Richie Posted March 31, 2015 Report Share Posted March 31, 2015 That's an RPT not a BE log, see what you were kicked for and post the log. Link to comment Share on other sites More sharing options...
Moody Posted March 31, 2015 Report Share Posted March 31, 2015 That's an RPT not a BE log, see what you were kicked for and post the log. Thats the thing Richie, there is no reason for kick. We just get kicked. Link to comment Share on other sites More sharing options...
Richie Posted March 31, 2015 Report Share Posted March 31, 2015 Anything Zupa does is always top quality, I've also ran this since the day it was released and never had any issues, something else might be conflicting with it but it works fine for me, it seems only you and noscopejedi have issues :unsure: it's rather odd. Do you want to send me your mission.pbo ? i'll throw it on my server and see what happens. Dropbox preferred for the download link :) Link to comment Share on other sites More sharing options...
noscopejedi Posted March 31, 2015 Report Share Posted March 31, 2015 Anything Zupa does is always top quality, I've also ran this since the day it was released and never had any issues, something else might be conflicting with it but it works fine for me, it seems only you and noscopejedi have issues :unsure: it's rather odd. Do you want to send me your mission.pbo ? i'll throw it on my server and see what happens. Dropbox preferred for the download link :) https://www.dropbox.com/s/m6m7p9prkehr5l9/epoch.Altis.pbo?dl=0 d/l link to my mission pbo even player that are no were near it are being kicked for no reason Link to comment Share on other sites More sharing options...
Moody Posted March 31, 2015 Report Share Posted March 31, 2015 Anything Zupa does is always top quality, I've also ran this since the day it was released and never had any issues, something else might be conflicting with it but it works fine for me, it seems only you and noscopejedi have issues :unsure: it's rather odd. Do you want to send me your mission.pbo ? i'll throw it on my server and see what happens. Dropbox preferred for the download link :) Heres my mission.pbo https://www.dropbox.com/s/p3sqbju3glb49mg/epoch.Altis.pbo?dl=0 Link to comment Share on other sites More sharing options...
Richie Posted March 31, 2015 Report Share Posted March 31, 2015 Both mission.pbo are right, perhaps Zupa might know why but without kick logs it will be tricky to track down, it's also odd that it only affects 2 people :unsure: Link to comment Share on other sites More sharing options...
Moody Posted March 31, 2015 Report Share Posted March 31, 2015 Both mission.pbo are right, perhaps Zupa might know why but without kick logs it will be tricky to track down, it's also odd that it only affects 2 people :unsure: Indeed =/ Link to comment Share on other sites More sharing options...
ReMuS Posted March 31, 2015 Report Share Posted March 31, 2015 Hi Zupa people say to me that when they loot crate come and she run to them they port back to his start position! Link to comment Share on other sites More sharing options...
Kroenen Posted April 1, 2015 Report Share Posted April 1, 2015 The new additions in v2 have been working great. One small question though, is there a way to make the vehicle drops permanent? Players have been reporting they delete at restart, or is this caused by the allowed vehicles being set lower? Link to comment Share on other sites More sharing options...
Richie Posted April 1, 2015 Report Share Posted April 1, 2015 Vehicle reward is disabled by default cus they don't save after restart without changin epoch code. Link to comment Share on other sites More sharing options...
Kroenen Posted April 1, 2015 Report Share Posted April 1, 2015 Oh, where did that come from Richie? Never saw any mention of that. Did find this in the givereward sqf file though; _vehicle call EPOCH_server_setVToken; _vehicle call EPOCH_server_save_vehicle; _vehicle call EPOCH_server_vehicleInit; Link to comment Share on other sites More sharing options...
SpiRe Posted April 1, 2015 Report Share Posted April 1, 2015 Please change the box class. InfiStar pushes players from it _box = "Box_IND_AmmoVeh_F" to: _box = "Box_Nato_AmmoVeh_F" second_coming and boomstick 2 Link to comment Share on other sites More sharing options...
Zhar Posted April 1, 2015 Report Share Posted April 1, 2015 Hi guys. First. Im sorry for my english ;) Second. Infistar pushes players of the box and they don't have access to it Link to comment Share on other sites More sharing options...
Richie Posted April 1, 2015 Report Share Posted April 1, 2015 Look up, it was the previous reply :lol: Link to comment Share on other sites More sharing options...
