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IT07

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Sorry i undestand now. but dont work

7 createDialog !="createDialog \"SC_sMenu\";" !="createDialog \"Z_HUD_Builder\";"

 

Depending on which version of the menu you are using, you can try this instead:

7 createDialog !="createDialog\"SC_sMenu\";"

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Great script. Very flexible and customizable.

I had a couple of questions though that I was hoping someone could help me with.

 

1. I notice many of these scripts, this one included, require me to edit a certain Scripts.txt file.

I have no such file anywhere on my server. In the directory Serverconfig\BattleEye\ I number of other, differently named txt files though. I personally have no problem connecting to the server, but then again, I'm the admin, so I'm not sure if that makes a difference. I wonder, if I ever open my server up to the public, if they will get kicked because of these scripts with no battleEye filter exceptions.

 

2.On the main page Server menu provided by this script, There is a section that reads: Slot Usage (Live) 100/40. And when I open the admin menu, I see a bunch of randomly generated names under the "Normal Players" section. I assume these are Ai. But why are they listed as normal players in both the admin menu and your Server Information menu? I also have a status bar scripts that tells you the number of people on the server (in addition to your health, thirst, hunger, etc.) and it says 100 people also.

 

I know this question isn't related to this script specifically, so I apologize for posting it in this thread. But I'm not really sure where to ask this kind of question.

 

Any information on is greatly appreciated. thanks. 

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Great script. Very flexible and customizable.

I had a couple of questions though that I was hoping someone could help me with.

 

1. I notice many of these scripts, this one included, require me to edit a certain Scripts.txt file.

I have no such file anywhere on my server. In the directory Serverconfig\BattleEye\ I number of other, differently named txt files though. I personally have no problem connecting to the server, but then again, I'm the admin, so I'm not sure if that makes a difference. I wonder, if I ever open my server up to the public, if they will get kicked because of these scripts with no battleEye filter exceptions.

 

2.On the main page Server menu provided by this script, There is a section that reads: Slot Usage (Live) 100/40. And when I open the admin menu, I see a bunch of randomly generated names under the "Normal Players" section. I assume these are Ai. But why are they listed as normal players in both the admin menu and your Server Information menu? I also have a status bar scripts that tells you the number of people on the server (in addition to your health, thirst, hunger, etc.) and it says 100 people also.

 

I know this question isn't related to this script specifically, so I apologize for posting it in this thread. But I'm not really sure where to ask this kind of question.

 

Any information on is greatly appreciated. thanks. 

It seems like you do not have BE enabled... So to answer your 1st question, you should not have an issue with any kicks... As for your second question I have no idea... PM me a list of what scripts you are using and I can investigate some more... Most likely a configuration somewhere that is causing this...

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It seems like you do not have BE enabled... So to answer your 1st question, you should not have an issue with any kicks... As for your second question I have no idea... PM me a list of what scripts you are using and I can investigate some more... Most likely a configuration somewhere that is causing this...

 Thanks for taking the time to reply. I actually figured out the 100 AI players thing a couple days ago (turns out disabledAI = true; in the descriptions.ext has nothing to do with UAVs or sappers, I had changed it when I first got the server not knowing what I was doing). As for battle eye. I assume it is enabled. When I install certain scripts I do get kicks sometimes, and I have to edit some of the other txt files like "createvehicle.txt". It's just that I don't have a "scripts.txt". I have no idea what the reason for this is.

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So what do I need to add to the BE filters when I getting kicked for this.

26.05.2015 08:54:41: Azriel (IP:XXXXXXXXXXX) GUID:XXXXXXXXXXXXXXXXX - #49 " 0;
};
};




[_display] call _fnc_animate;
{
_display displayaddeventhandler [_x,_fnc_animate];
} foreach ["mousemoving","mouseho"
 
My line look like this:
7 displayAddEventHandler !"EP_LOOP" !"cmKeyPress" !="_sMenuEH = (findDisplay 46) displayAddEventHandler [\"KeyDown\", \"if(_this select 1 == \"+str (_config select 1)+\" and !dialog) then { createDialog'SC_sMenu' };false;\"];"

It looked like this before I added yours.
 
7 displayAddEventHandler !"EP_LOOP" !"cmKeyPress"
And this is what you want me to add.
 
7 displayAddEventHandler !="_sMenuEH = (findDisplay 46) displayAddEventHandler [\"KeyDown\", \"if(_this select 1 == \"+str (_config select 1)+\" and !dialog) then { createDialog'SC_sMenu' };false;\"];"
 
 
I am a total fxxk up when it comes to text. So any help will be much appreciated.
 
And does the images need to be in .jpg or do .paa works also.
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Ok I was in before, and the added yours and got kicked. But any chanche you can see what I need to Add. i am totally new to adding BE filters. I am better on dioing this stuff (Is for Arma2/DayZ). For the DayZ we had before.

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Ok I was in before, and the added yours and got kicked. But any chanche you can see what I need to Add. i am totally new to adding BE filters. I am better on dioing this stuff (Is for Arma2/DayZ). For the DayZ we had before.

So it's been almost 8 hours or so and you haven't been helped, so I will try and edit yours to work.

