tinboye
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Posts posted by tinboye
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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.
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adding this to your init.sqf within your mission folder
vehicle player disableTIEquipment false;
should enable nvg and thermals for epoch. lmk if this works or not. im curious.
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change
// "MAP-BASEBUILDING",
to
"MAP-BASEBUILDING",
this allows the option to enable that map option under f1 menu.it will be green/yellow in color if enabled.
have your settings like so
adminMenu_OwnerSetting[] = { "ESP-PLAYER", "ESP-VEHICLE", "ESP-LOOT", //"OLD-ESP", //"OLD-MAP", "PLAYER-TELEPORT", "MAP-TELEPORT", "INFRONT-TELEPORT", "MAP-PLAYER", "MAP-CORPSE", // "MAP-LOOT", "MAP-VEHICLE", "MAP-AI", "MAP-BASEBUILDING", "TARGET-HEAL", "TARGET-AMMO", "TARGET-KILL", "TARGET-CRYPTO", "TARGET-VEHICLEREPAIR", "VEHICLEFLIP", "BANPANNEL", "SPAWN-MENU", "FREE-CAM", "INVISIBLE", "SPAWNLOOT", "GODMODE", "HEAL", "VEHICLEREPAIR" };
where you have adminMenu_Owner[] = {};
you should already have your steam id
adminMenu_Owner[] = {xxxxxxxxxx};
but you also want to have your steam id
in
adminMenu_High[] = {xxxxxxxxxx};
and
adminMenu_Low[] = {xxxxxxxxxx};
{xxxxxxxxxx}; being your steam 64 id.
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The only a3 ai missions are in the missions section. Someone might be able to take the a2 script u want and make it work on a3.
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you need to edit your epochah.hpp file and uncomment the
// "MAP-BASEBUILDING",
and i would also uncomment
// "SPAWNLOOT",
which will allow you as an admin to spawn loot for yourself.
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U can use the f1 feature and enable to show bases on the map
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just a side note, that this does work, but the a3launcher will not recognize the @epoch folder but rather it will only look for @epoch031. if you rename the @epoch folder from the workshop to @epoch031 then workshop will just try and redownload it. You could copy the files from workshop copy into @epoch031 folder, then verify the files via a3launcher.once it says seed. hit stop and it will say installed.
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a3eai is awesome i agree, but the fuMs i have not been able to test as the test server im using is on gtx gaming which, after talking with them i found out im unable to setup a headless client unless i had a dedi server with them. i modified the mission.sqm and edited the config.cfg, pointed the hc to my own pc where i ran the hc client. but no matter what i do, it will not connect to gtx gaming.
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Look in the scripts section for dayz style helicopter works fine
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just updating that he has this resolved, for others who have this issue and using infistar, you need to edit your a3ah.sqf file and change any krypto amounts in there to match the security file.
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make sure in both cfgpricing.hpp and hspricing.hpp that the class names match the filenames. i had this problem , where my filename was cfgPricing.hpp and my classname in the file was CfgPricing and it would make the server hang. i also found with this latest update i had to dump the database in order for it to load properly.
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if your using infistar make sure you edit the A3AH.sqf and match the amounts in there.
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You can also use either BEC or Infistar
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Did u copy the bikey from the @esseker keys folder into your arma 3 servers keys folder and to your keys folder in your arma 3 game folder
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i did not see the testing post. i played around on the mission a bit today. so far i am liking it.
i will check out your server when i have time to test it out more.
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no i took the latest epoch server file, uploaded it to a clean server, unpbo'd the esseker mission, eliteness the mission.sqm to add the missing classes.
have not touched the epochhive and i there are no addons serverside or client side.
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is there a bug report section on epochmod.com? if there is im either blind or its well hidden lol
i noticed some things missing in the esseker mission.
and i am still getting quite a few errors with vanilla esseker. i know the map is only 70% complete and some errors are to be expected.
