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5nine

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  1. Like
    5nine got a reaction from SAYREX in server performance help   
    So I have had some issues for some days now where everytime the server does "TIME SYNC: Local Time set to [2014,10,17,9,56]" players get a short freezelag. everything else seems to be running smoothly. I know we have alot of scripts so if someone could point out what to remove (ie performance demanding scripts) or if you have any suggestions to solve the time sync freeze i would appreciate it.
    our scripts is as follows:
    Build Vector with snap build pro 1.41 PlotManagement DoorManagement 50m plot pole JAEM Evac chopper mod WAI mission system Spawning loot crates Custom trader at kamenka and Kabanino Added high/low humanity traders at hero and bandit camp Construction supplies trader south of Novy Sobor Enhanced TOW script Service Points Deployable bike, motorcycle and mozzie Indestructable Vehicles (if locked and inside plotpole) recover skins (AI and players) remove zombies around fire barrel 4 bus routes (1 AI per bus, around 20 waypoints) some rightclick menus (rules, hints and tips etc)
  2. Like
    5nine got a reaction from celticwarrior06 in [Re-release] Admin hunt v0.3   
    What is it?
    - An admin controlled mission. Admins can, whenever they like, start an Admin Hunt which puts a marker on the admin and tells other player about it using a hint similar to #SEM announcements. If the Admin feels threatened he can call for reinforcements which spawns 3 AI's which will then follow him around.

    What is currently included/what are the features?
    - Called by any admin specified in the admin list
    - Gives players a marker on the map named "Adminhunt: (admin name)"
    - Admins can call for reinforcements which spawns in 3 AI helpers. 
    - Can, at any time, be stopped by the admin who started it.
    - Gives players different hints depending on mission status ("started", "called for reinforcements", "stopped" and "admin killed")
    - Supports multiple missions run in parallel (each admin can start their own mission)
     
    Why Re-release? What has changed?
    the old version was completely client side, which made it much harder to get it to work, with BE filter etc. In this version the AI's spawn serverside. This also includes a better function to get the scroll option to stay.
     
    Known Issues?
    None, but it is not tested on a server with high player count. 
     
    BE filters?
    Included in the Readme.
     
    Epoch Anti Hack?
    This has been tested and works with Epoch AH. 
     
    Install instructions: 
    https://github.com/5nine/NibbleGaming_AdminHunt
     
     
    Still dont get what this is?

    (sry about the lag/choppy video, I had my recording settings too high)
     
    Support or questions?
    Post a reply in this topic. please don't PM me. 
     
    Credits:
    BetterDeadThanZed: for coming up with this great Idea!
    KiloSwiss: for creating #SEM. where i got some ideas for AI functions and hints. 
    rems_be: for having a different solution
    The Entire NibbleGaming community: for help with testing, testing and testing. They also helped me alot with testing....
  3. Like
    5nine got a reaction from Tophi in [Release] Taxi script v0.2   
    remind me, why do i even bother checking back on this thread? its NOT epoch antihack compatible! atleast read the first post before you attempt to install a script... 
     
    Im gonna help you anyway, use mgm's Transport for Arma instead, because IF you read his first post, it IS epoch AH compatible, but you might have to spent a couple of minutes configuring that script which might be to much for you lazy f-cker..
     
