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ReDBaroN

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  1. Like
    ReDBaroN reacted to He-Man in [Release] HS Blackmarket 1.6 | 'New' Trader System | Special Trader | Blackmarket   
    Hmm, for me this seems to be ok, but you also have to change: 
    [['effectCrypto',_newcrypt],(owner _player)]call EPOCH_sendPublicVariableClient; because, Epoch is not using publicvariableeventhandler anymore.
    Try this:
     
  2. Like
    ReDBaroN reacted to He-Man in [Release] HS Blackmarket 1.6 | 'New' Trader System | Special Trader | Blackmarket   
    Change it to:
        _vars = _player getVariable['VARS', call EPOCH_defaultVars_SEPXVar];
     
    and also change:
        [['effectCrypto',_newcrypt],(owner _player)]call EPOCH_sendPublicVariableClient;
    to
      _newcrypt remoteExec ['EPOCH_effectCrypto',(owner _player)];
  3. Like
    ReDBaroN reacted to horbin in Fulcrum Mission System v2.1a   
    ya, you should be able to go into the globalsoldierdata.sqf and simply remove the award values.
     
    [
                ["RESPECT", -1000],
                ["RESCUEGROUP", 500],
                ["RESCUETABS", 250]
            ]
     
    change to 
     
    [
     
    ]
     
    If that won't work, look in \FuMS\HC\AI\AIKilled.sqf. or ...\PayPlayer.sqf.    In there you should find the code that calls the FuMS_fnc_HC_AI_PayPlayer routine. You can comment that out.
     
