82ndAB_Bravo17
-
Posts
176 -
Joined
-
Last visited
-
Days Won
8
Content Type
Profiles
Forums
Articles
Posts posted by 82ndAB_Bravo17
-
-
I had initially thought that this was an Arma issue, but have tested vanilla Arma and it does not seem to have such extreme consequences there ie it doesn't explode.
It seems that especially the wheeled helicopter, eg the Taru, explode far too easily when landing on, at least, wooden floors or petrol station roofs.
If you land a Taru on a Petrol station roof in basic mode, and then switch to Advanced mode it will explode almost immediately.
If you do the same thing on a wooden roof you can see that as you switch to Advanced mode the wheels sink into the roof, and come back out again when you switch back to basic mode. In vanilla Arma 3 you can see that it does the same thing on the Petrol Station roof but does not explode.
This make sit almost impossible to land in these places in Advanced flight mode without the helicopter exploding. Landing on the ground seems to be OK.
-
I will test that again myself and report.
EDIT: Ok, tested both instances, with stairs and wooden tower, no safe dropped to the ground level. It is a problem with your server that you are playing in. Admins most likely did not update server files to latest version when this issue was fixed or maybe have some conflicting scripts/mods in a server. Tell them the issue and kindly ask to read the forum on how to correctly install Epoch Mod :) Saying it with all due honesty since I saw many people making up fresh servers who have enough experience in Arma 3 (counting by hours played) yet some don't even know how to turn off advanced flying mode or even what it is. All kinds of amateurs who don't know what they are doing and then players suffer and blame devs for bugs they did not cause.
Thanks for the help - indeed one of the server files had somehow got reverted to a prior version.
-
They also seem to fall through the tower floor, perhaps because it is a ceiling/roof?
-
It seems that lockboxes and safes will not fall through a wooden floor, but will fall through the floor part of the wooden stairs.
-
use a PBO manager
Thanks for the reply, pbo manager seems to have done the job.
@shivermetimbers - I think it is because of the folder structure that the addon uses, the way that pbo manager works preserves that, and so it seems to work OK.
-
For some reason I can't create a pbo that works from the files, if I simply unpbo it and re pbo it again without any edits, the resulting file fails to work properly (clients spawn as seagulls). Could you tell me what program you actually use to create your pbo?
-
No not really. Ther is no error reported about A3EAI. The RPT only says that A3EAI is added as a mod.
Try with the default files and see if it works then, something may have got messed up in editing.
-
Seems to work OK for us
-
Sounds like an easy fix. I'll look in the config and see if I can just remove the Dan outfit from the list, or blacklist it.
Thanks for the info.
Dan is the default no clothes uniform
You probably need to change the
//Probabilities to equip uniform, according to AI level.
addUniformChance0 = 0.60;
addUniformChance1 = 0.70;
addUniformChance2 = 0.80;
addUniformChance3 = 0.90;Options in the config so that they all get a uniform
-
We have the same problem.
Added the @A3EAI folde in to the main dir.
With -mod=@Epoch;@EpochHive;@A3EAI; nothings spawns.
and with -mod=@Epoch; -servermod=@EpochHive;@A3EAI; server isnt starting.
Look in your rpt file, you will probably find the error in there
-
The new version seems to have fixed it, the lockbox reappeared with evrything still inside it.
Thank you!
-
How about replacing left arrow with 0, right arrow with max no and having current number in center? Possibly with bars of increasing height going between 0 and max?
It's no biggie, I expect people will soon get used to the current setup as well, the whole new crafting system is a huge improvement!
-
The new pbo doesn't seem to work - both safes and lockboxes are not interactable with after placement, and don't seem to get saved to the db so vanish on restart.
These were newly placed.
-
It seems that if you have enough items to build say 3 shelves in your inventory then when .you click the arrows the crafting system only gives you the option to build 0 or 3 of them, it skips past 1 & 2. However you do seem to be able to select 1 or 2 by clicking in between the two arrows.Not sure if this is how it is intended to work or not.
