-
Posts
808 -
Joined
-
Last visited
-
Days Won
63
Content Type
Profiles
Forums
Articles
Posts posted by He-Man
-
-
I have not noticed this by myself for now, but by chance I found something.
In general the items should not move, but at least on maintain they could.
Is it only after maintaining something?If so, you could try:
Find this line:
https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_server/compile/epoch_bases/EPOCH_saveBuilding.sqf#L25
and change it like this:
_worldspace = [(getposATL _this call EPOCH_precisionPos), vectordir _this, vectorup _this]; change to: _worldspace = [(getposATL _this), vectordir _this, vectorup _this];
I am not sure if this works, but it could be the issue you have explained.
So please make a backup of your database first!And please give some feedback!
-
2 hours ago, Sneer said:
Where would I put this script? and what does "you have to replace the [] by {} " mean?
@Sneer
I have changed the script, so it can also be used in Editor.
- Run you Epoch Mission file in Editor
- Place all Vehicles you want to configure for the ServicePoint
- Run this Script in console
- Read out the Variable "NewVehiclesAndAmmo"
- Paste the array you get from the variable into an empty file
- Replace all [ by {
- Replace all ] by }
- Replace all 999999 by the price you want for the Ammo
- Add it to cfgservicepointSure, you have to add some line breaks, to make it a bit easier to get an overview. But in general, you get a final config (with the above changes)
-
On 9/8/2019 at 6:33 PM, Grahame said:
I use it because I have never had time to add all the CUP vehicles into the configs tbh @He-Man
@Grahame
You can use this script to find all Vehicles on the map with weapons, but not currently in the default Epoch ServicePoint.
This Script will give you the needed config entries for cfgServicePoint.cfg but you have to sort it a bit and change the price from 999999 to what you want.
_allveh = allmissionobjects "landvehicle" + allmissionobjects "ship" + allmissionobjects "Air"; NewVehiclesAndAmmo = []; _AlreadyFound = []; _AmmoConfig = (missionconfigfile >> "CfgServicePoint" >> "VehiclesAndAmmo"); _VehiclesWithAmmo = ("true" configClasses _AmmoConfig) apply {configname _x}; _VehiclesWithAmmo = _VehiclesWithAmmo + ((getarray (missionconfigfile >> "CfgServicePoint" >> "VehiclesAndAmmo")) apply {_x select 0}); { _type = typeof _x; { if ((tolower _type) == (tolower _x)) exitwith { _AlreadyFound pushback _type; }; } foreach _VehiclesWithAmmo; if !(_type in _AlreadyFound) then { _AlreadyFound pushback _type; _magsturrets = (magazinesAllTurrets _x); if !(_magsturrets isequalto []) then { _entry = [_type,[]]; _tmp = []; _cnts = []; { _find = -1; _curmagturret = _x; { if (str _curmagturret isEqualTo str _x) exitwith { _find = _foreachindex; }; } foreach _tmp; if (_find == -1) then { _tmp pushback _x; _cnts pushback 1; } else { _cnts set [_find, (_cnts select _find) + 1]; }; } foreach _magsturrets; { (_entry select 1) pushback []; (_entry select 1 select _foreachindex) pushback (_x select 0); (_entry select 1 select _foreachindex) pushback (_x select 1); (_entry select 1 select _foreachindex) pushback (_cnts select _foreachindex); (_entry select 1 select _foreachindex) pushback 999999; (_entry select 1 select _foreachindex) pushback (_x select 2); } foreach _tmp; NewVehiclesAndAmmo pushback _entry; }; }; } foreach _allveh;
Edit: I have changed the Script, so it is compatible to Epoch 1.3.1 and also the upcoming Epoch 1.3.2.
The Output is an Array like this:
[["B_G_Offroad_01_armed_EPOCH",[["100Rnd_127x99_mag_Tracer_Yellow",[0],4,999999,100]]],["B_HMG_01_high_F",[["FakeWeapon",[-1],1,999999,1],["100Rnd_127x99_mag_Tracer_Red",[0],4,999999,100]]],["O_UAV_01_F",[["Laserbatteries",[0],1,999999,1]]]]
Add some linebreaks and tabs for a better overview like this:
[ [ "B_G_Offroad_01_armed_EPOCH", [ ["100Rnd_127x99_mag_Tracer_Yellow",[0],4,999999,100] ] ], [ "B_HMG_01_high_F", [ ["FakeWeapon",[-1],1,999999,1], ["100Rnd_127x99_mag_Tracer_Red",[0],4,999999,100] ] ], [ "O_UAV_01_F", [ ["Laserbatteries",[0],1,999999,1] ] ] ]
Replace the 999999 by the price for this kind of magazine, like you want.
Then you should be able to add the Vehicles to the cfgServicePoint. Do not copy / paste it, but add new entries with the same syntax like others already in the cfg
-
19 minutes ago, Sneer said:
Does anyone have this script working so the tanks from the tanks DLC can rearm weapons?
