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@haleks Hello Haleks

 

Here is part of my RTP file.

 

18:21:25 Scripting function 'rvg_fnc_zed_spawn' is not allowed to be remotely executed
18:21:25 Scripting function 'rvg_fnc_zed_spawn' is not allowed to be remotely executed
18:21:25 Scripting function 'rvg_fnc_zed_spawn' is not allowed to be remotely executed
18:21:25 Scripting function 'rvg_fnc_zed_spawn' is not allowed to be remotely executed
18:21:25 Scripting function 'rvg_fnc_zed_spawn' is not allowed to be remotely executed
18:21:25 Scripting function 'rvg_fnc_zed_spawn' is not allowed to be remotely executed
18:21:25 Scripting function 'rvg_fnc_zed_spawn' is not allowed to be remotely executed
18:21:25 Scripting function 'rvg_fnc_zed_spawn' is not allowed to be remotely executed
18:21:25 Scripting function 'rvg_fnc_zed_spawn' is not allowed to be remotely executed
18:21:25 Scripting function 'rvg_fnc_zed_spawn' is not allowed to be remotely executed
18:21:31 Scripting function 'rvg_fnc_zed_spawn' is not allowed to be remotely executed
18:21:37 Scripting function 'rvg_fnc_zed_spawn' is not allowed to be remotely executed
18:21:37 Scripting function 'rvg_fnc_zed_spawn' is not allowed to be remotely executed
18:21:37 Scripting function 'rvg_fnc_zed_spawn' is not allowed to be remotely executed
18:21:38 "A3W - 3 baseparts and objects have been saved with profileNamespace"
18:21:38 "A3W - profileNamespace saved"
18:21:41 "Player disconnected: Jaeger (76561198084154719)"
18:21:41 "HandleDisconnect - [""Jaeger"",""76561198084154719""] - alive: true - local: true - isPlayer: false - group: R Alpha 1-5"
18:21:41 SelectionID "31" is wrong for shape "ksk_unit\models\fielduniform.p3d"
18:21:41 SelectionID "32" is wrong for shape "ksk_unit\models\fielduniform.p3d"
18:21:43 Warning: Cleanup player - person 2:2165 not found
18:21:46 Admin logged out, player: Jaeger, playerUID: 76561198084154719, IP: 192.168.8.101:2304.
18:21:46 Warning: Cleanup player - person 2:2165 not found
18:21:58 "A3W - 1 vehicles have been saved with profileNamespace"
18:21:58 "A3W - profileNamespace saved"
18:22:18 EPE manager release (21|50|0)
18:22:18 Number of actors in scene after release: 21
18:22:18 EPE manager release (0|21|0)
18:22:19 Deinitialized shape [Class: "C_Soldier_VR_F"; Shape: "a3\characters_f_bootcamp\common\vr_soldier_f.p3d";]
18:22:19 Deinitialized shape [Class: "Underwear_F"; Shape: "a3\characters_f\common\basicbody.p3d";]
18:22:19 Deinitialized shape [Class: "C_man_p_fugitive_F"; Shape: "a3\characters_f\civil\c_poor.p3d";]
18:22:19 Deinitialized shape [Class: "I_C_Soldier_Para_2_F"; Shape: "a3\characters_f_exp\syndikat\i_c_soldier_para_2_f.p3d";]
18:22:19 Deinitialized shape [Class: "I_C_Soldier_Bandit_5_F"; Shape: "a3\characters_f_exp\syndikat\i_c_soldier_bandit_5_f.p3d";]
18:22:19 Deinitialized shape [Class: "I_C_Soldier_Para_4_F"; Shape: "a3\characters_f_exp\syndikat\i_c_soldier_para_4_f.p3d";]
18:22:19 Deinitialized shape [Class: "I_C_Soldier_Para_1_F"; Shape: "a3\characters_f_exp\syndikat\i_c_soldier_para_1_f.p3d";]
18:22:19 Deinitialized shape [Class: "I_G_Soldier_F"; Shape: "a3\characters_f_gamma\guerrilla\ig_guerrilla1_1.p3d";]
18:22:19 Deinitialized shape [Class: "KSK_Jaeger_FieldUniform1"; Shape: "ksk_unit\models\fielduniform.p3d";]
18:22:19 Deinitialized shape [Class: "B_recon_F"; Shape: "a3\characters_f\blufor\b_soldier_01.p3d";]
18:22:19 Deinitialized shape [Class: "Survivor_blue_1"; Shape: "a3\characters_f\blufor\b_soldier_01.p3d";]
18:22:19 Deinitialized shape [Class: "C_Man_casual_6_F"; Shape: "a3\characters_f\civil\c_man_casual_shorts_f.p3d";]
18:22:19 Deinitialized shape [Class: "C_Man_casual_5_F"; Shape: "a3\characters_f\civil\c_man_casual_shorts_f.p3d";]
18:22:19 Deinitialized shape [Class: "O_recon_F"; Shape: "a3\characters_f\opfor\o_soldier_01.p3d";]
18:22:19 Deinitialized shape [Class: "I_G_Soldier_M_F"; Shape: "a3\characters_f_gamma\guerrilla\ig_guerrilla3_1.p3d";]
