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zxbutchxz

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Posts posted by zxbutchxz

  1. 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;
    										};
    								};
    						};

     

     

  2. 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.

  3. 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.

  4. 9 hours ago, He-Man said:

    Okay, now I think I have it...

      Reveal hidden contents

    ["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 moveInAny _this"],

     

    Turrets still do not attack the players - neither immediately, nor after their reassembly, but on the map they look active.

  5. 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.

    Spoiler
    
    class 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.

  6. 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.

  7. 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.

    Look at here.

  8. 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?

  9. 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.

  10. 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.

  11. 17 hours ago, He-Man said:

    @zxbutchxz

    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":

      Reveal hidden contents

        [
            [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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