I had to add the following to the mission.sqm addons section
"aia_buildings_config", "aia_misc_config", "aia_misc_e_config", "aia_misc3_config", "sar_ru_architecture"
other errors i am still getting after adding those are:
Error in expression <rAndUp _dir;}else{_ep setDir _dir;};_ep setposATL _ab;if(_deSimulate)then{_ep en> Error position: <setposATL _ab;if(_deSimulate)then{_ep en> Error 2 elements provided, 3 expected File x\addons\a3_epoch_server\compile\epoch_server\EPOCH_server_createTeleport.sqf, line 1 Warn: Shape '???' contains water texture however it does not carry a special class name. Consider craeting one to speed up the detection! Old style material 204 used in ReportStack not available Old style material 20 used in ReportStack not available Old style material 1 used in ReportStack not available "["CDF_WarfareBBarrier10x",[5065.82,8891.55,-0.294769],29.5455]" No owner "["CDF_WarfareBBarrier10x",[5064.97,8903.57,-0.186707],302.727]" No owner "["CDF_WarfareBBarrier10x",[5077,8896.71,-0.080307],299.545]" No owner "["CDF_WarfareBBarrier10x",[5076.48,8908.56,-0.235596],29.5455]" No owner "["CDF_WarfareBBarrier10x",[4399.01,6060.29,-0.514542],307.273]" No owner "["CDF_WarfareBBarrier10x",[4411.15,6059.94,0],217.273]" No owner "["CDF_WarfareBBarrier10x",[4414.62,6048.48,-0.14389],306.818]" No owner "["CDF_WarfareBBarrier10x",[4402.54,6048.84,-0.160172],37.7273]" No owner "["USMC_WarfareBVehicleServicePoint",[4405.97,6049.83,0],127.727]" No owner Strange convex component91 in sar_ru_architect\ukreplenie.p3d:geometryFire Strange convex component05 in sar_ru_architect\heapboxes.p3d:geometryView Strange convex component30 in ca\buildings\budova2.p3d:geometryFire Strange convex component27 in sar_struktures\chouse6.p3d:geometry Strange convex component01 in sar_struktures\bchouse1.p3d:geometry Strange convex component15 in sar_struktures\wodhaus_1.p3d:geometry Strange convex component22 in sar_struktures\wodhaus_1.p3d:geometryFire Strange convex component15 in sar_struktures\wodhaus_1.p3d:geometryView Strange convex component02 in sar_ru_architect\zisterns.p3d:geometry Strange convex component01 in sar_ru_architect\zisterns.p3d:geometryFire Strange convex component01 in sar_ru_architect\zisterns.p3d:geometryView Strange convex component12 in sar_struktures\military.p3d:geometry
these are in no particular order, and the strange convex ones have a series of these errors with different component numbers
i do not know if these are normal errors or not, usually the only errors i see are
Error: Bone cheek_lf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone nose_tip doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_uplb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone jaw_ls doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_uplf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_lc doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_lwlb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_lwlf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone jaw_lm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone zig_lb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_lwm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_upm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone ear_l doesn't exist in skeleton OFP2_ManSkeleton Error: Bone corr doesn't exist in skeleton OFP2_ManSkeleton Error: Bone tongue_m doesn't exist in skeleton OFP2_ManSkeleton Error: Bone tongue_f doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eyebrow_lb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eyebrow_lf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eyebrow_lm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone zig_lm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eye_upl doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eye_lwl doesn't exist in skeleton OFP2_ManSkeleton Error: Bone cheek_l doesn't exist in skeleton OFP2_ManSkeleton Error: Bone cheek_lb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone zig_lt doesn't exist in skeleton OFP2_ManSkeleton Error: Bone nose_l doesn't exist in skeleton OFP2_ManSkeleton Error: Bone cheek_lm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone nose_r doesn't exist in skeleton OFP2_ManSkeleton Error: Bone forehead_r doesn't exist in skeleton OFP2_ManSkeleton Error: Bone forehead_m doesn't exist in skeleton OFP2_ManSkeleton Error: Bone forehead_l doesn't exist in skeleton OFP2_ManSkeleton Error: Bone cheek_rb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eye_lwr doesn't exist in skeleton OFP2_ManSkeleton Error: Bone cheek_r doesn't exist in skeleton OFP2_ManSkeleton Error: Bone zig_rt doesn't exist in skeleton OFP2_ManSkeleton Error: Bone zig_rm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone cheek_rf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone cheek_rm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eyebrow_rm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eyebrow_rf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eye_upr doesn't exist in skeleton OFP2_ManSkeleton Error: Bone eyebrow_rb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone tongue_b doesn't exist in skeleton OFP2_ManSkeleton Error: Bone ear_r doesn't exist in skeleton OFP2_ManSkeleton Error: Bone neck_l doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_uprf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone neck_r doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_uprb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_rc doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_lwrb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone lip_lwrf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone neck_b doesn't exist in skeleton OFP2_ManSkeleton Error: Bone zig_rb doesn't exist in skeleton OFP2_ManSkeleton Error: Bone neck_t doesn't exist in skeleton OFP2_ManSkeleton Error: Bone jaw_rf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone jaw_lf doesn't exist in skeleton OFP2_ManSkeleton Error: Bone chin doesn't exist in skeleton OFP2_ManSkeleton Error: Bone jaw_rm doesn't exist in skeleton OFP2_ManSkeleton Error: Bone jaw_rs doesn't exist in skeleton OFP2_ManSkeleton Error: Bone jaw doesn't exist in skeleton OFP2_ManSkeleton Error: Bone headcutscene doesn't exist in skeleton OFP2_ManSkeleton B_Heli_Light_01_EPOCH: AddDoors - unknown animation source AddDoors B_Heli_Light_01_EPOCH: GunL_Revolving - unknown animation source GunL_Revolving B_Heli_Light_01_EPOCH: GunR_Revolving - unknown animation source GunR_Revolving B_Heli_Light_01_EPOCH: AddFLIR - unknown animation source AddFLIR B_Heli_Light_01_EPOCH: AddGunHolder - unknown animation source AddGunHolder B_Heli_Light_01_EPOCH: hidePG_1 - unknown animation source Missiles_revolving B_Heli_Light_01_EPOCH: zaslehROT - unknown animation source Muzzle_flash class HitPoints::HitFuel not found in mosquito_epoch class HitPoints::HitLight not found in mosquito_epoch class HitPoints::HitHydraulics not found in mosquito_epoch class HitPoints::HitGear not found in mosquito_epoch class HitPoints::HitHStabilizerL1 not found in mosquito_epoch class HitPoints::HitHStabilizerR1 not found in mosquito_epoch class HitPoints::HitVStabilizer1 not found in mosquito_epoch class HitPoints::HitTail not found in mosquito_epoch class HitPoints::HitPitotTube not found in mosquito_epoch class HitPoints::HitStaticPort not found in mosquito_epoch class HitPoints::HitEngine2 not found in mosquito_epoch class HitPoints::HitEngine3 not found in mosquito_epoch Error: Wheel reference not initialized
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I believe you would have to add a loadouts script to trigger it to add into their inventory
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Make sure you change your administrator passwords. Now that u posted them in the forum.
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Just for kicks.move your redis dump file out of the dB folder. Restart server. Then see if it loads. If it doesn't. Copy the old dump back into the dB folder. Then check to make sure your redis config matches your epochserver.ini if that all matches then if u don't use infistar and have altered the epochah.hpp or the epochconfig.hpp try copying fresh copies of those back into your epoch hive folder. Finally. If that doesn't work,did you change the mission.sqm in the mpmissions/epoch.altis.pbo. if so. Try a fresh pbo as a test to see if it loads.
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if you set the traders to static in the epochconfig.hpp and you specify the items they start with. then all static spawned traders will have those items when the server first starts up. then as players play, and sell/buy to those traders, the items willl start to change a bit.
