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Posts posted by Caveman
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Thanks ElDubya, Fixed it
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(((Rubble Town)))
Screenshot by Rogers
What is Rubble Town?
Rubble town is an event that spawns destroyed buildings and rubble.
There's one loot box and no Ai spawn in to guard it. Snatch n' Grab!
The loot box will spawn in random spots chosen from an array of 5 coordinates.
The loot box will spawn in the same 5 spots even though the mission spawns dynamically.
I'll add more coordinates to the array so when people get use to this event/mission it wont be so predictable.
I'll have to add more rubble to rubble town before adding more coordinates to the array. Need more hiding spots for the loot box.
I used the Military.sqf from "4 types of side missions" script as a template to make this.
Check back soon if you decide to add this, there will most likely be many updates and more events.
INSTRUCTIONS (updated July 6th 2015)
1. Copy the code below and save it as rubble_town.sqf inside your modules folder
private ["_spawnChance", "_spawnMarker", "_spawnRadius", "_markerRadius", "_item", "_debug", "_start_time", "_loot", "_loot_amount", "_loot_box", "_wait_time", "_spawnRoll", "_position", "_event_marker", "_loot_pos", "_debug_marker","_loot_box", "_hint", "_baserunover", "_baserunover1", "_baserunover2", "_baserunover3","_baserunover4","_baserunover5","_baserunover6","_baserunover7","_baserunover8","_baserunover9","_baserunover10","_baserunover11","_baserunover12","_baserunover13","_baserunover14","_baserunover15","_baserunover16","_baserunover17","_baserunover18"]; _spawnChance = 0.69; // Percentage chance of event happening _markerRadius = 350; // Radius the loot can spawn and used for the marker _debug = true; // Puts a marker exactly were the loot spawns _loot_box = "GuerillaCacheBox"; _loot_lists = [ [ ["FN_FAL","M4A3_CCO_EP1","AKS_74_kobra","Sa58V_RCO_EP1"], ["20Rnd_762x51_FNFAL","20Rnd_762x51_FNFAL","20Rnd_762x51_FNFAL","30Rnd_762x39_SA58","30Rnd_762x39_SA58","30Rnd_762x39_SA58","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_545x39_AK","30Rnd_545x39_AK","30Rnd_545x39_AK","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaRbull","ItemSodaRbull","ItemSodaRbull"] ], [ ["UZI_SD_EP1"], ["30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemSodaOrangeSherbet"] ], [ ["MP5SD"], ["30Rnd_9x19_MP5SD","30Rnd_9x19_MP5SD","30Rnd_9x19_MP5SD","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz","ItemGoldBar10oz"] ], [ ["ChainSaw"], ["ItemCorrugated","ItemCorrugated","ItemCorrugated","ItemCorrugated","ItemPole","ItemPole","ItemPole","ItemPole","ItemPole","ItemPole","ItemPole","ItemPole","ItemPole","ItemPole","ItemPole","ItemComboLock","ItemGenerator"] ], [ ["M40A3","M14_EP1","SVD_CAMO","M24_des_EP1"], ["5Rnd_762x51_M24","5Rnd_762x51_M24","5Rnd_762x51_M24","5Rnd_762x51_M24","10Rnd_762x54_SVD","10Rnd_762x54_SVD","10Rnd_762x54_SVD","ItemSodaPepsi","ItemSodaPepsi","ItemSodaPepsi","ItemSodaPepsi","ItemSodaPepsi","ItemSodaPepsi","ItemSodaPepsi","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemSodaOrangeSherbet"] ], [ ["Pecheneg_DZ"], ["100Rnd_762x54_PK","100Rnd_762x54_PK","HandGrenade_east","HandGrenade_east","HandGrenade_east","HandGrenade_east","HandGrenade_east","HandGrenade_east","HandGrenade_east","bulk_ItemTankTrap","bulk_PartGeneric"] ], [ ["glock17_EP1","Colt1911","M9","MakarovSD","revolver_EP1"], ["17Rnd_9x19_glock17","7Rnd_45ACP_1911","7Rnd_45ACP_1911","7Rnd_45ACP_1911","8Rnd_9x18_MakarovSD","8Rnd_9x18_MakarovSD","8Rnd_9x18_MakarovSD","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9","HandGrenade_West","wood_ramp_kit","MortarBucket","MortarBucket","MortarBucket","MortarBucket","MortarBucket","MortarBucket","SmokeShellOrange","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","bulk_15Rnd_9x19_M9SD","7Rnd_45ACP_1911","7Rnd_45ACP_1911","7Rnd_45ACP_1911","7Rnd_45ACP_1911","metal_floor_kit","metal_floor_kit","metal_floor_kit","metal_floor_kit"] ], [ ["Mk_48_DZ","Mk_48_DZ","M240_DZ","M240_DZ"], ["100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240","metal_floor_kit","metal_floor_kit","metal_floor_kit","metal_floor_kit"] ], [ ["BAF_AS50_scoped"], ["10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","10Rnd_127x99_m107","ItemSodaOrangeSherbet"] ], [ ["M110_NVG_EP1","M4SPR","M8_sharpshooter","M24","M40A3"], ["20Rnd_762x51_DMR","5Rnd_762x51_M24","20Rnd_762x51_DMR","5Rnd_762x51_M24","20Rnd_762x51_DMR","5Rnd_762x51_M24","20Rnd_762x51_DMR","5Rnd_762x51_M24","20Rnd_762x51_DMR","5Rnd_762x51_M24","20Rnd_762x51_DMR","5Rnd_762x51_M24","20Rnd_762x51_DMR","5Rnd_762x51_M24","20Rnd_762x51_DMR","5Rnd_762x51_M24","20Rnd_762x51_DMR","5Rnd_762x51_M24","20Rnd_762x51_DMR","5Rnd_762x51_M24","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks"] ], [ ["m240_scoped_EP1_DZE","Mk_48_DZ","M240_DZ","M60A4_EP1_DZ","RPK_74"], ["100Rnd_762x51_M240","100Rnd_762x51_M240","200Rnd_556x45_M249","100Rnd_556x45_BetaCMag","100Rnd_762x51_M240","200Rnd_556x45_M249","100Rnd_556x45_BetaCMag","100Rnd_762x51_M240","200Rnd_556x45_M249","100Rnd_556x45_BetaCMag","100Rnd_762x51_M240","200Rnd_556x45_M249","100Rnd_556x45_BetaCMag","100Rnd_762x51_M240","200Rnd_556x45_M249","100Rnd_762x51_M240","100Rnd_762x51_M240","200Rnd_556x45_M249","2000Rnd_762x51_M134","2000Rnd_762x51_M134","ItemAVE","ItemLRK","ItemTNK","ItemARM","ItemORP","ItemSeaBassCooked","ItemSeaBassCooked","ItemSeaBassCooked","ItemSeaBassCooked","ItemSeaBassCooked","ItemSeaBassCooked","ItemSeaBassCooked","ItemSeaBassCooked","ItemSeaBassCooked","ItemSeaBassCooked"] ], [ ["M4A1_HWS_GL_SD_Camo","M16A2GL","M16A4","M16A4_GL","M16A4_ACG_GL","M16A4_ACG","M4A1","M4A1_HWS_GL","M4A1_HWS_GL_camo","M4A1_HWS_GL_SD_Camo","M4A1_RCO_GL","M4A1_Aim","M4A1_Aim_camo","M4A1_AIM_SD_camo"], ["30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","FoodCanFrankBeans","FoodCanFrankBeans","FoodCanBakedBeans","FoodMRE","HandGrenade_east","2000Rnd_762x51_M134","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks"] ], [ ["VSS_vintorez","Saiga12K","M8_compact"], ["30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","HandGrenade_east","HandGrenade_east","FoodCanSardines","FoodMRE","FoodPistachio","FoodNutmix","FoodMRE","FoodPistachio","FoodNutmix","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks"] ] ]; _loot = _loot_lists call BIS_fnc_selectRandom; _loot_amount = 75; _wait_time = 900; // Dont mess with theses unless u know what yours doing _start_time = time; _spawnRadius = 5000; _spawnMarker = 'center'; if (isNil "EPOCH_EVENT_RUNNING") then { EPOCH_EVENT_RUNNING = false; }; // Check for another event running if (EPOCH_EVENT_RUNNING) exitWith { diag_log("Event already running"); }; // Random chance of event happening _spawnRoll = random 1; if (_spawnRoll > _spawnChance and !