John Ramb0
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Posts posted by John Ramb0
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Well yeah i got it at last, must of been a typo but i was so sure i had checked thoroughly! Only thing now is do you know where i need to put vehicles within the list to have them in my admin menu? The guns come up fine just not the vehicles yet.
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Well it booted up! So There must be a typo somewhere, I will have to add things in very small numbers to get it right i think.
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check you CfgPricing.hpp for typos, try using an unedited version to see if that works before making any changes.
I'm sure i have double triple checked but yeah i'll try with the CfgPricing.hpp straight from my epoch folder unedited now
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Have been trying to get this going all weekend but to no avail, I have the CfgPricing.hpp edited and in MPmissions\epoch.Chernarus\cfg but for some reason adding the line #include "cfg\CfgPricing.hpp into my description.ext stops my server from booting up, Can anybody help me at all, pretty stuck on this one. Here is my description.ext
author = "Epoch Mod Team";
class Header{gameType = Sandbox;minPlayers = 1;maxPlayers = 100;};respawn = "BASE";respawnDelay = 600;respawnDialog = 0;onLoadMission= "Epoch";OnLoadIntro = "Welcome to Epoch Mod";loadScreen = "\x\addons\a3_epoch_assets\pictures\loadScreen_ca.paa";OnLoadIntroTime = False;OnLoadMissionTime = False;onLoadName = "Epoch Mod";disabledAI = true;scriptedPlayer = 1;disableChannels[]={0,2,6};enableItemsDropping = 0;briefing = 0;debriefing = 0;enableDebugConsole = 0;joinUnassigned = 0;respawnOnStart = 0;forceRotorLibSimulation = 0;corpseManagerMode = 1;corpseLimit = 10;corpseRemovalMinTime = 1200;corpseRemovalMaxTime = 3600;wreckManagerMode = 1;wreckLimit = 2;wreckRemovalMinTime = 60;wreckRemovalMaxTime = 360;class CfgRemoteExecCommands {};class CfgEpochClient{buildingNearbyMilitary = 0; //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 meters};#include "cfg\CfgPricing.hpp"class RscTitles{#include "dialog\statusBar.hpp"};class cfgMusic{class intro{name = "intro";sound[] = {"custom\introSong.ogg", db+1,1};};};The line is there at the moment above class Rsc Titles, i have tried at the very bottom and within it's own { }; but nothing seems to work. -
Yeah i tried with the line at the very bottom and it failed to come back online again.
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if you go there, there is a lot of different layouts being discussed.
Also in regards to your description.ext issue... Have you tried putting that line at the very bottom of it? Does it still bork the server then?
Regards,
Pry
I'll have a good proper read through that thread, The intro song isn't playing atm but that's no big issue i can work that out and if not oh well!
I will try putting it at the end and see what happens next restart (if i stay awake) maybe try it in the morning but will keep you posted :)
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yours a little bit different to mine:
if(isDedicated) exitWith {}; _sizeTitle = 0.60; // Font Size of the Title Messages _sizeSubText = 0.50; // Font Size of the SubTitle Messages _colorTitle = "#FFFFFF"; // HTML Colour Code of the Title Messages (must start with '#' ) _colorSubText = "#EFEFEF"; // HTML Colour Code of the SubTitle Messages (must start with '#' ) _alignTitle = "left"; // Alignment of the Title Message (right or left) _alignSubText = "right"; // Alignment of the SubTitle Message (right or left) _fontTitle = "PuristaSemibold"; // Font Type Of Title Messages _fontSubText = "PuristaLight"; // Font Type Of SubTitle