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Posts posted by natoed
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To remove/rearm ammo you must be in the Gunners seat for each weapon then press and hold the spacebar and select the rearm or remove icon.
also i made vehicle ammo craft-able edit crafting recipes to suit you needs
vehicle ammo is towards the bottom search for "Custom Crafting "
hope it helps
cheers
natoed
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Fuck'n brilliant update mate, I only get 1 rpt error thou the underwater mission started and finished as it should
Spoiler11:56:45 "_fnc_mainThrea: blck_numberUnderwaterDynamicMissions = 1 | blck_dynamicUMS_MissionsRuning = 1" 11:57:31 "[A3EAI Monitor] [Uptime:00:20:42][FPS:48][Groups:7/7][Respawn:0][HC:false]" 11:57:31 "[A3EAI Monitor] [Static:1][Dynamic:0][Random:0][Air:2][Land:4][UAV:0][UGV:0]" 11:57:46 "_fnc_mainThrea: blck_numberUnderwaterDynamicMissions = 1 | blck_dynamicUMS_MissionsRuning = 1" 11:57:49 IT07: [VEMFr] DynamicLocationInvasion -- INFO: invading Lopatino... 11:58:35 "ExileZ 2.0: - EPOCH EDITION - Deactivating Trigger | Position : [4517.72,10279.4,0] | GroupSize : 11 | Near : airfield " 11:58:35 "ExileZ 2.0: - EPOCH EDITION - Deactivating Trigger | Position : [4784.56,9867.63,0] | GroupSize : 11 | Near : " 11:58:47 "_fnc_mainThrea: blck_numberUnderwaterDynamicMissions = 1 | blck_dynamicUMS_MissionsRuning = 1" 11:59:48 "_fnc_mainThrea: blck_numberUnderwaterDynamicMissions = 1 | blck_dynamicUMS_MissionsRuning = 1" 12:00:24 Protocol bin\config.bin/RadioProtocolGRE/: Missing word Petrovka 12:00:24 Protocol bin\config.bin/RadioProtocolGRE/: Missing word Petrovka 12:00:25 "DEBUG DEAD VEHICLE SKIPPED SAVE: 1fade8b4080# 1200425: sdv_01_f.p3d " 12:00:27 No speaker given for 12:00:29 "spawnMissionCVehicles: _vehType = C_Boat_Transport_02_F | _vehOffset = [3,3,0] | _lootArray = [[""arifle_AK12_F"",""arifle_AK12_GL_F"",""arifle_AKM_F"",""arifle_AKM_FL_F"",""arifle_AKS_F"",""arifle_ARX_blk_F"",""arifle_ARX_ghex_F"",""arifle_ARX_hex_F"",""arifle_CTAR_blk_F"",""arifle_CTAR_hex_F"",""arifle_CTAR_ghex_F"",""arifle_CTAR_GL_blk_F"",""arifle_CTARS_blk_F"",""arifle_CTARS_hex_F"",""arifle_CTARS_ghex_F"",""arifle_SPAR_01_blk_F"",""arifle_SPAR_01_khk_F"",""arifle_SPAR_01_snd_F"",""arifle_SPAR_01_GL_blk_F"",""arifle_SPAR_01_GL_khk_F"",""arifle_SPAR_01_GL_snd_F"",""arifle_SPAR_02_blk_F"",""arifle_SPAR_02_khk_F"",""arifle_SPAR_02_snd_F"",""arifle_SPAR_03_blk_F"",""arifle_SPAR_03_khk_F"",""arifle_SPAR_03_snd_F"",""arifle_MX_khk_F"",""arifle_MX_GL_khk_F"",""arifle_MXC_khk_F"",""arifle_MXM_khk_F"",[""MultiGun"",""EnergyPackLg""],[""arifle_Katiba_F"",""30Rnd_65x39_caseless_green""],[""arifle_Katiba_GL_F"",""30Rnd_65x39_caseless_green""],[""arifle_MX_F"",""30Rnd_65x39_caseless_mag""],[""arifle_MXC_F"",""30Rnd 12:00:32 "_EH_AHit: _this = [[O Alpha 3-4:1,O Alpha 3-4:1,0.0193858,<NULL-object>]]" 12:00:34 Error in ReloadMagazine - unable to locate target weapon arifle_SDAR_F muzzle arifle_SDAR_F 12:00:34 Error in ReloadMagazine - unable to locate target weapon arifle_SDAR_F muzzle arifle_SDAR_F 12:00:49 "_fnc_mainThrea: blck_numberUnderwaterDynamicMissions = 1 | blck_dynamicUMS_MissionsRuning = 1" 12:00:50 Error in expression <f (blck_showCountAliveAI) then { if !(_marker isEqualTo "") then { [_marker,_m> 12:00:50 Error position: <_marker isEqualTo "") then { [_marker,_m> 12:00:50 Error Undefined variable in expression: _marker 12:00:50 File q\addons\custom_server\Missions\UMS\code\GMS_fnc_spawnDynamicUMSMission.sqf, line 360 12:00:58 No speaker given for 12:00:58 "DEBUG: server event PlantSpawner" 12:01:25 "#SEM DEBUG: Possible threads: [B Alpha 1-1:1 (natoed) REMOTE]" 12:01:25 "#SEM DEBUG: Possible threads: [B Alpha 1-1:1 (natoed) REMOTE]" 12:01:25 No speaker given for 12:01:27 Protocol bin\config.bin/RadioProtocolGRE/: Missing word Petrovka 12:01:30 "#SEM DEBUG: Attacker: B Alpha 1-1:1 (natoed) REMOTE" 12:01:30 "#SEM DEBUG: Attacker: B Alpha 1-1:1 (natoed) REMOTE" 12:01:30 "#SEM DEBUG: Possible threads: [B Alpha 1-1:1 (natoed) REMOTE]" 12:01:30 "#SEM DEBUG: Possible threads: [B Alpha 1-1:1 (natoed) REMOTE]"
thx again
cheers
natoed
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that rocks
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1 hour ago, Sneer said:
Where do you change the type of vehicles that spawn at missions? I can't find it. lol
custom_server\Configs\blck_configs_epoch.sqf
line 52
blck_AIPatrolVehicles = ["I_G_Offroad_01_armed_F","I_mas_cars_UAZ_M2","I_mas_cars_LR_soft_M2","B_LSV_01_armed_F"]; // Type of vehicle spawned to defend AI bases
heli
custom_server\Configs\blck_configs.sqf
from line 136
/////////////////////////////// // Heli Patrol Heli Types // Armed Helis ////////////////////////////// _blck_littleBirds = ["B_Heli_Light_01_armed_F"]; // AH-9 Pawnee (WEST) _blck_armed_hellcats = ["I_Heli_light_03_F"]; _blck_armed_orcas = ["O_Heli_Light_02_F","O_Heli_Light_02_v2_F"]; _blck_armed_ghosthawks = ["B_mas_UH60M","B_mas_CH_47F","I_mas_MI8","B_mas_UH1Y_UNA_F"]; //_blck_armed_ghosthawks = ["B_Heli_Transport_01_F","B_Heli_Transport_01_camo_F"]; _blck_armed_hurons = ["B_Heli_Transport_03_F","B_Heli_Transport_03_black_F"]; _blck_armed_attackHelis = ["B_Heli_Attack_01_F"]; _blck_armed_heavyAttackHelis = ["O_Heli_Attack_02_F","O_Heli_Attack_02_black_F"]; _blck_fighters = [ "O_Plane_CAS_02_F", // /ti-199 Neophron (CAS) "I_Plane_Fighter_03_AA_F", // A-143 Buzzard (AA) "I_Plane_Fighter_04_F", // A-149 Gryphon "B_Plane_CAS_01_F", // A-164 Wipeout (CAS) "B_Plane_Fighter_01_F" // F/A-181 Black Wasp II ]; blck_blacklisted_heli_ammo = ["24Rnd_missiles","24Rnd_PG_missiles","12Rnd_PG_missiles","2Rnd_LG_scalpel","6Rnd_LG_scalpel","8Rnd_LG_scalpel","M_Scalpel_AT ","14Rnd_80mm_rockets","38Rnd_80mm_rockets"]; blck_blacklisted_heli_weapons = ["missiles_SCALPEL","missiles_titan","rockets_Skyfire","missiles_DAGR","missiles_DAR"];
and
from line 159
/////////////////////////////// // Heli Patrol Settings /////////////////////////////// blck_chanceHeliPatrolBlue = 0; //[0 - 1] Set to 0 to deactivate and 1 to always have a heli spawn over the mission center and patrol the mission area. // The chance of paratroops dropping from the heli is defined by blck_chancePara(Blue|Red|Green|Orange) above. // Recommend setting the change = 1 if you wish to spawn multiple helis at a mission. blck_patrolHelisBlue = _blck_armed_ghosthawks; blck_noPatrolHelisBlue = 0; blck_chanceHeliPatrolRed = 0.1; // 0.4; blck_patrolHelisRed = _blck_armed_ghosthawks; blck_noPatrolHelisRed = 1; blck_chanceHeliPatrolGreen = 0.2; blck_patrolHelisGreen = _blck_armed_ghosthawks; blck_noPatrolHelisGreen = 1; blck_chanceHeliPatrolOrange = 0.3; blck_patrolHelisOrange = _blck_armed_ghosthawks; blck_noPatrolHelisOrange = 1;
