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Posts posted by lowrey
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Mike, can you please fix the OP title to include the missing [
It's driving my OCD up the wall. :wacko: :lol:
lol there is no way for me to do that. I feel your pain!
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Who will be Administrating the TS ?
Is the TS for a gaming community or solely for this meeting?
I have a number of TS servers this one will be just for this meeting.
I will be the Admin, for the time being...
Mike.
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If the epoch devs aren't involved this is pointless.
If you guys want to get together to complain, we already do that on skype :D
Great to hear - Go to Skype to complain and come to this meeting to collaborate :)
Plus where is this Skype you talk of?
Mike.
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I'm totally gonna come, I have so many ideas and questions. Hope for a civilized chat. Maybe create different lobbies and have discussions about different things there!
I hope you guys will guide me, I need help with some scripting <3 If and && confuse me so much!!!
Defent agreed, all are welcome throughout the whole day! There will be channels fro different topic.
However at the times we should try and talk in one channel.
I'm looking forward to it.
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This is really gunna entice me to join...
And pretty sure if you asking around, people would disagree ;)
Maca it was a joke! I have the utmost respect for you and what you do!
Mike
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What's the point/purpose?
The amount of post in regards to setup/ questions about FPS, how to do... etc I think it would be nice to talk it over. I used to run these for wasteland and it went very will.
Just an idea is all.
@Brian Soanes
I didn't know this, what are the skype details and how dose it work?
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To all server hosters and admins.
I would like to invite you to a TS session on Friday May 1st. I will open my TeamSpeak server up to all to have a chat about server hosting/admin.
There will be two sessions [although I will be on most of the day]
8pm UTC - Universal Time (UTC)
7pm EST - Eastern Time (ET)
Agenda
Dedicated or Hosted services
Performance over Features
Player Content
Headless Client
Q&A
Server Setup(s)
All are welcome but there are one or two rules!
No fucking crying! This will be a contractive session designed to help server hosters and admins SHARE ideas.
No fucking crying! Just in case I wasn’t clear
No trollers!
We’ll be talking about any server related topic including help with setting up.
I would love to get some of our modders such as [but not limited to] Face, horbin, KiloSwiss, blckeagls and Zupa to name a few.
Even self-serving CCG are welcomelol not funny! ;).Sessions will last an hour [or more if you want them to].
TeamSpeak 3 Server:
ts.doggsofwar.com:12517
Do you guys think this is a good idea? Post feedback please.
Thanks,
Mike.
To all server hosters and admins.
I would like to invite you to a TS session on Friday May 1st. I will open my TeamSpeak server up to all to have a chat about server hosting/admin.
There will be two sessions [although I will be on most of the day]
8pm UTC - Universal Time (UTC)
7pm EST - Eastern Time (ET)
Agenda
Dedicated or Hosted services
Performance over Features
Player Content
Headless Client
Q&A
Server Setup(s)
All are welcome but there are one or two rules!
No fucking crying! This will be a contractive session designed to help server hosters and admins SHARE ideas.
No fucking crying! Just in case I wasn’t clear
No trollers!
We’ll be talking about any server related topic including help with setting up.
I would love to get some of our modders such as [but not limited to] Face, horbin, KiloSwiss, blckeagls and Zupa to name a few.
Even self-serving CCG are welcomelol not funny! ;).Sessions will last an hour [or more if you want them to].
TeamSpeak 3 Server:
ts.doggsofwar.com:12517
Do you guys think this is a good idea? Post feedback please.
Thanks,
Mike.
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Same!
I thought I read that Freds dll was causing performance problems after Arma 1.38. I quit using it after that.
Same!
@second_coming
I took SEM off and my server ran live a beast! I have re-enabled SEM as players wanted it but my PFS remains above 12/15 with 65 players.
Try adding
-high
Mike.
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Hi Horbin,
Quick update from when we last talked.
The mod is running on my second server that has a max of 50 players and it runs without any crashes (nice).
That said as soon as we get above 60 players (on server 1) we start seeing problems. All clients get disconnected and most of the time the server crashes.
My next round of testing is to run the HC from the same server as the main server to see if this has an impact (I’m not sure this will make any difference).
Some issues I’ve seen:
- When AIs Drop rocket launchers they are not cleaned up and remain on the map.