-
I have a strange issue with one of my lockboxes. I logged in yesterday and it was not where it should be, and I knew that I had interacted with it just a couple of days ago so I checked in the db to try and find out what had happened, and see that it is still in the db. So now I check in the .rpt file, and there I can see that it was apparently created, but it definitely isn't visible in game
.rpt line:
"STORAGE: created storage LockBoxProxy_EPOCH at [12165.8,13969,0.00400066]"
db entry:
["LockBoxProxy_EPOCH",[0,[[12165,13968,0],[0.833008,0.978516,0.00400066]]],0,[[],[["ItemGoldBar","ItemGoldBar","ItemGoldBar","ItemGoldBar","ItemGoldBar","ItemGoldBar","ItemGoldBar","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemSilverBar","ItemSilverBar","ItemSilverBar","ItemSilverBar","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemGoldBar10oz","ItemSilverBar","ItemSilverBar","ItemSilverBar","ItemSilverBar","ItemSilverBar","ItemSilverBar","ItemSilverBar","ItemSilverBar","ItemSilverBar","ItemSilverBar","ItemSilverBar","ItemSilverBar","ItemSilverBar","ItemSilverBar","ItemSilverBar","ItemDocument","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemSilverBar","ItemGoldBar","ItemGoldBar","ItemGoldBar","ItemGoldBar","ItemGoldBar","ItemGoldBar","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp","ItemKiloHemp"],[1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]],[[],[]],[[],[]]],0,["76561198011328150"],111]
As you can see it was created in near enough the correct place. Ne no of items and the no of amounts tally and the TTL in the db is still at 1030474 seconds, so it hasn't vanished because it expired.
There have been a few server restarts since this happened, and it still hasn't come back.
-
The @A3EAI folder needs to go in the folder that Arma 3 is installed in.
and -mod=@Epoch;@EpochHive;@A3EAI;
should be -mod=@Epoch; -servermod=@EpochHive;@A3EAI;
assuming you have the correct ip and port in there as well.
-
With the release of 0.3.3.0 you need to put a copy of CfgBaseBuilding.hpp in your mission file, and add the following to it, otherwise you will not be able to remove the boxes once placed:
class StorageBox_EPOCH : Default
{
removeParts[] = {{ "PartPlankPack",4 },{ "ItemCorrugatedLg",4 }};
}; -
-
I've noticed that in 8.3 the static missions don't show on the map for players who join after the mission starts, where they did in 8.1, is there a setting that can be changed to allow this?
-
Mediafire doesn't seem to want to let me have the file .......
-
This is a simple Python program written to do 3 things:
1. Delete Traders with no corresponding AI_ITEMS entry
2. Delete Traders and their AI_ITEMS entry if they were initialized without the default loot
3. Tell you which traders have which vehicles in their inventory
Each time it is run it will write an entry to dataebasestats.txt with date and time, any deletions that were made and a list of the vehicles with trader number
Since it is a Python program you will need Python 2.7 - latest version that you can since later versions come with pip included, and redis for python. Use "pip install redis"
You should be able to easily customize it for any non-standard vehicles that you have on your server.
GIT repository is at https://github.com/82ndab-Bravo17/EpochRedisCleanup
-
Confirmed.
Also, the weight of the blocks seems to have been adjusted a bit too high, you now need a large capacity backpack just to be able to hold 4 blocks in order to make a small cinder wall.
-
Happened to me just driving along the road, alone on the server, locked out my driving controls and I crashed :(
-
I don't know if this has been fixed in the new version, but in 0.2.5.2 it seems that if you put a backback in a vehicle with items inside it, all the items are missing when the server restarts.
Interaction between GHOST building parts and vehicles
in Suggestions
Posted
It would be nice if the GHOST building parts did not cause vehicles to explode or take damage when they touch them.