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Posts posted by (HPG) Heavy
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Yeah, OP with a couple tweaks.
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I have adapted version of IgiLoad script:
https://github.com/netinsideout/IgiLoad-for-Epoch
Read instructions on github page.
Many thanks Slayer, works great.
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@(HPG) Heavy Thanks for reporting that issue. It's my bad for following bad information on the BI wiki, will be fixed in the next update.
Take your time, no rush....and as always, thank you :)
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Face,
Wonderful port and thank you for the updates. *bows
After installing the latest build, this error showed up in my report log, thought it might interest you. Something to disregard?
Error in expression <roup);
deleteWaypoint [_unitGroup,all];
_unitGroup setCombatMode "YELLOW">
Error position: <all];
_unitGroup setCombatMode "YELLOW">
Error Undefined variable in expression: all
File a3eai\compile\A3EAI_utilities\A3EAI_addVehicleGroup.sqf, line 24Thanks again, peace.
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events[] = {{ 3600, "CarnivalSpawner" }, // SECOND <scalar>, EVENT <string>{ 2400, "EarthQuake" },{ 1800, "ChangeWeather" }, <------ thats new{ 1200, "ContainerSpawner" },{ 300, "PlantSpawner" } //No comma on last Entry};Lg Jürgen
I commented out ChangeWeather, all good, no rain in the last two restarts. Still using WeatherStaticForecast[] = {75.5,0,{0,0,0},0,{1,1}};
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Believe it or not ...
I did this:
waitUntil{!isNil "Epoch_my_GroupUID"}; sleep 0.15; player switchCamera "EXTERNAL";
I used float because "sleep" takes a "Number" and with BI it can be anything from float, double or integer.
And now it's instant on 3rd person view. Yay!.
I'll give that a try Kronky, thanks again.
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I completely agree, but how do we know exactly when is the character spawned?
I like your avatar, I can't believe that image is stuck in my brain ... that must be ... Toecutter from Mad Max, right ?
Yesh! Have you seen my buddy? The Nightrider?
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imho it would be best done using a waituntil so it happends exactly when it can and before the player is actually "spawned" so he or she does not experience the switch ...
Agree...
Halv, I added a sleep before the switch and it works flawlessly. Called it from the (hasInterface) like you mentioned. Respawn into the clone chamber, there's about a second delay, then you go 3rd person. When you load into game not as a respawn, you are in first person for roughly a second, then blam, you go 3rd person. I'll tinker with the sleep and see what I come up. Thank you for the help and many thanks to Kronky for post.
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in the config.sqf line: 150
wai_announce = "hint";
Change the to
wai_announce = "radio";
Thank you...
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@Phail very nice upgrade :) does that also adjust for antitank defense? and I miss the missions start sound :rolleyes:
greetings
Edit: Mission startup sound I have set :D
Which file contains the settings for mission sounds? Thank you.
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Great News, But Gr8's Banned so he cant edit the post to add the A3 Info. I will try it on my A3 Server.
That sux. Yeah, let me know how things work. Seems to be working for other players...
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Try it on A3 epoch. Might work :)
Seems to be working.
Added.....
waitUntil {!isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])};
waitUntil {isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])};
..at the top. Not sure if its needed but script is working. Relogged, checked map functions/menus and clicks in all channels, seems normal. Cool lil script, many thanks Gr8!
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Can this be used in A3 Epoch? If not, is there another solution available? Many thanks!
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They are supposed to mostly spawn further away, much further. Which ones are you seeing and have you seen them appear in game, that wouldn't be good, am all for the immersion.
Yeah, I have seen groups of 2 or 3 spawn within 50-75m of me and has happened to others. I have seen them spawn further away but it's rare. If there isn't a setting, I'm cool with it, I guess it keeps players on their toes.
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Heavy see bug report section. Yes this is because of sappers when they gas out after the are killed
Yep, saw it, thanks.
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Just curious if there are configs to increase the spawn distance from players? Most of the time AI spawn in around 50 meters from a player. A bump to 100 or so would be perfect. Thanks!
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Anyone seeing this?
As well here, and right after killing a sapper. Fresh build and db, running 3.0.3 / 1.48 / Cherno.
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any ideas about creating a watermark like in a2 for a3 :ph34r:
Same here, though I don't wanna use an image, just text.
I configured things the way you would do on a A2 server, but text didn't show up. No errors. Assuming you have to use spawn bis_fnc_dynamicText; or something??? Though configuring with an image works fine.
