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ScaRR

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  1. Like
    ScaRR reacted to vbawol in ARMA 1.64 Update Issues   
    Working on filter updates for addweaponcargo:
    Full file: https://github.com/EpochModTeam/Epoch/blob/release/Server_Install_Pack/sc/BattlEye/addweaponcargo.txt
    This is certainly not completed but should cover most of the cfgweapons you have already reported. If you guys can test this and report back with any more kicks I will continue to update this and then release a new build.
     
    Also, @Kenobi , @Carcus , and @ScaRR about the issue with false auto bans since Arma 1.64. I found out that this was actually due to Arma changing the way they handle double quotes and I have a fix ready to test.
    Changes: https://github.com/EpochModTeam/Epoch/commit/e35c64c69d09168e2f2eb63e4181ce5f3ab14263
    repacked epoch_server.pbo PBO > https://github.com/EpochModTeam/Epoch/blob/release/Server_Install_Pack/@epochhive/addons/epoch_server.pbo?raw=true
  2. Like
    ScaRR got a reaction from waynewr in A3EAI - Roaming/Vehicle AI Patrols - Discontinued   
    HI, you probably have an old version of the code. Here is a link to the last version
     
    https://github.com/Cavadus/A3EAI-Continued
     
  3. Like
    ScaRR got a reaction from arc7r7 in RscDebugConsole_watch Battleye Kick   
    Hey, I had the same. 
    In battleye/scripts.txt
    Add this to the end of the line that starts with RscDebugConsole_watch
     !="private _value = profileNamespace getVariable [\"RscDebugConsole_watch\" + str (_forEachIndex + 1), [true, \"\"]];"
  4. Like
    ScaRR reacted to arc7r7 in A3EAI - Roaming/Vehicle AI Patrols - Discontinued   
    In your config.cpp check these values
        //Probabilities to equip uniform, according to AI level.
        addUniformChance0 = 1;
        addUniformChance1 = 1;
        addUniformChance2 = 1;
        addUniformChance3 = 1;
        
        //Probabilities to equip backpack, according to AI level.
        addBackpackChance0 = 1;
        addBackpackChance1 = 1;
        addBackpackChance2 = 1;
        addBackpackChance3 = 1;
        
        //Probabilities to equip vest, according to AI level.
        addVestChance0 = 1;
        addVestChance1 = 1;
        addVestChance2 = 1;
        addVestChance3 = 1;
        
        //Probabilities to equip headgear, according to AI level.
        addHeadgearChance0 = 1;
        addHeadgearChance1 = 1;
        addHeadgearChance2 = 1;
        addHeadgearChance3 = 1;
    this will give AI a 100% chance to have gear
  5. Like
    ScaRR reacted to He-Man in Be carefull with remoteexec and "owner"   
    I noticed, that we have to use remoteexec very carefully!
    While many tests, I found out, that the following code is very dangerous:
    _owner = owner _vehicle;
    [_blabla,_blablabla] remoteexec ["xxx",_owner];
    If _vehicle does not exists (because of a script failure or the vehicle no longer exists), the remoteexec will be executed on every client.
     
    Same for:
    [_blabla,_blablabla] remoteexec ["xxx",(owner _vehicle)];
     
    Better use directly:
    [_blabla,_blablabla] remoteexec ["xxx",_vehicle];
    If here the _vehicle does not exist, nothing will be executed.
     
    From https://community.bistudio.com/wiki/remoteExec:
    Object - the function will be executed only where unit is local
     
    So NEVER use the owner of anything for remoteexec!!!
     
