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dank

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Posts posted by dank

  1. Hi guys, I just had this problem also, my issue was that when the arma3server was released on steam somehow the server was upgraded while running.

    So after installing the newest epoch update (150.131696\1.50 epoch) I was stuck at this error. (You were kicked off the game.)

    Fixing it involved shutting down arma3server.exe, going into steam and using the test integrity tool, by right-clicking a3server in the tools menu and selecting properties.

    3 files were downloaded and I was good to go after that.

    Happy hunting mates.

     

  2. Ok so this script works perfectly for me, on respawn anyway, but approx 1 min after being tp'd by the sensor the players are returned to the sensor area, and can go back and forth like this until they re-log.

     

    Any ideas?

    I have this problem also, here is the sqf:

    _spawnpointsarray = [

    [4399.81,9264.93,0.0522156],[12150.4,9701.13,0.134005],[2054.69,3641.34,4.6809],

    [1923.82,11980.2,0.193146],[11768.6,12192.1,0.113007],[3218.88,8030.87,0.480621],

    [4908.7,10102.4,0.244659],[1745,2107,0.1],[2737,1980,0.1],[3663,2130,0.1],

    [4109,2317,0.1],[4813,2086,0.1],[5825,2023,0.1],[6357,2082,0.1],[7198,2533,0.1],

    [7226,2187,0.1],[8045,2835,0.1],[8577,2320,0.1],[9286,1902,0.1],[9840,1786,0.1],

    [10466,1886,0.1],[10243,1576,0.1],[10857,2275,0.1],[11939,3402,0.1],[11105,3009,0.1],

    [13509,6166,0.1],[13081,7804,0.1],[12940,9326,0.1],[13170,10292,0.1]

    ];

    if (isNil "inSpawnPoint") then {

    inSpawnPoint = false;

    };

    while {true} do {

    waitUntil { inSpawnPoint };

    waitUntil { player == vehicle player };

    thePlayer = vehicle player;

    _selectspawnpoint = _spawnpointsarray select floor random count _spawnpointsarray;

    thePlayer setPos _selectspawnpoint;

    waitUntil { !inSpawnPoint };

    };

    and the sensor:

    class Sensors

    {

    items=1;

    class Item0

    {

    position[]={23.160067,5.3763452,1587.4288};

    a=5;

    b=5;

    activationBy="ANY";

    repeating=1;

    interruptable=1;

    age="UNKNOWN";

    name="SPAWNPOINT";

    expCond="(player distance SPAWNPOINT) < 5;";

    expActiv="inSpawnPoint = true;";

    expDesactiv="inSpawnPoint = false;";

    class Effects

    {

    voice="fanfare";

    };

    };

    };

  3. I am using the LSspawner and want to change it so that if there is 1 loot on the position it will just continue on and not stack loot at all.

     

    I have had no luck at all, any tips?

    I have toyed around with this function i found in fn_LSgetBuildingstospawnLoot.sqf:

    
    //check if position has old loot
    if ((count (nearestObjects [_spwnPos, LSusedclass_list, 0.5])) == 0) then {
        sleep 0.001;
        //check what type of loot to spawn
        _lootspawned = false;
        for "_lootType" from 1 to 5 do {
            //get chance for loot every time, so all combos in spawnClassChance_list are viable
            _randChance = floor(random(100));
            if (((spawnClassChance_list select _lootClass) select _lootType) > _randChance) then {
                _lootspawned = true;
                //special for weapons
                if(_lootType == 1) exitWith {
                    _lootholder = createVehicle ["GroundWeaponHolder", _tmpPos, [], 0, "CAN_COLLIDE"];
                    _selecteditem = (floor(random(count((lootWeapon_list select _lootClass) select 1))));
                    _loot = (((lootWeapon_list select _lootClass) select 1) select _selecteditem);
                    _lootholder addWeaponCargoGlobal [_loot, 1];
                    _lootholder setdir (random 360);
                    _lootholder setPosATL _spwnPos;
                };
                //special for magazines: spawn 1-6
                if(_lootType == 2) exitWith {
                    _lootholder = createVehicle ["GroundWeaponHolder", _tmpPos, [], 0, "CAN_COLLIDE"];
                    _randChance = 1 + floor(random(8));
                    for "_rm" from 0 to _randChance do {
                        _selecteditem = (floor(random(count((lootMagazine_list select _lootClass) select 1))));
                        _loot = (((lootMagazine_list select _lootClass) select 1) select _selecteditem);
                        _lootholder addMagazineCargoGlobal [_loot, 1];
                    };
                    _lootholder setdir (random 360);
                    _lootholder setPosATL _spwnPos;
                };
                //special for item/cloth/vests
                if(_lootType == 3) exitWith {
                    _lootholder = createVehicle ["GroundWeaponHolder", _tmpPos, [], 0, "CAN_COLLIDE"];
                    _selecteditem = (floor(random(count((lootItem_list select _lootClass) select 1))));
                    _loot = (((lootItem_list select _lootClass) select 1) select _selecteditem);
                    _lootholder addItemCargoGlobal [_loot, 1];
                    _lootholder setdir (random 360);
                    _lootholder setPosATL _spwnPos;
                };
                //special for backpacks
                if(_lootType == 4) exitWith {
                    _lootholder = createVehicle ["GroundWeaponHolder", _tmpPos, [], 0, "CAN_COLLIDE"];
                    _selecteditem = (floor(random(count((lootBackpack_list select _lootClass) select 1))));
                    _loot = (((lootBackpack_list select _lootClass) select 1) select _selecteditem);
                    _lootholder addBackpackCargoGlobal [_loot, 1];
                    _lootholder setdir (random 360);
                    _lootholder setPosATL _spwnPos;
                };
                //special for world objects: account for Wasteland and other items
                if(_lootType == 5) exitWith {
                    _selecteditem = (floor(random(count((lootworldObject_list select _lootClass) select 1))));
                    _loot = (((lootworldObject_list select _lootClass) select 1) select _selecteditem);
                    _lootholder = createVehicle [_loot, _tmpPos, [], 0, "CAN_COLLIDE"];
                    if(_loot == "Land_CanisterFuel_F") then {
                        _chfullf = (random 100);
                        if (_chfullfuel > _chfullf) then {
                            _lootholder setVariable["mf_item_id", "jerrycanfull", true];
                        } else {
                            _lootholder setVariable["mf_item_id", "jerrycanempty", true];
                        };
                    };
                    if(_loot == "Land_CanisterOil_F") then {
                        _lootholder setVariable["mf_item_id", "syphonhose", true];
                    };
                    if(_loot == "Land_Can_V3_F") then {
                        _lootholder setVariable["mf_item_id", "energydrink", true];
                    };
                    if(_loot == "Land_Basket_F") then {
                        _lootholder setVariable["mf_item_id", "cannedfood", true];
                    };
                    if(_loot == "Land_CanisterPlastic_F") then {
                        _lootholder setVariable["mf_item_id", "water", true];
                    };
                    if(_loot == "Land_Suitcase_F") then {
                        _lootholder setVariable["mf_item_id", "repairkit", true];
                    };
                    /*if container clear its cargo
                    if (({_x == _loot} count exclcontainer_list) > 0) then {
                        clearWeaponCargoGlobal _lootholder;
                        clearMagazineCargoGlobal _lootholder;
                        clearBackpackCargoGlobal _lootholder;
                        clearItemCargoGlobal _lootholder;
                    };*/
                    _lootholder setdir (random 360);
                    _lootholder setPosATL _spwnPos;
                };
            };
            //1 category loot only per place so -> exit For
            //no lootpiling
            if (_lootspawned) exitWith {
                _lootholder setVariable ["Lootready", time];
            };
        };
    };
    
  4. I encountered something odd in the newest release: after turning up the vehicle rate, and increasing the lvl 1 ai rate to spawn in vehicles. When I come against a lvl 1 vehicle the ai are somewhat confused in there actions, for instance twice I got shot and fell to the ground, and as the enemy stood there watching me, i was able to first aid myself (which was a mis-click), stand up again and kill the ai whom was just standing there with a look like he was trying to do 2 things at once. Oddly, the enemies I encounter that do not exit from vehicles don't seem to act this way.

