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    Sidechat Kill Message - question

    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.
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    DX | Custom Debug Monitor

    Works fine but like another couple of debug monitors I've tried, arma2oaserver.rpt getting spammed with: 4:20:03 Wrong text element 'null'
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    Does creating custom buildings also add loot spawn to those buildings?

    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.
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    Earthquake

    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.
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    Hookers.....hear me out

    Clearly, everything that's said on the internet is serious.
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    [BUG] Invisible AI

    Sarge also posted a workaround here: http://opendayz.net/threads/1-5-or-1-6.11631/#post-58926
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    Can't get 2 bandit groups to spawn in

    I think the above will work.
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    Earthquake

    180 represents 3 minutes, the interval between earthquakes. If you want to increase that interval, just need to bump up the number a bit.
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    Earthquake

    Near the bottom of earthquake.sqf: sleep (180 + random 60);
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    Sarge AI uniforms

    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"]...
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    Sarge AI uniforms

    You configure that in SAR_config.sqf Policeman skin = "RU_Policeman_DZ"
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    Edit dayz Epoch map

    I don't remember the classnames, but there are two different types of barracks. One spawns loot while the other doesn't.
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    Server Messages have Stopped

    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
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    Crashing Arma2; rMod 2.1 & Sarge AI

    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...
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    1.5 or 1.6

    Any chance the invisible AI is addressed in 1.6? Sadly, need to run 1.1 or everyone gets shot up without much of a chance to fight back.
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    Best way to add warning markers for Iron Domes [Please Read]

    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.
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    Doing Scripting for the next hour!

    You should probably give this a read: http://www.opendayz.net/threads/no-commercial-services.10443/
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    [BUG] Invisible AI

    Just updated to 1.5.2 today and came across some invisible AI as well. Didn't happen before I updated: A few minutes later, he showed up:
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    [Support] Epoch Village Guards and more..

    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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    Arma2OAserver.rpt Spam

    Thanks Sarge, will try the latest versions on your github :cool:
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