cyncrwler Posted April 10, 2015 Report Share Posted April 10, 2015 Could someone help me ? Right here if you read the instructions. Step 3. IMPORTANT: Update Your BattlEye filters! Add the following exceptions to Your BE filters: - scripts.txt Line 21: After the filter named 'allowDamage' add: !="if(!isPlayer _x)then{_x allowDamage" Link to comment Share on other sites More sharing options...
XTamiiX Posted April 10, 2015 Report Share Posted April 10, 2015 Right here if you read the instructions. Step 3. IMPORTANT: Update Your BattlEye filters! Add the following exceptions to Your BE filters: - scripts.txt Line 21: After the filter named 'allowDamage' add: !="if(!isPlayer _x)then{_x allowDamage" Thanks! I will give it a try it was 5:32AM when i was doing it i believe i forgot this one i will reply back to you if i successfully fixed the BE Filter Kick! Edit : Working All fine now ^^ Thanks man :) Link to comment Share on other sites More sharing options...
TATERx Posted April 11, 2015 Report Share Posted April 11, 2015 Anyone know why this wont show up on the map? Mission is running getting notifications but not showing up on the map. No errors coming up that I could find Link to comment Share on other sites More sharing options...
Ninja_Dog81 Posted April 11, 2015 Report Share Posted April 11, 2015 Hey all, Has anyone managed to update this to include the new DLC weapons? Also, there is a final mission available in the mod, "supply drop" I think it is, but the sqf is not available in the missions folder... any ideas, suggestions, as I'm sure that's the mission that OfficeGlenn is referring to on Page 55. Thanks in advance for any help, awesome little mission mod :) Link to comment Share on other sites More sharing options...
BoleParty Posted April 11, 2015 Report Share Posted April 11, 2015 Anyone know why this wont show up on the map? Mission is running getting notifications but not showing up on the map. No errors coming up that I could find if u installed as described all should work well - what i could imagine is that there might be an issue with ur battleye filters. i directly point to ur scripts.txt file as there 3 lines need to be edited. at beginning of each line there should be a "7" instead of a "1" or whatever. if u didnt do the changes to ur files the markers wont show up. Link to comment Share on other sites More sharing options...
TATERx Posted April 11, 2015 Report Share Posted April 11, 2015 if u installed as described all should work well - what i could imagine is that there might be an issue with ur battleye filters. i directly point to ur scripts.txt file as there 3 lines need to be edited. at beginning of each line there should be a "7" instead of a "1" or whatever. if u didnt do the changes to ur files the markers wont show up. All my BE scripts have 7 and I followed instructions like it said to do. Had a 0.3.0.1 server worked perfect on. Wiped it now have a 0.3.0.2 and now it doesnt work? Link to comment Share on other sites More sharing options...
BoleParty Posted April 11, 2015 Report Share Posted April 11, 2015 Hey all, Has anyone managed to update this to include the new DLC weapons? Also, there is a final mission available in the mod, "supply drop" I think it is, but the sqf is not available in the missions folder... any ideas, suggestions, as I'm sure that's the mission that OfficeGlenn is referring to on Page 55. Thanks in advance for any help, awesome little mission mod :) i just did by using lootspawner script and it works. seems theres no needs to edit be filters. as it works with the lspawner script im pretty sure it will work with sem/ vemf/ zev or whatever Ninja_Dog81 1 Link to comment Share on other sites More sharing options...
BoleParty Posted April 11, 2015 Report Share Posted April 11, 2015 All my BE scripts have 7 and I followed instructions like it said to do. Had a 0.3.0.1 server worked perfect on. Wiped it now have a 0.3.0.2 and now it doesnt work? sounds kinda weird^^ if u did a full wipe and made everything new from scratch then it should work^^ in case u are using version 0.8.3 then i suggest u switch on full debug mode inside sem_config.sqf and maybe then u`ll find something in ur rpt logs Link to comment Share on other sites More sharing options...
DeadandGone Posted April 12, 2015 Report Share Posted April 12, 2015 Has anyone managed to get it so that if you take a vehicle from one of the Convoy missions they stay after a server reboot? Link to comment Share on other sites More sharing options...
