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brandonwh64

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Posts posted by brandonwh64

  1. Having issues getting this to work properly, the AI spawn fine but they do not run to the set waypoint, instead they run in a way different direction. Also, the SUV doesn't spawn even if i set the chance to 100%. 

    Once the robbery completes my character does the animation but then nothing, not text to say weather or not the robbery was successful or not and nothing happens.

     

    I have this same issue, I am running a single currency server with DZMS, DZAI, WAI, Action menu, admin tools, snap build, walk among the dead, AGN safe zones. 

  2. That's pointless really. If you want to edit it in a proper way using the editor, you will need the biedi. And that's not gonna happen :)

     

    That site generates a BIEDI from the SQF files but only vehicles. anything else such as markers will not go over. Just throwing it out there it was a simple google search and helps if you have many building files and some over lap others, you can generate the BIEDI file then load it up in the editor to make your changes.

  3. Raymix, I LOVE THIS SCRIPT!

     

    I had one question though, When building a ladder there is only three snap points, Left, Right, and bottom. This makes it not able to snap onto other ladders unless its side by side. How could I add a point to the top of the ladder to snap them together?

     

    Here is the snap points for the ladder

     

    class WoodLadder_Preview_DZ {
    snapTo[] = {
    "WoodLadder_DZ"
    };
    radius = 5;
    points[] = {
    {0,0,0,"Pivot"},
    {-0.4,0,1.725,"Left"},
    {0.4,0,1.725,"Right"}
    };
     
    Looks like there is no TOP
  4. A permanent version of this is in the works. I am not entirely sure how to accomplish this or if it is even possible. I may have to write a dll to save them to a file, which you then add to the init like you would with normal map edits.

     

    From what I read they only need a ObjectID/UID like the epoch building/vehicles have. I do not know if you could implement that when a building is spawned it would generate a objectID in the database. 

     

    Maybe something like this since a building in the editor is under vehicles?

     

    _uniqueid = str(round(random 999999));
    _object setVariable ["ObjectID", _uniqueid, true];
    _object setVariable ["ObjectUID", _uniqueid, true];
  5. I added some buildings in the admintoolsmain.sqf file so I could add barracks and other lootable buildings on my server. I can build them with the tools no problem but when the server restarts the new buildings vanish. Is there another file that needs the new buildings added to it?

     

    Example:

    MilitaryBuildings =
    [
    ["",true],
    	["Barracks",[],"", -5,[["expression",format[_EXECscript7,"Land_Mil_Barracks_i","building"]]],"1","1"],
    	["Depot",[],"", -5,[["expression",format[_EXECscript7,"WarfareBDepot","building"]]],"1","1"],
    	["Camp Tent USMC",[],"", -5,[["expression",format[_EXECscript7,"CampEast_EP1","building"]]],"1","1"],
    	["Tent Hospital",[],"", -5,[["expression",format[_EXECscript7,"MASH_EP1","building"]]],"1","1"],
    	["Field Hospital",[],"", -5,[["expression",format[_EXECscript7,"USMC_WarfareBFieldhHospital","building"]]],"1","1"],
    	["Land Hangar Military",[],"", -5,[["expression",format[_EXECscript7,"Land_SS_hangar","building"]]],"1","1"],
    	["Firestation",[],"", -5,[["expression",format[_EXECscript7,"Land_a_stationhouse","building"]]],"1","1"],
    	["", [], "", -5,[["expression", ""]], "1", "0"],
    		["Main Menu", [20], "#USER:epochmenustart", -5, [["expression", ""]], "1", "1"]
    ];
    
    

    *EDIT*

     

    I just noticed in the admintoolsmain that this catagory is labeled buildingstemp which I am guessing means everything in that list does not save to the database. Would it be possible to make these buildings perm?

  6. Hey experts! I have another question. I am running an Epoch Taviana server and the missions work but my custom spawns of groups are not. I have them like this example below.

     

    //Bridge Entrance//
    [[13388.028, 8667.3604,0.001], //position
    4,  //Number Of units
    1,      //Skill level 0-1 or skill array number if using custom skills "Random" for random Skill array.
    "Random",      //Primary gun set number. "Random" for random weapon set.
    4,  //Number of magazines
    "",  //Backpack "" for random or classname here.
    "Bandit2_DZ",  //Skin "" for random or classname here.
    "Random"                  //Gearset number. "Random" for random gear set.
    ] call spawn_group;
     
     
    When I check the .RPT it shows 0 groups spawned..
  7. Ok guys and script gurus! I am confused on how the Skill level works and how it can be lowered?

     

    This is what I have right now that I pulled off here that someone said would make the AI weaker but they are still hard as hell. 

     

    ["aimingAccuracy",1.00],
    ["aimingShake",0.20],
    ["aimingSpeed",1.00],
    ["endurance",1.00],
    ["spotDistance",1.00],
    ["spotTime",1.00],
    ["courage",1.00],
    ["reloadSpeed",1.00],
    ["commanding",1.00],
    ["general",1.00]
     
    What I do not understand is that does 1.00 mean good and say 0.20 mean bad? 
     
    BTW all of the people here working hard on scripts are some of the best I have ever seen!
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