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drsubo

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Posts posted by drsubo

  1. how come if you die and spawn back in then they will do damage. as soon as I log out and back in they don't then I kill myself go back and they do damage again. theres gota be something to this. a fresh life allows them to do damage

  2. using the if (isServer) will not make the ai spawn if you want a veh to spawn just make another script where the car will spawn on the maker and use if (!isServer) exitwith {}; up the top then that will spawn the veh server side aslong as its in the veh arry it will save when the server restarts.

    That's pretty much how its set up because the mission is called by server to start and the vehicle spawn script is its own sqf file and it gets called by server cus I start mission server side. I just put ai client because I have to or else they will vanish. other that the ai needing to be client side there is no other reason for wanting the mission and stuff to start and be called client side so that's why I did it all server except stuff I couldn't. As for the vehicles saving if your calling them server side you need more than them just being in the array. as of now I don't have them saving after restart because of the amount of excess cars that will be laying around if nobody goes up to take them. If you have a steady player base on 24/7 then saving them would be alright.
  3. Working on getting it to Headless client,causes many bugs tho

    yup that's why I decided to just keep it on client. I know headless would be the best route but im just waiting till the devs allow us more access to server files n all and make a newer better one then because once they do that almost all of my script here ill be a big waste because once we can edit server files there much better and easier ways to do what I did in this script. I do hope you get it working on headless though, would be nice for those how would like to use it like that
  4. that's so the mission is called server side I call it in serverinit instead of init that way I can spawn vehicles and stuff without causing doubles when players join. the only thing client side it the ai spawn which also has a time limit so that if players join 5 min after mission starts it wont cause any more doubles of AI, cause without if you have a server with 30 people that logged in the mission would have AI amount times 30 and same with vehicles. just use how it is

  5. As i said on my git.

    "I take no credit for this as it was given to me to try get working server side.

    As it stands it will only run client side.

    You can run is using a HC and it will stop some lag but at then end of the day it is stall shit LOL.

    At some stage i will upload my mission system for epoch what work server side and spawns ai that stay i am just stall testing/tweeking some things."

     

    as for be filters who the fuck uses them lol. I will post up my mission system tonight what will include the workaround for the clean up. also some more things.

    yes that's right as long as you say this is not my script I take no credit its all good it wasn't you I was talking about it was the op who said please give credit where credit do. He was trying to take credit for my shit. he didn't say what you said about it not being his. And maybe since you know who wrote the original when you post your server side mission later you could add credit for both of us since you did tweak it to go on server side.
  6. w

     

     

     

    I guess it is line 21 : 7 exec !="<execute expression=" !"RscDebugConsole_execute" !"execFSM" !"_executeStackedEventHandler" !"fn_execVM" !"fn_moduleExecute" !"fn_execRemote" !"fn_MPexec" !"bis_fnc_moduleExecute_activate" !"fn_tridentExecute" !"randomize_civ1" !"executed from" !"EPOCH_DebugGUI_exec" !"_handle = [_display] execVM _script;" !"execVM \"\A3\Structures_F\scripts" !="execVM \"\A3\Structures_F_EPC\Civ\PlayGround\scripts\Carousel_spin.sqf\""

     

     

    but how to mod this line ??

    like I said easy way is just delete it or else you have to add !="execVM \the\path\to\folder thats causing error\"
  7. the thing I still need to know though is if a missions running and a new player joins server will they make more ai spawn at the current mission that's already going. Like your at mission kill half the ai then player joins will it make all the ai respawn plus the ones that are still there. because its all executed client side so im thinking that it will. if someone could please test this and see if double the ai spawn if someone else joins while mission is active it will help me decide if this script im adding is needed and will help me finish and release the polished finished version of the script these guys stole pre maturely.

  8. not for the treasure hunt one but the ai one yes that's the whole reason for having ai. its just that if ai is called client side I think it will spawn the ai every time a player joins so there will end up being a ton of ai if a few players join within a short amount of time

    they stole if of my server. its my mission, im working on a polished one they just stole it off my server when I was testing and still working on it. as of now I have vehicles spawning in right amount and ai spawning only once even with muntiple people joining. I figured out a work around that wont cause every player that joins to respawn the same stuff for the mission. I will put up later today when im done with it.
  9. OK to make it clear :

     

    1) Take you files from Github as it stands and import it to MP mission PBO file

    2) edit BC file script.txt find line 20 and delete it (coz of bec)  [my line 20 says this : 7 allowDamage !=player allowDamage true;vehicle player allowDamage true]

    3) ?????

    the line your looking for will have execVM in it try line below that
  10. not for the treasure hunt one but the ai one yes that's the whole reason for having ai. its just that if ai is called client side I think it will spawn the ai every time a player joins so there will end up being a ton of ai if a few players join within a short amount of time

  11. since the missions on client side and so it the ai wont ai spawn everytime a new client logs in? that's why I originally didn't have the script like this? can anyone confirm. I have a work around if this is the case because that's how it works for vehicles if you add them client side, everytime someone logs in it executes init and spawns everything over again making multiples. If the same is for ai then I need to add this script to it. please let me know

  12. also looks like he took vehicles out of my script befor he posted it due to the fact that its client side and vehicle would spawn at mission for every player, ill post it with vehicles working properly and only spawning once not for every player, in a little while for you guys

