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ReDBaroN

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  1. Like
    ReDBaroN reacted to justchil in Sometimes character stops updating after skin change   
    You will need to modify scripts.txt if you have this filter: 5 "call player_humanityMorph"

    I haven't done so yet but just noticed while testing.

    Also getting errors following your instructions.

    11:27:27 Error in expression <_name) + " as no characterID");
    };

    if (_inTransit) exitWith {
    diag_log ("NOTICE>
    11:27:27 Error position: <_inTransit) exitWith {
    diag_log ("NOTICE>
    11:27:27 Error Undefined variable in expression: _intransit
    11:27:27 File z\addons\dayz_server\compile\server_playerSync.sqf, line 39
    11:27:29 Error in expression <_name) + " as no characterID");
    };
  2. Like
    ReDBaroN got a reaction from sixgunzx2 in Clients Can Hear Sound & Move But Stuck On Loading?   
    I use infistar and piggd's solution and have no issue.
  3. Like
    ReDBaroN got a reaction from Glenn in infiSTAR Safezones   
    I had this working before but removed them again as it became a trader camping nightmare but, any way....
     
    I seem to remember that you need to use:
    USE_POSITIONS = true; have these set to false:
    USE_CANBUILD = false; USE_TraderCity = false; This, obviously set to true:
    USE_SIGNS = true; Then fill in the coords of your safezones e.g.:
    _infiSZ = [ [[6325.6772,7807.7412],175,true], [[4063.4226,11664.19],175,true], [[11447.472,11364.504],175,true], [[1606.6443,7803.5156],150,true], [[12944.227,12766.889],150,true], [[12062.9,12636],100,true] ]; //(or in mgm's case [[6325.6772,7807.7412],150000,true].......... lol :D (please don't add this line anyone...))
     
    Well that worked for me last time I had it switched on anyway....haven't tried it on the latest update (in case that may be the problem...)
     
    good luck! :)
  4. Like
    ReDBaroN reacted to vbawol in A3 Epoch Testers   
    Please don't do that, we will release more whitelist keys as we reach our own internal milestones. As we prove things are working ok we will keep adding more testers. Eventually I hope to have most all of you join us at some point during the alpha.
  5. Like
    ReDBaroN reacted to Axle in Time Window   
    Sequisha vs those wanting to play.
     