 

7 displayAddEventHandler !"EP_LOOP" !"cmKeyPress" !="_sMenuEH = (findDisplay 46) displayAddEventHandler [\"KeyDown\", \"if(_this select 1 == \"+str (_config select 1)+\" and !dialog) then { createDialog'SC_sMenu' };false;\"];" !"call _fnc_animate;" 

 

But there is an entire thread on this and if you want to add ANY cool scripts you will have to learn this because each server is different and not a lot of people are willing to go through the trouble to help a fellow server operator...

 

Here is the link that helped me figure all this out...

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Up late, digging this menu. Actually loving this menu. You did a great job IT07. Keep up the great work, i am going to add in a feature and will PM you what i did later, because i am digging, no loving your work hehe

but...>!!!!

What do i have to do in order to allow the background image load from "c:\Servers\Server1\image.jpg"

will it only load in the pbo file or can we redirect to our local server directories. Right now it keeps saying image.jpg not found no matter how i go about it.

600x600 and i can even go smaller if need be.

 

Quick search this morning, very early so i am tired now. revealed this

http://forums.bistudio.com/showthread.php?153210-Splash-Screen-Edit

 

I didn't go to too many sites to find a way yet.

 

Suggestions how to get it not to load in the pbo file under mpmissions, instead have it load outside of that pbo, so the mission files are small?

 

Thank you so much for giving me ideas, now i am going to be scripting all weekend :( lol jking

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Up late, digging this menu. Actually loving this menu. You did a great job IT07. Keep up the great work, i am going to add in a feature and will PM you what i did later, because i am digging, no loving your work hehe

but...>!!!!

What do i have to do in order to allow the background image load from "c:\Servers\Server1\image.jpg"

will it only load in the pbo file or can we redirect to our local server directories. Right now it keeps saying image.jpg not found no matter how i go about it.

600x600 and i can even go smaller if need be.

 

The images have to be inside the pbo's. I'd recommend just replacing the example images with your own if you're having trouble getting them to load. Keep your resolution the same as the example ones as well. Also delete those unused images in the hosting folder if you haven't already.

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Hello
What files do I need if I want to translate it? Wars it not to run.
Sorry my english is not so good;)
 
please help me thank you

 

 

Sorry I can only support the English version. There is a reason why this menu is for free...

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  • 2 weeks later...

Now that you have restructured your GitHub and made this inside of a Pack.... I am not exactly sure how to install it anymore... do i just need to replace the files inside of the ScarCODE folder with the new ones and everything else should work out?

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Hello :D, I'm just wondering how I can make my credits page have a scroll bar and not be crammed in like this:

 

 

y6X0fT8.png

 

and be more like this:

 

YE4JuIS.png

 

I've tried to look at the rsc_SIM.hpp file & global.hpp but I couldn't find anything to point to the scroll menu and anything that points to even one of the menu category's.

 

Just in case I'm doing something wrong in my config_SIM.hpp:

/*
	Author: IT07

	Description:
	Configuration and resource file for server menu. Should be used to adjust the content of menu.
*/

class simConfig
{
	class Settings
	{
		////////////////////////////////////////////////////////////////
		///////  General config for the menu  //////////////////////////
		///////  Please adjust the settings below to your needs  ///////
		////////////////////////////////////////////////////////////////
		customControl = "User7"; // To disable, use false. Info: https://community.bistudio.com/wiki/inputAction/actions/bindings
		useScrollMenu = 1; // To disable, use false. Default: 1 (enabled)
		menuCategories[] = {"General info","Rules","Donating","Scripts and Credits"}; // Try to keep amount as low as possible for optimal speed/load
		shortServerName = "Spartan Recon Overpoch (Overpoch 0.3.0.3/1.8/1.0) -- by likeablas"; // Will be title of menu. This example fits exactly in the bar.
		serverAddress =  66.68.163.36:2302; // The IP of the server
		maxPlayers = 35; // This should be exactly the same as the maximum slot count of your server
		restartInterval = 3; // Number of hours your server will be online before it automatically restarts. Set to 0 if you use a restart schedule.
		serverAH = "Skaronator AH"; // Put your antihack(s) here. Keep it short.
		serverManagedBy = "likeablas"; // Put name of the server manager here. Max 16 characters
		gametrackerURL = "www.spartanrecon.cf";
		#define TITLEBACKGROUND 0.341,0.529,0.482 // In format R,G,B,A | (A = opacity) | color will be given to title bars | tool to convert from HTML color codes: http://killzonekid.com/hex-2-arma-gui-colour-converter/
		#define TITLETEXT 1,1,1 // Same format as above. Color will be given to the text of the title bars.
		/////////////////////////////////////////////////////////
		///////  End of general config  /////////////////////////
		/////////////////////////////////////////////////////////
	};
	class Content
	{
		//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
		///////  Config for the content of each menu category  ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
		///////  == Instructions for editing the content ==  /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
		///////  step 1: Adjust the amount of class items (below) to the amount of categories you have set in _menuCategories  ///////////////////////////////////////////////////////////
		///////  step 2: Configure contentArray. Please look at the examples to see how to do it. contentArray is used to divide the text into pieces for easier configuration  //////////
		///////  step 2b: it does not matter how you name the items in contentArray. They just have to match the actual item names that are defined in contentArray[]  ///////////////////
		///////  step 3: go nuts! :)  ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
		///////  NOTE 1: Do not put the title in contentArray because the title is already put into the title bar automatically  /////////////////////////////////////////////////////////
		///////  NOTE 2: Less items in contentArray[] is faster  /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
		///////  NOTE 3: <br /> is a linebreak, <img image'path\to\Image.jpg' /> is an image and <a href='url'>this is a link</a>  ///////////////////////////////////////////////////////
		//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
		
