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[Server Addon] ZCP - Zupa's Capture Points 2.0 Updated for Epoch 0.3

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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 :)

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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

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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

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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?

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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;

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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
 

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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.
 
 
Thanks

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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

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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"

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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 

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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

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