Messages _Delay = 20; // Wait in seconds before the credits start after player IS ingame _FadeIn = 2; //how long one role should stay on screen. Use value from 0 to 10 where 0 is almost instant transition to next role _IntroMusic = false; // Welcome Intro Song During the credits (true or false) _posDefault = [0.3,0.55,0.5]; // Default Positions of all Credits _title = format ["Welcome %1", name player]; _shorttext = "To The TUS Community Epoch Server"; _posText = [0.25,0.5,0.4]; _title2 = "Server Rules:"; _shorttext2 = "Don't Be A Dick<br />PVP Is Allowed<br />NO Safe-Zone or Trader Camping<br />Skiddies Get Banned"; _posText2 = [0.38,0.5,0.25]; _title3 = "Join Us On TeamSpeak:"; _shorttext3 = "tus.tserverhq.com"; _posText3 = [0.25,0.5,0.4]; _title4 = "Server Admins:"; _shorttext4 = "PryMary<br />Combat Mink<br />Atomic Sausage<br />Thrash Till Death"; _posText4 = [0.37,0.5,0.28]; _title5 = "Custom Scripts:"; _shorttext5 = "Anti Hack<br />Supply Drop<br />Status Bar<br />High Loot | Extra Vehicles<br />Vehicle Tow/Lift<br />Capture The Base<br />Hunt The Admin (WIP)<br />JSRS (DragonFyre) Compatible<br />MAS Weapons<br />Dynamic AI<br />(Beware The Wolf Men!)"; _posText5 = [0.35,0.5,0.335]; _title6 = "Play Fair... And Also..."; _shorttext6 = "Remember To Have Fun!"; _posText6 = [0.32,0.5,0.4]; /***********************************************************************************************************************************************/ /***********************************************************************************************************************************************/ /* /!\ DO NOT EDIT BELOW THIS LINE. DO NOT REMOVE CREDITS /!\ /* /* SCRIPTING BY: GR8 [GhostzGamerz.com] /* VERSION: 2.1 /* DATE: 21 December 2014 /* /***********************************************************************************************************************************************/ /***********************************************************************************************************************************************/ _ms = []; for "_i" from 1 to 50 do { _t = if (_i!=1) then { format["_title%1",_i] } else { "_title" }; _s = if (_i!=1) then { format["_shorttext%1",_i] } else { "_shorttext" }; _p = if (_i!=1) then { format["_postext%1",_i] } else { "_postext" }; if (!isNil _t or !isNil _s) then { _at = if (!isNil _t) then { call compile _t } else { "" }; _as = if (!isNil _s) then { call compile _s } else { "" }; _ap = if (!isNil _p) then { call compile _p } else { _posDefault }; _ms = _ms + [[_at,_as,_ap]]; } }; waitUntil {!isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])}; waitUntil {isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])}; sleep _Delay; if (_IntroMusic) then { playMusic "Intro";}; player enableSimulation true; { _t = _x select 0; _s = _x select 1; _pX = _x select 2 select 0; _pY = _x select 2 select 1; _pW = _x select 2 select 2; _m = format ["<t size='%1' color='%2' align='%3' font='%4'>%5<br /></t>", _sizeTitle, _colorTitle, _alignTitle, _fontTitle, _t]; _m = _m + format ["<t size='%1' color='%2' align='%3' font='%4'>%5<br /></t>", _sizeSubText, _colorSubText, _alignSubText, _fontSubText, _s]; _tm = round (count toArray (_t+_s) / 6 / 2) + 3; [ _m, [_pX * safeZoneW + safeZoneX, _pW], [_pY * safezoneH + safezoneY, 1 * safezoneH + safezoneY], _tm, _FadeIn ] spawn BIS_fnc_dynamicText; sleep (_tm+_FadeIn+4); } forEach _ms;
I can already see what the issue is... see if you can also when comparing mine to yours ;-)
Heres a hint: ( & };
Take out those and I bet it will work ;-)
Pry
Right i think i got it :) Thanks man!! I really hope so, Will post back after restart...
Btw any ideas on why the line: #include "cfg\CfgPricing.hpp" placed where you told me to would stop the server coming up??
