VAKE
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Posts posted by VAKE
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Ok, I'll try that. Thanks.
I got the events to stop spawning by setting the number of seconds to an amount greater than 4 hours (>14400), since I set the server to restart every 4 hours.
I haven't seen any sappers yet, but UAVs still spawn regardless whether I am looting or just loitering/camping.
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I made some changes to the file in 2.5.2, but they don't seem to be working in 3.0.1.
I wanted to disable antagonists/events, as well as change the vehicle spawn amounts and types. Antagonists/events are still spawning (UAV drones spawn like crazy, even if you're not looting anything), and even though I set 0 Mosquitos to spawn, I've confirmed that they are spawning on the map.
Here's my config settings:
StorageSlotsLimit = 1500; // Max storage slots allowed. Warning! Higher the number lower performance. BuildingSlotsLimit = 1500; // Max building slots allowed. Warning! Higher the number lower performance. // Time based StaticDateTime[] = {0,0,0,16,0}; // {0,0,0,8,0} would forces the server to start at 8am each time it is started while allowing the year, month and day to stay real time. Any values left at 0 will result in no change. timeDifference = 0; // Server uses real time this will allow you to offset just the hour. timeMultiplier = 1; // Sets a time multiplier for in-game time. The command range is now capped at 0.1 - 120 to avoid performance problems. lootMultiplier = 0.5; // 1 = max loot bias // Events WeatherChangeTime = 21600; // This controls how fast the weather changes as well as how fast shipping containers and earthquakes happen. WeatherStaticForecast[] = {}; // Default: {75.5,0,{0,0,0},0,{0,0}}; // Clear day; {19,1,{1,1,40},1,{5,5}}; // Cold Foggy Rainy Overcast Windy; Format: {temp <scalar>,rain <scalar>,fog <array>,overcast <scalar>,wind <array>} events[] = { { 21600, "CarnivalSpawner" }, // SECOND <scalar>, EVENT <string> { 21600, "EarthQuake" }, { 21600, "ContainerSpawner" }, { 21600, "PlantSpawner" } //No comma on last Entry }; // Antagonists antagonistChanceTrash = 0.0000001; //9% chance when player loot a trash object antagonistChancePDeath = 0.0000001; //33% chance when player was killed from a other player (selfkill doesn't count) antagonistChanceLoot = 0.0000001; //9% chance when player click "SEARCH" on a loot object // Player Related cloneCost = 0; // debt incurred on player death // vehicles - Max vehicle slots is calculated from per vehicle limits below. Warning! Higher the number lower the performance. vehicleLockTime = 999999999999; // Controls how many seconds it takes to allow another person/group to unlock vehicle. allowedVehiclesList[] = { {"C_Offroad_01_EPOCH",30}, {"C_Quadbike_01_EPOCH",40}, {"C_Hatchback_01_EPOCH",15}, {"C_Hatchback_02_EPOCH",15}, {"C_SUV_01_EPOCH",30}, {"C_Rubberboat_EPOCH",5}, {"C_Rubberboat_02_EPOCH",5}, {"C_Rubberboat_03_EPOCH",5}, {"C_Rubberboat_04_EPOCH",5}, {"C_Van_01_box_EPOCH",10}, {"C_Van_01_transport_EPOCH",10}, {"C_Boat_Civil_01_EPOCH",5}, {"C_Boat_Civil_01_police_EPOCH",5}, {"C_Boat_Civil_01_rescue_EPOCH",5}, {"B_Heli_Light_01_EPOCH",20}, {"B_SDV_01_EPOCH",20}, {"B_MRAP_01_EPOCH",20}, {"B_Truck_01_transport_EPOCH",15}, {"B_Truck_01_covered_EPOCH",15}, {"B_Truck_01_mover_EPOCH",15}, {"B_Truck_01_box_EPOCH",15}, {"O_Truck_02_covered_EPOCH",15}, {"O_Truck_02_transport_EPOCH",15}, {"O_Truck_03_covered_EPOCH",15}, {"O_Truck_02_box_EPOCH",15}, {"I_Heli_light_03_unarmed_EPOCH",20}, {"O_Heli_Light_02_unarmed_EPOCH",20}, {"I_Heli_Transport_02_EPOCH",10}, {"O_Heli_Transport_04_EPOCH",10}, {"O_Heli_Transport_04_bench_EPOCH",10}, {"O_Heli_Transport_04_box_EPOCH",10}, {"O_Heli_Transport_04_covered_EPOCH",10}, {"B_Heli_Transport_03_unarmed_EPOCH",10}, {"jetski_epoch",15}, {"K01",0}, {"K02",0}, {"K03",0}, {"K04",0}, {"ebike_epoch",30}, {"mosquito_epoch",0}, {"B_Truck_01_fuel_F",10} }; // Traders taxRate = 1.5; // controls the price increase for purchases starterTraderItems[] = { { "ItemSodaBurst", "meatballs_epoch", "MortarBucket", "CinderBlocks", "VehicleRepair", "CircuitParts", "ItemCorrugated", "PartPlankPack", "ItemRock", "ItemRope", "ItemStick", "C_Quadbike_01_EPOCH" }, { 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 10 } }; // Starter Items for fresh spawned trader first array is classnames second is quantity. NPCSlotsLimit = 7; // Max number of