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About JayPaypers

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  1. thanks for the info man. I will definitely be checking this out when I get the time!
  2. this did it ! No need to comment anything out, just set the ppEffectEnable options to false! thank you very much for the help man!
  3. that didnt seem to work. No errors, but the screen still gets the ppEffect in the rad zone. When I combine this with commenting out the ppEffectCreation I get the errors again, but i dont get the ppEffect. So i think the issue lies in telling the ExileClient_system_radiation_thread_update.sqf to not apply the post processing, since its creation is being commented out in the ExileClient_system_radiation_initialize.sqf. Ive tried commenting out the section inExileClient_system_radiation_thread_update.sqf, and again it removes the ppEffect but I still get errors. Any ideas? Also I really do appreciate the help with this man!
  4. I know this is an old post. but ive been trying to figure this out for awhile now and am getting nowhere. Commenting out those lines in an overwrite leads down a path of errors, mainly in the ExileClient_system_radiation_event_onPlayerDied.sqf and ExileClient_system_radiation_thread_update.sqf. Im not familiar enough with how the game handles post processing, and while I can "successfully" remove the visual effect and leave the damage while inside the rad zone, I get a slew of script errors while in the zone in the thread update script i mentioned above. Have you gotten an overwrite like this to work? Any help would be much appreciated
  5. Hey man, any luck so far? i also dont mind pitching in to buy you a beer or something for your time, as this would be very helpful! :]
  6. yeah looks fine, it may be an issue of where you are pasting it as @Razor77 said. Make sure you didnt overwrite the whole config file, just the correct section. and make sure that you are correctly overwriting the ExileServer_system_lootManager_spawnLootInBuilding file as well
  7. just as the error says, somewhere around line 3155 in the config.cpp file in your mpmission folder, it encountered " instead of ]. simple typo fix. since you didnt post the line in that file i cant tell you exactly what the error is, so youll have to go off of what the error says.
  8. Hey this is really cool. Tested it out and it works well. It can be annoying when a box spawns in front of a door, so just make sure to add the crate to R3F so players can move or load them. Thanks a bunch man! :]
  9. this is another big issue ive experienced with trying to implement AVS. ive noticed some funky things with specific vehicles. Hellcat not rearming MG ammo, and CUPs Escort Pawnee for example doesnt seem to have a magazine cap. it can be rearmed almost unlimited amounts of times to hold a ridiculous amount of ammo. strider and hunter always lose a magazine of ammo when retrieving from the VG. Awesome, looking forward to seeing what you've got! Keeping track of damage and ammo in the database would be beneficial to many, with or without AVS. Actually give my players a reason to save up for the rearm and repair trucks :]
  10. I would like to know if it is possible to find a way to be able to write vehicle ammo count to the database without using AVS. Im having a lot of issues trying to make AVS work with my current rearm/repair scripts, and I really only want the feature that logs a vehicles ammo count to the db when put in the virtual garage. Im noticing a lot of players are flying back to their bases to instantly rearm for free by putting the vehicle in their VG. any help would be greatly appreciated :]