  4. Like
    ReDBaroN got a reaction from KPABATOK in 0.3.6 Safes & Lockboxes - Cannot always open   
    Hi, since the 0.3.6 update, accessing safes and lockboxes seems to be random. Running version 0.3.6.024
    Sometimes you can, sometimes you can't. When you can't, you only get the examine option which does nothing.
    Can't seem to work out the difference between when it works or not. have tried unlocking everything around etc. Doesn't seem to make a difference.
  5. Like
    ReDBaroN got a reaction from (AOW)Recon in LOGISTIC - TOW / LIFT   
    nightmare, not sure if you still read this thread but, to get rid of the base entry exploit with towing, couldn't the detach.sqf be modified to disable detaching within a configurable radius of a plot pole or wall or a configurable choice of either?
    This way with the setting switched on to not allow people in towed cars it should get rid of the problem.
    Sorry, I'm not a coder so, I'm not aware if this is more work than it sounds.
  6. Like
    ReDBaroN got a reaction from Steven1230 in Bornholm Spawns   
    I have added this version of bornholm.h to my a3_epoch_server_settings.pbo but, these still not there for me..? Anyone else with same problem?
  7. Like
    ReDBaroN reacted to horbin in Fulcrum Mission System v2.1a   
    V2.1 is out.  Overhaul of logic bomb will permit much more flexibility in mission design.  Integration of UAV/UGV's, and new Captive AI logic and theme.
    v2.1
    Fixed slow helo's. All helo's now spawn and fly at proper speeds.
    Vehicle stuck logic enhanced.
    Fixed data entry error in the 'Aquatic' theme that was causing frogmen to be on side 'EAST' instead of 'RESISTANCE' (no wonder they wouldn't shoot at you!!!!!!!)
    *UAV and UGV mission support UAV's and UGV's use all the same logic as 'drivers'. See MissionFile.htm, AI_Logic section for options. Valid UAV and UGV objects are defined for FuMS in the BaseServer.sqf file. See BaseServer.htm for details.
    *Theme Global Loot Data Fixed bug causing a parsing error when choosing to use a theme's local loot data file.
    *Rebuild of Logic Bomb See MissionFile.htm for details. Missions now operate on a trigger/action mechanic. Mission phasing has been removed. Missions now create children missions as part of the new 'logic' structure. Settings for the new 'mission launch' actions are detailed in MissionFile.htm. Mission spawning no longer 'suspends' triggers in the active mission, and admin's can now control how assets created in spawned missions contribute to the parent mission. Also see Test theme TestMission01.sqf for multiple examples.
    *New Triggers
    "OK" - Use of this trigger will result in the associated action occurring immediately upon mission start. "CAPTIVE" - Evaluates 'true' when the specified number of AI have been rescued. *New Mission Actions:
    "Lose" - causes 'lose' messages and loot events "Win" - causes 'win' messages and loot events "END" - terminates the mission and cleans up mission resources. Operates independent of win/lose. win/lose no longer clean up the mission. "CHILD",["",[location],Times, Frequency(seconds) ] "STEPCHILD",["",[location],Times, Frequency(seconds)] Child and StepChild spawn new missions that will share and inherit resources. See MissionFile.htm.
    MissionFile.htm updated. -Details on new Mission Logic -Details on how XPOS works with respect to 2D, 3D coordinates and 'named' locations.
    *New AI Logic: "CAPTIVE" - makes a unit 'neutral' with AI regardless of its 'side'. Adds an action menu to the AI with the following options:
    Flee: If within 200m of a rescue spot captive will run to that location. Otherwise it selects a random rescue spot from the list provided. Unit sets CARELESS behavior and sprints to its destination. Stay: Unit will stop at its location and assume the stance of the player issuing the order. Follow: Unit will follow the player, mimicking his stance. If the player gets more than 250m away from the unit, the unit will resort to a 'Stay' behavior using the stance of the player at the time the unit loses him. Board: Unit will board nearest non-ai controlled vehicle. Escape Point: Unit will temporarily display its 'escape point' on the map. Note: The captives are a little 'shell shocked' and will sometimes take a few seconds to respond to commands, but they will always acknowledge they heard the command via 'system chat'. Note: Captives that start a mission as 'cargo' in an AI vehicle will remain in the vehicle until it is disabled. Note: Captives assigned to follow an AI group will stop following that group when the group leader dies. Note: Captives remain 'neutral' to hostile AI until directed to Flee. *New "CAPTIVE" Theme
    Theme demonstrates new Captive logic. This theme creates a mission in a random location that contains 10 prisoners being guarded by a small squad of Humans, and an unarmed UGV. The goal is to get into the camp and rescue at least 7 of the captured clone prisoners. Beware, if too many of the guards are killed, reinforcements will be called upon! Talk to an captive to find his 'evac location', take advantage of nearby transportation, and if you succeed expect to find loot at one of the Evac sites! *New SoldierData Flag
    All AI defined in SoldierData files may also be provided with a true/false flag to set their captivity. This flag has no relation to the new 'Captive' AI logic and missions. This flag is a method to define custom AI that, by default, are 'setcaptive', thus hostile AI will not fire upon them. See GlobalSoldierData.htm section 8 for more details. Issues:
    Loot set to be placed in vehicles is not working consistently.
  8. Like
    ReDBaroN reacted to horbin in Fulcrum Mission System v2.1a   
    https://github.com/horbin/FuMS-HC-Server/tree/master
     
    See the link above for details.. you will not be disappointed.
     
    Configuration Help: https://github.com/horbin/FuMS-HC-Server/tree/master/Docs
      and click on the index.htm link!
     
    All theme/mission options documented in GitHub's Docs folder.
    Fully admin configurable mission/theme sets. Unlimited mission/theme sets.
    All missions maintained server side. 
    HC files maintained server side: No need to manage more than 1 copy per server.
    Water, Land, Air AI, vehicles, and UAV, UGV's.
    Random, fixed locations, static / random patrol routing
    Mission Objectives: Capture the Flag, Free Captives, Kill AI, destroy specific buildings/vehicles
    Missions support M3Editor built installations
    Custom AI types (snipers, gunners, pilots, civilians, etc)
    Custom loot based upon themes and missions.
    Branching Mission system. Missions can create child missions depending on parameters set by admin.
    Admin spawn-able, killable missions
    Custom AI support:
        Dinosaur-raptor mod
        crazed clones (zombies)
  9. Like
    ReDBaroN reacted to Kenobi in [HowTo] Redis DB Trader Cleanup   
    Hello, DB = 0 from epochserver.ini is wrong. U must change to NA123, which is default if you not change it.
    Look for InstanceID in epochserver.ini
    local valuelist = redis.call('keys', 'AI_ITEMS:NA123:*')  is what u need :-)
  10. Like
    ReDBaroN reacted to Kenobi in [HowTo] Redis DB Trader Cleanup   
    You are welcome. I am glad to help you :-)
  11. Like
    ReDBaroN reacted to second_coming in Epoch Bornholm 0.3.0.3 | 1.44 FPS Drop   
    I just inserted this at the top of each script:

    if(true) exitWith{};
  12. Like
    ReDBaroN reacted to Little Bird in Epoch Bornholm 0.3.0.3 | 1.44 FPS Drop   
    Been playing Epoch Bornholm with RHS mods added, after the update it was running horribly.
     
