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Posts posted by Hux
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Are you using the built in zombies?
If so you should check the: CfgEpochClient.hpp in your mission folder epoch_config\Configs and see if it's enabled.
This is a good script to spawn zombies: EpochZ
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10 hours ago, Grahame said:
Sounds like the pbo prefix isn't being set correctly...
Thanks, I finally figured it out.
I had never dealt with that before but now I get it.
I altered the MV22 mission. I switched to Submarine and got those containers to sit on the sea floor. Scary mission in the dark deep waters of Altis ;)
Thanks for the reply.
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Anyone still using this?
Doesn't seem to work now.
Thanks.
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On 12/3/2016 at 1:16 PM, Grahame said:
And WAI had dependencies on the playableunits() call that is such a problem after the recent ARMA upgrade. If anyone wants it I have a version with those replaced with allplayers() in dropbox:
https://www.dropbox.com/s/7o2tojbdtav6r0v/a3_epoch_WAI.pbo?dl=0
This also includes my fix in missionwinorfail.sqf (and other files) to prevent the missions hanging when the timer expires.
I've been trying to run this version of WAI.
The default PBO runs fine but if I edit and repbo it I get this error: Warning Message: Script x\addons\wai\fn_init.sqf not found
Even if I just repack the PBO without any editing I get the same error in rpt and WAI doesn't load. No missions appear.
I know this is old but just wondered what the difference could be between default pbo and repacked?
Thank you.
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I'm not getting any antagonists spawning in my new server.
I have default settings.
QuoteantagonistRngChance = 100;
QuoteantagonistChances[] = {
// {"type", chance}
"Epoch_Cloak_F",0.06,
"GreatWhite_F",0,
"Epoch_Sapper_F",0.12,
"Epoch_SapperG_F",0.06,
"Epoch_SapperB_F",0.03,
"I_UAV_01_F",0.12,
"PHANTOM",0.03,
"B_Heli_Transport_01_F",0,
"EPOCH_RyanZombie_1",0.12,
"I_Soldier_EPOCH",0
};QuoteantagonistSpawnIndex[] = {
// {"type", limit}
{"Epoch_Cloak_F",1},
{"GreatWhite_F",2},
{"Epoch_Sapper_F",2},
{"Epoch_SapperG_F",1},
{"Epoch_SapperB_F",1},
{"I_UAV_01_F",2},
{"PHANTOM",1},
{"B_Heli_Transport_01_F",1},
{"EPOCH_RyanZombie_1",12},
{"I_Soldier_EPOCH",1}
};Is there another file I need to enable them in?
Thanks.
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How do I get permission to send messages in Epoch discord?
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Great, thanks for the info.
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Hello.
I'm interested in coming back to A3 epoch and creating a new server.
I just wondered if it was a good time to do so.
Is A3 epoch still supported well?
Are there plans for an update any time soon.
I'm just looking to make a low pop, low key server.
Thank you.
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On 3/29/2020 at 8:47 AM, Schalldampfer said:
Next, I have made a script to let AIs to fire flare at night.