18:22:19 Deinitialized shape [Class: "I_G_Soldier_LAT_F"; Shape: "a3\characters_f_bootcamp\guerrilla\ig_guerrilla_6_1.p3d";]
18:22:19 Deinitialized shape [Class: "I_Sniper_F"; Shape: "a3\characters_f_beta\indep\ia_sniper.p3d";]
18:22:19 Deinitialized shape [Class: "I_C_Soldier_Bandit_2_F"; Shape: "a3\characters_f_exp\syndikat\i_c_soldier_bandit_2_f.p3d";]
18:22:19 Deinitialized shape [Class: "Max_woman_soldier2"; Shape: "women\uniform.p3d";]
18:22:19 Deinitialized shape [Class: "Max_woman_soldier1"; Shape: "women\uniform.p3d";]
18:22:19 Deinitialized shape [Class: "Max_woman_soldier3"; Shape: "women\uniform.p3d";]
18:22:19 Deinitialized shape [Class: "B_sniper_F"; Shape: "a3\characters_f\blufor\b_sniper.p3d";]
18:22:19 Deinitialized shape [Class: "I_C_Soldier_Camo_F"; Shape: "a3\characters_f_exp\syndikat\i_c_soldier_camo_f.p3d";]
18:22:19 Deinitialized shape [Class: "I_G_engineer_F"; Shape: "a3\characters_f_gamma\guerrilla\ig_guerrilla2_1.p3d";]
18:22:19 Deinitialized shape [Class: "I_G_medic_F"; Shape: "a3\characters_f_gamma\guerrilla\ig_guerrilla2_1.p3d";]
18:22:19 Deinitialized shape [Class: "I_G_Soldier_AR_F"; Shape: "a3\characters_f_gamma\guerrilla\ig_guerrilla2_1.p3d";]
18:22:19 Deinitialized shape [Class: "B_G_Soldier_AR_F"; Shape: "a3\characters_f_gamma\guerrilla\ig_guerrilla2_1.p3d";]
18:22:19 Deinitialized shape [Class: "I_Soldier_TL_F"; Shape: "a3\characters_f_beta\indep\ia_soldier_01.p3d";]
18:22:19 Deinitialized shape [Class: "I_soldier_F"; Shape: "a3\characters_f_beta\indep\ia_soldier_01.p3d";]
18:22:19 Deinitialized shape [Class: "I_Soldier_GL_F"; Shape: "a3\characters_f_beta\indep\ia_soldier_01.p3d";]
18:22:19 Deinitialized shape [Class: "I_Soldier_LAT_F"; Shape: "a3\characters_f_beta\indep\ia_soldier_01.p3d";]
18:22:19 Deinitialized shape [Class: "I_Survivor_F"; Shape: "a3\characters_f_beta\indep\ia_soldier_01.p3d";]
18:22:19 Deinitialized shape [Class: "Bandit_Renegade"; Shape: "a3\characters_f_beta\indep\ia_soldier_01.p3d";]
18:22:19 Deinitialized shape [Class: "I_medic_F"; Shape: "a3\characters_f_beta\indep\ia_soldier_02.p3d";]
18:22:19 Deinitialized shape [Class: "I_Soldier_lite_F"; Shape: "a3\characters_f_beta\indep\ia_soldier_02.p3d";]
18:22:19 Deinitialized shape [Class: "I_Soldier_AR_F"; Shape: "a3\characters_f_beta\indep\ia_soldier_02.p3d";]
18:22:19 Deinitialized shape [Class: "C_man_1_1_F"; Shape: "a3\characters_f\civil\c_citizen1.p3d";]
18:22:19 Deinitialized shape [Class: "B_Competitor_F"; Shape: "a3\characters_f\civil\c_poloshirtpants.p3d";]
18:22:19 c:\w\stable\futura\lib\network\networkserver.cpp ClearNetServer:NOT IMPLEMENTED - briefing!
18:22:20 Class WeaponFireGun destroyed with lock count 7
18:22:20 Class Table destroyed with lock count 7
18:22:20 Class T0 destroyed with lock count 7
18:22:20 Class T1 destroyed with lock count 7
18:22:20 Class T2 destroyed with lock count 7
18:22:20 Class T3 destroyed with lock count 7
18:22:20 Class T4 destroyed with lock count 7
18:22:20 Class T5 destroyed with lock count 7
18:22:20 Class T6 destroyed with lock count 7
18:22:20 Class T7 destroyed with lock count 7
18:22:20 Class T8 destroyed with lock count 7
18:22:20 Class T9 destroyed with lock count 7
18:22:20 Class T10 destroyed with lock count 7
18:22:20 Class T11 destroyed with lock count 7
18:22:20 Class T12 destroyed with lock count 7
18:22:20 Class T13 destroyed with lock count 7
18:22:20 Class T14 destroyed with lock count 7
18:22:20 Class T15 destroyed with lock count 7
18:22:20 Class T16 destroyed with lock count 7
18:22:20 Class T17 destroyed with lock count 7
18:22:20 Class T18 destroyed with lock count 7
18:22:20 Class T19 destroyed with lock count 7
18:22:20 Class T20 destroyed with lock count 7
18:22:20 Class T21 destroyed with lock count 7
18:22:20 Class T22 destroyed with lock count 7
18:22:20 Class WeaponCloudsGun destroyed with lock count 14
