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Posts posted by He-Man
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On 27.3.2017 at 3:37 PM, He-Man said:
Based on the original SEM-Script, I made a lot of changes and uploaded it.
I hope it is okay for @KiloSwiss.
I have left his signature in this files and only added my "updated" signature to them.
- Added a wait until Epoch Server is completely running
- Supports now E3DEN + M3-Editor position exports
- Marker and notifications no longer needs client side codes
- Added Bandit Camp #4
- Complete rewritten loot script (scripts\fn_crateLoot.sqf)
- Other smaller fixes / changes (don't remember all)
There are no Client side changes needed anymore. You only need the Serverside pbo.
Updated:
- Fixed: Dynamic missions were broken, also if in Config activated
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Added: Some Options to Bandit Device (sem\missionsStatic\bDevice.sqf)
- Alarm x minutes after mission start, if AI's not killed
- Big explosions with damaged Buildings and Earthquake within x meter from Device
- Fixed: A small bug in loot script
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Try in scripts.txt in line "7 displayAddEventHandler"
!="if (_UseSwitchKey) then {\n_display displayAddEventHandler ['KeyDown',{\nif ((_this select 1) == Ignatz_StatusBa"
or
!="if (_UseSwitchKey) then {\n_display displayAddEventHandler [\'KeyDown\',{\nif ((_this select 1) == Ignatz_StatusBa" -
Are you using Infistar or Epoch AH?
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Same here.
I think it is like @KPABATOK said
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Try to add in your scripts.txt in line "7 ctrlCreate":
!="_Statusbar = _display ctrlCreate [\"RscStructuredText\", 10000];"
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Arma Bug, but you can script it
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Okay, found it. I have disabled them (because I had no need for them).
Could you please replace at the bottom of "fn_semInit.sqf":
Spoiler[
[SEM_staticMissions, SEM_staticMissionsPath ,"static"]
] call SEM_fnc_missionController;
with:
[
[SEM_staticMissions, SEM_staticMissionsPath ,"static"],
[SEM_dynamicMissions, SEM_dynamicMissionsPath ,"dynamic"]
] call SEM_fnc_missionController;If it works, I will update the files.
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I will have a look
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Dynamic is only in Beta at SEM. I have never tested them.
But if they worked before my changes, they also should work with them. Try to enable them in the config file
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If there is no 7 exec, then add the line at the bottom of your scripts.txt then add the exemption
In this Point I do not confirm. Adding a filter can also affects other Scripts. If this line does not exist, I would skip it.
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#74 means a filter in line 74 (the first line with //new2 does not count).
So search in line 75 (or was it 76?!) what filters you have there.
If you have created this line with exec by yourself, just delete it! Otherwise a lot of other scripts will also kick for this.
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The Markers are in additional Scripts inside this Mission. So it would be better the take the complete file and add your changes
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Based on the original SEM-Script, I made a lot of changes and uploaded it.
I hope it is okay for @KiloSwiss.
I have left his signature in this files and only added my "updated" signature to them.
- Added a wait until Epoch Server is completely running
- Supports now E3DEN + M3-Editor position exports
- Marker and notifications no longer needs client side codes
- Added Bandit Camp #4
- Complete rewritten loot script (scripts\fn_crateLoot.sqf)
- Other smaller fixes / changes (don't remember all)
There are no Client side changes needed anymore. You only need the Serverside pbo.
