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Posts posted by second_coming
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@He-Man not really had time to look at it properly, I might give it a go tonight :)
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Second Coming,
FuMS currently only integrates into Epoch with respect to vehicle preservation and crypto. It may just work with other mods, but some errors will get generated in the .rpt. I would like to make FuMS usable across other mods, just need to find the time to condition statement up the parts of the code that rely on Epoch variables.
I'll try it as soon as it's released (supposed to be today sometime) and let you know :)
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Hi Horbin,
are you planning on releasing a version of FuMS for Exilemod? (http://www.exilemod.com/)
Fingers crossed :D
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Hi Horbin,
I have noticed on this latest version that the HC CPS drops over time down into single figures while the FPS stays up at 50, I'm guessing it's something to do with mission clean up as it seems to drop lower and lower every 30 minutes. By the end of the 4 hour restart cycle the CPS on the HC is less than 10CPS.
Prior to this the FPS/CPS on the HC pretty much sticks at 50 apart from when the town raid mission spawns when it drops to about 35CPS while the AI spawns.
Here is a copy of the server log/hc log and the FuMS.pbo I have been testing:
https://www.dropbox.com/s/6meuxphh61lwcz6/FuMS%20Issues.rar?dl=0
cheers :)
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You could try this:
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delete references to them in the loots.h file in a3_epoch_server_settings.pbo also. That stops them spawning when people loot.
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not sure how removing the Sappers and stuff will help fix fps (which I thought was the topic of this thread). But I will say, I have the antagonists disabled on our server simply by placing the below code in the mpmissions init.sqf file
// Epoch-antagonists enabled =1 / disabled = 0 //EPOCH_spawnLimits = ["Epoch_Cloak_F","GreatWhite_F","Epoch_Sapper_F","Epoch_SapperB_F","I_UAV_01_F","PHANTOM","B_Heli_Transport_01_F"] EPOCH_spawnLimits = [1, 1, 0, 0, 0, 1, 1];
Removing the antagonists didn't change the fps issue...
It helps because there is an issue when they spawn which slows down client fps, it also happened a few versions ago and this resolved it.
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Hmm, i deleted all Antagonist from loots.h and set in epochconfig.hpp...
antagonistChanceTrash = 0.00; //9% chance when player loot a trash objectantagonistChancePDeath = 0.00; //33% chance when player was killed from a other player (selfkill doesn't count)antagonistChanceLoot = 0.00; //9% chance when player click "SEARCH" on a loot object...but UAVs and Sapper still spawning! ...how can it be??? -
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Look in your mission file for description.ext and alter the folllowing (distance in metres):
buildingJammerRange = 75;
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Hi, i have a noob question: do the player need to add @A3EAI in start parameter, when HC activated? :o exmpl: -mod=@Epoch;@A3EAI
No, only the HC has to have that
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...but if you need help dont go to the devs for it unless its halv who is a freaking scripting god but also if you really want some help just ask on here man i will help you for free man and i will show you how to do it and then some if you would like man. God Bless
Most of the people who have released scripts here are happy to give support to people who are respectful to them and don't make ridiculous demands.
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I'd say try and teach yourself by reading these forums and following the instructions that come with them.
Paying for someone to install scripts is just throwing money away, you'd be better off giving money to the script developers who would give you support anyway.
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Will fix it as soon as humanly possible when I get home.
No worries dude, I appreciate you have a life :D
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Is that error from the HC?
It is yes
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Into a log.txt so I can verify if needed that it wasnt a glitch or sort of a hack.
I'll look into it, it may be all I can do is make it log attempts to the server log
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Hi Face, getting an error on startup:
a3eai\init\variables.txt not found
The variables file in that location is 'variables.sqf'
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Cheers Face, on the ball as always :)
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here goes!
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security_checks.h
class limits { playerCrypto = 25000; };
So adding that in allows you to set a higher limit?
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Is there a way to log attempts successful or failed?
Log it how?
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[Release] AutoLockPicker (Unlock script for vehicles and locked doors)
in Scripts
Posted
You can get it from github:
https://github.com/secondcoming/AutoLockPicker