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He-Man

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Posts posted by He-Man

  1. 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.

    https://github.com/Ignatz-HeMan/SEM

    Updated:

    • Fixed: Dynamic missions were broken, also if in Config activated
    • 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
  2. @zxbutchxz

    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.

  3. 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.

    https://github.com/Ignatz-HeMan/SEM

  4. In your mission file:

    epoch_config\Configs\CfgEpochClient.hpp

    Spoiler

        buildingNearbyMilitary = 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

    Spoiler

        blockedArea[] = {
                { { 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
        };

     

  5. 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";

     

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