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Posts posted by He-Man
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You have tried adding this:
setViewDistance "+str _skn_viewDistance+"; setObjectViewDistance["+str _skn_viewDistanceObects+", 100]; setTerrainGrid "+str _skn_terrainGrid+";
just before before line 1299uiNamespace setVariable['ESP_mainMap', findDisplay 12 displayCtrl 51];
On a quick look, it should still work (we have nothing changed here)
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Something must have broken your mission config.
Adding a Mod can not break your mission config without changing anything into the mission file (I am pretty sure). -
Looks like you have something broken in your mission configs. Have you added something to cfgitemsort?
Be careful by just copy paste something! Sometimes there are not visible chars (especially by copy from html-sites).
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Can you replace this file in your mission file for a test?
epoch_code\System\player_login.fsm
https://www.dropbox.com/s/tsrwxqhwt1iqh18/player_login.fsm?dl=0
But make a backup from your original file first!
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There are some debug logs in the client rpt...
C:\Users\He-Man\AppData\Local\Arma 3
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Some custom scripts can be broken, if they use not allowed Commands.
You can comment out this new security function.
Can be found in sandboxconfig. Something like cfgdisabledcomands.
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Nice!
Once understand how it works, it is easy to add Vehicles to the Rearm script :) -
I am only using the default magazines (on Vehicle spawn).
I have added a link in the config to the comand to get them as an array:
https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_config/Configs/CfgServicePoint.hpp#L82So spawn the Vehicle in Editor, get in as driver and run:
magazinesAllTurrets (vehicle player)
Then you get an array with the needed entries back...
className: String - magazine class name turretPath: Array - turret path ammoCount: Number - how many rounds left in the magazine id: Number - id of the magazine object. The number starts at 10,000,000. This gives it about 7,600,000 possible ids before the number starts losing precision and cannot be used in scripts. creator: Number - owner / clientOwner of the PC that created the object
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Ah and you have to be the current user of the weapon (be local to the turret). It do not work as driver, if the driver is not the gunner
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{"20Rnd_125mm_APFSDS_T_Green",{0},1,300},
This means
{"MagName",{Turretpath},MaxAllowedMags,PricePerFullMag}
So if you already have 1 mag on the vehicle, you can not rearm -
Oh maybe you have just reached the max mags??? If you shoot your weapon empty, the menu should come up...
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But... what I have noticed:
"O_T_MBT_04_command_F " -> "O_T_MBT_04_command_F<space>"
There is a space between _F and " -
Could you please pastebin your config? I just tried to test it, but there came up some syntax errors, because I copied it from html...
It would be better to do this for all larger scripts / configs, to keep the forum a bit more clean...
https://pastebin.com/ -
So everything fixed now?
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Let me have a closer look After Work...
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Could you provide us the full config entry from cfgservicepoint for this Vehicle?
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It compares the server side known totalmass of the unit with the client side known totalmass.
If it do not match, the loadout is not finally / correct broadcasted.
But in your log it is the same. Because that, I am a bit confused. -
I am a bit confused, because the player masscheck has failed.
But...
"DEBUG: Final Player mass check: FAILED (973.9 != 973.9)"
the masscheck should return true here.
Eventually @vbawol has an idea?
Is the output not as accurate as the internal values?
Should we eventually add a small tolerance into the script? 0.1 or so?
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Can you send me your current player_Login.fsm and his database entry?
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Fix is coming with Epoch 1.3 (coming soon):
Enhanced Movement Fix:
https://github.com/EpochModTeam/Epoch/compare/1976a7b839dcb7ac3dfb66ba419e5293e6de3889...c9e9613f897310a5d4f3afc74de78746361674d0
ACE-Fix:
https://github.com/EpochModTeam/Epoch/commit/52b41f4ac38a7d6384f7098394685d46c12547c4 -
@SneerI have now changed the codes.
Could you please check the changed codes and give some feedback?
It prevents too much unused Variables and I have added the Stairs.
https://github.com/EpochModTeam/Epoch/commit/c9e9613f897310a5d4f3afc74de78746361674d0
[solved] no light with epoch light
in Bug Reports
Posted
{ "Land_Campfire_F", { 6183.06, 16843.3, 0.0350647 }, 359.996, false }
The "false" means, the simulation will not be disabled. So use false for lights, buildings with animated doors, fireplaces and other elements, that needs simulation.