Talib Posted January 23, 2015 Report Share Posted January 23, 2015 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: Link to comment Share on other sites More sharing options...
TheVampire Posted January 23, 2015 Author Report Share Posted January 23, 2015 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. Link to comment Share on other sites More sharing options...
Talib Posted January 23, 2015 Report Share Posted January 23, 2015 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; Link to comment Share on other sites More sharing options...
fr1nk Posted January 23, 2015 Report Share Posted January 23, 2015 _crate = createVehicle ["Box_IND_AmmoVeh_F",(_canTown select 1),[],0,"CAN_COLLIDE"]; Don't remember the replacement classname, it's in a post a couple pages back. Link to comment Share on other sites More sharing options...
Talib Posted January 23, 2015 Report Share Posted January 23, 2015 hi; CargoNet_01_box_F ??? ;) Link to comment Share on other sites More sharing options...
TheVampire Posted January 23, 2015 Author Report Share Posted January 23, 2015 hi; CargoNet_01_box_F ??? ;) Yes, that will work fine. This will be fixed in the next update unless people like the orange box better. Link to comment Share on other sites More sharing options...
Talib Posted January 23, 2015 Report Share Posted January 23, 2015 Oui, cela fonctionne très bien. Ceci sera corrigé dans la prochaine mise à jour, sauf si des gens comme la boîte orange mieux. Ok thank :) tested and ok ;) Link to comment Share on other sites More sharing options...
Talib Posted January 24, 2015 Report Share Posted January 24, 2015 hi, I'm looking for the file or change the spawn box ??? big thank you Link to comment Share on other sites More sharing options...
TheVampire Posted January 24, 2015 Author Report Share Posted January 24, 2015 hi, I'm looking for the file or change the spawn box ??? big thank you Vous devez modifier cette ligne dans DynamicTownInvasion.sqf _crate = createVehicle ["CargoNet_01_box_F",(_canTown select 1),[],0,"CAN_COLLIDE"]; Link to comment Share on other sites More sharing options...
Talib Posted January 24, 2015 Report Share Posted January 24, 2015 Vous devez modifier cette ligne dans DynamicTownInvasion.sqf _crate = createVehicle ["CargoNet_01_box_F",(_canTown select 1),[],0,"CAN_COLLIDE"]; I search or change existing box (item-weapon...)? Link to comment Share on other sites More sharing options...
TheVampire Posted January 24, 2015 Author Report Share Posted January 24, 2015 Change the existing line to that Link to comment Share on other sites More sharing options...
Ree Posted January 24, 2015 Report Share Posted January 24, 2015 Hey Vamp mind checking out my RPT to see if any of these errors are from VEMF Link to comment Share on other sites More sharing options...
TheVampire Posted January 24, 2015 Author Report Share Posted January 24, 2015 Worked on enabling vehicle support today. Also went through the AI spawn script and simplified it. Need to do testing tomorrow but it should mean vehicle based missions and static AI support. Stay tuned for more teasers. Major Khunt, stonXer, Richie and 5 others 8 Link to comment Share on other sites More sharing options...
Talib Posted January 24, 2015 Report Share Posted January 24, 2015 ;) I would add the item in the box ?? I can not find or change the item in the box ?? Thank Link to comment Share on other sites More sharing options...
Xatu Posted January 24, 2015 Report Share Posted January 24, 2015 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" Link to comment Share on other sites More sharing options...
TheVampire Posted January 24, 2015 Author Report Share Posted January 24, 2015 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. Link to comment Share on other sites More sharing options...
Xatu Posted January 24, 2015 Report Share Posted January 24, 2015 Now works :P Sorry i´m Blind :P One more Problem the have only one mag and some have no amo °° and The bots spwan only in Potro (Panthera v3) Link to comment Share on other sites More sharing options...
GH-SQ-DELTA Posted January 24, 2015 Report Share Posted January 24, 2015 @Xatu... can you confirm tha the Ai that doesnt have any Magazin, doesnt have a Vest to ? That was my Problem. changed the settings with an error by which the Ai spawn without Vest and have no Magazines, because all Stuff spawns in the Vest. regards, DELTA Link to comment Share on other sites More sharing options...
horbin Posted January 24, 2015 Report Share Posted January 24, 2015 if magazines are added, without designating a specific location, they will go to whatever available space the unit has. Link to comment Share on other sites More sharing options...
Major Khunt Posted January 24, 2015 Report Share Posted January 24, 2015 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 Xatu 1 Link to comment Share on other sites More sharing options...
Scorpi Posted January 24, 2015 Report Share Posted January 24, 2015 _townArr = nearestLocations [_cntr, ["NameCityCapital","NameCity","NameVillage"], 30000]; Major Khunt 1 Link to comment Share on other sites More sharing options...
GH-SQ-DELTA Posted January 24, 2015 Report Share Posted January 24, 2015 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 ;) Link to comment Share on other sites More sharing options...
Xatu Posted January 24, 2015 Report Share Posted January 24, 2015 Survivor works fine ty <3 Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted January 25, 2015 Report Share Posted January 25, 2015 Hey, TheVampire. Perhaps you should ask the Epoch devs if they'll give you your own subforum under the AI Missions subforum? I'd also be willing to give you webspace if you wanted it on my webserver for a forum/website. Link to comment Share on other sites More sharing options...
rhughes945 Posted January 25, 2015 Report Share Posted January 25, 2015 Hey, TheVampire. Perhaps you should ask the Epoch devs if they'll give you your own subforum under the AI Missions subforum? I'd also be willing to give you webspace if you wanted it on my webserver for a forum/website. http://www.vampuricgaming.net/ Link to comment Share on other sites More sharing options...