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Posts posted by Ree
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addactions on re spawn or re logging don't work for my players i have zones around that map that if a player goes into it it will reactivate the addaction script and give them scroll option, The Onrespawn is unreliable and when a player logs they have to die to get it back so having Zones that reactivate works out nicely the only down side is when they walk in and out of it it keeps re adding the addaction make it 1 long list so i toke a page from computermancer and have it do you can disable the addaction.
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well thought i might add a bit of stupidity to this thread. Got everything working, weapons everywhere ammo, mas working the lot and the shit is on the ground not floating. Only issue i have is that when i walk around the place i have karts stuck in buildings, heli's comming out the roofs in others. I can pick them up and add them as a backpack which then kills me lol, what the hell is happening? lol
at the very end of your LSLootLists .sqf u have vehicles added to your list delete them
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We went indestructible bases aswell due to the amount of explosives in-game but we also went simi militarized with some vehicles with guns on it . I understand the aspect of survive but not every server wants to be the same as others all about the prospective of the server owner and what he wants for his players or what the players want for that "Server"
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The modifications are complete. I am just waiting for permission from blckeagls before posting them.
sounds great very or much appreciated Thank you
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I have randomized crate loot, multiple AI groups per mission, highly configurable AI skills, and cleanup of AI working in an alpha. I will post this once it has been beat on for a few days.
sounds good
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You could take a look at Kilo's SEM script to get an idea of how to randomize the loot. With minimal effort, you could create one. ;)
i tried that and tried a few other ways but changing the script the missions stop spawning, why i was asking if anyone else got it working.
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Thanks the script works great, and thanks Igiload!
But is there a way that we can add more Helicopters to the script?
Todays Igiload version only let 1 helicopter load up cargo (I_Heli_Transport_02_EPOCH, the Mohawk)
It can load and drop of vehicles/Cargo with parashute's, Wich is Epic in my eyes!
But ingame players asking admins who has Igiload script in their server, why the Mohawk can load up vehicles/Cargo and
The Huron (chinook) helicopter can't (epoch chinook)
Are you working on a next igiload version or is it possible to add more helicopter to the list?
I would like to see, the Epoch Chinook, and the Taru Cargo to be added to the list.
(O_Heli_Transport_04_box_EPOCH) = MI290 Taru (Cargo)
(B_Heli_Transport_03_unarmed_EPOCH) = CH-47 Huron (Black)
Thanks in advance! This script is Epic!!
open up IgiLoad.sqf and add it
and OP didn't make the script reread first post
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Hi,
I just read this post and the script seems to be great.
But It doesn't work in my server. I download it from OP then I paste de IgiLoad folder in @epochhive\addons. I made the pbo with IgiLoad folder and then i edit my init.sqf adding line:
[] execVM "IgiLoad\IgiLoadInit.sqf";
Finally I made the pbo of the mission. Anyone knows whats wrong?
Edit: ATM, I have disabled BE.
Remove it from your @epochhive\addons and unpack your mission.pbo put the IgiLoad in there then put
[] execVM "IgiLoad\IgiLoadInit.sqf"; into your init.sqf then repack your mission.pbo
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yep they where as said in PM i changed my file call structure as i did a overhaul so im going to bed and i let my users play around a bit and ask them in the morning if they got it working.
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So no one has gotten Randomized Crate Loot working?
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its infistar look in the run.sqf and search for igiload and set those to false and it works
mine has been false i already new about that but Non admins still cant seem to use it.
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Most server you join will have advanced mode disabled people suck at flying there maybe 1 out of 100 who is pro at it lol
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if you are running VEMF and get Messages like this in your RPT
15:50:27 Protocol bin\config.bin/RadioProtocolGRE/: Missing word Gorka 15:50:31 Protocol bin\config.bin/RadioProtocolGRE/: Missing word Gorka 15:50:35 Join to another group 15:50:35 Join to another group 15:50:35 Join to another group 15:50:35 Join to another group 15:50:35 Join to another group 15:50:35 Join to another group 15:50:35 Join to another group 15:50:35 Join to another group 15:50:35 Join to another group 15:50:35 Join to another group 15:50:35 Join to another group 15:50:35 Join to another group 15:50:35 Join to another group 15:50:35 Join to another group
Try disabling VEMF and running your server again
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im not sure but hope this helps it the commands used on redis DM
i also found this
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Save a spanshot of the database into a dump.rdb by either running BGSAVE or SAVE from the command line. This will create a file named dump.rdb in the same folder as your redis server. See a list of all server commands.
Copy this dump.rdb to the other redis server you want to migrate to. When redis starts up, it looks for this file to initialize the database from.
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so thats how u could save your DB
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what are the lines before this. the crash is not from AiA thats just shows u what addons are being used in that Minidump
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any reason only admins can use this on my server? normal players dont get the options
fixed
What was your fix?
