fr1nk Posted December 30, 2014 Report Share Posted December 30, 2014 scripts.log should be telling you exactly what is causing the kick...always better to add individual exceptions rather than opening up everything by switching to logging-only Link to comment Share on other sites More sharing options...
Scaris Posted December 30, 2014 Author Report Share Posted December 30, 2014 It did, but I really didn't know what to make of it. Here is what is it showing: 30.12.2014 14:22:03: Scaris (73.191.2.233:2304) 9edc83129f77a647f95fa48b9845f992 - #9 "okeg setVectorUp (_Gvel call BIS_fnc_unitVector); _smokeg setVelocity _Gvel; _shells set [count _shells, _smokeg]; }; _shells " Link to comment Share on other sites More sharing options...
cyncrwler Posted December 30, 2014 Report Share Posted December 30, 2014 Sure you can, You get good money selling vehicles. Honestly guys, go back over the install guide, I have none of these issues, BE filters don't need changed at all, you missed something along the way :) He's right. I didn't have to add any of those vehicles to BE, as they are unarmed, so no restrictions. If I remember correctly, I did have to add an exception to the random color variable, but not sure if that was from another mission system, or for adding the offroad truck. It's been a while. BE kicks are a pain, but if you take the time to look through the logs and see exactly what it is that is kicking you, you can then usually add the exception. I have only been working with these scripts for a month now maybe, and am still a total noob, but have learned a ton reading over these forums, and seeing what people are doing for their kicks. Most likely someone else has been kicked for the same exact thing you have, you just need to find it Link to comment Share on other sites More sharing options...
Scaris Posted December 30, 2014 Author Report Share Posted December 30, 2014 He's right. I didn't have to add any of those vehicles to BE, as they are unarmed, so no restrictions. If I remember correctly, I did have to add an exception to the random color variable, but not sure if that was from another mission system, or for adding the offroad truck. It's been a while. BE kicks are a pain, but if you take the time to look through the logs and see exactly what it is that is kicking you, you can then usually add the exception. I have only been working with these scripts for a month now maybe, and am still a total noob, but have learned a ton reading over these forums, and seeing what people are doing for their kicks. Most likely someone else has been kicked for the same exact thing you have, you just need to find it I added them anyway in case I want to write the scripts to spawn them in as the Skaronator tool doesn't work off the vehicle list in the config file. That was my logic behind that. However the two MRAPS do have counter measures, which I did add... Link to comment Share on other sites More sharing options...
cyncrwler Posted December 30, 2014 Report Share Posted December 30, 2014 I had a weird kick like that last night. I couldn't even log in without immediately getting kicked for script restriction #0 I finally copied my backup copy of scripts.txt, and all was good again. Maybe you tweaked something in there when moving things around? Link to comment Share on other sites More sharing options...
Stranger Posted December 31, 2014 Report Share Posted December 31, 2014 For sure you need to add them into your BE Filters. !="B_G_Offroad_01_armed_F" Link to comment Share on other sites More sharing options...
Scaris Posted December 31, 2014 Author Report Share Posted December 31, 2014 For sure you need to add them into your BE Filters. !="B_G_Offroad_01_armed_F" Who was that to? I haven't seen anyone post in here that is using the armed offroads. Link to comment Share on other sites More sharing options...
Sporny Posted December 31, 2014 Report Share Posted December 31, 2014 Anybody knows how to add strider & ifrit to the admin menu? or add a function to let them spawn? monkeebhoy 1 Link to comment Share on other sites More sharing options...
fullaholes Posted December 31, 2014 Report Share Posted December 31, 2014 Could someone put up the exceptions in plain English we need to add to BE to stop the countermeasures kicking players please. Many thanks ;-) Link to comment Share on other sites More sharing options...
Scaris Posted December 31, 2014 Author Report Share Posted December 31, 2014 I already posted all that here guys... Link to comment Share on other sites More sharing options...
Scaris Posted January 1, 2015 Author Report Share Posted January 1, 2015 It did, but I really didn't know what to make of it. Here is what is it showing: 30.12.2014 14:22:03: Scaris (73.191.2.233:2304) 9edc83129f77a647f95fa48b9845f992 - #9 "okeg setVectorUp (_Gvel call BIS_fnc_unitVector); _smokeg setVelocity _Gvel; _shells set [count _shells, _smokeg]; }; _shells " No one can give me any guidance on this? I don't know what to take out of this and put into my BE filters. Link to comment Share on other sites More sharing options...
nishma Posted January 3, 2015 Report Share Posted January 3, 2015 i need some assistance in getting the vehicle types i have added to my server to be sell able to the traders. I have them in server and players are using them now worries , but none can be sold. If anyone can shed some light on this subject i would be very grateful. thanks in advance. Link to comment Share on other sites More sharing options...
x_Raven_x Posted January 7, 2015 Report Share Posted January 7, 2015 Copy and paste the Pub variable into your battleye folder for client if your hosting on your pc.... (from Server's SC\BE Folder to Arma3\BE folder client) anyhow that was for earlier looks like i was reading the wrong page... oh well Link to comment Share on other sites More sharing options...