With the Tanks DLC the only thing you can re-arm are the machine guns on these tanks, I'm guessing they changed the way to add magazines to turrets? I think this also goes for the Jets DLC.
@Sneer
Why do you not use the build in Service Points from EpochMod for it?
You can add configs for all Vehicles within CfgServicePoint. -
_jammers = nearestObjects[_CheckLocation, ["PlotPole_EPOCH","SleepingBagGreen_EPOCH","SleepingBagBlue_EPOCH","SleepingBagBrown_EPOCH"], 6];
This should still work.
"call EPOCH_JammerClasses" is only needed, when you have defined other types than the default Jammers as PlotPoles.But you can also use:
_jammers = nearestObjects[_CheckLocation, call EPOCH_JammerClasses + ["SleepingBagGreen_EPOCH","SleepingBagBlue_EPOCH","SleepingBagBrown_EPOCH"], 6];
-
Forceadduniform is disabled via a config in Epoch.
when you need it, you can simply remove it from this file:
-
I would also recommend to use Discord for small questions / answers. There are also experienced Admins / Players / Devs who help very quick...
https://discordapp.com/invite/0k4ynDDCsnMzkxk7 -
There are Service Points. You have to add your Vehicles, Turrents and ammo classes into the config for it:
https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_config/Configs/CfgServicePoint.hpp -
Pricing is only needed for wespons / intems to spawn in loot crates and to get weapons / items / vehicles in the spawn menu.
To get vehicles random spawned in, it should be enough to add them into the allowed vehicle List.
-
To get them into the Spawn Menu, you have to define a trading price for them within cfgpricing
-
These model errors are related from CUP itself. But mostly you can ignore it.
-
Here again (already talked about that with Honey Bee in Discord):
Change this back to 0 as a quick fix. https://github.com/EpochModTeam/Epoch/commit/f0182aba7c6082ce81fc2a514d65454a1354d165
-
Spawn a "new" script and add your code there.
For example:
[] spawn {mycode};
-
You can not use waituntil in an unsheduled Script. Because that you get an error here.
-
Have you read this guide?
-
This is more a question for the Infistar Forum / Discord.
InfiStar is not official supported by Epoch...
-
Oh yeah, to upgrade / remove the Plotpole, you have to enable build mode first.
-
Have you found the issue?
-
Have you checked the rpt logs? From Server and Client?
Here Everything is working as intended, so I think there is something wrong on your side
-
-
Seems you have not updated all files.
Have you tried a Clean install?
-
Arma 3 Epoch 1.3.1 has been released!
Server Files:
https://github.com/EpochModTeam/Epoch/releases
Gamemode File Changes:
https://github.com/EpochModTeam/Epoch/pull/999/files
Release Notes:
https://epochmod.com/forum/topic/45461-a3-epoch-v131-update/
Full Changelog:
https://github.com/EpochModTeam/Epoch/blob/release/changelog.md
Client Files:
http://steamcommunity.com/sharedfiles/filedetails/?id=421839251
http://www.moddb.com/mods/epoch/downloads/epoch
http://www.armaholic.com/page.php?id=27245(Optional)
Server Files are available here:
https://steamcommunity.com/sharedfiles/filedetails/?id=1642000412Note: this is meant for updates only as there is no DB folder and all configs appended with "-example". The first-time install would need this -example part removed from the file name and the DB folder from Server Files on GitHub. Other than that it should just override and update the server pbo's and mission files and dll's .
Changelog:
Added
- Upgradeable PlotPoles (S/M/L/XL/XXL) with different Range / Limits
- On entering temp Vehicles, Payers will get a hint "Vehicle will despawn after restart"
- 2nd Variant of a lockable Safe "GunSafe_EPOCH"
- License Plates of Vehicles can now be changed by Dyna-Menu (Space-Menu)
- Put Krypto to ground (within Inventory)
Fixed
- Prevent Traders from spawning on containers
- Advanced Vehicle Repair was not working as expected within custom "SafeZones"
- Reset Toxic after revive
- Delay for accurate position on swap building while basebuilding
Changed
Server Owners
- Configs for upgradeable PlotPoles are located in ("CfgEpochclient" >> "CfgJammers")
- Fixed BE-Kicks in DLC Shop
- Another login stuck fix (Loadabs-Check)
-
Added possibility the usage of "Krypto" as needed material for building upgrades
-
Example CfgBaseBuilding:
- upgradeBuilding[] = {{"PlotPole_L_EPOCH",{{"Krypto",1500}}}};
-
Example CfgBaseBuilding:
- Fixed Ban for "commandMenu - RscMenuEngage"
- New var "AutoLockStorages" in epochconfig.hpp to auto-lock storages on server start
- Added optional safe variant with less Load than the normal Safe "ItemSafe_s"
-
-
Maybe just a texture issue in CUP?!
Epoch objects move after restart on tanoa
in Bug Reports
Posted
On each restart or only after maintain?