traders static or dynamic. Warning! Higher the number lower performance. forceStaticTraders = true; // disables traders moving from work to home // Markers SHOW_TRADERS = true; // Show locations of traders SHOW_JAMMERS = false; // Shows location of base jammers SHOW_BOATLOOT = false; // Shows the location of shipwreck loot DEBUG_VEH = false; // DEBUG ONLY used to debug spawing of vehicles // Hive Related expiresBuilding = "999999999999"; // expiration date in seconds for buildings expiresPlayer = "999999999999"; // expiration date in seconds for players expiresBank = "999999999999"; // expiration date in seconds for players bank expiresVehicle = "999999999999"; // expiration date in seconds for vehicles hiveAsync = true; // true = asynchronous hive calls (non blocking), false = synchronous hive calls (blocking)
Can anyone see what might be set incorrectly? Or is this perhaps a bug in 3.0.1?
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I'm guessing this project has been put on the back burner by FPG...
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The problem is they shouldn't be spawning in at all with the config settings I've changed.
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FYI, I needed to update both the SERVER and CLIENT files on my server to get 0.3.0.1 to work. This may be common knowledge to some, but I didn't see anything documenting this necessity.
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Yep. I've noticed this as well. If I just sit around long enough, not touching any loot piles, a UAV will show up. I set all spawn chances to 0% and they still spawn, whether or not I loot anything.
I also set all events to 0 and they're still showing up (maybe setting it to 0 seconds means it'll just keep spawning in events until the server restarts?)
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I registered on your Dev site just fine, but after verification I cannot log in because the password I used contains a special character. Wouldn't be an issue, but I don't see a change password option. Can you reset my password so I can give the online version a try?
I was going to submit a ticket to your main site, but the only support type is Sales...didn't feel this fell into that category, and I don't see a support link for your Dev site, which is why I'm asking you here.
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Thank you, Dwarfer. The mission variety looks really good so far.
I'm looking forward to the first release!
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If you were to release this, I would probably make it the sole mission system on my server.
Will all four colored missions run at once like blckeagl's, or would a colored mission run one at a time with one of the four difficulties?
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I would love to see something like this for A3 Epoch. Even if it's just a trader interface attached to a base's frequency jammer, or something like that.
I think having vehicles available only at traders, being able to set a limit to how many vehicles a player can own (ex. 10), and how many owned vehicles a player can have out in the world at once (ex. 2) might improve server performance.
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I tried spawning in clothes, and could only wear U_O and U_C, wetsuit and VR outfits, with the exception of U_OrestesBody (but technically I guess it does start with U_O).
I'll double check the others listed and see if I can put them on as well.
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1. i downloaded my altis.epoch Pbo file.
2. opened it with pbo manager
3. made a folder called custom/LSpawner
4. added that folder to the actually altis.epoch pbo file
5. now inside that folder i put all the sqf files and i edited the ones i need like it said to
6. i made and init.sqf file and put the following code in it:
if (isServer) then {
fn_getBuildingstospawnLoot = compile preProcessFileLineNumbers "custom\LSpawner\fn_LSgetBuildingstospawnLoot.sqf";
LSdeleter = compile preProcessFileLineNumbers "custom\LSpawner\LSdeleter.sqf";
execVM "custom\LSpawner\Lootspawner.sqf";
};
7. i thought this would be it. i saved the new altis.epoch pbo.
8. uploaded back to my server and replaced it with the original one.
9. started up the game and then i get some BE Client variable errors and its says like "server error 2"
- also it would just get stuck at the loading screen.
