PalmAir Posted May 11, 2015 Report Share Posted May 11, 2015 Kensai, Did you find a BE filter fix for the "call bis_fnc_initVehicle" BE Kick? Im having the same issue but i cant see a fix in the thread (Unless ive just missed it, if so i appologise)? oop, ssorry, i forgot to put init.sqf inside mission. Logged to game and was kicked by battleye "PublicVariable restriction", will check again here is my scripts txt 7 "BIS_fnc_" !"this call bis_fnc_initVirtualUnit;" !"setTaskLocal_customData" !"initDisplay" !"selectRandom" !"getCfgSubClasses" !"animalBehaviour" !"guiEffectTiles_coef" !"GUImessage" !"guiEffectTiles" !"param" !"setIDCStreamFriendly" !"overviewauthor" !"diagAARrecord" !"diagKey" !"feedbackMain" !"missionHandlers" !"getServerVariable" !"missionFlow" !"initParams" !"initRespawn" !"missionTasksLocal" !"missionConversationsLocal" !"missionCon" !"preload" !"logFormat" !"recompile" !"moduleInit" !"feedback_allowPP" !"feedback_allowDeathScreen" !"feedbackInit" !"initMultiplayer" !"MP" !"displayMission" !"feedback_fatiguePP" !"respawnBase" !"dirTo" !"secondsToString" !"guiMessage_status" !"selectRespawnTemplate" !"guiMessage_defaultPositions" !"startLoadingScreen_ids" !"damageChanged" !"incapacitatedEffect" !"invRemove" !"relpos" !"inString" !"findSafePos" !"isPosBlacklisted" !"timeToString" !"distance2D" !"effectKilled" !"dynamictext" !"inAngleSector" !="_this call (uinamespace getvariable 'BIS_fnc_effectFired');" 7 "BIS_fnc_dynamictext" !", 0, 1, 5, 2, 0, 1] spawn bis_fnc_dynamictext;" !", 0, 0.4, 5, 2, 0, 2] spawn bis_fnc_dynamictext;" !", 0, 1, 6, 2, 0, 1] spawn bis_fnc_dynamictext;" !"snil '_fnc_scriptName') then {_fnc_scriptName}" 7 forceRespawn 7 setFriend 7 setAmmo 7 RscDebugConsole_watch 7 enableFatigue 7 setUnitRecoilCoefficient 7 setWeaponReloadingTime 7 allMissionObjects 7 callExtension 7 showCommandingMenu 7 moveIn !="\"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;" !="_driver moveInAny Epoch_mission_uav;" !="axeVIP moveInDriver vehicle axeVIP;" !="axeVIP moveInCargo vehicle axeVIP; !="_driver moveInDriver _axeCopter;" !="_unit moveInGunner _axeCopter;" !="axeVIP moveInDriver vehicle axeVIP;" !="axeVIP moveInCargo vehicle axeVIP;" 7 attachTo !="EP_light attachTo [player];" !=_bomb attachTo [_unit, [0,0,0],\"Pelvis\];" !="_dogHolder attachTo [_dog, [-0.2,1.2,0.7]];" !="EPOCH_target attachTo[player];" !="_sapperSmoke attachTo [_sapper,[0,0,-0.4]];"" !="_cage attachTo [_cage2,[0,1.3,0]];" 7 enableCollisionWith 7 hideObject !="_dogHolder hideobject true;" !="_dogHolder hideobject false;" 7 setvelocity !="_bolt setPosATL _pos;\n_bolt setVelocity [0, 0, -10];" !="EPOCH_target setvelocitytransformation" !="_currentTarget setVelocity [0,0,-0.01];" !="_head setVelocity [\n(sin _dir * _speed), \n(cos _dir * _speed)" !="_vel = velocity this; _dir = getDir player; this setVelocity[(_vel select 0)+(sin _dir * 2),(_vel select 1)+(cos _dir * 2),(_vel select 2)];" !