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He-Man

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Posts posted by He-Man

  1. I have also problems to set static weather since 0.3.1.0.

     

    In epochconfig.hpp:

    WeatherStaticForecast[] = {75.5,0,{0,0,0},0,{1,1}};

     

    ChangeWeather.sqf is added to "a3_epoch_server_settings\EpochEvents"

     
    "Check that you updated your epochconfig.h and are not running an old server fsm."
    Where can I find epochconfig.h?
    What means "server fsm"?
  2. I think a fums mission for this is not the best way.

    When the startgear should be the same for everyone, try this:

     

    Make a sensor in the mission.sqm:

    	class Sensors
    	{
    		items=1;
    		class Item0
    		{
    			position[]={23600.1,0.1,18000.1};
    			a=5;
    			b=5;
    			activationBy="ANY";
    			repeating=1;
    			interruptable=1;
    			age="UNKNOWN";
    			expCond = "(vehicle player) in thislist;";
    			expActiv="dome = execVM ""addons\Startgear\Startgear.sqf"";";
    			expDesactiv="terminate dome;";
    			class Effects
    			{
    			};	
    		};
    	};
    

    Create the file addons\Startgear\Startgear.sqf:

    if ( alive player ) then {
    sleep 3;
    	removeBackpackGlobal player;										
    	player addbackpack "B_Parachute";
    	player addWeapon "EpochRadio0";
    	player addWeapon "NVG_EPOCH";									
    	player addWeapon "Rollins_F";
    	player addItemToVest "5Rnd_rollins_mag";									
    	player forceAddUniform "U_C_Poor_1";
    		};
    
  3. I'll take a look at it. Should be working.

     

     

    Take a look at your HC .rpt also.   If AI are engaged/detect players they WILL NOT get cleaned up until they go 3 minutes w/o seeing a player.  Is this maybe the case?

     

    Ah, this could be.

    I will check tomorrow again and let you know!

    Where can I find the RPT for the HC?

  4. Hmm okay,

    I have child missions "Reinforcements" and these KI's stay, after Parent Ends / is killed over FUMS-Admintool.

     

    Or do I have something wrong?

     

     Parent:

    //BanditCamp.sqf
    // Horbin
    // 12/31/14
    // Based upon drsubo Mission Scripts
    
    [
    ["Captive", 200,"LAND",[0,0,0],"NONE","NONE"], // Mission Title NOSPACES!, and encounter radius
    ["Captives","mil_objective", "ELLIPSE","ColorYellow","FDiagonal",200],    // Map Markers ["MapText", "SHAPE", "COLOR", "FILL", size];
       // type is "mil_objective"
    [  
        [// NOTIFICATION Messages and Map display Control.
    	true, 1,0,
        true, // Notify players via global message
        true,// Show encounter area on the map
        30,    // Win delay: Time in seconds after a WIN before mission cleanup is performed
        10       // Lose delay: Time in seconds after a lose before mission cleanup is performed
              //NOTE: the above delay must occur before the mission is considered 'complete' by the mission manager control loop.
        ],
        // Spawn Mission Message
        [   "Captives",
            "Clones have been Captured.",
            "Humans have captured clones. Go free them!"
         ],
        
        // Mission Success Message
        [   "Mission Success",
            "",
            "Captives have been rescued."
        ],
      
        // Mission Failure Message
        [  "Mission Failure!",
            "",
            "The Humans have escaped with their captives."
        ] 
    ],
    [  //  Loot Config:  Refer to LootData.sqf for specifcs
    ["None",		[0,0]],		//[static loot, offset location] - spawns with the mission
    ["NormalLoot",	[0,0]],		// Win loot, offset location - spawns after mission success
    ["None",		[0,0]]		// Failure loot, offset location - spawns on mission failure
    ],
    [//BUILDINGS: persist = 0: building deleted at event completion, 1= building remains until server reset.
     
