R4id3n84 Posted February 8, 2015 Report Share Posted February 8, 2015 Hi was wondering how i move the Traders and Portals as on Panthera the portals are too close together in the portal room and the traders are spread out stupidly Thanks in advance R4id3n84 Link to comment Share on other sites More sharing options...
Zupa Posted February 8, 2015 Report Share Posted February 8, 2015 Hi was wondering how i move the Traders and Portals as on Panthera the portals are too close together in the portal room and the traders are spread out stupidly Thanks in advance R4id3n84 Who u copied it from? ^^ since the portals and black traders are hand placed. Santa 1 Link to comment Share on other sites More sharing options...
R4id3n84 Posted February 8, 2015 Author Report Share Posted February 8, 2015 Not copied it from anyone i got the mission file from server hosting company when installing, so the if traders are in the mission.sqm then its defualt provided by my serverhost or who ever created the map files Link to comment Share on other sites More sharing options...
Zupa Posted February 8, 2015 Report Share Posted February 8, 2015 Not copied it from anyone i got the mission file from server hosting company when installing, so the if traders are in the mission.sqm then its defualt provided by my serverhost or who ever created the map files Wait a minut, i thought Panthera ownder doesnt won't his map used for money, which is your "hosting company " doing ? ^^ Friendly 1 Link to comment Share on other sites More sharing options...
Fog Horn Posted February 8, 2015 Report Share Posted February 8, 2015 Yes please , which provider :D Link to comment Share on other sites More sharing options...
R4id3n84 Posted February 8, 2015 Author Report Share Posted February 8, 2015 What so no server hosting companies can offer players the Panthera 3.1 map? Also back to my original questiom, where are the traders located to reposition coz the weird thing is, the tarders with black dots stay in place but other traders move around after a restart specially if players have killed them lol Thanks again R4id3n84 Link to comment Share on other sites More sharing options...
SadBoy1981 Posted February 8, 2015 Report Share Posted February 8, 2015 What so no server hosting companies can offer players the Panthera 3.1 map? Also back to my original questiom, where are the traders located to reposition coz the weird thing is, the tarders with black dots stay in place but other traders move around after a restart specially if players have killed them lol Thanks again R4id3n84 They are custom traders, they travel around map after restar and can be killed. Only traders with black dot on map cant be killed. You can change value how much traders u want on the map. epochconfig.hpp NPCSlotsLimit = 12; // Max number of traders static or dynamic. Warning! Higher the number lower performance. Link to comment Share on other sites More sharing options...
R4id3n84 Posted February 8, 2015 Author Report Share Posted February 8, 2015 Awesome so how can i have it so i make a trader city in the editor and add like 3 trader to it? Thats what i'm trying to do, and i want to replace the portals and maybe add another portal with a spawn point xD Just wanna make the map a bit more unique and custom :) Link to comment Share on other sites More sharing options...
SadBoy1981 Posted February 8, 2015 Report Share Posted February 8, 2015 Like this? =) Link to comment Share on other sites More sharing options...
R4id3n84 Posted February 8, 2015 Author Report Share Posted February 8, 2015 Like this? =) Oh yes that is awesome xD Is there a Tutorial? Link to comment Share on other sites More sharing options...
SadBoy1981 Posted February 8, 2015 Report Share Posted February 8, 2015 Oh yes that is awesome xD Is there a Tutorial? No, this is my own work. But not hard to make it. Make your custom spawn base, edit tp points inside file @epochhive/addons/a3_epoch_server_settings/config.cpp examle: telePos[] = { { "Transport_C_EPOCH", { 23689.1, 16241.1, 0.15 }, "", { 14727.1, 16314.2, 1500.1 } }, // tp airo first cords-from where. Second cors where to go. Tp spawn auto safe zone 25m { "Transport_C_EPOCH", { 23686.1, 16241.1, 0.15 }, "", { 20970.1, 16972.1, 1500.1 } }, // tp paros { "Transport_C_EPOCH", { 23692.1, 16241.1, 0.15 }, "", { 4395.1, 13294.1, 1500.1 } } // tp kavala I make one tp from old spawn point to new one cose new players get spawn in old spawn base. DirtySanchez 1 Link to comment Share on other sites More sharing options...
R4id3n84 Posted February 9, 2015 Author Report Share Posted February 9, 2015 Yes i just been looking at the config.cpp and i now know how to add buidlings and traders however the traders i moved and the extra trader i added on my test server do not have god mode anymore and can be killed? Quite an easy process to edit tbh just gotta know how its done, so much different from Arma 2 Epoch Mod Link to comment Share on other sites More sharing options...
