EliteWarfare Posted January 3, 2015 Author Report Share Posted January 3, 2015 Sorry everyone i havn't been on the forums in a while been busy looking for a new job. so anyways ill be posting a new download link tonight ill just put the IgiLoad Script and the BE Filters the Config of the IgiLoad will be the same as i have it on my 2 servers. Link to comment Share on other sites More sharing options...
Joker_xGERx Posted January 5, 2015 Report Share Posted January 5, 2015 IgiLoad is working fine for me, thanks for sharing! ...but just one question: How do i get the loadable transport crates for IgiLoad in Epoch? Link to comment Share on other sites More sharing options...
Humpabry Posted January 9, 2015 Report Share Posted January 9, 2015 any reason only admins can use this on my server? normal players dont get the options fixed Link to comment Share on other sites More sharing options...
Gek Konijn Posted January 9, 2015 Report Share Posted January 9, 2015 Kick restriction #8 09.01.2015 15:01:15: Jason Stirling (xxxxxxxx) 7f04xxxxxxxx53 - #8 "["A3\functions_f\Misc\fn_moveIn.sqf",".sqf",0,false,false,false,"HSim","Misc","moveIn"]" HELP!!!! Line 9= 7 moveIn !="(_this select 1) moveInCargo (_this select 0);" Link to comment Share on other sites More sharing options...
Gek Konijn Posted January 9, 2015 Report Share Posted January 9, 2015 think I have figured it, on OP it says for scripts.txt to add 7 moveIn !="(_this select 1) moveInCargo (_this select 0);" When it should be ADD 7 moveIn !="(_this select 1) moveInCargo (_this select 0);" !="\"A3\functions_f\Misc\fn_moveIn.sqf\"" !="\"A3\functions_f\arrays\fn_removeIndex.sqf\"" !="player moveInAny _vehicle;\nEPOCH_antiWallCount = EPOCH_antiWallCount + 1;" !="[\"I_UAV_AI\", position _unit, [], 0, \"CAN_COLLIDE\"];\n_driver moveInAny _unit;" Link to comment Share on other sites More sharing options...
ReDBaroN Posted January 9, 2015 Report Share Posted January 9, 2015 Hi, This is all up and working for me. Just one slight problem, if you leave vehicles loaded with other vehicles through a restart, when you log back in they explode next to you. Is this just me and I've done something wrong? Or does this happen to everyone and you're supposed to unload before restart? Link to comment Share on other sites More sharing options...
Shreeden Posted January 9, 2015 Report Share Posted January 9, 2015 Hi, This is all up and working for me. Just one slight problem, if you leave vehicles loaded with other vehicles through a restart, when you log back in they explode next to you. Is this just me and I've done something wrong? Or does this happen to everyone and you're supposed to unload before restart? I imagine that is normal. Link to comment Share on other sites More sharing options...
Snakeyes Posted January 10, 2015 Report Share Posted January 10, 2015 I installed IgiLoad on my server and I added the call to my init.sqf. When I join the server it shows IgiLoad was loaded, but I don't see any scroll wheel menu options to load anything. I have tried various combinations of trucks, ATVs, etc., but no joy. I'm not seeing any errors. I'll check the rpt. Installation was simple and straight forward. No idea why it is not working. Link to comment Share on other sites More sharing options...
1Man Posted January 10, 2015 Report Share Posted January 10, 2015 You may need to add the epoch vehicles to the sqf Link to comment Share on other sites More sharing options...
Snakeyes Posted January 10, 2015 Report Share Posted January 10, 2015 You may need to add the epoch vehicles to the sqf I'll try that. Thanks 1Man. Link to comment Share on other sites More sharing options...
Shreeden Posted January 12, 2015 Report Share Posted January 12, 2015 I'll try that. Thanks 1Man. Yes the vehicle classnames need to be changed. Link to comment Share on other sites More sharing options...
Metalfoundry Posted January 12, 2015 Report Share Posted January 12, 2015 EDIT: delete please Link to comment Share on other sites More sharing options...
Snakeyes Posted January 12, 2015 Report Share Posted January 12, 2015 I used EliteWarfares file download. It works great now. Link to comment Share on other sites More sharing options...