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any way to change to loot to random or in a load-out style
blck_FillBoxes_Major = { private["_crate","_Weapons","_mags","_cfgweapons","_weapon","_plx","_mag","_mags","_allweap","_box"]; _crate = _this select 0; clearWeaponCargoGlobal _crate; clearMagazineCargoGlobal _crate; _crate addMagazineCargoGlobal ["jerrycan_epoch",10], ["lighter_epoch",2],["CircuitParts",10] call BIS_fnc_selectRandom; _crate addMagazineCargoGlobal ["jerrycan_epoch",10], ["lighter_epoch",2],["CircuitParts",10] call BIS_fnc_selectRandom;
or like this
blck_FillBoxes_Major = { private["_crate","_Weapons","_mags","_cfgweapons","_weapon","_plx","_mag","_mags","_allweap","_box"]; x = floor(random 5); //0-9 if (x == 0) then { _crate = _this select 0; clearWeaponCargoGlobal _crate; clearMagazineCargoGlobal _crate; _crate addMagazineCargoGlobal["CircuitParts", 10]; }; if (x == 1) then { _crate = _this select 0; clearWeaponCargoGlobal _crate; clearMagazineCargoGlobal _crate; _crate addMagazineCargoGlobal["CinderBlocks", 6]; }; if (x == 2) then { _crate = _this select 0; clearWeaponCargoGlobal _crate; clearMagazineCargoGlobal _crate; _crate addMagazineCargoGlobal["scam_epoch", 2]; }; if (x == 3) then { _crate = _this select 0; clearWeaponCargoGlobal _crate; clearMagazineCargoGlobal _crate; _crate addMagazineCargoGlobal["m16_EPOCH", 2]; }; if (x == 4) then { _crate = _this select 0; clearWeaponCargoGlobal _crate; clearMagazineCargoGlobal _crate; _crate addMagazineCargoGlobal["CinderBlocks", 25]; };
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i have mine in fn_LSgetBuildingstospawnLoot.SQF
//special for weapons if (_lootType == 1) exitWith { _lootholder = createVehicle["weaponHolderSimulated", _spwnPos, [], 0, "CAN_COLLIDE"]; _selecteditem = (floor(random(count((lootWeapon_list select _lootClass) select 1)))); _loot = (((lootWeapon_list select _lootClass) select 1) select _selecteditem); _lootholder addWeaponCargoGlobal[_loot, 1]; //Function to add the right magazine for a weapon. _ammo = [] + getArray(configFile >> "cfgWeapons" >> _loot >> "magazines"); _ammoCount = count _ammo; if (_ammoCount > 0) then { _lootholder addMagazineCargoGlobal[(_ammo select 0), (round(random 2))]; //max 2 magazines per weapon }; //end custom funtion //_lootholder setPosATL _spwnPos; };
working fine.
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I know how i can implement this lootspawner but i have a question.
What if i already have The SEM (simple epoch Missions Kiloswiss) code inside de init.sqf
How can i succesfully combine the code of Napalm and kiloswiss inside the init.sqf?
I tried to combine them but the server gave me an error and could not load/find the lootspawner files while it was inside the PBO
Thx in advance
code init.sqfHere
Take all of the SEM Script and put it into a New file called SEM.sqf
then in your init.sqf make it look like this
[] execVM "SEM.sqf"; if (isServer) then { fn_getBuildingstospawnLoot = compile preProcessFileLineNumbers "fn_LSgetBuildingstospawnLoot.sqf"; LSdeleter = compile preProcessFileLineNumbers "LSdeleter.sqf"; execVM "Lootspawner.sqf"; };
- Massive86 and teamcrisiz
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Thanks Scoo, its eazy my streamers love it and they don't have to push 2-3 buttons multiple times to adjust the sound ,
A+
They should be added to the scripts area so everyone who wants something so much easyer then the Epoch way
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If your running your own server you can try this script and add zombies in
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Not even released yet and already almost 1k views =P its going to jump like mad when its is released o the Anticipation =x
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Us? No i downloaded a vanilla copy off here because the one i did with mas weapons i could not sell them so went back just didn't check what was spawning it was my-own fault, im going to clean it up the list now
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Hey Vamp mind checking out my RPT to see if any of these errors are from VEMF
@MAS weapons Lootspawner script (More weapons!)
in Scripts
Posted
if you have @mas or added vehicles that epoch didn't originally have added, Epoch wont let you sell them its a big cock block to server owners and players and if you say i seen other server doing it, They are breaking the ToS of Epoch and editing Epoch Server files.
*sarcasm*
if you do crack epoch stuff dont worry epoch still supports you on there Official server listings ............................