Jump to content

Razor1977

Member
  • Posts

    33
  • Joined

  • Last visited

  • Days Won

    1

Reputation Activity

  1. Like
    Razor1977 got a reaction from Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Thanks I am using this addon on exile, will add them and report back. Thanks for the reply. 
  2. Like
    Razor1977 reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Pushed a small update that tightens up code for the assests (hostage or leader who is to be captured)
  3. Like
    Razor1977 reacted to Sneer in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Your right, that was my mistake, in my troubleshooting of the original file I had forgot to remove that.
    Its working now.
  4. Like
    Razor1977 reacted to Tarabas in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Last version is working fine for me. rtp is not showing any errors. All missions spawn. (No HC)
    Thank you for your great work again @Ghostrider-GRG
  5. Like
    Razor1977 reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    I am now finalizing Version 6.84. It is available on the Master branch. A changelog is shown below. There may still be some tweaking needed so I am holding off on changing the post on the first page of this thread.
     
    6.84
    Added Option to load weapons, pistols, uniforms, headgear, vests and backpacks from CfgPricing or the Arsenal Pricing and exclude items above a certain price
        Add details on configs for enabling this and setting the maximum price
        NOTE: this function overides any loadouts you specify in blck_config.sqf etc.
        
    Added functions to despawn static patrols invehicles on on foot when no players are nearby. This tracks the number of infantry alive in a group and respawns only the number alive when the group was despawned.
    Added: Static units will now be spawned with gear specific to difficulty level (blue, red, green, orange) as specified in blck_config.sqf etc.
    Changed: Hostage missions redesigned to reduce chances of AI being glitched into containers and of mission objects flying about when spawned in.
    Fixed: Collisions between objects at missions caused issues.
    Fixed: Attempted a fix to reduce the chance that AI will spawn inside or under objects like rocks or containers.
    Fixed: Captive missions now complete properly.
    Fixed: Hostage missions now complete properly.
  6. Like
    Razor1977 reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Just uploaded Version 6.84 RC with fixes for the hostage and arrest general/don missions and a few new features. I still have a few tweaks to do to damage parameters for the missions before I release 6.84 on the Master branch. See the changelog for further details.
  7. Like
    Razor1977 reacted to Tarabas in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Same here at the test. Client files up to date, all AI killed: talk to the capt -> just sais: "I surrender". No loot spawn
  8. Like
    Razor1977 reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    I think they are ready but they are dependent on having the latest client file in your mission PBO. The will not complete unless a certain number of AI at the mission are killed. I was messing with them a little to make them tolerant of the fact that AI sometimes glitch into those huge containers. I'll be interested to know if you have success in completing them with this additional information.
  9. Like
    Razor1977 reacted to Ghostrider-GRG in IgiLoad / Updated Vehicle Tables / Epoch 1.2.0   
    I have been updating the tables of vehicles, cargo and such for our servers and thought I would share what i've done for those who might like to add or update this script for their servers.
    I take no credit for this script, which was originally written by igi-pl
    https://forums.bohemia.net/forums/topic/163358-igiload-script-logistical-support/
    and reworked for Epoch here a while ago.
    DOWNLOAD
    https://github.com/Ghostrider-DbD-/IgiLoad/tree/master
     
  10. Like
    Razor1977 reacted to He-Man in Epoch 1.2 Release Changelog   
    updated
  11. Like
    Razor1977 reacted to natoed in EVR Blowout on Epoch   
    I'm dropping this here as the scripts etc are not my works nor are the fixes.
    I just trolled thought a few hundred forum post regarding the evr blowout going back a couple of years.
    Hoping someone with more knowledge and skills may take this on, and make a server side addon, god knows I tried
    AGAIN THIS IS OTHER PEOPLES SCRIPTS/FIXES, not my
    1 - Thx to fallingsheep for his hard work - GitHub - a3_emission
    2 - Thx to JohnO for the fixes he posted on that other a3 mod's forum - GitHub -  JohnO
    Read the notes I left on blowout_config.sqf regarding options that break shit and or currently work, plus check out line 153 of the blowout_server.sqf again thx to JohnO
     
