-
Posts
808 -
Joined
-
Last visited
-
Days Won
63
Content Type
Profiles
Forums
Articles
Posts posted by He-Man
-
-
I have moved it for you to Arma2 section. Was in A3 :)
-
The Trader system has been updated a lot in the last months!
Sure, we are not finished with it and I have also some more ideas, but I think the current state is much better configureable then a half year before.
AI-Vehicles can already be sold after this Update in the experimental files: https://github.com/EpochModTeam/Epoch/commit/561012b09cd89b0588a7d91a90faabaa10fc297a
What I take from your statements, we should add / change the following:
- Move the config into a separate file (where it doesn't matter if Server side in epoch_server_settings.pbo or Client side in the mission file)
- Define Trader types for:
- Static Traders
- City Traders
- Random Traders- Add separate Start-Items for these 3 Trader Types
- Change the Start-Items arrays to:
{
{"Item1","count1"},
{"Item2","count2"}
};Defining, specific Trader for specifed Items is a bit more difficult. There are some things to clearify first:
- If you have for example a "Weapon-Trader", can you also sell other items there?
- If so, what would we then do with these sold items? Delete?
- Or can you really only deal with Weapons there and you have to drive / walk to several Traders to sell your looted Stuff?- Ghostrider-GRG, Sneer and natoed
- 3
-
Okay, here a small workaround. Please try it out and give me some feedback:
https://www.dropbox.com/s/tsrwxqhwt1iqh18/player_login.fsm?dl=0
-
You are talking about goggles or headgear? Headgear should work fine, but not goggles...
The Player connect as a "Ghost", then the Server create a new unit and set the loadout on this new unit. At least, the Server trigger it to the Client and the Client switch from the Ghost to the new Unit.
I think this "switching" will overwrite the default goggles and take it from the Player profile.
Here a small test:
http://plays.tv/video/5ada1915ce596f5f3e/selectplayer-goggles
-
I have also noted this "bug".
I am pretty sure, setunitloadout works correct, but the cosmetic items (glasses) are overwritten when switching into the Unit.
But you could Test it by creating a unit, give him a loadout with these goggles and switch into it with selectplayer.
-
Yes, it is based on this change:
I thought it was a good idea, but our Players also reported, that it is annoying.
We could switch back and remove it?!
-
This should fix it.
Now the min distance is calculated by the size of the target, but limited to min 6m and max 12m.https://github.com/EpochModTeam/Epoch/commit/d8632a89d5b54cba52f0d6be6aed4d92bfb41dcf
-
-
Hopefully I got everything.
https://github.com/EpochModTeam/Epoch/commit/3966ad70105efc020a1203d68191f2022bbe5e33
-
-
-
Oh damn yes, you are right. They have changed the HitPoint names to lowercase. I'll fix it tomorrow...
-
As the Advanced Vehicle Repair only handle defined HitPoints, all not defined Hitpoints will not be repairable.
So I have added a function to repair the not defined Hitpoints automatically while choosing "Vehicle Maintenance".
I will check, if we should only do this, if all defined Hitpoints are already repaired.
From what VehicleClass are you talking atm?
Here are the defined HitPoints:
https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_config/Configs/CfgEpochClient.hpp#L214-L232 -
-
Some more Infos or a Video would be usefull.
Have you added a price for the launcher?
What exactly is not working? You can not find it in the List? Can not select it? or just say "not all items sold"?
-
-
EPOCH_playerWet should be defined in EPOCH.
Eventually the script runs before this vars are defined? Or does it spam the rpt all the time? -
I have also added a function to convert the starter trader mags to rounds.
So you no longer have to add the rounds, but the count of mags in the epochconfig.hpp
https://github.com/EpochModTeam/Epoch/compare/54b739a4a2f0...a11e8c6f9c79
-
I have doublechecked it and the problem was a missing recalculation of the current stock in the cleanup checks.
Anyway the "old" cfgtraderlimit is no longer needed and has been removed (last post).
Edit:
I am currently sorting some last things out..Edit2:
I think I got everything now. Please take these 2 changed files and let me know, if it works as expected: -
Can you try these 2 changed files?
https://github.com/EpochModTeam/Epoch/compare/887fd41b7c8c...2abcf105b563 -
-
Hmm, just tested it and for me it is working fine:
starterTraderItems[] = { // Starter Items for fresh spawned trader first array is classnames second is quantity. {"ItemSodaBurst","meatballs_epoch","VehicleRepair","KitPlotPole","Hatchet","MeleeSledge","200Rnd_556x45_Box_F"}, {5,5,5,2,2,2,400} };
https://www.dropbox.com/s/rdqdk9p2fcmmn9s/20180329023201_1.jpg?dl=0
-
Oh lol, haven't known that this is possible inside Vehicles.
I will have a look on it.
I think the easiest and best way is to block building inside Vehicles?!
Another solution would to check distance2d instead of distance...
Edit: Just checked and there is already a "inside Vehicle" check. So it should not be possible?!
-
New server like to hire a person for help
in Server Install
Posted
I think there is really no need to hire someone for a first startup.
Just ask for what you want and others will give you a hint, where you can find it.