Has anyone else come across this message:
BASE FIREFLY: "A ROOKIE AI BANDIT WAS KILLED BY PLAYER: ANY"
Killer name was displaying fine a couple of nights ago but noticed this today. No errors in the log that I can see, not even sure where to start troubleshooting this one.
If you're using something like the MAP_EU upgrade for the editor, it will place certain buildings with a "MAP_" prefix instead of "LAND_" like Rossymond said. Those MAP versions don't spawn any loot, you'd need to rename it.
Don't know if there's a limit on 'sleep' but I've noticed that the larger the number, the wonkier it gets.
I think I had mine set at 1200 and it seemed to work alright.
I'm guessing that these are static AI you're adding...really depends on how you want to configure it and what your needs are. One way it could be done is:
SAR_config.sqf:
// survivor AI
SAR_leader_surv_list = ["RU_Policeman_DZ"];
SAR_sniper_surv_list = ["RU_Policeman_DZ"]...
Go to your description.ext and look for this line near the top:
disableChannels[]={2,6};
Add/remove channels as needed. In the line above, Command/System are disabled.
0 = Global
1 = Side
2 = Command
3 = Group
4 = Vehicle
5 = Direct
6 = System
I'm running Epoch Lingor 1.0.1.1 and have come across this crashing issue eratically. When I had various skins assigned to bandits, crashes would be more frequent but still erratic (crashes one player standing next to the dead bandit, but not another). I've since removed all bandit skins except...
If mission file has been edited though, may want to just copy the marker info and paste into customized mission.sqm
edit: also, this seems to be in the wrong section, not sure what it has to do with Sarge AI.
Bungle - I have a base with static AI guards on Lingor. Can share my file with you to examine if you like.
It's possible to add the ability to talk to npc's and have them reply with certain things (like reporting the general location of a randomly-spawned ammo box), but this is way beyond me...
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