Darth_Rogue Posted January 7, 2015 Report Share Posted January 7, 2015 i need some assistance in getting the vehicle types i have added to my server to be sell able to the traders. I have them in server and players are using them now worries , but none can be sold. If anyone can shed some light on this subject i would be very grateful. thanks in advance. We currently don't have access to the file that's needed to be able to edit to add vehicles to traders. It will be opened up at some point in the future but there's no firm date yet. Link to comment Share on other sites More sharing options...
Darth_Rogue Posted January 7, 2015 Report Share Posted January 7, 2015 Anybody knows how to add strider & ifrit to the admin menu? or add a function to let them spawn? We can't add vehicles to the spawn menu yet. That will have to be done by the devs on a future release. Link to comment Share on other sites More sharing options...
phenomax Posted January 8, 2015 Report Share Posted January 8, 2015 Any ideas for the BE filter if you use the smoke from the Ifrit? Got also the same BEScriptRestriction #9 like Scaris: 08.01.2015 21:09:45: PLAYERNAME (XXXXXXXXXXX) fXXXXXXXXXXXXXXXXXXXXXXXX- #9 "okeg setVectorUp (_Gvel call BIS_fnc_unitVector); _smokeg setVelocity _Gvel; _shells set [count _shells, _smokeg]; }; In the nitrado forum a user told to add ' != "okeg setVectorUp _Gvel call BIS_fnc_unitVector;"' in line 9 but it didnt work for me. Any ideas? Thanks Link to comment Share on other sites More sharing options...
Darth_Rogue Posted January 8, 2015 Report Share Posted January 8, 2015 Try it without the = !"okeg setVectorUp _Gvel call BIS_fnc_unitVector;" An = means that the code has to be EXACTLY like it is in the line you specify, which in your case it's not, there's more to it. If you omit the = then it will allow an exception for code that contains the setVectorUp command, without having to specify the entire line. Also, add the exception to line 10 instead of line 9. When working with BE filters line 0 is counted as the first line. So if you're getting kicked for Script Restriction #9, look on your scripts.txt line #10. phenomax and B_Man 2 Link to comment Share on other sites More sharing options...
phenomax Posted January 8, 2015 Report Share Posted January 8, 2015 Thanks for your answer! I will try it tomorrow :) Link to comment Share on other sites More sharing options...
patter2012 Posted January 8, 2015 Report Share Posted January 8, 2015 yous are all wrong if you look at his post he missed out the , at the end ov the line it should be {"O_Heli_Attack_02_black_F",10}, {"C_Offroad_01_EPOCH",8}, {"C_Quadbike_01_EPOCH",8}, {"C_Hatchback_01_EPOCH",10}, {"C_Hatchback_02_EPOCH",10}, {"C_SUV_01_EPOCH",10}, {"C_Rubberboat_EPOCH",5}, {"C_Rubberboat_02_EPOCH",5}, {"C_Rubberboat_03_EPOCH",5}, {"C_Rubberboat_04_EPOCH",5}, {"C_Van_01_box_EPOCH",8}, {"C_Van_01_transport_EPOCH",9}, {"C_Boat_Civil_01_EPOCH",5}, {"C_Boat_Civil_01_police_EPOCH",5}, {"C_Boat_Civil_01_rescue_EPOCH",5}, {"B_Heli_Light_01_EPOCH",2}, {"B_SDV_01_EPOCH",2}, {"B_MRAP_01_EPOCH",3}, {"B_Truck_01_transport_EPOCH",1}, {"B_Truck_01_covered_EPOCH",2}, {"B_Truck_01_mover_EPOCH",1}, {"B_Truck_01_box_EPOCH",1}, {"O_Truck_02_covered_EPOCH",2}, {"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}, {"jetski_epoch",7}, {"K01",2}, {"K02",2}, {"K03",2}, {"K04",2}, {"ebike_epoch",7}, {"mosquito_epoch",7} commer at the end of each and non on last one no need to edit battle eye unless they are armed Link to comment Share on other sites More sharing options...