="_head setVelocity [random 2,random 2,10];" 7 assignAs !="assignAsCargo" !="_unit assignAsGunner _axeCopter;" !="_driver assignAsDriver _axeCopter;" !="axeVIP assignAsDriver vehicle axeVIP;" 7 assignAsCargo !="_x assignAsCargo axeGeneralsBoat;" !="axeVIP assignAsCargo vehicle player;" !="axeVIP assignAsCargo vehicle axeVIP;" 7 playableunits !="getDir _x, name _x];};}forEach playableUnits;};if" !"{getplayeruid _x == _ownerVar} count playableunits" !="lbSetData[21500, _index, netId _x];\n} forEach(playableUnits - [player]);" 7 allUnits !"(_radio != \"EpochRadioALL\")" !="allUnits-playableUnits;};if" !="{_x allowFleeing 0} forEach allUnits;" !="EPOCH_ESPMAP_TARGETS = allUnits + vehicles;" 7 allowDamage !"_unit allowdamage false;" !"this enableSimulation false; this allowDamage false" !="player allowDamage true;vehicle player allowDamage true;" !="player allowDamage false;{missionNamespace setVariable[format['EPOCH_player%1" 7 exec !"HC\Encounters\FuMsnInit.sqf" !"HC\Init.sqf" !"initVirtualUnit" !"HC\Encounters\AI_Logic\AI_Killed.sqf" !="<execute expression=" !"RscDebugConsole_execute" !"execFSM" !"_executeStackedEventHandler" !"fn_execVM" !"fn_moduleExecute" !"fn_execRemote" !"fn_MPexec" !"bis_fnc_moduleExecute_activate" !"fn_tridentExecute" !"randomize_civ1" !"executed from" !"EPOCH_DebugGUI_exec" !"_handle = [_display] execVM _script;" !"execVM \"\A3\Structures_F\scripts" !="execVM \"\A3\Structures_F_EPC\Civ\PlayGround\scripts\Carousel_spin.sqf\"" !="reviveExecuteTemplates" 7 addWeaponCargo !="_acceptHolder addWeaponCargo [_wWeapon, 1] ;" 7 onMapSingleClick !="onMapSingleClick '';" 7 addMagazine !"addMagazineCargo" !="player addMagazine _craftItem;" !="player addMagazine \"jerrycanE_epoch\";" !="player addMagazine \"emptyjar_epoch\";" !="player addMagazine \"jerrycan_epoch\";" !="player addMagazine \"Hatchet_swing\";" !="player addMagazine [(_x select 0),(_x select 1)]" !="player addMagazine _x;" 7 addMagazineCargo !"_dogHolder addMagazineCargo [\"RabbitCarcass_EPOCH\", 1]" !"_dogHolder addMagazineCargo [\"Pelt_EPOCH\", 1]" !"_dogHolder addMagazineCargo [\"Venom_EPOCH\", 1]" !"_dogHolder addMagazineCargo [\"SnakeCarcass_EPOCH\", 1]" !"_dogHolder addMagazineCargo [\"ChickenCarcass_EPOCH\", 1]" !="_acceptHolder addMagazineCargo [_wAmmo, 1] ;" 7 addItem !="player addItem _craftItem;" !="player addItem _x;" !="_plyr addItemToVest _missionItem;" !="axeVIP addItemToVest _item;" !="_plyr addItemToVest _missionItem;" 7 addBackPack 7 removeAllWeapons !"_victim" !="removeAllWeapons axeGeneral;" 7 removeAllItems 7 removeAllActions 7 setTerrainGrid !="setTerrainGrid 25;" 7 setViewDistance !"setViewDistance 1600" 7 createGroup !="_grp = createGroup RESISTANCE;" !="if (isserver) then {\n_group = creategroup sidelogic;" !="grpVIPGeneral = createGroup RESISTANCE;" !="_grp = createGroup side _plyr;" !="_grp = createGroup side player;" !="_grp = createGroup _side;" !