lesvieuxcrevards Posted June 16, 2017 Report Share Posted June 16, 2017 Dismiss this comment : solved (yes i'missed push button : RESTART) Link to comment Share on other sites More sharing options...
lesvieuxcrevards Posted June 18, 2017 Report Share Posted June 18, 2017 On 14/06/2017 at 10:46 AM, Drokz said: In blck_configs set blck_RunGear = false; Set false to not use IEDs. Otherwise change blck_RunGearDamage = 0.4; to reduce or increase given damage Hi, not working for me : blck_RunGear = false; blck_RunGearDamage = 0 Still have msg for AI put IED Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted June 19, 2017 Author Report Share Posted June 19, 2017 8 hours ago, lesvieuxcrevards said: Hi, not working for me : blck_RunGear = false; blck_RunGearDamage = 0 Still have msg for AI put IED I need to revisit this code as it is sort of kludgy and I got lazy when I tried to get it to work. I need to attach a grenade to a random wheel and rework the logic for the settings. For now, if you want to disable the IEDs entirely try the following: blck_RunGear = false; blck_RunGearDamage = 0; blck_VK_Gear = false; blck_VK_RunoverDamage = false; blck_VK_GunnerDamage = false; blck_forbidenVehicles = []; blck_forbidenVehicleGuns = []; lesvieuxcrevards 1 Link to comment Share on other sites More sharing options...
lesvieuxcrevards Posted June 19, 2017 Report Share Posted June 19, 2017 4 hours ago, Ghostrider-DbD- said: I need to revisit this code as it is sort of kludgy and I got lazy when I tried to get it to work. I need to attach a grenade to a random wheel and rework the logic for the settings. For now, if you want to disable the IEDs entirely try the following: blck_RunGear = false; blck_RunGearDamage = 0; blck_VK_Gear = false; blck_VK_RunoverDamage = false; blck_VK_GunnerDamage = false; blck_forbidenVehicles = []; blck_forbidenVehicleGuns = []; Thank you @Ghostrider-DbD- I will try this setup soon as possible (tonight or tomorrow) because I'm out of game for next 3 weeks. Link to comment Share on other sites More sharing options...
Krit Posted June 25, 2017 Report Share Posted June 25, 2017 On 30.07.2015 at 3:14 PM, Ghostrider-DbD- said: Installation: Please see Installation.txt in the download for details. Not working Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted June 25, 2017 Author Report Share Posted June 25, 2017 3 hours ago, Krit said: Not working If you have not edited the configuration files at all the mission system should start successfully regardless of map. Do you see any entried for blckeagls in your server .RPT? Did you wait 15-20 min after starting your server to allow missions to spawn? Link to comment Share on other sites More sharing options...
Krit Posted June 25, 2017 Report Share Posted June 25, 2017 2 hours ago, Ghostrider-DbD- said: If you have not edited the configuration files at all the mission system should start successfully regardless of map. Do you see any entried for blckeagls in your server .RPT? Did you wait 15-20 min after starting your server to allow missions to spawn? I checked on the net mission, which comes with the mod. Nothing no changed. Just complied with the instructions and spent on a mission 1 hour. Nothing worked. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted June 25, 2017 Author Report Share Posted June 25, 2017 @Krit, Did you pack the custom_server using PBO manager or something similar? The mission system will not start unless you do that. also, if you added the files to the epoch.Altis mission folder after unpacking it you will need to repack the mission for markers to show up on the map and for notifications to show. Your server generates a log file found in \SC with an extension .RPT. If the missions are starting, you should see a bunch of log entries with [blckeagls] ............ If you do not see this in your log you need to recheck the installation again. It runs for me when I download it as is from the github. Cheers - Ghost Link to comment Share on other sites More sharing options...
Krit Posted June 25, 2017 Report Share Posted June 25, 2017 35 minutes ago, Ghostrider-DbD- said: @Krit, Вы упаковывали custom_server с помощью менеджера PBO или чего-то подобного? Миссия не начнется, если вы этого не сделаете. Кроме того, если вы добавили файлы в папку epoch.Altis после распаковки, вам нужно будет переупаковать миссию для маркеров, чтобы она отображалась на карте и для уведомлений. Ваш сервер создает файл журнала, найденный в \ SC с расширением .RPT. Если миссии начинаются, вы должны увидеть кучу записей в журнале с помощью [blckeagls] ............ Если вы не видите этого в своем журнале, вам нужно снова проверить установку. Он работает для меня, когда я загружаю его, как из github. Приветствия - Призрак Yes, everything is earned after packing in the pbo.)) I don't know English and the translator has translated how to move)) Link to comment Share on other sites More sharing options...
Ganja_PimP Posted June 25, 2017 Report Share Posted June 25, 2017 I installed less than a week ago and aside from adding BE filters it works fine. Ghostrider-GRG 1 Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted June 26, 2017 Author Report Share Posted June 26, 2017 14 hours ago, Ganja_PimP said: I installed less than a week ago and aside from adding BE filters it works fine. What did you have to add to BE exceptions? Post here or on the github. I will update the install instructions accordingly. Link to comment Share on other sites More sharing options...
