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TheodoreCHill reacted to ViktorReznov in [WIP][REVIVAL]SargeAI Genesys
So here I am going to post what I have been working on for quite a while now, well started some 4 months ago, and have nearly completely working. I am hoping that posting this here will inspire the community to assist in bringing back this absolute badass ai script to life.
This is the stock 1.5.2 SargeAI Framework that you can still download. Right out of the box it does "function" in Epoch 1.0.6.1 but with an extreme amount of errors. I have already modified this version to eliminate most errors, however, most of the Urban Patrol Script is broken. Here is where we begin to demolish the myth that Sarge is dead!
https://github.com/Arstan13/SargeAI-Genesys
for install...
this is nearly fully working. Ive had very limited number of errors to include
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TheodoreCHill reacted to LancerSolurus in Companions 1.0.6.2 WIP
This is a redone version for 1.0.6.2, though it does have an issue I was hoping someone could help me correct. The problem is when it's activated, I can no longer pick up items from the ground or enter the inventory of a vehicle. I can get into the vehicle inventory if I am inside it.
I also made the installation of the mod much easier than the older version, just add this at the end of the init.sqf
call compile preprocessFileLineNumbers "dbgroups\init.sqf";
Also included in the download folder is a unmodded mission.sqm that has the spawn locations added to it. If you haven't modded that file, then you can simply replace the one in the MPMissions folder.
Also the zeds are attacked properly and you don't have to do a custom compiles script anymore.
DOWNLOAD HERE
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TheodoreCHill reacted to MatthewK in dayZ Night Lighting
Not this old toss again.
I've been saying it for more than 2 years now. The lighting system has NEVER been turned off and the developers of Epoch have no idea how to do it. Even though you can see references to them attempting it in the scripts. You won't get a straight answer in here. It'll be , maybe , yes , no , for sure. Trust me, it's a NO!
Peace.
If you need any help with the scripts, for non-lighting issues . Email me via thecloud.org.uk ..
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TheodoreCHill got a reaction from Schalldampfer in dayZ Night Lighting
Is there no way to disable the lighting system in the 1062 update? It robs from the environment to explore fully lit up towns and cities during a zombie apocalypse.
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TheodoreCHill got a reaction from Schalldampfer in dayZ Night Lighting
The streetlights are still enabled, as well as a few other lights.
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TheodoreCHill reacted to nightmare in LOGISTIC - TOW / LIFT
Hi,
your are a bit unhappy with the "R3F_ARTY_LOG" from "madbull ~R3F~", because it is not made for DayZ/Epoch..?
No problem here is my reworked version of "madbull ~R3F~" script..
WHAT I DID?
- cleaned up, no more 100 of sqf files
- one config file
- the vehicle position is now saving to the db
- no glitch through buildings, when you drop a lifted vehicle
- only tow and lift
- and some little things
1.) Dowload
2.) unpack "logistic.zip" and copy the "logistic" folder to your "/MPMissions/DayZ_Epoch.Map" folder.
3.) open the "init.sqf" in your mission folder and add following on the top, after: call compile preprocessFileLineNumbers "server_traders.sqf";
( optional ) if you have a "custom" compiles.sqf, you can put it there instead.
call compile preprocessFileLineNumbers "logistic\init.sqf"; enjoy && have fun ;)
**** LOGISTIC - TOW / LIFT ****
by Nightmare @ n8m4re.de
Based on R3F_ARTY_LOG by "madbull ~R3F~" @ www.team-r3f.org
A SPECIAL THANKS GOES TO
*** SKARONATOR @ http://skaronator.com for helping me out with the hive write
*** Jeff @ http://casual.fr french translation
*** Blite - German Translation reworked
*** Anarior - Tow reworked
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TheodoreCHill reacted to theduke in Loading Screen Image
i can make you something if you have all the info and things that you need written on it. I am a graphic artist by job, As long as you have everything i can put it together.
And i dont need any donation or anything
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TheodoreCHill reacted to OtterNas3 in [RELEASE] ALL Streetlights OFF!
Easy solution:
open your dayz_server\init\server_functions.sqf
add this block to the VERY BOTTOM after the last closing bracket };
[] spawn { private ["_position","_getAllServerStreetlights"]; _position = getMarkerPos "center"; _getAllServerStreetlights = (_position nearObjects ["StreetLamp",20000]); StreetLights = _getAllServerStreetlights; publicVariable "StreetLights"; }; open MPMissions\YOURMISSIONNAME\init.sqf
add this block to the VERY BOTTOM:
if (!isDedicated) then { [] spawn { waitUntil {!isNil "dayz_animalCheck"}; { if (!isNull _x) then { _x switchLight "OFF"; }; } forEach StreetLights; }; }; Moo,
Otter
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# Support my work #
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TheodoreCHill reacted to MatthewK in [Release] - A Plot for life v2.5. Keep your buildables on death. Take plot ownership
Try this script , if the user adds themself as a friend to the plotpole it works exactly like Plot4life .. It's easier to set up too :p