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SpreadKiller

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SpreadKiller last won the day on October 14

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  1. Soo still cant seem to get the missionLootVehicles working, is there something im missing here lol I would guess its either the Mission system iteself or my specific mission made off of the Template Everything but the missionLootVehicles work fine, buildings spawn, the missionLootBoxes spawn fine, and the AI aswell /* Mission Template by Ghostrider [GRG] Mission Compositions by Bill prepared for ghostridergaming Copyright 2016 Last modified 3/20/17 -------------------------- License -------------------------- All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License. http://creativecommons.org/licenses/by-nc-sa/4.0/ */ #include "\q\addons\custom_server\Configs\blck_defines.hpp"; #include "\q\addons\custom_server\Missions\privateVars.sqf"; //diag_log "[blckeagls] Spawning Blue Mission with template = default"; _crateLoot = blck_BoxLoot_Blue; _lootCounts = blck_lootCountsBlue; _startMsg = "An Ifrit were spotted! Check the Blue marker on your map for the location!"; _endMsg = "The Ifrit is under survivor control!"; _markerLabel = ""; _markerType = ["ELLIPSE",[175,175],"GRID"]; _markerColor = "ColorBlue"; _markerMissionName = "Ifrit"; _missionLandscapeMode = "precise"; // acceptable values are "none","random","precise" _missionLandscape = [ ["Flag_AltisColonial_F",[0,0,0],0,[true,false]], ["Land_i_House_Small_02_V1_F",[-7,-20,0],134.388,true,true], ["Land_i_House_Small_01_V1_F",[-20,5,0],0,true,true], ["Land_i_House_Small_01_V1_F",[20,-10,0],0,true,true], ["Land_i_House_Small_02_V1_F",[4,19,0],217.763,true,true] ]; // list of objects to spawn as landscape _missionLootBoxes = [ ["Box_NATO_Wps_F",[3,4,0],_crateLoot,[5,10,5,10,10,3]] // Parameters are "Box Item Code", array defining the loot to be spawned, and position. ]; _missionGroups = [ //_x params["_position","_minAI","_maxAI","_skillLevel","_minPatrolRadius","_maxPatrolRadius"]; [[-19.5156,25.2598,-0.00143886],5,7,"Blue",10,20], [[-27.7676,-24.5508,-0.00143886],5,7,"Blue",10,20] ]; _missionLootVehicles = [ ["O_MRAP_02_EPOCH",[-3,-4,0],_crateLoot,[5,10,5,10,10,3]] ]; _minNoAI = blck_MinAI_Blue; // Setting this in the mission file overrides the defaults such as blck_MinAI_Blue _maxNoAI = blck_MaxAI_Blue; // Setting this in the mission file overrides the defaults _noAIGroups = blck_AIGrps_Blue; // Setting this in the mission file overrides the defaults _noVehiclePatrols = blck_SpawnVeh_Blue; // Setting this in the mission file overrides the defaults _noEmplacedWeapons = blck_SpawnEmplaced_Blue; // Setting this in the mission file overrides the defaults // Change _useMines to true/false below to enable mission-specific settings. /* _useMines = blck_useMines; // Setting this in the mission file overrides the defaults _uniforms = blck_SkinList; // Setting this in the mission file overrides the defaults _headgear = blck_headgear; // Setting this in the mission file overrides the defaults _vests = blck_vests; _backpacks = blck_backpacks; _weaponList = ["blue"] call blck_fnc_selectAILoadout; _sideArms = blck_Pistols; _chanceHeliPatrol = blck_chanceHeliPatrolBlue; // Setting this in the mission file overrides the defaults _noChoppers = blck_noPatrolHelisBlue; _missionHelis = blck_patrolHelisBlue; _chancePara = blck_chanceParaBlue; // Setting this in the mission file overrides the defaults _noPara = blck_noParaBlue; // Setting this in the mission file overrides the defaults _paraTriggerDistance = 400; // Distance from mission at which a player triggers these reinforcements and any supplemental loot. // To have paras spawn at the time the mission spawns with/without accompanying loot set this to 0. _paraSkill = "red"; // Choose any skill you like; bump up skill or add AI to justify more valuable loot. _chanceLoot = 0.0; _paraLoot = blck_BoxLoot_Blue; _paraLootCounts = blck_lootCountsRed; // Throw in something more exotic than found at a normal blue mission. _spawnCratesTiming = blck_spawnCratesTiming; // Choices: "atMissionSpawnGround","atMissionEndGround","atMissionEndAir". // Crates spawned in the air will be spawned at mission center or the position(s) defined in the mission file and dropped under a parachute. // This sets the default value but can be overridden by defining _spawnCrateTiming in the file defining a particular mission. _loadCratesTiming = blck_loadCratesTiming; // valid choices are "atMissionCompletion" and "atMissionSpawn"; // Pertains only to crates spawned at mission spawn. // This sets the default but can be overridden for specific missions by defining _loadCratesTiming // Examples: // To spawn crates at mission start loaded with gear set blck_spawnCratesTiming = "atMissionSpawnGround" && blck_loadCratesTiming = "atMissionSpawn" // To spawn crates at mission start but load gear only after the mission is completed set blck_spawnCratesTiming = "atMissionSpawnGround" && blck_loadCratesTiming = "atMissionCompletion" // To spawn crates on the ground at mission completion set blck_spawnCratesTiming = "atMissionEndGround" // Note that a loaded crate will be spawned. // To spawn crates in the air and drop them by chutes set blck_spawnCratesTiming = "atMissionEndAir" // Note that a loaded crate will be spawned. _endCondition = blck_missionEndCondition; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear" // Setting this in the mission file overrides the defaults ////_timeOut = -1; */ #include "\q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf";