="_grp = createGroup (side _plyr);" 7 createVehicleCrew 7 createVehicleLocal !"\"#particlesource\" createVehicleLocal" !"\"#lightpoint\" createVehicleLocal" !"\"BloodSplat\" createVehicleLocal" !"[\"lightning1_F\", \"lightning2_F\"] call BIS_fnc_selectRandom;\n_lighting = _class createVehicleLocal" 7 createUnit !="_unit = _grp createUnit[(_arrUnits select _i), _pos, [], 0, \"FORM\"];" !=_driver = _grp createUnit[\"I_UAV_AI\", position _unit, [], 0, \"CAN_COLLIDE\];" !="axeGeneral = grpVIPGeneral createUnit ["I_officer_F", axeGeneralPos, [], 1, "CAN_COLLIDE"];" 7 createAgent !="_unit = createAgent[_unitClass, _targetPos, [], 256, \"FORM\"];" !=_unit = createAgent [_unitClass, _targetPos, [], 120, \"FORM\];" !="_animal = createAgent[_randomAIClass, _animalPos, [], 5, \"NONE\"];" !=_unit = createAgent [\"Epoch_Cloak_F\", _pos, [], 0, \"CAN_COLLIDE\];" !="_unit = createAgent [\"Epoch_Sapper_F\", _targetPos, [], 180, \"FORM\"];" !=_sapper = createAgent ["Epoch_Sapper_F", getPos _cage2, [], 0, "FORM];" 7 createTeam 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\";" 7 deleteMarker 7 setMarker 7 createMarker 7 assignItem !="victim" !="axeVIP assignItem _item;" 7 forceAddUniform 7 removeAllMPEventHandlers 7 setDamage !="_sapper setDamage 1;\n_sBomb setDamage 1;" !="_this setdamage 1;" 7 setDammage 7 displaySetEventHandler 7 ctrlSetEventHandler !"BIS_fnc_guiMessage_status" 7 addMPEventHandler 7 addEventHandler !"displayAddEventHandler" !"ctrlAddEventHandler" !"FiredNear" !"EpeContactStart" !"InventoryClosed" !"GetOut" !"InventoryOpened" !"local" !"Respawn" !"Put" !"Take" !"Fired" !"Killed" !" [\"PostReset\",{BIS_EnginePPReset = true;} ];" !"_logic addeventhandler [\n\"local\"" 7 displayAddEventHandler !"[_display] call _fnc_animate;" !"tVersion select 4) == \"Development\") then" !"_display displayaddeventhandler\n[\n\"mousemoving\"," !"(findDisplay 46) displayAddEventHandler [\"KeyDown\",\"true\"];" !"(findDisplay 46) displayAddEventHandler [\"KeyDown\",\"_this call EPOCH_KeyDown\"];" !"_display displayaddeventhandler [\"unload\",\"uinamespace setvariable ['BIS_fnc_guiMess" !="findDisplay -1337 displayAddEventHandler ['Unload'" 7 ctrlAddEventHandler !"rCfg >> \"refreshDelay\");" !" [\n\"draw\"," !" [\"buttonclick\"," !="(uiNamespace getVariable 'ESP_map') ctrlAddEventHandler['Draw', '_esp_targets = EPOCH_ESPMAP_TARGETS;" 7 removeAllEventHandlers !="ctrlRemoveAllEventHandlers" !="_vehicle removeAllEventHandlers \"GetOut\";" !="_sapper removeAllEventHandlers \"Hit\";\n_sapper removeAllEventHandlers \"FiredNear\";" 7 removeAllMissionEventHandlers 7 ctrlRemoveAllEventHandlers !="(uiNamespace getVariable 'ESP_map') ctrlRemoveAllEventHandlers 'Draw';" 7 removeEventHandler !="displayRemoveEventHandler" !="player removeEventHandler ['Fired', 0];" !"_currentTarget removeEventHandler[\"EpeContactStart\", _onContactEH]" !" [_adminVar,objnull];\npublicvariable _adminVar;\nplayer removeeventhandler [\"respawn\",_respawn];" !