Ghostrider-GRG Posted March 28, 2015 Report Share Posted March 28, 2015 can I use this in panthera It should work fine on any map. You might need to add a check for the map dimensions. I should add dimensions in for common maps anyway. I will try to do this sometime today. Link to comment Share on other sites More sharing options...
Totto005 Posted March 28, 2015 Report Share Posted March 28, 2015 THX 4 info Link to comment Share on other sites More sharing options...
H03LL3 Posted March 29, 2015 Report Share Posted March 29, 2015 Hi there! I get script restriction #42, can anybody help? scripts.log says: 29.03.2015 15:29:37: H03LL3 (xx.xx.xxx.xx:2304) xx19xxcb6xx17xx680xxbdxx11xxa41a - #42 "Marker = createMarker ["MainMarker", Ccoords]; _MainMarker setMarkerColor "ColorWhite"; _MainMarker setMarkerShape "ELLIPSE"; _M" and my scripts.txt at the lines; EDITOR LINE 41: 7 createDialog !="createDialog \"InteractBank\";" !="createdialog \"SelectGender\";" !="_handled = createdialog _dialog;" !="if (!dialog) then {createDialog 'Skaronator_AdminMenu'};" !="if !(createdialog \"InteractItem\") exitWith {};" !="createDialog \"TapOut\";" !="if !(createdialog \"Trade\") exitWith {};" !="_ok = createdialog \"Interact\";" !="_ok = createdialog \"TradeNPCMenu\";" !="createDialog \"Epoch_myGroup\";" !="createDialog (if ((Epoch_my_GroupUID == \"\") && (Epoch_my_Group isEqualTo [])) then {\"EPOCH_createGrp\"} else {\"Epoch_myGroup\"});" !="createDialog \"GroupRequests\";" !="_ok = createdialog \"MissionSelect\";" EDITOR LINE 42: 7 deleteMarker !=deleteMarker "MainMarker";" !="deleteMarker "MainMarker2";" !="deleteMarker "MainMarker75";" !="deleteMarker "MainMarker752";" EDITOR LINE 43: 7 setMarker EDITOR LINE 44: 7 createMarker !="createMarker["MainMarker752", M2Coords];" !="createMarker ["MainMarker", Ccoords];" !="createMarker ["MainMarker2", C2coords];" !="createMarker["MainMarker75", MCoords];" Link to comment Share on other sites More sharing options...
cyncrwler Posted March 29, 2015 Report Share Posted March 29, 2015 Line 43 you need to add something like this ! "Marker = createMarker ["MainMarker", Ccoords]; Link to comment Share on other sites More sharing options...
H03LL3 Posted March 29, 2015 Report Share Posted March 29, 2015 That is found in Editor Line 44, copy it also to Editor Line 43 ? EDIT: OK, so far so good, but now i get kicked with public variable restriction #0 LOG: 29.03.2015 16:36:58: H03LL3 (xx.xx.xxx.xx:2304) 9d1xxxxb626xxxx68015xxxx1152a41a - #0 "EPOCH_checkPlayer_PVS" = <NULL-object> Link to comment Share on other sites More sharing options...
no1stumper Posted March 29, 2015 Report Share Posted March 29, 2015 any reason why i would be getting this? 6:12:05 Script command setOwner cannot be used for object 'i_g_soldier_unarmed_f'. Use setGroupOwner instead. Link to comment Share on other sites More sharing options...
smilinglyer Posted March 30, 2015 Report Share Posted March 30, 2015 Is there a way to change the number of AI that spawn? I can't figure this out. Link to comment Share on other sites More sharing options...
Richie Posted March 30, 2015 Report Share Posted March 30, 2015 Would someone be kind enough to save me reading 27 pages please :D How do you take the grenades off the Ai ? they have far too many Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted March 30, 2015 Report Share Posted March 30, 2015 Is there a way to change the number of AI that spawn? I can't figure this out. In custom_mission\AIMission\AIConfig.sq look at lines 24 to 33 in which the MinAI and MaxAI are defined for each class of mission. In these setting Orange=Major, Green=Major2, Red=Minor2 and Blue = Minor. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted March 30, 2015 Report Share Posted March 30, 2015 Would someone be kind enough to save me reading 27 pages please :D How do you take the grenades off the Ai ? they have far too many Ritchie, I think this should do it. In custom_mission\AIMission\AIConfig.sq look for line 462. Change the number of grenades on that line to suite your taste. Richie 1 Link to comment Share on other sites More sharing options...
Richie Posted March 31, 2015 Report Share Posted March 31, 2015 Ritchie, I think this should do it. In custom_mission\AIMission\AIConfig.sq look for line 462. Change the number of grenades on that line to suite your taste. Thank you :D Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted March 31, 2015 Report Share Posted March 31, 2015 Thank you :D You are welcome. let me know how it works. Link to comment Share on other sites More sharing options...
