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Posts posted by shurix
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This function is overwritten in Epoch with the following:
_uhLol = "everything is outcommit! - Skaronator ;)";
Everything else is commented out. You need to find another way to do what needs to be done.
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Best scripting resource out there https://community.bistudio.com/wiki/Category:Scripting_Commands
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I dont know anything about setting up servers so figured id ask here.
I'm using both @RHSAFRF and @RHSUSF on my server. It works well with Epoch
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egamestudio - try to play around with settings in fn_autopop.sqf to set number of zombies to a manageable number
[_myZone,_markName,20,false,true,true] spawn INF_fnc_spawner;
currently, Infected script is running on a server and can slow it down considerably.
I'm working on moving zombies to a headless client. Will share when completed.
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shurix Possible to link download Pbo server altis ? please =)
I'm not doing zombies on Altis. It's a brand new server I'm building using MSKE
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The only caveat with Infected mod is that it's based on hard set markers identified in the mission file. In the init file, triggers are added to each marker location. I don't think this would be a hard thing to change though.
You may wanna start with
_locations = (nearestLocations [getArray (configFile >> "CfgWorlds" >> worldName >> "centerPosition"), ["NameCityCapital","NameCity","Airport","NameVillage","CityCenter"], 20000]);
to get all your map locations.
Next I would put a trigger 300x300 on each location which would trigger as per the Infected mod's settings when player enters the trigger zone.
I'm running my main server on Altis but once 0.3.0.1 is released I want to move to M.S.K.E islands (this is where the video was made) http://forums.bistudio.com/showthread.php?189416-M-S-K-E-4-Islands-Map
Due to so many differences between Z scripts and maps and other scripts you are already using, no one can give you a perfectly working scenario to make this work. My post was intended for admins who already are using some sort of Z script but struggle to put actual zombie faces on the models.
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I was able to make my zombies look like zombies
https://www.youtube.com/watch?v=r5SBC4JPjzs
I used Infected script as the platform http://forums.bistudio.com/showthread.php?181485-Infected-Script-by-Gulozwood
You will need golozwood's additional skins as well https://drive.google.com/file/d/0B2eMttqo9un-eGtQZUNqYVVQQjQ/edit?usp=sharing
When you spawn a zombie with your server-side script you need to set the face on each MP client. To do that you will need to send Z object as a public variable
_object = infectedattacker createUnit ["O_soldier_F",_buildingPos, [], 1, "PRIVATE"]; missionNamespace setVariable ["infected", _object]; publicVariable "infected";
Then on your mission side I have a handler
init.sqf:
[] execVM "custom\remote.sqf";
MPMissions\epoch.MSKE\custom\remote.sqf:
if(!isDedicated) then { setZomboyFace = { _me = _this; _chosenFace = ["zombi","zomboy"] call BIS_fnc_selectRandom; //diag_log format["_me=%1",_me]; _me setFace _chosenFace; _mimic = ["dead","danger","hurt"] call BIS_fnc_selectRandom; _me setMimic _mimic; enablesentences false; _me setObjectMaterial [0, "A3\Characters_F\Common\Data\basicbody_injury.rvmat"]; }; "infected" addPublicVariableEventHandler {(_this select 1) call setZomboyFace;}; };
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Still no luck, i give up :P fuck it! xD
I would try the same script with a different vehicle class. Take a truck class name from epochconfig.hpp and use that in your script.
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New zombie models would be very welcome. I'm breaking my head to find a good substitute to Zs. My server players are craving zombies. I've got AI patrols, AI missions, full PvP but it's still not survival.
With 0.3 we will get more walking bombs and more drones but it still would not be about survival. Not like it was in DayZ Epoch times.
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try moving server part on top of init.sqf file. maybe the error happens in one of the earlier statements and init.sqf simply exits before it reaches the end
if (isServer) then { //place new server-side objects diag_log "Loading Custom Buildings"; execVM "\q\addons\custom_server\objects\airplane.sqf" diag_log "Finished Loading Custom Buildings"; }; // Welcome Credits [] execVM "welcome\welcome.sqf"; [] execVM "EventMenu\eventmenu_loop.sqf"; [] execVM "wai\remote.sqf"; [] execVM "scripts\fn_statusBar.sqf"; [] execVM "zcp.sqf"; //Supply Drop Alert Event "SDROP_Alert" addPublicVariableEventHandler { hint parseText format["%1", _this select 1]; }; if(hasInterface)then{execVM "semClient.sqf"}; if (!isDedicated) then { "VEMFChatMsg" addPublicVariableEventHandler { systemChat ((_this select 1) select 0); [ [ [((_this select 1) select 0),"align = 'center' size = '1' font='PuristaBold'"], ["","<br/>"], [((_this select 1) select 1),"align = 'center' size = '0.5'"] ] ] spawn BIS_fnc_typeText2; VEMFChatMsg = nil; }; };
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Do you see any errors in your server rpt file after
"Loading Custom Buildings" line?
