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Posts posted by Novuhz
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Does no one have a epoch outfit/clothing list yet :(? to add to the spawn list...
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also looks like i can not fix the image issue...it says line 13 but onLoadMission= "Epoch"; is line 13??????
23:12:48 File mpmissions\__cur_mp.altis\description.ext, line 13: '.loadScreen': Missing ';' at the end of line 23:12:48 Error context paa";
#include "infiSTAR_AdminMenu.hpp" author = "Epoch Mod Team"; class Header { gameType = Sandbox; minPlayers = 1; maxPlayers = 100; }; respawn = "BASE"; respawnDelay = 600; respawnDialog = 0; onLoadMission= "Epoch"; OnLoadIntro = "Welcome to Epoch Mod"; loadScreen = "loadScreen="loadscreen.paa"; OnLoadIntroTime = False; OnLoadMissionTime = False; onLoadName = "Epoch Mod"; disabledAI = true; scriptedPlayer = 1; disableChannels[]={0,2,6}; enableItemsDropping = 0; briefing = 0; debriefing = 0; enableDebugConsole = 0; joinUnassigned = 0; respawnOnStart = 0; forceRotorLibSimulation = 1; corpseManagerMode = 1; corpseLimit = 10; corpseRemovalMinTime = 1200; corpseRemovalMaxTime = 3600; wreckManagerMode = 1; wreckLimit = 2; wreckRemovalMinTime = 60; wreckRemovalMaxTime = 360; class CfgRemoteExecCommands {}; class cfgMusic { class intro { name = "intro"; sound[] = {"scripts\welcome\IntroSong.ogg", db+1,1}; }; }; #include "R3F_LOG\desc_include.h"
The problem is here
loadScreen = "loadScreen="loadscreen.paa";
should be
loadScreen = "loadscreen.paa";
If that's the correct file path that's something you have to check yourself but that code was broking the server pretty much.
the default one is:
loadScreen = "\x\addons\a3_epoch_assets\pictures\loadScreen_ca.paa";
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They are all FAK....any other suggestions
you need to remove "Medikit" classname
and keep "FAK" classname
Right now the list had FAK and Medikit, just have to remove Medikit from there.
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Here's a list of all the Epoch classnames: https://www.dropbox.com/s/g7qzmp9vhicx09g/classnames.txt?dl=0
Thank you sir!
Just missing clothes/outfits now.
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Missing clothes, vests and headpiece in the list. Anyone else has a list with those?
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isnt 300m way too much? 150m would be good enough.
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Yeah I understand about the vehicle part. The problem I had with the distance is when you get too close to a building in a car and you get out of car inside that 30 meter radius the building would be empty... I know I can't make it too low or loot is spawning by just walking around inside that building. Max distance where loot starts spawning won't matter. Unless of course I could just add loot spawning while inside vehicle and lower max loot spawn radius down to 60? and min distance 20?
I'll have to find the right balance.
I'm looking towards the 20-50 range for min-max with inside vehicle loot spawning. Will have to test it later.
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you can edit player_spawncheck (? I think thats the right file, but unsure right now) and call it via custom compiles in your mission. You can edit the distance that loot is spawned and stops spawning, and you can also edit zombie spawns. if you want more loot, increase the distance that it starts spawning, and decrease the distance that it stops spawning.
Thank you very much I'm going to look into it later :)
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no one :(?
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Just had 2 people lose stuff.
One opened the lock and he had like 180 items on it, now it's all gone.
Also another player lost all the stuff he had in his inventory but his backpack is fine...
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Yeah it is fixed!
Another thing, since the update or maybe it's the CfgBuildingPos.hpp file that the loot in firestation looks kinda bad, how can I manually add loot spawn points for buildings? eh I guess I can search around for it :)
Thanks anyway!
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cen that UI looks awesome!
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I might have fixed the problem.
But will test it further and see what other people say as well. I think it was a problem with Arma 2 patch 1.63.112555. I had like invisible loot and it was probably taking loot spawn spots because of that bug, so I finally decided to update to 125548.
But yeah I am using custom loot table because it's a Overpoch server and I think I have to use the custom loot table for overwatch loot to spawn.