  6. Like
    ReDBaroN reacted to Sequisha in Pics from the Devs.   
    We have a standardized size for most of the pieces, they snap rather nicely.  And this door is currently large enough to fit a HEMTT.
  7. Like
    ReDBaroN reacted to Axle in Lewis sneaks in a little early.   
    https://www.youtube.com/watch?v=svaDbxIeWp0
  8. Like
    ReDBaroN reacted to HellGamer115 in [Release]Higher Currency at Traders.   
    is the currency working properly? if you dont get any problems just leave it i guess.
  9. Like
    ReDBaroN got a reaction from Defent in [EMS] 0.3.1 Defents Edit   
    Hey again, on your other point, I haven't moved away from your the general change in config in your version as I really like the ability to control the random number from 0-5. So, the things I have changed is:
    ekroemer's line so the amount of each item isn't sometimes duplicated fixed the AI skill arrays to '0' for major and '1' for minor changed the skillset for '0' & '1' so minor were easier and major are harder removed any supply or money crates from minor missions Change the missions so 'weapons' was used for crates in all the major and 'weps' for the minor missions (same with medical) Changed the calls from box to a new gun list in weaponcratelist only where it was calling the same list before so I can separate the types of guns between minor and major. This way I have generally but not explicitly put all the 7.62 cal in major and .556 in minor. changed the ai weapon loadout in Weps0 and Weps1 so '0' get the 7.62's and '1' get the .556's  An example using the sniper list is below:
    //load sniper _scount = count DZMSsniperListB; for "_x" from 0 to DEFMSniperRate do { _sSelect = floor(random _sCount); _item = DZMSsniperListB select _sSelect; _crate addWeaponCargoGlobal [_item,DEFMSniperRate]; _ammo = [] + getArray (configFile >> "cfgWeapons" >> _item >> "magazines"); if (count _ammo > 0) then { _crate addMagazineCargoGlobal [(_ammo select 0),(round(random DEFMSniperAmmoRate))]; }; }; This then calls the 'B' list below while major missions call the normal weapon list:
    // Sniper Rifles DZMSsniperList = ["SVD_CAMO","SCAR_H_LNG_Sniper","SCAR_H_LNG_Sniper_SD","M110_NVG_EP1","DMR_DZ","M24"]; DZMSsniperListB = ["huntingrifle","M8_sharpshooter","M40A3","VSS_Vintorez","M16A4_ACG"]; My players and I love your new system. Well done and many thanks for the contribution!   I have pm'd you a dropbox link to my files in case you wanted a browse...
  10. Like
    ReDBaroN got a reaction from Pasquale in [Fixed] Animated Crash Spawner 1051   
    Hey, you can change to this to spawn every 30 minutes:
    EpochEvents = [["any","any","any","any",10,"animated_crash_spawner"],["any","any","any","any",40,"animated_crash_spawner"]]; The 10 and the 40 being the minutes between 0-59 within each hour that the events spawn at.
  11. Like
    ReDBaroN reacted to Mikeeeyy in [Release] Remote key for locking/unlocking vehicles (0.3)   
    Replace your local_lockUnlock with this:
    private ["_vehicle","_status"]; _vehicle = _this select 0; _status = _this select 1; if (local _vehicle) then { _vehicle setVehicleLock (if (_status) then { "LOCKED" } else { "UNLOCKED" }); _vehicle setVariable ["R3F_LOG_disabled", _status, true]; player action ["lightOn", _vehicle]; [objNull, _vehicle, rSAY, "CarLock", 20] call RE; uiSleep 0.5; player action ["lightOff", _vehicle]; };
  12. Like
    ReDBaroN got a reaction from Havoc302 in Re-Worked WAI 0.173 - Supported System   
    Hey, the instructions for those values from the original system are here:
    Custom static weapon spawns Eg. (with one position) [[[911.21545,4532.7612,2.6292224]], //position(s) (can be multiple). "M2StaticMG",             //Classname of turret 0.5,  //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ",  //Skin "" for random or classname here. 1,  //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 2,  //Number of magazines. (not needed if ai_static_useweapon = False) "",  //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random"  //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static; Custom static weapon spawns Eg. (with multiple positions) [[[911.21545,4532.7612,2.6292224],[921.21545,4532.7612,2.6292224]], //position(s) (can be multiple). "M2StaticMG",             //Classname of turret 0.5,  //Skill level 0-1. Has no effect if using custom skills "Bandit2_DZ",  //Skin "" for random or classname here.  1,  //Primary gun set number. "Random" for random weapon set. (not needed if ai_static_useweapon = False) 2,  //Number of magazines. (not needed if ai_static_useweapon = False) "",  //Backpack "" for random or classname here. (not needed if ai_static_useweapon = False) "Random"  //Gearset number. "Random" for random gear set. (not needed if ai_static_useweapon = False) ] call spawn_static; But, I know f3cuk has changed some of this stuff in the new system like skill so, you may want to have a quick compare from the old system to the new one to see check what values have changed....
  13. Like
    ReDBaroN got a reaction from Cig in Clients Can Hear Sound & Move But Stuck On Loading?   
    This should be in your mission.pbo.
     
    However, you may not have it in there if you haven't loaded up any scripts that required you to override the compiles.sqf in the game folder. 
     
    Do you have a folder called custom, scripts or addons in your mission folder? If yes, is there compiles.sqf file in there? Can you run search on your mission file for compiles.sqf
     
    If you don't have one then create a folder called custom in your mission folder. Put a copy of compiles.sqf in there from your dayz_code.pbo.
     
    Then change this line in your mission init file:
    call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; to this:
    call compile preprocessFileLineNumbers "custom\compiles.sqf"; then make the changes in piggd's post earlier in this thread, repack your mission.pbo, upload and away you go!
  14. Like
    ReDBaroN got a reaction from mgm in [EMS] 0.3.1 Defents Edit   
    Hey MGM, not at all!
     
