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joew00

[HELP] Occupation Don't Works / Missconfigured

Question

Hi!

I've Exile v1.0.2 with DMS and Occupation and i've some questions.

 

1) Public Transport don't works. I don't see any marker on map showing where the heli is and i wait so much time on coords and the heli don't comes.

I first tried Occupation auto detect trader's zones - don't worked, so i config one coord for each traderzone, but it don't works too =(

Could anyone help me, please?


My configs:
@ExileServer\addons\a3_exile_occupation\config.sqf

Spoiler

SC_occupyTransport 	        	= true;						// true if you want pubic transport (travels between traders)
SC_occupyLootCrates		    	= true;						// true if you want to have random loot crates with guards

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Public Transport Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////							  
							  
SC_colourTransport          	= true;                 // true if you want the public transport coloured
SC_secureTransport          	= true;                	// true if you want the public transport and pilot to be indestructible
SC_occupyTransportClass 		= ["Exile_Chopper_Orca_BlackCustom"]; // to always use the same vehicle, specify one option only

SC_occupyTransportStartPos  	= [14653.59,16780.135,0];                   // if empty defaults to map centre

SC_TransportAirFixed        	= true;                // true if you want to use fixed waypoints for air transport, false to autodetect where trader zones are
SC_TransportAirWaypoints    	= [
                                    [14653.59,16780.135,0],
                                    [23372.102,24236.617,0],
                                    [3039.408,18190.875,0]
                                ];
SC_TransportLandFixed       	= false;                // true if you want to use fixed waypoints for land transport, false to autodetect where trader zones are
SC_TransportLandWaypoints   	= [
                                    [1000,1000,0],
                                    [2000,2000,0],
                                    [3000,3000,0],
                                    [4000,4000,0]
                                ];

 


2) I've never seen one Vehicle Patrol (Roaming AI) vehicle =(

My configs:
@ExileServer\addons\a3_exile_occupation\config.sqf

Spoiler

SC_occupyVehicle				= true;						// true if you want to have roaming AI land vehicles

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Roaming Vehicle Setup - (applies to ground, air and sea vehicles)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_minimumCrewAmount        	= 1;     	// Minimum amount of AI allowed in a vehicle
SC_maximumCrewAmount        	= 10;     	// Maximum amount of AI allowed in a vehicle
											// (essential crew like drivers and gunners will always spawn regardless of these settings)

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Roaming Land Vehicle Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_maxNumberofVehicles 	    	= 15;		// How many roaming vehicles to spawn	
SC_occupyLandVehicleIgnoreCount		= true;	// true if you want spawn vehicles regardless of overall AI count
SC_occupyVehiclesLocked			= false;	// true if AI vehicles to stay locked until all the linked AI are dead		
SC_occupyVehicleSurvivors		= false;	// true if you want a chance to spawn survivor AI as well as bandits (SC_occupyVehicle must be true to use this option)

SC_occupyVehicleUseFixedPos		= false;		// True if you want to specify the patrol positions and radius of the area to patrol / false for random

											// if you set SC_maxNumberofVehicles higher than the number of static positions, the remainder will be random
											// they will also ignore any blacklisted areas
SC_occupyVehicleFixedPositions	= [
                                    [[4434,2892,0],2000,"Tanoa"],	// [[x,y,z],radius,"mapname"] leave no spaces between 
                                    [[2238,6717,0],2000,"Tanoa"],
                                    [[8197,9081,0],3000,"Tanoa"],
                                    [[13074,11817,0],3000,"Tanoa"]  
								  ];

// Array of arrays of ground vehicles which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)				
SC_VehicleClassToUse 			=   [	
									["Exile_Car_LandRover_Green",0],
                                    //["Exile_Bike_QuadBike_Black",2],
									["Exile_Car_Van_White",0], // Van
									["Exile_Car_Hatchback_Sport_White",0],
									["Exile_Car_SUV_Grey",0],
									["B_T_LSV_01_unarmed_F",0], // Prowler Unarmed
									["O_LSV_02_unarmed_F",0], // Qilin Unarmed
									["Exile_Car_Ifrit",0], // Ifrit
                                    ["Exile_Car_UAZ_Open_Green",0] 
                                ];
SC_VehicleClassToUseRare		=   [	
                                    ["Exile_Car_Hunter",3],
                                    ["Exile_Car_HEMMT",3],
                                    ["Exile_Car_Zamak",3],
                                    ["Exile_Car_Offroad_Armed_Guerilla12",3],
                                    ["Exile_Car_Offroad_Armed_Guerilla03",3],
                                    ["Exile_Car_Tempest",3] 
                                ];
								
// Array of arrays of ground vehicles which can be used by Survivor AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)									
SC_SurvivorVehicleClassToUse 			=   [	
									["Exile_Car_LandRover_Green",0],
                                    ["Exile_Bike_QuadBike_Black",2],
                                    ["Exile_Car_UAZ_Open_Green",2] 
                                ];
SC_SurvivorVehicleClassToUseRare		=   [	
                                    ["Exile_Car_Hunter",1],
                                    ["Exile_Car_HEMMT",1],
                                    ["Exile_Car_Zamak",1],
                                    ["Exile_Car_Offroad_Armed_Guerilla12",1],
                                    ["Exile_Car_Offroad_Armed_Guerilla03",1],
                                    ["Exile_Car_Tempest",1] 
                                ];

 


I would lite to have one ORCA to transport players to all 3 Altis safezones (coords in config file - coord to land)
And i would like to have 15 patrol vehicles on random places of Altis map.

I set all up to have it, but for unknow reason it isn't working.

Could anyone help me, please?

thank you very much :D

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19 answers to this question

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using infistar? if so edit your config file, and check the map marker section to see if enabled. you may have to add the occupation to the whitelist.