Leigham Posted January 13, 2015 Report Share Posted January 13, 2015 Ive added the call into the init.sqf but im still getting no option to load vics ? any ideas ? if (isServer) then { fn_getBuildingstospawnLoot = compile preProcessFileLineNumbers "fn_LSgetBuildingstospawnLoot.sqf"; LSdeleter = compile preProcessFileLineNumbers "LSdeleter.sqf"; execVM "Lootspawner.sqf"; }; if(isDedicated)exitWith{}; //Everything below this line is only executed on the client (player or local host) //Wait until these variables are broadcasted to the client (usually happens before the init gets executed) waitUntil{!isNil {SEM_AIdropGearChance}}; waitUntil{!isNil {SEM_removeWeaponsFromDeadAI}}; waitUntil{!isNil {SEM_removeMagazinesFromDeadAI}}; //diag_log format["#SEM DEBUG: variables received: Weapons %1 - Magazines %2", SEM_removeWeaponsFromDeadAI, SEM_removeMagazinesFromDeadAI]; SEM_client_createMissionMarker = { private["_create","_markerPos","_markerName","_marker"]; _create = _this select 0; if(!_create)then[{ //delete marker if (getMarkerColor "MissionMarker" != "")then{ //Only delete existing Marker deleteMarkerLocal "MissionMarker"; }; },{ //else create marker _markerPos = _this select 1; _markerName = _this select 2; _marker = createMarkerLocal ["MissionMarker", _markerPos]; _marker setMarkerPosLocal _markerPos; _marker setMarkerTypeLocal "hd_destroy"; _marker setMarkerTextLocal format["%1",_markerName]; _marker setMarkerColorLocal "ColorRed"; _marker setMarkerDirLocal -37; _marker setMarkerSizeLocal [0.8,0.8]; }]; }; SEM_client_removeGear = { removeVest _this; //removeHeadgear _this; removeGoggles _this; removeAllItems _this; removeAllWeapons _this; removeBackpackGlobal _this; {_this removeMagazine _x}count magazines _this; }; SEM_client_AIfiredEH = { if(isPlayer _this || !local _this)exitWith{systemChat "NEIN!"}; call compile format[" _this addEventHandler ['Fired',{ if(_this select 2 in %1)then{ _this select 0 addMagazines [_this select 5, 1]; }; }]; ", ["launch_RPG32_F","launch_NLAW_F","launch_Titan_short_F","launch_Titan_F"]]; }; SEM_client_AIaddKilledEH = { if(isPlayer _this || !local _this)exitWith{systemChat "NEIN!"}; /* Remove Weapons when killed */ call compile format[" _this addEventHandler ['Killed',{ private ['_unit','_z','_ran']; _unit = _this select 0; {_unit removeWeaponGlobal _x}count (%1 + ['EpochRadio0','ItemMap','ItemRadio','ItemWatch','ItemCompass','ItemGPS']); {if(_x in (magazines _unit))then{_unit removeMagazines _x}}count %2; if(SEM_AIdropGearChance < ceil(random 100))then{ _unit call SEM_client_removeGear; {deleteVehicle _x}forEach nearestObjects [(getPosATL _unit), ['GroundWeaponHolder','WeaponHolderSimulated','WeaponHolder'], 1]; }; _unit spawn{ sleep .1; {_z = _x; if(_x in (getweaponcargo _z))exitWith{deleteVehicle _z}count %1; if(_x in (getmagazinecargo _z))exitWith{deleteVehicle _z}count %2; }forEach nearestObjects [(getPos _this), ['GroundWeaponHolder','WeaponHolderSimulated','WeaponHolder'], 12]; }; }]; ", SEM_removeWeaponsFromDeadAI, SEM_removeMagazinesFromDeadAI]; /* AI run over by vehicle */ _this addEventHandler ["killed", { private["_u","_k","_vk","_s"]; _u = _this select 0; _k = _this select 1; _vk = vehicle _k; if(_vk isKindOf "Car")then{ if(abs speed _vk > 0)then{ if(_vk distance _u < 10)then{ if(isEngineOn _vk || !isNull (driver _vk))then{ _u call SEM_client_removeGear; {deleteVehicle _x}forEach nearestObjects [(getPosATL _u), ['GroundWeaponHolder','WeaponHolderSimulated','WeaponHolder'], 3]; if({alive _x}count units group _u < 1)then[{ "R_PG32V_F" createVehicle (position _u); },{ //_vk setVelocity [(velocity _vk select 0)*.25, (velocity _vk select 1)*.25, 2]; _s = [ "wheel_1_1_steering","wheel_2_1_steering","wheel_1_2_steering","wheel_2_2_steering", "wheel_1_3_steering","wheel_2_3_steering","wheel_1_4_steering","wheel_2_4_steering", "MOTOR","glass1","glass2","glass3","door1","door2","door3","door4"]; {_vk setHit [_x,(_vk getHit _x)+(.3+(random .2))]}count _s; }]; }}}}; }]; }; /* DO NOT CALL "fn_animateAI" because the sleep commands will cause errors when used in a non-scheduled environment */ SEM_client_animateAI = { private["_group","_pos","_checkPos","_firstLoop","_nearThreads","_doMove","_dir","_dist","_posX","_posY","_oldPos","_newPos","_z"]; _group = _this select 0; _pos = _this select 1; _checkPos = _pos; _checkPos set [2,3]; waitUntil{{owner _x == owner player}forEach units _group}; //Wait until the server gives You the ownership of the AI diag_log format["#SEM: Client taking over AI ownership at Pos %1, Distance %2, Units: (%3/%4)", _pos, (vehicle player) distance _pos, {alive _x}count units _group, count units _group]; { _x call SEM_client_AIfiredEH; _x call SEM_client_AIaddKilledEH; _x enableAI "AUTOTARGET"; //_x enableAI "TARGET"; _x enableAI "MOVE"; _x enableAI "ANIM"; _x enableAI "FSM"; _x stop false; _x setUnitPos "Middle"; //"Auto" }count units _group; _group setCombatMode "YELLOW"; _group setBehaviour "COMBAT"; //"AWARE"; //waitUntil{{alive _x}count units _group < 1 || ({owner _x != owner player}forEach units _group)}; while{{alive _x}count units _group > 0 && ({owner _x == owner player}forEach units _group)}do{ _nearThreads = _pos nearEntities [["Epoch_Man_base_F","Epoch_Female_base_F","Helicopter","Car","Motorcycle"], 1200]; //"Epoch_Man_base_F","Epoch_Female_base_F" {if(alive _x && isPlayer _x)then{ _z = _x; {if !(lineIntersects [eyePos _x, eyePos _z, (vehicle _x), (vehicle _z)] || terrainIntersectASL [eyePos _x, eyePos _z])then{ _group reveal [_z,4]; if((secondaryWeapon _x) == "")then[{ _x doWatch _z; _x doTarget _z; _x commandFire _z; _x suppressFor 3; },{ if !(_z isKindOf "Epoch_Man_base_F" || _z isKindOf "Epoch_Female_base_F")then{ _x doWatch _z; _x doTarget _z; _x commandFire _z; }; }]; }}forEach units _group; UIsleep (3+(random 2)); }}forEach _nearThreads; UIsleep 3; }; diag_log format["#SEM: AI ownership lost - Remaining AIs: (%1/%2)", {alive _x}count units _group, count units _group]; }; "SEM_globalHint" addPublicVariableEventHandler { private "_sound"; _sound = (_this select 1) select 0; switch(_sound)do{ case 0:{playSound "UAV_05"}; //Mission start case 1:{playSound "UAV_01"}; //Mission fail (object destroyed) case 2:{playSound "UAV_04"}; //Mission fail (time out) case 3:{playsound "UAV_03"}; //Mission success }; hint parseText format["%1", (_this select 1) select 1] }; if(!isNil "SEM_globalMissionMarker")then{SEM_globalMissionMarker call SEM_client_createMissionMarker}; "SEM_globalMissionMarker" addPublicVariableEventHandler {_this select 1 call SEM_client_createMissionMarker}; if(!isNil "SEM_takeAIownership")then{SEM_takeAIownership call SEM_client_animateAI}; "SEM_takeAIownership" addPublicVariableEventHandler {_this select 1 spawn SEM_client_animateAI}; //DO NOT CALL! [] spawn { /* This is the advertisement. If You don't like it, remove it */ waitUntil{vehicle player == player && time > 5}; systemChat format["Welcome to EPOCH %1 survivor %2", str(toUpper worldName), name player]; systemChat format["This server is running %1 v0.7", str "Simple Epoch Missions"]; }; /* End of advertisement */ if(toLower worldName in ["chernarus","chernarus_summer"])then{ ([4654.62,9593.63,0] nearestObject 145259) setDamage 1; ([4654.62,9593.63,0] nearestObject 145260) setDamage 1; }; //Fix for something, find out ;) [player] execVM "scripts\simpleEP.sqf"; [] execVM "scripts\fn_statusBar.sqf"; [] execVM "IgiLoad\IgiLoadInit.sqf"; [] execVM "scripts\zod_stakedown_init.sqf"; private ["_player"]; if (!isServer) then { waitUntil {!isNull player}; waitUntil {player == player}; while {true} do { _player = player; player addEventHandler ["Respawn", { _PistolANDmag = [["hgun_Pistol_Signal_F","6Rnd_GreenSignal_F"],["hgun_Pistol_Signal_F","6Rnd_RedSignal_F"],["hgun_Pistol_heavy_02_Yorris_F","6Rnd_45ACP_Cylinder"],["hgun_Pistol_heavy_02_F","6Rnd_45ACP_Cylinder"],["hgun_Pistol_heavy_01_MRD_F","11Rnd_45ACP_Mag"],["hgun_Pistol_heavy_01_snds_F","11Rnd_45ACP_Mag"],["hgun_Pistol_heavy_01_F","11Rnd_45ACP_Mag"],["hgun_ACPC2_snds_F","9Rnd_45ACP_Mag"],["hgun_ACPC2_F","9Rnd_45ACP_Mag"],["hgun_Rook40_snds_F","16Rnd_9x21_Mag"],["hgun_Rook40_F","16Rnd_9x21_Mag"],["hgun_P07_snds_F","16Rnd_9x21_Mag"],["hgun_P07_F","16Rnd_9x21_Mag"]] call BIS_fnc_selectRandom; _pistol = _PistolANDmag select 0; _mag = _PistolANDmag select 1; _item = "FAK"; _food = ["CookedSheep_EPOCH","CookedGoat_EPOCH","CookedChicken_EPOCH","CookedRabbit_EPOCH","ItemTunaCooked","ItemSeaBassCooked","ItemTroutCooked","FoodSnooter","FoodMeeps"] call BIS_fnc_selectRandom; _drink = ["ItemSodaRbull","ItemSodaOrangeSherbet","ItemSodaPurple","ItemSodaMocha","ItemSodaBurst","FoodWalkNSons","WhiskeyNoodle"] call BIS_fnc_selectRandom; _uniform = ["U_C_Driver_4","U_C_Driver_3","U_C_Driver_2","U_C_Driver_1","U_C_Scientist","U_C_Journalist","U_C_WorkerCoveralls","U_C_Poor_1","U_C_Poloshirt_redwhite","U_C_Poloshirt_salmon","U_C_Poloshirt_tricolour","U_C_Poloshirt_burgundy","U_C_Poloshirt_blue","U_C_Poloshirt_stripped"] call BIS_fnc_selectRandom; _vest = ["V_16_EPOCH","V_15_EPOCH","V_14_EPOCH","V_13_EPOCH","V_12_EPOCH","V_11_EPOCH","V_10_EPOCH","V_9_EPOCH","V_8_EPOCH","V_7_EPOCH","V_6_EPOCH","V_5_EPOCH","V_4_EPOCH","V_3_EPOCH","V_2_EPOCH","V_1_EPOCH"] call BIS_fnc_selectRandom; hint format [" %1 \n %2 \n %3 \n %4 \n %5 \n %6 \n %7",_pistol,_mag,_item,_food,_drink,_uniform,_vest]; player addVest _vest; player addWeapon _pistol; player addMagazine _mag; player addMagazine _item; player addMagazine _food; player addMagazine _drink; player addWeapon "EpochRadio0"; _modelMale = (typeOF player == "Epoch_Male_F"); _modelFemale = (typeOF player == "Epoch_Female_F"); if (_modelFemale) then { player forceAddUniform "U_BasicBodyFemale"; }; if (_modelMale) then { player forceAddUniform _uniform; }; }]; waitUntil {_player != player}; }; }; Link to comment Share on other sites More sharing options...