If you are wanting different spawns to have different items then you will have to make a lua file and run redis-cli.exe with a query to restock items based on the AI # in the database
like so
create a file calling it clean_ai_items.lua
local count = 0 local valuelist = redis.call('keys', 'AI_ITEMS:NA123:*') if valuelist then for i = 1, #valuelist do --Delete redis.call('del', valuelist[i]) --Set ( Custom Trader loadouts can be set here) --redis.call('set', valuelist[i], '[[],[]]') count = count + 1 end end return count
change
local valuelist = redis.call('keys', 'AI_ITEMS:NA123:*')
to local valuelist = redis.call('keys', 'AI_ITEMS:NA123:#')
# being the specific key in the database
then with this script you would run it, which would wipe out that specific AI inventory
then you would comment out
redis.call('del', valuelist)
so it would look like
--redis.call('del', valuelist)
then uncomment
--redis.call('set', valuelist, '[[],[]]')
so it looks like
redis.call('set', valuelist, '[[item_class_name],[item_amount_to_sell]]')
example:
redis.call('set', valuelist[i], '[["WhiskeyNoodle","ItemCoolerE","Hatchet","16Rnd_9x21_Mag","PaintCanGrn","HeatPack","ItemGoldBar10oz","Chemlight_green","HandGrenade","30Rnd_9x21_Mag","6Rnd_45ACP_Cylinder","20Rnd_556x45_UW_mag","5Rnd_rollins_mag","9rnd_45X88_magazine","ItemScraps","optic_Holosight_smg","30Rnd_65x39_caseless_green","SmokeShellRed","SmokeShellBlue","20Rnd_762x51_Mag","emptyjar_epoch","muzzle_snds_H","SmokeShellOrange","5Rnd_127x108_APDS_Mag","arifle_Mk20C_plain_F","ChainSaw","30Rnd_65x39_caseless_mag_Tracer","30Rnd_65x39_caseless_mag","muzzle_snds_M","muzzle_snds_B","C_Van_01_box_EPOCH","honey_epoch","ItemEmerald","30Rnd_556x45_Stanag","30Rnd_762x39_Mag","PaintCanOra","11Rnd_45ACP_Mag","MortarBucket","FoodSnooter","PaintCanBlk","PaintCanBlu","PaintCanYel","optic_Holosight","arifle_MX_F","200Rnd_65x39_cased_Box","LMG_Mk200_F","Binocular","arifle_Mk20_plain_F","H_14_EPOCH","optic_Aco_smg","7Rnd_408_Mag","200Rnd_556x45_M249","9Rnd_45ACP_Mag","30Rnd_45ACP_Mag_SMG_01","V_4_EPOCH","V_16_EPOCH","hgun_PDW2000_F","jerrycan_epoch","100Rnd_65x39_caseless_mag","hgun_P07_F","SmokeShellGreen","Pelt_EPOCH","NVG_EPOCH","MiniGrenade","CircuitParts","optic_Yorris","10Rnd_762x51_Mag","5Rnd_127x108_Mag","6Rnd_GreenSignal_F","hgun_Pistol_Signal_F","SmokeShell","optic_Aco","hgun_Pistol_heavy_01_F","arifle_MXC_F","hgun_Rook40_F","M14Grn_EPOCH","SmokeShellPurple","muzzle_snds_H_MG","acc_flashlight","m249Tan_EPOCH","SMG_02_F","m249_EPOCH","200Rnd_65x39_cased_Box_Tracer","30Rnd_556x45_Stanag_Tracer_Yellow","optic_DMS","Towelette","acc_pointer_IR"],[1,4,0,11,1,2,2,19,16,5,5,2,2,2,1,1,2,1,2,1,0,1,15,0,1,0,2,0,2,2,0,0,1,8,2,1,11,0,0,0,1,1,1,3,13,1,2,1,0,2,2,2,9,4,1,1,2,0,1,1,14,1,0,8,0,1,1,0,2,1,14,3,1,1,1,0,14,1,1,1,1,1,1,1,1,2,1]]')
then you would create a batch file to run the lua
like so:
@echo off echo Now Starting purge of Spawned Vehicles redis-cli -h redisipaddress -p redisport# -a redispassword -n 0 --eval clean_ai_items.lua timeout 10 echo Purged timeout 3 exit
change redisipaddress, redisport#, redispassword to match your servers info.
then run the bat file and it should work..
Just a side note, some hosts like gtxgaming, unless you have a dedicated server they do not allow you to add bat files, cmd files or even run headless clients.
If this is the case for you. download redis desktop manager connect to the database that way, and you can add the items that way.
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I found when you edit the epoch server settings file, anything to do with coordinates, and the same with mission.sqm, you have to dump the db and start over for the mission to load. not sure why this is.
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thanks for the list. can you confirm that these all work with vanilla Epoch?
constructions of players
in Discussion
Posted
you should be able to go to the main map now and they should show the markers on the map. your other option is go into epochconfig.hpp under your epochhive and
set
SHOW_JAMMERS = false; // Shows location of base jammers
to true, this will show all jammers created on the map, but this will show everyone all jammers this way, its fine if its a pve server i guess.
also this function is only good if your description.ext
buildingRequireJammer = 0; // 1 = to allow building without a jammer
is set to 0
here u can also set
buildingNearbyMilitary = 0; //1 to allow building nearby
buildingNearbyMilitaryRange = 300; //Define radius of blocked area
buildingRequireJammer = 0; // 1 = to allow building without a jammer
buildingCountLimit = 200; // how many objects can be built within range of a jammer
buildingJammerRange = 75; // jammer range in meters