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Thug

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Posts posted by Thug

  1. back when epoch was 1042 i had three jets at each runway on Napf, L39, A10 and F35A so that players could have fun and if they needed to get somewhere fast they could just eject. Then on server restart the planes would be back at the airports. I took the weapons and ammo off each one in editor and put a script in server side called jet.sqf. I also made some changes on server and mission files. But when epoch 1051 came out i could not get them from disappearing. So i took them out.

    Raymix had a video that showed you how to do it. the first thing i did when it stopped working right was contact him. I have included what he had to say and my script.

    Zupa do you know how i can put them back in so that they re spawn at restart and not disappear or kill players? btw i use infiStar

     

    http://epochmod.com/forum/index.php?/topic/10800-how-to-add-custom-vehicles-and-remove-weapons/?hl=jets

     

    /*

     
    ======================================================================
    Raymix said
    Think I'll need to remove that video, man. It was created in first few weeks I started working with arma servers.
    There's better way if you search around forums - as you add them in 3D editor, you will need to add code line inside init line to assign ID. 
     
    Works like this:
    _this setVariable ["ObjectID", 1, true];_this setVariable ["ObjectUID", 1, true];What happens is cleanup code looks for hacked vehicles that
    were spawned in and do not exist within whitelisted vehicles (like buildable objects) in variables.sqf You could whitelist them, but that's a bad idea.
    Since that also allows hackers to spawn them. But if you create your own plane in 3D editor and assign an ID to it, you don't need to whitelist
    anything anymore, it will be a legit vehicle
    */
     
     
     
    if (isServer) then {
     
    _vehicle_0 = objNull;
    if (true) then
    {
      _this = createVehicle ["L39_TK_EP1", [14573.688, 16697.984, -1.1444092e-005], [], 0, "CAN_COLLIDE"];
      _vehicle_0 = _this;
      _this setDir 46.61084;
      _this setVehicleArmor 0.75039393;
      _this setFuel 0.50078815;
      _this setVehicleAmmo 0;
      _this setVehicleInit "this removeWeapon ""GSh23L_L39""; this removeWeapon ""57mmLauncher"";";
      _this setPos [14573.688, 16697.984, -1.1444092e-005];
    };
     
    _vehicle_6 = objNull;
    if (true) then
    {
      _this = createVehicle ["Su25_CDF", [14530.488, 16749.627, -0.27939826], [], 0, "CAN_COLLIDE"];
      _vehicle_6 = _this;
      _this setDir -307.75769;
      _this setVehicleArmor 0.75039423;
      _this setFuel 0.49553338;
      _this setVehicleAmmo 0;
      _this setVehicleInit "this removeWeapon ""S8Launcher""; this removeWeapon ""R73Launcher_2""; this removeWeapon ""GSh301""; this removeWeapon ""AirBombLauncher"";";
      _this setPos [14530.488, 16749.627, -0.27939826];
    };
     
    _vehicle_9 = objNull;
    if (true) then
    {
      _this = createVehicle ["A10_US_EP1", [14553.075, 16721.111, -0.034083627], [], 0, "CAN_COLLIDE"];
      _vehicle_9 = _this;
      _this setDir 48.706741;
      _this setVehicleArmor 0.72149235;
      _this setFuel 0.48765102;
      _this setVehicleAmmo 0;
      _this setVehicleInit "this removeWeapon ""BombLauncherA10""; this removeWeapon ""FFARLauncher_14""; this removeWeapon ""GAU8""; this removeWeapon ""MaverickLauncher""; this removeWeapon ""SidewinderLaucher_AH1Z"";";
      _this setPos [14553.075, 16721.111, -0.034083627];
    };

    };

  2. Have a problem. I watched a video back in 1.0.4.2 called:
    Epoch: Tutorial - Adding custom vehicles/jets and removing weapons by Raymix.
    I was using the jets until the update 1.0.5.1 and at that time players getting into the jets got killed or the plane just disppeared.
     
    So i  let some time go by before i would try to get some help. We have 6 servers and finally got catch up.
    I contacted Raymix and asked if he knew what was going on. He told me to try the following and see if that would work:
     
    you will need to add code line inside init line to assign ID.
    Works like this:
    _this setVariable ["ObjectID", 1, true];_this setVariable ["ObjectUID", 1, true];What happens is cleanup code looks for hacked vehicles that were spawned in and do not exist within whitelisted vehicles (like buildable objects) in variables.sqf You could whitelist them, but that's a bad idea. Since that also allows hackers to spawn them.
    But if you create your own plane in 3D editor and assign an ID to it, you don't need to whitelist anything anymore, it will be a legit vehicle.
     