Snakeyes Posted January 13, 2015 Report Share Posted January 13, 2015 Are you using the downloaded file from the OP? It probably has the vehicle class names for Epoch. I made the mistake of downloading the IgiLoad files from Armaholic. That would have been fine for ArmA 3, but no good for Epoch. Link to comment Share on other sites More sharing options...
EliteWarfare Posted January 13, 2015 Author Report Share Posted January 13, 2015 Are you using the downloaded file from the OP? It probably has the vehicle class names for Epoch. I made the mistake of downloading the IgiLoad files from Armaholic. That would have been fine for ArmA 3, but no good for Epoch. yea i put the epoch vehicles Link to comment Share on other sites More sharing options...
EliteWarfare Posted January 13, 2015 Author Report Share Posted January 13, 2015 Ive added the call into the init.sqf but im still getting no option to load vics ? any ideas ? if (isServer) then { fn_getBuildingstospawnLoot = compile preProcessFileLineNumbers "fn_LSgetBuildingstospawnLoot.sqf"; LSdeleter = compile preProcessFileLineNumbers "LSdeleter.sqf"; execVM "Lootspawner.sqf"; }; if(isDedicated)exitWith{}; //Everything below this line is only executed on the client (player or local host) //Wait until these variables are broadcasted to the client (usually happens before the init gets executed) waitUntil{!isNil {SEM_AIdropGearChance}}; waitUntil{!isNil {SEM_removeWeaponsFromDeadAI}}; waitUntil{!isNil {SEM_removeMagazinesFromDeadAI}}; //diag_log format["#SEM DEBUG: variables received: Weapons %1 - Magazines %2", SEM_removeWeaponsFromDeadAI, SEM_removeMagazinesFromDeadAI]; SEM_client_createMissionMarker = { private["_create","_markerPos","_markerName","_marker"]; _create = _this select 0; if(!_create)then[{ //delete marker if (getMarkerColor "MissionMarker" != "")then{ //Only delete existing Marker deleteMarkerLocal "MissionMarker"; }; },{ //else create marker _markerPos = _this select 1; _markerName = _this select 2; _marker = createMarkerLocal ["MissionMarker", _markerPos]; _marker setMarkerPosLocal _markerPos; _marker setMarkerTypeLocal "hd_destroy"; _marker setMarkerTextLocal format["%1",_markerName]; _marker setMarkerColorLocal "ColorRed"; _marker setMarkerDirLocal -37; _marker setMarkerSizeLocal [0.8,0.8]; }]; }; SEM_client_removeGear = { removeVest _this; //removeHeadgear _this; removeGoggles _this; removeAllItems _this; removeAllWeapons _this; removeBackpackGlobal _this; {_this removeMagazine _x}count magazines _this; }; SEM_client_AIfiredEH = { if(isPlayer _this || !local _this)exitWith{systemChat "NEIN!"}; call compile format[" _this addEventHandler ['Fired',{ if(_this select 2 in %1)then{ _this select 0 addMagazines [_this select 5, 1]; }; }]; ", ["launch_RPG32_F","launch_NLAW_F","launch_Titan_short_F","launch_Titan_F"]]; }; SEM_client_AIaddKilledEH = { if(isPlayer _this || !local _this)exitWith{systemChat "NEIN!"}; /* Remove Weapons when killed */ call compile format[" _this addEventHandler ['Killed',{ private ['_unit','_z','_ran']; _unit = _this select 0; {_unit removeWeaponGlobal _x}count (%1 + ['EpochRadio0','ItemMap','ItemRadio','ItemWatch','ItemCompass','ItemGPS']); {if(_x in (magazines _unit))then{_unit removeMagazines _x}}count %2; if(SEM_AIdropGearChance < ceil(random 100))then{ _unit call SEM_client_removeGear; {deleteVehicle _x}forEach nearestObjects [(getPosATL _unit), ['GroundWeaponHolder','WeaponHolderSimulated','WeaponHolder'], 1]; }; _unit spawn{ sleep .1; {_z = _x; if(_x in (getweaponcargo _z))exitWith{deleteVehicle _z}count %1; if(_x in (getmagazinecargo _z))exitWith{deleteVehicle _z}count %2; }forEach nearestObjects [(getPos _this), ['GroundWeaponHolder','WeaponHolderSimulated','WeaponHolder'], 12]; }; }]; ", SEM_removeWeaponsFromDeadAI, SEM_removeMagazinesFromDeadAI]; /* AI run over by vehicle */ _this addEventHandler ["killed", { private["_u","_k","_vk","_s"]; _u = _this select 0; _k = _this select 1; _vk = vehicle _k; if(_vk isKindOf "Car")then{ if(abs speed _vk > 0)then{ if(_vk distance _u < 10)then{ if(isEngineOn _vk || !isNull (driver _vk))then{ _u call SEM_client_removeGear; {deleteVehicle _x}forEach nearestObjects [(getPosATL _u), ['GroundWeaponHolder','WeaponHolderSimulated','WeaponHolder'], 3]; if({alive _x}count units group _u < 1)then[{ "R_PG32V_F" createVehicle (position _u); },{ //_vk setVelocity [(velocity _vk select 0)*.25, (velocity _vk select 1)*.25, 2]; _s = [ "wheel_1_1_steering","wheel_2_1_steering","wheel_1_2_steering","wheel_2_2_steering", "wheel_1_3_steering","wheel_2_3_steering","wheel_1_4_steering","wheel_2_4_steering", "MOTOR","glass1","glass2","glass3","door1","door2","door3","door4"]; {_vk setHit [_x,(_vk getHit _x)+(.3+(random .2))]}count _s; }]; }}}}; }]; }; /* DO NOT CALL "fn_animateAI" because the sleep commands will cause errors when used in a non-scheduled environment */ SEM_client_animateAI = { private["_group","_pos","_checkPos","_firstLoop","_nearThreads","_doMove","_dir","_dist","_posX","_posY","_oldPos","_newPos","_z"]; _group = _this select 0; _pos = _this select 1; _checkPos = _pos; _checkPos set [2,3]; waitUntil{{owner _x == owner player}forEach units _group}; //Wait until the server gives You the ownership of the AI diag_log format["#SEM: Client taking over AI ownership at Pos %1, Distance %2, Units: (%3/%4)", _pos, (vehicle player) distance _pos, {alive _x}count units _group, count units _group]; { _x call SEM_client_AIfiredEH; _x call SEM_client_AIaddKilledEH; _x enableAI "AUTOTARGET"; //_x enableAI "TARGET"; _x enableAI "MOVE"; _x enableAI "ANIM"; _x enableAI "FSM"; _x stop false; _x setUnitPos "Middle"; //"Auto" }count units _group; _group setCombatMode "YELLOW"; _group setBehaviour "COMBAT"; //"AWARE"; //waitUntil{{alive _x}count units _group < 1 || ({owner _x != owner player}forEach units _group)}; while{{alive _x}count units _group > 0 && ({owner _x == owner player}forEach units _group)}do{ _nearThreads = _pos nearEntities [["Epoch_Man_base_F","Epoch_Female_base_F","Helicopter","Car","Motorcycle"], 1200]; //"Epoch_Man_base_F","Epoch_Female_base_F" {if(alive _x && isPlayer _x)then{ _z = _x; {if !(lineIntersects [eyePos _x, eyePos _z, (vehicle _x), (vehicle _z)] || terrainIntersectASL [eyePos _x, eyePos _z])then{ _group reveal [_z,4]; if((secondaryWeapon _x) == "")then[{ _x doWatch _z; _x doTarget _z; _x commandFire _z; _x suppressFor 3; },{ if !(_z isKindOf "Epoch_Man_base_F" || _z isKindOf "Epoch_Female_base_F")then{ _x doWatch _z; _x doTarget _z; _x commandFire _z; }; }]; }}forEach units _group; UIsleep (3+(random 2)); }}forEach _nearThreads; UIsleep 3; }; diag_log format["#SEM: AI ownership lost - Remaining AIs: (%1/%2)", {alive _x}count units _group, count units _group]; }; "SEM_globalHint" addPublicVariableEventHandler { private "_sound"; _sound = (_this select 1) select 0; switch(_sound)do{ case 0:{playSound "UAV_05"}; //Mission start case 1:{playSound "UAV_01"}; //Mission fail (object destroyed) case 2:{playSound "UAV_04"}; //Mission fail (time out) case 3:{playsound "UAV_03"}; //Mission success }; hint parseText format["%1", (_this