1. Create this file, dayz_server/WAI/compile/flare_fire.sqfprivate ["_weapon","_magazine","_flareMuz","_flareMag","_mags","_interval","_grp","_unit","_pos","_invT"];
//settings
_weapon = "AK74_GL_DZ"; // Classname of weapon with GP25/M203
_flareMuz = "GP25Muzzle"; // Muzzle name of GP25/M203
_flareMag = ["FlareWhite_GP25","FlareGreen_GP25","FlareRed_GP25","FlareYellow_GP25"] call BIS_fnc_selectRandom; // Classname of flare magazine
_magazine = _weapon call find_suitable_ammunition; // Classname of normal magazine
_mags = 3; // No. of Normal magazines
_interval = 150; //Interval of firing in seconds//_this = group;
_grp = _this;
_unit = leader _this;
if (wai_debug_mode) then {diag_log format["WAI: Preparing Flare of %1",name _unit];};//add GP25 weapon & flare
_unit removeMagazines ((primaryWeapon _unit) call find_suitable_ammunition);
_unit removeWeapon (primaryWeapon _unit);
_unit addWeapon _weapon;
for "_i" from 1 to _mags do {
_unit addMagazine _magazine;
};
_unit addMagazine _flareMag;//check night and GP25
while {alive _unit} do {
if (sunOrMoon != 1) then {
//find target in range
_targ = _unit;
{
if (alive _x && ((_grp knowsAbout _x) > 1.5 || !terrainIntersectASL [aimPos _unit,aimPos _x]) && (_unit distance _targ) < 1300) then {_targ = _x};
} forEach playableUnits;
//if found
if (_targ != _unit) then {
if (wai_debug_mode) then {diag_log format["WAI: Firing Flare on %1",name _targ];};
//aim target pos
_pos = getPos _targ;
_invT = "HeliHEmpty" createVehicle _pos;
_invT setPos [(_pos select 0)+(random 20),(_pos select 1)+(random 20),(_unit distance _targ)/10.0];
sleep 0.5;
_unit doTarget _invT;
sleep 0.5;
//fire
_unit selectWeapon _flareMuz;
_unit fire [_flareMuz, _flareMuz, _flareMag];
deleteVehicle _invT;
//refill
_unit addMagazine _flareMag;
};
};//wait
sleep _interval;
};This script will add an AK74/GP25 to the leader of the group, which is the argument of this function.
He'll fire a flare round toward a player close to him at night.2. add this in dayz_server/WAI/init.sqf
3. Now activate this script in spawn_group.sqf, to make AI to fire flare rounds.
Add this codejust before
in dayz_server/WAI/compile/spawn_group.sqf
To limit the AI levels and gear type, I put this code instead.
Reference:https://forums.bohemia.net/forums/topic/106785-ai-shoots-flares-script-version-13/
I was wondering about this:
if ((_skill in ["extreme","hard","random"]) && (_gun in [0,1,"random"])) then {_unitGroup spawn WAI_flare_fire;};
Not sure what this does or what part of the spawn_group.sqf it goes.
Does this replace existing code?
Thanks.
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On 6/7/2018 at 4:53 AM, Schalldampfer said:
I have modified the radio shack mission to jam your ear within 1.6km from mission.
dayz_server\WAI\missions\hero\radioshack.sqfprivate ["_baserunover","_baserunover0","_baserunover1","_baserunover2","_baserunover3","_baserunover4","_baserunover5","_baserunover6","_baserunover7","_baserunover8","_baserunover9","_baserunover10","_baserunover11","_baserunover12","_baserunover13","_baserunover14","_mission","_directions","_position","_crate","_crate_type","_rndnum"];
_mission = count wai_mission_data -1;
_position = [80] call find_position;
diag_log format["WAI: Mission:[Hero] Radio Tower started at %1",_position];
//Setup the crate
_crate_type = crates_large call BIS_fnc_selectrandom; // Choose between crates_large, crates_medium and crates_small
_crate = createVehicle [_crate_type,[(_position select 0) + 0.01,(_position select 1) + 0.01,0],[],0,"CAN_COLLIDE"];
_crate call wai_crate_setup;//Buildings
_baserunover0 = createVehicle ["Land_cihlovej_dum_in",[(_position select 0) - 3, (_position select 1) - 1,-0.015],[], 0, "CAN_COLLIDE"];
_baserunover1 = createVehicle ["Land_Com_tower_ep1",[(_position select 0) + 5, (_position select 1) - 2,-0.01],[], 0, "CAN_COLLIDE"];
_baserunover2 = createVehicle ["LADAWreck",[(_position select 0) - 7.5, (_position select 1) - 3,-0.1],[], 0, "CAN_COLLIDE"];
_baserunover3 = createVehicle ["FoldTable", [(_position select 0) - 1.2, (_position select 1) - 4,-0.1],[], 0, "CAN_COLLIDE"];