    EVR Blowout
     
    sorry for the poor quality, need it to upload quickly
     
  12. Like
    Razor1977 reacted to He-Man in Epoch 1.2 Release Changelog   
    After some weeks without sun and without healthy food, we come to the next state... EPOCH-Mod 1.2!
    We have spent a lot of time to fix / add and change a lot for you in this release.
    Hopefully we have not added more bugs than new features, so you get to experience our work without issues.
    For the full changelog, visit: https://github.com/EpochModTeam/Epoch/blob/release/changelog.md

    Client-Files:
    - Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/421839251
    - several hosters (check the downloads section on https://epochmod.com/)

    Server-Files:
    - Github: https://github.com/EpochModTeam/Epoch/archive/release.zip
     
    Added
    Radiation Suits to Loot, Pricing and Itemsort @He-Man Reworked Trader Menu @He-Man Secondary Weapon can now be sold directly from hand Attachments from sold weapons from hand will be put back into your Inventory Weapons in hand are now marked in menu as "in Hand" Solar Charger for EnergyPacks - Put an EnergyPack into the Charger and wait... @Helion4, @He-Man 4 Hoverboard Vehicles: @Helion4 "hoverboard_epoch_1" "hoverboard_epoch_bttf" "hoverboard_epoch_a3" "hoverboard_epoch_cargo" Mountainbike "MBK_01_EPOCH" @Helion4 Helicopter UH1H "uh1h_Epoch" @Helion4 BaseCam + BaseCam Terminal @Helion4, @He-Man Build Cams at your Base and watch them through the Terminal Wooden Stairs with lockable Bars on the top (upgradeable from Wooden Stairs) @Helion4 Wood and Metal Garage Doors as upgradeable Baseparts @Helion4, @He-Man 1/3 Plywood wall directly craftable @Helion4, @He-Man You can now wash yourself with a soap in your inventory at water sources (reduce Soiled) @Helion4, @He-Man 2 new masks (Thor Helmet "thor_mask_epoch" and Iron Man Mask "iron_mask_epoch") @Helion4 Fixed
    Mine Rocks / Chop Wood was only possible with Swords after 1.1.0 update. @He-Man Alive Toxic Sapper was not toxic @He-Man Binocular with "B" was not working, if you are using R3F or AdvSlingLoad @He-Man Models for Radiation Suits @Helion4 Hopefully less login issues on BaseSpawn @He-Man Kick by using Jet ejector seats @He-Man Wrong calculated Bullets in Traders @He-Man Locked Vehicles were unlocked after upgrade @He-Man Everybody was able to open Hatch on Windows / Doors on foreign Bases @He-Man Ban for "RscMenuTeam" commandmenu @He-Man Adjusted some SnapPoints for Basebuilding to be more accurate @He-Man Advanced Vehicle Repair was broken after last Arma Update (Tank DLC) @He-Man Added missing ItemWaterPurificationTablets to pricing @G-Dog MultiGun was not working on very large Vehicles (VTOL) @He-Man GoldenSeal will no longer disappear when fully grown in a Garden @He-Man Items in Subcontainers (Items in BackPacks in Containers) were not saved @He-Man Drunk effects were not working correctly @He-Man Model / Graphics fix for Cinder Floors @Helion4 Snapped Walls on Stairs sometimes were not fixed correctly @Helion4 Quadbike handling was a bit too slippery @Helion4 Changed
    Reworked Vehicle Load / Save commands for more precise Vehicle Spawn @He-Man Made Temp-Vehicles tradable (will not be stored in Trader after selling them) @He-Man Wood / Cinder Walls can now snap to each other @He-Man Energy from windsources / solarsources is now calculated by wind / overcast @He-Man Ammo of crafted Mags are calculated by the left ammo of used Mags (example: EnergyPacks) @He-Man Consumed EnergyPacks give only energy calculated by left ammo in the Pack @He-Man Vehicle pricing adjustments "import tariffs" @vbawol Some now Icons for Dynamenu @Forelle Vierkant
  13. Like
    Razor1977 reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Open custom_server\compiles\blck_variables.sqf.
    Check that blck_debugON = false;
    That usually solves these sorts of issues.
  14. Like
    Razor1977 reacted to He-Man in New server like to hire a person for help   
    I think there is really no need to hire someone for a first startup. 
    Just ask for what you want and others will give you a hint, where you can find it.
  15. Like
    Razor1977 reacted to DirtySanchez in [UPGRADED DEC2017][scarCODE] Virtual Garage System by IT07   
    @Grahame
    That sounds awesome bud, let me take care of a few things on my to-do list and then will give it a whirl.
    I'll give ya a jingle if I have any questions during testing.
    Once settled, I will merge it in!