I also think I need a better CfgBuildingPos.hpp file.
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The server runs fine, no major RPT errors either.
The loot also spawns the problem is after we pick up the loot, the loot won't respawn anymore in that zone even after picking up the whole place, it's like people have to wait for restart for loot to respawn again, but the problem keeps repeating itself after every restart so what's wrong here?
This is driving me nuts trying to figure it out...
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bump would like to know this too.
I know that a player has to be in between 30-120 meters for loot to spawn and if player is inside the 30 meter range the loot won't spawn.
Also loot doesn't spawn if you are inside vehicle so going in with a car to some military house or w/e and the player gets out of the car inside the 30m range the loot won't spawn until he goes out of the 30m range, I find this system very clunky and kinda bad to be honest is there a way to change this?
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Nice script!
Not sure if this is a bug or what, but when deploying a mozzie and then after the server restart the mozzie is in locked state like it needs a key to get in. What's wrong here :P
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You didn't correctly update your server to 1.0.5.1
I used to have that error and it was because my server was missing some files from 1.0.5.1 and I was using 1.0.4.2
Make sure you are using the correct files with the scripts and stuff, remember some of your scripts made you copy files from certain *.pbo files into your MPMission/custom folder or w/e you are doing, so you have to do the same but now with the new files of 1.0.5.1, because you might be using outdated *.pbo/*.sqf files in your scripts.
Also make sure you are not using old loot table codes, like trying to add overwatch loot to your server with old code.
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Probably an issue with outdated loot-tables.
Try this
Yes that's what it was, I found it myself after I finally added the overwatch loot table in for last thing to do.
Thanks anyways :)
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Here's my loot table for 1.0.5 (works on hotfix as well). They're not even behind an ad-wall either!
Thanks for this!
Just wondering what does CfgBuildingPos.hpp do? I didn't had it before for my Overpoch server.
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NECRO detected, a lot of misinformation around in old posts it seems, it doesn't matter if items are not from Epoch, Bohemia said they don't allow this kind of thing.
Can I host game server and "sell or lease ingame items" or "pay to play" or similar gameplay monetizing methods?No.
Yes. Voluntary donations are allowed and are not considered to be a commercial use. Nevertheless, in any way making the “donation” as part of a condition to receive access to/or getting any part of offered content would be in breach of the License Agreement. The content you create must be available to all whether they donate to you or not.
The fact that you are getting donations is not a problem, but they must be provided voluntarily, i.e. not providing donations must not prevent anyone from accessing the content, download it or store it in another place and operating it there.
To avoid misunderstanding, all access or the content has to be free of any charge.
Yes this is allowed, with the same rules = the access to data/content cannot be limited by any financial contribution.
In no way does this mean that Bohemia guarantees any compatibility or functionality now, or in the future for your modding work or that Bohemia endorses your project.
No this is not allowed, donation/funding or any other kind of rewards related to monetary contributions cannot be linked to any kind of in game content, the one exception to this is you are allowed to credit donators by name if you so wish in your mod’s ingame credits and/or documentation.
Yes this is allowed as long as it does not infringe on any of Bohemia Interactive’s trademarks/copyrights.
For example: If you create your own modification called e.g. “Black storm”, you can sell T-shirts with the name “Black storm” on it. BUT: You CANNOT sell T-shirts with the ARMA 3 or any other copyrighted logo of Bohemia Interactive, i. e. “ARMA 3 Black storm” is not allowed.
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If I add overwatch to my server it makes players stuck at loading screen and they can hear the sound of the game and they can hear them self move...
I get no errors in the RPT as well it's weird.
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Any addons?
Yeah but never had any issues with them before that I know of.
For the first error spam I think it started after I added overwatch to my server.
The second one might be after I added overwatch as well and maybe Take Clothes?
Anyways this is the list of addons I'm using on my server
Epoch 1.0.4.2
Overwatch 0.2.5
Take Clothes
SelfBB
WAI
Service Point - Refuel/Rearm/Repair
AGN - SafeZone Commander
AdminTools
Snap Build
Map additions to chernarus like new city, improvements to old cities, some military outposts, improved airports.
