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Havoc302

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Posts posted by Havoc302

  1. 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?

  2. 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
    //////////////////////////////////////////////////////////////////////////

     

  3. 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?

  4. 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?

  5. 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.

  6. 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.

  7. 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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