Cool one last question, if the player leaves the zone does the teleportation stop? I've seen a couple of scripts that kill you for entering a zone even when you leave it before the countdown ends
Thanks.
Hi Matt, just wondered what happens when a player either drives in with a car or fly's in etc etc.
Would they be teleported or not? I would assume if they did then the vehicle destroyed?
Thanks
Since updating to Epoch 1.0.1.5 the kill messages seem to have disappeared.
I've checked over my init file etc and everything is the same as it would have been on 1.0.1.4 players have radios etc, and kill messages show for pvp deaths just not ai killing player, player killing ai etc.
Any one...
No you need to chang the co oords that it links too, from NW corner to Cherno co ords.
You cant just change debug to cherno.
I have similar setup for some Cherno mayhem and I use this setup for mine
//Cherno
_this = createMarker ["SAR_marker_Cherno", [6743.8853, 2581.1865]];
_this...
You need to keep the same names for all your markers, look at your settings you have for eg.
SAR_MARKER_FIRESTATION
Then SAR_PATROL_FIRESTATION
They both need the same name. either Marker or Patrol.
Look at mine that I posted and you can see they are all the same..
SAR_marker_patrol_novy
Has that worked?
I have a base in novy log that has 15 army ai patrolling it and my setup is this
//Novy Lug Base Spawn
[SAR_marker_patrol_novy,1,0,5,"patrol",true] call SAR_AI;
[SAR_marker_patrol_novy,1,0,5,"patrol",true] call SAR_AI;
[SAR_marker_patrol_novy,1,0,5,"patrol",true] call...
Yeah 25,25 would be better.
Just check that the co orrds are correct if you can, it might be work going to that part of the map, logging out and then checking your worldspace in the sql database.
Hope this helps.
You might also want to change the marker size from 5,5 to something a bit bigger, getting 20+ AI units to spawn in a small spot might cause an issue perhaps?
Try changing the coordinates, I've found problems in the past where my coordinates wouldn't spawn anything in then i changed them slightly and they worked eg [3800,5160,0]] instead of [3871.49, 5088.57, 0]]
You can check them all on this site Here
This is really simple, just use an FTP client. copy the addons folder from the sarge ai files, in to
vilayercodecustom/missions/epoch.chernarus
And then in the init.sqf file just add in this at the bottom
//Sarge AI
call compile preprocessFileLineNumbers...
I would try making the groups smaller and just putting them in 3/4 times eg.
//PVP Base
[SAR_patrol_base,3,0,5,"fortify",true] call SAR_AI;
[SAR_patrol_base,3,0,5,"fortify",true] call SAR_AI;
[SAR_patrol_base,3,0,5,"fortify",true] call SAR_AI;
[SAR_patrol_base,3,5,0,"fortify",true] call SAR_AI;
I just wondered if it would be possible to have both an F35B and UH-1H flying on patrols around the map.
I've used Sarge's setup and altered the heli to the F35B which works fine, but if I try to put both in, it seems that all the bandits etc just want to fly jets and the odd one flyes a...
Is it possible to have the AI set to wear specific uniforms, for instance I have AI patrolling the trade zones and would like them to wear a police uniform.
Thanks for any help.
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