    edit: oh, i forgot to give you a link to mgm's thread, because searching is probably not for you now, is it? 
  4. Like
    5nine got a reaction from DRussta in [Release] Taxi script v0.2   
    If you read my first it clearly states it is derived from his script. It has totally different functions then axemans thought, so the only thing left essentially is the function which checks if the cab is actually the cab. Everything from how it spawns to how it builds its waypoints is by me. You might want to get your facts right before you go out accusing ppl
  5. Like
    5nine got a reaction from mgm in [Release] Taxi script v0.2   
    make sure you edited your mission.sqm properly, post it here and i will have a looksie, or just wait until mgm publishes his Transport for Arma, which looks awesome
  6. Like
    5nine got a reaction from mgm in [Release] Taxi script v0.2   
    hmm, thats weird since i clearly stated in the first post that this is NOT epoch AH compatible
  7. Like
    5nine got a reaction from Gen0cide in [Re-release] Admin hunt v0.3   
    Yes, im terribly sorry about that, i made a mistake when I introduced marker_refreshtime. A fix has been pushed to github
  8. Like
    5nine got a reaction from IReeceI in [Release] Taxi script v0.2   
    If you read my first it clearly states it is derived from his script. It has totally different functions then axemans thought, so the only thing left essentially is the function which checks if the cab is actually the cab. Everything from how it spawns to how it builds its waypoints is by me. You might want to get your facts right before you go out accusing ppl
  9. Like
    5nine got a reaction from IReeceI in [Release] Taxi script v0.2   
    What is it? 
    An AI controlled Taxi. When players enter a main trader, they can call for a cab which then spawns outside the trader and drives up to the trader and waits for the player to get inside. Once the player gets inside he/she can choose from 4 predefined destinations. Once the players choose destination the driver will start driving towards that destination, choosing the shortest path (via roads) to get there.  The player can at anytime choose to stop the cab and get out. However, if he doesn't pay (50 krypto) before he gets out, the driver will exit the cab and arm himself with a pistol and try to kill the player. there is also 2 AI's spawning in a radius of 200m from the driver which will help him. 
     
    Alpha release, why?
    This is not thoroughly tested with a high player count or with more than 3 passengers in the cab at the same time. Also I have not had time to test every possible scenario of player interaction with the driver/cab. Bugs will most likely occur.. I am in no way a seasoned scripter and as this is my first public release, please be gentle =). Currently, this will probably only work with the anti-hack not to be mentioned on this forum. 
     
    Not epoch AH compatible, why?
    When I started with this script using epoch AH I got a lot of autoban kicks and publicvariable filters i couldnt change so I decided it was not worth the time needed to make it work with that AH. So for now it will only work with the alternative AH or no AH at all. 
     
     
    v. 0.2 includes functions as:
    - Taxis cost 50 krypto, if you dont pay, driver and 2 AIs will try to kill you. (cost can be changed in your init.sqf)
    - maximum 3 taxis on the server, 1 per main trader (or location set by server owner)
    - 4 predefined destinations to choose from per taxi. (can be changed by server owner)
    - customizable chat messages from driver to player
    - alot of functions to prevent player exploiting the taxis
    - Spawnpositions set for Altis traders by default (easily changed by server owner)
     
    Install instructions are presented in the Github link below:
     
    https://github.com/5nine/NibbleGaming_Taxis
     
     
    BattleEye Filters:
    in scripts.txt:
    7 "BIS_fnc_" !"call bis_fnc_showNotification" 7 removeAllActions !="RemoveAllActions _cab;" 7 setMarker !"Local" 7 createMarker !"createmarkerlocal" 7 addEventHandler !"GetIn" !"GetOut" 7 deleteMarker !"deletemarkerlocal" in publicvariable.txt
    5 "" !="\"cab1\"" !="\"cab2\"" !="\"cab3\"" Above I have not included line numbers since my filters are not stock epoch. just search for the first text, for instance setMarker, and then add whatever i put after that like !"exceptionword"
     
     
    Here is a short demonstration of how it works. (note: this is from an earlier version with a lot of missing functions)
     

     
     
    Support or questions?
    Post a reply in this topic. Posts posted after release of v0.1 hotfix starts here: 
     
     
    Credits:
    Axeman: for creating the Axebus script, which I used when i first got the idea for this script
    KiloSwiss: for creating #SEM. where i got some ideas for AI functions. 
    The Entire NibbleGaming community: for help with testing, testing and testing. They also helped me alot with testing....
  10. Like
    5nine got a reaction from DirtySanchez in [Re-release] Admin hunt v0.3   
    It refreshes, every 5 seconds if i remember correctly.
     
