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Korwiin

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Posts posted by Korwiin

  1. What I originally wanted to do was build some shelves at the trader cities and let the user community maintain a shared stash of freebies on their own.   It would be a sandbox experiment to see if people use it and stock it, or just rob it and sell the stuff to the vendor.    Using the epoch built shelves would commit the contents of the shelve to the database and persistent through resets, however, at this time there does not seem to be a way to remove the build restriction on safe zones.  

     

    I am trying to collapse as many modifications/scipts as I can into a FUMS mission.   Updating epoch has been a nightmare with all the places and files in various places being edited.

     

    This theme I am working on is called "Carepack" and it will spawn 4 silent/unlabeled missions, 1 in each trader city and the debug box.   The plan is random civilian clothes and backpacks in the debug box, and random handguns and handgun ammo at the starter cities. Quantities are limited per server reset, and items are random starter/newbie gear.   I want to preserve that element of random discovery and looting... when people spawn in with a static load out, it gets the job done, but is less fun/entertaining than opening a cracker jack box and hoping you find something nice inside... plus if its empty, it causes drama and I believe that too is healthy for player immersion.

  2. I am trying to create a mission that will spawn a crate INSIDE the debug box (the intent is to has something more than Dan's underwear on before they teleport out.   I am having challenges getting this thing to spawn inside the debug box, it seems some code somewhere is avoiding the 2 objects colliding and its spawns the loot crate a few meters outside of the debug box.   Any idea how to make this work?    I am currently using a static 2d loc in the ThemeData under the mission list section like this:

     

    //***** Mission List *****
    ["debugbox",[23601.5,17993]]

     

    And all of the offsets under debugbox.sql are currently set to 0,0.   I did try using a 3 digit loc under the mission file static loot section, but the 3d location there caused errors  below:

     

    14:06:57 Error in expression <Town;} 
    else { _newloc = _origin;};
    };
    _newloc

     

    >
    14:06:57   Error position: <_newloc

     

    >
    14:06:57   Error Undefined variable in expression: _newloc
    14:06:57 File FuMS\HC\MsnCtrl\Util\XPos.sqf, line 32
    14:06:57 "<FuMS> FillLoot : Creating LAND_METALCASE_01_LARGE_F at any with option DEBUGCRATE1"
    14:06:57 "##FillLoot: SmokeBox Proximity:100 Dur:1 minutes Colors:["Red"]"
    14:06:57 Error in expression <ting %1 at %2 with option %3",_boxtype, _pos, _typeLoot];
    _box = createVehicle [>
    14:06:57   Error position: <_pos, _typeLoot];
    _box = createVehicle [>
    14:06:57   Error Undefined variable in expression: _pos
    14:06:57 File FuMS\HC\Loot\FillLoot.sqf, line 76
    14:06:57 "<FuMS> FillLoot: 14 items added to <NULL-object>"
    14:06:57 "<FuMS> FillLoot: <NULL-object> has 0 items (verified)"
    14:06:57 Error in expression <
    };

    _isVehicle = false;
    if ( (TypeName _pos) == "OBJECT") then
    {

    _isVehicle = >
    14:06:57   Error position: <_pos) == "OBJECT") then
    {

    _isVehicle = >
    14:06:57   Error Undefined variable in expression: _pos
    14:06:57 File FuMS\HC\Loot\FillLoot.sqf, line 30
    14:06:57 Error in expression <Ctrl_Util_XPos;
    _box = [_loot select 0, _pos, _themeIndex] call FuMS_fnc_HC_Loot>
    14:06:57   Error position: <_pos, _themeIndex] call FuMS_fnc_HC_Loot>
    14:06:57   Error Undefined variable in expression: _pos
    14:06:57 File FuMS\HC\MsnCtrl\Spawn\SpawnMissionLoot.sqf, line 54

  3. There's lots that cant be used by players, not just AFF i have just gone round after doing 2 missions looting every ai and the majority of them cannot be worn by players. Some can be looted but not worn, for example: Combat Fatigues (Miller), Combat Fatigues Kerry.  While some that cant be looted at all like: Worn Combat Fatigues (MTP), Combat Fatigues (MTP), CTRG combat uniform (tee), Pilot coveralls (AFF), Recon Fatigues (MTP) which is a shame, i feel all uniforms should be usable seeing as the whole east v west and blufor v opfor is not really a thing in epoch, its survivors v bandits right? so why not make use of all uniforms? Dont get me wrong im not complaining, merely wishing :)

     

    I think you are talking about A3 uniforms that Epochmod probably doesn't spawn/drop/use natively, where as I am referring to uniforms that do.   In default vanilla epoch, troops spawned by UAV drones are wearing AAF uniforms... to my knowledge/experience, these are the only ones in vanilla epoch that are not working.