Ganja_PimP Posted June 27, 2017 Report Share Posted June 27, 2017 just some allowances for weapons and looting gear from AI, only a couple, I honestly cant remember which ones refer to this addon as i have installed a lot over the past week. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted June 27, 2017 Author Report Share Posted June 27, 2017 That makes sense. I dont' think the Apex+ weapons, vests and backpacks are in createWeapons.txt etc. Link to comment Share on other sites More sharing options...
truemc Posted June 30, 2017 Report Share Posted June 30, 2017 Hi please how to disable muzzle and optic from apex spawn to AI and add cup muzzle and optic? Thanks I use only CUP Weapons. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted June 30, 2017 Author Report Share Posted June 30, 2017 6 hours ago, truemc said: Hi please how to disable muzzle and optic from apex spawn to AI and add cup muzzle and optic? Thanks I use only CUP Weapons. To remove Apex items open custom_server\configs\blck_defines.hpp change this #define useAPEX to this //#define useAPEX then repack the custom_server folder. I can't remember if I tested it but it should work. As for CUP weapons, there is no built in support. You can certainly add cup items to the various configuration files if you like. truemc 1 Link to comment Share on other sites More sharing options...
truemc Posted July 1, 2017 Report Share Posted July 1, 2017 On 1. 7. 2017 at 0:06 AM, Ghostrider-DbD- said: To remove Apex items open custom_server\configs\blck_defines.hpp change this #define useAPEX to this //#define useAPEX then repack the custom_server folder. I can't remember if I tested it but it should work. As for CUP weapons, there is no built in support. You can certainly add cup items to the various configuration files if you like. Thanks.And how to create static mission? Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted July 2, 2017 Author Report Share Posted July 2, 2017 5 hours ago, truemc said: Thanks.And how to create static mission? There is no built-in method to spawn them but there is no reason not to take one of the mission templates, modify it to suit the needs of s static mission and spawn it. I have been using A3EAI plus objects spawned in as map-addons for static missions and that works quite nicely for us. I have a strategy for supporting static missions but have not gotten around to scripting or testing it. natoed 1 Link to comment Share on other sites More sharing options...
Krit Posted July 15, 2017 Report Share Posted July 15, 2017 Hi all. I added a little bird for combat missions, but when you sit in it it explodes. How do I remove the restrictions on it? To be able to grab a helicopter and use it? Link to comment Share on other sites More sharing options...
natoed Posted July 16, 2017 Report Share Posted July 16, 2017 Quote I have a strategy for supporting static missions but have not gotten around to scripting or testing it. This would be so good, no so GREAT, I run 4 statics using A3EAI but I'm sure yours would be much better Link to comment Share on other sites More sharing options...
UtahJuanHERE Posted July 20, 2017 Report Share Posted July 20, 2017 I am wondering if I can get some help...I have everything working very well. Multiple missions spawning very quickly and bots are tuned in well. The only problem I have is the GRID marker won't ever despawn and when I have cycled enough missions, the new missions that do spawn won't have GRID markers, but they will have Bandit Patrol arrows and spawn as they normally should. Max missions at one time on my server is 6. Any ideas? Link to comment Share on other sites More sharing options...
Hux Posted July 20, 2017 Report Share Posted July 20, 2017 5 hours ago, UtahJuanHERE said: I am wondering if I can get some help...I have everything working very well. Multiple missions spawning very quickly and bots are tuned in well. The only problem I have is the GRID marker won't ever despawn and when I have cycled enough missions, the new missions that do spawn won't have GRID markers, but they will have Bandit Patrol arrows and spawn as they normally should. Max missions at one time on my server is 6. Any ideas? Check your debug folder. Some of the lines in deleteMarker.sqf are commented out. I just recently updated and noticed this. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted July 20, 2017 Author Report Share Posted July 20, 2017 39 minutes ago, Hux said: Check your debug folder. Some of the lines in deleteMarker.sqf are commented out. I just recently updated and noticed this. I think this was a bug in one recent build. Please double-check that you are using the latest files in the debug folder. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted July 20, 2017 Author Report Share Posted July 20, 2017 On 7/14/2017 at 8:33 PM, Krit said: Hi all. I added a little bird for combat missions, but when you sit in it it explodes. How do I remove the restrictions on it? To be able to grab a helicopter and use it? I honestly never wrote the code for helis with the thought that players would want to use them. I would have to look into this a bit but I think that you would have to modify the vehicle monitor script(s) to release the vehicle to players when all AI were killed. Link to comment Share on other sites More sharing options...
Hux Posted July 20, 2017 Report Share Posted July 20, 2017 1 minute ago, Ghostrider-DbD- said: I think this was a bug in one recent build. Please double-check that you are using the latest files in the debug folder. I ended up using my old debug folder and it works fine. I saw this in the new deleteMarker.sqf : //////////////////////////////////////////// // Delete and change Mission Markers // 7/10/15 // by Ghostrider-DbD- ////////////////////////////////////////// // delete a marker //diag_log format["blck_fnc_deleteMarker:: _this = %1",_this]; private["_markerName"]; _markerName = _this select 0; //deleteMarker _markerName; _markerName = "label" + _markerName; deleteMarker _markerName; //diag_log format["deleteMarker complete script for _this = %1",_this]; Why are those lines commented out? Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted July 21, 2017 Author Report Share Posted July 21, 2017 1 minute ago, Hux said: I ended up using my old debug folder and it works fine. I saw this in the new deleteMarker.sqf : //////////////////////////////////////////// // Delete and change Mission Markers // 7/10/15 // by Ghostrider-DbD- ////////////////////////////////////////// // delete a marker //diag_log format["blck_fnc_deleteMarker:: _this = %1",_this]; private["_markerName"]; _markerName = _this select 0; //deleteMarker _markerName; _markerName = "label" + _markerName; deleteMarker _markerName; //diag_log format["deleteMarker complete script for _this = %1",_this]; Why are those lines commented out? The lines beginning with diag_log were commented out just to reduce uneccessary logging. The deleteMarker was commented out accidentally at one point, causing issues; I replaced it as you can see but now see that I had it twice. Too little sleep was the probable cause of this issue. Link to comment Share on other sites More sharing options...