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4 hours ago, tinboye said:

using infistar? if so edit your config file, and check the map marker section to see if enabled. you may have to add the occupation to the whitelist.

Thank you for help.

Be could BE filters missing?

I don't have infistar =/ It is something else. Is possible to debug it to show on map all vehicles patrol and helis transport? Because I can't see none of them.

Edited by joew00

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4 hours ago, joew00 said:

Thank you for help.

Be could BE filters missing?

I don't have infistar =/ It is something else. Is possible to debug it to show on map all vehicles patrol and helis transport? Because I can't see none of them.

You can enable debug by changing these values in the occupation config.sqf:

SC_debug						= true;					// set to true to turn on debug features (not recommended for live servers)
SC_extendedLogging          	= true;                	// set to true for additional 

Then further down in your config set the debug options here:

Spoiler

//    Debug Settings (only used if SC_debug = true)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

if (SC_debug) then
{
    SC_extendedLogging           = true;
    SC_processReporter          = true;
    SC_mapMarkers                = true;
    SC_occupyPlaces             = false;
    SC_occupyVehicle            = true;
    SC_occupyMilitary             = false;
    SC_occupyRandomSpawn        = true;
    SC_occupyStatic                = false;
    SC_occupySky                = false;
    SC_occupySea                = false;
    SC_occupyTraders            = false;    
    SC_occupyTransport            = true;
    SC_occupyLootCrates            = false;
    SC_occupyHeliCrashes        = false;
    SC_maxAIcount                = 150;    
    SC_maxNumberofVehicles        = 10;
    SC_maxNumberofBoats            = 5;
    SC_maxNumberofHelis            = 1; 
    SC_randomSpawnChance        = 100;
    SC_randomSpawnIgnoreCount    = true;
    SC_randomSpawnFrequency        = 120;
};

This should give you more information in your rpt file for determining what is wrong. I would suggest that you install DMS and Occupation with NO Changes if this is a new install and see if it works. If it does then make your changes 1 at a time and test. This will make diagnosing problems easier.

There shouldn't be any BE filters to modify if  i remember correctly, you just need to make sure your placing the main DMS and Occupation folders in the correct directory, they should be here:

Spoiler

@ExileServer\addons\a3_exile_occupation

@ExileServer\addons\a3_dms

Make sure you pack both of those folders into a PBO in the "addons" directory.

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19 hours ago, manOwar_AFD said:

You can enable debug by changing these values in the occupation config.sqf:


SC_debug						= true;					// set to true to turn on debug features (not recommended for live servers)
SC_extendedLogging          	= true;                	// set to true for additional 

Make sure you pack both of those folders into a PBO in the "addons" directory.

I did it and i can't see the transports vehicles or any vehicle patrol.

This is my configs:


mpmissions init.sqf:

Spoiler

////////////////////////////////////////////////////////////////////////////
// Claim Vehicles
////////////////////////////////////////////////////////////////////////////

[] execVM "ClaimVehicles_Client\ClaimVehicles_Client_init.sqf";

//////////////////////////////////////////////////////////////////////////// 
// IgLoad - Hook up Vehicles
////////////////////////////////////////////////////////////////////////////

[] = execVM "IgiLoad\IgiLoadInit.sqf";

 

 

@ExileServer\addons\a3_exile_occupation\config.sqf:

Spoiler

////////////////////////////////////////////////////////////////////////
//
//		Exile Occupation by second_coming
//		http://www.exilemod.com/profile/60-second_coming/
//
//      For support, visit:
//      http://www.exilemod.com/topic/12517-release-exile-occupation-roaming-ai-more/
//
//		This script uses the fantastic DMS by Defent and eraser1:
//		http://www.exilemod.com/topic/61-dms-defents-mission-system/
//
////////////////////////////////////////////////////////////////////////

// Shared Config for each occupation monitor

SC_debug						= true;					// set to true to turn on debug features (not recommended for live servers)
SC_extendedLogging          	= true;                	// set to true for additional 
SC_infiSTAR_log					= false;						// true Use infiSTAR logging, false logs to server rpt

SC_useApexClasses           	= true;                 	// true if you want to use the Apex class list over rides, false to use vanilla Arma gear
SC_useMapOverrides          	= true;                 	// set to true to enable over riding options per map (see the bottom of this file for examples)

SC_maxAIcount					= 100;						// the maximum amount of AI, if the AI count is above this then additional AI won't spawn
SC_mapMarkers					= true;                	// Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
SC_minFPS						= 5;				    	// any lower than minFPS on the server and additional AI won't spawn
SC_scaleAI						= 10;						// any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player

SC_minDistanceToSpawnZones  	= 750;                  	// Minimum distance in metres to the nearest spawn zone
SC_minDistanceToTraders     	= 750;                  	// Minimum distance in metres to the nearest trader zone
SC_minDistanceToTerritory   	= 350;                  	// Minimum distance in metres to the nearest player territory
SC_minDistanceToPlayer      	= 250;                  	// Minimum distance in metres to the nearest player
SC_useWaypoints					= true;                 	// When spawning AI create waypoints to make them enter buildings (can affect performance when the AI is spawned and the waypoints are calculated)