_baserunover4 = createVehicle ["FoldChair", [(_position select 0) - 1, (_position select 1) - 3,-0.09],[], 0, "CAN_COLLIDE"];
_baserunover5 = createVehicle ["SmallTV", [(_position select 0) - 1.7, (_position select 1) - 4,+0.82],[], 0, "CAN_COLLIDE"];
_baserunover6 = createVehicle ["SatPhone",[(_position select 0) - 0.8, (_position select 1) - 4,+0.82],[], 0, "CAN_COLLIDE"];
_baserunover7 = createVehicle ["MAP_t_picea2s",[(_position select 0) - 4.5, (_position select 1) + 7,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover8 = createVehicle ["MAP_t_picea2s",[(_position select 0) + 13, (_position select 1) + 10,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover9 = createVehicle ["MAP_t_pinusN2s", [(_position select 0) + 3, (_position select 1) + 9,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover10 = createVehicle ["MAP_t_pinusN1s", [(_position select 0) + 8, (_position select 1) + 17,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover11 = createVehicle ["MAP_t_picea1s", [(_position select 0) + 7, (_position select 1) + 10,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover12 = createVehicle ["MAP_t_picea2s",[(_position select 0) + 34, (_position select 1) - 29,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover13 = createVehicle ["MAP_t_fraxinus2s",[(_position select 0) - 14, (_position select 1) + 1,-0.02],[], 0, "CAN_COLLIDE"];
_baserunover14 = createVehicle ["MAP_t_carpinus2s",[(_position select 0) + 28, (_position select 1) - 13,-0.02],[], 0, "CAN_COLLIDE"];// Adding buildings to one variable just for tidiness
_baserunover = [_baserunover0,_baserunover1,_baserunover2,_baserunover3,_baserunover4,_baserunover5,_baserunover6,_baserunover7,_baserunover8,_baserunover9,_baserunover10,_baserunover11,_baserunover12,_baserunover13,_baserunover14];// Set some directions for our buildings
_directions = [0,0,0,0,0,0,-201.34,0,0,0,0,0,0,0,0];
{ _x setDir (_directions select _forEachIndex) } forEach _baserunover;// Make buildings flat on terrain surface
{ _x setVectorUp surfaceNormal position _x; } count _baserunover;//Sound effect
[_baserunover6,_mission] spawn {
private ["_pos","_mission","_running"];
_pos = getpos (_this select 0);
_mission = _this select 1;
_running = true;
while {_running} do {
sleep (random 5);
_running = (typeName (wai_mission_data select _mission) == "ARRAY");
{
if ((isPlayer _x) && (_x distance _pos < 5)) exitWith { _running = false;};
if ((alive _x) && (_x distance _pos < 1600)) then {[objNull,_x,rSAY,"z_radzone4_0",2] call RE;[nil,_x,"loc",rTITLETEXT,". . .","PLAIN DOWN",2] call RE;};
} count playableUnits;
};
};// Troops
_rndnum = round (random 5);
[[(_position select 0) - 1.2, (_position select 1) - 20, 0],5,"hard",["random","at"],4,"random","bandit","random","bandit",_mission] call spawn_group;
[[(_position select 0) - 17, (_position select 1) - 4, 0],5,"Medium","random",4,"random","bandit","random","bandit",_mission] call spawn_group;
[[(_position select 0) + 14, (_position select 1) - 3, 0],_rndnum,"Medium","random",4,"random","bandit","random","bandit",_mission] call spawn_group;//Static Guns
[[[(_position select 0) - 10, (_position select 1) + 10, 0]],(ai_static_weapons call BIS_fnc_selectRandom),"Medium","Bandit","Bandit",0,2,"Random","Random",_mission] call spawn_static;
// Array of mission variables to send
[
_mission, // Mission number
_position, // Position of mission
"Medium", // Difficulty
"Radio Tower", // Name of Mission
"MainHero", // Mission Type: MainHero or MainBandit
true, // show mission marker?
true, // make minefields available for this mission
_crate, // crate object info
["crate"], // Completion type: ["crate"], ["kill"], or ["assassinate", _unitGroup],
[_baserunover], // cleanup objects
"Bandits set up a radio tower to spread some propaganda..Check your map", // mission announcement
"Survivors secured the radio tower", // mission success
"Survivors did not secure the radio tower in time", // mission fail
[4,6,[12,crate_items_crop_raider],4,0] // Dynamic crate array
] call mission_winorfail;the noise will finish some tens seconds after the mission.