More type of EpochEvents like construction drops, military drops, treasure easteregg drops.
I think that's it.
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If I remember right, this si to do with dynamic vehicle spawns in the mission folder in your server pbo.
Its telling you that you dont have enough vehicles left to spawn in to meet your vehicle cap.
Easy fix, go into dynamic vehicles and increase the vehicle limits.
["datsun1_civil_1_open",10], ["datsun1_civil_2_covered",10], ["datsun1_civil_3_open",10], ["GAZ_Vodnik_DZE",10], ["GAZ_Vodnik_MedEvac",10],
10 is the max vehicle limit I have set on most vehicles.
Thank you! :)
EDIT: It didn't fix :( still spamming it non stop. Maybe I need to increase other vehicle limits further?
2nd Edit: Looks like decreasing vehicle cap in init.sqf down to 450 from 550 fixed it.
The line 254 is what spams non stop, like 150.000 lines of that error in just 2 minutes after server starts.
13:30:12 Error in expression <esList set [_index, AllowedVehiclesList select _lastIndex];
};
AllowedVehiclesLi>
13:30:12 Error position: <select _lastIndex];
};
AllowedVehiclesLi>
13:30:12 Error Zero divisor
13:30:12 File z\addons\dayz_server\init\server_functions.sqf, line 263
13:30:12 Error in expression <ect _lastIndex];
};
AllowedVehiclesList resize _lastIndex;
};
if (count Allowed>
13:30:12 Error position: <resize _lastIndex;
};
if (count Allowed>
13:30:12 Error Zero divisor
13:30:12 File z\addons\dayz_server\init\server_functions.sqf, line 265
13:30:12 Error in expression <imit = _random select 1;
_qty = {_x == _vehicle} count serverVehicleCounter;
>
13:30:12 Error position: <_vehicle} count serverVehicleCounter;
>
13:30:12 Error Undefined variable in expression: _vehicle
13:30:12 File z\addons\dayz_server\init\server_functions.sqf, line 254
13:30:12 Error in expression <imit = _random select 1;
_qty = {_x == _vehicle} count serverVehicleCounter;
>
13:30:12 Error position: <_vehicle} count serverVehicleCounter;
>
13:30:12 Error Undefined variable in expression: _vehicle
13:30:12 File z\addons\dayz_server\init\server_functions.sqf, line 254
13:30:12 Error in expression <VehiclesList select _index;
_vehicle = _random select 0;
_velimit = _random sel>
13:30:12 Error position: <_random select 0;
_velimit = _random sel>
13:30:12 Error Undefined variable in expression: _random
13:30:12 File z\addons\dayz_server\init\server_functions.sqf, line 251
This is how my spawn_vehicle looks like in server_functions.sqf
spawn_vehicles = {
private ["_random","_lastIndex","_weights","_index","_vehicle","_velimit","_qty","_isAir","_isShip","_position","_dir","_istoomany","_veh","_objPosition","_marker","_iClass","_itemTypes","_cntWeights","_itemType","_num","_allCfgLoots"];
if (!isDedicated) exitWith { }; //Be sure the run this
while {count AllowedVehiclesList > 0} do {
// BIS_fnc_selectRandom replaced because the index may be needed to remove the element
_index = floor random count AllowedVehiclesList;
_random = AllowedVehiclesList select _index;
_vehicle = _random select 0;
_velimit = _random select 1;
_qty = {_x == _vehicle} count serverVehicleCounter;
// If under limit allow to proceed
if (_qty <= _velimit) exitWith {};
// vehicle limit reached, remove vehicle from list
// since elements cannot be removed from an array, overwrite it with the last element and cut the last element of (as long as order is not important)
_lastIndex = (count AllowedVehiclesList) - 1;
if (_lastIndex != _index) then {
AllowedVehiclesList set [_index, AllowedVehiclesList select _lastIndex];
};
AllowedVehiclesList resize _lastIndex;
