You can set SargeAI to use static patrols, to follow or flank, fortify and defend, and patrol. We used this to put about 60 units in the nuclear power plant on the small island on Tavi and it worked quite well. You might check WAI for examples of having AI man stationary weapons, vehicle or heli...
What version of DayZ are you using ?
There is a fix in the forums here for 1.7.7 involving adding the crate types to the list of legal objects. On older versions of Epoch (1.02.5), using the Sarge variable worked. With Epoch 1.0.3 assigning the Permaloot variable to true has ensured that crates...
Kildar,
There is a very nice package from Tornedco available at the link below. All of the files you need to change are included with the corrections needed for custom loot spawns. The only thing you need to do is follow the brief directions or, if you already have customized compiles and/or...
Thanks for posting this. I will add it to our server today. I think it will be very usefull for providing server rules, website information, and so forth.
You can get the hop/cpp files at:
https://github.com/vbawol/DayZ-Epoch/tree/master/SQF/dayz_code/Configs/CfgBuildingLoot
Have you looked at your .rpt file ? It usually tells you the error that caused the server to hang.
I would go back to a default misson.pbo and start over, perhaps testing...
What map and mod are you using ?
Initial suggestions are:
Make sure you have the correct dayz_code and mission pbos and the correct CfgBuildingLoot.hpp and other hpp's.
1) Be sure you followed the instructions to the letter;
2) Verify that the zombies and loot are spawning if you use the...
I recall a known glitch wherein it did not pop up until you had done some other action like enter a vehicle. We ran it on our Tavi server for a few months where it worked great. The work around was to approach a vehicle or door or whatever before changing skins.
Your other scripts should work fine. On our last tavi server I had:
smelting
base building
self blood bag
flip vehicle
study body
lift and tow
sarge AI.
They all worked together without problems.
I looked at your files this morning. From what I can see there is just one thing missing. you need to add the following to your fn_selfActions.sqf at line 30:
// ---------------------------------------Krixes Self Bloodbag Start------------------------------------
_mags = magazines player...
The three bases are running very nicely on our server. Thanks for a nice addition. I am thinking of having Sarge AI patrol the Balotta base which has alot of military loot relative to the rest of the map. the idea is defeat the bots and gain access to a nice prize.
not quite sure what you want to accomplish. you can turn off specific pre-defined patrols in the SAR_grps.sqf file for you map (found in \addons\SAR\map_config\. just comment out the ones you don't want. you can turn on/off the dynamic grid spawns in the SAR_config.sqf. To inactivate the...
Did you add a sensor for you mission.sqm ? In that wiki there are several possible mission.sqm files you could download with preconfigured sensors so if you have not downloaded them and added them to your mission.pbo that might explain your problem.
A few users have asked if it is possible to make the trader zones free of zombies. I can do this with the killzombie.sqf around somewhere using the coords of each trader group but wondered if there was a cleaner way to do this or if you might be interested in adding that function to these traders.
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