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Slacker101

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Posts posted by Slacker101

  1. The Ebike is 2 wheels, crashed them a few times, never been killed when it fell over though

    That's because unless it explodes player is invincible while on the e bike (to get around rather glitchy deaths I imagine). Have someone try to shoot you off, it's rather funny.

  2. I'm trying to run a parachute spawn system but the problem is it is so damn easy to die parachuting in this game. Is there a way to make a steerable parachute invincible for the first 10 minutes of a player's life or something similar? I'm fairly new to scripting and have no idea where to start in order to make every instance of a steerable parachute invincible. Let alone during the first 10 minutes of a player's life.

  3. If you want to check brackets, grab Notepad++ , it draws nice lines to connect bracket pairs.. IMO it's an essential tool for modders.

    I use sublime and it looks to me like they're all correctly bracketed. I'm not sure what's going on. It's in the main mission class and after markers.

  4. Is there another }; at the end of the code you sent here?

    	class Markers
    	{
    		items = 3;
    		class Item0
    		{
    			position[] = {14939.934,0.053499073,15083.272};
    			name = "center";
    			type = "Empty";
    		};
    		class Item1
    		{
    			position[] = {23600.639,3.19,18000.72};
    			name = "respawn_east";
    			type = "Empty";
    		};
    		class Item2
    		{
    			position[] = {23600.611,3.19,18000.768};
    			name = "respawn_west";
    			type = "Empty";
    		};
    	};
    	class Sensors
    	{
    		items=1;
    		class Item0
    		{
    			position[]={23600.639,3.19,18000.72}; //Spawnpoint coords (same as respawn_west & east)
    			activationBy="ANY";
    			repeating=1;
    			interruptable=1;
    			age="UNKNOWN";
    			name="SPAWNPOINT";
    			expCond="(player distance SPAWNPOINT) < 50;";
    			expActiv="inSpawnPoint = true;";
    			expDesactiv="inSpawnPoint = false;";
    			class Effects
    			{
    			};
    		};
    	};
    };
    class Intro
    {
    	addOns[] = {"a3_map_altis"};
    	addOnsAuto[] = {"a3_map_altis"};
    	randomSeed = 13802307;
    	class Intel
    	{
    		timeOfChanges = 1800.0002;
    		startWeather = 0.3;
    		startWind = 0.1;
    		startWaves = 0.1;
    		forecastWeather = 0.3;
    		forecastWind = 0.1;
    		forecastWaves = 0.1;
    		forecastLightnings = 0.1;
    		year = 2035;
    		month = 6;
    		day = 24;
    		hour = 12;
    		minute = 0;
    		startFogDecay = 0.013;
    		forecastFogDecay = 0.013;
    	};
    };
    class OutroWin
    {
    	addOns[] = {"a3_map_altis"};
    	addOnsAuto[] = {"a3_map_altis"};
    	randomSeed = 4712975;
    	class Intel
    	{
    		timeOfChanges = 1800.0002;
    		startWeather = 0.3;
    		startWind = 0.1;
    		startWaves = 0.1;
    		forecastWeather = 0.3;
    		forecastWind = 0.1;
    		forecastWaves = 0.1;
    		forecastLightnings = 0.1;
    		year = 2035;
    		month = 6;
    		day = 24;
    		hour = 12;
    		minute = 0;
    		startFogDecay = 0.013;
    		forecastFogDecay = 0.013;
    	};
    };
    class OutroLoose
    {
    	addOns[] = {"a3_map_altis"};
    	addOnsAuto[] = {"a3_map_altis"};
    	randomSeed = 10755213;
    	class Intel
    	{
    		timeOfChanges = 1800.0002;
    		startWeather = 0.3;
    		startWind = 0.1;
    		startWaves = 0.1;
    		forecastWeather = 0.3;
    		forecastWind = 0.1;
    		forecastWaves = 0.1;
    		forecastLightnings = 0.1;
    		year = 2035;
    		month = 6;
    		day = 24;
    		hour = 12;
    		minute = 0;
    		startFogDecay = 0.013;
    		forecastFogDecay = 0.013;
    	};
    };
    //};
    

    Nope, I had the wrong coordinates first snippit of code above but it still doesn't work. I take it I need another }; at the end? I don't even get a half assed message about it trying to teleport me or something. Nothing at all happens.

