plaiides
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Posts posted by plaiides
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yea i did delete some "units" but they seemed to be named after a building thats a bit weird. i do use that file with the editor what i did was go into the editor and open the default trader map and delete all the "6" locations. But i didnt do it from the editor i just used it as a referance and went into my mission.sqf and went to the lines of the buildings. one thing i cant figure out is how would u just delete/move traders/ add buildings right from the editor and save the file. i tried to upload it onto my server (which i use villayer) deleted the mission.sqf and uploaded the modified one and that's when everything got scrwed up. so i totaly delete the default mission.sqf file and uploaded the one i edited with the editor but did not work at all. so thats why i wanted to manually delete the buildings, sorry im rabbling on just trying to figure this out.
_vehicle_461 = objNull;
if (true) then
{
_this = createVehicle ["Base_WarfareBBarrier10xTall", [6316.4673, 7792.5254, 3.0517578e-005], [], 0, "CAN_COLLIDE"];
_vehicle_461 = _this;
_this setDir 35.687778;
_this setPos [6316.4673, 7792.5254, 3.0517578e-005];
};this an examble of what ive been deleting off my mission.sqf to clear objects from stary traders,
so i just delete only the vehicles stuff in stary and some of my traders are missing
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dude thats an awsome stary city i really apreciate the help also, so when i do remove all stary objects some of my traders get delteded as well, i only have the medit and the weapon dealer left
edit: im keeping the original traders just removing all objects from the city so i can remodel then change trader position once the city has been re-built but like i said some of the traders dissapera after the edit
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So i just tried to edit my mission.sqf, deleting all the objects in trader city stary and leaving the traders alone. I made sure i was only deleting the objects and when i load in most of the traders are gone only 2-3 remaing and i made sure i was only removing the objects out of the mission.sqf basicly to have nothing in the trader city just the traders and il add the edits after but now the traders are gone.
i made sure to add the
}; after each line but i must be missing something
p.s anyway we could talk threw I.M if not thats no problem just would be faster
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alright thank you, one more question how exacly can i delete the default trader city layout and move the traders around and build it from scratch ive tried to do it but with no luck when i upload the changed nothing happens i use arma2 editor, im trying to remodel stary trader city
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Alright thanks, what exacly does that new code do?
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Hello, so last night i decided to make some edits to stary trader city on my epoch server.
1. I downloaded my mission.sqf and put it in my arma2otherprofiles file to be able to load it into the editor, i also used the mission.biedi file that was available to download that contained all the default trader city locations for me to edit them in the editor.
2.I deleted most of the default items in the trader city stary and built it basicly from scratch under my design, I also moved the trader location from the editor.
3. After i was done i saved the .sqf file and uploaded it to my server replacing the exisiting .sqf file (mission.sqf). I though that would replace the existing buildings and upate my new additions. ( i also went threw the steps of deleting whats on the top of the sqf everything from onto of vehicles and at the bottom of the file)
4. When i load my map on my server to check the modifications my traders all run away from me and half the warfare walls long arent there.
Just need some clarification on how exacly to make edits on the trader citys from the map editor so the edits i made save and the traders dont run away from me when entering the trader city, i defenatly did something wrong but i though that if i load up the mission.sqf file from my server (villayer) and made the edits and re upload it would work but obviously not. i am replacing the whole mission sqf with the editited one i made.
any help would be apreciated thanks
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thank you , but were is the file were you get to pick which weapons would be picked, i must be blind sorry
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is anybody able to link me a way on how to use the dynamic crate in the mission folders like i see something like
[_crate,[16,ai_wep_sniper],[8,crate_tools_sniper],[3,crate_items_high_value],[4,crate_backpacks_large]] call dynamic_crate;
but what exacly do the various numbers do
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Look in the missions folder of your install, in there is a file MISSION_EXAMPLES.sqf which details each item and what it is. That should help you.
okay i see what all the paramaters do now thank you, one more question though hwo do you make the paradrop initiate faster like after and x ammount of group units killed or so minutes after the fight started or even better immediatly after the fight started.
