Alot of questions asking about how to add pre defined spawns, so here's how i've done it, but Sarge is right, he's commented the code extremely well, and the documentation is first class so please READ it, anyhow here's the code to define a static spawn of soldiers to protect my admin base, you...
having a problem here with vehicles and the invisible member to, its not allowing me to enter vehicles, every time i get in the v3s / uaz its auto disembarks me.
Sarge RE static patrols, i tried this in the grps file, assuming this IS how it's meant to be done..
// SAR Admin Base Patrol
_this = createMarker ["SAR_area_admin", [4525.3335, 10292.299]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this...
Thanks for the replies, Sarge, i assume you mean this section..
// Example: [SAR_area_DEBUG,1,0,1,""] call SAR_AI;
//
// SAR_area_DEBUG = areaname (must have been defined further up)
// 1 = type of group (1 = soldiers, 2 = survivors, 3 = bandits)
// 0 = amount of snipers in the group
// 1 =...
Just a quick Q, no issues with this but before i go fiddling, if i want ai at our base location, can i assign worldspace for the spawn as opposed to 1 of the sar grid references? if so how would i do that? it seems at the mo i'd have to add an entire grid ?
Fixed this, and yes it was line 10 doing it, however i now have the killed a hacker problem, its insta death for everyone who joins the server, very annoying!
OK, so ive fixed the script error for battle eye, i thought the hacker detection which blew up the choopers was fixed also, but seems not, still seeing in the .rpt kicked a hacker messages even after altering the server cleanup file, any suggestions? ive attached the server cleanup and .rpt...
Hi guys, been battling with this for a while now, seems to install fine, i've fixed the killed a hacker messages, but everyone gets kicked with battle eye restriction #8 , scripts.txt has this as line 8...
1 addSwitchableUnit !"\"addSwitchableUnit\"," !"addSwitchableUnit _newUnit;"...
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