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Posts posted by He-Man
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I give all Vehicles on Server Restart God Mode, until someone enters the Vehicle for the first time.
If you are interested, I will have a look later, when I'm @ home and write it here?!
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Hi! This mission system is great. But my players have started complaining for pretty weak bots... I've changed every bot skills to 1,1,1,1,1,1 and now snipers become a little more accurate and spot the targets in a bit longer distance (about 600m), but still i believe this is not a limit. All other types of AI are remaining dumb:) They cant see anyone in 300m distance... even if i shoot them with some HMG with no muzzle etc. I've tried to mess with skill configs... the difference becomes noticeable only with 1,1,1,1,1,1... and even than only for snipers...
Confirm! I use this Mission a bit longer and at the beginning I mean the AI's was harder. Spot distance of about 300 m now. Something changed by Arma? :(
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Hello the Horbin,
Are you aware of any issue with the headless client and the latest upgrade of Arma3 (1.52) I seem to be having issues with my server freezing after a few minutes when I have the headless client running, After about 5 minutes the server will unfreeze and everything works fine. if I disable the headless client and FUMS I am working fine.
Thanks
rhammer2003
Had the same issue. Just delete: init="this enableSimulation false; this allowDamage false"; for the HC in the mission.sqm.
I think you not must have this, when the HC stays save in the spawn box.
When you have added the "hunger.sqf", you also can add it here. I haven't done this:
uisleep 300; player allowdamage false; player enablesimulation false; while {true} do { EPOCH_playerHunger = 5000; EPOCH_playerThirst = 2500; uisleep 1800; };
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It could be.
Check it on our Server. It's up to date! ;)
He-Man
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Quick fix (for Infistar):
1. move the run.sqf, A3AH.sqf and A3AT.sqf into your a3_infiSTAR.pbo
2. Change in fn_preInit.sqf the 'run.sqf' to 'a3_infiSTAR\run.sqf'
Works for me!
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Infistar also doesn't load here...
Will check now the reason.
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We have a lot of Bugs since the last Epoch update and I am not sure, if it is an issue with our config.
- FirePlaces and Solar Panels are not removeable
- Lockboxes disappear very fast and seems not to notice, that there was a player on it. (sometimes disapear one day after using).
- Vehicles often disappear after Restart (okay, not a new bug...)
Am I alone with these problems?
Our players don't use lockboxes anymore, because the despawns :(
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I heard, that you can also edit the "@Epoch\Addons\a3_epoch_config\Configs\CfgEpochClient\Altis.hpp"
Or add in descrition.ext:
#include "CfgEpochClient.hpp"
and add this File in th root of your mission: https://www.dropbox.com/s/ua494vszosdb42j/CfgEpochClient.hpp?dl=0
Hpte this runs for you...
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Ah okay. Good to know
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No wipe required.
Try to delete ALL trader inventory in redis with redis desktop manager
The "class CfgEpochClient" from "destription.ext" has been moved and changed (moved already in 0.3.2).
Now you can copie the complete code from "@Epoch\Addons\a3_epoch_config\Configs\CfgEpochClient\Altis.hpp" inside the "destription.ext" and insert your customs.
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I took the config file(s) from Here
Made my changes and called it via the Description.ext
But when you include it from @epoch, will the clients not load it from their local @epoch without your changes?
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The "class CfgEpochClient" from "destription.ext" has been moved and changed (moved already in 0.3.2).
Because we have custom blocked areas, I haven't touch this section.
Now I have copied the complete code from "@Epoch\Addons\a3_epoch_config\Configs\CfgEpochClient\Altis.hpp" inside the "destription.ext" and inserted our blocked areas.
This was for another problem, but could also work for you...
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Last Inistar update seems to fix the problem with not saved inventory in shelfes / cars etc. for me.
Infistar v0220 from today
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Thanks for the reply!
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The "class CfgEpochClient" from "destription.ext" has been moved and changed (moved already in 0.3.2).
Because we have custom blocked areas, I haven't touch this section.
Now I have copied the complete code from "@Epoch\Addons\a3_epoch_config\Configs\CfgEpochClient\Altis.hpp" inside the "destription.ext" and inserted our blocked areas.
This was for another problem, but could also work for you...
Do this and its back in description.ext.
Works fine for us
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I figured out, that this could be an incompatibility between the new Epoch update and Infistar.
I have already wrote with Chris and he is checking it.
Because he has a lot to reconfigure for the Epoch update, I think we have to give him a little bit time.
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Right LucyDemoon.
But for the moment, it fix it...
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The Infistar Ban, You can fix by yourself. Open the a3ah.sqf and search for Energy.
There is a line like
If (playerenergy > 2500 || playerenergy < 0) then...
Change it to
If (playerenergy > 2500 || playerenergy < -1000)
The Problem is already reportet to infistar
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The Time doesn't matter.
It should, that I have found the direction, I have to search.
I will report later. But seems not to be a Bug in Epoch.
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Hi,
we have the problem, that items in Storages / Vehicles sometimes not be updated in the DB.
When a Player takes his weapons out of a shelf and put them in another shelf it often happens, that after Restart the Weapons are in both shelfes or in no shelf.
I have also testes on our Testserver with a clean database and had the same issue.
Have someone else noticed something like this?
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Okay, in the changelog, there was something about hitpoint changes. Think we have to wait for a fi.
Thanks to You both!
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Not so easy to give you the right answer.
Infistar has a lot of antihack features inside. But Battleye Filters are an additional security.
The best would be using the BE Filters + Infistar. But then you have to add the Filters for Infistar too.
To your topic:
Make your own BE-Filters:
When a script maker have a BE Filter like "7 exec !="blablabla" and you have no filter in your scripts.txt with "7 exec", then you can skip this Filter.
When you have a kick on your server, look in the scripts.log (or any other filter log). There will be a kick reason like #11 "blablabla"
To make a filter for this, Chris aka Infistar made a great tutorial:
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Clear vehicles from sensor area.
in Scripting
Posted
Only a few tips, that could help you:
-> define a location (coord x,y,z) and a radius.
-> search for "nearvehicles" in this area
-> _x deletevehicle... foreach _nearvehicle
createvehicle random in this area, you have to search for safepos scripts or something like this...