    Some Epoch codes are also using the owner for remoteexecs.
    This should be changed...  
  6. Like
    ScaRR reacted to BetterDeadThanZed in Whats happened to EPOCH ??   
    After you disappeared, no one was ever quite the same. Sure, we tried to pretend that everything was ok, but after a while, the forced laughter and the uneasy silence was too much. People started taking their own lives. They sought out Sappers and began charging at them, hugging their armless bodies until they blew up into little pieces. After a while, almost everyone was gone. The world was never the same. Those who remained behind scavenged the world trying to survive, sometimes banding together but mostly wandering the wastelands alone. I don't even know what year it is anymore. God, I'm thirsty.
  7. Like
    ScaRR reacted to Grahame in [TUTORIAL] Putting the Z in EpochZ   
    Hi All,
    Since there seem to be quite a few people who seem to be interested in zombies for Epoch, I thought I'd provide a small tutorial based on my experiences setting up the Ryan's Zombies & Demons mod for my server. I'd like to acknowledge posts by Knives (on configuring Epoch) and synnr (for configuration of the Civilian Occupation System for spawning zombies) on the Ryan's Z&D thread on BIS' forums.
    Note: This tutorial assumes that you have basic administration experience on a dedicated Epoch server, you are comfortable modifying PBO sources and editing mission files and have an understanding of coding in the Arma 3/Epoch environment.
    Installing the mod
    The first thing to do is, of course, to install the Zombies & Demons mod. For your client you can simply subscribe to the mod on Steam or install it via one of the many Arma 3 launchers. For the server I downloaded the mod from Dropbox (the link is on the first page of the thread on the BIS forums and changes with each release) and FTPed the @Ryanszombies folder to my Arma root folder on my dedicated server.
    Copy the bikey found as RyanD.bikey in the @Ryanszombies/Keys folder to the Keys folder in your Arma 3 root folder.
    You now need to add the mod to the start up parameters for Arma 3 on your server as below:
     
    @Epoch;@allinarmaterrainpack;@EpochHive;@Ryanzombies;   There are changes to be made to the mission PBO, so you'll need to download that from your server's MPMissions folder and open it using a PBO manager such as Eliteness or PBO Manager. Go into the mission folder and you'll see a number of files, the only one of interest for this process being mission.sqm. To easily edit mission.sqm you'll want to use a code editor such as Notepad++.
    The first change to mission.sqm is to add "ryanzombies","ryanzombiesfunctions" to the addOns[] list.
    Now to configure BattlEye
    Add the following line to setpos.txt:
     
    1 "" !="RyanZombieC_man_1mediumOpfor" !="RyanZombieC_man_polo_1_FmediumOpfor" !="RyanZombieC_man_polo_2_FmediumOpfor" !="RyanZombieC_man_polo_4_FmediumOpfor" !="RyanZombieC_man_polo_5_FmediumOpfor" !="RyanZombieC_man_polo_6_FmediumOpfor" !="RyanZombieC_man_p_fugitive_FmediumOpfor" !="RyanZombieC_man_w_worker_FmediumOpfor" !="RyanZombieC_scientist_FmediumOpfor" !="RyanZombieC_man_hunter_1_FmediumOpfor" !="RyanZombieC_man_pilot_FmediumOpfor" !="RyanZombieC_journalist_FmediumOpfor" !="RyanZombieC_OrestesmediumOpfor" !="RyanZombieC_NikosmediumOpfor"   Add the following to the end of the first line in createvehicle.txt:
     
    !="RyanZombieC_man_1mediumOpfor" !="RyanZombieC_man_polo_1_FmediumOpfor" !="RyanZombieC_man_polo_2_FmediumOpfor" !="RyanZombieC_man_polo_4_FmediumOpfor" !="RyanZombieC_man_polo_5_FmediumOpfor" !="RyanZombieC_man_polo_6_FmediumOpfor" !="RyanZombieC_man_p_fugitive_FmediumOpfor" !="RyanZombieC_man_w_worker_FmediumOpfor" !="RyanZombieC_scientist_FmediumOpfor" !="RyanZombieC_man_hunter_1_FmediumOpfor" !="RyanZombieC_man_pilot_FmediumOpfor" !="RyanZombieC_journalist_FmediumOpfor" !="RyanZombieC_OrestesmediumOpfor" !="RyanZombieC_NikosmediumOpfor" !="RyanZombieC_man_1medium" !="RyanZombieC_man_polo_1_Fmedium" !="RyanZombieC_man_polo_2_Fmedium" !="RyanZombieC_man_polo_4_Fmedium" !="RyanZombieC_man_polo_5_Fmedium" !="RyanZombieC_man_polo_6_Fmedium" !="RyanZombieC_man_p_fugitive_Fmedium" !="RyanZombieC_man_w_worker_Fmedium" !="RyanZombieC_scientist_Fmedium" !="RyanZombieC_man_hunter_1_Fmedium" !="RyanZombieC_man_pilot_Fmedium" !="RyanZombieC_journalist_Fmedium" !="RyanZombieC_Orestesmedium" !="RyanZombieC_Nikosmedium"   Add the following line to setdamage.txt:
     