18:22:20 Class Table destroyed with lock count 14
18:22:20 Class T0 destroyed with lock count 14
18:22:20 Class WeaponCloudsMGun destroyed with lock count 7
18:22:20 Class Table destroyed with lock count 7
18:22:20 Class T0 destroyed with lock count 7
18:22:20 Class All destroyed with lock count 7
18:22:20 Class EventHandlers destroyed with lock count 7
18:22:20 Class CBA_Extended_EventHandlers destroyed with lock count 7
18:22:20 Class MarkerLights destroyed with lock count 7
18:22:20 Class NVGMarkers destroyed with lock count 7
18:22:20 Class NVGMarker destroyed with lock count 7
18:22:20 Class Turrets destroyed with lock count 7
18:22:20 Class HeadLimits destroyed with lock count 7
18:22:20 Class ViewPilot destroyed with lock count 7
18:22:20 Class ViewCargo destroyed with lock count 7
18:22:20 Class ViewOptics destroyed with lock count 7
18:22:20 Class PilotSpec destroyed with lock count 7
18:22:20 Class CargoSpec destroyed with lock count 7
18:22:20 Class Cargo1 destroyed with lock count 7
18:22:20 Class TransportWeapons destroyed with lock count 7
18:22:20 Class TransportMagazines destroyed with lock count 7
18:22:20 Class SoundEnvironExt destroyed with lock count 7
18:22:20 Class SoundEquipment destroyed with lock count 7
18:22:20 Class SoundGear destroyed with lock count 7
18:22:20 Class SoundBreath destroyed with lock count 7
18:22:20 Class SoundBreathSwimming destroyed with lock count 7
18:22:20 Class SoundBreathInjured destroyed with lock count 7
18:22:20 Class SoundHitScream destroyed with lock count 7
18:22:20 Class SoundInjured destroyed with lock count 7
18:22:20 Class SoundBreathAutomatic destroyed with lock count 7
18:22:20 Class SoundDrown destroyed with lock count 7
18:22:20 Class SoundChoke destroyed with lock count 7
18:22:20 Class SoundRecovered destroyed with lock count 7
18:22:20 Class SoundBurning destroyed with lock count 7
18:22:20 Class PulsationSound destroyed with lock count 7
18:22:20 Class SoundDrowning destroyed with lock count 7
18:22:20 Class Reflectors destroyed with lock count 7
18:22:20 Class FxExplo destroyed with lock count 7
18:22:20 Class AnimationSources destroyed with lock count 7
18:22:20 Class GunFire destroyed with lock count 7
18:22:20 Class GunClouds destroyed with lock count 7
18:22:20 Class MGunClouds destroyed with lock count 7
18:22:20 Class Damage destroyed with lock count 7
18:22:20 Class DestructionEffects destroyed with lock count 7
18:22:20 Class Light1 destroyed with lock count 7
18:22:20 Class Smoke1 destroyed with lock count 7
18:22:20 Class Fire1 destroyed with lock count 7
18:22:20 Class Sparks1 destroyed with lock count 7
18:22:20 Class Sound destroyed with lock count 7
18:22:20 Class Light2 destroyed with lock count 7
18:22:20 Class Fire2 destroyed with lock count 7
18:22:20 Class Smoke1_2 destroyed with lock count 7
18:22:20 Class camShakeGForce destroyed with lock count 7
18:22:20 Class camShakeDamage destroyed with lock count 7
18:22:20 Class SpeechVariants destroyed with lock count 7
18:22:20 Class Default destroyed with lock count 7
18:22:20 Class SimpleObject destroyed with lock count 7
18:22:20 Class Static destroyed with lock count 2
18:22:20 Class DestructionEffects destroyed with lock count 2
18:22:20 Class EventHandlers destroyed with lock count 2
18:22:20 Class CBA_Extended_EventHandlers destroyed with lock count 2
18:22:20 Class Thing destroyed with lock count 4
18:22:20 Class InventoryPlacements destroyed with lock count 4
18:22:20 Class ThingX destroyed with lock count 3
18:22:20 Class DestructionEffects destroyed with lock count 3
18:22:20 Class Furniture_base_F destroyed with lock count 2
18:22:20 Class Land_CashDesk_F destroyed with lock count 1
18:22:20 Class SimpleObject destroyed with lock count 1
18:22:20 Class CBA_NamespaceDummy destroyed with lock count 1
18:22:20 Class CBA_Extended_EventHandlers_base destroyed with lock count 7
18:22:21 Extensions:

 

I hope this helps

 

Thank you

Jaeger aka Frankie

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I've tried that RDS Flashlight. Its cone of light is smaller than a weapon mounted light too, which actually makes things a lot scarier.

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I play mission scenario in Single Player. 

So in the Ambient Zombie module I set with only walkers :

- Population limit : 45

- Global population limit : 0. This is only for Multiplayer right ?

But with that their is no zombies that spawn in the map. So i have to set Global pop limit to 45 too even if I play on Single player ?

 

I know this is not a big issue. But just want to let you know.

TY

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2 minutes ago, MisterOth said:

I play mission scenario in Single Player. 

So in the Ambient Zombie module I set with only walkers :

- Population limit : 45

- Global population limit : 0. This is only for Multiplayer right ?

But with that their is no zombies that spawn in the map. So i have to set Global pop limit to 45 too even if I play on Single player ?

 

I know this is not a big issue. But just want to let you know.

TY

Global population limit - total amount of zombies to be allowed on the map. (SP and MP)

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@.Frankie. : One of the mods on your server (might be Wasteland) is preventing some Ravage functions from running : said functions have to be whitelisted.

Frankly I'm not sure I can do much on my end; you'll have to identify wich mod is restricting remote executions and get in touch with the author(s). :/

Or write a whitelist yourself for your mission, if that's possible.

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6 minutes ago, haleks said:

@.Frankie. : One of the mods on your server (might be Wasteland) is preventing some Ravage functions from running : said functions have to be whitelisted.

Frankly I'm not sure I can do much on my end; you'll have to identify wich mod is restricting remote executions and get in touch with the author(s). :/

Or write a whitelist yourself for your mission, if that's possible.

Haleks ......Thank you I found the whitelist file.....sorry for all the trouble :)

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No worries mate!

 

On topic, here's the updated changelog for the next update :

Quote


147

Tweaked :
Zed pathfinding updates should execute a bit faster.
Reduced unnecessary zed pathfinding updates.
Minor optimizations to zombie AI.
Tweaked list of lootable props.
Removed Land_Box_Sack_F from loot containers lists (added as lootable prop).
Positioning of spawned vehicles and wrecks.
Wrecks are now spawned as simpleObjects.
Edited gear lists for NPCs.
Added a new default uniform to zombies.
Traders will greet nearby players (might extend this to all friendlies, now that I think of it).

