happysan Posted January 18, 2015 Report Share Posted January 18, 2015 The normal radio doesn't spawn at all in Epoch, just EpochRadio0 in loot, or the higher ones as craftables. Why would you want to add something that doesn't exist in the mod? Lots of us are having to use Armaholic scripts for vanilla arma 3 to get the functionality that hasn't made it to Epoch. But I get your point. I'm cool either way. Link to comment Share on other sites More sharing options...
TheVampire Posted January 18, 2015 Author Report Share Posted January 18, 2015 Lots of us are having to use Armaholic scripts for vanilla arma 3 to get the functionality that hasn't made it to Epoch. But I get your point. I'm cool either way. If you were to add it, it wouldn't "hurt" anything, and a player would get a message with that radio. Link to comment Share on other sites More sharing options...
TheVampire Posted January 18, 2015 Author Report Share Posted January 18, 2015 The hotfix is out. You can download it at the usual place. Let me know anyone is still getting errors. cyncrwler 1 Link to comment Share on other sites More sharing options...
Darth_Rogue Posted January 18, 2015 Report Share Posted January 18, 2015 Any ideas how to get around the problem with Infi* not allowing players to get close to crates or be able to loot them? Link to comment Share on other sites More sharing options...
SadBoy1981 Posted January 18, 2015 Report Share Posted January 18, 2015 Any ideas how to get around the problem with Infi* not allowing players to get close to crates or be able to loot them? I change box with Box_NATO_Wps_F, infi* not deleting it. Link to comment Share on other sites More sharing options...
Darth_Rogue Posted January 18, 2015 Report Share Posted January 18, 2015 It doesn't delete them. The crate is visible. For non admins it teleports players backwards and then tosses them into the air to their death. lol Link to comment Share on other sites More sharing options...
SadBoy1981 Posted January 18, 2015 Report Share Posted January 18, 2015 I have latest infi* all works with box Box_NATO_Wps_F Link to comment Share on other sites More sharing options...
Darth_Rogue Posted January 18, 2015 Report Share Posted January 18, 2015 Changing the classname worked for me. Normal players can now get to the box and inspect its contents. Link to comment Share on other sites More sharing options...
MillerTime Posted January 18, 2015 Report Share Posted January 18, 2015 i switched all missions to this box "CargoNet_01_box_F" Link to comment Share on other sites More sharing options...
Havoc302 Posted January 18, 2015 Report Share Posted January 18, 2015 I know it's unrelated to current development targets but is it possible in the future to add some static positions spawning as well? I'd like to be able to define areas of the map that are generally AI controlled with a set respawn timer, so players can clear the area for a time but then they come back and retake it. What would be optimal is them spawning a couple of hundred meters out of town (like a findsafepos) then a waypoint being set on the centre of town 100m wide and told to fortify or patrol that area, so they don't just stand there. wizznall, Steven1230, cyncrwler and 1 other 4 Link to comment Share on other sites More sharing options...
Richie Posted January 18, 2015 Report Share Posted January 18, 2015 I know it's unrelated to current development targets but is it possible in the future to add some static positions spawning as well? I'd like to be able to define areas of the map that are generally AI controlled with a set respawn timer, so players can clear the area for a time but then they come back and retake it. What would be optimal is them spawning a couple of hundred meters out of town (like a findsafepos) then a waypoint being set on the centre of town 100m wide and told to fortify or patrol that area, so they don't just stand there. Ooh awesome idea :D Link to comment Share on other sites More sharing options...
