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.Frankie.

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About .Frankie.

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  1. .Frankie.

    Ravage

    @lv1234Here is how I setup a save zone. Place a Trigger over the area where you like the player to be protected. Then fill in the trigger properties you also need to add two sqf files to let player know he is entering and leaving the Safe Zone EnterSZ.sqf if (isDedicated) exitWith {}; waitUntil {!isNull player}; waitUntil {!isNil "playerSpawning" && {!playerSpawning}}; _title = "<t color='#FFFFFF' size='1.2' align='center'>Safe Zone </t><br />"; _name = format ["%1<br /> ",name player]; _text = "<t color='#00ff00' shadow='1' shadowColor='#000000' align='center'>You are entering the Safe Zone</t><br />"; hint parsetext (_title + _name + _text); playsound "Topic_Done"; LeaveSZ.sqf _title = "<t color='#00ff00' size='1.2' align='center'>Safe Zone </t><br />"; _name = format ["%1<br /> ",name player]; _text = "<t color='#ff0000' shadow='1' shadowColor='#000000' align='center'>You are leaving the Safe Zone!</t><br />"; hint parsetext (_title + _name + _text); playsound "Topic_Done"; While the player is in the Trigger area he will not get any damage. Hope this helps Cheers Frankie
  2. .Frankie.

    Ravage

    @lv1234I had the same issue, when I used more then one (1) blacklist module, zombies still would spawned in the areas. I split my map into two zones, now I only use one blacklist module and it works fine. My radius is 12000 meters :) @haleksDo you know how to keep zombies and AI from glitch through walls ? I posted a screenshot on Steam. Was in my Base and had tons of zombies come through concrete wall. I use a large Airport Hangar. I placed the concrete walls in the front opening. They don't glitch though the Hangar walls. BTW the same happens with the AI. @UnDeaD.I use the extDB2 instead of inidbi2 works great with saving anything you like to safe. (Source A3Wasteland.com)
  3. .Frankie.

    Ravage

    Its not vanilla @A3Ravage_Z_Client_1_46.zip is 850MB.
  4. .Frankie.

    Ravage

    Yes I did
  5. .Frankie.

    Ravage

    @haleks Hello Haleks How is the "Zombie blacklist module" suppose to work ? I added the module in the area where I don't want zombies to spawn with a radius of 1000m but still have zombies there. Also what is the max range? I would like to cover a 12000 Meter range, left half of Altis. I have a barb wire fence going across the map in the center with Road Blocks. The right side of Altis is the infected one. Cheers Frankie
  6. .Frankie.

    Ravage

    @haleks Hello Haleks .....Server is working now properly found the SQF with the setFriend code :) A3Wasteland Mod has 1100 files not so easy to find.
  7. .Frankie.

    Ravage

    @haleks I been testing my server. Zombies spawn now and sound works too ...yeah. I have two player factions you can join on server as BLUFOR ( Survivor) or as INDEPENDENT (Bandits}. When I join the server as BLUFOR the zombies are aggressive and when I join as INDEPENDENT, I can walk right up to the zombies. The zombies are scripted as side 3 CIVILIAN. Is there a setting in your mod which makes CIVILIAN and INDEPENDENT friendly ? Cheers Frankie
  8. .Frankie.

    Ravage

    Haleks ......Thank you I found the whitelist file.....sorry for all the trouble :)
  9. .Frankie.

