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victorks

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  1. Thanks
    victorks got a reaction from Pillottio in base maintenance problem   
    nice
  2. Thanks
    victorks got a reaction from nlcoyote in base maintenance problem   
    try to put this on HiveExt.ini
    try to put this on HiveExt.ini: CleanupPlacedAfterDays = -1    
  3. Like
    victorks reacted to totis in [Outdated] AI Convoys 1061+   
    Ye i found the solution Viktorks, I forgot to add the radius number at the coords and thats what was causing the errors. Just thought i would mention for anyone else having the same issue
  4. Like
    victorks got a reaction from totis in [Outdated] AI Convoys 1061+   
    try to put this in your andre_convoy.sqf
       
  5. Like
    victorks got a reaction from totis in [Outdated] AI Convoys 1061+   
    and in your andre_convoy_functions.sqf put this This should fix the bug of the bots in the water
  6. Thanks
    victorks reacted to salival in [Outdated] ZSC for Epoch 1.0.6.2 (And OverWatch 0.25)   
    You missed this step:
    Download the stringTable.xml file linked below from the Community Localization GitHub and copy it to your mission folder, it is a community based localization file and contains translations for major community mods including this one.
    https://github.com/oiad/communityLocalizations/blob/master/stringtable.xml
  7. Like
    victorks got a reaction from Schalldampfer in MINING AREA   
    my first work in editin :) https://uploaddeimagens.com.br/imagens/20180307202515_1-jpg https://uploaddeimagens.com.br/imagens/20180307202245_1-jpg DOWNLOAD: https://www.dropbox.com/s/oq97j7x59362kqe/CASTLEai.sqf?dl=0 AI M2 NEED WAI: https://pastebin.com/GJMnPvZP ON THE MAP: https://pastebin.com/cyqH9rNV  
     
    https://www.dropbox.com/s/oq97j7x59362kqe/CASTLEai.sqf?dl=0
     
     
     
     
     
     
     
     
     
  8. Haha
    victorks reacted to Vendetta5555 in [Outdated] AI Convoys 1061+   
    I wanted to send screenshots but that was voluminous)
     
  9. Haha
    victorks reacted to Vendetta5555 in [Outdated] AI Convoys 1061+   
    thanks, all worked well
  10. Thanks
    victorks 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.
  11. Thanks
    victorks reacted to JasonTM in [RELEASE] Epoch Admin Tools V-1.10.7 "Test Branch"   
    You can add custom safezones to this array. You can get the coords for the boat trader markers out of mission.sqm
    https://github.com/worldwidesorrow/Epoch-Admin-Tools/blob/TestBranch/admintools/config.sqf#L46-L54
  12. Thanks
    victorks reacted to Relentless in How to remove roadblock?   
    init.sqf:
    DZE_BuildOnRoads = false; // Allow building on roads Set this to true to allow building on roads.
  13. Like
    victorks reacted to lwbuk in Hello, could anyone tell me how I can get the zombies to walk   
    It’s no longer done that way, see above. 
  14. Like
    victorks reacted to JohnnyBravo666 in Hello, could anyone tell me how I can get the zombies to walk   
    My last server was in 1.0.6.1 and there was a line you had in the init file I think, well mine was in a EpochConfig.sqf file, but this line would set the walking zombies.
    DZE_slowZombies = true; // Force zombies to always walk
  15. Like
    victorks reacted to lwbuk in Hello, could anyone tell me how I can get the zombies to walk   
    Put in your init.sqf after
     
    // EPOCH CONFIG VARIABLES START // #include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line // See the above file for a full list including descriptions and default values DZE_ZombieSpeed = [2,2]; //Default agro speed is 6 per zombie config, set array elements 0 and 1 the same for non-variable speed, set to 0 to disable. array format = [min, max]; Ex: [2, 6]; results in a range of speed between 2 and 6 (2 is the old DZE_slowZombies hard-coded speed)  
  16. Like
    victorks got a reaction from JohnnyBravo666 in ESSV3 - Enhanced Spawn Selection   
    Thank you for your help :) :) :)
  17. Like
    victorks reacted to JohnnyBravo666 in ESSV3 - Enhanced Spawn Selection   
    Ok, so I just looked at what I had in my old files, and have some suggestions to possibly make it easier on you.
    Underneath the line where you have " #define START_ITEMS ", I would insert a new line with the following:
    If you want to add items to that, they would have to be toolbelt items only. The last item on the list has to have no comma. This is if you want to adjust the other classes too, this way you have less being written in as you have already defined what the default tool items would be with the START_TOOLS line is.So on the follow line that you posted here
    I would adjust it to:
    The following link has good references for how each class is set up. It took me a little while to figure out back in the day when I first started running my own server. Easy now though haha.
  18. Thanks
    victorks reacted to JasonTM in [RELEASE] Epoch Admin Tools V-1.10.7 "Test Branch"   
    Add !="R_Hydra_HE"  to the end of line 2 in createvehicle.txt
    Any projectiles from the Arma vehicles will have to be added as exceptions.
  19. Thanks
    victorks reacted to JasonTM in [RELEASE] Epoch Admin Tools V-1.10.7 "Test Branch"   
    Thanks. I didn't realize it till later but there is actually a GUI version of the tools. I might try to get that working later.
    https://github.com/noxsicarius/Epoch-Admin-Tools/tree/experimentalGUI
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