reaperz73 Posted December 10, 2014 Report Share Posted December 10, 2014 So I have added this to my epochconfig.hpp //Custom Vehicles {"O_MRAP_02_F",5}, {"I_MRAP_03_F",5}, {"I_G_Offroad_01_F",4}, {"B_G_Offroad_01_F",4}, {"O_G_Offroad_01_F",4} Although I am having troubles getting them to spawn. The very first time I started the server with this it spawned 1 ifrit, and 1 of the camo offroads but since then no more have spawned, and this has been like 2-3 days now with many restarts in between. Can anybody tell me why this is happening, or how the vehicle spawn system works or anything because I thought maybe it would just take a few restarts for them all to spawn but apparently this is not the case... I think the numbers mean the max of that vehicle on the map including traders. so if you have 2 on the map and 2 in traders if you set to 5 on restart one will spawn. Link to comment Share on other sites More sharing options...
Scaris Posted December 10, 2014 Author Report Share Posted December 10, 2014 I was told ones on traders don't count but that was just hearsay. I have noticed that it doesn't always spawn to it's cap right away, there is just a chance for it to. It looks like you did everything correctly, you just need to give it some more time. I don't think this would matter but you could try going around and cleaning up some vehicles on the map... Link to comment Share on other sites More sharing options...
spurgurgle Posted December 10, 2014 Report Share Posted December 10, 2014 have u thought the max vehicle cap might be stopping it. maybe lower some ofthe other vehcle spawn numbers and delete a few vehicles off of the map and then restart.... dont have a clue if that'll work but it popped into my head whilst reading this thread Link to comment Share on other sites More sharing options...
ThelMightylThor Posted December 10, 2014 Report Share Posted December 10, 2014 As far as I know there is no max vehicle cap that can be stopping it. There are only individual caps for each vehicle. Link to comment Share on other sites More sharing options...
ZENITHOVMAN Posted December 11, 2014 Report Share Posted December 11, 2014 Delete all Vehicles > Restart Server > View All Vehicles via Admin Tool = profit STENCH Link to comment Share on other sites More sharing options...
ThelMightylThor Posted December 11, 2014 Report Share Posted December 11, 2014 I will try this but why would the current vehicles keep new ones from spawning? Link to comment Share on other sites More sharing options...
ZENITHOVMAN Posted December 11, 2014 Report Share Posted December 11, 2014 Because they are there taking up allotments freshly spawned vehicles list in your epochconfig.hpp. Link to comment Share on other sites More sharing options...
ThelMightylThor Posted December 11, 2014 Report Share Posted December 11, 2014 Is there a total max vehicle limit? I thought there was just limits for each type of vehicle? If there is a total max vehicle limit shouldn't I just be able to edit that to fix it? Link to comment Share on other sites More sharing options...
ZENITHOVMAN Posted December 11, 2014 Report Share Posted December 11, 2014 Is there a total max vehicle limit? I thought there was just limits for each type of vehicle? If there is a total max vehicle limit shouldn't I just be able to edit that to fix it? Q1. Not in the clear standing of the config. Q2. There are. The value set for the individual vehicle are all added to create the total sum of vehicles spawned. Q3. example: {"Vehicle class name_EPOCH",numeric value}, this is my list below. {"C_Offroad_01_EPOCH",1}, {"C_Quadbike_01_EPOCH",1}, {"C_Hatchback_01_EPOCH",1}, {"C_Hatchback_02_EPOCH",1}, {"C_SUV_01_EPOCH",1}, {"C_Rubberboat_EPOCH",1}, {"C_Rubberboat_02_EPOCH",1}, {"C_Rubberboat_03_EPOCH",1}, {"C_Rubberboat_04_EPOCH",1}, {"C_Van_01_box_EPOCH",1}, {"C_Van_01_transport_EPOCH",1}, {"C_Boat_Civil_01_EPOCH",1}, {"C_Boat_Civil_01_police_EPOCH",1}, {"C_Boat_Civil_01_rescue_EPOCH",1}, {"B_Heli_Light_01_EPOCH",1}, {"B_SDV_01_EPOCH",1}, {"B_MRAP_01_EPOCH",1}, {"B_Truck_01_transport_EPOCH",1}, {"B_Truck_01_covered_EPOCH",1}, {"B_Truck_01_mover_EPOCH",1}, {"B_Truck_01_box_EPOCH",1}, {"O_Truck_02_covered_EPOCH",1}, {"O_Truck_02_transport_EPOCH",1}, {"O_Truck_03_covered_EPOCH",1}, {"O_Truck_02_box_EPOCH",1}, {"I_Heli_light_03_unarmed_EPOCH",1}, {"O_Heli_Light_02_unarmed_EPOCH",1}, {"I_Heli_Transport_02_EPOCH",1}, {"O_Heli_Transport_04_EPOCH",1}, {"O_Heli_Transport_04_bench_EPOCH", 1}, {"O_Heli_Transport_04_box_EPOCH", 1}, {"O_Heli_Transport_04_covered_EPOCH", 1}, {"B_Heli_Transport_03_unarmed_EPOCH", 1}, {"B_G_Offroad_01_F",1}, {"O_MRAP_02_F",1}, {"I_MRAP_03_F",1}, {"O_G_Offroad_01_F",2}, {"I_G_Offroad_01_F",2} // thus creating 40 total vehicle spawns. So you see the total vehicle spawn value is not defined in one single instance, but can be added up to make a single value. P.S I know that is not many vehicles but it's taken from my test_bed. I hope this helps :) STENCH Bushwick 1 Link to comment Share on other sites More sharing options...
manoul Posted December 11, 2014 Report Share Posted December 11, 2014 hey can someone give the full procedure for adding vehicles plz ? Link to comment Share on other sites More sharing options...