static Weapons
custom_server\Configs\blck_configs.sqf
from line 228
blck_useStatic = true; // When true, AI will man static weapons spawned 20-30 meters from the mission center. These are very effective against most vehicles blck_killEmptyStaticWeapons = true; // When true, static weapons will have damage set to 1 when the AI manning them is killed. blck_staticWeapons = ["B_HMG_01_high_F","I_mas_DSHKM_AAF","I_mas_KORD_high_AAF","I_mas_M2StaticMG_AAF","I_static_AT_F"/*,"O_static_AT_F"*/]; // [0.50 cal, grenade launcher, AT Launcher] //////////////////// // Mission Static Weapon Settings //////////////////// // Defines how many static weapons to spawn. Set this to -1 to disable spawning blck_SpawnEmplaced_Orange = [2,4]; // Number of static weapons at Orange Missions blck_SpawnEmplaced_Green = [1,3]; // Number of static weapons at Green Missions blck_SpawnEmplaced_Blue = 0; // Number of static weapons at Blue Missions blck_SpawnEmplaced_Red = [1,2];; // Number of static weapons at Red Missions
hope it helps
natoed
i lose my way around in the custom_server.pbo from time to time lol
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i'll give ur latest version a crack on the weekend and provide feedback
thx for the updates
cheers
natoed
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joyful @Grahame the old is made new again
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On 2/8/2018 at 1:01 AM, Grahame said:
Would inserting the following:
[] spawn { disableSerialization; waitUntil{!isNull (findDisplay 46)}; setViewDistance "+str _skn_viewDistance+"; setObjectViewDistance["+str _skn_viewDistanceObects+", 100]; setTerrainGrid "+str _skn_terrainGrid+"; };
before line 1271 which reads:
uiNamespace setVariable['ESP_mainMap', findDisplay 12 displayCtrl 51];
Ok it is working on my dedi server oddly not on my test server....arh 1600m viewdistance is great thx again @Grahame
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He-Man's server is by far one of best epoch server around not only that He-Man has done so much for the epoch community.
Try contacting He-Man on one of the below links
https://www.facebook.com/IgnatzGaming/
https://www.tsviewer.com/index.php?page=ts_viewer&ID=1104461&newlanguage=en
This is the epoch community forum as you well know.
Its bloody rude to bad mouth a server in this way, shame on you @TheRaider
cheers
natoed
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Morning Grahame
can confirm my results are the same as @Tarabas
tested being listed admin and without, tried different view distances its a no go
but thanks for putting in the time thou.
cheers
natoed
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4 hours ago, Cubitron said:
Aloha, maybe any have a working EpochZ, i found a old github and get this run but i can unlock cars with the addon
if i remove the addon every works fine again
22:38:03 Error in expression <ockOwner = _playerUID;
if (_playerGroup != "") then {
_lockOwner = _playerGroup;>
22:38:03 Error position: <!= "") then {
_lockOwner = _playerGroup;>
22:38:03 Error Generic error in expression
22:38:03 File epoch_server\compile\epoch_vehicle\EPOCH_server_lockVehicle.sqf, line 36
22:38:05 Error in expression <ockOwner = _playerUID;Yes there is mate, myself and @Grahame ported over exilez for epoch
send me your email address in a PM and I'll send you a copy
btw epochz has issues when groupz which blocks/fucks up epoch locking systems like vehicles, safes doors and so on, hard to explain without writing a couple of pages...
Also @Grahame is rewriting EpochZ for the community - time frame unknown ask him
cheers
natoed
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On 1/31/2018 at 9:44 AM, Tarabas said:
What changes does that make, when it is forced serversided already ?
no one can gets an advance by increasing or lower graphics card settings
On 1/31/2018 at 9:44 AM, Tarabas said:hmm, I'm really not understanding that viewdistance part in server_securityfunctions.sqf aswell..maybe someone else here does ?
soz I looked into this some time ago, I couldn't find a solution, I did try editing server_securityfunctions.sqf in regards to limit viewdistance for listed admins
but I just broke shit so i move on
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On 2/1/2018 at 5:05 PM, SvenStrikesBack said:
Ever since installing this mod, for some reason the time acceleration is all jacked up. I set the blck_useTimeAcceleration = false in any place I could find it, but the settings from epochconfig.hpp just don't seem to take over. It also seems like the time starts off according to the basic epoch config, then slows down as soon as the first mission is spawned. Lastly, setting the blck_useTimeAcceleration = true seems to have no effect. Any ideas?
I solved this by setting blck_useTimeAcceleration to the same values as that set in my epochconfig.hpp
custom_server\Configs\blck_configs.sqf
// Note that you can define map-specific variants in custom_server\configs\blck_custom_config.sqf blck_useTimeAcceleration = true; // When true, time acceleration will be periodically updated based on amount of daylight at that time according to the values below. blck_timeAccelerationDay = 2; // Daytime time accelearation blck_timeAccelerationDusk = 2; // Dawn/dusk time accelearation blck_timeAccelerationNight = 2; // Nighttim time acceleration
hope this helps
natoed
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On 1/27/2018 at 8:54 PM, Tarabas said:
Anyone has an idea for that ?
How can i change view distance for Epoch AH admins aswell ?
From my understanding with the default AH any changes to the view distance do not apply to any listed player in the epochah.hpp
to test changes remove yourself from the epochah.hpp and you will see the changes that way.
view distance is set server-side
epoch_server.pbo - epoch_server\system\server_securityfunctions.sqf - their are 15 references to viewDistance thou i dare not play around with it cause i break shit all the time....
