TheVampire Posted January 15, 2015 Author Report Share Posted January 15, 2015 That sounds great. We can confirm that it only messages the person who gets the last AI kill. It was designed that way so someone couldn't "steal" your mission, but configurable is always better. cyncrwler and Beck 2 Link to comment Share on other sites More sharing options...
cyncrwler Posted January 15, 2015 Report Share Posted January 15, 2015 It was designed that way so someone couldn't "steal" your mission, but configurable is always better. I agree. There is nothing worse than spending the better half of an hour or two strategically killing AI, and to finally complete the mission, only to have some "opportunist" steal the loot while you're getting back to the crate. Beck 1 Link to comment Share on other sites More sharing options...
Gek Konijn Posted January 15, 2015 Report Share Posted January 15, 2015 VEMF working okay (Mission wise) damn those AI are hard....... However, I am equipped with radio, and system chat (6) is enabled in my files, but no announcement, I get 21:56:02 [VEMF]: Running Dynamic Town Invasion Mission. in RPT then have to teleport all over the map to find them. Link to comment Share on other sites More sharing options...
TheVampire Posted January 15, 2015 Author Report Share Posted January 15, 2015 how long on average does the missions take to spawn? VEMF is working as I see it on my rpt stream, but we have been in server for 45 minutes and nothing as of yet..... (does SEM interfere?) In the config the default is 5-20 minutes. If it seems to be working fine, but you aren't getting any messages make sure the disabled channels in your description.ext doesn't have a 6, and that your clientside.rpt doesn't have any errors. Link to comment Share on other sites More sharing options...
Gek Konijn Posted January 15, 2015 Report Share Posted January 15, 2015 edited desc.ext and deleted the 6..... Still no announcements. Link to comment Share on other sites More sharing options...
horbin Posted January 15, 2015 Report Share Posted January 15, 2015 I was looking at your radio code, and it looks like it is using a PVEH on each client to receive the message from the server, then put it on the player's screen. If this is the case, the '6' in the descriptions.ext does not need to be altered. Local types of chat always show up locally, so as long as you are not trying to transmit a message on the server and have it show up on the client, the channel can remain inactive in the ext file. I am using a similar mechanism to notify players when they enter an encounter vehicle. (So they know it is temporary!) Link to comment Share on other sites More sharing options...
Lost_Noob Posted January 15, 2015 Report Share Posted January 15, 2015 As missions spawn all the time and if you miss the message, or don't have a radio or just join the server...would it be possible for players to get re-notified... i.e: 14:31 - Mission spawns & notifies players. 14:36 - new player joins the server 14:41 - Server/Mission notifies player base that the AI are still attacking Town A Having people avoid the new mission system as they don't know where it is and don't want to loot towns incase they are solo looting and get a face full of AI load... Also how can I increase the loot crate items as guys are complaining lot of work for not very much gear. Link to comment Share on other sites More sharing options...
TheVampire Posted January 16, 2015 Author Report Share Posted January 16, 2015 As missions spawn all the time and if you miss the message, or don't have a radio or just join the server...would it be possible for players to get re-notified... i.e: 14:31 - Mission spawns & notifies players. 14:36 - new player joins the server 14:41 - Server/Mission notifies player base that the AI are still attacking Town A Having people avoid the new mission system as they don't know where it is and don't want to loot towns incase they are solo looting and get a face full of AI load... Also how can I increase the loot crate items as guys are complaining lot of work for not very much gear. The mission should respawn every 15mins if a player doesn't get near it. It also doesn't spawn at a town with people nearby. You can change this number in VFunctions for more items in the crate. // Load Random Loot Amount for "_i" from 1 to ((floor(random 10)) + 10) do { Change the 10's to your liking. Link to comment Share on other sites More sharing options...
Leigham Posted January 16, 2015 Report Share Posted January 16, 2015 ive not successfuly got this to work yet, got the call in my init, and the file in Epochhive/addons but no luck :( Link to comment Share on other sites More sharing options...