    5 "" !=RyanZombieC !="0.700000"   Make the following changes to scripts.txt:
     
    Add !="_zombie enableFatigue false;" to the line beginning with 7 enableFatigue Add !="fnc_RyanZombies_SetHitIndex = compileF" to the line beginning with 7 setVelocity
    Add !"ryanzombies" to the line beginning with 7 addWeaponCargo 
    Add !"ryanzombies" to the line beginning with 7 addMagazineCargo 
    Add !"ryanzombies" to the line beginning with 7 addItem 
    Add !="Ryanzombiesdamage" to the line beginning with 7 setDamage 
    Add !="_zombie = _this select 0;" "_zombie setdammage 0.7" to the line beginning with 7 setDammage 
    Add !="_zombie addMPEventHandler" to the line beginning with 7 addMPEventHandler
     
    I found that I also needed make one change to the BEServer.cfg (how you edit this file depends on who you're hosting the server with). You'll need to alter the line beginning MaxSetDamagePerInterval as follows (I chose 10000 simply as a number that probably won't ever be exceeded):
     
    MaxSetDamagePerInterval 10000 1   After making this change I believe that you need to restart BattlEye using a utility like RCON.
    At this point Ryan's Zombies & Demons is installed on and available for use after you start up the server. Download the mod to your PC using your preferred launcher (or manually if you wish). However, as yet you don't have zombies on the map. I'll deal with this next.
    Adding the Z to a Zombie Epochalypse
    Adding Zombies to your map can be achieved in two different ways. The first and easiest is to take advantage of the Civilian Occupation System (COS) scripts and use them to populate all population centres with zombies; the second is to spend a lot of time placing native Ryan's Zombies & Demons mod zombie spawners; and the third (my own personal preference) is to use a combination of both. I use COS to populate all the towns and villages on Altis in my map and set up specific zombie spawners for special locations that, IMO, deserve a horde.
    No matter which option you choose, you are going to have to set up some basic GameLogics on the map to let Ryan's mod configure the default configuration. This will involve creating and editing a new mission from which you will extract information to add to your Epoch mission files.
    Setting up Ryan's Zombies & Demons Basics
    First off, start up Arma 3 with Ryan's Zombies and Demons as a loaded mod. When you get to the start screen select Editor and then the map that matches that of your Epoch server.
    When in the Editor the first thing you have to do is place a unit - can simply be a Rifleman, doesn't matter, you just need to place a unit before you can place the GameLogics you will need later.
    The next thing to do is place the Game Logic Spawner. Select Modules and double click on the map. Select the category 'Zombie Settings' and then the module "Game Logic Spawner' (see the screenshot below). This allows you to set the overall configuration for zombies on the map, for example the maximum number of spawned zombies, how many are spawned per horde initially and how close you need to be to the spawn point for the zombies to start to appear.

    Note, you should give it a name, for example, 'Zombie_Settings' to make it easier to see in your mission file when you've finished editing.
    You can also select other Modules after to set other defaults for the zombies or demons spawned. Here for example is screen for setting the health of zombies:

    Set those up how you like them and then we'll move on to how to get zombies spawning on the map.
    You'll want to stay in the Editor for the moment. Later when we've finished I'll let you know how to get this information into your mission so that the zombies will appear on your server how you want them.
    Setting up Zombies via the default Spawn mechanism
    Ryan's Zombies & Demons has modules called Spawners which you can place on the map and which will, when so placed, spawn a horde where you placed it. Select Spawner from the drop-down list of modules for Zombie Settings and double click on the map where you want to place the spawn. You'll then see this screen:

    Name it based on the location for convenience and to be able to easily see it in the mission.sqm you're going to save. You'll want the side to be Independent. The type should match your view of what zombies should appear and how they behave. You have slow (Walking Dead), medium (my view of Ringo's Black Tide zombies) and fast (think 28 Days Later) and military and/or civilian and a few other types to choose from. 
    Activation should be for both Blufor and Opfor since in Epoch men are Blufor and women characters are Opfor. This guarantees that the zombies activate for all player characters. You can also select the activation radius and the cap for the total number of spawned zombies in this location at any time.
    If you are poplulating the world using these spawners then simple rinse and repeat until you've set all of the spawns up and then save the mission with a name that you'll recognize, for example "zombie_setup".
    Using Civilian Occupation System as an alternative or in addition to the standard spawns
    Civilian Occupation System (COS) is a set of scripts that populate urban areas with civilians but it just so happens that it is also a way to easily place zombies in all urban areas on your map. I personally use COS to do exactly that and then set up a few additional spawns in areas where I think a massed horde should be present (for example Karvala Hospital...). If you're simply going to use the default spawners then you can ignore this step.
    We'll get to configuring COS later, but while you're in the editor you will need to add a GameLogic to get it working. To do this, select the individual unit function, double click anyway on the map select units and select the side as Game Logic and the class as Objects:

    Name it SERVER and add the following to the INITIALIZATION field: 
     
    null=[] execVM "cos\cosInit.sqf"; After hitting okay, save the mission again.
    Adding the Zombies to you mission PBO
    At this point you have all the information you will need to configure zombie spawns using the default spawn mechanism and it will be simply a case of extracting that information from the mission.sqm that you've just created and placing it in the mission.sqm in your server's mission.sqm (the one you extracted earlier from the mission PBO, e.g. epoch.Altis.pbo).
    The saved mission.sqm will be, by default, located in C:\Documents\Arma 3\missions\<the name you saved the mission as>, e.g C:\Documents/Arma 3\mission\zombie_setup\mission.sqm.
    Here's an example of a file with entries for COS, Zombie settings and a Spawner:
  8. Like
    ScaRR reacted to He-Man in ATM's are not working 0.3.7.0   
    Look in cfgepochclient:
        #include "CfgEpochClient\Altis.hpp"
        #include "CfgEpochClient\WorldInteractions.hpp"
     
    The Worldinteractions.hpp is NEW!!!
    Add this file also into your mission file.
    And also check Altis.hpp. It has changed too!
  9. Like
    ScaRR got a reaction from KPABATOK in #SEM - Simple Epoch Missions v0.8.1 + 0.8.3 test   
    Hi , yes there is a setting in the config file that prevent players from sniping from more than a certain distance.
  10. Like
    ScaRR reacted to Richie in Any serverside updates and version upgrades planned for the next weeks?   
    [Added] Wood Ladder that can be crafted from 4x lumber. [Added] Wood Tower that can be crafted from a Wood Floor and 4x lumber. [Added] Solar Generator base item can be crafted from items found in the world. When placed gives passive power within 75m. [Added] New loot/crafting items (Solar Panels, Wire Cables, Battery Box) added to loot tables. [Changed] Server side database functions renamed and now use cfgFunctions via a new pbo "epoch_server_core". [Changed] Increase max payout of Air Drop event loot. [Changed] Make use of new command getAllHitPointsDamage in A3 1.50 to increase performance of hitpoint data storage. [Changed] Use new A3 command setHitIndex instead of setHitPointDamage so we can use all hitpoints regardless of name. [Changed] Change BIS_fnc_distance2D usage over to distance2D command that added with A3 1.50 for better performance. [Fixed] Only maintain damaged objects and base object health is repaired on maintain action. [Fixed] CfgEpochClient missionConfigFile version check was incorrectly using configFile. [Fixed] Loot object "Blue Tarp" weaponholder proxy position was in the wrong position. [Fixed] Reduce base hunger/thirst loss rate by half if players stamina is above 100. Base rate now can be changed with "baseHTLoss" variable in CfgEpochClient. [Info] Requres Arma 3 1.50 or higher. [ServerInfo] Removed old .bikey and added new one for 0330.[/code]and more
  11. Like
    ScaRR reacted to Axle in Armor value display.   
    New addition to the inventory UI takes away the need to search the web for armor values of items.
     

  12. Like
    ScaRR got a reaction from simon1603 in A3EAI - Roaming/Vehicle AI Patrols - Discontinued   
    Hi Face, I am using the a3eai_custom_defs to spawn in some vehicles and boats.
    I had a look at the script and saw that when it looks for a good spawn position it only really takes Air and Land vehicles into consideration. 
    Currently when I spawn in a ship over the water it moves it to land.
     
    Secondly, does the ai despawn immediately when killed by a non-player?
     
    Are you planning ai boat patrols?
     