    Ravage

    @haleks Hello Haleks Here is part of my RTP file. 18:21:25 Scripting function 'rvg_fnc_zed_spawn' is not allowed to be remotely executed 18:21:25 Scripting function 'rvg_fnc_zed_spawn' is not allowed to be remotely executed 18:21:25 Scripting function 'rvg_fnc_zed_spawn' is not allowed to be remotely executed 18:21:25 Scripting function 'rvg_fnc_zed_spawn' is not allowed to be remotely executed 18:21:25 Scripting function 'rvg_fnc_zed_spawn' is not allowed to be remotely executed 18:21:25 Scripting function 'rvg_fnc_zed_spawn' is not allowed to be remotely executed 18:21:25 Scripting function 'rvg_fnc_zed_spawn' is not allowed to be remotely executed 18:21:25 Scripting function 'rvg_fnc_zed_spawn' is not allowed to be remotely executed 18:21:25 Scripting function 'rvg_fnc_zed_spawn' is not allowed to be remotely executed 18:21:25 Scripting function 'rvg_fnc_zed_spawn' is not allowed to be remotely executed 18:21:31 Scripting function 'rvg_fnc_zed_spawn' is not allowed to be remotely executed 18:21:37 Scripting function 'rvg_fnc_zed_spawn' is not allowed to be remotely executed 18:21:37 Scripting function 'rvg_fnc_zed_spawn' is not allowed to be remotely executed 18:21:37 Scripting function 'rvg_fnc_zed_spawn' is not allowed to be remotely executed 18:21:38 "A3W - 3 baseparts and objects have been saved with profileNamespace" 18:21:38 "A3W - profileNamespace saved" 18:21:41 "Player disconnected: Jaeger (76561198084154719)" 18:21:41 "HandleDisconnect - [""Jaeger"",""76561198084154719""] - alive: true - local: true - isPlayer: false - group: R Alpha 1-5" 18:21:41 SelectionID "31" is wrong for shape "ksk_unit\models\fielduniform.p3d" 18:21:41 SelectionID "32" is wrong for shape "ksk_unit\models\fielduniform.p3d" 18:21:43 Warning: Cleanup player - person 2:2165 not found 18:21:46 Admin logged out, player: Jaeger, playerUID: 76561198084154719, IP: 192.168.8.101:2304. 18:21:46 Warning: Cleanup player - person 2:2165 not found 18:21:58 "A3W - 1 vehicles have been saved with profileNamespace" 18:21:58 "A3W - profileNamespace saved" 18:22:18 EPE manager release (21|50|0) 18:22:18 Number of actors in scene after release: 21 18:22:18 EPE manager release (0|21|0) 18:22:19 Deinitialized shape [Class: "C_Soldier_VR_F"; Shape: "a3\characters_f_bootcamp\common\vr_soldier_f.p3d";] 18:22:19 Deinitialized shape [Class: "Underwear_F"; Shape: "a3\characters_f\common\basicbody.p3d";] 18:22:19 Deinitialized shape [Class: "C_man_p_fugitive_F"; Shape: "a3\characters_f\civil\c_poor.p3d";] 18:22:19 Deinitialized shape [Class: "I_C_Soldier_Para_2_F"; Shape: "a3\characters_f_exp\syndikat\i_c_soldier_para_2_f.p3d";] 18:22:19 Deinitialized shape [Class: "I_C_Soldier_Bandit_5_F"; Shape: "a3\characters_f_exp\syndikat\i_c_soldier_bandit_5_f.p3d";] 18:22:19 Deinitialized shape [Class: "I_C_Soldier_Para_4_F"; Shape: "a3\characters_f_exp\syndikat\i_c_soldier_para_4_f.p3d";] 18:22:19 Deinitialized shape [Class: "I_C_Soldier_Para_1_F"; Shape: "a3\characters_f_exp\syndikat\i_c_soldier_para_1_f.p3d";] 18:22:19 Deinitialized shape [Class: "I_G_Soldier_F"; Shape: "a3\characters_f_gamma\guerrilla\ig_guerrilla1_1.p3d";] 18:22:19 Deinitialized shape [Class: "KSK_Jaeger_FieldUniform1"; Shape: "ksk_unit\models\fielduniform.p3d";] 18:22:19 Deinitialized shape [Class: "B_recon_F"; Shape: "a3\characters_f\blufor\b_soldier_01.p3d";] 18:22:19 Deinitialized shape [Class: "Survivor_blue_1"; Shape: "a3\characters_f\blufor\b_soldier_01.p3d";] 18:22:19 Deinitialized shape [Class: "C_Man_casual_6_F"; Shape: "a3\characters_f\civil\c_man_casual_shorts_f.p3d";] 18:22:19 Deinitialized shape [Class: "C_Man_casual_5_F"; Shape: "a3\characters_f\civil\c_man_casual_shorts_f.p3d";] 18:22:19 Deinitialized shape [Class: "O_recon_F"; Shape: "a3\characters_f\opfor\o_soldier_01.p3d";] 18:22:19 Deinitialized shape [Class: "I_G_Soldier_M_F"; Shape: "a3\characters_f_gamma\guerrilla\ig_guerrilla3_1.p3d";] 