TheVampire Posted January 16, 2015 Author Report Share Posted January 16, 2015 ive not successfuly got this to work yet, got the call in my init, and the file in Epochhive/addons but no luck :( You watch the tutorial video in the first post? If you post some RPT's I might be able to help. Link to comment Share on other sites More sharing options...
Leigham Posted January 16, 2015 Report Share Posted January 16, 2015 Ill post a link of a clean RPT, do you just need server, or server and client ? Link to comment Share on other sites More sharing options...
TheVampire Posted January 16, 2015 Author Report Share Posted January 16, 2015 Ill post a link of a clean RPT, do you just need server, or server and client ? Rpts of when you think you have it installed. There may be a line I can see that will let me know what's going on with your install. Link to comment Share on other sites More sharing options...
Taz13 Posted January 16, 2015 Report Share Posted January 16, 2015 Hi Guys i posted before as the mission system was not working on Chernarus. The missions would start but would not name the town, this was being caused by an issue with the AIA pack. I have now tested this on Bornholm and must say WOW Vampire you have excelled yourself again, so cant wait till you have added some more mission variants. Quick Question has any one else had an error for missing files (AIA Config 3) when running the latest AIA Pack, i so want to add these on my Chernarus Server. Link to comment Share on other sites More sharing options...
Richie Posted January 16, 2015 Report Share Posted January 16, 2015 Runs fine on my Chernarus server, past and present versions Link to comment Share on other sites More sharing options...
Gek Konijn Posted January 16, 2015 Report Share Posted January 16, 2015 Re-installed VEMF and its still running okay, but NO notices. I have a Radio (Quartz) and system chat is on (6 deleted) is there anything else that could be stopping the announcements? description.ext below. does the channels need a comma after the 2??? author = "Epoch Mod Team"; class Header { gameType = Sandbox; minPlayers = 1; maxPlayers = 100; }; respawn = "BASE"; respawnDelay = 600; respawnDialog = 0; onLoadMission= "Epoch"; OnLoadIntro = "Welcome to Epoch Mod"; loadScreen = "\x\addons\a3_epoch_assets\pictures\loadScreen_ca.paa"; OnLoadIntroTime = False; OnLoadMissionTime = False; onLoadName = "Epoch Mod"; disabledAI = true; scriptedPlayer = 1; disableChannels[]={0,1,2}; enableItemsDropping = 0; briefing = 0; debriefing = 0; enableDebugConsole = 0; joinUnassigned = 0; respawnOnStart = 0; forceRotorLibSimulation = 1; corpseManagerMode = 1; corpseLimit = 10; corpseRemovalMinTime = 1200; corpseRemovalMaxTime = 3600; wreckManagerMode = 1; wreckLimit = 2; wreckRemovalMinTime = 60; wreckRemovalMaxTime = 360; class CfgRemoteExecCommands {}; class RscTitles { #include "dialog\statusBar.hpp" }; Link to comment Share on other sites More sharing options...
TheVampire Posted January 16, 2015 Author Report Share Posted January 16, 2015 Re-installed VEMF and its still running okay, but NO notices. I have a Radio (Quartz) and system chat is on (6 deleted) is there anything else that could be stopping the announcements? description.ext below. does the channels need a comma after the 2??? Can you post a clientside rpt? It's in %AppData%/Local/Arma3 Link to comment Share on other sites More sharing options...
Gek Konijn Posted January 16, 2015 Report Share Posted January 16, 2015 Its a bit of a biggie, so put it on dropbox. https://www.dropbox.com/s/5ydmkl9k4nvuqbu/arma3_2015-01-11_15-05-06.txt?dl=0 Link to comment Share on other sites More sharing options...
TheVampire Posted January 16, 2015 Author Report Share Posted January 16, 2015 Its a bit of a biggie, so put it on dropbox. https://www.dropbox.com/s/5ydmkl9k4nvuqbu/arma3_2015-01-11_15-05-06.txt?dl=0 19:02:58 Cannot load sound 'mpmissions\__cur_mp.altis\custom\introsong.ogg' That's probably related. What's your init.sqf look like? Link to comment Share on other sites More sharing options...
