Garages are fine here too. Just the occasional lost loot.
I will post the cleanup queries I wrote in the morning. Basically it's possible to include everything but I wanted to strictly limit it to those at sector b and close around that.
Plus it filters for last timestamp and if there is any...
I had the same ideas on that bracket and space in name issue, but as that's in quotes I don't think it would make any difference.
I'm also having a lot of guys with names close to that without issues at all.
Different thing: anyone got an idea about how the database query should look to...
To clean up destroyed vehicles it should be enough to run the pMain function. At least, if you fixed it the way its described a few pages earlier or are using Major Pains newest files from github.
In detail, the pCleanup function is what checks specifically for the destroyed ones as well, so...
Sounds good. What sort of redesign are you doing. Just mechanic designs or buildings and islands as well? As islands are a much sought after thing but ain't that easy to implement, though could serve a real nice purpose and freshen up the map as a whole.
Edit:
One more thing: besides the...
Sure, can be done easily with the SARGE config file that is provided already.
Ill be updating and linking to my github fork of MajorPains files once I am back from work, so you can get out of it whatever you need.
Currently, Ive set the city groups to be Survivors, thus giving a little...
Ive got Sarge's AI implemented for a few days already. Seems fine so far, still fiddling around with correct static spawns on Sector B island, but all the roaming groups throughout the big cities are fine.
Ive left the Origins AI in as well, not sure how they handle each other on Sector B as...
Definately looking forward to this and will add a server to our community once you released it.
Comes with the right timing as well, as we just got rid of one of our rmod2.1 servers and this mod seems to bring back quite some cool stuff with more additions as well.
So, keen to hear any...
Dont think it's time related. I've had my test environment running consistently for 50+ and around 10 people on trying out all the different stuff, without any error message.
Though before removing the lines from most of the scripts I even experienced it like within 20 secs of a fresh...
Had to totally rewrite the trigger function but seems I got it to work in the end, as it wasnt even saving properly due to syntax errors before.
Only trouble now:
it changes the value briefly inside the DB to the new one (refreshing the table at the right time will show the correct values), but...
Regarding the self-bloodbag with humanity/admin prerequisites:
I only tested this one shortly, but seems to work without trouble.
To remove the addAction menu make sure you add the remove function at the end of the bloodbag script as well.
I can hook up both file contents I used to try that...
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