="_plyr removeEventHandler [\"FiredNear\", _smokeEH];" 7 displayRemoveEventHandler !"BIS_fnc_guiMessage_status" 7 switchCamera 7 remoteControl !"fn_moduleRemoteControl.sqf" 7 drawIcon3D !="drawIcon3D[\"\x\addons\a3_epoch_code\Data\Member.paa\",_color,_pos,1,1,0,_text,1,0.025,\"PuristaMedium\"];\n}forEach EPOCH_ESP_TARGETS;" !"drawIcon3D[format[\"\x\addons\a3_epoch_code\Data\UI\loading_bar_%1.paa\",_stability],_color,(getPosATL EPOCH_stabilityTarget),5,5,0,\"\",1,0.05,\"PuristaMedium\"];" !"drawIcon3D[format[\"\x\addons\a3_epoch_code\Data\UI\loading_bar_%1.paa\",_num],_color,_pos,4,4,0,\"\",1,0.05,\"PuristaMedium\"];" !"EPOCH_drawIcon3dStability" !"EPOCH_drawIcon3d" !"if (_condition) then {\ndrawIcon3D [_icon, _color, _position, _sizeX, _sizeY, _angle, _text," !="drawIcon3D [\"\A3\UI_F_MP_Mark\Data\Tasks\Misc\background.paa\"" 7 drawLine3D !"{\nfor [{_i = 1}, {_i < count _x}, {_i = _i + 1}] do {\ndrawLine3D [_x select (_i - 1), _x select _i, ((BIS_tracedShooter getVari" 7 ctrlCreate 7 ctrlDelete 7 ctrlClassName 7 ctrlModel 7 ctrlModelDirection 7 ctrlModelSide 7 ctrlModelUp 7 ctrlSetDirection 7 ctrlSetModel 7 deleteVehicleCrew !="[\"A3\functions_f\MP\fn_deleteVehicleCrew.sqf\",\".sqf\",0,false,false,false,\"A3\",\"MP\",\"deleteVehicleCrew\"]" 7 loadFile 7 selectPlayer !="selectPlayer _playerObject;" 7 setGroupIconsVisible 7 setGroupIconsSelectable 7 setGroupIconParams 7 addGroupIcon 7 EPOCH_whitelist 7 EPOCH_defaultVars_SEPXVar 7 EPOCH_group_upgrade_lvl_SVar 7 EPOCH_GROUP_Delete_PVS !="EPOCH_GROUP_Delete_PVS = [player,Epoch_personalToken];" 7 Dayz_GUI_R 7 dayz_originalPlayer 7 zZombie_Base 7 infiSTAR 7 GodMode 7 shazbot 7 _typeofHookMonky 7 _allocMemory 7 _d3d9multipliervariable 7 _runASM 7 _addGFX_hookD3D9eventhandler 7 _BEhookBYPASSBOB 7 JJMMEE_INIT_MENU and scripts.log 26.04.2015 13:13:35: Kensai (127.0.0.1:2328) ***- #0 "this select 0)) then {[(_this select 0), "", [], true] call bis_fnc_initVehicle;};" 26.04.2015 13:15:43: JAJA (***) ***- #0 "this select 0)) then {[(_this select 0), "", [], true] call bis_fnc_initVehicle;};" 26.04.2015 13:23:23: Kensai (127.0.0.1:2328) ***- #0 "this select 0)) then {[(_this select 0), "", [], true] call bis_fnc_initVehicle;};" 26.04.2015 13:24:19: Kensai (127.0.0.1:2328) ***- #0 "this select 0)) then {[(_this select 0), "", [], true] call bis_fnc_initVehicle;};" 26.04.2015 13:44:38: Kensai (127.0.0.1:2328) *** - #0 "BIS_fnc_setVehicleMass_fsm = _this execfsm 'A3\functions_f_mark\Vehicles\fn_setVehicleMass.fsm'; BIS_fnc_setVehicleMass_fsm" 26.04.2015 13:46:48: Kensai (127.0.0.1:2328) *** - #0 "BIS_fnc_setVehicleMass_fsm = _this execfsm 'A3\functions_f_mark\Vehicles\fn_setVehicleMass.fsm'; BIS_fnc_setVehicleMass_fsm" 26.04.2015 13:47:11: Kensai (127.0.0.1:2328) *** - #0 "BIS_fnc_setVehicleMass_fsm = _this execfsm 'A3\functions_f_mark\Vehicles\fn_setVehicleMass.fsm'; BIS_fnc_setVehicleMass_fsm" Link to comment Share on other sites More sharing options...