Gek Konijn Posted January 16, 2015 Report Share Posted January 16, 2015 Sorry bud, wrong file......... that was last weeks.... This is todays! https://www.dropbox.com/s/blrzw9oy3f2es1o/arma3_2015-01-16_15-29-20.rpt?dl=0 Link to comment Share on other sites More sharing options...
Gek Konijn Posted January 16, 2015 Report Share Posted January 16, 2015 Init.sqf if(isDedicated)exitWith{}; //Everything below this line is only executed on the client (player or local host) //Wait until these variables are broadcasted to the client (usually happens before the init gets executed) waitUntil{!isNil {SEM_AIdropGearChance}}; waitUntil{!isNil {SEM_removeWeaponsFromDeadAI}}; waitUntil{!isNil {SEM_removeMagazinesFromDeadAI}}; //diag_log format["#SEM DEBUG: variables received: Weapons %1 - Magazines %2", SEM_removeWeaponsFromDeadAI, SEM_removeMagazinesFromDeadAI]; SEM_client_createMissionMarker = { private["_create","_markerPos","_markerName","_marker"]; _create = _this select 0; if(!_create)then[{ //delete marker if (getMarkerColor "MissionMarker" != "")then{ //Only delete existing Marker deleteMarkerLocal "MissionMarker"; }; },{ //else create marker _markerPos = _this select 1; _markerName = _this select 2; _marker = createMarkerLocal ["MissionMarker", _markerPos]; _marker setMarkerPosLocal _markerPos; _marker setMarkerTypeLocal "hd_destroy"; _marker setMarkerTextLocal format["%1",_markerName]; _marker setMarkerColorLocal "ColorRed"; _marker setMarkerDirLocal -37; _marker setMarkerSizeLocal [0.8,0.8]; }]; }; SEM_client_removeGear = { removeVest _this; //removeHeadgear _this; removeGoggles _this; removeAllItems _this; removeAllWeapons _this; removeBackpackGlobal _this; {_this removeMagazine _x}count magazines _this; }; SEM_client_AIfiredEH = { if(isPlayer _this || !local _this)exitWith{systemChat "NEIN!"}; call compile format[" _this addEventHandler ['Fired',{ if(_this select 2 in %1)then{ _this select 0 addMagazines [_this select 5, 1]; }; }]; ", ["launch_RPG32_F","launch_NLAW_F","launch_Titan_short_F","launch_Titan_F"]]; }; SEM_client_AIaddKilledEH = { if(isPlayer _this || !local _this)exitWith{systemChat "NEIN!"}; /* Remove Weapons when killed */ call compile format[" _this addEventHandler ['Killed',{ private ['_unit','_z','_ran']; _unit = _this select 0; {_unit removeWeaponGlobal _x}count (%1 + ['EpochRadio0','ItemMap','ItemRadio','ItemWatch','ItemCompass','ItemGPS']); {if(_x in (magazines _unit))then{_unit removeMagazines _x}}count %2; if(SEM_AIdropGearChance < ceil(random 100))then{ _unit call SEM_client_removeGear; {deleteVehicle _x}forEach nearestObjects [(getPosATL _unit), ['GroundWeaponHolder','WeaponHolderSimulated','WeaponHolder'], 1]; }; _unit spawn{ sleep .1; {_z = _x; if(_x in (getweaponcargo _z))exitWith{deleteVehicle _z}count %1; if(_x in (getmagazinecargo _z))exitWith{deleteVehicle _z}count %2; }forEach nearestObjects [(getPos _this), ['GroundWeaponHolder','WeaponHolderSimulated','WeaponHolder'], 12]; }; }]; ", SEM_removeWeaponsFromDeadAI, SEM_removeMagazinesFromDeadAI]; /* AI run over by vehicle */ _this addEventHandler ["killed", { private["_u","_k","_vk","_s"]; _u = _this select 0; _k = _this select 1; _vk = vehicle _k; if(_vk isKindOf "Car")then{ if(abs speed _vk > 0)then{ if(_vk distance _u < 10)then{ if(isEngineOn _vk || !isNull (driver _vk))then{ _u call SEM_client_removeGear; {deleteVehicle _x}forEach nearestObjects [(getPosATL _u), ['GroundWeaponHolder','WeaponHolderSimulated','WeaponHolder'], 3]; if({alive _x}count units group _u < 1)then[{ "R_PG32V_F" createVehicle (position _u); },{ //_vk setVelocity [(velocity _vk select 0)*.25, (velocity _vk select 1)*.25, 2]; _s = [ "wheel_1_1_steering","wheel_2_1_steering","wheel_1_2_steering","wheel_2_2_steering", "wheel_1_3_steering","wheel_2_3_steering","wheel_1_4_steering","wheel_2_4_steering", "MOTOR","glass1","glass2","glass3","door1","door2","door3","door4"]; {_vk setHit [_x,(_vk getHit _x)+(.3+(random .2))]}count _s; }]; }}}}; }]; }; /* DO NOT CALL "fn_animateAI" because the sleep commands will cause errors when used in a non-scheduled environment */ SEM_client_animateAI = { private["_group","_pos","_checkPos","_firstLoop","_nearThreads","_doMove","_dir","_dist","_posX","_posY","_oldPos","_newPos","_z"]; _group = _this select 0; _pos = _this select 1; _checkPos = _pos; _checkPos set [2,3]; waitUntil{{owner _x == owner player}forEach units _group}; //Wait until the server gives You the ownership of the AI diag_log format["#SEM: Client taking over AI ownership at Pos %1, Distance %2, Units: (%3/%4)", _pos, (vehicle player) distance _pos, {alive _x}count units _group, count units _group]; { _x call SEM_client_AIfiredEH; _x call SEM_client_AIaddKilledEH; _x enableAI "AUTOTARGET"; //_x enableAI "TARGET"; _x enableAI "MOVE"; _x enableAI "ANIM"; _x enableAI "FSM"; _x stop false; _x setUnitPos "Middle"; //"Auto" }count units _group; _group setCombatMode "YELLOW"; _group setBehaviour "COMBAT"; //"AWARE"; //waitUntil{{alive _x}count units _group < 1 || ({owner _x != owner player}forEach units _group)}; while{{alive _x}count units _group > 0 && ({owner _x == owner player}forEach units _group)}do{ _nearThreads = _pos nearEntities [["Epoch_Man_base_F","Epoch_Female_base_F","Helicopter","Car","Motorcycle"], 1200]; //"Epoch_Man_base_F","Epoch_Female_base_F" {if(alive _x && isPlayer _x)then{ _z = _x; {if !(lineIntersects [eyePos _x, eyePos _z, (vehicle _x), (vehicle _z)] || terrainIntersectASL [eyePos _x, eyePos _z])then{ _group reveal [_z,4]; if((secondaryWeapon _x) == "")then[{ _x doWatch _z; _x doTarget _z; _x commandFire _z; _x suppressFor 3; },{ if !(_z isKindOf "Epoch_Man_base_F" || _z isKindOf "Epoch_Female_base_F")then{ _x doWatch _z; _x doTarget _z; _x commandFire _z; }; }]; }}forEach units _group; UIsleep (3+(random 2)); }}forEach _nearThreads; UIsleep 3; }; diag_log format["#SEM: AI ownership lost - Remaining AIs: (%1/%2)", {alive _x}count units _group, count units _group]; }; "SEM_globalHint" addPublicVariableEventHandler { private "_sound"; _sound = (_this select 1) select 0; switch(_sound)do{ case 0:{playSound "UAV_05"}; //Mission start case 1:{playSound "UAV_01"}; //Mission fail (object destroyed) case 2:{playSound "UAV_04"}; //Mission fail (time out) case 3:{playsound "UAV_03"}; //Mission success }; hint parseText format["%1", (_this select 1) select 1] }; if(!isNil "SEM_globalMissionMarker")then{SEM_globalMissionMarker call SEM_client_createMissionMarker}; "SEM_globalMissionMarker" addPublicVariableEventHandler {_this select 1 call SEM_client_createMissionMarker}; if(!isNil "SEM_takeAIownership")then{SEM_takeAIownership call SEM_client_animateAI}; "SEM_takeAIownership" addPublicVariableEventHandler {_this select 1 spawn SEM_client_animateAI}; //DO NOT CALL! [] spawn { /* This is the advertisement. If You don't like it, remove