  13. hmm thank you i guess need a bit more explanation coz im pretty new to this. Specialy exact what files need to be edited and where exactly ....

    easy way to do it is find your battleye files and find script.txt and go to line 20 and delete it then you can call scripts without being kicked. if your counting lines the first line is 0 so it will really be 21 lines down.
  14. use this for the treasure hunts. just use the same files as the guy who stole them posted on github and replace with these and you will have the treasure hunt missions also

    put in missions just change the marker pos

    _marker = createMarker ["Marker1",[20340.3,6569.2]];

    _marker setMarkerType "mil_objective";

    "Marker1" setMarkerText "Treasure Hunt";

    "Marker1" setMarkerColor "ColorOrange";

    _n1 = floor(random 7);

    if (_n1 == 0) then

    {

    execVM "mission\crates\box1.sqf";

    };

    if (_n1 == 1) then

    {

    execVM "mission\crates\box2.sqf";

    };

    if (_n1 == 2) then

    {

    execVM "mission\crates\box3.sqf";

    };

    if (_n1 == 3) then

    {

    execVM "mission\crates\box4.sqf";

    };

    if (_n1 == 4) then

    {

    execVM "mission\crates\box5.sqf";

    };

    if (_n1 == 5) then

    {

    execVM "mission\crates\box6.sqf";

    };

    if (_n1 == 6) then

    {

    execVM "mission\crates\box7.sqf";

    };

    //CLEAN UP

    sleep 1500;

    deleteMarker "Marker1";

    sleep 10;

    execVM "mission\call_missions.sqf";

    put in crates change loot around in each crate sqf

    _centerpos = getmarkerpos "Marker1";

    _aadis = [42,100,150] call BIS_fnc_selectRandom;

    _aadir = random 360;

    _aapos = [(_centerpos select 0) + sin(_aadir)*_aadis,(_centerpos select 1) + cos(_aadir)*_aadis];

    _box1 = createVehicle ["Pelican_EPOCH", _aapos, [], 0, "NONE"];

    //_box1 = createVehicle ["Pelican_EPOCH", [getMarkerPos "marker1" +15,0], [], 0, "NONE"];

    clearWeaponCargoGlobal _box1;

    clearMagazineCargoGlobal _box1;

    _box1 addWeaponCargoGlobal ["LMG_Mk200_MRCO_F", 2];

    _box1 addWeaponCargoGlobal ["arifle_MXM_RCO_pointer_snds_F", 2];

    _box1 addMagazineCargoGlobal ["30Rnd_65x39_caseless_mag_Tracer", 4];

    _box1 addMagazineCargoGlobal ["200Rnd_65x39_cased_Box_Tracer", 4];

    _box1 additemcargoGlobal ["NVG_EPOCH", 2];

    _box1 additemcargoGlobal ["Rangefinder", 2];

    _box1 additemcargoGlobal ["FirstAidKit", 3];

    _box1 additemcargoGlobal ["optic_Arco", 1];

    _box1 additemcargoGlobal ["ItemKiloHemp", 3];

    _box1 additemcargoGlobal ["ItemRuby", 1];

    _box1 additemcargoGlobal ["Pelt_EPOCH", 4];

    _box1 additemcargoGlobal ["meatballs_epoch", 2];

    _box1 additemcargoGlobal ["HeatPack", 3];

    _box1 additemcargoGlobal ["ItemSodaOrangeSherbet", 2];

    _box1 additemcargoGlobal ["optic_ACO_grn", 1];

    _box1 additemcargoGlobal ["U_O_GhillieSuit", 1];

    _box1 addbackpackcargoGlobal ["B_Carryall_cbr", 1];

    sleep 1500;

    deleteVehicle _box1;

    and in txt in main mission directory

    hint format["Keep an eye out on your map for treasure hunts. There's a gun case laying around within 150m of the marker filled with tons of loot!"];

    sleep 900;

    execVM "txt.sqf";

    https://github.com/drsubo/mission

  15. im sure the guy who stole it from me could explain but since im here I can help. just put all those files in your mission folder epoch.altis just as he has them on github and make sure you edit your be filter so you don't get a kick from using execVM its in line 20 of you be scripts.txt

  16. also you took a bad version of this from me if you look in the first mission at the bottom where it calls the call_mission the path has a /in front of mission execVM "\mission\call_missions.sqf"; should be execVM "mission\call_missions.sqf"; which will cause it to stop the missions from starting again. might want to remove that

  17. So here you go guys a working mission system. will post for all y'all to modify as pleased :P

    Just give credits where due :D Will be posting in the scripts section for everyone in a bit

     

     

    Here are some screenies :'D

     

    http://imgur.com/ZbqWJ9t,NDcXhrh

    yes I ask the same as you give credits where there really do, DrSubo. im glad that people are using but please don't try to pass it off as your own. I spent a lot of time on this because I had to look up and research every call cus I don't know what im doing all that well and it just sucks that you are trying to ask for credit. also if you guys would like I can also post a link to the treasure hunt mission there is no ai do to the fact that I couldn't get them to spawn at the time so I spawns a random crate hidden somewhere within a marker for you to search for. it uses the same script as the ai one too
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