Zhar Posted April 2, 2015 Report Share Posted April 2, 2015 Jesus help me. I'm blind !! :lol: Thanx Richie Link to comment Share on other sites More sharing options...
second_coming Posted April 2, 2015 Report Share Posted April 2, 2015 I made the following changes to stop the cap points spawning near player bases (checks for 'PlotPole_EPOCH' within 500 meters), near spawn points (checks for 'ProtectionZone_Invisible_F' which I add to all static traders within 500 meters) or too close together (checks for 'Flag_Green_F' within 1000 meters). Edit fn_findPosition.sqf in the functions folder in the pbo private ["_i","_safepos","_validspot","_position"]; _safepos = [getMarkerPos "center",0,8500,(_this select 0),0,0.5,0]; _validspot = false; _i = 1; while{!_validspot} do { sleep 1; _position = _safepos call BIS_fnc_findSafePos; _i = _i + 1; _validspot = true; if (_position call ZCP_fnc_inDebug) then { _validspot = false; }; //Check if near another capture point // Get nearest Flag_Green_F (used in the cap base and nowhere else) _nearOtherCap = (nearestObjects [_position,["Flag_Green_F"],1000]) select 0; _nearestCap = _position distance _nearOtherCap; if (_nearestCap < 1000) then { _validspot = false; }; //Check if near player base // Get nearest player jammer _nearJammer = (nearestObjects [_position,["PlotPole_EPOCH"],500]) select 0; _nearestJammer = _position distance _nearJammer; if (_nearestJammer < 500) then { _validspot = false; }; //Check if near protected zone (spawn points or trader base) // Get nearest player jammer _nearProtectedZone = (nearestObjects [_position,["ProtectionZone_Invisible_F"],500]) select 0; _nearestTrader = _position distance _nearProtectedZone; if (_nearestTrader < 500) then { _validspot = false; }; if(_validspot ) then { if ([_position,10] call ZCP_fnc_nearWater) then { _validspot = false; }; }; }; _position set [2, 0]; _position SpiRe, DeltaUKA and computermancer 3 Link to comment Share on other sites More sharing options...
chrisa Posted April 2, 2015 Report Share Posted April 2, 2015 Eeey Zupa, I done everything you said to instal your mod. make the a3_epoch_server_zcp map into a .pbo, Place the zcp.sqf & init.sqf into my Bornholm.pbo. I have a fresh epoch bornholm server so i had no init.sqf file yet. So if i want to join i get a message of a kick. Battleye script restriction #22. Do you know what the problem is? Can you help me? Here is the battleye log screenshot. http://gyazo.com/eb3d530902bf2927ffcca6588f5ea336 Thanks Link to comment Share on other sites More sharing options...
second_coming Posted April 2, 2015 Report Share Posted April 2, 2015 edit your scripts.txt in the battleye folder and add execVM !"zcp.sqf" on the exec line (usually around line 21) Link to comment Share on other sites More sharing options...
chrisa Posted April 2, 2015 Report Share Posted April 2, 2015 Heey I only found a script.txt in Serverconfig/Battleye screenshot http://gyazo.com/3a14337d80417543b92981d76c7f0fe2 The scripts.txt looks like this screenshot http://gyazo.com/43dbea88a866c1ad61111cb8da500704 The battleye above doesnt have a script.txt I added the line there but still got the same kick. Btw thnx for the quick reply! Link to comment Share on other sites More sharing options...
Richie Posted April 2, 2015 Report Share Posted April 2, 2015 @ Chrisa, for kick #22 you want line 23 Link to comment Share on other sites More sharing options...
chrisa Posted April 2, 2015 Report Share Posted April 2, 2015 srry am a noob, i dont understand. Line 23 = 7 exec !="<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\"" What must i do? Am realy confused.. Thnx Link to comment Share on other sites More sharing options...
second_coming Posted April 2, 2015 Report Share Posted April 2, 2015 Just add execVM !"zcp.sqf" to the end of line 23, like this: 7 exec !="<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\"" execVM !"zcp.sqf" Link to comment Share on other sites More sharing options...
chrisa Posted April 2, 2015 Report Share Posted April 2, 2015 Ok thnx, that solves the problem. Many thnx. Problem 2 haha The mod won't start. I did what the manual said. 1 the folder a3_epoch_server_zcp i made a pbo of it and placed in @epochive/addon folder 2 i placed the files zcp.sqf and init.sqf inside the bornholm.pbo But it wont start. Any idea's? Thnx Link to comment Share on other sites More sharing options...
chrisa Posted April 2, 2015 Report Share Posted April 2, 2015 anyone? Link to comment Share on other sites More sharing options...
pdg1264 Posted April 3, 2015 Report Share Posted April 3, 2015 I tried many ways and none worked My PBO files a3_epoch_server_zcp.pbo http://i.imgur.com/l2FBnjI.png epoch.Altis.pbo http://i.imgur.com/a1DlB90.png Adn my init.sqf if(hasInterface)then{execVM "semClient.sqf"}; call compile preProcessFileLineNumbers "cmEarplugs\cm_veh_fun.sqf"; [] execVM "custom\welcome.sqf"; execVM "zcp.sqf"; I did everything according to the instructions and still not work. Problem solved Link to comment Share on other sites More sharing options...
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