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Razor1977

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  1. Like
    Razor1977 reacted to Dango in Sarge AI   
    The sar_heli_type variable is now fixed. I also removed some files I did not mean to upload. If I had to guess I would say this script was causing something else to fail. Lets see if this fixes it. As for the UPSMON_GUER_Total error, that is one of the known issues. That one shouldn't have any effect.
  2. Like
    Razor1977 got a reaction from Dango in Sarge AI   
    Thank you for the fix @Dango much appreciated,  will check the github out very soon
  3. Like
    Razor1977 reacted to Dango in Sarge AI   
    dang sorry about that. let me see if i can push something this afternoon. if not it will be sometime after work today about 5pm EST.
  4. Like
    Razor1977 reacted to Dango in Sarge AI   
    Patch incoming.
  5. Like
    Razor1977 reacted to Dango in Sarge AI   
    Alright the patch is pushed. I do not have a PBO manager where I am so you will need to repackage it. No changes are required unless you use custom loadouts.
  6. Like
    Razor1977 reacted to Sneer in Sarge AI   
    Looks like debug was disabled and the sides changed but I still get the same errors.
  7. Like
    Razor1977 reacted to Sneer in Sarge AI   
    I get the same error ^ and no units are spawning.
  8. Thanks
    Razor1977 got a reaction from DirtySanchez in [UPGRADED DEC2017][scarCODE] Virtual Garage System by IT07   
    Hi @DirtySanchez     Thanks for the reply, looking forward to the future updates.   You have a good new year too, catch you later.  Thanks
  9. Like
    Razor1977 reacted to Grahame in #SEM - Simple Epoch Missions v0.8.1 + 0.8.3 test   
    Replacing line 16 in sem/scripts/fn_spawnVehicle.sqf with:
    _veh = createVehicle[_veh, _spawnPos, [], 0, "NONE"]; should get rid of the enum error. Note that the same should be done for the createUnit line in fn_spawnAI.sqf
  10. Like
    Razor1977 reacted to DirtySanchez in [UPGRADED DEC2017][scarCODE] Virtual Garage System by IT07   
    Hey @Razor1977

    Yes I saw how that is happening during my upgrade.
    The readme does say that if you have a VG vehicle make sure to put it back into the garage before restart as it will be gone after restart.
    This statement he makes means that the vehicle is no longer part of the persistent DB system of Epoch and is now a VGS vehicle only.
    That also means its no longer a SLOT vehicle and cannot be sold.

    I have some ideas moving forward on upgrading EPOCH vehicle DB saving for all vehicle types including vehicle transport with stored vehicles.
    Once the new year is settled out I will be starting work on that and testing should begin on my end shortly thereafter.
    Chat soon and have a Happy NEW YEAR!!
  11. Like
    Razor1977 reacted to DirtySanchez in [UPGRADED DEC2017][scarCODE] Virtual Garage System by IT07   
    A little update here, a little tweak here and before I knew it I was reworking the entire script.
    Here is a breakdown of whats changed and available on a branch and pull merge request.
     
    Server Side
    [REMOVED] PublicVariable Event Handler
    [REMOVED] Spawn loop for generating keys for each 
    [ADDED] 3 new functions to handle the removed PVEH(ReadFrom/WriteTo/TrashFrom)
    [ADDED] 2 new functions to spit out client vgs key and client garage on join
    [ADDED] Debug config option to log every use/request
    Client Side
    [FIXED] Global.hpp missing and caused hosts issues getting the script setup and running
    [ADDED] Ships are now searched for and listed for storage in the garage
    [FIXED] System searched for "Air", but listed only "Helicopters" (now planes and VTOL will show up).
    [ADDED] Scroll Wheel config option to disable/enable
    [ADDED] Dyna Menu self interaction
    [ADDED] Jammer requirement config option along with max distance from jammer entry
    [ADDED] Scroll Wheel will follow Jammer Requirements and Max Distance if enabled
    [ADDED] Dyna Menu will follow Jammer Requirements and Max Distance if enabled
    [ADDED] Debug config option to log each client vgs event
    [ADDED] New Function to handle the receipt of data from VGS server
    [FIXED] Refreshing of VGS GUI on Move IN and Move OUT was not refreshing both sides properly.
    New Configs
    // Settings here
    debug = 0; // 1 = ON // 0 = OFF
    range = 25; // Vehicles within this range of player can be moved into garage
    useScrollWheel = 1; // Scroll Wheel VGS Menu
    requireJammer = 0; // 1 = ON // 0 = OFF
    maxDistanceFromJammer = 300; // meters, only applies if requireJammer = 1
    With new readme
    Branch here: https://github.com/ravmustang/Game_code/tree/VGS-Overhaul/ArmA_3/A3_EPOCH_virtualGarage