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keep having this in rpt, not sure what that is, :o
6:24:21 WARNING: Function 'name' - [WAI]342 is dead6:24:21 WARNING: Function 'name' - [WAI]342 is dead6:24:21 WARNING: Function 'name' - [WAI]342 is dead6:24:21 WARNING: Function 'name' - [WAI]342 is dead6:24:21 WARNING: Function 'name' - [WAI]342 is dead6:24:21 WARNING: Function 'name' - [WAI]342 is dead6:24:21 WARNING: Function 'name' - [WAI]342 is dead6:24:21 WARNING: Function 'name' - [WAI]342 is dead6:24:21 WARNING: Function 'name' - [WAI]342 is dead6:24:21 WARNING: Function 'name' - [WAI]342 is dead6:24:21 WARNING: Function 'name' - [WAI]342 is dead6:24:21 WARNING: Function 'name' - [WAI]342 is dead6:24:21 WARNING: Function 'name' - [WAI]342 is dead6:24:21 WARNING: Function 'name' - [WAI]342 is dead6:24:21 WARNING: Function 'name' - [WAI]342 is dead6:24:21 WARNING: Function 'name' - [WAI]342 is dead6:24:21 WARNING: Function 'name' - [WAI]342 is dead6:24:21 WARNING: Function 'name' - [WAI]342 is dead6:24:21 WARNING: Function 'name' - [WAI]342 is dead6:24:21 WARNING: Function 'name' - [WAI]342 is dead6:24:21 WARNING: Function 'name' - [WAI]342 is dead6:24:21 WARNING: Function 'name' - [WAI]342 is dead6:24:21 WARNING: Function 'name' - [WAI]342 is dead6:24:21 WARNING: Function 'name' - [WAI]342 is dead6:24:21 WARNING: Function 'name' - [WAI]342 is dead6:24:21 WARNING: Function 'name' - [WAI]342 is dead6:24:21 WARNING: Function 'name' - [WAI]342 is dead6:24:21 WARNING: Function 'name' - [WAI]342 is dead6:24:21 WARNING: Function 'name' - [WAI]342 is deadSame here...
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Heavy, please post the working coordinates for novy
Not sure if below is 110% correct, however what I do know is I haven't seen a mission around Stary or Novy for the last four restarts.
//Chernarus
[[4577.7153,4529.9458,0],[4584.02,4521.47,0]],
[[12059.198,5118.8525,0],[12076.8,5112.95,0]],
[[10674.388,9422.9248,0],[10676.7,9437.48,0]],
[[6941.7,7603.85,0],[7242.15,7773.18,0]], //Novy Sobor
[[7965.62,6354.58,0],[7999.62,6300.00,0]], //Novy Sobor #2
[[5977.83,7727.91,0],[6431.56,7679.69,0]] //Stary Sobor
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22:26:22 "WAI: position Road"22:26:22 "WAI: Good position At [10801.9,10589.6,100]"22:26:22 "WAI: [Mission: Sniper Team]: Starting... [10801.9,10589.6,100]"22:41:19 "WAI: position City"22:41:19 "WAI: Good position At [10801.9,10589.6,100]"22:41:20 "WAI: [Mission: Rebel Base]: Starting... [10801.9,10589.6,100]"I had problems with missions spawning in the same spot on Altis, see above. I tried to add that position to the Blacklist like this,[[10600,10400,0],[11000,10700,0]],It didn't work. I changed it to this and it worked.[[10801,10589,0],[10802,10590,0]],My suggestion is to find the exact position in Novy, I am sure it is the exact same spot in Novy over and over and make the position in the Blacklist very small.I have made quite a few changes to WAI, personally I like to randomize the number of AI at the missions so they don't get stale. I also like to separate the guns that go into the box from the guns the AI use. You may want to have the M320 in the box, but don't want the AI to use it.Config.sqf setting ai_wep_box =[];I changed the sniper complete to "crate" instead of "assassinate", this has been known to cause problems in the Arma 2 version, I won't ever use this setting.I increased the roaming distance at the missions for the AI. They seem like shooting fish in a barrel at some of them, minimum 80 meters, maximum 180 meters.I added some crash missions, Ural, Mi-48, Dropside Truck and C-192 also the Communications Center mission.I also removed the bandit_behaviour check, I think that this adds to the lag these missions have caused on the server. The old 0.179 version of WAI didn't have this and the AI seemed much harder/smarter, more responsive.If anyone is interested in trying the edits, they are here.
That worked, made another set of cords using the exact position of the mission and made it to roughly 30 meters. So far, no spawns in Novy (at least at the red brick structure)
Thanks for the suggestion, sometimes it takes another brain to bang this stuff out :)
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IgiLoad Script ( Load-up AI Box Creates, New Vehicle Verification ) [Updated 0.3.7.0]
in Scripts
Posted
No problems here using IgiLoad with Darth's status bar :)