You can try to replace "/epoch_code/compile/EPOCH_supportCopter.sqf" with this file:
http://pastebin.com/7sZYiFgA
http://pastebin.com/btVCXnDB
Then you can add in your cfgepochclient Sappers or AI.
If the Script identify "Epoch_Sapper_F" or "Epoch_SapperB_F" in the class name, the correct sapper brain will be loaded.
Yea just create a case for tanoa. You can see an example for altis in there already.
You can also define the group sizes. Also dont forget to place the lootbox in the case.
But it seems that only the snipers and normal AIs are working so no vehicles and static hmgs or gmgs spawning in. At least they dont for me.
you need to change your LSlootLists.sqf for the way you have scopes spawning. see below
//here place magazines, weaponattachments and bodyitems(ex.: ItemGPS, ItemMap, Medikit, FirstAidKit, Binoculars, ...)
//used with addMagazineCargoGlobal
//"lootMagazine_list" array of [class, [magazinelist]]
// class : 0-civil, 1-military, ... (add more as you wish)
// magazinelist: list of magazine class names
scopes shouldn't be in the lootWeapon_list of the LSlootLists.sqf
they must be add in the the lootMagazine_list of your LSlootLists.sqf
cheers
natoed
So i wanted to share a script that make's players navigate a bit easier.
I do not know who created this script its been out there for awhile otherwise i would've share'd his Credits for making this.
In your init.sqf :
// Player Location
execVM "marker.sqf";
Create a file called marker.sqf and paste this code into it:
if(hasInterface)then{
[] spawn {
waitUntil{uiSleep 0.2;!isNil "EPOCH_playerEnergyMax"}; //wait for player to load
_playerPos = createMarkerLocal ["PlayerPOS", position player]; //create marker
"PlayerPOS" setMarkerTextLocal ""; // Player marker text eg: You
"PlayerPOS" setMarkerTypeLocal "Select"; // Player Marker icon
"PlayerPOS" setMarkerColorLocal "ColorBlack";
while{true}do{
waitUntil {uiSleep 0.2;visibleMap}; //update marker only while map is open
"PlayerPOS" setMarkerPosLocal position player;
};
};
};
Now paste both .sqf files into your mission.pbo.
I can't remember wich BE filters i added to prevent kicking, But if you need help paste your BE kicks here.
something got changed/broken due to A3 updates I think, the only workaround is to put ammo in the loot list, scroll a couple post up.
Its hit and miss as to weapons and ammo that spawn, keeps it interesting thou.
also if running A3EAI try second_comings AI @ crashsites.
the code in the spoiler get inserted between
_posOfCrash = [_spawnCenter,_min,_max,_mindist,_water,20,_shoremode] call BIS_fnc_findSafePos; // find a random loc
insert here //Infantry spawns using the A3EAI thx second_coming
_helicopters = ["Land_UWreck_MV22_F","Land_Wreck_Hunter_F","Land_Wreck_Plane_Transport_01_F","Land_Wreck_Offroad_F","Land_Wreck_BRDM2_F"]; //Add Heli classnames here
hope this helps.