Your server_spawnCrashSite.sqf is the vanilla version - what file are you referring to that spawns crashes every 10 min, what file where you changing to try 25 min?
Rhythmnz,
Checked out your files, biggest issue I find is your variables.sqf, it seems to me that unless you wanted the changes that you made in there it causes most of the issues you describe(zed respawn time trippled in length and loot spawn). I simply removed the line to it in the init.sqf...
Going through more of the files I see that there are errors for me in your add_unit_server.sqf and in one of you _aispawn lines in init.sqf
IN init.sqf
_aispawn = [[13371,6163.98,0],250,5,2,4,9,4,7,1,13600] execVM "scripts\add_unit_server.sqf"; // Solchiniy Resistance(Survivors)
You...
Sasha,
So you have some stuff in your init that I don't have, but taking your files straight and removing the following lines - as I do not have the files
call compile preprocessFileLineNumbers "fixes\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very...
I found the issue, your old zombie_gen was modified to be a little crazy on the zombie spawns, you don't check for max zombies nor do you have checks for various other things, adding your original mods back in, I can see how you would feel they are slow to spawn, there was easily triple the...
The despawn times are tied to the respawn time, I noticed in your init.sqf you have the first two spawns set to 30 sec while the rest are 14000, I would say try adjusting that time and see if that works. I am running your files on my server and zombies are spawning at the proper rate, I ran...
I ran with the exact files Sasha put up and had issues then did the fix to zombie-gen I posted and now everything works for me. I'll double check you say it's in Elektro you get no spawns?
Seems pretty straight forward - though I have not tested it, there is a spot in the script
wguwirwz = []; //add admins here
It seems you would list your Admin UID's here since all the code runs on If's
if !(getPlayerUID _unit in wguwirwz)
Your admin's should not be affected.
Bolbies,
I have not seen that, are you packing these into a pbo or using them as straight files?
Gary,
Are you using the updated faction code I have added - it is possible that if the AI as died and respawned that it took the faction of the last _aispawn line in init.sqf to avoid this in...
For example on the multiple spawn thing - another user I helped used this
_aispawn = [[3589.66,2206.73,0],100,15,1,4,0,5,5,7,13600] execVM "scripts\add_unit_server.sqf"; // Kamarovo (Survivors) Squad
_aispawn = [[1920.62,2316.83,0],300,5,1,4,0,4,7,1,13600] execVM...
They are not currently Database driven, it is a concept we have played with but have not had success implementing - however you could spawn multiple groups in multiple areas, you could also take a look at Sarge's AI addon, it is much more comprehensive then this one, but focuses on a different...
Bolbies,
Each line spawns a new set of AI, to have them move differently you can do one of two things, you can change the number of waypoints per distance, the 2nd and 3rd number's so 100,5 will say stop at 5 points in 100 radius, where as 100,2 will shave them stop at 2 places in 100 radius...
I run something like this - may work for what you need, just define ADMINS as the UID's you want to allow - and remove the isAdmin part if they are not admin's on the sever.
_isAdmin=(serverCommandAvailable"#kick");
_uid = (getPlayerUID vehicle player);
if ((_isAdmin) && ((_uid) in ADMINS))...
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