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This is my entire welcome.sqf
if(isDedicated) exitWith {};
(_sizeTitle = 0.55; // Font Size of the Title Messages_sizeSubText = 0.45; // Font Size of the SubTitle Messages_colorTitle = "#FFFFFF"; // HTML Color Code of the Title Messages (must start with '#' )_colorSubText = "#EFEFEF"; // HTML Color Code of the SubTitle Messages (must start with '#' )_alignTitle = "left"; // Alignment of the Title Message (right or left)_alignSubText = "right"; // Alignment of the SubTitle Message (right or left)_fontTitle = "PuristaSemibold"; // Font Type Of Title Messages_fontSubText = "PuristaLight"; // Font Type Of SubTitle Messages_Delay = 10; // Wait in seconds before the credits start after player IS ingame_FadeIn = 3; //how long one role should stay on screen. Use value from 0 to 10 where 0 is almost instant transition to next role_IntroMusic = true; // Welcome Intro Song During the credits (true or false)_posDefault = [0.3,0.55,0.5]; // Defualt Positions of all Credits_title = "Welcome Survivor";_shorttext = "To Arma 3 Epoch 0.3.0.1";_posText = [0.25,0.5,0.4];_title2 = "Admins";_shorttext2 = "John Rambo, Doc McStuffin, Newall, Michael Stonebridge";_posText2 = [0.38,0.5,0.25];_title3 = "Bonus Prizes";_shorttext3 = "Shoot Newall for free cinder!!";_posText3 = [0.18,0.5,0.7];_title4 = "AI Missions";_shorttext4 = "*Warning* Some missions are more challenging but rewarding";_posText4 = [0.37,0.5,0.28];_title5 = "Features";_shorttext5 = "@Mas1.8<br />AI Missions<br />Added Military bases<br /> Anti Hack";_posText5 = [0.35,0.5,0.335];_title6 = "Play Fair & Enjoy";_shorttext6 = "Admins are Always Active so don't be a douche";_posText6 = [0.32,0.5,0.4];};/***********************************************************************************************************************************************//***********************************************************************************************************************************************//* /!\ DO NOT EDIT BELOW THIS LINE. DO NOT REMOVE CREDITS /!\/*/* SCRIPTING BY: GR8 [GhostzGamerz.com]/* VERSION: 2.1/* DATE: 21 December 2014/*/***********************************************************************************************************************************************//***********************************************************************************************************************************************/_ms = [];for "_i" from 1 to 50 do{_t = if (_i!=1) then { format["_title%1",_i] } else { "_title" };_s = if (_i!=1) then { format["_shorttext%1",_i] } else { "_shorttext" };_p = if (_i!=1) then { format["_postext%1",_i] } else { "_postext" };if (!isNil _t or !isNil _s) then{_at = if (!isNil _t) then { call compile _t } else { "" };_as = if (!isNil _s) then { call compile _s } else { "" };_ap = if (!isNil _p) then { call compile _p } else { _posDefault };_ms = _ms + [[_at,_as,_ap]];}};waitUntil {!isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])};waitUntil {isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])};sleep _Delay;if (_IntroMusic) then { playMusic "Intro";};player enableSimulation true;{_t = _x select 0;_s = _x select 1;_pX = _x select 2 select 0;_pY = _x select 2 select 1;_pW = _x select 2 select 2;_m = format ["<t size='%1' color='%2' align='%3' font='%4'>%5<br /></t>", _sizeTitle, _colorTitle, _alignTitle, _fontTitle, _t];_m = _m + format ["<t size='%1' color='%2' align='%3' font='%4'>%5<br /></t>", _sizeSubText, _colorSubText, _alignSubText, _fontSubText, _s];_tm = round (count toArray (_t+_s) / 6 / 2) + 3;[ _m, [_pX * safeZoneW + safeZoneX, _pW], [_pY * safezoneH + safezoneY, 1 * safezoneH + safezoneY], _tm, _FadeIn ] spawn BIS_fnc_dynamicText;sleep (_tm+_FadeIn+4);} forEach _ms; -
No worries, it's what we are all here for - learning and sharing :-)
Nah my welcome message still arn't working :( and adding that line #include "cfg\CfgPricing.hpp where you told me to still makes the server not boot up :(
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is the file path correct and is the filename correct? The init I posted is as per install instructions from script author but if you have welcome in say a "script" folder then you would need to change the init to reflect that also don't forget CaPiTaLiSaTiOn :-)
Glad it got sorted, in regards to the description.ext then see below for placement:
corpseManagerMode = 1; corpseLimit = 10; corpseRemovalMinTime = 1200; corpseRemovalMaxTime = 3600; wreckManagerMode = 1; wreckLimit = 2; wreckRemovalMinTime = 60; wreckRemovalMaxTime = 360; class CfgRemoteExecCommands {}; class CfgEpochClient { buildingNearbyMilitary = 0; //1 to allow building nearby buildingNearbyMilitaryRange = 300; //Define radius of blocked area buildingRequireJammer = 0; // 1 = to allow building without a jammer buildingCountLimit = 200; // how many objects can be built within range of a jammer buildingJammerRange = 75; // jammer range in meters }; #include "cfg\CfgPricing.hpp" class RscTitles { #include "dialog\statusBar.hpp" };
Please note this is not all of description.ext so please don't copy paste and fire up your server. it won't boot. It is merely to show placement.
Regards,
Pry
Oh my days lol i just realized i had it as cfg\CfgPricing.hpp when i don't have that file in that folder, I've just popped it into a folder called cfg and placed it where you said so next restart i'll put it on and finger crossed! Thanks man hoping it works but even if not thanks for taking the time anyway.
