mok21
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Posts posted by mok21
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wow. great. I gonna add it to my server now!
edit--------
i have qeustions
if i change Taru's cargo pod to bench pod. is classname changed to save in DB? (Taru cargo → Taru bench)
if changed, is it still persistence on DB unrelated with Vehicle spawn cap.
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for now, some building have lots of lootable object, and others have nothing. the ratio is looks like 1:3 (have:not have) when i tested it.
its also not a bad resault for me.
users can see lootable objects through over the windows or terrace. so they do not have to seach erver building one by one.
I can abjust amount of items within Containers with Lootmultiper, located in epochconfig. then there's no inflation of items.
config changed to u guys mentioned way, that's good too.
but users have to search every buildings (it wolud be good for someone but bad for someone :) )
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I've tested Happydayz's way on my test server. it works. : 1st way -> https://github.com/happydayz-enigma/Enigma_EPOCH_Lootspawner
and tested Halv mentioned. and Happydayz posted before. it works too. : 2nd way -> https://github.com/happydayz-enigma/Enigma_EPOCH_CfgBuildingLootPos
(i've changed lootBiasPos of "class default" 25 to 100 for test. and it spawned max amount of building have.)
I think there's not much different reslut between two ways.
If some building have lootable containers spawned. it will be spawn all amount of defined position that building have. (becuase i set "lootBiasPos" to 100% in second way)
so, i think both of way will increase chances below lined. but sadly there's no way to seperate those,
C1. chance of buildings have some lootable containers.
C2. amount of lootable containers in the building
but there are little diffrent exist.
2nd way have more Chance of "C1" than 1st way. and C2 is almost same (or littlebit more)
and both ways have little FPS drop in client. but 1st way have more FPS drop Slightly. (I Know it will be abjust change sleep time for each loop, Happydayz commented it in his script)
as a result, I think 2nd way is more compact and efficient. and It can abjust to amout of spawn easily than 1st way. (both of whole and specific buildings)
(I had to read more Topic what Happydayz posted before. )
so. I'll add cfcbuildinglootpos.hpp to my server and abjust lootbiaspos.
I'm very very thanks to Happaydayz and Halv. . :)
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I'm appreciate for you guys concern about this topic, Happydayz and Halv.
if i can set more spawn chance for Containers, then I'll abjust amount of items in container, surely. (set it to lower than now)
I'm going to test Happydayz's way. thanks for ur help.
btw, I thought epoch mod has own default 25% chance for lootable containers. because I saw below line in change log of 0.3.1.0
"[Changed] Increased loot position bias for all buildings from 15 to 25%."
so I thought if i can change it to higher than 25%, I'll be able to get more spawn chance for containers with epoch's default loot system
and there are somekind option that can simply changed will exist..
I'm sorry for my ignorance. :(
i'm very appreciate your effort to help to me, again
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ok ill try and have a play with this... but no promises. the epoch code is fiarly straightforward... just getting it to work again from a mission file side script...
that's great. Thanks for ur help. :) Happydayz
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@epochhive\addons\a3_epoch_server_settings\configs\loot.h is what you need to edit for loot spawn within containers.
also edit
epochconfig.hpp
lootMultiplier = 0.9; // 1 = max loot bias. This controls how much loot can payout per Epoch loot container.
thanks for ur kindness tinboye.
I've already changed Lootmutipier. (set to max)
but it is not option for Container's Spawn chance but amount of items in the containers. and "CfgMainTable" that located inside of loot.h file is same. It is for amout of items whitin Containers...
I'm looking for ways to increase Spawn chance of Container itself. :(
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hi guys,
I'm looking for way to increase spawn chance of lootable objects(loot container) like furnitures, gun box, etc..
I've tried LSapwner. It works but there are lots items spawned on floor without container. I don't wanna this.
I'm satisfied with amount of Items in container, and tatal amount of spawned. with default of Epoch
but some of users want to "meet more Contatiners".
so, I've serched for options in A3_Server_Settings.pbo but failed.
Loot.h file has no options for spawn chance of Containers i think.. (If I'm worng plz let me know)
is anyone know about this? Any option or way to increase it?
(sorry for mu bad english)
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mok21,
I believe 1 to 0 will give no ammo to the turrets, so may be you can use 1 to 1 or 1 to 3 if you want 3 like you said.
thx for ur help. Donnovan. :)
I tried it on my test server. I used 1 to 0 then newaly spawned Armed offroad has 3 boxes of ammo.
I think Armed offroad has own defalut set for ammo(3 boxes). when I spawn it with admin tool, it has 3 boxes already.
that's the reaseon when i changed "8" to "0" Armed offroad has 3 boxes. I think. :)
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I'm using this lovely script for a month. it's cooool.
but now. I have question, how can I change number of Ammo (Armoed offroad's .50 cal) that given by defalut?
some of my users are destroying lots of Jammer on the map with armed offload. and victims leaving my server :(
so i have to nurf Armed offload itself. ( I'm already reduced number of spawn)
It's 11 boxes for now. I wanna make it to 3.
If any one knows about this, plz let me know. thx
(sorry for my pool english)
Edit --------
I found. I changed for "_a" from 1 to 8 do to for "_a" from 1 to 0 do {
//Add or Remove Turret Ammo - Function
donn_cascar_tuAmmo = {
_ammos = _this select 0;
_motor = _this select 1;
_action = _this select 2;
if (_action == "add") then {
{
_ammo = _x;
for "_a" from 1 to 8 do {
_motor addMagazineTurret [_ammo,[_forEachIndex]];
};
} forEach _ammos;
};
if (_action == "remove") then {
{
_motor removeMagazinesTurret [_x,[_forEachIndex]];
} forEach _ammos;
};
}; -
This should be fixed now with the recent Arma hotfix for 1.46, update your servers and revert this temp fix.
requiredBuild = 131175;
Update: still getting reports of clients crashing as of 131175, looking further into it.
my server and my user's client are both updated with this 1.46 hotfix. but same crash is still occured too.
(sorry for my bad english)
edit : I mean , BI's hotfix didn't work with this crash. I'll add Halv's script to server
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thx for your great job. I added it to my server.
Taru pods utilization mod / script
in Scripts
Posted
I'm sorry for my miss read. its only for Taru that have not a pod. I got it. and it works perfectly.
I decided remove another type of Taru on my server, and increase spawn amount of defalut Taru and Pods!
It will be great. :) thanks halv!