-
Posts
808 -
Joined
-
Last visited
-
Days Won
63
Content Type
Profiles
Forums
Articles
Posts posted by He-Man
-
-
Jep, in esseker.pbo.
The #include must be in the description.ext.
And check the #includes inside the cfgepochclient.hpp. there are also #include inside. You have to insert these included files also into your Mission file! But it is enough, to only take the files for your map (esseker)
But read my linked post.
-
_rnd_temp = if (sunOrMoon < 1) then { (random 35) + 15 } else { (random 75) + 50 };
sunormoon <1 --> Nighttime!
Nighttime = 15-50° Fahrenheit = -9,4 - 18,3 °C
Daytime = 50-125° Fahrenheit = 10 - 51,7 °C
Change it...
-
Using Infistar? Infistar overwrite all inventoryopen eventhandlers!
Then you have to change the Infistar code by yourself or wait until next versions will include it.
-
If you delete the lines, the standard epoch leadout (small bag) will be set.
If you set your example above, the players should have no bag.
-
Changing weather in epochconfig.hpp can only set static weather!
To change the random weather, you have to change the Weather code:
Look in @epochhive\addons\a3_epoch_server_settings\EpochEvents\ChangeWeather.sqf
You can change for example:
_fog = if (isNil "_fogOVRD") then { [random 0.2, random 0.2, random 20] } else { _fogOVRD };
_rain = if (isNil "_rainOVRD") then { random 1 } else { _rainOVRD };
_overcast = if (isNil "_overcastOVRD") then { random 1 } else { _overcastOVRD };to:
_fog = if (isNil "_fogOVRD") then { [random 0.4, random 0.4, random 15] } else { _fogOVRD };
_rain = if (isNil "_rainOVRD") then { 0.4 + random 0.6 } else { _rainOVRD };
_overcast = if (isNil "_overcastOVRD") then { 0.4 + random 0.6 } else { _overcastOVRD };
This will only work, if you have NOT overwritten the weather with static weather in epochconfig!
WeatherStaticForecast[] = {};
For fog, I'm not sure, what the parameters exactly do.
Try it by yourself and check https://community.bistudio.com/wiki/setFog_array
-
-
Do you have an actual loots.h?
class AirDrop_Payout1
{
lootMin = 7;
LootMax = 14;
tables[] = {
{ "Equipment", 6 },
{ "Pistols", 8 },
{ "PistolAmmo", 10 },
{ "Scopes", 4 },
{ "Muzzles", 4 },
{ "Uniforms", 12 },
{ "Vests", 5 },
{ "Headgear", 4 },
{ "Food", 11 },
{ "RifleAmmo", 5 },
{ "MachinegunAmmo", 3 },
{ "SniperRifleAmmo", 2 },
{ "Hand", 2 },
{ "Tools", 8 },
{ "Generic", 3 },
{ "GenericLarge", 5 },
{ "BaseBuilding", 6 },
{ "Grenades", 2 }
};
};
-
Could it be, that you have changed it direct in @Epoch...?
You have to #include it to your mission file!
-
The 2nd one is right
-
Banned by infi or battleye?
-
-
Insert in description.ext at the end:
#include "CfgEpochClient.hpp"
make a new file in your epoch.Altis.pbo, rename it to CfgEpochClient.hpp and insert this:
-
Yes, copy and paste it.
But in "my" code you will have automatic a mk18! Delete it, if you dont't want to have a weapon on respawn.
You can also only paste the leadouts you want.
For example, if you only want to change the uniform, this will be enough:
defaultUniformMale = "xxxxxxxx";
-
init.sqf:
if (isserver) then {
setViewDistance 1600;
};
-
Epochconfig.hpp:
defaultUniformFemale = "U_Test_uniform";
defaultVestFemale = "V_F41_EPOCH";
defaultUniformMale = "U_Test1_uniform";
defaultVestMale = "V_41_EPOCH";
defaultGoggles = "";
linkedItems[] = {"ItemMap"};
itemsInContainers[] = {};
weaponsInContainers[] = {};
normalMagazines[] = {};weaponsAndItems[] = {
"srifle_EBR_F", // Current Weapon
{
{"srifle_EBR_F","muzzle_snds_B","acc_pointer_IR","optic_DMS","bipod_02_F_blk",{"20Rnd_762x51_Mag",20}}, // Weapon 1 + Attach + Mags
{"srifle_EBR_F","muzzle_snds_B","acc_pointer_IR","optic_DMS","bipod_02_F_blk",{"20Rnd_762x51_Mag",20}} // Weapon 2 + Attach + Mags
},
{"srifle_EBR_F"} // Weapons on Man (not in Inventory)
};
-
Hi,
I noticed, that you need 11-12 shots from a Multigun with heal player for healing.
I'm not sure, but could it be, that after the last Arma updates there are more hitpoints on a player then before?
all hitpoints of a player:
[["HitFace","HitNeck","HitHead","HitPelvis","HitAbdomen","HitDiaphragm","HitChest","HitBody","HitArms","HitHands","HitLegs"],["face_hub","neck","head","pelvis","spine1","spine2","spine3","body","arms","hands","legs"],[0,0,0,0,0,0,0,0,0,0,0]]
With one shot in the leg, the player will get a hit on every hitpoint.