		class 1 // First in _menuCategories
 		{
			contentArray[] = {"txtOne","txtTwo","txtThree","txtFour","txtFive"};
			txtOne = "<t size='1.5'>Welcome to Spartan Recon Overpoch!</t> <br />";
			txtTwo = "<t size='1.5'>SERVER FEATURES</t> <br /> - WAI MISSIONS <br /> - CUSTOM TRADER SYSTEM <br /> - CUSTOM SPAWN SYSTEM <br /> - REFUEL/REPAIR STATIONS (Gas Stations) <br /> - ACTUAL ZOMBIES  <br /> - PAINTSHOP  <br /> - NO BULLSHIT ADMINS <br /> - SERVERSIDE FPS/OPTIMIZATION IMPROVEMENTS! <br /><br />";
			txtThree = "<t size='1.5'>WEBSITE</t> <br /><a href='url'>http://www.spartanrecon.cf/fourms/index.php</a><br /><br />";
			txtFour = "<t size='1.5'>VOICE SERVER</t> <br />We have a public TeamSpeak available at <a href='url' color='#D13B3B'>www.spartanrecon.cf</a> <br /><br />";
			txtFive = "<t size='1.5'>SERVER ADMINS</t> <br /> - likeablas [Manager/Developer] <br /> - Johnboy [Co-Founder/Co-Owner] <br /> - Kenny [Co-Founder/Co-Owner]";
		};
		class 2 // Second in _menuCategories
		{
			contentArray[] = {"txtOne","txtTwo","txtThree","txtFour","txtFive","txtSix","txtSeven"};
			txtOne = "<t size='1.5'>RULE #1</t> <br /> - No racism/profanity/flaming <br />  <t size='0.75' color='#c2c2c2'>Breaking of this rule will result in a (temporary/permanent) ban.</t> <br /><br />";
			txtTwo = "<t size='1.5'>RULE #2</t> <br /> - No voice over side channel <br /> <t size='0.75' color='#c2c2c2'>Breaking of this rule will result in a kick or (temporary/permanent) ban.</t> <br /><br />";
			txtThree = "<t size='1.5'>RULE #3</t> <br /> - No crying over side/radio channel <br /> <t size='0.75' color='#c2c2c2'>Breaking of this rule will result in a kick or (temporary/permanent) ban.</t> <br /><br />";
			txtFour = "<t size='1.5'>RULE #4</t> <br /> - No disrespect towards other player(s) and or Admins <br /> <t size='0.75' color='#c2c2c2'>Breaking of this rule will result in a kick or (temporary/permanent) ban.</t> <br /><br />";
			txtFive = "<t size='1.5'>RULE #5</t> <br /> - No cheating/glitching or bug abuse/exploiting <br /> <t size='0.75' color='#c2c2c2'>Breaking of this rule will result in a permanent ban - No exemptions.</t> <br /><br />";
			txtSix = "<t size='1.5'>RULE #6</t> <br /> - If you have a problem, HOP ON TEAMSPEAK! <br /> <t size='0.75' color='#c2c2c2'>Breaking of this rule will result in your problem being ignored.</t> <br /><br />";
			txtSeven = "<t size='1.5'>RULE #7</t> <br /> - No excuses such as: I did not read the rules. <br /> <t size='0.75' color='#c2c2c2'>Breaking of this rule will result in a (temporary/permanent) ban.</t> <br /><br />";
		};
		class 3 // Third in _menuCategories
		{
			contentArray[] = {"txtOne","txtTwo"};
			txtOne = "<t size='1.5'>PLEASE DONATE</t> <br />If you play on and enjoy this server, please consider a donation for us to get a server hoster.<br /><br />";
			txtTwo = "This server is being hosted in a residential area, We really would like some donations! (Come to TS for more Info!) <a href='url' color='#D13B3B'>www.spartanrecon.cf</a> <br /><br />";
		};
		class 4 // Fourth in _menuCategories
		{
			contentArray[] = {"txtOne","txtTwo","txtThree","txtFour","txtFive","txtSix","txtSeven","txtEight","txtNine","txtTen","txtEleven"};
			txtOne = "<t size='1.5'> - Server Info Menu/Restart Warning/Intro Cam by IT07 <a color='#D13B3B' href='http://scarcode.com'>http://scarcode.com</a> </t> <br />";
			txtTwo = "<t size='1.5'> - Spawn System/Kill Feed/Paint Shop/Service Point/Halo Jump by Halvhjearne <a color='#D13B3B' href='https://github.com/Halvhjearne'>https://github.com/Halvhjearne</a> </t> <br />";
			txtThree = "<t size='1.5'> - Action Menu 1.2 by Salutesh & second_coming & Lecks (ASOR Gear Selector) <a color='#D13B3B' href='https://github.com/salutesh'>https://github.com/salutesh</a> </t> <br />";
			txtFour = "<t size='1.5'> - Black-Market Trader System by Halvhjearne & Suppe <a color='#D13B3B' href='https://github.com/GBR-Suppe'>https://github.com/GBR-Suppe</a> </t> <br />";
			txtFive = "<t size='1.5'> - Custom HUD by Darth Rogue <a color='#D13B3B' href='https://github.com/DarthRogue/'>https://github.com/DarthRogue/</a> </t> <br />";
			txtSix = "<t size='1.5'> - Real Zombies by blckeagls <a color='#D13B3B' href='http://epochmod.com/forum/index.php?/user/11196-blckeagls/'>http://epochmod.com/forum/index.php?/user/11196-blckeagls/</a> </t> <br />";
			txtSeven = "<t size='1.5'> - Wicked AI Missions for A3E by itsatrap <a color='#D13B3B' href='https://github.com/nerdalertdk/'>https://github.com/nerdalertdk/</a> </t> <br />";
			txtEight = "<t size='1.5'> - A3EAI (Roaming Vehicle AI) by Face <a color='#D13B3B' href='http://epochmod.com/forum/index.php?/user/2228-face/'>http://epochmod.com/forum/index.php?/user/2228-face/</a> </t> <br />";
			txtNine = "<t size='1.5'> - Admin Hunt by 5nine/NibbleGaming <a color='#D13B3B' href='http://epochmod.com/forum/index.php?/user/22820-5nine/'>http://epochmod.com/forum/index.php?/user/22820-5nine/</a> </t> <br />";
			txtTen = "<t size='1.5'> - Color Corrections by ispan55 <a color='#D13B3B' href='http://epochmod.com/forum/index.php?/user/276-ispan55/'>http://epochmod.com/forum/index.php?/user/276-ispan55/</a> </t> <br />";
			txtEleven = "<t size='1.5'> - Epoch 0.3.0.3 & Epoch AH by The Amazing Epoch Mod Team! <a color='#D13B3B' href='http://epochmod.com/'>http://epochmod.com/</a> </t> <br />";
		};
	};
};

