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Thug

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  1. Like
    Thug got a reaction from Reaper5150 in AI Skalisty Island, not so easy   
    UPDATED 2/20/2018
    Click here for files from Github
    Hello all
    I have been asked to post this so here goes. The island is surrounded by 20m high walls. Only 4 ways in, well you could try and land a heli,  There is two weapon creates and a lottery box behind the palace.
    M2s waiting to greet you.
    If you would like the files, please PM me and I will send them to you.  Don't forget to leave email in PM. I am looking to find a new way to post links since DropBox changed the way they share.
    You have to update the items in the crates to the new class names in Epoch 1.0.6.2  DONE
  2. Like
    Thug got a reaction from Tuhjay in Editing Items or Adding Items to Traders using RedisManager   
    You know guys if you would give a brief description of how you fixed your problem, it would help others. That is what the forum is all about.
  3. Thanks
    Thug reacted to salival in [SOLVED] Hero Trader problem with AH6J_EP1   
    This sells for me fine as expected:
    16:54:04 "salival (7656119799XXXXXX) sold 1x AH6J_EP1 from gear at Hero Trader for 200,000 Coins"  
  4. Thanks
    Thug reacted to Tanita-Corp in [SOLVED] Hero Trader problem with AH6J_EP1   
    this happen when id vehicle = 0
    need RPT log
  5. Thanks
    Thug reacted to Airwaves Man in [SOLVED] Hero Trader problem with AH6J_EP1   
    @Thug
    @Tanita-Corp is right. Your AH6J_EP1 has no ObjectID and no ObjectUID or both are 0. You have to define at least one of them to fix the error. I guess it is a deployed AH6J_EP1 or an event spawned one.
  6. Like
    Thug got a reaction from Schalldampfer in AI Skalisty Island, not so easy   
    UPDATED 2/20/2018
    Click here for files from Github
    Hello all
    I have been asked to post this so here goes. The island is surrounded by 20m high walls. Only 4 ways in, well you could try and land a heli,  There is two weapon creates and a lottery box behind the palace.
    M2s waiting to greet you.
    If you would like the files, please PM me and I will send them to you.  Don't forget to leave email in PM. I am looking to find a new way to post links since DropBox changed the way they share.
    You have to update the items in the crates to the new class names in Epoch 1.0.6.2  DONE
  7. Thanks
    Thug reacted to JasonTM in [Release] Wicked AI 2.2.3 [1.0.6+]   
    It will automatically detect if you have Overwatch installed and load those configs and make some other adjustments in the crate and ai spawning. This is the line that detects the Overwatch mod.
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/init.sqf#L2
    It checks if the Cheytac is present in the weapon config.
  8. Thanks
    Thug got a reaction from salival in Script server_traders.sqf not found   
    I think I can speak for a lot of people, Thank you for your hard work. Server Admins know what it takes to get a server running. Without people like you and others I know there are times that I would be lost. Again Thank you
  9. Thanks
    Thug reacted to JasonTM in [Release] Wicked AI 2.2.3 [1.0.6+]   
    The coding example for spawning a mission on a specific location is included in the mission example file.
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/missions/MISSION_EXAMPLE.sqf
    Instead of this:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/missions/MISSION_EXAMPLE.sqf#L5-L6
    You use this:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/missions/MISSION_EXAMPLE.sqf#L10-L11
    Make sure you are running the latest version of WAI because it has the wai_validSpotCheck function.
  10. Like
    Thug got a reaction from Cubitron in AI Skalisty Island, not so easy   
    Have updated for 1.0.6.2
    See first post 
  11. Thanks
    Thug got a reaction from salival in [Outdated] ZSC for Epoch 1.0.6.2 (And OverWatch 0.25)   
    For anyone looking to have ATMs instead of AI Bankers.
    This is what I did. Click here to watch youtube video on How to add ATM's in Epoch 1.0.6.2
  12. Like
    Thug got a reaction from Schalldampfer in AI Skalisty Island, not so easy   
    Have updated for 1.0.6.2
    See first post 
  13. Thanks
    Thug reacted to kingpapawawa in [SOLVED] LOOT and DZAI   
    Check your DZAI config for this.. try false;
    //True: Dynamically generate AI weapon list from CfgBuildingLoot (DayZ loot tables). False: Use preset weapon tables located near the end of this file. (Default: true).
    //Highly recommended to enable DZAI_verifyTables if this option is set to false. 
    DZAI_dynamicWeaponList = true;
  14. Thanks
    Thug reacted to totis in Radio Chatter HOW TO TURN OFF   
    in init.sqf
    enableRadio true;
    enableSentences false;
    chatter is the sentences
  15. Like
    Thug reacted to kingpapawawa in [RELEASE] Vehicle Key Changer [Updated for 1.0.7]   
    you can comment that out or delete it. also there is "s_player_claimVehicle = -1" in init/variables.sqf