18:22:19 Deinitialized shape [Class: "I_G_Soldier_LAT_F"; Shape: "a3\characters_f_bootcamp\guerrilla\ig_guerrilla_6_1.p3d";] 18:22:19 Deinitialized shape [Class: "I_Sniper_F"; Shape: "a3\characters_f_beta\indep\ia_sniper.p3d";] 18:22:19 Deinitialized shape [Class: "I_C_Soldier_Bandit_2_F"; Shape: "a3\characters_f_exp\syndikat\i_c_soldier_bandit_2_f.p3d";] 18:22:19 Deinitialized shape [Class: "Max_woman_soldier2"; Shape: "women\uniform.p3d";] 18:22:19 Deinitialized shape [Class: "Max_woman_soldier1"; Shape: "women\uniform.p3d";] 18:22:19 Deinitialized shape [Class: "Max_woman_soldier3"; Shape: "women\uniform.p3d";] 18:22:19 Deinitialized shape [Class: "B_sniper_F"; Shape: "a3\characters_f\blufor\b_sniper.p3d";] 18:22:19 Deinitialized shape [Class: "I_C_Soldier_Camo_F"; Shape: "a3\characters_f_exp\syndikat\i_c_soldier_camo_f.p3d";] 18:22:19 Deinitialized shape [Class: "I_G_engineer_F"; Shape: "a3\characters_f_gamma\guerrilla\ig_guerrilla2_1.p3d";] 18:22:19 Deinitialized shape [Class: "I_G_medic_F"; Shape: "a3\characters_f_gamma\guerrilla\ig_guerrilla2_1.p3d";] 18:22:19 Deinitialized shape [Class: "I_G_Soldier_AR_F"; Shape: "a3\characters_f_gamma\guerrilla\ig_guerrilla2_1.p3d";] 18:22:19 Deinitialized shape [Class: "B_G_Soldier_AR_F"; Shape: "a3\characters_f_gamma\guerrilla\ig_guerrilla2_1.p3d";] 18:22:19 Deinitialized shape [Class: "I_Soldier_TL_F"; Shape: "a3\characters_f_beta\indep\ia_soldier_01.p3d";] 18:22:19 Deinitialized shape [Class: "I_soldier_F"; Shape: "a3\characters_f_beta\indep\ia_soldier_01.p3d";] 18:22:19 Deinitialized shape [Class: "I_Soldier_GL_F"; Shape: "a3\characters_f_beta\indep\ia_soldier_01.p3d";] 18:22:19 Deinitialized shape [Class: "I_Soldier_LAT_F"; Shape: "a3\characters_f_beta\indep\ia_soldier_01.p3d";] 18:22:19 Deinitialized shape [Class: "I_Survivor_F"; Shape: "a3\characters_f_beta\indep\ia_soldier_01.p3d";] 18:22:19 Deinitialized shape [Class: "Bandit_Renegade"; Shape: "a3\characters_f_beta\indep\ia_soldier_01.p3d";] 18:22:19 Deinitialized shape [Class: "I_medic_F"; Shape: "a3\characters_f_beta\indep\ia_soldier_02.p3d";] 18:22:19 Deinitialized shape [Class: "I_Soldier_lite_F"; Shape: "a3\characters_f_beta\indep\ia_soldier_02.p3d";] 18:22:19 Deinitialized shape [Class: "I_Soldier_AR_F"; Shape: "a3\characters_f_beta\indep\ia_soldier_02.p3d";] 18:22:19 Deinitialized shape [Class: "C_man_1_1_F"; Shape: "a3\characters_f\civil\c_citizen1.p3d";] 18:22:19 Deinitialized shape [Class: "B_Competitor_F"; Shape: "a3\characters_f\civil\c_poloshirtpants.p3d";] 18:22:19 c:\w\stable\futura\lib\network\networkserver.cpp ClearNetServer:NOT IMPLEMENTED - briefing! 18:22:20 Class WeaponFireGun destroyed with lock count 7 18:22:20 Class Table destroyed with lock count 7 18:22:20 Class T0 destroyed with lock count 7 18:22:20 Class T1 destroyed with lock count 7 18:22:20 Class T2 destroyed with lock count 7 18:22:20 Class T3 destroyed with lock count 7 18:22:20 Class T4 destroyed with lock count 7 18:22:20 Class T5 destroyed with lock count 7 18:22:20 Class T6 destroyed with lock count 7 18:22:20 Class T7 destroyed with lock count 7 18:22:20 Class T8 destroyed with lock count 7 18:22:20 Class T9 destroyed with lock count 7 18:22:20 Class T10 destroyed with lock count 7 18:22:20 Class T11 destroyed with lock count 7 18:22:20 Class T12 destroyed with lock count 7 18:22:20 Class T13 destroyed with lock count 7 18:22:20 Class T14 destroyed with lock count 7 18:22:20 Class T15 destroyed with lock count 7 18:22:20 Class T16 destroyed with lock count 7 18:22:20 Class T17 destroyed with lock count 7 18:22:20 Class T18 destroyed with lock count 7 18:22:20 Class T19 destroyed with lock count 7 18:22:20 Class T20 destroyed with lock count 7 18:22:20 Class T21 destroyed with lock count 7 18:22:20 Class T22 destroyed with lock count 7 18:22:20 Class WeaponCloudsGun destroyed with lock count 14 18:22:20 Class Table destroyed with lock count 14 18:22:20 