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Tried everything, its still not loading the damn plane xD
your init.sqf contains an extra closing bracket in the end that should go above "if (isServer)" part
// Welcome Credits [] execVM "welcome\welcome.sqf"; [] execVM "EventMenu\eventmenu_loop.sqf"; [] execVM "wai\remote.sqf"; [] execVM "scripts\fn_statusBar.sqf"; [] execVM "zcp.sqf"; //Supply Drop Alert Event "SDROP_Alert" addPublicVariableEventHandler { hint parseText format["%1", _this select 1]; }; if(hasInterface)then{execVM "semClient.sqf"}; if (!isDedicated) then { "VEMFChatMsg" addPublicVariableEventHandler { systemChat ((_this select 1) select 0); [ [ [((_this select 1) select 0),"align = 'center' size = '1' font='PuristaBold'"], ["","<br/>"], [((_this select 1) select 1),"align = 'center' size = '0.5'"] ] ] spawn BIS_fnc_typeText2; VEMFChatMsg = nil; }; }; if (isServer) then { //place new server-side objects diag_log "Loading Custom Buildings"; execVM "\q\addons\custom_server\objects\airplane.sqf" diag_log "Finished Loading Custom Buildings"; };
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Can't open inventory under water. I thought this feature was going to be added in 0.3. I had many plans for underwater missions...
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all you need now is to add:
private ["_obj"];_obj = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"];_obj call EPOCH_server_setVToken;if (_x select 4) then {_obj setDir (_x select 2);_obj setPos (_x select 1); -
Hey again!
I did what you said now, but nothing is spawning on the server. Can it have anything to do with the fact that im trying to get a vehicle on the server and the template you posted here are calling for objects?
If you are spawning a vehicle using this script, you need to set
_veh call EPOCH_server_setVToken;
so that the cleanup script does not delete your vehicles. This piece of script can only run on the server-side. If you try to run it on the mission (client) side you will get an error.
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try moving your custom buildings file to a server-side pbo file called custom_server.pbo
MPMissions\epoch.Altis\init.sqf is calling script files from \@EpochHive\Addons\custom_server.pbo
if (isServer) then { //place new server-side objects diag_log "Loading Custom Buildings"; execVM "\q\addons\custom_server\objects\alt_light.sqf" diag_log "Finished Loading Custom Buildings"; };
@EpochHive\Addons\custom_server\objects\alt_light.sqf
private ["_objs"]; _objs = [ ["Land_LampAirport_F",[16714.1,13624.6,0],0,[[0,1,0],[0,0,1]],false], ["Land_LampAirport_F",[16721.5,13528.5,-9.53674e-007],0,[[0,1,0],[0,0,1]],false], ["Land_LampAirport_F",[16639.6,13532.4,-9.53674e-007],0,[[0,1,0],[0,0,1]],false], ["Land_LampAirport_F",[16805.7,13677.2,0],0,[[0,1,0],[0,0,1]],false], ["Land_LampAirport_F",[16832.2,13561,-9.53674e-007],0,[[0,1,0],[0,0,1]],false] ]; { private ["_obj"]; _obj = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"]; if (_x select 4) then { _obj setDir (_x select 2); _obj setPos (_x select 1); } else { _obj setPosATL (_x select 1); _obj setVectorDirAndUp (_x select 3); }; } foreach _objs;
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... called for it in the init.sqf with [] execVM....
All help is much appreciated.
you probably need to add your [] execVM into server-side section
if (isServer) then {
...
};
This way your new buildings are added only once and not every time a new player joins the server.
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Thanks, I am using A3EAI at the moment, but will take a look at WAI.