it */ waitUntil{vehicle player == player && time > 5}; systemChat format["Welcome to EPOCH %1 survivor %2", str(toUpper worldName), name player]; systemChat format["This server is running %1 v0.7", str "Simple Epoch Missions"]; }; /* End of advertisement */ if(toLower worldName in ["chernarus","chernarus_summer"])then{ ([4654.62,9593.63,0] nearestObject 145259) setDamage 1; ([4654.62,9593.63,0] nearestObject 145260) setDamage 1; }; //Fix for something, find out ;) //Statusbar (dialogue and scripts in altis.pbo) [] execVM "scripts\fn_statusBar.sqf"; // igiload [] execVM "IgiLoad\IgiLoadInit.sqf"; //server message [] execVM "txt.sqf"; // Custom Loadout if (!isServer) then { waitUntil {!isNull player}; waitUntil {player == player}; while {true} do { _player = player; player addEventHandler ["Respawn", { if (getPlayerUID player in ["76561198069584454"]) then { player addWeapon "srifle_EBR_F"; player addWeapon "hgun_Pistol_heavy_01_F"; player addMagazine "20Rnd_762x51_Mag"; player addMagazine "11Rnd_45ACP_Mag"; player addWeapon "NVG_EPOCH"; player addWeapon "EpochRadio0"; player addWeapon "ItemMap"; EPOCH_playerCrypto = 300; } else { player addWeapon "EpochRadio0"; player addWeapon "NVG_EPOCH"; player addWeapon "ItemMap"; player addWeapon "hgun_Pistol_heavy_01_F"; player addMagazine "11Rnd_45ACP_Mag"; EPOCH_playerCrypto = 100; }; }]; waitUntil {_player != player}; }; }; // VEMF "VEMFChatMsg" addPublicVariableEventHandler { systemChat (_this select 1); if (isClass(configFile >> "CfgSounds" >> "tune")) then { playSound ["tune",true]; } else { playSound ["hint",true]; }; VEMFChatMsg = nil; }; VEMF is running, it comes up on RPT, no messages so have to teleport via every city to find it. 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TheVampire Posted January 16, 2015 Author Report Share Posted January 16, 2015 Init.sqf if(isDedicated)exitWith{}; //Everything below this line is only executed on the client (player or local host) //Wait until these variables are broadcasted to the client (usually happens before the init gets executed) waitUntil{!isNil {SEM_AIdropGearChance}}; waitUntil{!isNil {SEM_removeWeaponsFromDeadAI}}; waitUntil{!isNil {SEM_removeMagazinesFromDeadAI}}; //diag_log format["#SEM DEBUG: variables received: Weapons %1 - Magazines %2", SEM_removeWeaponsFromDeadAI, SEM_removeMagazinesFromDeadAI]; SEM_client_createMissionMarker = { private["_create","_markerPos","_markerName","_marker"]; _create = _this select 0; if(!_create)then[{ //delete marker if (getMarkerColor "MissionMarker" != "")then{ //Only delete existing Marker deleteMarkerLocal "MissionMarker"; }; },{ //else create marker _markerPos = _this select 1; _markerName = _this select 2; _marker = createMarkerLocal ["MissionMarker", _markerPos]; _marker setMarkerPosLocal _markerPos; _marker setMarkerTypeLocal "hd_destroy"; _marker setMarkerTextLocal format["%1",_markerName]; _marker setMarkerColorLocal "ColorRed"; _marker setMarkerDirLocal -37; _marker setMarkerSizeLocal [0.8,0.8]; }]; }; SEM_client_removeGear = { removeVest _this; //removeHeadgear _this; removeGoggles _this; removeAllItems _this; removeAllWeapons _this; removeBackpackGlobal _this; {_this removeMagazine _x}count magazines _this; }; SEM_client_AIfiredEH = { if(isPlayer _this || !local _this)exitWith{systemChat "NEIN!"