Class T0 destroyed with lock count 14 18:22:20 Class WeaponCloudsMGun destroyed with lock count 7 18:22:20 Class Table destroyed with lock count 7 18:22:20 Class T0 destroyed with lock count 7 18:22:20 Class All destroyed with lock count 7 18:22:20 Class EventHandlers destroyed with lock count 7 18:22:20 Class CBA_Extended_EventHandlers destroyed with lock count 7 18:22:20 Class MarkerLights destroyed with lock count 7 18:22:20 Class NVGMarkers destroyed with lock count 7 18:22:20 Class NVGMarker destroyed with lock count 7 18:22:20 Class Turrets destroyed with lock count 7 18:22:20 Class HeadLimits destroyed with lock count 7 18:22:20 Class ViewPilot destroyed with lock count 7 18:22:20 Class ViewCargo destroyed with lock count 7 18:22:20 Class ViewOptics destroyed with lock count 7 18:22:20 Class PilotSpec destroyed with lock count 7 18:22:20 Class CargoSpec destroyed with lock count 7 18:22:20 Class Cargo1 destroyed with lock count 7 18:22:20 Class TransportWeapons destroyed with lock count 7 18:22:20 Class TransportMagazines destroyed with lock count 7 18:22:20 Class SoundEnvironExt destroyed with lock count 7 18:22:20 Class SoundEquipment destroyed with lock count 7 18:22:20 Class SoundGear destroyed with lock count 7 18:22:20 Class SoundBreath destroyed with lock count 7 18:22:20 Class SoundBreathSwimming destroyed with lock count 7 18:22:20 Class SoundBreathInjured destroyed with lock count 7 18:22:20 Class SoundHitScream destroyed with lock count 7 18:22:20 Class SoundInjured destroyed with lock count 7 18:22:20 Class SoundBreathAutomatic destroyed with lock count 7 18:22:20 Class SoundDrown destroyed with lock count 7 18:22:20 Class SoundChoke destroyed with lock count 7 18:22:20 Class SoundRecovered destroyed with lock count 7 18:22:20 Class SoundBurning destroyed with lock count 7 18:22:20 Class PulsationSound destroyed with lock count 7 18:22:20 Class SoundDrowning destroyed with lock count 7 18:22:20 Class Reflectors destroyed with lock count 7 18:22:20 Class FxExplo destroyed with lock count 7 18:22:20 Class AnimationSources destroyed with lock count 7 18:22:20 Class GunFire destroyed with lock count 7 18:22:20 Class GunClouds destroyed with lock count 7 18:22:20 Class MGunClouds destroyed with lock count 7 18:22:20 Class Damage destroyed with lock count 7 18:22:20 Class DestructionEffects destroyed with lock count 7 18:22:20 Class Light1 destroyed with lock count 7 18:22:20 Class Smoke1 destroyed with lock count 7 18:22:20 Class Fire1 destroyed with lock count 7 18:22:20 Class Sparks1 destroyed with lock count 7 18:22:20 Class Sound destroyed with lock count 7 18:22:20 Class Light2 destroyed with lock count 7 18:22:20 Class Fire2 destroyed with lock count 7 18:22:20 Class Smoke1_2 destroyed with lock count 7 18:22:20 Class camShakeGForce destroyed with lock count 7 18:22:20 Class camShakeDamage destroyed with lock count 7 18:22:20 Class SpeechVariants destroyed with lock count 7 18:22:20 Class Default destroyed with lock count 7 18:22:20 Class SimpleObject destroyed with lock count 7 18:22:20 Class Static destroyed with lock count 2 18:22:20 Class DestructionEffects destroyed with lock count 2 18:22:20 Class EventHandlers destroyed with lock count 2 18:22:20 Class CBA_Extended_EventHandlers destroyed with lock count 2 18:22:20 Class Thing destroyed with lock count 4 18:22:20 Class InventoryPlacements destroyed with lock count 4 18:22:20 Class ThingX destroyed with lock count 3 18:22:20 Class DestructionEffects destroyed with lock count 3 18:22:20 Class Furniture_base_F destroyed with lock count 2 18:22:20 Class Land_CashDesk_F destroyed with lock count 1 18:22:20 Class SimpleObject destroyed with lock count 1 18:22:20 Class CBA_NamespaceDummy destroyed with lock count 1 18:22:20 Class CBA_Extended_EventHandlers_base destroyed with lock count 7 18:22:21 Extensions: I hope this helps Thank you Jaeger aka Frankie
  10. .Frankie.