_debug) exitWith {}; // Random location _position = [getMarkerPos "center",0,5500,10,0,2000,0] call BIS_fnc_findSafePos; diag_log(format["Spawning loot event at %1", _position]); _event_marker = createMarker [ format ["loot_event_marker_%1", _start_time], _position]; _event_marker setMarkerShape "ELLIPSE"; _event_marker setMarkerColor "ColorOrange"; _event_marker setMarkerAlpha 0.5; _event_marker setMarkerSize [(_markerRadius + 50), (_markerRadius + 50)]; _positionarray = [ [(_position select 0) - 14.5, (_position select 1) - 21,-0.012], [(_position select 0) - 20, (_position select 1) - 20,-0.012], [(_position select 0) + 25, (_position select 1) + 5,-0.012], [(_position select 0) + 16, (_position select 1) - 14,-0.012], [(_position select 0) + 49, (_position select 1) + 17.5,-0.012], [(_position select 0) + 38.5, (_position select 1) - 16,-0.012] ]; _loot_pos = _positionarray call BIS_fnc_selectRandom; _vehclass = cargo_trucks call BIS_fnc_selectRandom; if (_debug) then { _debug_marker = createMarker [ format ["loot_event_debug_marker_%1", _start_time], _loot_pos]; _debug_marker setMarkerShape "ICON"; _debug_marker setMarkerType "mil_dot"; _debug_marker setMarkerColor "ColorOrange"; _debug_marker setMarkerAlpha 1; }; diag_log(format["Creating ammo box at %1", _loot_pos]); // Create ammo box _loot_box = createVehicle [_loot_box,_loot_pos,[], 0, "NONE"]; clearMagazineCargoGlobal _loot_box; clearWeaponCargoGlobal _loot_box; // Cut the grass around the loot position _clutter = createVehicle ["ClutterCutter_small_2_EP1", _loot_pos, [], 0, "CAN_COLLIDE"]; _clutter setPos _loot_pos; // cut the grass end // Buildings and Objects _baserunover = createVehicle ["Land_a_stationhouse_ruins",[(_position select 0) - 5, (_position select 1) + 16,-0.12],[], 0, "CAN_COLLIDE"]; _baserunover setDir 0; _baserunover setVectorUp surfaceNormal position _baserunover; _baserunover1 = createVehicle ["Land_kostel_trosky_ruins", [(_position select 0) + 1, (_position select 1) - 13,-0.12],[], 0, "CAN_COLLIDE"]; _baserunover1 setDir 0; _baserunover1 setVectorUp surfaceNormal position _baserunover1; _baserunover2 = createVehicle ["Land_ruin_01", [(_position select 0) - 13, (_position select 1) - 3,-0.12],[], 0, "CAN_COLLIDE"]; _baserunover2 setDir 0; _baserunover2 setVectorUp surfaceNormal position _baserunover2; _baserunover3 = createVehicle ["Land_ruin_chimney", [(_position select 0) + 14, (_position select 1) - 8,-0.12],[], 0, "CAN_COLLIDE"]; _baserunover3 setDir 0; _baserunover3 setVectorUp surfaceNormal position _baserunover3; _baserunover4 = createVehicle ["Land_ruin_corner_2",[(_position select 0) + 17, (_position select 1) - 14,-0.12],[], 0, "CAN_COLLIDE"]; _baserunover4 setDir 0; _baserunover4 setVectorUp surfaceNormal position _baserunover4; _baserunover5 = createVehicle ["Land_ruin_walldoor", [(_position select 0) - 12, (_position select 1) - 11,-0.12],[], 0, "CAN_COLLIDE"]; _baserunover5 setDir 0; _baserunover5 setVectorUp surfaceNormal position _baserunover5; _baserunover6 = createVehicle ["MAP_rubble_bricks_02", [(_position select 0) + 7, (_position select 1) + 3,-0.12],[], 0, "CAN_COLLIDE"]; _baserunover6 setDir 0; _baserunover6 setVectorUp surfaceNormal position _baserunover6; _baserunover7 = createVehicle ["MAP_rubble_wood_03", [(_position select 0) - 19, (_position select 1) - 9,-0.12],[], 0, "CAN_COLLIDE"]; _baserunover7 setDir 