    	["M3Editor", [0,0], "NONE", 0,
    		[
    	["Land_TentHangar_V1_F",[14692.4,16710.5,0],312.727,[0,0,1],true]
    		]
    	]
    ],
    [
    //---------------------------------------------------------------------------------
    //-----Group Configuration-----  see Convoy section for AI in vehicles! 
    //--- See SoldierData.sqf for AI type options.
    /*
        Defined AI logic options: See 'Documenation' for details'
    ["BUILDINGS", [spawnloc], [actionloc], [duration, range]]  
    ["EXPLORE   ",[spawnloc], [actionloc], [radius]]
    ["BOXPATROL", [spawnloc], [actionloc], [radius]]
    ["CONVOY",    [spawnloc], [actionloc], [speed, FlagRTB, FlagRoads, FlagDespawn, convoyType]]
    ["SENTRY",    [spawnloc], [actionloc], [radius]]
    ["PARADROP",  [spawnloc], [actionloc], [speed, altitude, FlagRTB, FlagSmokes]]  
    ["PATROLROUTE", [spawnloc], [actionloc], [behaviour, speed, [locations], FlagRTB, FlagRoads, FlagDespawn, flyHeight]    
        
    */
    [["RESISTANCE","COMBAT","RED","COLUMN"],[[1,"Sniper"],[3,"Rifleman"]],["BoxPatrol",[0,0],[0,0],[25]]],
    [["RESISTANCE","COMBAT","RED","LINE"],[[1,"Sniper"],[3,"Rifleman"]],["TowerGuard",[0,0],[0,0],[150,"ANY"]]],
    [["EAST","SAFE","BLUE","WEDGE"],[[7,"Civ01"]],["Captured",[0,0],[0,0],[-1,[[300,300],[-300,-300],[300,-300],[-300,300]]]]],
    [["EAST","SAFE","BLUE","WEDGE"],[[3,"Civ01"]],["Captured",[25,0],[25,0],[0,[[300,300],[-300,-300],[300,-300],[-300,300]]]]]
    ],
    // NOTE: if no buildings are located within 'radius' both 'Buildings' and 'Lookout' will locate nearest buildings to the encounter and move there!
    // NOTE: See AI_LOGIC.txt for detailed and most current descriptions of AI logic.
    
    //---------------------------------------------------------------------------------
    //-----LAND Vehicle Configuration----- 
    [
    	[  // Convoy #1                     
    		[  	// Vehicle	Offset	Crew (only 1 type!)	Cargo
    			["I_UGV_01_F",[175,100],[0,""],"none"]
    		],
    		[	// Drivers  							# and type			Patrol | spawn	dest | 'Patrol' options
               [["RESISTANCE","COMBAT","RED","COLUMN"],[[1, "Driver"]],["BoxPatrol",[100,100],[0,0],[100]]]
    		],
    		[ 	// Troops : These are distributed across all vehicles in this convoy.     
    		]
       ],
       [ // Convoy #2
    		[               
    			["B_Truck_01_transport_EPOCH",[50,0],[0,""],"None",[["engine",.9],["fuel",.9],["hull",1],["RGlass",1],["Glass1",1]]], // sets damage to specific parts.
    			["B_Truck_01_transport_EPOCH",[60,0],[0,""],"None",[.5]] // overall damage 50%
    		],
    		[	// Drivers  							# and type			Patrol | spawn	dest | 'Patrol' options
    		],
    		[ 	// Troops : These are distributed across all vehicles in this convoy.     
    		]
    	]
    ],
    // Trigger
    [
    	[
    		//Define all the triggers this mission will be using
    		// Trigger names must be unique within each mission.
    		// NOTE: "FuMS_KillMe" is a reserved trigger word. Do not use!!!
    		// NOTE: "OK" is a reserved trigger. Do not define it here.
    		//  "OK" can be used in the actions section to force an action to occur at mission start!	 
    		//						  offset|radius|time(s)|Name
    		["LUCNT",["LowUnitCount","GUER",3,0,[0,0]]],
    		["Timer",["TIMER",2700]],
    		["Captive1",["Captive",4]]
    	],
    	[
    		// Define what actions should occur when above trigger logics evaluate to true
    		// Note: a comma between two logics is interpreted as "AND"
    		[["WIN"],["Captive1"]],
    		[["CHILD",["Captive_Helo",[0,0],2,120]],["LUCNT"]],
    		[["LOSE"],["TIMER"]],
    		[["END"],["TIMER","OR","Captive1"]]  
    	]      
    ]
    ];
    

    Child:

    //BanditCamp.sqf
    // Horbin
    // 12/31/14
    // Based upon drsubo Mission Scripts
    
    [
    ["Reinforcements", 200], // Mission Title NOSPACES!, and encounter radius
    ["Reinforcements","mil_objective","ELLIPSE","ColorRed","FDiagonal",750],    // Map Markers ["MapText", "SHAPE", "COLOR", "FILL", size];
       // type is "mil_objective"
    [  
        [// NOTIFICATION Messages and Map display Control.
    	true, 1,0,
        false, // Notify players via global message
        false,// Show encounter area on the map
        10,    // Win delay: Time in seconds after a WIN before mission cleanup is performed
        10       // Lose delay: Time in seconds after a lose before mission cleanup is performed
              //NOTE: the above delay must occur before the mission is considered 'complete' by the mission manager control loop.
        ],
        // Spawn Mission Message
        [   "",
             "",
             "High Command is sending help!"
         ],
        