    Thanks
  13. Like
    ScaRR got a reaction from DayZ Vet in Good server hosting uk?   
    I had two servers with fastpoint but two weeks ago they went down and haven't been up since. They are not responding to emails or tickets. Also check their forum, lots of complaints of late. Something went wrong there. Don't get caught. 
  14. Like
    ScaRR got a reaction from mgm in Exploding Heli Protection Script   
    Hey guys,
     
    I created this script to deal with the issue where helicopter and vehicles sometimes explode when a player gets into the pilot seat or when the locality changes on the vehicle.
    I have been running it on my server and it seems to be working OK and haven't had any noticeable FPS issues. 
     
    You can adjust the sleep seconds to your liking but it works for me as it currently stands.
     
    OX3_GetInProtect.sqf



     
    Installation instructions (also included in the file)
     
    BE filters:
            
            setvariable.txt
                append !="added_EHProtect" !="GotIn" !="LocalChanged"
            
            scripts.txt (note, your line numbers might differ
                line 22: append !="_x allowDamage true;" !="_vehicle allowDamage false"
                line 48: append !="_x setDamage 0;"
                if you get kicked for addEventHandler then add
                line 53: !="_x addEventHandler [\"GetIn\", {_this call fn_handleGetIn;}];" !="_x addEventHandler [\"Local\", {_this call fn_handleLocal;}];"
                
        Installation:
            Copy into your scripts folder, add this line to your init.sqf, execVM \"scripts\OX3_GetInProtect.sqf";
     
     
    Hope this helps. Please let me know of any issues.  :)
     
    EDIT:
    I removed the two setdamage lines from the script as they were causing some people BE kicks. They are not really required.
     
     
    ScaRR 
  15. Like
    ScaRR got a reaction from cring0 in Exploding Heli Protection Script   
    Hey guys,
     
    I created this script to deal with the issue where helicopter and vehicles sometimes explode when a player gets into the pilot seat or when the locality changes on the vehicle.
    I have been running it on my server and it seems to be working OK and haven't had any noticeable FPS issues. 
     
    You can adjust the sleep seconds to your liking but it works for me as it currently stands.
     
    OX3_GetInProtect.sqf



     
    Installation instructions (also included in the file)
     
    BE filters:
            
            setvariable.txt
                append !="added_EHProtect" !="GotIn" !="LocalChanged"
            
            scripts.txt (note, your line numbers might differ
                line 22: append !="_x allowDamage true;" !="_vehicle allowDamage false"
                line 48: append !="_x setDamage 0;"
                if you get kicked for addEventHandler then add
                line 53: !="_x addEventHandler [\"GetIn\", {_this call fn_handleGetIn;}];" !="_x addEventHandler [\"Local\", {_this call fn_handleLocal;}];"
                
        Installation:
            Copy into your scripts folder, add this line to your init.sqf, execVM \"scripts\OX3_GetInProtect.sqf";
     
     
    Hope this helps. Please let me know of any issues.  :)
     
    EDIT:
    I removed the two setdamage lines from the script as they were causing some people BE kicks. They are not really required.
     
     
    ScaRR 
  16. Like
    ScaRR got a reaction from Skin in Exploding Heli Protection Script   
    Hey guys,
     
    I created this script to deal with the issue where helicopter and vehicles sometimes explode when a player gets into the pilot seat or when the locality changes on the vehicle.
    I have been running it on my server and it seems to be working OK and haven't had any noticeable FPS issues. 
     
    You can adjust the sleep seconds to your liking but it works for me as it currently stands.
     
    OX3_GetInProtect.sqf



     
    Installation instructions (also included in the file)
     
    BE filters:
            
            setvariable.txt
                append !="added_EHProtect" !="GotIn" !="LocalChanged"
            
            scripts.txt (note, your line numbers might differ
                line 22: append !="_x allowDamage true;" !="_vehicle allowDamage false"
                line 48: append !="_x setDamage 0;"
                if you get kicked for addEventHandler then add
                line 53: !="_x addEventHandler [\"GetIn\", {_this call fn_handleGetIn;}];" !="_x addEventHandler [\"Local\", {_this call fn_handleLocal;}];"
                
        Installation:
            Copy into your scripts folder, add this line to your init.sqf, execVM \"scripts\OX3_GetInProtect.sqf";
     
     
    Hope this helps. Please let me know of any issues.  :)
     
    EDIT:
    I removed the two setdamage lines from the script as they were causing some people BE kicks. They are not really required.
     