}; call compile format[" _this addEventHandler ['Fired',{ if(_this select 2 in %1)then{ _this select 0 addMagazines [_this select 5, 1]; }; }]; ", ["launch_RPG32_F","launch_NLAW_F","launch_Titan_short_F","launch_Titan_F"]]; }; SEM_client_AIaddKilledEH = { if(isPlayer _this || !local _this)exitWith{systemChat "NEIN!"}; /* Remove Weapons when killed */ call compile format[" _this addEventHandler ['Killed',{ private ['_unit','_z','_ran']; _unit = _this select 0; {_unit removeWeaponGlobal _x}count (%1 + ['EpochRadio0','ItemMap','ItemRadio','ItemWatch','ItemCompass','ItemGPS']); {if(_x in (magazines _unit))then{_unit removeMagazines _x}}count %2; if(SEM_AIdropGearChance < ceil(random 100))then{ _unit call SEM_client_removeGear; {deleteVehicle _x}forEach nearestObjects [(getPosATL _unit), ['GroundWeaponHolder','WeaponHolderSimulated','WeaponHolder'], 1]; }; _unit spawn{ sleep .1; {_z = _x; if(_x in (getweaponcargo _z))exitWith{deleteVehicle _z}count %1; if(_x in (getmagazinecargo _z))exitWith{deleteVehicle _z}count %2; }forEach nearestObjects [(getPos _this), ['GroundWeaponHolder','WeaponHolderSimulated','WeaponHolder'], 12]; }; }]; ", SEM_removeWeaponsFromDeadAI, SEM_removeMagazinesFromDeadAI]; /* AI run over by vehicle */ _this addEventHandler ["killed", { private["_u","_k","_vk","_s"]; _u = _this select 0; _k = _this select 1; _vk = vehicle _k; if(_vk isKindOf "Car")then{ if(abs speed _vk > 0)then{ if(_vk distance _u < 10)then{ if(isEngineOn _vk || !isNull (driver _vk))then{ _u call SEM_client_removeGear; {deleteVehicle _x}forEach nearestObjects [(getPosATL _u), ['GroundWeaponHolder','WeaponHolderSimulated','WeaponHolder'], 3]; if({alive _x}count units group _u < 1)then[{ "R_PG32V_F" createVehicle (position _u); },{ //_vk setVelocity [(velocity _vk select 0)*.25, (velocity _vk select 1)*.25, 2]; _s = [ "wheel_1_1_steering","wheel_2_1_steering","wheel_1_2_steering","wheel_2_2_steering", "wheel_1_3_steering","wheel_2_3_steering","wheel_1_4_steering","wheel_2_4_steering", "MOTOR","glass1","glass2","glass3","door1","door2","door3","door4"]; {_vk setHit [_x,(_vk getHit _x)+(.3+(random .2))]}count _s; }]; }}}}; }]; }; /* DO NOT CALL "fn_animateAI" because the sleep commands will cause errors when used in a non-scheduled environment */ SEM_client_animateAI = { private["_group","_pos","_checkPos","_firstLoop","_nearThreads","_doMove","_dir","_dist","_posX","_posY","_oldPos","_newPos","_z"]; _group = _this select 0; _pos = _this select 1; _checkPos = _pos; _checkPos set [2,3]; waitUntil{{owner _x == owner player}forEach units _group}; //Wait until the server gives You the ownership of the AI diag_log format["#SEM: Client taking over AI ownership at Pos %1, Distance %2, Units: (%3/%4)", _pos, (vehicle player) distance _pos, {alive _x}count units _group, count units _group]; { _x call SEM_client_AIfiredEH; _x call SEM_client_AIaddKilledEH; _x enableAI "AUTOTARGET"; //_x enableAI "TARGET"; _x enableAI "MOVE"; _x enableAI "ANIM"; _x enableAI "FSM"; _x stop false; _x setUnitPos "Middle"; //"Auto" }count units _group; _group setCombatMode "YELLOW"; _group setBehaviour "COMBAT"; //"AWARE"; //waitUntil{{alive _x}count units _group < 1 || ({owner _x != owner player}forEach units _group)}; while{{alive _x}count units _group > 0 && ({owner _x == owner player}forEach units _group)}do{ _nearThreads = _pos nearEntities [["Epoch_Man_base_F","Epoch_Female_base_F","Helicopter","Car","Motorcycle"], 1200]; //"Epoch_Man_base_F","Epoch_Female_base_F" {if(alive _x && isPlayer _x)then{ _z = _x; {if !