Thanks!

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  • 1 month later...

Hi, trying to get S.I.M working.

 

isuue that I have is that it works perfectly with this in my description.ext

 

class cfgFunctions
{
    /////// scarCODE functions ///////
    class scarCODE
    {
        tag = "SC";
        class SIM
        {
            file = "scarCODE\SIM\functions_SIM";
            class getliveSimData {};
            class getSimSetting {};
            class setLiveSimData {};
            class setSimContent {};
            class setSimCtrlText {};
            class loadSIM {};
            class initSIM { postInit = 1; };
            class initSIM_SA { postInit = 1; }; // Remove this line if using SCMP
        };
    };
};

 

However, I also use VEMF and it needs the following

 

class cfgFunctions
{
    class VEMF
    {
        tag = "VEMF";
        class functions
        {
            file = "VEMFclient";
            class typeText {};
            class clientInit { postInit = 1; };
        };
    };
};

 

Whickever way that I add these server wont start, SIM on its own or VEMF on its own server loads and the script works perfectly.

 

Tried a few different way, but I am currently banging my head against the desk again.

 

#include "infiSTAR_AdminMenu.hpp"


#include "addons\Halv_defines.hpp"
#include "addons\halv_spawn\spawndialog.hpp"
#include "addons\paintshop\paintshop.hpp"
#include "R3F_LOG\desc_include.h"

author = "Epoch Mod Team";
class Header
{
 gameType = Sandbox;
 minPlayers = 1;
 maxPlayers = 100;
};
respawn = "BASE";
respawnDelay = 600;
respawnDialog = 0;

onLoadMission= "Epoch";
OnLoadIntro = "Welcome to Epoch Mod";
loadScreen = "custom\loadScreen.jpg";
OnLoadIntroTime = False;
OnLoadMissionTime = False;
onLoadName = "Epoch Mod";
disabledAI = true;
scriptedPlayer = 1;
disableChannels[]={0,2,6};
enableItemsDropping = 0;
briefing = 1;
debriefing = 0;
enableDebugConsole = 0;
joinUnassigned = 0;
respawnOnStart = 0;
forceRotorLibSimulation = 0;

corpseManagerMode = 1;
corpseLimit = 10;
corpseRemovalMinTime = 1200;
corpseRemovalMaxTime = 3600;

wreckManagerMode = 1;
wreckLimit = 2;
wreckRemovalMinTime = 60;
wreckRemovalMaxTime = 360;

class CfgRemoteExecCommands {};

/////// scarCODE hpp files ///////
#include "scarCODE\global.hpp" // Needed if you use any menu from scarCODE
#include "scarCODE\SIM\main_SIM.hpp" // Remove line if you do not have SIM
//////////////////////////////////

class cfgFunctions
{
    /////// scarCODE functions ///////
    class scarCODE
    {
        tag = "SC";
        class SIM
        {
            file = "scarCODE\SIM\functions_SIM";
            class getliveSimData {};
            class getSimSetting {};
            class setLiveSimData {};
            class setSimContent {};
            class setSimCtrlText {};
            class loadSIM {};
            class initSIM { postInit = 1; };
            class initSIM_SA { postInit = 1; }; // Remove this line if using SCMP
        };
    class VEMF
    {
        tag = "VEMF";
        class functions
        {
            file = "VEMFclient";
            class typeText {};
            class clientInit { postInit = 1; };
        };
    };
};

class CfgEpochClient
{
    epochVersion = "0.3.1.0";
    
    sapperRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = 1% - 55% if soiled (+ 2% if in city) chance to spawn sapper
    droneRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = // 2% chance (+ 4% chance if in city) (1% - 2% Half if using silencer) to spawn drone if shot fired
    
    buildingNearbyMilitary = 0; //1 to allow building nearby
    buildingNearbyMilitaryRange = 300; //Define radius of blocked area

    buildingRequireJammer = 0; // 1 = to allow building without a jammer
    buildingCountLimit = 800; // how many objects can be built within range of a jammer
    buildingJammerRange = 75; // jammer range in meters
    