patter2012 Posted January 8, 2015 Report Share Posted January 8, 2015 yous are all wrong if you look at his post he missed out the , at the end ov the line it should be {"O_Heli_Attack_02_black_F",10}, {"C_Offroad_01_EPOCH",8}, {"C_Quadbike_01_EPOCH",8}, {"C_Hatchback_01_EPOCH",10}, {"C_Hatchback_02_EPOCH",10}, {"C_SUV_01_EPOCH",10}, {"C_Rubberboat_EPOCH",5}, {"C_Rubberboat_02_EPOCH",5}, {"C_Rubberboat_03_EPOCH",5}, {"C_Rubberboat_04_EPOCH",5}, {"C_Van_01_box_EPOCH",8}, {"C_Van_01_transport_EPOCH",9}, {"C_Boat_Civil_01_EPOCH",5}, {"C_Boat_Civil_01_police_EPOCH",5}, {"C_Boat_Civil_01_rescue_EPOCH",5}, {"B_Heli_Light_01_EPOCH",2}, {"B_SDV_01_EPOCH",2}, {"B_MRAP_01_EPOCH",3}, {"B_Truck_01_transport_EPOCH",1}, {"B_Truck_01_covered_EPOCH",2}, {"B_Truck_01_mover_EPOCH",1}, {"B_Truck_01_box_EPOCH",1}, {"O_Truck_02_covered_EPOCH",2}, {"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}, {"jetski_epoch",7}, {"K01",2}, {"K02",2}, {"K03",2}, {"K04",2}, {"ebike_epoch",7}, {"mosquito_epoch",7} commer at the end of each and non on last one no need to edit battle eye unless they are armed sorry commer is corect but battle eye is problem if their armed Link to comment Share on other sites More sharing options...
Fog Horn Posted January 9, 2015 Report Share Posted January 9, 2015 Start of Story ,, Stopped server , added these to Epochconfig.hpp {"B_Heli_Transport_01_EPOCH",2}, {"B_Heli_Transport_01_camo_EPOCH",2}, {"B_G_Offroad_01_F",2}, {"B_G_Offroad_01_armed_F",2}, {"O_MRAP_02_hmg_F",2}, {"I_Heli_Transport_02_EPOCH",2} Started Server Got kicked for script restriction #20 , Stopped server Added !"execVM "\A3\Soft_F_Bootcamp\Offroad_01\scripts\randomize_colors.sqf to line #21 , restarted server , vehicles spawned ,no problem , end of story :) Link to comment Share on other sites More sharing options...
lowrey Posted January 9, 2015 Report Share Posted January 9, 2015 Start of Story ,, Stopped server , added these to Epochconfig.hpp {"B_Heli_Transport_01_EPOCH",2}, {"B_Heli_Transport_01_camo_EPOCH",2}, {"B_G_Offroad_01_F",2}, {"B_G_Offroad_01_armed_F",2}, {"O_MRAP_02_hmg_F",2}, {"I_Heli_Transport_02_EPOCH",2} Started Server Got kicked for script restriction #20 , Stopped server Added !"execVM "\A3\Soft_F_Bootcamp\Offroad_01\scripts\randomize_colors.sqf to line #21 , restarted server , vehicles spawned ,no problem , end of story :) Win! Works like a treat. Thanks. Link to comment Share on other sites More sharing options...
phenomax Posted January 9, 2015 Report Share Posted January 9, 2015 @ Darth_Rogue Sadly the issue remains. Same message. My Line 10 in scripts.txt: 7 setvelocity !"okeg setVectorUp _Gvel call BIS_fnc_unitVector;" !="_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)];" Thanks in advance! Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted January 10, 2015 Report Share Posted January 10, 2015 Any ideas for the BE filter if you use the smoke from the Ifrit? Got also the same BEScriptRestriction #9 like Scaris: 08.01.2015 21:09:45: PLAYERNAME (XXXXXXXXXXX) fXXXXXXXXXXXXXXXXXXXXXXXX- #9 "okeg setVectorUp (_Gvel call BIS_fnc_unitVector); _smokeg setVelocity _Gvel; _shells set [count _shells, _smokeg]; }; In the nitrado forum a user told to add ' != "okeg setVectorUp _Gvel call BIS_fnc_unitVector;"' in line 9 but it didnt work for me. Any ideas? Thanks This worked for me with the brackets in != "okeg setVectorUp (_Gvel call BIS_fnc_unitVector);" phenomax 1 Link to comment Share on other sites More sharing options...
phenomax Posted January 10, 2015 Report Share Posted January 10, 2015 Thanks! Works now :) Link to comment Share on other sites More sharing options...
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