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He-Man

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Status Replies posted by He-Man

  1. Thank you very much for replying about loot, I threw Epoch after updating 0.3.8.0 and see that many sores remained(

    if it's not difficult, tell me please why in combat transport there is no weapon at purchase, and also it is impossible to recharge using trucks  Ammunition, I remember that there is a solution, but I can not find it 2 day(
    Thanks in advance!

  2. Thank you very much for replying about loot, I threw Epoch after updating 0.3.8.0 and see that many sores remained(

    if it's not difficult, tell me please why in combat transport there is no weapon at purchase, and also it is impossible to recharge using trucks  Ammunition, I remember that there is a solution, but I can not find it 2 day(
    Thanks in advance!

    1. He-Man

      He-Man

      Then you have to Check the files of the Black Trader. I don't use this...

    2. (See 9 other replies to this status update)

  3. Thank you very much for replying about loot, I threw Epoch after updating 0.3.8.0 and see that many sores remained(

    if it's not difficult, tell me please why in combat transport there is no weapon at purchase, and also it is impossible to recharge using trucks  Ammunition, I remember that there is a solution, but I can not find it 2 day(
    Thanks in advance!

    1. He-Man

      He-Man

      Sell and repurchase it. Otherwise I have no idea...

    2. (See 9 other replies to this status update)

  4. Thank you very much for replying about loot, I threw Epoch after updating 0.3.8.0 and see that many sores remained(

    if it's not difficult, tell me please why in combat transport there is no weapon at purchase, and also it is impossible to recharge using trucks  Ammunition, I remember that there is a solution, but I can not find it 2 day(
    Thanks in advance!

    1. He-Man

      He-Man

      Ah okay...

      Check your epochconfig.hpp:

      Spoiler

      removevehweapons[] = {            // remove these Weapons from spawned Vehicles
          "missiles_DAR","gatling_30mm","gatling_20mm","missiles_DAGR","cannon_30mm_Plane_CAS_02_F","Missile_AA_03_Plane_CAS_02_F","Missile_AGM_01_Plane_CAS_02_F","Rocket_03_HE_Plane_CAS_02_F",
          "Rocket_03_AP_Plane_CAS_02_F","Bomb_03_Plane_CAS_02_F","Bomb_04_Plane_CAS_01_F","Rocket_04_AP_Plane_CAS_01_F","Rocket_04_HE_Plane_CAS_01_F","Missile_AGM_02_Plane_CAS_01_F","Missile_AA_04_Plane_CAS_01_F",
          "Gatling_30mm_Plane_CAS_01_F","GBU12BombLauncher_Plane_Fighter_03_F","missiles_ASRAAM","missiles_SCALPEL","Twin_Cannon_20mm","missiles_Zephyr","rockets_skyfire","gatling_30mm_vtol_02"
      };
      removevehmagazinesturret[] = {    // Remove these Magazines from the given Turret from spawned Vehicles
          {"24Rnd_missiles",{-1}},
          {"200Rnd_40mm_G_belt",{0}}
      };
       

       

    2. (See 9 other replies to this status update)

  5. Thank you very much for replying about loot, I threw Epoch after updating 0.3.8.0 and see that many sores remained(

    if it's not difficult, tell me please why in combat transport there is no weapon at purchase, and also it is impossible to recharge using trucks  Ammunition, I remember that there is a solution, but I can not find it 2 day(
    Thanks in advance!

    1. He-Man

      He-Man

      What do you mean with "combat transport" and "trucks  Ammunition"?

      Sorry, but I don't really know, what you mean :-/

    2. (See 9 other replies to this status update)

  6. Hi vbawol,

    I changed some codes for Basebuilding, because the following Problems:

    - A Group can build as much Shelfes, Lockboxes, Safes... as they want. I wanted a config for this

    - I wanted a more detailed config for building elements.

    - When building the last building element (300/300 for example), the element stucks, jammer overloaded comes up an the building element can't be remooved until restart

    - When building a 2nd lockbox outside the jammer range, same as above. The second lockbox stucks instant after creating.

     

    Now I made these changes:

    - override the first "if !(_objType call EPOCH_isBuildAllowed) exitWith{};" in EPOCH_simulSwap and EPOCH_staticMove. This is necessary, because the Check comes up, before the Element has changed from finished element to simulated element. So it will be count as a finished Element at this point.

    - added "if !(_objType call EPOCH_isBuildAllowed) exitWith{true};" in EPOCH_fnc_SelectTargetBuild (because I override it in EPOCH_simulSwap.

    - added a config ARRAY!!! for buildingCountArray and storagecountArray in CfgEpochClient

    - buildingCountArray[] = {x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x}; buildingcountlimit: - 1st number: group consists 1 player / 2nd number group consists 2 player...

    - storagecountArray[] = {x,x,x,x,x,x,x,x,x,x,x,x,x,x,x,x}; same as above, but for storages

    - inserted a building limit for storages (Tipi, Shelfes, Lockboxes, Safes, Workbenches)

    - inserted foundations in _objectCount

    - added building limit to Frequency overloaded message

    known issues:

    - When creating second lockbox outside jammer od 300/300 element inside jammer, after a few seconds (10s counter!) the element falls down. But it is useable / removeable now.

     

    Is it possible to include this in the next  build?

    In standard settings, you can set the variables to a high level, so without changing them, they have no effect. 

    Here you can find the files:

    EPOCH_isBuildAllowed.sqf: http://pastebin.com/sQdVUKyx

    EPOCH_fnc_SelectTargetBuild.sqf: http://pastebin.com/VZbF3L24

    EPOCH_simulSwap.sqf: http://pastebin.com/KUkMGvS1

    EPOCH_staticMove.sqf: http://pastebin.com/4M71u0B6

    1. He-Man

      He-Man

      my cfgepochclient.hpp entry as an example:

          buildingCountArray[] = {80,80,140,140,140,200,200,200,200,300,300,300,300,300,300,300};
          storagecountArray[] = {10,20,30,40,50,60,70,80,90,100,110,120,130,140,150,160};

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