screenracer

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Everything posted by screenracer

  1. screenracer

    ALiVE AI in Exile

    If I set them to blufor then they won't attack players, and I want to have 2 factions fighting eachother.
  2. screenracer

    ALiVE AI in Exile

    I managed to get it working, but opfor attacks each other. I don't want to bother to download cup and alive runs pretty slow from what I see anyway.
  3. screenracer

    ALiVE AI in Exile

    Altis, I managed to get past the infinite loading screen. (just had to wait longer) But then I spawn on debug island.
  4. screenracer

    ALiVE AI in Exile

    How do you open the exile mission file in the arma 3 editor to place the alive modules? When I try it tells me to upgrade the mission then when I try to load it on my server I get an infinite loading screen.
  5. screenracer

    Player Health

    I would also like to know how to do this. I think the damage is dealt through ExileClient_object_player_event_onHit? I think by changing this private["_damage"]; _damage = _this select 2; if !(ExilePlayerInSafezone) then { [_damage * 10] call BIS_fnc_bloodEffect; ExileClientPlayerIsInCombat = true; ExileClientPlayerLastCombatAt = diag_tickTime; true call ExileClient_gui_hud_toggleCombatIcon; }; true to private["_damage"]; _damage = _this select 2; if !(ExilePlayerInSafezone) then { [_damage * 1] call BIS_fnc_bloodEffect; ExileClientPlayerIsInCombat = true; ExileClientPlayerLastCombatAt = diag_tickTime; true call ExileClient_gui_hud_toggleCombatIcon; }; true then that would make players take less damage? Haven't been able to test it yet though. Update: Nope, doesn't seem to work. I'm not sure where exile handles damage, but I would really like to be able to not get one shotted by ai as well. (I run a private server with friends and we're kinda tired of reviving each other all the time)