(lineIntersects [eyePos _x, eyePos _z, (vehicle _x), (vehicle _z)] || terrainIntersectASL [eyePos _x, eyePos _z])then{ _group reveal [_z,4]; if((secondaryWeapon _x) == "")then[{ _x doWatch _z; _x doTarget _z; _x commandFire _z; _x suppressFor 3; },{ if !(_z isKindOf "Epoch_Man_base_F" || _z isKindOf "Epoch_Female_base_F")then{ _x doWatch _z; _x doTarget _z; _x commandFire _z; }; }]; }}forEach units _group; UIsleep (3+(random 2)); }}forEach _nearThreads; UIsleep 3; }; diag_log format["#SEM: AI ownership lost - Remaining AIs: (%1/%2)", {alive _x}count units _group, count units _group]; }; "SEM_globalHint" addPublicVariableEventHandler { private "_sound"; _sound = (_this select 1) select 0; switch(_sound)do{ case 0:{playSound "UAV_05"}; //Mission start case 1:{playSound "UAV_01"}; //Mission fail (object destroyed) case 2:{playSound "UAV_04"}; //Mission fail (time out) case 3:{playsound "UAV_03"}; //Mission success }; hint parseText format["%1", (_this select 1) select 1] }; if(!isNil "SEM_globalMissionMarker")then{SEM_globalMissionMarker call SEM_client_createMissionMarker}; "SEM_globalMissionMarker" addPublicVariableEventHandler {_this select 1 call SEM_client_createMissionMarker}; if(!isNil "SEM_takeAIownership")then{SEM_takeAIownership call SEM_client_animateAI}; "SEM_takeAIownership" addPublicVariableEventHandler {_this select 1 spawn SEM_client_animateAI}; //DO NOT CALL! [] spawn { /* This is the advertisement. If You don't like it, remove it */ waitUntil{vehicle player == player && time > 5}; systemChat format["Welcome to EPOCH %1 survivor %2", str(toUpper worldName), name player]; systemChat format["This server is running %1 v0.7", str "Simple Epoch Missions"]; }; /* End of advertisement */ if(toLower worldName in ["chernarus","chernarus_summer"])then{ ([4654.62,9593.63,0] nearestObject 145259) setDamage 1; ([4654.62,9593.63,0] nearestObject 145260) setDamage 1; }; //Fix for something, find out ;) //Statusbar (dialogue and scripts in altis.pbo) [] execVM "scripts\fn_statusBar.sqf"; // igiload [] execVM "IgiLoad\IgiLoadInit.sqf"; //server message [] execVM "txt.sqf"; // Custom Loadout if (!isServer) then { waitUntil {!isNull player}; waitUntil {player == player}; while {true} do { _player = player; player addEventHandler ["Respawn", { if (getPlayerUID player in ["76561198069584454"]) then { player addWeapon "srifle_EBR_F"; player addWeapon "hgun_Pistol_heavy_01_F"; player addMagazine "20Rnd_762x51_Mag"; player addMagazine "11Rnd_45ACP_Mag"; player addWeapon "NVG_EPOCH"; player addWeapon "EpochRadio0"; player addWeapon "ItemMap"; EPOCH_playerCrypto = 300; } else { player addWeapon "EpochRadio0"; player addWeapon "NVG_EPOCH"; player addWeapon "ItemMap"; player addWeapon "hgun_Pistol_heavy_01_F"; player addMagazine "11Rnd_45ACP_Mag"; EPOCH_playerCrypto = 100; }; }]; waitUntil {_player != player}; }; }; // VEMF "VEMFChatMsg" addPublicVariableEventHandler { systemChat (_this select 1); if (isClass(configFile >> "CfgSounds" >> "tune")) then { playSound ["tune",true]; } else { playSound ["hint",true]; }; VEMFChatMsg = nil; }; VEMF is running, it comes up on RPT, no messages so have to teleport via every city to find it. Put the VEMF code at the very top and it'll work. VEMF's code has to run on the client, and SEM runs on the server, so VEMF's code has to be above SEM's. Link to comment Share on other sites More sharing options...