  2. Can confirm that Missions spawn properly now thanks! I have not yet tried the missionLootVehicles Will be back with more info on that once i've tested it! Appreciate the work! :)
  3. Any news on this? Cant really go onward with the missions untill its working :S
  4. Should be running the latest version just downloaded it yesterday from Github - Version 7 Build 218 is what i get in my logs. I run more servers on other games (Plugins - Mods - Scripts) Isnt it all the same :D, Sorry ^^ meant script = Mission system :P
  5. Im running into abit of a problem with the missions, all seems to work fine but the missions spawn instantly when a player joins (All of the missions) and when a mission is completed it'll respawn right after again. Also im running into an issue with missionLootVehicles _missionLootVehicles = [ ["O_MRAP_02_EPOCH",[-3,3,0],_crateLoot,[5,10,5,10,10,3]] ]; The loot vehicle doesnt spawn, i used to do this with the original blckeagls and worked fine back then. I just tried with a completely fresh install of this plugin without modifying anything but add a loot vehicle to one of the missions its the same 2 issues
  6. Soo normaly i use the BE_AEG to handle filters and save time, but when i get remoteexec restrictions that wont work, and i'd have to do it manually thats fine and all but i get these #0 "epoch_server_spawnloot [B Alpha 1-1:1 (SpreadKiller) REMOTE,"tofqpk",[[1b10ffeab00# 1446038: mil_controltower.p3d,"EpochLoot",[["Filing_epoch",[4621.42,10362,4.69006],250.816,""],["Fridge_EPOCH",[4627.06,10357.3,0.525116],144.005,""],["Filing_epoch",[4619.26,10355.3,9.08511],248.073,""],["Pelican_EPOCH",[4625.92,10357,9.09686],102.147,""]]]]]" I think i fixed that one by !="epoch_server_spawnloot" but the next one wont allow that #0 "epoch_server_setfinalplayerpos [C Alpha 1-1:1 (SpreadKiller) REMOTE,B Alpha 1-1:1]" This seems to have fixed it !="epoch_server_setfinalplayerpos \[.+\]" Any help is appreciated! :)
  7. Do you know where its located? I could go look but easier if you know already :S Edit: Might have found it (CfgBuildingLootPos.hpp) inside Mission file right? GroundSpawnChance = 0; should do it i think I was wondering what those damn random red markers on loot was..
  8. Anyone else have only 1lootpile spawning in everybuilding after the ArmA3Server update a few days ago? Im running it on Chernarus Redux and it worked before the update, I tried reverting back to right out of the box and changing the buildings for chernarus with a 100% Spawn chance to see if it works but only get one lootpile per building and this Error in .RPT if (({_x == _loot} count exclcontainer_list) > 0) th> 14:46:46 Error position: <_loot} count exclcontainer_list) > 0) th> 14:46:46 Error Undefined variable in expression: _loot 14:46:46 File loot_addon\LSpawner\fn_LSgetBuildingstospawnLoot.sqf..., line 146 14:46:46 Error in expression <d", "repairkit", true]; }; and a few"FEW" !!LOOTSPAWNER WARNING!! No building positions
  9. EpochMod - Chernarus Redux |HighLoot|AI Missions|Zombies|VehicleTraders| DISCORD Server IP: 81.231.0.94:2302 Mods and Scripts: Epoch Chernarus Redux CUP Terrains - Core CUP Terrains - Maps CUP Units CUP Vehicles CUP Weapons CBA DS Houses Ryan Zombies Safe Trader Zones Custom Trader Cities Custom Vehicle Traders Custom AI Missions Kill Feed Messages Status Bar Come join the fun and chaos that will be! Be sure to report any bugs you find and/or encounter! Server IP: 81.231.0.94:2302 DISCORD
  10. Have anyone gotten this to work on Chernarus Redux? i have crash sites outside and inside the the map (FAR outside the map) I feel like its dependent on some epoch code / config not being correct for Chernarus Redux but idk. I have tried messing around with the code for a few hours now with not luck of getting the crashes closer. If it helps then pretty much all the EpochEvents spawn way outside and inside the map as if it were Altis or something lol https://imgur.com/a/YGataga Edit: Figured it out i guess, in @epochhive\addons\epoch_server_settings\config.cpp set worldsize to 12000 atleast i did dontknow if thats anywhere to correct but works it seems. and in @epochhive\addons\epoch_server_settings\configs\maps\chernarusredux.h set worldsize to 0 to default to config.cpp instead also fixes other EpochEvents from going outside map boundaries. Hope it helps someone else :)
  11. That sure did fix it thanks lol, Guess i didnt look close enought when editing that my bad, Thanks man! Got a few restrictions got everything added exept for this setDamage didnt know how to go about that one lol Just ended up deleting the setDamage.txt as i couldnt figure out how to add the restriction lol
  12. RPT Well i've gotten 1zombie spawn when i was doing a mission, After the mission i tried going into the nearest town and waited for like 10minutes and nothing spawned
  13. I've installed this mod hopeing for Zspawns but havnt seen any yet, Got a few Restrictions first and made them acceptable, Im able to join the server now but still no zombies, Im running ChernarusRedux i went into TriggerPositions.sqf and edited it to run with the ChernarusRedux content and changed the safezone from the fn_init.sqf with the ones on ChernarusRedux and thats pretty much all and i do have Zombies and Demons running as it should still no zombies :S Any help is appreciated here :)
  14. Alright man i'll give it a try and be right back :D Works like a sharm now! Thanks alot man been pulling my hair out all day trying to fix this, Finally i can get onward with the server ^^
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