bou_ray

Member
  • Content count

    16
  • Donations

    0.00 EUR 
  • Joined

  • Last visited

Community Reputation

3 Neutral

About bou_ray

  • Rank
    Bambi

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. bou_ray

    Infistar vs battleeye filter

    Thank you very much for your quick response. This was the best answer I have ever gotten from anyone on any forum. Straight to the point. No needing to know what I was trying to do. No unnecessary questions. Thank you for your help.
  2. bou_ray

    Infistar vs battleeye filter

    Hello I just installed infistar on my server and I was setting up its filters. Battleeye already has a list of filters that I have been editing, for the mods I have installed. Do I just overwrite my battleeye filters and only use Infistar's? Do I merge the Infistar filters into my Battleeye filters, so I have both? Do I go back through my mods and add Collective Uniqueness to the Infistar's Own? I've read the instructions and all I have to work on is Infistar to put its filters in the Battleeye folder, which will overwrite everything.
  3. bou_ray

    IMS - Development Paused

    it is looking great its really replayable although I do die about a bazillion times lol so far everything is working exactly as it should Good Job.
  4. bou_ray

    IMS - Development Paused

    Thank you that fixed it. It works great I was able to run through and take care of the mission I did notice however two things. When I activated the bombs, the task said I had 3 minutes to escape, but the timer started at 10 secs. I was however able to run to the bridge unscathed. Maybe have debris falling and mini earthquakes on each explosion, that might could hurt the player, if they wait too long. I mean it is an old crumbing fort anyways lol The second thing was after I crossed the bridge, and was watching my new truck and loot come down, there was a toast update saying that the underwater mission was completed by convicts. I was the only one playing.
  5. bou_ray

    IMS - Development Paused

    This is a great mod. I put it on my private server. I can get to the fortress and I see all the towers and ppl running around. Very cool. I see the skeleton on the ground, with the papers. when I hover over the papers, i get the investigate circle. When I use it, the circle fills up and nothing else happens. I dont get a Task update If I clear the area next to the first bomb, i investigate it, and nothing happens. I must have done something wrong.
  6. bou_ray

    [WIP] Exile Interactive Mission Preview

    This is a great mod. I put it on my private server. I can get to the fortress and I see all the towers and ppl running around. Very cool. I see the skeleton on the ground, with the papers. when I hover over the papers, i get the investigate circle. When I use it, the circle fills up and nothing else happens. I dont get a Task update If I clear the area next to the first bomb, i investigate it, and nothing happens. I must have done something wrong.
  7. Hello, I was wonder if there was a inventory check script for the player additem. Like if I wanted the server to player additem "gasmask"; but if the inventory was full the player would never get it, and no message. I was wondering if it was possible to put a inventory space check before the additem. like If (inventory == full) then (_htext "Your inventory is full!") else (_htext "You recieved a gas mask!"); player additem "gasmask"; something like that. Any help would be appreciated thank you in advance.
  8. I have hardly no loot on Tanoa. I even used my "jacked" up loot table I was using before and even messed with the loot settings to give more loot in more places. But i Have like nothing to find. I can go through 10 buildings and might find 1 clip of bullets I cant even use.
  9. As for animals I've seen goats sheep and a chicken running around. But for the territory payment it is saying it is now due and to go pay it at the trader. I then go to the trader and pay it. I log off to make a server change and when I log back in it is saying it is due again. And I go and I pay the full amount. This whether I restart the server or just logging back in. Luckily I can just spawn the tabs to pay. I'd rathe just pay the office and not hafta worry about it until a week later.
  10. Is there a way serverside to modify territory payment? My base is pretty big and every single time I log in, i get the message saying my territory base fees are due. Even if I pay it, $18000 tabs... and log off and log back in within 5 minutes, it says my fees are ready to be paid again another 18000 tabs. Is there a way for this to may be show up once a RL week, and/or maybe adjust the amount of fees that is needed. Game is fun but not 18,000 tabs per log in fun.
  11. bou_ray

