blckeagls Posted December 29, 2014 Author Report Share Posted December 29, 2014 Hey blckeagls I get kicked here: 29.12.2014 09:48:48: [sOWG] Aztec (24.15.252.186:2304) xxxxxxxxxxxxxxxxxxxxxxxx - #41 "Marker = createMarker ["MainMarker", Ccoords]; _MainMarker setMarkerColor "ColorGreen"; _MainMarker setMarkerShape "ELLIPSE"; _M" This is on your latest version. Update: I had to add BE filters for ever sqf file in debug (yikes!) Now I get kicked for addweaponcargo restriction 0. Here is the log file: 29.12.2014 10:51:12: [sOWG] Aztec (24.15.252.186:2304) xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx - #0 "srifle_GM6_SOS_F" 0:0 I added a be filter in addweaponcargo.txt file: !="srifle_GM6_SOS_F" checking to see if this fixes it. You shouldn't get kicked unless you are hosting a non-dedicated server (i.e. hosting the server while playing on the same instance).. Also, all scripts need to be run on the server (a dedicated one)... Only ones that run on the client are add markers (which shouldn't kick you) Link to comment Share on other sites More sharing options...
blckeagls Posted December 29, 2014 Author Report Share Posted December 29, 2014 HELLO BLACk! My problem is the AI spawn not with the mod weapon (The spawn with vanilla weapons) what must i do?????????? I have do this. look my INIT.sqf /* AI Mission Compiled by blckeagls @ Zombieville.net Code was modified by blckeagls using other peoples code. Been over a year, don't have their names anymore. Sorry =( */ //Variables to Edit Below //This defines the range from center to spawn mapRange = 12000; //This defines center of mapRange mapCenter = [6322,7801,0]; //Spawn time between AI blck_AISpawnTime = 300; //Time in seconds //This Defines what goes into the box; blck_FillBoxes = { private["_crate","_Weapons","_mags","_cfgweapons","_weapon","_plx","_mag","_mags","_allweap","_box"]; _crate = _this select 0; clearWeaponCargoGlobal _crate; clearMagazineCargoGlobal _crate; _crate addWeaponCargoGlobal ["arifle_mas_hk416_h", 4]; _crate addWeaponCargoGlobal ["arifle_mas_g36c_a", 3]; _crate addWeaponCargoGlobal ["arifle_mas_mk16_h", 4]; _crate addWeaponCargoGlobal ["arifle_mas_mk17_sd", 2]; _crate addWeaponCargoGlobal ["srifle_mas_sr25_h", 5]; _crate addWeaponCargoGlobal ["srifle_mas_m110_sd", 1]; _crate addWeaponCargoGlobal ["LMG_mas_Mk48_F_t", 2]; _crate addWeaponCargoGlobal ["mas_launch_RPG7_F", 1]; _crate addMagazineCargoGlobal ["30Rnd_mas_556x45_Stanag",18]; _crate addMagazineCargoGlobal ["20Rnd_mas_762x51_Stanag",9]; _crate addMagazineCargoGlobal ["100Rnd_mas_762x51_Stanag",3]; _crate addMagazineCargoGlobal ["mas_PG7V",1]; _crate addMagazineCargoGlobal ["CinderBlocks",15]; _crate addMagazineCargoGlobal ["jerrycan_epoch",10]; _crate addMagazineCargoGlobal ["lighter_epoch",2]; _crate addMagazineCargoGlobal ["CircuitParts",10]; _crate addMagazineCargoGlobal ["ItemCorrugatedLg",20]; _crate addMagazineCargoGlobal ["ItemCorrugated",20]; _crate addMagazineCargoGlobal ["ItemMixOil",3]; _crate addMagazineCargoGlobal ["MortarBucket",8]; _crate addMagazineCargoGlobal ["MultiGun",2]; _crate addMagazineCargoGlobal ["Heal_EPOCH",2]; _crate addMagazineCargoGlobal ["EnergyPack",5]; _crate addMagazineCargoGlobal ["EnergyPackLg",2]; _crate addMagazineCargoGlobal ["WhiskeyNoodle",5]; _crate addMagazineCargoGlobal ["water_epoch",5]; }; //This defines the random weapon to spawn on the AI blck_WeaponList = [ "arifle_mas_g36c_h", "LMG_mas_Mk48_F", "LMG_mas_pkm_F", "mas_launch_RPG7_F", "arifle_mas_g36c_h" ]; //This