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In your mission file:
epoch_config\Configs\CfgEpochClient.hpp
SpoilerbuildingNearbyMilitary = 1;
buildingNearbyMilitaryRange = 300;
buildingNearbyMilitaryClasses[] = {"Cargo_Tower_base_F","Cargo_HQ_base_F","Cargo_Patrol_base_F","Cargo_House_base_F"};
restrictedLocations[] = {"NameCityCapital"};
restrictedLocationsRange = 300;epoch_config\Configs\CfgEpochClient\"yourmapname".hpp
SpoilerblockedArea[] = {
{ { 16286.1, 33578.6, 0 }, 650 }, //Darwin
{ { 28467, 35190.1, 0 }, 150 }, //Weipa
{ { 32103.5, 29816.8, 0 }, 300 }, //Cairns
{ { 26754.5, 28028.5, 0 }, 120 }, //Mount Isa
{ { 22069.6, 25578.4, 0 }, 380 }, //Alice Springs
{ { 19741.6, 24224.8, 0 }, 420 }, //Pine Gap
{ { 5201.47, 18284, 0 }, 1100 }, //Perth
{ { 31122.2, 19938.1, 0 }, 280 }, //Toowoomba
{ { 38111.5, 19942.4, 0 }, 600 }, //North Brisbane
{ { 38621.4, 19226.6, 0 }, 410 }, //South Brisbane
{ { 27702.9, 16997.3, 0 }, 170 }, //Broken Hill
{ { 20723.4, 12752.9, 0 }, 160 }, //Port Lincoln
{ { 25072.6, 12705.2, 0 }, 350 }, //Adelaide
{ { 36505.9, 12877.1, 0 }, 540 }, //North Sydney
{ { 36469.4, 12133.5, 0 }, 420 }, //South Sydney
{ { 31070, 10856, 0 }, 750 }, //North Melbourne
{ { 31205.9, 9721.02, 0 }, 510 }, //South Melbourne
{ { 35364.5, 8453.59, 0 }, 200 } //Eden
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On 24.3.2017 at 5:31 PM, He-Man said:
Erm Yes, but it is compete rewritten. Give me 2 days to sort all out...
Unfortunately I had not enough time to handle it today.
But I will do it tomorrow and post it here.
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Create your Map Changes with the Standard Eden Editor.
Open the debug-console (Tools -> debug console)
Paste this code in it and execute it:
Spoiler_allobj = allmissionobjects "";
_tempobj = [];
_offset = 0;
_ExportObjects = [];
{
if (!(isplayer _x) && !(_x iskindof "logic") && !(_x iskindof "CamCurator") && !(_x iskindof "CBA_NamespaceDummy")) then {
_tempobj pushback _x;
};
} foreach _allobj;
{
_pos = getposWorld _x;
_pos set [2,(_pos select 2)+_offset];
_type = typeof _x;
if (_type isequalto "") then {
_type = _x;
};
_obj = [_type,_pos,getdir _x,[vectorDir _x, vectorup _x]];
_ExportObjects pushback _obj;
} foreach _tempobj;_createcode = "
if (!isserver) exitwith {};
{
private ['_object'];
_x params ['_type','_pos','_dir','_vectordirandup'];
_simulate = false;
_allowdamage = true;
_object = objnull;
if (_type iskindof 'house') then {
if (_type in ['Land_Pier_F']) exitwith {
_simulate = false;
};
_simulate = true;
}
else {
{
if !(((tolower _type) find (tolower _x)) isequalto -1) exitwith {
_simulate = true;
_allowdamage = false;
};
} foreach ['lamp','light','fuel','fire','gate','helipad'];
};
if (_simulate) then {
_object = createVehicle [_type,[0,0,0],[],0,'CAN_COLLIDE'];
if (!_allowdamage) then {
_object allowdamage false;
};
}
else {
_object = createsimpleobject [_type,[0,0,0]];
};
_object setPosWorld _pos;
_object setdir _dir;
_object setVectorDirAndUp _vectordirandup;
} forEach _objects;
";_ExportCode = "_objects = " + (str _ExportObjects) + ";" + _createcode;
copytoclipboard _ExportCode;
Then you have a stand alone spawn code in your Clipboard.
Open a new txt file, and paste it in (ctrl+v).
save this file and rename it to mybuildings.sqf (or what you want).
Put this file in your mission root and load it by
[] execVM "mybuildings.sqf";
#SEM - Simple Epoch Missions v0.8.1 + 0.8.3 test
in AI Missions
Posted
Can you pastebin me your complete log please?