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Posts posted by He-Man
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If I remember right, Medical.
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Hmm no, we don't have these Buildings there...
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Are you Running 32 or 64 Bit? 32 Bit has some memory problems, what is fixed since 64 bit
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If somebody is also looking for a script function to disable the Radar of Vehicles:
{ _sensor = _x; if (_sensor isequaltype []) then { if (count _sensor > 0) then { _sensor = _x select 0; }; }; _vehicle enableVehicleSensor [_sensor,false]; } foreach (listVehicleSensors _vehicle);
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Only by Scripting it.
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https://www.dropbox.com/s/92rr4off5ba3qwy/LootPositions.zip?dl=0
It is a bit ago, as I have used it...
First of all, it is only for test-servers, because you have to disable Battleye / remove all filers.
Easiest way is, you have access to the debug-console, so you can simply cope paste the code ingame.
- FindLootableBuildings will check the epoch config for already defined lootable buildings. If there are undefined buildings, it will create map markers for all undefined Buildings (some exceptions for irrelevant building types are included)- LootPositions is a keydown-Eventhandler to create new loot positions
1. Go to a not defined Building, look at it and press enter. If there comes "warning ... is already in loot list, then it is already defined in the config. Otherwise there should come "selected buolding ...
2. Use Pos1 / Ende (Home / End) to select the wanted Crate
3. use arrow-Keys to move / turn the Crate
4. Press Space to save this uilding Loot Position
5. Repeat 2-4 to define more possible crates to this building.
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6. Move to the next building and repeat it
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7. When you are finished, read the Variable LootArray with the Debug-Console.
8. Change in this Array the Crate-Names according to this (example: Shelf_EPOCH -> shelfPos):
{ "shelfPos", "Shelf_EPOCH", true},
{ "fridgePos", "Fridge_EPOCH", true },
{ "bedPos", "Bed_EPOCH", false },
{ "couchPos", "Couch_EPOCH", false },
{ "wardrobePos", "wardrobe_epoch", false },
{ "cookerPos", "cooker_epoch", false },
{ "chairPos", { "Chair_EPOCH", "ChairRed_EPOCH" }, true },
{ "filingPos", "Filing_epoch", true },
{ "pelicanPos", "Pelican_EPOCH", false },
{ "tablePos", "Table_EPOCH", false },
{ "lockerPos", "Locker_EPOCH", false },
{ "toolRackPos", "ToolRack_EPOCH", false },
{ "shoeboxPos", "Shoebox_EPOCH", false },
{ "palletPos", "Tarp_EPOCH", false },
{ "freezerPos", "Freezer_EPOCH", false },
{ "cabinetPos", "Cabinet_EPOCH", false }
9. Convert the arrays according to the config in CfgBuildingLootPos.hppThis Script works with publicvariable, so you can use it with more than only 1 Player at the same time. The Variable will be synchronized by the clients.
I hope you can work with it. If not, just ask...
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Okay, let me sort it a bit...
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I'm not sure, if this is all correct, but if I remember right, the script must be run in Editor, I think. Because copytoclipboard is not working in Multiplayer.
Because that I have written my own script to handle it in Multiplayer. But is is then in "ARRAY" and not in config format.
It is also a bit work wo rewrite it in the correct format then, because you have a lot to do manually.
But it checks all map Buildings for already defined positions and give you markers for missing buildings.
If you are interested, I can send you the files...
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Hi everyone,
we have started a new Project: "Epoch pure Survival".
We think for the best survival feeling, Chernarus keeps the best map, so we started next to our Altis and Tanoa Server a Chernarus SURVIVAL Server.
We have done a lot for now, but are not finished, so we will add more and more in the next time.
Because I will not repeat everything, here just a link to my Facebook announcement for the Server (I hope this is okay, otherwise please delete it or contact me).Server IP: 176.57.142.166:2312
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Seems there is a small mistake in the Trader Load script :
epoch_server\compile\epoch_traders\EPOCH_server_loadTraders.sqf:
change line 30 from:
for "_i" from 0 to _maxTraderLimit do {to
for "_i" from 1 to _maxTraderLimit do {
And please give Feedback, if this helps, so we can change it in the files.
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https://github.com/EpochModTeam/Epoch/pull/769/fileshttps://github.com/EpochModTeam/Epoch/pull/770/files
I forgot to update these files.
Please give me some feedback, if it is fixed then.
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I will check it!
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Hmm, our Servers had no Problems with the update. Have you cheched the rpt logs?
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Take a second player and let him hold a "ghost-object" inside your Floor, while you build it. Then it will not fall down ;)
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On 11.6.2017 at 11:59 AM, natoed said:
Hey @Hux,
soz mate thought you would have worked it out
NOTE: ALL THX GOES TO HE-MAN (learnt it from him)
yourmissionfile\epoch_config\Configs\CfgRemoteExec.hpp
add the below within the class Functions brackets
class EPOCH_server_setVToken // thx to He-Man { allowedTargets = 2; jip = 0; };
cheers
natoed
It is not really a good thing to make "EPOCH_server_setVToken" remotexecuteable! This is only a "quick'n'dirty" solution!
The EPOCH_server_setVToken is a security function to PREVENT!!! Players from spawning Vehicles, but now you allow it.
So don't see it as a standard solution for these problems. Better is to completely move Vehicle Spawns Server side!
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I will make it as an option...
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EpochServer - init - serverinit.sqf
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You could try it in the (new) Infistar Forum:
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Can you pn me? Could be that I can help you...
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If you only want to change the loadout, you can add it to the config (Will also be added in the next Update):
https://github.com/EpochModTeam/Epoch/commit/e3fb007cf402edd702d416e92ce7765729c15ef8
How radioactivity works now in 1.0.0?
in Discussion
Posted
Some food also effect radiation