Draxind
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Posts posted by Draxind
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Yup getting exactly the same issue with kick when using multi-gun, ai replaces person and they can then no longer join.
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-Lee
Ok then I can't really see any errors in what you have posted. The fact its saying about a / is not a value would suggest to me that a comment is missing the double forward slash someplace, its all I can really suggest sorry.
-Liquid
As far as I can see the backpacks for @mas are of 3 kinds, so you could;
!=B_mas_AssualtPack_ !=B_mas_Bergen_ !=B_mas_Kitbag
Optics and suppressors;
!=muzzle_mas_ !=optic_mas_
Hope that helps?
-Dave
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First line of LSLootLists.sqf, it should be a double // for a comment, you only have one.
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Draxinds filters do work but be careful as not all the mas weapons start with that prefix, launchers do not
This is correct, but my point was its a wayyyy simpler method of creating exceptions, for example you have assault rifles and sniper rifles already filtered like this:
7 "" !=arifle_mas_ !=srifle_mas_
That filters every mas sniper and assault rifle, but you want to add launchers...so just add to the end
7 "" !=arifle_mas_ !=srifle_mas_ !=mas_launch_
You can find the names with the mas download, just look at the prefix of what you wish to add, then add it like above.
-Dave
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Yes its true, if you read the battleye filter guide it says it in there when its talking about keywords and also if you look at some of the Epoch filters, they use a similar method.
All you have to remember is the number is what it does, so 7 = kick, the word after is a keyword it looks for, or use "" to catch everything, and then the exception rule after.
So take this example:
7 "" !=no_kisses_
This will work for any item that has no_kisses_ in it at the start, for example no_kisses_because_ima_dood
Hope that makes little more sense ?
-Dave
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Putting them in quotes means they have to match the entire word, if you just have !=B_mas_Bergen_ then it will look for everything starting with that no matter the end.
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You need to learn how to write expectations
or exceptions...and try this:
scripts.txt add a NEW line @29 and type:
7 "" !arifle_mas_ !srifle_mas_ !hgun_mas_ !LMG_mas_
addweaponcargo.txt add this to the very end of line 1:
!arifle_mas_ !srifle_mas_ !hgun_mas_ !LMG_mas_
Job Done.
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Correct except you don't need step 5, that happens when you just copy @mas folder onto your server, the keys are part of the download.
Be aware you may need to alter your server config.cfg file to have verifySignatures = 0; (I had to do this on a gtx gaming sever)
Also you need to sort out your battleye filter scripts.txt & addweaponcargo.txt found under Arma3Config/BattlEye. This is how I have my filters set:
Scripts.txt (I haven't bothered for the smg or lmgs yet)
Add this to a new line:
7 "" !arifle_mas_ !srifle_mas_
addweaponcargo.txt
Add this to the end of line 1:
!arifle_mas_ !srifle_mas_
This might not be the correct way of doing it, but seems to be working fine for me and my friends, hope it works for you.
-Dave
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Quick question.
BE Filters:
7 "" !arifle_mas_
to NOT kick all the assault rifles from @mas weapons?
I just tried it and it works, but unsure if I'm missing something, is it really that easy?
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Just thought I would mention that if you just want more Epoch loot lying around on the floor, you can run this script without having to use @mas weapons addon at all.
Make sure the only items in your LSLootList.SQF are epoch and your good to go, I have it running on my server without @mas weapons and works perfectly, and you don't need to add exceptions in battleye with this method either.
You can find the standard epoch loot list with this download.
-Dave
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Yup worked perfectly!
I thought it might have been something to do with putting it all under the single class but wasn't sure on formatting.
Your a legend, many thanks o7
-Dave
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//class Vehicles //{ // items=1; // class Item0 // { // position[]={1719.11,5.5,5112.75}; // azimut=180.4026; // offsetY=5; // id=1; // side="EMPTY"; // vehicle="UserTexture10m_F"; // skill=0.60000002; // init="this setObjectTexture [0, ""image.jpg""]"; // }; //}; class Vehicles { items=1; class Item0 { position[]={1719.11,5.5,5120.75}; azimut=153.62447; id=1; side="EMPTY"; vehicle="O_supplyCrate_F"; skill=0.60000002; init="clearMagazineCargoGlobal this; clearWeaponCargoGlobal this; clearItemCargoGlobal this; clearAllItemsFromBackpack this; clearBackpackCargoGlobal this; this addAction[""<t color='#D11313'>Grab Starting Loadout</t>"", ""loadoutfrombox.sqf""];"; }; };
Hi all, I have this script and it works perfectly but I'm having a issue in that if I also try adding a second "class vehicle" the map just doesn't load. The reason I'm trying to do this is with the "load image into spawn" script as well.
I know its a case of correct formatting but I just don't know how it should work, any help would be very much appreciated.
Here is what I have atm, the image at spawn is commented out
-Dave
Custom Spawn Dialog with Gear & HALO Selection, moving Map, Credits, Custom spawns and more ...
in Scripts
Posted
Yeah I couldn't get rid of this problem either and I tried lots of ways, so eventually I just stopped multi-guns spawning in the world and re-rolled the database lol. Going to try what Korakot2003 suggested... fingers crossed.