zxbutchxz
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Posts posted by zxbutchxz
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My UAV does not cause reinforcements, although the chance of detection is set at 99%. Can this be fixed?
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1 hour ago, natoed said:
1) How do I make the A3EAI vehicles usable by the player, saving to database or selling at traders is not required.
To make the technique available for use by players (only before restart), I commented out all the code in file @A3EAI\addons\a3eai\compile\A3EAI_utilities\A3EAI_secureVehicle.sqf.
I'm using this version.
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15 hours ago, Teacher said:
And you have that static machine guns are not lost, that is, the bot shoots out of him?
Of course. Static MG do not disappear as the player approaches and shoot perfectly. Add line _hmg call EPOCH_server_setVToken; to file fn_spawnInvasionAI.sqf. It should look something like this:
Spoiler_plcd50 = false; for "_u" from 1 to _ms1 do { private [ "_spwnPs", "_hmg" ]; if _nHss then { _spwnPs = [ _this0, 20, if not ( isNil "_this3" ) then { _this3 } else { 150 }, 1, 0, 200, 0 ] call BIS_fnc_findSafePos } else { _spwnPs = selectRandom _hsPstns; if not _plcd50 then { _plcd50 = true; if ( _cl50s > 0 ) then { _hmg = createVehicle [ "O_HMG_01_high_F", _spwnPs, [], 0, "CAN_COLLIDE" ]; _hmg call EPOCH_server_setVToken; _hmg setVehicleLock "LOCKEDPLAYER"; ( _r select 1 ) pushBack _hmg; }; }; };
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20 hours ago, Teacher said:
Guys tell me! Can the choice of equipment to leave only for donors, but for ordinary players, the random generation function be turned off? I tried to play with settings "spawn_gear_settings.sqf" but the only thing I could do is completely disable the selection of items!
And the second question, if I added in the sections "_lvl1items =" and " _lvl2items =" example hats that I want used only donors, they should appear in random generation of simple users or not?
To put it simply, all the weapons and items I've added for use only donor poyavlyayutsya and ordinary users, is this normal or is it something you can disable?
If the question is repeated, sorry! But I did not find the answer in this thread!
Thank you!
This is normal and this is the position of the author.
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An interesting detail was noticed: the convoy reaches a certain point of the route and begins to move in the opposite direction. The marker remains in the place where the convoy started moving in the opposite direction. For this reason, players often can not complete the mission.
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3 hours ago, Ghostrider-DbD- said:
Sure - do you recall which build gave the behavior you wanted ? I am thinking it was 44 but I could be mistaken.
Yes, you are right - it was 46 build.
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Hey. Can you correct the behavior of the helicopters so that they do not remain in place? In the previous builds, the helicopters attacked the players.
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Setting
WeatherStaticForecast[] = {75.5,0,{0,0,0},0.4,{1,1},0};
works if parameter
{ 900, "ChangeWeather", 1 , 1},
is set to
{ 14400, "ChangeWeather", 0 , 1},
On my server, I have always clear weather.
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Does anyone have a problem with this mission, when after the death of the player, AI cease to move and they can be cut with an ax?
On my server there are errors in the mission:
1. Do not disappear static MG.
2. The downed helicopters are opened and accessible to the players.
3. AI ceases to move after the death or re-entry of the player. -
14 hours ago, He-Man said:
No time to try it atm, but the Simulation was disabled (also for the Vehicles in Dynamic Missions, so they stand still).
https://github.com/Ignatz-HeMan/SEM/commit/df7fe3d813fd6bf3f53dcb8a0358339c8dfbae3e
Yes! It works perfectly! Many thanks.
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9 hours ago, He-Man said:
Turrets still do not attack the players - neither immediately, nor after their reassembly, but on the map they look active.
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No, it does not work. If you install a turret in the editor and set the parameter to put the vehicles with the crew, then the turret works immediately, but disappears if you approach it by 270 meters.
Spoilerclass Item1182 { dataType="Group"; side="Independent"; class Entities { items=1; class Item0 { dataType="Object"; class PositionInfo { position[]={24065.549,3.1914389,18827.516}; angles[]={0,4.1060095,0}; }; side="Independent"; flags=6; class Attributes { }; id=12618; type="I_UAV_AI"; }; }; class Attributes { }; class CrewLinks { class LinkIDProvider { nextID=1; }; class Links { items=1; class Item0 { linkID=0; item0=12618; item1=12617; class CustomData { role=2; turretPath[]={0}; }; }; }; }; id=12616; }; class Item1183 { dataType="Object"; class PositionInfo { position[]={24065.549,4.3223877,18827.465}; angles[]={0,4.1060095,0}; }; side="Independent"; flags=6; class Attributes { dynamicSimulation=1; }; id=12617; type="I_HMG_01_A_F"; class CustomAttributes { class Attribute0 { property="allowDamage"; expression="_this allowdamage _value;"; class Value { class data { class type { type[]= { "BOOL" }; }; value=0; }; }; }; nAttributes=1; }; };
This is the code for installing the turret with the crew.