- When you end a City Invasion Mission [via the admin menu] the mission marker is cleaned up but AI remains.
- Convoy mission display mission failed when all AI are killed
Small and SEM missions compete when there is still AI to kill.
- I’m running infiStar antihack, when the admin menu is enabled I get kicked from the game when infistar loads. There are no battleye kicks and no logs on both server and client. If I login as a Infistar admin there is no issue. [i will talk to chris about this issue], I just wanted to let you know.
Request:
Is there a way to limit the time in which loot smoke is there?Found it!To those that are reading this… this mood is great and the above issues are minor. The only deal stopper for me is when the server is under load [lots of players]. If you have lees than 60 players look no further!
I look forward to your feedback.
Mike
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Thanks Roco but I start my servers with firedaemon and it does just that.
No mods installed yet
Im going to start over with a fresh instance ... will report back if I still have issues.
Did you correctly edit your mission.sqm file?
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Do you mind sharing your basic.cfg settings?
Nope don't mind... It's the default ones :)
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Hi Horbin,
Running another round of testing in a few hours, is there a way of allowing players into the convoy vehicle with the 50cal?
Thanks,
Mike.
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Quick question, do I need to fill these in with anything for the HC to work.
FuMS_HCIDs = []; FuMS_HCNames = []; FuMS_HCIDs set [0,0]; // set the 1st slot to be the actual server's ID. FuMS_HCNames set [0, "SERVER"];
I have created 2 HC slots in my mission.sqm (100 & 101). One is for A3EAI and it works fine, the 2nd (101) is for FuMS. When I tried starting up the server I saw nothing about FuMS in the RPT file at all, but both HC consoles showed they connected.
So just to be clear, I have an existing HC AI system already working (A3EAI), I'm trying to add FuMS. Any help would be appreciated.
Thanks!
Try addming it to 0 instead of 101.
Let me know how you get on.
Mike.
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Hi Hobin,
Thanks for you feedback.
Is there anything 'telling' in the server.rpt or HC's .rpt?
Yes however I do not have them to hand.
Also, check that you have your HC's IP addr added to the following line in your config.cfg:
Yes and it's configured correctly (I will also double check my work). ;)
Please someone tell me that this is find under load and I can continue to troubleshoot my end.
Who else is running with 60 plus players?
Thanks all,
Mike.
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Had 40 players on a cpu sucking taviana with mas everthing, lootspawner, 300+ vehicles, 3 missions running, 85 AI at Sector B. Ran like a champ. But our HC has its own dedicated box.
OK yes thanks However 40 isn't really load, to be fair 60 isn't that bad.
At 40 players with FuSM running we have 46 FPS on the server. No issues no errors.
60/62+ and it crashes even with 29 FPS (Server side) last recored.
The HC has it's own host too:
4 core (8 hyper-t) 3.4GHz Xeon with 16GB of DDR3 RAM.
No issues that I can see from both server and client.
We now that I have removed the mod. No probs.
I'm currently exploring to work streams I'll see what I can pick up.
Thanks for the info dude.
Mike.
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You're half right.
I have 2 network cards in my server.
One card is connected to my Router, the other is connected directly to the internet on a public static IP.
I have the server bound to the public static IP.
When I disable the network card that is connected to the router, it works. When I enable that card, it stops working.
That to me says the HC is automatically binding itself to the network card that is connecting to the router, instead of using the network card that isn't connected to the router.
At this point I'm not sure how this is going to work. I will have to find a way to force the HC to use the network card that isn't connected to the router.
For now it works though.
Thanks
You need to add a static route to you network interface card.
If you would like me to help I need you to run: route from an elevated command prompt (run as admin)
Copy and paste (right click in cmd edit> mark - then left click to highlight text) the results.
Adding and removing a static route is easy I just need to know the right route to add.
Also what time zone are you? We can talk on my TS if you want?
Thanks,
Mike.
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@ horbin Hey dude, when my server hits around 62/5 players your mod crashes the server.
Is this a known issue (under load)?
has anyone else had the same problem with 60+ players?
Thanks,
Mike.
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Convoy Patrol and Helo Patrol Themes fully implemented to work on any map.
Taking inputs! If anyone is looking for additional functionality or theme design let me know.
