Gorri,
In your RPT you should see "Global faction is #" that will tell you if the ai script executed.
Villko,
I will write something up for a bit later, on my mobile right now.
Bloodtype,
Glad you ssolved the vanish issue, as far as the respawn stuff look at my posts on the last few pages, I describe the code for both the location and faction fix, the NPC attacking zombie is handled by the addition of the line in the OP to the zombie_generate.sqf. to have the zombies...
The only thing I can think is that your sqf files are named differently or are in a different path, you can see in the line that the file that is being excluded from kick is scripts/kh_.... if your files are named something else or are in a different directory you need to update the line.
I don't know which addon you are using but if you use the OP one the fix for the script error is, find the line that looks most like this one, sounds like line 46 in your case and replace it with this one.
5 setFuel !"\"setFuel\"," !"z\addons\dayz_code\compile\local_setFuel.sqf"...
Onaabys,
Actually the issue you describe is a "fix" for the larger issue that most people have. The OP files pass the _aispawnpos to the unit_killed.sqf and this is used as the location of the respawn - the problem with this is that if you have more than 1 _aispawn line in your init.sqf you...
Villko05,
This was solved, I think it is talked about on page 3 by OrcThrasher
Varsyn,
The best way to go about it in my opinion would be to mod the unit_killed.sqf add a random chance that the following happens
//clear default weapons / ammo
removeAllWeapons _player;
removeAllItems...
Yeah, I think it was 1.7.5, you not only have to have a primary weapon but also have it equipped, I modded this to allow one to do it while having a sidearm equipped but when you come out of the roll you have the primary equipped, so I am still working on this.
Correct me if I am wrong but Sarge's AI pack comes with a well modified server_cleanup.fsm, using a time based cleanup whereas original files do it on total number of dead, so while I have not gone through both fsm's thoroughly, I don't think you should fully rule out the AI pack as the source...
You can grab the Epoch code here
https://github.com/vbawol/DayZ-Epoch
You then need to look into various files which all work together, the variables.sqf, the compiles.sqf, dayz_code/actions/gather_zparts.sqf, dayz_code/actions/pzombie/pz_feed.sqf, dayz_code/compile/fn_selfActions.sqf, and...
I could break down the Epoch one which allows for gutting zombies, but it would be tricky to implement and make take a bit of back and forth testing, I don't know how much time I could dedicate to it but if you want me to give it a go let me know.
is that the original file you received or one you modified? I assume you tried changing this line?
nul = [3, 4, (10 * 60), (0 * 1), 1, 'center', 4000, true, false] spawn server_spawnCrashSite;
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