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He-Man

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Posts posted by He-Man

  1. At first, check the Settings file for your map.

    You can define the Vehicles in the config.cpp or overwrite them within the map file.

    Example Tanoa: https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server_settings/configs/maps/tanoa.h#L29-L86

    In the Altis file, the allowedvehicles are not overwritten.

    Then it could be, that you have reduced the count of allowed Vehicles. Then on the Map the Limit is reached (On the map are already more Vehicles then in the config).

    Or you are using a Black Marked. Here you can buy as much vehicles as you want, until the limit is reached.

    Myself is not really a fan of the Black Market, but I know a lot of Admins are.

    There are 50 reserved slots in Epoch. Means, if you have 100 Vehicles in the List, you can add max. 50 addition Vehicles (example by Black Market).

    What can you do?

    You can increase the additional Vehicle slots, so Epoch will not spawn more vehicles in, but there are more free slots.

    This is not a config. It is hard coded. But we could change it to a config in the next builds, I think.

    https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server/init/server_init.sqf#L155 

    But don't increase it to much, because the Server checks all xxx slots on Restart, and a Limit is also recommended (performance)

  2. Hey, it is really a good idea, but I see some smaller problems. The first is, if there are 60 players online, the Server runs 60 Loops parallel. Better would be running it Client Side in this case.

    Then you only Check if the Player is in a Vehicle and if the Vehicle is driving. If there are 5 players in this Vehicle, the damage will be given 5x (or have I overseen an additional Check?) 

    We would use this addon on our new planned Survival Server and I will make some changes in the code. If you are interested, I will send it to you then and you can compare it.

  3. 3 minutes ago, salival said:

    Creating Markers in the mission is possible of course, but I also prefer to do it via Script. You can simple create an Array with markerpositions then.

    I don't know, why your marke disappear after some time, but...

    _this = createmarker is bad! _this is a reserved variable!

    Follow the script from s4m!

  4. Put the "EPOCH_Soldier" in your "CfgEpochUAVSupport > Unittypes" and put your custom soldiers in "CfgEpochSoldier > Unittypes".

    For example:

    Spoiler

    class CfgEpochSoldier
    {
        unitTypes[] = {"I_Soldier_EPOCH", "I_Soldier2_EPOCH", "I_Soldier3_EPOCH","CUP_I_PMC_Soldier_AT"};//Selects from randomly
        minAISkill = 0.2; //Minumum AI Skill. Skills are chosen randomly between this minimum overall AI skill value and the following max AI skill values, for each of the next skills:
        maxAimingAccuracy = 0.7;
        maxAimingShake = 0.9;
        maxAimingSpeed = 0.6;
        maxEndurance = 0.4;
        maxSpotDistance = 0.4;
        maxSpotTime = 0.3;
        maxCourage = 0.3;
        maxReloadSpeed = 0.5;
        maxCommanding = 0.4;
        maxGeneral = 0.4;
    };
    class CfgEpochUAVSupport
    {
        unitTypes[] = {"I_Soldier_EPOCH","I_Soldier_EPOCH","I_Soldier_EPOCH","Epoch_Sapper_F"};
        minUnitNum = 2; //Maximum number of units spawned when UAV spots target.
        maxUnitNum = 4; //Maximum number of units spawned when UAV spots target.
    };
     

    This should spawn "CUP_I_PMC_Soldier_AT" next to standard Epoch Soldiers in one Group.

    To spawn Sapper / cultist Ryan Zombies, put them into CfgEpochUAVSupport!

    Available Classnames are:
     

    Spoiler

    - "Epoch_Cloak_F"

    - "GreatWhite_F"

    - "Epoch_Sapper_F"

    - "Epoch_SapperG_F"

    - "Epoch_SapperB_F"

    - "I_UAV_01_F"

    - "PHANTOM"

    - "EPOCH_RyanZombie_1"

    - "I_Soldier_EPOCH"

    Not all make sense, of course...

    See also this files:

    https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_code/compile/EPOCH_supportCopter.sqf

    https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_code/compile/EPOCH_unitSpawn.sqf

     

     

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