Next update will include support for M3Editor designed bases/buildings. In the next update the mission files will support file names containing M3Editor data in addition to the building/base data currently supported.
v1.5d
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Updated TrackPatrol and RoutePatrol to more effectively utilize 'named' locations. This update permits use of keywords 'Villages','Cities', and 'Capitals'. See \Docs folder for specifics on AI logic.
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Fixed bug with TrackRoute that was causing 'track icons' to appear at position [0,0] on some maps.
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Vehicle stuck code enhanced. AI vehicles now will 'teleport' to the nearest road in the event they become entangled on terrain. AI controlled vehicles will also no longer decide they are stuck because they are waiting on their group leader's vehicle. AI will now wait patiently for the group leader's vehicle to move, then proceed on mission. Change should lend to a more reliable persistence in vehicle traffic, especially when multiple vehicles are under a single AI group's control.
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AI Controlled vehicles will no longer run out of fuel, but will always leave a vehicle with 1/4 a tank.
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Modified "Tracked" AI so that their map symbol changes dynamically as they change vehicle types (Truck, Car, Air, Ship, Walking)
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HC disconnect code optimized, once again......
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Added Convoy Theme. (all map compatible) Based upon capability already in FuMS and AI map tracking icons, this theme has been added. FuMS will create and maintain two convoys of 3 pickup trucks. Each truck has 4 AI. Loot located in the trucks Convoy spawns at a random location on the map, then proceeds to two randomly selected villages. 1 vehicle is a 'Technical'. This vehicle, "B_G_Offroad_01_armed_F" is also added to the exclusions list in BaseServer.sqf to limit player use.
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Updated Helo Patrol Theme (Now all map compatible) 2 patrols of 3 armed helo's are created. The patrol flys between 5 randomly selected village,city,capital locations on the map. Helo patrols once destroyed do not return until server restart.
- AI Gear Exclusion List See BaseServer.sqf in the "Soldier Section". Gear can now be defined as AI only. Any equipment placed into these lists will be deleted from an AI when it dies. This will allow AI to utilize weapons not permitted by the player base.
Dude you are a hero!
Love this missions system!
Very small FPS impact with lots of customisation.
This mission system is win!
Thank you!
Mike
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I've heard and seen that taking away the "-ip <IP address>" server parameter fixes the HC issue.
Yep, using the ip address may bind the server to the external address. Try changing the "ip address" in the start up (I do not have it there at all) or have you HC target the external IP.
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What up dogg,
Welcome... Please be my friend!
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They have their own forums so you need to go there
This is correct, however on I will apply on this thread for the last time PM if you want more help.
Start at a base install please, I've not seen is error before so I am thinking it may be something you have done incorrect. Make sure all versions are up to date
The error is more than likly coming from the script.txt filter and needs to be edited around rule 61.
In notepad ++ ctrl+F for find and look for drawIcon3D.
As a test comment this line out (for testing only). It should look something like: //7 drawIcon3D.....
Now if that error is gone you know you're on the right track.
You'll want to add the correct exception to you filter.
I'm up for doing a Team viewer session to help you out and I have a TS server, we can talk it over.
Your call but this is not the correct place to discuss this issue.
Thanks,
Mike.
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Is this possible or do i have to install infistar first from scratch again?....like is there a way to merge?...cause if i copy over all my filters again ill have to readd everything i need from scratch ya? ...
This is how I do it:
First you’ll want to download winmerge or something like it
Backup all your current working filters
Example:
Old Battleye Filters: 143
Old Battleye Filters: 145
Extract all files from the original infiStar the old version and the latest version.
Browse to the older Battleye folder (from infistar) right click and select the winmerge option
You’ll be prompted to open the second folder – this should be the latest BE filters
Now the changes in lines will be highlighted in dark yellow and the difference (Change) will be in light yellow. Copy the light yellow to the correct lines in your active Bettleye filters.
If you find a better way let me know.
Mike.
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Check for this file in your server root folder: steam_appid.txt
It should contain some numbers.
Mike.
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- VJ -, on 02 Mar 2015 - 2:20 PM, said:
- VJ -, on 02 Mar 2015 - 2:20 PM, said:
Post your scripts.log found in your battlteye folder
Dude! Paste your rtp logs for us!
Then we can help!
