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aussie battler

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Everything posted by aussie battler

  1. aussie battler

    Contact

    This is such a great mod, I love the flares that seek & destroy. My only feedback would be to lower the hitpoints on the ship. I sat with unlimited ammo in a tigris hammering it for 20 minutes with no results. Unfortunately it is a bullet sponge with God Mode on. It is so creative the way you have pieced the ship together, 10 out of 10. I'll try and get Maca to add this to A3 Launcher.
  2. aussie battler

    Contact

    @haleks no worries mate, I totally understand. Great mod, you have done well.
  3. aussie battler

    Contact

    @heleks thanks for sharing this, great work. The ship is so big & freaky at night. I was wondering if you had a script version that you can drop into a mission file?
  4. aussie battler

    General Discussion (dev branch)

    Hi Not sure if this is the right section. I have a problem getting my home test server on development branch. I have done a clean install of Arma3 server & verified the install. I right click on Arma3 server, go to Betas & it is in creatordlc - Creator DLC Build. When I start my server it is still on Stable : Type: Public Build: Stable Version: 1.92.145639 Am I suppose to enter a code to load V1.95? I have bought contact. I noticed it hasnt even got the Enoch folder in the server folder. I remember with Malden I had to load Argo to get that going in Development Branch. What am I missing? cheers
  5. aussie battler

    GF Auto Population Zombie Script - Mod

    Hey @GEORGE FLOROS GR Great work on the upgrade to zombies spawn script. I have noticed the FPS pickup up & I can spawn lots more zombies now. The old script would search for a safe position to spawn near a player, this one hits up a town straight away. The script is very lightweight & kind to system resources. You were right about removing zombies throwing grenades, players complained straight away. Zombies spawn in straight away, near the player, nice work. Zombies track a player & are drawn to them. The different outfits make every zombie look individual, love it. 10 out of 10 for this script buddy. Thanks for sharing it and getting Max Zombies to work with it.
  6. aussie battler

    GF Auto Population Zombie Script - Mod

    Hey George Max Zombies are already on side east. Your new zombie spawner script leaves them on side east (even when I change the config). I think you were just missing this in GF_Zombie_Spawner_Types.sqf: ( [_unit] JoinSilent _Group; ) Comment out the monster & dogs from units array: In GF_Zobie_Spawner_list.sqf I think GF_ZS_Stalk_Unit is working. Zombies are tracking and coming after me. You can uncomment that one, I still have to test GF_ZS_Stalk_Group I'll keep experimenting & give you more results on what is working.
  7. aussie battler

    GF Auto Population Zombie Script - Mod

    Ok making progress. Thanks for the new spawner code, it seems to use less resources. The problem was with the dog & monster ai not spawning + adding gear (I think it is the uniform). Max Zombies work without dogs, monsters & adding gear. When you dont add gear there is a zombie avatar in place of the uniform. When I try and add the zombie avatar to myself the game crashed. I'll try adding loot without adding a uniform (maybe just a vest + backpack). I'll add the code here when I get something that works. Max Zombies are on side East, Im trying to get them off that.
  8. aussie battler

    GF Auto Population Zombie Script - Mod

    @GEORGE FLOROS GR I may have found the problem, I think it is the zombie dogs & monsters. Your new script worked fine for a few minutes and then froze. RPT error: Cannot create non-ai vehicle Max_zombie_monster, Cannot create non-ai vehicle max_zombie_dog , The zombie dogs are created in with helipads (createvehicle) and then have the models attached to the empty helipad: The other zombies are created with createUnit (cant see where the monsters are created): I am going to try to spawn the zombies using code from Maxjoiner's mod config & swap it into GF Zombie Spawner: No need to answer, I know you are short on time. I am just trouble shooting.
  9. aussie battler

    GF Auto Population Zombie Script - Mod

    @GEORGE FLOROS GR appreciate your help, Ill test it out and let you know the results. I asked Maca to put Max Zombies in A3 Launcher. It is such a great mod, would be a shame to let it go to waste.
  10. aussie battler

    GF Auto Population Zombie Script - Mod

    Great work on this script @GEORGE FLOROS GR, I can see you have put allot of time & effort into it. Is it just me or do @maxjoiner 's zombies not really work with this script? I find that the fast zombies are the only ones you need to be aware of. The others (slow / medium zombies) don't move (they seem stuck on one spot). They will still do the zombie animation & deal damage if you get close. I have removed Vcom just in case that was messing with them. Ryan Zombies & Demons work fine. Maybe they are on a smoko break? EDIT: Maybe its because I am adding GF loot to the Zombies that is stuffing up Max Zombie behavior. Ill try it without & see if that gets them going.
  11. aussie battler

