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Posts posted by Havoc302
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I customised that one for my own purposes too, so you might want to go into the config and tweak it.
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Hey man, yeah sorry been busy.
Here's a link to the one I downloaded.
https://drive.google.com/file/d/0B00WZReZH_xMbUlTWWo4bkd6Y3M/view?usp=sharing
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Sure when I get home from work I'll package it up and throw it on my Google drive for you.
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I have this mod working perfectly on my Epoch Altis server.
May want to download it again, make sure you're not getting the extra untested bits he wrote for me.
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Hey Zupa any chance you're able to help me get the start timer working properly? I'd like it to have like an hour between captures but at present that means they don't start until an hour after the server starts.
Also how hard is it to make it non-Epoch specific? I'd like to use it on a really small island map as a like CTF system if that's ok with you?
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Ok so map support isn't complete for CUP maps yet? I noticed that the trader cities are also generic for all but a few of the maps, is there plans to flesh them out more? / Not make them look so terrible? Did you want me to knock up some in the M3Editor that will work everywhere and fit in better with a survivor city?
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So nobody knows why this happens?
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So we've fired up a United Sahrani test server with the latest build. None of the buildings are spawning loot, is there something missing in the config? I thought map support had been put in for all the CUP maps now?
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So can anyone tell me why this happens? Whenever a player drops out while they're in a vehicle they get teleported to the Western traders. It's extremely annoying. Surely if there's code in place to move a player when they drop in a vehicle it could have been set to find a safe position nearby rather than teleporting them across the map.
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What exactly needs to be done in porting? I'm happy to give it a go.
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Or perhaps United Sahrani?
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Is there any plan to add support for all the maps in the CUP pack?
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Hey Zupa, thanks for punching up that code for me but it appears to have not worked, it still took 30 minutes to kick off rather than the 5 minutes we set it to. Any ideas?
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Anyone know how to merge this with the onPlayerRespawn from the Ear Plugs mod?
////////////////////////////////////////////////////////////////////////// //START EARPLUGS CODE waitUntil {vehicle player == player}; waituntil {!isnull (finddisplay 46)}; ////////////////////////////////////////////////////////////////////////// _OPRbreathing = alive player; _OPRtrig=true; _OPRdude = player; while {_OPRtrig} do { sleep 0.001; if (_OPRbreathing) then { _OPRstartingpos = position player; sleep 0.001; _OPRposition = position _OPRdude; _OPRstationary = _OPRstartingpos select 0 == _OPRposition select 0 && _OPRstartingpos select 1 == _OPRposition select 1; if (_OPRstationary) then {} else {_OPRtrig=false;}; }; }; uisleep 1; if (isNil {player getVariable "Has_EPEH_Loop"}) then {player setVariable["Has_EPEH_Loop", "NEVER"];}; ////////////////////////////////////////////////////////////////////////// 5 fadeSound 1; earplugsout=true; SuperFunEPEHVariable = false; ///////////////////////////////////////////////////////////////////////// uisleep 1; _hasEPEH = player getVariable "Has_EPEH_Loop"; uisleep 1; if ((_hasEPEH == "NEVER")) then {[] spawn cm_EP_LOOP;}; if (cmEarplugsKeyPressEnabled) then { [] spawn {cmKeyPress = (findDisplay 46) displayAddEventHandler ["KeyDown","if ((_this select 1) == cmEarplugs_hotkeyDIKCodeNumber) then {[] call cm_Earplugs_FUNc;};"];}; }; //cmEARPLUGS CODE END //////////////////////////////////////////////////////////////////////////
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That's what annoys me, there's quite a few full Wasteland and Altis life servers around and those are so bloody simple there's no depth and no risk to them, I don't see the point in playing them.
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That is awesome, thanks Robio.
Any idea what's happening with the playerbase as a whole? It's almost like everyone's ditched ARMA.
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I've noticed in Australasia that there's literally a total of 5 servers, 3 of those never have populace, ours and DAT have up to 10-15 at peak times. Is the mod dead? Has development all but stalled? Or is the playerbase just moving onto other things?
Even mods like Exile are appearing to get very quiet and Exile is a lot newer. Sadly Altis Life still has pop but that's all annoying squeakers, a few of which have spilled over into my Epoch server only to complain that it's too hard. Has the ARMA community been reduced to a heap of squeakers and the MilSim / Survival crowd gone somewhere else?
Any ideas anyone?
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Yeah that wasn't in there, I installed it directly from the hosting provider. They have it saved in their TCAdmin, no idea how old the version is, I know it's 0.3.6 but it probably hasn't got anything added since that version release. Silly question but if there's been that many changes to the github that aren't in the download why not simply release a new version with those changes?
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Ok so I've followed the instructions to the letter. It simply doesn't even show up in the logs anywhere as running, no errors, nothing in reference to WAI.
I have installed and running now VEMF, SEM, Infistar, Zupas Capture Points, HS Traders and some custom bases that's about it.
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Is there any easy way to remove AI from the trader cities? I want to be able to remove / teleport away the Cultists, Sappers, Drones and Soldiers. I've tried the below script with no success.
_westtraders = [6196,16833,0]; _centraltraders = [13331,14524,0]; _easttraders = [18460,14259,0]; while {true} do { sleep 2; if (player distance _westtraders < 250) then { { deleteVehicle _x; } forEach ((getPosATL _westtraders) nearEntities [["Epoch_Cloak_F","I_UAV_01_F","I_Soldier_Epoch_F","I_Soldier2_Epoch_F","I_Soldier3_Epoch_F","Epoch_Sapper_F","Epoch_SapperB_F"], 250]); }; }; while {true} do { sleep 2; if (player distance _centraltraders < 250) then { { deleteVehicle _x; } forEach ((getPosATL _centraltraders) nearEntities [["Epoch_Cloak_F","I_UAV_01_F","I_Soldier_Epoch_F","I_Soldier2_Epoch_F","I_Soldier3_Epoch_F","Epoch_Sapper_F","Epoch_SapperB_F"], 250]); }; }; while {true} do { sleep 2; if (player distance _easttraders < 250) then { { deleteVehicle _x; } forEach ((getPosATL _easttraders) nearEntities [["Epoch_Cloak_F","I_UAV_01_F","I_Soldier_Epoch_F","I_Soldier2_Epoch_F","I_Soldier3_Epoch_F","Epoch_Sapper_F","Epoch_SapperB_F"], 250]); }; };
I've also tried an adapted one of the safebase script from ARMA 2 Epoch that teleports them underground but that didn't work either.
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So I've been having some issues with the DB where stuff will randomly not save for long periods of time, players will disconnect and reconnect only to find they've lost hours of progress. It's not consistent just happens what seems randomly but it's extremely annoying. Has anyone else seen this? Does anyone know of a fix? Is there a way to force the game to write all data to DB at a set time so I can schedule them to happen right before a restart?
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That worked perfectly, thanks a bunch He-Man!
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I've installed this exactly as instructed and it's simply not running, anyone got any ideas?
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I'm having trouble with this too, I'd like to increase the building items per jammer but can't find config for it anywhere. Anyone got any ideas?
[Server Addon] ZCP - Zupa's Capture Points 2.0 Updated for Epoch 0.3
in Server Addons
Posted
The script is pretty simple, you should be able to find the coordinates in there for static ones and the options for dynamic pretty easily.