I also enforce settings at the very top in my init.sqf see below
setTerrainGrid 3.125; // do i need to write it... setViewDistance 1600; // do i need to write it... setObjectViewDistance [2000,100]; // Object render distance and shadow distance
hope it helps
cheers
natoed
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@Vitalii_V
try this link
also my copy an edited version of HS_playertraderequest.sqf
Spoiler/* a3 epoch trader HS_playertraderequest.sqf by Halv & Suppe */ _arr = _this select 0; _player = _this select 1; _type = _this select 2; _message = ""; switch(_type)do{ case 1:{ //[classname,price,tax,config,txt,libtxt,pic,bis1,bis2(,vehicle)] _return = 0; { _obj = _x select 9; if((owner _obj) isEqualTo (owner _player))then{ //damage price reductions, the price is divded by this number _damagepricereduction = switch(true)do{ //damaged over 90% case ((damage _obj) > 0.9):{10}; //damaged over 75% case ((damage _obj) > 0.75):{5}; //damaged over 50% case ((damage _obj) > 0.5):{3}; //damaged over 25% case ((damage _obj) > 0.25):{1.5}; default {1}; }; _vehSlot=_obj getVariable["VEHICLE_SLOT","ABORT"]; _isrental = _obj getVariable ["HSHALFPRICE",0]; if(!(_vehSlot isEqualTo "ABORT") && !(_isrental in [1,2]))then{ _message = _message + format["%1 is OK to sell, dam: %2 pricemod: %3 || ",_x select 4,damage _obj,_damagepricereduction]; removeFromRemainsCollector[_obj]; deleteVehicle _obj; _vehHiveKey=format["%1:%2",(call EPOCH_fn_InstanceID),_vehSlot]; _VAL=[]; ["Vehicle",_vehHiveKey,_VAL]call EPOCH_fnc_server_hiveSET; EPOCH_VehicleSlots pushBack _vehSlot; EPOCH_VehicleSlotCount=count EPOCH_VehicleSlots; publicVariable "EPOCH_VehicleSlotCount"; _cost = ((_x select 1)/_damagepricereduction); _return = _return + _cost; }else{ //if(_isrental > 0)then{ _message = _message + format[" || %1 'Rental/Mission Vehicle' is OK to sell, dam: %2 pricemod: %3",_x select 4,damage _obj,_damagepricereduction]; removeFromRemainsCollector[_obj]; _obj setVariable["VEHICLE_SLOT","ABORT",true]; _obj setVariable["HSHALFPRICE",0,true]; _obj call HALV_PurgeObject; _cost = ((_x select 1)/_damagepricereduction); _return = _return + _cost; /* }else{ //_message = _message + format[" || - ERROR Attempt to sell %1 twice -",_x select 4,_player]; }; */ }; }else{ _message = _message + format[" || %1 Not yours (get in as driver to sell)",_x select 4]; }; // diag_log format["[HSBlackmarket] %1 | %2",_player,_x]; }forEach _arr; if(_return > 0)then{ [_player,round _return]call HALV_server_takegive_crypto; }; _message = format["Return: %3 Crypto (%1) %2",_return,_message,_player]; diag_log format["[HSBlackmarket] %1 selling %2",_player,_arr]; }; case 2:{ if(EPOCH_VehicleSlotCount <= 0)exitWith{ _message = format["Could not buy a %1, too many vehicles on the map!",_arr select 4]; }; _spot = nearestObjects [_player, ["Land_HelipadCivil_F","Land_HelipadCircle_F","Land_HelipadEmpty_F","Land_HelipadSquare_F"],400]; // _spot = nearestObjects [_player, ["Land_HelipadCivil_F","Land_HelipadCircle_F","Land_HelipadEmpty_F","Land_HelipadSquare_F","Land_JumpTarget_F"],400]; _nospace = false; if(count _spot < 1)then{ _canbewwater = if((_arr select 0) isKindOf "Ship")then{1}else{0}; _spot = [getPos _player,5,125,0,_canbewwater,2000,0] call BIS_fnc_findSafePos; if(_spot distance _player > 125)exitWith{_nospace = true;}; }else{ _spot = getPosATL (_spot select 0); }; if(_nospace)exitWith{_message = format["Could not buy a %1, not enough space nearby!",_arr select 4];}; _slot=EPOCH_VehicleSlots select 0; EPOCH_VehicleSlots = EPOCH_VehicleSlots - [_slot]; EPOCH_VehicleSlotCount = count EPOCH_VehicleSlots; publicVariable "EPOCH_VehicleSlotCount"; _veh = createVehicle[(_arr select 0),_spot,[],0,"NONE"]; _veh call EPOCH_server_setVToken; addToRemainsCollector[_veh]; _veh disableTIEquipment true; clearWeaponCargoGlobal _veh; clearMagazineCargoGlobal _veh; clearBackpackCargoGlobal _veh; clearItemCargoGlobal _veh; _veh lock true; _lockOwner=getPlayerUID _player; _plyrGroup=_player getVariable["GROUP",""]; if !(_plyrGroup isEqualTo "")then{ _lockOwner=_plyrGroup; }; _vehLockHiveKey=format["%1:%2",(call EPOCH_fn_InstanceID),_slot]; ["VehicleLock",_vehLockHiveKey,EPOCH_vehicleLockTime,[_lockOwner]]call EPOCH_fnc_server_hiveSETEX; _colorsConfig=configFile >> "CfgVehicles" >> (_arr select 0) >> "availableColors"; if(isArray(_colorsConfig))then{ _textureSelectionIndex=configFile >> "CfgVehicles" >> (_arr select 0) >> "textureSelectionIndex"; _selections=if(isArray(_textureSelectionIndex))then{getArray(_textureSelectionIndex)}else{[0]}; _colors=getArray(_colorsConfig); _textures=_colors select 0; _color=floor(random(count _textures)); _count=(count _colors)-1; { if(_count >=_forEachIndex)then{ _textures=_colors select _forEachIndex; }; _veh setObjectTextureGlobal[_x,(_textures select _color)]; }forEach _selections; _veh setVariable["VEHICLE_TEXTURE",_color]; }; _veh setVariable["VEHICLE_SLOT",_slot,true]; _veh call EPOCH_server_save_vehicle; _veh call EPOCH_server_vehicleInit; _veh call HS_weaponsrestriction; _itemWorth = (_arr select 1); _itemTax = (_arr select 2); _tax = _itemWorth * (EPOCH_taxRate + _itemTax); _calced = ceil(_itemWorth + _tax); [_player,_calced*-1]call HALV_server_takegive_crypto; _message = format["You Bought a %1",_arr select 4]; diag_log format["[HSBlackmarket] %1 | %2",_player,_arr]; }; case 3:{ _spot = nearestObjects [_player, ["Land_HelipadCivil_F","Land_HelipadCircle_F","Land_HelipadEmpty_F","Land_HelipadSquare_F","Land_JumpTarget_F"],100]; _nospace = false; if(count _spot < 1)then{ _canbewwater = if((_arr select 0) isKindOf "Ship")then{1}else{0}; _spot = [getPos _player,5,125,0,_canbewwater,2000,0] call BIS_fnc_findSafePos; if(_spot distance _player > 125)exitWith{_nospace = true;}; }else{ _spot = getPosATL (_spot select 0); }; if(_nospace)exitWith{_message = format["Could not buy a %1, not enough space nearby!",_arr select 4];}; _veh = createVehicle[(_arr select 0),_spot,[],0,"NONE"]; _veh call EPOCH_server_setVToken; addToRemainsCollector[_veh]; _veh disableTIEquipment true; clearWeaponCargoGlobal _veh; clearMagazineCargoGlobal _veh; clearBackpackCargoGlobal _veh; clearItemCargoGlobal _veh; _veh lock true; _colorsConfig=configFile >> "CfgVehicles" >> (_arr select 0) >> "availableColors"; if(isArray(_colorsConfig))then{ _textureSelectionIndex=configFile >> "CfgVehicles" >> (_arr select 0) >> "textureSelectionIndex"; _selections=if(isArray(_textureSelectionIndex))then{getArray(_textureSelectionIndex)}else{[0]}; _colors=getArray(_colorsConfig); _textures=_colors select 0; _color=floor(random(count _textures)); _count=(count _colors)-1; { if(_count >=_forEachIndex)then{ _textures=_colors select _forEachIndex; }; _veh setObjectTextureGlobal[_x,(_textures select _color)]; }forEach _selections; _veh setVariable["VEHICLE_TEXTURE",_color]; }; _veh call EPOCH_server_vehicleInit; _veh call HS_weaponsrestriction; _veh addEventHandler ["GetIn",{ HalvPV_player_message = ["titleText", ["[Warning]:\nnThis vehicle is a rental and will disappear on server restart!", "PLAIN DOWN"]]; owner(_this select 2) publicVariableClient "HalvPV_player_message"; }]; _veh setVariable["HSHALFPRICE",1,true]; _itemWorth = ((_arr select 1)/2); _itemTax = (_arr select 2); _tax = _itemWorth * (EPOCH_taxRate + _itemTax); _calced = ceil(_itemWorth + _tax); [_player,_calced*-1]call HALV_server_takegive_crypto; _message = format["You Rented a Temporary %1 untill next restart\nIt is 'unlocked' so watch out for thieves!",_arr select 4]; diag_log format["[HSBlackmarket] %1 | %2",_player,_arr]; }; }; if !(_message isEqualTo "")then{ HalvPV_player_message = ["titleText", [_message, "PLAIN DOWN"]]; (owner _player) publicVariableClient "HalvPV_player_message"; }else{ HalvPV_player_message = ["titleText", ["== HS Trader ERROR ==", "PLAIN DOWN"]]; (owner _player) publicVariableClient "HalvPV_player_message"; };
this is good too
cheers
natoed
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@Spark2017
try this post too
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10 hours ago, Grahame said:
Replacing line 16 in sem/scripts/fn_spawnVehicle.sqf with:
_veh = createVehicle[_veh, _spawnPos, [], 0, "NONE"];
should get rid of the enum error. Note that the same should be done for the createUnit line in fn_spawnAI.sqf
@Grahame
spot on mate thx again
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4 hours ago, Sneer said:
I get the same error ^ and no units are spawning.