By using the heal player, every shot will set only one hitpoint to 0.
Is arma really usable working with hitpoints on players? If not, I think it would be better to set the damage to "_damage = _damage -0.1 with every healplayer shot.
-
On 27.12.2015 at 2:45 PM, Kenobi said:
BTW: He-Mans optional function to on or off hud caused slightly additional spaces between each icons and text. I don't know why..Could because when you copy the code from pastebin, all tabs will be replaced by spaces.
Try to change it like this:
old:
((uiNamespace getVariable "statusBar")displayCtrl 55555)ctrlSetStructuredText parseText
format["
<t shadow='1' shadowColor='#000000' color='%10'><img size='1.6' shadowColor='#000000' image='addons\status_bar\images\players.paa' color='%10'/> %2</t>
<t shadow='1' shadowColor='#000000' color='%11'><img size='1.6' shadowColor='#000000' image='addons\status_bar\images\damage.paa' color='%11'/> %3%1</t>new:
((uiNamespace getVariable "statusBar")displayCtrl 55555)ctrlSetStructuredText parseText
format["
<t shadow='1' shadowColor='#000000' color='%10'><img size='1.6' shadowColor='#000000' image='addons\status_bar\images\players.paa' color='%10'/> %2</t>
<t shadow='1' shadowColor='#000000' color='%11'><img size='1.6' shadowColor='#000000' image='addons\status_bar\images\damage.paa' color='%11'/> %3%1</t>...
-
You can try this:
in a3_epoch_server\compile\epoch_vehicle\EPOCH_spawn_vehicle.sqf:
change:
_vehObj = createVehicle[_vehClass, _position, [], 0, _can_collide];
to:
_vehObj = createVehicle[_vehClass, [0,0,0], [], 0, _can_collide];
When you check the complete code, you will see, that the vehicle will be set as follows:
1. Creating Vehicle on the final Position
2. Setting the direction of the Vehicle
3. Setting the final position AGAIN!
By changing the above, you first set the Vehicle to 0,0,0 then set the direction and at least the final position.
Give it a try. I haven't tested it.
-
I am running some custom scripts, that are reading from the db. Works all instant. So there is no delay in reading from the db!
The only Problem with delays I See in Maintaining a Base. This can take a few minutes and then it is not all maintained. But this Seems not to be a Problem by writing to the db. I think its a Problem in the Monitor
-
Im not sure, what your problem exacly is, but here some tips, that could help you:
- Some objects have to be loaded on client to work correctly (e.g. fuel pumps). For that, add them with createvehiclelocal in a client file. It could also be necessary to enablesimulation true.
- When loading server side, some objects needs also enablesimulation true. But when serverside, use enablesimulationglobal true!
-
vbawol, testet it and one thing is missing:
if (_container isKindOf 'GroundWeaponHolder' || _container isKindOf 'WeaponHolderSimulated')
Otherwise, sometimes it is possible to open the Safe.
-
Voted up!
But for now it is a usefull temp fix.
The thanks goes to dennis_stk for this idea!
-
11 hours ago, viper179 said:
Still doesnt work , with he mans one either unless i did something wrong, i have it in the init and if a shelf is right next to a safe you cant access it if the safe is locked once you unlock the safe the shelf is able to be access
UPDATE<> ok i fixed it this call in the code needs to be changed <> } forEach (nearestObjects[player,['Safe_EPOCH','Lockbox_EPOCH'],4]);< The 4 needs to be changed to 1
By changing it to 1, the glitching-bug will stay!
4m is correct, but the shelf must be in cursortarget to become access!
-
Works great, but Shelfes / Workbenches next to locked Safes / Lockboxes can't be accessed.
For that, you can modify it as follow:
[] spawn {
disableSerialization;
while {true} do {
waitUntil {!isNull findDisplay 602};
if (cursortarget iskindof "WeaponHolderSimulated" || cursortarget iskindof "GroundWeaponHolder" || isnull cursortarget) then {
_open = 0;
_near = 0;
{
_near = _near + 1;
if !(_x getVariable ['EPOCH_Locked', true]) then {
_open = _open + 1;
};
} forEach (nearestObjects[player,['Safe_EPOCH','Lockbox_EPOCH'],4]);
if (_near > 0 && _open == 0) then {
((findDisplay 602) displayCtrl 6401) ctrlSetPosition [-9999 * safeZoneW,-9999 * SafeZoneH,0,0];
((findDisplay 602) displayCtrl 6401) ctrlCommit 0;
ctrlSetFocus ((findDisplay 602) displayCtrl 6321);
ctrlActivate ((findDisplay 602) displayCtrl 6321);
};
};
waitUntil {isNull findDisplay 602};
};
};
- dennis_stk and Scorpi
- 2
Trying to Figure Out Weather Settings
in Discussion
Posted
Base temp is the fix value. In your example 15 / 20 °F. To this Base temp, there will be added a random value of 0-35°F at night / 0-40 °F at day.
I'm not sure, but it seems, that the weather changer works first time after xxx Minutes. Before this time, this script does nothing.
And note: That is not °C ! It's °Fahrenheit!