GH-SQ-DELTA Posted January 19, 2015 Report Share Posted January 19, 2015 Hey together.... :D Vampire i have a Problem with This Code Change it to the Same Like my Welcome Messages, but at the Second Mission spawns i become a Error Message like, Custom fonds does not support, change to ARMA Standard. Its an font from your Picture Vampire, whats the Problem ? And since 1.0.0c with same config no Crate spawn and you can stay in front of a AI, they doesnt react on me or an other Player. I changed the Group 3 to 12 to test but it spawn only 4 AI Soldiers in 1.0.0b i have 13 AI Soldiers with many Firepower... does we have a Group Limit ? Text: //Vampire Mission Framework "VEMFChatMsg" addPublicVariableEventHandler { [ [ [((_this select 1) select 0),"align = 'center' size = '0.85' font=PuristaBold' color = '#FF8E13'], [""," "], [((_this select 1) select 1),"align = 'center' size = '0.75' font=PuristaMedium' color = '#FF8E13'] ] ] spawn BIS_fnc_typeText2; VEMFChatMsg = nil; }; Changed box: // Load Random Loot Amount for "_i" from 1 to ((floor(random 25)) + 25) do { changed File in Mission pbo. /* Vampire's Epoch Mission Framework Config by Vampire If you paid for this script, they are breaking the license terms. If you paid to have this installed, I suggest you get a refund. VEMF: https://github.com/SMVampire/VEMF */ /////////////////////////////////////////////////////////////////// /* Mission Config */ /////////////////////////////////////////////////////////////////// // VEMF Debug Settings: // Creates a lot of RPT Entries, turn off after debugging VEMFDebugLocs = false; VEMFDebugAI = false; VEMFDebugFunc = false; // AI Group Count per City // Default is 3 Groups VEMFGroupCnt = 3; // Punish Players who Run Over AI? // Causes 10% Vehicle Damage per AI Runover VEMFPunishRunover = true; // Dynamic Crate Loot? // Blacklist Still Applies VEMFDynCrate = false; // Crate Loot List // (DynCrate must be off) VEMFLootList = [ "ItemSodaOrangeSherbet", "ItemSodaPurple", "ItemSodaMocha", "ItemSodaBurst", "SnakeCarcass_EPOCH", "RabbitCarcass_EPOCH", "ChickenCarcass_EPOCH", "GoatCarcass_EPOCH", "SheepCarcass_EPOCH", "CinderBlocks", "MortarBucket", "ItemScraps", "ChainSaw", "VehicleRepairLg", "Hatchet", "MultiGun", "EnergyPackLg", "Heal_EPOCH", "Defib_EPOCH", "Repair_EPOCH", "MeleeSledge", "lighter_epoch", "VehicleRepair", "ItemMixOil", "jerrycan_epoch" ]; // Blacklist Crate Loot VEMFCrateBlacklist = [ "" ]; // Min & Max Mission Times (Will Be Made Better) // Time is in Minutes // Min Must Be Less Than Max VEMFMinMissTime = 5; VEMFMaxMissTime = 25; // Timeout (No Players Near) // Time in minutes VEMFTimeoutTime = 20; // Enable Timeout? // In false waits forever VEMFTimeout = true; // Announce to Last Killer or to Near Players? // Distance in Meters. 0 for Last Killer option. VEMFMissEndAnn = 0; // Mission Name Array VEMFMissionArray = ["DynamicTownInvasion"]; // Custom Addon Array (Don't Touch Unless You're Positive) // What is your addon script name? // Example: Caves.sqf VEMFAddon = [""]; // Blacklist Zone Array -- missions will not spawn in these areas // format: [[x,y,z],radius] // Ex: [[06325,07807,0],300] //Starry Sobor VEMFBlacklistZones = [ [[15414.311,0,15828.374],300], [[20940.137,23.681946,16036.816],300], [[14002.125,25.387854,18659.4],300] ]; /////////////////////////////////////////////////////////////////// /* AI Config */ /////////////////////////////////////////////////////////////////// // Generate Dynamic Weapon List? // If True WeaponLists Below Ignored // Recommended to Use With Blacklist VEMFDynWeapons = false; // Required Kill Percentage // Example 0.80 (80%) VEMFRequiredKillPercent = 1.0; // Blacklisted Weapons VEMFWepBlack = [ "ChainSaw", "Hatchet", "speargun_epoch", "MultiGun", "m107Tan_EPOCH", "m107_EPOCH", "srifle_GM6_F", "srifle_LRR_F" ]; // AI Headgear Array // 39-70, 74-92, Festives VEMFHeadgearList = [ "H_4_EPOCH", "H_5_EPOCH", "H_11_EPOCH", "H_19_EPOCH", "H_40_EPOCH", "H_50_EPOCH", "H_64_EPOCH" ]; // AI Uniform Array VEMFUniformList = [ "U_OG_Guerilla1_1", "U_OG_Guerilla2_1", "U_OG_Guerilla2_3", "U_OG_Guerilla3_1", "U_OG_Guerilla3_2", "U_OG_leader", "U_C_Poor_1", "U_C_WorkerCoveralls", "U_C_Journalist", "U_CamoRed_uniform", "U_CamoBrn_uniform", "U_CamoBlue_uniform", "U_Camo_uniform" ]; // AI Vest Array VEMFVestList = [ "V_9", "V_16", "V_32", "V_37", "V_39" ]; // AI Rifle Array VEMFRiflesList = [ "srifle_EBR_F", "srifle_DMR_01_F", "SMG_01_F", "SMG_02_F", "arifle_MXC_Black_F", "LMG_Mk200_F", "LMG_Zafir_F", "arifle_MX_SW_Black_F", "m249_EPOCH", "m249Tan_EPOCH", "m16_EPOCH", "m16Red_EPOCH", "M14Grn_EPOCH", "m4a3_EPOCH", "AKM_EPOCH" ]; // AI Pistol Array VEMFPistolsList = [ "hgun_ACPC2_F", "hgun_P07_F", "hgun_Pistol_heavy_01_F" ]; /* ======== Do Not Modify Below ======== */ diag_log text format ["[VEMF]: Configuration File Loaded!"]; VEMFVersion = "1.0.0c-PreAlpha"; anithing wrong ? :unsure: - Text, i thinks its ok with the Hotfix Release to time, One Mission without any Errors... - Box spawn again, have loot an the Message shows too... cool thanks, it works - But the AI doesnt fight with me, no reaction... nothing, rund habby cross the Town :blink: regards, DELTA Link to comment Share on other sites More sharing options...
