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Posts posted by BeansOnToast
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anyone know why its poping up for a second for normal players then disappears? for amdins its fine
Yeh as Halvhjearne said, this is an antihack in operation, i had the same problem and it turned out to be the lite version of InfiSTAR's antihack running that was killing the menu
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Thanks - i did try but other than screwing up my pbo through "fine tuning it" - not much else was achieved, :D if you can take a peek and spot the problem with the build process on the zed shield, great! Ive sent you a pm with a link to the current pbo file.
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@STENCHOVDETH
Hi bud, re your suggestion on putting in _agent addRating -1000000; into the zombie_generate.sqf - it didnt seem to make any difference - did i put it in the right place in the file? (see previous post)
thanks
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Great! Thanks again for the update - ive got it installed but having some teething issues, i right click on the Engine, get the menu up to build the Zombie shield, but as i didnt have all the mats at the time, it didnt do anything - not even a tooltip to say im missing xxx components - i tried again once i had the mats, but it said "building already in progress" so it was still thinking its consutructing it - ive prb missed something silly like a ; off somewhere
dont suppose you have any ideas?
I took a look at your pbo, but i didnt use it as i wanted clean files like the player_build.sqf
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ahh nevermind, ill figure it out from your pbo :) Cheers
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I started having a go at it as its the best way to learn, got the extra_rc working fine and iv now got as far as this line:
script = "[""CDF_WarfareBUAVterminal"",[""ItemToolbox"",""ItemEtool"],[[""PartEngine"", 1],[""bulk_ItemSandbag"", 1],[""forest_net_kit"", 1]],[0,6.5,2.5]] execVM "" LOCATION OF YOUR PLAYER_BUILD.SQF FILE ""
Sorry and this may sound somewhat dumb, but where do you suppose the most common location would be for my PLAYER_BUILD.SQF file ?
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Yeh that would be good thankyou !
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No Prbs - glad of the addition!
I think i need to take timeout to readup on that script, make sure i have my head around the process before i begin ;)
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Hiya Stench, thanks for that, i tried but I must of screwed up somewhere as they still arent engaging zeds
zombie_generate.sqf taken from pbo and put into custom folder in root of mission
//Add some loot
_rnd = random 1;
if (_rnd > 0.3) then {
_lootType = configFile >> "CfgVehicles" >> _type >> "zombieLoot";
if (isText _lootType) then {
_array = [];
if (DZE_MissionLootTable) then {
_array = getArray (missionConfigFile >> "cfgLoot" >> getText(_lootType));
} else {
_array = getArray (configFile >> "cfgLoot" >> getText(_lootType));
};
if (count _array > 0) then {
_loot = _array call BIS_fnc_selectRandomWeighted;
if(!isNil "_array") then {
_agent addMagazine _loot;
};
};
};
};
_agent addRating -1000000;
//Start behavior
_id = [_position,_agent] execFSM "\z\AddOns\dayz_code\system\zombie_agent.fsm";Called zombie_generate.sqf file from the bottom of my init.sqf:
call compile preprocessFileLineNumbers "custom\zombie_generate.sqf";
Any ideas what im doing wrong?
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mine are fine against other ai (havent had chance to see how they react to other players yet) ...now if i can just get them to shoot zeds too and perhaps even use vehicle weapons, that would be awesome
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Yeh good plan - just got to figure out how to add in a craftable item so i can assign it to this antized function
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I like this :) , now how to get a suitable object as either craftable or purchase and then deploy so this can be used by players other than having the object inserted into the map which is how i am assuming it will currently be done?
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I had this same issue. It doesn't state that you have to put the stringtable.csv anywhere, but you actually do..
Make sure your "stringtable.csv" file is in the root of your mission folder.
lol i just found that out by myself and had come back to post the solution ! :lol: but thanks for replying - glad i got there in the end!
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Ok one last thing from me - two buttons on the menu system from the vendor appears to be blank - randomly clicking will purchase an AI unit, but cannot figure out how to add in the actual text on the vendors menu.