     
    Yeah it was pretty sloppy put together, I published a new version now, see first post
     
     
     
    Try the new version, it has better code to add the scroll option
  11. Like
    5nine got a reaction from mgm in [Release] Taxi script v0.2   
    Im really looking forward to see this =) And as I said, you are more than welcome to use any part of my script. 
  12. Like
    5nine got a reaction from Bushwick in [Release] Taxi script v0.2   
    make sure you installed everything correctly, doublecheck the steps mentioned in the "add to.txt".
     
    any rpt errors?
  13. Like
    5nine got a reaction from Bushwick in [Release] Taxi script v0.2   
    Im working hard on it tonight and should have a version ready for release later tonight or tomorrow night 
  14. Like
    5nine got a reaction from ShunOn in [Re-release] Admin hunt v0.3   
    What is it?
    - An admin controlled mission. Admins can, whenever they like, start an Admin Hunt which puts a marker on the admin and tells other player about it using a hint similar to #SEM announcements. If the Admin feels threatened he can call for reinforcements which spawns 3 AI's which will then follow him around.

    What is currently included/what are the features?
    - Called by any admin specified in the admin list
    - Gives players a marker on the map named "Adminhunt: (admin name)"
    - Admins can call for reinforcements which spawns in 3 AI helpers. 
    - Can, at any time, be stopped by the admin who started it.
    - Gives players different hints depending on mission status ("started", "called for reinforcements", "stopped" and "admin killed")
    - Supports multiple missions run in parallel (each admin can start their own mission)
     
    Why Re-release? What has changed?
    the old version was completely client side, which made it much harder to get it to work, with BE filter etc. In this version the AI's spawn serverside. This also includes a better function to get the scroll option to stay.
     
    Known Issues?
    None, but it is not tested on a server with high player count. 
     
    BE filters?
    Included in the Readme.
     
    Epoch Anti Hack?
    This has been tested and works with Epoch AH. 
     
    Install instructions: 
    https://github.com/5nine/NibbleGaming_AdminHunt
     
     
    Still dont get what this is?

    (sry about the lag/choppy video, I had my recording settings too high)
     
    Support or questions?
    Post a reply in this topic. please don't PM me. 
     
    Credits:
    BetterDeadThanZed: for coming up with this great Idea!
    KiloSwiss: for creating #SEM. where i got some ideas for AI functions and hints. 
    rems_be: for having a different solution
    The Entire NibbleGaming community: for help with testing, testing and testing. They also helped me alot with testing....
  15. Like
    5nine got a reaction from San in [Release] Taxi script v0.2   
    What is it? 
    An AI controlled Taxi. When players enter a main trader, they can call for a cab which then spawns outside the trader and drives up to the trader and waits for the player to get inside. Once the player gets inside he/she can choose from 4 predefined destinations. Once the players choose destination the driver will start driving towards that destination, choosing the shortest path (via roads) to get there.  The player can at anytime choose to stop the cab and get out. However, if he doesn't pay (50 krypto) before he gets out, the driver will exit the cab and arm himself with a pistol and try to kill the player. there is also 2 AI's spawning in a radius of 200m from the driver which will help him. 
     
    Alpha release, why?
    This is not thoroughly tested with a high player count or with more than 3 passengers in the cab at the same time. Also I have not had time to test every possible scenario of player interaction with the driver/cab. Bugs will most likely occur.. I am in no way a seasoned scripter and as this is my first public release, please be gentle =). Currently, this will probably only work with the anti-hack not to be mentioned on this forum. 
     