I'm the same, thought it was something i did
thou the heli fly's in and crash works fine
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RPT errors since the last arma 3 update,
I'm unable to sort them myself, thou the static missions spawn fine, the convey missions at time just fail due to the below error
Error Foreign error: Unknown enum value: "NO_COLLIDE"
rpt errors
"#SEM: Start dynamic mission 5: ""Supply Convoy"" from position [8116.41,11593.6,0] to [2754.84,5271.09,0]." 10:31:52 Error in expression <s + 10; (count _spawnPos > 0) }; _veh = createVehicle[_veh, _spawnPos, [], 0, "N> 10:31:52 Error position: <createVehicle[_veh, _spawnPos, [], 0, "N> 10:31:52 Error Foreign error: Unknown enum value: "NO_COLLIDE" 10:31:52 File sem\scripts\fn_spawnVehicle.sqf [SEM_fnc_spawnVehicle], line 16 10:31:52 Duplicate HitPoint name 'HitTurret' in 'I_mas_cars_Ural' 10:31:52 Duplicate HitPoint name 'HitGun' in 'I_mas_cars_Ural' 10:31:52 Error in expression <s + 10; (count _spawnPos > 0) }; _veh = createVehicle[_veh, _spawnPos, [], 0, "N> 10:31:52 Error position: <createVehicle[_veh, _spawnPos, [], 0, "N> 10:31:52 Error Foreign error: Unknown enum value: "NO_COLLIDE" 10:31:52 File sem\scripts\fn_spawnVehicle.sqf [SEM_fnc_spawnVehicle], line 16 10:31:52 Error in expression <s + 10; (count _spawnPos > 0) }; _veh = createVehicle[_veh, _spawnPos, [], 0, "N> 10:31:52 Error position: <createVehicle[_veh, _spawnPos, [], 0, "N> 10:31:52 Error Foreign error: Unknown enum value: "NO_COLLIDE" 10:31:52 File sem\scripts\fn_spawnVehicle.sqf [SEM_fnc_spawnVehicle], line 16 10:31:53 "#SEM: Spawned 6 units at position [8116.41,11593.6,0]" 10:32:10 "SEM DEBUG: Convoy Vehicles TopSpeeds: [130,80,95] - Selected lowest: 80"
has anybody got a fix....
cheers
natoed
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thx @Ghostrider-GRG
blck_useTimeAcceleration = true; blck_timeAccelerationDay = 2;
the above works, thou i have never used blck_useTimeAcceleration
I always turn it off.
thx again
natoed
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a quick fix due to arma 3 updates and rtp errors
a3_vemf_reloaded\fn\fn_spawnInvasionAI.sqf
replace line 85 with the below
_nt addMPEventHandler [ "mpkilled", "if isDedicated then { [ _this select 0 ] ExecVM ( 'handleKillCleanup' call VEMFr_fnc_scriptPath ); [ _this select 0, name ( _this select 0 ), _this select 1, name (_this select 1) ] ExecVM ( 'handleKillReward' call VEMFr_fnc_scriptPath ); ( _this select 0 ) removeAllMPEventHandlers 'MPKilled' } " ];
and
a3_vemf_reloaded\fn\fn_spawnVEMFrAI.sqf
replace line 34 with the below
_unit addMPEventHandler [ "mpkilled", "if isDedicated then { [ _this select 0 ] ExecVM ( 'handleKillCleanup' call VEMFr_fnc_scriptPath ); [ _this select 0, name (_this select 0), _this select 1, name (_this select 1) ] ExecVM ( 'handleKillReward' call VEMFr_fnc_scriptPath ); ( _this select 0 ) removeAllMPEventHandlers 'MPKilled' }" ];
now enjoy
cheers
natoed
- Razor1977 and Ghostrider-GRG
- 2
-
Regarding Build 99 and build 100
It all works and errors in rpt due arma 3 updates are sorted.
But when i use the addon the in-game time run's mo-slow I've noted that about 17 second real world time = around 1 second in-game,
using a 6 hour restart (always have) in-game time starts 10.30am and run to 9.30pm and it doesn't progress past 11.45am in-game or so
tested without custom_server.pbo and in-game run's as I've set it.
