Guest Posted October 12, 2013 Report Share Posted October 12, 2013 Hi guys, is there a way to manually trigger EpochEvents for debugging? Editing, recompiling, uploading, server restarting, login, downloading mpmission.pbo, waiting for event ... is killing my nerves. <_< Thanks Link to comment Share on other sites More sharing options...
Kind-Sir Posted October 13, 2013 Report Share Posted October 13, 2013 Yes, You can use the AddAction code to add the option to your scrollwheel.player addAction ["Do Event", "events\dostuff.sqf",, -10, true, true, "", ""]; More information: http://community.bistudio.com/wiki/addAction 31_D!4b10 and karena 2 Link to comment Share on other sites More sharing options...
Guest Posted October 13, 2013 Report Share Posted October 13, 2013 Terrific! Thanks a lot! :D Link to comment Share on other sites More sharing options...
karena Posted October 17, 2013 Report Share Posted October 17, 2013 a Very Big Thx i put a menu' scroll to one inventory obj :D now i can start a special event during play :D i need just the "special" item in my hand :D Link to comment Share on other sites More sharing options...
duncajcb Posted October 23, 2013 Report Share Posted October 23, 2013 would either of you mind showing us an example of your script? PetuniaEpoch 1 Link to comment Share on other sites More sharing options...
PetuniaEpoch Posted October 24, 2013 Report Share Posted October 24, 2013 would either of you mind showing us an example of your script? Second that request :D Link to comment Share on other sites More sharing options...
Joerivang Posted October 24, 2013 Report Share Posted October 24, 2013 I am trying to do the same thing, how do i fire up an event manually? Link to comment Share on other sites More sharing options...
duncajcb Posted October 24, 2013 Report Share Posted October 24, 2013 I'm guessing this is the section we would be using. When I get home later I will test and let you guys know my results. SQS example: _genAct = generator addAction ["Switch on generator", "activate_generator.sqs"] activate_generator.sqs: _gen = _this select 0 _caller = _this select 1 _id = _this select 2 ; remove the action once it is activated _gen removeAction _id This example shows an action called "Switch on generator" added to an object with the name 'generator'. As soon as the player gets close to this object, he can execute the given action via the action menu. Then the script 'activate_generator.sqs' is executed, which in our example only removes the action from the generator. Link to comment Share on other sites More sharing options...
Joerivang Posted October 24, 2013 Report Share Posted October 24, 2013 Say i want to call up an event as an admin (with a certain UID), how would i implement this? Link to comment Share on other sites More sharing options...
Joerivang Posted October 24, 2013 Report Share Posted October 24, 2013 I tried adding this to the end of my fn_selfactions: //Admin events if ((getPlayerUID player) in ["123456789"]) then { if (goldrun < 0) then { goldrun = player addaction[("<t color=""#FDB813"">" + ("Gold Run") +"</t>"),"gold_run.sqf",_cursorTarget, 0, false, true, "", ""]; }; if (lootevent < 0) then { lootevent = player addaction[("<t color=""#39B0FF"">" + ("Loot event") +"</t>"),"loot_event.sqf",_cursorTarget, 0, false, true, "", ""]; }; } else { player removeAction goldrun; goldrun = -1; player removeAction lootevent; lootevent = -1; }; Didn't work tough, how do i get it to work? (btw i changed the UID here, had my own in it). Link to comment Share on other sites More sharing options...
Joerivang Posted October 24, 2013 Report Share Posted October 24, 2013 I tried creating a file called adminevent.sqf and adding the following (UID replaced with fake one): waituntil {!alive player ; !isnull (finddisplay 46)}; if ((getPlayerUID player) in ["123456789"]) then { sleep 10; player addaction[("<t color=""#FDB813"">" + ("Gold Run") +"</t>"),"gold_run.sqf",_cursorTarget, 0, false, true, "", ""]; player addaction[("<t color=""#39B0FF"">" + ("Loot event") +"</t>"),"loot_event.sqf",_cursorTarget, 0, false, true, "", ""]; }; And adding this to the init.sqf on the bottom of the file: //Admin events []execVM "scripts\adminmenu\adminevent.sqf" Not working either, menu doesn't show up. Am i looking in the right direction here? Link to comment Share on other sites More sharing options...