    ExileZ 2

    Hello, i am or have been trying to set up my zombies. I want to have a spawn trigger in each city. I want about 15 to 20 zombies to come out. And once they are all killed or dead, wait about 15 minutes or so to check respawn trigger maybe 30 minutes. I dont want random zombies to keep popping up after I kill them. Right now that is what I have got. I kill what I think the the city spawn, but they keep coming. I cant for the life of me, figure out how to set it up to do that. Just spawn the zombies, kill them, and wait for a lengthy time. Mainly because when I do a mission I might be in the trigger area, and I'm constantly having to deal with zombies while I am trying to clear a mission. And usually never succeed in finishing the mission because i've ran out of ammo. Here is my fn_init.sqf I've taken out the fast moving zombies, boss and spider zombies for now. i'll put them back in when I get this set up. Hopefully someone can help me. // ExileZ 2.0 by Patrix87 of http:\\multi-jeux.quebec // #include "code\pre_init.sqf"; #include "ZClassesList.sqf"; //All available classes per group #include "ZLoot.sqf"; //Loot groups #include "ZVest.sqf"; //Vest groups #include "ZClasses.sqf"; //Zombie classes groups #include "TriggerPositions.sqf"; //Trigger positions // EDIT BELOW //Global Settings ZombieSide = EAST; // zombie team side east, west and Civilian can be used ZombieSideString = "EAST"; // Same thing but in a string. CorpseDeleteDelay = 300; // delay before a zombie corpse is deleted. Debug = true; // debug messages. MinSpawnDistance = 20; // Closest distance from any player to spawn a zombie. MaxSpawnDistance = 160; // Max distance a zombie should spawn from a player. MaxDistance = 300; // Max distance to players before delete. MaxTime = 30; // Max time away from a player before delete. RemoveZfromTerritory = true; // Will kill zombies when they get too close to a flag. *(the check is done every MaxTime) will only work with zombies that are configured to avoid territories TriggerGroupScaling = 0.25; // 1 player = Groupsize, 2 player in trigger = Groupsize + (GroupSize * TriggerGroupScalling * number of player in the trigger) set at 0 to disable scaling LightsOff = false; // Kill all the light on map except the player lights. HarassingZombieAtNightOnly = false; // Spawn harassing zombies at night only. NightStartTime = 18; // Time at which it is night in hours NightEndTime = 6; // Time at which it is no longer night in hours //Explosive zombies ExplosiveZombies = true; // randomly boobie trapped zombies exploding a few seconds after dying. ExplosiveZombiesRatio = 2; // percentage of explosive zombies ExplosiveZombieWarning = "IT'S A TRAP !!!";// Message that will display a few seconds before the explosion of a zombie. ExplosionDelay = 3; // self-explanatory ExplosiveType = "Grenade" ; // "mini_Grenade" for small almost non-lethal explision or "Grenade" Big and dangerous explosion. ExplosiveRespect = 100; // Bonus respect for Exploding zombies //Killing zombies settings EnableMoneyOnKill = true; // Self Explanatory EnableRespectOnKill = true; // Self Explanatory ZombieMoney = 5; // Money per zombie kill ZombieRespect = 10; // Respect per zombie kill RoadKillBonus = 10; // Bonus Respect if roadkill MinDistance = 50; // Minimal distance for range bonus CqbDistance = 10; // Minimal ditance for close quarter bonus CqbBonus = 40; // Respect for close quarter bonus at 1 meter DistanceBonusDivider = 10; // Distance divided by that number = respect E.G. 300m / [20] = 15 Respect //Zombie settings : SET TO -1 TO DISABLE AND USE DEFAULT FROM RYANZOMBIES _Ryanzombieshealth = 0.8; // Health, *(initial damage level 0 is no damage 1 is dead) _Ryanzombieshealthdemon = 0.5; // Health, *(initial damage level 0 is no damage 1 is dead) _Ryanzombiesattackspeed = 1.5; // Attack speed, *(Time is seconds between attacks) _Ryanzombiesattackdistance = 2; // Attack distance, *(in meters) _Ryanzombiesattackstrenth = 0; // Attack strength *(Knockback strength) *(TYPO IS NORMAL) _Ryanzombiesdamage = 0.09; // Attack damage *(% of players life per hit, 1 is 100%) _Ryanzombiesdamagecar = 0.05; // Attack damage to car *(% of car health per hit, 1 is 100%) _Ryanzombiesdamageair = 0.01; // Attack damage to air *(% of car health per hit, 1 is 100%) _Ryanzombiesdamagetank = 0.005; // Attack damage to tank *(% of car health per hit, 1 is 100%) _Ryanzombiesdamagecarstrenth = 1.5; // Car attack strength *(Knockback strength in M/S) _Ryanzombiesdamageairstrenth = 1; // Air attack strength *(Knockback strength M/S) _Ryanzombiesdamagetankstrenth = 0.4; // Tank attack strength *(Knockback strength M/S) _Ryanzombiescanthrow = -1; // Enable or disable Throwing for zombies _Ryanzombiescanthrowtank = -1; // Enable or disable Throwing tank for zombies _Ryanzombiescanthrowdistance = 10; // Max throw distance _Ryanzombiescanthrowtankdistance = 0; // Max throw distance for tanks _Ryanzombiescanthrowdemon = 1; // Enable or disable Throwing for demons _Ryanzombiescanthrowtankdemon = 1; // Enable or disable Throwing tank for demons _Ryanzombiescanthrowdistancedemon = 50; // Max throw distance demon _Ryanzombiescanthrowtankdistancedemon = 10; // Max throw distance for tanks _ryanzombiesdisablebleeding = 1; // 1 to DISABLE player bleeding on hit, -1 to ENABLE player bleeding on hit. _ryanzombiesstartinganim = 1; // Enable Spawning animation _ryanzombieslimit = 100; // Player detection distance in meters _ryanzombiesdisablemoaning = -1; // No idle sound _ryanzombiesdisableaggressive = -1; // No aggressive sounds _ryanzombiescivilianattacks = -1; // Attack civilians _Ryanzombieslogicroam = -1; // Roam ***roaming can be heavy on cpu _Ryanzombieslogicroamdemon = -1; // Demon Roam _Ryanzombiesjump = -1; //Jumping Zombies _Ryanzombiesjumpdemon = 1; //Jumping Demons _Ryanzombiesfeed = -1; //Feeding Zombies _Ryanzombiesfeeddemon = 1; //Feeding Demons _Ryanzombiesinfection = -1; //Enable infections *(-1 to disable) _ryanzombiesinfectedchance = 10; //Precent chances to be infected on hit _ryanzombiesinfectedrate = 0.05; //Damage per minute when infected (+/- 30 minutes to live) _ryanzombiesinfectedsymptoms = 0.9; //Symptomes showed when infected 0.9 = Normal 0.7 = Less 0.5 = None _ryanzombiesinfecteddeath = 0.9; //0.9 = Scream on death 0.7 = Silent death _ryanzombiesantivirusduration = 300; //Antivirus duration *(5 minutes) //http://steamcommunity.com/sharedfiles/filedetails/?id=614815221 must be installed on the client for the cure to work //You also need to overide an Exile script, Details here : http://www.exilemod.com/topic/10999-rz-infection-for-exile/ _ryanzombiesmovementspeedwalker = 1; //Animation speed for walker zombies _ryanzombiesmovementspeedslow = 1; //Animation speed for slow zombies _ryanzombiesmovementspeedmedium = 1; //Animation speed for medium zombies _ryanzombiesmovementspeedfast = 1; //Animation speed for fast zombies _ryanzombiesmovementspeeddemon = 1; //Animation speed for demons _ryanzombiesmovementspeedspider = 1; //Animation speed for spider _ryanzombiesmovementspeedcrawler = 1; //Animation speed for crawler //Default Altis SafeZones SafeZonePositions = [// [[Coordinates],Radius] // You can Get the safezone information directly from your mission.sqm under class Markers [[14599,16797],175], [[23334,24188],175], [[2998,18175],175] ]; UseHarassingZombies = false; // HSet = [ /* 0 Groups Size */ 0, // maximum number of zombies around a player /* 1 Frequency */ 720, // time in seconds between each new zombie. /* 2 Vest group */ Nothing, // Vest function defined in ZVest.sqf /* 3 Loot group */ Nothing, // Loot function defined in ZLoot.sqf /* 4 Zombie group */ Easy, // Group function defined in ZClasses.sqf /* 5 Avoid Territory */ true // Zombie will not spawn in territories and will die in them if RemoveZfromTerritory is true ]; UseHorde = true; // Use the horde spawner HordeSet = [ /* 0 Groups Size */ 15, // maximum number of zombies around a player /* 1 Min Frequency */ 20, // min time in minutes between each new zombie horde. /* 2 Max Frequency */ 60, // max time in minutes between each new zombie horde. /* 3 Vest group */ Basic, // Vest function defined in ZVest.sqf /* 4 Loot group */ DocAndAmmo, // Loot function defined in ZLoot.sqf /* 5 Zombie group */ MediumMix, // Group function defined in ZClasses.sqf /* 6 Avoid Territory */ true, // Zombie will not spawn in territories and will die in them if RemoveZfromTerritory is true /* 7 Horde density */ 25 // Radius in which the zombies will spawn should be lower than Min Spawn Distance. ]; UseTriggers = true; //use the trigger system. //place loot boxes and mission script here triggerMission = compile preprocessFile "exilez\init\zmission.sqf"; triggerLootbox = compile preprocessFile "exilez\init\zmissionloot.sqf"; Trigger_1 = [ //Cities /* 0 Use this trigger */ True, // Self - explanatory /* 1 Trigger Positions */ Cities, // The name of the array used to list all trigger position in the TriggerPositions.sqf file /* 2 Max Zombies */ 15, // The maximum number of zombies for that trigger. /* 3 Activation Delay */ 15, // The delay before the activation of the trigger. /* 4 Spawn Delay */ 15, // The delay between each zombie spawn right after the activation until the Max group size is reached. /* 5 Respawn Delay */ 60, // The respawn delay after the max group size was reached /* 6 Show Trigger On Map */ true, // Put a marker at the location and radius of the trigger on the map /* 7 Marker Color */ "ColorRed", // Color of the trigger /* 8 MarkerBrush */ "Solid", // "Solid","SolidFull","Horizontal","Vertical","Grid","FDiagonal","BDiagonal","DiagGrid","Cross","Border","SolidBorder" /* 9 Marker Alpha */ 0.2, // Alpha of the trigger *(0 is invisible 1 is opaque) /* 10 Marker Text */ "", // The text on the trigger /* 11 Vest group */ Basic, // The name of the Array used to list all the possible vest for that trigger. ZVest.sqf /* 12 Loot group */ Useful, // The name of the Array used to list all the possible loot for that trigger. ZLoot.sqf /* 13 Zombie group */ MediumCiv, // The name of the Group used to list the zombies possible for that trigger. ZClasses.sqf /* 14 Avoid Territory */ false, // Zombie will not spawn in territories and will die in them if RemoveZfromTerritory is true /* 15 Mission Radius */ 0, // Up to how far from the center of the trigger the mission LOOT can spawn. /* 16 Mission SQF */ nil, // The location of the Mission file related to that trigger *(use M3Editor to create the file.) THIS IS STATIC AND WILL NOT MOVE WITH THE TRIGGER /* 17 Loot Box */ nil // The location of the Missionloot file related to that trigger *(See example file zmissionloot.sqf) ]; // List all the trigger group to use here. Triggers = [Trigger_1]; // DON'T EDIT BELOW #include "code\post_init.sqf";
  12. bou_ray

