Slacker101
-
Posts
22 -
Joined
-
Last visited
Content Type
Profiles
Forums
Articles
Posts posted by Slacker101
-
-
If I add the marksman dlc AMS and Kahlia medium range scopes to the price index, will they also spawn with the loot table? If not did they ever add the functionality to override the loot table and add it? I'm honestly super surprised they haven't added either to begin with.
-
The OPS link is dead, can somebody please rehost this?
-
So I copied yours in exactly and used it but it is still only spawning the missions on the salt flats. Is anyone else having this issue? It seems really strange... especially if it doesnt do it for second_coming.
-
It seems like half of the guns when spawned in will not accept ammo. There is no slot for it and you cannot reload. Two that I can confirm that it happened with are the Zafir and the Rahim. Has anyone else had this issue or have any idea how to fix it?
-
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.
-
1st 10 minutes of a players life would be exploited immediately.
What about making the first parachute of a player's life invincible? Is that possible?
-
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.
-
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.
-
Yeah, ill change that, good call
I still can't get it to work if you don't mind helping me bud.
-
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.
-
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 { }; }; };
-
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 is7 onMapSingleClick !="onMapSingleClick '';"
so it makes zero sense at all to me why I would be kicked for something involving the map. -
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?
-
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?
-
Yes pleasei succed if anyone want the script i open to share
-
I tried overriding it in the mission files with
This in my init.sqfif !(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?
-
I'm getting alot of hate for it. :(
Why? In that case, would you mind PMing me how you did it then or briefly helping me over steam?
-
I just figured it out, it was about random spawns, not how to change the portals.
Thanks for the reaction tho.
Can you post how you did random spawns then? Especially if you managed to get paradropping to work?
-
Never mind, I couldn't find it in the mission file after I derapified it. It seems to be in the client config under EpochBaseBuilding -> Altis -> BlockedArea[]. There is no way to override this server side or something is there?
-
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?
-
It seems there are several no build zones, obvious ones being the traders. There are also some compounds randomly on the map and I've been told Kavala. Is this all stored in the redis database? If not, where can I find it so I can edit it?
blckeagls' AI Mission - Version 2.0.2 Release (1/2/2015)
in AI Missions
Posted
This honestly works great, out of curiosity the missions do not seem to be cleaning up the signal smoke after they are completed? Is there a way to enable this? Or can I do something about it?