/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Turn Modules On or Off (can be overridden in the map overrides section)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_processReporter				= true;                 	// log the a list of active server processes every 60 seconds (useful for debugging server problems)
SC_fastNights               	= true;						// true if you want night time to go faster than daytime
SC_occupyPlaces 				= false;						// true if you want villages,towns,cities patrolled by bandits
SC_occupyTraders            	= false;						// true if you want to create trader camps at positions specified in SC_occupyTraderDetails
SC_occupyStatic	 		    	= false;		    		// true if you want to add AI in specific locations
SC_occupyTransport 	        	= true;						// true if you want pubic transport (travels between traders)
SC_occupyLootCrates		    	= true;						// true if you want to have random loot crates with guards
SC_occupyRandomSpawn        	= false;                		// (WORK IN PROGRESS) true if you want random spawning AI that hunt for nearby players
SC_occupyMilitary 		    	= false;			    	// true if you want military buildings patrolled
SC_occupyVehicle				= true;						// true if you want to have roaming AI land vehicles
SC_occupySky					= false;						// true if you want to have roaming AI helis
SC_occupySea					= true;					// true if you want to have roaming AI boats
SC_occupyHeliCrashes			= true;						// true if you want to have Dayz style helicrashes

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Fast nights Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_fastNightsStarts         	= 18;                   	// Start fast nights at this hour (24 hour clock) eg. 18 for 6pm
SC_fastNightsMultiplierNight	= 36;                   	// the time multiplier to use at night (12 = 12x speed)
SC_fastNightsEnds           	= 6;                    	// End fast nights at this hour (24 hour clock) eg. 6 for 6am
SC_fastNightsMultiplierDay  	= 18;                    	// the time multiplier to use during daylight hours (4 = 4x speed)

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Random Spawn Setup (Work in progress)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_randomSpawnMinPlayers    	= 1;                    	// Minimum number of players to be online before random spawning AI can spawn
SC_randomSpawnMaxGroups        	= 4;                    	// Maximum amount of random AI groups allowed at any time
SC_randomSpawnMinGroupSize      = 3;                    	// Minimum amount of random AI groups allowed per group
SC_randomSpawnMaxGroupSize      = 5;                    	// Maximum amount of random AI groups allowed per group
SC_randomSpawnChance			= 5;						// Percentage chance of spawning if suitable player found
SC_randomSpawnIgnoreCount		= true;						// true if you want spawn random AI groups regardless of overall AI count (they still count towards the total though)
SC_randomSpawnFrequency			= 3600;						// time in seconds between the possibility of random AI hunting the same player (1800 for 30 minutes)
SC_randomSpawnNearBases			= false;						// true if you want to allow random spawns in range of territories
SC_randomSpawnNearSpawns		= false;					// true if you want to allow random spawns in range of spawn zones
SC_randomSpawnTargetBambis		= false;					// true if you want to allow random spawns to target bambis
SC_randomSpawnAnnounce			= true;						// true if you want a warning toast issued to all players when AI spawns
SC_randomSpawnNameTarget		= false;					// true if you want to name the targeted player

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Occupy Places Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_occupyPlacesSurvivors		= false;						// true if you want a chance to spawn survivor AI as well as bandits (SC_occupyPlaces must be true to use this option)

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Trader Base Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_occupyTraderDetails      	= [
									//["Tanoa","Lifou Traders",[7317,7217,0],"trader1.sqf",true],
									//["Tanoa","Lijnhaven Traders",[11580,2051,0],"trader1.sqf",true],
									//["Napf","Hafen Traders",[9286,17606,0],"trader1.sqf",true]
								  ];  //["mapname","Name",[x,y,z],"filename",true] trader name, location, safezone true/false
        	
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Occupy Static Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////	

SC_staticIgnoreNearbyPlayers	= false;// Spawn even if players are nearby
SC_staticIgnoreAICount			= false;// Ignore the AI count for Static AI Spawns
SC_staticBandits            	= [		//[[pos],ai count,radius,search buildings]	
    
								  ];     
SC_staticSurvivors          	= [		//[[pos],ai count,radius,search buildings]
										//[[3770,8791,0],8,250,true]	
								  ];      

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Public Transport Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////							  
							  
SC_colourTransport          	= true;                 // true if you want the public transport coloured
SC_secureTransport          	= true;                	// true if you want the public transport and pilot to be indestructible
SC_occupyTransportClass 		= ["Exile_Chopper_Orca_BlackCustom"]; // to always use the same vehicle, specify one option only

SC_occupyTransportStartPos  	= [14653.59,16780.135,0];                   // if empty defaults to map centre

SC_TransportAirFixed        	= true;                // true if you want to use fixed waypoints for air transport, false to autodetect where trader zones are
SC_TransportAirWaypoints    	= [
                                    [14653.59,16780.135,0],
                                    [23372.102,24236.617,0],
                                    [3039.408,18190.875,0]
                                ];
SC_TransportLandFixed       	= false;                // true if you want to use fixed waypoints for land transport, false to autodetect where trader zones are
SC_TransportLandWaypoints   	= [
                                    [1000,1000,0],
                                    [2000,2000,0],
                                    [3000,3000,0],
                                    [4000,4000,0]
                                ];

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Loot Crate Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////								


SC_occupyLootCratesStatic   	= true;			    	// true if you want to have random loot crates spawn in pre-defined locations set in SC_occupyLootCratesLocations
SC_occupyLootCratesLocations	= [
                                    [1000,1000,0],
                                    [2000,2000,0],
                                    [3000,3000,0],
                                    [4000,4000,0]
                                ];
SC_SpawnLootCrateGuards			= true;						// true if you want to enable AI guards
SC_numberofLootCrates       	= 4;                    	// if SC_occupyLootCrates = true spawn this many loot crates (overrided below for Namalsk)
SC_LootCrateGuards          	= 3;                    	// number of AI to spawn at each crate
SC_LootCrateGuardsRandomize 	= true;                 	// Use a random number of guards up to a maximum = SC_LootCrateGuards (so between 1 and SC_LootCrateGuards)
SC_occupyLootCratesMarkers		= true;						// true if you want to have markers on the loot crate spawns

SC_ropeAttach               	= false;                	// Allow lootcrates to be airlifted (for SC_occupyLootCrates and SC_occupyHeliCrashes)