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3 hours ago, He-Man said:
Hehe, never noticed (known) this.
I have searched and tried a bit...
This could work:
["I_HMG_01_A_F",[-9.03711,5.17773,0.00170755],359.754,1,0,"_grp = creategroup [resistance,true];_driver = _grp createUnit ['I_UAV_AI', getpos _this, [], 0, 'CAN_COLLIDE'];_driver moveInGunner _this"],
With these parameters, the turrets disappear. If I add _this call EPOCH_server_setVToken ;
["I_HMG_01_A_F",[-9.03711,5.17773,0.00170755],359.754,1,0,"_this call EPOCH_server_setVToken;_grp = creategroup [resistance,true];_driver = _grp createUnit ['I_UAV_AI', getpos _this, [], 0, 'CAN_COLLIDE'];_driver moveInGunner _this"],
then the turrets do not disappear, but they do not work at all, even after the disassembling - reassembling.
It's strange, but now the turrets have stopped working after reassembling.
If I spawn "I_HMG_01_A_F" from the infistar, then the turret works after reassembly. Probably parameter _this call EPOCH_server_setVToken affects the work of the turret.
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Hi He-Men. In the compositions for the "Bandit Camp" missions there are static automatic turrets (I_HMG_01_A_F), but they are not active and do not react to anything. But if they are dismantled and reassembled, the turrets begin to work and attack the players. How can you make them active with the start of the mission?
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2 hours ago, cowley-s1s said:
Hi all,
I host a couple of server and having lots of issue with players saying the doors and garage doors will not work. Is there a fix for this?
Please can someone help me out here as players are dropping of my servers at the moment due to this problem.
Thanks, Mark
If you use the protection against the destruction of buildings from InfiStar, then disable it.
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21 minutes ago, He-Man said:
Do you give Parachute as start gear?
I think this scripts was made to create automatic a parachute on helo spawn.
So just delete it from the leadout
All ingenious is simple ?! I am delighted. With pleasure I will try. Many thanks to you He-Man
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Hello. On my server, players started complaining about death again at HALO spawn. This problem has been known for a long time and did not bother anyone for a while, but now it becomes urgent again. Is there a solution to this problem now? What are the ideas?
When I set up this script on my server, I noticed that when HALO spawn, two commands appear in the menu for opening the parachute. One of them is safe, and the second necessarily ends with the death of the player. I changed their names and wrote about this message to the players. But new players often use the wrong team and break up. How to force not to appear unnecessary command for opening a parachute? -
Thanks for the answer. I acted as you advised me - previously unblocked the .zip file and then replaced files EpochServer.dll and EpochServer_x64.dll in folder @epochhive. But it did not help - I still crawl on the floor until the message Server not ready (error02). The server FPS was always 0.
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Tell me please. Do I need to do a wipe server or am I doing something wrong? On my server, I can not go with the old dump - I crawl under the floor in a cloning factory. Without a dump everything is fine on the server.
Sorry for the offtopic.
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17 hours ago, He-Man said:
Okay, found it. I have disabled them (because I had no need for them).
Could you please replace at the bottom of "fn_semInit.sqf":
[
[SEM_staticMissions, SEM_staticMissionsPath ,"static"]
] call SEM_fnc_missionController;
with:
[
[SEM_staticMissions, SEM_staticMissionsPath ,"static"],
[SEM_dynamicMissions, SEM_dynamicMissionsPath ,"dynamic"]
] call SEM_fnc_missionController;If it works, I will update the files.
Great. I'll check it out tonight.
OK. I did everything. All missions work perfectly. Once again many thanks
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22 minutes ago, He-Man said:
Try to enable them in the config file
In the config file, dynamic missions are enabled. I tried to reduce the time intervals of their appearance and increase the chance of appearance, but nothing helped.
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On 27.03.2017 at 8:37 PM, He-Man said:
Based on the original SEM-Script, I made a lot of changes and uploaded it.
Spawns only static missions. Not a single dynamic mission was spawned. I did not change any settings.
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I also changed the original mission. While I'm only interested in markers. Can I make changes only for markers or do I have to completely rework the entire mission again?
And yet thank you for your work.
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12 hours ago, Sneer said:
The missions spawn once or twice then stop spawning all together.
Change the parameter: blck_MissionTimout = 240 * 60; Not cleaned up the mission will not disappear, and the cleaned up will work.
[CONTINUED] blckeagls' AI Mission Version 7.06 Build 239
in AI Missions
Posted
_endCondition = "allKilledOrPlayerNear";
With these settings, when you kill all the AI footsteps, a notification of the completion of the mission appears. In this case, vehicles continue to patrol with the AI on board.