Also i had "custom\welcome.sqf" but the folder welcome.sqf was in had a capital c "Custom" so i've changed that too.
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Well could you Please Post your Onplayerrespawn file ;)
I think the Problem is if you Die and Respawn everything disapers like earplugs etc?!
If yes please check this:
onPlayerRespawn.sqf
Credits goes to Spire
http://epochmod.com/forum/index.php?/topic/33556-0301-exec-scripts-after-gender-selection/
Maybe this is your Problem?
Try it or check your
onPlayerRespawn.sqf
since Gender choose is available it breaks some scripts but not with the code above ;)
Kind Regards & Good Luck
This is my onplayerrespawn.sqf
//START EARPLUGS CODE
//////////////////////////////////////////////////////////////////////////waitUntil {vehicle player == player};waituntil {!isnull (finddisplay 46)};5 fadeSound 1;earplugsout=true;[] spawn cm_EP_LOOP;//cmEARPLUGS CODE END//////////////////////////////////////////////////////////////////////////So your saying i need to addif(isDedicated || !hasInterface) exitWith{};
waitUntil {alive player};
waitUntil {typeOF player != "VirtualMan_EPOCH"};
//diag_log "Player gender";
//diag_log typeOF player;
sleep 3; // You needn't to use sleep..
// YOUR CODE
Above the earplug code?
I've just jumped on and done a quick test and my earplugs (working thanks to prymarys init) do work after death and respawn, my only issue now is that the welcome messages don't work
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call compile preProcessFileLineNumbers "cmEarplugs\cm_veh_fun.sqf"; //Status Bar [] execVM "scripts\fn_statusBar.sqf"; // Welcome Credits [] execVM "custom\welcome.sqf"; //Simple Epoch Missions [] execVM "semClient.sqf"; if (isDedicated) exitWith {}; sdropClient=compileFinal preprocessFileLineNumbers "sdropClient.sqf"; waitUntil{(isPlayer player) && (alive player) && !isNil "EPOCH_loadingScreenDone"}; [] spawn sdropClient;
That should fix it for you
Strange i made a back up of my file obviously then deleted my init and used this as my new init and the server wouldn't come back up? I tried twice and waited 5-10 mins, soon as i put my original back it came up but no earplugs or welcome messages still.
EDIT : Ok it was my fault i had put cfgpricing.hpp in at the same time and i think i wrote the # include"cfgpricing.hpp" in the wrong part of my description, i have removed it for now until i can find out where within description.ext it goes.
The ear plugs aswell as the rest are now working thanks to you thats great, it's just the welcome messages now that won't come up :( any ideas?
This is whats in my welcome.sqf
if(isDedicated) exitWith {};
(_sizeTitle = 0.55; // Font Size of the Title Messages_sizeSubText = 0.45; // Font Size of the SubTitle Messages_colorTitle = "#FFFFFF"; // HTML Color Code of the Title Messages (must start with '#' )_colorSubText = "#EFEFEF"; // HTML Color Code of the SubTitle Messages (must start with '#' )_alignTitle = "left"; // Alignment of the Title Message (right or left)_alignSubText = "right"; // Alignment of the SubTitle Message (right or left)_fontTitle = "PuristaSemibold"; // Font Type Of Title Messages_fontSubText = "PuristaLight"; // Font Type Of SubTitle Messages_Delay = 10; // Wait in seconds before the credits start after player IS ingame_FadeIn = 3; //how long one role should stay on screen. Use value from 0 to 10 where 0 is almost instant transition to next role_IntroMusic = true; // Welcome Intro Song During the credits (true or false)_posDefault = [0.3,0.55,0.5]; // Defualt Positions of all Credits_title = "Welcome Survivor";_shorttext = "To Arma 3 Epoch 0.3.0.1";_posText = [0.25,0.5,0.4];_title2 = "Admins";_shorttext2 = "John Rambo, Doc McStuffin, Newall, Michael Stonebridge";_posText2 = [0.38,0.5,0.25];_title3 = "Bonus Prizes";_shorttext3 = "Shoot Newall for free cinder!!";_posText3 = [0.18,0.5,0.7];_title4 = "AI Missions";_shorttext4 = "*Warning* Some missions are more challenging but rewarding";_posText4 = [0.37,0.5,0.28];_title5 = "Features";_shorttext5 = "@Mas1.8<br />AI Missions<br />Added Military bases<br /> Anti Hack";_posText5 = [0.35,0.5,0.335];_title6 = "Play Fair & Enjoy";_shorttext6 = "Admins are Always Active so don't be a douche";_posText6 = [0.32,0.5,0.4];}; -
If you are adding custom weapons to epoch they should be without any attachments and just spawn the attachments into the world.
