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SavageMcTavish

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About SavageMcTavish

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  1. It would usefull if you posted a Pastebin of JUST YOUR MISSION SQM as it seems your Pastebin has the following in it ' config.cpp, description.ext, initPlayerLocal.sqf, initServer.sqf, intro.sqf, mission.sqm This makes it a tad difficult for someone to diagnose your issue. Peace n Zeds
  2. Traders and Safe Zones would be a good place to start. Peace n Zeds
  3. Nice one. What was the solution in the end?
  4. Line 6479 ' --Unused-- try changing to //Unused :-)
  5. Might be related to your overall AI count. SC_maxAIcount = 100; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn I'd maybe check SC_occupySeaVehicleIgnoreCount = false; // true if you want spawn vehicles regardless of overall AI count
  6. Hey up. Boats work. Just set SC_occupySea = true; // true if you want to have roaming AI boats and on Tanoa (for me at least) to stop them beaching, I set SC_occupyBoatUseFixedPos = false; // True if you want to specify the patrol positions and radius of the area to patrol / false for random Hope this helps.
  7. Maybe have a look here 0:06:03 "ExileServer - Initializing game world..." 0:06:03 "ExileServer - Loading families from database..." 0:06:03 "ExileServer - Database Error: Error Unknown Protocol" 0:06:03 Error in expression < to _numberOfClans - 1 do { ((_clanIDs select _i) select 0) call ExileServer_sy> 0:06:03 Error position: <select _i) select 0) call ExileServer_sy> 0:06:03 Error Generic error in expression 0:06:03 File exile_server\code\ExileServer_world_loadAllClans.sqf, line 25
  8. Also this. @Razor77 I also have found private _ZCP_S_terrainGradient = 20; Though I still get spawns on the sides of steep hills. Gonna try @Heavy post and see how I get on. Will report back once Ive had a good time of testing. In fn_config.sqf the is also this -1, // max terrainGradient -> when specific static basefile is used (9) -> put -1 if you want to use the corresponding one from the ZCP_Capbasses array). So I'm guessing it can be set 'per cap point' or as @Heavy posted :-) Oooft, learning curve, but getting there.................slowly. Peace n Zeds Sav
  9. @Razor77 I also have found private _ZCP_S_terrainGradient = 20; Though I still get spawns on the sides of steep hills. Gonna try @Heavy post and see how I get on. Will report back once Ive had a good time of testing. In fn_config.sqf the is also this -1, // max terrainGradient -> when specific static basefile is used (9) -> put -1 if you want to use the corresponding one from the ZCP_Capbasses array). So I'm guessing it can be set 'per cap point' or as @Heavy posted :-) Oooft, learning curve, but getting there.................slowly. Peace n Zeds Sav
  10. Looks like your missing a '}' somewhere relating to line 2047. Recheck your config.cpp. Sav
  11. Thanks for the reply @Zupa. Haven't managed to play lots to test but more than happy with the mod. Keep up the good work :-) Peace n Zeds Sav
  12. @Razor77 I also have found private _ZCP_S_terrainGradient = 20; Though I still get spawns on the sides of steep hills. Gonna try @Heavy post and see how I get on. Will report back once Ive had a good time of testing. In fn_config.sqf the is also this -1, // max terrainGradient -> when specific static basefile is used (9) -> put -1 if you want to use the corresponding one from the ZCP_Capbasses array). So I'm guessing it can be set 'per cap point' or as @Heavy posted :-) Oooft, learning curve, but getting there.................slowly. Peace n Zeds Sav
  13. I have experienced this though haven't built in a while. It possibly hasn't disappeared but is in fact just sitting under the ground, try raising its elevation to see if it appears. Peace n Zeds
  14. Sent you a PM dude