  4. In a3_epoch_code.pbo (compile\building\EPOCH_isBuildAllowed.sqf) it also blocks building within 300 metres of any 'ProtectionZone_Invisible_F' or any 'NameCityCapital'.

     

    So until the server code is unlocked you can't build near them without some jiggery pokery :)

     

    I am a coding rookie, so I need some help translating this... the way I read the below code, and I am untrained/unskilled in doing so,  it appears to me that "buildingNearbyMilitaryRange" is completely nullified by the code and locked down to 300 meters.   Here is how I am translating the code:

     

    IF buildNearbyMilitary (in the description.ext file?) is set to 0, then set _range to the value in the description.ext file.

    • IF _range is greater than zero, then ignore that and put a 300 meter restriction on military and protected zones.
    • IF _range is not greater than 0, then start by setting the military build restrictions to 0 meters, then go back and append protected zones and military buildings again, this time restricting them to 300.

    IF buildNearbyMilitary is not set to 0, then restrict building near protected zones only by 300 meters radius.

    if (getNumber(_config >> "buildingNearbyMilitary") == 0) then{
    	_range = getNumber(_config >> "buildingNearbyMilitaryRange");
    	if (_range > 0) then {
    		_restricted = nearestObjects [player, ["ProtectionZone_Invisible_F","Cargo_Tower_base_F","Cargo_HQ_base_F","Cargo_Patrol_base_F","Cargo_House_base_F"], 300];
    	} else {
    		_restricted = nearestObjects [player, ["Cargo_Tower_base_F","Cargo_HQ_base_F","Cargo_Patrol_base_F","Cargo_House_base_F"], _range];
    		_restricted append (nearestObjects [player, ["ProtectionZone_Invisible_F","Cargo_Tower_base_F","Cargo_HQ_base_F","Cargo_Patrol_base_F","Cargo_House_base_F"], 300]);
    	};
    } else {
    	_restricted = nearestObjects [player, ["ProtectionZone_Invisible_F"], 300];
    };	
    
  5. See if using "CIVILIAN" vs "EAST" produces better results.

     

    -Horbin

     

    Thanks for the quick response.  CIV did the trick, however, it will fail the mission if too many captives are told to "FLEE", which I presume switches them back from CIV to EAST.

    Maybe a future version could add a new trigger specifically for LowCaptiveCount or CaptiveBodyCount, either or will work for some expanded mission creativity.

     

    Thanks for the work around,

     

    -- Korwiin

  6. I am trying to edit the captives mission such that it doesn't static end/fail on a 30 minute timer but instead fails when there are less than 7 captives left alive.   It is my understanding that captives are on the side of "EAST" :

    [["EAST","SAFE","BLUE","WEDGE"],[[10,"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]]  ]] ]
    
    

    However when I set the following fail trigger condition, it triggers immediately at mission start:

    Triggers:
    
      ["LUCNT",["LowUnitCount","GUER",3,0,[0,0]]  ],
      ["FAILCNT",["LowUnitCount","EAST",7,0,[0,0]]  ],
      ["Timer",["TIMER", 300] ],
      ["Captive1", ["Captive", 7]  ]
    
    Actions:
      [["WIN"],["Captive1"     ]],  
      [["CHILD",["Help_Helo",[0,0],3,120]],["LUCNT"     ]],     
      [["LOSE"],["FAILCNT","Timer"]   ],
      [["END"],["FAILCNT","OR","Captive1"     ]]  
    

    Any ideas what I am doing wrong?  

  7. For the captive mission, the win condition loot is always at 300,300 from the mission center, which can be tough for players to find (who don't read the source code).   What do you think about creating the option to drop Krypto as a cell phone?     In the case of this captive mission,  once 7 prisoners are free and clear, and the mission success banner goes up, they drop several "cell phones" on the ground before they evac leaving a nice pile of krypto for the players to divvy up.   