This was exactly what i'm trying to do because of the duping but for the life of me i cannot seem to get the scopes to spawn on the ground using LootSpawner? I have all the classnames correct and in the correct place as far as i know but none spawn in?
]],[ 1, [
// MILITARY"100Rnd_65x39_caseless_mag","100Rnd_65x39_caseless_mag_Tracer","100Rnd_mas_762x51_Stanag","100Rnd_mas_762x51_T_Stanag","150Rnd_762x51_Box","150Rnd_762x51_Box_Tracer","16Rnd_9x21_Mag","1Rnd_HE_Grenade_shell","1Rnd_SmokeBlue_Grenade_shell","1Rnd_Smoke_Grenade_shell","200Rnd_65x39_cased_Box","200Rnd_65x39_cased_Box_Tracer","20Rnd_556x45_UW_mag","20Rnd_762x51_Mag","20Rnd_mas_762x51_Stanag","30Rnd_mas_762x39_mag","30Rnd_45ACP_Mag_SMG_01","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag_Tracer_Green","30Rnd_556x45_Stanag_Tracer_Red","30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag_Tracer","30Rnd_9x21_Mag","3Rnd_HE_Grenade_shell","3Rnd_SmokeBlue_Grenade_shell","10Rnd_mas_762x54_mag","5Rnd_mas_762x51_Stanag","7Rnd_408_Mag","9Rnd_45ACP_Mag","acc_flashlight","optic_Arco","optic_MRCO","optic_DMS","optic_Yorris","optic_NVS","optic_tws","optic_tws_mg","muzzle_snds_H","muzzle_snds_L","muzzle_snds_M","muzzle_snds_B","muzzle_snds_H_MG","muzzle_snds_acp","ItemCompass","ItemGPS","ItemWatch"]],[ 2, [ // INDUSTRIALI know there no mas weapons scopes in there i removed them because they wasn't spawning and i put the default epoch scopes in because i thought they would for sure, but they don't spawn either. Everything else does fine just not scopes or attachments mas or normal. -
Really hope so, It's almost the last piece to the puzzle then i will be happy with my server :)
Thanks so much for taking the time to help i will let you know the results asap, Gonna wait for a restart.
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try ,change
if(hasInterface)then{execVM "semClient.sqf"};
to
[] execVM "semClient.sqf";
Nice, Thank you, i got the SEM missions going again, Happy about that, any ideas on why my Wecome.sqf is working?
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https://40.media.tumblr.com/97af7f520da31aaa2b4e3360475eb6f8/tumblr_nmcwobXcZy1u90sk7o1_1280.png
https://41.media.tumblr.com/10490467e61e26b2aaf15130ee3c87c5/tumblr_nmcwobXcZy1u90sk7o2_1280.png
https://41.media.tumblr.com/58928542259b0c05560bbc17225e757f/tumblr_nmcwobXcZy1u90sk7o3_1280.png
Just a small but nice (imo) military base to add at NE Airfiled, Kinda makes this place worth visiting, spread out the action a little.