// Array of possible common items to go in loot crates ["classname",fixed amount,random amount]
// ["Exile_Item_Matches",1,2] this example would add between 1 and 3 Exile_Item_Matches to the crate (1 + 0 to 2 more)
// to add a fixed amount make the second number 0
SC_LootCrateItems           	= [
                                    ["Exile_Melee_Axe",1,2],
                                    ["Exile_Item_GloriousKnakworst",1,2],
                                    ["Exile_Item_PlasticBottleFreshWater",2,3],
                                    ["Exile_Item_Beer",5,1],
                                    ["Exile_Item_BaseCameraKit",0,2],
                                    ["Exile_Item_InstaDoc",1,4],
                                    ["Exile_Item_Matches",1,0],
                                    ["Exile_Item_CookingPot",1,0],                      
                                    ["Exile_Item_MetalPole",1,0],
                                    ["Exile_Item_LightBulb",1,4],
                                    ["Exile_Item_FuelCanisterEmpty",1,0],
                                    ["Exile_Item_WoodPlank",0,8],
                                    ["Exile_Item_woodFloorKit",0,2],
                                    ["Exile_Item_WoodWindowKit",0,1],
                                    ["Exile_Item_WoodDoorwayKit",0,1],
                                    ["Exile_Item_WoodFloorPortKit",0,2],   
                                    ["Exile_Item_Laptop",0,1],
                                    ["Exile_Item_CodeLock",0,3],
									["Exile_Item_Cement",2,10],
									["Exile_Item_Sand",2,10],
									["Exile_Item_MetalWire",1,5],
									["Exile_Item_WaterCanisterEmpty",0,5],
									["Exile_Item_Shovel",0,1],
									["Exile_Item_MetalScrews",0,5],
									["Exile_Melee_SledgeHammer,1,2]
                            ];

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Blacklisted Zones
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////							
							
SC_blackListedAreas         	=   [
                                    [[3810,8887,0],     500,    "Chernarus"],       // Vybor Occupation DMS Static Mission
                                    [[12571,14337,0],   500,    "Altis"],           // Neochori Occupation DMS Static Mission
                                    [[3926,7523,0],     500,    "Namalsk"],         // Norinsk Occupation DMS Static Mission  
                                    [[3926,7523,0],     500,    "Napf"],            // Lenzburg Occupation DMS Static Mission   
									[[11685,2666,0],    500,    "Tanoa"],           // Lijnhaven Occupation DMS Static Mission
									[[11580,2051,0],	500,	"Tanoa"],			// Lijnhaven Traders
									[[7228,6986,0],		250,	"Tanoa"]			// Tanoa Airport
                                ];

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Heli Crash Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////								

SC_occupyHeliCrashesStatic   	= true;			    	// true if you want to have random Heli Crash spawn in pre-defined locations set in SC_occupyHeliCrashesLocations
SC_occupyHeliCrashesLocations	= [
                                    [1000,1000,0],
                                    [2000,2000,0],
                                    [3000,3000,0],
                                    [4000,4000,0]
                                ];
SC_HeliCrashesOnFire			= true;                 	// true if you want the crash on fire, false if you just want smoke
SC_SpawnHeliCrashGuards			= true;						// true if you want to enable AI guards
SC_numberofHeliCrashes      	= 3;						// if SC_occupyHeliCrashes = true spawn this many Heli Crashes
SC_HeliCrashGuards          	= 6;                    	// number of AI to spawn at each crate
SC_HeliCrashGuardsRandomize 	= true;                 	// Use a random number of guards up to a maximum = SC_HeliCrashGuards (so between 1 and SC_HeliCrashGuards)

// Array of possible common items to go in heli crash crates ["classname",fixed amount,random amount] NOT INCLUDING WEAPONS
// ["HandGrenade",0,2] this example would add between 0 and 2 HandGrenade to the crate (fixed 0 plus 0-2 random)
// to add a fixed amount make the second number 0

SC_HeliCrashItems           	=   [
                                    ["B_Parachute",1,1],
                                    ["H_CrewHelmetHeli_B",1,1],
                                    ["ItemGPS",0,1],
                                    ["Exile_Item_InstaDoc",1,4],
                                    ["Exile_Item_PlasticBottleFreshWater",2,2],
                                    ["Exile_Item_EMRE",2,2]                                 
                                ];

SC_HeliCrashRareItems       	=   [
                                    ["HandGrenade",1,2],
                                    ["APERSBoundingMine_Range_Mag",1,2]                 
                                ];
SC_HeliCrashRareItemChance  	= 10;                   // percentage chance to spawn each SC_HeliCrashRareItems
                                
// Array of possible weapons to place in the crate                            
SC_HeliCrashWeapons         	=   [
                                    "srifle_DMR_02_camo_F",
                                    "srifle_DMR_03_woodland_F",
                                    "srifle_DMR_04_F",
                                    "srifle_DMR_05_hex_F",
									"srifle_DMR_06_camo_F",
									"srifle_LRR_tna_LRPS_F",
									"srifle_GM6_LRPS_F",
									"srifle_LRR_LRPS_F"
                                ];
                                
SC_HeliCrashWeaponsAmount   	= [3,7]; 	// [fixed amount to add, random amount to add]
SC_HeliCrashMagazinesAmount 	= [2,3]; 	// [fixed amount to add, random amount to add]

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Roaming Vehicle Setup - (applies to ground, air and sea vehicles)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_minimumCrewAmount        	= 1;     	// Minimum amount of AI allowed in a vehicle
SC_maximumCrewAmount        	= 10;     	// Maximum amount of AI allowed in a vehicle
											// (essential crew like drivers and gunners will always spawn regardless of these settings)