1Man Posted January 19, 2015 Report Share Posted January 19, 2015 Just installed the hot fix version and no problems at all except the m14 one missing file, around 12 AI with loot and crate has loot. 3 missions All good great job! Link to comment Share on other sites More sharing options...
RRP47 Posted January 19, 2015 Report Share Posted January 19, 2015 Only came across one issue, on our Bornholm Server. One AI almost always glitches underneath the old A2 apartment buildings when VEMF picks a city with those apartments. Only way to clear the mission when this happens is to satchel the building. Link to comment Share on other sites More sharing options...
Havoc302 Posted January 19, 2015 Report Share Posted January 19, 2015 Only came across one issue, on our Bornholm Server. One AI almost always glitches underneath the old A2 apartment buildings when VEMF picks a city with those apartments. Only way to clear the mission when this happens is to satchel the building. Actually we've seen a couple of issues where there's one AI in the floor of a building laying down and can't be killed, on Altis. Admin had to go in and kill him by laying down and teleporting into the floor or detonating the building. Link to comment Share on other sites More sharing options...
Darth_Rogue Posted January 19, 2015 Report Share Posted January 19, 2015 I experienced this yesterday as well. AI glitched into the bottom floor of the A2 3-story apartment building. Had to TP in there to kill him. That's not a problem with VEMF specifically though I don't think. Those buildings don't have all the proper geometry in all the right places. Link to comment Share on other sites More sharing options...
TheVampire Posted January 19, 2015 Author Report Share Posted January 19, 2015 I experienced this yesterday as well. AI glitched into the bottom floor of the A2 3-story apartment building. Had to TP in there to kill him. That's not a problem with VEMF specifically though I don't think. Those buildings don't have all the proper geometry in all the right places. If I can have some bad building classnames i'll blacklist them in my code in future versions. VEMF uses building positions, and it's possible one of the positions is under the building. Most of the Arma 2 buildings had all their positions outside the buildings. Link to comment Share on other sites More sharing options...
Darth_Rogue Posted January 19, 2015 Report Share Posted January 19, 2015 If I can have some bad building classnames i'll blacklist them in my code in future versions. VEMF uses building positions, and it's possible one of the positions is under the building. Most of the Arma 2 buildings had all their positions outside the buildings. Land_Panelak Land_Panelak2 Those are the 3 story and 5 story A2 apartment buildings respectively. To be clear, the issue isn't that AI are spawning under them. They are roaming around outside and somehow glitch inside the building as they are wandering around. It's probably because on the server level the unit doesn't "see" the building and thinks that there is a shorter path of travel through it, so the unit roams in and cannot get out and cannot be killed. Not sure that's something you can fix but feel free to prove me wrong. lol Hippeh and cyncrwler 2 Link to comment Share on other sites More sharing options...
Bigjc2146 Posted January 19, 2015 Report Share Posted January 19, 2015 anyone having issues with the message not appearing? i get the sounds that its happening, but have no text indicating where. And other players have the message Link to comment Share on other sites More sharing options...
Darth_Rogue Posted January 19, 2015 Report Share Posted January 19, 2015 Do you have a radio? Link to comment Share on other sites More sharing options...
Bigjc2146 Posted January 19, 2015 Report Share Posted January 19, 2015 i found the issue. any radio the player had before the update would only give you the sound. new radios work fine Link to comment Share on other sites More sharing options...
Bigjc2146 Posted January 19, 2015 Report Share Posted January 19, 2015 thought that worked, but on restart no good. same issue, sound and no text Link to comment Share on other sites More sharing options...
Richie Posted January 19, 2015 Report Share Posted January 19, 2015 Check your init.sqf Link to comment Share on other sites More sharing options...
Bigjc2146 Posted January 20, 2015 Report Share Posted January 20, 2015 anything in perticular i am looking for? Link to comment Share on other sites More sharing options...
TheVampire Posted January 20, 2015 Author Report Share Posted January 20, 2015 thought that worked, but on restart no good. same issue, sound and no text Make sure you the newest init.sqf code. (it no longer gives a sound) https://github.com/SMVampire/VEMF/blob/master/Mission%20Files/init.sqf Link to comment Share on other sites More sharing options...