    I tried  the following and they still disappear, i didn't  have a non admin on to see if it would kill them

    if (isServer) then {

     
    _vehicle_0 = objNull;
    if (true) then
    {
      _this = createVehicle ["L39_TK_EP1", [14573.688, 16697.984, -1.1444092e-005], [], 0, "CAN_COLLIDE"];
      _vehicle_0 = _this;
      _this setDir 46.61084;
      _this setVariable ["ObjectID", 1, true];
      _this setVariable ["ObjectUID", 1, true];
      _this setVehicleArmor 0.75039393;
      _this setFuel 0.50078815;
      _this setVehicleAmmo 0;
      _this setVehicleInit "this removeWeapon ""GSh23L_L39""; this removeWeapon ""57mmLauncher"";";
      _this setPos [14573.688, 16697.984, -1.1444092e-005];
    };
     
    _vehicle_6 = objNull;
    if (true) then
    {
      _this = createVehicle ["Su25_CDF", [14530.488, 16749.627, -0.27939826], [], 0, "CAN_COLLIDE"];
      _vehicle_6 = _this;
      _this setDir -307.75769;
      _this setVariable ["ObjectID", 1, true];
      _this setVariable ["ObjectUID", 1, true];
      _this setVehicleArmor 0.75039423;
      _this setFuel 0.49553338;
      _this setVehicleAmmo 0;
      _this setVehicleInit "this removeWeapon ""S8Launcher""; this removeWeapon ""R73Launcher_2""; this removeWeapon ""GSh301""; this removeWeapon ""AirBombLauncher"";";
      _this setPos [14530.488, 16749.627, -0.27939826];
    };
     
    _vehicle_9 = objNull;
    if (true) then
    {
      _this = createVehicle ["A10_US_EP1", [14553.075, 16721.111, -0.034083627], [], 0, "CAN_COLLIDE"];
      _vehicle_9 = _this;
      _this setDir 48.706741;
      _this setVariable ["ObjectID", 1, true];
      _this setVariable ["ObjectUID", 1, true];
      _this setVehicleArmor 0.72149235;
      _this setFuel 0.48765102;
      _this setVehicleAmmo 0;
      _this setVehicleInit "this removeWeapon ""BombLauncherA10""; this removeWeapon ""FFARLauncher_14""; this removeWeapon ""GAU8""; this removeWeapon ""MaverickLauncher""; this removeWeapon ""SidewinderLaucher_AH1Z"";";
      _this setPos [14553.075, 16721.111, -0.034083627];
     
    };
     
    };

     
    Anyone have an ideal?
     
  3. Have a problem. I watched a video back in 1.0.4.2 called:
    Epoch: Tutorial - Adding custom vehicles/jets and removing weapons by Raymix.
    I was using the jets until the update 1.0.5.1 and at that time players getting into the jets got killed or the plane just disppeared.
     
    So i  let some time go by before i would try to get some help. We have 6 servers and finally got catch up.
    I contacted Raymix and asked if he knew what was going on. He told me to try the following and see if that would work:
     
    you will need to add code line inside init line to assign ID.
    Works like this:
    _this setVariable ["ObjectID", 1, true];_this setVariable ["ObjectUID", 1, true];What happens is cleanup code looks for hacked vehicles that were spawned in and do not exist within whitelisted vehicles (like buildable objects) in variables.sqf You could whitelist them, but that's a bad idea. Since that also allows hackers to spawn them.
    But if you create your own plane in 3D editor and assign an ID to it, you don't need to whitelist anything anymore, it will be a legit vehicle.
     
    I tried  the following and they still disappear, i didn't  have a non admin on to see if it would kill them
     

    if (isServer) then {

     
    _vehicle_0 = objNull;
    if (true) then
    {
      _this = createVehicle ["L39_TK_EP1", [14573.688, 16697.984, -1.1444092e-005], [], 0, "CAN_COLLIDE"];
      _vehicle_0 = _this;
      _this setDir 46.61084;
      _this setVariable ["ObjectID", 1, true];
      _this setVariable ["ObjectUID", 1, true];
      _this setVehicleArmor 0.75039393;
      _this setFuel 0.50078815;
      _this setVehicleAmmo 0;
      _this setVehicleInit "this removeWeapon ""GSh23L_L39""; this removeWeapon ""57mmLauncher"";";
      _this setPos [14573.688, 16697.984, -1.1444092e-005];
    };
     
    _vehicle_6 = objNull;
    if (true) then
    {
      _this = createVehicle ["Su25_CDF", [14530.488, 16749.627, -0.27939826], [], 0, "CAN_COLLIDE"];
      _vehicle_6 = _this;
      _this setDir -307.75769;
      _this setVariable ["ObjectID", 1, true];
      _this setVariable ["ObjectUID", 1, true];
      _this setVehicleArmor 0.75039423;
      _this setFuel 0.49553338;
      _this setVehicleAmmo 0;
      _this setVehicleInit "this removeWeapon ""S8Launcher""; this removeWeapon ""R73Launcher_2""; this removeWeapon ""GSh301""; this removeWeapon ""AirBombLauncher"";";
      _this setPos [14530.488, 16749.627, -0.27939826];
    };
     