     
    ScaRR 
  17. Like
    ScaRR got a reaction from Friendly in Exploding Heli Protection Script   
    Hey guys,
     
    I created this script to deal with the issue where helicopter and vehicles sometimes explode when a player gets into the pilot seat or when the locality changes on the vehicle.
    I have been running it on my server and it seems to be working OK and haven't had any noticeable FPS issues. 
     
    You can adjust the sleep seconds to your liking but it works for me as it currently stands.
     
    OX3_GetInProtect.sqf



     
    Installation instructions (also included in the file)
     
    BE filters:
            
            setvariable.txt
                append !="added_EHProtect" !="GotIn" !="LocalChanged"
            
            scripts.txt (note, your line numbers might differ
                line 22: append !="_x allowDamage true;" !="_vehicle allowDamage false"
                line 48: append !="_x setDamage 0;"
                if you get kicked for addEventHandler then add
                line 53: !="_x addEventHandler [\"GetIn\", {_this call fn_handleGetIn;}];" !="_x addEventHandler [\"Local\", {_this call fn_handleLocal;}];"
                
        Installation:
            Copy into your scripts folder, add this line to your init.sqf, execVM \"scripts\OX3_GetInProtect.sqf";
     
     
    Hope this helps. Please let me know of any issues.  :)
     
    EDIT:
    I removed the two setdamage lines from the script as they were causing some people BE kicks. They are not really required.
     
     
    ScaRR 
  18. Like
    ScaRR got a reaction from Brian Soanes in Exploding Heli Protection Script   
    you can comment out this line x setDamage 0; to leave damage as is. Will make it an option. 
  19. Like
    ScaRR got a reaction from ulli_123 in Exploding Heli Protection Script   
    Hey guys,
     
    I created this script to deal with the issue where helicopter and vehicles sometimes explode when a player gets into the pilot seat or when the locality changes on the vehicle.
    I have been running it on my server and it seems to be working OK and haven't had any noticeable FPS issues. 
     
    You can adjust the sleep seconds to your liking but it works for me as it currently stands.
     
    OX3_GetInProtect.sqf



     
    Installation instructions (also included in the file)
     
    BE filters:
            
            setvariable.txt
                append !="added_EHProtect" !="GotIn" !="LocalChanged"
            
            scripts.txt (note, your line numbers might differ
                line 22: append !="_x allowDamage true;" !="_vehicle allowDamage false"
                line 48: append !="_x setDamage 0;"
                if you get kicked for addEventHandler then add
                line 53: !="_x addEventHandler [\"GetIn\", {_this call fn_handleGetIn;}];" !="_x addEventHandler [\"Local\", {_this call fn_handleLocal;}];"
                
        Installation:
            Copy into your scripts folder, add this line to your init.sqf, execVM \"scripts\OX3_GetInProtect.sqf";
     
     
    Hope this helps. Please let me know of any issues.  :)
     
    EDIT:
    I removed the two setdamage lines from the script as they were causing some people BE kicks. They are not really required.
     
     
    ScaRR 
  20. Like
    ScaRR got a reaction from DirtySanchez in Exploding Heli Protection Script   
    No problem at all. It is all about making it more enjoyable for the players and admins  ;)
     
    Thanks for the feedback, much appreciated. 
  21. Like
    ScaRR reacted to DirtySanchez in Exploding Heli Protection Script   
    Nice share Scarr and thanks for throwing it up in its own thread so others have a chance to see it.

    Been about 36 hours and the reports of exploding choppers has virtually disappeared.
    Of course when you tell your community to report all chopper explosions when entering there will be a slight influx to alert me of whats going on, but even so it is no where near what it has been in the past, but wasn't too bad in the recent weeks.

    So to report, not one case of an exploding chopper was valid, all had other variables like hill and on its side already to PhysX issues.

    To Conclude, Scarr FUCKIN A man Thank you very much for this script.
    Our community also has sent many thanks as they have tested this out a lot by finding as many choppers as possible the last 36 hours.

    Oh I would also like to throw in there that DP is running 74 out of 243 slots are choppers so high chopper numbers are ok with this script, too!



    Thanks Mods for moving this to where it will be seen by even more
  22. Like
    ScaRR got a reaction from DirtySanchez in Exploding Heli Protection Script   
    Hey guys,
     
    I created this script to deal with the issue where helicopter and vehicles sometimes explode when a player gets into the pilot seat or when the locality changes on the vehicle.
    I have been running it on my server and it seems to be working OK and haven't had any noticeable FPS issues. 
     