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question about para drop for the mission just did some testing and addes a paradrop to one of the misisons and the drop happens after the mission has been complete, i copy pasted the para drops from the president mission to the sniper extraction, is anyone able to explain how to modify it so its compatable with the mission, or is there a place were all the specific numbers/names mean
example //Heli Paradrop
[[(_position select 0),(_position select 1),0],[0,0,0],1000,"UH60M_EP1_DZE",6,"Random","Random",4,"Random","Hero","Random","Hero",true,_mission] spawn heli_para;
[[(_position select 0) + 50,(_position select 1),0],[50,50,0],1000,"UH60M_EP1_DZE",6,"Random","Random",4,"Random","Hero","Random","Hero",true,_mission] spawn heli_para;
[[(_position select 0) + 100,(_position select 1),0],[100,0,0],1000,"UH60M_EP1_DZE",6,"Random","Random",4,"Random","Hero","Random","Hero",true,_mission] spawn heli_para;obviously the begining is coordinates but im not sure what the rest mean, sorry but i would apreciate any help thans
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yep thank you i've seen that and did some test and it works thank you very much.
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hello quick question how can you modify the mission so that you can use a custom made box instead of dynamic loot, not sure on what need to be changed in the code or added, or how to do change whats in the dynamic loot, would really apreciate an explanation on it
thank you very much.
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Hello i was wondering if anybody could help me out in how i could change the contents of the mission crates, i would like to have custom items in the crates depending on the mission type right now i belive its dynamic.
thanks
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you wouldn't happen to know how to enable missiles from vehicles. so that battleeye doesnt kick you when you fire them?
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Delete the last line of your adminlist.sqf and replace it with this: tempList = []; //DO NOT MODIFY THIS VARIABLE
Let me know if that helps
Thank you very much this was it. I did not realize i had changed that variable. I apreciate the help very much
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I don't see a problem in that file, which is where I would expect the problem to be. Did you put your id in AdminList.sqf? That might be overwriting your UID since you added it to the init. It is suggested that you use only one method, not both. Have your UID in the init OR use AdminList.sqf. If you are not using AdminList.sqf then you need to make sure to also add tempList = []; to the init.
http://pastebin.com/sHA0qbyF here is the init file
http://pastebin.com/CFuWBz7z and this is the adminlisti only put the id in the admin list dont think i put my uid in the init -
post me your admintoolsmain.sqf. Go to pastebin.com and paste all of your admintoolsmain code in there then give me the link. I will see if something is wrong.
http://pastebin.com/cAmbYqVj thanks in advance
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Have you modified AdminToolsMain.sqf? It sounds like the problem is in that file.
what do i need to modify in that folder? sorry im new to all of this all the help is very much appreciated though
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// Epoch Admin Tools
AdminList = [
"111111111", // <Admin In-Game Name>
"999999999" // <Admin In-Game Name>
];
ModList = [
"999999999", // <Admin In-Game Name>
"999999999" // <Admin In-Game Name>
];
[] execVM "admintools\Activate.sqf";so im putting my id's for my admins only in the admin part and nothing happens but when i put the id in the modlist i get the menu but only at mod level access how to i get admin access instead of just mod, because if i dont put any id in the mod list the menu wont show up in game but it i do put it in the mod list it does but only as the mod level access. what could i be doing wrong?
// Epoch Admin Tools
AdminList = [
"186xxxxx", // <elo>
"244xxxxx" // <not#a#cockroach>
];
ModList = [
"186xxxxx", // <elo>
"244xxxxx" // <not#a#cockroach>
];
[] execVM "admintools\Activate.sqf";this is how i have it set up in the admin list and in game only have mod access level, if i try and remove modlist i wont have the menu at all.
FYI i have the full id number in admin list just not pubicly showing
Epoch Map editor Traders/new buildings
in Scripting
Posted
hey happy near year and thanks again for all the additional help, so when im done with the mission file do i use the beidei file for the additions or the mission file? bc i just tried uploading it to my server and none of the changes were updated. i did replace my sqf with the edited one.