also I do not use a headless client btw (to lazy to work it out)
my epochconfig.hpp (soz it keeps putting everything in the one spoiler)
SpoilerserverRestart = "false"; // true sends #shutdown command to server after the time specified in ForceRestartTime forceRestartTime = 21605; // 4 hour restarts StorageSlotsLimit = 50000; // Max storage slots allowed. Warning! Higher the number lower performance. BuildingSlotsLimit = 50000; // Max building slots allowed. Warning! Higher the number lower performance. // Time based StaticDateTime[] = {0,0,0,10.30,0}; // {0,0,0,8,0} would forces the server to start at 8am each time it is started while allowing the year, month and day to stay real time. Any values left at 0 will result in no change. timeDifference = 0; // Server uses real time this will allow you to offset just the hour. timeMultiplier = 2; // Sets a time multiplier for in-game time. The command range is now capped at 0.1 - 120 to avoid performance problems. lootMultiplier = 0.5; // 1 = max loot bias. This controls how much loot can payout per Epoch loot container. // Events WeatherStaticForecast[] = {}; // Default: {75.5,0,{0,0,0},0,{1,1}}; // Clear day; {19,1,{1,1,40},1,{5,5}}; // Cold Foggy Rainy Overcast Windy; Format: {temp <scalar>,rain <scalar>,fog <array>,overcast <scalar>,wind <array>} events[] = { // { 3600, "CarnivalSpawner", 0 , 1, -1, {} ,{"VR"}}, // SECOND <scalar>, EVENT <string>, INIT <scalar> 1 = run script at startup or 0 normal delay, PREPOSTFIX <scalar> 1 = use pre/postfix path (inside epoch settings pbo) 0 = use full file path, RUNNUMTIMES <scalar> -1 infinite, execVM payload <array>, disallowed worlds <array> // { 1800, "PaydayEvent", 0, 1}, // { 1200, "MessageServer", 0, 1}, { 2700, "AirDrop", 0 , 1, -1, {} ,{"VR"}}, { 4800, "EarthQuake", 0 , 1, -1, {} ,{"VR"}}, { 5700, "Satellite", 0 , 1, -1, {} ,{"VR"}}, // { 900, "ChangeWeather", 1 , 1, -1, {} ,{"VR"}}, { 900, "ContainerSpawner", 0 , 1, -1, {} ,{"VR"}}, { 1440, "GardenManager", 0 , 1, -1, {} ,{"VR"}}, { 600, "PlantSpawner", 0 , 1 , -1, {} ,{"VR"}} //No comma on last Entry }; // Antagonists antagonistChancePDeath = 0.00; //33% chance when player was killed from a other player (selfkill doesn't count) // Player Related cloneCost = 100; // debt incurred on player death MaxBankDebitforTrade = -50000; // If Player has less money on Bank, Crypto from Trade goes directly to Bank instead to Player // Default Loadout defaultUniformFemale = "U_CamoOutback_uniform"; defaultVestFemale = "V_F41_EPOCH"; defaultUniformMale = "U_B_survival_uniform"; defaultVestMale = "V_41_EPOCH"; defaultGoggles = ""; defaultHeadgear = ""; defaultBackpack = ""; defaultprimaryWeapon[] = {"Rollins_F","","","",{"5Rnd_rollins_mag",5},{},""}; // {"arifle_MX_pointer_F","","acc_pointer_IR","",{"30Rnd_65x39_caseless_mag",29},{},""}; defaultsecondaryWeapon[] = {}; // {"launch_NLAW_F","","","",{"NLAW_F",1},{},""}; defaulthandgunWeapon[] = {"ruger_pistol_epoch","","","",{"10rnd_22X44_magazine",10},{},""}; // {"hgun_P07_F","","","",{"16Rnd_9x21_Mag",16},{},""}; defaultuniformItems[] = {{"FAK",1},{"ItemBakedBeans",1},{"ItemBottlePlastic_Clean",1},{"5Rnd_rollins_mag",1,5},{"10rnd_22X44_magazine",1,10}}; // {{"FAK",1},{"30Rnd_65x39_caseless_mag",2,30},{"Chemlight_green",1,1}}; defaultvestItems[] = {}; // {{"30Rnd_65x39_caseless_mag",3,30},{"16Rnd_9x21_Mag",2,16},{"SmokeShell",1,1},{"SmokeShellGreen",1,1},{"SmokeShellBlue",1,1},{"SmokeShellOrange",1,1},{"Chemlight_green",1,1}}; defaultbackpackItems[] = {}; // {{"Medikit",1},{"FAK",10},{{"hgun_P07_F","","","",{"16Rnd_9x21_Mag",16},{},""},1}}; defaultassignedItems[] = {}; // {"Rangefinder","","","",{},{},""} defaultlinkedItems[] = {"ItemMap","","EpochRadio0","","",""}; // {"ItemMap","ItemGPS","ItemRadio","ItemCompass","ItemWatch","NVGoggles"}; // vehicles - Max vehicle slots is calculated from per vehicle limits below. Warning! Higher the number lower the performance. disableAutoRefuel = "true"; // Removes auto refuel from all buildings at server startup. simulationHandlerOld = "false"; // When enabled this feature disables simulation on vehicles that are not nea players. Can help improve client fps at the cost of server fps. immuneIfStartInBase = "true"; // Protection for veheicles near a plotpole on server start vehicleLockTime = 604800; // Controls how many seconds it takes to allow another person/group to unlock vehicle. VehLockMessages = "true"; // Give players a hint, that the Vehicle is locked / unlocked removevehweapons[] = { // remove these Weapons from spawned Vehicles "gatling_30mm","gatling_20mm","cannon_30mm_Plane_CAS_02_F","Missile_AA_03_Plane_CAS_02_F","Missile_AGM_01_Plane_CAS_02_F","Rocket_03_HE_Plane_CAS_02_F", "Rocket_03_AP_Plane_CAS_02_F","Bomb_03_Plane_CAS_02_F","Bomb_04_Plane_CAS_01_F","Rocket_04_AP_Plane_CAS_01_F","Rocket_04_HE_Plane_CAS_01_F","Missile_AGM_02_Plane_CAS_01_F","Missile_AA_04_Plane_CAS_01_F", "Gatling_30mm_Plane_CAS_01_F","GBU12BombLauncher_Plane_Fighter_03_F","missiles_ASRAAM","missiles_SCALPEL","Twin_Cannon_20mm","missiles_Zephyr","rockets_skyfire","gatling_30mm_vtol_02" }; removevehmagazinesturret[] = { // Remove these Magazines from the given Turret from spawned Vehicles {"24Rnd_missiles",{-1}}, {"200Rnd_40mm_G_belt",{0}} }; disableVehicleTIE = "false"; // BaseBuilding UseIndestructible = "true"; // Enable / Disable Indestructible BaseObjects IndestructibleBaseObjects[] = { // Can be Names or Classes "Constructions_static_F", "Buildable_Storage", //"PlotPole_EPOCH", "LockBox_EPOCH", "Safe_EPOCH" }; ExceptedBaseObjects[] = { // Not Indestructible, also if in a Class of IndestructibleBaseObjects "CinderWallGarage_EPOCH", "WoodLargeWallDoorL_EPOCH", "WoodLargeWallDoor_EPOCH", "CinderWallDoorwHatch_EPOCH", "PlotPole_EPOCH", "WoodWall4_EPOCH" }; // Traders taxRate = 0.9; // controls the price increase for purchases starterTraderItems[] = { { "ItemSodaBurst", "meatballs_epoch", "MortarBucket", "CinderBlocks", "VehicleRepair", "CircuitParts", "ItemCorrugated", "PartPlankPack", "ItemRock", "ItemRope", "ItemStick" }, { 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5 } }; // Starter Items for fresh spawned trader first array is classnames second is quantity. NPCSlotsLimit = 6; // Max number of traders static or dynamic. Warning! Higher the number lower performance. forceStaticTraders = "true"; // disables traders moving from work to home forcedVehicleSpawnTable = ""; // leave blank for default. Options: "allowedVehiclesList","allowedVehiclesList_CUP","allowedVehiclesList_MAD","allowedVehiclesList_MADCUP" forcedLootSpawnTable = ""; // leave blank for default. Options: "CfgLootTable","CfgLootTable_CUP","CfgLootTable_MAD","CfgLootTable_MADCUP" // Markers showEarthQuakes = "true"; // show mineral viens caused by earthquakes showSatellites = "true"; // show crashed Satellites showShippingContainers = "true"; // Show location of events based loots (plants, shipping container, Carnival) SHOW_TRADERS = "true"; // Show locations of traders SHOW_JAMMERS = "false"; // Shows location of base jammers SHOW_BOATLOOT = "true"; // Shows the location of shipwreck loot DEBUG_VEH = "false"; // DEBUG ONLY used to debug spawing of vehicles // Hive Related expiresBuilding = "1209600"; // expiration date in seconds for buildings expiresPlayer = "2592000"; // expiration date in seconds for players expiresBank = "7776000"; // expiration date in seconds for players bank expiresVehicle = "604800"; // expiration date in seconds for vehicles expiresAIdata = "7776000"; // expiration date in seconds for NPC Trader inventory expiresCommunityStats = "7776000"; // expiration date in seconds for players community stats // Admin Features hiveAdminCmdExec = "false"; // true = enables extra (To Be Released) feature to allow execution of code via hive. hiveAdminSavePlayerList = "true"; // true = enables saving of playerUID array to hive value PLAYERS:#InstanceID. hiveAdminCmdTime = 5; // how many seconds between each command queue call. // DEBUG useOldLoadVehicles = "false"; enableUnitTestOnStart = 1; // enable extra debug for database calls. 1 = enabled.
