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akechi

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Posts posted by akechi

  1. So, no tavi fix till anyone feels like updating / entirely removing emod from tavi or CUP taking over and make a proper port? Its a shame this Map got eff'd up with that stupid epoch update.

    I dont even see any update plans at all for this broken map. Not sure if anyones working on that anymore. I would, if i knew what to do. (Not only fixing emod but fixing this vehicle mess aus well.

    for now, I burried my hopes getting a working one in near future.

  2. Btw, anyone knows/ willing to share info on how to apply the vehicle fix with the current emod version? Removing the emod.pbo from server and client made this fix not working at all. I fact, with that fix present there isnt spawning ANY vehicle, not only cars. Removing the fix leads to spawning choppers again, but cars are parked in the baltic sea again.

    So everytime i want to add new vehicles, i need to reroll my server to 0252, which Is a pain

  3. hey guys,

     

    im trying to setup my server so i can finally open it to public. Everythings running nice so far with a lot of help of u guys, but since im fairly new to all that stuff i still have some questions left.

    so for opening a new thread on that but i cant find a proper explaination on this file and i really want to understand what im doing here instead of just copy/paste solutions.

     

    first of all, what does this command actually do and what can be done here?

    antihack_PVSPrefix
    

    the second is the same but for this one:

    antihack_checkFiles[]
    

    then, i want to add all my servers mods to the whitelisted cfgpatches. of course the devs gave me examples with those aia cfgpatches, but when i add something like mas or rhs the config.bin looks like this:

    class CfgPatches
    
    {
    
        class rhs_c_heavyweapons
    
        {
    
            units[] = {"rhs_casing_30mm","RHS_NSV_TriPod_MSV","RHS_NSV_TriPod_VDV"};
    
            weapons[] = {"rhs_weap_pkt",...};
    
            requiredVersion = 1.32;
    
            requiredAddons[] = {"rhs_main","A3_Weapons_F","A3_Weapons_F_gamma","A3_Weapons_F_epc"};
    
            version = "0.1.1.1";
    
            magazines[] = {"rhs_mag_902a",...};
    
            ammo[] = {"rhs_ammo_902a",...};
    
        };
    
    };
    

    (shortend the content lists for better readability)

    now what do i have to add to the whitelisted cfgpatches entry in epochAH.hpp? isuppose its only "rhs_c_heavyweapons" in that case but wanted to make sure im on the right way here.

    and what about the requiredAddons entries which are a3 ones? the other one (rhs_main) i found in the corresponding rhs file and are already whitelisted.

     

    and the very last one, also regarding the whitelist. do i only need to @mod folders or is there something (maybe even in the other entries of this file) which need to be done when something is changed to the mission file itself or when i add addons to the hive? since the mission calls stuff client side i think there should be something to add somewhere or is that all left to BE restrictions?

     

    thanks in advance

  4. I noticed too with placing floors on top of stud walls, physics appear instantly once a floor is placed and then the timer is running.

     

    exactly this. do u run a script which makes items indestructable?

    i will deactivate mine today to see if the issue persists

  5. Does anyone has the issue, that when u try to build a floor (in particular) it immediatly turns physics on when i press 1 (or 2) to Place it. Sometimes it works as intended and stays in ghost mode till its progress bar Is finished but especially when i place a floor as a roof it turns to the real thing Most of the Time and then just fall down.

    I dont really know whats causing this. Right now im struggleing getting my builings done since i cant put roofs on them.

    Can a script which makes bases indestructable be the cause to that issue or Is it an intended feature?

  6. Sure, whats the issue? What did u try so far?

    I used the pack richie mentioned and just Place them as Game-Logic (correct term? Thats translated from the German Version) in the Editor.

    Im Not using vehicles from that pack, since they disapear when getting close to Players. Ended up raining dead ai from the skies, every Time they Fly near me

  7. The car spawn fix doesnt work currently. Tested it on my Test bed. its prolly related to the emod files (wild guess on my end, but the fix Is compiled before the epoch Code and thats what emod is for).

    None the less, run epoch 0252 so the vehicles will spawn, then Switch over to 0301. cant get it done in any other Way

  8. My 1.5 cents.....

    I have CBA, DragonFyre, and Blastcore mods usually running.

    Disabled Blastcore. CBA and Dragon still running. Same flickering effect.

    Disabled Dragon. CBA still running. Same Flickering.

    Disabled CBA. No Flickering.

    As i said, cba or dragonfyre. Since the latter Requires the First cba Is the only possible answer
  9. i cant get it done it seems.