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Roaming Land Vehicle Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_maxNumberofVehicles 	    	= 30;		// How many roaming vehicles to spawn	
SC_occupyLandVehicleIgnoreCount		= true;	// true if you want spawn vehicles regardless of overall AI count
SC_occupyVehiclesLocked			= false;	// true if AI vehicles to stay locked until all the linked AI are dead		
SC_occupyVehicleSurvivors		= false;	// true if you want a chance to spawn survivor AI as well as bandits (SC_occupyVehicle must be true to use this option)

SC_occupyVehicleUseFixedPos		= false;		// True if you want to specify the patrol positions and radius of the area to patrol / false for random

											// if you set SC_maxNumberofVehicles higher than the number of static positions, the remainder will be random
											// they will also ignore any blacklisted areas
SC_occupyVehicleFixedPositions	= [
                                    [[4434,2892,0],2000,"Tanoa"],	// [[x,y,z],radius,"mapname"] leave no spaces between 
                                    [[2238,6717,0],2000,"Tanoa"],
                                    [[8197,9081,0],3000,"Tanoa"],
                                    [[13074,11817,0],3000,"Tanoa"]  
								  ];

// Array of arrays of ground vehicles which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)				
SC_VehicleClassToUse 			=   [	
									["Exile_Car_LandRover_Green",0],
                                    //["Exile_Bike_QuadBike_Black",2],
									["Exile_Car_Van_White",0], // Caminhãozinho (Van)
									["Exile_Car_Hatchback_Sport_White",0],
									["Exile_Car_SUV_Grey",0],
									["B_T_LSV_01_unarmed_F",0], // Prowler Unarmed
									["O_LSV_02_unarmed_F",0], // Qilin Unarmed
									["Exile_Car_Ifrit",0], // Ifrit
                                    ["Exile_Car_UAZ_Open_Green",0] 
                                ];
SC_VehicleClassToUseRare		=   [	
                                    ["Exile_Car_Hunter",3],
                                    ["Exile_Car_HEMMT",3],
                                    ["Exile_Car_Zamak",3],
                                    ["Exile_Car_Offroad_Armed_Guerilla12",3],
                                    ["Exile_Car_Offroad_Armed_Guerilla03",3],
                                    ["Exile_Car_Tempest",3] 
                                ];
								
// Array of arrays of ground vehicles which can be used by Survivor AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)									
SC_SurvivorVehicleClassToUse 			=   [	
									["Exile_Car_LandRover_Green",0],
                                    ["Exile_Bike_QuadBike_Black",2],
                                    ["Exile_Car_UAZ_Open_Green",2] 
                                ];
SC_SurvivorVehicleClassToUseRare		=   [	
                                    ["Exile_Car_Hunter",1],
                                    ["Exile_Car_HEMMT",1],
                                    ["Exile_Car_Zamak",1],
                                    ["Exile_Car_Offroad_Armed_Guerilla12",1],
                                    ["Exile_Car_Offroad_Armed_Guerilla03",1],
                                    ["Exile_Car_Tempest",1] 
                                ];

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Roaming Aircraft Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////								
																					
// Settings for roaming airborne AI (non armed helis will just fly around)
SC_maxNumberofHelis		    	= 0;
SC_occupySkyVehicleIgnoreCount		= false;	// true if you want spawn vehicles regardless of overall AI count

// Array of aircraft which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)
SC_HeliClassToUse 		    	=   [ ["Exile_Chopper_Huey_Armed_Green",0] ];

SC_occupyHeliUseFixedPos		= false;		// True if you want to specify the patrol positions and radius of the area to patrol / false for random

											// if you set SC_maxNumberofHelis higher than the number of static positions, the remainder will be random
											// they will also ignore any blacklisted areas
SC_occupyHeliFixedPositions		= [
                                    [[4434,2892,400],2000,"Tanoa"],	// [[x,y,z],radius,"mapname"] leave no spaces between 
                                    [[2238,6717,400],2000,"Tanoa"],
                                    [[8197,9081,400],3000,"Tanoa"],
                                    [[13074,11817,400],3000,"Tanoa"]  
								];
								
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Roaming Boats Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

// Settings for roaming seaborne AI (non armed boats will just sail around)
SC_maxNumberofBoats		    = 5;

// Array of boats which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)
SC_BoatClassToUse 		    =   [	
                                    ["B_Boat_Armed_01_minigun_F",1],
                                    ["I_Boat_Armed_01_minigun_F",1],
                                    ["O_Boat_Transport_01_F",0],
                                    ["Exile_Boat_MotorBoat_Police",1] 
                                ];
								
SC_occupyBoatUseFixedPos		= false;	// True if you want to specify the patrol positions and radius of the area to patrol / false for random

											// if you set SC_maxNumberofHelis higher than the number of static positions, the remainder will be random
											// they will also ignore any blacklisted areas
SC_occupyBoatFixedPositions		= [
                                    [[200,200,0],2000,"Tanoa"],	// [[x,y,z],radius,"mapname"] leave no spaces between 
                                    [[400,400,0],2000,"Tanoa"],
                                    [[14000,5000,0],3000,"Tanoa"],
                                    [[16000,16000,0],3000,"Tanoa"]  
								];

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Occupy Military Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