defines the skin list blck_SkinList = [ "O_G_Soldier_F", "O_G_Soldier_lite_F", "O_G_Soldier_SL_F", "O_G_Soldier_TL_F", "O_G_Soldier_AR_F", "O_G_medic_F", "O_G_Soldier_exp_F", "O_G_Soldier_GL_F", "O_G_Soldier_M_F", "O_G_Soldier_LAT_F", "O_G_Soldier_A_F", "O_G_officer_F", "O_officer_F", "O_Soldier_02_F", "O_Soldier_F", "O_Soldier_lite_F", "O_Soldier_GL_F", "O_Soldier_AR_F", "O_Soldier_SL_F", "O_Soldier_TL_FO_soldier_M_F", "O_Soldier_LAT_F", "O_medic_F", "O_soldier_repair_F", "O_soldier_exp_F", "O_helipilot_F", "O_engineer_F", "O_soldier_PG_F", "O_Story_Colonel_F", "O_Story_CEO_F", "O_soldier_UAV_F", "O_diver_F", "O_spotter_F", "O_sniper_F", "O_recon_F", "O_recon_M_F", "O_recon_LAT_F", "O_recon_exp_F", "O_recon_JTAC_F", "O_recon_TL_F", "O_Soldier_AAR_F", "O_Soldier_AAT_F", "O_Soldier_AAA_F", "O_support_MG_F", "O_support_GMG_F", "O_support_Mort_F", "O_support_AMG_F", "O_support_AMort_F", "O_soldierU_F", "O_soldierU_AR_F", "O_soldierU_AAR_F", "O_soldierU_LAT_F", "O_soldierU_TL_FO_SoldierU_SL_F", "O_soldierU_medic_F", "O_engineer_U_F", "O_soldierU_M_F", "O_soldierU_A_F", "O_SoldierU_GL_F" ]; //This defines the minimum number of AI to spawn per mission blck_MinAI = 8; //This defines the maximum number of AI to spawn per mission blck_MaxAI = 19; //This defines how long after an AI dies that it's body disappears. blck_aiCleanUpTimer = 600; // in seconds //Do Not Edit Below Here [] spawn { MissionGo = 0; MissionGoMinor = 0; [] execVM "\q\addons\custom_server\AIMission\Major\SM1.sqf"; //Starts major mission system [] execVM "\q\addons\custom_server\AIMission\Minor\SM1.sqf"; //Starts minor mission system [] execVM "\q\addons\custom_server\AIMission\Major2\SM1.sqf"; //Starts major mission system [] execVM "\q\addons\custom_server\AIMission\Minor2\SM1.sqf"; //Starts minor mission system }; Did you add any BE filters for those weapons? Might be causing the issue. e.g. from AztecGhost I added a be filter in addweaponcargo.txt file: !="srifle_GM6_SOS_F" Also, make sure your using the @MAS mod... those weapons are part of that mod... Link to comment Share on other sites More sharing options...
Paradox121 Posted December 29, 2014 Report Share Posted December 29, 2014 The MAS mod is using (In the creates are the new weapons) and i dont use BE filter Link to comment Share on other sites More sharing options...
blckeagls Posted December 29, 2014 Author Report Share Posted December 29, 2014 The MAS mod is using (In the creates are the new weapons) and i dont use BE filter I would suggest to download the newest version and make sure you replace the custom_server.pbo with the one you just downloaded Link to comment Share on other sites More sharing options...
AztecGhost Posted December 29, 2014 Report Share Posted December 29, 2014 Seems like I have to add exceptions for most of the weapons? I have gotten kicked 6 times already for different weapons. DO you have a list? Where is the MAS mod? Link to comment Share on other sites More sharing options...
blckeagls Posted December 29, 2014 Author Report Share Posted December 29, 2014 Seems like I have to add exceptions for most of the weapons? I have gotten kicked 6 times already for different weapons. DO you have a list? Where is the MAS mod? How are you running the server? Game host provider? or from your arma 3 client? The @MAS mod is from someone else.. it's a weapons pack Link to comment Share on other sites More sharing options...
