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Posts posted by Havoc302
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Did a quick search of the thread and couldn't see any reference to the start delay.
We've set 11 static locations and wanted a 2hr delay between them being captured and being available again. This caused the capture points to not appear for 2 hrs until after the server restarted. I tracked it down to fn_start.sqf here:
_randomTime = (floor random 100) + ZCP_MinWaitTime ;
It appears that's causing it to delay that time when we just want that as the respawn time for each one. We want them to initialize almost immediately after server restart. Is there a way to separate these out?
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Thanks guys, I found it in the ARMA3Profile actually and if you're using Infistar it also has a setting for it.
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Does anyone know of a way to set the server view distance? At the moment it seems to be forcing everyone to a limit of 800m I'd like to double this.
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So two months and no activity, what's happening with this mod?
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We're using the deploy system to allow players to deploy a MGB Warehouse to build in to try and reduce the amount of Epoch buildable objects used on the map but they added to the DB and treated like a vehicle, they're also loaded by the server at the same time as vehicles so if people park helis on the roof or place them so the floor is elevated vehicles end up suck in it.
Does anyone know where I find the code that defines what's loaded first so I can add the MGB Warehouse to it? I know this was an issue in earlier versions of Epoch but it was fixed I think in 1.0.4.
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Error with latest beta version :
17:07:01 Error in expression <tion = wai_mission_data select _mission select 3; }; { _x setVariable ["Aggress> 17:07:01 Error position: <select 3; }; { _x setVariable ["Aggress> 17:07:01 Error select: Type Number, expected Array,Config entry 17:07:01 File z\addons\dayz_server\WAI\compile\hero_behaviour.sqf, line 14
yes, we did make them lazy-friendly in this update.
Hey was this ever resolved? I'm having trouble with it and missions aren't clearing properly, missions stop coming up half way through the restart period.
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Has anyone had it where the missions just randomly stop spawning? There's no errors in the logs that would cause it so we've got no idea why.
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That's ok, we decided to bite the bullet and go with single currency as much as we hate it.
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Is there a way to facilitate gem traders and other non-currency items? We're not using coins. I have the old trader files from 1.0.4 which will do it and have them running on my Napf server that uses database traders with the Afile just changed to _old. Can I add the call to those files into this advanced trading as well? I was looking at the files and it looks like I'd need to make edits here in each file:
if( _x select 1 == "trade_items")then{ _magazinesToBuy = _magazinesToBuy + (_x select 9) ; _priceToBuy = _priceToBuy + ((_x select 9)*(_x select 2)); }; if( _x select 1 == "trade_backpacks")then{ _backpacksToBuy = _backpacksToBuy + (_x select 9) ; _priceToBuy = _priceToBuy + ((_x select 9)*(_x select 2)); // _price * _amount }; if( _x select 1 == "trade_any_vehicle")then{ _vehiclesToBuy = _vehiclesToBuy + (_x select 9) ; _priceToBuy = _priceToBuy + ((_x select 9)*(_x select 2)); // _price * _amount };
To include "trade_items_old" and the other ones. But where then do I tell it to find those files?
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Has anyone managed to get this going with version 2.35 of P4L? We put P4L into a vanilla server then merged this in as per the install instructions and now Snap Pro doesn't come up but the vectoring options still do.
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Anyone know any suggestions? pulling my hair out here lol
You've got two completely unrelated problems you need to fix first, look to your RPT, it clearly points out the lines that are erroring.
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You could do that. Firstly you'd need to upload the sound to your mission file somewhere, like custom\sounds or something.
Then go into your description.ext and add it to the cfgsounds.
Then in the mission files for WAI create a trigger based off the _position variable to generate the sound if the player is within range, you'll have to work out how to cleanup the trigger after the mission is finished though.
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Can anyone tell me what the false is for in this statement?
_vehicle = [_vehclass,_position,_mission,false,_dir] call custom_publish;
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Also we're getting a weird issue where heli para spawn helicopters don't take any hits, the bullets pass straight through them.