// Array of buildings to add military patrols to
SC_buildings                	= [	"Land_TentHangar_V1_F","Land_Hangar_F","Land_Airport_Tower_F","Land_Cargo_House_V1_F",
                                    "Land_Cargo_House_V3_F","Land_Cargo_HQ_V1_F","Land_Cargo_HQ_V2_F","Land_Cargo_HQ_V3_F",
                                    "Land_u_Barracks_V2_F","Land_i_Barracks_V2_F","Land_i_Barracks_V1_F","Land_Cargo_Patrol_V1_F",
                                    "Land_Cargo_Patrol_V2_F","Land_Cargo_Tower_V1_F","Land_Cargo_Tower_V1_No1_F","Land_Cargo_Tower_V1_No2_F",
                                    "Land_Cargo_Tower_V1_No3_F","Land_Cargo_Tower_V1_No4_F","Land_Cargo_Tower_V1_No5_F","Land_Cargo_Tower_V1_No6_F",
                                    "Land_Cargo_Tower_V1_No7_F","Land_Cargo_Tower_V2_F","Land_Cargo_Tower_V3_F","Land_MilOffices_V1_F",
                                    "Land_Radar_F","Land_budova4_winter","land_hlaska","Land_Vysilac_FM","land_st_vez","Land_ns_Jbad_Mil_Barracks",
                                    "Land_ns_Jbad_Mil_ControlTower","Land_ns_Jbad_Mil_House","land_pozorovatelna","Land_vys_budova_p1",
                                    "Land_Vez","Land_Mil_Barracks_i","Land_Mil_Barracks_L","Land_Mil_Barracks",
                                    "Land_Hlidac_budka","Land_Ss_hangar","Land_Mil_ControlTower","Land_a_stationhouse",
                                    "Land_Farm_WTower","Land_Mil_Guardhouse","Land_A_statue01","Land_A_Castle_Gate",
                                    "Land_A_Castle_Donjon","Land_A_Castle_Wall2_30","Land_A_Castle_Stairs_A",
                                    "Land_i_Barracks_V1_dam_F","Land_Cargo_Patrol_V3_F","Land_Radar_Small_F","Land_Dome_Big_F",
                                    "Land_Dome_Small_F","Land_Army_hut3_long_int","Land_Army_hut_int","Land_Army_hut2_int",
                                    // Additional Buildings
                                    "Land_Barracks_01_camo_F","Land_Barracks_01_grey_F","land_AII_last_floor","land_AII_middle_floor",
                                    "land_AII_upper_part","Land_Ind_IlluminantTower","Land_Misc_deerstand","Land_ns_Jbad_A_Stationhouse",
                                    "Land_Airport_01_controlTower_F","Land_Airport_01_terminal_F","Land_Airport_02_controlTower_F",
                                    "Land_Airport_02_terminal_F","Land_Cargo_House_V4_F","Land_Cargo_HQ_V4_F","Land_Cargo_Patrol_V4_F",
                                    "Land_Cargo_Tower_V4_F"
                                ]; 

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	AI Setup (used in multiple modules)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////		
		
SC_useRealNames         		= true;
        
// Arrays of names used to generate names for AI
SC_SurvivorFirstNames   		= ["John","Dave","Steve","Rob","Richard","Bob","Andrew","Nick","Adrian","Mark","Adam","Will","Graham"]; 
SC_SurvivorLastNames    		= ["Smith","Jones","Davids","Johnson","Jobs","Andrews","White","Brown","Taylor","Walker","Williams","Clarke","Jackson","Woods"]; 
SC_BanditFirstNames     		= ["Alex","Nikita","George","Daniel","Adam","Alexander","Sasha","Sergey","Dmitry","Anton","Jakub","Vlad","Maxim","Oleg","Denis","Wojtek"]; 
SC_BanditLastNames      		= ["Dimitrov","Petrov","Horvat","Novak","Dvorak","Vesely","Horak","Hansen","Larsen","Tamm","Ivanov","Pavlov","Virtanen"];
		
SC_SurvivorsChance          	= 5;						// chance in % to spawn survivors instead of bandits (for places and land vehicles)


SC_SurvivorsFriendly        	= true;                 	// true if you want survivors to be friendly to players (until they are attacked by players)
															// false if you want survivors to be aggressive to players

// Possible equipment for survivor AI to spawn with 
// spawning survivors without vests or backpacks will result in them having no ammunition                                                   
SC_SurvivorUniforms         	= ["Exile_Uniform_BambiOverall"]; 
SC_SurvivorVests            	= ["V_BandollierB_blk","V_BandollierB_cbr","V_BandollierB_khk","V_BandollierB_oli"];  
SC_SurvivorHeadgear         	= []; 
SC_SurvivorWeapon           	= ["arifle_MXC_F","arifle_TRG20_F"];
SC_SurvivorWeaponAttachments	= [];
SC_SurvivorMagazines        	= ["Exile_Item_Vishpirin","Exile_Item_Bandage"];
SC_SurvivorPistol           	= ["hgun_Rook40_F"];
SC_SurvivorPistolAttachments	= [];
SC_SurvivorAssignedItems    	= ["ItemMap","ItemCompass","ItemRadio","ItemWatch","Exile_Item_XM8"]; // all these items will be added
SC_SurvivorLauncher         	= [];
SC_SurvivorBackpack         	= [];