    EPOCH_news[] = {"Word is that Sappers have a new boss.","Dogs will often lure them monsters away.","My dog was blown up. I miss him.."};
    
    class Altis {
        blockedArea[] = { //[POS],radius
                { { 16085, 16997, 0 }, 250 }, //South Telos
                { { 12844, 16714, 0 }, 120 }, //Soldner Base
                { { 3085, 13184, 0 }, 300 }, //Kavalar Carstel
                { { 13493, 12013, 0 }, 450 }, //Makrynisi (Island)
                { { 17439, 13165, 0 }, 165 }, //Pyrgorsk Military
                { { 20084, 6728, 0 }, 55 }, //West of Selakano
                { { 25303, 21807, 0 }, 100 } //Sofia    
        };
        Rocks[] = {
            "sharpstone_03_lc.p3d",
            "sharpstone_02_lc.p3d",
            "sharpstone_01_lc.p3d",
            "sharpstone_02.p3d",
            "sharpstone_03.p3d",
            "sharprock_monolith.p3d",
            "sharprock_apart.p3d",
            "sharpstones_erosion.p3d",
            "bluntstone_01_lc.p3d",
            "bluntstone_02_lc.p3d",
            "bluntstone_03_lc.p3d",
            "bluntstones_erosion.p3d",
            "bluntstone_01.p3d",
            "bluntstone_03.p3d",
            "sharprock_spike.p3d",
            "sharprock_wallh.p3d",
            "w_sharpstone_03.p3d",
            "w_sharpstone_02.p3d",
            "w_sharpstone_01.p3d",
            "bluntrock_apart.p3d",
            "bluntstone_02.p3d",
            "bluntrock_monolith.p3d",
            "bluntrock_wallh.p3d",
            "sharprock_wallv.p3d",
            "stonesharp_medium.p3d",
            "stone_medium_f.p3d",
            "stonesharp_big.p3d",
            "stonesharp_small.p3d",
            "small_stone_02_f.p3d",
            "stone_small_f.p3d",
            "stone_big_f.p3d",
            "bluntrock_spike.p3d"
        };
        ATM[] = {
            "atm_01_f.p3d",
            "phonebooth_01_f.p3d",
            "atm_02_f.p3d",
            "phonebooth_02_f.p3d"
        };
        Water[] = {
            "barrelwater_f.p3d",
            "water_source_f.p3d",
            "waterbarrel_f.p3d",
            "canisterplastic_f.p3d",
            "watertank_f.p3d"
        };
        Trash[] = {
            "sack_f.p3d",
            "garbagebags_f.p3d",
            "pallets_f.p3d",
            "junkpile_f.p3d",
            "garbagepallet_f.p3d",
            "garbagewashingmachine_f.p3d",
            "basket_f.p3d",
            "sacks_goods_f.p3d",
            "crateswooden_f.p3d",
            "cratesplastic_f.p3d",
            "garbagebin_01_f.p3d",
            "barrelsand_f.p3d",
            "garbagecontainer_closed_f.p3d",
            "cratesshabby_f.p3d",
            "bucket_f.p3d",
            "garbagebarrel_01_f.p3d",
            "tyres_f.p3d",
            "cargobox_v1_f.p3d",
            "metalbarrel_f.p3d",
            "sacks_heap_f.p3d",
            "woodenbox_f.p3d",
            "grave_v1_f.p3d",
            "grave_v2_f.p3d",
            "calvary_02_v2_f.p3d",
            "fishinggear_02_f.p3d",
            "fishinggear_01_f.p3d",
            "humanskull_f.p3d",
            "calvary_02_v1_f.p3d",
            "rack_f.p3d",
            "wreck_uaz_f.p3d",
            "humanskeleton_f.p3d",
            "shelvesmetal_f.p3d",
            "kiosk_blueking_ruins_f.p3d",
            "cargo20_white_f.p3d",
            "cargo20_yellow_f.p3d",
            "cargo20_military_green_f.p3d",
            "cargo40_blue_f.p3d",
            "cargo40_grey_f.p3d",
            "cargo40_light_green_f.p3d",
            "cargo40_light_blue_f.p3d",
            "cargo40_orange_f.p3d",
            "cargo20_orange_f.p3d",
            "cargo20_brick_red_f.p3d"
        };
        Trees[] = {
            "t_ficusb1s_f.p3d",
            "t_oleae1s_f.p3d",
            "t_ficusb2s_f.p3d",
            "t_broussonetiap1s_f.p3d",
            "t_pinuss2s_f.p3d",
            "t_pinuss2s_b_f.p3d",
            "t_pinuss1s_f.p3d",
            "t_oleae2s_f.p3d",
            "i_house_big_01_v2_f.p3d",
            "i_house_big_02_v1_f.p3d",
            "i_addon_02_v1_f.p3d",
            "t_fraxinusav2s_f.p3d",
            "t_pinusp3s_f.p3d",
            "t_poplar2f_dead_f.p3d",
            "t_populusn3s_f.p3d",
            "t_phoenixc1s_f.p3d"
        };
        Bushes[] = {
            "b_ficusc2d_f.p3d",
            "b_ficusc1s_f.p3d",
            "b_neriumo2d_f.p3d",
            "b_arundod2s_f.p3d",
            "b_arundod3s_f.p3d",
            "b_ficusc2s_f.p3d"
        };
        Wrecks[] = {
            "wall_tin_4_2.p3d",
            "mil_wiredfence_f.p3d",
            "cages_f.p3d",
            "wreck_car_f.p3d",
            "pipes_small_f.p3d",
            "pipe_fence_4m_f.p3d",
            "spp_tower_f.p3d",
            "wreck_ural_f.p3d",
            "wreck_car3_f.p3d",
            "ironpipes_f.p3d",
            "pipes_large_f.p3d",
            "coil_f.p3d",
            "cinderblocks_f.p3d",
            "wreck_offroad_f.p3d",
            "wreck_offroad2_f.p3d",
            "crabcages_f.p3d",
            "metalbarrel_empty_f.p3d",
            "net_fenced_8m_f.p3d",
            "net_fence_8m_f.p3d",
            "wavepowerplantbroken_f.p3d",
            "wreck_truck_dropside_f.p3d",
            "wavepowerplant_f.p3d",
            "wreck_traw_f.p3d",
            "wreck_slammer_f.p3d",
            "maroula_f.p3d",
            "indfnc_9_f.p3d",
            "indfnc_3_f.p3d",
            "indfnc_3_d_f.p3d",
            "wreck_car2_f.p3d",
            "net_fence_4m_f.p3d",
            "wreck_truck_f.p3d",
            "wreck_hunter_f.p3d",
            "wreck_slammer_hull_f.p3d"
        };
    };
};

