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Dr.Killmore

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  1. Like
    Dr.Killmore reacted to JasonTM in [RELEASE] Epoch Server Events   
    There is a download link on step 10 in the install instructions. It's the community one.
  2. Like
    Dr.Killmore reacted to JasonTM in [RELEASE] WAI 2.2.6   
    I haven't tested this, but change this line:
    https://github.com/worldwidesorrow/WICKED-AI/blob/master/WAI/compile/mission_winorfail.sqf#L250
    to this:
    _acdot setMarkerText format["%1 Claim Timeout [%2]",(_acArray select 1),_leftTime];  
  3. Like
    Dr.Killmore reacted to JasonTM in [RELEASE] WAI 2.2.6   
    Ha. I see the problem. I had it spawning the vehicle before the AI, so there was no AI to put the key on if you have the "KeyonAI" option selected. I fixed it on github. You just have to move the lines for spawning the AI above the lines where it spawns the vehicle. Sorry about that. Thanks for testing!
    https://github.com/worldwidesorrow/WICKED-AI/commit/254f989daaa765b2750cd5e745ccac5ed1eaffc9
  4. Like
    Dr.Killmore got a reaction from JasonTM in [RELEASE] WAI 2.2.6   
    Yes Jason today i tested every mission and i only get the error with 'farmer' mission
  5. Like
    Dr.Killmore reacted to salival in Delete vehicles parked in safezones on restart   
    Replace this line:
    default{_msg = format["%2: %1",_typeOf,_txt];deleteVehicle _obj;[_objID,_objUID,_msg] call server_deleteObj;}; With this line:
    default{_msg = format["%2: %1",_typeOf,_txt];deleteVehicle _obj;[_objID,_objUID,_msg] call server_deleteObjDirect;}; For what it's worth, this is a good script with a lot of features but it is very performance intensive since it scans every vehicle to see if it's in the safezone on server startup
  6. Like
    Dr.Killmore got a reaction from juandayz in 1.6 Safezone   
    Thanks ebayShopper that indeed was the problem thanks for pointing that out now I have discovered my server provider has updated the servers but clearly haven't updated the community package.

    On a default 1.0.6.2 mission file there was no issue I would never of known without you're help thanks for everything.
  7. Like
    Dr.Killmore reacted to Schalldampfer in Advanced Crafting (without the alchemy)   
    please try this . custom_builds.sqf must be updated.
  8. Like
    Dr.Killmore got a reaction from Hooty in 1.6 Safezone   
    Thanks ebayShopper that indeed was the problem thanks for pointing that out now I have discovered my server provider has updated the servers but clearly haven't updated the community package.

    On a default 1.0.6.2 mission file there was no issue I would never of known without you're help thanks for everything.
  9. Thanks
    Dr.Killmore got a reaction from iben in [Release] Wicked AI 2.2.3 [1.0.6+]   
    YES... thank you so much my config was on Veteran autoSpot=0; now I changed it to Regular with veteran settings and autoSpot = 1; and all traders work without zoom you are a star thanks again :)

    I can't say thank you enough cheers...
  10. Thanks
    Dr.Killmore reacted to iben in [Release] Wicked AI 2.2.3 [1.0.6+]   
    @Dr.Killmore, and other, maybe this will help:
    When you experience situation at trader that you have to zoom on trader - which happens mostly when you customized them - this situation IMO is not bug at all. Let me explain.
    fn_selfAction is using command 'cursorTarget'. It's in a nature of this command return only targets that are known to player. Let me cite:
     
    "While friendly targets are usually known to the player, enemy targets can be totally unknown, especially if "auto-spotting" (or sometimes called "auto-reporting") is switched off." Now I will skip some further techicalities and go directly to solution, that might be helpfull:
    So what I would to do is check your user config if "auto-spotting" is set to 1. If you are using veteran level, not sure if you can change it.
    So, you can customize your "regular" level, or use "veteran" level and consider zoom on trader as normal behavior - by zooming you are revealing target to be known to player.
    Recently I helped someone with this kind of problem and above solution worked. If not, probably "reveal" command is the key...
    Cheers...
  11. Thanks
    Dr.Killmore reacted to Erzengelgames in [RELEASE] Advanced Alchemical Crafting v3.3 UPDATED for 1.0.6.1   
    hey, to get db safe working i ented all classnames to DayZ_SafeObjects like this
    but as mighjt expect because iam writing here it is not working.
     
    i do not try to get this look good in code just to get it working the easyest way. i also tried the way that was shown here but i dont get it to work.
    please help :)
  12. Thanks
    Dr.Killmore reacted to salival in [RELEASE] Vehicle Key Changer [Updated for 1.0.7]   
    somewhere you've messed up an install step, possibly in your fn_selfActions.sqf
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