select 1) select 1] }; if(!isNil "SEM_globalMissionMarker")then{SEM_globalMissionMarker call SEM_client_createMissionMarker}; "SEM_globalMissionMarker" addPublicVariableEventHandler {_this select 1 call SEM_client_createMissionMarker}; if(!isNil "SEM_takeAIownership")then{SEM_takeAIownership call SEM_client_animateAI}; "SEM_takeAIownership" addPublicVariableEventHandler {_this select 1 spawn SEM_client_animateAI}; //DO NOT CALL! [] spawn { /* This is the advertisement. If You don't like it, remove it */ waitUntil{vehicle player == player && time > 5}; systemChat format["Welcome to EPOCH %1 survivor %2", str(toUpper worldName), name player]; systemChat format["This server is running %1 v0.7", str "Simple Epoch Missions"]; }; /* End of advertisement */ if(toLower worldName in ["chernarus","chernarus_summer"])then{ ([4654.62,9593.63,0] nearestObject 145259) setDamage 1; ([4654.62,9593.63,0] nearestObject 145260) setDamage 1; }; //Fix for something, find out ;) [player] execVM "scripts\simpleEP.sqf"; [] execVM "scripts\fn_statusBar.sqf"; [] execVM "IgiLoad\IgiLoadInit.sqf"; [] execVM "scripts\zod_stakedown_init.sqf"; private ["_player"]; if (!isServer) then { waitUntil {!isNull player}; waitUntil {player == player}; while {true} do { _player = player; player addEventHandler ["Respawn", { _PistolANDmag = [["hgun_Pistol_Signal_F","6Rnd_GreenSignal_F"],["hgun_Pistol_Signal_F","6Rnd_RedSignal_F"],["hgun_Pistol_heavy_02_Yorris_F","6Rnd_45ACP_Cylinder"],["hgun_Pistol_heavy_02_F","6Rnd_45ACP_Cylinder"],["hgun_Pistol_heavy_01_MRD_F","11Rnd_45ACP_Mag"],["hgun_Pistol_heavy_01_snds_F","11Rnd_45ACP_Mag"],["hgun_Pistol_heavy_01_F","11Rnd_45ACP_Mag"],["hgun_ACPC2_snds_F","9Rnd_45ACP_Mag"],["hgun_ACPC2_F","9Rnd_45ACP_Mag"],["hgun_Rook40_snds_F","16Rnd_9x21_Mag"],["hgun_Rook40_F","16Rnd_9x21_Mag"],["hgun_P07_snds_F","16Rnd_9x21_Mag"],["hgun_P07_F","16Rnd_9x21_Mag"]] call BIS_fnc_selectRandom; _pistol = _PistolANDmag select 0; _mag = _PistolANDmag select 1; _item = "FAK"; _food = ["CookedSheep_EPOCH","CookedGoat_EPOCH","CookedChicken_EPOCH","CookedRabbit_EPOCH","ItemTunaCooked","ItemSeaBassCooked","ItemTroutCooked","FoodSnooter","FoodMeeps"] call BIS_fnc_selectRandom; _drink = ["ItemSodaRbull","ItemSodaOrangeSherbet","ItemSodaPurple","ItemSodaMocha","ItemSodaBurst","FoodWalkNSons","WhiskeyNoodle"] call BIS_fnc_selectRandom; _uniform = ["U_C_Driver_4","U_C_Driver_3","U_C_Driver_2","U_C_Driver_1","U_C_Scientist","U_C_Journalist","U_C_WorkerCoveralls","U_C_Poor_1","U_C_Poloshirt_redwhite","U_C_Poloshirt_salmon","U_C_Poloshirt_tricolour","U_C_Poloshirt_burgundy","U_C_Poloshirt_blue","U_C_Poloshirt_stripped"] call BIS_fnc_selectRandom; _vest = ["V_16_EPOCH","V_15_EPOCH","V_14_EPOCH","V_13_EPOCH","V_12_EPOCH","V_11_EPOCH","V_10_EPOCH","V_9_EPOCH","V_8_EPOCH","V_7_EPOCH","V_6_EPOCH","V_5_EPOCH","V_4_EPOCH","V_3_EPOCH","V_2_EPOCH","V_1_EPOCH"] call BIS_fnc_selectRandom; hint format [" %1 \n %2 \n %3 \n %4 \n %5 \n %6 \n %7",_pistol,_mag,_item,_food,_drink,_uniform,_vest]; player addVest _vest; player addWeapon _pistol; player addMagazine _mag; player addMagazine _item; player addMagazine _food; player addMagazine _drink; player addWeapon "EpochRadio0"; _modelMale = (typeOF player == "Epoch_Male_F"); _modelFemale = (typeOF player == "Epoch_Female_F"); if (_modelFemale) then { player forceAddUniform "U_BasicBodyFemale"; }; if (_modelMale) then { player forceAddUniform _uniform; }; }]; waitUntil {_player != player}; }; }; im not seeing the problem here Link to comment Share on other sites More sharing options...