// Possible equipment for bandit AI to spawn with 
// spawning bandits without vests or backpacks will result in them having no ammunition                                                    
SC_BanditUniforms           	= ["U_IG_Guerilla1_1","U_IG_Guerilla2_1","U_IG_Guerilla2_2","U_IG_Guerilla2_3","U_IG_Guerilla3_1","U_BG_Guerilla2_1","U_IG_Guerilla3_2","U_BG_Guerrilla_6_1","U_BG_Guerilla1_1","U_BG_Guerilla2_2","U_BG_Guerilla2_3","U_BG_Guerilla3_1"]; 
SC_BanditVests              	= ["V_BandollierB_blk","V_BandollierB_cbr","V_BandollierB_khk","V_BandollierB_oli"]; 
SC_BanditHeadgear           	= ["H_Shemag_khk","H_Shemag_olive","H_Shemag_olive_hs","H_Shemag_tan","H_ShemagOpen_khk","H_ShemagOpen_tan"];
SC_BanditWeapon             	= ["LMG_Zafir_F","arifle_Katiba_C_F","arifle_Katiba_F","arifle_Katiba_GL_F","arifle_MXC_Black_F","arifle_MXC_F","arifle_TRG20_F","arifle_TRG21_F","arifle_TRG21_GL_F"];
SC_BanditWeaponAttachments  	= [];
SC_BanditMagazines          	= ["Exile_Item_InstaDoc","Exile_Item_Vishpirin","Exile_Item_Bandage","Exile_Item_DuctTape","Exile_Item_PlasticBottleFreshWater","Exile_Item_Energydrink","Exile_Item_EMRE","Exile_Item_Cheathas","Exile_Item_Noodles","Exile_Item_BBQSandwich","Exile_Item_Catfood"];
SC_BanditPistol             	= ["hgun_ACPC2_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F","hgun_Rook40_F"];
SC_BanditPistolAttachments  	= [];
SC_BanditAssignedItems      	= ["ItemMap","ItemCompass","ItemRadio","ItemWatch"]; // all these items will be added
SC_BanditLauncher           	= [];
SC_BanditBackpack           	= ["B_HuntingBackpack","B_Kitbag_cbr","B_Kitbag_mcamo","B_Kitbag_sgg","B_OutdoorPack_blk","B_OutdoorPack_blu","B_OutdoorPack_tan","B_TacticalPack_blk","B_TacticalPack_mcamo","B_TacticalPack_ocamo","B_TacticalPack_oli","B_TacticalPack_rgr"];

// Possible equipment for random ai to spawn with 
// spawning random ai without vests or backpacks will result in them having no ammunition                                                    
SC_RandomUniforms           	= ["U_B_GEN_Soldier_F"]; 
SC_RandomVests              	= ["V_TacVest_gen_F"]; 
SC_RandomHeadgear           	= ["H_Cap_police"];
SC_RandomWeapon             	= ["SMG_05_F"];
SC_RandomWeaponAttachments  	= ["muzzle_snds_L"];
SC_RandomMagazines          	= ["Exile_Item_InstaDoc","Exile_Item_Vishpirin","Exile_Item_Bandage","Exile_Item_DuctTape","Exile_Item_PlasticBottleFreshWater","Exile_Item_Energydrink","Exile_Item_EMRE","Exile_Item_Cheathas","Exile_Item_Noodles","Exile_Item_BBQSandwich","Exile_Item_Catfood"];
SC_RandomPistol             	= ["hgun_Rook40_F"];
SC_RandomPistolAttachments  	= ["muzzle_snds_L"];
SC_RandomAssignedItems      	= ["ItemMap","ItemCompass","ItemRadio","ItemWatch"]; // all these items will be added
SC_RandomLauncher           	= [];
SC_RandomBackpack           	= ["B_AssaultPack_blk"];
								
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Map Specific Overrides
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////								
								

if (worldName == 'Napf' AND SC_useMapOverrides) then 
{ 
	SC_maxAIcount				= 120;
	SC_useApexClasses           = false; 

};

if (worldName == 'Chernarus' AND SC_useMapOverrides) then 
{ 
	SC_maxAIcount				= 120;
	SC_useApexClasses           = false;
};

if (worldName == 'Tanoa' AND SC_useMapOverrides) then 
{ 
    SC_useApexClasses       	= true;
	SC_maxAIcount				= 80;
	
};

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Apex Specific Settings (only used if SC_useApexClasses = true)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

if(SC_useApexClasses) then 
{
	SC_BanditWeapon 			=	[
									"arifle_MX_khk_F",
									"arifle_MX_GL_khk_F",
									"arifle_MX_SW_khk_F",
									"arifle_MXC_khk_F",
									"arifle_MXM_khk_F",
									"arifle_AK12_F",
									"arifle_AK12_GL_F",
									"arifle_AKM_F",
									"arifle_AKS_F",
									"arifle_ARX_blk_F",
									"arifle_ARX_ghex_F",
									"arifle_ARX_hex_F",
									"arifle_CTAR_blk_F",
									"arifle_CTAR_GL_blk_F",
									"arifle_CTARS_blk_F",
									"arifle_SPAR_01_blk_F",
									"arifle_SPAR_01_khk_F",
									"arifle_SPAR_01_snd_F",
									"arifle_SPAR_01_GL_blk_F",
									"arifle_SPAR_01_GL_khk_F",
									"arifle_SPAR_01_GL_snd_F",
									"arifle_SPAR_02_blk_F",
									"arifle_SPAR_02_khk_F",
									"arifle_SPAR_02_snd_F",
									"arifle_SPAR_03_blk_F",
									"arifle_SPAR_03_khk_F",
									"arifle_SPAR_03_snd_F"
									];
									
	SC_BanditUniforms			=	[
									"U_I_C_Soldier_Para_1_F",
									"U_I_C_Soldier_Para_2_F",
									"U_I_C_Soldier_Para_3_F",
									"U_I_C_Soldier_Para_4_F",
									"U_I_C_Soldier_Para_5_F",
									"U_I_C_Soldier_Bandit_1_F",
									"U_I_C_Soldier_Bandit_2_F",
									"U_I_C_Soldier_Bandit_3_F",
									"U_I_C_Soldier_Bandit_4_F",
									"U_I_C_Soldier_Bandit_5_F",
									"U_I_C_Soldier_Camo_F",
									"U_B_CTRG_Soldier_urb_1_F",
									"U_B_CTRG_Soldier_urb_2_F",
									"U_B_CTRG_Soldier_urb_3_F"
									];
	
	SC_VehicleClassToUse 		=   [
									["B_GEN_Offroad_01_gen_F",0],
									["C_Offroad_02_unarmed_F",0],
									["I_C_Offroad_02_unarmed_F",0]
									];
									
