Hey ! 😃
If the message was sent on the XBOX platform, it does not concern VIGOR, you must report it using the appropriate reporting tools.
Start by blocking the user. 🔒
I don't know about Xbox CUGS but I'll give you the link to a video that shows you how to report: https://www.youtube.com/watch?v=Xh_C3MXB2i4
Now if Microsoft does nothing you can always contact them by phone, and if you really want to go far make an appointment with a lawyer specializing in computer harassment.
It's your decisions, your choice, your life, my friend, good luck and good game.
I know 2 friends who have this glitch.
To put it simply, players use a keyboard connected to their console which allows them to move blindly during the timer.
This player in front of you must be very used to being able to move so much in a short period of time blindly.
On PS4/PS5 this problem also exists 😁
Hey guys. I've been playing a certain scenario for many years (Pilgrimage, by Rydigier), and adding mods to change and improve the gameplay. I was wondering if there was a way to add a survival component to the scenario, like hunger and thirst. With food items and drinks that spawned randomly on the map.
The Situation:
1) I happen to have found a mod on the Steam Workshop, called "LOOT (Discontinued)". It's pretty good for spawning items, weapons etc. in buildings, randomly. It works perfectly, as indended, in the mission.
2) For a food/drink addon, I'm going with the field rations from ACE3. As long as you have the items, you can eat/drink.
Problem:
LOOT can't spawn the food/drink items from ACE3. Altough LOOT's description says that the mod spawns all items from the mods that the user has loaded, it seems that it's ignoring them. Some items from ACE3 are correctly spawned: binoculars, rangefinders... but not the 'inventory' stuff, like earplugs, wire cutters (and water bottles, MREs...).
Solution and clarifications:
1) The ACE3 items seem to be grouped under the type "ACE_ItemCore". Now I'm no scripting expert, but pointing this out to LOOT's script, should make it notice that those items exist and include them in the loot.
2) LOOT has a user config file. You can change the probability of loot spawns, and their locations, but the categories are fixed. You can't just go and edit this .sqf to make it spawn certain specific items.
3) I've been looking at LOOTs .pbo file, trying to decipher how to include those items in the spawning, but I don't know how to do it. I don't know where the modification has to be done, and what to write.
If anyone wants to help, the mods are available on the Workshop.
(or maybe someone can give me tips on what to look for in the pbo, like where the code says that the loot has to come from a certain list of items)
Thanks in advance. Work keeps me busy and I don't have the strenght to learn scripting, but after all these years, maybe I should try?
Hi there.
If you want to create missions without ACE dependencies but still want to use ACE Medical and Food stuff when ACE is available on the server, you might use this code in your initServer.sqf, for example.
initServer.sqf
// If ACE Medical is activated on the server, do it:
if ( isClass(configfile >> "CfgPatches" >> "ace_medical") ) then {
supply_crate1 = createVehicle ["CargoNet_01_box_F", [1876.54,9278.19,200], [], 0, "NONE"];
chute1 = createVehicle ["B_Parachute_02_F", [0,0,0], [], 0, "FLY"];
chute1 setPos (getPos supply_crate1); // getPos was designed to take the altitude pos obj from the surface below it.
supply_crate1 attachTo [chute1, [0,0,-0.6]]; // attach the chute to the crate
// Supply items > Medical:
supply_crate1 addItemCargo ["ACE_fieldDressing", 36];
supply_crate1 addItemCargo ["ACE_elasticBandage", 18];
supply_crate1 addItemCargo ["ACE_splint", 9];
supply_crate1 addItemCargo ["ACE_quikclot", 18];
supply_crate1 addItemCargo ["ACE_tourniquet", 18];
supply_crate1 addItemCargo ["ACE_packingBandage", 9];
supply_crate1 addItemCargo ["ACE_bloodIV", 9];
supply_crate1 addItemCargo ["ACE_plasmaIV_500", 5];
supply_crate1 addItemCargo ["ACE_salineIV", 5];
supply_crate1 addItemCargo ["ACE_bodyBag", 5];
supply_crate1 addItemCargo ["ACE_morphine", 18];
supply_crate1 addItemCargo ["ACE_epinephrine", 18];
supply_crate1 addItemCargo ["ACE_adenosine", 18];
supply_crate1 addItemCargo ["ACE_painkillers", 18];
supply_crate1 addItemCargo ["ACE_surgicalKit", 3];
supply_crate1 addItemCargo ["ACE_suture", 3];
supply_crate1 addItemCargo ["ACE_personalAidKit", 3];
supply_crate1 addItemCargo ["Medikit", 1];
// Supply items > Food:
supply_crate1 addItemCargo ["ACE_Banana", 18];
supply_crate1 addItemCargo ["ACE_MRE_SteakVegetables", 9];
// Supply items > Water:
supply_crate1 addItemCargo ["ACE_WaterBottle", 18];
supply_crate1 addItemCargo ["ACE_Canteen", 9];
// Supply items > Extra:
supply_crate1 addItemCargo ["ACE_EarPlugs", 9];
// Waiting the crate get closer to the ground:
waitUntil { sleep 0.1; ((getPosATL supply_crate1) # 2) < 2 || !alive supply_crate1 };
// Adjust to crate velocity after the parachute detachment:
_velocity = velocity supply_crate1; // [x,y,z]
detach supply_crate1;
supply_crate1 setVelocity _velocity;
// Detachment of parachute from the crate:
playSound3D ["a3\sounds_f\weapons\Flare_Gun\flaregun_1_shoot.wss", supply_crate1];
detach chute1;
chute1 disableCollisionWith supply_crate1;
// Animation breather:
sleep 5;
// Delete the parachute:
if ( !isNull chute1 ) then { deleteVehicle chute1 }
};
Pay attention to this line down below. You should set the classname of the asset of your taste. You MUST replace "[XXX, YYY, 200]" for other X and Y positions on the map.
supply_crate1 = createVehicle ["CargoNet_01_box_F", [1876.54,9278.19,200], [], 0, "NONE"];
Enjoy.