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Posts posted by Madbull
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I Deleted the lootspawner, but have tons of these messages in the rpt file.. what is this?
15:03:36 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
mas_weapons
15:03:36 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
mas_weapons
15:03:36 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
mas_weapons
15:03:36 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
mas_weapons
15:03:36 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
mas_weapons
15:03:36 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
mas_weapons
that is from you setting up mas like you have it. You haven't deraped your mission.sqm and edited your addon array to include the mas files.
@sonin, the missing mag problem was hotfixed in build 3 of the current update..would check to make sure you have it.
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@sonin, so you got the loot fixed? then you have no sappers or drone? or are you still at the no loot part? also if you followed the op's post and changed the loots.h file, double check to make sure you didn't delete the antagonist spawn table by mistake..
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Hi, thanks for u tutorial.
I have a question:
//// Loot.h { { "acc_mas_pointer_IR2c_top", "item" }, 20 }
Its 20 in all map this item?
no, depends on the table, some tables will total 100% when the whole table is added together so those are precentage and the other are the max they will drop in a lootpile. not 100 percent sure would love some confirmation on this
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lol..wow those were the days :D.. i remember when i tried to use this vehicle to patch the current vehicle upgrade system using infa#$%^. good times
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In an earlier post someone referred to a list of Epoch Only items to located in addpackpackcargo.txt, addmagazinecargo.txt and addweaponcargo.txt files does anyone know where those files are located as I can't find them on my server?
depends im hosting with GTX, and it is located in the arma3config\battleeye folder
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just curious, on this setup did you include launchers in the loot tables?
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wow...don't delete your battleeye filters.. If you want to do it the right way, me and a few peeps listed your battleeye filter on this lootspawner thread.. search function for the win!!!
post #407 :)
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well @1man , kinda touched off on it. you can use the new crafting system to allow players to build and place large vehicle boxes..which are deff. easier to place then a bunch of tee-pees.
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well a few of your errors are lootspawner not set up right. You included building in your Lsbuildings.sqf that don't have spawn points. As for the mission warning, that is usually a server configuration error.
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Another @mas thread really??
yep, the search function is still broken....
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Hey @Suppe do you know where can i find the @mas weapons class names?
if you look in the mas addon folder there is a pdf, and a classname txt doc....
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lmfao...sooooo many true words spoken here :D my current server fav is.."i was underwater and died, how come?"
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I like the guide placed by Liqu1d, i would also like to make a few points though. 1) for the lootspawn chance is broken down by catergory in the Lootspawner.sqf file. 2) also the default spawn building list is set for cherno, to use altis use #251 from my friend sharkking :) . to do that open the LSlootbuildings.sqf , and replace the cherno building list with the altis one. Dranxind be filters do work, but becareful since not all of mass weapons start with that prefix, launcher do not.when in doubt it does come with a weapon class list. and another thing that never seems to be brought up is that lootspawner does have a debug function..it does help alot if you enable it and watch your log files to try and correct errors. it is on top part of lootspawner.sqf under the heading switches.
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just curious how would i set this script to allow players to take the crates home for storage? just change the crate classname?
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so i installed newest update, and now the script will build no matter if i have the sever set to plot pole or not...the regular building system does follow it. so would appreciate any input..running 1.0.5.1 / newest beta
im not getting any errors on my rpt logs
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I have had one idea for fixing this, which is moving the adminlist execute above if !isDedicated so that it is outside the if. It seems like one of two things can be happening, it is running activate without having ran adminlist yet, or it is running activate before adminlist is finished executing. If we move it outside the if it must go above it or we will get an error from the antihack for undefined variable as well. If that does not fix it then it means adminlist does not finish executing.
I tried that and the script fails to work then, any more ideas would be appreciated
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I'm having the same issue as Zed is, is there a way to fix this? here's my init as well https://www.dropbox.com/s/tz30if0u9pm3f4k/init.sqf
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i had a few players ask me about adding more vehicles to the current epoch vehicle upgrade script..a fan fav was the offroad_dshkm, which has been configured in 4 different sizes to work with the current script..just wanted to know about how to configure the script to use it..any help is appreciated
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yes, thank you sir :D so does that mean that there will eventually be one?
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i was wanting to add other plant types to the harvest side of this script, i figured u could add the plants to the array, but how would u handle the output items..
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I was wondering what are the classname(S) for the grey stone pavers used around Arnsberg. was trying to map out a couple custom villages and was unable to find it.. :) awesome map
#SEM - Simple Epoch Missions v0.8.1 + 0.8.3 test
in AI Missions
Posted
is there a way to set the convoy scripts so that players cann't enter the vehicles. would like mission vehicles to be ai only