TATERx Posted April 12, 2015 Report Share Posted April 12, 2015 sounds kinda weird^^ if u did a full wipe and made everything new from scratch then it should work^^ in case u are using version 0.8.3 then i suggest u switch on full debug mode inside sem_config.sqf and maybe then u`ll find something in ur rpt logs The missions are working people have seen them but just doesnt show on location on the map Link to comment Share on other sites More sharing options...
BoleParty Posted April 12, 2015 Report Share Posted April 12, 2015 The missions are working people have seen them but just doesnt show on location on the map where is ur semclient.sqf being located? Link to comment Share on other sites More sharing options...
pr0dukt Posted April 12, 2015 Report Share Posted April 12, 2015 Any issues found with 0.3.0.2 currently? I'm still running an older version that's been modified a bit, but i'd like to reapply those convoys at some point. Link to comment Share on other sites More sharing options...
Fog Horn Posted April 12, 2015 Report Share Posted April 12, 2015 Any issues found with 0.3.0.2 currently? I'm still running an older version that's been modified a bit, but i'd like to reapply those convoys at some point. Convoy's working just fine :) Link to comment Share on other sites More sharing options...
TATERx Posted April 12, 2015 Report Share Posted April 12, 2015 Link to comment Share on other sites More sharing options...
BoleParty Posted April 12, 2015 Report Share Posted April 12, 2015 put semclient.sqf into ur mission pbo (epoch.Altis.pbo for example) next to ur init.sqf and description.ext and ur issue should be solved Link to comment Share on other sites More sharing options...
TATERx Posted April 12, 2015 Report Share Posted April 12, 2015 put semclient.sqf into ur mission pbo (epoch.Altis.pbo for example) next to ur init.sqf and description.ext and ur issue should be solved Jus tried that no go. Missions spawning up but not showing on map. But I think I may know why im not running @sem in the commandline as instructions say to do. I had it set up to do so but server wouldnt launch so I used default and forgot to put that back in. Link to comment Share on other sites More sharing options...
BoleParty Posted April 12, 2015 Report Share Posted April 12, 2015 Jus tried that no go. Missions spawning up but not showing on map. But I think I may know why im not running @sem in the commandline as instructions say to do. I had it set up to do so but server wouldnt launch so I used default and forgot to put that back in. i dont got sem in my server commands^^ its not necessary and it runs if u just use the pbo file. which version of sem are u running?? did u shutdown ur server while updating ur mission.pbo after u put the semclient.sqf into ur mission? if not then it hasnt be updated probably and still got the same content as before. the semclient.sqf belongs along to ur init and description anyway... im really sry as i seem not to be able to help u. Link to comment Share on other sites More sharing options...
TATERx Posted April 12, 2015 Report Share Posted April 12, 2015 i dont got sem in my server commands^^ its not necessary and it runs if u just use the pbo file. which version of sem are u running?? did u shutdown ur server while updating ur mission.pbo after u put the semclient.sqf into ur mission? if not then it hasnt be updated probably and still got the same content as before. the semclient.sqf belongs along to ur init and description anyway... im really sry as i seem not to be able to help u. yea im stopping the server to put it in. Im using 0.8.3. Im putting it in same folder as you listed. Link to comment Share on other sites More sharing options...
BoleParty Posted April 13, 2015 Report Share Posted April 13, 2015 pls post content of ur init.sqf... Link to comment Share on other sites More sharing options...
Kroenen Posted April 13, 2015 Report Share Posted April 13, 2015 If the missions are running without errors in the logs, then the server side should be fine. All the map markers are controlled by the client side files, so as above, check your mission file, init.sqf, description.ext, and semclient.sqf. BoleParty 1 Link to comment Share on other sites More sharing options...
TATERx Posted April 13, 2015 Report Share Posted April 13, 2015 init.sqf ( on a side note anyone know why I cant open spoilers sometimes I can sometimes I cant lol ) if (hasInterface) then { //////////////////////////////////////////////////////////////////////////////// /////// [scarCode] Missionfile-based server restart warnings ///////////////// /////// Author: IT07 ////////////////////////////////////////////////////////// /////// For configuration, please open ScarCode\SC_restartWarnings.sqf /////// //////////////////////////////////////////////////////////////////////////////// [true] ExecVM "ScarCode\SC_restartWarnings.sqf"; }; // Welcome Credits [] execVM "custom\welcome.sqf"; // Status Bar [] execVM "scripts\fn_statusBar.sqf"; if(hasInterface)then{execVM "semClient.sqf"}; Link to comment Share on other sites More sharing options...