     

    On a side note, I just finished my bowl and forgot what I was gonna say. Have fun then...

  5. If you have LSlootLists.sqf, you can add the atm classname to the last section like this:

    
    //-------------------------------------------------------------------------------------
    //here place any other objects(ex.: Land_Basket_F, Box_East_Wps_F, Land_Can_V3_F, ...)
    //used with createVehicle directly
    //"lootworldObject_list" array of [class, [objectlist]]
    //	class		: 0-civil, 1-military, ... (add more as you wish)
    //	objectlist	: list of worldobject class names
    lootworldObject_list = [
    [ 0, [// CIVIL
    "Land_PhoneBooth_02_F","Land_Barrelwater_F","test_EmptyObjectForFireBig",
    "Land_Atm_01_F","Land_Atm_02_F","Land_Fireplace_F","Land_WoodenBox_F",
    "Land_HBarrier_1_F","Land_HBarrierBig_F","Land_HBarrier_3_F","Land_HBarrier_5_F",
    "Land_CncBarrier_F","Land_Mound01_8m_F","Land_CargoBox_V1_F","Box_East_Wps_F",
    "Box_NATO_Wps_F","Box_East_Support_F","Box_East_Wps_F","Box_East_WpsSpecial_F",
    "Box_NATO_Support_F","Box_NATO_Wps_F","Box_NATO_WpsSpecial_F","Land_Barrelwater_F",
    "Land_Fireplace_F","Land_Mound01_8m_F","Fence_corrugated_plate",
    "Box_IND_Grenades_F","test_EmptyObjectForFireBig"
    ]],[ 1, [// MILITARY
    ]],[ 2, [// INDUSTRIAL
    ]],[ 3, [// RESEARCH
    ]]];
    

    also, if you have r3f log you can add the atm there, and you will be able to move  them around. It looks silly sometimes, but its effective.

  6. I been playing this on lan for a few days now in cherarusplus with no problems, I love it, I would love to see the guys run in the houses and up the steps so I can shoot at them from outside and maybe have a few spawn in houses and start sniping ppl, btw I also have tws_mod civ's running around what can I do to make the bandits attack and target these guys also?

  7. I made these changes to the init.sqf it make 4 sappers and 1 cloak at a time, takes alot of bullets to bring them down, is that something in epoch?

    headshot = insta kill would be nice

     

                        while {_num < 5} do {
                            _coords = [_pos,5,150,5,0,50,0] call BIS_fnc_findSafePos;
                            _num = _num + 1;
                            //_ai = ObjNull;
                            _skins = ["C_man_polo_1_F_euro","C_man_polo_1_F_asia"];
                            _selectedSkin = _skins call BIS_fnc_selectRandom;
                            //"b_g_survivor_F" createUnit [_coords, _aiGroup, "_ai = this", .1, "PRIVATE"];
                            if (_num == 4) then {
                                "Epoch_Cloak_F" createUnit [_coords, _aiGroup, '[this] execVM "zombie\shaun.sqf"', .1, "PRIVATE"];
                            } else {
                                "Epoch_Sapper_F" createUnit [_coords, _aiGroup, '[this] execVM "zombie\shaun.sqf"', .1, "PRIVATE"];
                            };
                            //diag_log format["Spawned Zombie %1: %3 @ %2",_num,_pos,_ai];
                        };

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