i got it working. i never added in the battleye fixes for the setfuel and vehicleaddammo to the new 1.7.7.1 battleye patch. everything is working fine for me now. even have auto refuel working and part stripping up
Edit
i just read that back to myself, lemme rephrase that. do not add the...
choppers are spawning in for me but they imediatley blow up with the new battleye 1.7.7.1 patch, could it be the
setfuel script change? the new one in 1.7.7.1 looks like this
1 setFuel !"local_setFuel" !"dayzSetFuel spawn local_setFuel;" !"local_setFuel = compile preprocessFileLineNumbers...
Hey Morox, So is it possible to do The aggro with sarges Ai?. If not i beleive i will just use your script in coop with his heli patrols. Im pretty sure it just cancels his AI out while yours works anyways, i will test this out tonight. Dayz.st has been nothing but problems for me doing any type...
The reason why i like the Idea of aggro'd zeds is while in gameplay encounters with friendly AI can bolster an opprotunity to heal your character and is also good for providing time to access your gear menu while Ai simply blow away zeds around you providing some time to configure what you have...
well that was fun. Dayz.st servers were ddos'd server was down for at least a week. well gotta re-do everything again ughhhh. any info on getting this to work alongside with sarges ai script?
When i was playing around with your older script version i was able to get the zeds cooperating with sarges-ai only by using zombiegenerate.sqf and wildzombies.sqf. the would run up to the ai but would not attack, it was also pretty cool that if you throw smoke they run over to that to wich...
ok im not getting any battleye kicks or anything so thats good. Also tried this with sarges ai script without adding any spawn points yet to see if the zeds would attack his AI. needless to say sarges ai script will not spawn AI with this script, so i could not see if zeds were able to attack...
ya i kinda figured it was something to do with that line, i remember you saying it was always 2 lines below what the script restriction error was. how would i go about excluding the script? do i just remove the "" on the rspawn ?
sorry i havent been able to get on lately, super busy at work, baby, all the fun parent stuff. ill get on tonight and try it with sarges ai script as well and see how that plays out.
could the mass zombie spawn count be because each Ai is spawning a certain set number of zeds for them?
so say 1 AI unit is spawning 2-4 zombies at a time. add 3 AI units in a group would that mean they would spawn 6-12 zeds at a time? just a thought i had
id like to test and see but i dont...
thanks axeman. ya i figured i had to make make it. put the change_streetlights.sqf in my lights folder in mission.pbo lights folder and added the line in the init.sqf to execute it.worked like charm. looks amazing. now if only i can get the 2 hour days and 1 hour nights to work on my server i...
change this in your init.sqf
zombie_generate = compile preprocessFileLineNumbers "\scripts\zombie_generate.sqf";
to this
zombie_generate = compile preprocessFileLineNumbers "\mpmission\scripts\zombie_generate.sqf";
i cant seem to find the change_streetlights.sqf anywere. ive searched in my install directory for arma 2 under mpmissions and all i have is a readme file in there
Go Morox.! I am eagerly waiting for this package. ill do some testing on my server
once you have everything compiled and up for downloading. i can leave feedback
for you if i do encounter any problems. also what i like is i can still use sarges AI script
along with yours, so this works great...
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