Simple copy and paste job into your a3_epoch_server_settings\configs\maps\Chernarus.h
//NEAF Mill Base
{"Land_tent_east", {12172.4,12603,-0.000701904}, 113.422},{"Land_tent_east", {12180.4,12599.8,0.000976563}, 113.442},{"Land_i_Barracks_V1_F", {12178.7,12579.2,0}, 22.9714},{"Land_Cargo_Patrol_V1_F", {12142.6,12609.9,1.52588e-005}, 111.986},{"Land_Medevac_house_V1_F", {12159.5,12592.8,0.00134277}, 20.5359},{"Land_Medevac_house_V1_F", {12150.6,12596.4,0.00205994}, 21.5359},{"Land_Wall_IndCnc_4_F", {12139.3,12596.7,0.00338745}, 291.451},{"Land_Wall_IndCnc_4_D_F", {12141.1,12602.5,-0.00105286}, 291.451},{"Land_Wall_IndCnc_4_F", {12137.1,12591.1,0.00338745}, 291.451},{"Land_Wall_IndCnc_4_F", {12134.9,12585.5,0.00338745}, 291.451},{"Land_Wall_IndCnc_4_F", {12136.7,12581.6,0.0039978}, 202.436},{"Land_Wall_IndCnc_4_F", {12142.3,12579.3,0.0039978}, 202.436},{"Land_Wall_IndCnc_4_F", {12147.8,12577,0.0039978}, 202.436},{"Land_Wall_IndCnc_4_F", {12153.4,12574.7,0.0039978}, 202.436},{"Land_Wall_IndCnc_4_F", {12159,12572.4,0.0039978}, 202.436},{"Land_Wall_IndCnc_4_F", {12164.6,12570.1,0.0039978}, 202.436},{"Land_Wall_IndCnc_4_F", {12170.1,12567.8,0.0039978}, 202.436},{"Land_Wall_IndCnc_4_F", {12175.7,12565.5,0.0039978}, 202.436},{"Land_Wall_IndCnc_4_F", {12181.3,12563.2,0.0039978}, 202.436},{"Land_Wall_IndCnc_4_F", {12186.8,12560.9,0.0039978}, 202.436},{"Land_Wall_IndCnc_4_F", {12192.4,12558.6,0.0039978}, 202.436},{"Land_Wall_IndCnc_4_F", {12198,12556.3,0.0039978}, 202.436},{"Land_Wall_IndCnc_4_F", {12204.3,12563.6,0.0039978}, 113.422},{"Land_Wall_IndCnc_4_F", {12206.7,12569.1,0.0039978}, 113.422},{"Land_Wall_IndCnc_4_F", {12209.1,12574.6,0.0039978}, 113.422},{"Land_Wall_IndCnc_4_F", {12211.5,12580.2,0.0039978}, 113.422},{"Land_Wall_IndCnc_4_F", {12213.9,12585.7,0.0039978}, 113.422},{"Land_Wall_IndCnc_4_F", {12216.3,12591.2,0.0039978}, 113.422},{"Land_Wall_IndCnc_4_F", {12218.7,12596.8,0.0039978}, 113.422},{"Land_Wall_IndCnc_4_D_F", {12202.3,12557.9,0.000686646}, 113.422},{"Land_Cargo_Patrol_V1_F", {12198.6,12560.5,-0.000656128}, 293.887},{"Land_Cargo_Patrol_V1_F", {12138.8,12585,-0.000228882}, 22.5356}Building to add to the loot table aswell : Land_Medevac_house_V1_F -
For some reason my SEM missions, Welcomes.sqf, and Earplugs won't work, The status bar is working fine though. SEM missions was fine yesterday but now that won't start up either, I'm certain something is wrong in my init but i can't see what?? Can anyone help me here?
// stop server loading the client script
if (isDedicated) exitWith {};// compile the script on mission loadsdropClient=compileFinal preprocessFileLineNumbers "sdropClient.sqf";// wait client is readywaitUntil{(isPlayer player) && (alive player) && !isNil "EPOCH_loadingScreenDone"};// Starts running the script[] spawn sdropClient;if(hasInterface)then{execVM "semClient.sqf"};[] execVM "scripts\fn_statusBar.sqf";// Welcome Credits[] execVM "custom\welcome.sqf"; -
Thanks for this it is an excellent addition to the map!
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Show us your RPT file please
Hi thanks for the reply i have since managed to get it working by just starting fresh i think i may of missed a comma maybe? My only problem now is the optics/attatchments won't spawn, i have added the classnames from the @mas weapons list and also the standard optics from Epoch but they won't spawn in??
This is how i have it put in at the moment
//here place magazines, weaponattachments and bodyitems(ex.: ItemGPS, ItemMap, Medikit, FirstAidKit, Binoculars, ...)
