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CoercionX

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Posts posted by CoercionX

  1. @CoercionX

    If you click where it says Halo it will change to Ground and spawn you on the ground ;)

     

    Guess I'm missing something somewhere, this is all I see on the map view:

     

    Capture.jpg

     

     

    My only option is double clicking a spot and halo starts.

     

    Will try reinstalling and see if more pops up. Was always confused why the inventory selection/map buttons had no label, along with the random icon.

  2. https://www.patreon.com/vampire

     

    Making $92.00 a month still... hopefully those people are getting updates that we aren't.

    For $8 more a month he will do below, someone should cough that up so we can look forward to updates every week (yes there's some sarcasm):

     

    Youtube
    $100 per month
    I will upload videos to Youtube weekly or more to keep you updated on VEMF progress and allow sneak-peeks of VEMF work, so you can hopefully learn to code SQF better for yourself

     

    https://www.youtube.com/channel/UCKNjLIk8hI4Mmg6aVS7WVOQ

     

     

    EDIT:  I just realized, He's not even following this thread.... Now I consider this project dead.

     

    TheVampire

    Member Since 12 Feb 2014
    OFFLINE Last Active Apr 01 2015 10:48 PM

  3.  so i moved the search to a later point in the newer scripts to avoid it, for now just remove the part i shown to avoid it, however you will loose the ability to spawn on your jammer.

     

    So what exactly needs to be done to fix this? Not seeing the "remove the part i shown to avoid it". And the current script available was last modified 5/1 (1/5)

    Had another 7 people basically get banned since Friday night.

  4. i'll start from the beginning ... first i installed your script after the update of 3.0.3 and everything work fine till player start reviving each other with multigun .. and the player being revived got kick to lobby ... (this also happen before i installed your script but they can reconnect back and be at the same place that they been revived)  

     

    but after installing your script they got kick to lobby and cannot enter back into the game as the player corpse is being replaced by an AI with different name...(random name) i saw the ai running in the game with that person gear ... even though i tried killing that AI the player wont be able to enter .. as when they enter another AI come and replace it ( this also allow the player to use this bug to dupe recent item before the death)

     

    it keep occuring until i turned it off via commenting out the init...

     

    I can 2nd this happening to my server, too. I can always tell when it happens because I find this line in my publicvariable.log:

    #0 "PLAYER_REJECT_NoResponse2 = true"

    This is a kick that happens about 2 minutes after they try to log in, they spawn an ai in their spot (i noticed this happens for all players now, ai spawns in and about 10 seconds later it changes to the player... arma 1.44 change?) but in their cases they never do the final connection and stay invis at the ai's feet. Able to see everything going on and can even chat to me in direct.

    I tried adding that kick to my publicvariable.txt, but it just never kicks them, they sit there for as long as they like till they disconnect. Tried forcing disconnect on them, killing and deleteing the ai's, killing and deleting the invis Virtualmodel of the player... and nothing works. Only fix is at next restart, pulling DB, deleting the player from it. Had this happen now 4 times since 1.44 Update day. I installed the arma 3 1.44 update and the spawn change mod within a few hours of 1 another so I cant say 100% it is solely one or the other. This is the first place I've seen it mentioned, though.

     

    Players are telling me they are simply logging in and that's when it is happening. No kicks they just roll the dice and login fails and corrupts profile.

    Below is one player that had it happen to them yesterday. All unneeded rpt lines have been omitted in this timeframe.

     0:15:05 "<infiSTAR.de>ConnectLog| +++Connected: brandon(76561198041364739) - time: 825.838 - serverTime: 853.014 (v0157)"
     0:15:16 "DEBUG (Load Player) Group Content: [1,["gingyfred","brandon",4,[],[["76561198037853161","Sgt DesmondTheMoon Bear"]]]]"
     0:15:16 "DEBUG (Load Player) Set Group: 76561198041364739"
     0:17:27 NetServer::SendMsg: cannot find channel #831952914, users.card=5
     0:17:27 NetServer: users.get failed when sending to 831952914
     0:17:27 Message not sent - error 0, message ID = ffffffff, to 831952914 (brandon)
     0:17:27 NetServer::SendMsg: cannot find channel #831952914, users.card=5
     0:17:27 NetServer: users.get failed when sending to 831952914
     0:17:27 Message not sent - error 0, message ID = ffffffff, to 831952914 (brandon)
     0:17:27 NetServer::SendMsg: cannot find channel #831952914, users.card=5
     0:17:27 NetServer: users.get failed when sending to 831952914
     0:17:27 Message not sent - error 0, message ID = ffffffff, to 831952914 (brandon)
     0:17:27 "playerDisconnected:76561198041364739:brandon"
    

    The Users Card and Channel changes every time, but that's the only difference. This is what I'm seeing for all 4 of the users that have had the problem so far.