Paradox121 Posted December 29, 2014 Report Share Posted December 29, 2014 Men! the Mod is running on our Server in the mission box are the new weapons but the NPCS doesnt spawn with the weapons ^^ Link to comment Share on other sites More sharing options...
Paradox121 Posted December 29, 2014 Report Share Posted December 29, 2014 With your new version work the //random weapons list? Link to comment Share on other sites More sharing options...
AztecGhost Posted December 29, 2014 Report Share Posted December 29, 2014 How are you running the server? Game host provider? or from your arma 3 client? The @MAS mod is from someone else.. it's a weapons pack I'm running from a host...Survival servers I have added 10 BE filters so far...seems like there are many more. Link to comment Share on other sites More sharing options...
blckeagls Posted December 29, 2014 Author Report Share Posted December 29, 2014 I'm running from a host...Survival servers I have added 10 BE filters so far...seems like there are many more. Did you put the custom_server.pbo inside your server files folder? Link to comment Share on other sites More sharing options...
AztecGhost Posted December 29, 2014 Report Share Posted December 29, 2014 Did you put the custom_server.pbo inside your server files folder? its currently sitting inside @EpochHIve/addons folder. Link to comment Share on other sites More sharing options...
blckeagls Posted December 29, 2014 Author Report Share Posted December 29, 2014 its currently sitting inside @EpochHIve/addons folder. Very strange that your getting kicked since the server is spawning the items and not you..... You have this in your mission init.sqf file correct? //If server execute this script if (isServer) then { execVM "\q\addons\custom_server\init.sqf"; //If anything but server execute this script } else { And you didn't add the custom_server.pbo to your client system right? Link to comment Share on other sites More sharing options...
AztecGhost Posted December 29, 2014 Report Share Posted December 29, 2014 Very strange that your getting kicked since the server is spawning the items and not you..... You have this in your mission init.sqf file correct? //If server execute this script if (isServer) then { execVM "\q\addons\custom_server\init.sqf"; //If anything but server execute this script } else { And you didn't add the custom_server.pbo to your client system right? This is what I have in my init.sqf file //If server execute this script if (isServer) then { execVM "\q\addons\custom_server\init.sqf"; //If anything but server execute this script } else { [] spawn { //This is to spawn the markers when players enter after server has started [] execVM "debug\addmarkers.sqf"; [] execVM "debug\addmarkers2.sqf"; [] execVM "debug\addmarkers75.sqf"; [] execVM "debug\addmarkers752.sqf"; //Event handler to show messages to players // this can be used for other scripts to send messages to players -- see AIM.sqf "blck_Message" addPublicVariableEventHandler {titleText[format["%1",_this select 1],"PLAIN DOWN",1];}; }; }; and yes i do not have it on client Link to comment Share on other sites More sharing options...
blckeagls Posted December 29, 2014 Author Report Share Posted December 29, 2014 Not sure whats causing the issue then.. guess you need some BE Filters... Link to comment Share on other sites More sharing options...
steamROLLER Posted December 29, 2014 Report Share Posted December 29, 2014 blckeagls,i'm having the same issue as some other folks. i'm running my own dedicated box and I had to add the createMarker etc into the public variables. We're now having to add all of the gear that drop on the AI into the addweapcargo.txt because as soon as we kill an AI we're kicked for restrictions. any ideas on how to fix without having to add each 5 !="" expressions into the (.txt) files?Also, when the AI lay down, half of there bodies look to be in the ground with there heads poking out hah Link to comment Share on other sites More sharing options...
AztecGhost Posted December 29, 2014 Report Share Posted December 29, 2014 Here is another issue.... At a mission.... Sapper went to mission and took out almost all AI. Link to comment Share on other sites More sharing options...