//used with addMagazineCargoGlobal//"lootMagazine_list" array of [class, [magazinelist]]// class : 0-civil, 1-military, ... (add more as you wish)// magazinelist: list of magazine class nameslootMagazine_list = [[ 0, [ // CIVIL"16Rnd_9x21_Mag","20Rnd_556x45_UW_mag","20Rnd_762x51_Mag","30Rnd_45ACP_Mag_SMG_01","30Rnd_556x45_Stanag","30Rnd_9x21_Mag","9Rnd_45ACP_Mag","acc_flashlight","acc_pointer_IR","optic_Arco","optic_Aco","optic_ACO_grn","optic_Aco_smg","optic_ACO_grn_smg","optic_Holosight","optic_Holosight_smg","optic_SOS","optic_MRCO","optic_DMS","optic_Yorris","optic_MRD"]],[ 1, [ // MILITARY"100Rnd_65x39_caseless_mag","100Rnd_65x39_caseless_mag_Tracer","100Rnd_mas_762x51_Stanag","100Rnd_mas_762x51_T_Stanag","150Rnd_762x51_Box","150Rnd_762x51_Box_Tracer","16Rnd_9x21_Mag","1Rnd_HE_Grenade_shell","1Rnd_SmokeBlue_Grenade_shell","1Rnd_Smoke_Grenade_shell","200Rnd_65x39_cased_Box","200Rnd_65x39_cased_Box_Tracer","20Rnd_556x45_UW_mag","20Rnd_762x51_Mag","20Rnd_mas_762x51_Stanag","30Rnd_mas_762x39_mag","30Rnd_45ACP_Mag_SMG_01","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag_Tracer_Green","30Rnd_556x45_Stanag_Tracer_Red","30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag_Tracer","30Rnd_9x21_Mag","3Rnd_HE_Grenade_shell","3Rnd_SmokeBlue_Grenade_shell","20Rnd_mas_9x39_mag","10Rnd_mas_762x54_mag","5Rnd_mas_127x108_mag","5Rnd_mas_127x108_dem_mag","5Rnd_127x108_Mag","5Rnd_mas_762x51_Stanag","7Rnd_408_Mag","9Rnd_45ACP_Mag","acc_flashlight","optic_Arco","optic_SOS","optic_MRCO","optic_DMS","optic_Yorris","optic_LRPS","optic_NVS","optic_Nightstalker","optic_tws","optic_tws_mg","muzzle_snds_H","muzzle_snds_L","muzzle_snds_M","muzzle_snds_B","muzzle_snds_H_MG","muzzle_snds_acp"]],[ 2, [ // INDUSTRIAL"20Rnd_556x45_UW_mag","30Rnd_45ACP_Mag_SMG_01","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag_Tracer_Green","30Rnd_65x39_caseless_green","30Rnd_65x39_caseless_green_mag_Tracer","30Rnd_65x39_caseless_mag","30Rnd_65x39_caseless_mag_Tracer","30Rnd_9x21_Mag","acc_flashlight","acc_pointer_IR","optic_Arco","optic_Aco","optic_ACO_grn","optic_Aco_smg","optic_ACO_grn_smg","optic_Holosight","optic_Holosight_smg","optic_MRCO","optic_DMS","optic_Yorris","optic_MRD","optic_LRPS"]],[ 3, [ // RESEARCH//"clasname" //<----Make sure last line has NO COMMA AT THE END]]];I took the mas optics out but still no joy, Any help would be appreciated.Also trying to work out how to put that code in a spoiler box as to not flood the screen but not sure how, EDIT: Thanks PryMary :) -
Hi Nightmare does your latest version include the notification that the mission is active?
*EDIT : It does and it's awesome thank you so much
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Hi guys, Been reading this thread alot - it's really helped me out, I had the lootspawner working just fine the past 24 hours so i added @mas to my server then downloaded and upacked my lootspawner.pbo and put the weapons i wanted to spawn in to the appropriate places within LSlootLists.SQF packed it back up and re uploaded it but it seems nothing spawns on the ground now??
Any help would be appreciated i can provide any info needed.
I have compared the LSlootLists.SQF i had with the one after editing and beside the guns i had replaced for some from the @mas addon it's exactly the same. Or is the problem that i removed some weapons and replaced them, e.g i took out the MK20c i think it's called and replaced it with mk17 from @mas
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Hi guys, Been reading this thread alot and it's really helped me out, I had the lootspawner working just fine the past 24 hours so i added @mas to my server then downloaded and upacked my lootspawner.pbo and put the weapons i wanted to spawn in to the appropriate places within LSlootLists.SQF packed it back up and re uploaded it but it seems nothing spawns on the ground now??
Any help would be appreciated i can provide any info needed.
I have compared the LSlootLists.SQF i had with the one after editing and beside the guns i had replaced for some from the @mas addon it's exactly the same. Or is the problem that i removed some weapons and replaced them, e.g i took out the MK20c i think it's called and replaced it with mk17 from @mas
Dup'ing Gear
in Server Install
Posted
That was exactly the problem.