my custom_server\Configs\blck_configs.sqf
Spoiler/* for ghostridergaming By Ghostrider [GRG] Copyright 2016 Last Modified 3-17-17 -------------------------- 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"; #ifdef blck_milServer execVM "\q\addons\custom_server\Configs\blck_configs_mil.sqf"; if (true) exitWith {}; #endif diag_log "[blckeagls] Loading configurations for Non-militarized servers: blck_configs.sqf"; /*************************************************************** BLCKEAGLS SUPPLEMENTAL MODULES **************************************************************** Configuration for Addons that support the overall Mission system. These are: 1) a module to spawn map addons generated with the Eden Editor 2) And a moduel to spawn static loot crates at specific location 3) A time acceleration module. */ blck_spawnMapAddons = false; // When true map addons will be spawned based on parameters define in custum_server\MapAddons\MapAddons_init.sqf blck_spawnStaticLootCrates = false; // When true, static loot crates will be spawned and loaded with loot as specified in custom_server\SLS\SLS_init_Epoch.sqf (or its exile equivalent). //blck_enableStaticUnits = true; // When true static missions are loaded and functions for spawning static AI groups on foot, in vehicles/aircraft or manning emplaced weapons are enabled. //blck_enableUMS = true; // when true, blck_numberUnderwaterMissions Underwater missions will be spawned; static UMS units and subs will be spawned. // Note that you can define map-specific variants in custom_server\configs\blck_custom_config.sqf blck_useTimeAcceleration = false; // When true, time acceleration will be periodically updated based on amount of daylight at that time according to the values below. blck_timeAccelerationDay = 0.25; // Daytime time accelearation blck_timeAccelerationDusk = 4; // Dawn/dusk time accelearation blck_timeAccelerationNight = 12; // Nighttim time acceleration /************************************************************** BLACKLIST LOCATIONS **************************************************************/ // if true then missions will not spawn within 1000 m of spawn points for Altis, Bornholm, Cherno, Esseker or stratis. blck_blacklistTraderCities = true; // Set this = true if you would like the mission system to automatically search for the locations of the Epoch/Exile trader cities. Note that these are added to the list of blacklisted locations for Epoch for the most common maps. /*********************************************************** GENERAL MISSION SYSTEM CONFIGURATION ***********************************************************/ //////// // Headless Client Configurations blck_useHC = false; // Experimental (death messages and rewards not yet working). /////////////////////////////// // Kill message configurations // These determine whether and when messages are sent to players regarding AI Kills or illegal kills that might damage a vehicle. blck_useKillMessages = true; // when true a message will be broadcast to all players each time an AI is killed; may impact server performance. blck_useKillScoreMessage = true; // when true a tile is displayed to the killer with the kill score information blck_useIEDMessages = false; // Displayes a message when a player vehicle detonates and IED (such as would happen if a player killed AI with a forbidden weapon). /////////////////////////////// // MISSION MARKER CONFIGURATION // blck_labelMapMarkers: Determines if when the mission composition provides text labels, map markers with have a text label indicating the mission type //When set to true,"arrow", text will be to the right of an arrow below the mission marker. // When set to true,"dot", ext will be to the right of a black dot at the center the mission marker. blck_labelMapMarkers = [true,"arrow"]; blck_preciseMapMarkers = true; // Map markers are/are not centered at the loot crate //Minimum distance between missions blck_MinDistanceFromMission = 2000; /////////////////////////////// // Mission Smoke and Signals /////////////////////////////// // global loot crate options // Options to spawn a smoking wreck near the crate. When the first parameter is true, a wreck or junk pile will be spawned. // It's position can be either "center" or "random". smoking wreck will be spawned at a random location between 15 and 50 m from the mission. blck_SmokeAtMissions = [false,"random"]; // set to [false,"anything here"] to disable this function altogether. blck_useSignalEnd = true; // When true a smoke grenade/chemlight will appear at the loot crate for 2 min after mission completion. blck_loadCratesTiming = "atMissionCompletion"; // valid choices are "atMissionCompletion" and "atMissionSpawn"; /////////////////////////////// // PLAYER PENALTIES /////////////////////////////// blck_RunGear = false; // When set to true, AI that have been run over will ve stripped of gear, and the vehicle will be given blck_RunGearDamage of damage. blck_RunGearDamage = 0.2; // Damage applied to player vehicle for each AI run over blck_VK_Gear = false; // When set to true, AI that have been killed by a player in a vehicle in the list of forbidden vehicles or using a forbiden gun will be stripped of gear and the vehicle will be given blck_RunGearDamage of damage blck_VK_RunoverDamage = false; // when the AI was run over blck_RunGearDamage of damage will be applied to the killer's vehicle. blck_VK_GunnerDamage = false; // when the AI was killed by a gunner on a vehicle that is is in the list of forbidden vehicles, blck_RunGearDamage of damage will be applied to the killer's vehicle each time an AI is killed with a vehicle's gun. blck_forbidenVehicles = [/*"B_MRAP_01_hmg_F","O_MRAP_02_hmg_F","I_MRAP_03_hmg_F","B_MRAP_01_hmg_F","O_MRAP_02_hmg_F"*/]; // Add any vehicles for which you wish to forbid vehicle kills // For a listing of the guns mounted on various land vehicles see the following link: https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Vehicle_Weapons // HMG_M2 is mounted on the armed offroad that is spawned by Epoch blck_forbidenVehicleGuns = [/*"LMG_RCWS","LMG_M200","HMG_127","HMG_127_APC","HMG_M2","HMG_NSVT","GMG_40mm","GMG_UGV_40mm","autocannon_40mm_CTWS","autocannon_30mm_CTWS","autocannon_35mm","LMG_coax","autocannon_30mm","HMG_127_LSV_01"*/]; // Add any vehicles for which you wish to forbid vehicle kills, o /////////////////////////////// // MISC MISSION PARAMETERS /////////////////////////////// blck_useKilledAIName = true; // When false, the name of the killer (player), weapon and distance are displayed; otherwise the name of the player, distance and name of AI unit killed are shown. blck_useMines = false; // when true mines are spawned around the mission area. these are cleaned up when a player reaches the crate. Turn this off if you have vehicle patrols. blck_cleanupCompositionTimer = 1200; // Mission objects will be deleted after the mission is completed after a deley set by this timer. blck_cleanUpLootChests = false; // when true, loot crates will be deleted together with