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VEMF - Vampire's Epoch Mission Framework


TheVampire

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hi, I have a huge problem with the box crates.
When a player will aproach it eject
 
has-been kicked by BattlEye: SetDamage Restriction # 0   :huh:  :huh:  :huh:  :huh:

 

Thank  hi, I have a huge problem with the box crates.

When a player will aproach it eject
 
has-been kicked by BattlEye: SetDamage Restriction # 0  :huh:
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Thank  hi, I have a huge problem with the box crates.

When a player will aproach it eject
 
has-been kicked by BattlEye: SetDamage Restriction # 0  :huh:

 

 

This is a problem with the alternative antihack.

You need to open the dynamictowninvasion mission and change the crate classname.

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Hi,  (NO CLASS NAME ?????)   :mellow: 

 

 

/*
Dynamic Town Invasion Mission by Vampire
*/
private ["_canTown","_nearPlyr","_grpCnt","_housePos","_sqdPos","_msg","_alert","_winMsg","_crate","_cratePos","_wait"];
 
if (!isNil "VEMFTownInvaded") exitWith {
// Town Already Under Occupation
};
 
VEMFTownInvaded = true;
 
diag_log text format ["[VEMF]: Running Dynamic Town Invasion Mission."];
 
// Find A Town to Invade
while {true} do {
_canTown = call VEMFFindTown;
_nearPlyr = {isPlayer _x} count ((_canTown select 1) nearEntities [["Epoch_Male_F", "Epoch_Female_F"], 800]) > 0;
 
if (!_nearPlyr) exitWith {
// No Players Near Else Loop Again
};
 
uiSleep 30;
};
 
// Group Count
_grpCnt = VEMFGroupCnt;
 
// We Found a Town with No Players. Let's Invade.
// Format: [POS, HouseCount]
_housePos = [(_canTown select 1), _grpCnt] call VEMFHousePositions;
 
_sqdPos = [];
{
// 4 Units to a Squad. One Squad Leader.
if (!(count _x <= 4)) then {
_x resize 4;
_sqdPos = _sqdPos + _x;
} else {
_sqdPos = _sqdPos + _x;
};
} forEach _housePos;
 
 
// Now we have Unit Positions, We Announce the Mission and Wait
_msg = format ["Hostile Fireteams seen in %1", (_canTown select 0)];
_msg = [_msg,"Locals Promise Supplies for any Armed Aid."];
_alert = [_msg] call VEMFBroadcast;
 
if (!_alert) exitWith {
// No Players have a Radio Equipped. Maybe we can try later?
diag_log text format ["[VEMF]: DynTownInv: Mission Ended for No Active Radios."];
VEMFTownInvaded = nil;
};
 
// Usage: COORDS, Radius
_wait = [(_canTown select 1),1000] call VEMFNearWait;
 
if (!_wait) exitWith {
diag_log text format ["[VEMF]: DynTownInv: Mission Ended for Timeout."];
VEMFTownInvaded = nil;
};
 
// Player is Near, so Spawn the Units
[(_canTown select 1),_sqdPos,false,1,"VEMFDynInv"] ExecVM VEMFSpawnAI;
 
waitUntil{!isNil "VEMFDynInv"};
 
// Wait for Mission Completion
[(_canTown select 1),"VEMFDynInv"] call VEMFWaitMissComp;
 
// Rewards
_winMsg = format ["%1 Liberated!", (_canTown select 0)];
_winMsg = [_winMsg,"Locals have left Supplies in town for the Liberators."];
VEMFChatMsg = _winMsg;
if (VEMFMissEndAnn > 0) then {
{
if ((isPlayer _x) && {((_x distance (_canTown select 1)) <= VEMFMissEndAnn)}) then {
(owner (vehicle _x)) publicVariableClient "VEMFChatMsg";
};
} forEach playableUnits;
} else {
if (!(isNil "VEMFDynInvKiller")) then {
(owner (vehicle VEMFDynInvKiller)) publicVariableClient "VEMFChatMsg";
};
};
VEMFDynKiller = nil;
 