    You can adjust the sleep seconds to your liking but it works for me as it currently stands.
     
    OX3_GetInProtect.sqf



     
    Installation instructions (also included in the file)
     
    BE filters:
            
            setvariable.txt
                append !="added_EHProtect" !="GotIn" !="LocalChanged"
            
            scripts.txt (note, your line numbers might differ
                line 22: append !="_x allowDamage true;" !="_vehicle allowDamage false"
                line 48: append !="_x setDamage 0;"
                if you get kicked for addEventHandler then add
                line 53: !="_x addEventHandler [\"GetIn\", {_this call fn_handleGetIn;}];" !="_x addEventHandler [\"Local\", {_this call fn_handleLocal;}];"
                
        Installation:
            Copy into your scripts folder, add this line to your init.sqf, execVM \"scripts\OX3_GetInProtect.sqf";
     
     
    Hope this helps. Please let me know of any issues.  :)
     
    EDIT:
    I removed the two setdamage lines from the script as they were causing some people BE kicks. They are not really required.
     
     
    ScaRR 
  23. Like
    ScaRR got a reaction from KPABATOK in Exploding Heli Protection Script   
    Hey guys,
     
    I created this script to deal with the issue where helicopter and vehicles sometimes explode when a player gets into the pilot seat or when the locality changes on the vehicle.
    I have been running it on my server and it seems to be working OK and haven't had any noticeable FPS issues. 
     
    You can adjust the sleep seconds to your liking but it works for me as it currently stands.
     
    OX3_GetInProtect.sqf



     
    Installation instructions (also included in the file)
     
    BE filters:
            
            setvariable.txt
                append !="added_EHProtect" !="GotIn" !="LocalChanged"
            
            scripts.txt (note, your line numbers might differ
                line 22: append !="_x allowDamage true;" !="_vehicle allowDamage false"
                line 48: append !="_x setDamage 0;"
                if you get kicked for addEventHandler then add
                line 53: !="_x addEventHandler [\"GetIn\", {_this call fn_handleGetIn;}];" !="_x addEventHandler [\"Local\", {_this call fn_handleLocal;}];"
                
        Installation:
            Copy into your scripts folder, add this line to your init.sqf, execVM \"scripts\OX3_GetInProtect.sqf";
     
     
    Hope this helps. Please let me know of any issues.  :)
     
    EDIT:
    I removed the two setdamage lines from the script as they were causing some people BE kicks. They are not really required.
     
     
    ScaRR 
  24. Like
    ScaRR got a reaction from Richie in Exploding Heli Protection Script   
    Hey guys,
     
    I created this script to deal with the issue where helicopter and vehicles sometimes explode when a player gets into the pilot seat or when the locality changes on the vehicle.
    I have been running it on my server and it seems to be working OK and haven't had any noticeable FPS issues. 
     
    You can adjust the sleep seconds to your liking but it works for me as it currently stands.
     
    OX3_GetInProtect.sqf



     
    Installation instructions (also included in the file)
     
    BE filters:
            
            setvariable.txt
                append !="added_EHProtect" !="GotIn" !="LocalChanged"
            
            scripts.txt (note, your line numbers might differ
                line 22: append !="_x allowDamage true;" !="_vehicle allowDamage false"
                line 48: append !="_x setDamage 0;"
                if you get kicked for addEventHandler then add
                line 53: !="_x addEventHandler [\"GetIn\", {_this call fn_handleGetIn;}];" !="_x addEventHandler [\"Local\", {_this call fn_handleLocal;}];"
                
        Installation:
            Copy into your scripts folder, add this line to your init.sqf, execVM \"scripts\OX3_GetInProtect.sqf";
     
     
    Hope this helps. Please let me know of any issues.  :)
     
    EDIT:
    I removed the two setdamage lines from the script as they were causing some people BE kicks. They are not really required.
     
     
    ScaRR 
  25. Like
    ScaRR got a reaction from DirtySanchez in Epoch Helicopters Issues   
    Hi there,  this script is not for the getin explosions but for the Taru's heli rotor damage when you lift a vehicle.
     
    I have another script for protecting the heli when a player gets into the pilot seat or when the heli's locality changes which can also cause it to explode. The script is in testing and seem to work. You are welcome to try it out and let me know if it works for you.
     
    OX3_GetInProtect.sqf



     
    Let me know how it goes. Hope it helps  :)
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