other mission objects. blck_MissionTimout = 60*60; // 60 min - missions will timeout and respawn in another location. This prevents missions in impossible locations from persisting. /////////////////////////////// // Paratroop Settings // AI paratrooper reinforcement paramters // The behavior of these can be linked to some degree to the spawning of patrolling helis. // For example, if you always want a helicopter to spawn paratroops set the value 1. // Recommended that you disable paratroops if using muliple aircraft/vehicle patrols blck_chanceParaBlue = 0.1; // [0 - 1] set to 0 to deactivate and 1 to always have paratroops spawn over the center of the mission. This value can be a range as well [0.1,0.3] blck_noParaBlue = 3; // [1-N] blck_chanceParaRed = 0.2; blck_noParaRed = 3; blck_chanceParaGreen = 0.3; blck_noParaGreen = 4; blck_chanceParaOrange = 0.4; blck_noParaOrange = 4; // Supplemental Loot Parameters. /////////////////////////////// // Heli Patrol Heli Types // Armed Helis ////////////////////////////// _blck_littleBirds = ["B_Heli_Light_01_armed_F"]; // AH-9 Pawnee (WEST) _blck_armed_hellcats = ["I_Heli_light_03_F"]; _blck_armed_orcas = ["O_Heli_Light_02_F","O_Heli_Light_02_v2_F"]; _blck_armed_ghosthawks = ["B_mas_UH60M","B_mas_CH_47F","I_mas_MI8","B_mas_UH1Y_UNA_F"]; //_blck_armed_ghosthawks = ["B_Heli_Transport_01_F","B_Heli_Transport_01_camo_F"]; _blck_armed_hurons = ["B_Heli_Transport_03_F","B_Heli_Transport_03_black_F"]; _blck_armed_attackHelis = ["B_Heli_Attack_01_F"]; _blck_armed_heavyAttackHelis = ["O_Heli_Attack_02_F","O_Heli_Attack_02_black_F"]; _blck_fighters = [ "O_Plane_CAS_02_F", // /ti-199 Neophron (CAS) "I_Plane_Fighter_03_AA_F", // A-143 Buzzard (AA) "I_Plane_Fighter_04_F", // A-149 Gryphon "B_Plane_CAS_01_F", // A-164 Wipeout (CAS) "B_Plane_Fighter_01_F" // F/A-181 Black Wasp II ]; blck_blacklisted_heli_ammo = ["24Rnd_missiles","24Rnd_PG_missiles","12Rnd_PG_missiles","2Rnd_LG_scalpel","6Rnd_LG_scalpel","8Rnd_LG_scalpel","M_Scalpel_AT ","14Rnd_80mm_rockets","38Rnd_80mm_rockets"]; blck_blacklisted_heli_weapons = ["missiles_SCALPEL","missiles_titan","rockets_Skyfire","missiles_DAGR","missiles_DAR"]; /////////////////////////////// // Heli Patrol Settings /////////////////////////////// blck_chanceHeliPatrolBlue = 0; //[0 - 1] Set to 0 to deactivate and 1 to always have a heli spawn over the mission center and patrol the mission area. // The chance of paratroops dropping from the heli is defined by blck_chancePara(Blue|Red|Green|Orange) above. // Recommend setting the change = 1 if you wish to spawn multiple helis at a mission. blck_patrolHelisBlue = _blck_armed_ghosthawks; blck_noPatrolHelisBlue = 1; blck_chanceHeliPatrolRed = 0.2; // 0.4; blck_patrolHelisRed = _blck_armed_ghosthawks; blck_noPatrolHelisRed = 1; blck_chanceHeliPatrolGreen = 0.3; blck_patrolHelisGreen = _blck_armed_ghosthawks; blck_noPatrolHelisGreen = 1; blck_chanceHeliPatrolOrange = 0.4; blck_patrolHelisOrange = _blck_armed_ghosthawks; blck_noPatrolHelisOrange = 1; //////////////////// // Enable / Disable Missions //////////////////// // Maximum number of missions shown on the map at any one time. #ifdef GRGserver blck_maxSpawnedMissions = 6; #else // Change this value to reduce the number of spawned missions at any one time. blck_maxSpawnedMissions = 4; #endif //Set to -1 to disable. Values of 2 or more force the mission spawner to spawn copies of that mission - this feature is not recommended because you may run out of available groups. blck_enableOrangeMissions = 1; blck_enableGreenMissions = 1; blck_enableRedMissions = 1; blck_enableBlueMissions = 1; blck_numberUnderwaterDynamicMissions = 0; // Values from 0 (no UMS) to N (N Underwater missions will be spawned; static UMS units and subs will be spawned. #ifdef GRGserver blck_enableHunterMissions = 1; blck_enableScoutsMissions = 1; blck_maxcrashsites = 3; #endif //////////////////// // MISSION TIMERS //////////////////// // Reduce to 1 sec for immediate spawns, or longer if you wish to space the missions out blck_TMin_Orange = 720; blck_TMin_Green = 550; blck_TMin_Blue = 450; blck_TMin_Red = 370; blck_TMin_UMS = 180; #ifdef GRGserver blck_TMin_Hunter = 120; blck_TMin_Scouts = 115; blck_TMin_Crashes = 115; #endif //Maximum Spawn time between missions in seconds blck_TMax_Orange = 700; blck_TMax_Green = 520; blck_TMax_Blue = 480; blck_TMax_Red = 320; blck_TMax_UMS = 200; #ifdef GRGserver blck_TMax_Hunter = 200; blck_TMax_Scouts = 200; blck_TMax_Crashes = 200; #endif /////////////////////////////// // AI VEHICLE PATROL PARAMETERS /////////////////////////////// blck_useVehiclePatrols = true; // When true vehicles will be spawned at missions and will patrol the mission area. blck_killEmptyAIVehicles = false; // when true, the AI vehicle will be extensively damaged once all AI have gotten outor been killed. //////////////////// // Mission Vehicle Settings //////////////////// //Defines how many AI Vehicles to spawn. Set this to -1 to disable spawning of static weapons or vehicles. To discourage players runniing with with vehicles, spawn more B_GMG_01_high blck_SpawnVeh_Orange = [3,4]; // Number of static weapons at Orange Missions blck_SpawnVeh_Green = [2,3]; // Number of static weapons at Green Missions blck_SpawnVeh_Blue = 1; // Number of static weapons at Blue Missions blck_SpawnVeh_Red = 1; // Number of static weapons at Red Missions /////////////////////////////// // AI STATIC WEAPON PARAMETERS /////////////////////////////// blck_useStatic = true; // When true, AI will man static weapons spawned 20-30 meters from the mission center. These are very effective against most vehicles blck_killEmptyStaticWeapons = true; // When true, static weapons will have damage set to 1 when the AI manning them is killed. blck_staticWeapons = ["B_HMG_01_high_F","I_mas_DSHKM_AAF","I_mas_KORD_high_AAF","I_mas_M2StaticMG_AAF","I_static_AT_F"/*,"O_static_AT_F"*/]; // [0.50 cal, grenade launcher, AT Launcher] //////////////////// // Mission Static Weapon Settings //////////////////// // Defines how many static weapons to spawn. Set this to -1 to disable spawning blck_SpawnEmplaced_Orange = [3,4]; // Number of static weapons at Orange Missions blck_SpawnEmplaced_Green = 3; // Number of static weapons at Green Missions blck_SpawnEmplaced_Blue = 1; // Number of static weapons at Blue Missions blck_SpawnEmplaced_Red = 1; // Number of static weapons at Red Missions /**************************************************************** GENERAL AI SETTINGS ****************************************************************/ blck_groupBehavior = "SENTRY"; // Suggested choices are "SAD", "SENTRY", "AWARE" https://community.bistudio.com/wiki/ArmA:_AI_Combat_Modes blck_combatMode = "RED"; // Change this to "YELLOW" if the AI wander too far from missions for your tastes. blck_groupFormation = "WEDGE"; // Possibilities include "WEDGE","VEE","FILE","DIAMOND" blck_addAIMoney = true; blck_chanceBackpack = 0.3; // Chance AI will be spawned with a backpack blck_useNVG = true; // When true, AI will be spawned with NVG if