karena Posted October 25, 2013 Report Share Posted October 25, 2013 i use this : in mission i create a folder named "eventi" and put 3 event in it (giallo.spf , blu,sqf, rosso,sqf) then i use a fn_selfaction and put inside //Trigger event KARENA _karena = items player; if ("Cobalt_File" in _karena) then { hasBagItem = true; } else { hasBagItem = false;}; if((speed player <= 1) && hasBagItem && _canDo) then { if (evento < 0) then { evento = player addaction[("<t color=""#ffff15"">" + ("Evento Giallo") +"</t>"),"eventi\giallo.sqf","",-10,false,true,"", ""]; evento1 = player addaction[("<t color=""#1515ff"">" + ("Evento Blu") +"</t>"),"eventi\blu.sqf","",-10,false,true,"", ""]; evento2 = player addaction[("<t color=""#ff1515"">" + ("Evento Rosso") +"</t>"),"eventi\rosso.sqf","",-10,false,true,"", ""]; }; } else { player removeAction evento; evento = -1; player removeAction evento1; evento1 = -1; player removeAction evento2; evento2 = -1; }; //fine trigger event KARENA immediately after the _canDo u can put this after the selfblod now u MUST have a special item in inventory " Cobalt_File " Link to comment Share on other sites More sharing options...
Joerivang Posted October 28, 2013 Report Share Posted October 28, 2013 And what is this item Cobalt_File? And what if this falls in the wrong hands? cring0 1 Link to comment Share on other sites More sharing options...
Joerivang Posted October 28, 2013 Report Share Posted October 28, 2013 Double post, sorry. Link to comment Share on other sites More sharing options...
karena Posted October 30, 2013 Report Share Posted October 30, 2013 cobalt_file is itemtool NON in loot tablet for now, u can put cobalt_file in your inventory whit the special loadout or whit manual add in db or can spawn it whit some admin tool. if u not like it ... u can change it :D if cobalt file is in player hand ... the playe can start the Event. Link to comment Share on other sites More sharing options...
Guest Posted November 2, 2013 Report Share Posted November 2, 2013 hi, any idea how i fix battleye kicks if i manually trigger an event?? got kicked for createvehicle (ammobox) and publicvariableval stuff Link to comment Share on other sites More sharing options...
duncajcb Posted November 3, 2013 Report Share Posted November 3, 2013 hi, any idea how i fix battleye kicks if i manually trigger an event?? got kicked for createvehicle (ammobox) and publicvariableval stuff your best bet is to shuffle through the BE filters searching for the exact reasons you were kicked. not sure which host you are using or if you are using a personal machine but its all about the same. Link to comment Share on other sites More sharing options...
Sandbird Posted March 7, 2014 Report Share Posted March 7, 2014 bump on activating epoch events from client side....normally no extra client script....actually activating epoch event file on server. Link to comment Share on other sites More sharing options...
Tricks Posted August 22, 2014 Report Share Posted August 22, 2014 Anyone have this working for 1.0.5.1/125548?? Link to comment Share on other sites More sharing options...
ssthief Posted August 30, 2014 Report Share Posted August 30, 2014 I used this works awesome. I used Noxsicarius admin tools for the menu and admin check. SSTHIEF Link to comment Share on other sites More sharing options...
Droge Worst Posted January 12, 2015 Report Share Posted January 12, 2015 Is there a script which u can use with adminstart on infistar servers to start epochevents manually? Link to comment Share on other sites More sharing options...
ElDubya Posted February 15, 2015 Report Share Posted February 15, 2015 Is there a script which u can use with adminstart on infistar servers to start epochevents manually? Use that one. I have infiSTAR and I use that, it's great. Link to comment Share on other sites More sharing options...
charliekelly Posted March 28, 2015 Report Share Posted March 28, 2015 Hey guys, I'm using nox's admin tools so just added the following line/ put the Heli crash spawner file in the right place, and it works in a sense, but all heli's start and crash in the exact same place, anybody got any ideas why/ how to fix? my line: ["Spawn Helicopter Crash",[],"", -5,[["expression",format[_EXECscript1,"spawncrash.sqf"]]],"1","1"], Link to comment Share on other sites More sharing options...
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