0; _baserunover7 setVectorUp surfaceNormal position _baserunover7; _baserunover8 = createVehicle ["MAP_T34", [(_position select 0) - 7, (_position select 1) - 1,-0.12],[], 0, "CAN_COLLIDE"]; _baserunover8 setDir 0; _baserunover8 setVectorUp surfaceNormal position _baserunover8; _baserunover9 = createVehicle ["MAP_Misc_trunk_water", [(_position select 0) - 9, (_position select 1) - 14,-0.12],[], 0, "CAN_COLLIDE"]; _baserunover9 setDir 0; _baserunover9 setVectorUp surfaceNormal position _baserunover9; _baserunover10 = createVehicle ["MAP_HouseBlock_C1_ruins", [(_position select 0) + 30, (_position select 1) + 18,-0.12],[], 0, "CAN_COLLIDE"]; _baserunover10 setDir 0; _baserunover10 setVectorUp surfaceNormal position _baserunover10; _baserunover11 = createVehicle ["MAP_HouseBlock_A3_ruins", [(_position select 0) + 41, (_position select 1) - 17,-0.12],[], 0, "CAN_COLLIDE"]; _baserunover11 setDir -183.96; _baserunover11 setVectorUp surfaceNormal position _baserunover11; _baserunover12 = createVehicle ["MAP_Ind_Stack_Big_ruins", [(_position select 0) - 30, (_position select 1) - 28,-0.12],[], 0, "CAN_COLLIDE"]; _baserunover12 setDir 0; _baserunover12 setVectorUp surfaceNormal position _baserunover12; _baserunover13 = createVehicle ["MAP_dulni_bs",[(_position select 0) + 48, (_position select 1) + 20,-0.12],[], 0, "CAN_COLLIDE"]; _baserunover13 setDir 0; _baserunover13 setVectorUp surfaceNormal position _baserunover13; _baserunover14 = createVehicle ["MAP_rubble_rocks_01", [(_position select 0) + 49, (_position select 1) + 5,-0.12],[], 0, "CAN_COLLIDE"]; _baserunover14 setDir -123.02; _baserunover14 setVectorUp surfaceNormal position _baserunover14; _baserunover15 = createVehicle ["HMMWVWreck", [(_position select 0) + 22, (_position select 1) + 8,-0.12],[], 0, "CAN_COLLIDE"]; _baserunover15 setDir 0; _baserunover15 setVectorUp surfaceNormal position _baserunover15; _baserunover16 = createVehicle ["UralWreck", [(_position select 0) + 27, (_position select 1) + 3,-0.12],[], 0, "CAN_COLLIDE"]; _baserunover16 setDir 33.81; _baserunover16 setVectorUp surfaceNormal position _baserunover16; _baserunover17 = createVehicle ["UralWreck", [(_position select 0) - 44, (_position select 1) + 11,-0.12],[], 0, "CAN_COLLIDE"]; _baserunover17 setDir 45.3; _baserunover17 setVectorUp surfaceNormal position _baserunover17; _baserunover18 = createVehicle ["UralWreck", [(_position select 0) - 10, (_position select 1) - 23,-0.12],[], 0, "CAN_COLLIDE"]; _baserunover18 setDir 200.2; _baserunover18 setVectorUp surfaceNormal position _baserunover18; // Add loot { _loot_box addWeaponCargoGlobal [_x,1]; } forEach (_loot select 0); { _loot_box addMagazineCargoGlobal [_x,1]; } forEach (_loot select 1); // Send Top Right message to users , requires Remote message script _hint = parseText format["<t align='center' color='#FF0000' shadow='2' size='1.75'>Rubble Town</t><br/><t align='center' color='#ffffff'>A special forces unit lost a precious cargo, Check your Map for the Location!</t>"]; customRemoteMessage = ['hint', _hint]; publicVariable "customRemoteMessage"; // Send center message to users [nil,nil,rTitleText,"Mercenaries stashed a loot crate in rubble town]", "PLAIN",10] call RE; diag_log(format["Loot event setup, waiting for %1 seconds", _wait_time]); // Wait sleep _wait_time; // Clean up EPOCH_EVENT_RUNNING = false; deleteVehicle _loot_box; deleteMarker _event_marker; if (_debug) then { deleteMarker _debug_marker; };
