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Ghostrider-DbD-

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Ghostrider-DbD- last won the day on November 4 2016

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About Ghostrider-DbD-

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    Hardened
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    http://deathbeforedishonorclan.com

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    Sabina, Taviana

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  1. Looking at the logs, it seems to restart correctly most of the time. Every now and then it fails to restart as scheduled and a manual restart is required. We are using the Epoch restart timer. I think this is one of those random glitches rather than a true bug. Our configs are as follows: epochconfig.hpp serverRestart = true; // true sends #shutdown command to server after the time specified in ForceRestartTime forceRestartTime = 14400; // 4 hour restarts Ghostrider for DBD Clan.
  2. Build 53 has the behavior for helicopters from Build 46 plus bug fixes. https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC/tree/Version-6.58-Build-53 The only remaining issue I have seen is that it throws errors when prohibited kills occur.
  3. Sure - do you recall which build gave the behavior you wanted ? I am thinking it was 44 but I could be mistaken.
  4. Thanks, these settings worked fine for me.
  5. I've been wrestling with getting static weather to work with this build of epoch. Thus far I have: set up static weather parameters in @epochhive\epochconfig.hpp: WeatherStaticForecast[] = {68,0,{0,0,0},0,{0.3,0.3},0}; // Note the added 0 for lightening. Commented out the "ChangeWeather" event in this same file: // { 18000000, "ChangeWeather", 1 , 1}, Is there anything I am missing? Many thanks in advance.
  6. Build 51, Version 6.58 uploaded. This build fixes a few bugs and typos that primarily affect those running the missions on Exile.
  7. Not quite sure what you are asking?
  8. Version 6.58 build 50 uploaded just now. https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC/tree/Version-6.58-Build-50 Bug fixes: mission timouts no longer prevent missions from respawning; a minor bug with the code that handles the end of a mission was sorted; time acceleration tested and verified that blck_timeAcceleration = false now disables it. Missions end properly when using multiple loot crates; Added: A new FAQ more documentation in the configs. Known Issues: AI Patrol vehicles are not disabled when the mission is completed with AI in the vehicle. If AI are deleted before vehicles and players are allowed to take vehicles then the vehicle is not properly disabled. Please PM me with issues.
  9. Dev Build 47 uploaded. Reverted to the previous method for determining AI movement.
  10. Dev Build 46 uploaded to the Github. Debug settings were turned off. Implemented a somewhat different method of generating waypoints that may alter AI behavior.
  11. There may be some debug settings on which would explain bodies despawning / missions spawning and respawning too quickly. This is on the list for the next build.
  12. Thank you for the feedback. Updated the dev branch to build-45 which has some bug fixes. I am interested in how the AI behavior has changed as well.
  13. Stick with what you are using for now. Build 44 is still in the debugging stage.