    Was told to paste these launch parameters in ArmA 3 launch options
     
    -noSplash -cpuCount=2  -malloc=system
     
    Frames went from 4 FPS back to a normal 40-90 FPS.
     
    Only problem i have now is when i hit Esc while ingame i get booted, other than that it runs good for me now.
     
    Hope this might help,
                                        Little Bird
  13. Like
    ReDBaroN reacted to Halvhjearne in Repair & Rearming script   
    I was personally looking for a repair / re-arming script for arma 3 epoch and noticed that there wasnt really any good out there yet, so i decide to do something about that.
    i went back in my a2 mission file and fetched this scrip that was originally written by  ported it to work with crypto changed it so it allows you to re-arm all types of magazines for all types of weapons (from drivers seat), removed re-fuel (as fuel is auto and free on any fuelstation) and added a few extra features like a banned weapons array, banned magazines array, max global amount of magazines, max magazines for each weapon and colour of scroll action, you can check out here:
     
     
    http://pastebin.com/uMrvqiGT
     
    http://pastebin.com/7MNi6KZc
     
    http://pastebin.com/ySETb79x
     
     
    for anyone who does not know how to add this:
     
    put all files in a folde called addons\service_point\ in your mission
      if you already have an init.sqf, add the line from the code tag below to the bottom of yours:   if you do not have an init,sqf in your mission, then make an empty file, call it init.sqf and add the lines in code tag below:
    if(hasInterface) then{ [] execVM "addons\service_point\service_point.sqf"; }; or you can edit the line:
    _folder = "addons\service_point\"; // folder where the service point scripts are saved, relative to the mission file and put it wherever you want.
     
    By default, this will only work with "Land_CarService_F" building types, but you can add any building/vehicle type you like in the array on line 8 of service_point.sqf, like this:
    _servicePointClasses = ["Land_CarService_F","myaddedbuilding1","myaddedbuilding2","anotherbuilding2"]; // service point classes (can be house, vehicle and unit classes) i put notes by the options you can change, so go through the beginning of service_point.sqf and checkout what you can change.
     
    all credits goes to axe cop for his original code.
     
    have fun
     
    regards
    Halvhjearne
     
    Edit:
    Since it is not possible to remove or add crypto to the player from the player himself (wich is ridicules really), i made this little addition and updated the scripts, to ensure the crypto is removed from the player:
     
    https://github.com/Halvhjearne/HALV_takegive_crypto
     
    to use it updatet the service point script files with the updated code and put both of the .sqf files from github in a folder called custom in your mission.pbo.
     
    then add this line to the bottom of your init.sqf:
    [] execVM "custom\HALV_takegive_crypto_init.sqf"; now it will actually remove the crypto from the player ...
  14. Like
    ReDBaroN reacted to CH!LL3R in Batch file for joining your favourite servers   
    You also can try this one, it search automaticly for the arma3.exe-path. Only set Ip, Port, Mods and Password if one needed and go...
     



  15. Like
    ReDBaroN reacted to horbin in Fulcrum Mission System v2.1a   
    localClient[]={127.0.0.1};
     
    You will want to add your HC's IP to this line too.
    Failing to do this will restrict data flow between the HC and Server.
     
    Not related to your issue, but it will be helpful once you get it working :)
     
     
    Try this for troubleshooting:
    Stop your Server
    1) Run server with only the most basic paramaters:
           arma3server.exe -profiles=D:\Games\Arma3\a3server\SC -config=D:\Games\Arma3\a3server\SC\config.cfg
     
    2) While the above is running, run the server again with the following:(same .exe, same folders)
          arma3server.exe -client -connect=127.0.0.1
     
    Observer server window to see if you obtain an HC connection.
     