_crate = createVehicle ["Box_IND_AmmoVeh_F",(_canTown select 1),[],0,"CAN_COLLIDE"];
_crate setObjectTextureGlobal [0, "#(argb,8,8,3)color(0,0,0,0.8)"];
_crate setObjectTextureGlobal [1, "#(argb,8,8,3)color(0.82,0.42,0.02,0.3)"];
_crate setVariable ["VEMFScenery", true];
_cratePos = (_canTown select 1) findEmptyPosition [0,50,(typeOf _crate)];
if ((count _cratePos) > 0) then {
_crate setPos _cratePos;
};
[_crate] call VEMFLoadLoot;
diag_log text format ["[VEMF]: DynTownInv: Crate Spawned At: %1 / Grid: %2", (getPosATL _crate), mapGridPosition (getPosATL _crate)];
 
VEMFDynInv = nil;
VEMFTownInvaded = nil;
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I try to give the Bots MAS Weapons but they spwan with normal Weapons °°

I changed this : 
 

VEMFRiflesList = [
	"arifle_mas_fal","arifle_mas_lee","srifle_mas_hk417_sd","srifle_mas_m107","srifle_mas_m24","arifle_mas_mp5","arifle_mas_ak_74m_sf",
	"arifle_mas_bizon","arifle_mas_m70","srifle_mas_svd","srifle_mas_svd_sd","srifle_mas_vss","srifle_mas_ksvk_h","arifle_mas_aks74u",
	"LMG_mas_pkm_F","LMG_mas_rpk_F","srifle_mas_m24_d","arifle_mas_g3s","arifle_mas_mk17_sd","arifle_mas_g36c_e",
	"arifle_mas_m4_gl_d","arifle_mas_hk417_m203c"
];

// AI Pistol Array
VEMFPistolsList = [
	"hgun_mas_mp7_F","hgun_mas_mak_F"
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I try to give the Bots MAS Weapons but they spwan with normal Weapons °°

I changed this : 

 

VEMFRiflesList = [
	"arifle_mas_fal","arifle_mas_lee","srifle_mas_hk417_sd","srifle_mas_m107","srifle_mas_m24","arifle_mas_mp5","arifle_mas_ak_74m_sf",
	"arifle_mas_bizon","arifle_mas_m70","srifle_mas_svd","srifle_mas_svd_sd","srifle_mas_vss","srifle_mas_ksvk_h","arifle_mas_aks74u",
	"LMG_mas_pkm_F","LMG_mas_rpk_F","srifle_mas_m24_d","arifle_mas_g3s","arifle_mas_mk17_sd","arifle_mas_g36c_e",
	"arifle_mas_m4_gl_d","arifle_mas_hk417_m203c"
];

// AI Pistol Array
VEMFPistolsList = [
	"hgun_mas_mp7_F","hgun_mas_mak_F"

 

You have to turn off Dynamic Weapon Generation for those arrays to work.

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panthera only has one city thats the problem. i posted a fix sum wer in this thread

 

// Get a list of towns
// Shouldn't cause lag because of the infrequency it runs (Needs Testing)
_townArr = nearestLocations [_cntr, ["NameCity","NameCityCapital"], 30000];
 
change to 
 
// Get a list of towns
// Shouldn't cause lag because of the infrequency it runs (Needs Testing)
_townArr = nearestLocations [_cntr, ["NameVillage","NameCity"], 30000];
 
sum wer around line 150 VFunctions.sqf
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if magazines are added, without designating a specific location, they will go to whatever available space the unit has.

Yeah, thats correct.

But, we know that the Ai doenst have a Backpack (Vampire didnt implement that to time, i ask 4 an few sides before), and the EPOCH Clothes doesnt have space for loot... so the only thing the loot can spawn is the Vest  ;)

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