    _vehicle_9 = objNull;
    if (true) then
    {
      _this = createVehicle ["A10_US_EP1", [14553.075, 16721.111, -0.034083627], [], 0, "CAN_COLLIDE"];
      _vehicle_9 = _this;
      _this setDir 48.706741;
      _this setVariable ["ObjectID", 1, true];
      _this setVariable ["ObjectUID", 1, true];
      _this setVehicleArmor 0.72149235;
      _this setFuel 0.48765102;
      _this setVehicleAmmo 0;
      _this setVehicleInit "this removeWeapon ""BombLauncherA10""; this removeWeapon ""FFARLauncher_14""; this removeWeapon ""GAU8""; this removeWeapon ""MaverickLauncher""; this removeWeapon ""SidewinderLaucher_AH1Z"";";
      _this setPos [14553.075, 16721.111, -0.034083627];
     
    };
     
    };

     
    Anyone have an ideal?
  4. For some reason there is a smoke grenade that goes off when players get close to the lotto box. I started noticing that happening after 1.0.5.1 came out. It seems that the small boxes catch fire from it. So i have changed the small lotto box out for a big one and also moved it right behind the palace. I have update the file in Drop Box. Please let me know if you have any problems with it.

  5. i made up a home server and got it working. I wanted to try this on my home testing server. Took the: A.Installation_Method_#1_Add_to_a_new_Epoch_server_quickly and switched out mine for yours. Also put in the Hive file and the dlls

    When i start the server I get this: 
     
    22:19:57 BattlEye server updated to version: 194
    22:19:57 BattlEye Server: Initialized (v1.194)
    22:19:57 Host identity created.
    22:36:28 Thug  uses modified data file
    22:36:28 BattlEye Server: Player #0 Thug  (127.0.0.1:2316) connected
    22:36:28 Player Thug  connecting.
    22:36:28 Mission DayZ Epoch Chernarus read from directory.
    22:36:29 BattlEye Server: Player #0 Thug  - GUID: 0232a7b19a5b2fff134ba8075df1cd8f (unverified)
    22:36:29 Player Thug  connected (id=76561198015995482).
    22:36:29 BattlEye Server: Verified GUID (0232a7b19a5b2fff134ba8075df1cd8f) of player #0 Thug 
    22:36:30 BattlEye Server: Player #0 Thug  - Legacy GUID: c4f2392f5a3b889a736dc389371a8331
    22:36:31 BattlEye Server: IMPORTANT: Effective immediately BattlEye is no longer providing protection for servers using outdated non-Steam versions of the game. We're sorry, but this is due to GameSpy suddenly marking ALL cd-keys as valid, even if they are fake/generated.
    22:36:35 Roles assigned.
    22:36:35 Reading mission ...
    22:36:46 Mission read.
    22:37:33 Game started.
    22:39:14 Player Thug  disconnected.
    22:39:14 BattlEye Server: Player #0 Thug  disconnected
     9:17:50 BattlEye Server: Initialized (v1.194)
     9:17:50 Host identity created.
     9:19:34 Thug  uses modified data file
     9:19:34 BattlEye Server: Player #0 Thug  (127.0.0.1:2316) connected
     9:19:34 Player Thug  connecting.
     9:19:34 Mission DayZ Epoch Chernarus read from directory.
     9:19:34 Mission DayZ Epoch Chernarus read from directory.
     9:19:34 Mission DayZ Epoch Chernarus read from directory.
     9:19:34 Mission DayZ Epoch Chernarus read from directory.
     9:19:35 Mission DayZ Epoch Chernarus read from directory.
     9:19:35 Mission DayZ Epoch Chernarus read from directory.
     9:19:35 Mission DayZ Epoch Chernarus read from directory.
     9:19:35 Mission DayZ Epoch Chernarus read from directory.
     9:19:35 Mission DayZ Epoch Chernarus read from directory.
     9:19:35 Mission DayZ Epoch Chernarus read from directory.
     9:19:35 Mission DayZ Epoch Chernarus read from directory.
     
    Is there something i am missing?
  6. Great except it lags the map

    You mite want to take out some of the AI. Here is the way to do it. Go into the WAI root and open customSpawns.sqf and look for the following

     

    [[13671.355, 2892.8167, -1.5258789e-005],4,2,"Random",4,"","Bandit2_DZ","Random] call spawn_group;   //ground troops//
    [[13687.221, 2931.012, 2.6702881e-005],4,2,"Random",4,"","Bandit2_DZ","Random] call spawn_group;  //ground troops
    [[13741.079, 2945.6494, -9.5367432e-005],4,2,"Random",4,"","Bandit2_DZ","Random] call spawn_group;  //ground troops
    [[13691.315, 2857.7407, -3.8146973e-005],4,2,"Random",4,"","Bandit2_DZ","Random] call spawn_group;    //ground troops
    [[13729.353, 2856.2568, 3.4332275e-005],4,2,"Random",4,"","Bandit2_DZ","Random] call spawn_group;    //ground troops
    [[13730.628, 2812.7852, -0.00022125244],4,2,"Random",4,"","Bandit2_DZ","Random] call spawn_group;   //ground troops
     
    I have changed the AI to red so you would see where they are in the script. Just change the number to lets say 3 on each one. if you did that you would remove 42 AI.
    if you have other questions let me know
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