    Other thing to try.Attempt to have your HC connect to this IP (my test server)
     
     68.106.177.98 port 2302
  16. Like
    ReDBaroN reacted to horbin in Fulcrum Mission System v2.1a   
    awesome news!
     
    And ya, I know a couple other folks have been having connectivity issues.  I think the best process is what you did. If it doesn't work, fall back to the most basic config lines for the .exe and go from there.
  17. Like
    ReDBaroN reacted to Tricks in [Release] Lootspawner, configurable building loot system   
    Odd how people in Arma3 are so protective of theirs mods/scripts but in Arma2 nearly everything is shared.... It almost seems there are 2 completely different server dev/admin communities. I'm guessing it's because there are hardly any players for Epoch, really sucks.
  18. Like
    ReDBaroN reacted to Richie in Official DayZLauncher Thread   
    https://www.youtube.com/watch?v=OOuWWzP7wl0
  19. Like
    ReDBaroN reacted to Donnovan in Working Dayz Epoch Headless Client for Zed Spawn and FSM   
    RedBaron,
     
    The problem was with infiStar. Solution:
     
    I removed those lines from infiStar AH.SQF (2 ocurrences):
    if (!hasInterface && !isDedicated) exitWith {}; So now infiStar make no difference beetween normal clients and Headless Clients. Headless Clients are threated as normal Clients.
     
    This fix the problem.
     
    Hope this fix for you too!
  20. Like
    ReDBaroN got a reaction from ZENITHOVMAN in IgiLoad Script ( Load-up AI Box Creates, New Vehicle Verification ) [Updated 0.3.7.0]   
    Thanks chaps. I went with all your changes in the end as I had been meaning to sort out the Auto repair and nice catch on adding the bike.

    On the text lines, I modified 'do not persist' to 'will explode if left loaded through server restarts' as that happens on cue for me.

    Thanks again for the superb edit chaps. :D
  21. Like
    ReDBaroN reacted to Brunz in IgiLoad Script ( Load-up AI Box Creates, New Vehicle Verification ) [Updated 0.3.7.0]   
    Hi,
     
    See attached IgiLoad.sqf customized for our server, has been modified with some anti-glitch for no loading and unloading around EPOCH walls.
     
    If you attempt to load or unload within a specified distance you will get the normal load / unload screen with a message saying there has been a malfunction due to a nearby Jammer.
    IgiLoad.zip
  22. Like
    ReDBaroN reacted to BetterDeadThanZed in [RELEASE] Welcome Messages v2.1 | Intro Music | Easy Config   
    That video was made with the original version of this script, which I'm still using. I tried the newest version and the credits didn't show up so I went back to the old version since it worked fine. This is the code I'm using:
     


  23. Like
    ReDBaroN reacted to DangerRuss in In Search of a way to prevent players from glitching through walls using vehicles on Overwatch   
    I think in overwatch all they need is a toolbox? I forget. But no, I just counted on the general laziness of people. You could always just add barriers in the map editor which aren't removable.
  24. Like
    ReDBaroN reacted to h3po in [Release] Wicked AI 2.2.0   
    Hi everyone,
     
    I'm now running WAI on a headless client setup with just a few little changes to the code. I just had to remove all the "if (isServer)" checks from the code, which is not a problem if you spawn the init from the correct context, either from server_monitor or the mission with an "if (!isDedicated && !hasInterface)" check. To get the code on the HC without putting it into the mission, I moved the WAI folder to an addons subfolder and added a $PREFIX$ of "z\addons\WAI", which means that you can pack the folder to WAI.pbo, sign it with the bohemia tools and start the HC with -mod=WICKED-AI.
    To put this into production, I still need a solution for BattlEye filtering. Of course you can just allow all the actions that the mission system needs to be allowed to do, but I'd rather not allow createUnit, createVehicle etc for the players.
    If you're interested in this, please refer to https://github.com/f3cuk/WICKED-AI/issues/137where I've also posted a link to my fork with the changes needed to get this running.
     
    Thanks f3cuk and Jossy for this great mission system!
  25. Like
    ReDBaroN reacted to stonXer in Add a custom image to the spawn box   
    Altis back wall  position[]={23600.611,2.8548489,17990.768};
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