BoleParty Posted April 13, 2015 Report Share Posted April 13, 2015 init.sqf ( on a side note anyone know why I cant open spoilers sometimes I can sometimes I cant lol ) if (hasInterface) then { //////////////////////////////////////////////////////////////////////////////// /////// [scarCode] Missionfile-based server restart warnings ///////////////// /////// Author: IT07 ////////////////////////////////////////////////////////// /////// For configuration, please open ScarCode\SC_restartWarnings.sqf /////// //////////////////////////////////////////////////////////////////////////////// [true] ExecVM "ScarCode\SC_restartWarnings.sqf"; }; // Welcome Credits [] execVM "custom\welcome.sqf"; // Status Bar [] execVM "scripts\fn_statusBar.sqf"; if(hasInterface)then{execVM "semClient.sqf"}; u got two different "if has interface" entries which causes a conflict afaik try that one: if(hasInterface)then{ execVM "semClient.sqf"; [true] ExecVM "ScarCode\SC_restartWarnings.sqf"; }; Link to comment Share on other sites More sharing options...
TATERx Posted April 14, 2015 Report Share Posted April 14, 2015 no luck...missions spawns but doesnt show on the map. Here is my init. It appears it isnt spawning it on the server. I turned on ai map markers and didnt show any // Status Bar [] execVM "scripts\fn_statusBar.sqf"; if(hasInterface)then{execVM "semClient.sqf";[true] ExecVM "ScarCode\SC_restartWarnings.sqf";}; // Welcome Credits [] execVM "custom\welcome.sqf"; if (isServer) then { fn_getBuildingstospawnLoot = compile preProcessFileLineNumbers "custom\LSpawner\fn_LSgetBuildingstospawnLoot.sqf"; LSdeleter = compile preProcessFileLineNumbers "custom\LSpawner\LSdeleter.sqf"; execVM "custom\LSpawner\Lootspawner.sqf"; }; //cmEARPLUGS CODE START ////////////////////////////////////////////////////////////////////////// call compile preProcessFileLineNumbers "cmEarplugs\cm_veh_fun.sqf"; call compile preProcessFileLineNumbers "cmEarplugs\config.sqf"; //cmEARPLUGS CODE END ////////////////////////////////////////////////////////////////////////// Link to comment Share on other sites More sharing options...
Kroenen Posted April 14, 2015 Report Share Posted April 14, 2015 If you mean the stock admin menu, it doesn't show AI anyway. As I said before, have you checked your RPT for errors as the server starts and runs? There should be some reference to 'SEM' in there to give you an idea of what it's doing. Link to comment Share on other sites More sharing options...
ScaRR Posted April 14, 2015 Report Share Posted April 14, 2015 Has anyone managed to get it so that if you take a vehicle from one of the Convoy missions they stay after a server reboot? Yes I have. I added the following to the dynamic missions code, do it for each mission. Code taken from SEM static missions authored by Kilo. Use at own risk. You may have to modify the clean-up on mission failure to remove the vehicles properly. Extract from convoySupply.sqf After this line {_convoyVehicles pushBack _x}forEach [_convoyVeh1, _mainVehicle, _convoyVeh2]; Add the following //So Vehicle doesn't despawn EPOCH_VehicleSlotsLimit = EPOCH_VehicleSlotsLimit + 1; EPOCH_VehicleSlots pushBack str(EPOCH_VehicleSlotsLimit); _slot = EPOCH_VehicleSlots select 0; _mainVehicle setVariable ['VEHICLE_SLOT',_slot,true]; EPOCH_VehicleSlots = EPOCH_VehicleSlots - [_slot]; EPOCH_VehicleSlotCount = count EPOCH_VehicleSlots; publicVariable 'EPOCH_VehicleSlotCount'; _mainVehicle call EPOCH_server_setVToken; Link to comment Share on other sites More sharing options...
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