SadBoy1981 Posted February 9, 2015 Report Share Posted February 9, 2015 Yes i just been looking at the config.cpp and i now know how to add buidlings and traders however the traders i moved and the extra trader i added on my test server do not have god mode anymore and can be killed? Quite an easy process to edit tbh just gotta know how its done, so much different from Arma 2 Epoch Mod I explane how to add safezone here: Also you can look into my video. Example on decription Also tp destination allways have safe zone 25m . Link to comment Share on other sites More sharing options...
R4id3n84 Posted February 9, 2015 Author Report Share Posted February 9, 2015 I explane how to add safezone here: Also you can look into my video. Examle on decription Also tp destination allways have safe zone 25m . Thank you very much awesome stuff :) Link to comment Share on other sites More sharing options...
SadBoy1981 Posted February 9, 2015 Report Share Posted February 9, 2015 Glad to help! Have Fun! Link to comment Share on other sites More sharing options...
R4id3n84 Posted February 9, 2015 Author Report Share Posted February 9, 2015 Glad to help! Have Fun! 1 More thing how did remove the old clone room to make the new one ? Link to comment Share on other sites More sharing options...
SadBoy1981 Posted February 9, 2015 Report Share Posted February 9, 2015 1 More thing how did remove the old clone room to make the new one ? I have old one too, where new players come and there i have 1 tp to new one. Link to comment Share on other sites More sharing options...
R4id3n84 Posted February 9, 2015 Author Report Share Posted February 9, 2015 I have old one too, where new players come and there i have 1 tp to new one. Ok thanks again :) Link to comment Share on other sites More sharing options...
second_coming Posted February 9, 2015 Report Share Posted February 9, 2015 Anyone know how to remove the concrete box from around the clone room? sillysoviet 1 Link to comment Share on other sites More sharing options...
Gen0cide Posted February 9, 2015 Report Share Posted February 9, 2015 Well I know the "Delete" key works until server restart.... found that out the hard way... Link to comment Share on other sites More sharing options...
bFe Posted February 9, 2015 Report Share Posted February 9, 2015 Anyone know how to remove the concrete box from around the clone room? Have you checked in the a3_epoch_server_settings\config.cpp? Link to comment Share on other sites More sharing options...
SadBoy1981 Posted February 9, 2015 Report Share Posted February 9, 2015 Debug box as i understand spawn from mission,sqm cords i think! class Markers { items = 3; class Item0 { position[] = {14939.934,0.053499073,15083.272}; name = "center"; type = "Empty"; }; class Item1 { position[] = {23600.3,0.23,18000.1}; name = "respawn_east"; type = "Empty"; }; class Item2 { position[] = {23600.3,0.23,18000.1}; name = "respawn_west"; type = "Empty"; }; }; Link to comment Share on other sites More sharing options...
CH!LL3R Posted February 10, 2015 Report Share Posted February 10, 2015 The Debug-Box himself is configured in this File: ...\@epochhive\addons\a3_epoch_server\compile\epoch_server\EPOCH_server_createTeleport.sqf _debugLocation=getMarkerPos "respawn_west"; _debugLocation set[2,0]; _debug=createVehicle["Debug_static_F",_debugLocation,[],0,"CAN_COLLIDE"]; And the Box is attached to respawn_west coords from mission.sqm too. But the a3_epoch_server.pbo is not configurable without crashing the server, cause its secured by dll.... So I think at the moment there is no choice to deactivate the Box complitly... Link to comment Share on other sites More sharing options...
second_coming Posted February 10, 2015 Report Share Posted February 10, 2015 The Debug-Box himself is configured in this File:...\@epochhive\addons\a3_epoch_server\compile\epoch_server\EPOCH_server_createTeleport.sqf_debugLocation=getMarkerPos "respawn_west"; _debugLocation set[2,0]; _debug=createVehicle["Debug_static_F",_debugLocation,[],0,"CAN_COLLIDE"]; And the Box is attached to respawn_west coords from mission.sqm too.But the a3_epoch_server.pbo is not configurable without crashing the server, cause its secured by dll.... So I think at the moment there is no choice to deactivate the Box complitly...ah well, I'll just have to live with it for now then, thanks anyway :) Link to comment Share on other sites More sharing options...
Brunz Posted February 11, 2015 Report Share Posted February 11, 2015 The box of fail and its contents cannot be removed via configuration due to being in the locked down pbo, it can be removed with some simple scripting. I complained about the box at the last major release but no one else seemed to care, lets see what the next release holds for the spawn point. happydayz 1 Link to comment Share on other sites More sharing options...
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