  5. Is there a way to make it so you must have AiA terrain pack to join an Altis server?

     

    Was working on some new custom areas for our server with Cherno buildings (seeing as A3 buildings plain suck) but after testing found out that not only are the buildings invis to players without aia (we were aware of this) they can also walk through them AND shoot through them. All our regulars already have downloaded aia, as they are looking forward to the better quality custom areas, but none of the randoms that show up have it. 

     

    There a way to have the nice little message that says "you are missing @allinarmaterrainpack" and not allow them access for Altis?

  6. Fast approaching 4 months with no update to the package (not even a simple hotfix for the 0.3.0 problem) and 1 month since last post by Vampire. I'm all for optimism but bigger and better things are already starting to take the spotlight and VEMF just seems to be turning into that annoying typewriter sound that makes you hit mute these days.

    Any update at all on this? Timeframe of next update? Any kind of details on what is being worked on for the next update? All we have to go by for coming content is your first post. With updates/pictures/videos people get excited, excitement brings people that want to fund you...

     

    Come on, get us excited about VEMF again!! 

  7.  

    i guys before 0.3.0.2 build 22 have this problem, battleye restriction 22

    and this is my BE log

    if (!isDedicated) then {
    "VEMFChatMsg" a"
    09.04.2015 19:33:01: Neo (xxxxxxxxxxxxxx) ca43a5d1304156bc7ba5752a25fa2352 - #22 "["a3\functions_f_mp_mark\revive\fn_reviveExecuteTemplates.sqf",".sqf",0,false,false,false,"A3_Mark","Revive","reviveExecuteTempl"
    09.04.2015 20:29:40: Neo (xxxxxxxxxxxxxx) ca43a5d1304156bc7ba5752a25fa2352 - #22 "["a3\functions_f_mp_mark\revive\fn_reviveExecuteTemplates.sqf",".sqf",0,false,false,false,"A3_Mark","Revive","reviveExecuteTempl"
    10.04.2015 18:58:17: Neo (xxxxxxxxxxxxxx) ca43a5d1304156bc7ba5752a25fa2352 - #22 "["a3\functions_f_mp_mark\revive\fn_reviveExecuteTemplates.sqf",".sqf",0,false,false,false,"A3_Mark","Revive","reviveExecuteTempl"

     

     

     

     

    Has nothing to do with VEMF

  8. Altis - Below -60m underwater the environmental fog is so dense you cant see anything since the 0.3.0.x update, not even your own gun in your hand. Headlights on sub at night or NVGs are worthless, it's just a blue screen no matter what you do. Are there any plans to make this normal again? It makes more than half of the treasure chests unreachable.

  9. Altis: The CAP points are only spawning in the salt lake, randomly around the west edge of it. Only seen 1 time in last 2 days of using it that it spawned elsewhere (west of the dam). Anyway to get these randomized without setting static points, or did I miss something?

     

    ZCP_StaticPoints = false; // If true, the missions will use the provided location as spawnpoint.
    
    // Server will keep as many missions up as ZCP_MaxMissions, And they will be randomly choosen from the following list
    // Location is ignored if not using static points. just put [0,0,0] then.
    // valid rewards -> Crypto , WeaponBox , BuildBox , Vehicle
    ZCP_CapPoints = [ // [name,[x,y,z],reward, varname,index]
    ["Cap Point Alpha",[0,0,0],"Crypto","alpha",0] ,
    ["Cap Point Bravo",[0,0,0],"WeaponBox","beta",1] ,
    ["Cap Point Charlie",[0,0,0],"BuildBox","charlie",2] ,
    ["Cap Point Delta",[0,0,0],"Vehicle","delta",3] 
    
  10. These BE filters are also needed to run this:

     

    Setvariable.txt - line 1

    !"gotin" !"gotout" !"cabdest" !"askstopcab"

     

    Trying to test it more right now but players have already summoned all 3, got kicked for above, and ran away not wanting to try again. So the taxi sits there refusing any other player from getting in. Is there any kind of time out on these? Deleted 2 of them to see if that would bring them back on, but Call Taxi continually says "Currently Occupied..." Hoping we don't have to wait for a restart every time someone calls a taxi and declines it.

  11. What might help you currently is cut the loot spawner distance down to about 25m. You don't notice the difference as a player but it stops spawning of buildings 2 street blocks away. Only the office building you end up having to walk inside of before it spawns, but I noticed big improvements. Was having massive kicks every 5 minutes and was trying to find culprit so did a bunch of cut backs... ended up being the "Indestructible Buildings" pbo that runs every 5 minutes that dropped my server fps to single digits  :P

    But ya, a bunch of my old dayz players have stated they hate the vanilla epoch system... "Finding an M107 in a house's garage makes hitting military complexes worthless" was 1 comment. Why i rely more on the ground spawn loot system currently.

  12. 0.2.0 = October 2014

    0.3.0 = April 2015 (I stand corrected as 0.3.0.1 just releases... March 2015)

    0.4.0 = .....

     

    Sounds like one of those elementary school math puzzles... What comes next in the sequence class?

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