Next, I have made roadblock mission inspired by and partially copied from DZMS-HotSpot missions
dayz_server\WAI\missions\hero\roadblock.sqfprivate ["_crate","_mission","_position","_num","_obj","_crate_type","_base1","_baserunover"];
// Get mission number, important we do this early
_mission = count wai_mission_data -1;_position = [
[10436.0, 9132.2],[11243.9, 12239.8],[12975.2, 8378.0],[12055.9, 3489.6],[10799.3, 2569.6],
[ 7360.9, 3277.5],[ 4499.4, 2453.2],[ 3666.3, 2480.6],[ 1918.7, 2245.7],[ 1693.6, 3843.5],
[ 2756.4, 5284.5],[ 2780.3, 5374.8],[ 2688.2, 6618.4],[ 3117.8, 8053.9],[ 4711.7, 6356.9],
[ 5839.5, 4780.2],[ 3819.6, 5925.5],[ 2518.6, 9653.6],[ 5171.6, 8594.4],[ 5666.8, 7257.7],
[10398.3, 8952.3],[11730.8, 9179.7],[10204.3, 9762.9],[ 8923.8, 11836.3],[10579.9, 7925.3],
[11940.5, 6403.1],[11076.1, 5330.3],[11949.4, 3884.6],[12191.7, 7884.0],[12593.7, 8722.0],
[12157.9, 8181.8],[ 8516.8, 6680.3],[ 7539.9, 5224.0],[ 5890.6, 4845.6],[ 6926.7, 4406.6],
[ 4362.7, 4679.5],[ 2766.0, 2721.3],[ 6413.6, 3749.3],[10391.7, 4271.9],[ 9868.5, 4617.1],
[10978.9, 5877.9],[10490.1, 6281.6],[13261.2, 5429.5],[ 6030.6, 11107.0],[ 4871.8, 10833.3],
[ 3306.0, 11266.7],[ 2519.2, 9653.7],[ 7537.3, 8304.5],[ 6932.5, 8032.2],[ 7397.6, 6480.8]
] call BIS_fnc_selectRandom;
if !([_position] call wai_validSpotCheck) exitWith {h_missionsrunning = h_missionsrunning - 1; wai_mission_data set [_mission, -1]; WAI_MarkerReady = true;diag_log format["WAI: [Mission:[Hero] Road Block]: Failed spawn... %1",_position];};diag_log format["WAI: [Mission:[Hero] Road Block]: Starting... %1",_position];
//Setup the crate
_crate_type = crates_small call BIS_fnc_selectRandom;
_crate = createVehicle [_crate_type,_position, [], 0, "NONE"];
_crate call wai_crate_setup;//Spawn Roadblocks
_num = 8 + round(random 4);
_obj = ["Land_HBarrier1_DZ","Land_HBarrier1_DZ","Hedgehog_DZ","Hedgehog_DZ","Mine"] call BIS_fnc_selectRandom;
_baserunover = [];
for "_i" from 1 to _num do {
_base1 = createVehicle [_obj, [(_position select 0)+5.5*cos(_i*360/_num), (_position select 1)+5.5*sin(_i*360/_num),-0.2],[], 0, "CAN_COLLIDE"];
_baserunover = _baserunover + [_base1];
_base1 setVariable ["ObjectID", "1", true];
_base1 setVariable ["ObjectUID", "1", true];
};
diag_log format["WAI: Roadblock spawned %2 %1s",_obj,_num];//Troops
[[_position select 0,_position select 1,0],6,"Easy","MR43_DZ",6,"Random","Bandit","Random","Bandit",_mission] call spawn_group;// Array of mission variables to send
[
_mission, // Mission number
_position, // Position of mission
"Easy", // Difficulty
"Road Block", // Name of Mission
"MainHero", // Mission Type: MainHero or MainBandit
false, // show mission marker?
false, // make minefields available for this mission
_crate, // crate object info
["crate"], // Completion type: ["crate"], ["kill"], or ["assassinate", _unitGroup],
[], // cleanup objects
"There are rumors of bandits blocking a road. Keep your eyes open!", // mission announcement
"The roadblock has been cleared!", // mission success
"Bandits have left the road block.", // mission fail
[2,2,16,4,2] // Dynamic crate array
] call mission_winorfail;/*// I want to delete obstacles only after mission cleard, but the new WAI lost the returning value from mission_winorfail function
if (_completed) then {
{deleteVehicle _x;} foreach _baserunover;
};*/
Hi, Schalldampfer
I'm trying to run your roadblock mission.