EliteWarfare Posted January 13, 2015 Author Report Share Posted January 13, 2015 If you need help go to my ts3 im not on the forums much anymore i've been busy with a project :/ TS3 IP: 192.99.203.247:9994 Link to comment Share on other sites More sharing options...
celticwarrior06 Posted January 13, 2015 Report Share Posted January 13, 2015 i have this working until you load a vehicle up. then i get this: publicvariable restriction #0 all i have in my rpt is Client: Remote object 3:0 not found here is my publicvariable.txt.original 5 "" !="IL_SetMass" !="IL_SetScore" !="EPOCH_(UP|SAVE|PAINT|MAINT)BUILD" !="EPOCH_(say3D|switchMove|storeCrypto|TEMPOBJ|packJack)_PVS" !="EPOCH_(load|revive|dead|push)Player_PVS" !="EPOCH_(build|equipped)Item_PVS" !="EPOCH_GROUP_(Upgrade|Player|create|Delete|Invite)_PVS" !="EPOCH_(lock|pack)Storage_PVS" !="EPOCH_(unlock|lock|fill|repair)Vehicle_PVS" !="EPOCH_(knockDownTree|destroyTrash|MAKETRADEREQ|MAKETRADE|S_S_VEHICLES|MAKENPCTRADE|oneWayTP)" !="EPOCH_Loot(Animal|Container|Building)" any help would be appreciated, Link to comment Share on other sites More sharing options...
ReDBaroN Posted January 13, 2015 Report Share Posted January 13, 2015 hey Celtic, sorry I didn't get back to your PM on GoG's World.... I fixed it by adding those to the normal publicvariable.txt !="IL_SetMass" !="IL_SetScore" Again, sorry I didn't respond sooner man, been really busy :/ celticwarrior06 1 Link to comment Share on other sites More sharing options...
celticwarrior06 Posted January 13, 2015 Report Share Posted January 13, 2015 hey Celtic, sorry I didn't get back to your PM on GoG's World.... I fixed it by adding those to the normal publicvariable.txt !="IL_SetMass" !="IL_SetScore" Again, sorry I didn't respond sooner man, been really busy :/ thanks pal ill try that now let me know when you free ill pop into on ts Link to comment Share on other sites More sharing options...
celticwarrior06 Posted January 13, 2015 Report Share Posted January 13, 2015 hey Celtic, sorry I didn't get back to your PM on GoG's World.... I fixed it by adding those to the normal publicvariable.txt !="IL_SetMass" !="IL_SetScore" Again, sorry I didn't respond sooner man, been really busy :/ that worked Thanks again Pal Link to comment Share on other sites More sharing options...
ReDBaroN Posted January 13, 2015 Report Share Posted January 13, 2015 thanks pal ill try that now let me know when you free ill pop into on ts I'm in now man, poke me when you're in :) Link to comment Share on other sites More sharing options...
Uebermorgen Posted January 14, 2015 Report Share Posted January 14, 2015 Can I change what I can lift and not? Link to comment Share on other sites More sharing options...
BlackPlague_81st Posted January 18, 2015 Report Share Posted January 18, 2015 Found a nasty little bug. Load vehicle with damaged wheels onto another vehicle. Unload > Magically have full health on the loaded vehicle. Not too sure what's going on there, but I'll take a look at the script, and see if I can find the bug :D Link to comment Share on other sites More sharing options...
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