    Please be prepared for untidiness though.....I'll pm you the link so as not to hijack version control in Defent's thread.
  15. Like
    ReDBaroN reacted to piggd in Clients Can Hear Sound & Move But Stuck On Loading?   
    I run 3 Epoch Server and 5 Overpoch and have not had a single iisue since i put that change in.
     
                if (dayz_clientPreload && dayz_authed) exitWith {
                    endLoadingScreen;
                    diag_log "PLOGIN: Login loop completed!";
                };
     
  16. Like
    ReDBaroN got a reaction from mgm in [EMS] 0.3.1 Defents Edit   
    No, please don't take that as read. I haven't tested them gradually. I just noticed when I first did one line with 12 in it they seemed by top of the idiot class and when I changed it to 3 lines of 4 or even 4 lines of 3 they improved massively. I worked this out with DZMS which I was using before..
     
    This also adds another huge advantage if equipping them with RPG's to prevent your cheekier players that like to run them all over in a humvee just to grab the crate loot in that, one member of each squad is given an RPG. So, if you have 4 squads of 3, out of 12 AI, 4 of them will have RPG's.
     
    I have done something similar with WAI which i use as my very hard kos AI missions running alongside EMS.
     
    I didn't actually go through a step by step test to see when they turned into morons... :)
     
    What do you mean about clear up then? I'm not aware of any problems. Should I be worried?
  17. Like
    ReDBaroN reacted to mgm in [EMS] 0.3.1 Defents Edit   
    Thanks ssthief, that line you shared helped me fix my minor mission 2.
     
    Sharing below a couple of things I've been working on
     
    The code from cen on this forums helped me - now I can sell 2x BTRs from Major Mission #12



     
    If you're also using Single Currency & Banking system (with CfgTraders) then you'll need this one to make them listed at Hero & Bandit traders:



     
    If you want more AI units guarding the missions:
    Don't do what I did before (increased number of AI units to 20). they lose their limited IQ capacity and become total idiots.
    What seems to work is what ReDBaroN suggested earlier in this thread in post #107 - creating several smaller squads, like this below:



    Early testing phase so far, can't say they're very good now but 21 is better than 3. I might reduce it to 10-12 or so later on, I'm not convinced they all receive the proper attention (cpu?) from server as they seem to work in relaxed mode which means, when they are all dead, there will be more loot so at some level adding more enemy makes it easier for looters.
    I still need to make them harder somehow if anyone has tips or code on this please share - thanks in advance.
  18. Like
    ReDBaroN reacted to f3cuk in Re-Worked WAI 0.173 - Supported System   
    Okay updated the github to included custom spawns.

    https://github.com/f3cuk/WAI-ZOMBIELAND
  19. Like
    ReDBaroN reacted to f3cuk in Re-Worked WAI 0.173 - Supported System   
    Update
     
    So i did quite a bit of work on this yesterday. I've started using proper version control and have decided to continue enhancing it. I'll try to get in contact with the original author to get his approval so that we can use the original name and possibly start a new topic. I'm not the most creative of minds so if you got any ideas on what would be cool to add, please let me know.
     
    Changelog
     
    1.9.x
    Added possibility to blacklist certain area's (default left, top and stary are blacklisted, check heatmap below for results); Overhaul making missions more dynamic; Equipped more missions with dynamic loot; Updated the dynamic loot arrays with more items; Fixed armed military mission with M2 spawning inside eachoter; Fixed crashed blackhawk with loot crate spawning inside helicopter; Added difficulty levels to mission titles; Re-added custom spawns as per request; General code cleanup including removal of unused private vars; Fixed spawn_group.sqf generating errors. 1.8.x
    Customized loot; Tried to nerve the 50 cals a bit, making them less accurate; Improved weapons (removed all the non-sellable); Improved vehicles; Changed skill settings; Randomized clothes; Fixed some missions; Removed the C130 mission cause i cant seem to fix the glitching; Removed EMS cache cause its the same as Weapon cache; Dynamic loot on Weapon cache missions; Fixed the heli para backpack issue; Fixed the heli para spawning in after the mission has already been done.  
    Mission heatmap
     
    As you can see from the below image the blacklisting is working properly. No missions spawn on either the left, top or area near stary. Missions spawn all over the map where the ground is not too steep and there is actually some open area to spawn in.
     

     
     
    Download
  20. Like
    ReDBaroN reacted to f3cuk in Re-Worked WAI 0.173 - Supported System   
    Wow thanks for taking the time to really look into it.
     