KiloSwiss Posted January 16, 2015 Report Share Posted January 16, 2015 @Gek Konijn I don't know who startet spreading this wrong info, but You don't have to enable the system chat via description.ext. Disabled channels can still be used local by scrips. I use it in my SEM too and it works with the default EPOCH settings (system chat disabled). Greez KiloSwiss Link to comment Share on other sites More sharing options...
BrokenTwig Posted January 16, 2015 Report Share Posted January 16, 2015 Do you have a server.rpt with that? It all looks fine. Assuming you have a radio in game it should be working. Sorry I didnt get the rpt sent to you but I found the problem...I didnt have initserver.sqf in...somehow I removed it...Keep the good work going Link to comment Share on other sites More sharing options...
Gek Konijn Posted January 16, 2015 Report Share Posted January 16, 2015 Done as you said and its working. THANKYOU!! Link to comment Share on other sites More sharing options...
- VJ - Posted January 16, 2015 Report Share Posted January 16, 2015 Hello i have installed VEMF and it work great... until a player walks up to the loot box and gets kicked for Battleye: setdamage restriction #0 setdamage.log 15.01.2015 19:11:26: TonyMachete (80.195.210.98:2304) 7aa96be034c25e9e7e9a36da062715ff - #0 5.000000 2:2701 Box_IND_AmmoVeh_F 15.01.2015 19:13:18: TonyMachete (80.195.210.98:2304) 7aa96be034c25e9e7e9a36da062715ff - #0 5.000000 2:2701 Box_IND_AmmoVeh_F 15.01.2015 19:15:24: Drudarco (86.166.92.218:2304) 5cdb6ba60faa83b388a1fbb5a8c857e4 - #0 5.000000 2:2701 Box_IND_AmmoVeh_F 15.01.2015 19:20:07: - VJ - (192.168.1.43:2304) 8919cadc4493e22fa7a95703f7a2e368 - #0 5.000000 2:2701 Box_IND_AmmoVeh_F 15.01.2015 19:22:19: - VJ - (192.168.1.43:2304) 8919cadc4493e22fa7a95703f7a2e368 - #0 5.000000 2:2701 Box_IND_AmmoVeh_F 15.01.2015 19:24:05: Grammy (86.159.222.162:2304) 9ae0434436b4d79063bfad47c4d17462 - #0 5.000000 2:2701 Box_IND_AmmoVeh_F 16.01.2015 18:25:45: Grammy (94.173.233.239:2304) 0a78f65dd7febac27aacf2d088382e53 - #0 5.000000 2:2503 Box_IND_AmmoVeh_F 16.01.2015 18:26:21: Grammy (94.173.233.239:2304) 0a78f65dd7febac27aacf2d088382e53 - #0 5.000000 2:2503 Box_IND_AmmoVeh_F I have also tried adding !="Box_IND_AmmoVeh_F" with no luck. Any help would be appreciated. Thanks. p.s how do i make a spoiler tag. Link to comment Share on other sites More sharing options...