class CfgEpochSapper
{
    detonateDistMax = 8; //Random distance between 3m and this number at which sapper detonates. Min value = 4
    groanTrig = 16; //Percentage chance of a groan. Min value = 4
    sRange = 300; //Distance from target over which sapper will dispose. Range within which sapper code will be aware of targets. Distance up to which sapper will attempt to find a spot to hide in. Min Value = 150.
    smellDist = 24; //Distance up to which sapper can smell. Used to decide if sapper can see target when deciding to charge and influences target selection. Is influenced by wind direction. Min Value = 8.
};

class CfgEpochUAV
{
    UAVMinDist = 48; //Minimum distance to choose next position when roaming. Min Value = 8.
    UAVMaxDist = 180; //Maximum distance to choose next position when roaming. Min Value = 42 / Max Value = 400.
    UAVHeight = 25; //Set height when roaming, slight randomness is applied to this value. UAV will choose own height when locked onto target. Min Value = 42 / Max Value = 280. UAV can still spot targets from height !
};

class CfgEpochAirDrop
{
    AirDropFreq = 1200; //AirDropChance, to decide if Air drop occurs, will only be checked once per AirDropFreq time period, for each player. Min value = 120.
    AirDropChance = 6; //Percentage chance of air drop, for current player. Checked every AirDropFreq and upon antagonists spawn trigger. -1 To disable.
};

class CfgEpochCloak
{
    cRange = 300; //Distance, from target, at which Cloak will dispose. Cloak is also aware of players within this range. (Min: 60 / Max: 600)
    cAggression = 75; //Percentage chance of attack, currently a psychological attack (Cultist spooky voice). (Min: 1 / Max: 100)
    attackFrequency = 120; //One attack only per this period. (Min: 120)
    attackDistance = 38; // Distance, from target, up to which Cloak will attack. Lower for less vocals. (Min: 16)
    targetChangeFrequency = 42; //Cloak will only attempt to change target once per this period. Make Higher to stick to first target player. (Min: 42)
    teleportChance = 66; //Chance for cloak to teleport. (Min: 1)
    hoverFrequency = 1280; //Cloak has new hover attack. When player is above cloak, and at a distance, cloak will float to player and teleport attack. Only perform one of these moves per this period. (Min: 240)
};

#include "cfgCrafting.hpp"
#include "trader\tradedialog.hpp"
#include "trader\HSPricing.hpp"

class RscTitles
{

#include "addons\Status_Bar\statusBar.hpp"
    
};

 

This is my current Description.ext

 

#include "infiSTAR_AdminMenu.hpp"


#include "addons\Halv_defines.hpp"
#include "addons\halv_spawn\spawndialog.hpp"
#include "addons\paintshop\paintshop.hpp"
#include "R3F_LOG\desc_include.h"

author = "Epoch Mod Team";
class Header
{
 gameType = Sandbox;
 minPlayers = 1;
 maxPlayers = 100;
};
respawn = "BASE";
respawnDelay = 600;
respawnDialog = 0;

onLoadMission= "Epoch";
OnLoadIntro = "Welcome to Epoch Mod";
loadScreen = "custom\loadScreen.jpg";
OnLoadIntroTime = False;
OnLoadMissionTime = False;
onLoadName = "Epoch Mod";
disabledAI = true;
scriptedPlayer = 1;
disableChannels[]={0,2,6};
enableItemsDropping = 0;
briefing = 1;
debriefing = 0;
enableDebugConsole = 0;
joinUnassigned = 0;
respawnOnStart = 0;
forceRotorLibSimulation = 0;