YOU SHOULD EDIT THE GEAR THAT SPAWNS IN THE LOOT BOX.
2. Add this event to the events list inside init.sqf
["any","any","any","any",23,"rubble_town"]
3. Make a sandwich (optional)
- KingRaymond795 and hekut146
- 2
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FIXED the link
thank you
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@caveman : There is a bandit mission in hero folder in the epoch zip file, crop_raider causing log error and bugging mission pop.
Thank you very much. I'll fix it now and make sure the other missions are ok too.
FIXED Crop Raider
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Ok I solved it. I had to make some edits to each mission file to get it working.
1.
Original (near the top):
_mission = count wai_mission_data -1;_position = [80] call find_position;[_mission,_position,"Hard","Crop Raider","MainBandit",true] call mission_init;Edited:_position = [80] call find_position;_mission = [_position,"Hard","Crop Raider","MainBandit",true] call mission_init;2.Original (very last line)
b_missionsrunning = b_missionsrunning - 1;
Edited:
b_missionrunning = false;
Happy Days. :)
Glad to hear you got them working.
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This is the error I can't get rid of.
15:46:36 File z\addons\dayz_server\WAI\compile\mission_winorfail.sqf, line 5915:46:37 Error in expression <Units;} else {if(((wai_mission_data select _mission) select 0) <= _killperce>15:46:37 Error position: <select _mission) select 0) <= _killperce>15:46:37 Error Zero divisorWhat mission pops up before you get this error?
Also
[NEW] UPDATED FILES IN THE DROPBOX LINK
- FIXED [HERO] ARMY BASE :)
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[FIXING] Found an error in [Hero] Army Base.
-Ai are invisible.
All other missions seem to stop spawning after this one.
Fixing it now
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Did you remember to make changes to your WAI config?
-Add the new missions to the list and make sure numbers add up to 100
-add the custom crates for gem tower and weed mission.
Everything is working ok for my server so far. Check again and if it still doesn't work I'll send you my WAI folder and try that. I don't know WAI 2.2.0 very well. I could be overlooking something. I'll keep at it.
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I forgot about the 0.173 missions, I'll update them all today. There are a few errors and fixes that haven't been applied to these missions yet.
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Caveman after using your updated Slaughter House files we still cannot complete the mission. We have done the mission 3 times and it refuses to complete.
Everything seems to be running ok with slaughter house after I tested it. I will keep testing it.
Did you change the numbers in the missions list inside config.sqf to add up to 100? or make edits to the loot box and maybe made a mistake....I really have no idea why this is happening, but that's mistakes that I would make personally.
I'll keep at it....we'll figure it out
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This is an ADDON for the Crack House Mission. It makes some of the
objects at the mission scroll-able. It's just for jokes.
These little scripts use FragZ' Smoke Weed Script, and pieces of
Fred's Anti-Zed Emitter and basic text messages.