    both of those however will not break anything if left alone.
  16. Thanks
    Thug reacted to pudgess in slow zombies   
    thank! works
  17. Thanks
    Thug reacted to Anhor in Vote day / night bug   
    LOL
    Hacos look for _UDN in your AHconfig.sqf and set it to false, thats it.
    You decide what time it is ......... your money, your server, your rules.
     
     
  18. Haha
  19. Thanks
    Thug reacted to oldmatechoc in [SOLVED] Trader's movement with guns   
    @Thug Not a problem :D Glad you got it sorted
  20. Thanks
    Thug reacted to oldmatechoc in [SOLVED] Trader's movement with guns   
    @Thug
    https://community.bistudio.com/wiki/disableAI
    _trader setVehicleInit "this disableAI 'ANIM'; this disableAI 'AUTOTARGET'; this disableAI 'FSM'; this disableAI 'MOVE'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; this allowDamage false;"; So im guessing
     
    "MOVE" - disable the AI's movement / do not move  
  21. Thanks
    Thug reacted to oldmatechoc in [SOLVED] Trader's movement with guns   
    both of them? @Thug
    Try this maybe.
     
    private "_trader"; { _trader = createAgent [_x select 0,_x select 1,[],0,"CAN_COLLIDE"]; {_trader removeMagazine _x;} count magazines _trader; removeAllItems _trader; // removeAllWeapons _trader;//this is commented out so traders have weapons removeBackpack _trader; _trader switchMove ""; _trader setDir (_x select 2); _trader setVehicleInit "this disableAI 'AUTOTARGET'; this disableAI 'FSM'; this disableAI 'TARGET'; this setBehaviour 'CARELESS'; this forceSpeed 0; this allowDamage false;"; _trader setUnitAbility 0.6; _trader disableAI "AUTOTARGET"; _trader disableAI "FSM"; _trader disableAI "TARGET"; _trader setBehaviour "CARELESS"; _trader forceSpeed 0; _trader allowDamage false; _trader enableSimulation false; } count _this; processInitCommands;  
  22. Like
    Thug reacted to salival in [Release] Virtual Garage [Updated for 1.0.7]   
    This version of deploy anything saves correctly: https://github.com/oiad/deployAnything
  23. Thanks
  24. Sad
    Thug got a reaction from EditedSnowHD in SAUERLAND WINTER   
    flickering between winter season and summer season, snow no snow
     
  25. Thanks
    Thug reacted to JasonTM in [Release] Wicked AI 2.2.3 [1.0.6+]   
    The blacklist on Chernarus prevents missions from spawning on the outskirts of the map. The blacklist is not necessary on Sauerland unless you want to block missions from spawning on certain parts of the map. If you are defining your own spawn points in staticspawnpoints, then the blacklist is unnecessary. It' only used for the dynamic spawning system.
    [[0,25000,0],[1000,-0,0]], // Left The explanation for blacklist is explained in BIS_fnc_findSafePos https://community.bistudio.com/wiki/BIS_fnc_findSafePos
    blacklistPos (Optional): List of blacklisted areas in format [area1, area2, area3... areaN] (Default: []). Area could be one of: Array - in format [topLeftCorner, bottomRightCorner] - top and bottom coordinates of blacklisted area Object - trigger area String - marker area Location - location Array - array in format [center, distance] or [center, [a, b, angle, rect]] or [center, [a, b, angle, rect, height]] WAI uses the [topLeftCorner, bottomRightCorner] format.
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