is dark blck_removeNVG = false; // When true, NVG will be removed from AI when they are killed. blck_useLaunchers = true; // When true, some AI will be spawned with RPGs; they do not however fire on vehicles for some reason so I recommend this be set to false for now //blck_launcherTypes = ["launch_NLAW_F","launch_RPG32_F","launch_B_Titan_F","launch_I_Titan_F","launch_O_Titan_F","launch_B_Titan_short_F","launch_I_Titan_short_F","launch_O_Titan_short_F"]; blck_launcherTypes = ["launch_RPG32_ghex_F","launch_RPG32_F","launch_I_Titan_F","launch_RPG7_F","launch_I_Titan_short_F"]; blck_launchersPerGroup = 1; // Defines the number of AI per group spawned with a launcher blck_launcherCleanup = false;// When true, launchers and launcher ammo are removed from dead AI. //This defines how long after an AI dies that it's body disappears. blck_bodyCleanUpTimer = 1200; // time in seconds after which dead AI bodies are deleted // Each time an AI is killed, the location of the killer will be revealed to all AI within this range of the killed AI, set to -1 to disable // values are ordered as follows [blue, red, green, orange]; blck_AliveAICleanUpTimer = 1200; // Time after mission completion at which any remaining live AI are deleted. // How precisely player locations will be revealed to AI after an AI kill // values are ordered as follows [blue, red, green, orange]; blck_AIAlertDistance = [250,325,450,500]; // Radius within which AI will be notified of enemy activity. Depricated as a group-sed system is used now. The group is informed of the enemy location when a group member is hit or killed. //blck_AIAlertDistance = [150,225,400,500]; // How precisely player locations will be revealed to AI after an AI kill // values are ordered as follows [blue, red, green, orange]; blck_AIIntelligence = [0.3, 0.5, 0.7, 0.9]; blck_baseSkill = 1.0; // The overal skill of the AI - range 0.1 to 1.0. /*************************************************************** MISSION TYPE SPECIFIC AI SETTINGS **************************************************************/ //This defines the skill, minimum/Maximum number of AI and how many AI groups are spawned for each mission type // Orange Missions blck_MinAI_Orange = 20; blck_MaxAI_Orange = 25; blck_AIGrps_Orange = 5; blck_SkillsOrange = [ ["aimingAccuracy",[0.35,0.45]],["aimingShake",[0.65,0.75]],["aimingSpeed",[0.65,0.75]],["endurance",1.00],["spotDistance",1.0],["spotTime",1.0],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00] ]; // Green Missions blck_MinAI_Green = 16; blck_MaxAI_Green = 21; blck_AIGrps_Green = 4; blck_SkillsGreen = [ ["aimingAccuracy",0.3],["aimingShake",0.65],["aimingSpeed",0.65],["endurance",0.9],["spotDistance",0.9],["spotTime",0.9],["courage",0.9],["reloadSpeed",0.9],["commanding",0.9],["general",0.75] ]; // Red Missions blck_MinAI_Red = 12; blck_MaxAI_Red = 15; blck_AIGrps_Red = 3; blck_SkillsRed = [ ["aimingAccuracy",0.2],["aimingShake",0.6],["aimingSpeed",0.6],["endurance",0.80],["spotDistance",0.7],["spotTime",0.8],["courage",0.80],["reloadSpeed",0.70],["commanding",0.8],["general",0.70] ]; // Blue Missions blck_MinAI_Blue = 8; blck_MaxAI_Blue = 12; blck_AIGrps_Blue = 2; blck_SkillsBlue = [ ["aimingAccuracy",0.1],["aimingShake",0.5],["aimingSpeed",0.5],["endurance",0.50],["spotDistance",0.6],["spotTime",0.6],["courage",0.60],["reloadSpeed",0.60],["commanding",0.7],["general",0.60] ]; // Add some money to AI; only works with Exile for now. blck_maxMoneyOrange = 25; blck_maxMoneyGreen = 20; blck_maxMoneyRed = 15; blck_maxMoneyBlue = 10; #ifdef GRGserver blck_AIAlertDistance = [250,450,650,800]; // Radius within which AI will be notified of enemy activity. Depricated as a group-sed system is used now. The group is informed of the enemy location when a group member is hit or killed. //blck_AIAlertDistance = [150,225,400,500]; // How precisely player locations will be revealed to AI after an AI kill // values are ordered as follows [blue, red, green, orange]; blck_AIIntelligence = [0.3, 0.5, 0.7, 0.9]; blck_baseSkill = 0.7; // The overal skill of the AI - range 0.1 to 1.0. /*************************************************************** MISSION TYPE SPECIFIC AI SETTINGS **************************************************************/ //This defines the skill, minimum/Maximum number of AI and how many AI groups are spawned for each mission type // Orange Missions blck_MinAI_Orange = 20; blck_MaxAI_Orange = 25; blck_AIGrps_Orange = 5; blck_SkillsOrange = [ ["aimingAccuracy",[0.25,0.36]],["aimingShake",[0.45,0.55]],["aimingSpeed",[0.65,0.75]],["endurance",1.00],["spotDistance",1.0],["spotTime",0.7],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00] ]; // Green Missions blck_MinAI_Green = 16; blck_MaxAI_Green = 21; blck_AIGrps_Green = 4; blck_SkillsGreen = [ ["aimingAccuracy",[0.2,0.3]],["aimingShake",[0.4,0.5]],["aimingSpeed",[0.55,0.7]],["endurance",0.9],["spotDistance",0.9],["spotTime",0.65],["courage",0.9],["reloadSpeed",0.9],["commanding",0.9],["general",0.75] ]; // Red Missions blck_MinAI_Red = 12; blck_MaxAI_Red = 15; blck_AIGrps_Red = 3; blck_SkillsRed = [ ["aimingAccuracy",[0.2,0.25]],["aimingShake",[0.35,0.4]],["aimingSpeed",0.6],["endurance",0.80],["spotDistance",0.7],["spotTime",0.6],["courage",0.80],["reloadSpeed",0.70],["commanding",0.8],["general",0.70] ]; // Blue Missions blck_MinAI_Blue = 8; blck_MaxAI_Blue = 12; blck_AIGrps_Blue = 2; blck_SkillsBlue = [ ["aimingAccuracy",[0.08,16]],["aimingShake",[0.25,0.35]],["aimingSpeed",0.5],["endurance",0.50],["spotDistance",0.6],["spotTime",0.6],["courage",0.60],["reloadSpeed",0.60],["commanding",0.7],["general",0.60] ]; // Add some money to AI; only works with Exile for now. blck_maxMoneyOrange = 128; blck_maxMoneyGreen = 64; blck_maxMoneyRed = 32; blck_maxMoneyBlue = 16; #endif private["_modType"]; _modType = [] call blck_fnc_getModType; if (_modType isEqualTo "Epoch") then { diag_log format["[blckeagls] Loading Mission System using Parameters for %1",_modType]; execVM "\q\addons\custom_server\Configs\blck_configs_epoch.sqf"; waitUntil {(isNil "blck_configsEpochLoaded") isEqualTo false;}; waitUntil{blck_configsEpochLoaded}; blck_configsEpochLoaded = nil; diag_log "[blckeagles] Running getTraderCitiesEpoch to get location of trader cities"; execVM "\q\addons\custom_server\Compiles\Functions\GMS_fnc_getTraderCitesEpoch.sqf"; }; if (_modType isEqualTo "Exile") then { diag_log format["[blckeagls] Loading Mission System using Parameters for %1",_modType]; execVM "\q\addons\custom_server\Configs\blck_configs_exile.sqf"; waitUntil {(isNil "blck_configsExileLoaded") isEqualTo false;}; waitUntil{blck_configsExileLoaded}; blck_configsExileLoaded = nil; if (blck_blacklistTraderCities || blck_blacklistSpawns || blck_listConcreteMixerZones) then {execVM "\q\addons\custom_server\Compiles\Functions\GMS_fnc_getTraderCitesExile.sqf";}; }; blck_configsLoaded = true;
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First test of vanilla A3E infected spawned by the lootbubble()
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