piyrez
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Posts posted by piyrez
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So what actually needs to change between 0.3.0.1 & 0.3.0.2b? Actually, I'll just do a diff.
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I have had this addon installed on my server for a little bit now and I just have to say. Thank you so much sir. It is an excellent working project. My community has made quite a few comments based on this AI system and how awesome it is to play against.
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Has anyone run this on the new ARMA3 Epoch .3.0.1 update?
Just wondering if there are any issues.
Thanks!
I have it running on a test server right now with Chernarus for testing @ 192.99.19.205:2902, still trying to confirm if it is working 100%.
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Is there a setting I am missing to disable the vehicles from saving to the database?
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Great work so far man! The only complaint I've had with this is that the loot boxes occasionally spawn inside buildings and blow up.
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Looks like when a player presses "~" they lose their StatusBar and it does not return until they relog.
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Thanks for these missions, they are working great, the one question I have is that, can we also spawn other vehicles like helis? and is there a way to make them stay after restart? Thanks again
I've had players report that vehicles are "staying" after they Lock/Unlock the vehicles from the missions on my server.
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Fixed in V2.0.1
They are now driving around but they do not actually kill freshly logged in players.
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Love this script, thank you so much. I changed the color to blue and removed the grid. I'd rather people find a GPU for their grid (or know how to use the map.)
((uiNamespace getVariable "osefStatusBar")displayCtrl 1000)ctrlSetText format["FPS: %1 | PLAYERS: %2 | DAMAGE: %3 | KRYPTO: %4 | HUNGER: %5 | THIRST: %6 | RESTART IN: %7:%8", round diag_fps, count playableUnits, damage player, EPOCH_playerCrypto, EPOCH_playerHunger, EPOCH_playerThirst, _hours, _minutes, _counter];
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Updated to the latest version but now the AI spawning with the Vehicles no longer patrol the area. They are just spawning outside of them standing there.
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Ooooo that video! I'm getting more excited! :D
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I am probably not using your latest revision. I'll take a look at a later time. Are you only rewarding players via the mission box now?
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blckeagls, have you been able to sort out a custom configuration for what is on the AI? We've found that backpacks from the AI spawning in can "sometimes" dupe the items they originally had in them. Occasionally overwriting what players have now placed inside of those backpacks.
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Yeah, I prefer not to announce when someone has completed something. I wasn't annoyed by your credits, they are more than deserving.
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Also, calling "execVM "\x\addons\a3_ai_missions\AIMission\AIM.sqf";" is super annoying so I removed it. So far so good though, rather enjoying.
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Is this configured for the Altis Map only?
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Touche, thanks Richie for clearing that up. :)
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Will players trying to connect to the server need to also download @VEMF?
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We actually have it where we all see each other in the group but we are unable to open unlock/lock doors. Only the group leader (who placed the frequency jammer) can unlock/lock the doors. Hopefully this is something the Epoch Team will be looking to fix asap as the group system seems to be pretty popular among communities.
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You are right. I should have read more.
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Did this officially get released? I would like to host a server of my own but I am waiting till it is "Official".
Thanks.
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Has someone already done the work to get this working on Chernarus 11?
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Nope, the moment I disable that check. infiSTAR no longer functions. This isn't urgent for me, I'll look into it at a later time. Maybe I'm just being retarded and missing something very simple.
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It looks like you did suggest removing "if (isNil 'player_zombieCheck')" in one of the posts.
I am trying this:
if (_noSafeZone) then { /* if (isNil 'player_zombieCheck') then { [] spawn "+_randvar2+"; "+_randvar10+" = [_name,_puid,toArray ('zombieCheck broken'),toArray ('BANNED')]; publicVariableServer '"+_randvar10+"'; } else { if (str player_zombieCheck != str _zombieCheck) then { [] spawn "+_randvar2+"; "+_randvar10+" = [_name,_puid,'zombieCheck changed','','']; publicVariableServer '"+_randvar10+"'; }; }; if (isNil 'player_zombieAttack') then { [] spawn "+_randvar2+"; "+_randvar10+" = [_name,_puid,toArray ('zombieAttack broken'),toArray ('BANNED')]; publicVariableServer '"+_randvar10+"'; } else { if (str player_zombieAttack != str _zombieAttack) then { [] spawn "+_randvar2+"; "+_randvar10+" = [_name,_puid,'zombieAttack changed','','']; publicVariableServer '"+_randvar10+"'; }; }; */ };
[Server Addon] ZCP - Zupa's Capture Points 2.0 Updated for Epoch 0.3
in Server Addons
Posted
Not sure if this has been address before but it would be really cool to have the base not vanish while a player is within a configurable amount of distance. People on my server enjoy it but have complained about falling to their death due to the base vanishing. I know we can configure the time before it expires/vanishes but it might be better to not vanish while a player is within a distance. Especially on a really popular server where now suddenly everyone is battling in the open. :)