};
if (count AllowedVehiclesList == 0) then {
diag_log("DEBUG: unable to find suitable vehicle to spawn");
} else {
// add vehicle to counter for next pass
serverVehicleCounter set [count serverVehicleCounter,_vehicle];
// Find Vehicle Type to better control spawns
_isAir = _vehicle isKindOf "Air";
_isShip = _vehicle isKindOf "Ship";
if(_isShip || _isAir) then {
if(_isShip) then {
// Spawn anywhere on coast on water
waitUntil{!isNil "BIS_fnc_findSafePos"};
_position = [MarkerPosition,0,DynamicVehicleArea,10,1,2000,1] call BIS_fnc_findSafePos;
//diag_log("DEBUG: spawning boat near coast " + str(_position));
} else {
// Spawn air anywhere that is flat
waitUntil{!isNil "BIS_fnc_findSafePos"};
_position = [MarkerPosition,0,DynamicVehicleArea,10,0,2000,0] call BIS_fnc_findSafePos;
//diag_log("DEBUG: spawning air anywhere flat " + str(_position));
};
} else {
// Spawn around buildings and 50% near roads
if((random 1) > 0.5) then {
waitUntil{!isNil "BIS_fnc_selectRandom"};
_position = RoadList call BIS_fnc_selectRandom;
_position = _position modelToWorld [0,0,0];
waitUntil{!isNil "BIS_fnc_findSafePos"};
_position = [_position,0,10,10,0,2000,0] call BIS_fnc_findSafePos;
//diag_log("DEBUG: spawning near road " + str(_position));
} else {
waitUntil{!isNil "BIS_fnc_selectRandom"};
_position = BuildingList call BIS_fnc_selectRandom;
_position = _position modelToWorld [0,0,0];
waitUntil{!isNil "BIS_fnc_findSafePos"};
_position = [_position,0,40,5,0,2000,0] call BIS_fnc_findSafePos;
//diag_log("DEBUG: spawning around buildings " + str(_position));
};
};
// only proceed if two params otherwise BIS_fnc_findSafePos failed and may spawn in air
if ((count _position) == 2) then {
_dir = round(random 180);
_istoomany = _position nearObjects ["AllVehicles",50];
if((count _istoomany) > 0) exitWith { diag_log("DEBUG: Too many vehicles at " + str(_position)); };
//place vehicle
_veh = createVehicle [_vehicle, _position, [], 0, "CAN_COLLIDE"];
_veh setdir _dir;
_veh setpos _position;
if(DZEdebug) then {
_marker = createMarker [str(_position) , _position];
_marker setMarkerShape "ICON";
_marker setMarkerType "DOT";
_marker setMarkerText _vehicle;
};
// Get position with ground
_objPosition = getPosATL _veh;
clearWeaponCargoGlobal _veh;
clearMagazineCargoGlobal _veh;
// _veh setVehicleAmmo DZE_vehicleAmmo;
// Add 0-3 loots to vehicle using random cfgloots
_num = floor(random 4);
_allCfgLoots = ["trash","civilian","food","generic","medical","military","policeman","hunter","worker","clothes","militaryclothes","specialclothes","trash"];
for "_x" from 1 to _num do {
_iClass = _allCfgLoots call BIS_fnc_selectRandom;
_itemTypes = [];
if (DZE_MissionLootTable) then {
_itemTypes = ((getArray (missionConfigFile >> "cfgLoot" >> _iClass)) select 0);
} else {
_itemTypes = ((getArray (configFile >> "cfgLoot" >> _iClass)) select 0);
};
_index = dayz_CLBase find _iClass;
_weights = dayz_CLChances select _index;
_cntWeights = count _weights;
_index = floor(random _cntWeights);
_index = _weights select _index;
_itemType = _itemTypes select _index;
_veh addMagazineCargoGlobal [_itemType,1];
//diag_log("DEBUG: spawed loot inside vehicle " + str(_itemType));
};
[_veh,[_dir,_objPosition],_vehicle,true,"0"] call server_publishVeh;
};
};
};
@MAS weapons Lootspawner script (More weapons!)
in Scripts
Posted
Btw you need to use the armor/headpieces classnames of epoch or else none of them are able to be sold in the NPC I think.
Here is the correct list for armor and headpieces for epoch:
Military:
Civilian: (incase you want to balance loot around)