Skin
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Posts posted by Skin
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Thanks so much for this script it works great on our Australia server
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Thanks so much for this script it works great on our Australia server
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The M-900 class is C_Heli_Light_01_civil_EPOCH it has 18 random textures and is already setup to use our texture persistence system for vehicles so there is no need for the other classes.
Yea sorry my bad those were just A3 helis.... but if you use them they will not change color on you
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Hi Kroenen
Add these
//M900
{"C_Heli_Light_01_cival_F",2},{"C_Heli_light_01_blue_F",2},{"C_Heli_light_01_red_F",2},{"C_Heli_light_01_ion_F",2},{"C_Heli_light_01_blueLine_F",2},{"C_Heli_light_01_digital_F",2},{"C_Heli_light_01_elliptical_F",2},{"C_Heli_light_01_furious_F",2},{"C_Heli_light_01_graywatcher_F",2},{"C_Heli_light_01_jeans_F",2},{"C_Heli_light_01_light_F",2},{"C_Heli_light_01_shadow_F",2},{"C_Heli_light_01_sheriff_F",2},{"C_Heli_light_01_speedy_F",2},{"C_Heli_light_01_sunset_F",2},{"C_Heli_light_01_vrana_F",2},{"C_Heli_light_01_wasp_F",2},{"C_Heli_light_01_wave_F",2}, -
Nice driving dude, I take it you have tried the trackir ?
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Hi There
Can anyone running V2 please confirm if the magpie sounds are working for you ? I have put on the recommended temp environment sound fix and they are not singing
Thanks
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It was due to the rockets on the Pawnee.
Nothing particular in logs but that error..
Yes understood, I am definitely no expert but I will help you work this out for yourself... If you are going to add things like Pawnees to your epoch server you are going to have to learn about Batteye filters.... When you get kicked the message you see on your screen will tell you what filter kicked you like createvehicle.txt or something like that because you fired rockets, these are not in epoch so the have to be added to the filters.... If it is this filter above look for the file called createvehicle.log and it will tell you on it what the kick was, this is only a example. It will be something like "hydrohe" or "dar" which is the rockets.... Then you go to the .txt filter look for the next line after the kick ie #0 is on line #1 and on the end of that line you add something like !="hydrohe" which will tell Batteye to bypass these... Hopefully this helps you understand, if not please post up here your log file showing the kick
Also this is a great place to start
Cheers
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Added pawnee - works great until I fire the rockets.
I get vehicle restriction #0 - how to fix?
Hi Demi
You need to look at your BE logs in your battleye folder on your server, there are a few different ones... the log will tell you what you got kicked for.... you were kicked on #0 so the extra filter needs to be added to line 1 of the filter... A good place to start is searching for the kick in the search field on these forums 9 times out of 10 someone else has had the same error.
Cheers
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Hi Disturbed2015
We have one online on Altis it is PVE and with 4 PVP taylored capture points, plus many extras/mods, eg..... no drones/sappers, no fatigue etc
Our webisite and rules http://boudie4901.wix.com/dayzepochtavianaorch
IP: 69.197.31.183:2302
Cheers
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all good fixed it, all I did is make the @folder is the same name on client and on the server and you may need to turn off verify signatures, we didn't turn these off though. It worked for us
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Hi There
I have searched for this and cant seem to find anything about it so sorry if its already been covered.
We are trying to add a couple of extra mods to our server.. @huey and @bell206... I have uploaded them to the server put them in the start parameters and added the keys in the correct place... Then added vehicle class names etc to the epochconfig.hpp start the server....
Client side have the mods enabled when starting epoch and as soon as we reach the login lobby re get kicked with only a message saying "Session Lost" ??
There is no error in rpt or logs anywhere to say why this would be happening. I know the vehicle list is good because if I remove the @mods from start up parameters all is ok..
I have turned antihack_cfgPatchesCheck = true; to False and made no difference.... I do not want to turn of signatures...
Does Epoch only allow certain mods to be included ? Does anyone have any help with this and let me know please if this can work or I have missed something ?
The server is on Altis and we only have @mas working with lootspawner and a hand full of missions.
Also I know for players to see these mods will also have them enabled client side, this is not a problem at the moment.
Thanks
Insem
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This might seem like a dumb question, but does any one have an updated fn_crateLoot.spf that has the marksman dlc guns and ammo added in? and if so, would you please share. thank you in advance.
OfficeGlenn
Try this one https://www.dropbox.com/s/eyxirdr885vvksb/fn_crateLoot.sqf?dl=0
Also the silencers are not on it, they are , "muzzle_snds_93mmg", "muzzle_snds_93mmg_tan", "muzzle_snds_338_black", "muzzle_snds_338_greenmuzzle_snds_338_sand"
If you wanted to add them
Cheers
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There seems to be 2 versions of dot:
https://community.bistudio.com/wiki/cfgMarkers
What the RPT is telling you that DOT class does not exist, thus is missing the rest of required inheritances/defines.
try one of these:
_sector_h setMarkerType "hd_dot"; // HD version _sector_h setMarkerType "mil_dot"; // normal version
Thank you raymix, that worked perfectly
Cheers
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Hi Richie
Thanks for your reply, I did try that too and failed.... Would you have a Egsample of how this should look please ?