LINK TO CRACK HOUSE MISSION ADDON BELOW
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Ok I'm on it. Thanks for letting me know
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Just did the Army Base mission. All that was in the crate was a knife, 3 toolboxes and a gunbag.
Thanks. fixed it. Posted new download links to updated files.
[FIXED] ARMY Base - Loot Crate
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[NEW] 4 More NEW missions added today
scroll-able objects at missions coming soon.
Had the Gem Tower mission spawn on the crest of a mountain. Both towers ended up in a V shape.
Whoops
haha I figured some of these missions would need a little more flat space than usual. I tried to keep that in mind
Glad everyone likes the missions. Thanks for taking the time to check them out and add them to your servers. I'm happy to contribute.
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More missions coming. Just testing them a lot more before I upload them.
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installed this version but no mission spawned, only static
also added the 5 new missions. no rpt errors. any idea why?
If you installed the 5 new missions you should go install them again. There were some fixes and better instructions on how to add them.
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GEM TOWER MISSION [FIXED] Updated the dropbox files again
I should say hopefully fixed. All I did was push the towers a little closer together. If this doesn't work I can have both the towers apart and set up a scroll-able object that teleports you to the top of the other tower. You'd have to edit Battleye filters I'm sure, that's something I'd have to get advice on.
I think its best if I just redo the Gem Tower mission. There's a few different versions I have that would be much nicer.
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SLAUGHTER HOUSE MISSION [FIXED]
Thank you cen and everyone else for taking the time to report problems and offer solutions.
Thank you bob_the_K. I'll have a fix for Gem Tower next.
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Did you download the latest link in the instructions? I only know English so that's the language it should be in. Maybe you downloaded DimitriPokki's link. I think he posted one for russians :)
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Not the case for me:
accurate percentages["patrol",8],["black_hawk_crash",6],["armed_vehicle",7],["bandit_base",6],["captured_mv22",5],["ikea_convoy",6],["destroyed_ural",6],["disabled_milchopper",6],["mayors_mansion",6],["weapon_cache",6],["gem_tower",6],["cannibal_cave",7],["crop_raider",6],["slaughter_house",6],["drone_pilot",6],["bandit_patrol",7]];wai_bandit_missions = [["patrol",7],["armed_vehicle",7],["black_hawk_crash",7],["captured_mv22",5],["broken_down_ural",6],["hero_base",6],["ikea_convoy",6],["medi_camp",8],["presidents_mansion",6],["sniper_extraction",6],["crop_raider",6],["weapon_cache",6],["gem_tower",5],["cannibal_cave",7],["slaughter_house",6],["drone_pilot",6]];This is another good example of how it should look. As long as the numbers from hero and bandit list add up to 100 it should spawn ok.
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Use the list of missions I have posted. You need to adjust the percents so all missions in the list add up to 100....I'm just taking a shot in the dark here. Let me know if this is the problem, I want to help
["patrol",6], ["black_hawk_crash",7], ["armed_vehicle",8], ["bandit_base",7], ["captured_mv22",5], ["ikea_convoy",5], ["destroyed_ural",6], ["disabled_milchopper",5], ["mayors_mansion",6], ["weapon_cache",7], ["bandit_patrol",5], ["gem_tower",7], ["cannibal_cave",6], ["crop_raider",7], ["slaughter_house",7], ["drone_pilot",6] ]; wai_bandit_missions = [ ["patrol",6], ["armed_vehicle",7], ["black_hawk_crash",8], ["captured_mv22",7], ["broken_down_ural",5], ["hero_base",5], ["ikea_convoy",6], ["medi_camp",5], ["presidents_mansion",6], ["sniper_extraction",5], ["weapon_cache",7], ["gem_tower",7], ["cannibal_cave",6], ["crop_raider",7], ["slaughter_house",7], ["drone_pilot",6] ];
[New Event] Rubble Town
in A2: Epoch Events (1.0.5.1)
Posted
oops I uploaded the wrong one. [fixed it]