    SC_VehicleClassToUseRare	=   [	
                                    ["B_LSV_01_unarmed_black_F",1],
                                    ["O_T_LSV_02_unarmed_black_F",1],
                                    ["O_T_Truck_03_device_ghex_F",1]
									];
};

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Debug Settings (only used if SC_debug = true)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

if (SC_debug) then
{
    SC_extendedLogging       	= true;
    SC_processReporter      	= true;
    SC_mapMarkers			    = true;
    SC_occupyPlaces 			= false;
    SC_occupyVehicle			= true;
    SC_occupyMilitary 			= false;
	SC_occupyRandomSpawn        = false;
    SC_occupyStatic				= false;
    SC_occupySky				= false;
    SC_occupySea				= true;
	SC_occupyTraders            = false;	
    SC_occupyTransport			= true;
    SC_occupyLootCrates			= true;
    SC_occupyHeliCrashes		= true;
	SC_maxAIcount				= 150;	
    SC_maxNumberofVehicles		= 30;
    SC_maxNumberofBoats			= 5;
    SC_maxNumberofHelis			= 0; 
	SC_randomSpawnChance		= 100;
	SC_randomSpawnIgnoreCount	= true;
	SC_randomSpawnFrequency		= 120;
};

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Don't alter anything below this point, unless you want your server to explode :)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

if(!SC_SurvivorsFriendly) then 
{ 
	CIVILIAN setFriend[RESISTANCE,0]; 
};
CIVILIAN    	setFriend [EAST,0]; 
CIVILIAN    	setFriend [WEST,0]; 
EAST        	setFriend [CIVILIAN,0]; 
WEST        	setFriend [CIVILIAN,0]; 
EAST        	setFriend [WEST,0]; 
WEST        	setFriend [EAST,0]; 

   
SC_SurvivorSide         		= CIVILIAN;
SC_BanditSide           		= EAST;
SC_liveVehicles 				= 0;
SC_liveVehiclesArray    		= [];
SC_liveHelis	 				= 0;
SC_liveHelisArray       		= [];
SC_liveBoats	 				= 0;
SC_liveBoatsArray       		= [];
SC_liveStaticGroups				= [];
SC_liveRandomGroups				= [];
SC_transportArray       		= [];

// Remove spawn locations for roaming vehicles that aren't for this map
_occupyVehicleFixedPositions = [];
{
	_currentWorld = _x select 2;
	if(worldName == _currentWorld) then 
	{ 
		_occupyVehicleFixedPositions pushback _x; 
	};
}forEach SC_occupyVehicleFixedPositions;
SC_occupyVehicleFixedPositions = _occupyVehicleFixedPositions;

publicVariable "SC_liveVehicles";
publicVariable "SC_liveVehiclesArray";
publicVariable "SC_liveHelis";
publicVariable "SC_liveHelisArray";
publicVariable "SC_liveBoats";
publicVariable "SC_liveBoatsArray";
publicVariable "SC_liveStaticGroups";
publicVariable "SC_liveRandomGroups";
publicVariable "SC_numberofLootCrates";
publicVariable "SC_transportArray";
publicVariable "SC_SurvivorSide";
publicVariable "SC_BanditSide";

SC_CompiledOkay				= true;

 

And the last one is my server rtp: https://pastebin.com/2KLHUAn6

Transport vehicle isn't working and i can't see any ai patrol, ive conf 30 of them...

Could anyone help me, please?

Thank you very much :D

Edited by joew00

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There is a syntax error in your  @ExileServer\addons\a3_exile_occupation\config.sqf:

Spoiler

line 181 = ["Exile_Melee_SledgeHammer,1,2]

Should be ["Exile_Melee_SledgeHammer",1,2]  

Every item needs "before and after"

After correcting that your occupation mod should work fine. 

2 people like this

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5 hours ago, manOwar_AFD said:

There is a syntax error in your  @ExileServer\addons\a3_exile_occupation\config.sqf:

  Hide contents

line 181 = ["Exile_Melee_SledgeHammer,1,2]

Should be ["Exile_Melee_SledgeHammer",1,2]  

Every item needs "before and after"

After correcting that your occupation mod should work fine. 

OMG, thank you very much! ;)

Now the time is working great, but the transport yet don't works =( I changed the fixed position to false, to let the mod auto detect trade zones, but it still don't spawn any transport vehicles =(

Server RTP log: https://pastebin.com/SXC90fXA

Could anyon help me, please?

Thank you very much :D

Edited by joew00

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can you post your full dms and occupation files via pastebin

 

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first thing:

SC_occupyTransportStartPos      = [];                   // if empty defaults to map centre
DMS_Enable_RankChange = false; // Whether or not to use Rank Changes. (Required 'true' if using Occupation)

needs to be set true because your using occupation.

SC_occupyTransportStartPos      = [14653.59,16780.135,0];                   // if empty defaults to map centre

change this to

SC_occupyTransportStartPos      = [];                   // if empty defaults to map centre

then see if it works. thats really the only difference I can see between one that works and yours.

 

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2 hours ago, tinboye said:

first thing:


SC_occupyTransportStartPos      = [];                   // if empty defaults to map centre

DMS_Enable_RankChange = false; // Whether or not to use Rank Changes. (Required 'true' if using Occupation)

needs to be set true because your using occupation.


SC_occupyTransportStartPos      = [14653.59,16780.135,0];                   // if empty defaults to map centre

change this to


SC_occupyTransportStartPos      = [];                   // if empty defaults to map centre

then see if it works. thats really the only difference I can see between one that works and yours.

 

Changed, but transports stii don't works =(

DMS: https://pastebin.com/ZFqdm63Y

Occupation: https://pastebin.com/43bWc3PH

Server RTP: https://pastebin.com/mjwnUUV9

Client RTP: https://pastebin.com/5y1NMw3J

Thank you very much!

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