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  1. NigeyUK

    Rolling Changelog ( Open beta coming soon )

    looking forward to the open beta, sent you a PM on here, can you get in touch pls ?
  2. NigeyUK

    SARGE AI Framework - Public Release

    See my post here http://opendayz.net/threads/sarge-ai-framework-public-release.8391/page-34#post-31971 for creating a static spawn base patrol.
  3. NigeyUK

    [INFO] Trinity Island

    Looking really nice, good work.
  4. NigeyUK

    SARGE AI Framework - Public Release

    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...
  5. NigeyUK

    SARGE AI Framework - Public Release

    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.
  6. NigeyUK

    SARGE AI Framework - Public Release

    Waypoints are there because you've left debug on, turn off debug and they go away.
  7. NigeyUK

    SARGE AI Framework - Public Release

    Sorry ignore the above post, I forgot to change the worldspace from the debug entry.
  8. NigeyUK

    SARGE AI Framework - Public Release

    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...
  9. NigeyUK

    SARGE AI Framework - Public Release

    Sure ill pm the teamspeak details later today, it's late, need sleep lol !
  10. NigeyUK

    SARGE AI Framework - Public Release

    ahh ok after looking again, i think these are set up the same way as the heli markers?
  11. NigeyUK

    SARGE AI Framework - Public Release

    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 =...
  12. NigeyUK

    SARGE AI Framework - Public Release

    i'm using this on a dayz.st server......
  13. NigeyUK

    SARGE AI Framework - Public Release

    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 ?
  14. NigeyUK

    SARGE AI Framework - Public Release

    Yup that worked, i was going from the readme on github didnt realise a 2nd line was on the forum post, cheers Sarge.
  15. NigeyUK

    SARGE AI Framework - Public Release

    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!
  16. NigeyUK

    SARGE AI Framework - Public Release

    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...
  17. NigeyUK

    SARGE AI Framework - Public Release

    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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