    Not epoch AH compatible, why?
    When I started with this script using epoch AH I got a lot of autoban kicks and publicvariable filters i couldnt change so I decided it was not worth the time needed to make it work with that AH. So for now it will only work with the alternative AH or no AH at all. 
     
     
    v. 0.2 includes functions as:
    - Taxis cost 50 krypto, if you dont pay, driver and 2 AIs will try to kill you. (cost can be changed in your init.sqf)
    - maximum 3 taxis on the server, 1 per main trader (or location set by server owner)
    - 4 predefined destinations to choose from per taxi. (can be changed by server owner)
    - customizable chat messages from driver to player
    - alot of functions to prevent player exploiting the taxis
    - Spawnpositions set for Altis traders by default (easily changed by server owner)
     
    Install instructions are presented in the Github link below:
     
    https://github.com/5nine/NibbleGaming_Taxis
     
     
    BattleEye Filters:
    in scripts.txt:
    7 "BIS_fnc_" !"call bis_fnc_showNotification" 7 removeAllActions !="RemoveAllActions _cab;" 7 setMarker !"Local" 7 createMarker !"createmarkerlocal" 7 addEventHandler !"GetIn" !"GetOut" 7 deleteMarker !"deletemarkerlocal" in publicvariable.txt
    5 "" !="\"cab1\"" !="\"cab2\"" !="\"cab3\"" Above I have not included line numbers since my filters are not stock epoch. just search for the first text, for instance setMarker, and then add whatever i put after that like !"exceptionword"
     
     
    Here is a short demonstration of how it works. (note: this is from an earlier version with a lot of missing functions)
     

     
     
    Support or questions?
    Post a reply in this topic. Posts posted after release of v0.1 hotfix starts here: 
     
     
    Credits:
    Axeman: for creating the Axebus script, which I used when i first got the idea for this script
    KiloSwiss: for creating #SEM. where i got some ideas for AI functions. 
    The Entire NibbleGaming community: for help with testing, testing and testing. They also helped me alot with testing....
  16. Like
    5nine got a reaction from OfficeGlenn in [Idea] Hunt the admin script   
    edit this line:
    player addaction ["Admin Hunt", "scripts\adminhunt.sqf","",5,false,true,"",""];
     
    to:
     
    player addaction ["Admin Hunt", "scripts\adminhunt.sqf","",-99,false,true,"",""];
  17. Like
    5nine reacted to Player1 in [Release] Taxi script v0.2   
    Work, Thx ! :)
  18. Like
    5nine got a reaction from San in Simple Database backup   
    I created this because i wanted an easier alternative to the log-rotator.cmd included with epoch. I also dont want to rotate my logs everytime i do a database backup. 
     
    This creates a backup of your dump.rdb (your database) and sorts it in a folder named YEAR-MONTH (e.g. 2014-12). the actual filename also gets a date and timestamp like "Epoch-20141230_2205.rdb". So by using this you will get your backups nice and sorted with a folder for every month of the year. 
     
    Step 1:
    create a batch file inside your C:\-arma3 server path-\DB folder (where redis-server.exe is located)and name it backup.cmd. Insert the code below: 
    ::::::::::::::Created by Fivenine @ NibbleGaming.tk:::::::::::::: :::::::::::::: CONFIG :::::::::::::::::: :::: Set your Arma3 Server base installation directory below. set arma3srvpath=C:\YOUR ARMA 3\SERVER FOLDER\HERE :::: Set your Redis Password and IP below (found inside Redis.conf) set Redispass=ChangeMe set RedisIP=127.0.0.1 ::::::::::: ADVANCED CONFIG :::::::::::: :: Don't touch anything below this point unless you know what your doing. :::::::::::::::::::::::::::::::::::::::: :: Set Time and Date SET _CUR_DATE=%DATE% SET _CUR_TIME=%TIME% ::Setting date FOR /F "tokens=1-4 delims=/.- " %%a IN ("%_CUR_DATE%") DO SET MONTH=%%b FOR /F "tokens=1-4 delims=/.- " %%a IN ("%_CUR_DATE%") DO SET DAY=%%c FOR /F "tokens=1-4 delims=/.- " %%a IN ("%_CUR_DATE%") DO SET YEAR=%%a :: Setting Time FOR /F "tokens=1-4 delims=:." %%a IN ("%_CUR_TIME%") DO SET HOUR=%%a FOR /F "tokens=1-4 delims=:." %%a IN ("%_CUR_TIME%") DO SET MINUTE=%%b SET FOLDER_NAME=%YEAR%-%MONTH% SET BACKUP_FILE=Epoch-%YEAR%%MONTH%%DAY%_%HOUR%%MINUTE%.rdb :: Forcesave Redis Database redis-cli -h %RedisIP% -a %Redispass% save ::create folders if exist "%arma3srvpath%\DBbackups" goto createYDfolder mkdir "%arma3srvpath%\DBbackups" :createYDfolder if exist "%arma3srvpath%\DBbackups\%FOLDER_NAME%" goto startbackup mkdir "%arma3srvpath%\DBbackups\%FOLDER_NAME%" :startbackup copy "%arma3srvpath%\DB\dump.rdb" "%arma3srvpath%\DBbackups\%FOLDER_NAME%\%BACKUP_FILE%" :: Done exit step 2:
    Download Redis from here https://raw.github.com/mythz/redis-windows/master/downloads/redis64-latest.zip and copy redis-cli.exe from inside that .zip to your DB folder. 
     