I get this error in my rpt when it spawns:
Spoiler14:20:17 "WAI: [Mission:[Hero] Road Block]: Starting... [2989.89,3696.96]"
14:20:17 "WAI: Roadblock spawned 10 Land_HBarrier1_DZs"
14:20:17 Error in expression <,_position, [], 0, "NONE"];
_crate call wai_crate_setup;
_num = 8 + round(rand>
14:20:17 Error position: <wai_crate_setup;
_num = 8 + round(rand>
14:20:17 Error Undefined variable in expression: wai_crate_setup
14:20:17 File z\addons\dayz_server\WAI\missions\missions\roadblock.sqf, line 27
14:20:17 Error in expression < select 1;
_msglose = (_this select 8) select 2;if(wai_debug_mode) then {diag>
14:20:17 Error position: <select 2;if(wai_debug_mode) then {diag>
14:20:17 Error Zero divisor
14:20:17 File z\addons\dayz_server\WAI\compile\mission_winorfail.sqf, line 13The road block does spawn in but I get no other missions spawning after it so it seems to be breaking something.
Any ideas?
It's a cool mission. I Like how it spawns in random locations with no marker or announcement.
Thanks.
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12 hours ago, Schalldampfer said:
both of them are in the mission file.
I tested it and it works nicely.
Thank you.
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I have mine start at 10:00am at restart.
Do it in this section:
[Time] ;Possible values: Local, Custom, Static ;You cannot use Static on OFFICIAL Hive, it will just revert to Local Type = Static ;If using Custom type, offset from UTC in hours (can be negative as well) ;Offset = -8 ;If using Static type (Hour value always the same on every server start), the value (0-24) to set the Hour to Hour = 10
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On 12/28/2019 at 1:37 AM, Schalldampfer said:
I'm now testing enemy artillery in my server, and got it working (not balanced yet)
1. Activate artillery module by adding this in dayz_server/WAI/init.sqf
//arty logic
ARTY_LOGIC = createAgent ["BIS_ARTY_Logic",[0,0,0],[],0,"NONE"];
enableEngineArtillery true;
WAI_arty_fire = compile preprocessFileLineNumbers "\z\addons\dayz_server\WAI\compile\arty_fire.sqf";(Because I use this BIS_ARTY_LOGIC for all mortars, we can use only 1 type of mortar in the the server.
I think I'd better create new BIS_ARTY_LOGIC in spawn_static.sqf and use it in arty_fire.sqf .. but I haven't tried this yet)2. To add brain of artillery to each mortar (which you will spawn by using spawn_static function), add this into dayz_server/WAI/complie/spawn_static.sqf 's Line183 or around - where one of the static weapon is prepared for battle.