     

    If the cellphone/krypto object could also be dropped by AI when killed, it would add some addition depth and options for mission creators to play with.   I think this would enable some rich content to the mission... looting cell phones are hard to see and click on, and risky if there are other AI (or players) in the area... also, building up krypto on your person (not direct deposit in the bank) during a mission gradually increases risk as the player stands to lose a lot of money if he gets killed before reaching the ATM.

     

    Thanks for the great work on FuMS,  we've been having a lot of fun with it.

  8. NP, those where pretty easy additions.

     

    With the krypto think in place I now have a mechanism to track factions for players.  Right now it will only persist through a single server restart, but with the Faction piece, I can start to build some missions in which certain Themes become 'friendly' to certain players, or only spawn when someone obtains a certain faction level.  Next major update should hopefully have it in place.

     

    That is a cool idea.

     

    Re-tested the captives mission,  dialogues are back, they get out of the truck now... its running a whole lot smoother.   

  9. Did the new round of A3 and Epoch patches break the captive dialogues for everyone or do I need to review my configuration again?

     

    Other than that, Fums and HC are working for me with epoch 3.0.4, same frame rates as before, but I am only running 1 mission in testing right now (captives). 

  10. Horbin, thanks for a great mission system.

     

    I was wondering about a few things, if you have time to comment on them.

     

    Is it possible to apply damage to  AI vehicles at spawn, like you can with buildings/static items?   Reason being is that some of the helicopters in the HeliPatrol seem near invincible, able to take 2 or 3 Titan missiles before being forced to land.   If we could tinker with their health, it would do well for balancing the mission content to the availability of certain weapons in game.  For example, on a default EPOCH server with default FUMS installed, there are no usable missiles or HMGs, thus players only have small arms, LMGs/Snipers/etc to combat the OP AI Helos.

     

    Could I make a request for an option to switch radio chatter from the RscLayer to the real system radio chat channel that players would use instead?  Reason is to not cover the vehicle hud or scroll actions, and its immersive when new players question whether that was AI or another player.  

     

    Any chance of adding Krypto drop chance and random amounts to the soldier data?  

     

    Thanks again for the great add-on, also if this is not the place you prefer requests to be posted, let me know and I will be happy to document them elsewhere (github etc).

     

    -- Korwiin

  11. My HC is working with FuMS, spawning missions... however, my HC does not connect into the headless client slot (class Item100), and uses "Civilian" player slot Alpha 1-1, and is named "headlessclient" instead of HC_HAL.    Any ideas what I need to do here?

     

     

    Edit:  Startup order seems to be the cause/fix.   Starting up the HC and leaving it up while server reboots will cause it to log in and grab a player slot, waiting a few seconds for the server to start before running the HC appears to help.

  12.  

    I'm running into problems duplicating the issues with not having the guys get out of the vehicle.  You are seeing the option when approaching the vehicle the AI are sitting in correct?

     

    If you tell a guy to board, are you able to just follow him to the vehicle, then once he gets in, tell him to get out? I'm still looking too.

     

    I see the "Everyone Out!" option on the vehicle , and they acknowledge receiving the command in the global chat as well, but remain seated.    I will retest with a single guy in the hemmt instead of 7+.

     

     

    P.S. Open disclosure, been researching a separate issue, maybe related, maybe not... but my HC connects, and launches missions just fine, however, its not sitting inside the HC slot set aside for it...  its not taking the name "HC_HAL" as intended either and just showing up in a player slot as "headlessclient"

     

    Edit:  Figured out the HC thing...  its related to startup order.  There was some advice I read somewhere that stated the HC can be started and left running regardless of server reboots,  however, it appears when it connects to a server too early its gets a player slot...  starting the HC later gets it into the proper slot and it takes on the HC_HAL name.    That said,  captives still didn't take the "Everone Out!" order.

     

    Did get a truckload of captives to the safe spot and triggered a complete.   They still did not get out of the vehicle.   It seems that if you are in the safe area, the captives also disregard the health of the vehicle, where as everywhere else they will bail out when 4 or 5 wheels on the truck go flat.