corpseManagerMode = 1;
corpseLimit = 10;
corpseRemovalMinTime = 1200;
corpseRemovalMaxTime = 3600;

wreckManagerMode = 1;
wreckLimit = 2;
wreckRemovalMinTime = 60;
wreckRemovalMaxTime = 360;

class CfgRemoteExecCommands {};

class cfgFunctions
{
    class VEMF
    {
        tag = "VEMF";
        class functions
        {
            file = "VEMFclient";
            class typeText {};
            class clientInit { postInit = 1; };
        };
    };
};

class CfgEpochClient
{
    epochVersion = "0.3.1.0";
    
    sapperRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = 1% - 55% if soiled (+ 2% if in city) chance to spawn sapper
    droneRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = // 2% chance (+ 4% chance if in city) (1% - 2% Half if using silencer) to spawn drone if shot fired
    
    buildingNearbyMilitary = 0; //1 to allow building nearby
    buildingNearbyMilitaryRange = 300; //Define radius of blocked area

    buildingRequireJammer = 0; // 1 = to allow building without a jammer
    buildingCountLimit = 800; // how many objects can be built within range of a jammer
    buildingJammerRange = 75; // jammer range in meters
    
    EPOCH_news[] = {"Word is that Sappers have a new boss.","Dogs will often lure them monsters away.","My dog was blown up. I miss him.."};
    
    class Altis {
        blockedArea[] = { //[POS],radius
                { { 16085, 16997, 0 }, 250 }, //South Telos
                { { 12844, 16714, 0 }, 120 }, //Soldner Base
                { { 3085, 13184, 0 }, 300 }, //Kavalar Carstel
                { { 13493, 12013, 0 }, 450 }, //Makrynisi (Island)
                { { 17439, 13165, 0 }, 165 }, //Pyrgorsk Military
                { { 20084, 6728, 0 }, 55 }, //West of Selakano
                { { 25303, 21807, 0 }, 100 } //Sofia    
        };
        Rocks[] = {
            "sharpstone_03_lc.p3d",
            "sharpstone_02_lc.p3d",
            "sharpstone_01_lc.p3d",
            "sharpstone_02.p3d",
            "sharpstone_03.p3d",
            "sharprock_monolith.p3d",
            "sharprock_apart.p3d",
            "sharpstones_erosion.p3d",
            "bluntstone_01_lc.p3d",
            "bluntstone_02_lc.p3d",
            "bluntstone_03_lc.p3d",
            "bluntstones_erosion.p3d",
            "bluntstone_01.p3d",
            "bluntstone_03.p3d",
            "sharprock_spike.p3d",
            "sharprock_wallh.p3d",
            "w_sharpstone_03.p3d",
            "w_sharpstone_02.p3d",
            "w_sharpstone_01.p3d",
            "bluntrock_apart.p3d",
            "bluntstone_02.p3d",
            "bluntrock_monolith.p3d",
            "bluntrock_wallh.p3d",
            "sharprock_wallv.p3d",
            "stonesharp_medium.p3d",
            "stone_medium_f.p3d",
            "stonesharp_big.p3d",
            "stonesharp_small.p3d",
            "small_stone_02_f.p3d",
            "stone_small_f.p3d",
            "stone_big_f.p3d",
            "bluntrock_spike.p3d"
        };
        ATM[] = {
            "atm_01_f.p3d",
            "phonebooth_01_f.p3d",
            "atm_02_f.p3d",
            "phonebooth_02_f.p3d"
        };
        Water[] = {
            "barrelwater_f.p3d",
            "water_source_f.p3d",
            "waterbarrel_f.p3d",
            "canisterplastic_f.p3d",
            "watertank_f.p3d"
        };
        Trash[] = {
            "sack_f.p3d",
            "garbagebags_f.p3d",
            "pallets_f.p3d",
            "junkpile_f.p3d",
            "garbagepallet_f.p3d",
            "garbagewashingmachine_f.p3d",
            "basket_f.p3d",
            "sacks_goods_f.p3d",
            "crateswooden_f.p3d",
            "cratesplastic_f.p3d",
            "garbagebin_01_f.p3d",
            "barrelsand_f.p3d",
            "garbagecontainer_closed_f.p3d",
            "cratesshabby_f.p3d",
            "bucket_f.p3d",
            "garbagebarrel_01_f.p3d",
            "tyres_f.p3d",
            "cargobox_v1_f.p3d",
            "metalbarrel_f.p3d",
            "sacks_heap_f.p3d",
            "woodenbox_f.p3d",
            "grave_v1_f.p3d",
            "grave_v2_f.p3d",
            "calvary_02_v2_f.p3d",
            "fishinggear_02_f.p3d",
            "fishinggear_01_f.p3d",
            "humanskull_f.p3d",
            "calvary_02_v1_f.p3d",
            "rack_f.p3d",
            "wreck_uaz_f.p3d",
            "humanskeleton_f.p3d",
            "shelvesmetal_f.p3d",
            "kiosk_blueking_ruins_f.p3d",
            "cargo20_white_f.p3d",
            "cargo20_yellow_f.p3d",
            "cargo20_military_green_f.p3d",
            "cargo40_blue_f.p3d",
            "cargo40_grey_f.p3d",
            "cargo40_light_green_f.p3d",
            "cargo40_light_blue_f.p3d",
            "cargo40_orange_f.p3d",
            "cargo20_orange_f.p3d",
            "cargo20_brick_red_f.p3d"
        };
        Trees[] = {
            "t_ficusb1s_f.p3d",
            "t_oleae1s_f.p3d",
            "t_ficusb2s_f.p3d",
            "t_broussonetiap1s_f.p3d",
            "t_pinuss2s_f.p3d",
            "t_pinuss2s_b_f.p3d",
            "t_pinuss1s_f.p3d",
            "t_oleae2s_f.p3d",
            "i_house_big_01_v2_f.p3d",
            "i_house_big_02_v1_f.p3d",
            "i_addon_02_v1_f.p3d",
            "t_fraxinusav2s_f.p3d",
            "t_pinusp3s_f.p3d",
            "t_poplar2f_dead_f.p3d",
            "t_populusn3s_f.p3d",
            "t_phoenixc1s_f.p3d"
        };
        Bushes[] = {
            "b_ficusc2d_f.p3d",
            "b_ficusc1s_f.p3d",
            "b_neriumo2d_f.p3d",
            "b_arundod2s_f.p3d",
            "b_arundod3s_f.p3d",
            "b_ficusc2s_f.p3d"
        };
        Wrecks[] = {
            "wall_tin_4_2.p3d",
            "mil_wiredfence_f.p3d",
            "cages_f.p3d",
            "wreck_car_f.p3d",
            "pipes_small_f.p3d",
            "pipe_fence_4m_f.p3d",
            "spp_tower_f.p3d",
            "wreck_ural_f.p3d",
            "wreck_car3_f.p3d",
            "ironpipes_f.p3d",
            "pipes_large_f.p3d",
            "coil_f.p3d",
            "cinderblocks_f.p3d",
            "wreck_offroad_f.p3d",
            "wreck_offroad2_f.p3d",
            "crabcages_f.p3d",
            "metalbarrel_empty_f.p3d",
            "net_fenced_8m_f.p3d",
            "net_fence_8m_f.p3d",
            "wavepowerplantbroken_f.p3d",
            "wreck_truck_dropside_f.p3d",
            "wavepowerplant_f.p3d",
            "wreck_traw_f.p3d",
            "wreck_slammer_f.p3d",
            "maroula_f.p3d",
            "indfnc_9_f.p3d",
            "indfnc_3_f.p3d",
            "indfnc_3_d_f.p3d",
            "wreck_car2_f.p3d",
            "net_fence_4m_f.p3d",
            "wreck_truck_f.p3d",
            "wreck_hunter_f.p3d",
            "wreck_slammer_hull_f.p3d"
        };
    };
};