    GF Auto Population Zombie Script - Mod

    @GEORGE FLOROS GR hope everything works itself out for you.The legend @maca134 kindly added Max_Zombies to A3 Launcher 🙂 For those wanting zombie dogs: In Units_Array.sqf search for GF_APZ_Max_zombies and add: "max_zombie_dog", should look like this:
  12. aussie battler

    GF Auto Population Zombie Script - Mod

    @GEORGE FLOROS GR thanks for sharing such a great script. The great @maxjoiner has added zombie dogs to his mod. The classname is "max_zombie_dog", just in case you want to add it to the next update. cheers
  13. aussie battler

    Enhanced Movement

    Love this mod, it has added so much to the game. Does anyone find some players get slower sprint after using enhanced movement?
  14. aussie battler

    GF ALIAS Anomaly Spawner Script

    I totally agree with you George, the scripts dont effect server performance. It all starts spawning in & moving when players get close to the mission.
  15. aussie battler

    GF ALIAS Anomaly Spawner Script

    Great work @GEORGE FLOROS GR, love the Alias scripts. This makes it very easy for anyone to use them 🙂
  16. aussie battler

    co10 Escape

    Hey @NeoArmageddon Loving Escape, we cycle through 7 maps at the moment on our server. I am testing out Diyala & everything works except for random town ai spawning in. I noticed that the VillageMarkers.sqf code was a bit different from other Escape 10 missions. Diyala code: a3e_villageMarkers set [0, [[517.986,555.911,0], 205.146, "RECTANGLE", [14.6549,35.8956]]]; Other code: a3e_villageMarkers set [0, [[5704.45,8215.09,0], -98.5552, "RECTANGLE", [40,40]]]; The [14.6549,35.8956] is rounded off in other missions. I tried to round it off to [80,80] but still no ai in towns. Would it be better to if I did the positions again or do you think that I am looking in the wrong place? The server log error: I would love to see the map port tutorial by scruffy, the first page link sends my back on a loop. Tipps, Tricks and Tutorials Port to another terrains by Scruffy EDIT: my bad..... I was using TADST to run the test server & it caused issues with ai spawning. Put the same files on the dedicated box & ai were everywhere 🙂
  17. aussie battler

    co10 Escape

    @NeoArmageddon Thanks for all the hard work you put into this mod, you have done a great job. I noticed that you had world configs for Tembelan Island. Just wondering if there is a mission.sqm for it? https://gitlab.anzp.de/escape/co10_Escape/blob/master/Islands/Tembelan/WorldConfig.sqf
  18. aussie battler

    co10 Escape

    Did you copy the mission.sqm correctly, the part where players spawn in? Grab it here & compare the "groups" section to your own misson.sqm: http://escape.anzp.de/co10_Escape_1.9.7z What map are you playing? Does it happen every time he spawns in or sometimes? Some maps (like the rocks on Malden or around the underground tunnels in Esseker) are glitchy as fook. The game tries to get ground level but the maps ground level config is a bit messed up. I am guessing you have a map problem nothing to do with escape.
  19. Thanks for the update guys, love your work. Vcom puts a whole different level on the ai, makes them more unpredictable and alive. The new update 3.2.2 is working well for me with no problems.
  20. aussie battler

    co10 Escape

    Thanks @topden Add your custom logo to the base flags: + Create a folder "flag" in the root directory of your misson file. Drop in your paa logo & call it logo.paa (jpg might work, PAA is the best). + open each template in Escape.Ruha\functions\Templates + search for flag & add this line after the flag is created: _object forceFlagTexture "flag\logo.paa"; + Make sure you change the first word to _obj or _object (depending on what the flag is called). example: or To create a flag .paa: + save your logo as a png 512x256px @ 72dpi. + open the png in Texture Viewer http://www.armaholic.com/page.php?id=14435 + Save the file as logo.paa
  21. aussie battler

    co10 Escape

    @topden Are you exporting the escape base template with relative position & dropping them into the templates like this? Or are you using @NeoArmageddon's Arma3 Eden addon?
  22. aussie battler

    co10 Escape

    @faistaff with the latest compass version you can press alt & look over your shoulder to get a compass reading from behind: init.sqf In Scripts\fn_voyagerCompass1_1.sqf Credits to the great @Unknown_GTX
  23. aussie battler

    co10 Escape

    @NeoArmageddon Love the escape missions, bring on the pain. Thanks for keeping it updated, nice work.
  24. aussie battler

    1.90 update - Troubleshooting

    Run infistar.
  25. aussie battler

    1.90 update - Troubleshooting

    @kelley in your server.cfg change verifySignatures = 0; // then change it back to 2 when a fix comes out
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