     

    By the way in the OP you say to make a spawnpoint.sqf but you call a spawnpoints.sqf in your init.sqf.

  5. I can't for the life of me get this to work on Altis.

    	class Markers
    	{
    		items = 3;
    		class Item0
    		{
    			position[] = {6968.658,324.48145,8345.914};
    			name = "center";
    			type = "Empty";
    		};
    		class Item1
    		{
    			position[] = {1024.82,0,2023.51};
    			name = "respawn_east";
    			type = "Empty";
    			angle = 23.608498;
    		};
    		class Item2
    		{
    			position[] = {1024.8502,5.858802,2023.5204};
    			name = "respawn_west";
    			type = "Empty";
    			angle = 23.608498;
    		};
    	};
    	class Sensors
    	{
    		items=1;
    		class Item0
    		{
    			position[]={1024.8502,5.858802,2023.5204}; //Spawnpoint coords (same as respawn_west & east)
    			activationBy="ANY";
    			repeating=1;
    			interruptable=1;
    			age="UNKNOWN";
    			name="SPAWNPOINT";
    			expCond="(player distance SPAWNPOINT) < 50;";
    			expActiv="inSpawnPoint = true;";
    			expDesactiv="inSpawnPoint = false;";
    			class Effects
    			{
    			};
    		};
    	};
    
  6.  

    Im currently using this one for random starter loadouts for player respawns. except mine comes with the 'B_parachute' as a constant in the backpack slot for all players, due to a halospawn script im running. But the concept is all there.

    private ["_player"];
    if (!isServer) then {
    	waitUntil {!isNull player};
    	waitUntil {player == player};
    	
    	while {true} do {
    		_player = player;
    		player addEventHandler ["Respawn", {
    			_PistolANDmag = [["hgun_Pistol_Signal_F","6Rnd_GreenSignal_F"],["hgun_Pistol_Signal_F","6Rnd_RedSignal_F"],["hgun_Pistol_heavy_02_Yorris_F","6Rnd_45ACP_Cylinder"],["hgun_Pistol_heavy_02_F","6Rnd_45ACP_Cylinder"],["hgun_Pistol_heavy_01_MRD_F","11Rnd_45ACP_Mag"],["hgun_Pistol_heavy_01_snds_F","11Rnd_45ACP_Mag"],["hgun_Pistol_heavy_01_F","11Rnd_45ACP_Mag"],["hgun_ACPC2_snds_F","9Rnd_45ACP_Mag"],["hgun_ACPC2_F","9Rnd_45ACP_Mag"],["hgun_Rook40_snds_F","16Rnd_9x21_Mag"],["hgun_Rook40_F","16Rnd_9x21_Mag"],["hgun_P07_snds_F","16Rnd_9x21_Mag"],["hgun_P07_F","16Rnd_9x21_Mag"]] call BIS_fnc_selectRandom;
    			_pistol = _PistolANDmag select 0;
    			_mag = _PistolANDmag select 1;
    			_item = "FAK";
    			_food = ["CookedSheep_EPOCH","CookedGoat_EPOCH","CookedChicken_EPOCH","CookedRabbit_EPOCH","ItemTunaCooked","ItemSeaBassCooked","ItemTroutCooked","FoodSnooter","FoodMeeps"] call BIS_fnc_selectRandom;
    			_drink = ["ItemSodaRbull","ItemSodaOrangeSherbet","ItemSodaPurple","ItemSodaMocha","ItemSodaBurst","FoodWalkNSons","WhiskeyNoodle"] call BIS_fnc_selectRandom;
    			_uniform = ["U_C_Driver_4","U_C_Driver_3","U_C_Driver_2","U_C_Driver_1","U_C_Scientist","U_C_Journalist","U_C_WorkerCoveralls","U_C_Poor_1","U_C_Poloshirt_redwhite","U_C_Poloshirt_salmon","U_C_Poloshirt_tricolour","U_C_Poloshirt_burgundy","U_C_Poloshirt_blue","U_C_Poloshirt_stripped"] call BIS_fnc_selectRandom;
    			_vest = ["V_16_EPOCH","V_15_EPOCH","V_14_EPOCH","V_13_EPOCH","V_12_EPOCH","V_11_EPOCH","V_10_EPOCH","V_9_EPOCH","V_8_EPOCH","V_7_EPOCH","V_6_EPOCH","V_5_EPOCH","V_4_EPOCH","V_3_EPOCH","V_2_EPOCH","V_1_EPOCH"] call BIS_fnc_selectRandom;
    			hint format [" %1 \n %2 \n %3 \n %4 \n %5 \n %6 \n %7",_pistol,_mag,_item,_food,_drink,_uniform,_vest];
    			player addVest _vest;
    			player addWeapon _pistol;
    			player addMagazine _mag;
    			player addMagazine _item;
    			player addMagazine _food;
    			player addMagazine _drink;
    			player forceAddUniform _uniform;
    		}]; waitUntil {_player != player}; 
    	}; 
    };
    I tried adding this to my init.sqf but now I get kicked for script restriction 23, which is 
    7 onMapSingleClick !="onMapSingleClick '';"
    