    step 3:
    Done!
     
    Now just run backup.cmd to perform your backup. I include it in my restart procedure using simple batch files. You can also schedule it to run using windows task scheduler or whatever suits you best. 
     
     
     
    Having problems?
    I'm not sure if this works with every time and dateformat. So depending on where you live you might get a weird date and time format on your folders and files. If you do, simply create a batch file, call it timetest.cmd and insert this:
    @echo off echo %DATE% echo %TIME% timeout 120 Run that batch file and then copy paste the output here and i'll help you out. 
  19. Like
    5nine got a reaction from second_coming in [Release] Taxi script v0.2   
    What is it? 
    An AI controlled Taxi. When players enter a main trader, they can call for a cab which then spawns outside the trader and drives up to the trader and waits for the player to get inside. Once the player gets inside he/she can choose from 4 predefined destinations. Once the players choose destination the driver will start driving towards that destination, choosing the shortest path (via roads) to get there.  The player can at anytime choose to stop the cab and get out. However, if he doesn't pay (50 krypto) before he gets out, the driver will exit the cab and arm himself with a pistol and try to kill the player. there is also 2 AI's spawning in a radius of 200m from the driver which will help him. 
     
    Alpha release, why?
    This is not thoroughly tested with a high player count or with more than 3 passengers in the cab at the same time. Also I have not had time to test every possible scenario of player interaction with the driver/cab. Bugs will most likely occur.. I am in no way a seasoned scripter and as this is my first public release, please be gentle =). Currently, this will probably only work with the anti-hack not to be mentioned on this forum. 
     
    Not epoch AH compatible, why?
    When I started with this script using epoch AH I got a lot of autoban kicks and publicvariable filters i couldnt change so I decided it was not worth the time needed to make it work with that AH. So for now it will only work with the alternative AH or no AH at all. 
     
     
    v. 0.2 includes functions as:
    - Taxis cost 50 krypto, if you dont pay, driver and 2 AIs will try to kill you. (cost can be changed in your init.sqf)
    - maximum 3 taxis on the server, 1 per main trader (or location set by server owner)
    - 4 predefined destinations to choose from per taxi. (can be changed by server owner)
    - customizable chat messages from driver to player
    - alot of functions to prevent player exploiting the taxis
    - Spawnpositions set for Altis traders by default (easily changed by server owner)
     
    Install instructions are presented in the Github link below:
     
    https://github.com/5nine/NibbleGaming_Taxis
     
     
    BattleEye Filters:
    in scripts.txt:
    7 "BIS_fnc_" !"call bis_fnc_showNotification" 7 removeAllActions !="RemoveAllActions _cab;" 7 setMarker !"Local" 7 createMarker !"createmarkerlocal" 7 addEventHandler !"GetIn" !"GetOut" 7 deleteMarker !"deletemarkerlocal" in publicvariable.txt
    5 "" !="\"cab1\"" !="\"cab2\"" !="\"cab3\"" Above I have not included line numbers since my filters are not stock epoch. just search for the first text, for instance setMarker, and then add whatever i put after that like !"exceptionword"
     