if(_static isKindOf "StaticMortar" || _static isKindOf "StaticCannon") exitWith {
_static spawn WAI_arty_fire;
};3. Now this is the brain of artillery. Create dayz_server/WAI/complie/arty_fire.sqf with this content
private ["_arty","_fmTemplate","_pos","_ammo","_battery","_time","_knowsAbout"];
_arty=_this;ARTY_LOGIC synchronizeObjectsAdd [_arty];
[_arty] call BIS_ARTY_F_initVehicle;
[ARTY_LOGIC] call BIS_ARTY_F_Firebase;while {alive _arty} do {
//interval
_time = 60 + (random 30);//check ammo
if (needReload _arty == 1) then {
_arty addMagazine "8Rnd_81mmHE_M252";
_arty addMagazine "8Rnd_82mmHE_2B14";
_arty addMagazine "8Rnd_81mmILLUM_M252";
_arty addMagazine "8Rnd_82mmILLUM_2B14";
};//check players
_battery = group (gunner _arty);
{
//find position
_pos = getPosASL _x;
_pos = [(_pos select 0) - 15 + (random 30),(_pos select 1) - 15 + (random 30),_pos select 2];//target found or not
_knowsAbout = _battery knowsAbout _x;
if (_knowsAbout > 1.5 && !((vehicle _x) isKindOf "Air")) then {
//ammo selection
_ammo = "HE";
if (sunOrMoon != 1 && random 1 < 0.2) then {
_ammo="ILLUM";
};
_fmTemplate = ["IMMEDIATE", _ammo, 10.0/_knowsAbout, round(_knowsAbout)];//in range
if ([ARTY_LOGIC, _pos, _fmTemplate select 1] call BIS_ARTY_F_PosInRange && {!isPlayer _x} count (_x nearEntities ["CAManBase", 40]) < 1) then {
//fire
[ARTY_LOGIC, _pos, _fmTemplate] call BIS_ARTY_F_ExecuteTemplateMission;sleep (random _time);
};
};
} forEach playableUnits;sleep _time;
};(Most settings are hard-coded here so far, and may be inbalanced)
Notes:
To spawn artillery, put this code in the random mission
[[
[(_position select 0) - 1, (_position select 1) -27, 0]
],"2b14_82mm_GUE","Extreme",_aiType,_aiType,0,2,"Random","Random",_mission] call spawn_static;If the mortar's group find a player, they will try to bombard him.
I think the mortar unit doesn't have good eye, so I'm combining the group to another static weapons or cars like_uG1=[[
[(_position select 0) - 0.01, (_position select 1) + 41, 0],
[(_position select 0) + 0.1, (_position select 1) - 25, 0]
],"ZU23_CDF","Extreme","CZ_Soldier_SL_DES_EP1_DZ",_aiType,0,2,"Random","Random",_mission] call spawn_static; //This is the group of "another static weapons"
_uG2=[[
[(_position select 0) - 1, (_position select 1) -27, 0]
],"2b14_82mm_GUE","Extreme","CZ_Soldier_SL_DES_EP1_DZ",_aiType,0,2,"Random","Random",_mission] call spawn_static; //This is artillery
(units _uG2) joinSilent _uG1;//Now 2 groups are combinedI wanted to try your artillery script but I don't understand where this last code goes:
uG1=[[ [(_position select 0) - 0.01, (_position select 1) + 41, 0], [(_position select 0) + 0.1, (_position select 1) - 25, 0] ],"ZU23_CDF","Extreme","CZ_Soldier_SL_DES_EP1_DZ",_aiType,0,2,"Random","Random",_mission] call spawn_static; //This is the group of "another static weapons" _uG2=[[ [(_position select 0) - 1, (_position select 1) -27, 0] ],"2b14_82mm_GUE","Extreme","CZ_Soldier_SL_DES_EP1_DZ",_aiType,0,2,"Random","Random",_mission] call spawn_static; //This is artillery (units _uG2) joinSilent _uG1;//Now 2 groups are combined
And where does this go in mission file?
[[ [(_position select 0) - 1, (_position select 1) -27, 0] ],"2b14_82mm_GUE","Extreme",_aiType,_aiType,0,2,"Random","Random",_mission] call spawn_static;
Thanks.
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My server host setup the event for me.
I was wondering about how often the damage Interval should be set in relation to decay setting?
I have decay in HiveExt.ini set to 14 days.
Here is event:
UPDATE `Object_DATA` SET `Damage`=0.1 WHERE `ObjectUID` <> 0 AND `CharacterID` <> 0 AND `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 3 DAY) AND ( (`Inventory` IS NULL) OR (`Inventory` = '[]') OR (`Classname` IN ('Land_DZE_GarageWoodDoorLocked','Land_DZE_LargeWoodDoorLocked','Land_DZE_WoodDoorLocked','CinderWallDoorLocked_DZ','CinderWallDoorSmallLocked_DZ','Plastic_Pole_EP1_DZ')) )
Interval is 3 days. Should it be a higher number?