    Ravage

    @haleksHello Haleks, I been enjoying the Ravage Mod for a while now. I combined A3Wasteland with your mod a while back and it worked great. This past week I got back to it and loaded it onto a Server (Ravage Mod 1.41). I noticed the zombies sounds didn't work on the server anymore. So I downloaded the new 1.46 version and also updated CBA to latest version 3.4.1.170912. When I run the mod on my local machine everything works great. When I push it to the server the AI spawn works fine but the zombies do not spawn. I just wanted to let you know, maybe you have any ideas. Thank you Best Regards Jaeger aka Frankie I tested some more.......I have Ravage 1.46 on server but have the rvg_zed.pbo from 1.41 now zombies spawn but no zombie sounds on server. Again all works fine on a local hosted server Ravage 1.46.
  11. .Frankie.

    Ravage

    Hello Haleks, I been enjoying the Ravage Mod for a while now. I combined A3Wasteland with your mod a while back and it worked great. This past week I got back to it and loaded it onto a Server (Ravage Mod 1.41). I noticed the zombies sounds didn't work on the server anymore. So I downloaded the new 1.46 version and also updated CBA to latest version 3.4.1.170912. When I run the mod on my local machine everything works great. When I push it to the server the AI spawn works fine but the zombies do not spawn. I just wanted to let you know, maybe you have any ideas. Thank you Best Regards Jaeger aka Frankie
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