    Merge Request here: https://github.com/IT07/Game_code/pull/4
  12. Like
    Razor1977 reacted to Dango in Sarge AI   
    Just pushed a major update 2.4.0. I have left debug options on so you can see what is working and what is not. I recommend to turn them off once you verify all is working.
  13. Like
    Razor1977 reacted to Dango in Sarge AI   
    Well, @Sneer I cannot seem to reproduce this for the life of me idk why. I have seen it before so I know it is not just a random bug. As far as I ever found out it is caused when the loop no longer has an AI object to run for. Generally from the unit being deleted if players are not close enough, if that unit dies or something else that causes the unit to 'disappear'. Look over the grps file in the map configs and be sure you have no static spawn using the FORTIFY module for UPSMON.
    @natoed yeah this mod is like my hobby so it will continue till I am over scripting arma lol. If you have any suggestions I would be happy to hear them.
  14. Like
    Razor1977 reacted to natoed in a3_vemf_reloaded by IT07   
    a quick fix due to arma 3 updates and rtp errors
    a3_vemf_reloaded\fn\fn_spawnInvasionAI.sqf
    replace line 85 with the below
    _nt addMPEventHandler [ "mpkilled", "if isDedicated then { [ _this select 0 ] ExecVM ( 'handleKillCleanup' call VEMFr_fnc_scriptPath ); [ _this select 0, name ( _this select 0 ), _this select 1, name (_this select 1) ] ExecVM ( 'handleKillReward' call VEMFr_fnc_scriptPath ); ( _this select 0 ) removeAllMPEventHandlers 'MPKilled' } " ]; and
    a3_vemf_reloaded\fn\fn_spawnVEMFrAI.sqf
    replace line 34 with the below
    _unit addMPEventHandler [ "mpkilled", "if isDedicated then { [ _this select 0 ] ExecVM ( 'handleKillCleanup' call VEMFr_fnc_scriptPath ); [ _this select 0, name (_this select 0), _this select 1, name (_this select 1) ] ExecVM ( 'handleKillReward' call VEMFr_fnc_scriptPath ); ( _this select 0 ) removeAllMPEventHandlers 'MPKilled' }" ]; now enjoy
    cheers
    natoed
     
  15. Like
    Razor1977 reacted to Sneer in [CONTINUED] blckeagls' AI Mission Version 7.06 Build 239   
    I added the line, seems ok now. Its missing in the download from git.
  16. Like
    Razor1977 reacted to He-Man in Epoch Vehicles Unlockable By Anyone   
    It is related on too long expire values for VehicleLock.
    This should fix it:
    https://github.com/EpochModTeam/Epoch/commit/8b6a25506de5b4ef3666d9cc5de0b649fe446bf3
  17. Like
    Razor1977 reacted to Ghostrider-GRG in [SOLVED] : autorun feature ?   
    I put something together that should be plug and play, or pretty much so.
    https://github.com/Ghostrider-DbD-/Epoch.Altis-Autorun
     
  18. Like
    Razor1977 reacted to DirtySanchez in [UPGRADED DEC2017][scarCODE] Virtual Garage System by IT07   
    Coulda swore I had replied to ya....
    Sorry bud, but yes I am finished unless issues pop up 
  19. Like
    Razor1977 reacted to DirtySanchez in [UPGRADED DEC2017][scarCODE] Virtual Garage System by IT07   
    I cant stop!!!!!

    This is a big one gentlemen.
    This will change the entire database routine and will mean your players will start fresh garages once you update.
    However, I feel the benefits outweigh the cons here. COMP your players, they'll get over it!

    [CHANGED] Vehicle save / loading now uses EPOCH_cargoFill and _cargoSave
    [CHANGED] Database table is now "VirtualGarage" instead of each UID having its own table
    [CHANGED] Client DB entry is now their UID only and is found within the "VirtualGarage" table
    [ADDED] Virtual Garage DB entry expiration time

    [UPGRADED] Saving vehicles as EPOCH saves current vehicles
    [ADDED] Textures save / load
    [ADDED] Turret Ammo and Mags save / load
    [ADDED] Vehicle Upgrade compatibility save / load baseClass variable
    [ADDED] Compatibilty with epoch settings for disableVehicleTIE/removevehweapons/removevehmagazinesturret

    [CHANGED] Instead of setDamage 1, use Epoch vehicle killed handler
    [UPGRADED] Add UID to vehicle killed log on MOVE IN

    @natoed
  20. Like
    Razor1977 reacted to DirtySanchez in [RELEASE]Perfect Night Time Settings! (Within EPOCH)   
    Now use the Epoch Config to setup a perfect nighttime
    https://github.com/EpochModTeam/Epoch/blob/release/Sources/epoch_config/Configs/CfgEpochClient.hpp#L62
    Use this:
    niteLight[] = {1,666,10000};
    The 666 is a very nice and bright night
    420 is moderate nights and should be the goto brightness here
    300 is dark enough to call hardcore but still playable af

    This info was also added to the OP for new viewers
  21. Like
    Razor1977 reacted to natoed in a3_vemf_reloaded by IT07   
    If anybody else is using chernarus redux map,
    here is a fix for the missions not spawn on the map label names of towns, cities and or villages
    a3_vemf_reloaded\fn\fn_findPos.sqf
    change line 32                  
    _t = [ "CityCenter", "Strategic", "StrongpointArea", "NameVillage", "NameCity", "NameCityCapital" ]; to this                       
    _t = [ "nameLocal", "NameVillage", "NameCity", "NameCityCapital" ]; change  line 33
    if ( _s0 isEqualTo "yes" ) then { _t append [ "nameLocal", "Area", "BorderCrossing", "Hill", "fakeTown", "Name", "RockArea", "ViewPoint" ] }; to this
    if ( _s0 isEqualTo "yes" ) then { _t append [ "Area", "BorderCrossing", "Hill", "fakeTown", "Name", "RockArea", "ViewPoint" ] }; here is my blacklist from the a3_vemf_reloaded\config.cpp
    class Chernarusredux { names[] = { "kumyrna", "kopyto" ,"skalisty island", "novy lug", "zub", "power plant", "klen", "airstrip", "kurgan", "skalka", "rog", "tulga", "bay mutnaya", "green mountain", "pass sosnovy", "chyornaya bay", "cap golova", "topolka dam", "airfield", "pass oreshka", "bay zelenaya", "black forest", "devil's castle", "three valleys", "orlovets", "krutoy cap", "grozovoy pass", "bay nizhnaya", "pobeda dam", "willow lake", "blunt rocks", "black lake" }; };  
    enjoy
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