HackSaW_TM Posted March 31, 2015 Report Share Posted March 31, 2015 31.03.2015 11:28:07: Staytic (10.25.9.15:34) 14e582 - #41 "Marker = createMarker ["MainMarker", Ccoords]; _MainMarker setMarkerColor "ColorOrange"; _MainMarker setMarkerShape "ELLIPSE"; Please help with this kick Link to comment Share on other sites More sharing options...
prue420 Posted March 31, 2015 Report Share Posted March 31, 2015 2 problems I am having with this update 1 i get no message when you complete the mission or walk near the crate and 2 the truck disappears when you get about 500 m from the mission. Anyone have these issues? Link to comment Share on other sites More sharing options...
SgtSparraGump Posted April 4, 2015 Report Share Posted April 4, 2015 Is there any way to change the box the gear is in so that it can be lifted? Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted April 4, 2015 Report Share Posted April 4, 2015 Is there any way to change the box the gear is in so that it can be lifted? Just add the crate to your list of liftables. If you are using R3F lift and tow, add "Box_NATO_Wps_F" to R3F_LOG_CFG_objets_heliportables in config.sqf. Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted April 13, 2015 Report Share Posted April 13, 2015 Build 2.1 posted on Github. Major changes are that the armed pickups have been replaced with static .50 cals and grenade launchers and the AI now carry RPGs. Link to comment Share on other sites More sharing options...
AndreasRA Posted April 13, 2015 Report Share Posted April 13, 2015 custom_server/init.sqf not found @server start but the init is in this folder oO hmmm pls help Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted April 14, 2015 Report Share Posted April 14, 2015 make sure you add custom_server.pbo located in the \bin directory of the download to the @epochhive\addons folder of your server. Link to comment Share on other sites More sharing options...
AndreasRA Posted April 14, 2015 Report Share Posted April 14, 2015 i`v already but dont work Link to comment Share on other sites More sharing options...
AndreasRA Posted April 16, 2015 Report Share Posted April 16, 2015 if i edit the init, mission ai spawn from 5-15 to 15-20 the server dont found the init anymore lol Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted April 17, 2015 Report Share Posted April 17, 2015 github updated. Please post here if you find bugs or other issues. A summary of changes is shown below. Thanks, Ghost Build 2.2 4-15-2015 - Replaced armed pickups with static MG or Grenade launcher - Added script that forces the nearest AI to man static gun if the gunner is killed - Added a routine to cleanup spawned objects such as machine guns or base objects - Removed weapons fitted with sights from AI and crates as these were causing BE addweaponcargo issues. One that one can now run the default BE filter for addweaponcargo.txt - Added new a category of items for the crates: optics which is configurable - Added code which permits one to add customize mission with respect to the mission messages and items that spawn such as bunkers, buildings, etc. This involved adding a routine to spawn objects from 'compositions' loaded from pre-defined in arrays. See the examples in the composition folder for each mission class for examples. - Unused code removed - typo in routine to identify the map corrected - pre-configured mission.pbo's updated to Epoch 0.3.0.2 To Do: Add Marksman weapons - these were giving numberous Cfg not found errors. Add routine to add optics and possible NVG Link to comment Share on other sites More sharing options...
Mr.SkyNet Posted April 17, 2015 Report Share Posted April 17, 2015 (edited) Thanks for the update Ghostrider :) was using your old version fine but the new one has effected the server fps, was at 40-50 now its 27-33 even hit 1 at one point. rpt is spamed once the mission has ended (completed) with _units = _veh nearEntities ["i_g_soldier_unarmed_f",50> error position: <nearEntities ["i_g_soildier_unarmed_f", 50> error 0 elements provided,3 expected file q\addons\custom_server\AIMission\vechiclemonitor.sqf, line 21 bad conversion; array error in expression <)&& _count < 20} do { Edited April 17, 2015 by Mr.SkyNet Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted April 18, 2015 Report Share Posted April 18, 2015 Github Updated with: Updated AI difficulty settings Bug fixes in AIFunctions.sqf Undefined Variable Checks (e.g., in epoch.altis\debug) Link to comment Share on other sites More sharing options...
Ghostrider-GRG Posted April 18, 2015 Report Share Posted April 18, 2015 Thanks for the update Ghostrider :) was using your old version fine but the new one has effected the server fps, was at 40-50 now its 27-33 even hit 1 at one point. rpt is spamed once the mission has ended (completed) with _units = _veh nearEntities ["i_g_soldier_unarmed_f",50> error position: <nearEntities ["i_g_soildier_unarmed_f", 50> error 0 elements provided,3 expected file q\addons\custom_server\AIMission\vechiclemonitor.sqf, line 21 bad conversion; array error in expression <)&& _count < 20} do { There was an issue with this code in an earlier verion. Please download the latest verion (build 2.22 4-18-15) from the github. This should address your errors. Thank you for the positive feedback. Link to comment Share on other sites More sharing options...
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