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  1. M

    Admin Ammobox Inventory (SQL Method)

    Ammo for the Bizon is: 64Rnd_9x19_SD_Bizon
  2. M

    Extream errors in my rpt (AI slow to respond or die)

    Alright, so the issue is in UPSMON.sqf: Around line 262 and 908 there's two sections that look like this: // reset the group { _x allowDamage true; [nil, _x, "per", rHideObject, false] call RE; _x enableAI "FSM"; } foreach units _npc; and // reset the group in case something...
  3. M

    Extream errors in my rpt (AI slow to respond or die)

    Okay, i'll reply with my fix once I'm off work today.
  4. M

    Extream errors in my rpt (AI slow to respond or die)

    I had this happening in my local RPT, is that where you see this too? If so, I have a not very good but working fix I can share.
  5. M

    Percentage/chance of weapon spawn

    You need to do weapons differently than items. Items have the drop chance as a %, whereas weapons are a chance from the "pool" you create. So, in your first example: ["AK_107_pso","M4A1","MG36"] Each of those weapons has a 33% chance to be picked as the primary AI weapon for a unit. Say you...
  6. M

    rf3 vehicles tow to close together

    Fix here: http://www.opendayz.net/threads/dayz-tow-and-lift-help.9688/#post-65692
  7. M

    AI moving slow

    Try setting the vehicle_fix variable to false in SAR_config.sqf
  8. M

    DX | Custom Debug Monitor

    Thanks! I wasn't defining dayz_spaceinterrupt anywhere else, but copying that code out of the dayz_code compiles into the debug.sqf and including the check for f10 keypress fixed the issue.
  9. M

    Making a Custom Loadout for Sarge AI but not spawning at all?

    Do they spawn without the custom loadout? Try reverting to the provided loadouts to check. Also, the .rpt should show some errors that might help track down the issue.
  10. M

    Need help trying to reduce mission file size re sarge ai

    Don't remove the extra map grid/config files, they're hard coded elsewhere. But, you can delete all the code from them and save as 0 byte files for the maps you're not running.
  11. M

    DX | Custom Debug Monitor

    Love this debug monitor - however, like the poster above mentioned: is there any way to get the combat roll working with this? Seems not to work whether this is showing or not.
  12. M

    AI Lagging

    No, vehicle_fix is aimed at allowing players to share the same vehicle. This is a problem due to the way the AI flag players as hostile - Sarge has gone into quite a bit of detail on the issue and how difficult it was to work around.
  13. M

    AI Lagging

    I was experiencing laggy AI as well (dayz.st host..). Setting vehicle fix to false has them running smooth again. It's unfortunate though, because increasing the "sleep" parameter mentioned in another thread had the vehicle fix working perfectly :(
  14. M

    Invisible Ai

    Sarge posted a temp "fix" for this issue in a previous thread: http://opendayz.net/threads/1-5-or-1-6.11631/#post-58926 Worked for me.
  15. M

    Worst Bug/Exploit in the game

    Try what was outlined in this post: http://www.opendayz.net/threads/bug-in-server_onplayerdisconnect-sqf-bodyduping.11546/#post-56911
  16. M

    Hackers can spawn *Banned* Vehicles, admins can't...

    These are all banned again unfortunately
  17. M

    [BUG] Invisible AI

    Hey Sarge, I've applied the 1.5.2 fixes from the other day, and I'm still noticing some invisible AI spawns. I took a day to disable some other scripts to see if it affected things, but it doesn't seem to have changed anything. So far I've only noticed it on Military AI, and I have mine set...
  18. M

    [BUG] Invisible AI

    I'm also getting invisible AI in 1.5.0 - Double checked all my skins and even removed a few for testing with same results.
  19. M

    Sarge 1.5, no AI spawning at all

    No prob, glad it worked! :)
  20. M

    Sarge 1.5, no AI spawning at all

    Not sure if it matters, but in your init.sqf, try sticking the sarge stuff outside of that last if statement (you have them inside): if (!isDedicated) then { //Conduct map operations 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize...
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