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About TheDaddy

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  1. Is any part of the mission.sqm, included in the download, a requirement for the mod to function fully?
  2. Now that is very useful information, Thanks Zupa
  3. Thanks @Blake2394 I've tested with several clients. BRC, Dart, EPM, Zbot etc. Just not getting the chat! Which is why i thought it must be a server issue.
  4. I wonder if someone would be able to guide me. Having set up an RCON connection, I get the connection ok and players joined/leaving etc, but cant seem to get any chat output to the RCOM client. I can send messages from the RCON client but nothing from any chat channel back to it. Cant help but think its something on the serverside. anyone know of a config that would affect this? Ta
  5. No, he doesn't need to be because he is spawned by the mod. I'll have a think and try to replicate your issue.
  6. The problem could be in your initplayerlocal.sqf Look at this example from one of mine. See that i have defined Communuitycustoms3 as a vehicle trader ["Exile_Trader_Vehicle", ["HubSittingChairUB_move1"], "Exile_Trader_CommunityCustoms3", "WhiteHead_06", [[],[],[],["Exile_Uniform_ExileCustoms",[]],[],[],"","",[],["","","","","",""]], [1081.64, 7456.51, 3.26611], [0, 1, 0], [0, 0, 1]], If i wanted him to be a normal trader, i would change it to this ["Exile_Trader_CommunityCustoms3", ["HubSittingChairUB_move1"], "Exile_Trader_CommunityCustoms3", "WhiteHead_06", [[],[],[],["Exile_Uniform_ExileCustoms",[]],[],[],"","",[],["","","","","",""]], [1081.64, 7456.51, 3.26611], [0, 1, 0], [0, 0, 1]], Does that help at all?
  7. What else have you edited since getting him to work ok? Have you used the same _tradertype e.g (Exile_Trader_CommunityCustoms) anywhere else?
  8. The trader does repeat if you just use markers. I removed the traderzone instruction and have both of mine doing circuits of the map with predefined markers i placed with EDEN editor.
  9. Or however long you require....
  10. I've also been playing around with Commanding the AI. Its great. By default the AI will go in the drivers seat as long as you haven't sat in it first. Second position seems to be the gunner. In some vehicles you can also drive from the passenger seat with the AI in the Drivers seat. By selecting all units and clicking on the map, you can get them to drive anywhere :-) I just sent a crew off to do a mission on the other side of the map....I can now be chauffeured across the map, have protection and go make a cup of coffee. Good stuff @aussie battler
  11. Do you think it works @aussie battler? My AI still seem to be as hopeless as before!! lol
  12. Hey guys I was wondering if i could specify the subskill of the spawned AI? i.e aimingAccuracy, aimingShake, aimingSpeed etc etc Presumably into this script below but not sure of how to format it. Can anyone advise?
  13. In the config i shared (below) that says that you can load a crate into ANY land vehicle and it is given a capacity of 50 R3F_LOG_CFG_can_transport_cargo = R3F_LOG_CFG_can_transport_cargo + [ // e.g. : ["MyTransporterClassName1", itsCapacity], ["MyTransporterClassName2", itsCapacity] // Here Comes the Vehicle which can Load Stuff ["Land", 50] ]; The crates also have a size, e.g 25 ["CargoNet_01_box_F", 25], ["Exile_Container_SupplyBox", 25], ["Box_NATO_AmmoVeh_F", 25], ["B_supplyCrate_F", 25] So you can increase the capacity on all Vehicles or specify individual ones and define its capacity. ["o_truck_02_transport_f", 100], for example
  14. Only the ones linked in the first post. It may be that you haven't got the crates defined in the config. What does this section look like in yours. Similar to this?
  15. Yea, are you able to load the same crate into other types of vehicle?