     
    Here is a short demonstration of how it works. (note: this is from an earlier version with a lot of missing functions)
     

     
     
    Support or questions?
    Post a reply in this topic. Posts posted after release of v0.1 hotfix starts here: 
     
     
    Credits:
    Axeman: for creating the Axebus script, which I used when i first got the idea for this script
    KiloSwiss: for creating #SEM. where i got some ideas for AI functions. 
    The Entire NibbleGaming community: for help with testing, testing and testing. They also helped me alot with testing....
  20. Like
    5nine got a reaction from ispan55 in [Release] Taxi script v0.2   
    What is it? 
    An AI controlled Taxi. When players enter a main trader, they can call for a cab which then spawns outside the trader and drives up to the trader and waits for the player to get inside. Once the player gets inside he/she can choose from 4 predefined destinations. Once the players choose destination the driver will start driving towards that destination, choosing the shortest path (via roads) to get there.  The player can at anytime choose to stop the cab and get out. However, if he doesn't pay (50 krypto) before he gets out, the driver will exit the cab and arm himself with a pistol and try to kill the player. there is also 2 AI's spawning in a radius of 200m from the driver which will help him. 
     
    Alpha release, why?
    This is not thoroughly tested with a high player count or with more than 3 passengers in the cab at the same time. Also I have not had time to test every possible scenario of player interaction with the driver/cab. Bugs will most likely occur.. I am in no way a seasoned scripter and as this is my first public release, please be gentle =). Currently, this will probably only work with the anti-hack not to be mentioned on this forum. 
     
    Not epoch AH compatible, why?
    When I started with this script using epoch AH I got a lot of autoban kicks and publicvariable filters i couldnt change so I decided it was not worth the time needed to make it work with that AH. So for now it will only work with the alternative AH or no AH at all. 
     
     
    v. 0.2 includes functions as:
    - Taxis cost 50 krypto, if you dont pay, driver and 2 AIs will try to kill you. (cost can be changed in your init.sqf)
    - maximum 3 taxis on the server, 1 per main trader (or location set by server owner)
    - 4 predefined destinations to choose from per taxi. (can be changed by server owner)
    - customizable chat messages from driver to player
    - alot of functions to prevent player exploiting the taxis
    - Spawnpositions set for Altis traders by default (easily changed by server owner)
     
    Install instructions are presented in the Github link below:
     
    https://github.com/5nine/NibbleGaming_Taxis
     
     
    BattleEye Filters:
    in scripts.txt:
    7 "BIS_fnc_" !"call bis_fnc_showNotification" 7 removeAllActions !="RemoveAllActions _cab;" 7 setMarker !"Local" 7 createMarker !"createmarkerlocal" 7 addEventHandler !"GetIn" !"GetOut" 7 deleteMarker !"deletemarkerlocal" in publicvariable.txt
    5 "" !="\"cab1\"" !="\"cab2\"" !="\"cab3\"" Above I have not included line numbers since my filters are not stock epoch. just search for the first text, for instance setMarker, and then add whatever i put after that like !"exceptionword"
     
     
    Here is a short demonstration of how it works. (note: this is from an earlier version with a lot of missing functions)
     

     
     
    Support or questions?
    Post a reply in this topic. Posts posted after release of v0.1 hotfix starts here: 
     
     
    Credits:
    Axeman: for creating the Axebus script, which I used when i first got the idea for this script
    KiloSwiss: for creating #SEM. where i got some ideas for AI functions. 
    The Entire NibbleGaming community: for help with testing, testing and testing. They also helped me alot with testing....
  21. Like
    5nine got a reaction from mgm in [Release] Taxi script v0.2   
    What is it? 
    An AI controlled Taxi. When players enter a main trader, they can call for a cab which then spawns outside the trader and drives up to the trader and waits for the player to get inside. Once the player gets inside he/she can choose from 4 predefined destinations. Once the players choose destination the driver will start driving towards that destination, choosing the shortest path (via roads) to get there.  The player can at anytime choose to stop the cab and get out. However, if he doesn't pay (50 krypto) before he gets out, the driver will exit the cab and arm himself with a pistol and try to kill the player. there is also 2 AI's spawning in a radius of 200m from the driver which will help him. 
     