10. also when you first enter the server this new things is there. you have to choose a side with is only civilian and then which ever slot you dont use, it placed by all AI
I also didnt edit my BE filters didnt really understand how to. maybe thats the problem? all these tutorials arent really detailed
dawaune, please check your server RPT file for errors and post any findings here (in a spoiler tag, preferably).
Thanks.
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The LS spawns some different crates... but all the crates are Empty...
What can i do too fill the crates?
I just removed the crates since they're empty.
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Thank you for creating this mission system. I like the base layouts, the mission markers and the added dialog and audible notification when a mission starts.
One thing I would like to ask about is the "mission failed" parameters. If I approach a mission and get killed, the mission often fails before I can make it back upon respawning. Is there a single line somewhere that can be adjusted to increase the time before a mission fails? How about the distance to the mission before it starts?
(I apologize in advance if these questions have already been asked/answered)
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I like how this mission system pops up multiple missions and color-codes them based on mission difficulty, and it cleans up killed AI to reduce clutter. Any chance of getting the armed offroads deleted/destroyed once a mission clears, though? I'm afraid the addition of these vehicles (and our inability to sell them at traders), will eventually result in a map full of armed offroads and no other vehicles.
This has been the most solid mission system I've had on my server so far.
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I had this on my server for a little while, but removed it due to no marker/notification system other than one message on one radio channel.
However, the proposed updates look promising. I'll definitely be keeping an eye on its progression.
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Yes.Is there a way to increase the amount of loot that is spawned ? Thanks
In LootSpawner.sqf, you can modify:
//"spawnClassChance_list" array of [class, %weapon, %magazine, %ICV, %backpack, %object]
// class : same classname as used in "Buildingstoloot_list"
// %weapon : % chance to spawn a weapon on spot
// %magazine : % chance to spawn magazines on spot
// %ICV : % chance to spawn item/cloth/vests on spot
// %backpack : % chance to spawn a backpack on spot
// %object : % chance to spawn an world object on spot
//-------------- A VALUE OF '-1' RESULTS IN NO LOOT FOR THIS CLASS AND TYPE ----------------
spawnClassChance_list = [
[0, 13, 21, 24, 18, 22], // civil
[1, 22, 36, 28, 26, 18], // military
[2, 10, 21, 28, 26, 36], // industrial
[3, 12, 36, 36, -1, -1] // research
];
And, further down in LootSpawner.sqf, you can add:
//Loot goes in these lists
#include "LSlootLists.sqf"
#include "LSLootLists_HighLoot.sqf"
Did you get it to work, or do you know how to, i made a folder called custom/LSpawner and added the the SQF files i needed to it. i made the change in the Lootspawner.SQF. And then i added the init.sqf to the pbo as well. not to the custom/LSpawner folder. And now i load up game, get into the server and then there is something new. you have to actually pick a civilian. and then the game loads and then it says [battlEye: Script Restriction #21]
Where did you put these files/folders? Give us the structure, please. Anything come up on your server RPT logs?
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This Lootspawner script is the first thing I added to my server. Straightforward and easy to modify to ones particular tastes. Thanks for sharing.
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I can see the benefit of this. One less thing to re-kajigger after an update. A pbo in the addon folder will launch without a line in the init.sqf.
I think this should be the new standard, honestly. Anyone foresee a downside to a pbo in the addons folder versus the old init.sqf addition and file dump into mission pbo?
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Thanks for sharing this. It's a simple and convenient addition to the mod.
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Looks great. Can't wait for the release of the source code.
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Can I add this as an additional loot spawn script but not have MAS weapons on the server?
Or does anyone have success with using a high loot spawn script?
I know a few servers that use an A2 type loot spawner and want to implement this on ours...
You don't need the @MAS folder. Just copy the files into your pbo, and the necessary lines to your init.sqf, and update the BE filters or loot lists to allow everything to spawn that you want without players getting kicked.
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Theres a Grenade in the lootspawner, which is named as "Stone" ingame, but looks like a grenade.
Do you know, is it the HandGrenade or the MiniGrenade? Need to remove it, cause people get kicked when throwing it.
Thanks
It's: HandGrenade_Stone
I had the same issue with it and a few other items in the spawn list. You can remove them from the loot spawner list, or add them to your BE filters.
epochconfig.hpp changes not working (0.3.0.1)
in Discussion
Posted
Possibly, but I hadn't fired my weapon when the UAVs were showing up.