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About BoabySands

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  1. Hey guys, I did a search and couldn't come up with anything, so I thought I'd make a post to ask if anyone knew about how to edit the specific type of mags that weapons spawn with in lootable locations. I have the RHS USAF and RHSAFRF addons running on our Exile server flawlessly, except for the fact that some guns ( 5.56 stuff like M4s, M16, M249 etc) can sometimes spawn in with a set of blanks instead of live rounds. Now, I don't have blanks specified in the loot tables, or buyable / sellable at traders, so there's obviously another file location that dictates where the blanks are being selected from ( alongside tracers, plain old Stanag etc) when a gun spawns. Has anyone had experience with resolving this, or could possibly tell me what file I need to look in to stop blanks spawning as a valid ammo type to accompany spawned in guns ? Thanks very much.
  2. BoabySands

    DMS - Defent's Mission System

    Eraser - I wasn't aware that the array was shuffled. I guess I just haven't spent enough time looking at where the missions are spawning. I had added a location more than once to accomplish the increased chance of spawning you referred to in your last post, so perhaps that's what I was seeing happen and mistook it for them spawning in a set order. Thanks for for the clarification.
  3. BoabySands

    DMS - Defent's Mission System

    This addon works wonderfully with A3XAI, and I believe I've seen at least some servers running vemf with it as well. Eraser, sorry to be a pain - but am I right in thinking the config setting to use pre-defined mission locations always reads the array in descending order ? I set up about 30 specific locations for the missions to spawn at - and they spawn perfectly at the spots I've specified - but it seems like once a mission has been completed at the first location in the array, it can very easily spawn there again soon after ( providing the player who completed it has left the area by then. I don't suppose the same method for defining the chance of each mission type spawning can also currently be applied to the array that selects spawn locations ? Sorry again for the hassle, and thanks for continuing to provide such a great addon. The new static mission looks great, and we had whole groups of people banding together tonight to beat it collectively and split the rewards, rather than sniping each other into oblivion at it!
  4. BoabySands

    DMS - Defent's Mission System

    That's a great summary! Thanks very much Eraser.
  5. BoabySands

    DMS - Defent's Mission System

    First of all, thanks very much to both of you guys for making such a great & easily customisable mission system - and making it publicly available. I was having a look at the changelog - and this section got my attention. 'You can now manually define mission spawning locations into an array, and that array will be used to find a location. Each location will still be checked for validity, and if no valid positions are found from the list, a random one is then generated using the normal method.' I have no qualms about adding a bunch of locations manually, as this is precisely the sort of thing I've been looking for, but, could I ask if there's any form of tutorial anywhere or resource that'd briefly explain how I go about setting these positions up myself to paste into the DMS_PredefinedMissionLocations= section of the config file ? (an example of the syntax in practice would be really useful as well if such a thing exists ?) Also, when the changelog mentions that each location will still be checked for validity - I take it that this means it automatically applies the same automatic blacklist settings as it would if the location was only being randomly selected ?