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About TheDaddy

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  1. TheDaddy

    [UPDATE] VCOM AI (Exile 1.0.4)

    I added mortar units to missions and they will use them as statics but cant add mortars to roaming AI as they need both backpacks, tube and tripod? Or am i missing something?
  2. TheDaddy

    [UPDATE] VCOM AI (Exile 1.0.4)

    Ah, ok. I've not tested much with mortars. Ill see how they get on with those aswell.
  3. TheDaddy

    [UPDATE] VCOM AI (Exile 1.0.4)

    Yep, i've tested with every type in the game. They will drive around and go through the motions as if to fire but never actually fire. At numerous distances and scenarios. Looking to see what settings others are using with success.
  4. TheDaddy

    [UPDATE] VCOM AI (Exile 1.0.4)

    Has anyone seen the AI fire Artillery in the latest Version? I had it working well in V2 but in V3, no matter what i set i cant get them to use it. Everything else works flawlessly.
  5. I may be wrong but i believe this entry should be in single brackets? SC_occupyTransportStartPos = [[13328.468,11792.64,0]]; to SC_occupyTransportStartPos = [13328.468,11792.64,0];
  6. Works like a charm @Ghostrider-DBD, Thanks so much.
  7. Thank you for this. Still working great on my server. Would you know how i could put my static missions into an array? so that it would chose a random one each restart? I have created several but dont want them all to spawn at the same time. Many thanks.
  8. TheDaddy

    [RELEASE] Assassination Mission

    I love the look of this mission, thank you. Just want to clarify: Nikos is supposed to move to the end marker when he spawns, correct? My Nikos just stands at the start marker and never moves. I haven't edited the mod in any way. Can anyone think of a reason he wouldn't move? Thank you
  9. The loot crates system isn't written to have AI or markers. It's only for placing crates at pre defined locations. Have you defined locations in the SLS config file?
  10. The OccupationSky.sqf is written for Helis. Personally i wouldn't trust the AI in a plane, they will invariably end up in the ground.
  11. I belive you can delay the start of the particular modules in the \scripts\startOccupation.sqf There are various sleep times and you can change the order also. Re: Remove weapons. Do you mean the onboard weapons like rockets on helis etc? If so, it would be easier to change the class name of the spawned heli to one that has no weapons.