  13. Re-tested.   I see 4 evac points, one at each corner surrounding the central spawn point of the mission.   It seems the captives were split up amongst all 4 points, as when told to "flee" 3 ran NW, 3 ran NE, 3 SE and 3 SW.     The reward container spawned at the NE location.    "Everyone Out" still did not work for me,  I had to shoot out the tires on the HEMMT to force them out.

  14. Just ran through the captive mission,  follow, stay, board seemed to work, however evac points and "everyone out" did not seem to work.   Unable to win without evac point,  other than that, looks really good.  Looking forward to playing with it more.

  15. ZombiesVersion0.0.0.5a.7z

     

    This is blckeagls' Real Zombies v0.0.5 found here: 
    Disclaimer:  I take no credit for any of this content, nor do I support it.  I've given up on this script, but sharing what went into it to make it work.

     

    Changes from the orginal 0.0.5 version posted:
     - Made functional for Epoch.Altis 0.3.0.3 Build 9
     - Consolidates all the client side files into folder under addons/zombie, updated all references to use new location.
     - Fixed the _pos variable in the server side pbo to set z to 0.1 instead of the -10 to -20 it was pulling from the "citycenter"
     - Fixed and turned on additional debug output for spawns (in the pbo, line 25 and 31)
     - Performed exploratory surgery with battleeye filters, and created an Install.txt
     

  16. Does it work well in the Esseker Map

     

    It doesn't work well on any map.   To make the OP's 0.0.0.5 code work, you are going to have to comb through 19 pages of forum posts to gleen months of community tweaks, and adapt your battleye filters, re-run, get kicked, and adapt your battle eye filters again at minimum 6 time.  I spent the last 24 hours of my weekend making this work only to be disappointed.   The zombies look like soldiers with a 70's tie-die tshirts, and disappear when you get into a vehicle.   Their spawn points are centered on the center location of the city, usually where the text label is on the map.

     

    This script makes the FUMs infected AI mission look like a rock star.    This thread contained some videos of other zombie script/mods that looked much better, but the OP's script is in need of much TLC before its close to being prime time.

  17. So far I have found the .RPT file to be less than useful, but still is something that should be checked when troubleshooting.

     

    For battleeye troubleshooting.... the .log files stored with your battleye .txt filters have been most useful.   Usually the log will show you the line # of the config that is violated followed by the 3 lines of code that triggered the kick/ban/log.   The middle line is the offender, the line before and after are just for reference.

     

    I found that troubleshooting time can be speed up a lot by using Battle eye's  RCON command line to send the command "loadScripts" instead of rebooting the whole server when youi make a change to a battleye filter.

     

    I too have been building a epoch server and have found that very few things, especially battle eye filters, match the docs and much tinkering is required to make things work.  I'm not sure if the instructions are different between EpochAH vs Infinistar AH... but it feels like I am having a harder time since I am using the default EpochAH.

     

    --Korwiin

  18. Some more testing, I just built a new EPOCH server 2 days ago, no mods/addons except for a simple earplug script from here: 

     

    Nothing captured in BE logs.  

    Error found in the Arma 3 console: 17:09:59 Player Ricky kicked off by BattlEye: Admin Kick (<null>)

    Redis DB:ahe-LOG: 2015-07-04 17:09:59 Token is different [rdact,pddneihg] ["personalToken Changed: rdact/pddneihg",0,B Alpha 1-2:3 (Ricky) REMOTE,"pddneihg"]

  19. Works great Scoo.. And I don't have to disable the Default AH. Thank you very much.

     

    Hello Caveman1,  I just implemented the same thing and believe there is something blocking my use of the F3 key.  I have confirmed the script loads and I can call "ToggleEarPlugs" manually from the debug console. 

    I tried mapping F3 to switch to handgun, and it does not work for that either.   Did you encounter the same issue and just remap to a different key or is yours working as intended on F3?

     

    I am using the EpochAH, no other addons or mods.

     

    Thanks,

     

    Korwiin

  20. this is a known problem and a minor price to pay for not crashing untill the loot dissapears ... not to mention this is an old thread from before the server fix was released so basicly it has nothing to do with the script mentioned in this thread (which btw was removed).

     

    Fair enough... however this thread is one of few applicable google hits from trying to research this issue.  Hence, my reply includes the official links on github to the bug(s) so the next guy that google sends here can take a short cut.

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