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shermanderland

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About shermanderland

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  1. shermanderland

    Zombies & Demons 5.0

    I was searching this thread for ways to fix zombies doing no damage when @ryanzombies is used with @ace but it seems like it was fixed at one point. I still get the error messages when a player gets hit. The zombies mod is trying to apply normal damage when ace is expecting advanced damage. Is there a way to fix this other than disabling ace medical?
  2. shermanderland

    Jebus - Just Editor Based Unit Spawning

    So heres an interesting problem, I'm trying to get some motorized/armored groups to respawn and one or more of the vehicles ends up crushing its crew, leading to a useless vehicle. Have you encountered this?
  3. shermanderland

    Jebus - Just Editor Based Unit Spawning

    I need to do some more testing on some fresh missions but yes it does use an .init and I have the jebus scripts in the mission folder. I think F3 is somehow hijacking the init because not only does jebus not load, but that little loop to hide the markers (1-100) from UPS does not work either. EDIT: I tried it with a vanilla F3 mission and added a squad of ai with default jebus and it worked! So disregard, it must be some settings I have messed up
  4. shermanderland

    Jebus - Just Editor Based Unit Spawning

    Hello! I love your script, it makes unit spawning so easy and saves on performance in a lot of situations. I do have a problem getting it to work with the F3 though. I put the call compile line in the .init file but it seems like it doesn't run and throws the "Jebus.sqf" not found on startup. Any advice on how to get this to work?
  5. I'm using the F3 in conjunction with a unit spawning script and I can't get the two to work together. I need this line to run in the .init but it seems like the F3 .init doesn't want to run it: call compile preprocessFileLineNumbers "JebusInit.sqf"; Any advice? I'm sure this is simple but I don't understand what is what in the .init User error.
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