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V1va

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Posts posted by V1va

  1. Hi folks,

     

    snip

     

    Regards

    Blacksheep

     

    Hi blacksheep how did you get on with this?

     

    snip

     

    Hi Glenn,

     

    You seem to understand BE very well, i had a read through your "Everything to know about BE" post but i still couldn't make sense of my error or how to fix it, i think i understand why its happening but i wouldn't even know where to start trying to find the right exception, i get this error

     

    [] execVM "scripts\fn"

    20.05.2015 12:57:50: Name (xxx.xxx.x.xxx:xxxx) GUID - #0 "this select 0)) then {[(_this select 0), "", [], true] call bis_fnc_initVehicle;};"

     

    After trying to add armed pawnee, armed offroad & titan AA but how do i know what exceptions i need to add?

     

    Also apologies to blacksheep for hijacking your thread we seem to be having similiar problems so if someone can come across a solution we could all benefit from it maybe.

     

    EDIT; Solved: Ok so i made a coffee had a cigarette then sat down and made it my mission to figure this out and understand it, no less than 5 minutes later i think i understand BE now i added these exceptions

     !="initVehicle" !="setVehicleMass" !="arsenal_type" to then end of line 0 and i no longer get kicks, now to test using the weapons and vehicles to see if i get kicks for functions needed by vehicles

  2. Hey guys this is my first issue i've come across with battleye and i wouldnt even know where to start but i recently added an armed pawnee, armed offroad and titan AA now i get this kick

     

    [] execVM "scripts\fn"

    20.05.2015 12:57:50: Name (xxx.xxx.x.xxx:xxxx) GUID - #0 "this select 0)) then {[(_this select 0), "", [], true] call bis_fnc_initVehicle;};"

     

    Can someone please help and point me to a an exception i could add to prevent this? or explain what i would have to do to find out the exception 

     

    EDIT: Solved, i added these exceptions to line 0

     

     !="initVehicle" !="setVehicleMass" !="arsenal_type"

  3. First, you can set the detect chance a lot lower. This does help slightly. You can also add a couple helis that are not armed, just for the ambiance. As for taking them out. I have taken out a ton of Pawnees with a rifle, and even a pistol. The key is hitting the pilot. No sense shooting the chopper unless you have a M107 or Lynx. As for the Orca. Go for the pilot, or rotors, or just get out of your vehicle until they go away.

     

    Yea thats how ive been dealing with them but alot of my players are getting destroyed before the chopper is close enough to range a shot, as for vehicles im getting killed before i can even see or hear the chopper i find if i get out of my vehicle i have a much better chance to survive than staying put.

     

    Might change the choppers and/or add in some AA of some sort.

     

    Would still be pretty sweet to have them land and have to "refuel" or make it seem like theyre refuelling where they get out and set a perimeter while they land and "refuel" for 5 mins or something like that, even though the vehicles cant be driven would add a nice bit of realism and a goal to go over and hunt them.

  4. You can't... players get ejected from any vehicle they try to enter.

     

    Oh yea sorry forgot AI vehicles aren't driveable, just wondering why is this the case?

     

    The reason i ask about them landing is it seems like there's no way to take them out, the second a pawnee or orca gets sight of a player they're almost instantly dead, AI almost never misses a shot and without AA launchers trying to take on oncoming pawnee with with rifle by trying to shoot pilot seems like suicide.

     

    Curious how other players deal with them?

  5. I'm guessing a few of you have played wasteland i'm wondering if anyone knows whether its possible to have wasteland missions run is epoch?

     

    A few of the ones i think would be fun would be sunken treasure & sunken supplies.

     

    I'm currently running SEM but it still seems a bit far between missions and not many variations

  6. Hey Suppe,

     

    First of all this script is awesome and its nice to have it separate from mission file, also the standard Lspawner was a mess full of base arma3 loot so its good to have epoch only gear list. Anyway I've been playing with this script for couple days trying to get it right, one thing i was wondering about is how would i go about having the gun spawn with say 1-3 clips of the ammo it uses?

     

    I've noticed some servers have loot spawn this way but not sure.

    Would something like this work?

     

    lootWeapon_list = [
    [ 0, [ // CIVIL
    "arifle_MK20C_F" "30Rnd_556x45_Stanag",
    "arifle_MK20_F",
    "arifle_TRG20_F",
    "arifle_TRG21_F",
    "Binocular",                                 //counts as weapon
    "hgun_ACPC2_F",
    "hgun_P07_F",
    "hgun_PDW2000_F",
    "hgun_Rook40_F",
    "SMG_01_F",
    "SMG_02_F",
    "srifle_EBR_F"
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