Thanks
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Hi There
This is driving me mad !! Please can someone help.....
I would like to add a simple map marker on Altis s when you press M it shows on there... Would someone please have a look and see what I have done wrong, it should work ?
In epoch.altis.pbo is custom\markers.sqf
// Sector H
_sector_h = createMarker ["sector_h", [8455.46, 25144.9]];
_sector_h setMarkerShape "ICON";
_sector_h setMarkerType "DOT";
_sector_h setMarkerColor "ColorRed";And in my init,sqf is
[] execVM "custom\markers.sqf";
and when I join the server I get this in my rpt and a cfg.bin error ?
14:06:10 Warning Message: No entry 'bin\config.bin/CfgMarkers.DOT'.
14:06:10 Warning Message: No entry '.icon'.
14:06:10 Warning Message: '/' is not a value
14:06:10 Warning Message: No entry '.size'.
14:06:10 Warning Message: '/' is not a value
14:06:10 Warning Message: No entry '.color'.
14:06:10 Warning Message: Size: '/' not an array
14:06:10 Warning Message: Size: '/' not an array
14:06:10 Warning Message: No entry 'bin\config.bin/CfgMarkers.DOT'.
14:06:10 Warning Message: No entry '.color'.
14:06:10 Warning Message: Size: '/' not an array
14:06:10 Warning Message: Size: '/' not an array
14:06:10 Warning Message: No entry 'bin\config.bin/CfgMarkers.DOT'.
14:06:10 Warning Message: No entry '.icon'.
14:06:10 Warning Message: '/' is not a value
14:06:10 Warning Message: No entry '.size'.
14:06:10 Warning Message: '/' is not a value -
Try:
switch (_worldName) do { case "altis":{ _lootBoxes = [ diag_log "Altis-specific settings loaded"; [[8484.51,25058.1,0.00132751],0], [[8706.97,25374.2,0.00118256],0], [[3049.72,13202,18.3877],0], [[3137.43,13088.5,0.00112152],0] ]; };
Hi Robio
Sorry this didnt work either ? really strange I had them working in the previous version and all I changed was the locations which are correct ?
Cheers
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ah I just had another look and I thought I had it the correct way around.....
My cords are
x y z
[[8484.51,25058.1,0.00132751],0]
z = 0.00132751 is only a little high because this is on a island
and
x y z
[[3049.72,13202,18.3877],0],
z = 18.3877 is a bit higher because this one is in a tower
I noticed on yours Z are all 0
yes you are right on the mission.sqm ...... I will double check later
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No. The only time the Z (height) axis needs to be in the middle of a pos array is in Mission.sqm. Arma logic.....
Thanks Darth, you are a great help... I will change tonight and let you know how it goes
Cheers
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Darth
I am very impressed with the speed that you reply, its awesome thanks :)
If you wouldn't mind having a look for me that would be great.... The file is here in zip https://www.dropbox.com/s/rccbjj4ki9jp75j/a3_custom_crates.zip?dl=0
All I changed was the 4 locations for the crates to spawn at two of my AI bases... pbo it and put epochhive/addons
Cheers
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Check your server RPT for a confirmation that the crates are loaded. It should look like "Static crates loaded successfully!" If you have that, then they are loaded and you should double check your coords to make sure they are correct. If you use Infistar you could turn on "Construction Markers" which will show the crates on the map. It will also show many other things but it will help find them at least.
Thanks Darth
I checked the RPT it shows
11:55:15 "Loading Static Loot Container Spawning System"11:55:15 "Altis-specific settings loaded"11:55:15 "[crateLoot.sqf] --- >>> worldname is altis"11:55:15 "Static crates loaded successfully!"So is working.... I double checked my cords and they are the same as the previous version of this I was using before and they are correct ? I don't have infistar loaded so pretty hard to check.... I may have to install it to check this out.... It must be something with the cords -
Thanks for the reply.... I must be doing something wrong then... all I changed was the locations for the 4 crates here
switch (_worldName) do {
case "altis":{
diag_log "Altis-specific settings loaded";
[[8484.51,25058.1,0.00132751],0],
[[8706.97,25374.2,0.00118256],0],
[[3049.72,13202,18.3877],0],
[[3137.43,13088.5,0.00112152],0]
};and they wont show up ? Have I done something wrng with this ?
Cheers
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Hi Darth_Rogue
Thanks for this script. Could you please advise what I need to change in the new layout to get this working on Altis ?
Thanks Insem
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Hi There
I want to be able to build in Military areas and not have jammer so I have changed the following to my description.exe
class CfgEpochClient{buildingNearbyMilitary = 1; //1 to allow building nearbybuildingNearbyMilitaryRange = 300; //Define radius of blocked areabuildingRequireJammer = 1; // 1 = to allow building without a jammerbuildingCountLimit = 200; // how many objects can be built within range of a jammerbuildingJammerRange = 75; // jammer range in metersAnd when I try to build in these areas it says "protected frequency" there are no Jammers even built on the server ?Does anyone know how I can turn this off ?Cheers
Australia V3
in Discussion
Posted
Hi Everyone
If you have problems updating your Australia map to V3 and you have commonwelthbank errors in your rpt... see the fix here https://forums.bistudio.com/topic/182043-australia-work-in-progress-release/page-17
Skin