The solution Manatee/Steve to the issue you are talking about was to only allow green parts to be removed from vehicles, as such there is no way to remove a red or yellow part and re-add it as green?
Is this is exploit you are talking about?
I have played with Sarge's and it is a fantastic mod it does far more than this does, the example I gave to Sarge when he asked, was about custom loadouts per AI - which he has since added a version of outside of weapons and ammo in the current release.
The use case I think of is, Let's say...
As far as the Change-list goes
1. Added Orchthrashers NPC_alertZombie.sqf mod
2. Added wild_spawnZombie.sqf rating edit to allow for AI to attack zeds spawned by that script.
These are really the only "changes" I made to what Sycosis intended to do.
What I focused on was solving the issue...
I am currently working on getting zombies to kill AI.
I have not changed any of the core AI code in this. The Ai is controlled by the baseskill and potential skill variable
Which is a simple algorithm that Sycosis used
The main parts are as follows
_skillRemainder = _potentialSkill -...
Joikd,
Quick question on your "drip" stuttering zombie issue, I though that when you use call instead of spawn, it requires the script being called to complete as it is being kept in the single processor thread whereas spawn creates a new thread and lets it run in parallel?
So as you call...
Dunno if this is related, if that is the SKODA car mod the Dayz 2017 readme states
"Skoda Cars and Datsun Civil Pickup require damage rvmats so the tyres can be shot out / destroyed."
So it's possible the model with tire removed is not complete yet.
I have forked my mod to the following thread so it is easier for people to find the new files
http://opendayz.net/threads/morox-ai-sycosis-simple-ai-mod.9354/
I will still monitor this thread if you decide to keep using the original Sycosis Mod and try to help people with issues.
I have heavily modified the AI and updated it for 1.7.7 as well - the original files are required for 1.7.7 then simply extract the new files into the scripts folder overwriting - also you can remove the wild_spawnZombies.sqf as it is now obsolete. I have not had time to thoroughly beta test...
FuzeCraft,
If you set a rule to 1 only it just logs but does not kick so
1 addAmmo !"\"addAmmo\"," would log whenever a player did this but not kick
4 kicks the player if the line is detected so
4 addAmmo !"\"addAmmo\"," would just kick the player and not send any msg to the log
By...
This may be an issue with your variables.sqf, if you are using the one that came with your Remove Parts script it could be causing the issue, I would grab the original one and do a compare to the one in the pack and make sure you have all the needed bits, also check the fn_selfActions.sqf the...
Which version of the MOD are you using, the one I just posted or the the original? Most of the time for people it's because the use of MPKilled and MPEventHandler instead of Killed and EventHandler.
Ok,
So I have completed my code changes and I think have debugged it enough to pass out to folks for testing. I'll try to explain briefly what I have done here. Note that all the instructions in the OP are still the same as far as BattleEye and how to extract the needed files etc. These files...
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