Thank you.
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Hello, how would I disable the no grass option in menu?
Nice script BTW.
Thanks.
Edit: Ok, I figured it out. I just commented out the grass section in the dialog.hpp file.
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3 hours ago, JasonTM said:
If you comment out the line then you are disabling that feature of the anticheat. I put that in there on purpose because Epoch Admin Tools is based on commanding menus. You need to read what the kicks say. The kicks are for additional commanding menus on that mod. Add them to the array like the other one. Like this:
#define MENUS ["","RscTeam","RscMainMenu","RscGroupRootMenu"]
Look through the files for that mod and see if there are any other commanding menus to white list. Testing should not be done on a live server if possible.
Ok, I see what you mean.
Thanks for the explanation.
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On 7/4/2020 at 2:54 AM, A Man said:
Commet out in your anticheat.sqf the Command Menu lines.
Ok, I tried A Man's advice and commented out: //_reason = format["CommandingMenu %1",commandingMenu];
That works.
Thanks A Man
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1 hour ago, JasonTM said:
What does the server rpt say?
This: "TK_AC_KICK - TSanMan(76561198042770477) CommandingMenu RscMainMenu"
"TK_AC_KICK - Zombiekiller123(76561198845828384) CommandingMenu RscGroupRootMenu"
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My players are still getting kicked when using Tilde ~ or Backspace keys.
I installed new file and added: #define MENUS ["","RscTeam"]
The reason I thought it was working before was that I had antiCheat disabled (commented out in init) to test but once I enabled it my players got kicks again.
Any ideas?
Thanks.
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4 hours ago, JasonTM said:
I just changed the file so you can whitelist commanding menus. Download the new antiCheat.sqf and add your commanding menu to the array here: https://github.com/worldwidesorrow/Epoch-Admin-Tools/blob/TestBranch/AdminTools/AntiCheat/antiCheat.sqf#L3
So your line should look like this:
#define MENUS ["","RscTeam"]
That did the trick.
Where did you get RscTeam? What does this mean?
Thanks for the help.
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3 hours ago, A Man said:
Add DIK_BACK to the list of the blocked keys inside the keyboard.sqf. This should fix your problem.
https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/compile/keyboard.sqf#L340
Won't that just block the key?
The key works for me. It kicks players if they use it.
I want everyone to be able to use it for commanding AI.
Thanks for the reply.
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6 hours ago, SadBoy1981 said:
If u are not using antihack at all, just delete all BE filters, it can help.
Was same problem with kicks, after i delete BE filters as i dont need it, problem vas fixed!
Dont forget to save BE filters before delete.
Hope it helps.
I don't see any battleye filters in my battleye folder.
I had a player try Backspace and he got kicked so I looked for his name in my server rpt. This is what I found: "TK_AC_KICK - alex(76561198076017704) CommandingMenu RscTeam"
I found TK_AC_KICK in my Epoch admin tools antihack file:
if (_reason != "none") exitWith { PVDZ_sec_atp = format["TK_AC_KICK - %1(%2) %3",_name,_uid,_reason]; publicVariableServer "PVDZ_sec_atp"; //Log to server RPT uiSleep 1; // Wait for PV to send call compile format["TK_AC_KICK%1'%2(%3) %4'","=",_name,_uid,_reason]; //Recommend adding "TK_AC_KICK=" to scripts.txt and BEC ScriptBan uiSleep 1; // Wait for scripts.txt trigger TK_AC_KICK = ";"; publicVariableServer "TK_AC_KICK"; // Trigger PV kick uiSleep 1; {(findDisplay _x) closeDisplay 2;} count [0,8,12,18,46,70]; // Last resort if no BE };
I have anthack disabled so I don't know what is up.
I see it says "//Recommend adding "TK_AC_KICK=" to scripts.txt and BEC ScriptBan".
How would I add this? I see no scripts file in BEC or regular BE folder.
Thanks for the help.
Zombies broken?
in Discussion
Posted
Did you enable it in your CfgEpochClient.hpp?
Epochz is a better way to spawn zombies though.