    Thanks from all of us!
  16. Like
    Razor1977 reacted to Grahame in [UPGRADED DEC2017][scarCODE] Virtual Garage System by IT07   
    Anyone who is using @DirtySanchez's excellent update to the Virtual Garage who also wants vehicle persistence through a restart added back when a vehicle is removed from a garage can do the following to the server side files.
    First add the following line to  a3_epoch_virtualGarage/config.cpp:
    persistentVehicles = 1; // Are vehicles read from the garage made persistent on the server? Replace a3_epoch_virtualGarage/functions_VGS/fn_vgsReadFromGarage.sqf with this:
    RePBO a3_epoch_virtualGarage.pbo and upload back to @epochhive/addons on your server.
    Pull request submitted so hopefully this will be in his base repo. 
  17. Like
    Razor1977 reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    To change the marker size just change the values where they are defined in each file describing missions. Alternatively, ifyou want all markers the same size you can set the size in GMS_fnc_spawnMarker.
    The version / build are logged in your server.rpt. The location of the file depends a bit on how your server is set up. On Epoch servers it is usually stored in the SC folder. A new file is generated after each restart (thank goodness for that - thank you Bohemia).
    You can also directly check the build in the custom_folder\init folder - just look for a file called build.sqf.
     
  18. Like
    Razor1977 got a reaction from webbie in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    There might be a quicker way to do it but on each mission sqf the is this line
    _markerType = ["ELIPSE",[175,175],"GRID"]; 
    changing the 175 may change it.
    But I think altering a line in GMS_fnc_spawnMarker.sqf would be quicker I'm guessing this one
    _MainMarker setMarkerSize _size; //
    to
    _MainMarker setMarkerSize [150,150];
    I could be wrong as I'm still learning 
  19. Like
    Razor1977 got a reaction from Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    There might be a quicker way to do it but on each mission sqf the is this line
    _markerType = ["ELIPSE",[175,175],"GRID"]; 
    changing the 175 may change it.
    But I think altering a line in GMS_fnc_spawnMarker.sqf would be quicker I'm guessing this one
    _MainMarker setMarkerSize _size; //
    to
    _MainMarker setMarkerSize [150,150];
    I could be wrong as I'm still learning 
  20. Like
    Razor1977 reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    Please re-download and check again. I accidentally copied a GRG-specific initialization script that calls some functions not present in the public release.
  21. Like
    Razor1977 reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    V 6.81 build 124 now on Experimental branch.
    See the changelog there for details which include two new mission types and a bunch of bug fixes and other smaller enhancements.
  22. Like
    Razor1977 reacted to DirtySanchez in Door remote script   
    @Tarabas

    You will need to add this to CfgActionMenuCore.hpp
     
    dyna_AtHome = "call {_config = 'CfgEpochClient' call EPOCH_returnConfig;_buildingJammerRange = getNumber(_config >> 'buildingJammerRange');_nearjammers = nearestobjects [player,['Plotpole_EPOCH'],_buildingJammerRange];if (_nearjammers isEqualTo []) exitwith {false};_nearestJammer = _nearjammers select 0;((_nearestJammer getVariable['BUILD_OWNER', '-1']) in[getPlayerUID player, Epoch_my_GroupUID])}"; He recently added that line into Epoch experimental here:
    https://github.com/EpochModTeam/Epoch/compare/1e8a428d3c26...2fe4b0ff969e#diff-fd142c19fa4ee8fc1dbfbbb6bc8411c6R52

    And thats whats needed in both "conditions" in here:
    https://github.com/Ignatz-HeMan/Door-Opener/blob/master/CfgActionMenu_self.hpp#L3
  23. Like
    Razor1977 reacted to He-Man in Door remote script   
    We have solved it.
    It was only a wrong order of the Variables in cfgactionmenu_core.hpp.
    The files are correct and work.
  24. Like
    Razor1977 reacted to Tarabas in Door remote script   
    I love this community.. The scripts works great.. it's even showing what components are missing.. the idea with energy using is brilliant aswell.
    thanks again to all of you.
    yayy :)
  25. Like
    Razor1977 reacted to Ghostrider-GRG in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    It works fine on exile servers for me - did you add uniforms from a mod?
×
×
  • Create New...