82ndAB_Bravo17
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Posts
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Reputation Activity
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82ndAB_Bravo17 got a reaction from vbawol in Error in new Vehicle Simulatiion system?
The new system seems to be wiping out all saved vehicles, is this intentional?
I'm guessing that the db upgrade system in lines 48-56 is the culprit if not. (No, it seems to survive the upgrade OK, its happening later)
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82ndAB_Bravo17 got a reaction from vbawol in Error in new Vehicle Simulatiion system?
In the new Vehicle Sim system _vehObj (lines 219 & 220) isn't defined, should it be _vehicle instead?
Also, Lines 3-3 - 316 seem to be superflous?
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82ndAB_Bravo17 got a reaction from vbawol in Group hex's bugged in experimental
Seems to have cured itself, must have been a BI issue.
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82ndAB_Bravo17 got a reaction from He-Man in Group hex's bugged in experimental
Seems to have cured itself, must have been a BI issue.
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82ndAB_Bravo17 got a reaction from DirtySanchez in UAV "Spotted noise" missing?
Much better!
Thanks again ..
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82ndAB_Bravo17 got a reaction from DirtySanchez in UAV "Spotted noise" missing?
Sounding good...
Thank you.
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82ndAB_Bravo17 got a reaction from He-Man in epoch 0.5 service point
Thanks He-Man, that seems to have done the trick, at least for the SPs.
Auto refuel still seems to not be disabled, but I guess that is another issue.
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82ndAB_Bravo17 got a reaction from Grahame in Dynamic Debris markers (experimental)
Its not the debris itself I was commenting on, but the green crosses that appear all over the map marking where they are. I agree, the items themselves are a great addition.
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82ndAB_Bravo17 got a reaction from vbawol in Group hex's bugged in experimental
It seems that if your hex stays on your body when you die. At least for a group leader (Not Epoch GL, Arma GL, so the hex with the chevrons in it), not sure about everyone else.
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82ndAB_Bravo17 reacted to vbawol in UAV dropping AI immediately in Experimental?
b701 should solve this issue and a few others.
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82ndAB_Bravo17 got a reaction from vbawol in UAV dropping AI immediately in Experimental?
We seem to be getting UAV's that drop AI right on top of the player as soon as they (the UAVs) spawn and without making he modem noise, whilst using the changes in experimental. Anyone else noticed this?
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82ndAB_Bravo17 got a reaction from zxbutchxz in Epoch + ARMA 1.68 compatible?
Loaded in fine of my x64 test server. Make sure you have put the epochserver_ x64.dll from the experimental github branch into your@epochhive folder.
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82ndAB_Bravo17 got a reaction from natoed in Epoch + ARMA 1.68 compatible?
Loaded in fine of my x64 test server. Make sure you have put the epochserver_ x64.dll from the experimental github branch into your@epochhive folder.
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82ndAB_Bravo17 got a reaction from vbawol in Inventory not working in Experimental?
Seems to be working OK again, thanks Awol
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82ndAB_Bravo17 got a reaction from vbawol in Inventory not working in Experimental?
The latest change in Experimental ( replacing the ; with the ||) seems to have broken right-clicking to move things back into your inventory from eg the ground. You can still right-click to move things out of your inventory, but can't move them back in again except by dragging them in.
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82ndAB_Bravo17 got a reaction from He-Man in Inventory not working in Experimental?
Working now, thanks He-Man!
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82ndAB_Bravo17 got a reaction from vbawol in Can't get in Vehicle with another player (SOLVED)
Definitely something that you have done, we have no issue like that.
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82ndAB_Bravo17 got a reaction from RC_Robio in ARMA 1.66 Update Issues
Suggest you start again with vanilla files and add things one at a time until you find out what breaks it.
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82ndAB_Bravo17 got a reaction from zxbutchxz in #SEM - Simple Epoch Missions v0.8.1 + 0.8.3 test
Ever since Epoch 0400 came out we were getting significantly longer server load times. Eventually tracked it down to SEM causing a break in execution of 3 minutes each time SEM_fnc_missionController was called.
Cured it by replacing call with spawn in the last line of fn_seminit.sql
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82ndAB_Bravo17 got a reaction from natoed in #SEM - Simple Epoch Missions v0.8.1 + 0.8.3 test
Ever since Epoch 0400 came out we were getting significantly longer server load times. Eventually tracked it down to SEM causing a break in execution of 3 minutes each time SEM_fnc_missionController was called.
Cured it by replacing call with spawn in the last line of fn_seminit.sql
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82ndAB_Bravo17 got a reaction from Grahame in ARMA 1.64 Update Issues
We've had those kicks for a while, probably because we were using one of the 'performance updates' that must have incorporated the new methods.
Had to turn off addweaponcargo kicks totally because it seemed to be able to happen with any items - but for some strange reason, not all the time.
eg
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82ndAB_Bravo17 got a reaction from vbawol in Vehicles vanish for a few restarts, then come back again.
Seems to have worked so far.
Thank you!
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82ndAB_Bravo17 got a reaction from Grahame in Vehicles get damaged when spawning in
We have noticed that vehicles can take a lot of damage when they spawn in, which over a couple or more restarts can cause them to be destroyed and seem to vanish. I had a fully repaired Hunter in a garage yesterday, and it became almost 75% destroyed in just one restart. When I checked it and repaired it five minutes before the next restart it spawned in afterwards with about 25% damage.
http://steamcommunity.com/sharedfiles/filedetails/?id=692598678
I guess that this is caused when the vehicles move during their final placement in the world and collide with the objects that are already there.
Perhaps a way to stop his would be for the vehicles to be spawned in fully repaired, and apply the correct damage only after they have settled into their final position - maybe a one or two second delay or something like that?
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82ndAB_Bravo17 got a reaction from TheStainlessSteelRat in Vehicles get damaged when spawning in
We have noticed that vehicles can take a lot of damage when they spawn in, which over a couple or more restarts can cause them to be destroyed and seem to vanish. I had a fully repaired Hunter in a garage yesterday, and it became almost 75% destroyed in just one restart. When I checked it and repaired it five minutes before the next restart it spawned in afterwards with about 25% damage.
http://steamcommunity.com/sharedfiles/filedetails/?id=692598678
I guess that this is caused when the vehicles move during their final placement in the world and collide with the objects that are already there.
Perhaps a way to stop his would be for the vehicles to be spawned in fully repaired, and apply the correct damage only after they have settled into their final position - maybe a one or two second delay or something like that?
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82ndAB_Bravo17 got a reaction from mgm in Earplugs Script
You can also change respawnOnStart = -1; in epoch_config/sandbox_config.hpp to respawnOnStart = 0; and the respawn script will run again as before.