There is my DLC LSloot.sqf
If offers maximum spawn chance but may be over kill from you none DLC players!
// Lootspawner junction lists for classes to spawn-/lootable items // Author: Na_Palm (BIS forums) //------------------------------------------------------------------------------------- //here place Weapons an usable items (ex.: Binocular, ...) //used with addWeaponCargoGlobal //"lootWeapon_list" array of [class, [weaponlist]] // class : 0-civil, 1-military, ... (add more as you wish) // weaponlist : list of weapon names lootWeapon_list = [ [ 0, [ // CIVIL "arifle_MK20C_F", "arifle_MK20_F", "arifle_TRG20_F", "arifle_TRG21_F", "Binocular", "hgun_ACPC2_F", "hgun_P07_F", "hgun_PDW2000_F", "hgun_Rook40_F", "SMG_01_F", // Vermin .45 ACP "SMG_02_F", // Sting 9mm "srifle_EBR_F" //"arifle_SDAR_F", ]],[ 1, [ // MILITARY //Markmans DLC Machine "MMG_01_hex_F", "MMG_01_tan_F", "MMG_02_camo_F", "MMG_02_black_F", "MMG_02_sand_F", //Marksman DLC sniper rifles "srifle_DMR_02_F", "srifle_DMR_02_camo_F", "srifle_DMR_02_sniper_F", "srifle_DMR_03_F", "srifle_DMR_03_khaki_F", "srifle_DMR_03_tan_F", "srifle_DMR_03_multicam_F", "srifle_DMR_03_woodland_F", "srifle_DMR_03_spotter_F", "srifle_DMR_04_Tan_F", "srifle_DMR_05_blk_F", "srifle_DMR_05_hex_F", "srifle_DMR_05_tan_f", "srifle_DMR_06_camo_F", "srifle_DMR_06_olive_F", //marksman DLC End "arifle_Katiba_C_F", "arifle_Katiba_F", "arifle_Katiba_GL_F", "arifle_Mk20C_F", "arifle_Mk20_F", "arifle_Mk20_GL_F", "arifle_MXC_F", "arifle_MXM_F", "arifle_MX_F", "arifle_MX_GL_F", "arifle_MX_SW_F", "arifle_SDAR_F", "arifle_TRG20_F", "arifle_TRG21_F", "arifle_TRG21_GL_F", "Binocular", "hgun_ACPC2_snds_F", "hgun_P07_snds_F", "hgun_PDW2000_F", "hgun_Rook40_snds_F", "LMG_Mk200_F", "LMG_Zafir_F", "Rangefinder", "SMG_01_F", // Vermin .45 ACP "SMG_02_F", // Sting 9mm "srifle_EBR_F", "srifle_GM6_F", "srifle_LRR_F" ]],[ 2, [ // INDUSTRIAL // Marksman DLC sniper rifles "srifle_DMR_02_F", "srifle_DMR_02_camo_F", "srifle_DMR_02_sniper_F", "srifle_DMR_03_F", "srifle_DMR_03_khaki_F", "srifle_DMR_03_tan_F", "srifle_DMR_03_multicam_F", "srifle_DMR_03_woodland_F", "srifle_DMR_03_spotter_F", "srifle_DMR_04_Tan_F", "srifle_DMR_05_blk_F", "srifle_DMR_05_hex_F", "srifle_DMR_05_tan_f", "srifle_DMR_06_camo_F", "srifle_DMR_06_olive_F", //marksman DLC End "arifle_Katiba_C_F", "arifle_Mk20C_F", "arifle_Mk20_F", "arifle_MXC_F", "arifle_SDAR_F", "arifle_TRG20_F", "arifle_TRG21_F", "Binocular", "SMG_01_F", // Vermin .45 ACP "SMG_02_F" // Sting 9mm ]],[ 3, [ // RESEARCH "arifle_Katiba_GL_F", "arifle_MXC_F", "arifle_MXM_F", "arifle_MX_GL_F", "Rangefinder", "srifle_GM6_F", "srifle_LRR_F" ]]]; //here place magazines, weaponattachments and bodyitems(ex.: ItemGPS, ItemMap, Medikit, FirstAidKit, Binoculars, ...) //used with addMagazineCargoGlobal //"lootMagazine_list" array of [class, [magazinelist]] // class : 0-civil, 1-military, ... (add more as you wish) // magazinelist: list of magazine names lootMagazine_list = [ [ 0, [ // CIVIL "16Rnd_9x21_Mag", "20Rnd_556x45_UW_mag", "20Rnd_762x51_Mag", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_556x45_Stanag", "ItemCorrugated", "EnergyPack", "CinderBlocks", "MortarBucket", "30Rnd_9x21_Mag", "9Rnd_45ACP_Mag", "Chemlight_blue", "Chemlight_green", "Chemlight_red", "Chemlight_yellow", "HandGrenade" ]],[ 1, [ // MILITARY //Marksman DLC Ammo "10Rnd_338_Mag", "10Rnd_127x54_Mag", "150Rnd_93x64_Mag", "10Rnd_93x64_DMR_05_Mag", //Marksman DLC End "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag_Tracer", "150Rnd_762x51_Box", "150Rnd_762x51_Box_Tracer", "16Rnd_9x21_Mag", "200Rnd_65x39_cased_Box", "200Rnd_65x39_cased_Box_Tracer", "20Rnd_556x45_UW_mag", "20Rnd_762x51_Mag", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Yellow", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_9x21_Mag", "5Rnd_127x108_Mag", "ItemCorrugated", "EnergyPack", "CinderBlocks", "MortarBucket", "7Rnd_408_Mag", "9Rnd_45ACP_Mag", "Chemlight_blue", "Chemlight_green", "Chemlight_red", "Chemlight_yellow", "HandGrenade", "MiniGrenade", "SatchelCharge_Remote_Mag" ]],[ 2, [ // INDUSTRIAL //Marksman DLC "10Rnd_338_Mag", "10Rnd_127x54_Mag", "150Rnd_93x64_Mag", "10Rnd_93x64_DMR_05_Mag", //Marksman DLC End "20Rnd_556x45_UW_mag", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Yellow", "ItemCorrugated", "EnergyPack", "CinderBlocks", "MortarBucket", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_9x21_Mag", "Chemlight_blue", "Chemlight_green", "Chemlight_red", "Chemlight_yellow" ]],[ 3, [ // RESEARCH "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_65x39_caseless_green", "ItemCorrugated", "EnergyPack", "CinderBlocks", "MortarBucket", "30Rnd_65x39_caseless_green", "5Rnd_127x108_Mag", "7Rnd_408_Mag" ]]]; //here place hats, glasses, clothes, uniforms, vests //used with addItemCargoGlobal //"lootItem_list" array of [class, [itemlist]] // class : 0-civil, 1-military, ... (add more as you wish) // itemlist : list of item names lootItem_list = [ [ 0, [ // CIVIL "acc_flashlight", "FirstAidKit", "FirstAidKit", "FirstAidKit", "muzzle_snds_acp", "ItemCorrugated", "EnergyPack", "CinderBlocks", "MortarBucket", // .45 ACP "muzzle_snds_L", // 9mm "optic_Aco", "optic_ACO_grn", "optic_aco_smg", "optic_Holosight", "optic_Holosight_smg", "ItemMap", "ItemRadio", "ItemCompass", "ItemWatch" ]],[ 1, [ // MILITARY "acc_flashlight", "acc_pointer_IR", "ItemCorrugated", "EnergyPack", "Repair_EPOCH", "Heal_EPOCH", "MultiGun", "ItemGPS", "Medikit", "muzzle_snds_acp", // .45 ACP "muzzle_snds_B", // 7.62mm "muzzle_snds_H", // 6.5mm "muzzle_snds_H_MG", // 6.5mm LMG "muzzle_snds_L", // 9mm "muzzle_snds_M", // 5.56mm //Marksman DLC Muzzles "muzzle_snds_338_black", "muzzle_snds_338_green", "muzzle_snds_93mmg", "muzzle_snds_93mmg_tan", //Marksman DLC End "NVGoggles", "optic_Aco", "optic_ACO_grn", "optic_aco_smg", "optic_Arco", "optic_Hamr", "optic_Holosight", "optic_Holosight_smg", "optic_Nightstalker", "optic_NVS", "optic_SOS", //Marksman DLC Items "optic_AMS", "optic_AMS_khk", "optic_AMS_snd", "optic_KHS_blk", "optic_KHS_hex", "optic_KHS_old", "optic_KHS_tan", "bipod_01_F_snd", "bipod_01_F_blk", "bipod_01_F_mtp", "bipod_02_F_blk", "bipod_02_F_tan", "bipod_02_F_hex", "bipod_03_F_blk", "bipod_03_F_oli" //Marksman DLC End ]],[ 2, [ // INDUSTRIAL //Marksman DLC "optic_AMS", "optic_AMS_khk", "optic_AMS_snd", "optic_KHS_blk", "optic_KHS_hex", "optic_KHS_old", "optic_KHS_tan", //Marksman DLC "bipod_01_F_snd", "bipod_01_F_blk", "bipod_01_F_mtp", "bipod_02_F_blk", "bipod_02_F_tan", "bipod_02_F_hex", "bipod_03_F_blk", "bipod_03_F_oli", //Marksman DLC End "FirstAidKit", "FirstAidKit", "ItemCorrugated", "EnergyPack", "CinderBlocks", "MortarBucket", "ItemCompass", "ItemMap", "ItemWatch" ]],[ 3, [ // RESEARCH //Marksman DLC "optic_AMS", "optic_AMS_khk", "optic_AMS_snd", "optic_KHS_blk", "optic_KHS_hex", "optic_KHS_old", "optic_KHS_tan", //Marksman DLC End "FirstAidKit", "FirstAidKit", "FirstAidKit", "ItemCorrugated", "EnergyPack", "CinderBlocks", "MortarBucket", "ItemGPS", "Medikit", "NVGoggles", "optic_Nightstalker", "optic_NVS", "optic_SOS" ]]]; //here place backpacks, parachutes and packed drones/stationary //used with addBackpackCargoGlobal //"lootBackpack_list" array of [class, [backpacklist]] // class : 0-civil, 1-military, ... (add more as you wish) // backpacklist: list of backpack names lootBackpack_list = [ [ 0, [ // CIVIL "smallbackpack_teal_epoch", // 64 Mags "smallbackpack_green_epoch", "smallbackpack_red_epoch", "smallbackpack_pink_epoch" ]],[ 1, [ // MILITARY "B_AssaultPack_cbr", "B_AssaultPack_mcamo", "B_AssaultPack_ocamo", "B_AssaultPack_rgr" ]],[ 2, [ // INDUSTRIAL //Marksman DLC "U_O_FullGhillie_lsh", "U_O_FullGhillie_sard", "U_O_FullGhillie_ard", //Marksman DLC End "B_AssaultPack_sgg", "B_Carryall_cbr", "B_Carryall_oli", "B_Carryall_oucamo" ]],[ 3, [ // RESEARCH "B_FieldPack_blk", "B_FieldPack_cbr", "B_FieldPack_khk", "B_FieldPack_ocamo" ]]]; //here place any other objects(ex.: Land_Basket_F, Box_East_Wps_F, Land_Can_V3_F, ...) //used with createVehicle directly //"lootworldObject_list" array of [class, [objectlist]] // class : 0-civil, 1-military, ... (add more as you wish) // objectlist : list of worldobject names lootworldObject_list = [ [ 0, [ // CIVIL "WhiskeyNoodle", "Hatchet", "MeleeSledge", "ItemLockBox", "ItemCorrugated", "EnergyPack", "CinderBlocks", "MortarBucket", "ChainSaw" // Jerrycan ]],[ 1, [ // MILITARY "ItemSodaOrangeSherbet", "ItemSodaRbull", "sardines_epoch", "meatballs_epoch", "scam_epoch", "sweetcorn_epoch", "emptyjar_epoch", "CircuitParts" // repairkit ]],[ 2, [ // INDUSTRIAL "ItemSodaOrangeSherbet", "ItemSodaRbull", "sardines_epoch", "meatballs_epoch", "scam_epoch", "sweetcorn_epoch", "emptyjar_epoch" // repairkit ]],[ 3, [ // RESEARCH "ItemSodaOrangeSherbet", "ItemSodaRbull", "sardines_epoch", "meatballs_epoch", "scam_epoch", "sweetcorn_epoch", "emptyjar_epoch" // repairkit ]]];
Happy hunting!
Mike
[EVENT] Server Hosters Meeting - Outcome
in Discussion
Posted
Ok so how?