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DangerClose reacted to DangerClose in VEMF - Vampire's Epoch Mission Framework
Standing by with great anticipation!
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DangerClose got a reaction from TheVampire in VEMF - Vampire's Epoch Mission Framework
Standing by with great anticipation!
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DangerClose reacted to Humpabry in VEMF - Vampire's Epoch Mission Framework
good work mate keep it up many people excited here :D
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DangerClose got a reaction from TheVampire in VEMF - Vampire's Epoch Mission Framework
Awesome! Absolutely can't wait. Solid effort Vamp!
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DangerClose got a reaction from TheVampire in VEMF - Vampire's Epoch Mission Framework
+1 lol. Gonna be a total game changer!
Just pledged on patreon. Looking forward to seeing this!
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DangerClose got a reaction from TheVampire in VEMF - Vampire's Epoch Mission Framework
Also looking forward to this - had dzms on my arma 2 server. Seriously cannot wait.
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DangerClose reacted to DangerClose in VEMF - Vampire's Epoch Mission Framework
Also looking forward to this - had dzms on my arma 2 server. Seriously cannot wait.
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DangerClose reacted to KiloSwiss in #SEM - Simple Epoch Missions v0.8.1 + 0.8.3 test
@DangerClose
The Missions need (by default) a minimum of 6 players on the server to start.
Open Your server RPT and search for "#SEM" to find the log entries from my scripts, where it says "Waiting for players (1/6)" if only one player is connected.
@aFuzzybuny
This code is actually right:
SEM_AIdropLootChance = 0 max SEM_AIdropLootChance min 100;So don't change that. There is only a little mistake I made inside the killed EventHandler that could add a small 1% chance of AI dropping loot when SEM_AIdropLootChance was set to 0 (which is the setting for no loot on dead AI).
Maybe I should make the description about this Variable a bit more clear:
SEM_AIdropLootChance = 0 means all weapons, magazines, backpacks and vests will be removed from dead AI (headgear and uniforms are always lootable).
SEM_AIdropLootChance = 50 means a 50% chance of weapons/gear on the killed AI units (except the RL and SR).
SEM_AIdropLootChance = 100 means the AI keeps all their gear when killed (except the RL and SR).
About the RPT Errors in v0.6.1:
They will only show up when the bandit camp mission runs and it will only affect the cleanup.
That error is already fixed in v0.6.2
@rsxownes
Thanks for the Feedback, I'm glad it works for You.
Greez KiloSwiss
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DangerClose reacted to thekaboobie in [Release] Adding higher end currency to traders. v1.1 -working
I have been trying to add an additional currency for high end vehicles and weapons using the 4 versions of the IED utilizing a crafting mechanic for the IED's allowing them to be purchased from the donor rewards or farmed in game. However when I added them to the db as the currency (placed them in the trader items table as well) when you purchase say a vehicle with the IED's it all looks fine you get a key but the vehicle is never spawned and the IED's don't leave your inventory. I have done everything he has done to get the ruby's working except adding them to the trade metals because i don't want them purchasable for briefcases. Can anyone le tme know if there is a way to get them to take the IED's and spawn the vehicle or am I trying to do something that isn't possible.