.0 by Patrix87
[=PUG=]webbie replied to kuplion's topic in Add-ons
Hey @kuplion is it possible to use BIS_fnc_selectRandom with the loot and death so it has a different location every restart or on a timer even. I've had a fairly good go at it but I kept getting errors with position. I know the array was right and sequence but assuming the classname is not allowing it. I tried using it as a class but it didn't seem right to begin with. EDIT: after pasting that in i realised my co-ords were all messed up, not sure how I managed that but say I had those correct is the array doable you think? Any thoughts? -
[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
[=PUG=]webbie replied to second_coming's topic in Add-ons
Hello again, After pulling my hair out for a few days I thought someone can enlighten me. I'm running occupation with dms and am having the already mentioned no ammo bug with some AI. Seems to be mostly the Roaming vehicles. I rolled right back to just my mission file, occupation and dms and it was still happening so Id be guessing theirs a bit more to it perhaps on the arma side of things. DMS is Vanilla with the exception of Rank change being changed to True. Its not a big deal but I am also finding the occupation will just stop working. Infistar will log up to a certain point then occupation just stops altogether, no fast time or anything. Any help would be appreciated, maybe theirs something in exile I've overlooked. Thanks in advance.- 3161 replies
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- survivor ai
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This is a pretty simple question but I havent actually done it. Probably more aimed at @Captain Bigzy seeing as how he mentioned it. whats the best way to merge customised existing files with the new ones? or is this a case of edit line by line?
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
[=PUG=]webbie replied to second_coming's topic in Add-ons
Hi Exilers, Any help appreciated, I am running DMS, Occupation, CUP and Ryans. Occupation stops spawning AI at around 96 to 147 they are pretty consistent numbers, my cap is set to 250. I had this exact setup on a previous server that I ran a fair while ago now but their have been alot of chnages since then. Wondering if anyone has any suggestions? Thx in advance. Latest RPT minus all the usual stuff at the beginning https://pastebin.com/1mqcRYw7- 3161 replies
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- survivor ai
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Scripting function 'bis_fnc_reviveinitaddplayer' is not allowed to be remotely executed
[=PUG=]webbie replied to [=PUG=]webbie's question in Serverside
thx @StokesMagee, After much dicking around I did relaise it needed to be added that way, Thanks for thereply, appreciated. -
Scripting function 'bis_fnc_reviveinitaddplayer' is not allowed to be remotely executed
[=PUG=]webbie posted a question in Serverside
Is anyone able to help me with this? Im sure it has something to do with battleye filters, Im just unsure how to fix it, thx. I can post my rpt if required. Scripting function 'bis_fnc_reviveinitaddplayer' is not allowed to be remotely executed -
DMS Mission addon Contents page
[=PUG=]webbie replied to William =D's topic in Events, Missions & AI
Have a good read through the config the exact line is in their for distance and timeout.- 188 replies
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[Release] xsSpawn | Ground Spawn or Halo Selection
[=PUG=]webbie replied to xstreme's topic in Scripts
@Slider check your database in case theirs a duplicate player id and check brc in case hes got a ban of some kind- 266 replies
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Did you edit your extdb-conf to allow for v3? And yes I've tried rehashing the script for base spawn a dozen times but I've put it on the back burner for now. It doesn't generate any errors.
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[Release] xsSpawn | Ground Spawn or Halo Selection
[=PUG=]webbie replied to xstreme's topic in Scripts
Right off the top of my head I'd say do a search in you project files for object_player_createBambi to find out where it duplicating.- 266 replies
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Im actually getting this now, but im finding the issue occurs more when i update occupation files. I am on a 3 hour restart cycle. I think it may have something to do with dms persistent vehicles Im at a bit of loss. I have occupation set to how I want it now so Ill just leave it and see how it pans out.
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
[=PUG=]webbie replied to second_coming's topic in Add-ons
It worked. I just replaced one of the other objects to make it a bit easier. There's no sign. Their backwards. But they are their. lol- 3161 replies
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- survivor ai
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
[=PUG=]webbie replied to second_coming's topic in Add-ons
Thanks @TheDaddy I might try doing the placement purely with the class and see what happens- 3161 replies
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
[=PUG=]webbie replied to second_coming's topic in Add-ons
Hi, Ive had a good search but if this questions already been answered apologies. On occupation traders is it possible to add in the lockers? Perhaps via trader. Sqf? I understand the process for doing this however I'm not sure what the class would be for the lockers, thx in advance- 3161 replies
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- survivor ai
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[=PUG=]webbie changed their profile photo
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[Release] Exile Occupation (Roaming AI) & More - updated 2019-01-23
[=PUG=]webbie replied to second_coming's topic in Add-ons
Hi all, Just trying to find a solution to disable the safe zones on occupation spawned traders. Im aware in the config of the safezone true/false switch however it seems to have no affect so Im just wondering if there's away to remove the marker placement or something so that it does not place the safe zone at all. It hasnt been for lack of trying to fix it myself or searching for a solution in the forums but I havent made any progress thus far. Any suggestions appreciated. Thx. EDIT: Solved. Something stupid as always. I was putting markers around the traders even though they werent actual safe zone markers.- 3161 replies
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- survivor ai
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