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VAKE

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Posts posted by VAKE

  1. 9 hours ago, DMoo said:

    Can anyone help with this? I keep getting it and the server won't start. Thanks!

    
    EPOCH_VehicleSlotsLimit = EPOCH_VehicleSlotsLimit + 1;
    
    EPOCH_Vehic>
    
     1:20:53   Error position: <EPOCH_VehicleSlotsLimit + 1;
    
    EPOCH_Vehic>
    
     1:20:53   Error Undefined variable in expression: epoch_vehicleslotslimit
    
     1:20:53 File q\addons\custom_server\AIMission\spawnVehicle.sqf..., line 135

    Can you post line 135 of your spawnVehicle.sqf file? Did you make any changes to the files?

  2. This is an awesome script. I just put it on my server for the first time and wish I would have done so sooner!

    I'd like to use this to completely replace the vehicles that Epoch spawns randomly across the map. Does anyone know of a way to increase the vehicle max that Epoch tracks without having the vics actually spawn in? I want the max to be used for players that want to purchase vics through this trader system only, and do away with the randomly spawning vics altogether.

  3. I was able to add rules, TS3 server info, etc to the map briefing in a previous version of Epoch, but now the steps aren't working. Does anyone have a current briefing that works that they care to share with us (me) how they did it?

    Thank you.

     

    EDIT: Ok, now it is working. I didn't change anything; it just started showing the briefing after a random server restart!

  4. Hi. I would like to enable building at spawn points/trader areas. I tried moving a spawn area, which worked, but when I tried building I got the frequency protected message. So, it seems the code that controls spawn areas also prevents building in the spawn locations. Does anyone know which block of code controls whether or not building is allowed at spawn areas?

     

    Thanks.

     

    EDIT: I think I found the code. Can anyone confirm?

    ProtectionZone_Invisible_F

    EDIT 2: Yes, the above is tied to whether or not you can build in trader/spawn areas. Instead of trying to remove the code, I just set the restricted area to 0 versus the default 300, and now I can build. Hope this helps someone.

  5. The issue was due to me not re-packing the mission into a pbo. Now the mission markers are showing up just fine. Thanks!

     

    EDIT: Just confirmed that you don't need to re-pack the mission into a pbo. Just remove or rename (.old) the pbo file and Epoch will run with your added scripts just fine. Turns out my config file was running the vanilla Epoch pbo file even though I was pointing it to the epoch.altis folder. :wink:

  6. To clarify, part of the instructions I followed included placing the init.sqf file into the mission folder, along with:

    - blckClient.sqf

    - debug (folder/folder contents)

    custom_server.pbo was placed into @epochhive\addons.

    Server RPT is not spitting out anything regarding the mission (the last time I used this mission, I remember the RPT showing the mission system initializing as well and the missions themselves kicking off), which leads me to believe Epoch isn't reading the init.sqf.

     

     

  7. Thanks, but the parameters aren't the issue at this point...

     

    (that means I tried it with the parameters mentioned in your instructions, but the wrong signature error always comes up   ;) )

     

    EDIT: Since this seems to be more of a headless client issue and not A3EAI, I'll ask this question again in a general HC thread. Thanks.

  8. Hi all. I am trying to set up my first headless client using A3EAI and the HC keeps getting kicked with the following error:

     

    Player headlessclient: Wrong signature for file C:\STEAM\common\ARMA3S~1\@Epoch\addons\a3_epoch_code.pbo

     

    Here's my Server/HC launch parameters:

    Server:

    -mod=@Epoch;@epochhive;@A3EAI; -config=config.cfg -port=2302 -cfg=basic.cfg -name=SC -profiles=SC -bepath=BattlEye

     

    HC:

    -client -mod=@Epoch;

     

    Both server and HC are running from the same location. I have copied and renamed the server EXE for the HC and start the HC with that EXE.

     

    Am I missing an important parameter, need to update the client files, or something else?

  9. Could you explain to me how this works because im confused. If you go to the bottom of the weapon list there is the zafir with the tracer mag but it is not listed in the magazine section so therefore im assuming it will not spawn because it is not in the magazine section if that is the case why do you have magazine ID next to weapon ID.

