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Papahyooie

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Posts posted by Papahyooie


  1. Love the work so far! The previous script I was using to spawn raptors (Fulcrum mission system) is no longer maintained and one of the Arma updates broke it, so I'm so glad someone else has taken up the mantle. Is this still in development? 

     

    The reason I ask is I'm still having the problem of 80% of the raptors are all lying on the ground. They scream and will bite you if you walk up close enough, but they do not move. I read back in the thread that this was supposed to be fixed a couple of versions back, but I am running the latest version and still having the problem. Also, my RPT is heavily spammed with : 

     

    10:49:51 Error in expression <t 1) + (cos _dir) * _dist, 0];
    };
    
    
    if (surfaceIsWater _pos) then
    {
    _pos = nil;
    >
    10:49:51   Error position: <surfaceIsWater _pos) then
    {
    _pos = nil;
    >
    10:49:51   Error Type Number,Not a Number, expected Number
    10:49:51 File babe_raptors_modules\func\AM\fn_agentcache.sqf, line 41
    10:49:51 Error in expression <l;
    };
    
    if (!isNil "_pos") then
    {
    _agent setpos _pos;
    };	>
    10:49:51   Error position: <setpos _pos;
    };	>
    10:49:51   Error Type Number,Not a Number, expected Number
    10:49:51 File babe_raptors_modules\func\AM\fn_agentcache.sqf, line 48

    My log file got up to 2gb in size on one four hour stretch, and Notepad++ wasn't able to open it anymore. 

     

    Any insight as to why this is happening would be amazing. Thanks for the great work! 


  2. Yeah it's starting to get annoying.

     

    With all due respect, if you don't know how to make this mod work with Exile then I don't know if you should be hosting an Exile server in the first place :P

    It definitely seems to be that most exile server admins i've seen in this thread have little to no scripting experience and me and Ryan (although he seems to straight-up ignore most Exile posts :P that bogan) get tired of having to constantly explain scripting basics.

     

    The usage-instructions provided with this mod are for regular (intended) usage. If using Exile prevents regular usage, you're going to have to dePBO the mod and take a look at the script files if you want to do some more advanced stuff.

    From what I understand, Exile blocks remote execution of functions and (possibly) breaks when mission opened in editor?

     

    To fix the remote execution, use cfgRemoteExec, we recently spent a lot of time converting our remote-executed script commands into functions so you can whitelist them.

     

    To add modules to the exile mission, as mentioned before, make an empty mission with the module(s) (settings), save it, then open the mission.sqm and look at the code. Perhaps modify some numbers like Item0 to fit it into the exile sqm and voila, you're done.

     

    So I personally will stop answering Exile-related questions (unless they're really unique & special), if you do have exile related questions, ask it on their forums or here (and hope for a community member to help ;))

     

    Kind regards,

    Sanchez

     

    I appreciate the insight. I don't appreciate the disparaging remarks, but I can't say I didn't expect them all things considered. The nature of exile means that if we added modules and spawners in mission.sqm, server fps would drop far below playable levels. The spawning script that is available to us doesn't use them, and we effectively cannot use them. I have pored over the code for both this mod and the exile spawn script trying to figure out how to make it work, and have not come up with an answer. The spawn script HAS variables for these things, but they do not seem to work at all, and the guy that wrote it doesn't have any answers either. He is the one who suggested asking here. I realize this isn't your script and therefore not your problem, but I was hoping maybe there was just something we were missing. I appreciate your help. 

    Oi, screw you, Eurotrash. :D

     

    If you don't wanna use modules, you can set these variables "Ryanzombieshealth = 0.7" and "Ryanzombieshealthdemon = 0.7" to whatever you wish. That is the damaged applied to zombies and demons. The higher it is the weaker they are 0.7 is default, and at least 0.5 is needed for their injuries to show. Ryanzombieshealthdemon = 0.9 should make demons take 3 or 4 hits to die I reckon.

     

    Their damaged can be changed with "Ryanzombiesdamage". It's default is 0.15. Demons don't have a variable for damage so you can't change that.

    I appreciate your help as well, and thank you for your great work. I've tried this as well, but this would require all my players to download a custom version of the mod. Once again, due to the nature of exile, this won't work as I would never get any traffic outside of my own clan. 

     

    Thanks again, guys. 


  3. I know that you're probably hating being flooded with Exile questions... But I figured I'd try anyway. 

     

    Since Exile doesn't use the spawning and module system, is there ANY way we can change the amount of damage the units do, or how much health they have? Currently the only spawn system we have for exile doesn't seem to be able to, and the demon zombies are one-shotting players, while being able to take 10 or 12 headshots. 

     

    Is there anything we can do to change that? 

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