blckeagls Posted December 29, 2014 Author Report Share Posted December 29, 2014 blckeagls, i'm having the same issue as some other folks. i'm running my own dedicated box and I had to add the createMarker etc into the public variables. We're now having to add all of the gear that drop on the AI into the addweapcargo.txt because as soon as we kill an AI we're kicked for restrictions. any ideas on how to fix without having to add each 5 !="" expressions into the (.txt) files? Also, when the AI lay down, half of there bodies look to be in the ground with there heads poking out hah I believe you could just delete the addweapcargo.txt... not sure if that will fix it Here is my running addweaponcargo.txt file: 7 "" !"U_" !"arifle_" !"optic_" !="H_[0-9]+_EPOCH" !="V_[0-9]+_EPOCH" !="Item(Compass|GPS|Map)" !="EpochRadio[0-9]" !="(Binocular|Rangefinder|FAK|Hatchet|MeleeSledge|ChainSaw|MultiGun|Rollins_F)" !="(NVG|Heal|Defib|Repair)_EPOCH" !="(ruger_pistol|speargun|1911_pistol|wolf_mask|pkin_mask)_epoch" !="acc_(flashlight|pointer_IR)" !="SMG_(01|02)_F" !="hgun_(PDW2000|ACPC2|Rook40|P07|Pistol_heavy_0[1-2]|Pistol_Signal)_F" !="LMG_(Mk200|Zafir)_F" !="muzzle_snds_(H|H_MG|L|M|B|acp)" !="srifle_(EBR|GM6|LRR|DMR_01)_F" 7 "arifle_" !="arifle_(Katiba|Katiba_C|Katiba_GL|SDAR|TRG21|TRG20|TRG21_GL|Mk20|Mk20C|Mk20C_plain|Mk20_GL|Mk20_plain|Mk20_GL_plain)_F" !="arifle_(MXC|MX|MX_GL|MXM|MXM_Black|MX_GL_Black|MX_Black|MXC_Black|MX_SW|MX_SW_Black)_F" 7 "optic_" !="optic_(Arco|Hamr|Aco|ACO_grn|Aco_smg|ACO_grn_smg|Holosight|Holosight_smg|SOS|MRCO|DMS|Yorris|MRD|LRPS|NVS|tws|tws_mg)" 7 "U_" !="U_O_(CombatUniform_ocamo|GhillieSuit|PilotCoveralls|Wetsuit)" !="U_OG_Guerilla[1-3]_[1-3]" !="U_OG_leader" !="U_C_Poloshirt_(stripped|blue|burgundy|tricolour|salmon|redwhite)" !="U_C_(Poor_1|WorkerCoveralls|Journalist|Scientist)" !="U_OrestesBody" !="U_Wetsuit_(uniform|White|Blue|Purp)" !="U_Camo(Red|Brn|Blue)_uniform" !="U_Camo_uniform" !="U_C_Driver_[1-4]" !="U_C_Driver_1_(black|blue|green|red|white|yellow|orange|red)" Link to comment Share on other sites More sharing options...
blckeagls Posted December 29, 2014 Author Report Share Posted December 29, 2014 Here is another issue.... At a mission.... Sapper went to mission and took out almost all AI. Nothing I can do about that..... Link to comment Share on other sites More sharing options...
horbin Posted December 29, 2014 Report Share Posted December 29, 2014 I believe all the BE stuff is because much of the gear is NOT standard EPOCH approved. I posed a list on the normal forums. if the AI and Loot is pulling from those lists, BE kicks should be minimized. There are specific EPOCH class names for many of the items. This is to either inhibit inventory space (like the clothing) or disable thermal, or change how they are powered (NVG_EPOCH) as examples. Link to comment Share on other sites More sharing options...
1Man Posted December 29, 2014 Report Share Posted December 29, 2014 Whats the default cleanup on missions? Link to comment Share on other sites More sharing options...
blckeagls Posted December 30, 2014 Author Report Share Posted December 30, 2014 Whats the default cleanup on missions? 10 minutes Link to comment Share on other sites More sharing options...
1Man Posted December 30, 2014 Report Share Posted December 30, 2014 Ok I should have said missions that are not completed? Link to comment Share on other sites More sharing options...
blckeagls Posted December 30, 2014 Author Report Share Posted December 30, 2014 Ok I should have said missions that are not completed? They don't despawn until completed Link to comment Share on other sites More sharing options...
1Man Posted December 30, 2014 Report Share Posted December 30, 2014 Ok I edited the eq and they are still spawning in with First aid kits not FAK kits no idea where they are pulling them from and removed all scope weapons for BE reasons and AI still get them, very frustrating Link to comment Share on other sites More sharing options...
Paradox121 Posted December 30, 2014 Report Share Posted December 30, 2014 So the weapons work now , but only by any troops ... and they dont have ammo, why? cheers Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now