     

    If i am wrong in what i have assumed above and the ammo does spawn that is next to the weapon list shouldn't the other variation of ammo for that weapon be added so for instance

    zafir has the 150Rnd_762x51_Box_Tracer and the 150Rnd_762x51_Box. As you can see i am confused on this and would like a simple explanation if possible lol

    [// Weapons
    // loaded by a distinct subroutine that looks for the weapon name and magazine type
    ["MultiGun","EnergyPackLg"],
    ["arifle_Katiba_F","30Rnd_65x39_caseless_green"],
    ["arifle_Katiba_GL_F","30Rnd_65x39_caseless_green"],
    ["arifle_Mk20_F","30Rnd_556x45_Stanag"],
    ["arifle_Mk20_plain_F","30Rnd_556x45_Stanag"],
    ["arifle_Mk20C_F","30Rnd_556x45_Stanag"],
    ["arifle_Mk20_GL_F","30Rnd_556x45_Stanag"],
    ["arifle_Mk20_GL_plain_F","30Rnd_556x45_Stanag"],
    ["arifle_MX_F","30Rnd_65x39_caseless_mag"],
    ["arifle_MX_GL_F","30Rnd_65x39_caseless_mag"],
    ["arifle_MX_SW_Black_Hamr_pointer_F","100Rnd_65x39_caseless_mag_Tracer"],
    ["arifle_MXC_F","30Rnd_65x39_caseless_mag"],
    ["arifle_MXM_F","30Rnd_65x39_caseless_mag"],
    ["arifle_SDAR_F","20Rnd_556x45_UW_mag"],
    ["arifle_TRG20_F","30Rnd_556x45_Stanag"],
    ["m16_EPOCH","30Rnd_556x45_Stanag"],
    ["m16Red_EPOCH","30Rnd_556x45_Stanag"],
    ["M14_EPOCH","20Rnd_762x51_Mag"],
    ["M14Grn_EPOCH","20Rnd_762x51_Mag"],
    ["m4a3_EPOCH","30Rnd_556x45_Stanag"],
    ["SMG_02_F", "30Rnd_9x21_Mag"],
    ["SMG_01_F", "30Rnd_45ACP_Mag_SMG_01"],
    ["Hgun_PDW2000_F", "30Rnd_9x21_Mag"],
    ["M14_EPOCH", "20Rnd_762x51_Mag"],
    ["M14Grn_EPOCH", "20Rnd_762x51_Mag"],
    ["arifle_MXM_F", "30Rnd_65x39_caseless_mag_Tracer"],
    ["arifle_MXM_Black_F", "30Rnd_65x39_caseless_mag_Tracer"],
    ["m107_EPOCH", "5Rnd_127x108_Mag"],
    ["m107Tan_EPOCH", "5Rnd_127x108_Mag"],
    ["srifle_DMR_01_F","10Rnd_762x51_Mag"],
    ["srifle_LRR_F","7Rnd_408_Mag"],
    ["srifle_EBR_F","20Rnd_762x51_Mag"],
    ["srifle_GM6_F","5Rnd_127x108_APDS_Mag"],
    ["m249_EPOCH", "200Rnd_556x45_M249"],
    ["m249Tan_EPOCH", "200Rnd_556x45_M249"],
    ["LMG_Mk200_F", "200Rnd_65x39_cased_Box_Tracer"],
    ["Arifle_MX_SW_F", "100Rnd_65x39_caseless_mag_Tracer"],
    ["Arifle_MX_SW_Black_F", "100Rnd_65x39_caseless_mag_Tracer"],
    ["LMG_Zafir_F", "150Rnd_762x51_Box_Tracer"]

     

    Keep up the great work loving this system though best ive used yet.

    FYI, the Zafir ammo classname has changed to: 

    150Rnd_762x54_Box

    150Rnd_762x54_Box_Tracer

     

    You'll need to go into the files and change every instance to the name ammo type classname (unless/until the mod creators update the classnames in their mods)

     

    Reference:

  10. Has anyone found out exactly which files from the server update are actually changed? It seems like every update is a full install (which is fine), but the less files we need to change on the server end, the less chance we're going to overwrite an important setting on our servers.

     

     

    EDIT:

     

    It looks like these are the only files that have changed (based on "date modified" field).

     

    Root:
    epoch_linux_startscript.sh

    \SC:
    config.cfg <--- Back up your custom settings

    \SC\battleye:
    publicvariable.txt <--- Back up your custom BE filters
    setvariableval.txt <--- Back up your custom BE filters

    \mpmissions:
    (ALL) <--- Back up your custom mission settings

    \keys:
    epoch0303.bikey

    \@epochhive:
    epochserver.so
    epochconfig.hpp <--- Back up your custom settings
    EpochServer.dll

    \@epochhive\addons:
    (ALL)

  11. I currently use this script on my server and it is great.

     

    One thing I've noticed though, is that even though the script removes the Krypto and requires the correct amount of Krypto to purchase vehicles, the Krypto seems to come back once the player relogs/adds funds. It's as though the script removes the Krypto from the display, but not actually from the player's wallet (or whatever code controls the amount of Krypto they have on them).

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