    Alpha release, why?
    This is not thoroughly tested with a high player count or with more than 3 passengers in the cab at the same time. Also I have not had time to test every possible scenario of player interaction with the driver/cab. Bugs will most likely occur.. I am in no way a seasoned scripter and as this is my first public release, please be gentle =). Currently, this will probably only work with the anti-hack not to be mentioned on this forum. 
     
    Not epoch AH compatible, why?
    When I started with this script using epoch AH I got a lot of autoban kicks and publicvariable filters i couldnt change so I decided it was not worth the time needed to make it work with that AH. So for now it will only work with the alternative AH or no AH at all. 
     
     
    v. 0.2 includes functions as:
    - Taxis cost 50 krypto, if you dont pay, driver and 2 AIs will try to kill you. (cost can be changed in your init.sqf)
    - maximum 3 taxis on the server, 1 per main trader (or location set by server owner)
    - 4 predefined destinations to choose from per taxi. (can be changed by server owner)
    - customizable chat messages from driver to player
    - alot of functions to prevent player exploiting the taxis
    - Spawnpositions set for Altis traders by default (easily changed by server owner)
     
    Install instructions are presented in the Github link below:
     
    https://github.com/5nine/NibbleGaming_Taxis
     
     
    BattleEye Filters:
    in scripts.txt:
    7 "BIS_fnc_" !"call bis_fnc_showNotification" 7 removeAllActions !="RemoveAllActions _cab;" 7 setMarker !"Local" 7 createMarker !"createmarkerlocal" 7 addEventHandler !"GetIn" !"GetOut" 7 deleteMarker !"deletemarkerlocal" in publicvariable.txt
    5 "" !="\"cab1\"" !="\"cab2\"" !="\"cab3\"" Above I have not included line numbers since my filters are not stock epoch. just search for the first text, for instance setMarker, and then add whatever i put after that like !"exceptionword"
     
     
    Here is a short demonstration of how it works. (note: this is from an earlier version with a lot of missing functions)
     

     
     
    Support or questions?
    Post a reply in this topic. Posts posted after release of v0.1 hotfix starts here: 
     
     
    Credits:
    Axeman: for creating the Axebus script, which I used when i first got the idea for this script
    KiloSwiss: for creating #SEM. where i got some ideas for AI functions. 
    The Entire NibbleGaming community: for help with testing, testing and testing. They also helped me alot with testing....
  22. Like
    5nine got a reaction from mgm in [Release] Taxi script v0.2   
    Im working hard on it tonight and should have a version ready for release later tonight or tomorrow night 
  23. Like
    5nine got a reaction from Tophi in [Release] Taxi script v0.2   
    Im working hard on it tonight and should have a version ready for release later tonight or tomorrow night 
  24. Like
    5nine got a reaction from computermancer in [Release] Taxi script v0.2   
    yea well, i decided to rewrite the whole script to optimize it some, reuse functions etc and also to make it work for different maps. So stay put for a bit longer please =). Its going to be a bitch to run it with epoch AH though, so i will probably release a version which works with alternative AH first, sry about that epoch devs.. 
  25. Like
    5nine got a reaction from stonXer in [Release] Taxi script v0.2   
    yea well, i decided to rewrite the whole script to optimize it some, reuse functions etc and also to make it work for different maps. So stay put for a bit longer please =). Its going to be a bitch to run it with epoch AH though, so i will probably release a version which works with alternative AH first, sry about that epoch devs.. 
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