horbin Posted May 11, 2015 Author Report Share Posted May 11, 2015 Kyrane, Not currently implemented like that. If you want special loot for a theme, define it in a LootData.sqf and place this file in the Theme's folder Then in the themedata.sqf, change the option to make the theme look for this file instead of the GlobalLootData.sqf. There is no implementation, on a 'mission by mission' level to provide random loot. You can do it by theme, so that all missions of the same type share a loot table, but again, not implemented at a mission level as you have described. Note: I will look at adding this in the next update (won't be till mid June, though). Should be an easy addition. Next thing coming over the next couple of weeks is 'exhaustive documentation' on all the functionality to date. It's all in the config files, but I will be putting together some FAQ's for each type of file and detailed explanations of the various options. kyrane 1 Link to comment Share on other sites More sharing options...
xbelanch Posted May 11, 2015 Report Share Posted May 11, 2015 After playing with Battleye I got raptors! :) I can share the filters if anyone are interested or have the same issues I had. Link to comment Share on other sites More sharing options...
PalmAir Posted May 11, 2015 Report Share Posted May 11, 2015 After playing with Battleye I got raptors! :) I can share the filters if anyone are interested or have the same issues I had. xbelanch, Did you have any filters including "call bis_fnc_initVehicle" as that seems to be my only problem at present (I have it running without HC atm if that makes any difference) Link to comment Share on other sites More sharing options...
xbelanch Posted May 11, 2015 Report Share Posted May 11, 2015 xbelanch, Did you have any filters including "call bis_fnc_initVehicle" as that seems to be my only problem at present (I have it running without HC atm if that makes any difference) Here is my git diff output: http://pastebin.com/Pgu1hkZK Hope it works for you! Link to comment Share on other sites More sharing options...
DirtySanchez Posted May 11, 2015 Report Share Posted May 11, 2015 I have to retract my post. Sorry Horbin,Thanks for the hard work Link to comment Share on other sites More sharing options...
kyrane Posted May 11, 2015 Report Share Posted May 11, 2015 Kyrane, Not currently implemented like that. If you want special loot for a theme, define it in a LootData.sqf and place this file in the Theme's folder Then in the themedata.sqf, change the option to make the theme look for this file instead of the GlobalLootData.sqf. There is no implementation, on a 'mission by mission' level to provide random loot. You can do it by theme, so that all missions of the same type share a loot table, but again, not implemented at a mission level as you have described. Note: I will look at adding this in the next update (won't be till mid June, though). Should be an easy addition. Next thing coming over the next couple of weeks is 'exhaustive documentation' on all the functionality to date. It's all in the config files, but I will be putting together some FAQ's for each type of file and detailed explanations of the various options. Nice, im glad to see you also interested on it :) so i will waiting. thx Link to comment Share on other sites More sharing options...
mimic Posted May 11, 2015 Report Share Posted May 11, 2015 Mimic You have broken something in your installation. Provide some more specifics about what you are seeing. Let me be more specific. They're just kinda standing on the mission center point until a player comes near and is detected, or until they're shot at. Then they start to move around. Like the convoy missions for example, the trucks are just sitting there loaded with AI not moving. Only once a player is detected or they get shot at do the AI bail out and the truck starts to move. What I'm wondering is if there is anyway to have them already moving around before they detect a player or get shot at? Maybe have them patrolling an area around the mission. Especially the vehicles on convoy missions. Otherwise the missions are running great. Just figured it would be more challenging if the AI weren't so clumped up on the center, and were already moving around. Link to comment Share on other sites More sharing options...
horbin Posted May 12, 2015 Author Report Share Posted May 12, 2015 Mimic, What missions are you seeing this? Other than instances where a convoy leader gets hung up driving, I am not aware of where the behaviour you are describing should occur. Thank you for the info! NM Mimic, Got a PM today, appears a bug has been introduced with the MapEditor support. I am out of town, but going to take a look at the code, and see what can be done to pull that MapEditor support out until I can get back to a machine to isolate the fault. Link to comment Share on other sites More sharing options...