class CfgEpochSapper
{
    detonateDistMax = 8; //Random distance between 3m and this number at which sapper detonates. Min value = 4
    groanTrig = 16; //Percentage chance of a groan. Min value = 4
    sRange = 300; //Distance from target over which sapper will dispose. Range within which sapper code will be aware of targets. Distance up to which sapper will attempt to find a spot to hide in. Min Value = 150.
    smellDist = 24; //Distance up to which sapper can smell. Used to decide if sapper can see target when deciding to charge and influences target selection. Is influenced by wind direction. Min Value = 8.
};

class CfgEpochUAV
{
    UAVMinDist = 48; //Minimum distance to choose next position when roaming. Min Value = 8.
    UAVMaxDist = 180; //Maximum distance to choose next position when roaming. Min Value = 42 / Max Value = 400.
    UAVHeight = 25; //Set height when roaming, slight randomness is applied to this value. UAV will choose own height when locked onto target. Min Value = 42 / Max Value = 280. UAV can still spot targets from height !
};

class CfgEpochAirDrop
{
    AirDropFreq = 1200; //AirDropChance, to decide if Air drop occurs, will only be checked once per AirDropFreq time period, for each player. Min value = 120.
    AirDropChance = 6; //Percentage chance of air drop, for current player. Checked every AirDropFreq and upon antagonists spawn trigger. -1 To disable.
};

class CfgEpochCloak
{
    cRange = 300; //Distance, from target, at which Cloak will dispose. Cloak is also aware of players within this range. (Min: 60 / Max: 600)
    cAggression = 75; //Percentage chance of attack, currently a psychological attack (Cultist spooky voice). (Min: 1 / Max: 100)
    attackFrequency = 120; //One attack only per this period. (Min: 120)
    attackDistance = 38; // Distance, from target, up to which Cloak will attack. Lower for less vocals. (Min: 16)
    targetChangeFrequency = 42; //Cloak will only attempt to change target once per this period. Make Higher to stick to first target player. (Min: 42)
    teleportChance = 66; //Chance for cloak to teleport. (Min: 1)
    hoverFrequency = 1280; //Cloak has new hover attack. When player is above cloak, and at a distance, cloak will float to player and teleport attack. Only perform one of these moves per this period. (Min: 240)
};

#include "cfgCrafting.hpp"
#include "trader\tradedialog.hpp"
#include "trader\HSPricing.hpp"

class RscTitles
{

#include "addons\Status_Bar\statusBar.hpp"
    
};

 

Hope someone can let me know where I am going wrong

 

Regards

 

Simon

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