ZENITHOVMAN Posted December 11, 2014 Report Share Posted December 11, 2014 I just did :D Link to comment Share on other sites More sharing options...
manoul Posted December 11, 2014 Report Share Posted December 11, 2014 yep thx but i did try add vehicles like you .. and they re still not spawing.. however im gonna experiment things Link to comment Share on other sites More sharing options...
Scaris Posted December 11, 2014 Author Report Share Posted December 11, 2014 each vehicle type has their own count, so other vehicle types that are already on the map shouldn't have any effect. I could definately tell mine was working right away. It didn't spawn everything but it did throw an ifrit on the map right on first boot and a couple of other things. Are you seeing anything at all spawn? Link to comment Share on other sites More sharing options...
Scaris Posted December 11, 2014 Author Report Share Posted December 11, 2014 hey can someone give the full procedure for adding vehicles plz ? I list that pretty early on. The on thing I have done since then is a workaround so I don't get booting using my admin tools. I added !="rvkzrgzjgyzgytiepgnetyur" to line 2 of setvariable.txt as I couldn't get it to work any other way. However I wouldn't recommend doing that unless you run into the same issue I did. Try just adding them to your epoch config first in the array. Link to comment Share on other sites More sharing options...
manoul Posted December 11, 2014 Report Share Posted December 11, 2014 i already added "rvkzrgzjgyzgytiepgnetyur" to use my admin tools. concerning the new added vehicles in epochconfig.hpp , after several restarts they still don't spawn.. . -------------------------------------------- ho ho something new, i can see a strider on the map now...and this is the very first time .. good. but i can't see it in the admin panel though Link to comment Share on other sites More sharing options...
Scaris Posted December 11, 2014 Author Report Share Posted December 11, 2014 Have you made any other successful changes to the epochconfig that you have seen work? I am just wondering if this problem is just limited to the vehicles or if no changes are working to your epochconfig. Link to comment Share on other sites More sharing options...
NuFaN Posted December 11, 2014 Report Share Posted December 11, 2014 Change the 7 at the start of line 21 of scripts.txt to a 1. That will log the detection for the random colors script but not kick for it. Or even better dont change the 7, just add this at the end, allthough someone is telling not to do anything to the script txt u should: !=execVM "\A3\Soft_F_Bootcamp\Offroad_01\scripts\randomize_colors.sqf"" Maybe if we just help eachother instead of declaring them for idiots we would come much more further with the small amount of addons u can do like this. Link to comment Share on other sites More sharing options...
Scaris Posted December 11, 2014 Author Report Share Posted December 11, 2014 Or even better dont change the 7, just add this at the end, allthough someone is telling not to do anything to the script txt u should: !=execVM "\A3\Soft_F_Bootcamp\Offroad_01\scripts\randomize_colors.sqf"" Maybe if we just help eachother instead of declaring them for idiots we would come much more further with the small amount of addons u can do like this. Have you tried that yourself? NuFaN 1 Link to comment Share on other sites More sharing options...
NuFaN Posted December 11, 2014 Report Share Posted December 11, 2014 offcourse scaris, otherwise i wouldnt tell u mate. First i got kicked #20, added this, no kicks, strider and offroad spawn, can drive them too... xD Also do what the guy in post #30 says, delete all vehicles and restart server... i forgot to mention that. sorry... Link to comment Share on other sites More sharing options...
Scaris Posted December 11, 2014 Author Report Share Posted December 11, 2014 Awesome, thanks for the extra input. This is what I was hoping for, the community supporting each other on the mod while the Dev's keep making us a great mod to enjoy. Still don't fully understand why I am getting the public variable 0 error unless I add it to my setvariables.txt. At least however I don't have to manually put it in the public variables every reboot now. Link to comment Share on other sites More sharing options...
NuFaN Posted December 11, 2014 Report Share Posted December 11, 2014 With that i cant help cause i dont have that problem. I did it in this order: deleted all vehicles and restarted the server, Got kicked like u said for #20,then added the line to the script txt and i was good. No spawning troubs or pv#0. Link to comment Share on other sites More sharing options...
Scaris Posted December 30, 2014 Author Report Share Posted December 30, 2014 anyone else having to now add !="nexhsx" to their servariables otherwise they get the boot since the latest patch? At least the text strings are getting shorter... Link to comment Share on other sites More sharing options...
Scaris Posted December 30, 2014 Author Report Share Posted December 30, 2014 Ok, next question.. Has anyone figured out the exceptions to add to allow the countermeasures on the two MRAPS to work? Link to comment Share on other sites More sharing options...
fullaholes Posted December 30, 2014 Report Share Posted December 30, 2014 This ^^ ;-) Link to comment Share on other sites More sharing options...
Scaris Posted December 30, 2014 Author Report Share Posted December 30, 2014 I got it working but I had to open up a whole again in scripts... Here is what I did: in createvehicle.txt I added !="SmokeLauncherAmmo" at the end of the top line. however after that I was still getting kicked for scripts.txt #9 so I went in and changed the 7 to 1 on line 10 of scripts.txt which made it look like this: 1 setvelocity !="_bolt setPosATL _pos;\n_bolt setVelocity [0, 0, -10];" !="EPOCH_target setvelocitytransformation" !="_currentTarget setVelocity [0,0,-0.01];" !="_head setVelocity [random 2,random 2,10];" !="_vel = velocity this; _dir = getDir player; this setVelocity[(_vel select 0)+(sin _dir * 2),(_vel select 1)+(cos _dir * 2),(_vel select 2)];" However I am hoping someone else points out a better way, I am sure there must be since the countermeasures on all the helicopters work. Link to comment Share on other sites More sharing options...
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