DirtySanchez Posted May 12, 2015 Report Share Posted May 12, 2015 I will keep a copy of spawn_buildings since I made M3EDITOR addons for all the missions in the meantime. Might leave em if I can add fire to it. Horbin read my pm for more info Link to comment Share on other sites More sharing options...
Tobias Solem Posted May 12, 2015 Report Share Posted May 12, 2015 I dunno, since I installed 1.5g my players have been complaining about the AI behaving weirdly, like not leaving their vehicles in town invasion or dying in slow-motion. Not sure if I b0rked something. Link to comment Share on other sites More sharing options...
horbin Posted May 12, 2015 Author Report Share Posted May 12, 2015 Tobias, Yea, I introduced a bug with the last update. I won't be back in front of a machine where I can trouble shoot it for a couple weeks. If you can't work around the bug, I would recommend rolling back to ver 1.5f. I'll have a fix out in a couple weeks. Link to comment Share on other sites More sharing options...
mimic Posted May 12, 2015 Report Share Posted May 12, 2015 Would this bug affect buildings or wrecks that are supposed to spawn at missions? I have no buildings/wrecks at any of the SEM missions even though they're defined in the mission file. Link to comment Share on other sites More sharing options...
Silens Posted May 13, 2015 Report Share Posted May 13, 2015 Does anyone else have issues with the fps limit not working? The HC does not stop loading missions when the server fps gets lower than the set limit for us. Is it checking the server fps or the HC fps? Link to comment Share on other sites More sharing options...
Rocko_MB Posted May 13, 2015 Report Share Posted May 13, 2015 I've just started to get these errors...was wondering if anyone has seen this or has a fix for it? 11:13:58 Error in expression < ((FuMS_THEMEDATA select _i) select 0 ) select 0; if (isNil "_theme") then { _u> 11:13:58 Error position: <select 0; if (isNil "_theme") then { _u> 11:13:58 Error Generic error in expression 11:13:58 File FuMS\HC\Val\ValidateSoldierData.sqf, line 34 Link to comment Share on other sites More sharing options...
DirtySanchez Posted May 13, 2015 Report Share Posted May 13, 2015 Yo Rocko, any chance you made edits to that file.Im running 1.5g and don't have those errors and have done HEAVY customizations Link to comment Share on other sites More sharing options...
Rocko_MB Posted May 13, 2015 Report Share Posted May 13, 2015 Haven't moved to 1.5g yet as I'm waiting for the M3 editor fixes. I located the issue, I created some missions and when copying existing files it copied over the soldierdata.sqf. Once I removed that it worked. However now I have another issue that doesn't give any logs other than critical error...bah, I'll fix it. Link to comment Share on other sites More sharing options...
Exphexis Posted May 13, 2015 Report Share Posted May 13, 2015 could anyone help me pinpoint where these errors are being generated? I've applied the included BE Filters but getting the following - #0 "this select 0)) then {[(_this select 0), "", [], true] call bis_fnc_initVehicle;};" - #0 "this select 0)) then {[(_this select 0), "", [], true] call bis_fnc_initVehicle;};" - #0 "this select 0)) then {[(_this select 0), "", [], true] call bis_fnc_initVehicle;};" - #22 "(_this select 0) execVM "\A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf"" - #22 "(_this select 0) execVM "\A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf"" - #22 "(_this select 0) execVM "\A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf"" - #22 "(_this select 0) execVM "\A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf"" Link to comment Share on other sites More sharing options...
