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Posts posted by Creep
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DONT put anything inside the a3_epoch_server.pbo, the devs want to protect us from making misthakes ^^ and do a CRC check on the PBO if we changed anything, if the PBO was customized, the server will crash.
The only thing you can change is the mission.pbo. Put your Custom Bases inside the Mission-Folder and call the script there, should work.
Thats not completely true, you can add pbos to a custom servermod... loading those bases by mission is a huge performance eater
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Well thats what place 4 of mods world wide is going to be... I wouldnt have expected something else if I had been them..
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Idk about that but epoch is only spawning loot in certain objects (search for it in the loot fsm and variables)
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if you wanna save bases to the sqm its quite a performance eater...
Pro Tip:
create a init in your mission pbo
do a
if (isServer) then {
execVM "path\to\your\external\server.pbo\map.sqf";
};
do the map.sqf the same way as in arma 2 (there is guide on the forums)
go to your battleyefolders
search for the scripts.txt
open it and search for execVM
then add
!="execVM "path\to\your\external\server.pbo\map.sqf";"
behind everythings thats allready there
- ispan55, RC_Robio and ProtossMaster
- 3
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You could remove the kick for different data in Server.cfg
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when can we expect the github? :S
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there shouldnt be "wrong stairs" you know
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I personally would enjoy to have the option to get the arma 2 build system and objects back... thats... the only thing I would really love to see... (besides from the old maps)
sorry, but learn too build.... u can build wonderful bases in arma3.... watch tutorials, u do something wrong....
example:
http://steamcommunity.com/profiles/76561198095093418/screenshots
Thats not wonderfull... thats just ... walls build on walls.. surely its functional but you could have done the same with the old buildsystem..The ability to build with physics is fine.. but then it should also affect already placed items and not only the things you place for 30 secondsI have seen so many midair objects and dead players in bases.. its simply not wonderfulI know its alpha.. and thats an excuse.. I just just wanted to mention..I was loading in AiA and the DayZ_Epoch objects (including maps).. they are working... and they are working fine I dont know why they arent back in..They arent piece of any dayz... Maybe it would be cool to be allowed to use these assets in Arma 3.. just creating a little basebuilding mod, some sidemissions, looting, some of this and that (survivalstuff) and make the whole thing persistent.. would have been totally fine -
well the groupleaderbrain is called within the ai spawn script that is called by the drones when detecting players
I only tryed to call it on my local pc, still a dedicated session though. worked out well but without that its a bit complicated..
I create the markers just by using: _marker= createMarker["name",_position]
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I have got the Ai to spawn by scripts, not by editor, the only thing thats problematic is that idk if its allowed to use the Groupleaderbrain.fsm to workaround the cleanup... if it is its fine if not another workaround is needed..
There isnt any problem with battleye left, since I edited the rules to fetch the right code fragment exceptions.
The markers and vehicles (including boxes) are having the cleanup problem.
they simply get removed after 10 secs or something.
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Got the AI spawns to work... just the markers freakin me off ^^
- brillo_pad and drsubo
- 2
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just nope isnt possible atm...
the cleanup deletes any any vehicle not in the safe vehicle array which only includes the drone
also it takes of the simulation of any playable unit which isnt related to epoch + deletes them shortly after
After I finally made it through the battleyefilters I managed to see no makers are able to spawn and the units just stand there doin nothing and things like static guns are w/o gunner and despawn as soon as your in 20m range or something
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I got my Bornholm TestServer running right now, just need to add the static traders... shows that most of the missionsstuff is just going to work
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Deployable explosives are persitent as far as i tested it
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and... its all illegal to use...
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<3 You sir have made a campers dream come true just like sector b on namalsk
wait ... what?
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Its the cleanup, you will need to Do a workaround
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Missionscripts from an extra server loaded init, r3f from Mission file
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It's not in the of files that can be edited :unsure:
Does this mean everything thats has been written down is true at any way...
You can change the missionfile you just need to do it right
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Its caused by lootspawns I guess... wherever loot spawns you cannot build
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Who da hell would pay 5 bucks for 500 krypto o.O
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Mells house need the updated missionfile too ;) it has no init
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If you build it up as a feature and directly link it to the server name it works...
you just need a community that is willing to do it. If you got the right features.. people will join!
We are planning to do a whitelist server, adding some mods wont be a problem since you need to inform yourself to get whitelisted and you will surely notice the things to download.
Its also easy to do a repack of the mods so you only need one download instead of 20 or something, you just need to ask the mod's creator if its not allowed anyways...(most of the times)
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we would just need gasmasks (_gasmask= headgear Player), the rest is easy to do (triggers n stuff if(_gasmask in ["gasmaskclass"]) then {gasmask filterstatus bad or fine fine exitwith{} / bad bit less blur} else {blur and stuff }
A3 Epoch Headless Clients : Walkthrough UPDATED:Dec 22nd
in Scripts
Posted
I would be happy if my headlessclient would finally connect.. it seems to get stuck at the epoch message for clients (welcome to epoch)
anybody knows how to avoid that... otherwise it will just say "Dedicated Client created" and get stuck