     

    i placed to above code in the sqf, packed everything together, called it a3_epoch_custom.pbo and threw it in the @epochhive\addons.

    when the server starts rpt throws out the following

     

    Warning Message: Script x\addons\custom\init\fn_init.sqf not found      //at the very beginning

     

    20:18:41 Creation of object L Bravo 1-3 failed, state MISSION ASKED
    20:18:41 Creation of object L Bravo 1-3:<Empty main subgroup> failed, state MISSION ASKED

    20:18:44 Ref to nonnetwork object R Alpha 1-3:10                             //these ones for every unit that has to spawn

     

    20:20:10 Client: Nonnetwork object 43b1a040.
    20:20:10 Client: Nonnetwork object 43964500.
    20:20:10 Client: Nonnetwork object 43bb74c0.
    20:20:10 Client: Nonnetwork object 43f7a780.
    20:20:10 Client: Nonnetwork object 43b1a040.
    20:20:10 Client: Nonnetwork object 43964500.
    20:20:10 Client: Nonnetwork object 43bb74c0.
    20:20:10 Client: Nonnetwork object 43f7a780.
    20:20:10 Creation of object Statistics for Danny failed, state MISSION ASKED
    20:23:07 Client: Nonnetwork object ef7e6e0.                                       //all of these when i try to login

     

    and them im stuck at "Starting epoch" screen. any ideas =)

  10. so, the only thing i need to edit is the somecontent1.sqf (i'll leave that name to test it out) and add

    diag_log format['Custom %1 - Starting somecontent1.sqf',time];
    
    _pos = [x,y,z]; // <-- some place in the sector
    _object = createVehicle ["Land_Box_AmmoOld_F", _pos, [], 0, "CAN_COLLIDE"];
    _object setDir 330;
    _object setPosATL _pos;
    waitUntil{!isNil "VEMFLoadLoot"};
    [_object] call VEMFLoadLoot;
    

    and it calls the loot table from vemf? and if so i can just put in the vemf config whatever i wish to spawn in the crate (dyn loot table off)?

     

    and thanks for everything, u helped me a great deal!!

  11. i do indeed use vemf on my server.

    where do i put that code exactly? i can see this in the vfunctions.sqf in the vemf.pbo but dont really know what to do with it.

    sry, im not that experienced yet and appreciate ever help u are willing to give =)

  12. the script u directed me to is just awesome. ive set up everything in 60min or so. its ridiculously easy to use =D

    now, the last problem still stands, how can i put a crate in there and fill it with the items i chose? i found some scripts on armaholics but they all look like pure a3 scripts. they fill them for example with blufor weapons and other stuff but i havent found a script that let me decide what stuff is there.

    maybe u can give me a hint for that too? =)

     

    thanks for the help so far!

  13. thank u sir, this looks quite interesting.

    now my next problem is, how do is add a loot crate to that whole thing?

    theres no need for it to be like a mission aka kill all ai before u can loot. i could place to crate so its needed to kill most of them =)

    thanks for ur help so far. thankfully the first part is quite short, i'll use the original sec b for now =D

  14. easy way, build ur stuff in m3editor. when done click on the main menu button and choose "Copy to Clipboard and something with epoch". all ur stuff is now in the clipboard with the correct format.

    now u only need to open the a3_epoch_server_settings.pbo.

    in there is a file called "configs\maps\TheMapUWanttoAlter.h". just open that file up, copy the stuff from the clipboard into PropsPos (most likely delete the last comma), save, repack pbo and ur done.

    propsPos[] = {
    
                    //debug lights
    
                    { "Land_PortableLight_double_F", { 11665.6,15234.4,0.00144196 }, 40.7 },
    
                    { "Land_PortableLight_double_F", { 11676.0,15246.3,0.00144196 }, 221.7 }
                         };
    

    as mentioned, the format is already correct, when copied into clipboard.

    saving as sqf is only needed to load the buildings into the editor again if u want to change/add something.

     

    feel free to ask if u want to know more

  15. hey there,

     

    im looking for a mission system or something like that to create a place like sec b from the a2 tavi. i havent found a suitable way to do that.

     

    a3-wai throws out a lot of rpt errors and doesnt spawn a unit at all, so thats not working for me plus its a dead project, guess it will never work without being a programmer.

    a3eai one the other hand works pretty well on spawning the ai at the intended location but of course its not designed to give players a lootbox after clearing them out.

    the other mission systems like sem or vemf are way over my head and i dont know if they are designed to spawn static ai without an actual mission.

     

    i've seen some servers running an sec b and id like to know how they accomplished that. any ideas on how i could do that on my own?

    i could just use a3eai but dont have a clue how to spawn a lootbox which gets deleted with server restart and filled again after.

     

    thanks for helping me out

  16. custom static spawns dont seem to work at all. getting different errors like:
     

    16:03:40 Error in expression <unit allowFleeing 0;
    
    
    
    call {
    
    if(_aitype == "bandit")     exitWith { _unit setVariab>
    
    16:03:40   Error position: <== "bandit")     exitWith { _unit setVariab>
    
    16:03:40   Error Generic error in expression
    
    16:03:40 File x\addons\WAI\compile\spawn_soldier.sqf, line 74
    

    and thats just one of them. i dont get it fixed. anyone has an idea how to setup something like a sector b? i miss it

  17. hey kilo, outstanding work. its running without any problems. thanks a lot!

    i only have a question regarding the static and dynamic missions. can they be run at the same time? the comment on the cfg isnt so clear about that and i dont want to break something ^^

     

    and for upcoming updates, would it be possible to make ai loadouts, their skillset and lootboxes easier to customize, maybe trough a cfg as well? right now i can only assume which file contains what and have absolutely no idea which mission calls a specific lootbox.

    again, i dont want to break something but want to adjust the lootboxes as well as stuffing the ai with @mas weapons =) its a little bit over my head right now.

     

    thanks again for ur dedication

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