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Any idea what could be causing this error?
15:00:15 Error in expression <tion = wai_mission_data select _mission select 3; }; { _x setVariable ["Aggress> 15:00:15 Error position: <select 3; }; { _x setVariable ["Aggress> 15:00:15 Error select: Type Number, expected Array,Config entry 15:00:15 File z\addons\dayz_server\WAI\compile\bandit_behaviour.sqf, line 14 15:00:16 Error in expression <tion = wai_mission_data select _mission select 3; }; { _x setVariable ["Aggress> 15:00:16 Error position: <select 3; }; { _x setVariable ["Aggress> 15:00:16 Error select: Type Number, expected Array,Config entry 15:00:16 File z\addons\dayz_server\WAI\compile\bandit_behaviour.sqf, line 14
I have put some customisations in but I'm not sure if they're the cause.
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So If I want to make sure no hero missions at all run for a set time can I set it to
_mission = count wai_mission_data -2; in the missions file?
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I would like to reduce the possible range it can teleport vehicles away, my safe zones are all 500m to make it very hard to camp them, but if I set the range to 500m then vehicles end up 1.5K's away sometimes, is there an easy way to reduce the possible maximum?
I assume it has something to do with this line?
_radx4 = _Rad+_Rad+_Rad+_Rad;
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Awesome thanks man!
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Does anyone know if there's a way to reduce the damage these items take rather than removing it completely?
I've found this script which appears to allow a multiplier reduction on things rather than just turning it off, I'd like to make metal and cinder very tough to take down.
http://www.armaholic.com/forums.php?m=posts&q=29428
this addeventhandler ["HandleDamage", { _unit = _this select 0; _selection = _this select 1; _passedDamage = _this select 2; _source = _this select 3; _projectile = _this select 4; _oldDamage = 0; _damageMultiplier = 1; switch(_selection)do{ case("head") :{_oldDamage = _unit getHitPointDamage "HitHead";}; case("body") :{_oldDamage = _unit getHitPointDamage "HitBody";}; case("hands") :{_oldDamage = _unit getHitPointDamage "HitHands";}; case("legs") :{_oldDamage = _unit getHitPointDamage "HitLegs";}; case("") :{_oldDamage = damage _unit;}; default{}; }; _return = _oldDamage + ((_passedDamage - _oldDamage) *_damageMultiplier); _return }];
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Anyone got any ideas on how to disable this script if a vehicle is locked? I'm thinking some update to the local_lockUnlock file but not sure what to put.
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Ahh right, so yeah, creates a group just like if you did in the editor, links them together. Think that'll stop them from being cleaned up? At the moment I'm just using createUnit.
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There's no way to give each of them different clothing with that is there?
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Lol wow, you sell vehicles on your server.. i thought dami was the only one in aus to do that
http://customcombatgaming.com/forums/index.php?/store/category/13-base-vehicles/- And they sell a hell of a lot more. They've also been the most popular servers in Australia for about a year.
http://www.zrclan.com/donatorperks- Second largest gaming community in Australia, no vehicles but there's everything else.
http://www.themotoclan.com/vip#builders-kits-822864Number one Epoch server on the planet according to Gametracker stats.
http://www.de-1000.de/viewforum.php?f=4&sid=3903035814925a074db338136368af27- Number two Epoch server on the planet according to Gametracker stats.
I could go on all day with this. Ultimately, like everyone else, the money only pays for the server. We limit it to naturally acquired vehicles too, so there's no difference between them going to the traders ingame and buying them or us delivering them. Debate it all you like. This thread wasn't about that.
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I'm getting "Return not allowed in a function", I've done something wrong :P I don't know SQL that well.
[Server Addon] ZCP - Zupa's Capture Points 2.0 Updated for Epoch 0.3
in Server Addons
Posted
I'll try that out shortly, thanks for the quick reply.
Also is there any easy way to make the weapon and build materials box a random amount of items from the ZCP_WeaponReward and ZCP_ItemWeaponReward arrays rather than just a fixed reward?