DirtySanchez Posted May 13, 2015 Report Share Posted May 13, 2015 Rocko, there actually are no errors with the M3editor building at this time. It does seem to break the original examples is all. I ended up just making new scenes for the basic missions Link to comment Share on other sites More sharing options...
mimic Posted May 13, 2015 Report Share Posted May 13, 2015 Would this bug affect buildings or wrecks that are supposed to spawn at missions? I have no buildings/wrecks at any of the SEM missions even though they're defined in the mission file. I reverted back to 1.5e and everything shows up properly. Link to comment Share on other sites More sharing options...
DirtySanchez Posted May 14, 2015 Report Share Posted May 14, 2015 1.5g and all M3Editor addins work fine. Check out his examples to get the M3Editor function working.I just recreated new scenes for the Base Missions in M3Editor and Im liking it.However,Is there any way to attach your FIRE addins to a buildable using the M3editor sqf file? Link to comment Share on other sites More sharing options...
horbin Posted May 14, 2015 Author Report Share Posted May 14, 2015 Dirty, Can do, will add it in the next update. I wanted too on this one, but was short on time before leaving town :) More than likely the option will add smoke/fire to ALL the buildings in the array....but nothing stops you from having two or more building spawn groups in a mission. DirtySanchez 1 Link to comment Share on other sites More sharing options...
Rocko_MB Posted May 14, 2015 Report Share Posted May 14, 2015 Ok guys, Here is one for you, been doing some testing and I keep getting this error. Darth has taken a look and everything is in the correct places and we have drawn a blank. The Server hands off to the HC as normal the HC loads everything then this: 17:38:49 "-------------------------------------------------------------------------------------" 17:38:49 "---------------- Fulcrum Mission System -----------------" 17:38:49 "-------------------------------------------------------------------------------------" 17:38:49 "##ValidateLootData: ERROR in FuMS_LOOTDATA" 17:38:49 "Recommend verifying data in file \FuMS\Themes\RAGE\SoldierData.sqf on your server!" 17:38:49 " Theme RAGE offline!" 17:38:49 "REASON: Syntax/Format error in SoldierData for theme ["RAGE",-1]" 17:38:49 "-------------------------------------------------------------------------------------" 17:38:49 "-------------------------------------------------------------------------------------" 17:38:49 "------ Soldier Data validation complete 0.0439911secs-----" 17:38:49 Error in expression < ((FuMS_THEMEDATA select _i) select 0 ) select 0; _file = "\FuMS\Themes\"; if (i> 17:38:49 Error position: <select 0; _file = "\FuMS\Themes\"; if (i> 17:38:49 Error Generic error in expression 17:38:49 File FuMS\HC\Val\ValidateMissionData.sqf, line 19 After checking, and checking and re-checking the previous checks...nada. The themdata.sqf is pointing to globalsoldierdata.sqf...but it doesn't seem to want to do that... Any assistance would be great. Horbin I have been advised to send you a link for the pbo download...would that be ok? R. Link to comment Share on other sites More sharing options...
horbin Posted May 14, 2015 Author Report Share Posted May 14, 2015 Rocko, Either it is a typo type error in the Rage's ThemeData.sqf, or IS that theme using a custom LootData.sqf. The error looks to be in the Rage theme's LootData.sqf. The 2nd line of the error message is a cut-n-paste typo on my part when I coded it. I meant to fix that earlier :( Got it on my list now. Check the Rage's ThemeData.sqf. If you don't find anything, send me a link to all the files in that theme and I will take a look. Link to comment Share on other sites More sharing options...
kyrane Posted May 15, 2015 Report Share Posted May 15, 2015 Would this bug affect buildings or wrecks that are supposed to spawn at missions? I have no buildings/wrecks at any of the SEM missions even though they're defined in the mission file. Is the newest Version fixed about that problem? oh and Horbin, is it possible to make for every mission a own .ogg soundfile for start and finish mission? would be perfect cause so i could make some storieline into missions... :) Link to comment Share on other sites More sharing options...
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