Cur
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Posts posted by Cur
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Ok, I was looking at that function, but don't know some of the code, so I figure I would ask first :) I'm glad I did, I will try at some point, but you would be far better than me at trying that :) :)
I am still a newbie at all this.
I will buy you a beer anyway! If you get a chance to play with it and make that work, I would love it, but if you don't, enjoy your beer on me!
Thanks again!
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Cur,
This is why in the new epoch there is no more EPOCH_server_setVToken. So the line _motor call EPOCH_server_setVToken; gives an error.
This error cause no harm, but you can remove the line if you want, to keep your log clean.
Thankyou for the kind words!
Donnovan.
Many thanks! I will ignore it. No problem!
One last question...
Can I turn "on" AI vehicle damage so that we can shoot out tires / damage the AI cars?
(If so, how would I do that... )
Or will that do bad things to the script and I should leave it alone?
Cheers!!
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Hi Donnovan,
First thank you very much for this script.
Second, it looks like everything is working properly in game, and this is great fun!
I am getting one error in my .rpt file.6:06:57 Error in expression < 0,_origin,[],_rad,"NONE"];
_motor call EPOCH_server_setVToken;
_motor allowDama>
6:06:57 Error position: <EPOCH_server_setVToken;
_motor allowDama>
6:06:57 Error Undefined variable in expression: epoch_server_setvtoken
6:06:57 File mpmissions\__cur_mp.Chernarus\andre_convoy.sqf, line 566The only thing I edited was line 70 to change map to Chernarus.
So I don't know whether this is just my server, something to be ignored, or just something that needs fixing. :)
Cheers!
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Could someone with working crates / loot in the crates please post their VFunctions.sqf so those of us having that issue could try and get that working?
Just a pastebin link would be awesome... thanks
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If I do that, the server will not start, and crash, generating a dump file.
I commented them out for now, so the server will run :)
I can generate this file 100x by trying to start my server with those lined un-commented.
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Hi Guys...
Having some issues getting this to run. I'm running on Cherno, and everything is working well, but if I install this my server won't even start. It will just die and generate a .BIDMP file. :(
Do I need to do anything with the mission.sqm you guys have supplied? I looked through it but looks like nothing has been changed, but I only looked quickly.
They are commented out in Init / Desc right because my server will not start with them un-commented. I did not modify any of the files in \trader
Init
Desc.ext
epochconfig.hpp
run.sqf
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why dont you just add these as items the player can select on spawn?
I thought of that, but new players to the server won't know to do that, so it'd be easier to just give them the pieces on spawn.
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Greetings Halvhjearne! Thank you sooo much for this fantastic script, everyone on my server loves it.
I do have one request / question. I am using this in conjunction with "ud.pbo" script that allows players to spawn an electric bike if they have certain components... I have the rest of that working except I cannot figure out how to correctly find the place in your script (and the correct sqf) to add in the code where I want to insert the items to the player once after they spawn into the world. :(
I tried to do it in OnPlayerRespawn.sqf but I'm pretty sure your script is deleting them, and I don't want to mess with it and mess it up, too.
Please advise? Thanks, again!
Also, do you know if the correct code would be:
player addMagazine "CircuitParts";
player addMagazine "ItemScraps";
player addMagazine "ItemCorrugated";or
player addItemToVest "ItemCorrugated";
player addItemToVest "CircuitParts";
player addItemToVest "ItemScraps";If you don't know, that's fine, I shall experiment!!
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Much appreciated!
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Ahhhhh... ok. Gross conceptual error on my part...
Back to the drawing board!
Do you think it would be possible to merge the two scripts into one PBO, where Richie's script does it's thing, generating the points, then just assign those to a variable and pass that to the next part of the script, or even incorporate the crate spawn into the part right after where Richie's script picks a spawn point?
I'm not new to coding, but pretty new to Arma 3 scripting.
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Chern... I just want to have them spawn the crates at Richie's crash sites. I may / may not add in specific spawn points later.
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So still no boxes at spawn, but no errors in the RPT...
I noticed that it went through the Epoch-hive addons in this order "crates--A3EAI--HeliCrashes"... does that matter? If there are no heli crashes spawned yet will there be no places to spawn the crates?
If that could be it, I guess my next question is, how do I make them load in a certain order?
Thanks in advance...
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Thank you, very much.
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Hi Darth,
First, thank you for the script.Second, I'm having trouble getting it to work with Richie's Heli crash script.
I know I'm just doing something dumb, but I can't quite figure out what it is. I understand (I think?) from the error file that I'm missing a closing "]" but I just don't see it...
Here's the error in the rpt file.
random crate sqf
Richie's heli crash
I plan on turning Richie's loot to 0 spawns after I get the crates working, but no-go so far.
[Release] Andre Convoy Patrol
in AI Missions
Posted
Just to let people how to do one thing, if they wish... The script as is, puts markers on the map where the convoys can start from, I was worried people may "camp" there and try to kill them to get the loot, so I disabled the markers... here is how to do this and keep everything else working!
Find this block of code in andre_convoy.sqf
//Spawn icons on map iniciate variables
_spawns = _this select 0;
_donn_casca_icons = [];
{_donn_casca_icons = _donn_casca_icons + [[_x select 0,"Convoy Spawn " + str (_forEachIndex + 1)]];} forEach _spawns;
And make it look like this:
//Spawn icons on map iniciate variables
_spawns = _this select 0;
_donn_casca_icons = [];
/*{_donn_casca_icons = _donn_casca_icons + [[_x select 0,"Convoy Spawn " + str (_forEachIndex + 1)]];} forEach _spawns;*/
Cheers and happy gaming!