Using WAI, do the vehicles persist over server restarts if a player has snagged one?
there is a script to custom_publish a vehicle. however, I found that there is some sort of vehicle limit imposed by Epoch and if your EPOCH_VehicleSlotCount==0 there is no way to add a new database slot.So the workaround that I use is to look for a rubber boat or a kart nearby, remove it and use it's database slot to publish the vehicle that the player has won from AI on a mission
If someone has any idea on how to add a new vehicle slot to the database, please share
_instanceID = call EPOCH_fn_InstanceID; diag_log format["WAI: _instanceID:%1",_instanceID]; diag_log format["WAI: EPOCH_VehicleSlotCount:%1",EPOCH_VehicleSlotCount]; diag_log format["WAI: EPOCH_VehicleSlots:%1",EPOCH_VehicleSlots]; // _allowedVehicleList = EPOCH_allowedVehiclesList; // diag_log format["WAI: EPOCH_allowedVehiclesList:%1",_allowedVehicleList]; _vehObj = _this; _randomVehicleIndex = -1; if (EPOCH_VehicleSlotCount==0) then { if (!isNil "EPOCH_allowedVehiclesList") then { _countAllowedVeh=count EPOCH_allowedVehiclesList; _randomVehicleIndex=floor(random(_countAllowedVeh)); _randomVehicle=EPOCH_allowedVehiclesList select _randomVehicleIndex; _vehClass=_randomVehicle select 0; _velimit=_randomVehicle select 1; _vehicleCount={typeOf _x==_vehClass}count vehicles; if(_vehicleCount >=_velimit)then{ EPOCH_allowedVehiclesList deleteAt _randomVehicleIndex; } else { if(_vehicleCount==(_velimit-1))then{ EPOCH_allowedVehiclesList deleteAt _randomVehicleIndex; }; }; } else { _vehlist = nearestObjects [position _vehObj, ["C_Rubberboat_EPOCH","C_Rubberboat_02_EPOCH","C_Rubberboat_03_EPOCH","C_Rubberboat_04_EPOCH""C_Boat_Civil_01_EPOCH","K01","K02","K03","K04","jetski_epoch"], 10000]; diag_log format["WAI: count _vehlist:%1 | _randomVehicle:%2",count _vehlist,_vehlist select 0]; _vehToDelete = _vehlist select 0; _randomVehicleIndex = _vehToDelete getVariable["VEHICLE_SLOT","ABORT"]; deleteVehicle _vehToDelete; }; }; _slot = ""; if !(EPOCH_VehicleSlots isEqualTo[]) then { _slot = EPOCH_VehicleSlots select 0; EPOCH_VehicleSlots = EPOCH_VehicleSlots - [_slot]; EPOCH_VehicleSlotCount = count EPOCH_VehicleSlots; publicVariable 'EPOCH_VehicleSlotCount'; } else { diag_log format["WAI: _slot = _randomVehicleIndex:%1",_randomVehicleIndex]; _slot = _randomVehicleIndex; }; if (str(_slot) != "") then { _vehObj setVariable["VEHICLE_SLOT",_slot,true]; private["_aa","_ab","_ac","_ad","_ae","_af","_ag","_ah","_ai","_aj","_ak","_al","_am","_an","_ao","_ap","_aq","_ar"]; if(!isNull _vehObj) then { _aa=_vehObj; // _ac=_vehObj getVariable["VEHICLE_SLOT","ABORT"]; // if(_ac !="ABORT")then{ _ad=format["%1:%2",(call EPOCH_fn_InstanceID),_slot]; _aj=[]; _ak=_aa call EPOCH_getHitpoints; { _aj pushBack(_aa getHitPointDamage _x); }forEach _ak; _wepsItemsCargo=weaponsItemsCargo _aa; if(isNil "_wepsItemsCargo")then{ _wepsItemsCargo=[]; }; _magsAmmoCargo=magazinesAmmoCargo _aa; if(isNil "_magsAmmoCargo")then{ _magsAmmoCargo=[]; }; _aq=[[],[]]; { _ar=_aq find(_x select 0); if(_ar >=0)then{ (_aq select 1)set[_ar,((_aq select 1)select _ar)+(_x select 1)];} else{(_aq select 0)pushBack(_x select 0);(_aq select 1)pushBack(_x select 1);}; }forEach _magsAmmoCargo; _al=[_wepsItemsCargo,_aq,getBackpackCargo _aa,getItemCargo _aa]; _ap=_aa getVariable["VEHICLE_TEXTURE",0]; _am=[typeOf _aa,[getposATL _aa,vectordir _aa,vectorup _aa],damage _aa,_aj,fuel _aa,_al,magazinesAmmo _aa,_ap]; ["Vehicle",_ad,EPOCH_expiresVehicle,_am] call EPOCH_server_hiveSETEX; //}; }; _vehObj call EPOCH_server_vehicleInit; };
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I use WAI system and build my AI missions based on the existing scripts. It has examples on spawning a vehicle on mission start
Will there be Taviana Map for Epoch A3?
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