I have been over the additions and cant spot anything missing or added in wrong, anyone got any pointers?
Snapshot of vendor in current state: http://www.imagehousing.com/image/1197616
thanks again :)
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Found the issue - as suspected - the hosts had bundled a 'lite' version of infistar antihack - they dont permit users access to the folder so i couldnt make any changes to its filters, however i was able to turn it off, the moment i did, all my script menu's started working as they should...
thanks all :)
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I had considered that, i turned off battleye as a test, but it seems the issue is still there.
What i had thought is that there maybe some other antihack in operation, according to the hosts console currently no BE/Antihack are enabled, but im sceptical over that as when in game, hitting escape to display the usual menu system ie Save/Restart/Respawn/Options/Abort - at the top of the window, it says DAYZ ANTIHACK in red ( http://www.imagehousing.com/image/1197603 ) - granted this isnt proof of an antihack entity, i suppose it could just be branding.
Is there some where something like that would be universally launched from ? ie init.sqf or something? Sorry for sounding a bit wishy washy, this isnt my server, im just assisting in adding in scripts for them. If i can get a clue of what and where to look i will gladly resume hunting
Any help appreciated :).
Found the problem - the hosts had bundled a "lite" version of infistar - no access to the folder, so i turned it off for now, menus in this script and others are now behaving woop!
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your antihack is blocking the addaction ... you need to allow commanding menus as the action currently cannot be whitelisted
I had considered that, i turned off battleye as a test, but it seems the issue is still there.
What i had thought is that there maybe some other antihack in operation, according to the hosts console currently no BE/Antihack are enabled, but im sceptical over that as when in game, hitting escape to display the usual menu system ie Save/Restart/Respawn/Options/Abort - at the top of the window, it says DAYZ ANTIHACK in red ( http://www.imagehousing.com/image/1197603 ) - granted this isnt proof of an antihack entity, i suppose it could just be branding.
Is there some where something like that would be universally launched from ? ie init.sqf or something? Sorry for sounding a bit wishy washy, this isnt my server, im just assisting in adding in scripts for them. If i can get a clue of what and where to look i will gladly resume hunting
Any help appreciated :).
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i set them to open fire and they fire at ai fine, might change them to attack zeds, atm my players get the menu and it flickers away for some reason :/
I added in this script and have the same issue with the menu - ie approach vendor, scroll over and select Recruit, the menu appears for a second displaying the vendors options eg bodyguard, sniper, etc , but quickly disappears before i can react to the options.
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In addition, i disabled BE from the hosts menu, but its made no difference to the issue at hand.
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I can confirm this seems to be server side as ive spoken to another player and they get the same result with the take clothes script - i have also tried another physical machine and got the same.
I have just added in the AI recruit script, i have no errors, i have the vendor, i can scroll over him to begin the purchase of the "recruit" but when i click it, i see a menu with bodyguard, sniper, etc for maybe a second then it goes off the screen.
To me this feels like a BE filter, but i dont know enough about BE to confirm or deny - is there supposed to be entries in the BE Filter for the likes of take clothes, build elevator, ai purchase scripts?
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nope - just BattlEye - nothing else
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I am only running BattlEye - i disabled it, but the same issue occurs.
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Evening peeps,
Has anyone seen this before? Some scripts i use such as the take clothes or elevator addons, when in game the menu for said items only appears for a split second and can only again be selected (all be it for another second) again by moving off the body (take clothes) or metal floor (elevator) - if im really quick enough i can select it, but its more luck than anything. I've googled about and checked the forums but cannot find a match to the problem. Is this specific to my client side copy or is this an issue with the way the scripts are running on the server?
Any help would be gratefully appreciated.
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Looks like there will be a fair bit of lag caused by something like that
AI recruitment for epoch
in A2: Epoch Mods (1.0.5.1)
Posted
Well simply really - if you paid for the full version, thats what it is - if you didnt, then you will be running the lite version and probably wont have access to the config files if your hosts are SS. It can be disabled simply by editing it out of the init.sqf