        // Mission Success Message
        [   "",
             "",
             ""
        ],
      
        // Mission Failure Message
        [  "",
            "",
            ""
        ] 
    ],
    [  //  Loot Config:  Refer to LootData.sqf for specifcs
    ["None",	[0,0]	],	//[static loot, offset location] - spawns with the mission
    ["None",	[0,0]	],	// Win loot, offset location - spawns after mission success
    ["None",	[0,0]	]	// Failure loot, offset location - spawns on mission failure
    ],
    [//BUILDINGS: persist = 0: building deleted at event completion, 1= building remains until server reset.
    
    ],
    [ // AI GROUPS. Only options marked 'Def:' implemented.
    
    ],
    
    // Vehicles
    [
    	[  // Division #1
    		[         // Vehicle                 	Offset|Crew (only 1 type!)|CargoLoot (see Loot section below for more detail!)
    			["O_Heli_Light_02_unarmed_EPOCH",[0,-1500],[1,"Rifleman"],"None"]
    		],
    		[  
    			// Pilots                           	# and type	|	Patrol	| spawn	| dest | 'Patrol' options
    			[["RESISTANCE","COMBAT","RED","COLUMN"],[[1,"Driver"]],["ParaDrop",[0,0],[0,0],["Full",100,true,true]]]
    		],
    		[   
    			// Troops : These are distributed across all aircraft in the division. These lines are identical to the lines in the group section.
    			// Troop behaviour and side options			# and type of Troops      Patrol logic|spawn |dest|'Patrol' options
    			[["RESISTANCE","COMBAT","RED","COLUMN"],[[2,"Sniper"],[3,"Rifleman"]],["BoxPatrol",[0,0],[0,0],[70]]]
    			// 'dest' for troops is where they will go to perform their 'Patrol Logic' once they get on deck
    		]
    	]
    ],
    // Trigger
    [
    	[
    		//Define all the triggers this mission will be using
    		// Trigger names must be unique within each mission.
    		// NOTE: "FuMS_KillMe" is a reserved trigger word. Do not use!!!
    		// NOTE: "OK" is a reserved trigger. Do not define it here.
    		//  "OK" can be used in the actions section to force an action to occur at mission start!	 
    		//						  offset|radius|time(s)|Name
    	],
    	[
    		// Define what actions should occur when above trigger logics evaluate to true
    		// Note: a comma between two logics is interpreted as "AND"
          [["END"],["OK"]]
    	]      
    ]
    ];
    
  5. Now, this Mission system works really excellent!

    But some wishes do I have for further releases (if possible and for other also a good idea):

     

    - Choosable Airdrop Loot

    - Blacklistet spawn points and range for Missions (not in Safe Zones)

    - Cap Points not capable inside vehicles

     

    He-Man

  6. Or you can make it via Task Scheduler and call a batch like this:

     

    taskkill /f /fi "status eq not responding" /im arma3server.exe
    taskkill /f /im arma3server.exe
    start "arma3" "D:\Servers\Epoch\arma3server.exe" -mod=@Epoch;@epochhive -config=D:\Servers\Epoch\sc\config.cfg -cfg=D:\Servers\Epoch\sc\basic.cfg -port=2302 -autoInit -profiles=D:\Servers\Epoch\sc -name=sc
    exit
  7. I already testet it with ALL values to false and had also extreme desync.

    But this should not be a discussion about Infistar itself. I'm looking for an alternative tool.

    For a discussion about our desync with Infistar, I have already started a thread in the Infistar Forum.

  8. Hi everybody,

    I hope somebody can help me.

     

    In the past, we used Infistar as antihack and admintool.

    But because it seems to cause a lot of desync for us, we switched to the build in Admin Tool of Epoch.

     

    Unfortunately, the Admin Tool has not nearly the functions like Infistar and we are looking for an alternative.

     

    We are missing functions like

    - lock / unlock Vehicles and Doors

    - Fly (to enter Bases without an entrance on the ground)

    - Reviving Player

    - Show Mapicons for Plotpoles and AI

     

    I have already searched, but I can't find anything.

     

    He-Man

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