Fixed :
Zombies had trouble updating their pathfinding when in large groups.
Zombies were able to detect deployed mines and explosives.
Vehicles and wrecks spawning on top of each others.
Spawned wrecks sometimes sunk into the ground.
Fixed nomad traders failing to stop when approached.
Fixed an issue with backpacks grabbed by zombies.

New :
Added an Ambient Conversation setting to the AI module.
Zombies have a small chance to disarm players.

 

 

I'm probably going to delay the dynamic camps feature for later (it's going to be a lot of work) and focus on the zed waves module so I can release this baby ASAP.

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17 minutes ago, UnDeaD. said:

Also here is a simple addon which contains only a flashlight: http://steamcommunity.com/sharedfiles/filedetails/?id=842214650

I also personally recommend MrSanchez' headlamps, customizeable range and update rate, and lets you wear it in the NVG slot - so you can keep it out even if youre holding a weapon, unlike a handheld flashlight

http://steamcommunity.com/sharedfiles/filedetails/?id=930264602

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7 minutes ago, vastiny said:

I also personally recommend MrSanchez' headlamps, customizeable range and update rate, and lets you wear it in the NVG slot - so you can keep it out even if youre holding a weapon, unlike a handheld flashlight

http://steamcommunity.com/sharedfiles/filedetails/?id=930264602

I use both, but a flashlight is better to spawn with, than a helmet. I mean it fits into the apocalyptic environment a bit more

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@haleks I been testing my server. Zombies spawn now and sound works too ...yeah.  I have two player factions you can join on server as BLUFOR ( Survivor) or as INDEPENDENT (Bandits}. When I join the server as BLUFOR the zombies are aggressive and when I join as INDEPENDENT, I can walk right up to the zombies. The zombies are scripted as side 3 CIVILIAN. Is there a setting in your mod which makes CIVILIAN and INDEPENDENT friendly ?

 

Cheers

Frankie

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@.Frankie. : Nope, zombies should attack pretty much anything that is not a zombie : side relations don't matter.

I really have no clue on that one, but I'll try to help you debugging this thing - maybe this week-end.

Before that, if you could send me a complete RPT file (feel free to PM me) so I can check a thing or two...

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I think that-

http://www.armaholic.com/page.php?id=32777

would be a good option for a flashlight, but yes, from memory RDS is also the only mod I know of that has an actual handheld flashlight, in White or Green/Red I think? RHS AFRF has the handheld flare in the pistol slot, and ACE3 has the improved brightness chemlights and handheld throwing flares. 

 

Alternative shoulder flashlight (SP only)

http://www.armaholic.com/page.php?id=32143

 

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Haleks might be able to boost the chemlight brightness some. That would help also. The chemlights are a little dim when shoulder mounted.

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For after dark, I still prefer chemlights as they have a finite lifespan, which fills the need to find more....Most of the flashlight mods out there are pretty basic in regard to, you equip, then press L...(not very exciting for a survival scenario),

The DSS mod still has a working flashlight and battery combo, where the battery is a separate item that needs to be combined with the flashlight to work....it's still fully functional, although the mod itself throws up various errors when loaded up.

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6 hours ago, FireWalker said:

Haleks might be able to boost the chemlight brightness some. That would help also. The chemlights are a little dim when shoulder mounted.

http://www.armaholic.com/page.php?id=31990

 

try this mate...its a chemlight/flare script that does the trick very nicely

 

@haleks awesome update changelog,especially like the wrecks as simple objects that may really help performance with choosing to have so many

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@redarmy

 

Lol, I think Haleks and I talked about that script a long time ago. I had forgotten all about it!!  Good find!

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17 hours ago, haleks said:

@.Frankie. : Nope, zombies should attack pretty much anything that is not a zombie : side relations don't matter.

I really have no clue on that one, but I'll try to help you debugging this thing - maybe this week-end.

Before that, if you could send me a complete RPT file (feel free to PM me) so I can check a thing or two...

@haleks Hello Haleks .....Server is working now properly found the SQF with the setFriend code :) A3Wasteland Mod has 1100 files not so easy to find.

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Can someone tell me what is ''Static object (spawn props)'' in the loot system please.

I don't understand

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5 minutes ago, MisterOth said:

Can someone tell me what is ''Static object (spawn props)'' in the loot system please.

I don't understand

 

Its the trash piles, trash cans, dumpsters, random sacks, etc. that lay around outside of buildings that can become searchable.  (also includes desks, dressers, lockers, etc inside buidlings)

 

I actually prefer them to the boxes spawing inside buildings.

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