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goodfella66

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Posts posted by goodfella66


  1. Yes I have to agree they are faaaaaar from perfect, but they are the only ones that work "correctly" for me, in spite of all their flaws....

    And yes, there are some tutorials for Ravage Zeds but as far as i'm concerned, I couldn't get the "horde" module to work, which was the only thing that I needed for my server... The rest seemed to work just fine.

    • Like 1

  2. Sooooo, you want heavy vehicles on your server, but can't use them on missions. And the server is PVE.

    Can I ask what players would do with those vehicles if they can't use them, neither against AI nor other players ?

    What is the point of leaving them on your server in the first place ?


  3. Think about it, there's plenty of "normal" vehicles that have normal firepower.

    What are your players gonna do with heavy AA or AT weaponry if they can't use it on your missions ?

    They will be allowed to nuke each other but not use the vics on mission ?


  4. I'd think your best bet is to remove any vehicle with heavy firepower or bulletproof shield from your server entirely. That way people will have no other choice than doing the missions the old school way.

    I'd think it's easier done rather than scripting it out of the DMS mission in itself.


  5. I did test it  it works. It wasd the stuff added in the config.cpp that was missing for me during all that times I tried.

    It was DMS that wasn't configured properly for the map; I fixed it and now it's ok.

    I just have to reconfigure ExileZ addon because it's now back to default settings since it's a "new" map..

     

    should I set

    class Snow: Snow
            {
                enable = 1;
                surfaces[] = {"#nam_snow"};

     

    in order to make it snow ? (Map is all white and snowy but right now no snow is falling down)


  6. hmmm i'm gonna check that out when I get home, because I did the rename of the folder before and the server wouldn't launch... If I recall correctly, it looked like it had something to do with Infistar, but I don't remember too well.

     

    It was me who actually asked you the same question on Discord some time ago 😛 You explained it quite well, but I don't remember you mentionned the config.cpp thing... 😉

     

    Thx


  7. Here's the thing, the error I get in my RPT doesn't even concern that new addition anyway, it gives me errors but for my Occupation Mod lol, which is totally fine if I go back without the Sound Inventory script.

     

    Maybe I didn't enter the lines in the 4 sqf files at the right place in each file ?

    -For ExileClient_object_player_event_onInventoryClosed.sqf, I put it between line 14 and 15

    -For ExileClient_object_player_event_onInventoryOpened.sqf, I put the line between 49 and 59

    -For ExileClient_object_player_event_onPut.sqf, I put it at the very end (even after the last "true" line

    -For ExileClient_object_player_event_onTake.sqf, same, at the very very last line

     

    I really don't know what I did wrong here...

     

    I'll put the RPT in the next message since it won't let me do it in a single answer...

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