    so it makes zero sense at all to me why I would be kicked for something involving the map.
  7. All admins are added to both BattleEye Admins and the EpochAdmins but it will not let any of them, except for one, spawn vehicles from the spawn menu. Only guns. They are all added as owners and in the same BE admin group. Any ideas?

  8. i succed but the admin tool has block the script, i try to whitleist the script to the admin tool now

     

     

     

    BE Filter as been fixed

    Can you update the OP with the working script and entry into the BE Filter?

  9. I tried overriding it in the mission files with
     
    This in my init.sqf

    if !(isNil "Epoch_CStart") exitWith { false };
    Epoch_CStart = true;
    
    if (!isDedicated) then {
        call compile preprocessFileLineNumbers "client_compile.sqf";
    };
    true 

    Then This in client_compile.sqf

    EPOCH_isBuildAllowed = compileFinal preprocessFileLineNumbers "EPOCH_isBuildAllowed.sqf"; 

    Then this in EPOCH_isBuildAllowed.sqf

    private ["_jammed","_jammer"];
    _jammed = false;
    
    _jammer = nearestObjects [player, ["PlotPole_EPOCH"], 300];
    if !(_jammer isEqualTo []) then {
    	if (_this == "PlotPole_EPOCH") then {
    		{
    			if (alive _x) exitWith {
    				_jammed = true;
    			};
    		} forEach _jammer;
    	}
    	else {
    		{
    			if (alive _x) then {
    				_jammed = !((_x getVariable ["BUILD_OWNER", "-1"]) in [getPlayerUID player, Epoch_my_GroupUID]);
    			};
    			if (_jammed) exitWith {};
    		} forEach _jammer;
    	};
    };
    
    !_jammed
     

    Notice I removed the checks back to the config for altis locations as well as player position and protectionzone. The removals of protection zone and nearest location were honestly a last ditch effort to try and get it to work :/ anyone have any ideas?

  10. mpmissions/yourmap.pbo

     

    unpbo

     

    grab mission.sqm , and read through it, it will give you the clues needed.

     

    Edit to your taste, repack PBO, have fun!

    See that's what I thought but when I open mission.sqm from there it is all numbers

    0072 6150 0000 0000 0800 0000 305f 0000
    0005 0102 7665 7273 696f 6e00 0c00 0000
    004d 6973 7369 6f6e 005a 0000 0000 496e
    7472 6f00 1c5b 0000 004f 7574 726f 5769
    6e00 785c 0000 004f 7574 726f 4c6f 6f73
    6500 d45d 0000 305f 0000 0006 0261 6464
    4f6e 7300 1000 4133 5f53 6f66 745f 465f
    4361 7200 0041 335f 536f 6674 5f46 5f51
    7561 6462 696b 6500 0061 335f 736f 6674
    5f66 5f62 6574 615f 7175 6164 6269 6b65
    0000 4133 5f42 6f61 745f 465f 4369 7669
    6c69 616e 5f42 6f61 7400 0041 335f 426f
    6174 5f46 5f42 6f61 745f 5472 616e 7370
    6f72 745f 3031 0000 4133 5f41 6972 5f46
    5f48 656c 695f 4c69 6768 745f 3031 0000
    

    I tried unpboing it with PBO manager and unpbo and got the same result both times :/ any ideas?

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