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Kronons

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  1. Hi I can't seem to get this to work at all. Followed the instructions and install looks fine. No error in rpt logs. I am on a dedicated server. I tried both: {[_x] execVM (TCB_AIS_PATH+"init_ais.sqf")} forEach (allUnits); {[_x] call compile preprocessFile (TCB_AIS_PATH+"init_ais.sqf")} forEach (if (isMultiplayer) then {playableUnits} else {switchableUnits}); I don't get the option to move around while down, carry/drag bodies, revive, etc... Edit: I'm trying to get this to work with Exile.
  2. Hi, I am trying to get this to work on exile. But yet it is not working. No errors in rpt or anything. I have the same exact code in my config.cpp and initPlayerLocal. It doesn't work. Any help is appreciated. Thanks!
  3. To get the basic functionality to work follow JohnnyBoy's instructions. Make sure you start with a new install. After you have everything setup the additional step is to comment out the JIP statement unless your using the other animal scripts. Then go through every file and comment out any instance of "isserver". JohnnyBoy I am still looking into the issue of running the scripts at the right time. So far no issues with not defining any isserver, isdedicated, etc...Although I may look into adding custom code. Atm my server is setup to halo jump and parachute on character creation. I need to make it where it spawns the dog after the person has landed. As it is you would need to relog to have the dog spawn after parachuting. Although not a big issue.
  4. I got it to work!!! The issue is the "!isserver" and "JIP" commenting them out makes it work.
  5. Reporting back. I got boomer to spawn. Now I am going to work on getting the rest of the scripts to work.
  6. He will be in good hands. :) No Boomer yet. Fresh copy no errors in rpt. I guess it doesn't work on dedicated server with out some tweaks to your base code.
  7. Thanks! I reinstalled a fresh copy with everything set to default. Hopefully I see a dog! Will report back.
  8. To clarify if it is installed properly a dog should automatically spawn next to the player when the player spawns in? I first tried changing all the links to fit my custom folder setup. It is proving to not be working. Will be trying a fresh install with no messing of directories soon.
  9. Apologies. I have fixed my post to use the spoiler. Thanks for the advice. Hi Johnny Boy, Thanks a lot for the reply and response. I should of looked through your code to see for other references. I think that is probably where my issues resides. I will have to check the files. I will be doing some more testing tonight and this weekend to see if I can get it to work. The reason I have a custom folder is to organize all added custom scripts. Instead of having a mission root directory filled with a ton of files. I'll try to do a fresh install of your scripts and test first like you said. And later move it over to the custom folder. Thanks I will look into the JIP logic and see if that affects dedicated servers or not. Thanks for the clarification. I'll have to comment the code out and test the dog spawn only. Fixed my previous post to use spoiler. I'll report back my progress of getting this to work on a dedicated server.
  10. Hi JonnyBoy, Looking at the code again this morning. The menu probably doesn't come up because of this in the init.sqf file correct? Or can you help me out to get it working? Thanks! //if jip player and not server then exit _JIPplayer = not isServer && isNull player; if (_JIPplayer) exitwith {}; Also do I have to add anything from the mission.sqm file to mine? As in your instructions you don't state it is required.
  11. Hi JonnyBoy, I followed your instructions exactly. No errors in RPT log and seems like everything is loaded. But no dog spawn and 'T' menu doesn't work. The dog is supposed to spawn in next to player correct? Or how does one spawn in the dogs? Btw I am on a dedicated server. Gtxgaming host. Add both folders to mission pbo. Added needed lines to description.ext and init.sqf Description.ext Init.sqf
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