    I like the NVG and making them optional (or maybe even check if it's night and add them if true). Will add in a feature release; I'll look into optionally adding the RPG's. I was thinking of spawning tank traps around major missions to prevent the vehicle abuse, but an option to use RPG is not half bad :P The nerfing of 50 cals has been done by changing the static skill array, you can easily revert this to suit your needs; Nice one. This is definately something that we should do. When i was adding stuff to the dynamic item array i was already thinking of splitting it up in Food / Clothes / Medical / Building / etc. so the Ural mission could be made more dynamic in terms of "Bandits have destroyed a _type Ural and are securing the loot, go ambush them and make it yours!".
  21. Like
    ReDBaroN reacted to f3cuk in Re-Worked WAI 0.173 - Supported System   
    Hmm that would fit the new (which i already added) skillsets already in place. I added 4 types (easy, medium, hard, extreme). On selecting "Random" I think easy and extreme should have difference percentage of chance, so i'll change it to something like this: (which can easily be customized by adjusting the ai_skill_random var).
    Easy 10% Medium 40% Hard 40% Extreme 10% This will allow admins to define their own settings for each of those skillsets.
     
    --
     
    I think you are right about the opportunity we have. Think we just aswell could get rid of the different ways of using the skills and normalize this throughout the different files.
  22. Like
    ReDBaroN reacted to Havoc302 in Re-Worked WAI 0.173 - Supported System   
    This is an awesome idea, I've kind of done that by creating more random gear arrays and adding the item I wanted to be a rare spawn to only one of them, but I'd prefer if I could set some rare spawn items with a very low chance to spawn.
     
    I would like to see the whole system standardised, it also allows admins to customise it more easily and make other little missions to add in.
  23. Like
    ReDBaroN reacted to f3cuk in Re-Worked WAI 0.173 - Supported System   
    Update
    Started with the normalization / standardisation of WAI.
     
    Changelog
     
    1.9.3
    Normalized the use of Random throughout, when you want something random, use "Random" and not "Random" or "" Implemented custom_ai_skill throughout. In the future use either "easy", "medium", "hard", "extreme" or "Random" to define a skillset. Numeric skillsets will fallback on "Random" Added IsServer checks on all files that could possibly be used in a harmfull matter (will probably roll this out on more files) Updated the custom_spawns.sqf file with some new descriptions Updated the missions to make proper use of "Random" Updated weapon array names Update heli and vehicle patrol with possibility of random skill Download
  24. Like
    ReDBaroN got a reaction from Glenn in Solved? Cannot Join Server? Stuck at loadscreen or keep getting kicked when joining?   
    Since the update of Epoch to 105/1051 there have been a lot of players reporting that they get stuck at the load screen on servers that have updated which, includes my server, GoG's World.   Also, since we went back to arma2oa version 1.63.112555 (non Steam version but still on Commander), some players are having problems joining even though they have that version installed.   If you follow these simple steps, on servers with this version combination, both problems are resolved 100% to our knowledge:   Stuck at Loadscreen? On your PC, go to \Users\yourname\AppData\Local\ArmA 2 OA\MPMissionsCache and delete everything. These are just cached mission files and will be downloaded each time you join a server. (Unhide this folder tree if it is not there by selecting show hidden files and folders in folder options) (If you still cannot find this try searching for the folder name) Restart your PC Rejoin the server through either DayZ Commander or the multiplayer lobby of arma2oa   Keep Getting Kicked Trying to Join? Go to DayZ Commander settings and uncheck the 'Launch Using Steam' option in 'Steam Options' Join the server again using DayZ Commander If the above didn't work, reinstall your arma 2 in Commander EVEN if it says you are already on version 112555. Rejoin the server using DayZ Commander   As I mentioned earlier, these steps above have worked in 100% of reported cases on my server. Depending on which problem you are experiencing, please follow the steps above exactly.   It would really help the community if you or, anyone you know who has read this and tried it, whether it worked or not, could please report your/their feedback.   I really hope this helps a lot of people.     Good luck!
  25. Like
    ReDBaroN reacted to Glenn in infiSTAR Safezones   
    The Epic Battle of Script Support. :D  
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