    Tanoa Zombie spawns

    Hello, thank you for the coords for the cities. I've got mine setup for 15 zombies, but for some reason after 15 they keep spawning around 2 at a time. Is there another place I can get rid of the excess zombies. Because most of the time I cant complete missions because Im havin gto deal with zombies the whole time.
  13. Yes I did, but I figured out what it was, when you asked that. I had uploaded it to the wrong folder. I guess that is what I get from coming home from a 6 hour drive and playing on the computer at 130 in the morning. lol Thank you for getting me to double check. its fixed now.
  14. Hello, I created a trader city for the Tanoa airport. After copying over the script from the editor and verifing everything was in there except traders, I noticed in another file that there was a Lifou Traders camp commented out. So I uncommented it out and let the server run. After a while I logged back in the game, and there was a new trader camp at the airport by the end of the runway. So I said ok, that one works. So I removed all the lines containing my trader area. I'll move it to another area or island or something. I noticed there wasnt a locker in the new trader area so I moved my lockers to the ariveal and departure waiting areas in the airport. So after removing the lines in the initPlayerLocal and initServer files. And placing 2 locker lines with new coords. I was like great. All I should need to do know is restart the server. So I restarted the server and the traders I put in is still there, no lockers moved or anything. How can I get that camp to stop spawning or showing up in mulitplayer? Any help would be appreciated.
  15. Hello, I have a trader placed in my custom little trader area. No matter how I fiddle with the numbers he either faces left, faces right, lays on his back, or stomach, but never can get him to face forward. ["Exile_Trader_WasteDump", ["Acts_CivilListening_2"], "Exile_Trader_WasteDump", "Default", [[],[],[],["U_I_C_Soldier_Bandit_4_F",[]],[],[],"H_Hat_grey","",[],["","","","","",""]], [7072.102,7411.853,2.66144], [-0.031831, 0.999493, 0], [0, 0, 1]] He stands on the ground just fine right where I want him, but just doesnt face the direction i want him too. I've messed with the second set of [num,num,num]'s and its either one way or the other. How can I fix this, so I can get on to the second trader? Thank you in advance.