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Posts posted by Ghostrider-GRG
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Pushed a small update to the experimental branch with a bunch of little bug fixes.
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which version did you download? That path does not exist in the versions I am maintaining. Did you download the original v 2.0 from blckeagls by chance ?
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Definitely take a look at the status bar / earplugs / other cool things in He-Man's github at: https://github.com/Ignatz-HeMan
For missions you have a few choices.
for traditional styles of missions SEM by Kiloswiss is nice (and grahame or He-Man may have an updated one), and I have been developing blckeagls for some time.
https://github.com/Ghostrider-DbD-/blckeagles-revisited-RC/tree/Experimental-6.94
Vampire has made a very nice town invasion / base attack system that was updated a while ago.
Finally, if you like roaming AI, A3EAI has been working well for me.
I can send you a dropbox link if you like.
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The instructions are at the bottom of the file named halv_spawn\spawn_locations.sqf and are as follows:
/* //create new world spawns, use lower case letters only or it will not be detected (only [x,y] needed)case "myworldname":{[[[0,0],2,"customname"], //spawn locked for everyone but lvl 2, customname is "customname"[[0,0],1], //spawn locked for everyone but lvl 1[[0,0],0,"customname"], //spawn open for all, customname is "customname"[[0,0]] //minimal spawn, open for all]};*/I've edited the one on the version forked on my github so that all spawns on Altis are available and added a dropbox link below:
https://www.dropbox.com/s/ue272acolpc8wjs/spawn_locations.sqf?dl=0
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I just make a copy of dump.db with the date appended to the file name. On my server, I do this on a separate drive but you could do it anywhere. All the data you need is stored in that file.
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1 hour ago, bibi8667 said:
hello, i have a new bug and don't understand where he come from
i can't no more buy uniform
My guess is that there is a syntax or punctuation in the settings. Does the script work properly if you run it without any changes?
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On 1/3/2019 at 5:43 PM, bibi8667 said:
i need one more help, i want to put inside the kill message, the distance and the weapon ... can you help me ?
and tell me why i can't see the kill from other players ...
You will need to install a separate script for that to work. A link to the one I use is shown below:
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22 hours ago, bibi8667 said:
sorry last night and find the bug .... it is inside spawn settings sqf
//if false then gear select screen/button is disabled
_halv_allowgearselect = false;//if false, this disables adding gear, so no gear is added
//if gear select is disabled and this is false, no random gear is added to player on spawn
//to add random gear from the arrays, set this to true and disable gear selection
_addgear = false;//this is to clear all gear, before adding the new gear
//best to keep this true, if you allow gear selection
//if you do not allow gear selection, set this to false, or player will start with nothing
_removedefault = false;when i let like this, server work
when i begin to change for add weapons choose inside white box, i am lock inside white room ....
I guess I'll go through it and test all those options at some point. I do not use the features that add gear on my server so was not aware there were issues.
Glad you got it working.
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12 hours ago, bibi8667 said:
hello
now i have install infistar on my serv, infi work good but same problem ... lock in the saferoom ... go on the tp, choose what i want, choose location and it close ... no error message ... i follow the step of graham
can you help me ?
and an other problem, i see itms in black ... why ?
thx
I suggest you download the script from my github and follow the install directions there.
Did you copy the stringtable.xml for the traders into your mission folder (Epoch.Altis, for example)
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I have made a fork of Halve's github entry for his paintshop scripts and added a few lines to support saving textures on bases and vehicles to the database when this is available sometime down the road. Many thanks to He-Man for his help with this and for considering adding the needed database calls to Epoch.
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On 4/9/2019 at 11:59 PM, Locodino said:
I read it somewhere in the forum post but to fix the bouncing back into the air you can disable sntiteleport cheat in @epochhive folder in teh file epochah.hpp then set antihack_antiTeleportCheck = "true"; false to disable antiTeleport checks.
I will add this to the installation.txt which, eventually, I will include as a PDF.
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11 hours ago, Locodino said:
So I got missions working, I got the status bar working, but I can't seem to get the spawner to work. Same issue as before. I walk into teleporter, dialogue pops up, I select Random gear, Random Location, I do NOT teleport and dialogue pops back up again.
This same behavior occurs no matter what location or gear I select. @Ghostrider [GRG] i used your files on github. Not sure why the teleport is not executing.
Are you using infiSTAR? If so, check that it is not closing dialogs. I will double-check everything this weekend just in case I missed something and update the instructions on the github as well.
Also please check my fork on the github as I just uploaded minor updates. I am not sure which version you downloaded.
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Added updated HSPricing to my fork of Halves excellent script which includes pricing for the items up through Epoch 1.3.1 and blckeagls default vehicles.
https://github.com/Ghostrider-DbD-/Halve-s-Blackmarket-Traders-Updated
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I have merged all of the changes I"ve made over the past few years into a forked version available at:
https://github.com/Ghostrider-DbD-/halv_spawn
Credit for the fixes goes to those who have posted in this thread including Megaz, Dr Slyme and Grahamme - I have only compiled their work.
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On 4/2/2019 at 2:46 PM, Locodino said:
Yeah, I am not sure where the actual teleport happens in the script. Between this and the mission system not starting, it seems like I might be having another issue all together. If I have time tonight I am going to drop this script and create a new vanilla Epoch Test environment with JUST the mission system and zero changes. Once I get that working I am going to add back in teh status bar. Once those are working nice, I am going to revert back to vanilla and try to get this working in 1.3.1 with the default teleport tubes. Hopefully I will understand more by then about how these scripts are called and how they are functioning.
I am happy to share the Halve spawn script with updates. Just shoot me a PM here or on discord.
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that is what I was wondering as well.
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I had someone complain about a similar graphics issue on one of our servers and I was wondering if it was a problem with graphics drivers or some other PC-specific issue. Do other players also have the same bug?
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Works perfectly Grahame, thanks for sharing this modification.
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Is there an island up there? I don't recall. I have not looked at that code in a year or so but I believe the spawner will search for locations at a specific range of depths and I think, near shores. It is possible the spawner needs a tweak. Would you be able to send a screenshot?
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2 hours ago, bibi8667 said:
i have one more question, i want some ennemy car on the road all over the map ... your script is running it ?
No, for that you need a roaming AI mod, such as A3EAI or DMS/Occupation which I believe DirtySanchez ported to Epoch a while back.
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Thank you He-Man. I was on vacation when this was posted.
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On 11/24/2018 at 8:18 PM, Grahame said:
LOL, and I had just downloaded it earlier for the Black Tide relaunch... Nice timing!
Good job guys, best A3 mission system right now!
Thanks - I expect to be making a few more changes to that branch before merging it with the Master.
If anyone notes any odd behavior related to simulation management please let me know.
[CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
in AI Missions
Posted
Working on a fix; think I know the reason for the wierd positions; working on why they despawn.
Thanks for the report.