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TheDaddy

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About TheDaddy

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  1. Good Evening I would like to make certain bandit missions appear at pre-defined locations. Ideally as an array. From this example in the behindenemylines.sqf, i presume i would add them here, but unsure of the correct syntax. Can anyone assist? // This part is unnecessary, but exists just as an example to format the parameters for "DMS_fnc_MissionParams" if you want to explicitly define the calling parameters for DMS_fnc_FindSafePos. // It also allows anybody to modify the default calling parameters easily. if ((isNil "_this") || {_this isEqualTo [] || {!(_this isEqualType [])}}) then { _this = [ [10,DMS_WaterNearBlacklist,DMS_MinSurfaceNormal,DMS_SpawnZoneNearBlacklist,DMS_TraderZoneNearBlacklist,DMS_MissionNearBlacklist,DMS_PlayerNearBlacklist,DMS_TerritoryNearBlacklist,DMS_ThrottleBlacklists], [ [] ], _this ]; }; // Check calling parameters for manually defined mission position. // This mission doesn't use "_extraParams" in any way currently. _OK = (_this call DMS_fnc_MissionParams) params [ ["_pos",[],[[]],[3]], ["_extraParams",[]] ];
  2. Nothing leaps out a me there other than maybe try it again after including the vehicle classes in SC_VehicleClassToUseRare The script looks like it trying to call a rare vehicle when there aren't any to call.
  3. Just for my own sanity as i may be being dim......How are players intended to get the required Ammobox for rearming as its not crafted, not in the Trader and not instructed to put in the loot table. Presume i'm just supposed to stick it in the loot table am i or am a missing something obvious? Ta
  4. @BeatenByBacon It could be this issue, same happened to me.
  5. DMS_ai_freeze_Only_DMS_AI = true; // Whether or not to "freeze" AI that are not spawned by DMS. Set like this in the DMS Config.sqf See Apoc's posts further up this page
  6. Is any part of the mission.sqm, included in the download, a requirement for the mod to function fully?
  7. Now that is very useful information, Thanks Zupa
  8. 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.
  9. 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
  10. 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.
  11. 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?
  12. What else have you edited since getting him to work ok? Have you used the same _tradertype e.g (Exile_Trader_CommunityCustoms) anywhere else?
  13. 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.
  14. Or however long you require....